Var

Every trigger action related to variables.

Last updated: 2024/1/9

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

IDDisplay NameExplanationsParameter AParameter 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 not in owner's active slot, set to value 0 in else case

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

-

-

Last updated