Trigger

Every trigger action related to triggers.

Last updated: 2024/1/9

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

IDDisplay NameExplanationsParameter AParameter B

19

Deactivate Trigger 'A'

Self-explanatory.

Trigger

-

20

Activate Trigger 'A'

Self-explanatory.

Trigger

-

21

Set number of remain calls of Trigger 'A' to 0

Works like cancels all remaining calls of triggers.

Trigger

-

22

Set number of remain calls of Trigger 'A' to value 'B'

Change the number of calls of that trigger ‘A’.

Trigger

-

81

Call Trigger 'B' when Gun 'A' fired

Self-explanatory.

Gun

Trigger

82

Call Trigger 'B' when Movable 'A' got damage

Calls Trigger ‘B’ when Movable ‘A’ is shot by a gun/sliced by a character. Not affect by barrel explosions.

Movable

Trigger

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

99

Execute trigger 'A'

Works differently to action 20, this will instant run the trigger actions from trigger 'A'.

Trigger

-

110

Continue trigger actions execution only if variable 'A' is greater than variable 'B'

Same as

if (A>B) {

execute me;

}.

Var

Var

111

Continue trigger actions execution only if variable 'A' is less than variable 'B'

Same as

if (A<B) {

execute me;

}.

Var

Var

112

Continue trigger actions execution only if variable 'A' equals variable 'B'

Same as

if (A==B) {

execute me;

}.

Var

Var

113

Continue trigger actions execution only if variable 'A' does not equals to variable 'B'

Same as

if (A!=B) {

execute me;

}.

Var

Var

114

Continue trigger actions execution only if variable 'A' has greater value than value 'B'

Same as

if (A>value 'B') {

execute me;

}.

Var

Any Value

115

Continue trigger actions execution only if value of variable 'A' is less than value 'B'

Same as

if (A<value 'B') {

execute me;

}.

Var

Any Value

116

Continue trigger actions execution only if value of variable 'A' equals value 'B'

Same as

if (A==value 'B') {

execute me;

}.

Var

Any Value

117

Continue trigger actions execution only if value of variable 'A' does not equals to value 'B'

Same as

if (A!=value 'B') {

execute me;

}.

Var

Any Value

156

Set trigger 'A' as player chat message receiver

Making this trigger to listen to player chat message. Useful for string detection or bad word filter.

Trigger

-

228

Call trigger 'A' each time new player joins the match

every time a player connected to multiplayer match, the trigger 'A' is executed.

Trigger

-

230

Continue trigger actions execution only if value of session variable 'A' was set by map with ID 'B' (list of map IDs can be used, separated with commas without spaces)

Most of the time it was used to check if the player had played the previous episode before.

Session

String (Map id)

235

Set variable 'A' value to of projectile power (this trigger should receive damage from Movable)

Combine with “call trigger when movable has damage”. Basically records the damage taken by the movable to variable ‘A’.

Var

-

236

Subtract projectile power from value of variable 'A' (this trigger should receive damage from Movable)

Same as above. The records of the damage taken will subtract the value of variable ‘A’. Useful for movable bossfights or HP door.

Var

-

254

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

Test to heal the player who executes this trigger by 'A' amount of hit points. If the player has maximum hit points, or died, skip the remaining trigger actions.

Float

-

274

Continue trigger actions execution only if loading of custom images has been finished

The remaining trigger actions will only executed if all images are loaded.

-

-

275

Continue trigger actions execution only if all custom images have been successfully loaded (any error will prevent execution until map is restarted)

Same as 274, but adds another requirement: all images must be loaded with a status of 200.

-

-

287

Bind Trigger 'A' execution to key 'B' press event

Press key ‘B’ (you defined it) to execute Trigger ‘A’. More info about keybinds press me. Example: To bind the f key, put F in parameter B. To bind the ` key, put BACKQUOTE in parameter B

Trigger

Keybind

288

Bind Trigger 'A' execution to key 'B' release event

Release key ‘B’ (you defined it) to execute Trigger ‘A’. More info about keybinds press me. Example: To bind the f key, put F in parameter B. To bind the ` key, put BACKQUOTE in parameter B

Trigger

Keybind

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

360

Skip next trigger action if the value of variable 'A' is equal to the value of variable 'B'

Same as

if (A==B) {

break;

}.

Var

Var

361

Switch execution to trigger ID in variable 'A'

Same as 362, but the value is grab from var 'A'.

Var (Trigger ID)

-

362

Switch execution to trigger 'A'

Jump function at the middle of the initial trigger execution to trigger 'A'.

Trigger

-

363

Skip next trigger action if the value of variable 'A' is greater than the value of variable 'B'

Same as

if (A>B) {

break;

}.

Var

Var

364

Skip next trigger action if the value of variable 'A' is less than the value of variable 'B'

Same as

if (A<B) {

break;

}.

Var

Var

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

439

Call Trigger 'B' when Vehicle 'A' destroyed

Self-explanatory.

Vehicle

Trigger

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

-

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