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MoveHit

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This trigger is valid only when the player is in an attack state.

MoveHit gives 1 if P2 has been hit by P1's attack. It gives 0 if the

attack missed or was guarded.

Typically used with the "StateNo" and "Command" triggers for detecting

move-interrupts in the CMD file.

 

Format:

  MoveHit (oper) value

 

Arguments:

  (oper)

    =, != (other operators not valid)

  value (boolean)

    Value to compare against. 0 for false, 1 for true.

 

Example:

  trigger1 = MoveHit = 1

    True if P1's attack connected successfully with P2.

 

 

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MoveType

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MoveType gives the player's move-type. Refer to the section

on StateDef in the CNS documentation for more details on MoveType.

Useful for "move interrupts" in the CMD file.

 

Format:

  MoveType (oper) move_type

 

Arguments:

  (oper)

    =, !=   (other operators not valid)

  move_type (char)

    A, I, H

    Attack, Idle and GetHit move-types.

 

Example:

  trigger1 = movetype != H

    Triggers if the player is not currently in a gethit-type state.

 

 

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NumExplod

------------------------------------------------------------

 

This trigger takes an optional ID number as a suffix. If the ID number

is omitted, NumExplod returns the number of explods owned by the

player. If the ID number is included, then NumExplod returns the number

of explods with that ID number that are owned by the player.

 

Format:

  1. NumExplod (oper) value1

  2. NumExplod(ID) (oper) value1

 

Arguments:

  (oper)

    =, !=, <, >, <=, >=

  (ID)

    Optional nonzero ID number.

  value1

    Value to compare against.

 

Examples:

  1. trigger1 = NumExplod >= 4

    Triggers if the player currently owns 4 or more explods.

  2. trigger1 = NumExplod1234 >= 4

    Triggers if the player currently owns 4 or more explods with ID

    1234.

 

 

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NumHelper

------------------------------------------------------------

 

This trigger takes an optional ID number as a suffix. If the ID number

is omitted, then NumHelper returns the total number of helpers

currently owned by the player. If the ID number is included, then

NumHelper returns the total number of helpers with that ID number owned

by the parent.

 

Format:

  1. NumHelper (oper) value1

  2. NumHelper(ID) (oper) value1

 

Arguments:

  (oper)

    =, !=, <, >, <=, >=

  (ID)

    Optional nonzero ID number.

  value1

    Value to compare against.

 

Examples:

  1. trigger1 = NumHelper < 2

    Triggers if the player now has less than 2 helpers.

  2. trigger1 = NumHelper1234 < 2

    Triggers if the player now has less than 2 helpers with ID 1234.

 

 

 

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NumProj

------------------------------------------------------------

 

Returns the total number of projectiles currently owned by the player.

 

Format:

  NumProj (oper) value1

 

Arguments:

  (oper)

    =, !=, <, >, <=, >=

  value1

    Value to compare against.

 

Example:

  trigger1 = NumProj = 0

    Triggers if the player has no currently active projectiles.

 

 

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NumProjID

------------------------------------------------------------

 

This trigger takes an ID number as a required suffix. It returns the

number of projectiles currently owned by the player and having the

specified ID number.

 

Format:

  NumProjID(number) (oper) value1

 

Arguments:

  (number)

    Required ID number.

  (oper)

    =, !=, <, >, <=, >=

  value1

    Value to compare against.

 

Example:

  trigger1 = NumProjID1234 = 1

    Triggers if there the player currently owns exactly 1 projectile

    with the ID number 1234.

 

 

------------------------------------------------------------

P1Name

------------------------------------------------------------

 

Returns the player's name (the internal name specified in the .DEF

file, which may not be the same as the displayed name).

 

Format:

  P1Name (oper) name

 

Arguments:

  (oper)

    =, != (other operators not valid)

  name (string)

    Name to compare against.

 

Example:

  trigger1 = P1Name = Kumquat

    Returns true if the player is named "Kumquat".

 

 

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P2BodyDist

------------------------------------------------------------

 

Gives the distance of P2 from P1, where P1 is the player, and P2 is his

opponent. P2BodyDist is useful in the CMD for cases where P1 has an

attack that is different when performed close to P2.

 

Format:

   P2BodyDist (component) (oper) valuef1

 

Arguments:

  (component)

    X, Y

  (oper)

    =, !=, <, >, <=, >=

  valuef1 (decimal)

    The value to compare with.

 

Details:

  For comparing the Y-distance, P2BodyDist gives the difference in the

  heights of the players' Y-axes. A negative value means that P2 is

  above P1. 

  For comparing the X-distance, P2BodyDist gives the

  X-distance of P2's front from P1's front. So, if the

  players are standing right next to each other, then

  P2BodyDist is 0. Remember that you can set the width of

  the player in "front.width", etc. under [Size] in the

  player variables.

  See also P2Dist.

 

Example:

  trigger1 = P2BodyDist X < 30

    Triggers if the front of P2 is within 30 pixels of the front of

    P1. 

 

------------------------------------------------------------

P2Dist

------------------------------------------------------------

 

Gives the distance of P2 from P1, where P1 is the player, and P2 is his

opponent.

 

Format:

  P2Dist (component) (oper) valuef1

 

Arguments:

  (component)

    X, Y

  (oper)

    =, !=, <, >, <=, >=

  valuef1 (decimal)

    The value to compare with.

 

Details:

  For comparing the Y-distance, P2Dist gives the difference in the

  heights of the players' Y-axes. A negative value means that P2 is

  above P1. 

  For comparing the X-distance, P2Dist gives the X-distance

  of P2's axis from P1's axis. A positive value indicates P2

  is in front of P1.

  See also P2BodyDist.

 

Example:

  trigger1 = P2Dist Y <= -12

    True if P2 is at least 12 pixels higher up than P1.

 

 

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P2Life

------------------------------------------------------------

 

Same as Life, except that this returns the opponent's life.

 

 

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P2MoveType

------------------------------------------------------------

 

Same as MoveType, except that this returns the opponent's movetype.

 

 

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P2Name

------------------------------------------------------------

 

Same as P1Name, except that this returns the name of the primary

opponent (the opponent in versus mode, or the first opponent in team

mode).

 

 

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P2StateNo

------------------------------------------------------------

 

Same as StateNo, except that this returns the opponent's state number.

 

 

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P2StateType

------------------------------------------------------------

 

Same as StateType, except that this returns the opponent's state type.

 

 

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P3Name

------------------------------------------------------------

 

Same as P1Name, except that this returns the name of the player's

teammate, if present (if not present, this will never trigger).

 

 

------------------------------------------------------------

P4Name

------------------------------------------------------------

 

Same as P1Name, except that this returns the name of the secondary

opponent, if present (if not present, this will never trigger).

 

 

------------------------------------------------------------

PalNo

------------------------------------------------------------

 

Returns the palette number of the player (i.e., the color scheme chosen

for the character during character select.)

 

Format:

  PalNo (oper) value1

 

Arguments:

  (oper)

    =, !=, <, >, <=, >=

  value1 (int)

    Numerical value to compare against (1-12).

 

Details:

  The palette ordering is:

  X Y Z

  4 5 6

  A B C

  1 2 3

  Holding start while selecting will add 6 to the palette number.

 

Example:

  trigger1 = PalNo = 5

    Returns true if the current palette number is 5.

 

 

------------------------------------------------------------

ParentDist

------------------------------------------------------------

 

This trigger is only valid for helper-type characters.

ParentDist returns the distance from the helper to its parent. It works

similarly to P2Dist.

 

Format:

  ParentDist (component) (oper) valuef1

 

Arguments:

  (component)

    X, Y

  (oper)

    =, !=, <, >, <=, >=

  valuef1 (decimal)

    The value to compare with.

 

Details:

  For comparing the Y-distance, ParentDist gives the difference in the

  heights of the players' Y-axes. A negative value means that the

  parent is above its child. 

  For comparing the X-distance, ParentDist gives the X-distance

  of the parent's axis from the child's axis. A positive value

  indicates the parent is in front of the child.

 

Example:

  trigger1 = ParentDist X != 0

    Triggers if the parent is not at the exact same x-position as the

    helper character.

 

 

------------------------------------------------------------

Pos

------------------------------------------------------------

 

Gets the value of the player's position. You must specify the component

that you want to check, eg. "Pos Y" to check the Y-position.

 

Format:

  Pos (component) (oper) valuef1

 

Arguments:

  (component)

    X, Y

  (oper)

    =, !=, <, >, <=, >=

  valuef1 (decimal)

    The value to compare with.

 

Details:

  For "Pos X", the value is relative to the center of the

  screen (value 0). Negative is left, positive is right.

  For "Pos Y", the value is relative to the floor. Negative

  is higher up, positive is below the floor.

 

Example:

  trigger1 = Pos Y >= 0

    True when the player is below the floor.

 

 

------------------------------------------------------------

Power

------------------------------------------------------------

 

Returns the amount of power the player has.

 

Format:

  Power (oper) value1

 

Arguments:

  (oper)

    =, !=, <, >, <=, >=

  value1 (int)

    Numerical value to compare with.

 

Example:

  trigger1 = power >= 1000

    True if player has at least 1000 power (level 1).

 

 

------------------------------------------------------------

ProjContact

------------------------------------------------------------

 

This trigger takes an optional ID number as a suffix. If the ID number

is omitted, ProjContact returns true if any of the player's projectiles

either successfully hit the opponent or were guarded by the opponent.

When the ID number is specified, ProjContact returns true only if any

of the player's projectiles with the specified ID number either

successfully hit the opponent or was guarded.

 

Format:

  1. ProjContact(ID) = value

  2. ProjContact(ID) = value, (oper) value2

 

Arguments:

  (ID)

    Optional ID number.

  value (boolean)

    Value to compare against. 0 for false, 1 for true.

  (oper)

    =, !=, <, >, <=, >=

  value2

    Time value to compare against.

 

Details:

  ProjContact will trigger once for each hit of the projectile, so a

  multi-hit projectile can trigger multiple times.

  The first form of ProjContact shown above is only valid for one tick

  after contact, unlike MoveContact.

  For the second form, ProjContact returns true if the projectile made

  contact n ticks ago, where n is a nonnegative number satisfying the

  relation "n (oper) value2".

 

Examples:

  1. trigger1 = ProjContact1234 = 1

    Triggers if a projectile with ID 1234 just made contact with the

    opponent.

  2. trigger1 = ProjContact456 = 0, < 15

    Triggers if no projectile with ID 456 made contact in the last 15

    ticks.

 

 

------------------------------------------------------------

ProjGuarded

------------------------------------------------------------

 

This trigger takes an optional ID number as a suffix. If the ID number

is omitted, ProjGuarded returns true if any of the player's projectiles

were guarded by the opponent. When the ID number is specified,

ProjGuarded returns true only if one of the player's projectiles with

the specified ID number was guarded by the opponent.

 

Format:

  1. ProjGuarded(ID) = value

  2. ProjGuarded(ID) = value, (oper) value2

 

Arguments:

  (ID)

    Optional ID number.

  value (boolean)

    Value to compare against. 0 for false, 1 for true.

  (oper)

    =, !=, <, >, <=, >=

  value2

    Time value to compare against.

 

Details:

  ProjGuarded will trigger once for each hit of the projectile, so a

  multi-hit projectile can trigger multiple times.

  The first form of ProjGuarded shown above is only valid for one tick

  after hit, unlike MoveGuarded.

  For the second form, ProjGuarded returns true if the projectile was

  guarded n ticks ago, where n is a nonnegative number satisfying the

  relation "n (oper) value2".

 

Examples:

  1. trigger1 = ProjGuarded1234 = 1

    Triggers if the opponent just blocked a projectile with ID 1234.

  2. trigger1 = ProjGuarded = 1, < 15

    Triggers if the opponent blocked any projectile in the last 15

    ticks.

 

 

------------------------------------------------------------

ProjHit

------------------------------------------------------------

 

This trigger takes an optional positive ID number as a suffix. If the

ID number is omitted, ProjHit returns true if any of the player's

projectiles successfully hit the opponent. When the ID number is

specified, ProjHit returns true only if one of the player's projectiles

with the specified ID number successfully hit the opponent.

 

Format:

  1. ProjHit(ID) = value

  2. ProjHit(ID) = value, (oper) value2

 

Arguments:

  (ID)

    Optional ID number.

  value (boolean)

    Value to compare against. 0 for false, 1 for true.

  (oper)

    =, !=, <, >, <=, >=

  value2

    Time value to compare against.

 

Details:

  ProjHit will trigger once for each hit of the projectile, so a

  multi-hit projectile can trigger multiple times.

  The first form of ProjHit shown above is only valid for one tick

  after hit, unlike MoveHit.

  For the second form, ProjHit returns true if the projectile hit

  n ticks ago, where n is a nonnegative number satisfying the relation

  "n (oper) value2".

 

Examples:

  1. trigger1 = ProjHit1234 = 1

    Triggers if a projectile with ID 1234 just made successful

    contact with the opponent.

  2. trigger1 = ProjHit1234 = 1, < 15

    Triggers if any of the player's projectiles made successful

    contact with the opponent within the last 15 ticks.

 

 

------------------------------------------------------------

Random

------------------------------------------------------------

 

Returns a random number between 0 and 999, inclusive.

 

Format:

  Random (oper) value1

 

Arguments:

  (oper)

    =, !=, <, >, <=, >=

  value1 (int)

    Numerical value to compare against (0-999).

 

Example:

  trigger1 = Random <= 249

    Triggers if the random number returned is less than or equal to

    249. (This occurs with 25% probability.)

   

 

------------------------------------------------------------

RootDist

------------------------------------------------------------

 

This trigger is only valid for helper-type characters.

RootDist returns the distance from the helper to its root. The root is

the main player character who owns the helper: for instance, if you

select Kumquat to play with, and Kumquat spawns a helper named Kiwi,

who in turn spawns a helper named Penguin, then Penguin's root is

Kumquat, and Penguin is a descendant of Kumquat. RootDist works

similarly to P2Dist.

 

Format:

  RootDist (component) (oper) valuef1

 

Arguments:

  (component)

    X, Y

  (oper)

    =, !=, <, >, <=, >=

  valuef1 (decimal)

    The value to compare with.

 

Details:

  For comparing the Y-distance, RootDist gives the difference in the

  heights of the players' Y-axes. A negative value means that the

  root is above its descendant. 

  For comparing the X-distance, ParentDist gives the X-distance

  of the root's axis from the descendant's axis. A positive value

  indicates the root is in front of its descendant.

 

Example:

  trigger1 = RootDist X != 0

    Triggers if the root is not at the exact same x-position as the

    helper character.

 

 

------------------------------------------------------------

SelfAnimExist

------------------------------------------------------------

 

Like AnimExist, except that this only checks P1's animation data. If P1

has been given P2's animation data by a hit, SelfAnimExist will not

check P2's animation data to determine whether or not a given action

exists.

 

 

------------------------------------------------------------

StateNo

------------------------------------------------------------

 

Returns the player's current state number. Useful for "move interrupts"

in the CMD file.

 

Format:

  StateNo (oper) value1

 

Arguments:

  (oper)

    =, !=, <, >, <=, >=

  value1 (int)

    Numerical value to compare with.

 

Example:

  trigger1 = stateno = [200,650]

    Returns true if the state number is between 200 and 650,

    inclusive.

 

 

------------------------------------------------------------

StateType

------------------------------------------------------------

 

StateType gives the player's state-type. Refer to the section

on StateDef in the CNS documentation for more details on StateType.

Useful for "move interrupts" in the CMD file.

 

Format:

  StateType (oper) state_type

 

Arguments:

  (oper)

    =, !=   (other operators not valid)

  state_type (char)

    S, C, A

    Stand, Crouch and Air state-types.

 

Example:

  trigger1 = StateType != A

    Triggers if the player is not in an air-type state.

 

 

------------------------------------------------------------

Time

------------------------------------------------------------

 

Gives the state-time of the player.

 

Format:

  Time (oper) value

 

Arguments:

  (oper)

    =, !=, <, >, <=, >=

  value (int)

    Value to compare with.

 

Example:

  trigger1 = Time = 2

    Triggers when the player's state-time is 2.

 

 

------------------------------------------------------------

TimeMod

------------------------------------------------------------

 

Returns the remainder when the state-time of the player is divided by

the specified value.

 

Format:

  TimeMod (oper) divisor, value1

 

Arguments:

  (oper)

    =, !=, <, >, <=, >=

  divisor (int)

    Positive number to use as a divisor.

  value1 (int)

    Value to compare remainder against.

 

Example:

  trigger1 = TimeMod = 4, 3

    Triggers when the state-time is 3, 7, 11, 15, ...

 

 

------------------------------------------------------------

Var

------------------------------------------------------------

 

This trigger takes a mandatory variable number as a suffix. It returns

the value of the specified variable.

 

Format:

  Var(no) (oper) value1

 

Arguments:

  (no)

    Mandatory variable number. Valid numbers at the time of this

    writing are 0-31.

  (oper)

    =, !=, <, >, <=, >=

  value1 (int)

    Value to compare against.

 

Example:

  trigger1 = Var0 = -34

    Triggers if the value of variable 0 is -34.

 

 

------------------------------------------------------------

Vel

------------------------------------------------------------

 

Gets the value of the player's velocity. You must specify the component

that you want to check, eg. "Vel Y" to check the Y-velocity.

 

Format:

  Vel (component) (oper) valuef1

 

Arguments:

  (component)

    X, Y

  (oper)

    =, !=, <, >, <=, >=

  valuef1 (decimal)

    The value to compare with.

 

Details:

  For Vel X, a positive value indicates that the player is moving

  forward. (This behavior is the opposite of HitVel X's behavior.) For

  Vel Y, a positive value indicates that the player is moving

  downward.

 

Example:

  trigger1 = Vel Y >= 0

    True when the player is not moving upward.

 

 

------------------------------------------------------------

Win

------------------------------------------------------------

 

Returns true if the player (or the player's team, in team mode) has won

the round, false otherwise. Can be suffixed with "KO" or "Time" to

trigger only when the round has been won by a KO or by time expiring,

respectively.

 

Format:

  1. Win (oper) value

  2. WinKO (oper) value

  3. WinTime (oper) value

 

Arguments:

  (oper)

    =, != (other operators not valid)

  value (boolean)

    Value to compare against. 0 for false, 1 for true.

 

Examples:

  1. trigger1 = Win = 1

    Triggers if the player (or his team) has won the round.

  2. trigger1 = WinKO = 0

    Triggers if the player (or his team) has not won the round by

    a KO. For example, this will trigger if the player's team has

    not yet won the round, or if they have won the round by time

    over.