Var
Every trigger action related to variables.
Here is the list of tables which are related to URL category:
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 βBβ 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 βBβ 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 βAβ in Region βBβ.
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 βAβ shoots the number of bullets which relies on Values in Variable βBβ
Gun
String
129
Change Gun 'A' accuracy to value of variable 'B' degrees
Make the Gun βAβ accuracy which relies on Values in Variable βBβ
Gun
String
130
Change Gun 'A' projectile power to value of variable 'B'
Make the Gun βAβ power which relies on Values in Variable βBβ
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 β1β 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 βAβ, then save it to variable βBβ
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'
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 βBβ.
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 βBβ.
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 βBβ.
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'
βHey Siriβ
String
-
203
Speak text-value of variable 'B' with Voice object 'A'
βSiri, speak everything from variable βBβ.β
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 βAβ
String
-
212
Set regeneration delay multiplier to value of variable 'A'
Same as above, but relies on variable βAβ
String
-
219
Change Gun 'A' target knockback multiplier to value of variable 'B'
Same as above, but relies on variable βAβ
String
-
221
Set Character 'A' scale to value of variable 'B'
Same as above, but relies on variable βAβ
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 βAβ
Decor
String
235
Set variable 'A' value to of projectile power (this trigger should receive damage from Movable)
Combine with βcall trigger when movable has damageβ. Basically records the damage taken by the movable to variable βAβ.
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 βAβ. Useful for movable bossfights or HP door.
String
-
247
Save horizontal movement intention of character 'B' to variable 'A'
If character βBβ is walking forward, value 1 will be saved in variable βAβ.
String
Character
248
Save vertical movement intention of character 'B' to variable 'A'
If character βBβ is jumping, value 1 will be saved in variable βAβ.
String
Character
249
Save shoot intention of character 'B' to variable 'A'
If character βBβ is shooting, value 1 will be saved in variable βAβ.
String
Character
252
Rotate decoration to angle-value of variable 'B' (in degrees)
Rotate the decoration in relies of variable βBβ.
Decor
String
256
Heal player 'A' by value of variable 'B'
Same as above, but relies on variable βAβ
Character
String
257
Rotate decoration to angle-value of variable 'B' (in radians)
Rotate the decoration in relies of variable βBβ.
Decor
String
(radians)
263
Save energy value to variable 'A' (gameplay)
When this trigger executed, if you have energy of 69, value β69β will saved into variable βAβ.
String
-
264
Load energy value from variable 'A' (gameplay)
When this trigger executed, given variable βAβ 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 β2β 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 βAβ.
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 βAβ.
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 βAβ;
When enemies active, value 1 will be saved to variable βAβ;
Otherwise, value 0 will be saved to variable βAβ.
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
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 βBβ to Variable βAβ.
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 βOverride existing Gun 'A' with a new gun with model 'B'β, but relies on Variable βBβ.
Gun
String
298
Set decoration 'A' visibility multiplier to value of variable 'B' (0..1)
Same as above, but relies on variable βBβ
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 βBβ
Gun
String
313
Set variable 'A' to 1 if Character 'B' is dying (variable 'A' becomes 0 in else case)
Check if character βBβ 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 βBβ.
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
-
-
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