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Player Horse Jump

Runs when the player horse jump interaction occurs for an eligible participant/entity in the plot.

Event → Choose Operation → Player → Movement → Player Horse Jump. Configure with Dev access and compile.

Default Event Target has declared type player. Only values actually supplied by this event are available.

Use Game Values and Target Objects appropriate to this event. Unavailable event data reports an error rather than silently producing a usable default. Horse jumps expose Number Jump Power.

Event: Player Horse Jump
Call Method → Event Target → Send Message
Message: Player Horse Jump observed

Declare any Public destination first. Test by performing the described interaction in Play; some events require the matching entity/item/game context. Use the example as an observation handler, then replace it with your intended behavior.

Event mutations/cancellation must run while the original synchronous event is active. A Wait or suspension ends that opportunity. Captured event values can remain readable afterward. Check that participants still belong to Play before applying later actions. Repeated movement/interaction triggers can create many tasks if each starts detached work.

Events and targets · Control flow · Async calls

Reference identifier: player_horse_jump.