Region
Every trigger action related to regions.
Last updated: 2024/1/27
Here is the list of tables which are related to region category:
ID | Display Name | Explanations | Parameter A | Parameter B |
---|---|---|---|---|
0 | Force Movable ‘A’ to Region ‘B’ | Start moving of door/elevator with Name 'A' from its current position to region with name 'B'. Dimensions of Door and Region must be same. | Movable | Region |
2 | Quickly move Region with name 'A' to the position of the region with name 'B' | Moving Region ‘A’ to Region ‘B’. The region will aligned on left-top corner. | Region | Region |
6 | Make damage in Region 'A' with power of 'B' hit points. | Making damage value of ‘B’ to all entities in region ‘A’. Setting it to negative value will heal character over max hit points instead relative to value. | Region | Float |
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 |
12 | Destroy all vehicles in Region 'A' | Self-explanatory. | Region | - |
14 | Move Character 'A' to the region 'B' (if Character alive) | Move Character named 'A' to the region 'B' (if Character alive). | Character | Region |
15 | Move Gun 'A' to the Region 'B' | Move Gun named 'A' to the Region named 'B'. | Gun | Region |
16 | Move Barrel 'A' to the Region 'B' (if Barrel not exploded) | Move Barrel named 'A' to the Region named 'B' (if Barrel not exploded). The barrel will float when moved. | Barrel | Region |
18 | Move Region 'A' to the Region 'B'. | Move Region 'A' to the Region 'B'. Their centres will be located in the same point. | Region | Region |
24 | Make an explosion with power 'A' at Region 'B' | Exploding with power ‘A’ in region ‘B’ | Int | Region |
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 |
30 | Teleport all players from Region 'A' to Region 'B' | Teleports all players from Region 'A' to Region 'B'. Used for teleporting effect. | Region | Region |
31 | Teleport all players from Region 'A' to Region 'B' and invert speed by X axis (used to avoid loop teleportation) | Same as 30, but inverts the player horizontal speed due to inertia and the way player builds the 2-way teleporter causing the loop teleportation. | Region | Region |
53 | Clone Character 'A' and spawn it in random place in Region 'B' | Same as 28, but this time the character will spawn random places instead of just centre in region 'B' | Character | Region |
56 | Flip X speed for all players in region 'A' | Basically add a “-” (minus) sign to X speed, making you move into opposite direction horizontally by the power of inertia. | Region | - |
57 | Flip Y speed for all players in region 'A' | Basically add a “-” (minus) sign to Y speed, making you into opposite direction vertically by the power of inertia. | Region | - |
70 | Teleport player-initiator from Region 'A' to Region 'B' | Teleport the player who activates this trigger from region ‘A’ to region ‘B’. | Region | Region |
72 | Multiply speed of players in Region 'A' by value 'B' | Changing all Character inertia speed ‘B’ in Region ‘A’. | Region | Float |
79 | Move Region 'A' to player-initiator | Assign a Region 'A' to the position of the player who executed this action. | Region | - |
80 | Move Region 'A' to player 'B' | Assign a Region 'A' to the position of player 'B'. | Region | Player |
83 | Move Region 'A' relative to current position along X | Moving the Region 'A' to horizontal, given value. | Region | Float |
84 | Move Region 'A' relative to current position along Y | Same as 83, but vertically. | Region | Float |
87 | Move Region 'A' to player-initiator's cursor | Assign a Region 'A' to the position of the player's cursor who executed this action. | Region | - |
94 | Force Character 'A' to look at random point in Region 'B' | Only works for character (actor) which action is do nothing. | Character | Region |
95 | Continue execution of this trigger only if tracing from center of Region 'A' to center of Region 'B' is possible | If there's nothing blocking the region 'A' and region 'B', this trigger will executing the next trigger action. | Region | Region |
96 | Continue execution of this trigger only if tracing from center of Region 'A' to center of Region 'B' is impossible | Same as 95, but this time only executing the next trigger action if there's something (mainly movable) blocking them. Character is not counted for blocking. | Region | Region |
98 | Move Region 'A' to Movable 'B' | Start moving of region with Name 'A' from its current position to door/elevator with name 'B'. Dimensions of Door and Region must be same. | Region | Movable |
118 | Set value of variable 'A' to value of region 'B' X position of left-top corner point | Var | Region | |
119 | Set value of variable 'A' to value of region 'B' Y position of left-top corner point | Var | Region | |
120 | Set X position of 'A' region left-top corner point to value of variable 'B' | Same as 118, but this time the variable sets the position of the region. | Region | Var (float) |
121 | Set Y position of 'A' region left-top corner point to value of variable 'B' | Same as 119, but this time the variable sets the position of the region. | Region | Var (float) |
126 | Make an explosion with power of value of variable 'A' at Region 'B' | Same as 24, but the value is grab by variable 'A'. | Var (int) | Region |
145 | Set value of variable 'A' to number of alive players in region 'B' | Count how many player alive in region 'B', then save the result to variable 'A'. | Var (int) | Region |
243 | Create Map Preview from Region 'A' (only owner can execute this. Prevent execution for other players in order to prevent lag) | For taking photo to become a map preview. Only works on map owner. | Region | - |
245 | Lock camera at region 'A' (region size must be 800x400 for zoom of 100%) with intensity multiplier 'B' (0..1) | for a 100% zoom, camera size would need 800x400 region. Multiplier ‘B’ basically means that the speed of camera moves to that region. 1 is instantly move the camera to the destination. | Region | Float [0 ~ 1] |
246 | Unlock camera from any region | Return the camera back to the main character. | - | - |
259 | Move region 'A' to cursor of player 'B' | Assign a Region 'A' to the position of player 'B' cursor. | Region | Player |
278 | Silently teleport player-initiator from Region 'A' to Region 'B' | Teleport but no teleportation effects and sound. | Region | Region |
282 | Spawn damage particles of Character 'A' at the center of Region 'B' | Particle damage of character ‘A’ appears is region ‘B’. | Character | Region |
283 | Play sound 'A' at Region 'B' (volume and stereo effect won't be updated once sound starts) | Only play sound ‘A’ for players who are at region ‘B’. | Selectors | Region |
322 | Move Region 'A' to Gun 'B' | Expect unsync bugs in multiplayer. Basically assign the region 'A' to the position of gun 'B'. | Region | Gun |
344 | Change top-left position of decor 'A' to top-left position of region 'B' | Assign the decor 'A' to the top-left position of region 'B'. The position is aligned with top-left position. | Decor | Region |
350 | Move Character of slot-value variable 'A' to region 'B' | Move the player, which it's slot matches the variable 'A', to region 'B'. | Var (int) | Region |
352 | Move Region 'A' to lower body of player 'B | Assign the region 'A' to the lower body of player 'B'. Probably the position of pelvis. | Region | Player |
370 | Move Character 'A' to a random place in region 'B' | Move the character 'A' to any place available in region 'B'. | Character | Region |
372 | Set variable 'A' to degrees between regions in 'B' (separated by commas) | Given 2 regions, set the first region as starting point, calculate the hypotenuse distance to another region, then count the degrees from x-axis to the hypotenuse line. | Var | Region (A, B) |
381 | Draw line on current graphic from top-left of region 'A' to top-left of region 'B' | put two regions at a distance, and this trigger will draw a line from top left of region 'A' to top left of region 'B'. | Region | Region |
386 | Draw circle on current graphic at top-left of region 'A' with radius 'B' | Draw a circle with radius 'B', at top left of the region 'A'. | Region | Float |
389 | Set starting position of graphic with name 'A' to region 'B' | Set the graphic 'A' starting point to region 'B'. | Graphic | Region |
390 | Draw line from current position of graphic with name 'A' to top-left region 'B' | Draw a line from graphic 'A', which is by it's current pen position, to top left region 'B', as destination. | Graphic | Region |
391 | Move Water 'A' to Region 'B' | Start moving of water with Name 'A' from its current position to region with name 'B'. Dimensions of water and region must be same. | Water | Region |
395 | Move region 'A' to game camera | For best result, it's better to make region 'A' as 800x400. Assign the region 'A' to player's camera, who executes this trigger action. | Region | - |
397 | Set variable 'A' to distance between 2 regions in 'B' (separated by commas) | Given 2 regions, set the first region as starting point, calculate the hypotenuse distance to another region, thus store the result to variable 'A'. | Var (float) | Region (A, B) |
406 | Continue execution of this trigger only if tracing from center of Region 'A' to center of Region 'B' doesn't intersect a character | If there's no character blocking the region 'A' and region 'B', this trigger will executing the next trigger action. | Region | Region |
407 | Continue execution of this trigger only if tracing from center of Region 'A' to center of Region 'B' intersects a character | Same as 406, but this time only executing the next trigger action if there's a character blocking them. | Region | Region |
440 | Initiate region 'A' using character 'B' as initiator | Initialize the position of region 'A' to character 'B' position. | Region | Character |
461 | Clone Barrel 'A' and spawn it at centre of Region 'B' | Clone the barrel 'A', and put that barrel at centre of region 'B'. | Barrel | Region |
480 | Move region 'A' relative to current position along variable 'B' X | Move (+/-) the region 'A' based on the value from variable 'B' horizontally. | Region | Var (float) |
481 | Move region 'A' relative to current position along variable 'B' Y | Move (+/-) the region 'A' based on the value from variable 'B' vertically. | Region | Var (float) |
487 | Destroy all projectiles in region 'A' | Remove all projectiles in that region. Useful for avoiding projectiles shoots to next level. | Region | - |
488 | Move projectiles in region 'A' to region 'B' | Do you know that the projectiles can teleport themselves nowadays? | Region | Region |
489 | Spawn teleport particle at the center of Region 'A' | Just the visual effects of teleportation. | Region | - |
490 | Multiply all projectiles' speed in region 'A' to value 'B' | Increase the speed (multiplicative) of projectiles in region 'A' using value 'B'. | Region | float |
492 | Continue execution of this trigger only if Region 'A' contains projectiles | This trigger will executing the next trigger action if the region 'A' has projectiles. | Region | - |
493 | Continue execution of this trigger only if Region 'A' doesn't contain projectiles | Same as 492, but this time if the region 'A' doesn't have projectiles. | Region | - |
494 | Clone Gun 'A' at center of region 'B' | Copy and Paste the gun 'A' into the center of the region 'B'. | Gun | Region |
511 | Change region 'A' button status to value 'B' (used/unused) | Visual effects used or unused. 0 - used 1 - unused | Region | Bool (0, 1) |
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