Tool version: O!kurra Capital Defense EA 2.00
Editorial warning. This is the most advanced layer of the tool — MMD’s original concept. Read this chapter only once you know the previous ones well. Cross-button Triggers enable extremely powerful strategies, but they require an understanding of the other layers. Without it, the possibilities will be overwhelming and configuration attempts will lead to unintuitive behavior.
17.1 What Cross-button Triggers are
Until now the buttons have been independent strategy lanes — B1 does not know about B2 (chapter 1.4). That is still true at the level of market signal generation — each button’s OKUR engine looks only at its own indicators and thresholds.
Cross-button Triggers introduce a new layer: buttons can influence each other at the state level (on / off). When B1 gets turned on — it can automatically turn on B3 and B5. When B5 gets turned off — it can turn off B4. Five independent tracks start working as a system of dependencies.
This is layer 9 of the architecture (chapter 1.5) — a meta-layer operating on layer 1 (Strategy Buttons). It generates no market signals, it does not look at price — it looks only at button state changes and in response performs actions on other buttons.
Philosophy: an experienced trader rarely thinks of their strategies as “7 independent bots”. More often, sequences exist in their head:
- “When I start playing direction X — I launch the main one and the helpers”,
- “When the main track reaches its target and turns off — the helpers should too, because their context is over”,
- “I have two alternative strategies — one or the other, never both at once”.
Cross-button Triggers let you program these sequences once and let the EA execute them on its own.
Tool positioning. Triggers support observing how multi-component strategies can operate autonomously. Which sequences to implement — that is your experiment on demo. This chapter shows how the mechanism works; what to do with it — is up to you.
17.2 Anatomy of a trigger — slot, action, target
Each button has four trigger slots, each being a configuration of the type “when X happens to me, perform Y on another button”. A slot consists of two settings:
Action — what action to perform:
- none (default) — slot disabled, nothing happens,
- Activate — turn the target button on (if it was off),
- Deactivate — turn the target button off (if it was on).
Target — which button is the target: a number from 1 to 5. A value of 0 = “no target” — the slot is effectively disabled. (A target outside the range — e.g. the former B6/B7 from an old set — is ignored on load with a journal entry, and the panel cleans it when the file is loaded; chapter 7.6.)
Four slots per button correspond to four event types (section 17.3). In total, for five buttons that is a sizeable set of switches, but by default all of them are set to “none” — no connections.
Self-target is rejected. A button cannot point at itself (e.g. B1 → B1). Such a configuration is treated at startup as “none” (the EA logs a warning) — a safeguard against an obvious mistake.
17.3 The four event slots
Each button reacts to four types of change of its own state:
OnManualOn — when the user clicked on the panel to turn the button on. Only on a manual switch-on (a human click), not an automatic one.
OnManualOff — when the user clicked to turn the button off.