As a game dev myself, I'd like to suggest some changes to the game in general, not the trigger actions. While these are mostly in question format, they are a call to change of the level editor
1).
Why is every Variable trigger action operation separate?
For example, if you wanted to do the simple equation (2 * x + 9) / y, in the editor you'd have to do:
Multiply value of variable 'A' by value 'B'
A: x
B: 2
Add value 'B' to value of variable 'A'
A: x
B: 9
Divide variable 'A' by value 'B'
A: x
B: y
This is extremely time consuming for anyone making maps in PB2, and might scare away new coming map makers from using the level editor. I can't tell you how many hours I've poured into this admittedly frustrating system that, half the time, doesn't even work.
2).
Why are trigger actions divided into 'A' and 'B'
Clearly, only having two inputs is very limiting as to what you can get as an output. For example:
Set value of variable 'A' to result of atan2 function with values of variables 'A' and 'B' as parameters
I assume if you had a 'C' input, you could have a place to store the output that won't overwrite the value of 'A', but why limit yourself to inputs? Just have map makers be able to edit the actual code of the game:
c = atan2(a, b)
This isn't the only problem with this system. Having it like this limits map makers to only the trigger actions already in the game. If you really just absolutely HAVE to have this system, why not just have it so inputs are interchangeable? For example:
Set Character 'A' scale to value 'B'
and
Set Character 'A' scale to value of variable 'B'
are identical operations, but with the silly limitation of one only being able to handle a variable and the other a raw value. Why not just have one that can take both? This issue wouldn't be so bad if all operations had a variable + raw value duo, but some don't, like:
Change the gravity to the value 'A'
which you would expect to have another similar operation that goes something like:
Change the gravity to the value of variable 'A'
right? Well, it doesn't; this operation does not exist in-game as of posting. I've actually suggested this feature in a previous post.
3).
If there are variables, and session variables, why aren't there local variables?
Why can a variable be global to a game, to a game session, but not a network of triggers, or even a single entity?
In-game, if you set a variable, any and all triggers interacting with variables is able to overwrite or edit this variable. Why is this the case, especially for a game were you'll be making and copying multiple instances of an object?
Like if I wanted to make the variable "player_health" for a single player with, say, only two triggers that interact with it, and then I copied it into multiple players, ALL players would share the same health. This means that if you really wanted to have each player to have health you could interact with individually, you'd have to do something like:
player1_health, player2_health, player3_health... and so on.
You might think this isn't so bad, but this gets REALLY bad when it comes to making multiple instances of the same repeated object like an enemy; which for a typical map will have about 10-30 enemies.
4).
Matter of fact, why are triggers even a thing?
Having said all of the above, why even use triggers? Why not just have entities in which you can edit blocks of code? This would be so much cleaner, and map file sizes would be so much smaller and less glitchy.
The work has already been done of separating the operation types (e.g Movable, Region, Variable etc) so why not just be able to make blocks of code inside of those objects? Instead of having a list of functions dedicated to Movables, why no have it so you can click on the movable and edit the actual code of said Movable?
The answer to this is probably something along the lines of "less expirienced map makers need a way to make maps." But if this is the case, why not just have two different versions of the level editor? What could we call these two different versions, you ask? Hmm, maybe "Level Editor" and "Advanced Level Editor" perhaps?
5).
Why is there no change log?
I've began to notice that when new things are added to the game, nothing is ever posted to the "News" tab of the website, the tab literally dedicated to telling players what's been added to the game. While on the topic, not much is posted on the social media of the game dev, with tweets often being months apart. This isn't a big deal, but it will end up making players have to rely on second-hand sources to tell them whats new in their favorite game, and encouraging your players to look elsewhere for answers isn't a good way to run a game.
6).
Why has your sequel taken so long?
While I understand that you, Eric, are a one-man team, the supposed "Plazma Burst 2.5" has taken around 2-3 years to come out and counting. This is the very reason I'd like players and map-makers to be able to mess around with or even mod the base code of the game, or at least a limited version of such; supporters of the game can pick up the slack of the developer(s).