Trigger
Triggers need to be used together with executors.
Universal Parameters
Trigger Type
- Type:
Literal - Default:
Physics
Activated
- Type:
bool - Default:
true
The trigger takes effect only when activated. Executors can change the activation state of a trigger in game.
Trigger Count
- Type:
int - Default:
-1 - Constrain:
n: n >= -1
-1 means unlimited count.
Trigger CD
- Type:
float - Default:
0 - Constrain:
t: t >= 0
0 means no cool-down. Note that the cool-down is reset even if the trigger fails.
Target Executor ID
- Type:
int[] - Default:
[]
When the trigger takes effect, these executors start running in order.
Physics
Physics Trigger Type
- Type:
Literal - Default:
Enter
Enter takes effect when entering the trigger; Stay takes effect repeatedly every physics frame while staying in the trigger; Exit takes effect when leaving the trigger.
Trigger Targets ID
- Type:
list[int] - Default:
[]
Only objects in the list can activate the trigger.
Numbers with special meanings:
| ID | Object Type |
|---|---|
-1 | All rigid bodies other than the player ball |
-2 | All rigid bodies |
-99 | Current player ball |
-100 | Player Wooden Ball |
-101 | Player Stone Ball |
-102 | Player Paper Ball |
-103 | Player Ice Ball |
-104 | Player Steel Ball |
-105 | Player Rubber Ball |
-106 | Player Glow Ball |
Send Object to Executor
- Type:
bool - Default:
false
When checked, any object that activates the trigger will temporarily become the target ID of the associated executor (use globals.TriggeredItemID in code to get the ID).
Input
Input Key
- Type:
Literal - Default:
Space
Input Action
- Type:
Literal - Default:
Down
Down takes effect when the key is pressed down; Hold takes effect repeatedly every physics frame while the key is being held; Up takes effect when the key is released; Switch starts taking effect repeatedly every physics frame when the key is pressed down for the first time, and stops when it's pressed down again.
Physics Frame
The physics frame rate of Ballex is 100Hz, i.e. the associated executor runs once every 0.01 second.
Wait Frame
- Type:
int - Default:
0 - Constrain:
f: f >= 0
Image Frame
The associated executor runs once every frame, depending on the image frame rate in game (the FPS at the top-right corner).
Wait Frame
- Type:
int - Default:
0 - Constrain:
f: f >= 0