关于触发器

这是按顺序排列的触发器函数类型列表.要了解使用触发器函数类型的细节,请看下面的文档...
除非另有说明,我们使用P1代表计算触发器的人,P2代表他的对手(通常在teammode时候是最近的对手).

一些触发器是非标准的而且无法用表达式作为他们的参数.这些触发器在索引中用*来标记.

一些触发器不推荐使用,这些触发器在索引中用**来标记,不鼓励使用这些触发器,也许在未来的引擎中将不再支持他们.

旧式触发器,用***标记,仅出现在(触发器)(相关操作符)(值)的形式中.

标有 (math) 的说明该表达式用于数学运算.

对所有触发器而言,若被重新指向一个不存在的目标,或者重定向的ID号算出的结果是bottom,则该触发器会返回bottom.
这些不会在每个触发器的错误条件中列出.

Abs (math)
Acos (math)
AILevel
Alive
Anim
AnimElem
AnimElemNo (math)
AnimElemTime (math)
AnimExist (math)
AnimTime
Asin (math)
Atan (math)
AuthorName (*,***)
BackEdge
BackEdgeBodyDist
BackEdgeDist
BottomEdge
CameraPos
CameraZoom
CanRecover
Ceil (math)
Command (*,***)
Cond (math)
Const (*)
Const240p
Const480p
Const720p
Cos (math)
Ctrl
DrawGame
E
Exp (math)
Facing
Floor (math)
FrontEdge
FrontEdgeBodyDist
FrontEdgeDist
FVar (math)
GameHeight
GameTime
GameWidth
GetHitVar(*)
HitCount
HitDefAttr(*,***)
HitFall
HitOver
HitPauseTime
HitShakeOver
HitVel
ID
IfElse (math)
InGuardDist
IsHelper
IsHomeTeam
LeftEdge
Life
LifeMax
Ln (math)
Log (math)
Lose
MatchNo
MatchOver
MoveContact
MoveGuarded
MoveHit
MoveType(*,***)
MoveReversed
Name(*,***)
NumEnemy
NumExplod
NumHelper
NumPartner
NumProj
NumProjID (math)
NumTarget
P1Name(*,***)
P2BodyDist
P2Dist
P2Life
P2MoveType
P2Name(*,***)
P2StateNo
P2StateType
P3Name(*,***)
P4Name(*,***)
PalNo
ParentDist
Pi
Pos
Power
PowerMax
PlayerIDExist (math)
PrevStateNo
ProjCancelTime (math)
ProjContact(*,***)
ProjContactTime (math)
ProjGuarded(*,***)
ProjGuardedTime (math)
ProjHit(*,***)
ProjHitTime (math)
Random
RightEdge
RootDist
RoundNo
RoundsExisted
RoundState
ScreenPos
ScreenHeight
ScreenWidth
SelfAnimExist (math)
Sin (math)
StateNo
StateType
StageVar(*,***)
SysFVar (math)
SysVar (math)
Tan (math)
TeamMode(*,***)
TeamSide
TicksPerSecond
Time
TimeMod(*,**,***)
TopEdge
UniqHitCount
Var (math)
Vel
Win