Character > Set character 'A' current and max hit point to value of variable 'B'.
Character > Set character 'A' nickname to string-value of variable 'B'.
Character > Set character 'A' scale to value 'B' without changing it's mobility factor. (The game engine probaly can't do that)
Character > Set character 'A' scale to value of variable 'B' without changing it's mobilityfactor. (The game engine probaly can't do that)
Character > Set actor 'A' as a 'essential'. (Single-player only)
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Gameplay > Enable/Disable ragdoll disappearment.
Gameplay > Set regeneration speed multiplier of character 'A' to value of variable 'B'.
Gameplay > Set regeneration delay multiplier of character 'A' to value of variable 'B'.
Scenario > End mission with reason of value of variable 'B'.
Var > Set value of variable 'A' to max hitpoints of player 'B'.
Others
'Trigger on dying' in the Player/Enemy tool.
New Engine mark object -- End mission with reason "A" when the player 'fails' the mission.
New Engine mark object -- End mission with reason of string-value of variable 'B' when the plaer 'fails' the mission.
Allows map developers to customize a barrel using Hex color and the explosive damage of it.