Trigger execution
Every trigger action related to trigger executions.
Last updated: 2024/1/9
Here is the list of tables which are related to trigger execution category:
ID | Display Name | Explanations | Parameter A | Parameter B |
---|---|---|---|---|
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 "Active trigger 'A'", this will instant runs the trigger actions from trigger 'A'. | 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) |
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. | - | - |
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 | - |
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 |
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 | - |
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