Var
Every trigger action related to variables.
Last updated: 2024/1/9
Here is the list of tables which are related to URL category:
ID | Display Name | Explanations | Parameter A | Parameter B |
---|---|---|---|---|
100 | Set variable 'A' value to value 'B' | Same as Let var 'A' = value 'B'. | String | Value |
101 | Set variable 'A' value to value 'B' if 'A' is not defined | Same as if (!var 'A') { let var 'A' = value 'B' }. | String | Value |
102 | Add value 'B' to value of variable 'A' | Same as var 'A' += value 'B'. (by putting -N will subtract the values) | String | Value |
103 | Multiply value of variable 'A' by value 'B' | Same as var 'A' *= value 'B'. (by putting -1 will revert the symbols) | String | Value |
104 | Add value of variable 'B' to value of variable 'A' | Same as var 'A' += var 'B'. | String | String |
105 | Multiply value of variable 'A' by value of variable 'B' | Same as var 'A' *= var'B'. | String | String |
106 | Set value of variable 'A' to random number with floating point in range 0..B | Randomize the number from 0 to ‘B’ value, then save it to A. | String | Value |
107 | Set value of variable 'A' to random integer number in range 0..B-1 | Randomize the number from 0 to ‘B’ value, minus 1,then save it to A. | String | Value |
108 | Round value of variable 'A' | If the value of A is 0.5, round to 1; If the value of A is 0.4, round to 0. | String | - |
109 | Floor value of variable 'A' | If the value of A is 0.5, floor to 0; If the value of A is -0.5, floor to -1. | String | - |
110 | Continue trigger actions execution only if variable 'A' is greater than variable 'B' | Same as if (A>B) { execute me; }. | String | String |
111 | Continue trigger actions execution only if variable 'A' is less than variable 'B' | Same as if (A<B) { execute me; }. | String | String |
112 | Continue trigger actions execution only if variable 'A' equals variable 'B' | Same as if (A==B) { execute me; }. | String | String |
113 | Continue trigger actions execution only if variable 'A' does not equals to variable 'B' | Same as if (A!=B) { execute me; }. | String | String |
114 | Continue trigger actions execution only if variable 'A' has greater value than value 'B' | Same as if (A>value 'B') { execute me; }. | String | 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; }. | String | Value |
116 | Continue trigger actions execution only if value of variable 'A' equals value 'B' | Same as if (A==value 'B') { execute me; }. | String | 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; }. | String | Value |
118 | Set value of variable 'A' to value of region 'B' X position of left-top corner point | String | Region | |
119 | Set value of variable 'A' to value of region 'B' Y position of left-top corner point | String | Region | |
120 | Set X position of 'A' region left-top corner point to value of variable 'B' | Same, but reverted. | Region | String |
121 | Set Y position of 'A' region left-top corner point to value of variable 'B' | Same, but reverted. | Region | String |
122 | Set value of variable 'A' to hitpoints value of player 'B' | Same as let player'B'.hp = A. | String | Character |
123 | Skip next trigger action if value of variable 'A' does not equals value 'B' | Same as if (A != B) { skip next.me; } | String | Value |
124 | Set variable 'A' value to remainder after division by value 'B' (only positive numbers) | Same as A %= value 'B'. | String | Value |
125 | Set variable 'A' value to value of variable 'B' | Same as A -> B or A = B. | String | String |
126 | Make an explosion with power of value of variable 'A' at Region 'B' | Making an explosion of power that relies on value in Variable ‘A’ in Region ‘B’. | String | Region |
127 | Set variable 'A' value to remainder after division by value of variable 'B' (only positive numbers) | Same as A %= B. | String | String |
128 | Force Gun 'A' spawn value of variable 'B' projectiles per shot | Make the Gun ‘A’ shoots the number of bullets which relies on Values in Variable ‘B’ | Gun | String |
129 | Change Gun 'A' accuracy to value of variable 'B' degrees | Make the Gun ‘A’ accuracy which relies on Values in Variable ‘B’ | Gun | String |
130 | Change Gun 'A' projectile power to value of variable 'B' | Make the Gun ‘A’ power which relies on Values in Variable ‘B’ | Gun | String |
131 | Divide variable 'A' by value 'B' | Same as A /= value 'B'. | String | Value |
132 | Divide variable 'A' by value of variable 'B' | Same as A /= B. | String | String |
133 | Set value of variable 'A' to result of power function with value of variable 'A' and power of value of variable 'B' | String | String | |
134 | Set value of variable 'A' to result of power function with value of variable 'A' and power of value 'B' | String | Value | |
135 | Set value of variable 'A' to result of sin function with value of variable 'B' (in radians) as parameter | Same as A = sin(B), which B is radians. | String | Value |
136 | Set value of variable 'A' to result of cos function with value of variable 'B' (in radians) as parameter | Same as A = cos(B), which B is radians. | String | Value |
137 | Set value of variable 'A' to slot of current player | If the trigger is executed while you are player on slot 2, the value ‘1’ will stored to variable A. | String | - |
138 | Set value of variable 'A' to 1 if game is in multiplayer mode and to 0 in else case | Self-explanatory. | String | - |
139 | Set value of variable 'A' to 1 if my player is spectating this match as spectator and to 0 in else case | Self-explanatory. | String | - |
140 | Set value of variable 'A' to 1 if LOW PHYSICS setting is enabled and to 0 in else case | Self-explanatory. | String | - |
145 | Set value of variable 'A' to number of alive players in region 'B' | Self-explanatory. | String | Region |
146 | Set string-value of variable 'A' to login name of player-initiator | Self-explanatory. | String | - |
147 | Set string-value of variable 'A' to displayed name of player-initiator | Self-explanatory. | String | - |
148 | Set string-value of variable 'A' to multiplayer match name | Self-explanatory. | String | - |
149 | Set value of variable 'A' to 1 if string-value of variable 'A' contains string-value 'B' and to 0 in else case | Same as A = 'Boxes'; If A contains 'Box', return 1. | String | Value |
150 | Set value of variable 'A' to 1 if string-value of variable 'A' contains string-value of variable 'B' and to 0 in else case | Same as A = 'Boxes'; B = 'Box'; If A contains B, return 1. | String | String |
151 | Set value of variable 'A' to length of string-value of variable 'B' | Same as A = 'World'; B = string.length(A); | String | String |
152 | Add string-value of variable 'B' at the end of string-value of variable 'A' | Same as A = 'Hello'; B = 'World'; A = string.join(B); | String | String |
153 | Set value of variable 'A' to 1-A | Do I really need to explain this? | String | - |
154 | Set value of variable 'A' to -A | Revert the symbols. | String | - |
155 | Set value of variable 'A' to current frame time | Self-explanatory. | String | - |
157 | Set string-value of variable 'A' to login name of player who says text | Combine with listener. | String | - |
158 | Set string-value of variable 'A' to displayed name of player who says text | Combine with listener. | String | - |
159 | Set value of variable 'A' to slot index of player who says text | Step 1: combine with listener. Step 2: get the slot number of that player saying. | String | - |
160 | Set string-value of variable 'A' to text being said | Combine with listener. | String | - |
161 | Clear all session variables | Session variable is the variables which will stored across maps, across the dimensions. Prepare Special symbols to avoid any conflict. | - | - |
162 | Save value of regular variable 'B' to session variable 'A' | Same as saving the data across the dimensions. | String | String |
163 | Load value for regular variable 'A' from session variable 'B' | String | String | |
169 | Request webpage with URL stored in variable 'A' and save response to variable 'B' once loaded (variable 'B' will be equal to ''loading...'' for some period of time) | Load the results from random website ‘A’, then save it to variable ‘B’ P.S. If you tried to grab a whole webpage, the result will only get <html> or <!DOCHTML> which is useless. | String | String |
171 | Change Gun 'A' speed multiplier to value of variable 'B' | Same as above, but with variable placeholder. | Gun | String |
173 | Change Gun 'A' recoil multiplier to value of variable 'B' | Same as above, but with variable placeholder. | Gun | String |
176 | Change Gun 'A' projectile model to model with index-value of variable 'B' | Same as above, but with variable placeholder. | Gun | String |
177 | Set value of variable 'A' to id of type of current multiplayer mode (0 = singleplayer, 1 = DM, 2 = COOP, 3 = TDM) | Self-explanatory. | String | - |
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: [Weapon ID]^[Weapon level]^[Weapon Team], which: | String | Character | |
Spawn all weapons stored in variable 'A' at position of Character 'B' | Weapon ID refers to Weaponry Data, Weapon level has a range of 0~3, Team use value as perspective teams. | String | Character | |
180 | Set value of variable 'A' to player-initiator slot | If the player executed the trigger, the player slot he is in will saved to var 'A'. | String | - |
181 | Set value of variable 'A' to player-killer slot | The person who had killed someone will be saved as his player slot in var 'A'. | String | - |
182 | Set value of variable 'A' to login name of player-killer | The person who had killed someone will be have his login name saved in var 'A'. | String | - |
183 | Set value of variable 'A' to displayed name of player-killer | The person who had killed someone will be have his nickname saved in var 'A'. | String | - |
184 | Set value of variable 'A' to login name of player with slot 'B' | If you are in a specific player slot, your login name is saved to variable A. | String | Value |
185 | Set value of variable 'A' to displayed name of player with slot 'B' | If you are in a specific player slot, your nickname is saved to variable A. | String | Value |
186 | Set value of variable 'A' to team ID of player with slot 'B' | If you are in a specific player slot, your team ID is saved to variable A. | String | Value |
187 | Set value of variable 'A' to login name of player with slot-value of variable 'B' | Same as 184, but your specific slot is dependent to variable ‘B’. | String | String |
188 | Set value of variable 'A' to displayed name of player with slot-value of variable 'B' | Same as 185, but your specific slot is dependent to variable ‘B’. | String | String |
189 | Set value of variable 'A' to team ID of player with slot-value of variable 'B' | Same as 186, but your specific slot is dependent to variable ‘B’. | String | String |
195 | Change sky color Red multiplier to value of variable 'A' | Every pixel consists red, blue and green. They have a range of 0~255 in order to say how presence they are. | Value (0~255) | - |
196 | Change sky color Green multiplier to value of variable 'A' | The lower the numbers, the less presence that color has. Basically it is Hex value but calculated in Decimals. | Value (0~255) | - |
197 | Change sky color Blue multiplier to value of variable 'A' | Take examples, if all of them is 255, it will be white; if all of them is 0, it will be black. | Value (0~255) | - |
198 | Create Voice object and save it as variable 'A' | “Hey Siri” | String | - |
203 | Speak text-value of variable 'B' with Voice object 'A' | “Siri, speak everything from variable ‘B’.” | Voice | String |
204 | Set value of variable 'A' to result of asin function with value of variable 'B' as parameter | Same as A = arcsin(B) | String | Value |
205 | Set value of variable 'A' to result of acos function with value of variable 'B' as parameter | Same as A = arccos(B) | String | Value |
206 | Set value of variable 'A' to result of atan2 function with values of variables 'A' and 'B' as parameters | String | String | |
210 | Set regeneration speed multiplier to value of variable 'A' | Same as above, but relies on variable ‘A’ | String | - |
212 | Set regeneration delay multiplier to value of variable 'A' | Same as above, but relies on variable ‘A’ | String | - |
219 | Change Gun 'A' target knockback multiplier to value of variable 'B' | Same as above, but relies on variable ‘A’ | String | - |
221 | Set Character 'A' scale to value of variable 'B' | Same as above, but relies on variable ‘A’ | Character | String |
223 | Synchronize value of variable 'A' through overriding value for all connected players (requires Var Sync engine mark) | Combine with Var Sync engine mark. Useful for Multiplayer or dimension data syncing. This one simply overrides any saved data into your defined ones. | String | - |
224 | Synchronize value of variable 'A' through keeping defined value (requires Var Sync engine mark) | Combine with Var Sync engine mark. Useful for Multiplayer or dimension data syncing. This one keeps any saved data into your defined ones though writing. | String | - |
225 | Synchronize value of variable 'A' through keeping maximum value (requires Var Sync engine mark) | Combine with Var Sync engine mark. Useful for Multiplayer or dimension data syncing. This one simply keeps the highest value. | String | - |
226 | Synchronize value of variable 'A' through keeping minimum value (requires Var Sync engine mark) | Combine with Var Sync engine mark. Useful for Multiplayer or dimension data syncing. This one simply keeps the lowest value. | String | - |
227 | Synchronize value of variable 'A' through keeping longest String value (requires Var Sync engine mark) | Combine with Var Sync engine mark. Useful for Multiplayer or dimension data syncing. This one simply keeps the longest string. | String | - |
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) | ? | String | Map id |
234 | Set decoration scale to value of variable 'B' | Same as above, but relies on variable ‘A’ | Decor | String |
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’. | String | - |
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. | String | - |
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’. | String | 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’. | String | Character |
249 | Save shoot intention of character 'B' to variable 'A' | If character ‘B’ is shooting, value 1 will be saved in variable ‘A’. | String | Character |
252 | Rotate decoration to angle-value of variable 'B' (in degrees) | Rotate the decoration in relies of variable ‘B’. | Decor | String |
256 | Heal player 'A' by value of variable 'B' | Same as above, but relies on variable ‘A’ | Character | String |
257 | Rotate decoration to angle-value of variable 'B' (in radians) | Rotate the decoration in relies of variable ‘B’. | Decor | String (radians) |
263 | Save energy value to variable 'A' (gameplay) | When this trigger executed, if you have energy of 69, value ‘69’ will saved into variable ‘A’. | String | - |
264 | Load energy value from variable 'A' (gameplay) | When this trigger executed, given variable ‘A’ has a value of 87, you will get 87 energy. | String | - |
265 | Set max energy value to value of variable 'A' (gameplay) | Set the maximum energy a player have, but relies on variables. | String | - |
266 | Save current AI difficulty to variable 'A' (easy = 1, normal = 2, hard = 3) | When you join a map with normal mode, value ‘2’ will be saved in variable. Mainly used for locked difficulty security purpose. | String | - |
274 | Continue trigger actions execution only if loading of custom images has been finished | Only execute if all images are loaded. | - | - |
276 | Save current number of loaded custom images to variable 'A' | If this map has 15 loaded custom images, value 15 will be saved into Variable ‘A’. | String | - |
277 | Save number of expected custom images on current level to variable 'A' | But occasionally, this map supposed to have 23 custom images, value 23 will be saved into Variable ‘A’. | String | - |
279 | Set variable 'A' to 1 if compromised song should play (if non-dying enemy is hunting player or player is hunting non-dying enemy). Sets to value 0.5 in case if song should be played more quietly (if there are non-dying enemies within radius of 400px). In else case sets to 0 | When the battle music begins as player counter enemies, value 0.5 will be saved to variable ‘A’; When enemies active, value 1 will be saved to variable ‘A’; Otherwise, value 0 will be saved to variable ‘A’. | String | - |
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 |
293 | Set value of variable 'A' to value of variable with name of string-value of variable 'B' | Basically copy the string data from Variable ‘B’ to Variable ‘A’. | String | String |
294 | Set string-value of variable 'A' to string-value 'B' while replacing all variable names found in string-value with corresponding variable values | Basically replace mode with filters. If Variable B has abcd, meanwhile Variable A has cdef, then after the trigger executed, Variable A will have cd. | String | String |
295 | Override existing Gun 'A' with a new gun with model by string-value of variable 'B' | Same as “Override existing Gun 'A' with a new gun with model 'B'”, but relies on Variable ‘B’. | Gun | String |
298 | Set decoration 'A' visibility multiplier to value of variable 'B' (0..1) | Same as above, but relies on variable ‘B’ | Decor | String (Value must be 0~1) |
301 | Set Gun 'A' projectile scale to value of variable 'B' | Same as above, but relies on variable ‘B’ | Gun | String |
313 | Set variable 'A' to 1 if Character 'B' is dying (variable 'A' becomes 0 in else case) | Check if character ‘B’ is dying, thus executing something. | String | Character |
314 | Set variable 'A' to 1 if Character-initiator is dying (variable 'A' becomes 0 in else case) | Check if the character executed this trigger is dying, thus executing something. | String | - |
315 | Set variable 'A' to 1 if Character-killer is dying (variable 'A' becomes 0 in else case) | Check if the character who had killed someone executed this trigger is dying, thus executing something. | String | - |
324 | Replace variables with their values in string-value of variable 'B' and save result to variable 'A' | ? | String | String |
325 | Replace variables with their values in string-value 'B' and save result to variable 'A' | ? | String (value) | String |
326 | Set variable 'A' value to random number with floating point in range 0..X, where X is value of variable 'B' | RNG but the maximum range is controlled by variable ’B’. | String | String |
327 | Set variable 'A' value to random integer number in range 0..X-1, where X is value of variable 'B' | Same as above, but in integers. | String | String |
328 | Set interface visibility multiplier to value of variable 'A' and cursor visibility multiplier to value of variable 'B' | Self-explanatory but with variables. | String | String |
330 | Set variable 'A' string-value to string-value of ''Gameplay modifications'' field from match starting screen | In multiplayer matches when you open a room there's a "gameplay modification" at the bottom. This trigger registers whether the gameplay modification are and save the string into variable 'A'. | String | - |
331 | Set variable 'A' to value 1 if Gun 'B' is | If someone is holding the gun 'B', var 'A' is set to 1. NOTE: eric desc is incorrect. | String | Gun |
332 | Set variable 'A' to value 1 if Gun 'B' has owner, set to value 0 in else case | If someone has the gun 'B', var 'A' is set to 1. | String | Gun |
333 | Set variable 'A' to number of frames passed since last attack of Gun 'B' | similar as when gun 'B' shot, the var 'A' timer starts, but count with frames. Note: the counting ends when gun reloading animation is completed. | String | Gun |
334 | Set variable 'A' to value 1 if Gun 'B' is ready to fire, set to value 0 in else case | when the gun 'B' is loaded, var 'A' becomes 1. | String | Gun |
335 | Set variable 'A' to X direction of Gun 'B' | based on the gun 'B' direction, to recorded into var 'A'. | String | Gun |
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 | String | Character |
341 | Set value of variable in variable 'A' to value of variable 'B' | String | String | |
343 | Set Variable 'A' to value of degrees rotation of Decoration 'B' | Value | Decor | |
346 | Change Character skin of slot-value variable 'A' to 'B' | String | Character | |
347 | Set variable 'A' to time (in milliseconds) since START of the game | String | - | |
348 | Split variable 'A' by string-value 'B' | String | String | |
349 | Get index 'B' of variable 'A' and store into variable 'A' | String | String | |
350 | Move Character of slot-value variable 'A' to region 'B' | String | Region | |
351 | Add element 'B' (can be variable) to array 'A' | String | String | |
353 | Create array at variable 'A' | String | - | |
355 | Change head model of Character slot-value variable 'A' to model 'B' | String | Character | |
356 | Change body model of Character slot-value variable 'A' to model 'B' | String | Character | |
357 | Change arms model of Character slot-value variable 'A' to model 'B' | String | Character | |
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) | String | String | |
359 | Change legs model of Character slot-value variable 'A' to model 'B' | String | Character | |
360 | Skip next trigger action if the value of variable 'A' is equal to the value of variable 'B' | String | String | |
361 | Switch execution to trigger ID in variable 'A' | String | - | |
363 | Skip next trigger action if the value of variable 'A' is greater than the value of variable 'B' | String | String | |
364 | Skip next trigger action if the value of variable 'A' is less than the value of variable 'B' | String | String | |
365 | Change Speed of Movable 'A' to variable 'B' | Movable | String | |
366 | Set the frequency of calls of Timer 'A' to variable 'B' | Timer | String | |
367 | Set Character 'A' zoom to variable 'B' | Character | String | |
368 | Set variable 'A' to zoom of the game camera | String | - | |
369 | Set Character slot-value variable 'A' zoom to variable 'B' | String | String | |
371 | Remove beginning 'A' characters from variable 'B' (-/+) | String | String | |
372 | Set variable 'A' to degrees between regions in 'B' (separated by commas) | String | String | |
374 | Set Character 'A' stability to the value of variable 'B' | Character | String | |
375 | Set variable 'A' to stability of Character 'B' | String | Character | |
376 | Set gun 'A' upgrade level to string-value/variable 'B' | Gun | String | |
379 | Set list of slots that can be randomly given to player during respawn using variable 'A' | Variable | - | |
380 | Set max amount of weapons that can be given to player during respawn using variable 'A' | Variable | - | |
392 | Set variable 'A' to value of time in milliseconds (since January 1, 1970) | EPOCH timestamp converter | Variable | - |
393 | Set variable 'A' to value of time between January 1, 1970 and variable 'B' (year, month, day) in milliseconds | Variable | Varible | |
394 | Set water 'A' damage to string-value/variable 'B' | the water 'A' is defined as number, which 1 as your 1st placed water, 2 as your 2nd placed water, and so on. | Water* | Variable |
396 | Set variable 'A' to value of 1 if mouse is held down and to 0 if else case | Variable | - | |
397 | Set variable 'A' to distance between 2 regions in 'B' (separated by commas) | Variable | Region | |
398 | Split variable 'A' by value of variable 'B' | Variable | Variable | |
399 | Add ghost effect to Character slot-value variable 'A' | Variable | - | |
400 | Remove ghost effect from Character slot-value variable 'A' | Variable | - | |
401 | Move Character slot-value variable 'A' to start position | Variable | - | |
403 | Set Character slot-value variable 'A' properties to properties of Character slot-value variable 'B' (hitpoints, max hitpoints, mobility, voice, model) | Variable | Variable | |
404 | Join variable 'A' by value of variable 'B' | Variable | Variable | |
409 | Set variable 'A' to active gun model of Character 'B' | String | Character | |
425 | Set variable 'A' value to X speed of Character 'B' | |||
426 | Set variable 'A' value to Y speed of Character 'B' | |||
427 | Set variable 'A' value to X speed of Character slot-value variable 'B' | |||
428 | Set variable 'A' value to Y speed of Character slot-value variable 'B' | |||
431 | Set X speed of Character slot-value variable 'A' to value of variable 'B' | |||
432 | Set Y speed of Character slot-value variable 'A' to value of variable 'B' | |||
434 | Set variable 'A' value to speed of Character 'B' | |||
435 | Set variable 'A' value to speed of Character slot-value variable 'B' | |||
436 | Set variable 'A' to map ID of current game | |||
445 | Remove beginning variable 'A' characters from variable 'B' (-/+) | |||
448 | Set Character slot-value variable 'A' Health bar GUI visibility to value 'B' | |||
449 | Set Character slot-value variable 'A' Health bar GUI visibility to variable 'B' | |||
452 | Change Character slot-value variable 'A' sword life to variable 'B' | |||
463 | Set variable 'A' to value of chatting status (0 = off, 1 = chat, 2 = team chat) | |||
465 | Set Character slot-value variable 'A' current and max hit points to variable 'B' | |||
471 | Set variable 'A' to rotation of Gun 'B' | |||
472 | Set variable 'A' to X scale of Gun 'B' | |||
474 | Set variable 'A' to Y scale of Gun 'B' | |||
509 | Set variable 'A' to length of Gun 'B' | |||
510 | Set variable 'A' to value of current framerate | |||
-1 | Do Nothing | NULL | - | - |
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