Hidden Triggers in TRNG
by AkyV

Page 1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16

1.54. Waterfallmist subject

These fields work only if the waterfallmist is customized by OCB values, on 'random emitting'.

 

1.54.1. The name of the field:

Custom_A (Different usage in according with type of item) (Short)

 

Executable combination (1):

Make the emitting/non-emitting phase of (X) waterfallmist last further (Y) frames from now on

 

Y: from 1 to any frames

Force: single.

 

Note:

You should use an 'If (X) waterfallmist status is (A)' (see below) condition before you force this value, so you will know if you will force on the emitting or the non-emitting phase.

 

Executable combination (2):

Keep the emitting/non-emitting phase of (X) waterfallmist continuously

 

Y: from 1 to any frames

Force: continuous. When stopping it: the waterfallmist will start acting 'normally' in Y frames.

 

Condition combination:

If (X) waterfallmist keeps the actual emitting/non-emitting phase for further (A) frames from now on

 

A: from 1 to any frames

Type: sequence.

 

Notes:

- You can also use the 'If (X) waterfallmist status is (A)' condition in the same TriggerGroup (after this one). So, eg. if the status is 'emission' then the present condition will sound this way: 'If the (X) waterfallmist keeps the actual emitting phase for further (A) frames from now on'.

- The solution may be buggy if you use this condition in the first second after triggering the waterfallmist.

 

1.54.2. The name of the field:

Custom_B (Different usage in according with type of item) (Short)

 

Condition combination:

If (X) waterfallmist status is (A)

 

A:

'equal'

0: there is a pause

0, with TGROUP_NOT flag in the condition trigger: there is an emission

Type: simple.

 

1.54.3. The name of the field:

Custom_C (Different usage in according with type of item) (Short)

 

Executable combination:

Force (Y) intensity on (X) waterfallmist

 

Y: from 1 (large) to 14 (little)

Force: continuous. When stopping it: everything will start working normally - starting from the next emission.

 

Notes:

- The force has effect only in emitting phases.

- Without forcing the intensity, each emission has a random intensity in that 1-14 interval.

- If the waterfallmist object hasn't been activated when you activate the combination, then the combination 'really' starts when the object has been activated.

 

Condition combination:

If (X) waterfallmist has (A) intensity

 

A: from 1 to 14

Type: sequence.

 

1.55. Sprinkler subject

 

1.55.1. The name of the field:

Custom_A (Different usage in according with type of item) (Short)

 

Executable combination:

Adjust the life cycle of (X) sprinkler to (Y) frames

 

Y: values as frames:

0: restart (because its trigger is automatically one shot, and this forced 0 is the only way to restart it)

from 1 to (approximately?) 600: showering

from (approximately?) 601 to 1200: dripping

Force: see below.

 

Note:

Some examples, how to use it:

- Start the sprinkler and when 6 seconds (180 frames) has elapsed - use an Organizer for timing - then force 540 singly into this field. The counter runs further to 600 to stop showering but the 'showering' phase had been shorter by 6 seconds (540-180=360 frames).

- Start the sprinkler and when 6 seconds has elapsed then force 540 into this field, continuously. The sprinkler starts performing a continuous shower. Stop forcing and the sprinkler starts dripping in 2 seconds (600-540=60 frames).

- Force 480 singly into this field, then, after that, activate the sprinkler. This starts the counter from 480, so the 'showering' part will be only 4 seconds (600-480=120 frames) before starts dripping.

- After the counter reached 1200 the sprinkler stopped. But if you now force 1000 singly then the sprinkler starts again - only to drip for 200 frames (1200-1000=200).

- If the counter is at 900 then force 420 singly. So after 10 seconds dripping (900-600=300 frames) the sprinkler starts showering again for 6 seconds (600-420=180 frames) before starts dripping again.

 

Condition combination:

If the life cycle of (X) sprinkler is at (A) frames

 

A: from 1 to 1200 frames

Type: sequence.

 

1.56. Amber light subject

 

1.56.1. The name of the field:

Custom_A (Different usage in according with type of item) (Short)

 

Executable combination:

Stop pulsing of (X) amber light at (Y) intensity

 

Y: from 0 to 16384

Force: continuous. When stopping it: everything will start working normally, the pulse continues.

 

The intensity works like a sine curve: the first half runs from 0 to -32768, then the value turns into 32767, and the second half runs from that value to 0, and that will be repeated again and again. (See Chapter I-15. if you don't get it.)

Due to it's a sine curve, the top is at -32767/2=-16384 and 32767/2=16384. It means:

- There is no light at 0.

- Then the intensity is increasing from -1 to -16383.

- The intensity is at maximum at -16384.

- Then the intensity is decreasing from -16385 to -32767.

- There is no light at -32768.

- Then the intensity is increasing from 32767 to 16385.

- The intensity is at maximum at 16384.

- Then the intensity is decreasing from 16383 to 1.

So the two halves do the same that's why we use only one half, naturally the simpler, the positive one. - Some examples:

- If you want 'no light' then force 0.

- If you want a light with maximum intensity then force 16384.

- If you want a light with the half of the maximum intensity then force 16384/2=8192. (24576 will do the same intensity that's why won't care about the 'from 32767 to 16385' part of the positive half.)

 

Note:

If the light object hasn't been activated when you activate the combination, then the combination 'really' starts when the object has been activated. (So now the amber light starts with a constant light and starts pulsing only if you stop forcing.)

 

Condition combination:

If the intensity of (X) amber light is (A)

 

The basic formula is peculiar now:

 

Trigger1. An A54 to define the actual subject of Item Memory Zone.

Trigger2. An F256 to put the value of the chosen memory zone field into the chosen variable.

 

Trigger3. A C41 trigger to study if the chosen variable value >=0.

Trigger4. A C40/43 trigger to study the chosen variable value, as usual. (The study if the intensity is positive or 0.)

Trigger5. An executable trigger that will be executed if the intensity is the given value.

Trigger6. A C42 trigger (with TGROUP_ELSE flag) to study if the chosen variable value <0.

Trigger7. F284 to invert the sign in the chosen variable.

Trigger8. A C40/43 trigger to study the chosen variable value, as usual.  (The study if the intensity is negative.)

Trigger9. The same executable trigger that will be executed if the intensity is the given value.

 

A: from 1 to 32767 (You must study the positive version of that if the value is negative!)

Type: sequence.

 

'No light' (=0=-32768) condition combination is also a bit peculiar:

First of all, use a Long variable, because, as I said -32768 probably won't fit in any Short variable.

Then, use a special basic formula:

 

Trigger1. An A54 to define the actual subject of Item Memory Zone.

Trigger2. An F256 to put the value of the chosen memory zone field into the chosen variable

Trigger3. A C43 trigger to study the chosen variable value, if that is 0.

Trigger4. An executable trigger that will be executed if the intensity is the given value.

Trigger5. A C42 trigger (with TGROUP_ELSE flag) to study if the chosen variable value <0.

Trigger6. F284 to invert the sign in the chosen variable.

Trigger7. A C40 trigger to study the chosen variable value, if that is 32768.

Trigger8. The same executable trigger that will be executed if the intensity is the given value.

 

A: 'equal' 0, 32768 (You must study the positive version of that if the value is negative!)

Type: simple.

 

Notes:

- In the first combination, Trigger4 and 8 study the same value. (Or 'values', if Trigger4 or 8 are not one C40/43 trigger but each of them is a 'bigger/equal-smaller' condition trigger pair.)

- As you see, this time we need to apply everyway the executable trigger (that will be executed if the condition is true) in the formula. (As you see, this trigger is the same, independently of the direction of the rotation, but you can choose different triggers if you want.)

- In this field we won't use Negative/Positive/Null formula, because now we use these peculiar formulas instead of them.

- The default difference between the intensities is 2048. That's why if you start an amber light, then this is how the intensity starts changing: 0, -2048, -4096, -30720, -32768 etc. (Customize the difference value with Customize= CUST_LIGHT_OBJECT Script command, in 'Time' field. - Use the exponents of Value 2 or the two halves will be different.)

 

1.57. White light subject

 

1.57.1. The name of the field:

Custom_A (Different usage in according with type of item) (Short)

 

Executable combination:

Adjust the life cycle of (X) white light to (Y) frames

 

Y: from 1 to 160 frames (Or the customized value - see Customize= CUST_LIGHT_OBJECT Script command, 'Time' field - instead of 160. Recommended customized values are from 96 to about 200.)

Force: see below.

 

Note:

When the white light has been triggered then it starts blinking with different intensities. After 160 (or customized) frames it becomes (more or less) calm.

Some examples how to use white lights (with the default maximum):

- Start the light then force 100 singly into the field. The intensity jumps to the intensity value of the 100th frame, and the light becomes calm in 60 frames.

- Start the light then force 60 continuously into the field. The intensity jumps to the intensity value of the 60th frame, and keeps that intensity. If you stop forcing then the light becomes calm in 100 frames.

- Force 80 singly into the field and start the light. The light will show up with the intensity of the 80th frame, and the light becomes calm in 80 frames.

- If the light has become calm then force 40 singly into the field. The light starts blinking again, and then it becomes calm again in 120 frames.

 

Condition combination:

If the life cycle of (X) white light is at (A) frames

 

A: from 1 to 160 (or to the customized maximum)

Type: sequence.

 

1.58. Laser head subject

 

1.58.1. The name of the field:

Custom_A (Different usage in according with type of item) (Short)

 

Executable combination:

Force (Y) status on (X) laser head

 

Y: 0, 1, 2, 3

Force:

0 (singly): freeze it in the actual position (it will be frozen till you force another status)

0 (continuously after the eyes having been shot): freeze it in the actual position (it will be frozen till you stop forcing)

1 (singly): stop the actual attack

1 (continuously): disable all attacks (till you stop forcing)

1 (continuously, after the eyes having been shot): the blind head continues searching for Lara, harmlessly (till you stop forcing)

2 (singly): force an attack (wherever the head looks at)

2 (continuously): force a continuous attack (wherever the head looks at) (till you stop forcing)

2 (continuously, after the eyes having been shot): the blind head remains living, harmlessly, keeping the actual position (till you stop forcing)

3 (singly): kill the head (even if the eyes aren't shot)

 

Condition combination:

If the status of (X) laser head is (A)

 

A:

'equal'

0: the head has just been activated, so the head is still ascending to its position

1: the head is searching for Lara or (noticing her) is about to attack

2: the head is attacking: getting energy then shooting

3: the eyes are all shot or the head has exploded

Type: simple.

 

1.58.2. The name of the field:

Custom_D (Different usage in according with type of item) (Short)

 

Executable combination (1):

Make (X) laser head getting energy continuously with (Y) effect

 

Y: from 1 to 90

Force: continuous. When stopping it: the head will start shooting in 91 minus Y frames.

 

Notes:

- You can activate the combination any time. But it will work really only at the next attack against Lara. (Or at the actual attack, if you are so clever and activates the combination exactly in the short period when the head is attacking.)

- There are 3 seconds (from 1 to 90 frames) when the head is getting energy. Each frame has a different energy effect. Naturally Frame1 has a 'very low energy' effect but Frame90 has a 'very high energy' effect. So, for example, Y=40 effect means 'the energy effect that belongs to Frame40'.

 

Executable combination (2):

Make (X) laser head attack at once, without getting energy, when noticing Lara

 

Y: 91

Force: continuous. When stopping it: the head will get energy after that at the attacks.

 

Notes:

-You can activate the combination any time. But it will work really only at the next attack against Lara. And each attack after that - till you stop forcing.

- With this force, the status (see above) probably remains 1, not turning into 2.

 

Condition combination (1):

If there are still (A) frames before (X) laser head turns his head again

 

A: from 1 to about 100 frames (I mean supposedly the maximum value is about 100)

Type: sequence.

 

Notes:

- It works properly only together with an 'If the status of (X) laser head is (A)' condition (see above) with the same TriggerGroup, after each other: if the head is searching for Lara.

- There is a tiny bug in this condition: has a bad result at that head-movement when the head is searching for Lara but notices her.

 

Condition combination (2):

If (X) laser head is just turning his head

 

A: 'equal' 0

Type: simple.

 

Note:

It works properly only with an 'If the status of (X) laser head is (A)' condition (see above) with the same TriggerGroup, after each other: if the head is searching for Lara.

 

Condition combination (3):

If there are still (B ) frames before (X) laser head - just getting energy - will shoot

 

B: 91 minus A frames

A: from 1 to 90

Type: sequence.

 

Note:

- It works properly only with an 'If the status of (X) laser head is (A)' condition (see above) with the same TriggerGroup, after each other: if the head is attacking.

- Now the relations will be inverted, if you use them: 'less than A' means 'more than B', 'more than/equal with A' means 'less than/equal with B'.

 

Condition combination (4):

If (X) laser head is just shooting

 

A: 'equal' 91

Type: simple.

 

Note:

It works properly only with an 'If the status of (X) laser head is (A)' condition (see above) with the same TriggerGroup, after each other: if the head is attacking.

 

1.59. Hydra subject

 

1.59.1. The name of the field:

Custom_D (Different usage in according with type of item) (Short)

 

Condition combination (1):

If (X) hydra life status is (A)

 

A:

'equal'

0: living

12: dead

'bigger/equal' (1) and 'smaller' (12): dying, i.e. shattering (Yes, two condition triggers, after each other!)

Type: simple.

 

Condition combination (2):

If there are still (B ) parts to shatter before (X) hydra dies

 

B: 12 minus A

A: from 1 to 11

Type: sequence.

 

Notes:

- When the hydra starts dying then it means he starts shattering. First a part of him, then another parts of him etc. When the last (12th) part of him has been shattered then the hydra is dead.

- Now the relations will be inverted, if you use them: 'less than A' means 'more than B', 'more than/equal with A' means 'less than/equal with B'.

 

1.60. Enemy submarine subject

 

1.60.1. The name of the field:

Custom_A (Different usage in according with type of item) (Short)

 

Executable combination:

Make (X) enemy submarine tilt continuously in (Y) way

 

Y: from -1984 (left, maximum) to 1984 (right, maximum) (0: not tilted)

Force: continuous. When stopping it: the submarine will perform the angle only as its wish after that.

 

Notes:

- The forced angle won't bother the submarine to turn. So eg. if you force a maximal left tilt with -1984 then the submarine will be able to take a perfect right turn.

- It's not worth a single force, because the submarine will correct the position at once and you won't really see any forced angle.

 

Condition combination (1):

If (X) enemy submarine is tilted in (A) way

 

A:

- with Positive formula (tilted right or not tilted): from 0 to 1984

- with Negative formula (tilted left or not tilted): from 0 to 1984

- with Null formula (not tilted): 0

Type: sequence.

 

Condition combination (2):

If (X) enemy submarine is tilted in (A) left or right

 

A:

'equal': not tilted

'bigger/equal' 1: tilted right

'smaller' 0: tilted left

Type: simple.

 

1.61. Fish emitter subject

 

1.61.1. The name of the field:

Custom_A (Different usage in according with type of item) (Short)

 

Executable combination:

Emit further (Y) fishes from (X) fish emitter from now on

 

Y: 0-127 fishes

Force: single.

 

Notes:

- 127 is the absolute maximum, i.e. the aggregate amount of the fishes+little beetles just alive is 127. (If you exceed this limit then further fishes won't be emitted.)

- As you see, this is a good way to change the fish amount defined by the OCB value of the fish emitter.

- If the emitter hasn't been activated when you activate the combination, then the combination 'really' starts when the emitter has been activated.

- The combination is useless if you force the value after the counter reaches 0.

 

Condition combination:

If there are still (A) fishes to be emitted from (X) fish emitter

 

A: 0-127 fishes

Type: sequence.

 

1.61.2. The name of the field:

Custom_B (Different usage in according with type of item) (Short) 

 

Executable combination (1):

Force the next fish of (X) fish emitter to be emitted only in further (Y) frames

 

Y: from 1 to any frames

Force: single.

 

Notes:

- The default values between emitting two fishes are from 1 to (about?) 16 frames, but you can choose even a much bigger number.

- If the emitter hasn't been activated when you activate the combination, then the combination 'really' starts when the emitter has been activated.

- The combination is useless if you force the value after the last fish has been emitted.

 

Executable combination (2):

Force a pause in emitting fishes from (X) fish emitter

 

Y: from 1 to any frames

Force: continuous. When stopping it: the emission will continue in Y frames.

 

Condition combination:

If there are still (A) frames before the next fish of (X) fish emitter will be emitted

 

A: from 1 to any frames

Type: sequence.

 

1.61.3. The name of the field:

Custom_D (Different usage in according with type of item) (Short)

 

Executable combination:

Force (Y) fish type to be emitted from (X) fish emitter

 

Y: from 0 to 3

Force: continuous. When stopping it: the emitter will start emitting fishes according to the OCB value.

 

If you have more fish types (according to the OCB value) in the fish emitter then each type has an ID. The maximum types are four, so the ID's are 0, 1, 2, 3. For example, if you force 3 with an emitter having four types then Type 3 will be emitted everyway.

Depending on which types are selected in the given emitter, ID 0, 1, 2 or 3 could be anything. I.e. I don't know if eg. 1 is piranha or butterfly or else in the given emitter, you need test this.

Probably the order is always the same (see NG Center OCB Calculator) from the left to the right. So eg. if you have four types, then these are the ID's:

0 - piranha, 1 - clown, 2 - butterfly, 3 - angel

But eg. if you don't have piranha then the ID's are:

0 - clown, 1 - butterfly, 2 - angel

 

Note:

The combination is useless after the last fish has been emitted.

 

Condition combination:

If (A) fish type is just being emitted from (X) fish emitter

 

A: 'equal' from 0 to 3

Type: simple.