> 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/var.md).

# Var

Every trigger action related to variables.

{% hint style="info" %}
Last updated: 2024/1/9
{% endhint %}

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

<table data-full-width="true"><thead><tr><th width="81" align="center">ID</th><th width="288">Display Name</th><th width="295">Explanations</th><th width="128" align="center">Parameter A</th><th width="132" align="center">Parameter B</th></tr></thead><tbody><tr><td align="center">100</td><td>Set variable 'A' value to value 'B'</td><td><p>Same as</p><p>Let var 'A' = value 'B'.</p></td><td align="center">String</td><td align="center">Value</td></tr><tr><td align="center">101</td><td>Set variable 'A' value to value 'B' if 'A' is not defined</td><td><p>Same as</p><p>if (!var 'A') {</p><p>let var 'A' = value 'B'</p><p>}.</p></td><td align="center">String</td><td align="center">Value</td></tr><tr><td align="center">102</td><td>Add value 'B' to value of variable 'A'</td><td><p>Same as</p><p>var 'A' += value 'B'.</p><p>(by putting -N will subtract the values)</p></td><td align="center">String</td><td align="center">Value</td></tr><tr><td align="center">103</td><td>Multiply value of variable 'A' by value 'B'</td><td><p>Same as</p><p>var 'A' *= value 'B'.</p><p>(by putting -1 will revert the symbols)</p></td><td align="center">String</td><td align="center">Value</td></tr><tr><td align="center">104</td><td>Add value of variable 'B' to value of variable 'A'</td><td><p>Same as</p><p>var 'A' += var 'B'.</p></td><td align="center">String</td><td align="center">String</td></tr><tr><td align="center">105</td><td>Multiply value of variable 'A' by value of variable 'B'</td><td><p>Same as</p><p>var 'A' *= var'B'.</p></td><td align="center">String</td><td align="center">String</td></tr><tr><td align="center">106</td><td>Set value of variable 'A' to random number with floating point in range 0..B</td><td>Randomize the number from 0 to ‘B’ value, then save it to A.</td><td align="center">String</td><td align="center">Value</td></tr><tr><td align="center">107</td><td>Set value of variable 'A' to random integer number in range 0..B-1</td><td>Randomize the number from 0 to ‘B’ value, minus 1,then save it to A.</td><td align="center">String</td><td align="center">Value</td></tr><tr><td align="center">108</td><td>Round value of variable 'A'</td><td>If the value of A is 0.5, round to 1; <br>If the value of A is 0.4, round to 0.</td><td align="center">String</td><td align="center">-</td></tr><tr><td align="center">109</td><td>Floor value of variable 'A'</td><td>If the value of A is 0.5, floor to 0; <br>If the value of A is -0.5, floor to -1.</td><td align="center">String</td><td align="center">-</td></tr><tr><td align="center">110</td><td>Continue trigger actions execution only if variable 'A' is greater than variable 'B'</td><td><p>Same as</p><p>if (A>B) {</p><p>execute me;</p><p>}.</p></td><td align="center">String</td><td align="center">String</td></tr><tr><td align="center">111</td><td>Continue trigger actions execution only if variable 'A' is less than variable 'B'</td><td><p>Same as</p><p>if (A&#x3C;B) {</p><p>execute me;</p><p>}.</p></td><td align="center">String</td><td align="center">String</td></tr><tr><td align="center">112</td><td>Continue trigger actions execution only if variable 'A' equals variable 'B'</td><td><p>Same as</p><p>if (A==B) {</p><p>execute me;</p><p>}.</p></td><td align="center">String</td><td align="center">String</td></tr><tr><td align="center">113</td><td>Continue trigger actions execution only if variable 'A' does not equals to variable 'B'</td><td><p>Same as</p><p>if (A!=B) {</p><p>execute me;</p><p>}.</p></td><td align="center">String</td><td align="center">String</td></tr><tr><td align="center">114</td><td>Continue trigger actions execution only if variable 'A' has greater value than value 'B'</td><td><p>Same as</p><p>if (A>value 'B') {</p><p>execute me;</p><p>}.</p></td><td align="center">String</td><td align="center">Value</td></tr><tr><td align="center">115</td><td>Continue trigger actions execution only if value of variable 'A' is less than value 'B'</td><td><p>Same as</p><p>if (A&#x3C;value 'B') {</p><p>execute me;</p><p>}.</p></td><td align="center">String</td><td align="center">Value</td></tr><tr><td align="center">116</td><td>Continue trigger actions execution only if value of variable 'A' equals value 'B'</td><td><p>Same as</p><p>if (A==value 'B') {</p><p>execute me;</p><p>}.</p></td><td align="center">String</td><td align="center">Value</td></tr><tr><td align="center">117</td><td>Continue trigger actions execution only if value of variable 'A' does not equals to value 'B'</td><td><p>Same as</p><p>if (A!=value 'B') {</p><p>execute me;</p><p>}.</p></td><td align="center">String</td><td align="center">Value</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="https://865749388-files.gitbook.io/~/files/v0/b/gitbook-legacy-files/o/assets%2F-MFtCELsQWyso_e3z2wu%2F-MG7kXQDPiD5DmbCQc9G%2F-MG7mxQfNAuu3OeGfy9_%2Fimage.png?alt=media&amp;token=0073c34d-1db7-478a-82fc-f64279112354" alt="" data-size="original"> </td><td align="center">String</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="https://865749388-files.gitbook.io/~/files/v0/b/gitbook-legacy-files/o/assets%2F-MFtCELsQWyso_e3z2wu%2F-MG7kXQDPiD5DmbCQc9G%2F-MG7myf6Gce4CyvsiYvo%2Fimage.png?alt=media&amp;token=36695104-f6d5-4996-8bcb-b8455547defc" alt="" data-size="original"> </td><td align="center">String</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, but reverted.</td><td align="center">Region</td><td align="center">String</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, but reverted.</td><td align="center">Region</td><td align="center">String</td></tr><tr><td align="center">122</td><td>Set value of variable 'A' to hitpoints value of player 'B'</td><td><p>Same as</p><p>let player'B'.hp = A.</p></td><td align="center">String</td><td align="center">Character</td></tr><tr><td align="center">123</td><td>Skip next trigger action if value of variable 'A' does not equals value 'B'</td><td><p>Same as</p><p>if (A != B) {</p><p>skip next.me;</p><p>}</p></td><td align="center">String</td><td align="center">Value</td></tr><tr><td align="center">124</td><td>Set variable 'A' value to remainder after division by value 'B' (only positive numbers)</td><td><p>Same as</p><p>A %= value 'B'.</p></td><td align="center">String</td><td align="center">Value</td></tr><tr><td align="center">125</td><td>Set variable 'A' value to value of variable 'B'</td><td><p>Same as</p><p>A -> B or A = B.</p></td><td align="center">String</td><td align="center">String</td></tr><tr><td align="center">126</td><td>Make an explosion with power of value of variable 'A' at Region 'B'</td><td>Making an explosion of power that relies on value in Variable ‘A’ in Region ‘B’.</td><td align="center">String</td><td align="center">Region</td></tr><tr><td align="center">127</td><td>Set variable 'A' value to remainder after division by value of variable 'B' (only positive numbers)</td><td><p>Same as</p><p>A %= B.</p></td><td align="center">String</td><td align="center">String</td></tr><tr><td align="center">128</td><td>Force Gun 'A' spawn value of variable 'B' projectiles per shot</td><td>Make the Gun ‘A’ shoots the number of bullets which relies on Values in Variable ‘B’</td><td align="center">Gun</td><td align="center">String</td></tr><tr><td align="center">129</td><td>Change Gun 'A' accuracy to value of variable 'B' degrees</td><td>Make the Gun ‘A’ accuracy which relies on Values in Variable ‘B’</td><td align="center">Gun</td><td align="center">String</td></tr><tr><td align="center">130</td><td>Change Gun 'A' projectile power to value of variable 'B'</td><td>Make the Gun ‘A’ power which relies on Values in Variable ‘B’</td><td align="center">Gun</td><td align="center">String</td></tr><tr><td align="center">131</td><td>Divide variable 'A' by value 'B'</td><td><p>Same as</p><p>A /= value 'B'.</p></td><td align="center">String</td><td align="center">Value</td></tr><tr><td align="center">132</td><td>Divide variable 'A' by value of variable 'B'</td><td><p>Same as</p><p>A /= B.</p></td><td align="center">String</td><td align="center">String</td></tr><tr><td align="center">133</td><td>Set value of variable 'A' to result of power function with value of variable 'A' and power of value of variable 'B'</td><td>Same as <span class="math">A^B</span> .</td><td align="center">String</td><td align="center">String</td></tr><tr><td align="center">134</td><td>Set value of variable 'A' to result of power function with value of variable 'A' and power of value 'B'</td><td>Same as <span class="math">A^N, N = value 'B'</span> .</td><td align="center">String</td><td align="center">Value</td></tr><tr><td align="center">135</td><td>Set value of variable 'A' to result of sin function with value of variable 'B' (in radians) as parameter</td><td><p>Same as</p><p>A = sin(B), which B is radians.</p></td><td align="center">String</td><td align="center">Value</td></tr><tr><td align="center">136</td><td>Set value of variable 'A' to result of cos function with value of variable 'B' (in radians) as parameter</td><td><p>Same as</p><p>A = cos(B), which B is radians.</p></td><td align="center">String</td><td align="center">Value</td></tr><tr><td align="center">137</td><td>Set value of variable 'A' to slot of current player</td><td>If the trigger is executed while you are player on slot 2, the value ‘1’ will stored to variable A.</td><td align="center">String</td><td align="center">-</td></tr><tr><td align="center">138</td><td>Set value of variable 'A' to 1 if game is in multiplayer mode and to 0 in else case</td><td>Self-explanatory.</td><td align="center">String</td><td align="center">-</td></tr><tr><td align="center">139</td><td>Set value of variable 'A' to 1 if my player is spectating this match as spectator and to 0 in else case</td><td>Self-explanatory.</td><td align="center">String</td><td align="center">-</td></tr><tr><td align="center">140</td><td>Set value of variable 'A' to 1 if LOW PHYSICS setting is enabled and to 0 in else case</td><td>Self-explanatory.</td><td align="center">String</td><td align="center">-</td></tr><tr><td align="center">145</td><td>Set value of variable 'A' to number of alive players in region 'B'</td><td>Self-explanatory.</td><td align="center">String</td><td align="center">Region</td></tr><tr><td align="center">146</td><td>Set string-value of variable 'A' to login name of player-initiator</td><td>Self-explanatory.</td><td align="center">String</td><td align="center">-</td></tr><tr><td align="center">147</td><td>Set string-value of variable 'A' to displayed name of player-initiator</td><td>Self-explanatory.</td><td align="center">String</td><td align="center">-</td></tr><tr><td align="center">148</td><td>Set string-value of variable 'A' to multiplayer match name</td><td>Self-explanatory.</td><td align="center">String</td><td align="center">-</td></tr><tr><td align="center">149</td><td>Set value of variable 'A' to 1 if string-value of variable 'A' contains string-value 'B' and to 0 in else case</td><td><p>Same as</p><p>A = 'Boxes';</p><p>If A contains 'Box', return 1.</p></td><td align="center">String</td><td align="center">Value</td></tr><tr><td align="center">150</td><td>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</td><td><p>Same as</p><p>A = 'Boxes';<br>B = 'Box';</p><p>If A contains B, return 1.</p></td><td align="center">String</td><td align="center">String</td></tr><tr><td align="center">151</td><td>Set value of variable 'A' to length of string-value of variable 'B'</td><td><p>Same as</p><p>A = 'World';</p><p>B = string.length(A);</p></td><td align="center">String</td><td align="center">String</td></tr><tr><td align="center">152</td><td>Add string-value of variable 'B' at the end of string-value of variable 'A'</td><td><p>Same as</p><p>A = 'Hello';</p><p>B = 'World';</p><p>A = string.join(B);</p></td><td align="center">String</td><td align="center">String</td></tr><tr><td align="center">153</td><td>Set value of variable 'A' to 1-A</td><td>Do I really need to explain this?</td><td align="center">String</td><td align="center">-</td></tr><tr><td align="center">154</td><td>Set value of variable 'A' to -A</td><td>Revert the symbols.</td><td align="center">String</td><td align="center">-</td></tr><tr><td align="center">155</td><td>Set value of variable 'A' to current frame time</td><td>Self-explanatory.</td><td align="center">String</td><td align="center">-</td></tr><tr><td align="center">157</td><td>Set string-value of variable 'A' to login name of player who says text</td><td>Combine with listener.</td><td align="center">String</td><td align="center">-</td></tr><tr><td align="center">158</td><td>Set string-value of variable 'A' to displayed name of player who says text</td><td>Combine with listener.</td><td align="center">String</td><td align="center">-</td></tr><tr><td align="center">159</td><td>Set value of variable 'A' to slot index of player who says text</td><td>Step 1: combine with listener. Step 2: get the slot number of that player saying.</td><td align="center">String</td><td align="center">-</td></tr><tr><td align="center">160</td><td>Set string-value of variable 'A' to text being said</td><td>Combine with listener.</td><td align="center">String</td><td align="center">-</td></tr><tr><td align="center">161</td><td>Clear all session variables</td><td>Session variable is the variables which will stored across maps, across the dimensions. <br>Prepare Special symbols to avoid any conflict.</td><td align="center">-</td><td align="center">-</td></tr><tr><td align="center">162</td><td>Save value of regular variable 'B' to session variable 'A'</td><td>Same as saving the data across the dimensions.</td><td align="center">String</td><td align="center">String</td></tr><tr><td align="center">163</td><td>Load value for regular variable 'A' from session variable 'B'</td><td></td><td align="center">String</td><td align="center">String</td></tr><tr><td align="center">169</td><td>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)</td><td><p>Load the results from random website ‘A’, then save it to variable ‘B’</p><p>P.S. If you tried to grab a whole webpage, the result will only get &#x3C;html> or &#x3C;!DOCHTML> which is useless.</p></td><td align="center">String</td><td align="center">String</td></tr><tr><td align="center">171</td><td>Change Gun 'A' speed multiplier to value of variable 'B'</td><td>Same as above, but with variable placeholder.</td><td align="center">Gun</td><td align="center">String</td></tr><tr><td align="center">173</td><td>Change Gun 'A' recoil multiplier to value of variable 'B'</td><td>Same as above, but with variable placeholder.</td><td align="center">Gun</td><td align="center">String</td></tr><tr><td align="center">176</td><td>Change Gun 'A' projectile model to model with index-value of variable 'B'</td><td>Same as above, but with variable placeholder.</td><td align="center">Gun</td><td align="center">String</td></tr><tr><td align="center">177</td><td>Set value of variable 'A' to id of type of current multiplayer mode (0 = singleplayer, 1 = DM, 2 = COOP, 3 = TDM)</td><td>Self-explanatory.</td><td align="center">String</td><td align="center">-</td></tr><tr><td align="center"><a href="/pb2-editor-manual/tables/trigger/var/tutorial-i.md">178</a></td><td>Save inventory info of Character 'B' to variable 'A'</td><td>Useful to bring the previous weapons players grab to next map. Weapon IDs work like this: [Weapon ID]^[Weapon level]^[Weapon Team], which:</td><td align="center">String</td><td align="center">Character</td></tr><tr><td align="center"><a href="/pb2-editor-manual/tables/trigger/var/tutorial-i.md">179</a></td><td>Spawn all weapons stored in variable 'A' at position of Character 'B'</td><td>Weapon ID refers to <a href="/pb2-editor-manual/tables/newer-weaponry-data/weapons.md">Weaponry Data</a>, Weapon level has a range of 0~3, Team use value as perspective teams.</td><td align="center">String</td><td align="center">Character</td></tr><tr><td align="center">180</td><td>Set value of variable 'A' to player-initiator slot</td><td>If the player executed the trigger, the player slot he is in will saved to var 'A'.</td><td align="center">String</td><td align="center">-</td></tr><tr><td align="center">181</td><td>Set value of variable 'A' to player-killer slot</td><td>The person who had killed someone will be saved as his player slot in var 'A'.</td><td align="center">String</td><td align="center">-</td></tr><tr><td align="center">182</td><td>Set value of variable 'A' to login name of player-killer</td><td>The person who had killed someone will be have his login name saved in var 'A'.</td><td align="center">String</td><td align="center">-</td></tr><tr><td align="center">183</td><td>Set value of variable 'A' to displayed name of player-killer</td><td>The person who had killed someone will be have his nickname saved in var 'A'.</td><td align="center">String</td><td align="center">-</td></tr><tr><td align="center">184</td><td>Set value of variable 'A' to login name of player with slot 'B'</td><td>If you are in a specific player slot, your login name is saved to variable A.</td><td align="center">String</td><td align="center">Value</td></tr><tr><td align="center">185</td><td>Set value of variable 'A' to displayed name of player with slot 'B'</td><td>If you are in a specific player slot, your nickname is saved to variable A.</td><td align="center">String</td><td align="center">Value</td></tr><tr><td align="center">186</td><td>Set value of variable 'A' to team ID of player with slot 'B'</td><td>If you are in a specific player slot, your team ID is saved to variable A.</td><td align="center">String</td><td align="center">Value</td></tr><tr><td align="center">187</td><td>Set value of variable 'A' to login name of player with slot-value of variable 'B'</td><td>Same as 184, but your specific slot is dependent to variable ‘B’.</td><td align="center">String</td><td align="center">String</td></tr><tr><td align="center">188</td><td>Set value of variable 'A' to displayed name of player with slot-value of variable 'B'</td><td>Same as 185, but your specific slot is dependent to variable ‘B’.</td><td align="center">String</td><td align="center">String</td></tr><tr><td align="center">189</td><td>Set value of variable 'A' to team ID of player with slot-value of variable 'B'</td><td>Same as 186, but your specific slot is dependent to variable ‘B’.</td><td align="center">String</td><td align="center">String</td></tr><tr><td align="center">195</td><td>Change sky color Red multiplier to value of variable 'A'</td><td>Every pixel consists red, blue and green. They have a range of 0~255 in order to say how presence they are.</td><td align="center">Value (0~255)</td><td align="center">-</td></tr><tr><td align="center">196</td><td>Change sky color Green multiplier to value of variable 'A'</td><td>The lower the numbers, the less presence that color has. Basically it is Hex value but calculated in Decimals.</td><td align="center">Value (0~255)</td><td align="center">-</td></tr><tr><td align="center">197</td><td>Change sky color Blue multiplier to value of variable 'A'</td><td>Take examples, if all of them is 255, it will be white; if all of them is 0, it will be black.</td><td align="center">Value (0~255)</td><td align="center">-</td></tr><tr><td align="center">198</td><td>Create Voice object and save it as variable 'A'</td><td>“Hey Siri”</td><td align="center">String</td><td align="center">-</td></tr><tr><td align="center">203</td><td>Speak text-value of variable 'B' with Voice object 'A'</td><td>“Siri, speak everything from variable ‘B’.”</td><td align="center">Voice</td><td align="center">String</td></tr><tr><td align="center">204</td><td>Set value of variable 'A' to result of asin function with value of variable 'B' as parameter</td><td>Same as <br>A = arcsin(B)</td><td align="center">String</td><td align="center">Value</td></tr><tr><td align="center">205</td><td>Set value of variable 'A' to result of acos function with value of variable 'B' as parameter</td><td>Same as <br>A = arccos(B)</td><td align="center">String</td><td align="center">Value</td></tr><tr><td align="center">206</td><td>Set value of variable 'A' to result of atan2 function with values of variables 'A' and 'B' as parameters</td><td><img src="https://865749388-files.gitbook.io/~/files/v0/b/gitbook-legacy-files/o/assets%2F-MFtCELsQWyso_e3z2wu%2F-MGCCOuU2EWyASakL1SX%2F-MGCXSebq8skoRIiYvXN%2Fimage.png?alt=media&amp;token=65518cd9-834e-43c7-a22c-7cf5b23e0605" alt="" data-size="original"> basically this.</td><td align="center">String</td><td align="center">String</td></tr><tr><td align="center">210</td><td>Set regeneration speed multiplier to value of variable 'A'</td><td>Same as above, but relies on variable ‘A’</td><td align="center">String</td><td align="center">-</td></tr><tr><td align="center">212</td><td>Set regeneration delay multiplier to value of variable 'A'</td><td>Same as above, but relies on variable ‘A’</td><td align="center">String</td><td align="center">-</td></tr><tr><td align="center">219</td><td>Change Gun 'A' target knockback multiplier to value of variable 'B'</td><td>Same as above, but relies on variable ‘A’</td><td align="center">String</td><td align="center">-</td></tr><tr><td align="center">221</td><td>Set Character 'A' scale to value of variable 'B'</td><td>Same as above, but relies on variable ‘A’</td><td align="center">Character</td><td align="center">String</td></tr><tr><td align="center">223</td><td>Synchronize value of variable 'A' through overriding value for all connected players (requires Var Sync engine mark)</td><td><p>Combine with Var Sync engine mark. Useful for Multiplayer or dimension data syncing.</p><p>This one simply overrides any saved data into your defined ones.</p></td><td align="center">String</td><td align="center">-</td></tr><tr><td align="center">224</td><td>Synchronize value of variable 'A' through keeping defined value (requires Var Sync engine mark)</td><td><p>Combine with Var Sync engine mark. Useful for Multiplayer or dimension data syncing.</p><p>This one keeps any saved data into your defined ones though writing.</p></td><td align="center">String</td><td align="center">-</td></tr><tr><td align="center">225</td><td>Synchronize value of variable 'A' through keeping maximum value (requires Var Sync engine mark)</td><td><p>Combine with Var Sync engine mark. Useful for Multiplayer or dimension data syncing.</p><p>This one simply keeps the highest value.</p></td><td align="center">String</td><td align="center">-</td></tr><tr><td align="center">226</td><td>Synchronize value of variable 'A' through keeping minimum value (requires Var Sync engine mark)</td><td><p>Combine with Var Sync engine mark. Useful for Multiplayer or dimension data syncing.</p><p>This one simply keeps the lowest value.</p></td><td align="center">String</td><td align="center">-</td></tr><tr><td align="center">227</td><td>Synchronize value of variable 'A' through keeping longest String value (requires Var Sync engine mark)</td><td><p>Combine with Var Sync engine mark. Useful for Multiplayer or dimension data syncing.</p><p>This one simply keeps the longest string.</p></td><td align="center">String</td><td align="center">-</td></tr><tr><td align="center">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>?</td><td align="center">String</td><td align="center">Map id</td></tr><tr><td align="center">234</td><td>Set decoration scale to value of variable 'B'</td><td>Same as above, but relies on variable ‘A’</td><td align="center">Decor</td><td align="center">String</td></tr><tr><td align="center">235</td><td>Set variable 'A' value to of projectile power (this trigger should receive damage from Movable)</td><td>Combine with “call trigger when movable has damage”. Basically records the damage taken by the movable to variable ‘A’.</td><td align="center">String</td><td align="center">-</td></tr><tr><td align="center">236</td><td>Subtract projectile power from value of variable 'A' (this trigger should receive damage from Movable)</td><td>Same as above. The records of the damage taken will subtract the value of variable ‘A’. Useful for movable bossfights or HP door.</td><td align="center">String</td><td align="center">-</td></tr><tr><td align="center">247</td><td>Save horizontal movement intention of character 'B' to variable 'A'</td><td>If character ‘B’ is walking forward, value 1 will be saved in variable ‘A’.</td><td align="center">String</td><td align="center">Character</td></tr><tr><td align="center">248</td><td>Save vertical movement intention of character 'B' to variable 'A'</td><td>If character ‘B’ is jumping, value 1 will be saved in variable ‘A’.</td><td align="center">String</td><td align="center">Character</td></tr><tr><td align="center">249</td><td>Save shoot intention of character 'B' to variable 'A'</td><td>If character ‘B’ is shooting, value 1 will be saved in variable ‘A’.</td><td align="center">String</td><td align="center">Character</td></tr><tr><td align="center">252</td><td>Rotate decoration to angle-value of variable 'B' (in degrees)</td><td>Rotate the decoration in relies of variable ‘B’.</td><td align="center">Decor</td><td align="center">String</td></tr><tr><td align="center">256</td><td>Heal player 'A' by value of variable 'B'</td><td>Same as above, but relies on variable ‘A’</td><td align="center">Character</td><td align="center">String</td></tr><tr><td align="center">257</td><td>Rotate decoration to angle-value of variable 'B' (in radians)</td><td>Rotate the decoration in relies of variable ‘B’.</td><td align="center">Decor</td><td align="center"><p>String</p><p>(radians)</p></td></tr><tr><td align="center">263</td><td>Save energy value to variable 'A' (gameplay)</td><td>When this trigger executed, if you have energy of 69, value ‘69’ will saved into variable ‘A’.</td><td align="center">String</td><td align="center">-</td></tr><tr><td align="center">264</td><td>Load energy value from variable 'A' (gameplay)</td><td>When this trigger executed, given variable ‘A’ has a value of 87, you will get 87 energy.</td><td align="center">String</td><td align="center">-</td></tr><tr><td align="center">265</td><td>Set max energy value to value of variable 'A' (gameplay)</td><td>Set the maximum energy a player have, but relies on variables.</td><td align="center">String</td><td align="center">-</td></tr><tr><td align="center">266</td><td>Save current AI difficulty to variable 'A' (easy = 1, normal = 2, hard = 3)</td><td>When you join a map with normal mode, value ‘2’ will be saved in variable. Mainly used for locked difficulty security purpose.</td><td align="center">String</td><td align="center">-</td></tr><tr><td align="center">274</td><td>Continue trigger actions execution only if loading of custom images has been finished</td><td>Only execute if all images are loaded.</td><td align="center">-</td><td align="center">-</td></tr><tr><td align="center">276</td><td>Save current number of loaded custom images to variable 'A'</td><td>If this map has 15 loaded custom images, value 15 will be saved into Variable ‘A’.</td><td align="center">String</td><td align="center">-</td></tr><tr><td align="center">277</td><td>Save number of expected custom images on current level to variable 'A'</td><td>But occasionally, this map supposed to have 23 custom images, value 23 will be saved into Variable ‘A’.</td><td align="center">String</td><td align="center">-</td></tr><tr><td align="center">279</td><td>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</td><td><p>When the battle music begins as player counter enemies, value 0.5 will be saved to variable ‘A’;</p><p>When enemies active, value 1 will be saved to variable ‘A’;</p><p>Otherwise, value 0 will be saved to variable ‘A’.</p></td><td align="center">String</td><td align="center">-</td></tr><tr><td align="center">289</td><td>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</td><td><a href="/pb2-editor-manual/tables/character-skin-color.md">Character Skin Color Table</a>, but relies in variable 'B'.</td><td align="center">Character</td><td align="center">String</td></tr><tr><td align="center">293</td><td>Set value of variable 'A' to value of variable with name of string-value of variable 'B'</td><td>Basically copy the string data from Variable ‘B’ to Variable ‘A’.</td><td align="center">String</td><td align="center">String</td></tr><tr><td align="center">294</td><td>Set string-value of variable 'A' to string-value 'B' while replacing all variable names found in string-value with corresponding variable values</td><td><p>Basically replace mode with filters.</p><p>If Variable B has abcd, meanwhile Variable A has cdef, then after the trigger executed, Variable A will have cd.</p></td><td align="center">String</td><td align="center">String</td></tr><tr><td align="center">295</td><td>Override existing Gun 'A' with a new gun with model by string-value of variable 'B'</td><td>Same as “Override existing Gun 'A' with a new gun with model 'B'”, but relies on Variable ‘B’.</td><td align="center">Gun</td><td align="center">String</td></tr><tr><td align="center">298</td><td>Set decoration 'A' visibility multiplier to value of variable 'B' (0..1)</td><td>Same as above, but relies on variable ‘B’</td><td align="center">Decor</td><td align="center">String <br>(Value must be 0~1)</td></tr><tr><td align="center">301</td><td>Set Gun 'A' projectile scale to value of variable 'B'</td><td>Same as above, but relies on variable ‘B’</td><td align="center">Gun</td><td align="center">String</td></tr><tr><td align="center">313</td><td>Set variable 'A' to 1 if Character 'B' is dying (variable 'A' becomes 0 in else case)</td><td>Check if character ‘B’ is dying, thus executing something.</td><td align="center">String</td><td align="center">Character</td></tr><tr><td align="center">314</td><td>Set variable 'A' to 1 if Character-initiator is dying (variable 'A' becomes 0 in else case)</td><td>Check if the character executed this trigger is dying, thus executing something.</td><td align="center">String</td><td align="center">-</td></tr><tr><td align="center">315</td><td>Set variable 'A' to 1 if Character-killer is dying (variable 'A' becomes 0 in else case)</td><td>Check if the character who had killed someone executed this trigger is dying, thus executing something.</td><td align="center">String</td><td align="center">-</td></tr><tr><td align="center">324</td><td>Replace variables with their values in string-value of variable 'B' and save result to variable 'A'</td><td>?</td><td align="center">String</td><td align="center">String</td></tr><tr><td align="center">325</td><td>Replace variables with their values in string-value 'B' and save result to variable 'A'</td><td>?</td><td align="center">String (value)</td><td align="center">String</td></tr><tr><td align="center">326</td><td>Set variable 'A' value to random number with floating point in range 0..X, where X is value of variable 'B'</td><td>RNG but the maximum range is controlled by variable ’B’.</td><td align="center">String</td><td align="center">String</td></tr><tr><td align="center">327</td><td>Set variable 'A' value to random integer number in range 0..X-1, where X is value of variable 'B'</td><td>Same as above, but in integers.</td><td align="center">String</td><td align="center">String</td></tr><tr><td align="center">328</td><td>Set interface visibility multiplier to value of variable 'A' and cursor visibility multiplier to value of variable 'B'</td><td>Self-explanatory but with variables.</td><td align="center">String</td><td align="center">String</td></tr><tr><td align="center">330</td><td>Set variable 'A' string-value to string-value of ''Gameplay modifications'' field from match starting screen</td><td>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'.</td><td align="center">String</td><td align="center">-</td></tr><tr><td align="center">331</td><td>Set variable 'A' to value 1 if Gun 'B' is <del>not</del> in owner's active slot, set to value 0 in else case</td><td><p>If someone is holding the gun 'B', var 'A' is set to 1.</p><p>NOTE: eric desc is incorrect.</p></td><td align="center">String</td><td align="center">Gun</td></tr><tr><td align="center">332</td><td>Set variable 'A' to value 1 if Gun 'B' has owner, set to value 0 in else case</td><td>If someone has the gun 'B', var 'A' is set to 1.</td><td align="center">String</td><td align="center">Gun</td></tr><tr><td align="center">333</td><td>Set variable 'A' to number of frames passed since last attack of Gun 'B'</td><td><p>similar as when gun 'B' shot, the var 'A' timer starts, but count with frames.</p><p>Note: the counting ends when gun reloading animation is completed.</p></td><td align="center">String</td><td align="center">Gun</td></tr><tr><td align="center">334</td><td>Set variable 'A' to value 1 if Gun 'B' is ready to fire, set to value 0 in else case</td><td>when the gun 'B' is loaded, var 'A' becomes 1.</td><td align="center">String</td><td align="center">Gun</td></tr><tr><td align="center">335</td><td>Set variable 'A' to X direction of Gun 'B'</td><td>based on the gun 'B' direction, to recorded into var 'A'.</td><td align="center">String</td><td align="center">Gun</td></tr><tr><td align="center">336</td><td>Set variable 'A' to X direction of Character 'B'</td><td><p>Record the var 'A' to value whatever the character'B' looking direction.</p><p>Note: this trigger action is bugged</p></td><td align="center">String</td><td align="center">Character</td></tr><tr><td align="center">341</td><td>Set value of variable in variable 'A' to value of variable 'B'</td><td></td><td align="center">String</td><td align="center">String</td></tr><tr><td align="center">343</td><td>Set Variable 'A' to value of degrees rotation of Decoration 'B'</td><td></td><td align="center">Value</td><td align="center">Decor</td></tr><tr><td align="center">346</td><td>Change Character skin of slot-value variable 'A' to 'B'</td><td></td><td align="center">String</td><td align="center">Character</td></tr><tr><td align="center">347</td><td>Set variable 'A' to time (in milliseconds) since START of the game</td><td></td><td align="center">String</td><td align="center">-</td></tr><tr><td align="center">348</td><td>Split variable 'A' by string-value 'B'</td><td></td><td align="center">String</td><td align="center">String</td></tr><tr><td align="center">349</td><td>Get index 'B' of variable 'A' and store into variable 'A'</td><td></td><td align="center">String</td><td align="center">String</td></tr><tr><td align="center">350</td><td>Move Character of slot-value variable 'A' to region 'B'</td><td></td><td align="center">String</td><td align="center">Region</td></tr><tr><td align="center">351</td><td>Add element 'B' (can be variable) to array 'A'</td><td></td><td align="center">String</td><td align="center">String</td></tr><tr><td align="center">353</td><td>Create array at variable 'A'</td><td></td><td align="center">String</td><td align="center">-</td></tr><tr><td align="center">355</td><td>Change head model of Character slot-value variable 'A' to model 'B'</td><td></td><td align="center">String</td><td align="center">Character</td></tr><tr><td align="center">356</td><td>Change body model of Character slot-value variable 'A' to model 'B'</td><td></td><td align="center">String</td><td align="center">Character</td></tr><tr><td align="center">357</td><td>Change arms model of Character slot-value variable 'A' to model 'B'</td><td></td><td align="center">String</td><td align="center">Character</td></tr><tr><td align="center">358</td><td>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)</td><td></td><td align="center">String</td><td align="center">String</td></tr><tr><td align="center">359</td><td>Change legs model of Character slot-value variable 'A' to model 'B'</td><td></td><td align="center">String</td><td align="center">Character</td></tr><tr><td align="center">360</td><td>Skip next trigger action if the value of variable 'A' is equal to the value of variable 'B'</td><td></td><td align="center">String</td><td align="center">String</td></tr><tr><td align="center">361</td><td>Switch execution to trigger ID in variable 'A'</td><td></td><td align="center">String</td><td align="center">-</td></tr><tr><td align="center">363</td><td>Skip next trigger action if the value of variable 'A' is greater than the value of variable 'B'</td><td></td><td align="center">String</td><td align="center">String</td></tr><tr><td align="center">364</td><td>Skip next trigger action if the value of variable 'A' is less than the value of variable 'B'</td><td></td><td align="center">String</td><td align="center">String</td></tr><tr><td align="center">365</td><td>Change Speed of Movable 'A' to variable 'B'</td><td></td><td align="center">Movable</td><td align="center">String</td></tr><tr><td align="center">366</td><td>Set the frequency of calls of Timer 'A' to variable 'B'</td><td></td><td align="center">Timer</td><td align="center">String</td></tr><tr><td align="center">367</td><td>Set Character 'A' zoom to variable 'B'</td><td></td><td align="center">Character</td><td align="center">String</td></tr><tr><td align="center">368</td><td>Set variable 'A' to zoom of the game camera</td><td></td><td align="center">String</td><td align="center">-</td></tr><tr><td align="center">369</td><td>Set Character slot-value variable 'A' zoom to variable 'B'</td><td></td><td align="center">String</td><td align="center">String</td></tr><tr><td align="center">371</td><td>Remove beginning 'A' characters from variable 'B' (-/+)</td><td></td><td align="center">String</td><td align="center">String</td></tr><tr><td align="center">372</td><td>Set variable 'A' to degrees between regions in 'B' (separated by commas)</td><td></td><td align="center">String</td><td align="center">String</td></tr><tr><td align="center">374</td><td>Set Character 'A' stability to the value of variable 'B'</td><td></td><td align="center">Character</td><td align="center">String</td></tr><tr><td align="center">375</td><td>Set variable 'A' to stability of Character 'B'</td><td></td><td align="center">String</td><td align="center">Character</td></tr><tr><td align="center">376</td><td>Set gun 'A' upgrade level to string-value/variable 'B'</td><td></td><td align="center">Gun</td><td align="center">String</td></tr><tr><td align="center">379</td><td>Set list of slots that can be randomly given to player during respawn using variable 'A'</td><td></td><td align="center">Variable</td><td align="center">-</td></tr><tr><td align="center">380</td><td>Set max amount of weapons that can be given to player during respawn using variable 'A'</td><td></td><td align="center">Variable</td><td align="center">-</td></tr><tr><td align="center">392</td><td>Set variable 'A' to value of time in milliseconds (since January 1, 1970)</td><td>EPOCH timestamp converter</td><td align="center">Variable</td><td align="center">-</td></tr><tr><td align="center">393</td><td>Set variable 'A' to value of time between January 1, 1970 and variable 'B' (year, month, day) in milliseconds</td><td></td><td align="center">Variable</td><td align="center">Varible</td></tr><tr><td align="center">394</td><td>Set water 'A' damage to string-value/variable 'B'</td><td>the water 'A' is defined as number, which 1 as your 1st placed water, 2 as your 2nd placed water, and so on.</td><td align="center">Water*</td><td align="center">Variable</td></tr><tr><td align="center">396</td><td>Set variable 'A' to value of 1 if mouse is held down and to 0 if else case</td><td></td><td align="center">Variable</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></td><td align="center">Variable</td><td align="center">Region</td></tr><tr><td align="center">398</td><td>Split variable 'A' by value of variable 'B'</td><td></td><td align="center">Variable</td><td align="center">Variable</td></tr><tr><td align="center">399</td><td>Add ghost effect to Character slot-value variable 'A'</td><td></td><td align="center">Variable</td><td align="center">-</td></tr><tr><td align="center">400</td><td>Remove ghost effect from Character slot-value variable 'A'</td><td></td><td align="center">Variable</td><td align="center">-</td></tr><tr><td align="center">401</td><td>Move Character slot-value variable 'A' to start position</td><td></td><td align="center">Variable</td><td align="center">-</td></tr><tr><td align="center">403</td><td>Set Character slot-value variable 'A' properties to properties of Character slot-value variable 'B' (hitpoints, max hitpoints, mobility, voice, model)</td><td></td><td align="center">Variable</td><td align="center">Variable</td></tr><tr><td align="center">404</td><td>Join variable 'A' by value of variable 'B'</td><td></td><td align="center">Variable</td><td align="center">Variable</td></tr><tr><td align="center">409</td><td>Set variable 'A' to active gun model of Character 'B'</td><td></td><td align="center">String</td><td align="center">Character</td></tr><tr><td align="center">425</td><td>Set variable 'A' value to X speed of Character 'B'</td><td></td><td align="center"></td><td align="center"></td></tr><tr><td align="center">426</td><td>Set variable 'A' value to Y speed of Character 'B'</td><td></td><td align="center"></td><td align="center"></td></tr><tr><td align="center">427</td><td>Set variable 'A' value to X speed of Character slot-value variable 'B'</td><td></td><td align="center"></td><td align="center"></td></tr><tr><td align="center">428</td><td>Set variable 'A' value to Y speed of Character slot-value variable 'B'</td><td></td><td align="center"></td><td align="center"></td></tr><tr><td align="center">431</td><td>Set X speed of Character slot-value variable 'A' to value of variable 'B'</td><td></td><td align="center"></td><td align="center"></td></tr><tr><td align="center">432</td><td>Set Y speed of Character slot-value variable 'A' to value of variable 'B'</td><td></td><td align="center"></td><td align="center"></td></tr><tr><td align="center">434</td><td>Set variable 'A' value to speed of Character 'B'</td><td></td><td align="center"></td><td align="center"></td></tr><tr><td align="center">435</td><td>Set variable 'A' value to speed of Character slot-value variable 'B'</td><td></td><td align="center"></td><td align="center"></td></tr><tr><td align="center">436</td><td>Set variable 'A' to map ID of current game</td><td></td><td align="center"></td><td align="center"></td></tr><tr><td align="center">445</td><td>Remove beginning variable 'A' characters from variable 'B' (-/+)</td><td></td><td align="center"></td><td align="center"></td></tr><tr><td align="center">448</td><td>Set Character slot-value variable 'A' Health bar GUI visibility to value 'B'</td><td></td><td align="center"></td><td align="center"></td></tr><tr><td align="center">449</td><td>Set Character slot-value variable 'A' Health bar GUI visibility to variable 'B'</td><td></td><td align="center"></td><td align="center"></td></tr><tr><td align="center">452</td><td>Change Character slot-value variable 'A' sword life to variable 'B'</td><td></td><td align="center"></td><td align="center"></td></tr><tr><td align="center">463</td><td>Set variable 'A' to value of chatting status (0 = off, 1 = chat, 2 = team chat)</td><td></td><td align="center"></td><td align="center"></td></tr><tr><td align="center">465</td><td>Set Character slot-value variable 'A' current and max hit points to variable 'B'</td><td></td><td align="center"></td><td align="center"></td></tr><tr><td align="center">471</td><td>Set variable 'A' to rotation of Gun 'B'</td><td></td><td align="center"></td><td align="center"></td></tr><tr><td align="center">472</td><td>Set variable 'A' to X scale of Gun 'B'</td><td></td><td align="center"></td><td align="center"></td></tr><tr><td align="center">474</td><td>Set variable 'A' to Y scale of Gun 'B'</td><td></td><td align="center"></td><td align="center"></td></tr><tr><td align="center">509</td><td>Set variable 'A' to length of Gun 'B'</td><td></td><td align="center"></td><td align="center"></td></tr><tr><td align="center">510</td><td>Set variable 'A' to value of current framerate</td><td></td><td align="center"></td><td align="center"></td></tr><tr><td align="center">-1</td><td>Do Nothing</td><td>NULL</td><td align="center">-</td><td align="center">-</td></tr></tbody></table>
