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PotS edited this page Sep 8, 2024 · 27 revisions

The triggers in this page already existed in Mugen, but were adjusted or received new features in Ikemen GO.

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The Const trigger can now also read the new constants.

Returns the value of one of the player's constants. Additional float type constant variables can be set under character's CNS [Constants] section. The engine also comes with data/common.const file used to assign default constant variables for all characters.

Constants can now be also parsed in Statedef headers using const() trigger. This allows to easily change character state numbers to avoid conflicts between characters and gameplay systems.

Hint: New constant variables can be used to make your code easier to read by replacing confusing numbers (like helper ID, states etc.) with Const trigger.

[StateDef const(MyNamedStateDef)]
type = S

[State 170, 1]
type = NotHitBy
trigger1 = Ishelper(Const(MyNamedHelper))

Returns the value of the player's [Data] dizzypoints constant.

Returns the value of the player's [Data] fall.defence_up constant.

Returns the value of the player's [Data] guardpoints constant.

Returns the value of the player's [Data] guardsound.channel constant.

Returns the value of the player's [Data] hitsound.channel constant.

Returns the value of the player's [Size] height.crouch constant.

Returns the first value of the player's [Size] height.air constant.

Returns the second value of the player's [Size] height.air constant.

Returns the value of the player's [Size] height.down constant.

Returns the value of the player's [Size] z.enable constant.

Returns the value of the player's [Velocity] air.gethit.ko.add constant.

  • velocity.air.gethit.ko.add.x
  • velocity.air.gethit.ko.add.y
  • velocity.air.gethit.ko.add.z

Returns the value of the player's [Velocity] air.gethit.ko.ymin constant.

Returns the value of the player's [Velocity] ground.gethit.ko.xmul constant.

Returns the value of the player's [Velocity] ground.gethit.ko.add constant.

  • velocity.ground.gethit.ko.add.x
  • velocity.ground.gethit.ko.add.y
  • velocity.ground.gethit.ko.add.z

Returns the value of the player's [Velocity] ground.gethit.ko.ymin constant.

If mugenVersion is specified as 1.0 in character's [Info] section, GameHeight returns the same value as ScreenHeight.

If mugenVersion is specified as 1.0 in character's [Info] section, GameWidth returns the same value as ScreenWidth.

air.velocity.x (nightly build only)

Returns the first value of the last HitDef's air.velocity.x parameter, even if the player was not hit in the air. (float)

air.velocity.y (nightly build only)

Returns the first value of the last HitDef's air.velocity.y parameter, even if the player was not hit in the air. (float)

airguard.velocity.x (nightly build only)

Returns the first value of the last HitDef's airguard.velocity.x parameter, even if the player did not guard in the air. (float)

airguard.velocity.y (nightly build only)

Returns the first value of the last HitDef's airguard.velocity.y parameter, even if the player did not guard in the air. (float)

Returns the literal value specified in the HitDef.

Returns numerical representation of the last HitDef attr assignment. (int)

Possible values:

  • Standing Normal Attack = 65
  • Crouching Normal Attack = 66
  • Aerial Normal Attack = 68
  • Standing Normal Throw = 129
  • Crouching Normal Throw = 130
  • Aerial Normal Throw = 132
  • Standing Normal Projectile = 257
  • Crouching Normal Projectile = 258
  • Aerial Normal Projectile = 260
  • Standing Super Attack = 513
  • Crouching Super Attack = 514
  • Aerial Super Attack = 516
  • Standing Super Throw = 1025
  • Crouching Super Throw = 1026
  • Aerial Super Throw = 1028
  • Standing Super Projectile = 2049
  • Crouching Super Projectile = 2050
  • Aerial Super Projectile = 2052
  • Standing Hyper Attack = 4097
  • Crouching Hyper Attack = 4098
  • Aerial Hyper Attack = 4100
  • Standing Hyper Throw = 8193
  • Crouching Hyper Throw = 8194
  • Aerial Hyper Throw = 8196
  • Standing Hyper Projectile = 16385
  • Crouching Hyper Projectile = 16386
  • Aerial Hyper Projectile = 16388

Hint: All of these values are present in data/common.const as constant varaiables that can be used with Const trigger.

Returns last HitDef dizzypoints value. (int)

down.velocity.x (nightly build only)

Returns the first value of the last HitDef's down.velocity.x parameter, even if the player was not hit while down. (float)

down.velocity.y (nightly build only)

Returns the first value of the last HitDef's down.velocity.y parameter, even if the player was not hit while down. (float)

facing (nightly build only)

Returns last HitDef p2facing value. (int)

Returns last HitDef fall.envshake.mul value. (float)

frame (nightly build only)

Returns true only during the same frame where the player got hit by an attack. (bool)

ground.velocity.x (nightly build only)

Returns the first value of the last HitDef's ground.velocity.x parameter, even if the player was not hit on the ground. (float)

ground.velocity.y (nightly build only)

Returns the first value of the last HitDef's ground.velocity.y parameter, even if the player was not hit on the ground. (float)

guard.velocity.x (nightly build only)

Returns the first value of the last HitDef's guard.velocity parameter, even if the player did not guard. (float)
Note: Hitdefs currently do not accept a Y component for guard.velocity, so this trigger only uses x for consistency.

Returns last HitDef guardpoints value. (int)

guardcount (nightly build only)

Returns how many hits the player has guarded without a chance to fight back. (int)

Returns the second value of the last HitDef's damage parameter. (int)

Returns the second value of the last HitDef's givepower parameter. In other words, the power received when guarding. (int)

Returns the first value of the last HitDef's givepower parameter. In other words, the power received when getting hit. (int)

Returns the first value of the last HitDef's damage parameter. (int)

Returns ID of the last attacker that applied HitDef. (int)

Returns the kill flag of the last hit or LifeAdd the character suffered. (int)

Returns PlayerNo of the last attacker that applied HitDef. (int)

power (nightly build only)

Returns how much power the player received from the last hit, regardless of getting hit or guarding. (int)

priority (nightly build only)

Returns the numerical value of the attack priority of the last HitDef. (int)

Returns last HitDef redlife value. (int)

Returns last HitDef score value. (float)

Returns the value of either groundtype or airtype, depending on the character's StateType upon being hit. Such a trigger was documented in Mugen but did not work.

xaccel (nightly build only)

Returns the acceleration set by the hit. (float)
This value is not used in the default configuration of Ikemen GO, but can be called by the players.

P2BodyDist Y (nightly build only)

In Mugen, this trigger merely does the same as P2Dist Y. If a character has ikemenversion, it will instead return the distance between the size boxes of the two players.

RoundState returns -1 during victory, win/results and continue screens.

StageVar now accepts all stage parameters that ModifyStageVar state controller can change. In addition it accepts the following parameters (nightly build only):

stageinfo.localcoord.x = width (int)
stageinfo.localcoord.y = height (int)

Now TeamMode can also return "Tag".

Note that TeamMode returns "Turns" during Ratio mode.

trigger1 = TeamMode = Tag

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