------------------------------------------------------------
Alive
------------------------------------------------------------
Returns
1 if the player is still able to fight, 0 if the player has
been
KOed.
Format:
alive = value1
Arguments:
(oper)
=, != (other operators not valid)
value1 (boolean)
Value to compare with.
Example:
trigger1 = alive = 0
Triggers if the player has been KOed.
------------------------------------------------------------
Anim
------------------------------------------------------------
Returns
the current animation action number of the player.
Format:
Anim (oper) value1
Arguments:
(oper)
=, !=, <, >, <=, >=
value1 (int)
Value to compare with.
Example:
trigger1 = Anim = 200
Triggers if the player is currently in action 200.
------------------------------------------------------------
AnimElem
------------------------------------------------------------
Gets
the animation-time elapsed since the start of a specified element
of
the current animation action. Useful for synchronizing events to
elements
of an animation action.
(reminder:
first element of an action is element 1, not 0)
Format:
1. AnimElem = value1
2. AnimElem = value1, (oper)
value2
Arguments:
(oper)
=, !=, <, >, <=, >=
value1 (int)
Element number to check.
value2 (int)
Value of animation-time to compare with.
Details:
Trigger in Format 1 is true if the player's animation is
at the start of the element number specified by value1.
In other words, if value1 is equal to n, it is true on the
first game-tick of the nth element of the animation.
Trigger in Format 2 compares the player's animation-time
to t+value2, where t is time of the start of the element
number specified by value1.
If value1 is an invalid animation element, M.U.G.E.N may
crash or behave strangely.
Examples:
trigger1 = AnimElem = 2
True on the first game-tick that the player's animation
is on element 2. Is equivalent to saying:
trigger1 = AnimElem = 2, = 0
trigger1 = AnimElem = 2, = 4
True 4 game-ticks after the start of the player's
second animation element.
trigger1 = AnimElem = 2, >= 0
trigger1 = AnimElem = 3, < 0
True for the whole of the second element of the player's
animation, assuming there is a third element. If a
third element does not exist, the second line should
read,
trigger1 = AnimTime <= 0
------------------------------------------------------------
AnimExist
------------------------------------------------------------
Returns
1 if the specified animation action exists for the player.
The
result of this trigger is undefined if the player has been placed
in
a custom state by a successful hit. In this situation, use
SelfAnimExist.
Format:
AnimExist (oper) value1
Arguments:
(oper)
=, != (other operators not valid)
value1 (int)
Value to compare with.
Example:
trigger1 = AnimExist != 200
Triggers if the player is missing action 200.
------------------------------------------------------------
AnimTime
------------------------------------------------------------
Gives
the difference between the looptime of the current animation
action
and the player's animation-time. Useful for knowing when the end
of
the animation has been reached.
(animation-time
is the time in game-ticks that the player has spent
within
the current animation action)
The
name may be confusing. Try to think of it as "time from the end of
the
animation".
Format:
AnimTime (oper) value
Arguments:
(oper)
=, !=, <, >, <=, >=
value (int)
Value to compare with. Should be 0 or less.
Example:
trigger1 = AnimTime = 0
Triggers when the animation-time is equal to the animation
action's looptime, ie. the end of the action has been
reached.
------------------------------------------------------------
BackEdgeBodyDist
------------------------------------------------------------
BackEdgeBodyDist
gives the distance from the back of the player, as
determined
by the end of his width bar, to the back edge of the screen.
Format:
BackEdgeBodyDist (oper) value1
Arguments:
(oper)
=, !=, <, >, <=, >=
value1
Value to compare with.
Example:
trigger1 = BackEdgeBodyDist < 30
Triggers if the back of the player's width bar is within 30 pixels
of the edge of the screen in back of him.
------------------------------------------------------------
BackEdgeDist
------------------------------------------------------------
BackEdgeDist
gives the distance between the x-axis of the player and
the
edge of the screen behind of the player.
Format:
BackEdgeDist (oper) value1
Arguments:
(oper)
=, !=, <, >, <=, >=
value1
Value to compare with.
Example:
trigger1 = BackEdgeBodyDist < 30
Triggers if the x-axus of the player is within 30 pixels
of the edge of the screen in back of him.
------------------------------------------------------------
CanRecover
------------------------------------------------------------
If
the player is currently in a falling state, returns true if he is
currently
able to recover, and false if he is not currently able to
recover.
If the player is not currently falling, the output of this
trigger
is undefined.
Format:
CanRecover (oper) value
Arguments:
(oper)
=, != (other operators not valid)
value (boolean)
Value to compare with. 0 for false, or 1 for true.
------------------------------------------------------------
Command
------------------------------------------------------------
Triggers
if the user has input the specified command.
Format:
Command (oper) command_name
Arguments:
(oper)
=, != (other operators not valid)
command_name (string)
Name of the command. Commands are defined in the
player's CMD file, and are case-sensitive.
If the CMD has multiple commands with the same name,
then any one of those commands will work.
Example:
trigger1 = Command = fireball_motion
True if the user inputs the command corresponding to the
command name "fireball_motion".
------------------------------------------------------------
Ctrl
------------------------------------------------------------
Returns
the control flag of p1.
Format:
Ctrl (oper) value
Arguments:
(oper)
=, != (other operators not valid)
value (boolean)
Value to compare with. Either 0 or 1.
Example:
trigger1 = Ctrl = 1
Triggers if the player has control.
------------------------------------------------------------
Facing
------------------------------------------------------------
Returns
1 if the player is facing to the right, and –1 if the player is
facing
to the left.
Format:
Facing (oper) value
Arguments:
(oper)
=, != (other operators not valid)
value
Value to compare with. Should be 1 or –1.
Example:
Trigger = Facing = -1
Triggers if the player is facing toward the left of the screen.
------------------------------------------------------------
FrontEdgeBodyDist
------------------------------------------------------------
FrontEdgeBodyDist
gives the distance between the front of the player
(as
determined by the front edge of his width bar) and the edge of the
screen.
Format:
FrontEdgeBodyDist (oper) value1
Arguments:
(oper)
=, !=, <, >, <=, >=
value1
Value to compare with.
Example:
trigger1 = FrontEdgeBodyDist < 30
Triggers if the front of the player is within 30 pixels
of the edge of the screen in front of him.
------------------------------------------------------------
FrontEdgeDist
------------------------------------------------------------
FrontEdgeDist
gives the distance between the x-axis of the player and
the
edge of the screen in front of the player.
Format:
FrontEdgeDist (oper) value1
Arguments:
(oper)
=, !=, <, >, <=, >=
value1
Value to compare with.
Example:
trigger1 = FrontEdgeDist < 30
Triggers if the x-axis of the player is within 30 pixels
of the edge of the screen in front of him.
------------------------------------------------------------
HitCount
------------------------------------------------------------
Returns
the number of hits the player's current attack move has dealt
to
opponent. This returns the number of hits since the start of the
move,
not the state. For example, if the player is in a multi-state
attack
move, this returns the number of hits since his first state in
that
attack.
Format:
HitCount (oper) value1
Arguments:
(oper)
=, !=, <, >, <=, >=
value1
Value to compare with.
Example:
trigger1 = HitCount > 8
Triggers when more than 8 hits have been dealt to the
opponent since the start of the player's attack move.
------------------------------------------------------------
HitDefAttr
------------------------------------------------------------
Gets
the attribute parameter of the player's currently-active HitDef.
If
the player is not in an attack state, then the condition does not
trigger.
Can
be used for simple move-interrupts from weaker to stronger attacks
in
the CMD file.
Format:
HitDefAttr (oper) value1, value2
Arguments:
(oper)
=, !=
value1
A string that has at least one of the letters "S",
"C"
and "A" for standing, crouching and aerial attacks
respectively. For example, "SA" is for standing and
aerial attacks.
value2
A set of 2-character strings, separated by commas.
Each 2-character string must be of the form described:
The first character is either "N" for "normal",
"S" for
"special", or "H" for "hyper". The second
character must
be either "A" for "attack" (a normal hit attack) or
"T"
for "throw". For example, "NA, ST" is for normal
attacks
and special throws.
Assuming the attribute of the player's HitDef is in the
form:
arg1, arg2
then the trigger condition is determined to be true only
if arg1 is a subset of value1, AND arg2 is a subset of
value2.
See the "attr" parameter of the HitDef controller in
Appendix B for details.
Example:
trigger1 = A, HA
Triggers when the player is in an attack state, where
the current HitDef has the following attributes:
1. is an aerial attack
and 2. is a hyper (super) attack
trigger1 = SC, NA, SA
Triggers when the player is in an attack state, where
the current HitDef has the following attributes:
1. is either a standing or a crouching attack
and 2. is either a normal attack or a special attack
------------------------------------------------------------
HitFall
------------------------------------------------------------
If
the player is currently in a gethit state, returns the fall flag of
the
hit. The output of this trigger is undefined if the player is not
in
a gethit state. For an explanation of the fall flag, see the HitDef
documentation.
Format:
HitFall (oper) value
Arguments:
(oper)
=, != (other operators not valid)
value (boolean)
Value to compare with. Either 0 or 1.
Example:
trigger1 = HitFall = 0
Triggers if the hit did not put the player into a fall state.
------------------------------------------------------------
HitOver
------------------------------------------------------------
If
the player is in a gethit state, returns true when the hittime has
expired,
and false otherwise. For an explanation of hittime, see the
HitDef
documentation.
Format:
HitOver (oper) value
Arguments:
(oper)
=, != (other operators not valid)
value (boolean)
Value to compare with. Either 0 or 1.
Example:
trigger1 = HitOver = 1
Triggers when the player's hittime has expired.
------------------------------------------------------------
HitShakeOver
------------------------------------------------------------
If
the player is in a gethit state, returns true if the hit shake (the
period
when he is shaking in place) has ended, and false otherwise.
Format:
HitShakeOver (oper) value
Arguments:
(oper)
=, != (other operators not valid)
value (boolean)
Value to compare with. Either 0 or 1.
Example:
trigger1 = HitShakeOver = 0
Triggers if the player is still shaking from the hit.
------------------------------------------------------------
HitVel
------------------------------------------------------------
Gets
the value of the velocity imparted to the player by a hit.
You
must specify the component that you want to check, eg.
"HitVel
Y" to check the vertical velocity component.
Format:
HitVel (component) (oper) valuef1
Arguments:
(component)
X, Y
(oper)
=, !=, <, >, <=, >=
valuef1 (decimal)
The value to compare with.
Details:
A positive HitVel Y means that the player is moving upward on the
screen. A positive HitVel X means that the player is moving
backward. Note that the HitVel X trigger behaves in the opposite
manner to the Vel X trigger.
Example:
trigger1 = HitVel X > 0.5
True when the player's gethit x-velocity is greater than 0.5
pixels per tick.
------------------------------------------------------------
IsHelper
------------------------------------------------------------
This
trigger takes an optional ID number as a suffix. If the ID number
is
omitted, IsHelper returns true if the player is a helper character,
and
false otherwise. If the ID number is included, then IsHelper
returns
true if the player is a helper character with the specified ID
number,
and false otherwise.
Format:
1.
IsHelper (oper) bvalue
2.
IsHelper(value1) (oper) bvalue
Arguments:
(oper)
=, != (other operators not valid)
value1
Optional ID number.
bvalue (boolean)
Value to compare with. Either 0 or 1.
Examples:
1. trigger1 = IsHelper = 0
Triggers if the player is not a helper-type character.
2. trigger1 = IsHelper1234 = 1
Triggers if the player is a helper character with ID number 1234.
------------------------------------------------------------
Life
------------------------------------------------------------
Returns
the player's life.
Format:
Life (oper) value1
Arguments:
(oper)
=, !=, <, >, <=, >=
value1
Value to compare against. Typically 0-1000.
Example:
trigger1 = life <= 10
Triggers if the player has 10 or less life points remaining.
------------------------------------------------------------
Lose
------------------------------------------------------------
Returns
true if the player (or the player's team, in team mode) has
lost
the round, false otherwise. Can be suffixed with "KO" or
"Time" to
trigger
only when the round has been lost by a KO or by time expiring,
respectively.
Format:
1. Lose (oper) value
2. LoseKO (oper) value
3. LoseTime (oper) value
Arguments:
(oper)
=, != (other operators not valid)
value (boolean)
Value to compare against. 0 for false, 1 for true.
Examples:
1. trigger1 = Lose = 1
Triggers if the player (or his team) has lost the round.
2. trigger1 = LoseKO = 0
Triggers if the player (or his team) has not lost the round by
a KO. For example, this will trigger if the player's team has
not yet lost the round, or if they have lost the round by time
over.
------------------------------------------------------------
MatchOver
------------------------------------------------------------
Returns
true if the match has ended. (For example, in the case of a
best-of-three
match, this will return true when one of the players or
teams
has won two rounds.)
Format:
MatchOver (oper) value
Arguments:
(oper)
=, != (other operators not valid)
value (boolean)
Value to compare against. 0 for false, 1 for true.
Details:
Currently, MatchOver does not return true until the players start
their win poses (state 180). This behavior may be subject to change
in future releases.
Example:
trigger1 = matchover = 1
Triggers if the match is not over. For instance, the current round
may not yet have ended, or it may have ended without deciding the
match.
------------------------------------------------------------
MoveContact
------------------------------------------------------------
This
trigger is valid only when the player is in an attack state.
MoveContact
gives 1 if P2 has either been hit, or has guarded P1's
attack.
It gives 0 otherwise. P1 is the player, and P2 is his opponent.
Typically
used with the "StateNo" and "Command" triggers for detecting
move-interrupts
in the CMD file.
Format:
MoveContact (oper) value
Arguments:
(oper)
=, != (other operators not valid)
value (boolean)
Value to compare against. 0 for false, 1 for true.
Example:
trigger1 = MoveContact = 1
True if P1's attack did not miss P2.
------------------------------------------------------------
MoveGuarded
------------------------------------------------------------
This
trigger is valid only when the player is in an attack state.
MoveGuarded
gives 1 if P2 is guarding, or has guarded, P1's attack. It
gives
0 if the attack missed or successfully hit. P1 is the player, and
P2
is his opponent.
Typically
used with the "StateNo" and "Command" triggers for detecting
move-interrupts
in the CMD file.
Format:
MoveGuarded (oper) value1
Arguments:
(oper)
=, !=
value1 (boolean)
Either 0 or 1.
Example:
trigger1 = MoveGuarded = 1
True if P1's attack was blocked by P2.