Trigger | Status | Status |
Abs | 100,00% | |
Acos | 100,00% | |
Alive | 100,00% | |
Anim | 100,00% | |
AnimElem | 99,00% | At least works as it should.M aybe will change the syntax like AnimElem( expression ) |
AnimeElemNo | 100,00% | |
AnimeElemTime | 100,00% | |
AnimExist | 100,00% | |
AnimTime | 100,00% | |
Asin | 100,00% | |
Atan | 100,00% | |
AuthorName | 100,00% | |
BackEdgeBodyDist | 100,00% | |
BackEdgeDist | 100,00% | |
CanRecover | 100,00% | |
Ceil | 100,00% | |
Command | 100,00% | |
Const | 99,00% | I want to check this trigger for all const values but should works just fine |
Cos | 100,00% | |
Ctrl | 100,00% | |
DrawGame | 0,00% | |
Exp | 100,00% | |
E | 100,00% | Eula's number 2.71828182 |
Facing | 100,00% | |
Floor | 100,00% | |
FrontEdgeBodyDist | 100,00% | |
FrontEdgeDist | 100,00% | |
Fvar | 100,00% | |
GameTime | 100,00% | |
GetHitVar | 99,00% | Xoff, yoff ,zoff params returns zero |
HitCount | 0,00% | |
HitDefAttr | 99,00% | Works just fine but also want to test it more |
HitFall | 100,00% | |
HitOver | 100,00% | |
HitPauseTime | 100,00% | |
HitShakeOver | 100,00% | |
HitVel | 100,00% | |
ID (PlayerIdent) | 100,00% | |
IfElse | 100,00% | For S value like for sound params use IfElse(1 ,S100,S200 ) and not SifElse(1,100,200) |
InGuardDist | 100,00% | |
IsHelper | 100,00% | |
IsHomeTeam | 0,00% | |
Life | 100,00% | |
LifeMax | 100,00% | |
LogN | 0,00% | |
Log | 0,00% | |
Lose | 0,00% | |
MatchNo | 0,00% | |
MatchOver | 0,00% | |
MoveContact | 100,00% | |
MoveGuarded | 100,00% | |
MoveHit | 100,00% | |
MoveType | 100,00% | |
MoveReversed | 0,00% | |
Name | 100,00% | |
NumEnemy | 50,00% | Return only 1 enemy |
NumExplod | 100,00% | |
NumHelper | 100,00% | |
NumPartner | 0,00% | |
NumProj | 100,00% | I want to remove NumProjID wit this trigger by adding a pram to it like NumProj( expression ) |
NumProjID | 100,00% | Will be absolute and removed in the feature |
NumTarget | 90,00% | Have to handle ID param in NumTarget trigger |
P1Name | 100,00% | Same as name trigger |
P2BodyDist | 100,00% | |
P2Dist | 100,00% | |
P2Life | 100,00% | |
P2MoveType | 100,00% | |
P2Name | 100,00% | |
P2StateNo | 100,00% | |
P2StateType | 100,00% | |
P3Name | 100,00% | Currently returning the name of player2 |
P4Name | 100,00% | Currently returning the name of player2 |
PalNo | 0,00% | |
ParentDist | 0,00% | |
Pi | 100,00% | 3.141592653589 |
PlayerIDExist | 100,00% | |
PrevStateNo | 100,00% | |
Pos | 100,00% | |
Power | 100,00% | |
PowerMax | 99,00% | Currently fixed to 3000 |
ProjCancelTime | 0,00% | |
ProjHit | 100,00% | Now works like MoveHit trigger and returns the time since a hit was successful. Each hit of the projectile will reset it to 1 |
ProjHitTime | 0,00% | Use ProjHit instead of ProjHitTime |
Random | 99,00% | Seems like working ... |
RootDist | 100,00% | |
RoundNo | 0,00% | |
RoundsExisted | 0,00% | |
RoundState | 0,00% | |
ScreenPos | 100,00% | |
SelfAnimExist | 100,00% | |
Sin | 100,00% | |
StateNo | 100,00% | |
StateType | 100,00% | |
SysFVar | 100,00% | |
SysVar | 100,00% | |
Tan | 100,00% | |
TeamMode | 0,00% | |
TeamSide | 0,00% | |
TicksPerSecond | 100,00% | |
Time | 100,00% | |
TimeMod | 99,00% | Some more test with it |
UniqHitCount | 0,00% | |
Var | 100,00% | |
Vel | 100,00% | |
Win | 0,00% | |
WinKO | 0,00% | |
WinTime | 0,00% | |
WinPerfect | 0,00% | |
ProjContact | 100,00% | Now works like MoveContact trigger and returns the time since a hit was successful. Each hit of the projectile will reset it to 1 |
ProjContactTime | 0,00% | use ProjContact instead of ProjGuardedTime |
ProjGuarded | 100,00% | Now works like MoveGuarded trigger and returns the time since a hit was successful. Each hit of the projectile will reset it to 1 |
ProjGuardedTime | 0,00% | use ProjGuarded instead of ProjGuardedTime |