Sticky Symbols
Keeps landed symbols in place for the following spins, for sticky wilds and sticky respins. A stateful maths node that also compiles to the RGS.
Put the node between the reels and the win evaluation. Wire Reels from Weighted Reels reels; the reels output is the landed grid with the remembered stickies written back in, so wire it to Calculate Winnings or Cluster Pays and to the reel display. The renderer re-lands the sticky symbol on every spin rather than freezing the cell; frame the held cells with pixi.CellOverlay cells wired from stickyPositions.
Every Do does three things in order. It writes every live sticky into the incoming grid, showing Replace With when set, else the captured symbol. It ages the stickies by one spin while Tick is on and drops those whose Duration has run out. Then, while Capture On Do is on, it captures every cell the spin landed showing Sticky Symbol that is not already held. Capture reads the landed grid, not the merged one, so an expired sticky is not re-captured unless the reel lands the symbol again. A new sticky is shown for the next Duration spins; 0 keeps it until Reset.
Turn Capture On Do off and fire Capture to hold symbols only on demand, for instance inside free spins; Reset drops every sticky when the feature ends. In the editor each signal is its own evaluation that also merges and ages, so fire either Do or Capture for a spin, not both. On the server a signal is a boolean for the round, and capture is on when either Capture fired or Capture On Do is set.
The state is the list of held cells. It persists across rounds for identified players only; a guest session starts every round with no stickies. On an empty or ragged grid the node logs the error, writes it to inspect data, empties every output, keeps the stickies and still fires Done.
Inputs
Parameters
| Data | Description |
|---|---|
| Reels (array) | The landed grid, reels[col][row], from Weighted Reels reels; the stickies are merged into a copy of it. |
| Sticky Symbol (number) | Symbol id that sticks when captured; 0 = nothing is captured. Default 0. |
| Replace With (number) | Symbol id shown in the sticky cells instead of the captured symbol; empty = keep it. Default empty. |
| Duration (spins) (number) | Spins a captured sticky survives; 0 = until Reset. Default 0. |
| Capture On Do (boolean) | When on, every Do captures the landed sticky symbols; turn off to capture only with Capture. Default on. |
| Tick (age per spin) (boolean) | When on, each evaluation ages the stickies by one spin. Default on. |
Actions
| Signal | Description |
|---|---|
| Capture | Merges, ages and captures the landed sticky symbols, regardless of Capture On Do. |
| Reset | Clears the node's state and starts again. |
| Do | Runs the node. |
Outputs
Events
| Signal | Description |
|---|---|
| Done | Fires when the node has finished, on success and failure alike. |
Results
| Data | Description |
|---|---|
| Reels (array) | The landed grid with the live stickies written in. Score and display this grid. |
| Sticky Positions (array) | The held cells as [row, col] pairs, sorted by column then row; wire to pixi.CellOverlay cells. |
| Sticky Count (number) | Number of cells currently held. |
| Changed (boolean) | True when this call wrote a sticky into the grid, captured one or cleared them on Reset. A boolean, not a signal. |
Usage
- Wire Weighted Reels
reelsinto Reels and set Sticky Symbol to the wild. - Set Duration to the number of spins a sticky lasts, or 0 for the whole feature.
- Fire Do from Weighted Reels Done; wire the
reelsoutput into the win evaluator and the reel display. - Wire
stickyPositionsinto pixi.CellOverlay Cells. - Fire Reset when the feature ends.
In the editor Capture and Reset each run a full evaluation. Firing Do and Capture for the same spin merges and ages the stickies twice, so a sticky lasts fewer spins than Duration.