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Island Party v0.7.0-15.alpha
Created
6 years ago
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rule("Disable bulit-in game mode & start timer variables {Game in progress GLOBAL}")
rule("Disable bulit-in game mode & start timer variables {Game in progress GLOBAL}")
{
{
event
event
{
{
Ongoing - Global;
Ongoing - Global;
}
}
conditions
conditions
{
{
Is Game In Progress == True;
Is Game In Progress == True;
}
}
actions
actions
{
{
Disable Built-In Game Mode Completion;
Disable Built-In Game Mode Completion;
Disable Built-In Game Mode Music;
Disable Built-In Game Mode Music;
Disable Built-In Game Mode Announcer;
Disable Built-In Game Mode Announcer;
Disable Built-In Game Mode Scoring;
Disable Built-In Game Mode Scoring;
Enable Death Spectate All Players(All Players(All Teams));
Enable Death Spectate All Players(All Players(All Teams));
Disable Built-In Game Mode Respawning(All Players(All Teams));
Disable Built-In Game Mode Respawning(All Players(All Teams));
disabled Disable Inspector Recording;
disabled Disable Inspector Recording;
Pause Match Time;
Pause Match Time;
Set Global Variable(timeCounter, 0.001);
Set Global Variable(timeCounter, 0.001);
Set Global Variable(roundTimer, 60);
Set Global Variable(roundTimer, 60);
"Creates a HUD in the top with [svr load: {0} | svr avg: {1} | svr peak: {2}]"
"Creates a HUD in the top with [svr load: {0} | svr avg: {1} | svr peak: {2}]"
Create HUD Text(Filtered Array(Host Player, Compare(Custom String("#Jokaes", Null, Null, Null), ==, String("#{0}", Host Player,
Create HUD Text(Filtered Array(Host Player, Compare(Custom String("#Jokaes", Null, Null, Null), ==, String("#{0}", Host Player,
Null, Null))), Null, Custom String("svr load: {0} | svr avg: {1} | svr peak: {2}", Server Load, Server Load Average,
Null, Null))), Null, Custom String("svr load: {0} | svr avg: {1} | svr peak: {2}", Server Load, Server Load Average,
Server Load Peak), Null, Top, -100, White, Purple, White, Visible To and String, Default Visibility);
Server Load Peak), Null, Top, -100, White, Purple, White, Visible To and String, Default Visibility);
"Timer or the round HUD {Standard}"
"Timer or the round HUD {Standard}"
Create HUD Text(Filtered Array(All Players(All Teams), Compare(Global Variable(roundTimer), >, 10)), Custom String(":{0}",
Create HUD Text(Filtered Array(All Players(All Teams), Compare(Global Variable(roundTimer), >, 10)), Custom String(":{0}",
Round To Integer(Global Variable(roundTimer), To Nearest), Null, Null), Null, Null, Right, -999, White, White, White,
Round To Integer(Global Variable(roundTimer), To Nearest), Null, Null), Null, Null, Right, -999, White, White, White,
Visible To and String, Default Visibility);
Visible To and String, Default Visibility);
"Timer or the round HUD {Last moments}"
"Timer or the round HUD {Last moments}"
Create HUD Text(Filtered Array(All Players(All Teams), Compare(Global Variable(roundTimer), <=, 10)), Custom String(":{0}",
Create HUD Text(Filtered Array(All Players(All Teams), Compare(Global Variable(roundTimer), <=, 10)), Custom String(":{0}",
Round To Integer(Global Variable(roundTimer), To Nearest), Null, Null), Null, Null, Right, -999, Red, White, White,
Round To Integer(Global Variable(roundTimer), To Nearest), Null, Null), Null, Null, Right, -999, Red, White, White,
Visible To and String, Default Visibility);
Visible To and String, Default Visibility);
}
}
}
}
rule("Time Counter - Add minute")
rule("Time Counter - Add minute")
{
{
event
event
{
{
Ongoing - Global;
Ongoing - Global;
}
}
conditions
conditions
{
{
Is Game In Progress == True;
Is Game In Progress == True;
}
}
actions
actions
{
{
Set Match Time(Global Variable(timeCounter));
Set Match Time(Global Variable(timeCounter));
Wait(60, Ignore Condition);
Wait(60, Ignore Condition);
Modify Global Variable(timeCounter, Add, 1);
Modify Global Variable(timeCounter, Add, 1);
Loop;
Loop;
}
}
}
}
rule("Is in setup {GLOBAL}")
rule("Is in setup {GLOBAL}")
{
{
event
event
{
{
Ongoing - Global;
Ongoing - Global;
}
}
conditions
conditions
{
{
Is In Setup == True;
Is In Setup == True;
}
}
actions
actions
{
{
Enable Death Spectate All Players(All Players(All Teams));
Enable Death Spectate All Players(All Players(All Teams));
Disable Built-In Game Mode Respawning(All Players(All Teams));
Disable Built-In Game Mode Respawning(All Players(All Teams));
Set Global Variable(roundNumber, -1);
Set Global Variable(roundNumber, -1);
Set Global Variable(heroModeSelector, Random Integer(0, Subtract(Count Of(Global Variable(heroList)), 1)));
Set Global Variable(heroModeSelector, Random Integer(0, Subtract(Count Of(Global Variable(heroList)), 1)));
Set Global Variable(heroList, Empty Array);
Set Global Variable(heroList, Empty Array);
Modify Global Variable(heroList, Append To Array, Hero(Ana));
Modify Global Variable(heroList, Append To Array, Hero(Ana));
Modify Global Variable(heroList, Append To Array, Hero(Bastion));
Modify Global Variable(heroList, Append To Array, Hero(Bastion));
Modify Global Variable(heroList, Append To Array, Hero(Brigitte));
Modify Global Variable(heroList, Append To Array, Hero(Brigitte));
Modify Global Variable(heroList, Append To Array, Hero(Doomfist));
Modify Global Variable(heroList, Append To Array, Hero(Doomfist));
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Modify Global Variable(heroList, Append To Array, Hero(Echo));
Modify Global Variable(heroList, Append To Array, Hero(Genji));
Modify Global Variable(heroList, Append To Array, Hero(Genji));
Modify Global Variable(heroList, Append To Array, Hero(McCree));
Modify Global Variable(heroList, Append To Array, Hero(McCree));
Modify Global Variable(heroList, Append To Array, Hero(Mercy));
Modify Global Variable(heroList, Append To Array, Hero(Mercy));
Modify Global Variable(heroList, Append To Array, Hero(Pharah));
Modify Global Variable(heroList, Append To Array, Hero(Pharah));
Modify Global Variable(heroList, Append To Array, Hero(Soldier: 76));
Modify Global Variable(heroList, Append To Array, Hero(Soldier: 76));
Modify Global Variable(heroList, Append To Array, Hero(Sombra));
Modify Global Variable(heroList, Append To Array, Hero(Sombra));
Modify Global Variable(heroList, Append To Array, Hero(Torbjörn));
Modify Global Variable(heroList, Append To Array, Hero(Torbjörn));
Modify Global Variable(heroList, Append To Array, Hero(Tracer));
Modify Global Variable(heroList, Append To Array, Hero(Tracer));
Modify Global Variable(heroList, Append To Array, Hero(Widowmaker));
Modify Global Variable(heroList, Append To Array, Hero(Widowmaker));
Modify Global Variable(heroList, Append To Array, Hero(Zenyatta));
Modify Global Variable(heroList, Append To Array, Hero(Zenyatta));
Set Global Variable(heroOfTheRound, Value In Array(Global Variable(heroList), Global Variable(heroModeSelector)));
Set Global Variable(heroOfTheRound, Value In Array(Global Variable(heroList), Global Variable(heroModeSelector)));
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Create HUD Text(All Players(All Teams), Null, Null, Custom String("Island Party - Heroes Minigames v0.
6
.0-
14
.alpha", Null, Null,
Create HUD Text(All Players(All Teams), Null, Null, Custom String("Island Party - Heroes Minigames v0.
7
.0-
15
.alpha", Null, Null,
Null), Left, -998, White, White, White, Visible To and String, Default Visibility);
Null), Left, -998, White, White, White, Visible To and String, Default Visibility);
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Create HUD Text(All Players(All Teams), Null, Null, Custom String(
Create HUD Text(All Players(All Teams), Null, Null, Custom String(
"Play rounds of {0}/? classic custom games as minigames
",
"Play rounds of {0}/? classic custom games as minigames
and score points",
Count Of(Global Variable(heroList)), Null, Null),
Count Of(Global Variable(heroList)), Null, Null),
Left, -997, White, White, White, Visible To and String, Default Visibility);
Left, -997, White, White, White, Visible To and String, Default Visibility);
Create HUD Text(All Players(All Teams), Null, Null, Custom String("Updated code and my codes in: jokaes.github.io", Null, Null,
Create HUD Text(All Players(All Teams), Null, Null, Custom String("Updated code and my codes in: jokaes.github.io", Null, Null,
Null), Left, -996, White, White, White, Visible To and String, Default Visibility);
Null), Left, -996, White, White, White, Visible To and String, Default Visibility);
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Create HUD Text(All Players(All Teams), Null, Null, Custom String("Discord in description", Null, Null, Null), Left, -995.500,
White, White, White, Visible To and String, Default Visibility);
Create HUD Text(All Players(All Teams), Null, Null, Custom String("Created by Jokaes#2263", Null, Null, Null), Left, -995, White,
Create HUD Text(All Players(All Teams), Null, Null, Custom String("Created by Jokaes#2263", Null, Null, Null), Left, -995, White,
White, White, Visible To and String, Default Visibility);
White, White, Visible To and String, Default Visibility);
Create HUD Text(All Players(All Teams), Null, String("{0} {1} {2}", String("Round", Null, Null, Null), String("{0}:",
Create HUD Text(All Players(All Teams), Null, String("{0} {1} {2}", String("Round", Null, Null, Null), String("{0}:",
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Global Variable(roundNumber), Null, Null), Global Variable(heroOfTheRound)), Null, Left,
999
, White, White, White,
Global Variable(roundNumber), Null, Null), Global Variable(heroOfTheRound)), Null, Left,
-994
, White, White, White,
Visible To and String, Default Visibility);
Visible To and String, Default Visibility);
Wait(1.500, Ignore Condition);
Wait(1.500, Ignore Condition);
Start Forcing Player To Be Hero(All Players(All Teams), Global Variable(heroOfTheRound));
Start Forcing Player To Be Hero(All Players(All Teams), Global Variable(heroOfTheRound));
Set Global Variable(potatoPos, Vector(500, 500, 500));
Set Global Variable(potatoPos, Vector(500, 500, 500));
Create HUD Text(Global Variable(tracerQueen), Custom String("QUEEN", Null, Null, Null), Null, Null, Left, 2, Yellow, White, White,
Create HUD Text(Global Variable(tracerQueen), Custom String("QUEEN", Null, Null, Null), Null, Null, Left, 2, Yellow, White, White,
Visible To and String, Default Visibility);
Visible To and String, Default Visibility);
Create HUD Text(All Players(All Teams), Null, Null, Custom String(" ", Null, Null, Null), Left, -999, White, White, White,
Create HUD Text(All Players(All Teams), Null, Null, Custom String(" ", Null, Null, Null), Left, -999, White, White, White,
Visible To and String, Default Visibility);
Visible To and String, Default Visibility);
Create HUD Text(All Players(All Teams), Null, Null, Custom String(" ", Null, Null, Null), Left, -999, White, White, White,
Create HUD Text(All Players(All Teams), Null, Null, Custom String(" ", Null, Null, Null), Left, -999, White, White, White,
Visible To and String, Default Visibility);
Visible To and String, Default Visibility);
Create HUD Text(All Players(All Teams), Null, Null, Custom String(" ", Null, Null, Null), Left, -999, White, White, White,
Create HUD Text(All Players(All Teams), Null, Null, Custom String(" ", Null, Null, Null), Left, -999, White, White, White,
Visible To and String, Default Visibility);
Visible To and String, Default Visibility);
Create HUD Text(All Players(All Teams), Null, Null, Custom String(" ", Null, Null, Null), Left, -999, White, White, White,
Create HUD Text(All Players(All Teams), Null, Null, Custom String(" ", Null, Null, Null), Left, -999, White, White, White,
Visible To and String, Default Visibility);
Visible To and String, Default Visibility);
Create HUD Text(All Players(All Teams), Null, Null, Custom String(" ", Null, Null, Null), Left, -999, White, White, White,
Create HUD Text(All Players(All Teams), Null, Null, Custom String(" ", Null, Null, Null), Left, -999, White, White, White,
Visible To and String, Default Visibility);
Visible To and String, Default Visibility);
Create HUD Text(All Players(All Teams), Null, Null, Custom String(" ", Null, Null, Null), Left, -999, White, White, White,
Create HUD Text(All Players(All Teams), Null, Null, Custom String(" ", Null, Null, Null), Left, -999, White, White, White,
Visible To and String, Default Visibility);
Visible To and String, Default Visibility);
Create HUD Text(All Players(All Teams), Null, Null, Custom String(" ", Null, Null, Null), Left, -999, White, White, White,
Create HUD Text(All Players(All Teams), Null, Null, Custom String(" ", Null, Null, Null), Left, -999, White, White, White,
Visible To and String, Default Visibility);
Visible To and String, Default Visibility);
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Create HUD Text(All Players(All Teams), Null, Null, Custom String(" ", Null, Null, Null), Left, -990, White, White, White,
Visible To and String, Default Visibility);
}
}
}
}
rule("Is game in progress {PLAYER}")
rule("Is game in progress {PLAYER}")
{
{
event
event
{
{
Ongoing - Each Player;
Ongoing - Each Player;
All;
All;
All;
All;
}
}
conditions
conditions
{
{
Is Game In Progress == True;
Is Game In Progress == True;
}
}
actions
actions
{
{
Start Rule(gameModeDescriptionMessages, Do Nothing);
Start Rule(gameModeDescriptionMessages, Do Nothing);
Enable Death Spectate All Players(Event Player);
Enable Death Spectate All Players(Event Player);
Disable Built-In Game Mode Respawning(Event Player);
Disable Built-In Game Mode Respawning(Event Player);
Preload Hero(Event Player, Global Variable(heroList));
Preload Hero(Event Player, Global Variable(heroList));
Set Global Variable(playersStartOfTheRound, All Players(All Teams));
Set Global Variable(playersStartOfTheRound, All Players(All Teams));
Set Player Variable(Event Player, pharahHeal, True);
Set Player Variable(Event Player, pharahHeal, True);
Set Player Variable(Event Player, pharahDamageBoost, False);
Set Player Variable(Event Player, pharahDamageBoost, False);
}
}
}
}
rule("Player join in setup")
rule("Player join in setup")
{
{
event
event
{
{
Player Joined Match;
Player Joined Match;
All;
All;
All;
All;
}
}
conditions
conditions
{
{
Is In Setup == True;
Is In Setup == True;
Has Spawned(Event Player) == True;
Has Spawned(Event Player) == True;
}
}
actions
actions
{
{
Wait(0.512, Ignore Condition);
Wait(0.512, Ignore Condition);
Set Player Variable(Event Player, queenPoints, 0);
Set Player Variable(Event Player, queenPoints, 0);
Set Player Variable(Event Player, soldierPoints, 0);
Set Player Variable(Event Player, soldierPoints, 0);
Set Player Variable(Event Player, pharahHeal, True);
Set Player Variable(Event Player, pharahHeal, True);
Set Player Variable(Event Player, pharahDamageBoost, False);
Set Player Variable(Event Player, pharahDamageBoost, False);
Start Forcing Player To Be Hero(Event Player, Global Variable(heroOfTheRound));
Start Forcing Player To Be Hero(Event Player, Global Variable(heroOfTheRound));
Preload Hero(Event Player, Global Variable(heroList));
Preload Hero(Event Player, Global Variable(heroList));
Set Respawn Max Time(Event Player, 9999);
Set Respawn Max Time(Event Player, 9999);
}
}
}
}
rule("Player join with game in progress")
rule("Player join with game in progress")
{
{
event
event
{
{
Player Joined Match;
Player Joined Match;
All;
All;
All;
All;
}
}
conditions
conditions
{
{
Is Game In Progress == True;
Is Game In Progress == True;
Is Alive(Event Player) == True;
Is Alive(Event Player) == True;
}
}
actions
actions
{
{
Start Rule(gameModeDescriptionMessages, Do Nothing);
Start Rule(gameModeDescriptionMessages, Do Nothing);
Set Player Variable(Event Player, queenPoints, 0);
Set Player Variable(Event Player, queenPoints, 0);
Set Player Variable(Event Player, soldierPoints, 0);
Set Player Variable(Event Player, soldierPoints, 0);
Set Player Variable(Event Player, pharahHeal, True);
Set Player Variable(Event Player, pharahHeal, True);
Set Player Variable(Event Player, pharahDamageBoost, False);
Set Player Variable(Event Player, pharahDamageBoost, False);
Disable Built-In Game Mode Respawning(Event Player);
Disable Built-In Game Mode Respawning(Event Player);
Wait(0.512, Ignore Condition);
Wait(0.512, Ignore Condition);
Start Forcing Player To Be Hero(Event Player, Global Variable(heroOfTheRound));
Start Forcing Player To Be Hero(Event Player, Global Variable(heroOfTheRound));
Teleport(Event Player, Vector(500, 500, 500));
Teleport(Event Player, Vector(500, 500, 500));
Clear Status(Event Player, Unkillable);
Clear Status(Event Player, Unkillable);
Wait(0.512, Ignore Condition);
Wait(0.512, Ignore Condition);
Kill(Event Player, Null);
Kill(Event Player, Null);
Preload Hero(Event Player, Global Variable(heroList));
Preload Hero(Event Player, Global Variable(heroList));
Set Respawn Max Time(Event Player, 9999);
Set Respawn Max Time(Event Player, 9999);
}
}
}
}
rule("Force players to be the hero of the round")
rule("Force players to be the hero of the round")
{
{
event
event
{
{
Ongoing - Each Player;
Ongoing - Each Player;
All;
All;
All;
All;
}
}
conditions
conditions
{
{
Has Spawned(Event Player) == True;
Has Spawned(Event Player) == True;
Is Alive(Event Player) == True;
Is Alive(Event Player) == True;
}
}
actions
actions
{
{
Start Forcing Player To Be Hero(Event Player, Global Variable(heroOfTheRound));
Start Forcing Player To Be Hero(Event Player, Global Variable(heroOfTheRound));
}
}
}
}
rule("Create new round {OUT OF TIME}")
rule("Create new round {OUT OF TIME}")
{
{
event
event
{
{
Ongoing - Global;
Ongoing - Global;
}
}
conditions
conditions
{
{
Global Variable(roundTimer) <= 0;
Global Variable(roundTimer) <= 0;
}
}
actions
actions
{
{
Set Global Variable(roundTimer, 60);
Set Global Variable(roundTimer, 60);
Wait(0.032, Ignore Condition);
Wait(0.032, Ignore Condition);
Set Global Variable(heroOfPreviousRound, Global Variable(heroOfTheRound));
Set Global Variable(heroOfPreviousRound, Global Variable(heroOfTheRound));
Set Global Variable(heroModeSelector, Random Integer(0, Subtract(Count Of(Global Variable(heroList)), 1)));
Set Global Variable(heroModeSelector, Random Integer(0, Subtract(Count Of(Global Variable(heroList)), 1)));
Set Global Variable At Index(heroesRounds, Global Variable(heroModeSelector), True);
Set Global Variable At Index(heroesRounds, Global Variable(heroModeSelector), True);
Set Global Variable(heroOfTheRound, Value In Array(Global Variable(heroList), Global Variable(heroModeSelector)));
Set Global Variable(heroOfTheRound, Value In Array(Global Variable(heroList), Global Variable(heroModeSelector)));
Wait(0.032, Ignore Condition);
Wait(0.032, Ignore Condition);
Loop If(Compare(Global Variable(heroOfTheRound), ==, Global Variable(heroOfPreviousRound)));
Loop If(Compare(Global Variable(heroOfTheRound), ==, Global Variable(heroOfPreviousRound)));
Respawn(All Players(All Teams));
Respawn(All Players(All Teams));
Resurrect(All Players(All Teams));
Resurrect(All Players(All Teams));
Wait(0.250, Ignore Condition);
Wait(0.250, Ignore Condition);
Start Forcing Player To Be Hero(All Players(All Teams), Global Variable(heroOfTheRound));
Start Forcing Player To Be Hero(All Players(All Teams), Global Variable(heroOfTheRound));
Modify Global Variable(roundNumber, Add, 1);
Modify Global Variable(roundNumber, Add, 1);
Big Message(All Players(All Teams), Custom String("ROUND {0}", Global Variable(roundNumber), Null, Null));
Big Message(All Players(All Teams), Custom String("ROUND {0}", Global Variable(roundNumber), Null, Null));
Chase Global Variable At Rate(roundTimer, 0, 1, None);
Chase Global Variable At Rate(roundTimer, 0, 1, None);
Set Global Variable(playersStartOfTheRound, All Players(All Teams));
Set Global Variable(playersStartOfTheRound, All Players(All Teams));
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Destroy Effect(Player Variable(All Players(All Teams), pharahHealEffect));
Destroy Effect(Player Variable(All Players(All Teams), pharahDamageBoostEffect));
}
}
}
}
rule("Create new round {LAST PLAYER ALIVE}")
rule("Create new round {LAST PLAYER ALIVE}")
{
{
event
event
{
{
Ongoing - Global;
Ongoing - Global;
}
}
conditions
conditions
{
{
Number of Living Players(All Teams) <= 1;
Number of Living Players(All Teams) <= 1;
}
}
actions
actions
{
{
Set Global Variable(roundTimer, 60);
Set Global Variable(roundTimer, 60);
Wait(0.032, Ignore Condition);
Wait(0.032, Ignore Condition);
Set Global Variable(heroOfPreviousRound, Global Variable(heroOfTheRound));
Set Global Variable(heroOfPreviousRound, Global Variable(heroOfTheRound));
Set Global Variable(heroModeSelector, Random Integer(0, Subtract(Count Of(Global Variable(heroList)), 1)));
Set Global Variable(heroModeSelector, Random Integer(0, Subtract(Count Of(Global Variable(heroList)), 1)));
Set Global Variable At Index(heroesRounds, Global Variable(heroModeSelector), True);
Set Global Variable At Index(heroesRounds, Global Variable(heroModeSelector), True);
Set Global Variable(heroOfTheRound, Value In Array(Global Variable(heroList), Global Variable(heroModeSelector)));
Set Global Variable(heroOfTheRound, Value In Array(Global Variable(heroList), Global Variable(heroModeSelector)));
Wait(0.032, Ignore Condition);
Wait(0.032, Ignore Condition);
Loop If(Compare(Global Variable(heroOfTheRound), ==, Global Variable(heroOfPreviousRound)));
Loop If(Compare(Global Variable(heroOfTheRound), ==, Global Variable(heroOfPreviousRound)));
Respawn(All Players(All Teams));
Respawn(All Players(All Teams));
Resurrect(All Players(All Teams));
Resurrect(All Players(All Teams));
Wait(0.250, Ignore Condition);
Wait(0.250, Ignore Condition);
Start Forcing Player To Be Hero(All Players(All Teams), Global Variable(heroOfTheRound));
Start Forcing Player To Be Hero(All Players(All Teams), Global Variable(heroOfTheRound));
Modify Global Variable(roundNumber, Add, 1);
Modify Global Variable(roundNumber, Add, 1);
Big Message(All Players(All Teams), Custom String("ROUND {0}", Global Variable(roundNumber), Null, Null));
Big Message(All Players(All Teams), Custom String("ROUND {0}", Global Variable(roundNumber), Null, Null));
Chase Global Variable At Rate(roundTimer, 0, 1, None);
Chase Global Variable At Rate(roundTimer, 0, 1, None);
Set Global Variable(playersStartOfTheRound, All Players(All Teams));
Set Global Variable(playersStartOfTheRound, All Players(All Teams));
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Destroy Effect(Player Variable(All Players(All Teams), pharahHealEffect));
Destroy Effect(Player Variable(All Players(All Teams), pharahDamageBoostEffect));
}
}
}
}
rule("Full heal and score on kill")
rule("Full heal and score on kill")
{
{
event
event
{
{
Player Dealt Final Blow;
Player Dealt Final Blow;
All;
All;
All;
All;
}
}
conditions
conditions
{
{
Hero Of(Event Player) != Hero(McCree);
Hero Of(Event Player) != Hero(McCree);
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Hero Of(Event Player) != Hero(Echo);
Hero Of(Event Player) != Hero(Tracer);
}
}
actions
actions
{
{
Play Effect(All Players(All Teams), Good Pickup Effect, Green, Event Player, 1);
Play Effect(All Players(All Teams), Good Pickup Effect, Green, Event Player, 1);
Heal(Event Player, Null, Max Health(Event Player));
Heal(Event Player, Null, Max Health(Event Player));
Modify Player Score(Event Player, 1);
Modify Player Score(Event Player, 1);
Small Message(Event Player, Custom String("+1 point with {0} {1}", Hero Icon String(Hero Of(Event Player)), Hero Of(Event Player),
Small Message(Event Player, Custom String("+1 point with {0} {1}", Hero Icon String(Hero Of(Event Player)), Hero Of(Event Player),
Null));
Null));
}
}
}
}
rule("String Arrays (Title, credit, code and instructions)")
rule("String Arrays (Title, credit, code and instructions)")
{
{
event
event
{
{
Ongoing - Global;
Ongoing - Global;
}
}
actions
actions
{
{
Create HUD Text(All Players(All Teams), Value In Array(Append To Array(Append To Array(Append To Array(Append To Array(
Create HUD Text(All Players(All Teams), Value In Array(Append To Array(Append To Array(Append To Array(Append To Array(
Append To Array(Append To Array(Append To Array(Append To Array(Append To Array(Append To Array(Append To Array(
Append To Array(Append To Array(Append To Array(Append To Array(Append To Array(Append To Array(Append To Array(
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Append To Array(Append To Array(Append To Array(
Empty Array, Custom String("{0} PAINTBALL {0}",
Hero Icon String(Hero(Ana)),
Append To Array(Append To Array(Append To Array(
Append To Array(
Empty Array, Custom String("{0} PAINTBALL {0}",
Null, Null)), Custom String("{0} WORLD OF TANKS {0}", Hero Icon String(Hero(Bastion)), Null,
Null)), Custom String(
Hero Icon String(Hero(Ana)),
Null, Null)), Custom String("{0} WORLD OF TANKS {0}", Hero Icon String(Hero(Bastion)), Null,
"{0} BOOP {0}", Hero Icon String(Hero(Brigitte)), Null, Null)), Custom String("{0} SUMO {0}",
Hero Icon String(Hero(Doomfist)),
Null)), Custom String(
"{0} BOOP {0}", Hero Icon String(Hero(Brigitte)), Null, Null)), Custom String("{0} SUMO {0}",
Null, Null)), Custom String("
{0} DASH {0}", Hero Icon String(Hero(Genji)), Null, Null)), Custom String("{0} HOT POTATO {0}",
Hero Icon String(Hero(Doomfist)),
Null, Null)), Custom String("
{0} RINGS {0}", Hero Icon String(Hero(Echo)), Null, Null)),
Custom String("
{0} DASH {0}", Hero Icon String(Hero(Genji)), Null, Null)), Custom String("{0} HOT POTATO {0}",
Hero Icon String(Hero(McCree)), Null, Null)), Custom String("{0} 1 PUNCH {0}", Hero Icon String(Hero(Mercy)), Null, Null)),
Hero Icon String(Hero(McCree)), Null, Null)), Custom String("{0} 1 PUNCH {0}", Hero Icon String(Hero(Mercy)), Null, Null)),
Custom String("{0} PHARMERCY SIMULATED {0}", Hero Icon String(Hero(Pharah)), Null, Null)), Custom String(
Custom String("{0} PHARMERCY SIMULATED {0}", Hero Icon String(Hero(Pharah)), Null, Null)), Custom String(
"{0} SPRINT RACING {0}", Hero Icon String(Hero(Soldier: 76)), Null, Null)), Custom String("{0} HACK TO KILL {0}",
"{0} SPRINT RACING {0}", Hero Icon String(Hero(Soldier: 76)), Null, Null)), Custom String("{0} HACK TO KILL {0}",
Hero Icon String(Hero(Sombra)), Null, Null)), Custom String("{0} HAMMER ONLY {0}", Hero Icon String(Hero(Torbjörn)), Null,
Hero Icon String(Hero(Sombra)), Null, Null)), Custom String("{0} HAMMER ONLY {0}", Hero Icon String(Hero(Torbjörn)), Null,
Null)), Custom String("{0} STEAL THE CROWN {0}", Hero Icon String(Hero(Tracer)), Null, Null)), Custom String("{0} HS ONLY {0}",
Null)), Custom String("{0} STEAL THE CROWN {0}", Hero Icon String(Hero(Tracer)), Null, Null)), Custom String("{0} HS ONLY {0}",
Hero Icon String(Hero(Widowmaker)), Null, Null)), Custom String("{0} SPARTA MODE {0}", Hero Icon String(Hero(Zenyatta)), Null,
Hero Icon String(Hero(Widowmaker)), Null, Null)), Custom String("{0} SPARTA MODE {0}", Hero Icon String(Hero(Zenyatta)), Null,
Null)), Global Variable(heroModeSelector)), Custom String("", Null, Null, Null), Custom String("", Null, Null, Null), Top, -3,
Null)), Global Variable(heroModeSelector)), Custom String("", Null, Null, Null), Custom String("", Null, Null, Null), Top, -3,
Orange, White, White, Visible To and String, Default Visibility);
Orange, White, White, Visible To and String, Default Visibility);
Create HUD Text(All Players(All Teams), Null, Null, Value In Array(Append To Array(Append To Array(Append To Array(Append To Array(
Create HUD Text(All Players(All Teams), Null, Null, Value In Array(Append To Array(Append To Array(Append To Array(Append To Array(
Append To Array(Append To Array(Append To Array(Append To Array(Append To Array(Append To Array(Append To Array(
Append To Array(Append To Array(Append To Array(Append To Array(Append To Array(Append To Array(Append To Array(
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Append To Array(Append To Array(Append To Array(
Empty Array, Custom String("", Null, Null, Null)),
Custom String("", Null,
Append To Array(Append To Array(Append To Array(
Append To Array(
Empty Array, Custom String("", Null, Null, Null)),
Null, Null)), Custom String("Play it more on 55MMT / VQVRG", Null, Null, Null)), Custom String(
"Play it more on 9G11W", Null,
Custom String("", Null,
Null, Null)), Custom String("Play it more on 55MMT / VQVRG", Null, Null, Null)), Custom String(
Null, Null)), Custom String("Play it more on DDNSZ", Null,
Null, Null)), Custom String("Play it more on E515J", Null, Null,
"Play it more on 9G11W", Null,
Null, Null)), Custom String("", Null,
Null, Null)), Custom String("Play it more on DDNSZ", Null,
Null)), Custom String("", Null, Null, Null)), Custom String(
"Play it more on DKKKD", Null, Null, Null)), Custom String(
Null, Null)), Custom String("Play it more on E515J", Null, Null,
Null)), Custom String("", Null, Null, Null)), Custom String(
"Play it more on STJTC", Null, Null, Null)), Custom String(
"Play it more on YJK0D6", Null, Null, Null)), Custom String("",
"Play it more on DKKKD", Null, Null, Null)), Custom String(
"Play it more on STJTC", Null, Null, Null)), Custom String(
Null, Null, Null)), Custom String("Play it more on 1FM74",
Null, Null, Null)), Custom String("", Null, Null, Null)),
"Play it more on YJK0D6", Null, Null, Null)), Custom String("",
Null, Null, Null)), Custom String("Play it more on 1FM74",
Custom String("", Null, Null, Null)), Global Variable(
heroModeSelector)), Top, -2, White, White, White, Visible To and String,
Null, Null, Null)), Custom String("", Null, Null, Null)),
Custom String("", Null, Null, Null)), Global Variable(
Default Visibility);
heroModeSelector)), Top, -2, White, White, White, Visible To and String,
Default Visibility);
Create HUD Text(All Players(All Teams), Null, Null, Value In Array(Append To Array(Append To Array(Append To Array(Append To Array(
Create HUD Text(All Players(All Teams), Null, Null, Value In Array(Append To Array(Append To Array(Append To Array(Append To Array(
Append To Array(Append To Array(Append To Array(Append To Array(Append To Array(Append To Array(Append To Array(
Append To Array(Append To Array(Append To Array(Append To Array(Append To Array(Append To Array(Append To Array(
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Append To Array(Append To Array(Append To Array(
Empty Array, Custom String("", Null, Null, Null)),
Custom String("", Null,
Append To Array(Append To Array(Append To Array(
Append To Array(
Empty Array, Custom String("", Null, Null, Null)),
Null, Null)), Custom String("BY FARRON / BLOCK", Null, Null, Null)), Custom String(
"BY CREBOS & CLAMINUIM", Null, Null, Null)),
Custom String("", Null,
Null, Null)), Custom String("BY FARRON / BLOCK", Null, Null, Null)), Custom String(
Custom String("BY GANTZ", Null, Null,
Null)), Custom String("BY KEVLAR", Null, Null, Null)), Custom String("", Null, Null,
"BY CREBOS & CLAMINUIM", Null, Null, Null)),
Custom String("", Null, Null, Null)),
Custom String("BY GANTZ", Null, Null,
Null)), Custom String("BY SEITA", Null,
Null, Null)), Custom String("BY DARWIN", Null, Null, Null)), Custom String(
Null)), Custom String("BY KEVLAR", Null, Null, Null)), Custom String("", Null, Null,
Null)), Custom String("BY SEITA", Null,
"BY TEHFOOT", Null, Null, Null)), Custom String("",
Null, Null, Null)), Custom String("BY KEVLAR", Null, Null, Null)),
Null, Null)), Custom String("BY DARWIN", Null, Null, Null)), Custom String(
"BY TEHFOOT", Null, Null, Null)), Custom String("",
Custom String("", Null, Null, Null)), Custom String(
"ORIGINALLY CREATED BY DARWIN", Null, Null, Null)), Global Variable(
Null, Null, Null)), Custom String("BY KEVLAR", Null, Null, Null)),
Custom String("", Null, Null, Null)), Custom String(
heroModeSelector)), Top, -1, White, White, White,
Visible To and String, Default Visibility);
"ORIGINALLY CREATED BY DARWIN", Null, Null, Null)), Global Variable(
heroModeSelector)), Top, -1, White, White, White,
Visible To and String, Default Visibility);
Create HUD Text(All Players(All Teams), Null, Null, Value In Array(Append To Array(Append To Array(Append To Array(Append To Array(
Create HUD Text(All Players(All Teams), Null, Null, Value In Array(Append To Array(Append To Array(Append To Array(Append To Array(
Append To Array(Append To Array(Append To Array(Append To Array(Append To Array(Append To Array(Append To Array(
Append To Array(Append To Array(Append To Array(Append To Array(Append To Array(Append To Array(Append To Array(
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Append To Array(Append To Array(Append To Array(
Empty Array, Custom String("One shoot to kill!", Null, Null,
Null)),
Append To Array(Append To Array(Append To Array(
Append To Array(
Empty Array, Custom String("One shoot to kill!", Null, Null,
Custom String(
Null)),
Custom String(
"BOO BEE BEE BEE BOO BEEEE
!", Null, Null, Null)
), Custom String("Boop them out of the Island!", Null,
"A tank is made up of thousands of moving parts, but the most important is YOU. Take control of the ultimate strategic shoo{0}",
Null, Null)),
Custom String("Get everyone out of the plataform!", Null, Null, Null)), Custom String(
"Collect those rings!",
Custom String("ter
!", Null, Null, Null)
, Null, Null)
), Custom String("Boop them out of the Island!", Null,
Null, Null)),
Null, Null, Null)), Custom String(
"Dash!", Null, Null, Null)),
Custom String("Pass the hot potato to someone else!", Null,
Custom String("Get everyone out of the plataform!", Null, Null, Null)), Custom String(
"Dash!", Null, Null, Null)),
Null, Null)), Custom String("Punch to kill and get ultimate!",
Null, Null, Null)), Custom String(
Custom String("Pass the hot potato to someone else!", Null,
Null, Null)), Custom String("Punch to kill and get ultimate!",
"Kill them all with your Mercy pocket simulated!", Null, Null, Null)), Custom String(
"Gotta go fast to the objectives!", Null,
Null, Null, Null)), Custom String(
"Kill them all with your Mercy pocket simulated!", Null, Null, Null)), Custom String(
Null, Null)), Custom String("Hack an opponent to kill them!", Null, Null, Null)),
Custom String("Overload and hammer down!",
"Gotta go fast to the objectives!", Null,
Null, Null)), Custom String("Hack an opponent to kill them!", Null, Null, Null)),
Null, Null, Null)), Custom String("Meele to steal the crown!", Null, Null, Null)),
Custom String("Aim to head!", Null, Null,
Custom String("Overload and hammer down!",
Null, Null, Null)), Custom String("Meele to steal the crown!", Null, Null, Null)),
Null)), Custom String("Kick them for Spartaaa!", Null, Null, Null)), Global Variable(
heroModeSelector)), Top, 1, White, White,
Custom String("Aim to head!", Null, Null,
Null)), Custom String("Kick them for Spartaaa!", Null, Null, Null)), Global Variable(
White, Visible To and String, Default Visibility);
heroModeSelector)), Top, 1, White, White,
White, Visible To and String, Default Visibility);
}
}
}
}
rule("Description and credit (Small Messages)")
rule("Description and credit (Small Messages)")
{
{
event
event
{
{
Subroutine;
Subroutine;
gameModeDescriptionMessages;
gameModeDescriptionMessages;
}
}
actions
actions
{
{
Wait(3.500, Ignore Condition);
Wait(3.500, Ignore Condition);
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Small Message(Event Player, Custom String("Island Party - Heroes Minigames v0.
6
.0-
14
.alpha", Null, Null, Null));
Small Message(Event Player, Custom String("Island Party - Heroes Minigames v0.
7
.0-
15
.alpha", Null, Null, Null));
Wait(3.500, Ignore Condition);
Wait(3.500, Ignore Condition);
Small Message(Event Player, Custom String("Play rounds of {0} minigames", Count Of(Global Variable(heroList)), Null, Null));
Small Message(Event Player, Custom String("Play rounds of {0} minigames", Count Of(Global Variable(heroList)), Null, Null));
Wait(3.500, Ignore Condition);
Wait(3.500, Ignore Condition);
Small Message(Event Player, Custom String("Created by Jokaes#2263", Null, Null, Null));
Small Message(Event Player, Custom String("Created by Jokaes#2263", Null, Null, Null));
}
}
}
}
rule("----- HEROES -----")
rule("----- HEROES -----")
{
{
event
event
{
{
Ongoing - Global;
Ongoing - Global;
}
}
}
}
rule("ZEN mega-kick")
rule("ZEN mega-kick")
{
{
event
event
{
{
Player Dealt Damage;
Player Dealt Damage;
All;
All;
Zenyatta;
Zenyatta;
}
}
actions
actions
{
{
Apply Impulse(Victim, Add(Facing Direction Of(Event Player), Vector(0, 0.100, 0)), 75, To World, Cancel Contrary Motion);
Apply Impulse(Victim, Add(Facing Direction Of(Event Player), Vector(0, 0.100, 0)), 75, To World, Cancel Contrary Motion);
}
}
}
}
rule("TRACER create crown")
rule("TRACER create crown")
{
{
event
event
{
{
Ongoing - Global;
Ongoing - Global;
}
}
conditions
conditions
{
{
Is Game In Progress == True;
Is Game In Progress == True;
Global Variable(heroOfTheRound) == Hero(Tracer);
Global Variable(heroOfTheRound) == Hero(Tracer);
Global Variable(tracerQueen) == Null;
Global Variable(tracerQueen) == Null;
}
}
actions
actions
{
{
Destroy Effect(Global Variable(crownEffect));
Destroy Effect(Global Variable(crownEffect));
Set Global Variable(crownPos, Vector(0, 1.500, 0));
Set Global Variable(crownPos, Vector(0, 1.500, 0));
Create Effect(All Players(All Teams), Good Aura, Yellow, Global Variable(crownPos), 1, Visible To Position and Radius);
Create Effect(All Players(All Teams), Good Aura, Yellow, Global Variable(crownPos), 1, Visible To Position and Radius);
Set Global Variable(crownEffect, Last Created Entity);
Set Global Variable(crownEffect, Last Created Entity);
}
}
}
}
rule("TRACER stun & steal")
rule("TRACER stun & steal")
{
{
event
event
{
{
Player Dealt Damage;
Player Dealt Damage;
All;
All;
Tracer;
Tracer;
}
}
conditions
conditions
{
{
Is Game In Progress == True;
Is Game In Progress == True;
Global Variable(heroOfTheRound) == Hero(Tracer);
Global Variable(heroOfTheRound) == Hero(Tracer);
}
}
actions
actions
{
{
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Set Status(Victim, Event Player, Stunned,
0.750);
If(Compare(Global Variable(tracerQueen), ==, Attacker));
Set Status(Victim, Event Player, Stunned,
1);
End;
If(Compare(Global Variable(tracerQueen), ==, Victim));
If(Compare(Global Variable(tracerQueen), ==, Victim));
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Set Status(Victim, Event Player, Stunned, 0.750);
Play Effect(All Players(All Teams), Buff Impact Sound, Yellow, Event Player, 50);
Play Effect(All Players(All Teams), Buff Impact Sound, Yellow, Event Player, 50);
Set Global Variable(tracerQueen, Attacker);
Set Global Variable(tracerQueen, Attacker);
Set Global Variable(crownPos, Attacker);
Set Global Variable(crownPos, Attacker);
End;
End;
}
}
}
}
rule("TRACER init queen")
rule("TRACER init queen")
{
{
event
event
{
{
Ongoing - Each Player;
Ongoing - Each Player;
All;
All;
All;
All;
}
}
conditions
conditions
{
{
Is Game In Progress == True;
Is Game In Progress == True;
Global Variable(heroOfTheRound) == Hero(Tracer);
Global Variable(heroOfTheRound) == Hero(Tracer);
}
}
actions
actions
{
{
Set Player Variable(Event Player, queenPoints, 0);
Set Player Variable(Event Player, queenPoints, 0);
Wait(0.256, Ignore Condition);
Wait(0.256, Ignore Condition);
Create HUD Text(All Players(All Teams), Null, Null, Custom String("{0} : {1} / 10", Event Player, Player Variable(Event Player,
Create HUD Text(All Players(All Teams), Null, Null, Custom String("{0} : {1} / 10", Event Player, Player Variable(Event Player,
queenPoints), Null), Left, Multiply(Add(Player Variable(Event Player, queenPoints), 10), -1), White, White, Yellow,
queenPoints), Null), Left, Multiply(Add(Player Variable(Event Player, queenPoints), 10), -1), White, White, Yellow,
Visible To Sort Order and String, Default Visibility);
Visible To Sort Order and String, Default Visibility);
Set Player Variable(Event Player, queenPointsHUD, Last Text ID);
Set Player Variable(Event Player, queenPointsHUD, Last Text ID);
}
}
}
}
rule("TRACER first queen")
rule("TRACER first queen")
{
{
event
event
{
{
Ongoing - Each Player;
Ongoing - Each Player;
All;
All;
All;
All;
}
}
conditions
conditions
{
{
Is Game In Progress == True;
Is Game In Progress == True;
Is Alive(Event Player) == True;
Is Alive(Event Player) == True;
Distance Between(Event Player, Position Of(Global Variable(crownEffect))) <= 1.500;
Distance Between(Event Player, Position Of(Global Variable(crownEffect))) <= 1.500;
Global Variable(heroOfTheRound) == Hero(Tracer);
Global Variable(heroOfTheRound) == Hero(Tracer);
Global Variable(tracerQueen) == Null;
Global Variable(tracerQueen) == Null;
}
}
actions
actions
{
{
Wait(0.064, Abort When False);
Wait(0.064, Abort When False);
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Play Effect(Event Player, Buff Impact Sound, Yellow, Event Player, 50);
Set Global Variable(tracerQueen, Event Player);
Set Global Variable(tracerQueen, Event Player);
Set Global Variable(crownPos, Event Player);
Set Global Variable(crownPos, Event Player);
}
}
}
}
rule("TRACER queen points")
rule("TRACER queen points")
{
{
event
event
{
{
Ongoing - Each Player;
Ongoing - Each Player;
All;
All;
Tracer;
Tracer;
}
}
conditions
conditions
{
{
Is Game In Progress == True;
Is Game In Progress == True;
Is Alive(Event Player) == True;
Is Alive(Event Player) == True;
Global Variable(heroOfTheRound) == Hero(Tracer);
Global Variable(heroOfTheRound) == Hero(Tracer);
Global Variable(tracerQueen) == Event Player;
Global Variable(tracerQueen) == Event Player;
}
}
actions
actions
{
{
Wait(1, Abort When False);
Wait(1, Abort When False);
Modify Player Variable(Event Player, queenPoints, Add, 1);
Modify Player Variable(Event Player, queenPoints, Add, 1);
Play Effect(All Players(All Teams), Good Pickup Effect, Yellow, Event Player, 1);
Play Effect(All Players(All Teams), Good Pickup Effect, Yellow, Event Player, 1);
Play Effect(All Players(All Teams), Buff Explosion Sound, Yellow, Event Player, 50);
Play Effect(All Players(All Teams), Buff Explosion Sound, Yellow, Event Player, 50);
Loop If Condition Is True;
Loop If Condition Is True;
}
}
}
}
rule("TRACER queen winner")
rule("TRACER queen winner")
{
{
event
event
{
{
Ongoing - Each Player;
Ongoing - Each Player;
All;
All;
Tracer;
Tracer;
}
}
conditions
conditions
{
{
Is Game In Progress == True;
Is Game In Progress == True;
Global Variable(heroOfTheRound) == Hero(Tracer);
Global Variable(heroOfTheRound) == Hero(Tracer);
Global Variable(tracerQueen) == Event Player;
Global Variable(tracerQueen) == Event Player;
Player Variable(Event Player, queenPoints) >= 10;
Player Variable(Event Player, queenPoints) >= 10;
}
}
actions
actions
{
{
Modify Player Score(Event Player, Count Of(Global Variable(playersStartOfTheRound)));
Modify Player Score(Event Player, Count Of(Global Variable(playersStartOfTheRound)));
Small Message(Event Player, Custom String("+{0} points with {1} {2}", Count Of(Global Variable(playersStartOfTheRound)),
Small Message(Event Player, Custom String("+{0} points with {1} {2}", Count Of(Global Variable(playersStartOfTheRound)),
Hero Icon String(Hero Of(Event Player)), Hero Of(Event Player)));
Hero Icon String(Hero Of(Event Player)), Hero Of(Event Player)));
Kill(Remove From Array(All Players(All Teams), Event Player), Null);
Kill(Remove From Array(All Players(All Teams), Event Player), Null);
}
}
}
}
rule("TRACER dead queen")
rule("TRACER dead queen")
{
{
event
event
{
{
Player Died;
Player Died;
All;
All;
All;
All;
}
}
conditions
conditions
{
{
Is Game In Progress == True;
Is Game In Progress == True;
Global Variable(heroOfTheRound) == Hero(Tracer);
Global Variable(heroOfTheRound) == Hero(Tracer);
Global Variable(tracerQueen) == Event Player;
Global Variable(tracerQueen) == Event Player;
}
}
actions
actions
{
{
Set Global Variable(tracerQueen, Null);
Set Global Variable(tracerQueen, Null);
Set Global Variable(crownPos, Vector(0, 1.500, 0));
Set Global Variable(crownPos, Vector(0, 1.500, 0));
}
}
}
}
rule("TRACER leaver queen")
rule("TRACER leaver queen")
{
{
event
event
{
{
Player Left Match;
Player Left Match;
All;
All;
All;
All;
}
}
conditions
conditions
{
{
Is Game In Progress == True;
Is Game In Progress == True;
Global Variable(heroOfTheRound) == Hero(Tracer);
Global Variable(heroOfTheRound) == Hero(Tracer);
Global Variable(tracerQueen) == Event Player;
Global Variable(tracerQueen) == Event Player;
}
}
actions
actions
{
{
Set Global Variable(tracerQueen, Null);
Set Global Variable(tracerQueen, Null);
Set Global Variable(crownPos, Vector(0, 1.500, 0));
Set Global Variable(crownPos, Vector(0, 1.500, 0));
}
}
}
}
rule("TRACER destroy crown")
rule("TRACER destroy crown")
{
{
event
event
{
{
Ongoing - Global;
Ongoing - Global;
}
}
conditions
conditions
{
{
Is Game In Progress == True;
Is Game In Progress == True;
Global Variable(heroOfTheRound) != Hero(Tracer);
Global Variable(heroOfTheRound) != Hero(Tracer);
}
}
actions
actions
{
{
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Destroy Effect(Global Variable(crownEffect));
disabled
Destroy Effect(Global Variable(crownEffect));
Destroy Effect(Value In Array(Global Variable(crownEffect), 0));
}
}
}
}
rule("TRACER queen end of the round")
rule("TRACER queen end of the round")
{
{
event
event
{
{
Ongoing - Each Player;
Ongoing - Each Player;
All;
All;
All;
All;
}
}
conditions
conditions
{
{
Is Game In Progress == True;
Is Game In Progress == True;
Global Variable(heroOfTheRound) != Hero(Tracer);
Global Variable(heroOfTheRound) != Hero(Tracer);
}
}
actions
actions
{
{
Set Player Variable(Event Player, queenPoints, 0);
Set Player Variable(Event Player, queenPoints, 0);
Destroy HUD Text(Player Variable(Event Player, queenPointsHUD));
Destroy HUD Text(Player Variable(Event Player, queenPointsHUD));
Set Global Variable(tracerQueen, Null);
Set Global Variable(tracerQueen, Null);
}
}
}
}
rule("SOLDIER init & phased out")
rule("SOLDIER init & phased out")
{
{
event
event
{
{
Ongoing - Each Player;
Ongoing - Each Player;
All;
All;
Soldier: 76;
Soldier: 76;
}
}
conditions
conditions
{
{
Is Game In Progress == True;
Is Game In Progress == True;
Global Variable(heroOfTheRound) == Hero(Soldier: 76);
Global Variable(heroOfTheRound) == Hero(Soldier: 76);
}
}
actions
actions
{
{
Set Status(Event Player, Null, Phased Out, Global Variable(roundTimer));
Set Status(Event Player, Null, Phased Out, Global Variable(roundTimer));
Set Player Variable(Event Player, soldierPoints, 0);
Set Player Variable(Event Player, soldierPoints, 0);
Wait(0.256, Ignore Condition);
Wait(0.256, Ignore Condition);
Create HUD Text(All Players(All Teams), Null, Null, Custom String("{0} : {1} / 5", Event Player, Player Variable(Event Player,
Create HUD Text(All Players(All Teams), Null, Null, Custom String("{0} : {1} / 5", Event Player, Player Variable(Event Player,
soldierPoints), Null), Left, Multiply(Add(Player Variable(Event Player, soldierPoints), 10), -1), White, White, Blue,
soldierPoints), Null), Left, Multiply(Add(Player Variable(Event Player, soldierPoints), 10), -1), White, White, Blue,
Visible To Sort Order and String, Default Visibility);
Visible To Sort Order and String, Default Visibility);
Set Player Variable(Event Player, soldierPointsHUD, Last Text ID);
Set Player Variable(Event Player, soldierPointsHUD, Last Text ID);
}
}
}
}
rule("SOLDIER sprint")
rule("SOLDIER sprint")
{
{
event
event
{
{
Ongoing - Each Player;
Ongoing - Each Player;
All;
All;
Soldier: 76;
Soldier: 76;
}
}
conditions
conditions
{
{
Is Game In Progress == True;
Is Game In Progress == True;
Is Using Ability 1(Event Player) == True;
Is Using Ability 1(Event Player) == True;
Horizontal Speed Of(Event Player) > 5;
Horizontal Speed Of(Event Player) > 5;
Global Variable(heroOfTheRound) == Hero(Soldier: 76);
Global Variable(heroOfTheRound) == Hero(Soldier: 76);
}
}
actions
actions
{
{
Set Status(Event Player, Null, Phased Out, 60);
Set Status(Event Player, Null, Phased Out, 60);
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Modify Player Variable(Event Player,
sprint, Add, 1);
Modify Player Variable(Event Player,
Set Move Speed(Event Player, Player Variable(Event Player, sprint));
Wait(0.100, Ignore Condition);
Loop If Condition Is True;
Set Player Variable(Event Player, sprint, 100);
Set Move Speed(Event Player, 100);
}
}
rule("SOLDIER off phased out and speed")
{
event
{
Ongoing - Each Player;
All;
All;
}
conditions
{
Is Game In Progress == True;
Global Variable(heroOfTheRound) != Hero(Soldier: 76);
Hero Of(Event Player) != Hero(Soldier: 76);
}
actions
{
Clear Status(Event Player, Phased Out);
Set Move Speed(Event Player, 100);
}
}
rule("SOLDIER objective")
{
event
{
Ongoing - Global;
}
conditions
{
Is Game In Progress == True;
Global Variable(heroOfTheRound) == Hero(Soldier: 76);
}
actions
{
Set Global Variable(soldierObjectivePos, Vector(Random Real(-16, 16), 0, Random Real(-16, 16)));
Create Effect(All Players(All Teams), Light Shaft, Blue, Global Variable(soldierObjectivePos), 1.500,
Visible To Position and Radius);
Set Global Variable(soldierObjective, Last Created Entity);
Create Effect(All Players(All Teams), Light Shaft, Blue, Global Variable(soldierObjectivePos), 1.500,
Visible To Position and Radius);
Set Global Va
Saved diffs
Original text
Open file
rule("Disable bulit-in game mode & start timer variables {Game in progress GLOBAL}") { event { Ongoing - Global; } conditions { Is Game In Progress == True; } actions { Disable Built-In Game Mode Completion; Disable Built-In Game Mode Music; Disable Built-In Game Mode Announcer; Disable Built-In Game Mode Scoring; Enable Death Spectate All Players(All Players(All Teams)); Disable Built-In Game Mode Respawning(All Players(All Teams)); disabled Disable Inspector Recording; Pause Match Time; Set Global Variable(timeCounter, 0.001); Set Global Variable(roundTimer, 60); "Creates a HUD in the top with [svr load: {0} | svr avg: {1} | svr peak: {2}]" Create HUD Text(Filtered Array(Host Player, Compare(Custom String("#Jokaes", Null, Null, Null), ==, String("#{0}", Host Player, Null, Null))), Null, Custom String("svr load: {0} | svr avg: {1} | svr peak: {2}", Server Load, Server Load Average, Server Load Peak), Null, Top, -100, White, Purple, White, Visible To and String, Default Visibility); "Timer or the round HUD {Standard}" Create HUD Text(Filtered Array(All Players(All Teams), Compare(Global Variable(roundTimer), >, 10)), Custom String(":{0}", Round To Integer(Global Variable(roundTimer), To Nearest), Null, Null), Null, Null, Right, -999, White, White, White, Visible To and String, Default Visibility); "Timer or the round HUD {Last moments}" Create HUD Text(Filtered Array(All Players(All Teams), Compare(Global Variable(roundTimer), <=, 10)), Custom String(":{0}", Round To Integer(Global Variable(roundTimer), To Nearest), Null, Null), Null, Null, Right, -999, Red, White, White, Visible To and String, Default Visibility); } } rule("Time Counter - Add minute") { event { Ongoing - Global; } conditions { Is Game In Progress == True; } actions { Set Match Time(Global Variable(timeCounter)); Wait(60, Ignore Condition); Modify Global Variable(timeCounter, Add, 1); Loop; } } rule("Is in setup {GLOBAL}") { event { Ongoing - Global; } conditions { Is In Setup == True; } actions { Enable Death Spectate All Players(All Players(All Teams)); Disable Built-In Game Mode Respawning(All Players(All Teams)); Set Global Variable(roundNumber, -1); Set Global Variable(heroModeSelector, Random Integer(0, Subtract(Count Of(Global Variable(heroList)), 1))); Set Global Variable(heroList, Empty Array); Modify Global Variable(heroList, Append To Array, Hero(Ana)); Modify Global Variable(heroList, Append To Array, Hero(Bastion)); Modify Global Variable(heroList, Append To Array, Hero(Brigitte)); Modify Global Variable(heroList, Append To Array, Hero(Doomfist)); Modify Global Variable(heroList, Append To Array, Hero(Genji)); Modify Global Variable(heroList, Append To Array, Hero(McCree)); Modify Global Variable(heroList, Append To Array, Hero(Mercy)); Modify Global Variable(heroList, Append To Array, Hero(Pharah)); Modify Global Variable(heroList, Append To Array, Hero(Soldier: 76)); Modify Global Variable(heroList, Append To Array, Hero(Sombra)); Modify Global Variable(heroList, Append To Array, Hero(Torbjörn)); Modify Global Variable(heroList, Append To Array, Hero(Tracer)); Modify Global Variable(heroList, Append To Array, Hero(Widowmaker)); Modify Global Variable(heroList, Append To Array, Hero(Zenyatta)); Set Global Variable(heroOfTheRound, Value In Array(Global Variable(heroList), Global Variable(heroModeSelector))); Create HUD Text(All Players(All Teams), Null, Null, Custom String("Island Party - Heroes Minigames v0.6.0-14.alpha", Null, Null, Null), Left, -998, White, White, White, Visible To and String, Default Visibility); Create HUD Text(All Players(All Teams), Null, Null, Custom String( "Play rounds of {0}/? classic custom games as minigames and score points", Count Of(Global Variable(heroList)), Null, Null), Left, -997, White, White, White, Visible To and String, Default Visibility); Create HUD Text(All Players(All Teams), Null, Null, Custom String("Updated code and my codes in: jokaes.github.io", Null, Null, Null), Left, -996, White, White, White, Visible To and String, Default Visibility); Create HUD Text(All Players(All Teams), Null, Null, Custom String("Created by Jokaes#2263", Null, Null, Null), Left, -995, White, White, White, Visible To and String, Default Visibility); Create HUD Text(All Players(All Teams), Null, String("{0} {1} {2}", String("Round", Null, Null, Null), String("{0}:", Global Variable(roundNumber), Null, Null), Global Variable(heroOfTheRound)), Null, Left, 999, White, White, White, Visible To and String, Default Visibility); Wait(1.500, Ignore Condition); Start Forcing Player To Be Hero(All Players(All Teams), Global Variable(heroOfTheRound)); Set Global Variable(potatoPos, Vector(500, 500, 500)); Create HUD Text(Global Variable(tracerQueen), Custom String("QUEEN", Null, Null, Null), Null, Null, Left, 2, Yellow, White, White, Visible To and String, Default Visibility); Create HUD Text(All Players(All Teams), Null, Null, Custom String(" ", Null, Null, Null), Left, -999, White, White, White, Visible To and String, Default Visibility); Create HUD Text(All Players(All Teams), Null, Null, Custom String(" ", Null, Null, Null), Left, -999, White, White, White, Visible To and String, Default Visibility); Create HUD Text(All Players(All Teams), Null, Null, Custom String(" ", Null, Null, Null), Left, -999, White, White, White, Visible To and String, Default Visibility); Create HUD Text(All Players(All Teams), Null, Null, Custom String(" ", Null, Null, Null), Left, -999, White, White, White, Visible To and String, Default Visibility); Create HUD Text(All Players(All Teams), Null, Null, Custom String(" ", Null, Null, Null), Left, -999, White, White, White, Visible To and String, Default Visibility); Create HUD Text(All Players(All Teams), Null, Null, Custom String(" ", Null, Null, Null), Left, -999, White, White, White, Visible To and String, Default Visibility); Create HUD Text(All Players(All Teams), Null, Null, Custom String(" ", Null, Null, Null), Left, -999, White, White, White, Visible To and String, Default Visibility); } } rule("Is game in progress {PLAYER}") { event { Ongoing - Each Player; All; All; } conditions { Is Game In Progress == True; } actions { Start Rule(gameModeDescriptionMessages, Do Nothing); Enable Death Spectate All Players(Event Player); Disable Built-In Game Mode Respawning(Event Player); Preload Hero(Event Player, Global Variable(heroList)); Set Global Variable(playersStartOfTheRound, All Players(All Teams)); Set Player Variable(Event Player, pharahHeal, True); Set Player Variable(Event Player, pharahDamageBoost, False); } } rule("Player join in setup") { event { Player Joined Match; All; All; } conditions { Is In Setup == True; Has Spawned(Event Player) == True; } actions { Wait(0.512, Ignore Condition); Set Player Variable(Event Player, queenPoints, 0); Set Player Variable(Event Player, soldierPoints, 0); Set Player Variable(Event Player, pharahHeal, True); Set Player Variable(Event Player, pharahDamageBoost, False); Start Forcing Player To Be Hero(Event Player, Global Variable(heroOfTheRound)); Preload Hero(Event Player, Global Variable(heroList)); Set Respawn Max Time(Event Player, 9999); } } rule("Player join with game in progress") { event { Player Joined Match; All; All; } conditions { Is Game In Progress == True; Is Alive(Event Player) == True; } actions { Start Rule(gameModeDescriptionMessages, Do Nothing); Set Player Variable(Event Player, queenPoints, 0); Set Player Variable(Event Player, soldierPoints, 0); Set Player Variable(Event Player, pharahHeal, True); Set Player Variable(Event Player, pharahDamageBoost, False); Disable Built-In Game Mode Respawning(Event Player); Wait(0.512, Ignore Condition); Start Forcing Player To Be Hero(Event Player, Global Variable(heroOfTheRound)); Teleport(Event Player, Vector(500, 500, 500)); Clear Status(Event Player, Unkillable); Wait(0.512, Ignore Condition); Kill(Event Player, Null); Preload Hero(Event Player, Global Variable(heroList)); Set Respawn Max Time(Event Player, 9999); } } rule("Force players to be the hero of the round") { event { Ongoing - Each Player; All; All; } conditions { Has Spawned(Event Player) == True; Is Alive(Event Player) == True; } actions { Start Forcing Player To Be Hero(Event Player, Global Variable(heroOfTheRound)); } } rule("Create new round {OUT OF TIME}") { event { Ongoing - Global; } conditions { Global Variable(roundTimer) <= 0; } actions { Set Global Variable(roundTimer, 60); Wait(0.032, Ignore Condition); Set Global Variable(heroOfPreviousRound, Global Variable(heroOfTheRound)); Set Global Variable(heroModeSelector, Random Integer(0, Subtract(Count Of(Global Variable(heroList)), 1))); Set Global Variable At Index(heroesRounds, Global Variable(heroModeSelector), True); Set Global Variable(heroOfTheRound, Value In Array(Global Variable(heroList), Global Variable(heroModeSelector))); Wait(0.032, Ignore Condition); Loop If(Compare(Global Variable(heroOfTheRound), ==, Global Variable(heroOfPreviousRound))); Respawn(All Players(All Teams)); Resurrect(All Players(All Teams)); Wait(0.250, Ignore Condition); Start Forcing Player To Be Hero(All Players(All Teams), Global Variable(heroOfTheRound)); Modify Global Variable(roundNumber, Add, 1); Big Message(All Players(All Teams), Custom String("ROUND {0}", Global Variable(roundNumber), Null, Null)); Chase Global Variable At Rate(roundTimer, 0, 1, None); Set Global Variable(playersStartOfTheRound, All Players(All Teams)); } } rule("Create new round {LAST PLAYER ALIVE}") { event { Ongoing - Global; } conditions { Number of Living Players(All Teams) <= 1; } actions { Set Global Variable(roundTimer, 60); Wait(0.032, Ignore Condition); Set Global Variable(heroOfPreviousRound, Global Variable(heroOfTheRound)); Set Global Variable(heroModeSelector, Random Integer(0, Subtract(Count Of(Global Variable(heroList)), 1))); Set Global Variable At Index(heroesRounds, Global Variable(heroModeSelector), True); Set Global Variable(heroOfTheRound, Value In Array(Global Variable(heroList), Global Variable(heroModeSelector))); Wait(0.032, Ignore Condition); Loop If(Compare(Global Variable(heroOfTheRound), ==, Global Variable(heroOfPreviousRound))); Respawn(All Players(All Teams)); Resurrect(All Players(All Teams)); Wait(0.250, Ignore Condition); Start Forcing Player To Be Hero(All Players(All Teams), Global Variable(heroOfTheRound)); Modify Global Variable(roundNumber, Add, 1); Big Message(All Players(All Teams), Custom String("ROUND {0}", Global Variable(roundNumber), Null, Null)); Chase Global Variable At Rate(roundTimer, 0, 1, None); Set Global Variable(playersStartOfTheRound, All Players(All Teams)); } } rule("Full heal and score on kill") { event { Player Dealt Final Blow; All; All; } conditions { Hero Of(Event Player) != Hero(McCree); } actions { Play Effect(All Players(All Teams), Good Pickup Effect, Green, Event Player, 1); Heal(Event Player, Null, Max Health(Event Player)); Modify Player Score(Event Player, 1); Small Message(Event Player, Custom String("+1 point with {0} {1}", Hero Icon String(Hero Of(Event Player)), Hero Of(Event Player), Null)); } } rule("String Arrays (Title, credit, code and instructions)") { event { Ongoing - Global; } actions { Create HUD Text(All Players(All Teams), Value In Array(Append To Array(Append To Array(Append To Array(Append To Array( Append To Array(Append To Array(Append To Array(Append To Array(Append To Array(Append To Array(Append To Array( Append To Array(Append To Array(Append To Array(Empty Array, Custom String("{0} PAINTBALL {0}", Hero Icon String(Hero(Ana)), Null, Null)), Custom String("{0} WORLD OF TANKS {0}", Hero Icon String(Hero(Bastion)), Null, Null)), Custom String( "{0} BOOP {0}", Hero Icon String(Hero(Brigitte)), Null, Null)), Custom String("{0} SUMO {0}", Hero Icon String(Hero(Doomfist)), Null, Null)), Custom String("{0} DASH {0}", Hero Icon String(Hero(Genji)), Null, Null)), Custom String("{0} HOT POTATO {0}", Hero Icon String(Hero(McCree)), Null, Null)), Custom String("{0} 1 PUNCH {0}", Hero Icon String(Hero(Mercy)), Null, Null)), Custom String("{0} PHARMERCY SIMULATED {0}", Hero Icon String(Hero(Pharah)), Null, Null)), Custom String( "{0} SPRINT RACING {0}", Hero Icon String(Hero(Soldier: 76)), Null, Null)), Custom String("{0} HACK TO KILL {0}", Hero Icon String(Hero(Sombra)), Null, Null)), Custom String("{0} HAMMER ONLY {0}", Hero Icon String(Hero(Torbjörn)), Null, Null)), Custom String("{0} STEAL THE CROWN {0}", Hero Icon String(Hero(Tracer)), Null, Null)), Custom String("{0} HS ONLY {0}", Hero Icon String(Hero(Widowmaker)), Null, Null)), Custom String("{0} SPARTA MODE {0}", Hero Icon String(Hero(Zenyatta)), Null, Null)), Global Variable(heroModeSelector)), Custom String("", Null, Null, Null), Custom String("", Null, Null, Null), Top, -3, Orange, White, White, Visible To and String, Default Visibility); Create HUD Text(All Players(All Teams), Null, Null, Value In Array(Append To Array(Append To Array(Append To Array(Append To Array( Append To Array(Append To Array(Append To Array(Append To Array(Append To Array(Append To Array(Append To Array( Append To Array(Append To Array(Append To Array(Empty Array, Custom String("", Null, Null, Null)), Custom String("", Null, Null, Null)), Custom String("Play it more on 55MMT / VQVRG", Null, Null, Null)), Custom String("Play it more on 9G11W", Null, Null, Null)), Custom String("Play it more on DDNSZ", Null, Null, Null)), Custom String("Play it more on E515J", Null, Null, Null)), Custom String("", Null, Null, Null)), Custom String("Play it more on DKKKD", Null, Null, Null)), Custom String( "Play it more on STJTC", Null, Null, Null)), Custom String("Play it more on YJK0D6", Null, Null, Null)), Custom String("", Null, Null, Null)), Custom String("Play it more on 1FM74", Null, Null, Null)), Custom String("", Null, Null, Null)), Custom String("", Null, Null, Null)), Global Variable(heroModeSelector)), Top, -2, White, White, White, Visible To and String, Default Visibility); Create HUD Text(All Players(All Teams), Null, Null, Value In Array(Append To Array(Append To Array(Append To Array(Append To Array( Append To Array(Append To Array(Append To Array(Append To Array(Append To Array(Append To Array(Append To Array( Append To Array(Append To Array(Append To Array(Empty Array, Custom String("", Null, Null, Null)), Custom String("", Null, Null, Null)), Custom String("BY FARRON / BLOCK", Null, Null, Null)), Custom String("BY CREBOS & CLAMINUIM", Null, Null, Null)), Custom String("BY GANTZ", Null, Null, Null)), Custom String("BY KEVLAR", Null, Null, Null)), Custom String("", Null, Null, Null)), Custom String("BY SEITA", Null, Null, Null)), Custom String("BY DARWIN", Null, Null, Null)), Custom String( "BY TEHFOOT", Null, Null, Null)), Custom String("", Null, Null, Null)), Custom String("BY KEVLAR", Null, Null, Null)), Custom String("", Null, Null, Null)), Custom String("ORIGINALLY CREATED BY DARWIN", Null, Null, Null)), Global Variable( heroModeSelector)), Top, -1, White, White, White, Visible To and String, Default Visibility); Create HUD Text(All Players(All Teams), Null, Null, Value In Array(Append To Array(Append To Array(Append To Array(Append To Array( Append To Array(Append To Array(Append To Array(Append To Array(Append To Array(Append To Array(Append To Array( Append To Array(Append To Array(Append To Array(Empty Array, Custom String("One shoot to kill!", Null, Null, Null)), Custom String( "A tank is made up of thousands of moving parts, but the most important is YOU. Take control of the ultimate strategic shoo{0}", Custom String("ter!", Null, Null, Null), Null, Null)), Custom String("Boop them out of the Island!", Null, Null, Null)), Custom String("Get everyone out of the plataform!", Null, Null, Null)), Custom String("Dash!", Null, Null, Null)), Custom String("Pass the hot potato to someone else!", Null, Null, Null)), Custom String("Punch to kill and get ultimate!", Null, Null, Null)), Custom String("Kill them all with your Mercy pocket simulated!", Null, Null, Null)), Custom String( "Gotta go fast to the objectives!", Null, Null, Null)), Custom String("Hack an opponent to kill them!", Null, Null, Null)), Custom String("Overload and hammer down!", Null, Null, Null)), Custom String("Meele to steal the crown!", Null, Null, Null)), Custom String("Aim to head!", Null, Null, Null)), Custom String("Kick them for Spartaaa!", Null, Null, Null)), Global Variable( heroModeSelector)), Top, 1, White, White, White, Visible To and String, Default Visibility); } } rule("Description and credit (Small Messages)") { event { Subroutine; gameModeDescriptionMessages; } actions { Wait(3.500, Ignore Condition); Small Message(Event Player, Custom String("Island Party - Heroes Minigames v0.6.0-14.alpha", Null, Null, Null)); Wait(3.500, Ignore Condition); Small Message(Event Player, Custom String("Play rounds of {0} minigames", Count Of(Global Variable(heroList)), Null, Null)); Wait(3.500, Ignore Condition); Small Message(Event Player, Custom String("Created by Jokaes#2263", Null, Null, Null)); } } rule("----- HEROES -----") { event { Ongoing - Global; } } rule("ZEN mega-kick") { event { Player Dealt Damage; All; Zenyatta; } actions { Apply Impulse(Victim, Add(Facing Direction Of(Event Player), Vector(0, 0.100, 0)), 75, To World, Cancel Contrary Motion); } } rule("TRACER create crown") { event { Ongoing - Global; } conditions { Is Game In Progress == True; Global Variable(heroOfTheRound) == Hero(Tracer); Global Variable(tracerQueen) == Null; } actions { Destroy Effect(Global Variable(crownEffect)); Set Global Variable(crownPos, Vector(0, 1.500, 0)); Create Effect(All Players(All Teams), Good Aura, Yellow, Global Variable(crownPos), 1, Visible To Position and Radius); Set Global Variable(crownEffect, Last Created Entity); } } rule("TRACER stun & steal") { event { Player Dealt Damage; All; Tracer; } conditions { Is Game In Progress == True; Global Variable(heroOfTheRound) == Hero(Tracer); } actions { Set Status(Victim, Event Player, Stunned, 0.750); If(Compare(Global Variable(tracerQueen), ==, Victim)); Play Effect(All Players(All Teams), Buff Impact Sound, Yellow, Event Player, 50); Set Global Variable(tracerQueen, Attacker); Set Global Variable(crownPos, Attacker); End; } } rule("TRACER init queen") { event { Ongoing - Each Player; All; All; } conditions { Is Game In Progress == True; Global Variable(heroOfTheRound) == Hero(Tracer); } actions { Set Player Variable(Event Player, queenPoints, 0); Wait(0.256, Ignore Condition); Create HUD Text(All Players(All Teams), Null, Null, Custom String("{0} : {1} / 10", Event Player, Player Variable(Event Player, queenPoints), Null), Left, Multiply(Add(Player Variable(Event Player, queenPoints), 10), -1), White, White, Yellow, Visible To Sort Order and String, Default Visibility); Set Player Variable(Event Player, queenPointsHUD, Last Text ID); } } rule("TRACER first queen") { event { Ongoing - Each Player; All; All; } conditions { Is Game In Progress == True; Is Alive(Event Player) == True; Distance Between(Event Player, Position Of(Global Variable(crownEffect))) <= 1.500; Global Variable(heroOfTheRound) == Hero(Tracer); Global Variable(tracerQueen) == Null; } actions { Wait(0.064, Abort When False); Set Global Variable(tracerQueen, Event Player); Set Global Variable(crownPos, Event Player); } } rule("TRACER queen points") { event { Ongoing - Each Player; All; Tracer; } conditions { Is Game In Progress == True; Is Alive(Event Player) == True; Global Variable(heroOfTheRound) == Hero(Tracer); Global Variable(tracerQueen) == Event Player; } actions { Wait(1, Abort When False); Modify Player Variable(Event Player, queenPoints, Add, 1); Play Effect(All Players(All Teams), Good Pickup Effect, Yellow, Event Player, 1); Play Effect(All Players(All Teams), Buff Explosion Sound, Yellow, Event Player, 50); Loop If Condition Is True; } } rule("TRACER queen winner") { event { Ongoing - Each Player; All; Tracer; } conditions { Is Game In Progress == True; Global Variable(heroOfTheRound) == Hero(Tracer); Global Variable(tracerQueen) == Event Player; Player Variable(Event Player, queenPoints) >= 10; } actions { Modify Player Score(Event Player, Count Of(Global Variable(playersStartOfTheRound))); Small Message(Event Player, Custom String("+{0} points with {1} {2}", Count Of(Global Variable(playersStartOfTheRound)), Hero Icon String(Hero Of(Event Player)), Hero Of(Event Player))); Kill(Remove From Array(All Players(All Teams), Event Player), Null); } } rule("TRACER dead queen") { event { Player Died; All; All; } conditions { Is Game In Progress == True; Global Variable(heroOfTheRound) == Hero(Tracer); Global Variable(tracerQueen) == Event Player; } actions { Set Global Variable(tracerQueen, Null); Set Global Variable(crownPos, Vector(0, 1.500, 0)); } } rule("TRACER leaver queen") { event { Player Left Match; All; All; } conditions { Is Game In Progress == True; Global Variable(heroOfTheRound) == Hero(Tracer); Global Variable(tracerQueen) == Event Player; } actions { Set Global Variable(tracerQueen, Null); Set Global Variable(crownPos, Vector(0, 1.500, 0)); } } rule("TRACER destroy crown") { event { Ongoing - Global; } conditions { Is Game In Progress == True; Global Variable(heroOfTheRound) != Hero(Tracer); } actions { Destroy Effect(Global Variable(crownEffect)); } } rule("TRACER queen end of the round") { event { Ongoing - Each Player; All; All; } conditions { Is Game In Progress == True; Global Variable(heroOfTheRound) != Hero(Tracer); } actions { Set Player Variable(Event Player, queenPoints, 0); Destroy HUD Text(Player Variable(Event Player, queenPointsHUD)); Set Global Variable(tracerQueen, Null); } } rule("SOLDIER init & phased out") { event { Ongoing - Each Player; All; Soldier: 76; } conditions { Is Game In Progress == True; Global Variable(heroOfTheRound) == Hero(Soldier: 76); } actions { Set Status(Event Player, Null, Phased Out, Global Variable(roundTimer)); Set Player Variable(Event Player, soldierPoints, 0); Wait(0.256, Ignore Condition); Create HUD Text(All Players(All Teams), Null, Null, Custom String("{0} : {1} / 5", Event Player, Player Variable(Event Player, soldierPoints), Null), Left, Multiply(Add(Player Variable(Event Player, soldierPoints), 10), -1), White, White, Blue, Visible To Sort Order and String, Default Visibility); Set Player Variable(Event Player, soldierPointsHUD, Last Text ID); } } rule("SOLDIER sprint") { event { Ongoing - Each Player; All; Soldier: 76; } conditions { Is Game In Progress == True; Is Using Ability 1(Event Player) == True; Horizontal Speed Of(Event Player) > 5; Global Variable(heroOfTheRound) == Hero(Soldier: 76); } actions { Set Status(Event Player, Null, Phased Out, 60); Modify Player Variable(Event Player, sprint, Add, 1); Set Move Speed(Event Player, Player Variable(Event Player, sprint)); Wait(0.100, Ignore Condition); Loop If Condition Is True; Set Player Variable(Event Player, sprint, 100); Set Move Speed(Event Player, 100); } } rule("SOLDIER off phased out and speed") { event { Ongoing - Each Player; All; All; } conditions { Is Game In Progress == True; Global Variable(heroOfTheRound) != Hero(Soldier: 76); Hero Of(Event Player) != Hero(Soldier: 76); } actions { Clear Status(Event Player, Phased Out); Set Move Speed(Event Player, 100); } } rule("SOLDIER objective") { event { Ongoing - Global; } conditions { Is Game In Progress == True; Global Variable(heroOfTheRound) == Hero(Soldier: 76); } actions { Set Global Variable(soldierObjectivePos, Vector(Random Real(-16, 16), 0, Random Real(-16, 16))); Create Effect(All Players(All Teams), Light Shaft, Blue, Global Variable(soldierObjectivePos), 1.500, Visible To Position and Radius); Set Global Variable(soldierObjective, Last Created Entity); Create Effect(All Players(All Teams), Light Shaft, Blue, Global Variable(soldierObjectivePos), 1.500, Visible To Position and Radius); Set Global Variable(soldierObjective2, Last Created Entity); Create Effect(All Players(All Teams), Light Shaft, Blue, Global Variable(soldierObjectivePos), 1.500, Visible To Position and Radius); Set Global Variable(soldierObjective3, Last Created Entity); Wait(0.016, Ignore Condition); Create Icon(All Players(All Teams), Global Variable(soldierObjectivePos), Flag, Visible To and Position, Blue, True); Set Global Variable(soldierObjectiveIcon, Last Created Entity); } } rule("SOLDIER point") { event { Ongoing - Each Player; All; Soldier: 76; } conditions { Is Game In Progress == True; Is Alive(Event Player) == True; Distance Between(Event Player, Global Variable(soldierObjectivePos)) <= 1.550; Global Variable(heroOfTheRound) == Hero(Soldier: 76); } actions { Modify Player Score(Event Player, 1); Small Message(Event Player, Custom String("+1 point with {0} {1}", Hero Icon String(Hero Of(Event Player)), Hero Of(Event Player), Null)); Modify Player Variable(Event Player, soldierPoints, Add, 1); Set Global Variable(soldierObjectivePos, Vector(Random Real(-16, 16), 0, Random Real(-16, 16))); Play Effect(All Players(All Teams), Good Pickup Effect, Blue, Event Player, 1); Play Effect(All Players(All Teams), Buff Explosion Sound, Blue, Event Player, 100); } } rule("SOLDIER winner") { event { Ongoing - Each Player; All; Soldier: 76; } conditions { Is Game In Progress == True; Global Variable(heroOfTheRound) == Hero(Soldier: 76); Player Variable(Event Player, soldierPoints) >= 5; } actions { disabled Kill(Remove From Array(All Living Players(All Teams), Event Player), Event Player); Set Global Variable(roundTimer, 0); } } rule("SOLDIER end of the round {GLOBAL}") { event { Ongoing - Global; } conditions { Is Game In Progress == True; Global Variable(heroOfTheRound) != Hero(Soldier: 76); } actions { Destroy Effect(Global Variable(soldierObjective)); Destroy Effect(Global Variable(soldierObjective2)); Destroy Effect(Global Variable(soldierObjective3)); Destroy Icon(Global Variable(soldierObjectiveIcon)); } } rule("SOLDIER end of the round {EACH PLAYER}") { event { Ongoing - Each Player; All; All; } conditions { Is Game In Progress == True; Global Variable(heroOfTheRound) != Hero(Soldier: 76); } actions { Set Player Variable(Event Player, soldierPoints, 0); Destroy HUD Text(Player Variable(Event Player, soldierPointsHUD)); } } rule("MCCREE init player") { event { Ongoing - Each Player; All; McCree; } conditions { Is Game In Progress == True; Global Variable(heroOfTheRound) == Hero(McCree); } actions { Wait(0.256, Ignore Condition); Create HUD Text(All Players(All Teams), Null, Null, Custom String("{0} : {1}", Event Player, Round To Integer(Health(Event Player), Up), Null), Left, Multiply(Health(Event Player), -1), White, White, Red, Visible To Sort Order and String, Default Visibility); Set Player Variable(Event Player, mccreeHealthHUD, Last Text ID); } } rule("MCCREE choose a potato holder") { event { Ongoing - Global; } conditions { Is Game In Progress == True; Global Variable(heroOfTheRound) == Hero(McCree); Global Variable(potatoHolder) == Null; } actions { Set Global Variable(potatoHolder, Random Value In Array(All Living Players(All Teams))); Set Global Variable(potatoPos, Global Variable(potatoHolder)); } } rule("MCCREE potato effect") { event { Ongoing - Global; } conditions { Is Game In Progress == True; Global Variable(heroOfTheRound) == Hero(McCree); } actions { Create Effect(All Players(All Teams), Bad Aura, Red, Global Variable(potatoPos), 1, Visible To Position and Radius); Set Global Variable(potatoEffect, Last Created Entity); Create Icon(All Players(All Teams), Global Variable(potatoPos), Fire, Visible To and Position, Red, True); Set Global Variable(potatoIcon, Last Created Entity); } } rule("MCCREE potato holder") { event { Ongoing - Each Player; All; McCree; } conditions { Is Game In Progress == True; Is Alive(Event Player) == True; Global Variable(heroOfTheRound) == Hero(McCree); Event Player == Global Variable(potatoHolder); } actions { Set Status(Event Player, Null, Burning, Global Variable(roundTimer)); Play Effect(All Players(All Teams), Debuff Impact Sound, White, Event Player, 50); Start Damage Over Time(Event Player, Null, Global Variable(roundTimer), 250); Set Move Speed(Event Player, 110); Allow Button(Event Player, Primary Fire); Allow Button(Event Player, Melee); } } rule("MCCREE not potato holder") { event { Ongoing - Each Player; All; McCree; } conditions { Is Game In Progress == True; Global Variable(heroOfTheRound) == Hero(McCree); Event Player != Global Variable(potatoHolder); } actions { Clear Status(Event Player, Burning); Stop All Damage Over Time(Event Player); Set Move Speed(Event Player, 100); Disallow Button(Event Player, Primary Fire); Disallow Button(Event Player, Melee); } } rule("MCCREE pass the potato") { event { Player Dealt Damage; All; McCree; } conditions { Is Game In Progress == True; Is Alive(Event Player) == True; Global Variable(heroOfTheRound) == Hero(McCree); Event Player == Global Variable(potatoHolder); } actions { Destroy In-World Text(Player Variable(Event Player, mccreeInvincibleText)); Destroy HUD Text(Player Variable(Event Player, mccreeInvincibleHUD)); Set Global Variable(potatoHolder, Victim); Set Global Variable(potatoPos, Victim); Set Player Variable(Event Player, mccreeInvincibleTime, 1); Set Status(Event Player, Null, Invincible, Player Variable(Event Player, mccreeInvincibleTime)); Create In-World Text(Filtered Array(All Players(All Teams), Compare(Player Variable(Event Player, mccreeInvincibleTime), >, 0)), Custom String("INVINCIBLE: {0}", Player Variable(Event Player, mccreeInvincibleTime), Null, Null), Attacker, 1, Clip Against Surfaces, Visible To Position and String, Yellow, Default Visibility); Set Player Variable(Event Player, mccreeInvincibleText, Last Text ID); Wait(0.016, Ignore Condition); Create HUD Text(Filtered Array(Event Player, Compare(Player Variable(Event Player, mccreeInvincibleTime), >, 0)), Custom String( "INVINCIBLE: {0}", Player Variable(Event Player, mccreeInvincibleTime), Null, Null), Null, Null, Left, 2, Yellow, White, White, Visible To and String, Default Visibility); Set Player Variable(Event Player, mccreeInvincibleHUD, Last Text ID); Wait(0.016, Ignore Condition); Chase Player Variable Over Time(Event Player, mccreeInvincibleTime, 0, Player Variable(Event Player, mccreeInvincibleTime), Destination and Duration); } } rule("MCCREE potato holder dies") { event { Player Died; All; All; } conditions { Is Game In Progress == True; Global Variable(heroOfTheRound) == Hero(McCree); Event Player == Global Variable(potatoHolder); } actions { Set Global Variable(potatoHolder, Null); } } rule("MCCREE potato holder leaves") { event { Player Left Match; All; All; } conditions { Is Game In Progress == True; Global Variable(heroOfTheRound) == Hero(McCree); Event Player == Global Variable(potatoHolder); } actions { Set Global Variable(potatoHolder, Null); } } rule("MCCREE end of the round {GLOBAL}") { event { Ongoing - Global; } conditions { Is Game In Progress == True; Global Variable(heroOfTheRound) != Hero(McCree); } actions { Destroy Effect(Global Variable(potatoEffect)); Destroy Icon(Global Variable(potatoIcon)); Set Global Variable(potatoHolder, Null); } } rule("MCCREE end of the round {EACH PLAYER}") { event { Ongoing - Each Player; All; All; } conditions { Is Game In Progress == True; Global Variable(heroOfTheRound) != Hero(McCree); } actions { Clear Status(Event Player, Burning); Stop Damage Over Time(Last Damage Over Time ID); Set Move Speed(Event Player, 100); Allow Button(Event Player, Primary Fire); Allow Button(Event Player, Melee); Destroy HUD Text(Player Variable(Event Player, mccreeHealthHUD)); } } rule("MCCREE win {OUT OF TIME}") { event { Ongoing - Each Player; All; McCree; } conditions { Is Game In Progress == True; Is Alive(Event Player) == True; Global Variable(heroOfTheRound) == Hero(McCree); Global Variable(roundTimer) <= 0.500; Number of Players(All Teams) > 1; } actions { Play Effect(All Players(All Teams), Good Pickup Effect, White, Event Player, 1); Play Effect(All Players(All Teams), Buff Explosion Sound, White, Event Player, 100); Modify Player Score(Event Player, Round To Integer(Divide(Count Of(Global Variable(playersStartOfTheRound)), Number of Living Players(All Teams)), Up)); Small Message(Event Player, Custom String("+{0} points with {1} {2}", Round To Integer(Divide(Count Of(Global Variable( playersStartOfTheRound)), Number of Living Players(All Teams)), Up), Hero Icon String(Hero Of(Event Player)), Hero Of( Event Player))); } } rule("MCCREE win {LAST PLAYER ALIVE}") { event { Ongoing - Each Player; All; McCree; } conditions { Is Game In Progress == True; Is Alive(Event Player) == True; Global Variable(heroOfTheRound) == Hero(McCree); Number of Living Players(All Teams) <= 1; Number of Players(All Teams) > 1; } actions { Play Effect(All Players(All Teams), Good Pickup Effect, White, Event Player, 1); Play Effect(All Players(All Teams), Buff Explosion Sound, White, Event Player, 100); Modify Player Score(Event Player, Count Of(Global Variable(playersStartOfTheRound))); Small Message(Event Player, Custom String("+{0} points with {1} {2}", Count Of(Global Variable(playersStartOfTheRound)), Hero Icon String(Hero Of(Event Player)), Hero Of(Event Player))); } } rule("DOOM ult stun") { event { Player Dealt Damage; All; Doomfist; } conditions { Is Game In Progress == True; Global Variable(heroOfTheRound) == Hero(Doomfist); Is Using Ultimate(Attacker) == True; } actions { Set Status(Victim, Event Player, Stunned, 3); } } rule("DOOM using ult") { event { Ongoing - Each Player; All; All; } conditions { Is Game In Progress == True; Global Variable(heroOfTheRound) == Hero(Doomfist); Is Using Ultimate(Event Player) == True; } actions { Set Move Speed(Event Player, 150); } } rule("DOOM not using ult") { event { Ongoing - Each Player; All; All; } conditions { Is Game In Progress == True; Global Variable(heroOfTheRound) == Hero(Doomfist); Is Using Ultimate(Event Player) == False; } actions { Set Move Speed(Event Player, 100); } } rule("BASTION tank") { event { Ongoing - Each Player; All; Bastion; } conditions { Is Game In Progress == True; Is Alive(Event Player) == True; Global Variable(heroOfTheRound) == Hero(Bastion); } actions { Press Button(Event Player, Ultimate); Wait(0.016, Ignore Condition); Loop If Condition Is True; } } rule("SOMBRA hack to kill") { event { Ongoing - Each Player; All; Sombra; } conditions { Has Status(Event Player, Hacked) == True; Is Game In Progress == True; Global Variable(heroOfTheRound) == Hero(Sombra); } actions { disabled Kill(Event Player, Null); Teleport(Event Player, Vector(-500, -500, -500)); } } rule("SOMBRA limit stealth duration") { event { Ongoing - Each Player; All; Sombra; } conditions { Is Using Ability 1(Event Player) == True; Is Game In Progress == True; Global Variable(heroOfTheRound) == Hero(Sombra); } actions { Wait(6, Abort When False); Press Button(Event Player, Ability 1); Small Message(Event Player, Custom String("Maximum Stealth Duration Reached", Null, Null, Null)); } } rule("BRIG init") { event { Ongoing - Each Player; All; Brigitte; } conditions { Is Game In Progress == True; Global Variable(heroOfTheRound) == Hero(Brigitte); } actions { Set Status(Event Player, Null, Unkillable, Global Variable(roundTimer)); } } rule("BRIG standard gravity") { event { Ongoing - Each Player; All; Brigitte; } conditions { Is Game In Progress == True; Global Variable(heroOfTheRound) == Hero(Brigitte); Is Firing Secondary(Event Player) != True; Has Status(Event Player, Stunned) == False; } actions { Set Gravity(Event Player, 100); } } rule("BRIG shield gravity") { event { Ongoing - Each Player; All; Brigitte; } conditions { Is Game In Progress == True; Global Variable(heroOfTheRound) == Hero(Brigitte); Is Firing Secondary(Event Player) == True; } actions { Set Gravity(Event Player, 200); } } rule("BRIG stunned gravity & buff") { event { Ongoing - Each Player; All; Brigitte; } conditions { Is Game In Progress == True; Global Variable(heroOfTheRound) == Hero(Brigitte); Has Status(Event Player, Stunned) == True; } actions { Set Status(Event Player, Null, Stunned, 1.500); Set Gravity(Event Player, 25); } } rule("BRIG speed-boosted shield bash") { event { Ongoing - Each Player; All; Brigitte; } conditions { Is Game In Progress == True; Global Variable(heroOfTheRound) == Hero(Brigitte); Is Firing Primary(Event Player) == True; Is Firing Secondary(Event Player) == True; } actions { Set Move Speed(Event Player, 200); Wait(0.250, Ignore Condition); Set Move Speed(Event Player, 100); } } rule("BRIG auto-healing") { event { Ongoing - Each Player; All; Brigitte; } conditions { Is Game In Progress == True; Global Variable(heroOfTheRound) == Hero(Brigitte); Health(Event Player) < Max Health(Event Player); } actions { Heal(Event Player, Null, Max Health(Event Player)); Wait(0.032, Ignore Condition); Loop If Condition Is True; } } rule("BRIG end of the round {EACH PLAYER}") { event { Ongoing - Each Player; All; All; } conditions { Is Game In Progress == True; Global Variable(heroOfTheRound) != Hero(Brigitte); } actions { Clear Status(Event Player, Unkillable); Set Gravity(Event Player, 100); Set Move Speed(Event Player, 100); } } rule("PHARAH init effects") { event { Ongoing - Each Player; All; Pharah; } conditions { Is Game In Progress == True; Global Variable(heroOfTheRound) == Hero(Pharah); } actions { disabled Create Effect(Filtered Array(All Players(All Teams), Compare(Player Variable(Event Player, pharahHeal), ==, True)), Good Aura, Yellow, Event Player, 1, Visible To Position and Radius); Create Effect(Filtered Array(All Players(All Teams), Compare(Player Variable(Event Player, pharahHeal), ==, True)), Good Aura, Yellow, Event Player, 1, Visible To Position and Radius); Set Player Variable(Event Player, pharahHealEffect, Last Created Entity); Wait(0.256, Ignore Condition); Create Effect(Filtered Array(All Players(All Teams), Compare(Player Variable(Event Player, pharahDamageBoost), ==, True)), Good Aura, Aqua, Event Player, 1, Visible To Position and Radius); disabled Create Effect(Filtered Array(All Players(All Teams), Compare(Health(Event Player), ==, 200)), Good Aura, Aqua, Event Player, 1, Visible To Position and Radius); Set Player Variable(Event Player, pharahDamageBoostEffect, Last Created Entity); } } rule("PHARAH damage boost") { event { Ongoing - Each Player; All; Pharah; } conditions { Is Game In Progress == True; Global Variable(heroOfTheRound) == Hero(Pharah); Health(Event Player) == 200; Player Variable(Event Player, pharahHeal) == True; } actions { Set Player Variable(Event Player, pharahHeal, False); Set Player Variable(Event Player, pharahDamageBoost, True); Set Damage Dealt(Event Player, 130); Stop All Heal Over Time(Event Player); Wait(0.016, Ignore Condition); } } rule("PHARAH healing") { event { Ongoing - Each Player; All; Pharah; } conditions { Is Game In Progress == True; Global Variable(heroOfTheRound) == Hero(Pharah); Health(Event Player) < 200; } actions { Set Player Variable(Event Player, pharahDamageBoost, False); Wait(0.500, Ignore Condition); Set Player Variable(Event Player, pharahHeal, True); Set Damage Dealt(Event Player, 100); Start Heal Over Time(Event Player, Null, Global Variable(roundTimer), 50); } } rule("PHARAH dead") { event { Player Died; All; All; } conditions { Is Game In Progress == True; Global Variable(heroOfTheRound) == Hero(Pharah); } actions { Wait(0.032, Ignore Condition); Set Player Variable(Event Player, pharahHeal, False); Set Player Variable(Event Player, pharahDamageBoost, False); Wait(0.032, Ignore Condition); Destroy Effect(Player Variable(Event Player, pharahHealEffect)); Wait(0.032, Ignore Condition); Destroy Effect(Player Variable(Event Player, pharahDamageBoostEffect)); Stop All Heal Over Time(Event Player); Set Damage Dealt(Event Player, 100); } } rule("PHARAH end of the round {EACH PLAYER}") { event { Ongoing - Each Player; All; All; } conditions { Is Game In Progress == True; Global Variable(heroOfTheRound) != Hero(Pharah); } actions { Set Player Variable(Event Player, pharahHeal, False); Set Player Variable(Event Player, pharahDamageBoost, False); Destroy Effect(Player Variable(Event Player, pharahHealEffect)); Destroy Effect(Player Variable(Event Player, pharahDamageBoostEffect)); Stop All Heal Over Time(Event Player); Set Damage Dealt(Event Player, 100); } } disabled rule("----- TEST -----") { event { Ongoing - Global; } } disabled rule("Lobby with Dummies (TEST)") { event { Ongoing - Global; } conditions { Is In Setup == True; } actions { Create Dummy Bot(Hero(Ashe), All Teams, -1, Vector(0, 0, 0), Vector(0, 0, 0)); Loop If(Compare(Count Of(All Players(All Teams)), <, 5)); disabled Loop If(Compare(Count Of(All Players(All Teams)), <, 12)); } } disabled rule("Dummys Summon (TEST)") { event { Ongoing - Each Player; All; All; } conditions { Is Communicating(Event Player, Hello) == True; } actions { Create Dummy Bot(Hero(Ashe), All Teams, -1, Position Of(Event Player), Vector(0, 0, 0)); } } disabled rule("Dummy Aim Bot (TEST)") { event { Ongoing - Each Player; All; All; } conditions { Is Dummy Bot(Event Player) == True; } actions { Start Facing(Event Player, Direction Towards(Event Player, Value In Array(Sorted Array(Filtered Array(All Players(All Teams), Is Alive(Current Array Element)), Distance Between(Event Player, Current Array Element)), 1)), 10000, To World, Direction and Turn Rate); Start Holding Button(Event Player, Primary Fire); Start Holding Button(Event Player, Ability 1); Start Holding Button(Event Player, Secondary Fire); Wait(1, Ignore Condition); Loop If Condition Is True; } } disabled rule("Dummy Ult (TEST)") { event { Ongoing - Each Player; All; All; } conditions { Is Dummy Bot(Event Player) == True; Ultimate Charge Percent(Event Player) == 100; } actions { Press Button(Event Player, Ultimate); } } disabled rule("Dummy Meele loop (TEST)") { event { Ongoing - Each Player; All; All; } conditions { Is Dummy Bot(Event Player) == True; } actions { Start Facing(Event Player, Direction Towards(Event Player, Closest Player To(Event Player, Opposite Team Of(Team Of( Event Player)))), 10000, To World, Direction and Turn Rate); Press Button(Event Player, Melee); Wait(Random Real(0.250, 0.350), Ignore Condition); Loop If Condition Is True; } } disabled rule("Dummy Walking (TEST)") { event { Ongoing - Each Player; All; All; } conditions { Is Dummy Bot(Event Player) == True; } actions { Start Throttle In Direction(Event Player, Direction Towards(Event Player, Value In Array(Sorted Array(Filtered Array(All Players( All Teams), Is Alive(Current Array Element)), Distance Between(Event Player, Current Array Element)), 1)), 1, To World, Replace existing throttle, Direction and Magnitude); } } disabled rule("Skip round (TEST)") { event { Ongoing - Each Player; All; All; } conditions { Is Button Held(Event Player, Interact) == True; } actions { disabled Kill(All Players(All Teams), Null); Set Global Variable(roundTimer, 1); } } disabled rule("Force dummy to be hero of the round (TEST)") { event { Ongoing - Each Player; All; All; } conditions { Is Dummy Bot(Event Player) == True; Hero Of(Event Player) == Hero(Ashe); } actions { Start Forcing Player To Be Hero(Event Player, Global Variable(heroOfTheRound)); } } disabled rule("Player horizontal speed (TEST)") { event { Ongoing - Each Player; All; All; } actions { Create HUD Text(Event Player, Custom String("{0}", Horizontal Speed Of(Event Player), Null, Null), Null, Null, Left, 0, White, White, White, Visible To and String, Default Visibility); } }
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rule("Disable bulit-in game mode & start timer variables {Game in progress GLOBAL}") { event { Ongoing - Global; } conditions { Is Game In Progress == True; } actions { Disable Built-In Game Mode Completion; Disable Built-In Game Mode Music; Disable Built-In Game Mode Announcer; Disable Built-In Game Mode Scoring; Enable Death Spectate All Players(All Players(All Teams)); Disable Built-In Game Mode Respawning(All Players(All Teams)); disabled Disable Inspector Recording; Pause Match Time; Set Global Variable(timeCounter, 0.001); Set Global Variable(roundTimer, 60); "Creates a HUD in the top with [svr load: {0} | svr avg: {1} | svr peak: {2}]" Create HUD Text(Filtered Array(Host Player, Compare(Custom String("#Jokaes", Null, Null, Null), ==, String("#{0}", Host Player, Null, Null))), Null, Custom String("svr load: {0} | svr avg: {1} | svr peak: {2}", Server Load, Server Load Average, Server Load Peak), Null, Top, -100, White, Purple, White, Visible To and String, Default Visibility); "Timer or the round HUD {Standard}" Create HUD Text(Filtered Array(All Players(All Teams), Compare(Global Variable(roundTimer), >, 10)), Custom String(":{0}", Round To Integer(Global Variable(roundTimer), To Nearest), Null, Null), Null, Null, Right, -999, White, White, White, Visible To and String, Default Visibility); "Timer or the round HUD {Last moments}" Create HUD Text(Filtered Array(All Players(All Teams), Compare(Global Variable(roundTimer), <=, 10)), Custom String(":{0}", Round To Integer(Global Variable(roundTimer), To Nearest), Null, Null), Null, Null, Right, -999, Red, White, White, Visible To and String, Default Visibility); } } rule("Time Counter - Add minute") { event { Ongoing - Global; } conditions { Is Game In Progress == True; } actions { Set Match Time(Global Variable(timeCounter)); Wait(60, Ignore Condition); Modify Global Variable(timeCounter, Add, 1); Loop; } } rule("Is in setup {GLOBAL}") { event { Ongoing - Global; } conditions { Is In Setup == True; } actions { Enable Death Spectate All Players(All Players(All Teams)); Disable Built-In Game Mode Respawning(All Players(All Teams)); Set Global Variable(roundNumber, -1); Set Global Variable(heroModeSelector, Random Integer(0, Subtract(Count Of(Global Variable(heroList)), 1))); Set Global Variable(heroList, Empty Array); Modify Global Variable(heroList, Append To Array, Hero(Ana)); Modify Global Variable(heroList, Append To Array, Hero(Bastion)); Modify Global Variable(heroList, Append To Array, Hero(Brigitte)); Modify Global Variable(heroList, Append To Array, Hero(Doomfist)); Modify Global Variable(heroList, Append To Array, Hero(Echo)); Modify Global Variable(heroList, Append To Array, Hero(Genji)); Modify Global Variable(heroList, Append To Array, Hero(McCree)); Modify Global Variable(heroList, Append To Array, Hero(Mercy)); Modify Global Variable(heroList, Append To Array, Hero(Pharah)); Modify Global Variable(heroList, Append To Array, Hero(Soldier: 76)); Modify Global Variable(heroList, Append To Array, Hero(Sombra)); Modify Global Variable(heroList, Append To Array, Hero(Torbjörn)); Modify Global Variable(heroList, Append To Array, Hero(Tracer)); Modify Global Variable(heroList, Append To Array, Hero(Widowmaker)); Modify Global Variable(heroList, Append To Array, Hero(Zenyatta)); Set Global Variable(heroOfTheRound, Value In Array(Global Variable(heroList), Global Variable(heroModeSelector))); Create HUD Text(All Players(All Teams), Null, Null, Custom String("Island Party - Heroes Minigames v0.7.0-15.alpha", Null, Null, Null), Left, -998, White, White, White, Visible To and String, Default Visibility); Create HUD Text(All Players(All Teams), Null, Null, Custom String("Play rounds of {0}/? classic custom games as minigames", Count Of(Global Variable(heroList)), Null, Null), Left, -997, White, White, White, Visible To and String, Default Visibility); Create HUD Text(All Players(All Teams), Null, Null, Custom String("Updated code and my codes in: jokaes.github.io", Null, Null, Null), Left, -996, White, White, White, Visible To and String, Default Visibility); Create HUD Text(All Players(All Teams), Null, Null, Custom String("Discord in description", Null, Null, Null), Left, -995.500, White, White, White, Visible To and String, Default Visibility); Create HUD Text(All Players(All Teams), Null, Null, Custom String("Created by Jokaes#2263", Null, Null, Null), Left, -995, White, White, White, Visible To and String, Default Visibility); Create HUD Text(All Players(All Teams), Null, String("{0} {1} {2}", String("Round", Null, Null, Null), String("{0}:", Global Variable(roundNumber), Null, Null), Global Variable(heroOfTheRound)), Null, Left, -994, White, White, White, Visible To and String, Default Visibility); Wait(1.500, Ignore Condition); Start Forcing Player To Be Hero(All Players(All Teams), Global Variable(heroOfTheRound)); Set Global Variable(potatoPos, Vector(500, 500, 500)); Create HUD Text(Global Variable(tracerQueen), Custom String("QUEEN", Null, Null, Null), Null, Null, Left, 2, Yellow, White, White, Visible To and String, Default Visibility); Create HUD Text(All Players(All Teams), Null, Null, Custom String(" ", Null, Null, Null), Left, -999, White, White, White, Visible To and String, Default Visibility); Create HUD Text(All Players(All Teams), Null, Null, Custom String(" ", Null, Null, Null), Left, -999, White, White, White, Visible To and String, Default Visibility); Create HUD Text(All Players(All Teams), Null, Null, Custom String(" ", Null, Null, Null), Left, -999, White, White, White, Visible To and String, Default Visibility); Create HUD Text(All Players(All Teams), Null, Null, Custom String(" ", Null, Null, Null), Left, -999, White, White, White, Visible To and String, Default Visibility); Create HUD Text(All Players(All Teams), Null, Null, Custom String(" ", Null, Null, Null), Left, -999, White, White, White, Visible To and String, Default Visibility); Create HUD Text(All Players(All Teams), Null, Null, Custom String(" ", Null, Null, Null), Left, -999, White, White, White, Visible To and String, Default Visibility); Create HUD Text(All Players(All Teams), Null, Null, Custom String(" ", Null, Null, Null), Left, -999, White, White, White, Visible To and String, Default Visibility); Create HUD Text(All Players(All Teams), Null, Null, Custom String(" ", Null, Null, Null), Left, -990, White, White, White, Visible To and String, Default Visibility); } } rule("Is game in progress {PLAYER}") { event { Ongoing - Each Player; All; All; } conditions { Is Game In Progress == True; } actions { Start Rule(gameModeDescriptionMessages, Do Nothing); Enable Death Spectate All Players(Event Player); Disable Built-In Game Mode Respawning(Event Player); Preload Hero(Event Player, Global Variable(heroList)); Set Global Variable(playersStartOfTheRound, All Players(All Teams)); Set Player Variable(Event Player, pharahHeal, True); Set Player Variable(Event Player, pharahDamageBoost, False); } } rule("Player join in setup") { event { Player Joined Match; All; All; } conditions { Is In Setup == True; Has Spawned(Event Player) == True; } actions { Wait(0.512, Ignore Condition); Set Player Variable(Event Player, queenPoints, 0); Set Player Variable(Event Player, soldierPoints, 0); Set Player Variable(Event Player, pharahHeal, True); Set Player Variable(Event Player, pharahDamageBoost, False); Start Forcing Player To Be Hero(Event Player, Global Variable(heroOfTheRound)); Preload Hero(Event Player, Global Variable(heroList)); Set Respawn Max Time(Event Player, 9999); } } rule("Player join with game in progress") { event { Player Joined Match; All; All; } conditions { Is Game In Progress == True; Is Alive(Event Player) == True; } actions { Start Rule(gameModeDescriptionMessages, Do Nothing); Set Player Variable(Event Player, queenPoints, 0); Set Player Variable(Event Player, soldierPoints, 0); Set Player Variable(Event Player, pharahHeal, True); Set Player Variable(Event Player, pharahDamageBoost, False); Disable Built-In Game Mode Respawning(Event Player); Wait(0.512, Ignore Condition); Start Forcing Player To Be Hero(Event Player, Global Variable(heroOfTheRound)); Teleport(Event Player, Vector(500, 500, 500)); Clear Status(Event Player, Unkillable); Wait(0.512, Ignore Condition); Kill(Event Player, Null); Preload Hero(Event Player, Global Variable(heroList)); Set Respawn Max Time(Event Player, 9999); } } rule("Force players to be the hero of the round") { event { Ongoing - Each Player; All; All; } conditions { Has Spawned(Event Player) == True; Is Alive(Event Player) == True; } actions { Start Forcing Player To Be Hero(Event Player, Global Variable(heroOfTheRound)); } } rule("Create new round {OUT OF TIME}") { event { Ongoing - Global; } conditions { Global Variable(roundTimer) <= 0; } actions { Set Global Variable(roundTimer, 60); Wait(0.032, Ignore Condition); Set Global Variable(heroOfPreviousRound, Global Variable(heroOfTheRound)); Set Global Variable(heroModeSelector, Random Integer(0, Subtract(Count Of(Global Variable(heroList)), 1))); Set Global Variable At Index(heroesRounds, Global Variable(heroModeSelector), True); Set Global Variable(heroOfTheRound, Value In Array(Global Variable(heroList), Global Variable(heroModeSelector))); Wait(0.032, Ignore Condition); Loop If(Compare(Global Variable(heroOfTheRound), ==, Global Variable(heroOfPreviousRound))); Respawn(All Players(All Teams)); Resurrect(All Players(All Teams)); Wait(0.250, Ignore Condition); Start Forcing Player To Be Hero(All Players(All Teams), Global Variable(heroOfTheRound)); Modify Global Variable(roundNumber, Add, 1); Big Message(All Players(All Teams), Custom String("ROUND {0}", Global Variable(roundNumber), Null, Null)); Chase Global Variable At Rate(roundTimer, 0, 1, None); Set Global Variable(playersStartOfTheRound, All Players(All Teams)); Destroy Effect(Player Variable(All Players(All Teams), pharahHealEffect)); Destroy Effect(Player Variable(All Players(All Teams), pharahDamageBoostEffect)); } } rule("Create new round {LAST PLAYER ALIVE}") { event { Ongoing - Global; } conditions { Number of Living Players(All Teams) <= 1; } actions { Set Global Variable(roundTimer, 60); Wait(0.032, Ignore Condition); Set Global Variable(heroOfPreviousRound, Global Variable(heroOfTheRound)); Set Global Variable(heroModeSelector, Random Integer(0, Subtract(Count Of(Global Variable(heroList)), 1))); Set Global Variable At Index(heroesRounds, Global Variable(heroModeSelector), True); Set Global Variable(heroOfTheRound, Value In Array(Global Variable(heroList), Global Variable(heroModeSelector))); Wait(0.032, Ignore Condition); Loop If(Compare(Global Variable(heroOfTheRound), ==, Global Variable(heroOfPreviousRound))); Respawn(All Players(All Teams)); Resurrect(All Players(All Teams)); Wait(0.250, Ignore Condition); Start Forcing Player To Be Hero(All Players(All Teams), Global Variable(heroOfTheRound)); Modify Global Variable(roundNumber, Add, 1); Big Message(All Players(All Teams), Custom String("ROUND {0}", Global Variable(roundNumber), Null, Null)); Chase Global Variable At Rate(roundTimer, 0, 1, None); Set Global Variable(playersStartOfTheRound, All Players(All Teams)); Destroy Effect(Player Variable(All Players(All Teams), pharahHealEffect)); Destroy Effect(Player Variable(All Players(All Teams), pharahDamageBoostEffect)); } } rule("Full heal and score on kill") { event { Player Dealt Final Blow; All; All; } conditions { Hero Of(Event Player) != Hero(McCree); Hero Of(Event Player) != Hero(Echo); Hero Of(Event Player) != Hero(Tracer); } actions { Play Effect(All Players(All Teams), Good Pickup Effect, Green, Event Player, 1); Heal(Event Player, Null, Max Health(Event Player)); Modify Player Score(Event Player, 1); Small Message(Event Player, Custom String("+1 point with {0} {1}", Hero Icon String(Hero Of(Event Player)), Hero Of(Event Player), Null)); } } rule("String Arrays (Title, credit, code and instructions)") { event { Ongoing - Global; } actions { Create HUD Text(All Players(All Teams), Value In Array(Append To Array(Append To Array(Append To Array(Append To Array( Append To Array(Append To Array(Append To Array(Append To Array(Append To Array(Append To Array(Append To Array( Append To Array(Append To Array(Append To Array(Append To Array(Empty Array, Custom String("{0} PAINTBALL {0}", Hero Icon String(Hero(Ana)), Null, Null)), Custom String("{0} WORLD OF TANKS {0}", Hero Icon String(Hero(Bastion)), Null, Null)), Custom String("{0} BOOP {0}", Hero Icon String(Hero(Brigitte)), Null, Null)), Custom String("{0} SUMO {0}", Hero Icon String(Hero(Doomfist)), Null, Null)), Custom String("{0} RINGS {0}", Hero Icon String(Hero(Echo)), Null, Null)), Custom String("{0} DASH {0}", Hero Icon String(Hero(Genji)), Null, Null)), Custom String("{0} HOT POTATO {0}", Hero Icon String(Hero(McCree)), Null, Null)), Custom String("{0} 1 PUNCH {0}", Hero Icon String(Hero(Mercy)), Null, Null)), Custom String("{0} PHARMERCY SIMULATED {0}", Hero Icon String(Hero(Pharah)), Null, Null)), Custom String( "{0} SPRINT RACING {0}", Hero Icon String(Hero(Soldier: 76)), Null, Null)), Custom String("{0} HACK TO KILL {0}", Hero Icon String(Hero(Sombra)), Null, Null)), Custom String("{0} HAMMER ONLY {0}", Hero Icon String(Hero(Torbjörn)), Null, Null)), Custom String("{0} STEAL THE CROWN {0}", Hero Icon String(Hero(Tracer)), Null, Null)), Custom String("{0} HS ONLY {0}", Hero Icon String(Hero(Widowmaker)), Null, Null)), Custom String("{0} SPARTA MODE {0}", Hero Icon String(Hero(Zenyatta)), Null, Null)), Global Variable(heroModeSelector)), Custom String("", Null, Null, Null), Custom String("", Null, Null, Null), Top, -3, Orange, White, White, Visible To and String, Default Visibility); Create HUD Text(All Players(All Teams), Null, Null, Value In Array(Append To Array(Append To Array(Append To Array(Append To Array( Append To Array(Append To Array(Append To Array(Append To Array(Append To Array(Append To Array(Append To Array( Append To Array(Append To Array(Append To Array(Append To Array(Empty Array, Custom String("", Null, Null, Null)), Custom String("", Null, Null, Null)), Custom String("Play it more on 55MMT / VQVRG", Null, Null, Null)), Custom String( "Play it more on 9G11W", Null, Null, Null)), Custom String("", Null, Null, Null)), Custom String("Play it more on DDNSZ", Null, Null, Null)), Custom String("Play it more on E515J", Null, Null, Null)), Custom String("", Null, Null, Null)), Custom String( "Play it more on DKKKD", Null, Null, Null)), Custom String("Play it more on STJTC", Null, Null, Null)), Custom String( "Play it more on YJK0D6", Null, Null, Null)), Custom String("", Null, Null, Null)), Custom String("Play it more on 1FM74", Null, Null, Null)), Custom String("", Null, Null, Null)), Custom String("", Null, Null, Null)), Global Variable( heroModeSelector)), Top, -2, White, White, White, Visible To and String, Default Visibility); Create HUD Text(All Players(All Teams), Null, Null, Value In Array(Append To Array(Append To Array(Append To Array(Append To Array( Append To Array(Append To Array(Append To Array(Append To Array(Append To Array(Append To Array(Append To Array( Append To Array(Append To Array(Append To Array(Append To Array(Empty Array, Custom String("", Null, Null, Null)), Custom String("", Null, Null, Null)), Custom String("BY FARRON / BLOCK", Null, Null, Null)), Custom String( "BY CREBOS & CLAMINUIM", Null, Null, Null)), Custom String("", Null, Null, Null)), Custom String("BY GANTZ", Null, Null, Null)), Custom String("BY KEVLAR", Null, Null, Null)), Custom String("", Null, Null, Null)), Custom String("BY SEITA", Null, Null, Null)), Custom String("BY DARWIN", Null, Null, Null)), Custom String("BY TEHFOOT", Null, Null, Null)), Custom String("", Null, Null, Null)), Custom String("BY KEVLAR", Null, Null, Null)), Custom String("", Null, Null, Null)), Custom String( "ORIGINALLY CREATED BY DARWIN", Null, Null, Null)), Global Variable(heroModeSelector)), Top, -1, White, White, White, Visible To and String, Default Visibility); Create HUD Text(All Players(All Teams), Null, Null, Value In Array(Append To Array(Append To Array(Append To Array(Append To Array( Append To Array(Append To Array(Append To Array(Append To Array(Append To Array(Append To Array(Append To Array( Append To Array(Append To Array(Append To Array(Append To Array(Empty Array, Custom String("One shoot to kill!", Null, Null, Null)), Custom String("BOO BEE BEE BEE BOO BEEEE!", Null, Null, Null)), Custom String("Boop them out of the Island!", Null, Null, Null)), Custom String("Get everyone out of the plataform!", Null, Null, Null)), Custom String("Collect those rings!", Null, Null, Null)), Custom String("Dash!", Null, Null, Null)), Custom String("Pass the hot potato to someone else!", Null, Null, Null)), Custom String("Punch to kill and get ultimate!", Null, Null, Null)), Custom String( "Kill them all with your Mercy pocket simulated!", Null, Null, Null)), Custom String("Gotta go fast to the objectives!", Null, Null, Null)), Custom String("Hack an opponent to kill them!", Null, Null, Null)), Custom String("Overload and hammer down!", Null, Null, Null)), Custom String("Meele to steal the crown!", Null, Null, Null)), Custom String("Aim to head!", Null, Null, Null)), Custom String("Kick them for Spartaaa!", Null, Null, Null)), Global Variable(heroModeSelector)), Top, 1, White, White, White, Visible To and String, Default Visibility); } } rule("Description and credit (Small Messages)") { event { Subroutine; gameModeDescriptionMessages; } actions { Wait(3.500, Ignore Condition); Small Message(Event Player, Custom String("Island Party - Heroes Minigames v0.7.0-15.alpha", Null, Null, Null)); Wait(3.500, Ignore Condition); Small Message(Event Player, Custom String("Play rounds of {0} minigames", Count Of(Global Variable(heroList)), Null, Null)); Wait(3.500, Ignore Condition); Small Message(Event Player, Custom String("Created by Jokaes#2263", Null, Null, Null)); } } rule("----- HEROES -----") { event { Ongoing - Global; } } rule("ZEN mega-kick") { event { Player Dealt Damage; All; Zenyatta; } actions { Apply Impulse(Victim, Add(Facing Direction Of(Event Player), Vector(0, 0.100, 0)), 75, To World, Cancel Contrary Motion); } } rule("TRACER create crown") { event { Ongoing - Global; } conditions { Is Game In Progress == True; Global Variable(heroOfTheRound) == Hero(Tracer); Global Variable(tracerQueen) == Null; } actions { Destroy Effect(Global Variable(crownEffect)); Set Global Variable(crownPos, Vector(0, 1.500, 0)); Create Effect(All Players(All Teams), Good Aura, Yellow, Global Variable(crownPos), 1, Visible To Position and Radius); Set Global Variable(crownEffect, Last Created Entity); } } rule("TRACER stun & steal") { event { Player Dealt Damage; All; Tracer; } conditions { Is Game In Progress == True; Global Variable(heroOfTheRound) == Hero(Tracer); } actions { If(Compare(Global Variable(tracerQueen), ==, Attacker)); Set Status(Victim, Event Player, Stunned, 1); End; If(Compare(Global Variable(tracerQueen), ==, Victim)); Set Status(Victim, Event Player, Stunned, 0.750); Play Effect(All Players(All Teams), Buff Impact Sound, Yellow, Event Player, 50); Set Global Variable(tracerQueen, Attacker); Set Global Variable(crownPos, Attacker); End; } } rule("TRACER init queen") { event { Ongoing - Each Player; All; All; } conditions { Is Game In Progress == True; Global Variable(heroOfTheRound) == Hero(Tracer); } actions { Set Player Variable(Event Player, queenPoints, 0); Wait(0.256, Ignore Condition); Create HUD Text(All Players(All Teams), Null, Null, Custom String("{0} : {1} / 10", Event Player, Player Variable(Event Player, queenPoints), Null), Left, Multiply(Add(Player Variable(Event Player, queenPoints), 10), -1), White, White, Yellow, Visible To Sort Order and String, Default Visibility); Set Player Variable(Event Player, queenPointsHUD, Last Text ID); } } rule("TRACER first queen") { event { Ongoing - Each Player; All; All; } conditions { Is Game In Progress == True; Is Alive(Event Player) == True; Distance Between(Event Player, Position Of(Global Variable(crownEffect))) <= 1.500; Global Variable(heroOfTheRound) == Hero(Tracer); Global Variable(tracerQueen) == Null; } actions { Wait(0.064, Abort When False); Play Effect(Event Player, Buff Impact Sound, Yellow, Event Player, 50); Set Global Variable(tracerQueen, Event Player); Set Global Variable(crownPos, Event Player); } } rule("TRACER queen points") { event { Ongoing - Each Player; All; Tracer; } conditions { Is Game In Progress == True; Is Alive(Event Player) == True; Global Variable(heroOfTheRound) == Hero(Tracer); Global Variable(tracerQueen) == Event Player; } actions { Wait(1, Abort When False); Modify Player Variable(Event Player, queenPoints, Add, 1); Play Effect(All Players(All Teams), Good Pickup Effect, Yellow, Event Player, 1); Play Effect(All Players(All Teams), Buff Explosion Sound, Yellow, Event Player, 50); Loop If Condition Is True; } } rule("TRACER queen winner") { event { Ongoing - Each Player; All; Tracer; } conditions { Is Game In Progress == True; Global Variable(heroOfTheRound) == Hero(Tracer); Global Variable(tracerQueen) == Event Player; Player Variable(Event Player, queenPoints) >= 10; } actions { Modify Player Score(Event Player, Count Of(Global Variable(playersStartOfTheRound))); Small Message(Event Player, Custom String("+{0} points with {1} {2}", Count Of(Global Variable(playersStartOfTheRound)), Hero Icon String(Hero Of(Event Player)), Hero Of(Event Player))); Kill(Remove From Array(All Players(All Teams), Event Player), Null); } } rule("TRACER dead queen") { event { Player Died; All; All; } conditions { Is Game In Progress == True; Global Variable(heroOfTheRound) == Hero(Tracer); Global Variable(tracerQueen) == Event Player; } actions { Set Global Variable(tracerQueen, Null); Set Global Variable(crownPos, Vector(0, 1.500, 0)); } } rule("TRACER leaver queen") { event { Player Left Match; All; All; } conditions { Is Game In Progress == True; Global Variable(heroOfTheRound) == Hero(Tracer); Global Variable(tracerQueen) == Event Player; } actions { Set Global Variable(tracerQueen, Null); Set Global Variable(crownPos, Vector(0, 1.500, 0)); } } rule("TRACER destroy crown") { event { Ongoing - Global; } conditions { Is Game In Progress == True; Global Variable(heroOfTheRound) != Hero(Tracer); } actions { disabled Destroy Effect(Global Variable(crownEffect)); Destroy Effect(Value In Array(Global Variable(crownEffect), 0)); } } rule("TRACER queen end of the round") { event { Ongoing - Each Player; All; All; } conditions { Is Game In Progress == True; Global Variable(heroOfTheRound) != Hero(Tracer); } actions { Set Player Variable(Event Player, queenPoints, 0); Destroy HUD Text(Player Variable(Event Player, queenPointsHUD)); Set Global Variable(tracerQueen, Null); } } rule("SOLDIER init & phased out") { event { Ongoing - Each Player; All; Soldier: 76; } conditions { Is Game In Progress == True; Global Variable(heroOfTheRound) == Hero(Soldier: 76); } actions { Set Status(Event Player, Null, Phased Out, Global Variable(roundTimer)); Set Player Variable(Event Player, soldierPoints, 0); Wait(0.256, Ignore Condition); Create HUD Text(All Players(All Teams), Null, Null, Custom String("{0} : {1} / 5", Event Player, Player Variable(Event Player, soldierPoints), Null), Left, Multiply(Add(Player Variable(Event Player, soldierPoints), 10), -1), White, White, Blue, Visible To Sort Order and String, Default Visibility); Set Player Variable(Event Player, soldierPointsHUD, Last Text ID); } } rule("SOLDIER sprint") { event { Ongoing - Each Player; All; Soldier: 76; } conditions { Is Game In Progress == True; Is Using Ability 1(Event Player) == True; Horizontal Speed Of(Event Player) > 5; Global Variable(heroOfTheRound) == Hero(Soldier: 76); } actions { Set Status(Event Player, Null, Phased Out, 60); Modify Player Variable(Event Player, sprint, Add, 1); Set Move Speed(Event Player, Player Variable(Event Player, sprint)); Wait(0.100, Ignore Condition); Loop If Condition Is True; Set Player Variable(Event Player, sprint, 100); Set Move Speed(Event Player, 100); } } rule("SOLDIER off phased out and speed") { event { Ongoing - Each Player; All; All; } conditions { Is Game In Progress == True; Global Variable(heroOfTheRound) != Hero(Soldier: 76); Hero Of(Event Player) != Hero(Soldier: 76); } actions { Clear Status(Event Player, Phased Out); Set Move Speed(Event Player, 100); } } rule("SOLDIER objective") { event { Ongoing - Global; } conditions { Is Game In Progress == True; Global Variable(heroOfTheRound) == Hero(Soldier: 76); } actions { Set Global Variable(soldierObjectivePos, Vector(Random Real(-16, 16), 0, Random Real(-16, 16))); Create Effect(All Players(All Teams), Light Shaft, Blue, Global Variable(soldierObjectivePos), 1.500, Visible To Position and Radius); Set Global Variable(soldierObjective, Last Created Entity); Create Effect(All Players(All Teams), Light Shaft, Blue, Global Variable(soldierObjectivePos), 1.500, Visible To Position and Radius); Set Global Variable(soldierObjective2, Last Created Entity); Create Effect(All Players(All Teams), Light Shaft, Blue, Global Variable(soldierObjectivePos), 1.500, Visible To Position and Radius); Set Global Variable(soldierObjective3, Last Created Entity); Wait(0.016, Ignore Condition); Create Icon(All Players(All Teams), Global Variable(soldierObjectivePos), Flag, Visible To and Position, Blue, True); Set Global Variable(soldierObjectiveIcon, Last Created Entity); } } rule("SOLDIER point") { event { Ongoing - Each Player; All; Soldier: 76; } conditions { Is Game In Progress == True; Is Alive(Event Player) == True; Distance Between(Event Player, Global Variable(soldierObjectivePos)) <= 1.550; Global Variable(heroOfTheRound) == Hero(Soldier: 76); } actions { Modify Player Score(Event Player, 1); Small Message(Event Player, Custom String("+1 point with {0} {1}", Hero Icon String(Hero Of(Event Player)), Hero Of(Event Player), Null)); Modify Player Variable(Event Player, soldierPoints, Add, 1); Set Global Variable(soldierObjectivePos, Vector(Random Real(-16, 16), 0, Random Real(-16, 16))); Play Effect(All Players(All Teams), Good Pickup Effect, Blue, Event Player, 1); Play Effect(All Players(All Teams), Buff Explosion Sound, Blue, Event Player, 100); } } rule("SOLDIER winner") { event { Ongoing - Each Player; All; Soldier: 76; } conditions { Is Game In Progress == True; Global Variable(heroOfTheRound) == Hero(Soldier: 76); Player Variable(Event Player, soldierPoints) >= 5; } actions { disabled Kill(Remove From Array(All Living Players(All Teams), Event Player), Event Player); Set Global Variable(roundTimer, 0); } } rule("SOLDIER end of the round {GLOBAL}") { event { Ongoing - Global; } conditions { Is Game In Progress == True; Global Variable(heroOfTheRound) != Hero(Soldier: 76); } actions { Destroy Effect(Global Variable(soldierObjective)); Destroy Effect(Global Variable(soldierObjective2)); Destroy Effect(Global Variable(soldierObjective3)); Destroy Icon(Global Variable(soldierObjectiveIcon)); } } rule("SOLDIER end of the round {EACH PLAYER}") { event { Ongoing - Each Player; All; All; } conditions { Is Game In Progress == True; Global Variable(heroOfTheRound) != Hero(Soldier: 76); } actions { Set Player Variable(Event Player, soldierPoints, 0); Destroy HUD Text(Player Variable(Event Player, soldierPointsHUD)); } } rule("MCCREE init player") { event { Ongoing - Each Player; All; McCree; } conditions { Is Game In Progress == True; Global Variable(heroOfTheRound) == Hero(McCree); } actions { Wait(0.256, Ignore Condition); Create HUD Text(All Players(All Teams), Null, Null, Custom String("{0} : {1}", Event Player, Round To Integer(Health(Event Player), Up), Null), Left, Multiply(Health(Event Player), -1), White, White, Red, Visible To Sort Order and String, Default Visibility); Set Player Variable(Event Player, mccreeHealthHUD, Last Text ID); } } rule("MCCREE choose a potato holder") { event { Ongoing - Global; } conditions { Is Game In Progress == True; Global Variable(heroOfTheRound) == Hero(McCree); Global Variable(potatoHolder) == Null; } actions { Set Global Variable(potatoHolder, Random Value In Array(All Living Players(All Teams))); Set Global Variable(potatoPos, Global Variable(potatoHolder)); } } rule("MCCREE potato effect") { event { Ongoing - Global; } conditions { Is Game In Progress == True; Global Variable(heroOfTheRound) == Hero(McCree); } actions { Create Effect(All Players(All Teams), Bad Aura, Red, Global Variable(potatoPos), 1, Visible To Position and Radius); Set Global Variable(potatoEffect, Last Created Entity); Create Icon(All Players(All Teams), Global Variable(potatoPos), Fire, Visible To and Position, Red, True); Set Global Variable(potatoIcon, Last Created Entity); } } rule("MCCREE potato holder") { event { Ongoing - Each Player; All; McCree; } conditions { Is Game In Progress == True; Is Alive(Event Player) == True; Global Variable(heroOfTheRound) == Hero(McCree); Event Player == Global Variable(potatoHolder); } actions { Set Status(Event Player, Null, Burning, Global Variable(roundTimer)); Play Effect(All Players(All Teams), Debuff Impact Sound, White, Event Player, 50); Start Damage Over Time(Event Player, Null, Global Variable(roundTimer), 250); Set Move Speed(Event Player, 110); Allow Button(Event Player, Primary Fire); Allow Button(Event Player, Melee); } } rule("MCCREE not potato holder") { event { Ongoing - Each Player; All; McCree; } conditions { Is Game In Progress == True; Global Variable(heroOfTheRound) == Hero(McCree); Event Player != Global Variable(potatoHolder); } actions { Clear Status(Event Player, Burning); Stop All Damage Over Time(Event Player); Set Move Speed(Event Player, 100); Disallow Button(Event Player, Primary Fire); Disallow Button(Event Player, Melee); } } rule("MCCREE pass the potato") { event { Player Dealt Damage; All; McCree; } conditions { Is Game In Progress == True; Is Alive(Event Player) == True; Global Variable(heroOfTheRound) == Hero(McCree); Event Player == Global Variable(potatoHolder); } actions { Destroy In-World Text(Player Variable(Event Player, mccreeInvincibleText)); Destroy HUD Text(Player Variable(Event Player, mccreeInvincibleHUD)); Set Global Variable(potatoHolder, Victim); Set Global Variable(potatoPos, Victim); Set Player Variable(Event Player, mccreeInvincibleTime, 1); Set Status(Event Player, Null, Invincible, Player Variable(Event Player, mccreeInvincibleTime)); Create In-World Text(Filtered Array(All Players(All Teams), Compare(Player Variable(Event Player, mccreeInvincibleTime), >, 0)), Custom String("INVINCIBLE: {0}", Player Variable(Event Player, mccreeInvincibleTime), Null, Null), Attacker, 1, Clip Against Surfaces, Visible To Position and String, Yellow, Default Visibility); Set Player Variable(Event Player, mccreeInvincibleText, Last Text ID); Wait(0.016, Ignore Condition); Create HUD Text(Filtered Array(Event Player, Compare(Player Variable(Event Player, mccreeInvincibleTime), >, 0)), Custom String( "INVINCIBLE: {0}", Player Variable(Event Player, mccreeInvincibleTime), Null, Null), Null, Null, Left, 2, Yellow, White, White, Visible To and String, Default Visibility); Set Player Variable(Event Player, mccreeInvincibleHUD, Last Text ID); Wait(0.016, Ignore Condition); Chase Player Variable Over Time(Event Player, mccreeInvincibleTime, 0, Player Variable(Event Player, mccreeInvincibleTime), Destination and Duration); } } rule("MCCREE potato holder dies") { event { Player Died; All; All; } conditions { Is Game In Progress == True; Global Variable(heroOfTheRound) == Hero(McCree); Event Player == Global Variable(potatoHolder); } actions { Set Global Variable(potatoHolder, Null); } } rule("MCCREE potato holder leaves") { event { Player Left Match; All; All; } conditions { Is Game In Progress == True; Global Variable(heroOfTheRound) == Hero(McCree); Event Player == Global Variable(potatoHolder); } actions { Set Global Variable(potatoHolder, Null); } } rule("MCCREE end of the round {GLOBAL}") { event { Ongoing - Global; } conditions { Is Game In Progress == True; Global Variable(heroOfTheRound) != Hero(McCree); } actions { Destroy Effect(Global Variable(potatoEffect)); Destroy Icon(Global Variable(potatoIcon)); Set Global Variable(potatoHolder, Null); } } rule("MCCREE end of the round {EACH PLAYER}") { event { Ongoing - Each Player; All; All; } conditions { Is Game In Progress == True; Global Variable(heroOfTheRound) != Hero(McCree); } actions { Clear Status(Event Player, Burning); Stop Damage Over Time(Last Damage Over Time ID); Set Move Speed(Event Player, 100); Allow Button(Event Player, Primary Fire); Allow Button(Event Player, Melee); Destroy HUD Text(Player Variable(Event Player, mccreeHealthHUD)); } } rule("MCCREE win {OUT OF TIME}") { event { Ongoing - Each Player; All; McCree; } conditions { Is Game In Progress == True; Is Alive(Event Player) == True; Global Variable(heroOfTheRound) == Hero(McCree); Global Variable(roundTimer) <= 0.500; Number of Players(All Teams) > 1; } actions { Play Effect(All Players(All Teams), Good Pickup Effect, White, Event Player, 1); Play Effect(All Players(All Teams), Buff Explosion Sound, White, Event Player, 100); Modify Player Score(Event Player, Round To Integer(Divide(Count Of(Global Variable(playersStartOfTheRound)), Number of Living Players(All Teams)), Up)); Small Message(Event Player, Custom String("+{0} points with {1} {2}", Round To Integer(Divide(Count Of(Global Variable( playersStartOfTheRound)), Number of Living Players(All Teams)), Up), Hero Icon String(Hero Of(Event Player)), Hero Of( Event Player))); } } rule("MCCREE win {LAST PLAYER ALIVE}") { event { Ongoing - Each Player; All; McCree; } conditions { Is Game In Progress == True; Is Alive(Event Player) == True; Global Variable(heroOfTheRound) == Hero(McCree); Number of Living Players(All Teams) <= 1; Number of Players(All Teams) > 1; } actions { Play Effect(All Players(All Teams), Good Pickup Effect, White, Event Player, 1); Play Effect(All Players(All Teams), Buff Explosion Sound, White, Event Player, 100); Modify Player Score(Event Player, Count Of(Global Variable(playersStartOfTheRound))); Small Message(Event Player, Custom String("+{0} points with {1} {2}", Count Of(Global Variable(playersStartOfTheRound)), Hero Icon String(Hero Of(Event Player)), Hero Of(Event Player))); } } rule("DOOM ult stun") { event { Player Dealt Damage; All; Doomfist; } conditions { Is Game In Progress == True; Global Variable(heroOfTheRound) == Hero(Doomfist); Is Using Ultimate(Attacker) == True; } actions { Set Status(Victim, Event Player, Stunned, 3); } } rule("DOOM using ult") { event { Ongoing - Each Player; All; All; } conditions { Is Game In Progress == True; Global Variable(heroOfTheRound) == Hero(Doomfist); Is Using Ultimate(Event Player) == True; } actions { Set Move Speed(Event Player, 150); } } rule("DOOM not using ult") { event { Ongoing - Each Player; All; All; } conditions { Is Game In Progress == True; Global Variable(heroOfTheRound) == Hero(Doomfist); Is Using Ultimate(Event Player) == False; } actions { Set Move Speed(Event Player, 100); } } rule("BASTION tank") { event { Ongoing - Each Player; All; Bastion; } conditions { Is Game In Progress == True; Is Alive(Event Player) == True; Global Variable(heroOfTheRound) == Hero(Bastion); } actions { Press Button(Event Player, Ultimate); Wait(0.016, Ignore Condition); Loop If Condition Is True; } } rule("SOMBRA hack to kill") { event { Ongoing - Each Player; All; Sombra; } conditions { Has Status(Event Player, Hacked) == True; Is Game In Progress == True; Global Variable(heroOfTheRound) == Hero(Sombra); } actions { disabled Kill(Event Player, Null); Teleport(Event Player, Vector(0, -500, 0)); } } rule("SOMBRA limit stealth duration") { event { Ongoing - Each Player; All; Sombra; } conditions { Is Using Ability 1(Event Player) == True; Is Game In Progress == True; Global Variable(heroOfTheRound) == Hero(Sombra); } actions { Wait(6, Abort When False); Press Button(Event Player, Ability 1); Small Message(Event Player, Custom String("Maximum Stealth Duration Reached", Null, Null, Null)); } } rule("BRIG init") { event { Ongoing - Each Player; All; Brigitte; } conditions { Is Game In Progress == True; Global Variable(heroOfTheRound) == Hero(Brigitte); } actions { Set Status(Event Player, Null, Unkillable, Global Variable(roundTimer)); } } rule("BRIG standard gravity") { event { Ongoing - Each Player; All; Brigitte; } conditions { Is Game In Progress == True; Global Variable(heroOfTheRound) == Hero(Brigitte); Is Firing Secondary(Event Player) != True; Has Status(Event Player, Stunned) == False; } actions { Set Gravity(Event Player, 100); } } rule("BRIG shield gravity") { event { Ongoing - Each Player; All; Brigitte; } conditions { Is Game In Progress == True; Global Variable(heroOfTheRound) == Hero(Brigitte); Is Firing Secondary(Event Player) == True; } actions { Set Gravity(Event Player, 200); } } rule("BRIG stunned gravity & buff") { event { Ongoing - Each Player; All; Brigitte; } conditions { Is Game In Progress == True; Global Variable(heroOfTheRound) == Hero(Brigitte); Has Status(Event Player, Stunned) == True; } actions { Set Status(Event Player, Null, Stunned, 1.500); Set Gravity(Event Player, 25); } } rule("BRIG speed-boosted shield bash") { event { Ongoing - Each Player; All; Brigitte; } conditions { Is Game In Progress == True; Global Variable(heroOfTheRound) == Hero(Brigitte); Is Firing Primary(Event Player) == True; Is Firing Secondary(Event Player) == True; } actions { Set Move Speed(Event Player, 200); Wait(0.250, Ignore Condition); Set Move Speed(Event Player, 100); } } rule("BRIG auto-healing") { event { Ongoing - Each Player; All; Brigitte; } conditions { Is Game In Progress == True; Global Variable(heroOfTheRound) == Hero(Brigitte); Health(Event Player) < Max Health(Event Player); } actions { Heal(Event Player, Null, Max Health(Event Player)); Wait(0.032, Ignore Condition); Loop If Condition Is True; } } rule("BRIG end of the round {EACH PLAYER}") { event { Ongoing - Each Player; All; All; } conditions { Is Game In Progress == True; Global Variable(heroOfTheRound) != Hero(Brigitte); } actions { Clear Status(Event Player, Unkillable); Set Gravity(Event Player, 100); Set Move Speed(Event Player, 100); } } rule("PHARAH init effects") { event { Ongoing - Each Player; All; All; } conditions { Is Game In Progress == True; Global Variable(heroOfTheRound) == Hero(Pharah); } actions { Create Effect(Filtered Array(All Players(All Teams), Compare(Player Variable(Event Player, pharahHeal), ==, True)), Good Aura, Yellow, Event Player, 1, Visible To Position and Radius); Set Player Variable(Event Player, pharahHealEffect, Last Created Entity); disabled Wait(0.512, Ignore Condition); Create Effect(Filtered Array(All Players(All Teams), Compare(Health(Event Player), >, 199)), Good Aura, Aqua, Event Player, 1, Visible To Position and Radius); Set Player Variable(Event Player, pharahDamageBoostEffect, Last Created Entity); disabled Damage(Event Player, Null, 100); } } rule("PHARAH damage boost") { event { Ongoing - Each Player; All; Pharah; } conditions { Is Game In Progress == True; Global Variable(heroOfTheRound) == Hero(Pharah); Health(Event Player) > 199; Player Variable(Event Player, pharahHeal) == True; } actions { Set Player Variable(Event Player, pharahHeal, False); Set Player Variable(Event Player, pharahDamageBoost, True); Set Damage Dealt(Event Player, 130); Stop All Heal Over Time(Event Player); Wait(0.016, Ignore Condition); } } rule("PHARAH healing") { event { Ongoing - Each Player; All; Pharah; } conditions { Is Game In Progress == True; Global Variable(heroOfTheRound) == Hero(Pharah); Health(Event Player) < 200; } actions { Set Player Variable(Event Player, pharahDamageBoost, False); Wait(0.500, Ignore Condition); Set Player Variable(Event Player, pharahHeal, True); Set Damage Dealt(Event Player, 100); Start Heal Over Time(Event Player, Null, Global Variable(roundTimer), 50); } } rule("PHARAH dead") { event { Player Died; All; All; } conditions { Is Game In Progress == True; Global Variable(heroOfTheRound) == Hero(Pharah); } actions { Wait(0.032, Ignore Condition); Set Player Variable(Event Player, pharahHeal, False); Set Player Variable(Event Player, pharahDamageBoost, False); Wait(0.032, Ignore Condition); Destroy Effect(Player Variable(Event Player, pharahHealEffect)); Wait(0.032, Ignore Condition); Destroy Effect(Player Variable(Event Player, pharahDamageBoostEffect)); Stop All Heal Over Time(Event Player); Set Damage Dealt(Event Player, 100); } } rule("PHARAH end of the round {EACH PLAYER}") { event { Ongoing - Each Player; All; All; } conditions { Is Game In Progress == True; Global Variable(heroOfTheRound) != Hero(Pharah); } actions { Set Player Variable(Event Player, pharahHeal, False); Set Player Variable(Event Player, pharahDamageBoost, False); Destroy Effect(Player Variable(Event Player, pharahHealEffect)); Destroy Effect(Player Variable(Event Player, pharahDamageBoostEffect)); Stop All Heal Over Time(Event Player); Set Damage Dealt(Event Player, 100); } } rule("ECHO init player") { event { Ongoing - Each Player; All; Echo; } conditions { Is Game In Progress == True; Global Variable(heroOfTheRound) == Hero(Echo); } actions { Set Status(Event Player, Null, Unkillable, Global Variable(roundTimer)); Set Player Variable(Event Player, echoPoints, 0); Set Move Speed(Event Player, 200); Wait(0.256, Ignore Condition); Create HUD Text(All Players(All Teams), Null, Null, Custom String("{0} : {1} = {2} points", Event Player, Player Variable( Event Player, echoPoints), Round To Integer(Divide(Player Variable(Event Player, echoPoints), 10), Down)), Left, Multiply(Add( Player Variable(Event Player, echoPoints), 10), -1), White, White, Aqua, Visible To Sort Order and String, Default Visibility); Set Player Variable(Event Player, echoPointsHUD, Last Text ID); } } rule("ECHO init global") { event { Ongoing - Global; } conditions { Is Game In Progress == True; Global Variable(heroOfTheRound) == Hero(Echo); } actions { "Creates the array to store the effects of the common rings" Set Global Variable(commonRingsEffects, Empty Array); "Creates the array to store the positions of the common rings" Set Global Variable(commonRingsPos, Empty Array); "Append to the array commonRingsPos the not random common ring position" Modify Global Variable(commonRingsPos, Append To Array, Vector(0, 16, 0)); "Append to the array commonRingsPos a new position" Modify Global Variable(commonRingsPos, Append To Array, Vector(Random Real(-32, 32), Random Real(2, 32), Random Real(-32, 32))); "Append to the array commonRingsPos a new position" Modify Global Variable(commonRingsPos, Append To Array, Vector(Random Real(-32, 32), Random Real(2, 32), Random Real(-32, 32))); "Append to the array commonRingsPos a new position" Modify Global Variable(commonRingsPos, Append To Array, Vector(Random Real(-32, 32), Random Real(2, 32), Random Real(-32, 32))); "Append to the array commonRingsPos a new position" Modify Global Variable(commonRingsPos, Append To Array, Vector(Random Real(-32, 32), Random Real(2, 32), Random Real(-32, 32))); "Append to the array commonRingsPos a new position" Modify Global Variable(commonRingsPos, Append To Array, Vector(Random Real(-32, 32), Random Real(2, 32), Random Real(-32, 32))); "Append to the array commonRingsPos a new position" Modify Global Variable(commonRingsPos, Append To Array, Vector(Random Real(-32, 32), Random Real(2, 32), Random Real(-32, 32))); "Append to the array commonRingsPos a new position" Modify Global Variable(commonRingsPos, Append To Array, Vector(Random Real(-32, 32), Random Real(2, 32), Random Real(-32, 32))); "Creates the not random common ring" Create Effect(All Players(All Teams), Good Aura, White, Value In Array(Global Variable(commonRingsPos), 0), 1, Visible To Position and Radius); "Append the last created common ring to commonRingsEffects" Modify Global Variable(commonRingsEffects, Append To Array, Last Created Entity); "Create a common ring effect in the position in commonRingsPos" Create Effect(All Players(All Teams), Good Aura, White, Value In Array(Global Variable(commonRingsPos), 1), 1, Visible To Position and Radius); "Append the last created common ring to commonRingsEffects" Modify Global Variable(commonRingsEffects, Append To Array, Last Created Entity); "Create a common ring effect in the position in commonRingsPos" Create Effect(All Players(All Teams), Good Aura, White, Value In Array(Global Variable(commonRingsPos), 2), 1, Visible To Position and Radius); "Append the last created common ring to commonRingsEffects" Modify Global Variable(commonRingsEffects, Append To Array, Last Created Entity); "Create a common ring effect in the position in commonRingsPos" Create Effect(All Players(All Teams), Good Aura, White, Value In Array(Global Variable(commonRingsPos), 3), 1, Visible To Position and Radius); "Append the last created common ring to commonRingsEffects" Modify Global Variable(commonRingsEffects, Append To Array, Last Created Entity); "Create a common ring effect in the position in commonRingsPos" Create Effect(All Players(All Teams), Good Aura, White, Value In Array(Global Variable(commonRingsPos), 4), 1, Visible To Position and Radius); "Append the last created common ring to commonRingsEffects" Modify Global Variable(commonRingsEffects, Append To Array, Last Created Entity); "Create a common ring effect in the position in commonRingsPos" Create Effect(All Players(All Teams), Good Aura, White, Value In Array(Global Variable(commonRingsPos), 5), 1, Visible To Position and Radius); "Append the last created common ring to commonRingsEffects" Modify Global Variable(commonRingsEffects, Append To Array, Last Created Entity); "Create a common ring effect in the position in commonRingsPos" Create Effect(All Players(All Teams), Good Aura, White, Value In Array(Global Variable(commonRingsPos), 6), 1, Visible To Position and Radius); "Append the last created common ring to commonRingsEffects" Modify Global Variable(commonRingsEffects, Append To Array, Last Created Entity); "Create a common ring effect in the position in commonRingsPos" Create Effect(All Players(All Teams), Good Aura, White, Value In Array(Global Variable(commonRingsPos), 7), 1, Visible To Position and Radius); "Append the last created common ring to commonRingsEffects" Modify Global Variable(commonRingsEffects, Append To Array, Last Created Entity); "Creates the array to store the effects of the rare rings" Set Global Variable(rareRingsEffects, Empty Array); "Creates the array to store the positions of the rare rings" Set Global Variable(rareRingsPos, Empty Array); "Append to the array rareRingsPos a new position" Modify Global Variable(rareRingsPos, Append To Array, Vector(Random Real(-36, 36), Random Real(2, 36), Random Real(-36, 36))); "Append to the array rareRingsPos a new position" Modify Global Variable(rareRingsPos, Append To Array, Vector(Random Real(-36, 36), Random Real(2, 36), Random Real(-36, 36))); "Append to the array rareRingsPos a new position" Modify Global Variable(rareRingsPos, Append To Array, Vector(Random Real(-36, 36), Random Real(2, 36), Random Real(-36, 36))); "Append to the array rareRingsPos a new position" Modify Global Variable(rareRingsPos, Append To Array, Vector(Random Real(-36, 36), Random Real(2, 36), Random Real(-36, 36))); "Append to the array rareRingsPos a new position" Modify Global Variable(rareRingsPos, Append To Array, Vector(Random Real(-36, 36), Random Real(2, 36), Random Real(-36, 36))); "Append to the array rareRingsPos a new position" Modify Global Variable(rareRingsPos, Append To Array, Vector(Random Real(-36, 36), Random Real(2, 36), Random Real(-36, 36))); "Create a rare ring effect in the position in rareRingsPos" Create Effect(All Players(All Teams), Good Aura, Aqua, Value In Array(Global Variable(rareRingsPos), 0), 1, Visible To Position and Radius); "Append the last created rare ring to rareRingsEffects" Modify Global Variable(rareRingsEffects, Append To Array, Last Created Entity); "Create a rare ring effect in the position in rareRingsPos" Create Effect(All Players(All Teams), Good Aura, Aqua, Value In Array(Global Variable(rareRingsPos), 1), 1, Visible To Position and Radius); "Append the last created rare ring to rareRingsEffects" Modify Global Variable(rareRingsEffects, Append To Array, Last Created Entity); "Create a rare ring effect in the position in rareRingsPos" Create Effect(All Players(All Teams), Good Aura, Aqua, Value In Array(Global Variable(rareRingsPos), 2), 1, Visible To Position and Radius); "Append the last created rare ring to rareRingsEffects" Modify Global Variable(rareRingsEffects, Append To Array, Last Created Entity); "Create a rare ring effect in the position in rareRingsPos" Create Effect(All Players(All Teams), Good Aura, Aqua, Value In Array(Global Variable(rareRingsPos), 3), 1, Visible To Position and Radius); "Append the last created rare ring to rareRingsEffects" Modify Global Variable(rareRingsEffects, Append To Array, Last Created Entity); "Create a rare ring effect in the position in rareRingsPos" Create Effect(All Players(All Teams), Good Aura, Aqua, Value In Array(Global Variable(rareRingsPos), 4), 1, Visible To Position and Radius); "Append the last created rare ring to rareRingsEffects" Modify Global Variable(rareRingsEffects, Append To Array, Last Created Entity); "Create a rare ring effect in the position in rareRingsPos" Create Effect(All Players(All Teams), Good Aura, Aqua, Value In Array(Global Variable(rareRingsPos), 5), 1, Visible To Position and Radius); "Append the last created rare ring to rareRingsEffects" Modify Global Variable(rareRingsEffects, Append To Array, Last Created Entity); "Creates the array to store the effects of the epic rings" Set Global Variable(epicRingsEffects, Empty Array); "Creates the array to store the positions of the epic rings" Set Global Variable(epicRingsPos, Empty Array); "Append to the array epicRingsPos a new position" Modify Global Variable(epicRingsPos, Append To Array, Vector(Random Real(-44, 44), Random Real(2, 44), Random Real(-44, 44))); "Append to the array epicRingsPos a new position" Modify Global Variable(epicRingsPos, Append To Array, Vector(Random Real(-44, 44), Random Real(2, 44), Random Real(-44, 44))); "Create a epic ring effect in the position in epicRingsPos" Create Effect(All Players(All Teams), Good Aura, Purple, Value In Array(Global Variable(epicRingsPos), 0), 1, Visible To Position and Radius); "Append the last created epic ring to epicRingsEffects" Modify Global Variable(epicRingsEffects, Append To Array, Last Created Entity); "Create a epic ring effect in the position in epicRingsPos" Create Effect(All Players(All Teams), Good Aura, Purple, Value In Array(Global Variable(epicRingsPos), 1), 1, Visible To Position and Radius); "Append the last created epic ring to epicRingsEffects" Modify Global Variable(epicRingsEffects, Append To Array, Last Created Entity); "Creates the array to store the effects of the legendary rings" Set Global Variable(legendaryRingsEffects, Empty Array); "Creates the array to store the positions of the legendary rings" Set Global Variable(legendaryRingsPos, Empty Array); "Append to the array legendaryRingsPos a new position" Modify Global Variable(legendaryRingsPos, Append To Array, Vector(Random Real(-48, 48), Random Real(2, 48), Random Real(-48, 48))); "Create a legendary ring effect in the position in legendaryRingsPos" Create Effect(All Players(All Teams), Good Aura, Orange, Value In Array(Global Variable(legendaryRingsPos), 0), 1, Visible To Position and Radius); "Append the last created legendary ring to legendaryRingsEffects" Modify Global Variable(legendaryRingsEffects, Append To Array, Last Created Entity); disabled Create HUD Text(All Players(All Teams), Null, Null, Custom String(" ", Null, Null, Null), Left, 996, White, White, Aqua, Visible To Sort Order and String, Default Visibility); disabled Create HUD Text(All Players(All Teams), Null, Null, Custom String("1st -> {0}", Round To Integer(Divide(Count Of(Global Variable( playersStartOfTheRound)), 2), Up), Null, Null), Left, 997, White, White, Aqua, Visible To Sort Order and String, Default Visibility); disabled Create HUD Text(All Players(All Teams), Null, Null, Custom String("2st -> {0}", Round To Integer(Divide(Count Of(Global Variable( playersStartOfTheRound)), 4), Up), Null, Null), Left, 998, White, White, Aqua, Visible To Sort Order and String, Default Visibility); disabled Create HUD Text(All Players(All Teams), Null, Null, Custom String("3st -> {0}", Round To Integer(Divide(Count Of(Global Variable( playersStartOfTheRound)), 4), Up), Null, Null), Left, 999, White, White, Aqua, Visible To Sort Order and String, Default Visibility); } } rule("ECHO reduce speed when taking damage") { event { Player Took Damage; All; All; } conditions { Is Game In Progress == True; Global Variable(heroOfTheRound) == Hero(Echo); } actions { disabled Wait(0.016, Ignore Condition); disabled Set Move Speed(Event Player, Multiply(Add(0.200, Normalized Health(Event Player)), 200)); disabled Loop If Condition Is True; Set Move Speed(Event Player, 75); Wait(0.500, Ignore Condition); Set Move Speed(Event Player, 200); } } rule("ECHO meele stun") { event { Player Dealt Damage; All; Echo; } conditions { Is Game In Progress == True; Global Variable(heroOfTheRound) == Hero(Echo); Is Button Held(Attacker, Melee) == True; } actions { If(Compare(Is Button Held(Attacker, Melee), ==, True)); Set Status(Victim, Event Player, Stunned, 0.750); End; } } rule("ECHO healing like Mercy passive") { event { Ongoing - Each Player; All; Echo; } conditions { Is Game In Progress == True; Global Variable(heroOfTheRound) == Hero(Echo); Health(Event Player) < 200; } actions { Wait(0.064, Ignore Condition); Start Heal Over Time(Event Player, Null, Global Variable(roundTimer), 200); } } rule("ECHO not healing") { event { Ongoing - Each Player; All; Echo; } conditions { Is Game In Progress == True; Global Variable(heroOfTheRound) == Hero(Echo); Health(Event Player) == 200; } actions { Stop All Heal Over Time(Event Player); Wait(0.016, Ignore Condition); } } rule("ECHO points common rings") { event { Ongoing - Each Player; All; Echo; } conditions { Is True For Any(Global Variable(commonRingsPos), Compare(Distance Between(Event Player, Current Array Element), <=, 2)) == True; Is Game In Progress == True; Is Alive(Event Player) == True; Global Variable(heroOfTheRound) == Hero(Echo); } actions { Set Player Variable(Event Player, echoClosestRing, First Of(Sorted Array(Global Variable(commonRingsPos), Distance Between( Event Player, Current Array Element)))); Wait(0.016, Ignore Condition); Set Player Variable(Event Player, echoClosestRing, Index Of Array Value(Global Variable(commonRingsPos), Player Variable( Event Player, echoClosestRing))); Modify Player Variable(Event Player, echoPoints, Add, 1); Play Effect(All Players(All Teams), Good Pickup Effect, White, Event Player, 1); Play Effect(All Players(All Teams), Buff Explosion Sound, White, Event Player, 100); Set Global Variable At Index(commonRingsPos, Player Variable(Event Player, echoClosestRing), Vector(Random Real(-32, 32), Random Real(2, 32), Random Real(-32, 32))); } } rule("ECHO points rare rings") { event { Ongoing - Each Player; All; Echo; } conditions { Is True For Any(Global Variable(rareRingsPos), Compare(Distance Between(Event Player, Current Array Element), <=, 2)) == True; Is Game In Progress == True; Is Alive(Event Player) == True; Global Variable(heroOfTheRound) == Hero(Echo); } actions { Set Player Variable(Event Player, echoClosestRing, First Of(Sorted Array(Global Variable(rareRingsPos), Distance Between( Event Player, Current Array Element)))); Wait(0.016, Ignore Condition); Set Player Variable(Event Player, echoClosestRing, Index Of Array Value(Global Variable(rareRingsPos), Player Variable( Event Player, echoClosestRing))); Modify Player Variable(Event Player, echoPoints, Add, 2); Play Effect(All Players(All Teams), Good Pickup Effect, Aqua, Event Player, 1); Play Effect(All Players(All Teams), Buff Explosion Sound, Aqua, Event Player, 100); Set Global Variable At Index(rareRingsPos, Player Variable(Event Player, echoClosestRing), Vector(Random Real(-36, 36), Random Real(2, 36), Random Real(-36, 36))); } } rule("ECHO points epic rings") { event { Ongoing - Each Player; All; Echo; } conditions { Is True For Any(Global Variable(epicRingsPos), Compare(Distance Between(Event Player, Current Array Element), <=, 2)) == True; Is Game In Progress == True; Is Alive(Event Player) == True; Global Variable(heroOfTheRound) == Hero(Echo); } actions { Set Player Variable(Event Player, echoClosestRing, First Of(Sorted Array(Global Variable(epicRingsPos), Distance Between( Event Player, Current Array Element)))); Wait(0.016, Ignore Condition); Set Player Variable(Event Player, echoClosestRing, Index Of Array Value(Global Variable(epicRingsPos), Player Variable( Event Player, echoClosestRing))); Modify Player Variable(Event Player, echoPoints, Add, 4); Play Effect(All Players(All Teams), Good Pickup Effect, Purple, Event Player, 1); Play Effect(All Players(All Teams), Buff Explosion Sound, Purple, Event Player, 100); Set Global Variable At Index(epicRingsPos, Player Variable(Event Player, echoClosestRing), Vector(Random Real(-44, 44), Random Real(2, 44), Random Real(-44, 44))); } } rule("ECHO points legendary rings") { event { Ongoing - Each Player; All; Echo; } conditions { Is True For Any(Global Variable(legendaryRingsPos), Compare(Distance Between(Event Player, Current Array Element), <=, 2)) == True; Is Game In Progress == True; Is Alive(Event Player) == True; Global Variable(heroOfTheRound) == Hero(Echo); } actions { Set Player Variable(Event Player, echoClosestRing, First Of(Sorted Array(Global Variable(legendaryRingsPos), Distance Between( Event Player, Current Array Element)))); Wait(0.016, Ignore Condition); Set Player Variable(Event Player, echoClosestRing, Index Of Array Value(Global Variable(legendaryRingsPos), Player Variable( Event Player, echoClosestRing))); Modify Player Variable(Event Player, echoPoints, Add, 5); Play Effect(All Players(All Teams), Good Pickup Effect, Orange, Event Player, 1); Play Effect(All Players(All Teams), Buff Explosion Sound, Orange, Event Player, 100); Set Global Variable At Index(legendaryRingsPos, Player Variable(Event Player, echoClosestRing), Vector(Random Real(-48, 48), Random Real(2, 48), Random Real(-48, 48))); } } rule("ECHO end of the round {GLOBAL}") { event { Ongoing - Global; } conditions { Is Game In Progress == True; Global Variable(heroOfTheRound) != Hero(Echo); } actions { Wait(0.064, Ignore Condition); For Global Variable(ringsIt, 0, 8, 1); Destroy Effect(Value In Array(Global Variable(commonRingsEffects), Global Variable(ringsIt))); Destroy Effect(Value In Array(Global Variable(rareRingsEffects), Global Variable(ringsIt))); Destroy Effect(Value In Array(Global Variable(epicRingsEffects), Global Variable(ringsIt))); Destroy Effect(Value In Array(Global Variable(legendaryRingsEffects), Global Variable(ringsIt))); End; "Creates the array to store the effects of the common rings" Set Global Variable(commonRingsEffects, Empty Array); "Creates the array to store the positions of the common rings" Set Global Variable(commonRingsPos, Empty Array); "Creates the array to store the effects of the rare rings" Set Global Variable(rareRingsEffects, Empty Array); "Creates the array to store the positions of the rare rings" Set Global Variable(rareRingsPos, Empty Array); "Creates the array to store the effects of the epic rings" Set Global Variable(epicRingsEffects, Empty Array); "Creates the array to store the positions of the epic rings" Set Global Variable(epicRingsPos, Empty Array); "Creates the array to store the effects of the legendary rings" Set Global Variable(legendaryRingsEffects, Empty Array); "Creates the array to store the positions of the legendary rings" Set Global Variable(legendaryRingsPos, Empty Array); For Global Variable(ringsIt, 0, 8, 1); "Append to the array commonRingsPos the not random common ring position" Modify Global Variable(commonRingsPos, Append To Array, Vector(0, -16, 0)); "Append to the array rareRingsPos the not random rare ring position" Modify Global Variable(rareRingsPos, Append To Array, Vector(0, -16, 0)); "Append to the array epicRingsPos the not random epic ring position" Modify Global Variable(epicRingsPos, Append To Array, Vector(0, -16, 0)); "Append to the array legendaryRingsPos the not random legendary ring position" Modify Global Variable(legendaryRingsPos, Append To Array, Vector(0, -16, 0)); End; } } rule("ECHO end of the round {EACH PLAYER}") { event { Ongoing - Each Player; All; Echo; } conditions { Is Game In Progress == True; Global Variable(heroOfTheRound) != Hero(Echo); } actions { Modify Player Score(Event Player, Round To Integer(Divide(Player Variable(Event Player, echoPoints), 10), Down)); Small Message(Event Player, Custom String("+{0} points with {1} {2}", Round To Integer(Divide(Player Variable(Event Player, echoPoints), 10), Down), Hero Icon String(Hero Of(Event Player)), Hero Of(Event Player))); Play Effect(All Players(All Teams), Good Pickup Effect, White, Event Player, 1); Play Effect(All Players(All Teams), Buff Explosion Sound, White, Event Player, 100); Wait(0.016, Ignore Condition); Clear Status(Event Player, Unkillable); Set Move Speed(Event Player, 100); Destroy HUD Text(Player Variable(Event Player, echoPointsHUD)); } } rule("----- TEST -----") { event { Ongoing - Global; } } disabled rule("Lobby with Dummies (TEST)") { event { Ongoing - Global; } conditions { Is In Setup == True; } actions { Create Dummy Bot(Hero(Ashe), All Teams, -1, Vector(0, 0, 0), Vector(0, 0, 0)); disabled Loop If(Compare(Count Of(All Players(All Teams)), <, 2)); Loop If(Compare(Count Of(All Players(All Teams)), <, 5)); disabled Loop If(Compare(Count Of(All Players(All Teams)), <, 12)); } } disabled rule("Dummys Summon (TEST)") { event { Ongoing - Each Player; All; All; } conditions { Is Communicating(Event Player, Hello) == True; } actions { Create Dummy Bot(Hero(Ashe), All Teams, -1, Position Of(Event Player), Vector(0, 0, 0)); } } disabled rule("Dummy Aim Bot (TEST)") { event { Ongoing - Each Player; All; All; } conditions { Is Dummy Bot(Event Player) == True; } actions { Start Facing(Event Player, Direction Towards(Event Player, Value In Array(Sorted Array(Filtered Array(All Players(All Teams), Is Alive(Current Array Element)), Distance Between(Event Player, Current Array Element)), 1)), 10000, To World, Direction and Turn Rate); Start Holding Button(Event Player, Primary Fire); Start Holding Button(Event Player, Ability 1); Start Holding Button(Event Player, Secondary Fire); Start Holding Button(Event Player, Ability 2); Wait(1, Ignore Condition); Loop If Condition Is True; } } disabled rule("Dummy Ult (TEST)") { event { Ongoing - Each Player; All; All; } conditions { Is Dummy Bot(Event Player) == True; Ultimate Charge Percent(Event Player) == 100; } actions { Press Button(Event Player, Ultimate); } } disabled rule("Dummy Meele loop (TEST)") { event { Ongoing - Each Player; All; All; } conditions { Is Dummy Bot(Event Player) == True; } actions { Start Facing(Event Player, Direction Towards(Event Player, Closest Player To(Event Player, Opposite Team Of(Team Of( Event Player)))), 10000, To World, Direction and Turn Rate); Press Button(Event Player, Melee); Wait(Random Real(0.250, 0.350), Ignore Condition); Loop If Condition Is True; } } disabled rule("Dummy Moving (TEST)") { event { Ongoing - Each Player; All; All; } conditions { Is Dummy Bot(Event Player) == True; } actions { Start Throttle In Direction(Event Player, Direction Towards(Event Player, Value In Array(Sorted Array(Filtered Array(All Players( All Teams), Is Alive(Current Array Element)), Distance Between(Event Player, Current Array Element)), 1)), 1, To World, Replace existing throttle, Direction and Magnitude); } } disabled rule("Skip round (TEST)") { event { Ongoing - Each Player; All; All; } conditions { Is Button Held(Event Player, Interact) == True; } actions { disabled Kill(All Players(All Teams), Null); Set Global Variable(roundTimer, 1); disabled Set Status(Event Player, Null, Stunned, 1); } } disabled rule("Force dummy to be hero of the round (TEST)") { event { Ongoing - Each Player; All; All; } conditions { Is Dummy Bot(Event Player) == True; Hero Of(Event Player) == Hero(Ashe); } actions { Start Forcing Player To Be Hero(Event Player, Global Variable(heroOfTheRound)); } } disabled rule("Debug HUDs (TEST)") { event { Ongoing - Each Player; All; All; } actions { disabled Create HUD Text(Event Player, Custom String("{0}", Horizontal Speed Of(Event Player), Null, Null), Null, Null, Left, 0, White, White, White, Visible To and String, Default Visibility); Create HUD Text(Event Player, Custom String("{0}", Position Of(Event Player), Null, Null), Null, Null, Left, 0, White, White, White, Visible To and String, Default Visibility); disabled Create HUD Text(All Players(All Teams), Custom String("{0}", Position Of(Value In Array(Global Variable(commonRingsEffects), 0)), Null, Null), Null, Null, Left, 0, White, White, White, Visible To and String, Default Visibility); disabled Create HUD Text(All Players(All Teams), Custom String("{0}", First Of(Sorted Array(Global Variable(commonRingsEffects), Distance Between(Event Player, Current Array Element))), Null, Null), Null, Null, Left, 0, White, White, White, Visible To and String, Default Visibility); Create HUD Text(All Players(All Teams), Custom String("{0}", Player Variable(Event Player, echoClosestRing), Null, Null), Null, Null, Left, 0, White, White, White, Visible To and String, Default Visibility); } }
Find difference