A list of ALE suggestions. Many of these ideas have been gathered from different topics
Trigger attribute: Activate on start [Yes/No]
Lamp attribute: Can be destroyed [Yes/No]
Enemy/Player -> Team -> Custom: (Custom team name, collision factor, chat name color, friendly fire, region activators, etc. Custom teams will be saved in the map source)
Gameplay> Enable/Disable Time Warp
Gameplay> Enable/Disable Kinetic Module
Gameplay> Enable/Disable breaking of bodies (Dead and alive)
Gameplay> Enable/Disable bullet reflection via psi swords
Gameplay> Enable/Disable root capabilities (Removes root capabilities and root error messages)
Gameplay> Enable/Disable chat message reception (singleplayer only) (used to enable chat commands in singleplayer)
Gameplay> Set psi sword cooldown to 'A' (to prevent super-omega swords of death, especially w/ time warp)
Gun> Mute gun 'A'
Gun> Unmute gun 'A'
Gun> Set fire sound of gun 'A' to 'B'
Gun> Set max bullet life value of gun 'A' to 'B'
Gun> Set bullet penetration factor of gun 'A' to value 'B'
Gun> Set bullet speed value of gun 'A' to 'B'
Gun> Allow Gun 'A' only for Player 'B'
Gun> Allow Gun 'A' for everyone (counteracts the above)
Gun> Clone Gun 'A' and spawn it in Region 'B'
Barrel> Explode barrel 'A'
Barrel> Clone barrel 'A' and spawn it in region 'B'
Barrel> Set explosion power value of barrel 'A' to 'B'
Character> Disable/Enable psi swords of player 'A'
Character> Call trigger 'B' when Character 'A' is damaged
Character> Call trigger 'B' when Character 'A' deals damage
Character> Set regeneration speed of Character 'A' to value 'B'
Character> Set regeneration delay of Character 'A' to value 'B'
Character> Set psi sword cooldown of Character 'A' to value 'B'
Interface> Show text 'A' in chat with color 'B' ----> (Custom: Allows custom names with custom colors to be used in dialogue, f.ex. Stranger: Hello)
Variable> Set value of Variable 'A' to play time of Player 'B'
Variable> Request value of Variable 'A' from Player 'B' (Used to update someone's client)
???> Update client of Player 'A' to the client of Player 'B' (Will update a player's client which keeps everyone at the same page. Can be used to make more advanced multiplayer saw maps, Co op maps and most importantly; DM maps. This action can be used efficiently by updating the client of a player to the same progress of the player that has the longest play time [using the 2 variable triggers above])
Key> Call trigger 'B' when key 'A' is pressed (Limited amount of keys that can be bound [listed in the manual])
----Will work exactly like a gun calling a trigger
Region> Move Region 'A' to point of death of projectile from Gun 'A' (The point of death from a projectile will stay until a new projectile dies)
Gun> Call trigger 'B' when projectile from Gun 'A' dies
Gun> Clear point of death of projectile from Gun 'A' (Restarts)
^ These three actions allow configured effects of a projectile