Trigger
Every trigger action related to triggers.
Last updated: 2024/1/9
Here is the list of tables which are related to trigger category:
ID | Display Name | Explanations | Parameter A | Parameter 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 | - |
Last updated