Project Arrhythmia

Project Arrhythmia

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Editor TRIGGERS and EVENTS
By catix⁧⁧(certified cat) 🐈
Explanation of the trigger/event system in the level editor.
   
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Important notes
🗺️ Access trigger settings via toolbar on top →SettingsTrigger Settings.

🗒️ The trigger UI is split into two parts: Trigger and Event.
Trigger is what causes an event to happen.

⚠️ Don't forget to hit the "Refresh Triggers" button at the top to confirm changes. Triggers do not update live as you're editing them.
Trigger settings
(as of 25.2.4)
Triggers
  • Time: Triggers immediately when level gets to provided time range.
  • Player Hit: Triggers if a player gets hit during the provided time range.
  • Player Death: Triggers if a player dies during the provided time range.
  • Level Start: Triggers immediately as the level starts.
  • Level Restart: Triggers if a player uses [RESTART] in the pause menu during the provided time range. Note that as of 25.2.4, this trigger will never fire if time range starts from anything above 0s.
  • Level Rewind: Triggers if all players die and the level rewinds to previous checkpoint during the provided time range.

Events (and their fields)
  • VN Ink: Execute visual novel Ink script. (doesn't work in custom levels yet)
    • Ink File ID: Name of the Ink script file
  • VN Timeline: (doesn't work in custom levels yet)
    • Timeline File ID
  • Player Bubble: Makes a speech bubble with any text appear above the player.
    • Bubble Text: Rich text to display.
    • Bubble Display Length: How long the bubble stays for, in seconds
  • Player Location: Transitions a player into a set position (player cannot move during the transition process).
    • X Location: New X position
    • Y Location: New Y position
    • Movement Length: How long the transition takes, in seconds (where 0 is instant)
  • Player Dash: Disables or enables player's ability to dash.
    • Lock Dash?: Whether the ability is blocked (True or False)
    • Show Bubble?: Whether to display an icon (True or False)
    • Bubble Display Length: How long the icon stays for, in seconds
  • Player X Movement: Disables or enables player's ability to move across the X axis.
    • Lock X Movement?: Whether movement across X axis is blocked (True or False)
    • Show Bubble?: Whether to display an icon (True or False)
    • Bubble Display Length: How long the icon stays for, in seconds
  • Player Y Movement: Disables or enables player's ability to move across the Y axis.
    • Lock Y Movement?: Whether movement across Y axis is blocked (True or False)
    • Show Bubble?: Whether to display an icon (True or False)
    • Bubble Display Length: How long the icon stays for, in seconds
  • BG Spin: Basically a Rotate timeline-event, but only for Parallax objects.
    • Spin Layer: Affected layer, where "-1" is all layers, "0" is Layer 1, and "4" is Layer 5
    • Spin Amount: Rotation in degrees
    • Spin Length: How long the transition takes, in seconds (where 0 is instant)
    • Tween Type: Ease type to use, a string that matches an Ease type name, e.g. "InOutSine"
  • BG Move: Basically a Move timeline-event, but only for Parallax objects.
    • Move Layer: Affected layer, where "-1" is all layers, "0" is Layer 1, and "4" is Layer 5
    • Move Location X: Move across X by this value
    • Move Location Y: Move across Y by this value
    • Move Length: How long the transition takes, in seconds (where 0 is instant)
    • Tween Type: Ease type to use, a string that matches an Ease type name, e.g. "InOutSine"
  • Player Dash Direction: Rotates the players. X and Y components represent a direction vector.
    • Direction X: X component
    • Direction Y: Y component
  • Time GoTo: Instantly jumps to specified time in the level.
    • Time To Go To: Time in seconds
  • Time Speed: Modifies playback speed. Note that speeds lower than 0 will be clamped to 0 in arcade mode.
    • Speed Multiplier: New playback speed, where "1.0" is normal, "0.5" is half, and "2.0" is double.

Retrigger amount
Controls how many times will the trigger fire again after firing, where:
  • "-1" means it will always fire
  • "0" means it will only ever fire once per entire play of the level
Example rundown
Whenever a Player gets hit within the time range of 0 seconds to 30 seconds into the level (only allow this to retrigger 2 times, so it only ever fires 3 times total),
make a Player speech bubble appear for 1 second with the text "Ouch!"