#Describe these Triggers

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quartz flower
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Before that check this abbreviation
p means player
g means group
Ok here we go.

  1. Dash Trigger Activation
    Image 1 explains that g6 activates all triggers interacting with g6, such as player controller detection, force direction, and dash refresh.

  2. Player Controller Detection
    Image 2 explains that this trigger detects player movement. Specifically, when p1 moves to the left, g32 activates, and pulse32 turns green to indicate that g32 is active. Likewise, on the other controllers on p1 and p2.

  3. Dash Active
    Image 3 explains that this trigger is activated when p2 presses the jump button. The result is that p1 will dash, which means stopping the movement of the y player at the position and pushing the player in the direction that p1 last directed. (continued by the aim force).

And p1's dash when still is different from p1's dash when moving (continued by the force dash).

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  1. Dash Direction
    Image 4 explains that
    If p1 presses the left/right button, event trigger 32/34 will activate to execute the last command used. This trigger is divided into two:
  • Aim force (g68)

See the yellow and orange lines for this section.

g68 will activate and move to g70/71 according to the last command from the left/right controller, and g68 will remain in that position even after releasing the controller. The purpose of the g68 is to target the force IDs (g42 and g50) to change direction according to the p1 controller.

  • Force Dash (g46/73)

Before that, see the lime line for this section.

Before that happens, the g45 will activate and move to g70/71 according to the last left/right controller command (this is the same as the g68), but it will return to position p1 when the controller is released. The purpose of g45 is to change the collision state of the player and simultaneously change the force of P1's dash.
‎ In detail (see Image 5):
‎ If P1 is still (excluding the jump button), the dash boost is 4 (g73).
‎ If P1 moves left/right, the dash boost is 2 (g46).

5. ‎Dash Refresh
‎ Image 6 explains that
‎Dash Refresh is divided into two states:

  • ‎Dash Repeat Inactive
    ‎ Row 1 in Dash Refresh explains that
    ‎P2's dash will be inactive after using the previous dash. This is also true if P1 is jumping, hit head, activating an orb/pad (y,p,r), or has a low fall speed that prevents a second dash until P1 lands (check dash reload).
  • ‎Dash Reload
    ‎Other row in dash refresh explains that
    ‎P2's dash will activate if P1 is landing in any position (tiny to hard landing), which makes it necessary to use the dash again for P1.
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  1. ‎Unknown trigger
    ‎Returning to Image 1, the red box explains that there is no trigger used to describe it, and the following groups are missing.
  • ‎Playtest only, so there's probably almost nothing related to that trigger.
    ‎- Initial toggle 54. When I searched for g54, no one used it.
    ‎- Touch trigger. No connection to any other triggers, and it was likely previously used, similar to g45.
    ‎- Dash trigger 57. This is used on falling blocks below the player, but it's always inactive, and it doesn't activate during initial toggle.
    ‎- Dash triggers 54 and 76. There are no objects or triggers associated with this.
  • ‎Dash trigger 69. This should be in force still, but it's already in g42, rendering g69 useless. The same movement is emphasized whether g69 is used or not.
  • ‎Falling blocks event: This may not be complete because there's a number in extra id1, possibly used on an object.
    ‎- Unknown g1 and g19 are in blocks that don't exist in any trigger.
    ‎- A trigger bug when using the left button on p2 causes the force dash power to be reduced (force 2 instead of force 4 when p1 is still).
wispy nest
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really in-depth, love this

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-pass 1409042587976990730

scarlet ivyBOT
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@quartz flower

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