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Revision as of 17:30, 23 April 2015
Scenes |
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Scene Contents |
Scene Data |
Scene Analysis |
Overview
A Trigger is the basis of any action that happens in a Scene, consisting of a series of commands stating "When X happens, if Y is true, do Z, otherwise do N". Triggers consist of all the "If - then" statements that make up the actions in a Scene. Triggers dictate things such as when and if a player can interact with a Prop and what happens when they do, what happens when something enters a Region, the outcome and circumstances that start and finish Events, and the starting, updating, and finishing of Goals.
By default all triggers fire once. Use the retain trigger check box at the top of the Scene Data Window to have that trigger keep firing. Trigger retaining can also be controlled by triggers.
Reference
Function | Definition |
---|---|
Actors Current Target | Returns an Actors current target |
Current Battle Round | Returns a number based on the current battle round |
Get Actor Attribute | Returns an Actors base or current Attribute |
IF Statement | Definition |
---|---|
Comparison (Int) | Condition based on the comparison of two Integers |
Compare Actor Team | Condition based on an Actor and its Team |
Evaluate Team Survival Percentage | Condition based on current percent of survivors on a Team |
When Statements
Statement | Definition |
---|---|
On Actor Alive | The trigger will be evaluated when an Actor spawns |
On Actor Awareness of Another Actor | The trigger will be evaluated when one Actor gains awareness of another Actor |
On Actor Clicked | Fires when an Actor is clicked on |
On Actor Damage | The trigger will be evaluated when an actor takes damage |
On Actor Death | The trigger will be evaluated when one Actor kills another |
On Actor Downed | The trigger will be evaluated when one Actor incapacitates another |
On Actor End Turn+ | The trigger will be evaluated when an Actor ends their Turn. |
On Actor Movement Finished+ | The trigger will be evaluated when an Actor finishes a movement action |
On Actor Revived | The trigger will be evaluated when an Actor is revived |
On Actor Start Turn+ | The trigger will be evaluated when an Actor starts their Turn |
On Actor Teleport | The trigger will be evaluated when an Actor is teleported |
On AI New Target | The trigger will be evaluated when an AI NPC acquires a new target |
On AI Red Alert | The trigger will be evaluated when an AI NPC goes into high alert |
On AI Threat Evaluation | The trigger will be evaluated when an AI NPC evaluates an Actor as the specified threat type |
On Alarm Activated | The trigger will be evaluated when the Alarm is activated |
On Camera Fade In | The trigger will be evaluated when a camera fade in completes |
On Camera Fade Out | The trigger will be evaluated when a camera fade out completes |
On Camera Region Activated | The trigger will be evaluated when this Region becomes active |
On Character Creation Confirmed | The trigger will be evaluated when a successful player is created and the Confirm button is pressed |
On Combat Entered | The trigger will be evaluated when any team has visible enemy threats |
On Combat Exited | The trigger will be evaluated when all teams has no visible enemy threats |
On Conversation Complete | The trigger will be evaluated when a conversation dialog completes |
On Curtains Up | The trigger will be evaluated when the initial fade in completes |
On Dimension Heat Threshold | The trigger will be evaluated when the Heat Threshold for the given Scene Dimension is reached |
On Equip Confirmed | The trigger will be evaluated when the Confirm button is pressed |
On Freemove Mode Enter | The trigger will be evaluated when the game enters freemove mode |
On Goal Update | The trigger will be evaluated when the status of a Scene Goal changes |
On Host Jacked Out | Fires when an Actor Jacks out of the Matrix |
On Item Interaction | The trigger will be evaluated when an object is interacted with |
On Item Pickup | The trigger will be evaluated when an item is picked up |
On Item Used | The trigger will be evaluated when an item is used |
On Map Setup | Trigger will fire when the map is first initialized. Before selecting Continue * |
On Map Start | Trigger will fire when the map has loaded. After selecting Continue |
On New Round | Fire after all the actors have had a turn and a new Battle Round begins |
On Region Enter+ | The trigger will be evaluated when an Actor enters a Region |
On Region Exit+ | The trigger will be evaluated when an Actor leaves a Region |
On Roster Confirmed | The trigger will be evaluated when all hiring conditions are met and the Confirm button is pressed |
On Store Screen Closed | The trigger will be evaluated when a store screen is closed |
On Team Detain Enter | The trigger will be evaluated when a single teams has all actors detained |
On Team Detain Exit | The trigger will be evaluated when a single teams has no actors detained |
On Turn Mode Enter | The trigger will be evaluated when the game enters Turn-based mode |
+ - Triggers with this indicator will evaluate often, and exponentially effect CPU per actor in the scene.
If Statements
Statement | Definition |
---|---|
No Condition | This condition always succeeds. |
AND | This statement evaluates to true if both condition A and condition B are true |
OR | This statement evaluates to true if either condition A is true or condition B is true |
Invert Bool | Returns the inverted value of the specified bool |
Match (string) | Check if the first string matches the pattern with wildcards. Case insensitive |
Actor Has Run Speed | Checks if an actor has the specified run speed or not |
Actor Has Status Condition | Checks if an actor has the specified condition or not |
Actor Is A Controlled Spirit or Drone | Checks if an actor is a drone or spirit controlled by another actor |
Actor is Jacked in | Returns whether or not the given Actor is currently decking |
Actor is Jacked in to Matrix Dimension | Returns whether or not the given Actor is decking in a specific dimension |
Actor is Player Controlled | Returns whether or not the given Actor is controlled by the player |
Actor is a Persona | Returns whether or not the given Actors are a PC persona |
Compare Actor Attribute | Compares an Actor's Attribute to a number |
Compare Actor Gender | Checks whether an actor is of a particular gender |
Compare Actor Race | Checks whether an actor is of a particular metahuman race |
Compare Actor Skill | Compares an Actor's Skill to a number |
Compare Actor Specialization | Compares an Actor's Specialization to given Value |
Compare Actor Team | Checks whether an actor is on a particular team |
Compare Hire-able Actor Attribute | Guarantees the player hires at least one actor with a particular Attribute level |
Compare Hire-able Actor Skill | Guarantees the player hires at least one actor with a particular skill level |
Compare Hire-able Actor Tag | Guarantees the player hires at least one actor with or without a particular tag |
Compare Hire-able Has Cyberdeck | Checks whether anyone on a hire-able roster has a Cyberdeck |
Compare Team Attribute | Compare's a Team's Attribute to a number |
Compare Team Skill | Compare's a Team's Skill to a number |
Compare Team Specialization | Compares a Team's Specialization to a number |
Comparison (Actor) | Checks whether one Actor is the same as another |
Comparison (Attribute) | Checks whether one Attribute is the same as another |
Comparison (Prop) | Checks whether one Prop is the same as another |
Comparison (Skill) | Checks whether one Skill is the same as another |
Comparison (Specialization) | Checks whether one Specialization is the same as another |
Comparison (bool) | Compare two bools |
Comparison (float) | Compare two floats |
Comparison (int) | Compare two integers |
Comparison (string) | Compare two strings |
Evaluate Actor Consciousness | Checks whether the specified Actor is conscious or not |
Evaluate Actor Cover | Checks whether the specified Actor is in Cover or not |
Evaluate Actor Has Visible Threats | Checks if one set of Actors has visible threats from another set of Actors * |
Evaluate Actor Threat Type to Actor | Checks whether an Actor is of the specified threat type of another Actor |
Evaluate Alarm State | Checks whether the Alarm is activated or not |
Evaluate Cover Between Actors | Checks if one Actor has the specified amount of cover between them and another Actor |
Evaluate Goal | Checks the state of a specified Scene Goal |
Evaluate if Actor Has Item | Checks whether an Actor is carrying a particular item |
Evaluate if Actor Has Item Holstered | Checks whether an Actor is carrying a holstered item |
Evaluate if Actor Has Temp Body | Checks whether an Actor is using a temporary body |
Evaluate if Actor is Decker | Checks if an actor is a decker * |
Evaluate if Actor is Downed | Checks whether an Actor is downed and needs reviving |
Evaluate if Actor is Inside Region | Checks whether a list of Actors are inside a particular region or not |
Evaluate if Stash Has Item | Checks whether the particular item is stored in current stash |
Evaluate if Team has Cyberdeck | Checks whether anyone on a given team has a Cyberdeck |
Evaluate Nuyen | Checks whether Player has a specified amount of Nuyen |
Evaluate Prop is Closed Door | Checks whether the Prop is a door in an open or closed state |
Evaluate Tag Pattern for Actor | Checks whether an Actor has the specified tag pattern which uses ? or * wildcards |
Evalaute Tag Pattern for Prop | Checks whether a Prop has the specified tag pattern which uses ? or * wildcards |
Evaluate Tag for Actor | Checks whether an Actor has the specified Tag |
Evaluate Tag for Prop | Checks whether a Prop has the specified Tag |
Evaluate Team Survival Percentage | Checks the current percentage of a specified Team is dead |
Evaluate Turn Mode | DEPRECATED: Checks whether the game is currently in Turn-Based mode or Freemove mode |
Evaluate Turn Mode in Dimension | Checks whether the game is currently in Turn-Based mode or Freemove mode for a specific dimension |
Get Dependent Story Variable (bool) | Gets a variable from a dependent Story. Uses the default value if the variable can't be found |
Get Region Enabled | Returns the current Enabled state of the specified Region |
Prop Can Be Interacted With | Returns true if the chosen Prop can be interacted with or not |
Do Statements
AI Statements
Statement | Definition |
---|---|
Attack Actor With Weapon | Cause one actor to attack another with their equipped weapon |
Change Actor Attack Style | Change an AI Actors attack style. No effect if not AI. |
Change Actor Control | Change whether an Actor is player or AI controlled |
Change Actor Team | Change which team an Actor is on |
Clear Actor Orders | Clears any manual order from an Actor. |
Enforce Actor current Orders | When enabled, further attempts to override orders will be ignored. |
Enter or Exit Cover | Cause an actor to enter or exit cover. |
Order Actor to Call for help | Orders an Actor to shout for help- |
Order Actor to Clear Threat List | Orders an Actor to clear all enemy friendly and targetable threats |
Order Actor to Communicate | Orders an Actor to send out the specified AI communication message |
Order Actor to Face Direction | Orders an Actor to face the specified direction. |
Order Actor of Flee | Orders an Actor to flee from combat |
Order Actor to Hunt And Destroy (Team) | Orders an Actor to directly pursue and destroy the specified Team+ |
Order Actor to Hunt And Destroy (Threat Type) | Orders an Actor to directly pursue and destroy the specified threat type- |
Order Actor to Interact with Object | Orders an Actor to interact with the specified object |
Order Actor to Move to (Point) | Orders an Actor to move to a specified point+ |
Order Actor to move to (Actor) | Orders an Actor to move to a specified target. |
Order Actor to Move to (Prop) | Orders an Actor to move to a specified target.+ |
Order Actor to Move to (Region) | Orders an Actor to move to a specified Region+ |
Order Actor to Move to (ThreatType) | Orders an Actor to move to the nearest Actor of the specified threat type- |
Order Actor to Move to (Start Position) | Orders an Actor to move to their default start position |
Order Actor to Patrol | Orders an Actor to follow the specified Patrol Route, or to cancel an existing route |
Order Actor to Protect (Point) | Orders an Actor to protect a specified point.+ |
Order Actor to Protect (Actor) | Orders an Actor to protect a specified target. |
Order Actor to Protect (Prop) | Orders an Actor to protect a specified target. |
Order Actor to Protect (Team) | Orders an Actor to protect a specified target |
Order Actor to Protect (Region) | Orders an Actor to protect a specified target |
Order Actor to Protect (ThreatType) | Orders an Actor to protect the nearest Actor of the specified threat type- |
Order Actor to Seek And Destroy (Team) | Orders an Actor to search the map for and destroy the specified Team+ |
Order Actor to Seek And Destroy (ThreatType) | Orders an Actor to search the map for and destroy the specified threat type- |
Order Actor to Set Target Preference | Orders an Actor to seek and destroy against the specified threat type |
Order Actor to Set Priority Target | Orders an Actor to target a specified Actor to the exclusion of all others |
Order Actor to Set Target Preference | Orders an Actor to seek and destroy against the specified threat type |
Order Actor to be a Non Combatant | Orders an Actor to stop participating in combat, other than to flee |
Reload Weapon | Cause an actor to reload their weapon |
Set Actor Behavior | Sets an Actor's behavior type- |
Set Actor AI Script | Sets an Actor's AI script (uses exact text from AI list)+ |
Set Item Priority Weight | Any non-zero weight will force the AI to use this item first. All weighted items are sorted by weight. If used on non-AI this trigger is ignored |
Set Team Alliance | Sets one team to be neutral or an enemy in the affiliation list of another team |
- - Indicates that AI using Gumbo script either ignore order or that the engine gives an error message
+ - Indicates a tested feature that Gumbo scrip correct interprets
Actor Statements
Statement | Definition |
---|---|
Add Actor Karma | Adds the specified Karma of the given actors |
Activate Actor Spawner By Tag | Spawns all unspawned Actors with specific tag |
Activate Actor Spawner | Spawns an unspawned Actor |
Add Tag to Actor | Adds a given tag to the specified Actors |
Add Item to Actor | Adds the specified item to an Actor's inventory |
Add Item to Team | Adds the specified item to a Team's inventory |
Apply Condition Status Effect to Actor | Apply a Condition Status Effect to an Actor for the specified length of time |
Apply Attribute Status Effect to Actor | Apply an Attribute Status Effect to an Actor for the specified length of time |
Apply Skill Status Effect to Actor | Apply a Skill Status Effect to an Actor for the specified length of time |
Apply Specialization Status Effect to Actor | Apply a Specialization Status Effect to an Actor for the specified length of time |
Cause Damage | Cause the specified amount of HP or AP damage to the list of Actors |
Cause Damage Over Time | Cause the specified amount of HP or AP damage to the list of Actors over several rounds |
Clear Persistent Dead Bodies | Clears all persistent dead bodies from inside region |
Clone Actor | Clones an Actor at the given location |
Detain Actor | Removes an actor from the active actor list. Useful for mid-combat transitions. |
Kill Actor | Kills the specified Actor(s) with the specified method for the players |
Open Store Screen From Actor | Opens the Store Screen using the inventory of the owner |
Open Cyberwear Screen From Actor | Opens the Cyberware Screen using the inventory of the owner |
Play Animation | Makes an Actor play the specified animation, followed by idle |
Play Animation From Manifest | Makes an Actor play the specified animation from a manifest, followed by idle |
Play Animation From Type | Makes an Actor play the specified animation from type which tries to fallback, followed by idle |
Remove Item from Actor | Removes the specified item from an Actor's inventory |
Remove Item from Actor by Item Type | Removes all items that match a specific item type from an Actor's inventory |
Remove Item from Team | Removes the specified item from an Team's inventory |
Remove Status Effect from Actor | Removes a specific Status Effect from an Actor |
Remove Tag from Actor | Removes a tag from the specified Actors |
Revert Actor Body Prefab | Reverts all changed actor bodies to their original prefab |
Set Actor Base Attribute | Sets the specified Attribute of the given actors |
Set Actor Base Skill | Sets the specified Skill of the given actors |
Set Actor Base Specialization | Sets the specified Specialization of the given actors |
Set Actor Body Prefab | Changes body of target actors to a selected prefab |
Set Actor Ignored by AI | Sets whether or not the specified Actor is ignored by AI |
Set Actor In Passive Mode | Sets whether or not the specified Actor is Passive Mode |
Set Actor Uninjurable | Sets whether or not the specified Actor can be injured |
Set Actor Unkillable | Sets whether or not the specified Actor can be killed |
Set Actor Vulnerability | Sets whether or not the specified Actor is vulnerable to a certain action type |
Set Actor Ignored by Camera | Sets whether or not the specified Actors are ignored by camera (camera wont trace or focus on player) |
Set Wander Range | Sets a wander range for an actor. Only applies for passive mode |
Set Actor Run Speed | Sets an override run speed for the players |
Set Animation State of Actor to Animation Modifier | Sets the specified animation state of actor to use the specified animation modifier instead |
Teleport Actor | Moves an Actor to the given location with the specified method |
Teleport Actor near Actor | DEPRECIATED: Teleports an actor near another actor using the specified method |
Teleport Actor With Fade | Moves an Actor to the given location, fading out before moving and fading back in once done |
Teleport Actor to Area Around Actor | Teleports an actor near another actor using the specified method |
Teleport Actor to Area Around Point | Teleports an actor near a point using the specified method |
Dialogue
Statement | Definition |
---|---|
Assign Conversation to Actor | Sets a conversation on an Actor, and sets whether their interaction is enabled or not |
Display Text over Actor | Displays some text using the specified style over the target Actor |
Display Text over Point | Displays some text using the specified style over the target Point |
Display Text at Screen Position | Displays some text using the specified style at the specified screen point |
Remove Screen Label | Remove Screen Label with a specific name |
Set Screen Label | Set Screen Label with a specific name to be displayed in a stacked fashion with other labels with desired text |
Set Screen Label Progress Bar(INT) | Set Screen Label with a specific name to display progress of x of y with a description displayed in a stacked fashion with other labels |
Start Conversation | Starts a conversation between the active Actor and the specified one |
Start Conversation Between Actors | Starts a conversation between two specified actors |
Gameplay Statements
Statement | Definition |
---|---|
Add Nuyen | Adds the specified amount of Nuyen to Player |
Add Item to Stash | Adds the specified item to the equipment stash |
Apply Camera Shake | Makes the camera shake with an intensity X for Y seconds |
Add Camera Point of Interest (Actors) | Adds the specified target to the list of objects the camera will keep in view, for X seconds |
Add Camera Point of Interest (Point) | Adds the specified target to the list of objects the camera will keep in view, for X seconds |
Clear Camera Points of Interest | Clears the list of Points of Interest from the camera |
Display Image In Popup | Displays an image in a popup of a popup format |
Display Image With Caption In Popup | Displays an image with a caption in a popup of a popup format |
Display Text In Popup | Displays text in a popup of a popup format |
Enable or Disable Manual Turn Mode |
DEPRECATED: Sets whether Manual Turn Mode is enabled when you're not in combat |
Enable Manual Turn Mode in Dimension | Sets whether Turn Mode is enforced regardless of combat in specified dimension |
Enable or Disable Team's Turn |
Sets whether or not the specified Team takes a turn in the combat round for a specific dimension |
End Current Actor Turn | Ends the turn of the currently active Actor |
End Current Team Round | Ends the whole round for the currently active Actor's Team |
Fade Camera Out | Fades the camera out over the specified time, after delaying |
Fade Camera In | Fades the camera in over the specified time, after delaying |
Interrupt Teams Movement | Stops all moving players on team when they reach the next tile. Has an optional wait for movement completion |
Isolated Team Turn | Stops the current round, forces the specific team to take a full turn, does not allow any team to take a turn until the round is complete |
Modify Dimension Heat | Modifies the Heat amount of the given scene Dimension |
Play FX at Point | Plays the specified FX script at the chosen position |
Play FX on Actor | Plays the specified FX script on the specified Actor |
Play FX at Point with Target Point | Plays the specified FX script at the chosen position, with the specified target |
Play FX at Point with Target Actor | Plays the specified FX script at the chosen position, with the specified target |
Play Music | Plays music and overwrites the automated camera region music from playing |
Play Sound | Plays sound |
Remove Camera Point of Interest (Actors) | Removes the specified target from the camera's list of points of interest |
Remove Camera Point of Interest (Point) | Removes the specified target from the camera's list of points of interest |
Remove item from Stash | Removes the specified item from the equipment stash |
Remove Nuyen | Removes the specified amount of Nuyen from Player |
Set Alarm State | Modifies the Heat amount of the given scene Dimension |
Set Goal Status | Sets the status of the specified Scene Goal |
Suspend Team's Turn | Suspends the specified team's turn for a given number of rounds before resuming with their previous AP state |
Stop Music | Stops triggered music and use automated camera region music |
Stop Sound | Stops Sound |
Teleport Camera To Actor | Teleports the camera to an actor. Do not use when there's active camera focus points - clear them first |
Teleport Camera To Point | Teleports the camera to an actor. Do not use when there's active camera focus points - clear them first |
Prop Statements
Statement | Definition |
---|---|
Add Tag to Prop | Adds a tag to the specified Prop |
Clone Prop | Clones a prop at the given location |
Delete Prop | Deletes the specified prop |
Delete Props by Tag | Deletes all props with tag within a radius, use Everywhere for entire map |
Enable or Disable Interactable Object |
Sets whether the specified Interactable Object is enabled or not |
Enable or Disable Hack Indicator on Matrix Node Object |
Enables the hack indicator for matrix on the matrix node and hacking object |
Force-Use Interactable Prop (Basic) | Manually uses the specified Interactable Object, with no Actor causing the interaction |
Force-Use Interactable Object (with Actor) | Manually uses the specified Interactable Object, as if the specified Actor had done it |
Light Transition | Adds a Light Script to the specified Interactable Point Light |
Move Prop | Sets a prop velocity, use 0 to stop |
Remove Tag from Prop | Removes a tag from the specified Prop |
Set Hack Status on Matrix Node Object | Sets the state of a matrix node interactable |
Set Prop Visible | Sets the visibility of a prop |
Set Prop Visible by Tag | Sets the visibility of a group of props with a tag within a radius |
Region Statements
Statement | Definition |
---|---|
Adjust Region Size | Sets the specified Region's X and Z dimensions |
Attach Region to an Actor | Attaches the specified Region to the chosen Actor |
Detach Region | Detaches the specified Region from any parent Actor that it's attached to |
Move Region to Point | Sets the specified Region's anchor point to the chosen position |
Set Region Enabled | Sets whether the specified Region is enabled or not |
Set Region Color | Sets the color of specified Region |
Set Region Color and Visibility | Sets the color and visibility of specified Region |
Set Region Visible | Sets whether the specified Region is visible or not |
System Statements
Statement | Definition |
---|---|
Add To Variable (int) | Simply adds a number to the specified (int) variable |
Add To Variable (float) | Simply adds a number to the specified (float) variable |
Autosave Game | Creates an auto save point in the story |
End Story with Epilogue | Immediately ends the game. Will display the epilogue, credits, and then return to the main menu. |
Modify Constant | Change the game constants by name with an int float or color |
Open Character Creation Screen | Opens the Character Creation for the story |
Open Equip Screen | Opens the Equip Screen for the story |
Open Hiring Screen | Opens the Hiring Screen for the scene |
Open Scene | Open the specified Scene |
Send Event | Sends out the specified Game Event |
Send Event After Delay | Sends out the specified Game Event, after an amount of real-world time has passed |
Set Ambient Light Color | Fades the scene's ambient light color over several seconds for the specified camera region |
Set Directional Light Color | Fades the scene's directional light color to a specified direction and color over several seconds for the specified camera region |
Set Environmental Effect Amount | Enable or disable environmental effects |
Set Variable (int) | Sets the value of a specified (int) Variable |
Set Variable (float) | Sets the value of a specified (float) Variable |
Set Variable (bool) | Sets the value of a specified (bool) Variable |
Set Variable (string) | Sets the value of a specified (string) Variable |
Trigger Statements
Statement | Definition |
---|---|
Enable or Disable Trigger | Sets whether a Trigger is Enabled or Disabled |
Run Alternate Trigger | Runs a specified trigger with or without condition checking |
Run Alternate Trigger By Name | Runs a trigger by name with or without condition checking |
Set Retain Trigger | Sets retain trigger to true or false |
Set Retain Other Trigger | Sets another triggers retain to true or false |
Wait until Triggered Again | Pauses execution and waits until one of the triggering events fires, then resumes from this point |
Wait for Event | Pauses execution and waits until the specified event fires, then resumes from this point |
Wait for Rounds | Pauses execution and waits until the specified number of rounds pass in the given dimension, then resumes from this point |
Wait for Motion | Pauses execution until motion stops, then resumes from this point |
Wait for Triggers | Pauses execution and moves to the end of the queue to allow other triggers to execute first |
Waypoint Statements
Statement | Definition |
---|---|
Clear All Waypoints | Clears all waypoints currently in the scene |
Clear Waypoint from Actor | Clears any waypoint set on the specified Actor |
Clear Waypoint from Point | Clears any waypoint set on the specified point |
Clear Waypoint from Prop | Clears any waypoint set on the specified point |
Set Waypoint on Actor | Sets a waypoint on the specified Actor |
Set Waypoint on Point | Sets a waypoint on the specified Point |
Set Waypoint on Prop | Sets a waypoint on the specified Prop |
Notes
- * Triggers that are available in Hong Kong
- ** Still available to use Pre-Hong Kong