i suppose take 2.
Character > Revive Character 'A' with 'B' HP
Added to the listAlthough this is already possible with triggers they often ignore body-breaking of essential limbs creating unrealistic moments of some dude's head magically reappearing This is especially apparent in zZninjaZz's series ASR which often has zenomorphs "sleeping" or playing dead to jump unprepared players but if you body-break them they will still come back
Character > Change Character 'A' max HP to 'B'
oh wait that already exists on the listself explanatory it changes the max HP without setting the current HP
Gravitator Area Field > Move Pushing Area 'A' to Region 'B'
Added to the listyeet someone into the air with your cursor maybe?
Region > Move Decor 'A' to Region 'B'
Added to the listVar > Set Variable 'A' to a Random Player
Added to the listAlthough this is possible it's rather glitchy and resource consuming and time consuming even resulting in error 1010 due to the amount of stuff performed
Gun > Change Gun 'A' projectile to custom image 'B'
its kinda weird having a harpoon shoot a bullet
Gun > cause Gun 'A" projectiles to have a arc of 'B"
basically causes the projectile to have grenade like behavior but no explosions and the projectile falls can be used to make throwable weapons and crap
Var > set variable 'A' of character 'B' gun inventory
basically allows determining what guns a player/character has picked up
Character > force character 'A' to drop slot 'B'
yes it causes the character to drop that weapon in that slot
Region > Set Region 'A' activation to trigger 'B'
No more using 2 buttons to make close and open doors!
Var > continue trigger actions if variable 'A' 'B'
insert like a list choosing equals and lesser then etc or 'C'
insert the same list again but exclude the previous option value 'D'
why not have 4 parameters also this allows for more complex options like currency so you can still buy stuff if you are over the limit!
Var > continue trigger actions if variable 'A' 'B'
insert like a list choosing equals and lesser then etc or 'C'
insert the same list again but exclude the previous option variable 'D'
same stuff again with vars
Var > Skip trigger action if variable 'A' 'B'
insert like a list choosing equals and lesser then etc or 'C'
insert the same list again but exclude the previous option value 'D'
Gun > trigger 'A' when Gun 'B' projectiles hit any character
Var > set variable 'A' to player hit by Gun 'B'
ah yes time to add custom debuffs to guns
Gun > trigger 'A' when Gun 'B' projectiles hit any static object
Region >move Region 'A' to last location of Gun 'B' projectile
i suppose it allows for regions totally not ones that teleport you and potentially acid and placement of other things
Gun > Set Gun 'A' fire delay to 'B'
you want fire animations for weapons? well this gives you it! also uses the same time system as timers so 30 = 1 second
Region > Set region 'A' activation requirement to 'B'
well someone probably wanted it
Trigger execution continue trigger execution only if Team 'A' is in region 'B'
it will do wonders for control point maps
Region > Spawn bullet which matches with gun'A' in region'B' with rotation of 'C' degrees
Editi'm pretty sure Yi en didn't realize this was completely impossible to get working like map makers would want.
Region > Spawn bullet which matches with gun'A' in region'B' with rotation of 'C' radians
Editwhy do we need separate measurements?
Region > Spawn bullet which matches with gun'A' in region'B' heading towards the nearest player not in team 'C' (select any team to target anyone)
i suppose team turrets sounds nice
Decoration > Rotate decor 'A' towards nearest player not in team 'B' (select any team to target anyone)
barrel rotation is important!
Gameplay > Set Game Over from death delay to 'A'
basically allows trigger work on the character like revival by having a delay before the game well ends from their death
Character > Set Character 'A' death trigger to 'B'
more custom game over messages i guess
Var > Set Variable 'A' to Gun 'B'
you could make gun shop system more easily
Timer > continue timer 'A' only if Gun 'B' is held
now you can make a gun reload animation only when its being held how wonderful
Gun > Set Gun 'A' reload requirement to 'B' (0 for idle/held 1 for held)
now you can have that ole invisible gun reload all by itself no hands!
Trigger > Execute Trigger 'A' when player 'B' presses key 'C'
now we have controls to each player
i'll likely add more once i think of more
you know i began to realize why youtubers beg for likes and shit its cause people forget to rate otherwise like come on how many people can have under 100 kills!