Island Party v1.1.0-19

Créé Le diff n'expire jamais
796 suppressions
659 lignes
901 ajouts
782 lignes
settings
settings
{
{
main
main
{
{
Description: "Island Party - Heroes Minigames v0.7.2-15.alpha || Play rounds of 15/? classic custom games as minigames and score points. Ana paintball, Widow HS only, Torb Hammer only... Join my discord.gg/ZdukXgB to choose the next minigame or give feedback. ~Created by Jokaes#2263 Updated code & more: jokaes.github.io"
Description: "Island Party - Heroes Minigames v1.1.0-19 Play rounds of 19 classic and new games as minigames and score points. Widow HS only, McCree Hot Potato, Zen Sparta, Echo Rings... Code: W468T Join my discord.gg/ZdukXgB to choose the next minigame or give feedback. ~Created by Jokaes#2263 My codes in: jokaes.github.io"
}
}


lobby
lobby
{
{
Allow Players Who Are In Queue: Yes
Allow Players Who Are In Queue: Yes
Match Voice Chat: Enabled
Match Voice Chat: Enabled
Max Spectators: 6
Max Spectators: 6
}
}


modes
modes
{
{
Deathmatch
Deathmatch
{
{
enabled maps
enabled maps
{
{
Workshop Island
Workshop Island
Workshop Island Night
}
}
}
}


General
General
{
{
Allow Hero Switching: Off
Allow Hero Switching: Off
Game Mode Start: Immediately
Game Mode Start: Immediately
Hero Limit: Off
Hero Limit: Off
Kill Cam: Off
Kill Cam: Off
Kill Feed: Off
Respawn As Random Hero: On
Respawn As Random Hero: On
Score To Win: 50
Self Initiated Respawn: Off
Self Initiated Respawn: Off
Skins: Off
Skins: Off
}
}
}
}


heroes
heroes
{
{
General
General
{
{
Ana
Ana
{
{
Biotic Grenade: Off
Biotic Grenade: Off
Damage Dealt: 500%
Damage Dealt: 500%
Damage Received: 500%
Damage Received: 500%
Health: 10%
Health: 10%
No Ammunition Requirement: On
No Ammunition Requirement: On
Quick Melee: Off
Quick Melee: Off
Sleep Dart Cooldown Time: 25%
Sleep Dart Cooldown Time: 25%
Ultimate Ability Nano Boost: Off
Ultimate Ability Nano Boost: Off
}
}


Bastion
Bastion
{
{
Infinite Ultimate Duration: On
Infinite Ultimate Duration: On
No Ammunition Requirement: On
No Ammunition Requirement: On
Quick Melee: Off
Quick Melee: Off
Reconfigure: Off
Reconfigure: Off
Self-Repair: Off
Self-Repair: Off
Spawn With Ultimate Ready: On
Spawn With Ultimate Ready: On
Ultimate Duration: 500%
Ultimate Duration: 500%
Ultimate Generation - Combat Configuration: Tank: 500%
Ultimate Generation - Combat Configuration: Tank: 500%
Ultimate Generation - Passive Configuration: Tank: 500%
Ultimate Generation - Passive Configuration: Tank: 500%
Ultimate Generation Configuration: Tank: 500%
Ultimate Generation Configuration: Tank: 500%
}
}


Brigitte
Brigitte
{
{
Barrier Shield Cooldown Time: 200%
Barrier Shield Cooldown Time: 200%
Barrier Shield Recharge Rate: 150%
Barrier Shield Recharge Rate: 150%
Damage Dealt: 500%
Damage Dealt: 500%
Jump Vertical Speed: 200%
Jump Vertical Speed: 200%
Primary Fire: Off
Primary Fire: Off
Quick Melee: Off
Quick Melee: Off
Repair Pack: Off
Repair Pack: Off
Shield Bash Cooldown Time: 35%
Shield Bash Cooldown Time: 35%
Ultimate Generation - Combat Rally: 200%
Ultimate Generation - Combat Rally: 200%
Ultimate Generation - Passive Rally: 0%
Ultimate Generation - Passive Rally: 0%
Whip Shot Cooldown Time: 30%
Whip Shot Cooldown Time: 30%
Whip Shot Knockback Scalar: 200%
Whip Shot Knockback Scalar: 200%
}
}


D.Va
{
Boosters Cooldown Time: 0%
Damage Dealt: 10%
Damage Received: 10%
Defense Matrix: Off
Micro Missiles: Off
Primary Fire: Off
Quick Melee: Off
Ultimate Ability Self-Destruct: Off
}

Doomfist
Doomfist
{
{
Damage Dealt: 10%
Damage Dealt: 10%
Damage Received: 10%
Damage Received: 10%
Health: 500%
Health: 500%
Primary Fire: Off
Quick Melee: Off
Quick Melee: Off
Rising Uppercut Cooldown Time: 80%
Rocket Punch Cooldown Time: 50%
Rocket Punch Cooldown Time: 50%
Rocket Punch Knockback Scalar: 250%
Rocket Punch Knockback Scalar: 250%
Seismic Slam: Off
Seismic Slam: Off
Ultimate Generation - Combat Meteor Strike: 50%
Ultimate Generation - Combat Meteor Strike: 50%
Ultimate Generation - Passive Meteor Strike: 0%
Ultimate Generation - Passive Meteor Strike: 0%
}
}


Echo
Echo
{
{
Flight Cooldown Time: 50%
Flight Cooldown Time: 50%
Focusing Beam Cooldown Time: 50%
Focusing Beam Cooldown Time: 50%
Primary Fire: Off
Primary Fire: Off
Sticky Bombs: Off
Sticky Bombs: Off
Ultimate Ability Duplicate: Off
Ultimate Ability Duplicate: Off
}
}


Genji
Genji
{
{
Damage Dealt: 500%
Damage Dealt: 500%
Deflect: Off
Deflect: Off
Primary Fire: Off
Primary Fire: Off
Secondary Fire: Off
Secondary Fire: Off
Swift Strike Cooldown Time: 30%
Swift Strike Cooldown Time: 30%
Ultimate Generation - Combat Dragonblade: 500%
Ultimate Generation - Combat Dragonblade: 500%
Ultimate Generation - Passive Dragonblade: 0%
Ultimate Generation - Passive Dragonblade: 0%
Ultimate Generation Dragonblade: 200%
Ultimate Generation Dragonblade: 200%
}
}


McCree
McCree
{
{
Combat Roll Cooldown Time: 80%
Combat Roll Cooldown Time: 80%
Damage Dealt: 10%
Damage Dealt: 10%
Damage Received: 10%
Damage Received: 10%
Flashbang: Off
Flashbang: Off
Jump Vertical Speed: 300%
Jump Vertical Speed: 300%
No Ammunition Requirement: On
No Ammunition Requirement: On
Secondary Fire: Off
Secondary Fire: Off
Ultimate Ability Deadeye: Off
Ultimate Ability Deadeye: Off
}
}


Mercy
Mercy
{
{
Damage Dealt: 500%
Damage Dealt: 500%
Damage Received: 500%
Damage Received: 500%
Guardian Angel Cooldown Time: 0%
Guardian Angel: Off
Movement Speed: 150%
Movement Speed: 150%
Primary Fire: Off
Primary Fire: Off
Resurrect: Off
Secondary Fire: Off
Secondary Fire: Off
Ultimate Generation - Combat Valkyrie: 500%
Ultimate Generation - Combat Valkyrie: 500%
Ultimate Generation Valkyrie: 500%
Ultimate Generation Valkyrie: 500%
}
}


Roadhog
{
Chain Hook Cooldown Time: 25%
Damage Dealt: 10%
Damage Received: 10%
Movement Speed: 150%
Primary Fire: Off
Quick Melee: Off
Secondary Fire: Off
Take a Breather: Off
Ultimate Ability Whole Hog: Off
}

Sigma
{
Accretion Cooldown Time: 25%
Damage Dealt: 500%
Experimental Barrier Cooldown Time: 200%
Experimental Barrier Recharge Rate: 50%
Health: 25%
Jump Vertical Speed: 150%
Movement Speed: 150%
Primary Fire: Off
Projectile Speed: 162%
Quick Melee: Off
Ultimate Generation - Combat Gravitic Flux: 260%
Ultimate Generation - Passive Gravitic Flux: 0%
Ultimate Generation Gravitic Flux: 260%
}

Soldier: 76
Soldier: 76
{
{
Biotic Field: Off
Biotic Field: Off
Helix Rockets: Off
Helix Rockets: Off
Primary Fire: Off
Primary Fire: Off
Quick Melee: Off
Quick Melee: Off
Ultimate Ability Tactical Visor: Off
Ultimate Ability Tactical Visor: Off
}
}


Sombra
Sombra
{
{
Hack Cooldown Time: 0%
Hack Cooldown Time: 0%
Primary Fire: Off
Primary Fire: Off
Quick Melee: Off
Quick Melee: Off
Ultimate Generation - Combat EMP: 10%
Ultimate Generation - Combat EMP: 10%
Ultimate Generation - Passive EMP: 500%
Ultimate Generation - Passive EMP: 500%
}
}


Torbjörn
Torbjörn
{
{
Deploy Turret: Off
Deploy Turret: Off
Overload Cooldown Time: 25%
Overload Cooldown Time: 25%
Secondary Fire: Off
Secondary Fire: Off
Ultimate Ability Molten Core: Off
Ultimate Ability Molten Core: Off
Weapons Enabled: Forge Hammer Only
Weapons Enabled: Forge Hammer Only
}
}


Tracer
Tracer
{
{
Damage Dealt: 10%
Damage Dealt: 10%
Damage Received: 10%
Damage Received: 10%
Movement Speed: 130%
Movement Speed: 130%
Primary Fire: Off
Primary Fire: Off
Recall Cooldown Time: 1%
Recall Cooldown Time: 1%
Ultimate Ability Pulse Bomb: Off
Ultimate Ability Pulse Bomb: Off
}
}


Widowmaker
Widowmaker
{
{
Grappling Hook Cooldown Time: 25%
Grappling Hook Cooldown Time: 25%
No Ammunition Requirement: On
No Ammunition Requirement: On
No Automatic Fire: On
No Automatic Fire: On
Quick Melee: Off
Quick Melee: Off
Receive Headshots Only: On
Receive Headshots Only: On
Ultimate Ability Infra-Sight: Off
Ultimate Ability Infra-Sight: Off
Venom Mine: Off
Venom Mine: Off
}
}


Winston
{
Barrier Projector: Off
Damage Dealt: 10%
Damage Received: 10%
Health: 500%
Infinite Ultimate Duration: On
Jump Pack Knockback Scalar: 400%
Primal Rage Melee Knockback Scalar: 300%
Spawn With Ultimate Ready: On
Ultimate Duration: 500%
Ultimate Generation - Combat Primal Rage: 500%
Ultimate Generation - Passive Primal Rage: 500%
Ultimate Generation Primal Rage: 500%
}

Zenyatta
Zenyatta
{
{
Damage Dealt: 10%
Damage Dealt: 10%
Damage Received: 10%
Damage Received: 10%
Orb of Discord: Off
Orb of Discord: Off
Orb of Harmony: Off
Orb of Harmony: Off
Primary Fire: Off
Primary Fire: Off
Secondary Fire: Off
Secondary Fire: Off
Ultimate Ability Transcendence: Off
Ultimate Ability Transcendence: Off
}
}


enabled heroes
disabled heroes
{
{
Ana
Ashe
Bastion
Baptiste
Brigitte
Hanzo
Doomfist
Junkrat
Echo
Lúcio
Genji
Mei
McCree
Moira
Mercy
Orisa
Pharah
Reaper
Soldier: 76
Reinhardt
Sombra
Symmetra
Torbjörn
Wrecking Ball
Tracer
Zarya
Widowmaker
Zenyatta
}
}
}
}
}
}
}
}


variables
variables
{
{
global:
global:
0: timeCounter
0: timeCounter
1: roundTimer
1: roundTimer
2: roundNumber
2: roundNumber
3: playersStartOfTheRound
3: playersStartOfTheRound
4: heroList
4: heroList
5: heroModeSelector
5: heroModeSelector
6: heroesRounds
6: heroesRounds
7: heroOfTheRound
7: heroOfTheRound
8: heroOfPreviousRound
8: heroOfPreviousRound
9: crownPos
9: minigameStringTitles
10: crownEffect
10: minigameStringCodes
11: tracerQueen
11: minigameStringCredit
12: soldierObjectivePos
12: minigameStringInstructions
13: soldierObjective
13: discordSubtringArray
14: soldierObjective2
14: pointfeedHud
15: soldierObjective3
15: pointfeedHudTimes
16: soldierObjectiveIcon
16: pointfeedHudId
17: potatoPos
17: pointfeedHudTimesIt
18: potatoHolder
18: hofPlayers
19: potatoEffect
19: hofPlayersCounter
20: potatoIcon
20: crownPos
21: commonRingsEffects
21: crownEffect
22: rareRingsEffects
22: tracerQueen
23: epicRingsEffects
23: soldierObjectivePos
24: legendaryRingsEffects
24: soldierObjectiveEffects
25: commonRingsPos
25: soldierDestructorIt
26: rareRingsPos
26: soldierObjectiveIcons
27: epicRingsPos
27: potatoPos
28: legendaryRingsPos
28: potatoHolder
29: ringsIt
29: potatoEffect
30: potatoIcon
31: commonRingsEffects
32: rareRingsEffects
33: epicRingsEffects
34: legendaryRingsEffects
35: commonRingsPos
36: rareRingsPos
37: epicRingsPos
38: legendaryRingsPos
39: ringsIt
40: echoTeleportEffects
41: echoTeleportPos
42: echoRightHUD
43: dvaObjectivePos
44: dvaObjectiveEffects
45: dvaDestructorIt
46: dvaObjectiveIcons
47: roadhogHoleRadius
48: roadhogHoleEffects
49: roadhogHoleEffectsIt


player:
player:
0: queenPoints
0: queenPoints
1: queenPointsHUD
1: queenPointsHud
2: sprint
2: soldierSprint
3: soldierPoints
3: soldierPoints
4: soldierPointsHUD
4: soldierPointsHud
5: mccreeInvincibleTime
5: mccreeInvincibleTime
6: mccreeInvincibleText
6: mccreeInvincibleText
7: mccreeInvincibleHUD
7: mccreeInvincibleHud
8: mccreeHealthHUD
8: mccreeHealthHud
9: pharahHealEffect
9: pharahHealEffect
10: pharahDamageBoostEffect
10: pharahDamageBoostEffect
11: pharahHeal
11: pharahHeal
12: pharahDamageBoost
12: pharahDamageBoost
13: echoPoints
13: pharahHealHud
14: echoPointsHUD
14: pharahDamageBoostHud
15: echoClosestRing
15: echoPoints
16: echoPointsHud
17: echoClosestRing
18: sigmaUsingGrasp
19: sigmaCatch
20: dvaPoints
21: dvaPointsHud
22: roadhogPostion
23: roadhogYanked
24: dvaDistanceText
25: roadhogFalling
}
}


subroutines
subroutines
{
{
0: gameModeDescriptionMessages
0: gameModeDescriptionMessages
}
}


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));
Set Respawn Max Time(All Players(All Teams), 60);
disabled Disable Inspector Recording;
disabled Disable Inspector Recording;
Pause Match Time;
Pause Match Time;
Set Global Variable(timeCounter, 0.001);
Global.timeCounter = 0.001;
Set Global Variable(roundTimer, 60);
Global.roundTimer = 60;
"Timer of the round HUD {Standard}"
Create HUD Text(Filtered Array(All Players(All Teams), Global.roundTimer > 10), Custom String(":{0}", Round To Integer(
Global.roundTimer, To Nearest)), Null, Null, Right, -999, White, White, White, Visible To and String, Default Visibility);
"Timer of the round HUD {Last moments}"
Create HUD Text(Filtered Array(All Players(All Teams), Global.roundTimer <= 10), Custom String(":{0}", Round To Integer(
Global.roundTimer, To Nearest)), Null, Null, Right, -999, Red, White, White, Visible To and String, Default Visibility);
"Timer of the round HUD separator"
Create HUD Text(All Players(All Teams), Null, Custom String(" "), Null, Right, -998, White, White, White, Visible To and String,
Default Visibility);
"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, (Server Load + Server Load Average + Server Load Peak) / 3 < 128 && Custom String(
Null, Null))), Null, Custom String("svr load: {0} | svr avg: {1} | svr peak: {2}", Server Load, Server Load Average,
"#Jokaes") == String("#{0}", Host Player)), Null, Custom String("svr load: {0} | svr avg: {1} | svr peak: {2}", Server Load,
Server Load Peak), Null, Top, -100, White, Purple, White, Visible To and String, Default Visibility);
Server Load Average, Server Load Peak), Null, Top, -100, White, Lime Green, White, Visible To and String, Default Visibility);
"Timer or the round HUD {Standard}"
"Creates a HUD in the top with [svr load: {0} | svr avg: {1} | svr peak: {2}]"
Create HUD Text(Filtered Array(All Players(All Teams), Compare(Global Variable(roundTimer), >, 10)), Custom String(":{0}",
Create HUD Text(Filtered Array(Host Player, (Server Load + Server Load Average + Server Load Peak) / 3 >= 128 && (
Round To Integer(Global Variable(roundTimer), To Nearest), Null, Null), Null, Null, Right, -999, White, White, White,
Server Load + Server Load Average + Server Load Peak) / 3 <= 192 && Custom String("#Jokaes") == String("#{0}", Host Player)),
Visible To and String, Default Visibility);
Null, Custom String("svr load: {0} | svr avg: {1} | svr peak: {2}", Server Load, Server Load Average, Server Load Peak), Null,
"Timer or the round HUD {Last moments}"
Top, -100, White, Orange, White, Visible To and String, Default Visibility);
Create HUD Text(Filtered Array(All Players(All Teams), Compare(Global Variable(roundTimer), <=, 10)), Custom String(":{0}",
"Creates a HUD in the top with [svr load: {0} | svr avg: {1} | svr peak: {2}]"
Round To Integer(Global Variable(roundTimer), To Nearest), Null, Null), Null, Null, Right, -999, Red, White, White,
Create HUD Text(Filtered Array(Host Player, (Server Load + Server Load Average + Server Load Peak) / 3 > 192 && Custom String(
Visible To and String, Default Visibility);
"#Jokaes") == String("#{0}", Host Player)), Null, Custom String("svr load: {0} | svr avg: {1} | svr peak: {2}", Server Load,
Server Load Average, Server Load Peak), Null, Top, -100, White, Red, White, Visible To and String, Default Visibility);
Global.hofPlayers = Empty Array;
Global.pointfeedHud = Empty Array;
Global.pointfeedHudTimes = Array(True, True, True, True, True, True);
Global.pointfeedHudId = 0;
Create HUD Text(All Players(All Teams), Global.minigameStringTitles[Global.heroModeSelector],
Global.minigameStringCodes[Global.heroModeSelector], Global.minigameStringCredit[Global.heroModeSelector], Top, 0.001, Orange,
White, White, Visible To Sort Order and String, Default Visibility);
Text moved with changes from lines 590-592 (80.0% similarity)
}
}

disabled rule("First to 50 EDITION")
Text moved with changes from lines 594-596 (72.3% similarity)
{
event
{
Ongoing - Global;
Text moved with changes from lines 600-603 (66.7% similarity)
}

conditions
{
Is Game In Progress == True;
Text moved with changes from lines 607-610 (65.6% similarity)
}

actions
{
Wait(0.250, Ignore Condition);
Create HUD Text(All Players(All Teams), Null, Null, Custom String("FIRST TO 50 POINTS EDITION"), Top, 0.500, White, White,
Sky Blue, Visible To and String, Default Visibility);
Enable Built-In Game Mode Completion;
Enable Built-In Game Mode Announcer;
}
}
}
}


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.timeCounter);
Wait(60, Ignore Condition);
Wait(60, Ignore Condition);
Modify Global Variable(timeCounter, Add, 1);
Global.timeCounter += 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
{
{
disabled Disable Inspector Recording;
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 Respawn Max Time(All Players(All Teams), 60);
Set Global Variable(heroModeSelector, Random Integer(0, Subtract(Count Of(Global Variable(heroList)), 1)));
Global.roundNumber = -1;
Set Global Variable(heroList, Empty Array);
Global.heroModeSelector = Random Integer(0, Count Of(Global.heroList) - 1);
Global.heroList = Empty Array;
Global.discordSubtringArray = Array(Custom String("vote for the next minigame"), Custom String("give feedback"), Custom String(
"report bugs"));
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));
Modify Global Variable(heroList, Append To Array, Hero(D.Va));
Modify Global Variable(heroList, Append To Array, Hero(Echo));
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(Roadhog));
Modify Global Variable(heroList, Append To Array, Hero(Sigma));
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(Winston));
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)));
Global.heroOfTheRound = Global.heroList[Global.heroModeSelector];
Create HUD Text(All Players(All Teams), Null, Null, Custom String("Island Party - Heroes Minigames v0.7.2-15.alpha", Null, Null,
Create HUD Text(All Players(All Teams), Custom String("CODE: W468T"), Null, Null, Left, -998.500, White, White, White,
Null), Left, -998, 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("Play rounds of {0}/? classic custom games as minigames",
Create HUD Text(All Players(All Teams), Null, Custom String(" "), Custom String("Island Party - Heroes Minigames v1.1.0-19"),
Count Of(Global Variable(heroList)), Null, Null), Left, -997, White, White, White, Visible To and String, Default Visibility);
Left, -998, White, White, Orange, 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("Play rounds of {0} classic and new games as minigames",
Null), Left, -996, White, White, White, Visible To and String, Default Visibility);
Count Of(Global.heroList)), Left, -997, 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,
Create HUD Text(All Players(All Teams), Null, Null, Custom String("Join discord.gg/4N4BAE6 and {0}",
White, White, White, Visible To and String, Default Visibility);
Global.discordSubtringArray[Global.roundNumber % 3]), Left, -996, White, White, White, Visible To and String,
Create HUD Text(All Players(All Teams), Null, Null, Custom String("Created by Jokaes#2263", Null, Null, Null), Left, -995, White,
Default Visibility);
Create HUD Text(All Players(All Teams), Null, Null, Custom String("Find all my codes in: jokaes.github.io"), Left, -995.500, 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, Custom String("Created by Jokaes#2263"), Null, Left, -995, 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);
Create HUD Text(All Players(All Teams), Null, Custom String(" \n ", String("Round"), Global.roundNumber), Null, Left, -994, White,
White, White, Visible To and String, Default Visibility);
Create HUD Text(All Players(All Teams), Null, Custom String("{0}", String("Round {0}", Global.roundNumber)), Null, Top, 999.999,
White, White, White, 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.heroOfTheRound);
Set Global Variable(potatoPos, Vector(500, 500, 500));
Global.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.tracerQueen, Custom String("QUEEN"), Null, Null, Left, 2, Yellow, White, White, Visible To and String,
Visible To and String, Default Visibility);
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(" \r\n \r\n \r\n \r\n \r\n \r\n "), Left, -999, White,
Visible To and String, Default Visibility);
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,
Create HUD Text(Filtered Array(All Players(All Teams), Count Of(Global.hofPlayers) > 0), Null, Null, Custom String("Hall of fame"),
Visible To and String, Default Visibility);
Right, -600, White, White, Orange, Visible To and Sort Order, Default Visibility);
Create HUD Text(All Players(All Teams), Null, Null, Custom String(" ", Null, Null, Null), Left, -999, White, White, White,
Create In-World Text(All Players(All Teams), Custom String("CODE: W468T"), Vector(0, 200, 0), 4, Clip Against Surfaces,
Visible To and String, Default Visibility);
Visible To Position and String, White, Default Visibility);
Create HUD Text(All Players(All Teams), Null, Null, Custom String(" ", Null, Null, Null), Left, -999, White, White, White,
Create Icon(Filtered Array(All Players(All Teams), Global.heroOfTheRound == Hero(Tracer)), Global.crownPos, Arrow: Down,
Visible To and String, Default Visibility);
Visible To and Position, Yellow, True);
Create HUD Text(All Players(All Teams), Null, Null, Custom String(" ", Null, Null, Null), Left, -999, White, White, White,
Wait(3.500, Ignore Condition);
Visible To and String, Default Visibility);
Communicate(All Players(All Teams), Countdown);
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}")
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));
Set Respawn Max Time(Event Player, 60);
Set Global Variable(playersStartOfTheRound, All Players(All Teams));
Preload Hero(Event Player, Global.heroList);
Set Player Variable(Event Player, pharahHeal, True);
Global.playersStartOfTheRound = All Players(All Teams);
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);
Event Player.queenPoints = 0;
Set Player Variable(Event Player, soldierPoints, 0);
Event Player.soldierPoints = 0;
Set Player Variable(Event Player, pharahHeal, True);
Start Forcing Player To Be Hero(Event Player, Global.heroOfTheRound);
Set Player Variable(Event Player, pharahDamageBoost, False);
Preload Hero(Event Player, Global.heroList);
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);
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);
Event Player.queenPoints = 0;
Set Player Variable(Event Player, soldierPoints, 0);
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);
Disable Built-In Game Mode Respawning(Event Player);
Set Respawn Max Time(Event Player, 60);
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.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.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.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.roundTimer <= 0;
}
}


actions
actions
{
{
Set Global Variable(roundTimer, 60);
Set Move Speed(All Players(All Teams), 100);
Global.roundTimer = 60;
Wait(0.032, Ignore Condition);
Wait(0.032, Ignore Condition);
Set Global Variable(heroOfPreviousRound, Global Variable(heroOfTheRound));
Global.heroOfPreviousRound = Global.heroOfTheRound;
Set Global Variable(heroModeSelector, Random Integer(0, Subtract(Count Of(Global Variable(heroList)), 1)));
Global.heroModeSelector = Random Integer(0, Count Of(Global.heroList) - 1);
Set Global Variable At Index(heroesRounds, Global Variable(heroModeSelector), True);
Global.heroesRounds[Global.heroModeSelector] = True;
Set Global Variable(heroOfTheRound, Value In Array(Global Variable(heroList), Global Variable(heroModeSelector)));
Global.heroOfTheRound = Global.heroList[Global.heroModeSelector];
Wait(0.032, Ignore Condition);
Wait(0.032, Ignore Condition);
Loop If(Compare(Global Variable(heroOfTheRound), ==, Global Variable(heroOfPreviousRound)));
Loop If(Global.heroOfTheRound == Global.heroOfPreviousRound);
Skip If(Global.heroOfTheRound == Hero(Roadhog), 1);
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.heroOfTheRound);
Modify Global Variable(roundNumber, Add, 1);
Global.roundNumber += 1;
Big Message(All Players(All Teams), Custom String("ROUND {0}", Global Variable(roundNumber), Null, Null));
disabled Big Message(All Players(All Teams), Custom String("ROUND {0}", Global.roundNumber));
Small Message(All Players(All Teams), Custom String("ROUND {0}", Global.roundNumber));
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));
Global.playersStartOfTheRound = All Players(All Teams);
Destroy Effect(Player Variable(All Players(All Teams), pharahHealEffect));
Destroy Effect(All Players(All Teams).pharahHealEffect);
Destroy Effect(Player Variable(All Players(All Teams), pharahDamageBoostEffect));
Destroy Effect(All Players(All Teams).pharahDamageBoostEffect);
Play Effect(All Players(All Teams), Explosion Sound, White, All Players(All Teams), 200);
}
}
}
}


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 Move Speed(All Players(All Teams), 100);
Global.roundTimer = 60;
Wait(0.032, Ignore Condition);
Wait(0.032, Ignore Condition);
Set Global Variable(heroOfPreviousRound, Global Variable(heroOfTheRound));
Global.heroOfPreviousRound = Global.heroOfTheRound;
Set Global Variable(heroModeSelector, Random Integer(0, Subtract(Count Of(Global Variable(heroList)), 1)));
Global.heroModeSelector = Random Integer(0, Count Of(Global.heroList) - 1);
Set Global Variable At Index(heroesRounds, Global Variable(heroModeSelector), True);
Global.heroesRounds[Global.heroModeSelector] = True;
Set Global Variable(heroOfTheRound, Value In Array(Global Variable(heroList), Global Variable(heroModeSelector)));
Global.heroOfTheRound = Global.heroList[Global.heroModeSelector];
Wait(0.032, Ignore Condition);
Wait(0.032, Ignore Condition);
Loop If(Compare(Global Variable(heroOfTheRound), ==, Global Variable(heroOfPreviousRound)));
Loop If(Global.heroOfTheRound == Global.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.heroOfTheRound);
Modify Global Variable(roundNumber, Add, 1);
Global.roundNumber += 1;
Big Message(All Players(All Teams), Custom String("ROUND {0}", Global Variable(roundNumber), Null, Null));
disabled Big Message(All Players(All Teams), Custom String("ROUND {0}", Global.roundNumber));
Small Message(All Players(All Teams), Custom String("ROUND {0}", Global.roundNumber));
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));
Global.playersStartOfTheRound = All Players(All Teams);
Destroy Effect(Player Variable(All Players(All Teams), pharahHealEffect));
Destroy Effect(All Players(All Teams).pharahHealEffect);
Destroy Effect(Player Variable(All Players(All Teams), pharahDamageBoostEffect));
Destroy Effect(All Players(All Teams).pharahDamageBoostEffect);
Text moved with changes to lines 424-426 (80.0% similarity)
}
Play Effect(All Players(All Teams), Explosion Sound, White, All Players(All Teams), 200);
}

rule("Full heal and score on kill")
Text moved with changes to lines 428-430 (72.3% similarity)
{
event
{
Player Dealt Final Blow;
All;
All;
Text moved with changes to lines 432-435 (66.7% similarity)
}

conditions
{
Hero Of(Event Player) != Hero(McCree);
Hero Of(Event Player) != Hero(Echo);
Hero Of(Event Player) != Hero(Tracer);
Text moved with changes to lines 437-440 (65.6% similarity)
}

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)")
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(
disabled Create HUD Text(All Players(All Teams), Global.minigameStringTitles[Global.heroModeSelector], Null, Null, Top, -3, Orange, White,
Append To Array(Append To Array(Append To Array(Append To Array(Append To Array(Append To Array(Append To Array(
White, Visible To and String, Default Visibility);
Append To Array(Append To Array(Append To Array(Append To Array(Empty Array, Custom String("{0} PAINTBALL {0}",
disabled Create HUD Text(All Players(All Teams), Null, Null, Global.minigameStringCodes[Global.heroModeSelector], Top, -2, White, White,
Hero Icon String(Hero(Ana)), Null, Null)), Custom String("{0} WORLD OF TANKS {0}", Hero Icon String(Hero(Bastion)), Null,
White, Visible To and String, Default Visibility);
Null)), Custom String("{0} BOOP {0}", Hero Icon String(Hero(Brigitte)), Null, Null)), Custom String("{0} SUMO {0}",
disabled Create HUD Text(All Players(All Teams), Null, Null, Global.minigameStringCredit[Global.heroModeSelector], Top, -1, White, White,
Hero Icon String(Hero(Doomfist)), Null, Null)), Custom String("{0} RINGS {0}", Hero Icon String(Hero(Echo)), Null, Null)),
White, Visible To and String, Default Visibility);
Custom String("{0} DASH {0}", Hero Icon String(Hero(Genji)), Null, Null)), Custom String("{0} HOT POTATO {0}",
Create HUD Text(All Players(All Teams), Null, Null, Global.minigameStringInstructions[Global.heroModeSelector], Top, 1, White,
Hero Icon String(Hero(McCree)), Null, Null)), Custom String("{0} 1 PUNCH {0}", Hero Icon String(Hero(Mercy)), Null, Null)),
White, White, Visible To and String, Default Visibility);
Custom String("{0} PHARMERCY SIMULATED {0}", Hero Icon String(Hero(Pharah)), Null, Null)), Custom String(
Global.minigameStringTitles = Empty Array;
"{0} SPRINT RACING {0}", Hero Icon String(Hero(Soldier: 76)), Null, Null)), Custom String("{0} HACK TO KILL {0}",
Modify Global Variable(minigameStringTitles, Append To Array, Custom String("{0} PAINTBALL {0}", Hero Icon String(Hero(Ana))));
Hero Icon String(Hero(Sombra)), Null, Null)), Custom String("{0} HAMMER ONLY {0}", Hero Icon String(Hero(Torbjörn)), Null,
Modify Global Variable(minigameStringTitles, Append To Array, Custom String("{0} WORLD OF TANKS {0}", Hero Icon String(Hero(
Null)), Custom String("{0} STEAL THE CROWN {0}", Hero Icon String(Hero(Tracer)), Null, Null)), Custom String("{0} HS ONLY {0}",
Bastion))));
Hero Icon String(Hero(Widowmaker)), Null, Null)), Custom String("{0} SPARTA MODE {0}", Hero Icon String(Hero(Zenyatta)), Null,
Modify Global Variable(minigameStringTitles, Append To Array, Custom String("{0} BOOP {0}", Hero Icon String(Hero(Brigitte))));
Null)), Global Variable(heroModeSelector)), Custom String("", Null, Null, Null), Custom String("", Null, Null, Null), Top, -3,
Modify Global Variable(minigameStringTitles, Append To Array, Custom String("{0} DOOM SUMO {0}", Hero Icon String(Hero(
Orange, White, White, Visible To and String, Default Visibility);
Doomfist))));
Create HUD Text(All Players(All Teams), Null, Null, Value In Array(Append To Array(Append To Array(Append To Array(Append To Array(
Modify Global Variable(minigameStringTitles, Append To Array, Custom String("{0} AIR RACE {0}", Hero Icon String(Hero(D.Va))));
Append To Array(Append To Array(Append To Array(Append To Array(Append To Array(Append To Array(Append To Array(
Modify Global Variable(minigameStringTitles, Append To Array, Custom String("{0} RINGS {0}", Hero Icon String(Hero(Echo))));
Append To Array(Append To Array(Append To Array(Append To Array(Empty Array, Custom String("", Null, Null, Null)),
Modify Global Variable(minigameStringTitles, Append To Array, Custom String("{0} DASH {0}", Hero Icon String(Hero(Genji))));
Custom String("", Null, Null, Null)), Custom String("Play it more on 55MMT / VQVRG", Null, Null, Null)), Custom String(
Modify Global Variable(minigameStringTitles, Append To Array, Custom String("{0} HOT POTATO {0}", Hero Icon String(Hero(McCree))));
"Play it more on 9G11W", Null, Null, Null)), Custom String("", Null, Null, Null)), Custom String("Play it more on DDNSZ", Null,
Modify Global Variable(minigameStringTitles, Append To Array, Custom String("{0} 1 PUNCH {0}", Hero Icon String(Hero(Mercy))));
Null, Null)), Custom String("Play it more on E515J", Null, Null, Null)), Custom String("", Null, Null, Null)), Custom String(
Modify Global Variable(minigameStringTitles, Append To Array, Custom String("{0} PHARMERCY SIMULATED {0}", Hero Icon String(Hero(
"Play it more on DKKKD", Null, Null, Null)), Custom String("Play it more on STJTC", Null, Null, Null)), Custom String(
Pharah))));
"Play it more on YJK0D6", Null, Null, Null)), Custom String("", Null, Null, Null)), Custom String("Play it more on 1FM74",
Modify Global Variable(minigameStringTitles, Append To Array, Custom String("{0} {1} HOOKS 1 HOLE {0}", Hero Icon String(Hero(
Null, Null, Null)), Custom String("", Null, Null, Null)), Custom String("", Null, Null, Null)), Global Variable(
Roadhog)), Count Of(Global.playersStartOfTheRound)));
heroModeSelector)), Top, -2, White, White, White, Visible To and String, Default Visibility);
Modify Global Variable(minigameStringTitles, Append To Array, Custom String("{0} DODGEBALL {0}", Hero Icon String(Hero(Sigma))));
Create HUD Text(All Players(All Teams), Null, Null, Value In Array(Append To Array(Append To Array(Append To Array(Append To Array(
Modify Global Variable(minigameStringTitles, Append To Array, Custom String("{0} SPRINT RACING {0}", Hero Icon String(Hero(
Append To Array(Append To Array(Append To Array(Append To Array(Append To Array(Append To Array(Append To Array(
Soldier: 76))));
Append To Array(Append To Array(Append To Array(Append To Array(Empty Array, Custom String("", Null, Null, Null)),
Modify Global Variable(minigameStringTitles, Append To Array, Custom String("{0} HACK TO KILL {0}", Hero Icon String(Hero(
Custom String("", Null, Null, Null)), Custom String("BY FARRON / BLOCK", Null, Null, Null)), Custom String(
Sombra))));
"BY CREBOS & CLAMINUIM", Null, Null, Null)), Custom String("", Null, Null, Null)), Custom String("BY GANTZ", Null, Null,
Modify Global Variable(minigameStringTitles, Append To Array, Custom String("{0} HAMMER ONLY {0}", Hero Icon String(Hero(
Null)), Custom String("BY KEVLAR", Null, Null, Null)), Custom String("", Null, Null, Null)), Custom String("BY SEITA", Null,
Torbjörn))));
Null, Null)), Custom String("BY DARWIN",
Modify Global Variable(minigameStringTitles, Append To Array, Custom String("{0} STEAL THE CROWN {0}", Hero Icon String(Hero(
Tracer))));
Modify Global Variable(minigameStringTitles, Append To Array, Custom String("{0} HS ONLY {0}", Hero Icon String(Hero(
Widowmaker))));
Modify Global Variable(minigameStringTitles, Append To Array, Custom String("{0} MONKEY SUMO {0}", Hero Icon String(Hero(
Winston))));
Modify Global Variable(minigameStringTitles, Append To Array, Custom String("{0} SPARTA {0}", Hero Icon String(Hero(
Zenyatta))));
Global.minigameStringCodes = Empty Array;
Modify Global Variable(minigameStringCodes, Append To Array, Custom String("Play it more on ?????"));
Modify Global Variable(minigameStringCodes, Append To Array, Custom String("Play it more on ?????"));
Modify Global Variable(minigameStringCodes, Append To Array, Custom String("Play it more on 55MMT / VQVRG"));
Modify Global Variable(minigameStr