Character
Every trigger action related to characters.
Last updated: 2024/3/23
Here is the list of tables which are related to character category:
ID | Display Name | Explanations | Parameter A | Parameter 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.) | 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: | 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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