Inherited Trigger List

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Trigger Syntax

The two types of New Trigger Syntax
Types which do not involve parenthesis previously are suffixed with ()
Alive() or Alive(1)

Parenthesized Types use the equality operator
GetHitVar(Damage=1+2+3)

This does not mean all parenthesized types will be inherited, and some will be renamed or functionality may change so it is a half inheritance.
Completely New Triggers will always be Suffix Type

Quick Suffix Demo


Specifically, when you want to just read a value
Trigger1 = NoKo()
This mean trigger passes is NoKo is on, in this context.

If you wanted to write a value to NoKo
Trigger1 = 1 || NoKo(0)

Additionally, recursion will be possible just as other parenthesized types support.
Trigger1 = 1 || NoKo(NoKo() = 0)
That would invert the value of NoKo (Off to On, On to Off)

Quick Equality Syntax

Inherited Equality syntax triggers are only for writing
You can read them the normal previous way.
Trigger1 = GetHitVar(Damage)

Writing an Equality value
Trigger1 = 1 || GetHitVar(Damage=12345)
This concept is used for inherited and new triggers
For easier parsing and potentially faster runtime evaluations.

Inherited Simple Triggers

Parenthesis Suffix Type

AILevel()
Alive()
Anim()
CameraPos()
CameraZoom()
Ctrl()
DrawGame()
Facing()
GameHeight()
GameTime()
HitCount()
HitPauseTime()
ID()
Life()
LifeMax()
Lose()
MoveContact()
MoveGuarded()
MoveHit()
MoveReversed()
MoveType() >> MoveType(Letter or Number)
PalNo()
Pos >>> PosX()/PosY()
Power()
PowerMax()
PrevStateNo()
RoundNo()
RoundsExisted()
RoundState()
ScreenPos()
StateNo()
StateType() >> StateType(Letter or Number)
TeamSide()
Time()
UniqHitCount()
Vel() >> VelX()/VelY()
Win()

Equality Suffix Type

Const(X=Y)
GetHitVar(X=Y)

??? Type

SysFVar(X)
SysVar(X)
FVar(X)
Var(X)

Considerations

AnimElemNo() (Adjust Element Number)
Command() (Commands are complex structures however)
HitDefAttr() (This is annoying to deal with as a number)
Name >>> Name(“STRING”)
TicksPerSecond() >>> (Changing Game speed is hard without reload)
NumProjID (Maybe for deleting projectiles with ID?)
NumProj (Deleting projectiles until X Remains?)
NumHelper (Delete Helpers until X Remains)
NumExplod (Delete Explods until X Remains)
NumTarget (Delete Targets until X Remains)
TeamMode() (Hard to conceptualize usage but maybe easy to change)
Just bookkeeping
ProjCancelTime()
ProjContact()
ProjContactTime()
ProjGuarded()
ProjGuardedTime()
ProjHit()
ProjHitTime()
HitVel() (I forgot what this does)
CanRecover() (I forgot what this does)

Illogical Triggers to Inherit

If you can think of a use to overwrite one of these, let me know
PlayerIDExist >> PlayerID(),PlayerExist() (Redirection+New)
NumEnemy
NumPartner
ScreenHeight
ScreenWidth
StageVar
TimeMod
TopEdge
Useless
Random >>> Unless you change how random functions
MatchNo (Useless arcade variable)
MatchOver (No defined meaning)
ParentDist
Pi (Unless you want to redefine Pi)
RightEdge
RootDist
SelfAnimExist
Trash relics
P1Name
P2BodyDist
P2Dist
P2Life
P2MoveType
P2Name
P2StateNo
P2StateType
P3Name
P4Name

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