> 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/trigger-execution.md).

# Trigger execution

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Last updated: 2024/1/9
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Here is the list of tables which are related to trigger execution category:

<table><thead><tr><th width="80">ID</th><th width="177">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>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>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>99</td><td>Execute trigger 'A'</td><td>Works differently to "Active trigger 'A'", this will instant runs the trigger actions from trigger 'A'.</td><td align="center">Trigger</td><td align="center">-</td></tr><tr><td>230</td><td>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)</td><td>Most of the time it was used to check if the player had played the previous episode before.</td><td align="center">Session</td><td align="center">String<br>(Map id)</td></tr><tr><td>254</td><td>Attempt healing of player-initiator by 'A' hit points. Stop trigger execution if player-initiator has maximum hit points or died</td><td>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.</td><td align="center">Float</td><td align="center">-</td></tr><tr><td>274</td><td>Continue trigger actions execution only if loading of custom images has been finished</td><td>The remaining trigger actions will only executed if all images are loaded.</td><td align="center">-</td><td align="center">-</td></tr><tr><td>275</td><td>Continue trigger actions execution only if all custom images have been successfully loaded (any error will prevent execution until map is restarted)</td><td>Same as 274, but adds another requirement: all images must be loaded with a status of 200.</td><td align="center">-</td><td align="center">-</td></tr><tr><td>361</td><td>Switch execution to trigger ID in variable 'A'</td><td>Same as 362, but the value is grab from var 'A'.</td><td align="center">Var<br>(Trigger ID)</td><td align="center">-</td></tr><tr><td>362</td><td>Switch execution to trigger 'A'</td><td>Jump function at the middle of the initial trigger execution to trigger 'A'.</td><td align="center">Trigger</td><td align="center">-</td></tr><tr><td>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>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>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>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></tbody></table>


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