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

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.

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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.

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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.