Island Party 2.0.0-21

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settings
settings
{
{
main
main
{
{
Description: "Island Party - Heroes Minigames v1.1.1-19 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"
Description: "Island Party - Heroes Minigames v2.0.0-21 Play rounds of 21 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
Map Rotation: After A Game
Match Voice Chat: Enabled
Match Voice Chat: Enabled
Max Spectators: 6
Max Spectators: 6
Return To Lobby: Never
}
}


modes
modes
{
{
Deathmatch
Deathmatch
{
{
enabled maps
enabled maps
{
{
Workshop Island
Workshop Island
Workshop Island Night
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
Kill Feed: Off
Respawn As Random Hero: On
Respawn As Random Hero: On
Score To Win: 50
Score To Win: 30
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
D.Va
{
{
Boosters Cooldown Time: 0%
Boosters Cooldown Time: 0%
Damage Dealt: 10%
Damage Dealt: 10%
Damage Received: 10%
Damage Received: 10%
Defense Matrix: Off
Defense Matrix: Off
Micro Missiles: Off
Micro Missiles: Off
Primary Fire: Off
Primary Fire: Off
Quick Melee: Off
Quick Melee: Off
Ultimate Ability Self-Destruct: Off
Ultimate Generation - Combat Self-Destruct: 0%
Ultimate Generation - Passive Self-Destruct: 0%
}
}


Doomfist
Doomfist
{
{
Damage Dealt: 10%
Damage Dealt: 10%
Damage Received: 10%
Damage Received: 10%
Health: 500%
Health: 500%
Quick Melee: Off
Quick Melee: Off
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%
Movement Speed: 200%
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%
}
}


Lúcio
{
Amp It Up: Off
Crossfade: Off
No Ammunition Requirement: On
Primary Fire: Off
Quick Melee: Off
Soundwave: Off
Ultimate Ability Sound Barrier: Off
}

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
}
}


Mei
{
Damage Dealt: 500%
Damage Received: 500%
No Ammunition Requirement: On
Primary Fire: Off
Projectile Gravity: 500%
Projectile Speed: 38%
Ultimate Generation - Combat Blizzard: 125%
}

Mercy
Mercy
{
{
Damage Dealt: 500%
Damage Dealt: 500%
Damage Received: 500%
Damage Received: 500%
Guardian Angel: Off
Guardian Angel: Off
Movement Speed: 150%
Movement Speed: 150%
Primary Fire: Off
Primary Fire: Off
Resurrect: 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
Roadhog
{
{
Chain Hook Cooldown Time: 25%
Chain Hook Cooldown Time: 25%
Damage Dealt: 10%
Damage Dealt: 10%
Damage Received: 10%
Damage Received: 10%
Movement Speed: 150%
Movement Speed: 150%
Primary Fire: Off
Primary Fire: Off
Quick Melee: Off
Quick Melee: Off
Secondary Fire: Off
Secondary Fire: Off
Take a Breather: Off
Take a Breather: Off
Ultimate Ability Whole Hog: Off
Ultimate Ability Whole Hog: Off
}
}


Sigma
Sigma
{
{
Accretion Cooldown Time: 25%
Accretion Cooldown Time: 25%
Damage Dealt: 500%
Damage Dealt: 500%
Experimental Barrier Cooldown Time: 200%
Experimental Barrier Cooldown Time: 200%
Experimental Barrier Recharge Rate: 50%
Experimental Barrier Recharge Rate: 50%
Health: 25%
Health: 25%
Jump Vertical Speed: 150%
Jump Vertical Speed: 150%
Movement Speed: 150%
Movement Speed: 150%
Primary Fire: Off
Primary Fire: Off
Projectile Speed: 162%
Projectile Speed: 162%
Quick Melee: Off
Quick Melee: Off
Ultimate Generation - Combat Gravitic Flux: 260%
Ultimate Generation - Combat Gravitic Flux: 260%
Ultimate Generation - Passive Gravitic Flux: 0%
Ultimate Generation - Passive Gravitic Flux: 0%
Ultimate Generation Gravitic Flux: 260%
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
Winston
{
{
Barrier Projector: Off
Barrier Projector: Off
Damage Dealt: 10%
Damage Dealt: 10%
Damage Received: 10%
Damage Received: 10%
Health: 500%
Health: 500%
Infinite Ultimate Duration: On
Infinite Ultimate Duration: On
Jump Pack Knockback Scalar: 400%
Jump Pack Knockback Scalar: 400%
Primal Rage Melee Knockback Scalar: 300%
Primal Rage Melee Knockback Scalar: 300%
Spawn With Ultimate Ready: On
Spawn With Ultimate Ready: On
Ultimate Duration: 500%
Ultimate Duration: 500%
Ultimate Generation - Combat Primal Rage: 500%
Ultimate Generation - Combat Primal Rage: 500%
Ultimate Generation - Passive Primal Rage: 500%
Ultimate Generation - Passive Primal Rage: 500%
Ultimate Generation 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
}
}


disabled heroes
disabled heroes
{
{
Ashe
Ashe
Baptiste
Baptiste
Hanzo
Hanzo
Junkrat
Junkrat
Lúcio
Mei
Moira
Moira
Orisa
Orisa
Reaper
Reaper
Reinhardt
Reinhardt
Symmetra
Symmetra
Wrecking Ball
Wrecking Ball
Zarya
Zarya
}
}
}
}
}
}
}
}


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: heroesOfPreviousRounds
9: minigameStringTitles
9: minigameStringTitles
10: minigameStringCodes
10: minigameStringCodes
11: minigameStringCredit
11: minigameStringCredit
12: minigameStringInstructions
12: minigameStringInstructions
13: discordSubtringArray
13: discordSubtringArray
14: pointfeedHud
14: pointfeedHud
15: pointfeedHudTimes
15: pointfeedHudTimes
16: pointfeedHudId
16: pointfeedHudId
17: pointfeedHudTimesIt
17: pointfeedHudTimesIt
18: hofPlayers
18: hofPlayers
19: hofPlayersCounter
19: hofPlayersCounter
20: crownPos
20: crownPos
21: crownEffect
21: crownEffect
22: tracerQueen
22: tracerQueen
23: soldierObjectivePos
23: soldierObjectivePos
24: soldierObjectiveEffects
24: soldierObjectiveEffects
25: soldierDestructorIt
25: soldierDestructorIt
26: soldierObjectiveIcons
26: tracerQueenHud
27: potatoPos
27: potatoPos
28: potatoHolder
28: potatoHolder
29: potatoEffect
29: potatoEffect
30: potatoIcon
30: potatoIcon
31: commonRingsEffects
31: commonRingsEffects
32: rareRingsEffects
32: rareRingsEffects
33: epicRingsEffects
33: epicRingsEffects
34: legendaryRingsEffects
34: legendaryRingsEffects
35: commonRingsPos
35: commonRingsPos
36: rareRingsPos
36: rareRingsPos
37: epicRingsPos
37: epicRingsPos
38: legendaryRingsPos
38: legendaryRingsPos
39: ringsIt
39: ringsIt
40: echoTeleportEffects
40: echoTeleportEffects
41: echoTeleportPos
41: echoTeleportPos
42: echoRightHUD
42: echoRightHUD
43: dvaObjectivePos
43: dvaObjectivePos
44: dvaObjectiveEffects
44: dvaObjectiveEffects
45: dvaDestructorIt
45: dvaDestructorIt
46: dvaObjectiveIcons
46: dvaObjectiveIcons
47: roadhogHoleRadius
47: roadhogHoleRadius
48: roadhogHoleEffects
48: roadhogHoleEffects
49: roadhogHoleEffectsIt
49: roadhogHoleEffectsIt
50: meiSnowEffects
51: meiSnowPos
52: meiSnowIt
53: snotPos
54: snotPosRandomXComp
55: snotPosRandomYComp
56: snotPosRandomZComp
57: snotEffects
58: destructorIt
59: heroOfLastRound
60: islandPartyCode
61: islandPartySpecialEdition
62: tracerQueenPositionIcon


player:
player:
0: queenPoints
0: queenPoints
1: queenPointsHud
1: queenPointsHud
2: soldierSprint
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: pharahHealHud
13: pharahHealHud
14: pharahDamageBoostHud
14: pharahDamageBoostHud
15: echoPoints
15: echoPoints
16: echoPointsHud
16: echoPointsHud
17: echoClosestRing
17: echoClosestRing
18: sigmaUsingGrasp
18: sigmaUsingGrasp
19: sigmaCatch
19: sigmaCatch
20: dvaPoints
20: dvaPoints
21: dvaPointsHud
21: dvaPointsHud
22: roadhogPostion
22: roadhogPostion
23: roadhogYanked
23: roadhogYanked
24: dvaDistanceText
24: dvaDistanceText
25: roadhogFalling
25: roadhogFalling
26: meiMeeleCatchCooldown
27: meiAmmo
28: meiClosestSnow
29: meiIsPickingSnow
30: meiPickingSnowTimer
31: meiIsCatching
32: meiCatchCooldownHud
33: meiAmmoHud
34: meiHasAmmoIcon
35: thirdCameraDirection
36: thirdCameraZoom
37: isOnThirdCamera
38: meiCrouchOnMeText
39: meiHasPickedUpAnyAmmo
40: lucioClosestSnotIcon
41: meiCatchActiveCooldownHud
42: meiCatchSphereEffect
43: lucioSpeed
44: lucioPoints
45: lucioPointsHud
46: lucioClosestSnot
47: lucioHasBeenOnWall
48: playerSpeedHud
50: playerClosestObjectiveIcon
}
}


subroutines
subroutines
{
{
0: gameModeDescriptionMessages
0: gameModeDescriptionMessages
1: startNewRound
2: restartStats
}

rule("Is in setup {GLOBAL}")
{
event
{
Ongoing - Global;
}

conditions
{
Is In Setup == True;
}

actions
{
Global.roundTimer = 60;
Enable Death Spectate All Players(All Players(All Teams));
Disable Built-In Game Mode Respawning(All Players(All Teams));
Set Respawn Max Time(All Players(All Teams), 60);
Global.islandPartyCode = Custom String("W468T");
Global.islandPartySpecialEdition = Custom String("");
Global.roundNumber = 0;
disabled Global.heroModeSelector = Random Integer(0, Count Of(Global.heroList) - 1);
Global.heroList = Empty Array;
Global.heroesOfPreviousRounds = 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(Bastion));
Text moved with changes from lines 493-513 (95.7% similarity)
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(D.Va));
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(Lúcio));
Modify Global Variable(heroList, Append To Array, Hero(McCree));
Modify Global Variable(heroList, Append To Array, Hero(Mei));
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(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(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(Winston));
Modify Global Variable(heroList, Append To Array, Hero(Zenyatta));
disabled Global.heroOfTheRound = Global.heroList[Global.heroModeSelector];
disabled Global.heroOfTheRound = Random Value In Array(Remove From Array(Global.heroList, Global.heroesOfPreviousRounds));
Create HUD Text(All Players(All Teams), Custom String("CODE: {0}", Global.islandPartyCode),
Global.islandPartyCode == Custom String("W468T") ? Custom String("") : Custom String("SPECIAL EDITION"),
Global.islandPartySpecialEdition, Left, -998.500, White, Sky Blue, White, Visible To and String, Default Visibility);
Create HUD Text(All Players(All Teams), Null, Custom String(" "), Custom String(
"Island Party - Heroes Minigames v2.0.0-21"), Left, -998, White, White, Orange, Visible To and String,
Default Visibility);
Text moved with changes from lines 517-533 (98.2% similarity)
Create HUD Text(All Players(All Teams), Null, Null, Custom String("Play rounds of {0} classic and new games as minigames",
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("Join discord.gg/4N4BAE6 and {0}",
Global.discordSubtringArray[Global.roundNumber % 3]), Left, -996, White, White, White, Visible To and String,
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);
Create HUD Text(All Players(All Teams), Null, Custom String("Created by Jokaes#2263"), Null, Left, -995, White, White, White,
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);
disabled Start Forcing Player To Be Hero(All Players(All Teams), Global.heroOfTheRound);
Global.potatoPos = Vector(500, 500, 500);
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,
White, White, Visible To and String, Default Visibility);
Create HUD Text(Filtered Array(All Players(All Teams), Count Of(Global.hofPlayers) > 0), Null, Null, Custom String("Hall of fame"),
Right, -600, White, White, Orange, Visible To and Sort Order, Default Visibility);
Create In-World Text(All Players(All Teams), Custom String("CODE: {0}", Global.islandPartyCode), Vector(0, 200, 0), 4,
Clip Against Surfaces, Visible To Position and String, White, Default Visibility);
Wait(3.500, Ignore Condition);
Communicate(All Players(All Teams), Countdown);
}
}
}


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);
Set Respawn Max Time(All Players(All Teams), 60);
disabled Disable Inspector Recording;
Pause Match Time;
Pause Match Time;
Global.timeCounter = 0.001;
Global.timeCounter = 0.001;
Global.roundTimer = 60;
Global.roundTimer = 60;
"Timer of the round HUD {Standard}"
"Timer of the round HUD {Standard}"
Create HUD Text(Filtered Array(All Players(All Teams), Global.roundTimer > 10), Custom String(":{0}", Round To Integer(
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);
Global.roundTimer, To Nearest)), Null, Null, Right, -999, White, White, White, Visible To and String, Default Visibility);
"Timer of the round HUD {Last moments}"
"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(
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);
Global.roundTimer, To Nearest)), Null, Null, Right, -999, Red, White, White, Visible To and String, Default Visibility);
"Timer of the round HUD separator"
"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,
Create HUD Text(All Players(All Teams), Null, Custom String(" "), Null, Right, -998, White, White, White, Visible To and String,
Default Visibility);
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}] LOW LOAD(GREEN)"
Create HUD Text(Filtered Array(Host Player, (Server Load + Server Load Average + Server Load Peak) / 3 < 128 && Custom String(
Create HUD Text(Filtered Array(Host Player, (Server Load + Server Load Average + Server Load Peak) / 3 < 128 && Custom String(
"#Jokaes") == String("#{0}", Host Player)), Null, Custom String("svr load: {0} | svr avg: {1} | svr peak: {2}", Server Load,
"#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, Lime Green, 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);
"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}] MID LOAD(ORANGE)"
Create HUD Text(Filtered Array(Host Player, (Server Load + Server Load Average + Server Load Peak) / 3 >= 128 && (
Create HUD Text(Filtered Array(Host Player, (Server Load + Server Load Average + Server Load Peak) / 3 >= 128 && (
Server Load + Server Load Average + Server Load Peak) / 3 <= 192 && Custom String("#Jokaes") == String("#{0}", Host Player)),
Server Load + Server Load Average + Server Load Peak) / 3 <= 192 && Custom String("#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,
Null, Custom String("svr load: {0} | svr avg: {1} | svr peak: {2}", Server Load, Server Load Average, Server Load Peak), Null,
Top, -100, White, Orange, White, Visible To and String, Default Visibility);
Top, -100, White, Orange, 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}] HIGH LOAD(RED)"
Create HUD Text(Filtered Array(Host Player, (Server Load + Server Load Average + Server Load Peak) / 3 > 192 && Custom String(
Create HUD Text(Filtered Array(Host Player, (Server Load + Server Load Average + Server Load Peak) / 3 > 192 && Custom String(
"#Jokaes") == String("#{0}", Host Player)), Null, Custom String("svr load: {0} | svr avg: {1} | svr peak: {2}", Server Load,
"#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);
Server Load Average, Server Load Peak), Null, Top, -100, White, Red, White, Visible To and String, Default Visibility);
Global.hofPlayers = Empty Array;
Global.hofPlayers = Empty Array;
Global.pointfeedHud = Empty Array;
Global.pointfeedHud = Empty Array;
Global.pointfeedHudTimes = Array(True, True, True, True, True, True);
Global.pointfeedHudTimes = Array(True, True, True, True, True, True);
Global.pointfeedHudId = 0;
Global.pointfeedHudId = 0;
Create HUD Text(All Players(All Teams), Global.minigameStringTitles[Global.heroModeSelector],
Create HUD Text(All Players(All Teams), Global.minigameStringTitles[Global.heroModeSelector],
Global.minigameStringCodes[Global.heroModeSelector], Global.minigameStringCredit[Global.heroModeSelector], Top, 0.001, Orange,
Global.minigameStringCodes[Global.heroModeSelector], Global.minigameStringCredit[Global.heroModeSelector], Top, 0.001, Orange,
White, White, Visible To Sort Order and String, Default Visibility);
White, White, Visible To Sort Order and String, Default Visibility);
}
Global.playersStartOfTheRound = All Players(All Teams);
}

disabled rule("First to 50 EDITION")
{
event
{
Ongoing - Global;
}

conditions
{
Is Game In Progress == True;
}

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);
Text moved to lines 674-699
Enable Built-In Game Mode Completion;
Enable Built-In Game Mode Announcer;
}
}

rule("Time Counter - Add minute")
{
event
{
Ongoing - Global;
}

conditions
{
Is Game In Progress == True;
}

actions
{
Set Match Time(Global.timeCounter);
Wait(60, Ignore Condition);
Global.timeCounter += 1;
Loop;
}
}

rule("Is in setup {GLOBAL}")
{
event
{
Ongoing - Global;
}

conditions
{
Is In Setup == True;
}

actions
{
disabled Disable Inspector Recording;
Enable Death Spectate All Players(All Players(All Teams));
Disable Built-In Game Mode Respawning(All Players(All Teams));
Set Respawn Max Time(All Players(All Teams), 60);
Global.roundNumber = -1;
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"));
Text moved with changes to lines 461-481 (95.7% similarity)
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(D.Va));
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(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(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(Winston));
Modify Global Variable(heroList, Append To Array, Hero(Zenyatta));
Global.heroOfTheRound = Global.heroList[Global.heroModeSelector];
Create HUD Text(All Players(All Teams), Custom String("CODE: W468T"), Null, Null, Left, -998.500, White, White, White,
Visible To and String, Default Visibility);
Create HUD Text(All Players(All Teams), Null, Custom String(" "), Custom String("Island Party - Heroes Minigames v1.1.1-19"), Left,
-998, White, White, Orange, Visible To and String, Default Visibility);
Text moved with changes to lines 488-504 (98.2% similarity)
Create HUD Text(All Players(All Teams), Null, Null, Custom String("Play rounds of {0} classic and new games as minigames",
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("Join discord.gg/4N4BAE6 and {0}",
Global.discordSubtringArray[Global.roundNumber % 3]), Left, -996, White, White, White, Visible To and String,
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);
Create HUD Text(All Players(All Teams), Null, Custom String("Created by Jokaes#2263"), Null, Left, -995, White, White, White,
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);
Start Forcing Player To Be Hero(All Players(All Teams), Global.heroOfTheRound);
Global.potatoPos = Vector(500, 500, 500);
Create HUD Text(Global.tracerQueen, Custom String("QUEEN"), Null, Null, Left, 2, Yellow, White, White, Visible To and String,
Default Visibility);
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,
White, White, Visible To and String, Default Visibility);
Create HUD Text(Filtered Array(All Players(All Teams), Count Of(Global.hofPlayers) > 0), Null, Null, Custom String("Hall of fame"),
Right, -600, White, White, Orange, Visible To and Sort Order, Default Visibility);
Create In-World Text(All Players(All Teams), Custom String("CODE: W468T"), Vector(0, 200, 0), 4, Clip Against Surfaces,
Visible To Position and String, White, Default Visibility);
Create Icon(Filtered Array(All Players(All Teams), Global.heroOfTheRound == Hero(Tracer)), Global.crownPos, Arrow: Down,
Visible To and Position, Yellow, True);
Wait(3.500, Ignore Condition);
Communicate(All Players(All Teams), Countdown);
}
}
}
}


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);
Set Respawn Max Time(Event Player, 60);
Set Respawn Max Time(Event Player, 60);
Preload Hero(Event Player, Global.heroList);
Preload Hero(Event Player, Global.heroList);
Global.playersStartOfTheRound = All Players(All Teams);
Global.playersStartOfTheRound = All Players(All Teams);
}
}
}
}


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;
Is Alive(Event Player) == True;
}
}


actions
actions
{
{
Wait(0.512, Ignore Condition);
Wait(0.512, Ignore Condition);
Event Player.queenPoints = 0;
Event Player.soldierPoints = 0;
Start Forcing Player To Be Hero(Event Player, Global.heroOfTheRound);
Start Forcing Player To Be Hero(Event Player, Global.heroOfTheRound);
Preload Hero(Event Player, Global.heroList);
Preload Hero(Event Player, Global.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);
Event Player.queenPoints = 0;
Event Player.soldierPoints = 0;
Disable Built-In Game Mode Respawning(Event Player);
Disable Built-In Game Mode Respawning(Event Player);
Set Respawn Max Time(Event Player, 60);
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.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.heroList);
Preload Hero(Event Player, Global.heroList);
Set Respawn Max Time(Event Player, 9999);
Set Respawn Max Time(Event Player, 9999);
}
}
}
}


Text moved with changes from lines 730-738 (94.1% similarity)
disabled rule("First to 30 EDITION")
{
event
{
Ongoing - Global;
}

conditions
{
disabled Is Game In Progress == True;
Is In Setup == True;
}

actions
{
Wait(0.250, Ignore Condition);
Create HUD Text(All Players(All Teams), Null, Null, Custom String("FIRST TO 30 POINTS EDITION"), Top, 0.500, White, White,
Sky Blue, Visible To and String, Default Visibility);
Global.islandPartyCode = Custom String("Z9VEE");
Global.islandPartySpecialEdition = Custom String("FIRST TO 30 POINTS");
Wait(10, Ignore Condition);
Text moved from lines 444-469
Enable Built-In Game Mode Completion;
Enable Built-In Game Mode Announcer;
}
}

rule("Time Counter - Add minute")
{
event
{
Ongoing - Global;
}

conditions
{
Is Game In Progress == True;
}

actions
{
Set Match Time(Global.timeCounter);
Wait(60, Ignore Condition);
Global.timeCounter += 1;
Loop;
}
}

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.heroOfTheRound);
Start Forcing Player To Be Hero(Event Player, Global.heroOfTheRound);
}
}
}
}


rule("Create new round {SETUP}")
{
event
{
Ongoing - Global;
}

conditions
{
Is In Setup == True;
}

actions
{
Wait(0.048, Ignore Condition);
Global.heroOfTheRound = Random Value In Array(Global.heroList);
Preload Hero(All Players(All Teams), Global.heroOfTheRound);
Global.heroModeSelector = Index Of Array Value(Global.heroList, Global.heroOfTheRound);
Wait(0.272, Ignore Condition);
Start Forcing Player To Be Hero(All Players(All Teams), Global.heroOfTheRound);
Global.roundNumber += 1;
Small Message(All Players(All Teams), Custom String("ROUND {0}", Global.roundNumber));
Global.playersStartOfTheRound = All Players(All Teams);
Global.roundTimer = 60;
Text moved with changes from lines 726-729 (92.3% similarity)
Chase Global Variable At Rate(roundTimer, 0, 1, None);
}
}

rule("Create new round {OUT OF TIME}")
rule("Create new round {OUT OF TIME}")
{
{
event
event
{
{
Ongoing - Global;
Ongoing - Global;
}
}


conditions
conditions
{
{
Global.roundTimer <= 0;
Global.roundTimer <= 0;
Is Game In Progress == True;
}
}


actions
actions
{
{
Set Move Speed(All Players(All Teams), 100);
Start Rule(startNewRound, Do Nothing);
Global.roundTimer = 60;
Wait(0.032, Ignore Condition);
Global.heroOfPreviousRound = Global.heroOfTheRound;
Global.heroModeSelector = Random Integer(0, Count Of(Global.heroList) - 1);
Global.heroesRounds[Global.heroModeSelector] = True;
Global.heroOfTheRound = Global.heroList[Global.heroModeSelector];
Wait(0.032, Ignore Condition);
Loop If(Global.heroOfTheRound == Global.heroOfPreviousRound);
Skip If(Global.heroOfTheRound == Hero(Roadhog), 1);
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.heroOfTheRound);
Global.roundNumber += 1;
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);
Global.playersStartOfTheRound = All Players(All Teams);
Destroy Effect(All Players(All Teams).pharahHealEffect);
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;
Is Game In Progress == True;
}

actions
{
Start Rule(startNewRound, Do Nothing);
}
}

rule("Create new round 2")
{
event
{
Subroutine;
startNewRound;
}

actions
{
Global.roundTimer = 60;
Start Rule(restartStats, Do Nothing);
If(Count Of(Global.heroesOfPreviousRounds) == Count Of(Global.heroList) - 1);
Global.heroesOfPreviousRounds = Empty Array;
End;
Global.heroOfLastRound = Global.heroOfTheRound;
Modify Global Variable(heroesOfPreviousRounds, Append To Array, Global.heroOfTheRound);
Global.heroOfTheRound = Null;
Wait(0.048, Ignore Condition);
Global.heroOfTheRound = Random Value In Array(Remove From Array(Global.heroList, Global.heroesOfPreviousRounds));
Preload Hero(All Players(All Teams), Global.heroOfTheRound);
Global.heroModeSelector = Index Of Array Value(Global.heroList, Global.heroOfTheRound);
disabled Skip If(Global.heroOfTheRound == Hero(Roadhog), 1);
Respawn(All Players(All Teams));
Resurrect(All Players(All Teams));
Wait(0.272, Ignore Condition);
Start Forcing Player To Be Hero(All Players(All Teams), Global.heroOfTheRound);
Wait(0.272, Ignore Condition);
Global.roundNumber += 1;
Small Message(All Players(All Teams), Custom String("ROUND {0}", Global.roundNumber));
Global.playersStartOfTheRound = All Players(All Teams);
disabled Destroy Effect(All Players(All Teams).pharahHealEffect);
disabled Destroy Effect(All Players(All Teams).pharahDamageBoostEffect);
Start Forcing Throttle(All Players(All Teams), 0, 0, 0, 0, 0, 0);
Set Aim Speed(All Players(All Teams), Absolute Value(0));
Wait(0.750, Ignore Condition);
Stop Forcing Throttle(All Players(All Teams));
Set Aim Speed(All Players(All Teams), 100);
Chase Global Variable At Rate(roundTimer, 0, 1, None);
}
}

disabled rule("Create new round")
{
event
{
Subroutine;
startNewRound;
}
}


actions
actions
{
{
Set Move Speed(All Players(All Teams), 100);
Set Move Speed(All Players(All Teams), 100);
Set Gravity(All Players(All Teams), 100);
Global.roundTimer = 60;
Global.roundTimer = 60;
Wait(0.032, Ignore Condition);
Wait(0.032, Ignore Condition);
Global.heroOfPreviousRound = Global.heroOfTheRound;
If(Count Of(Global.heroesOfPreviousRounds) == Count Of(Global.heroList) - 1);
Global.heroModeSelector = Random Integer(0, Count Of(Global.heroList) - 1);
Global.heroesOfPreviousRounds = Empty Array;
Global.heroesRounds[Global.heroModeSelector] = True;
End;
Global.heroOfTheRound = Global.heroList[Global.heroModeSelector];
Global.heroOfLastRound = Global.heroOfTheRound;
Wait(0.032, Ignore Condition);
Modify Global Variable(heroesOfPreviousRounds, Append To Array, Global.heroOfTheRound);
Loop If(Global.heroOfTheRound == Global.heroOfPreviousRound);
disabled Global.heroModeSelector = Random Integer(0, Count Of(Global.heroList) - 1);
disabled Global.heroesRounds[Global.heroModeSelector] = True;
disabled Global.heroOfTheRound = Global.heroList[Global.heroModeSelector];
Global.heroOfTheRound = Null;
Wait(0.048, Ignore Condition);
Global.heroOfTheRound = Random Value In Array(Remove From Array(Global.heroList, Global.heroesOfPreviousRounds));
disabled Loop If(Global.heroOfTheRound == Global.heroesOfPreviousRounds);
Loop If(Is True For Any(Global.heroesOfPreviousRounds, Current Array Element == Global.heroOfTheRound));
Preload Hero(All Players(All Teams), Global.heroOfTheRound);
Global.heroModeSelector = Index Of Array Value(Global.heroList, Global.heroOfTheRound);
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.heroOfTheRound);
Start Forcing Player To Be Hero(All Players(All Teams), Global.heroOfTheRound);
Global.roundNumber += 1;
Global.roundNumber += 1;
disabled Big Message(All Players(All Teams), Custom String("ROUND {0}", Global.roundNumber));
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));
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);
Global.playersStartOfTheRound = All Players(All Teams);
Global.playersStartOfTheRound = All Players(All Teams);
Destroy Effect(All Players(All Teams).pharahHealEffect);
Destroy Effect(All Players(All Teams).pharahHealEffect);
Destroy Effect(All Players(All Teams).pharahDamageBoostEffect);
Destroy Effect(All Players(All Teams).pharahDamageBoostEffect);
Text moved with changes to lines 745-748 (92.3% similarity)
Play Effect(All Players(All Teams), Explosion Sound, White, All Players(All Teams), 200);
}
}

Text moved with changes to lines 653-661 (94.1% similarity)
rule("String Arrays (Title, credit, code and instructions)")
{
event
{
Ongoing - Global;
}

actions
{
disabled Create HUD Text(All Players(All Teams), Global.minigameStringTitles[Global.heroModeSelector], Null, Null, Top, -3, Orange, White,
White, Visible To and String, Default Visibility);
disabled Create HUD Text(All Players(All Teams), Null, Null, Global.minigameStringCodes[Global.heroModeSelector], Top, -2, White, White,
White, Visible To and String, Default Visibility);
disabled Create HUD Text(All Players(All Teams), Null, Null, Global.minigameStringCredit[Global.heroModeSelector], Top, -1, White, White,
White, Visible To and String, Default Visibility);
Create HUD Text(All Players(All Teams), Null, Null, Global.minigameStringInstructions[Global.heroModeSelector], Top, 1, White,
White, White, Visible To and String, Default Visibility);
Global.minigameStringTitles = Empty Array;
Modify Global Variable(minigameStringTitles, Append To Array, Custom String("{0} PAINTBALL {0}", Hero Icon String(Hero(Ana))));
Modify Global Variable(minigameStringTitles, Append To Array, Custom String("{0} WORLD OF TANKS {0}", Hero Icon String(Hero(
Bastion))));
Modify Global Variable(minigameStringTitles, Append To Array, Custom String("{0} BOOP {0}", Hero Icon String(Hero(Brigitte))));
Modify Global Variable(minigameStringTitles, Append To Array, Custom String("{0} DOOM SUMO {0}", Hero Icon String(Hero(
Doomfist))));
Modify Global Variable(minigameStringTitles, Append To Array, Custom String("{0} AIR RACE {0}", Hero Icon String(Hero(D.Va))));
Modify Global Variable(minigameStringTitles, Append To Array, Custom String("{0} RINGS {0}", Hero Icon String(Hero(Echo))));
Modify Global Variable(minigameStringTitles, Append To Array, Custom String("{0} DASH {0}", Hero Icon String(Hero(Genji))));
Modify Global Variable(minigameStringTitles, Append To Array, Custom String("{0} HOT POTATO {0}", Hero Icon String(Hero(McCree))));
Modify Global Variable(minigameStringTitles, Append To Array, Custom String("{0} 1 PUNCH {0}", Hero Icon String(Hero(Mercy))));
Modify Global Variable(minigameStringTitles, Append To Array, Custom String("{0} PHARMERCY SIMULATED {0}", Hero Icon String(Hero(
Pharah))));
Modify Global Variable(minigameStringTitles, Append To Array, Custom String("{0} {1} HOOKS 1 HOLE {0}", Hero Icon String(Hero(
Roadhog)), Count Of(Global.playersStartOfTheRound)));
Modify Global Variable(minigameStringTitles, Append To Array, Custom String("{0} DODGEBALL {0}", Hero Icon String(Hero(Sigma))));
Modify Global Variable(minigameStringTitles, Append To Array, Custom String("{0} SPRINT RACING {0}", Hero Icon String(Hero(
Soldier: 76))));
Modify Global Variable(minigameStringTitles, Append To Array, Custom String("{0} HACK TO KILL {0}", Hero Icon String(Hero(
Sombra))));
Modify Global Variable(minigameStringTitles, Append To Array, Custom String("{0} HAMMER ONLY {0}", Hero Icon String(Hero(
Torbjörn))));
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(minigameStringC