> For the complete documentation index, see [llms.txt](https://eaglepb2.gitbook.io/pb2-editor-manual/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://eaglepb2.gitbook.io/pb2-editor-manual/tables/trigger/region.md).

# Region

{% hint style="info" %}
Last updated: 2024/1/27
{% endhint %}

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

<table><thead><tr><th width="80" align="center">ID</th><th width="175">Display Name</th><th width="228">Explanations</th><th align="center">Parameter A</th><th align="center">Parameter B</th></tr></thead><tbody><tr><td align="center">0</td><td>Force Movable ‘A’ to Region ‘B’</td><td>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.</td><td align="center">Movable</td><td align="center">Region</td></tr><tr><td align="center">2</td><td>Quickly move Region with name 'A' to the position of the region with name 'B'</td><td>Moving Region ‘A’ to Region ‘B’.<br><br>The region will aligned on left-top corner.</td><td align="center">Region</td><td align="center">Region</td></tr><tr><td align="center">6</td><td>Make damage in Region 'A' with power of 'B' hit points.</td><td>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.</td><td align="center">Region</td><td align="center">Float</td></tr><tr><td align="center">10</td><td>Harm the stability with power 'A' of all Characters located at Region with the name 'B'.</td><td>Making the stability of entities unstable by power of ‘A’ in region ‘B’. (when set to 100, character will basically uncontrollable.)</td><td align="center">Float</td><td align="center">Region</td></tr><tr><td align="center">11</td><td>Kill all Characters at Region 'B' which are not allied to Character 'A'</td><td>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’.</td><td align="center">Character</td><td align="center">Region</td></tr><tr><td align="center">12</td><td>Destroy all vehicles in Region 'A'</td><td>Self-explanatory.</td><td align="center">Region</td><td align="center">-</td></tr><tr><td align="center">14</td><td>Move Character 'A' to the region 'B' (if Character alive)</td><td>Move Character named 'A' to the region 'B' (if Character alive).</td><td align="center">Character</td><td align="center">Region</td></tr><tr><td align="center">15</td><td>Move Gun 'A' to the Region 'B'</td><td>Move Gun named 'A' to the Region named 'B'.</td><td align="center">Gun</td><td align="center">Region</td></tr><tr><td align="center">16</td><td>Move Barrel 'A' to the Region 'B' (if Barrel not exploded)</td><td><p>Move Barrel named 'A' to the Region named 'B' (if Barrel not exploded). <br></p><p>The barrel will float when moved.</p></td><td align="center">Barrel</td><td align="center">Region</td></tr><tr><td align="center">18</td><td>Move Region 'A' to the Region 'B'.</td><td>Move Region 'A' to the Region 'B'. Their centres will be located in the same point.</td><td align="center">Region</td><td align="center">Region</td></tr><tr><td align="center">24</td><td>Make an explosion with power 'A' at Region 'B'</td><td>Exploding with power ‘A’ in region ‘B’</td><td align="center">Int</td><td align="center">Region</td></tr><tr><td align="center">28</td><td>Clone Character 'A' and spawn it in the centre of Region 'B'</td><td><p>Clone Character with name 'A' and spawn it at region 'B'. </p><p></p><p>Use Region's -ID to make random spawn based of left and right borders of Region.</p></td><td align="center">Character</td><td align="center">Region</td></tr><tr><td align="center">29</td><td>Force all enemies of Character 'A' who located in region 'B' hunt for Character 'A'.</td><td>Make all characters which are not allied with character ‘A’ in region ‘B’ find character ‘A’. <br><br>Useful for story building.</td><td align="center">Character</td><td align="center">Region</td></tr><tr><td align="center">30</td><td>Teleport all players from Region 'A' to Region 'B'</td><td>Teleports all players from Region 'A' to Region 'B'. Used for teleporting effect.</td><td align="center">Region</td><td align="center">Region</td></tr><tr><td align="center">31</td><td>Teleport all players from Region 'A' to Region 'B' and invert speed by X axis (used to avoid loop teleportation)</td><td>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.</td><td align="center">Region</td><td align="center">Region</td></tr><tr><td align="center">53</td><td>Clone Character 'A' and spawn it in random place in Region 'B'</td><td>Same as 28, but this time the character will spawn random places instead of just centre in region 'B'</td><td align="center">Character</td><td align="center">Region</td></tr><tr><td align="center">56</td><td>Flip X speed for all players in region 'A'</td><td>Basically add a “-” (minus) sign to X speed, making you move into opposite direction horizontally by the power of inertia.</td><td align="center">Region</td><td align="center">-</td></tr><tr><td align="center">57</td><td>Flip Y speed for all players in region 'A'</td><td>Basically add a “-” (minus) sign to Y speed, making you into opposite direction vertically by the power of inertia.</td><td align="center">Region</td><td align="center">-</td></tr><tr><td align="center">70</td><td>Teleport player-initiator from Region 'A' to Region 'B'</td><td>Teleport the player who activates this trigger from region ‘A’ to region ‘B’.</td><td align="center">Region</td><td align="center">Region</td></tr><tr><td align="center">72</td><td>Multiply speed of players in Region 'A' by value 'B'</td><td>Changing all Character inertia speed ‘B’ in Region ‘A’.</td><td align="center">Region</td><td align="center">Float</td></tr><tr><td align="center">79</td><td>Move Region 'A' to player-initiator</td><td>Assign a Region 'A' to the position of the player who executed this action.</td><td align="center">Region</td><td align="center">-</td></tr><tr><td align="center">80</td><td>Move Region 'A' to player 'B'</td><td>Assign a Region 'A' to the position of player 'B'.</td><td align="center">Region</td><td align="center">Player</td></tr><tr><td align="center">83</td><td>Move Region 'A' relative to current position along X</td><td>Moving the Region 'A' to horizontal, given value.</td><td align="center">Region</td><td align="center">Float</td></tr><tr><td align="center">84</td><td>Move Region 'A' relative to current position along Y</td><td>Same as 83, but vertically.</td><td align="center">Region</td><td align="center">Float</td></tr><tr><td align="center">87</td><td>Move Region 'A' to player-initiator's cursor</td><td>Assign a Region 'A' to the position of the player's cursor who executed this action.</td><td align="center">Region</td><td align="center">-</td></tr><tr><td align="center">94</td><td>Force Character 'A' to look at random point in Region 'B'</td><td>Only works for character (actor) which action is do nothing.</td><td align="center">Character</td><td align="center">Region</td></tr><tr><td align="center">95</td><td>Continue execution of this trigger only if tracing from center of Region 'A' to center of Region 'B' is possible</td><td>If there's nothing blocking the region 'A' and region 'B', this trigger will executing the next trigger action.</td><td align="center">Region</td><td align="center">Region</td></tr><tr><td align="center">96</td><td>Continue execution of this trigger only if tracing from center of Region 'A' to center of Region 'B' is impossible</td><td>Same as 95, but this time only executing the next trigger action if there's something (mainly movable) blocking them.<br><mark style="color:red;"><strong>Character is not counted for blocking.</strong></mark></td><td align="center">Region</td><td align="center">Region</td></tr><tr><td align="center">98</td><td>Move Region 'A' to Movable 'B'</td><td>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.</td><td align="center">Region</td><td align="center">Movable</td></tr><tr><td align="center">118</td><td>Set value of variable 'A' to value of region 'B' X position of left-top corner point</td><td><img src="/files/Wif060E8LIQnlcF1zSMu" alt="" data-size="original"></td><td align="center">Var</td><td align="center">Region</td></tr><tr><td align="center">119</td><td>Set value of variable 'A' to value of region 'B' Y position of left-top corner point</td><td><img src="/files/mpbGbmYLZyLaGnDKJ4oL" alt="" data-size="original"></td><td align="center">Var</td><td align="center">Region</td></tr><tr><td align="center">120</td><td>Set X position of 'A' region left-top corner point to value of variable 'B'</td><td>Same as 118, but this time the variable sets the position of the region.</td><td align="center">Region</td><td align="center">Var<br>(float)</td></tr><tr><td align="center">121</td><td>Set Y position of 'A' region left-top corner point to value of variable 'B'</td><td>Same as 119, but this time the variable sets the position of the region.</td><td align="center">Region</td><td align="center">Var<br>(float)</td></tr><tr><td align="center">126</td><td>Make an explosion with power of value of variable 'A' at Region 'B'</td><td>Same as 24, but the value is grab by variable 'A'.</td><td align="center">Var<br>(int)</td><td align="center">Region</td></tr><tr><td align="center">145</td><td>Set value of variable 'A' to number of alive players in region 'B'</td><td>Count how many player alive in region 'B', then save the result to variable 'A'.</td><td align="center">Var<br>(int)</td><td align="center">Region</td></tr><tr><td align="center">243</td><td>Create Map Preview from Region 'A' (only owner can execute this. Prevent execution for other players in order to prevent lag)</td><td>For taking photo to become a map preview. Only works on map owner.</td><td align="center">Region</td><td align="center">-</td></tr><tr><td align="center">245</td><td>Lock camera at region 'A' (region size must be 800x400 for zoom of 100%) with intensity multiplier 'B' (0..1)</td><td><p>for a 100% zoom, camera size would need 800x400 region.</p><p>Multiplier ‘B’ basically means that the speed of camera moves to that region. 1 is instantly move the camera to the destination.</p></td><td align="center">Region</td><td align="center">Float<br>[0 ~ 1]</td></tr><tr><td align="center">246</td><td>Unlock camera from any region</td><td>Return the camera back to the main character.</td><td align="center">-</td><td align="center">-</td></tr><tr><td align="center">259</td><td>Move region 'A' to cursor of player 'B'</td><td>Assign a Region 'A' to the position of player 'B' cursor.</td><td align="center">Region</td><td align="center">Player</td></tr><tr><td align="center">278</td><td>Silently teleport player-initiator from Region 'A' to Region 'B'</td><td>Teleport but no teleportation effects and sound.</td><td align="center">Region</td><td align="center">Region</td></tr><tr><td align="center">282</td><td>Spawn damage particles of Character 'A' at the center of Region 'B'</td><td>Particle damage of character ‘A’ appears is region ‘B’.</td><td align="center">Character</td><td align="center">Region</td></tr><tr><td align="center">283</td><td>Play sound 'A' at Region 'B' (volume and stereo effect won't be updated once sound starts)</td><td>Only play sound ‘A’ for players who are at region ‘B’.</td><td align="center">Selectors</td><td align="center">Region</td></tr><tr><td align="center">322</td><td>Move Region 'A' to Gun 'B'</td><td>Expect unsync bugs in multiplayer.<br><br>Basically assign the region 'A' to the position of gun 'B'.</td><td align="center">Region</td><td align="center">Gun</td></tr><tr><td align="center">344</td><td>Change top-left position of decor 'A' to top-left position of region 'B'</td><td>Assign the decor 'A' to the top-left position of region 'B'.<br><br>The position is aligned with top-left position.</td><td align="center">Decor</td><td align="center">Region</td></tr><tr><td align="center">350</td><td>Move Character of slot-value variable 'A' to region 'B'</td><td>Move the player, which it's slot matches the variable 'A', to region 'B'.</td><td align="center">Var<br>(int)</td><td align="center">Region</td></tr><tr><td align="center">352</td><td>Move Region 'A' to lower body of player 'B</td><td>Assign the region 'A' to the lower body of player 'B'.<br><br>Probably the position of pelvis.</td><td align="center">Region</td><td align="center">Player</td></tr><tr><td align="center">370</td><td>Move Character 'A' to a random place in region 'B'</td><td>Move the character 'A' to any place available in region 'B'.</td><td align="center">Character</td><td align="center">Region</td></tr><tr><td align="center">372</td><td>Set variable 'A' to degrees between regions in 'B' (separated by commas)</td><td>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.</td><td align="center">Var</td><td align="center">Region<br>(A, B)</td></tr><tr><td align="center">381</td><td>Draw line on current graphic from top-left of region 'A' to top-left of region 'B'</td><td>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'.</td><td align="center">Region</td><td align="center">Region</td></tr><tr><td align="center">386</td><td>Draw circle on current graphic at top-left of region 'A' with radius 'B'</td><td>Draw a circle with radius 'B', at top left of the region 'A'.</td><td align="center">Region</td><td align="center">Float</td></tr><tr><td align="center">389</td><td>Set starting position of graphic with name 'A' to region 'B'</td><td>Set the graphic 'A' starting point to region 'B'.</td><td align="center">Graphic</td><td align="center">Region</td></tr><tr><td align="center">390</td><td>Draw line from current position of graphic with name 'A' to top-left region 'B'</td><td>Draw a line from graphic 'A', which is by it's current pen position, to top left region 'B', as destination.</td><td align="center">Graphic</td><td align="center">Region</td></tr><tr><td align="center">391</td><td>Move Water 'A' to Region 'B'</td><td>Start moving of water with Name 'A' from its current position to region with name 'B'. Dimensions of water and region must be same.</td><td align="center">Water</td><td align="center">Region</td></tr><tr><td align="center">395</td><td>Move region 'A' to game camera</td><td>For best result, it's better to make region 'A' as 800x400.<br><br>Assign the region 'A' to player's camera, who executes this trigger action.</td><td align="center">Region</td><td align="center">-</td></tr><tr><td align="center">397</td><td>Set variable 'A' to distance between 2 regions in 'B' (separated by commas)</td><td>Given 2 regions, set the first region as starting point, calculate the hypotenuse distance to another region, thus store the result to variable 'A'.</td><td align="center">Var<br>(float)</td><td align="center">Region<br>(A, B)</td></tr><tr><td align="center">406</td><td>Continue execution of this trigger only if tracing from center of Region 'A' to center of Region 'B' doesn't intersect a character</td><td>If there's no character blocking the region 'A' and region 'B', this trigger will executing the next trigger action.</td><td align="center">Region</td><td align="center">Region</td></tr><tr><td align="center">407</td><td>Continue execution of this trigger only if tracing from center of Region 'A' to center of Region 'B' intersects a character</td><td>Same as 406, but this time only executing the next trigger action if there's a character blocking them.</td><td align="center">Region</td><td align="center">Region</td></tr><tr><td align="center">440</td><td>Initiate region 'A' using character 'B' as initiator</td><td>Initialize the position of region 'A' to character 'B' position.</td><td align="center">Region</td><td align="center">Character</td></tr><tr><td align="center">461</td><td>Clone Barrel 'A' and spawn it at centre of Region 'B'</td><td>Clone the barrel 'A', and put that barrel at centre of region 'B'.</td><td align="center">Barrel</td><td align="center">Region</td></tr><tr><td align="center">480</td><td>Move region 'A' relative to current position along variable 'B' X</td><td>Move (+/-) the region 'A' based on the value from variable 'B' horizontally.</td><td align="center">Region</td><td align="center">Var<br>(float)</td></tr><tr><td align="center">481</td><td>Move region 'A' relative to current position along variable 'B' Y</td><td>Move (+/-) the region 'A' based on the value from variable 'B' vertically.</td><td align="center">Region</td><td align="center">Var<br>(float)</td></tr><tr><td align="center">487</td><td>Destroy all projectiles in region 'A'</td><td>Remove all projectiles in that region.<br><br>Useful for avoiding projectiles shoots to next level.</td><td align="center">Region</td><td align="center">-</td></tr><tr><td align="center">488</td><td>Move projectiles in region 'A' to region 'B'</td><td>Do you know that the projectiles can teleport themselves nowadays?</td><td align="center">Region</td><td align="center">Region</td></tr><tr><td align="center">489</td><td>Spawn teleport particle at the center of Region 'A'</td><td>Just the visual effects of teleportation.</td><td align="center">Region</td><td align="center">-</td></tr><tr><td align="center">490</td><td>Multiply all projectiles' speed in region 'A' to value 'B'</td><td>Increase the speed (multiplicative) of projectiles in region 'A' using value 'B'.</td><td align="center">Region</td><td align="center">float</td></tr><tr><td align="center">492</td><td>Continue execution of this trigger only if Region 'A' contains projectiles</td><td>This trigger will executing the next trigger action if the region 'A' has projectiles.</td><td align="center">Region</td><td align="center">-</td></tr><tr><td align="center">493</td><td>Continue execution of this trigger only if Region 'A' doesn't contain projectiles</td><td>Same as 492, but this time if the region 'A' doesn't have projectiles.</td><td align="center">Region</td><td align="center">-</td></tr><tr><td align="center">494</td><td>Clone Gun 'A' at center of region 'B'</td><td>Copy and Paste the gun 'A' into the center of the region 'B'.</td><td align="center">Gun</td><td align="center">Region</td></tr><tr><td align="center">511</td><td>Change region 'A' button status to value 'B' (used/unused)</td><td>Visual effects used or unused.<br><br>0 - used<br>1 - unused</td><td align="center">Region</td><td align="center">Bool<br>(0, 1)</td></tr></tbody></table>


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