Elecbyte mugen.Trigger Reference


Elecbyte mugen.


Contents and Files.Elecbyte | MUGEN Database | Fandom


Jun 29,  · Trigger Reference. M.U.G.E.N, (c) Elecbyte Documentation for version Updated 29 June Elecbyte is the team behind the creation of the M.U.G.E.N engine, Kung Fu Man, Training Room and Mountainside e: international house of primates. v2 ©


Elecbyte mugen.Mugen (game engine) – Wikipedia

international house of primates. v2 © Jun 02,  · Download version from Software Informer. Scanned by 75 antivirus programs on Mar 25, The file is clean, see the report. Version: (x86) File name: mugenzip. Size: MB. DOWNLOAD NOW Visit the home page Jun 29,  · Trigger Reference. M.U.G.E.N, (c) Elecbyte Documentation for version Updated 29 June

Navigation menu
Download M.U.G.E.N for Windows – Free – beta-1

Customize Windows games with this hassle-free tool
Trigger Reference

This is an alphabetical index of function-type triggers. For details on use of function-type triggers in expressions, see the expression documentation. Unless otherwise specified, we will use P1 to represent the player who is evaluating the trigger, and P2 to represent his opponent usually the closest opponent when in team mode. Some triggers are nonstandard and cannot take expressions as their arguments. Use of these triggers is not encouraged, as support for them may be removed in future versions of the engine.

See section 8 of exp. For all triggers, bottom will be returned if the trigger is redirected to a nonexistent destination, or if the ID number for the redirection evaluates to bottom. This is not listed in the error conditions for each trigger. 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. 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. Returns the number of the animation element in the current action that would be displayed at the specified time.

The argument to AnimElemNo represents the time to check, expressed in game ticks, relative to the present. 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. 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”. During the animation, AnimTime will always return a non-positive number.

Returns the player’s author’s name specified in the. DEF file. This may also be useful for telling apart characters with the same name but different authors. 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.

BackEdgeDist gives the distance between the x-axis of the player and the edge of the screen behind of the player. If the player is currently in a falling state, returns 1 if he is currently able to recover, and 0 if he is not currently able to recover. If the player is not currently falling, the output of this trigger is undefined. Implements the “ceiling” function. Returns the least integer which is greater than or equal to the specified argument. This trigger takes three arguments.

The first argument is a condition argument. If the condition is true i. If the condition is false, Cond evaluates and returns the third argument. If the condition is bottom, then Cond returns bottom without evaluating the second or third arguments. In all cases, any unused argument s are not evaluated. Therefore, Cond can be used instead of IfElse to avoid any side effects that would be caused by evaluating the unused argument e. Converts a value from the p coordinate space to the player’s coordinate space.

The conversion ratio between coordinate spaces is the ratio of their widths. Returns 1 if the player or the player’s team, in team mode has ended the round in a draw, 0 otherwise. Computes the exponential of the argument e raised to the power of the argument. 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.

FrontEdgeDist gives the distance between the x-axis of the player and the edge of the screen in front of the player. This trigger takes a mandatory variable number as an argument. It returns the value of the player’s specified float variable. Returns the height of the game space in the player’s local coordinate space. The game space is defined as a spatial mapping to the visible area of the screen in which players interact. Intuitively, it can be thought of as encompassing the graphical area of the game.

The dimensions of the game space is specified by the GameWidth and GameHeight parameters in mugen. Returns the width of the game space in the player’s local coordinate space. Returns the number times the player’s current attack move has hit one or more opponents. This value is valid only for a single state; after any state change, it resets to 0.

To prevent it from resetting to 0, set hitcountpersist in the StateDef see cns documentation for details. The HitCount and UniqHitCount triggers differ only when the player is hitting more than one opponent. In the case where the player is hitting two opponents with the same attack, HitCount will increase by 1 for every hit, while UniqHitCount increases by 2. Checks the attribute parameter of the player’s currently-active HitDef. If the player is not currently attacking, then no parameters will match.

Can be used for simple move-interrupts from weaker to stronger attacks in the CMD file. Note: HitDefAttr! 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. See the “attr” parameter of the HitDef controller in Appendix B for details.

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.

If the player is in a gethit state, returns 1 when the hittime has expired, and 0 otherwise. For an explanation of hittime, see the HitDef documentation.

Returns the time until the player’s hitpause expires. The player enters a hitpause when his attack comes in contact with an opponent. The initial hitpause time is equal to the first value of the pausetime parameter in the player’s HitDef.

If ignorehitpause is not set, this will always return 0. If the player is in a gethit state, returns 1 if the hit shake the period when he is shaking in place has ended, and 0 otherwise. Gets the value of the velocity imparted to the player by a hit. You must specify the component that you want to check, eg.

Returns the ID number of the player. The ID number is unique for every player throughout the course of a match. Any helper that is created during this time will also receive its own unique ID number.

This trigger may be useful for getting opponents’ ID numbers, to be later used with the “playerID” redirection keyword see exp docs. Do not confuse playerID with targetID. If the first is nonzero, IfElse returns the value of the second argument. Else, it returns the value of the third argument. All arguments are evaluated prior to execution of IfElse. In particular, any side effects caused by evaluation of the arguments such as variable assignment, or performing a computation that generates a warning will occur.

If you wish to avoid these side effects, then use Cond. Returns 1 if the player is within guarding distance of an opponent’s physical or projectile attack. The guarding distance is the value of the guard.

Returns 0 if out of guard distance, or the opponent is not attacking. This trigger takes an optional ID number as an argument.

If the ID number is omitted, IsHelper returns 1 if the player is a helper character, and 0 otherwise. If the ID number is included, then IsHelper returns 1 if the player is a helper character with the specified ID number, and 0 otherwise. Returns 1 if the player’s team is considered the “home team”. In arcade modes, the computer is always considered the home team.

In versus modes, P1’s side left is the home team. Returns the maximum amount of life the player can have. This is normally the value of the “life” parameter in the [Data] group of the player variables, but may be different in situations such as team modes.