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Post by Kyzrati on Sept 16, 2013 18:04:02 GMT -5
Good idea, since there have been a few changes and additions in the past half year since you originally made those. Thanks. First, here are the core SA object name lists: Triggers (with the objects they belong on): ENTITY, "MOVE", ENTITY, "MOVE_ON_CELL", ENTITY, "DEATH", PROP, "PROP_DESTROYED", ITEM, "ITEM_DESTROYED", ITEM, "ITEM_FIRED", ITEM, "ITEM_FIRED2", ENTITY, "ATTACK_ENT", ITEM, "MELEE_ATK_ENT", ITEM, "MELEE_HIT_ENT", ITEM, "MELEE_HIT_ENT2", ITEM, "MELEE_HIT_PROP", ITEM, "MELEE_HIT_CELL", ENTITY, "ENT_ATK_BY_MELE", ENTITY, "ENT_ATK_BY_PROJ", ENTITY, "ENT_ATTACKED", ENTITY, "ENT_HIT", ENTITY, "ENT_HIT_BY_MELE", ENTITY, "ENT_HIT_BY_PROJ", PROP, "PROP_HIT", PROP, "PROP_HIT_OKAY", ITEM, "PROJ_HIT_ENT", ITEM, "PROJ_HIT_ENT2", ITEM, "PROJ_HIT_PROP", ITEM, "PROJ_HIT_CELL", ITEM, "PROJ_HIT_OBJECT", EXPLOSION, "EXPL_HIT_ENT", EXPLOSION, "EXPL_HIT_PROP", EXPLOSION, "EXPL_HIT_ITEM", EXPLOSION, "EXPL_HIT_CELL", ENTITY, "ENT_KILLS_ENT", ENTITY, "KILL_ENT", ITEM, "MELEE_KILLS_ENT", ITEM, "MELEE_KILLS_E2", ITEM, "PROJ_KILLS_ENT", ITEM, "PROJ_KILLS_ENT2", EXPLOSION, "EXPL_KILLS_ENT", ENTITY, "E_MOV_BYTHIS_E1", ENTITY, "E_MOV_BYTHIS_E2", ENTITY, "E_MOV_BY_E1", ENTITY, "E_MOV_BY_E2", PROP, "E_MOV_BYTHIS_P1", PROP, "E_MOV_BYTHIS_P2", ENTITY, "E_MOV_BY_P1", ENTITY, "E_MOV_BY_P2", PROP, "E_MOV_ONTHIS_P1", PROP, "E_MOV_ONTHIS_P2", ENTITY, "E_MOV_ON_P1", ENTITY, "E_MOV_ON_P2", ENTITY, "ENT_CASTED", ENTITY, "ENT_USED", ENTITY, "CAST_ON_ENT", ENTITY, "CAST_ON_PROP", ENTITY, "CAST_ON_ITEM", ENTITY, "CAST_ON_CELL", ITEM, "USE_ON_ENT", ITEM, "USE_ON_PROP", ITEM, "USE_ON_ITEM", ITEM, "USE_ON_CELL", ITEM, "USE_MEDKIT", ITEM, "MEDKIT_FUNCTION", ENTITY, "ENT_MANIP", ENTITY, "ENT_MANIP2", PROP, "PROP_MANIP", PROP, "PROP_MANIP2", ENTITY, "ENT_FELL", PROP, "PROP_FELL", ITEM, "ITEM_FELL", ITEM, "ITEM_THROWN", ITEM, "ITEM_ACQUIRED", ENTITY, "SPOT_ENT", ENTITY, "ENT_NEW_TURN", ENTITY, "ENT_NEW_TURN_E", ENTITY, "ENT_NEW_TURN_P", ENTITY, "ENT_NEW_TURN_I", ENTITY, "ENT_NEW_TURN_C", ENTITY, "ENT_NEW_TURN2", ENTITY, "ENT_NEW_TURN2_E", ENTITY, "ENT_END_TURN", ENTITY, "ENT_END_TURN_E", ENTITY, "ENT_END_TURN_P", ENTITY, "ENT_END_TURN_I", ENTITY, "ENT_END_TURN_C", PROP, "PROP_NEW_ROUND", PROP, "PROP_NEW_RND_E", PROP, "PROP_NEW_RND_P", PROP, "PROP_NEW_RND_I", PROP, "PROP_NEW_RND_C", ITEM, "ITEM_NEW_ROUND", ITEM, "ITEM_NEW_RND_E", ITEM, "ITEM_NEW_RND_P", ITEM, "ITEM_NEW_RND_I", ITEM, "ITEM_NEW_RND_C", Conditions: "RANDOM", "COUNT", "SA_LIFETIME", "LIFETIME", "COOLDOWN", "SA_NAME", "DMG_TYPE", "DMG_AMT", "ATTACK_MODE", "I_SLOT", "E_TAG", "E_NAME", "E_RACE", "E_SIZE", "E_MASS", "E_GENDER", "E_UNCONSCIOUS", "E_FACTION", "E_FACTION_COUNT", "E_KNEELING", "E_STUN", "E_WOUNDS", "E_HELD_ITEM", "E_HELD_ITEM_CONSUME", "E_CARRY_ITEM", "E_MOTION", "E_FIRE", "E_TU", "E_TU_MAX", "E_TU_PERCENT", "E_EN", "E_EN_MAX", "E_EN_PERCENT", "E_HP", "E_HP_MAX", "E_HP_PERCENT", "E_HP_DAMAGE", "E_ST", "E_BR", "E_MO", "E_RE", "E_FA", "E_TA", "E_PS", "E_PK", "E_ME", "E_ARMOR_NAME", "E_ARMOR_FRONT", "E_ARMOR_PERCENT", "E_TRAIT", "E_SA_COUNT", "E_FACTION_RANGE", "E_FACTION_RANGE_Z", "E_FACTION_SPOT", "E_ENEMY_RANGE", "P_TAG", "P_NAME", "P_INTEG", "P_MASS", "P_ROOT", "P_MATERIAL", "P_FIRE_RESIST", "P_FIRE", "P_TRAIT", "P_SA_COUNT", "P_FACTION_RANGE", "P_FACTION_RANGE_Z", "I_TAG", "I_NAME", "I_ENCUMBRANCE", "I_INTEG", "I_TRAIT", "I_SA_COUNT", "C_TAG", "C_NAME", "C_INTEG", "C_MATERIAL", "C_FIRE_RESIST", "C_FIRE", "C_BLOCKED1", "C_BLOCKED2", "C_TRAIT", "C_OPEN_SKY", Effects: "EXPLODE", "MOD_ENT", "MOD_PROP", "MOD_ITEM", "MOD_CELL", "DAMAGE_CELL", "DAMAGE_PROP", "KILL_ENT", "DESTROY_ENT", "DESTROY_PROP", "DESTROY_ITEM", "DESTROY_CELL", "REVEAL_CELL", "MUTATE", "MUTATE_DELAYED", "CONVERT_PROP", "CONVERT_ITEM", "CONVERT_CELL", "SPAWN_ENT", "SPAWN_PROP", "SPAWN_ITEM", "TELEPORT_ENT", "TELEPORT_PROP", "TELEPORT_ITEM", "SCANNER", "MIND_PROBE", "OPEN_MEDKIT", "MED_PAINKILLER", "MED_STIMULANT", "MED_HEAL", "PANIC_ATTACK", "SWITCH_FACTION", "PROJ_SHOOT", "PROJ_RAIN", "GIVE_SA_ENT", "GIVE_SA_PROP", "GIVE_SA_ITEM", "REMOVE_SA_ENT", "REMOVE_SA_PROP", "REMOVE_SA_ITEM", "FLUFF", "FLUFF_ENT", "FLUFF_ACTOR", "FLUFF_PROP", "FLUFF_ITEM", "FLUFF_CELL", "END_MISSION", "SPECIAL", "SCORE", I've attach the full trigger details as a separate file since it will hopefully better preserve the formatting (note: it uses 4-space tabs). Though after looking through them I think the item fired trigger set is the only new ones! Attachments:
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