Character

Every trigger action related to characters.

Last updated: 2024/3/23

Here is the list of tables which are related to character category:

IDDisplay NameExplanationsParameter AParameter B

4

Change the number of hit points of Character 'A' to 'B' percents.

Change the health of the Character ‘A’ to percentage ‘B’ relative to its maximum hit points.

Character

float (0~100)

10

Harm the stability with power 'A' of all Characters located at Region with the name 'B'.

Making the stability of entities unstable by power of ‘A’ in region ‘B’. (when set to 100, character will basically uncontrollable.)

Float

Region

11

Kill all Characters at Region 'B' which are not allied to Character 'A'

Kill everyone who is not allied with Character ‘A’ in Region ‘B’ (Kills every characters who is not as same team as the target ‘A’.

Character

Region

13

Put Character 'A' into the Vehicle 'B'

Put Character named 'A' into the Vehicle named 'B'.

Character

Vehicle

14

Move Character 'A' to the region 'B' (if Character alive)

Move Character named 'A' to the region 'B' (if Character alive).

Character (Alive only)

Region

23

Set current hit points of Character 'A' to 'B' hit points (not sets hit points of each limb)

Set current hit points of Character 'A' to 'B' hit points. It does not set hit points of each limb.

Character

Float

28

Clone Character 'A' and spawn it in the centre of Region 'B'

Clone Character with name 'A' and spawn it at region 'B'. Use Region's -ID to make random spawn based of left and right borders of Region.

Character

Region

29

Force all enemies of Character 'A' who located in region 'B' hunt for Character 'A'.

Make all characters which are not allied with character ‘A’ in region ‘B’ find character ‘A’. (Useful for story building)

Character

Region

32

Set “AI Behavior” parameter of computer-controlled Character 'A' to value 'B'

Set the job ("AI Behavior" parameter) of computer-controlled Character named 'A' to value 'B'. Table of AI refers to page 34, AI behavior table.

Character

Selector

33

Change team of Character 'A' to value 'B'

Switch the character 'A' team to 'B'.

Character

Selector

48

Multiply maximal and current hit points of Character 'A' by 'B' percent. Not for multiplayer.

Multiply the percentage ‘B’ of current max and current health of that character ‘A’.

Character

float (0~100)

52

Change Character 'A' nickname to 'B'

Changing the character name.

Character

String

53

Clone Character 'A' and spawn it in random place in Region 'B'

Clone Character with name 'A' and spawn it randomly at region 'B'. Used for ambushes war.

Character

Region

58

Change Character 'A' skin to 'B'

Refer to character table.

Character

Selector

59

Set Character 'A' current and max hit points to value 'B'

Set the character 'A' maximum hit points and heal that character to that value 'B'.

Character

Int

60

Force Character 'A' to drop all weapons

One usage is for making character dropping weapons, other usage is debugging purposes.

Character

-

61

Multiply Character 'A' speed by value 'B'

Changing Character ‘A’ inertia Speed ‘B’.

Character

Float

76

Allow Gun 'A' only for characters

Transform the gun to hold-able by characters

Gun

-

88

Change Character 'A' mobility factor to 'B'

How fast/slow your character has to move? (-1 to make stationary characters.)

Table of most characters mobility

Character

Float

89

Change Character 'A' armor type to 'B' (0, 1 or 2)

0 is blood 1 is blood + static 2 is static.

Character

Int [0~2]

90

Change blood color of Character 'A' to HEX color 'B'

Changing the color “B” of blood from character “A”.

Character

Hex

91

Set horizontal movement on idle Character 'A' to value 'B' (0, -1 or 1)

[Ragdolls] making character ‘A’ move forwards(1), stationary(0) or backwards(-1)

Character

Int [-1, 1]

92

Set vertical movement on idle Character 'A' to value 'B' (0, -1 or 1)

[Ragdolls] making character ‘A’ jump(1), stationary(0) or crouch(-1)

Character

Int [-1, 1]

93

Set shoot action on idle Character 'A' to value 'B' (0 or 1)

[Ragdolls] making character ‘A’ shoot(1) or stationary(0)

Character

Int [0, 1]

94

Force Character 'A' to look at random point in Region 'B'

[Ragdolls] making character ‘A’ Look at random point of Region ‘B’. (If region is big)

Character

Region

97

Force Character 'A' to hunt Character 'B'

Force a character 'A' to target the character 'B', ignoring the previous target.

Character

Character

141

Damage player 'A' head hitpoints by value 'B'

Self-explanatory.

Character

Float

142

Damage player 'A' arms hitpoints by value 'B'

Self-explanatory.

Character

Float

143

Damage player 'A' body hitpoints by value 'B'

Self-explanatory.

Character

Float

144

Damage player 'A' legs hitpoints by value 'B'

Self-explanatory.

Character

Float

164

Change arms model of Character 'A' to model 'B'

Self-explanatory.

Character

Selector

165

Change head model of Character 'A' to model 'B'

Self-explanatory.

Character

Selector

166

Change body model of Character 'A' to model 'B'

Self-explanatory.

Character

Selector

167

Change legs model of Character 'A' to model 'B'

Self-explanatory.

Character

Selector

168

Set Character 'A' color pattern (4 small letters for each body sections, each represents first symbol of color in lowercase. - disables color change for specific section)

Character

String (4 chars only)

Save inventory info of Character 'B' to variable 'A'

Useful to bring the previous weapons players grab to next map. Weapon IDs work like this: [Weapon ID]^[Weapon level]^[Weapon Team]...

String

Character

Spawn all weapons stored in variable 'A' at position of Character 'B'

... which weapon ID refers to Weaponry Data, Weapon level has a range of 0~3, Team use value as perspective teams.

String

Character

220

Set Character 'A' scale to value 'B'

How big are you? Default value: 1

Character

Float

221

Set Character 'A' scale to value of variable 'B'

Same as above, but relies on variable ‘A’

Character

Var (Float)

222

Set Character 'A' zoom to value 'B'

Control the camera zoom of that character. Default value: 100

Character

Float

247

Save horizontal movement intention of character 'B' to variable 'A'

If character ‘B’ is walking forward, value 1 will be saved in variable ‘A’.

Var [Boolean]

Character

248

Save vertical movement intention of character 'B' to variable 'A'

If character ‘B’ is jumping, value 1 will be saved in variable ‘A’.

Var [Boolean]

Character

249

Save shoot intention of character 'B' to variable 'A'

If character ‘B’ is shooting, value 1 will be saved in variable ‘A’.

Var [Boolean]

Character

254

Attempt healing of player-initiator by 'A' hit points. Stop trigger execution if player-initiator has maximum hit points or died

Customize healing player. Stops when player health is full or dead.

Int

-

255

Heal player 'A' by 'B' hit points

Basically medkit.

Character

Int

256

Heal player 'A' by value of variable 'B'

Same as above, but relies on variable ‘A’

Character

Var (Int)

269

Set intensity scale of entity pushing force for player 'A' (default 0)

One punch~ (it is possible if you set it a very high value) Default Value: 0

Character

Float

270

Set radius of entity pushing force for player 'A' (default 200)

It may be possible to make no collision between players who is not alpha team by setting 0. Default Value: 200

Character

Float

271

Set Character 'A' voice preset to 'B'

Imagine noir lime screams like proxy? Voice preset check here.

Character

Selectors

272

Add ghost effect to Character 'A'

CoD: Ghost.

Character

-

273

Remove ghost effect from Character 'A'

CoD: Modern Warfare.

Character

-

280

Apply damage-over-time effect to player-initiator with power 'A' and duration 'B' (30 duration = 1 second)

The poison hp effect.

Float

Int {/30}

281

Remove all effects from player-initiator

Self-explanatory.

-

-

282

Spawn damage particles of Character 'A' at the center of Region 'B'

Particle damage of character ‘A’ appears is region ‘B’.

Character

Region

289

Set Character 'A' color pattern to string-value of variable 'B' (4 small letters for each limb, each represents first symbol of color in lowercase

Character Skin Color Table, but relies in variable 'B'.

Character

String

296

Set jump multiplier for player 'A' to value 'B

How high do player jump?

Character

Float

311

Set Character 'A' active weapon slot to 'B'

You can define the character ‘A’ AI to use weapon slot ‘B’.

Character

Int [0~9]?

312

Make Character 'A' drop weapon at current slot

Drop the weapon of that character are holding right now.

Character

-

313

Set variable 'A' to 1 if Character 'B' is dying (variable 'A' becomes 0 in else case)

Check if character 'B' is dying, outputs the "1" to variable 'A'. Otherwise, outputs "0".

Var [boolean]

-

314

Set variable 'A' to 1 if Character-initiator is dying (variable 'A' becomes 0 in else case)

Check if character who execute this trigger is dying, outputs the "1" to variable 'A'. Otherwise, outputs "0".

Var [boolean]

-

315

Set variable 'A' to 1 if Character-killer is dying (variable 'A' becomes 0 in else case)

Check if character who kills the character who execute this trigger is dying, outputs the "1" to variable 'A'. Otherwise, outputs "0".

Var [boolean]

-

316

Set player-initiator team to 'B'

Set the player who executed this trigger to team ‘B’.

-

Selector

317

Make Character 'A' unhittable

Set the character ‘A’ immune to any damage. (Except void damage)

Character

-

318

Make Character 'A' hittable

Set the character ‘A’ vulnerable to any damage.

Character

-

319

Switch singleplayer control to Character 'A'. Set parameter 'B' to 1 if sound needs to be played

Force switching control to character ‘A’. Useful for multi fights.

Character

Boolean [0,1]

320

Disallow weapon drop for Character 'A'

So the character won’t drop weapon if he died.

Character

-

321

Allow weapon drop for Character 'A'

So the character will drop weapon if he died.

Character

-

323

Call Trigger 'B' when Gun 'A' was fully reloaded while being held by some character

Execute trigger ‘B’ when the weapon ‘A’ character holding is reloaded

Gun

Trigger

336

Set variable 'A' to X direction of Character 'B'

Record the var 'A' to value whatever the character'B' looking direction.

Note: this trigger action is bugged

Var [-1 / 1]

Character

345

Enable or Disable Nametag visibility of Character 'A' using parameter 'B'

This controls the visibility of the name tag of Character 'A'.

Character

Boolean

346

Change Character skin of slot-value variable 'A' to 'B'

Get the value from variable 'A', as the slot character, change his skin with selector 'B'.

Var (Int)

Selector

350

Move Character of slot-value variable 'A' to region 'B'

Get the value from variable 'A', as the slot character, move him to region 'B'.

Var (Int)

Region

355

Change head model of Character slot-value variable 'A' to model 'B'

Get the value from variable 'A', as the slot character, change his head model to 'B'.

Var (Int)

Selector

356

Change body model of Character slot-value variable 'A' to model 'B'

Get the value from variable 'A', as the slot character, change his body model to 'B'.

Var (Int)

Selector

357

Change arms model of Character slot-value variable 'A' to model 'B'

Get the value from variable 'A', as the slot character, change his arms model to 'B'.

Var (Int)

Selector

358

Set Character slot-value variable 'A' color pattern (4 small letters for each body section, each represents the first symbol of color in lowercase. - disables color change for a specific section)

359

Change legs model of Character slot-value variable 'A' to model 'B'

Get the value from variable 'A', as the slot character, change his legs model to 'B'.

Var (Int)

Selector

367

Set Character 'A' zoom to variable 'B'

Same as 222, but handled by Variables.

Character

Var (Float)

369

Set Character slot-value variable 'A' zoom to variable 'B'

370

Move Character 'A' to a random place in region 'B'

371

Remove beginning 'A' characters from variable 'B' (-/+)

373

Set Character 'A' stability to value 'B'

374

Set Character 'A' stability to the value of variable 'B'

375

Set variable 'A' to stability of Character 'B'

399

Add ghost effect to Character slot-value variable 'A'

400

Remove ghost effect from Character slot-value variable 'A'

401

Move Character slot-value variable 'A' to start position

403

Set Character slot-value variable 'A' properties to properties of Character slot-value variable 'B' (hitpoints, max hitpoints, mobility, voice, model)

405

Continue execution of this trigger only if tracing from center of Region 'A' to center of Region 'B' doesn't intersect a character

406

Continue execution of this trigger only if tracing from center of Region 'A' to center of Region 'B' intersects a character

409

Set variable 'A' to active gun model of Character 'B'

410

Make Character 'A' drop Gun 'B'

429

Set X speed of Character 'A' to value of variable 'B'

430

Set Y speed of Character 'A' to value of variable 'B'

446

Set Character 'A' Health bar GUI visibility to value 'B'

447

Set Character 'A' Health bar GUI visibility to variable 'B'

451

Change Character 'A' sword life to variable 'B'

455

Change Character 'A' nickname to variable 'B'

456

Change Character 'A' nametag text to variable 'B'

457

Change Character 'A' nametag HEX multiplier to variable 'B'

458

Set disabling of Character 'A' psi swords to parameter 'B'

459

Set disabling of Character slot-value variable 'A' psi swords to parameter 'B'

464

Set Character 'A' current and max hit points to variable 'B'

475

Change Character 'A' health bar HEX multiplier to variable 'B'

495

Save shoot intention of Character slot-value variable 'B' to variable 'A'

496

Save horizontal movement intention of Character slot-value variable 'B' to variable 'A'

497

Save vertical movement intention of Character slot-value variable 'B' to variable 'A'

498

Set Character slot-value variable 'A' current and max hit points to value 'B'

501

Set Character 'A' Health bar GUI visibility to parameter 'B'

502

Set Character 'A' Health bar GUI visibility to parameter variable 'B'

503

Set Character slot-value variable 'A' Health bar GUI visibility to parameter 'B'

504

Set Character slot-value variable 'A' Health bar GUI visibility to parameter variable 'B'

506

Change team of Character slot-value variable 'A' to variable 'B'

507

Change team of Character slot-value variable 'A' to value 'B'

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