Region

Every trigger action related to regions.

Last updated: 2024/1/27

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

IDDisplay NameExplanationsParameter AParameter 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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