9331 lines
290 KiB
Plaintext
9331 lines
290 KiB
Plaintext
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settings
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{
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main
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{
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Description: "Defend The Castle Extended v0.6.c124\nby ShuriZma#2349\nJ1K6F (Code Version: c123)\nOriginal mode by HuKuTa94#2589\n\nDefend the gate, kill enemies and don't allow them to damage the gate!\n\nSpecial Thanks to:\nShingen#21859 for the Abilities,\nLemonAid#11644 for the Hero Talents\n& Josbird for teaching me about Menus!\n\nFind this mode on: workshop.codes/defend-the-castle\nFind the Original Mode on: workshop.codes/BQEGS\nTell me what you think on Discord: discord.shurizma.de\n\nPS: SHINGEN PLS COME BACK"
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Mode Name: "Defend The Castle Extended"
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}
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lobby
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{
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Max Spectators: 0
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Max Team 1 Players: 4
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Max Team 2 Players: 0
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Return To Lobby: Never
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Swap Teams After Match: No
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}
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modes
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{
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Escort
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{
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enabled maps
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{
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Havana
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}
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}
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Team Deathmatch
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{
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enabled maps
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{
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}
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}
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General
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{
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Game Mode Start: Immediately
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Spawn Health Packs: Disabled
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}
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}
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workshop
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{
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Ana can nano herself even if there are other players only if no player targeted: On
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Story Heroes: Off
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}
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extensions
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{
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Beam Effects
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Kinetic Explosion Effects
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Explosion Sounds
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Play More Effects
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Spawn More Dummy Bots
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}
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}
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variables
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{
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global:
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0: GatePosition
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1: ZenSpawnPositions
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2: SpawnPositionMaxId
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3: LoopIterator1
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4: BigBossSpawnPositions
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5: PlayerSpawnPositions
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6: GateHealthChase
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7: GateHealth
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8: GateMaxHealth
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9: GateProgressBarColorCurrent
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10: GateProgressBarColorComponent
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11: GateHealthEvent
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12: BastionTargetPositions
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13: SniperPositions
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14: BallSpawnPositions
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15: ZenRespawnTime
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16: TimeMin
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17: TimeSec
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18: DefaultCurrentBot
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19: DefaultHeroBotsPool
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20: DefaultHeroBotsPoolCurrentId
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21: IsDebug
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22: BotOrisaParent
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23: IsStoryHeroes
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24: BotOrisaChild
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25: GateRepairPosition
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26: BotOrisaTargetPosition
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27: BotEchoRespawnPosition
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28: BotEchoTeleportPositions
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29: UpgradeGateMaxHealthValue
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30: UpgradeGateMaxHealthHudId
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31: UpgradePlayerMaxHealthValue
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32: UpgradePlayerMaxHealthHudId
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33: UpgradeCriticalDamageValue
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34: UpgradeCriticalDamageHudId
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35: UpgradeMaxAmmoValue
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36: UpgradeMaxAmmoHudId
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37: UpgradeMaxAmmoMaxValue
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38: UpgradePlayerMaxHealthMaxValue
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39: UpgradeCriticalDamageMaxValue
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40: UpgradeGateMaxHealthMaxValue
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41: DamageDone
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42: IsDebugAINavigation
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43: GameLogicCountOfUniqueHeroes
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44: IsNewWaveGameLogicProcessing
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45: AutoRepair
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46: UpgradePerkSharpshooterValue
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47: Perk
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48: MaxHealthDone
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49: StartMoney
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50: Time5Min
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51: SelfNanoWorkshopSetting
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52: ShopCamPos
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53: ShopBasePos
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54: ShopPosAngle
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55: activeBoss
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56: bossTrigger
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57: bossRotation
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58: lastBoss
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59: Time10Min
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60: MoneyMult
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61: challengeCount
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62: UpgradeBossHealthValue
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63: GlobalHuds
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112: AllPos
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113: AllDir
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114: firstpos
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115: secondpos
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116: firstpoint2
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117: secondpoint2
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118: second
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119: z
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120: Wall_ID
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121: showwalls
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122: is_Grounded
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123: g_beamType
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124: x
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125: NodePositions
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126: NodeConnections
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127: DistanceMatrix
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player:
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0: BotSeePlayer
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1: BotDoesUniqueBehaviour
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2: BotEffects
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3: BotRayCastHitPosition
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4: BotEventPosition
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5: CurrentHero
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6: IsDead
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7: IsRespawning
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8: BotBastionArtilleryDidShotsCount
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9: BotCounter
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10: HasBadStatus
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11: EventHealth
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12: HealOverTimeId
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13: BotIsOrisaChild
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14: BotEchoCapturedPlayer
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15: BotPlayersInRadius
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16: BotLoopIterator2
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17: BotWidowShotTime
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18: BotWidowTeleportTime
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19: IsNanoed
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20: AbilityHUD
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21: Lucio_Dash_Active
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22: Lucio_Dash_Icon
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23: AnaEntityID
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24: Abilities
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25: Money
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26: HeroTalentText
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27: DamageDealt
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28: PlayerHealth
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29: AbilityCountdown
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30: HP_Pool
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31: Effects_
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32: Ability_Projectile1
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33: Ability_End
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34: Storm_Projectile
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35: Storm_EndPoint
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36: Storm_Effects
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37: Feared_until
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38: Modification_Damage
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39: Ability_Projectile2
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40: Ability_Position
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41: Chain_Reaction_On
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42: Chain_Reaction_Immune
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43: Ability_Active
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44: Ability_Resource
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45: secondWindActive
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46: isInMenu
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47: ReinPin
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48: PlayerFacing
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49: isBoss
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50: Gen_Direction
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51: Gen_Available
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52: Ability_Player
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53: Ability_Countdown
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54: lastSecondWind
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55: deathPosition
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105: filterpos
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106: lastsavedpos
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107: closestbodypos
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108: fullbodypos
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109: prevpos_intersection
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110: active_wall
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111: closestwall
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112: x
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113: intersection_length
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114: thickness
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115: BotCancelPathFinding
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116: BotLoopIterator1
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117: BotTempArray
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118: BotTargetPlayer
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119: BotTargetPosition
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120: BotClosestNodeIdToTarget
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121: BotClosestNodeIdToBot
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122: BotPrevNodeId
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123: BotNextNodeId
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124: BotNextNodePosition
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125: BotCurrentDistanceToTarget
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126: BotShortestDistanceToTarget
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127: BotIsPathFinding
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}
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subroutines
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{
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0: BotBastionArtilleryDamage
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1: BotBastionFlameGunDamage
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2: BotBastionRespawn
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3: GateProgressBarColor
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4: BotZenyattaRespawn
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5: BotWidowRespawn
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6: BotBallRespawn
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7: GameLogicAddNextHeroInGame
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8: BotOrisaRespawn
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9: BotLandingFromSky
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10: BotEchoRespawn
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11: BotEchoDetachPlayer
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12: BotEchoFlyToPlayer
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13: BotEchoFlyToPortal
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14: GameLogicSetBotProperties
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15: DisablePlayer
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16: BotApearFromUnderground
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17: BotReinRespawn
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18: PlayerInit
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19: BotInit
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20: PlayerRespawn
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21: BotRespawn
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22: BotWidowBadStatus
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23: GameLogicWave0
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24: Refund
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25: EnablePlayer
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26: GateRepair
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124: BotStartPathFinding
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125: BotGetClosestNodeIdToTarget
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126: BotGetNextNodeIdAndPosition
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127: BotResetPathFinding
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}
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disabled rule("=== PATH BUILDER MODE IMPORT ===")
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{
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event
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{
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Ongoing - Global;
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}
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}
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rule("MAP: HAVANA")
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{
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event
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{
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Ongoing - Global;
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}
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conditions
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{
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Current Map == Map(Havana);
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}
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actions
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{
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Global.NodePositions = Array(Vector(147.588, 6.425, -46.749), Vector(136.181, 6.425, -57.159), Vector(130.189, 6.425, -63.781),
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Vector(123.305, 6.425, -57.983), Vector(125.678, 6.504, -46.633), Vector(114.485, 7.471, -46.699), Vector(138.743, 6.425,
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-32.974), Vector(126.498, 6.425, -39.920), Vector(124.572, 10.434, -34.300), Vector(138.605, 5.359, -18.647), Vector(119.009,
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2.331, -31.024), Vector(121.138, 5.228, -19.933), Vector(126.722, 6.425, -29.505), Vector(102.762, 3.157, -33.609), Vector(
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76.030, 7.418, -74.087), Vector(83.720, 9.425, -33.744), Vector(97.439, 7.238, -42.379), Vector(86.252, 12.416, -47.261),
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Vector(65.178, 11.425, -73.187), Vector(97.466, 7.269, -50.596), Vector(113.039, 7.424, -37.337), Vector(106.179, 7.450,
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-46.143), Vector(90.086, 7.411, -44.653), Vector(78.752, 7.418, -62.140), Vector(82.124, 7.428, -44.229), Vector(90.675, 7.231,
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-51.234), Vector(85.717, 4.692, -63.446), Vector(90.830, 4.330, -70.697), Vector(102.425, 2.387, -72.817), Vector(81.443,
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4.425, -81.648), Vector(70.743, 6.418, -81.495), Vector(69.738, 6.419, -96.344), Vector(127.586, 12.643, -63.344), Vector(
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118.911, 13.468, -58.008), Vector(102.885, 1.092, -56.579), Vector(100.009, 2.967, -67.139), Vector(106.703, 0.465, -44.628),
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Vector(81.695, 7.418, -52.140), Vector(126.979, 12.393, -55.079), Vector(153.720, 18.578, -21.745), Vector(155.301, 18.619,
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-17.595), Vector(133.043, 10.425, -26.625), Vector(114.646, 7.278, -57.336), Vector(95.160, 3.688, -81.194), Vector(78.456,
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5.418, -93.581), Vector(75.455, 5.418, -101.492), Vector(148.071, 9.432, -32.123), Vector(146.706, 9.425, -27.858), Vector(
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144.273, 9.445, -63.119), Vector(144.278, 9.454, -58.447));
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Global.NodeConnections = Array(Array(1, 6, 4, 7), Array(2, 1, 4, 6, 7, 0, 49), Array(1, 3), Array(2, 4, 42), Array(3, 1, 5, 7, 6,
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1, 0), Array(4, 7, 20, 21, 19, 16, 42), Array(7, 1, 4, 1, 9, 12, 0, 46), Array(4, 5, 6, 1, 1, 12, 0), Array(7, 41), Array(6,
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11), Array(11, 13), Array(9, 10, 13), Array(6, 7, 10), Array(10, 16, 36), Array(18, 23, 30), Array(17, 24), Array(13, 19, 22,
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21, 25, 5), Array(15, 22, 25, 23), Array(14), Array(16, 21, 22, 26, 27, 35, 25, 5), Array(5, 13, 10), Array(19, 16, 5, 13, 22,
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34), Array(16, 19, 21, 24, 25), Array(14, 25, 26, 37), Array(22, 15, 37), Array(23, 22, 19, 16, 26, 27, 35, 37), Array(25, 19,
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27, 35, 29), Array(19, 26, 25, 29, 35, 43), Array(35, 34, 43), Array(27, 26, 30, 43, 44), Array(29, 14, 31), Array(30, 29, 45),
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Array(33, 38, 1, 48), Array(32, 38, 42), Array(35, 36, 28), Array(28, 19, 25, 27, 26, 34), Array(13, 34), Array(25, 23, 24),
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Array(5, 4, 1, 6, 1, 32, 33, 0), Array(40), Array(39), Array(6, 8, 47, 46), Array(3, 5, 34), Array(28, 27, 29, 44), Array(29,
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43, 45), Array(44, 31), Array(6, 47), Array(46, 41), Array(49, 32), Array(1, 0, 6, 48));
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Global.DistanceMatrix = Array(Array(0, 1, 2, 2, 1, 2, 1, 1, 5, 2, 3, 3, 2, 4, 6, 6, 3, 7, 7, 3, 3, 3, 4, 5, 5, 4, 4, 4, 5, 5, 6, 7,
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4, 5, 4, 4, 5, 5, 5, 0, 0, 4, 3, 5, 6, 7, 2, 3, 3, 2), Array(1, 0, 1, 2, 1, 2, 1, 1, 5, 2, 3, 3, 2, 4, 6, 6, 3, 7, 7, 3, 3, 3,
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4, 5, 5, 4, 4, 4, 5, 5, 6, 7, 3, 4, 4, 4, 5, 5, 4, 0, 0, 4, 3, 5, 6, 7, 2, 3, 2, 1), Array(2, 1, 0, 1, 2, 3, 2, 2, 6, 3, 4, 4,
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3, 5, 7, 7, 4, 8, 8, 4, 4, 4, 5, 6, 6, 5, 5, 5, 4, 6, 7, 8, 4, 5, 3, 4, 4, 6, 5, 0, 0, 5, 2, 5, 6, 7, 3, 4, 3, 2), Array(2, 2,
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1, 0, 1, 2, 2, 2, 6, 3, 4, 4, 3, 4, 6, 6, 3, 7, 7, 3, 3, 3, 4, 5, 5, 4, 4, 4, 3, 5, 6, 7, 5, 6, 2, 3, 3, 5, 6, 0, 0, 5, 1, 4,
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|
5, 6, 3, 4, 4, 3), Array(1, 1, 2, 1, 0, 1, 1, 1, 5, 2, 3, 3, 2, 3, 5, 5, 2, 6, 6, 2, 2, 2, 3, 4, 4, 3, 3, 3, 4, 4, 5, 6, 4, 5,
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3, 3, 4, 4, 5, 0, 0, 4, 2, 4, 5, 6, 2, 3, 3, 2), Array(2, 2, 3, 2, 1, 0, 2, 1, 6, 3, 2, 3, 2, 2, 4, 4, 1, 5, 5, 1, 1, 1, 2, 3,
|
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|
3, 2, 2, 2, 3, 3, 4, 5, 5, 6, 2, 2, 3, 3, 6, 0, 0, 5, 1, 3, 4, 5, 3, 4, 4, 3), Array(1, 1, 2, 2, 1, 2, 0, 1, 4, 1, 2, 2, 1, 3,
|
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6, 6, 3, 7, 7, 3, 3, 3, 4, 5, 5, 4, 4, 4, 5, 5, 6, 7, 4, 5, 4, 4, 4, 5, 5, 0, 0, 3, 3, 5, 6, 7, 1, 2, 3, 2), Array(1, 1, 2, 2,
|
|||
|
1, 1, 1, 0, 5, 2, 2, 3, 1, 3, 5, 5, 2, 6, 6, 2, 2, 2, 3, 4, 4, 3, 3, 3, 4, 4, 5, 6, 4, 5, 3, 3, 4, 4, 5, 0, 0, 4, 2, 4, 5, 6,
|
|||
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2, 3, 3, 2), Array(2, 2, 3, 3, 2, 2, 2, 1, 0, 3, 3, 4, 2, 4, 6, 6, 3, 7, 7, 3, 3, 3, 4, 5, 5, 4, 4, 4, 5, 5, 6, 7, 5, 6, 4, 4,
|
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5, 5, 6, 0, 0, 1, 3, 5, 6, 7, 2, 2, 4, 3), Array(2, 2, 3, 3, 2, 3, 1, 2, 5, 0, 2, 1, 2, 2, 6, 6, 3, 7, 7, 4, 4, 4, 4, 5, 5, 4,
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5, 5, 5, 6, 7, 8, 5, 6, 4, 5, 3, 5, 6, 0, 0, 4, 4, 6, 7, 8, 2, 3, 4, 3), Array(4, 4, 5, 5, 4, 3, 3, 4, 7, 2, 0, 1, 4, 1, 5, 5,
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2, 6, 6, 3, 4, 3, 3, 4, 4, 3, 4, 4, 4, 5, 6, 7, 7, 8, 3, 4, 2, 4, 8, 0, 0, 6, 4, 5, 6, 7, 4, 5, 6, 5), Array(3, 3, 4, 4, 3, 3,
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2, 3, 6, 1, 1, 0, 3, 1, 5, 5, 2, 6, 6, 3, 4, 3, 3, 4, 4, 3, 4, 4, 4, 5, 6, 7, 6, 7, 3, 4, 2, 4, 7, 0, 0, 5, 4, 5, 6, 7, 3, 4,
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5, 4), Array(2, 2, 3, 3, 2, 2, 1, 1, 5, 2, 1, 2, 0, 2, 6, 6, 3, 7, 7, 3, 3, 3, 4, 5, 5, 4, 4, 4, 5, 5, 6, 7, 5, 6, 4, 4, 3, 5,
|
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6, 0, 0, 4, 3, 5, 6, 7, 2, 3, 4, 3), Array(4, 4, 5, 4, 3, 2, 4, 3, 8, 3, 1, 2, 4, 0, 4, 4, 1, 5, 5, 2, 3, 2, 2, 3, 3, 2, 3, 3,
|
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3, 4, 5, 6, 7, 8, 2, 3, 1, 3, 8, 0, 0, 7, 3, 4, 5, 6, 5, 6, 6, 5), Array(6, 6, 7, 6, 5, 4, 6, 5, 10, 7, 5, 6, 6, 4, 0, 4, 3, 5,
|
|||
|
1, 3, 5, 4, 3, 1, 3, 2, 2, 3, 4, 2, 1, 2, 9, 10, 4, 3, 5, 2, 10, 0, 0, 9, 5, 3, 3, 3, 7, 8, 8, 7), Array(6, 6, 7, 6, 5, 4, 6,
|
|||
|
5, 10, 7, 5, 6, 6, 4, 3, 0, 3, 1, 4, 3, 5, 3, 2, 2, 1, 2, 3, 3, 4, 4, 4, 5, 9, 10, 4, 3, 5, 2, 10, 0, 0, 9, 5, 4, 5, 6, 7, 8,
|
|||
|
8, 7), Array(3, 3, 4, 3, 2, 1, 3, 2, 7, 4, 2, 3, 3, 1, 3, 3, 0, 4, 4, 1, 2, 1, 1, 2, 2, 1, 2, 2, 3, 3, 4, 5, 6, 7, 2, 2, 2, 2,
|
|||
|
7, 0, 0, 6, 2, 3, 4, 5, 4, 5, 5, 4), Array(5, 5, 6, 5, 4, 3, 5, 4, 9, 6, 4, 5, 5, 3, 2, 1, 2, 0, 3, 2, 4, 2, 1, 1, 2, 1, 2, 2,
|
|||
|
3, 3, 3, 4, 8, 9, 3, 2, 4, 2, 9, 0, 0, 8, 4, 3, 4, 5, 6, 7, 7, 6), Array(7, 7, 8, 7, 6, 5, 7, 6, 11, 8, 6, 7, 7, 5, 1, 5, 4, 6,
|
|||
|
0, 4, 6, 5, 4, 2, 4, 3, 3, 4, 5, 3, 2, 3, 10, 11, 5, 4, 6, 3, 11, 0, 0, 10, 6, 4, 4, 4, 8, 9, 9, 8), Array(3, 3, 4, 3, 2, 1, 3,
|
|||
|
2, 7, 4, 3, 4, 3, 2, 3, 3, 1, 4, 4, 0, 2, 1, 1, 2, 2, 1, 1, 1, 2, 2, 3, 4, 6, 7, 2, 1, 3, 2, 7, 0, 0, 6, 2, 2, 3, 4, 4, 5, 5,
|
|||
|
4), Array(3, 3, 4, 3, 2, 1, 3, 2, 7, 3, 1, 2, 3, 1, 5, 5, 2, 6, 6, 2, 0, 2, 3, 4, 4, 3, 3, 3, 4, 4, 5, 6, 6, 7, 3, 3, 2, 4, 7,
|
|||
|
0, 0, 6, 2, 4, 5, 6, 4, 5, 5, 4), Array(3, 3, 4, 3, 2, 1, 3, 2, 7, 4, 2, 3, 3, 1, 4, 3, 1, 4, 5, 1, 2, 0, 1, 3, 2, 2, 2, 2, 2,
|
|||
|
3, 4, 5, 6, 7, 1, 2, 2, 3, 7, 0, 0, 6, 2, 3, 4, 5, 4, 5, 5, 4), Array(4, 4, 5, 4, 3, 2, 4, 3, 8, 5, 3, 4, 4, 2, 3, 2, 1, 3, 4,
|
|||
|
1, 3, 1, 0, 2, 1, 1, 2, 2, 3, 3, 4, 5, 7, 8, 2, 2, 3, 2, 8, 0, 0, 7, 3, 3, 4, 5, 5, 6, 6, 5), Array(5, 5, 6, 5, 4, 3, 5, 4, 9,
|
|||
|
6, 4, 5, 5, 3, 1, 3, 2, 4, 2, 2, 4, 3, 2, 0, 2, 1, 1, 2, 3, 2, 2, 3, 8, 9, 3, 2, 4, 1, 9, 0, 0, 8, 4, 3, 3, 4, 6, 7, 7, 6),
|
|||
|
Array(5, 5, 6, 5, 4, 3, 5, 4, 9, 6, 4, 5, 5, 3, 3, 1, 2, 2, 4, 2, 4, 2, 1, 2, 0, 2, 3, 3, 4, 4, 4, 5, 8, 9, 3, 3, 4, 1, 9, 0,
|
|||
|
0, 8, 4, 4, 5, 6, 6, 7, 7, 6), Array(4, 4, 5, 4, 3, 2, 4, 3, 8, 5, 3, 4, 4, 2, 2, 3, 1, 4, 3, 1, 3, 2, 1, 1, 2, 0, 1, 1, 2, 2,
|
|||
|
3, 4, 7, 8, 2, 1, 3, 1, 8, 0, 0, 7, 3, 2, 3, 4, 5, 6, 6, 5), Array(4, 4, 5, 4, 3, 2, 4, 3, 8, 5, 4, 5, 4, 3, 3, 4, 2, 5, 4, 1,
|
|||
|
3, 2, 2, 2, 3, 1, 0, 1, 2, 1, 2, 3, 7, 8, 2, 1, 3, 2, 8, 0, 0, 7, 3, 2, 2, 3, 5, 6, 6, 5), Array(4, 4, 5, 4, 3, 2, 4, 3, 8, 5,
|
|||
|
4, 5, 4, 3, 3, 4, 2, 5, 4, 1, 3, 2, 2, 2, 3, 1, 1, 0, 2, 1, 2, 3, 7, 8, 2, 1, 3, 2, 8, 0, 0, 7, 3, 1, 2, 3, 5, 6, 6, 5), Array(
|
|||
|
5, 5, 6, 5, 4, 3, 5, 4, 9, 6, 4, 5, 5, 3, 4, 5, 3, 6, 5, 2, 4, 3, 3, 3, 4, 2, 2, 2, 0, 2, 3, 4, 8, 9, 1, 1, 2, 3, 9, 0, 0, 8,
|
|||
|
4, 1, 2, 3, 6, 7, 7, 6), Array(5, 5, 6, 5, 4, 3, 5, 4, 9, 6, 5, 6, 5, 4, 2, 5, 3, 6, 3, 2, 4, 3, 3, 3, 4, 2, 1, 1, 2, 0, 1, 2,
|
|||
|
8, 9, 3, 2, 4, 3, 9, 0, 0, 8, 4, 1, 1, 2, 6, 7, 7, 6), Array(6, 6, 7, 6, 5, 4, 6, 5, 10, 7, 6, 7, 6, 5, 1, 5, 4, 6, 2, 3, 5, 4,
|
|||
|
4, 2, 4, 3, 2, 2, 3, 1, 0, 1, 9, 10, 4, 3, 5, 3, 10, 0, 0, 9, 5, 2, 2, 2, 7, 8, 8, 7), Array(6, 6, 7, 6, 5, 4, 6, 5, 10, 7, 6,
|
|||
|
7, 6, 5, 2, 6, 4, 7, 3, 3, 5, 4, 4, 3, 5, 3, 2, 2, 3, 1, 1, 0, 9, 10, 4, 3, 5, 4, 10, 0, 0, 9, 5, 2, 2, 1, 7, 8, 8, 7), Array(
|
|||
|
2, 1, 2, 3, 2, 2, 2, 2, 6, 3, 4, 4, 3, 4, 6, 6, 3, 7, 7, 3, 3, 3, 4, 5, 5, 4, 4, 4, 4, 5, 6, 7, 0, 1, 3, 4, 4, 5, 1, 0, 0, 5,
|
|||
|
2, 5, 6, 7, 3, 4, 1, 2), Array(2, 2, 3, 2, 2, 2, 2, 3, 6, 3, 4, 4, 3, 4, 6, 6, 3, 7, 7, 3, 3, 3, 4, 5, 5, 4, 4, 4, 3, 5, 6, 7,
|
|||
|
1, 0, 2, 3, 3, 5, 1, 0, 0, 5, 1, 4, 5, 6, 3, 4, 2, 3), Array(5, 5, 6, 5, 4, 3, 5, 4, 9, 5, 3, 4, 5, 2, 4, 5, 3, 6, 5, 2, 4, 3,
|
|||
|
3, 3, 4, 2, 2, 2, 1, 3, 4, 5, 8, 9, 0, 1, 1, 3, 9, 0, 0, 8, 4, 2, 3, 4, 6, 7, 7, 6), Array(4, 4, 5, 4, 3, 2, 4, 3, 8, 5, 4, 5,
|
|||
|
4, 3, 3, 4, 2, 5, 4, 1, 3, 2, 2, 2, 3, 1, 1, 1, 1, 2, 3, 4, 7, 8, 1, 0, 2, 2, 8, 0, 0, 7, 3, 2, 3, 4, 5, 6, 6, 5), Array(5, 5,
|
|||
|
6, 5, 4, 3, 5, 4, 9, 4, 2, 3, 5, 1, 5, 5, 2, 6, 6, 3, 4, 3, 3, 4, 4, 3, 3, 3, 2, 4, 5, 6, 8, 9, 1, 2, 0, 4, 9, 0, 0, 8, 4, 3,
|
|||
|
4, 5, 6, 7, 7, 6), Array(5, 5, 6, 5, 4, 3, 5, 4, 9, 6, 4, 5, 5, 3, 2, 2, 2, 3, 3, 2, 4, 3, 2, 1, 1, 1, 2, 2, 3, 3, 3, 4, 8, 9,
|
|||
|
3, 2, 4, 0, 9, 0, 0, 8, 4, 3, 4, 5, 6, 7, 7, 6), Array(1, 1, 2, 2, 1, 1, 1, 2, 5, 2, 3, 3, 2, 3, 5, 5, 2, 6, 6, 2, 2, 2, 3, 4,
|
|||
|
4, 3, 3, 3, 4, 4, 5, 6, 1, 1, 3, 3, 4, 4, 0, 0, 0, 4, 2, 4, 5, 6, 2, 3, 2, 2), Array(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
|
|||
|
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1), Array(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
|
|||
|
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1), Array(2, 2, 3, 3, 2, 3, 1, 2, 1, 2, 3, 3, 2,
|
|||
|
4, 7, 7, 4, 8, 8, 4, 4, 4, 5, 6, 6, 5, 5, 5, 6, 6, 7, 8, 5, 6, 5, 5, 5, 6, 6, 0, 0, 0, 4, 6, 7, 8, 1, 1, 4, 3), Array(3, 3, 2,
|
|||
|
1, 2, 1, 3, 2, 7, 4, 3, 4, 3, 3, 5, 5, 2, 6, 6, 2, 2, 2, 3, 4, 4, 3, 3, 3, 2, 4, 5, 6, 6, 7, 1, 2, 2, 4, 7, 0, 0, 6, 0, 3, 4,
|
|||
|
5, 4, 5, 5, 4), Array(5, 5, 6, 5, 4, 3, 5, 4, 9, 6, 5, 6, 5, 4, 3, 5, 3, 6, 4, 2, 4, 3, 3, 3, 4, 2, 2, 1, 1, 1, 2, 3, 8, 9, 2,
|
|||
|
2, 3, 3, 9, 0, 0, 8, 4, 0, 1, 2, 6, 7, 7, 6), Array(6, 6, 7, 6, 5, 4, 6, 5, 10, 7, 6, 7, 6, 5, 3, 6, 4, 7, 4, 3, 5, 4, 4, 4, 5,
|
|||
|
3, 2, 2, 2, 1, 2, 2, 9, 10, 3, 3, 4, 4, 10, 0, 0, 9, 5, 1, 0, 1, 7, 8, 8, 7), Array(7, 7, 8, 7, 6, 5, 7, 6, 11, 8, 7, 8, 7, 6,
|
|||
|
3, 7, 5, 8, 4, 4, 6, 5, 5, 4, 6, 4, 3, 3, 3, 2, 2, 1, 10, 11, 4, 4, 5, 5, 11, 0, 0, 10, 6, 2, 1, 0, 8, 9, 9, 8), Array(2, 2, 3,
|
|||
|
3, 2, 3, 1, 2, 3, 2, 3, 3, 2, 4, 7, 7, 4, 8, 8, 4, 4, 4, 5, 6, 6, 5, 5, 5, 6, 6, 7, 8, 5, 6, 5, 5, 5, 6, 6, 0, 0, 2, 4, 6, 7,
|
|||
|
8, 0, 1, 4, 3), Array(3, 3, 4, 4, 3, 4, 2, 3, 2, 3, 4, 4, 3, 5, 8, 8, 5, 9, 9, 5, 5, 5, 6, 7, 7, 6, 6, 6, 7, 7, 8, 9, 6, 7, 6,
|
|||
|
6, 6, 7, 7, 0, 0, 1, 5, 7, 8, 9, 1, 0, 5, 4), Array(2, 2, 3, 4, 3, 3, 2, 3, 6, 3, 4, 4, 3, 5, 7, 7, 4, 8, 8, 4, 4, 4, 5, 6, 6,
|
|||
|
5, 5, 5, 5, 6, 7, 8, 1, 2, 4, 5, 5, 6, 2, 0, 0, 5, 3, 6, 7, 8, 3, 4, 0, 1), Array(1, 1, 2, 3, 2, 3, 1, 2, 5, 2, 3, 3, 2, 4, 7,
|
|||
|
7, 4, 8, 8, 4, 4, 4, 5, 6, 6, 5, 5, 5, 6, 6, 7, 8, 2, 3, 5, 5, 5, 6, 3, 0, 0, 4, 4, 6, 7, 8, 2, 3, 1));
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("SUBROUTINE: BOT - RESET PATH FINDING")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Subroutine;
|
|||
|
BotResetPathFinding;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
Event Player.BotTargetPlayer = -1;
|
|||
|
Event Player.BotTargetPosition = -1;
|
|||
|
Event Player.BotPrevNodeId = -1;
|
|||
|
Event Player.BotClosestNodeIdToTarget = -1;
|
|||
|
Event Player.BotNextNodeId = -1;
|
|||
|
Event Player.BotNextNodePosition = -1;
|
|||
|
Event Player.BotIsPathFinding = False;
|
|||
|
Event Player.BotCancelPathFinding = False;
|
|||
|
Stop Throttle In Direction(Event Player);
|
|||
|
disabled Stop Facing(Event Player);
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("SUBROUTINE: BOT - START PATH FINDING")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Subroutine;
|
|||
|
BotStartPathFinding;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
disabled Abort If(Event Player.BotIsPathFinding == True);
|
|||
|
Call Subroutine(BotGetNextNodeIdAndPosition);
|
|||
|
disabled Start Facing(Event Player, Direction Towards(Position Of(Event Player), Event Player.BotNextNodePosition), 360, To World,
|
|||
|
Direction and Turn Rate);
|
|||
|
Start Throttle In Direction(Event Player, Direction Towards(Position Of(Event Player), Event Player.BotNextNodePosition), 1,
|
|||
|
To World, Replace existing throttle, Direction and Magnitude);
|
|||
|
Event Player.BotIsPathFinding = True;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("SUBROUTINE: BOT - GET NEXT NODE ID AND POSITION")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Subroutine;
|
|||
|
BotGetNextNodeIdAndPosition;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
"BOT JUST START FOLLOW PATH OR LOST NEXT NODE"
|
|||
|
If(Event Player.BotPrevNodeId == -1);
|
|||
|
Event Player.BotClosestNodeIdToBot = Index Of Array Value(Global.NodePositions, Sorted Array(Filtered Array(Global.NodePositions,
|
|||
|
Is In Line of Sight(Position Of(Event Player) + Vector(0, 2, 0), Current Array Element, Barriers Do Not Block LOS) == True),
|
|||
|
Distance Between(Position Of(Event Player), Current Array Element))[0]);
|
|||
|
Call Subroutine(BotGetClosestNodeIdToTarget);
|
|||
|
End;
|
|||
|
"NEXT NODE IS TARGET (DISTANCE TO TARGET NODE = 1)"
|
|||
|
If(Global.DistanceMatrix[Event Player.BotClosestNodeIdToBot][Event Player.BotClosestNodeIdToTarget] == 1);
|
|||
|
Event Player.BotNextNodeId = Event Player.BotClosestNodeIdToTarget;
|
|||
|
"CHECK CONNECTIONS OF REACHED NODE"
|
|||
|
Else;
|
|||
|
Event Player.BotShortestDistanceToTarget = 999;
|
|||
|
Event Player.BotCurrentDistanceToTarget = Event Player.BotShortestDistanceToTarget;
|
|||
|
Event Player.BotTempArray = Global.NodeConnections[Event Player.BotClosestNodeIdToBot];
|
|||
|
For Player Variable(Event Player, BotLoopIterator1, 0, Count Of(Event Player.BotTempArray), 1);
|
|||
|
Event Player.BotCurrentDistanceToTarget = Global.DistanceMatrix[Event Player.BotTempArray[Event Player.BotLoopIterator1]][Event Player.BotClosestNodeIdToTarget];
|
|||
|
If(Event Player.BotCurrentDistanceToTarget < Event Player.BotShortestDistanceToTarget);
|
|||
|
Event Player.BotShortestDistanceToTarget = Event Player.BotCurrentDistanceToTarget;
|
|||
|
Event Player.BotNextNodeId = Event Player.BotTempArray[Event Player.BotLoopIterator1];
|
|||
|
End;
|
|||
|
End;
|
|||
|
End;
|
|||
|
"NEXT NODE IS HIGHER THAN BOT AND BOT DIDN'T REACH CLOSEST NODE"
|
|||
|
If(Y Component Of(Position Of(Event Player)) - Y Component Of(Global.NodePositions[Event Player.BotNextNodeId])
|
|||
|
< -3 && Event Player.BotPrevNodeId != Event Player.BotClosestNodeIdToBot);
|
|||
|
Event Player.BotPrevNodeId = Event Player.BotClosestNodeIdToBot;
|
|||
|
Event Player.BotNextNodeId = Event Player.BotClosestNodeIdToBot;
|
|||
|
"BOT CAN SEE TARGET POSITION AND NEXT NODE IS TARGET"
|
|||
|
Else If(
|
|||
|
Global.DistanceMatrix[Event Player.BotClosestNodeIdToBot][Event Player.BotClosestNodeIdToTarget] == 1 && Is In Line of Sight(
|
|||
|
Position Of(Event Player) + Vector(0, 1.600, 0), Event Player.BotTargetPosition + Vector(0, 2, 0), Barriers Do Not Block LOS));
|
|||
|
Event Player.BotNextNodePosition = Event Player.BotTargetPosition;
|
|||
|
Abort;
|
|||
|
"BOT CAN'T SEE NEXT NODE AND PREV NODE != REACHED NODE"
|
|||
|
Else If(Is In Line of Sight(Position Of(Event Player) + Vector(0, 1.600, 0),
|
|||
|
Global.NodePositions[Event Player.BotNextNodeId] + Vector(0, 2, 0), Barriers Do Not Block LOS)
|
|||
|
== False && Event Player.BotPrevNodeId != Event Player.BotClosestNodeIdToBot);
|
|||
|
Event Player.BotPrevNodeId = Event Player.BotClosestNodeIdToBot;
|
|||
|
Event Player.BotNextNodeId = Event Player.BotClosestNodeIdToBot;
|
|||
|
End;
|
|||
|
Event Player.BotNextNodePosition = Global.NodePositions[Event Player.BotNextNodeId];
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("SUBROUTINE: BOT - GET CLOSEST NODE ID AND POSITION TO TARGET")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Subroutine;
|
|||
|
BotGetClosestNodeIdToTarget;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
Event Player.BotTargetPosition = Event Player.BotTargetPlayer != -1 ? Position Of(Event Player.BotTargetPlayer)
|
|||
|
: Event Player.BotTargetPosition;
|
|||
|
Event Player.BotClosestNodeIdToTarget = Index Of Array Value(Global.NodePositions, Sorted Array(Filtered Array(
|
|||
|
Global.NodePositions, Is In Line of Sight(Event Player.BotTargetPosition + Vector(0, 2, 0), Current Array Element,
|
|||
|
Barriers Do Not Block LOS) == True), Distance Between(Event Player.BotTargetPosition, Current Array Element))[0]);
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("BOT: PATH FINDING - START")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Ongoing - Each Player;
|
|||
|
Team 2;
|
|||
|
All;
|
|||
|
}
|
|||
|
|
|||
|
conditions
|
|||
|
{
|
|||
|
Is Dummy Bot(Event Player) == True;
|
|||
|
Has Spawned(Event Player) == True;
|
|||
|
(Event Player.BotTargetPosition != -1 || Event Player.BotTargetPlayer != -1) == True;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
Start Rule(BotStartPathFinding, Restart Rule);
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("BOT: PATH FINDING - CANCEL")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Ongoing - Each Player;
|
|||
|
Team 2;
|
|||
|
All;
|
|||
|
}
|
|||
|
|
|||
|
conditions
|
|||
|
{
|
|||
|
Is Dummy Bot(Event Player) == True;
|
|||
|
Has Spawned(Event Player) == True;
|
|||
|
Event Player.BotIsPathFinding == True;
|
|||
|
Event Player.BotCancelPathFinding == True;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
Start Rule(BotResetPathFinding, Restart Rule);
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("BOT: PATH FINDING - LOST THE NODE")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Ongoing - Each Player;
|
|||
|
Team 2;
|
|||
|
All;
|
|||
|
}
|
|||
|
|
|||
|
conditions
|
|||
|
{
|
|||
|
Is Dummy Bot(Event Player) == True;
|
|||
|
Has Spawned(Event Player) == True;
|
|||
|
Event Player.BotIsPathFinding == True;
|
|||
|
(Is In Line of Sight(Position Of(Event Player) + Vector(0, 1.600, 0), Event Player.BotNextNodePosition + Vector(0, 2.500, 0),
|
|||
|
Barriers Do Not Block LOS) == False && Speed Of In Direction(Event Player, Throttle Of(Event Player)) < 2) == True;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
Wait(0.500, Abort When False);
|
|||
|
"RESET PREV NODE ID TO INFORM BOT THAT IT LOST NEXT NODE"
|
|||
|
Event Player.BotPrevNodeId = -1;
|
|||
|
"TRY FIND NEW NEXT NODE"
|
|||
|
Call Subroutine(BotGetNextNodeIdAndPosition);
|
|||
|
Start Facing(Event Player, Direction Towards(Position Of(Event Player), Event Player.BotNextNodeId), 360, To World,
|
|||
|
Direction and Turn Rate);
|
|||
|
Start Throttle In Direction(Event Player, Direction Towards(Position Of(Event Player), Event Player.BotNextNodePosition), 1,
|
|||
|
To World, Replace existing throttle, Direction and Magnitude);
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("BOT: PATH FINDING - REACHED THE NODE")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Ongoing - Each Player;
|
|||
|
Team 2;
|
|||
|
All;
|
|||
|
}
|
|||
|
|
|||
|
conditions
|
|||
|
{
|
|||
|
Is Dummy Bot(Event Player) == True;
|
|||
|
Has Spawned(Event Player) == True;
|
|||
|
Event Player.BotIsPathFinding == True;
|
|||
|
Event Player.BotClosestNodeIdToTarget >= 0;
|
|||
|
(Distance Between(Vector(X Component Of(Position Of(Event Player)), 0, Z Component Of(Position Of(Event Player))), Vector(
|
|||
|
X Component Of(Event Player.BotNextNodePosition), 0, Z Component Of(Event Player.BotNextNodePosition))) < 0.850) == True;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
Event Player.BotPrevNodeId = Event Player.BotNextNodeId;
|
|||
|
Event Player.BotClosestNodeIdToBot = Event Player.BotNextNodeId;
|
|||
|
"BOT'S TARGET IS PLAYER"
|
|||
|
If(Event Player.BotTargetPlayer != -1);
|
|||
|
Call Subroutine(BotGetClosestNodeIdToTarget);
|
|||
|
End;
|
|||
|
Event Player.BotCurrentDistanceToTarget = Distance Between(Vector(X Component Of(Position Of(Event Player)), 0, Z Component Of(
|
|||
|
Position Of(Event Player))), Vector(X Component Of(Event Player.BotTargetPosition), 0, Z Component Of(
|
|||
|
Event Player.BotTargetPosition)));
|
|||
|
"BOT REACHED THE TARGET NODE OR TARGET POSITION"
|
|||
|
If(Event Player.BotNextNodeId == Event Player.BotClosestNodeIdToTarget || Event Player.BotCurrentDistanceToTarget <= 0.850);
|
|||
|
"BOT DIDN'T REACH TARGET POSITION"
|
|||
|
If(Event Player.BotCurrentDistanceToTarget > 0.850);
|
|||
|
Event Player.BotNextNodePosition = Event Player.BotTargetPosition;
|
|||
|
Skip(6);
|
|||
|
"BOT REACHED TARGET"
|
|||
|
Else;
|
|||
|
Call Subroutine(BotResetPathFinding);
|
|||
|
Abort;
|
|||
|
End;
|
|||
|
End;
|
|||
|
"CONTINUE FOLLOW PATH"
|
|||
|
Call Subroutine(BotGetNextNodeIdAndPosition);
|
|||
|
Start Throttle In Direction(Event Player, Direction Towards(Position Of(Event Player), Event Player.BotNextNodePosition), 1,
|
|||
|
To World, Replace existing throttle, Direction and Magnitude);
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
disabled rule("=== PATH BUILDER MODE IMPORT ===")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Ongoing - Global;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("GLOBAL: GAME MODE INIT - WORKSHOP SETTINGS")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Ongoing - Global;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
Global.IsDebug = False;
|
|||
|
Global.IsDebugAINavigation = False;
|
|||
|
Global.GateMaxHealth = Workshop Setting Integer(Custom String("Defend The Castle Extended"), Custom String("GATE MAX HEALTH"), 500,
|
|||
|
100, 1000, 0);
|
|||
|
Global.MoneyMult = Workshop Setting Real(Custom String("Defend The Castle Extended"), Custom String("Money Multiplicator"), 1,
|
|||
|
0.500, 2, 0);
|
|||
|
Global.IsStoryHeroes = Workshop Setting Toggle(Custom String("Defend The Castle Extended"), Custom String("Story Heroes"), True,
|
|||
|
0);
|
|||
|
Global.SelfNanoWorkshopSetting = Workshop Setting Toggle(Custom String("Ana Self Nano"), Custom String(
|
|||
|
"Ana can nano herself even if there are other players (only if no player targeted)"), False, 0);
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("GLOBAL: GAME MODE INIT - COMMON PROPERTIES")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Ongoing - Global;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
Create HUD Text(All Players(All Teams), Null, Null, Custom String(
|
|||
|
"Defend The Castle Extended v0.6.c124 BY ShuriZma#2349\r\nOriginal mode by HUKUTA94#2589\r\nDiscord: discord.shurizma.de\r\n{0}",
|
|||
|
Custom String(
|
|||
|
"Special Thanks to:\nShingen#21859 for the Abilities,\nLemonAid#11644 for the Hero Talents &\nJosbird for teaching me about Menus{0}",
|
|||
|
Custom String(" \nPS: SHINGEN PLS COME BACK"))), Right, -1000, Null, Null, Color(White), Visible To, Default Visibility);
|
|||
|
Global.GateRepairPosition = Vector(153, 8, -46.500);
|
|||
|
Global.GatePosition = Vector(148.800, 6, -46.400);
|
|||
|
Global.BallSpawnPositions = Array(Vector(104, 7, -46), Vector(106, 2, -31));
|
|||
|
Global.SniperPositions = Array(Vector(154, 18, -22.600), Vector(86, 12, -46.600), Vector(80.880, 11.300, -71.600), Vector(98, 9,
|
|||
|
-19));
|
|||
|
Global.ZenSpawnPositions = Array(Vector(79.500, 5, -100), Vector(90, 4, -88), Vector(65, 11, -70), Vector(85, 4, -68), Vector(96,
|
|||
|
2, -73), Vector(84, 7, -47), Vector(95, 9, -34), Vector(108, 1.700, -28), Vector(113, 7, -37), Vector(123, 5, -19), Vector(144,
|
|||
|
5, -19), Vector(123, 6, -39), Vector(123, 6, -61), Vector(129, 6, -30.500), Vector(135, 6, -63));
|
|||
|
Global.PlayerSpawnPositions = Array(Vector(153.300, 10, -63.800), Vector(153.300, 10, -61.700), Vector(153.300, 10, -31.700),
|
|||
|
Vector(153.300, 10, -29.600));
|
|||
|
Global.BigBossSpawnPositions = Array(Vector(78, 4, -84), Vector(95, 4, -82));
|
|||
|
Global.BastionTargetPositions = Array(Vector(131, 12, -62), Vector(115, 7, -46), Objective Position(2), Vector(136, 10, -27));
|
|||
|
Global.SpawnPositionMaxId = 2;
|
|||
|
Global.BotOrisaTargetPosition = Vector(104, 7, -46);
|
|||
|
Global.BotEchoRespawnPosition = Vector(130, 23, -44);
|
|||
|
Global.BotEchoTeleportPositions = Array(Vector(88, 23, -79), Vector(108, 18, -27));
|
|||
|
Global.DefaultHeroBotsPool = Array(Hero(Zenyatta), Hero(Widowmaker), Null, Hero(Bastion), Hero(Echo), Hero(Bastion));
|
|||
|
Global.ZenRespawnTime = 10;
|
|||
|
Global.GameLogicCountOfUniqueHeroes = 5;
|
|||
|
Global.lastBoss = Array(Null, Null, Null, Null);
|
|||
|
Create Effect(All Players(Team 1), Ring, Color(Sky Blue), Vector(186, 11, -46.500), 9, Visible To Position and Radius);
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
disabled rule("PLAYER: DEBUG - PRESS INTERACT")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Ongoing - Each Player;
|
|||
|
All;
|
|||
|
All;
|
|||
|
}
|
|||
|
|
|||
|
conditions
|
|||
|
{
|
|||
|
Host Player == True;
|
|||
|
Is Button Held(Event Player, Button(Interact)) == True;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
disabled Modify Player Score(Event Player, 10);
|
|||
|
disabled Global.GateHealth -= 5;
|
|||
|
disabled Start Rule(GateProgressBarColor, Restart Rule);
|
|||
|
Global.TimeSec = 59;
|
|||
|
Set Status(Event Player, Null, Phased Out, 9999);
|
|||
|
disabled Set Ultimate Charge(Event Player, 100);
|
|||
|
disabled Kill(Event Player, Null);
|
|||
|
disabled Create Dummy Bot(Hero(Reinhardt), Team 2, -1, Objective Position(2), Vector(0, 0, 0));
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("GLOBAL: DEBUG - AI NAVIGATION")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Ongoing - Global;
|
|||
|
}
|
|||
|
|
|||
|
conditions
|
|||
|
{
|
|||
|
Global.IsDebugAINavigation == True;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
For Global Variable(LoopIterator1, 0, Count Of(Global.NodePositions), 1);
|
|||
|
Create Effect(All Players(All Teams), Sphere, Color(Red), Global.NodePositions[Global.LoopIterator1], 0.850, Visible To);
|
|||
|
Create In-World Text(All Players(All Teams), Custom String("NODE {0}", Global.LoopIterator1),
|
|||
|
Global.NodePositions[Global.LoopIterator1], 1.200, Clip Against Surfaces, Visible To, Color(White), Default Visibility);
|
|||
|
End;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
disabled rule("GLOBAL: DEBUG - CREATE BOTS")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Ongoing - Global;
|
|||
|
}
|
|||
|
|
|||
|
conditions
|
|||
|
{
|
|||
|
Is In Setup == True;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
Create Dummy Bot(Hero(Bastion), Team 2, -1, Objective Position(2), Vector(0, 0, 0));
|
|||
|
Create Dummy Bot(Hero(Orisa), Team 2, -1, Objective Position(2), Vector(0, 0, 0));
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
disabled rule("PLAYER: DEBUG - INFOS")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Ongoing - Each Player;
|
|||
|
Team 1;
|
|||
|
All;
|
|||
|
}
|
|||
|
|
|||
|
conditions
|
|||
|
{
|
|||
|
Global.IsDebug == True;
|
|||
|
Host Player == Event Player;
|
|||
|
Has Spawned(Event Player) == True;
|
|||
|
Is Dummy Bot(Event Player) == False;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
Create HUD Text(Event Player, Custom String("POS {0}\r\nFACING {1}", Position Of(Event Player), Facing Direction Of(Event Player)),
|
|||
|
Null, Null, Left, -99, Color(White), Color(White), Color(White), Visible To and String, Default Visibility);
|
|||
|
Create HUD Text(Event Player, Custom String("SERVER PERFORMANCE\r\nLOAD {0}%\r\nPEAK {1}%\r\nAVG {2}%", Server Load,
|
|||
|
Server Load Peak, Server Load Average), Null, Null, Left, -99, Color(White), Color(White), Color(White), Visible To and String,
|
|||
|
Default Visibility);
|
|||
|
disabled Create Progress Bar HUD Text(Event Player, 45, Custom String("45 / 100 KILLS"), Left, -99, Color(Blue), Color(White),
|
|||
|
Visible To Values and Color, Default Visibility);
|
|||
|
disabled Create HUD Text(Event Player, Custom String("{0}", Hero Icon String(Hero Of(Event Player))), Null, Custom String(
|
|||
|
"LEVEL 1 - 50 AMMO CLIP"), Left, -99, Color(White), Color(White), Color(White), Visible To and String, Default Visibility);
|
|||
|
"ЭФФЕКТ С ОФФСЕТОМ ОТ ПОЗИЦИИ ГЛАЗ"
|
|||
|
disabled Create Beam Effect(All Players(All Teams), Bad Beam, Eye Position(Event Player) - Vector(0, 0.700, 0) + Facing Direction Of(
|
|||
|
Event Player) * 3, Eye Position(Event Player) + Facing Direction Of(Event Player) * 50, Color(Purple),
|
|||
|
Visible To Position and Radius);
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
disabled rule("=== TEAM UPGRADES ===")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Ongoing - Global;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("GLOBAL: TEAM UPGRADES - INIT")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Ongoing - Global;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
Global.UpgradeMaxAmmoMaxValue[0] = 250;
|
|||
|
Global.UpgradeMaxAmmoMaxValue[1] = 500;
|
|||
|
Global.UpgradeMaxAmmoMaxValue[2] = 1000;
|
|||
|
Global.UpgradeCriticalDamageMaxValue[0] = 10;
|
|||
|
Global.UpgradeCriticalDamageMaxValue[1] = 5;
|
|||
|
Global.UpgradeCriticalDamageMaxValue[2] = 5;
|
|||
|
Global.UpgradePlayerMaxHealthMaxValue[0] = 2500;
|
|||
|
Global.UpgradePlayerMaxHealthMaxValue[1] = 5000;
|
|||
|
Global.UpgradePlayerMaxHealthMaxValue[2] = 10000;
|
|||
|
Global.UpgradeGateMaxHealthMaxValue[0] = Round To Integer(Global.GateMaxHealth + Global.GateMaxHealth * 0.500, Up);
|
|||
|
Global.UpgradeGateMaxHealthMaxValue[1] = Global.UpgradeGateMaxHealthMaxValue[0] + Global.UpgradeGateMaxHealthMaxValue[0];
|
|||
|
Global.UpgradeGateMaxHealthMaxValue[2] = Global.UpgradeGateMaxHealthMaxValue[1] + Global.UpgradeGateMaxHealthMaxValue[1];
|
|||
|
Abort If(Global.IsDebug == False);
|
|||
|
Global.UpgradeMaxAmmoMaxValue[0] = 1;
|
|||
|
Global.UpgradeCriticalDamageMaxValue[0] = 1;
|
|||
|
Global.UpgradePlayerMaxHealthMaxValue[0] = 1;
|
|||
|
Global.UpgradeGateMaxHealthMaxValue[0] = 1;
|
|||
|
Global.UpgradeMaxAmmoMaxValue[1] = 1;
|
|||
|
Global.UpgradeCriticalDamageMaxValue[1] = 1;
|
|||
|
Global.UpgradePlayerMaxHealthMaxValue[1] = 1;
|
|||
|
Global.UpgradeGateMaxHealthMaxValue[1] = 1;
|
|||
|
Global.UpgradeMaxAmmoMaxValue[2] = 1;
|
|||
|
Global.UpgradeCriticalDamageMaxValue[2] = 1;
|
|||
|
Global.UpgradePlayerMaxHealthMaxValue[2] = 1;
|
|||
|
Global.UpgradeGateMaxHealthMaxValue[2] = 1;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("GLOBAL: UPGRADE - GATE'S MAX HEALTH - DONE")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Ongoing - Global;
|
|||
|
}
|
|||
|
|
|||
|
conditions
|
|||
|
{
|
|||
|
Is Game In Progress == True;
|
|||
|
(Global.UpgradeGateMaxHealthValue >= Global.UpgradeGateMaxHealthMaxValue[0]) == True;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
Big Message(All Players(Team 1), Custom String("GATE'S MAX HEALTH UNLOCKED!"));
|
|||
|
Play Effect(All Players(All Teams), Good Explosion, Color(Green), Global.GatePosition, 5);
|
|||
|
Play Effect(All Players(All Teams), Buff Impact Sound, Color(Green), Global.GatePosition, 100);
|
|||
|
Global.GateMaxHealth = Global.UpgradeGateMaxHealthMaxValue[0];
|
|||
|
Global.GateHealth = Global.GateMaxHealth;
|
|||
|
Destroy HUD Text(Global.UpgradeGateMaxHealthHudId[0]);
|
|||
|
Create HUD Text(All Players(Team 1), Ability Icon String(Hero(Reinhardt), Button(Secondary Fire)), Custom String("{0}",
|
|||
|
Icon String(Checkmark)), Custom String("GATE'S MAX HEALTH: {0} HP", Global.UpgradeGateMaxHealthMaxValue[0]), Right, 1, Color(
|
|||
|
Green), Color(Green), Color(Green), Visible To, Default Visibility);
|
|||
|
Global.UpgradeGateMaxHealthHudId[0] = Last Text ID;
|
|||
|
Create HUD Text(All Players(Team 1), Ability Icon String(Hero(Reinhardt), Button(Secondary Fire)), Custom String("2X GATE REPAIR"),
|
|||
|
Custom String("REPAIR GATE {0}/{1} HP", Global.UpgradeGateMaxHealthValue, Global.UpgradeGateMaxHealthMaxValue[1]), Left, 12,
|
|||
|
Color(Orange), Color(White), Color(White), Visible To and String, Default Visibility);
|
|||
|
Global.UpgradeGateMaxHealthHudId[1] = Last Text ID;
|
|||
|
Start Rule(GateProgressBarColor, Restart Rule);
|
|||
|
Global.challengeCount += 1;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("GLOBAL: UPGRADE - GATE'S MAX HEALTH 2 - DONE")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Ongoing - Global;
|
|||
|
}
|
|||
|
|
|||
|
conditions
|
|||
|
{
|
|||
|
Is Game In Progress == True;
|
|||
|
(Global.UpgradeGateMaxHealthValue >= Global.UpgradeGateMaxHealthMaxValue[1]) == True;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
Big Message(All Players(Team 1), Custom String("2X GATE REPAIR UNLOCKED!"));
|
|||
|
Play Effect(All Players(All Teams), Good Explosion, Color(Green), Global.GatePosition, 5);
|
|||
|
Play Effect(All Players(All Teams), Buff Impact Sound, Color(Green), Global.GatePosition, 100);
|
|||
|
Destroy HUD Text(Global.UpgradeGateMaxHealthHudId[1]);
|
|||
|
Create HUD Text(All Players(Team 1), Ability Icon String(Hero(Reinhardt), Button(Secondary Fire)), Custom String("{0}",
|
|||
|
Icon String(Checkmark)), Custom String("2X GATE REPAIR"), Right, 2, Color(Green), Color(Green), Color(Green), Visible To,
|
|||
|
Default Visibility);
|
|||
|
Global.UpgradeGateMaxHealthHudId[1] = Last Text ID;
|
|||
|
Create HUD Text(All Players(Team 1), Ability Icon String(Hero(Reinhardt), Button(Secondary Fire)), Custom String("2X AUTO-REPAIR"),
|
|||
|
Custom String("REPAIR GATE {0}/{1} HP", Global.UpgradeGateMaxHealthValue, Global.UpgradeGateMaxHealthMaxValue[2]), Left, 12,
|
|||
|
Color(Orange), Color(White), Color(White), Visible To and String, Default Visibility);
|
|||
|
Global.UpgradeGateMaxHealthHudId[2] = Last Text ID;
|
|||
|
Global.GateHealth = Global.GateMaxHealth;
|
|||
|
Start Rule(GateProgressBarColor, Restart Rule);
|
|||
|
Global.challengeCount += 1;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("GLOBAL: UPGRADE - GATE'S MAX HEALTH 3 - DONE")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Ongoing - Global;
|
|||
|
}
|
|||
|
|
|||
|
conditions
|
|||
|
{
|
|||
|
Is Game In Progress == True;
|
|||
|
(Global.UpgradeGateMaxHealthValue >= Global.UpgradeGateMaxHealthMaxValue[2]) == True;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
Big Message(All Players(Team 1), Custom String("2X AUTO-REPAIR UNLOCKED!"));
|
|||
|
Play Effect(All Players(All Teams), Good Explosion, Color(Green), Global.GatePosition, 5);
|
|||
|
Play Effect(All Players(All Teams), Buff Impact Sound, Color(Green), Global.GatePosition, 100);
|
|||
|
Destroy HUD Text(Global.UpgradeGateMaxHealthHudId[2]);
|
|||
|
Create HUD Text(All Players(Team 1), Ability Icon String(Hero(Reinhardt), Button(Secondary Fire)), Custom String("{0}",
|
|||
|
Icon String(Checkmark)), Custom String("2X AUTO-REPAIR"), Right, 3, Color(Green), Color(Green), Color(Green), Visible To,
|
|||
|
Default Visibility);
|
|||
|
Global.UpgradeGateMaxHealthHudId[2] = Last Text ID;
|
|||
|
Global.GateHealth = Global.GateMaxHealth;
|
|||
|
Start Rule(GateProgressBarColor, Restart Rule);
|
|||
|
Global.challengeCount += 1;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("PLAYER: UPGRADE - PLAYER'S MAX HEALTH - DEALT HEALING")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Player Received Healing;
|
|||
|
Team 1;
|
|||
|
All;
|
|||
|
}
|
|||
|
|
|||
|
conditions
|
|||
|
{
|
|||
|
Is Game In Progress == True;
|
|||
|
disabled Healer != Event Player;
|
|||
|
Global.UpgradePlayerMaxHealthValue < Global.UpgradePlayerMaxHealthMaxValue[2];
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
Global.UpgradePlayerMaxHealthValue += Event Healing;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("GLOBAL: UPGRADE - PLAYER'S MAX HEALTH - DONE")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Ongoing - Global;
|
|||
|
}
|
|||
|
|
|||
|
conditions
|
|||
|
{
|
|||
|
Is Game In Progress == True;
|
|||
|
(Global.UpgradePlayerMaxHealthValue >= Global.UpgradePlayerMaxHealthMaxValue[0]) == True;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
Big Message(All Players(Team 1), Custom String("PLAYER'S MAX HEALTH UNLOCKED!"));
|
|||
|
Destroy HUD Text(Global.UpgradePlayerMaxHealthHudId[0]);
|
|||
|
Create HUD Text(All Players(Team 1), Icon String(Plus), Custom String("{0}", Icon String(Checkmark)), Custom String(
|
|||
|
"PLAYER'S MAX HEALTH +50%"), Right, 4, Color(Green), Color(Green), Color(Green), Visible To, Default Visibility);
|
|||
|
Global.UpgradePlayerMaxHealthHudId[0] = Last Text ID;
|
|||
|
Create HUD Text(All Players(Team 1), Icon String(Plus), Custom String("Up You Go: You respawn twice as fast"), Custom String(
|
|||
|
"HEAL PLAYERS {0}/{1} HP", Round To Integer(Global.UpgradePlayerMaxHealthValue, Down),
|
|||
|
Global.UpgradePlayerMaxHealthMaxValue[1]), Left, 13, Color(Orange), Color(White), Color(White), Visible To and String,
|
|||
|
Default Visibility);
|
|||
|
Global.UpgradePlayerMaxHealthHudId[1] = Last Text ID;
|
|||
|
For Global Variable(LoopIterator1, 0, Count Of(All Players(Team 1)), 1);
|
|||
|
Play Effect(All Players(All Teams), Good Pickup Effect, Color(Yellow), Position Of(All Players(Team 1)[Global.LoopIterator1]), 1);
|
|||
|
Play Effect(All Players(All Teams), Buff Impact Sound, Color(Yellow), Position Of(All Players(Team 1)[Global.LoopIterator1]), 100);
|
|||
|
End;
|
|||
|
Global.MaxHealthDone = 50;
|
|||
|
All Players(Team 1).PlayerHealth = 100 + Global.MaxHealthDone + All Players(Team 1).Abilities[14] * 5;
|
|||
|
Set Max Health(All Players(Team 1), All Players(Team 1).PlayerHealth);
|
|||
|
Heal(All Players(Team 1), Null, 9999);
|
|||
|
Global.challengeCount += 1;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("GLOBAL: UPGRADE - PERK UP YOU GO - DONE")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Ongoing - Global;
|
|||
|
}
|
|||
|
|
|||
|
conditions
|
|||
|
{
|
|||
|
Is Game In Progress == True;
|
|||
|
(Global.UpgradePlayerMaxHealthValue >= Global.UpgradePlayerMaxHealthMaxValue[1]) == True;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
Big Message(All Players(Team 1), Custom String("UP YOU GO UNLOCKED!"));
|
|||
|
Destroy HUD Text(Global.UpgradePlayerMaxHealthHudId[1]);
|
|||
|
Create HUD Text(All Players(Team 1), Icon String(Plus), Custom String("{0}", Icon String(Checkmark)), Custom String("Up You Go"),
|
|||
|
Right, 5, Color(Green), Color(Green), Color(Green), Visible To, Default Visibility);
|
|||
|
Global.UpgradePlayerMaxHealthHudId[1] = Last Text ID;
|
|||
|
Create HUD Text(All Players(Team 1), Icon String(Plus), Custom String("PLAYER'S MAX HEALTH +100%"), Custom String(
|
|||
|
"HEAL PLAYERS {0}/{1} HP", Round To Integer(Global.UpgradePlayerMaxHealthValue, Down),
|
|||
|
Global.UpgradePlayerMaxHealthMaxValue[2]), Left, 13, Color(Orange), Color(White), Color(White), Visible To and String,
|
|||
|
Default Visibility);
|
|||
|
Global.UpgradePlayerMaxHealthHudId[2] = Last Text ID;
|
|||
|
Set Respawn Max Time(All Players(Team 1), 5);
|
|||
|
Heal(All Players(Team 1), Null, 9999);
|
|||
|
For Global Variable(LoopIterator1, 0, Count Of(All Players(Team 1)), 1);
|
|||
|
Play Effect(All Players(All Teams), Good Pickup Effect, Color(Yellow), Position Of(All Players(Team 1)[Global.LoopIterator1]), 1);
|
|||
|
Play Effect(All Players(All Teams), Buff Impact Sound, Color(Yellow), Position Of(All Players(Team 1)[Global.LoopIterator1]), 100);
|
|||
|
End;
|
|||
|
Global.Perk[2] = 1;
|
|||
|
Create HUD Text(All Players(Team 1), Null, Null, Custom String("Up You Go"), Left, 917, Color(White), Color(White), Color(
|
|||
|
Turquoise), Visible To and String, Default Visibility);
|
|||
|
All Players(Team 1).AbilityHUD[17] = Last Text ID;
|
|||
|
Global.challengeCount += 1;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("GLOBAL: UPGRADE - PLAYER'S MAX HEALTH 2 - DONE")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Ongoing - Global;
|
|||
|
}
|
|||
|
|
|||
|
conditions
|
|||
|
{
|
|||
|
Is Game In Progress == True;
|
|||
|
(Global.UpgradePlayerMaxHealthValue >= Global.UpgradePlayerMaxHealthMaxValue[2]) == True;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
Big Message(All Players(Team 1), Custom String("PLAYER'S MAX HEALTH 2 UNLOCKED!"));
|
|||
|
Destroy HUD Text(Global.UpgradePlayerMaxHealthHudId[2]);
|
|||
|
Create HUD Text(All Players(Team 1), Icon String(Plus), Custom String("{0}", Icon String(Checkmark)), Custom String(
|
|||
|
"PLAYER'S MAX HEALTH +100%"), Right, 6, Color(Green), Color(Green), Color(Green), Visible To, Default Visibility);
|
|||
|
Global.UpgradePlayerMaxHealthHudId[2] = Last Text ID;
|
|||
|
For Global Variable(LoopIterator1, 0, Count Of(All Players(Team 1)), 1);
|
|||
|
Play Effect(All Players(All Teams), Good Pickup Effect, Color(Yellow), Position Of(All Players(Team 1)[Global.LoopIterator1]), 1);
|
|||
|
Play Effect(All Players(All Teams), Buff Impact Sound, Color(Yellow), Position Of(All Players(Team 1)[Global.LoopIterator1]), 100);
|
|||
|
End;
|
|||
|
Global.MaxHealthDone = 150;
|
|||
|
All Players(Team 1).PlayerHealth = 100 + Global.MaxHealthDone + All Players(Team 1).Abilities[14] * 5;
|
|||
|
Set Max Health(All Players(Team 1), All Players(Team 1).PlayerHealth);
|
|||
|
Heal(All Players(Team 1), Null, 9999);
|
|||
|
Global.challengeCount += 1;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("PLAYER: UPGRADE - CRITICAL DAMAGE - DEALT KILL")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Player Dealt Final Blow;
|
|||
|
Team 1;
|
|||
|
All;
|
|||
|
}
|
|||
|
|
|||
|
conditions
|
|||
|
{
|
|||
|
Is Game In Progress == True;
|
|||
|
Event Was Critical Hit == True;
|
|||
|
Hero Of(Victim) == Hero(Widowmaker);
|
|||
|
Global.UpgradeCriticalDamageValue < Global.UpgradeCriticalDamageMaxValue[0];
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
Global.UpgradeCriticalDamageValue += 1;
|
|||
|
Small Message(All Players(Team 1), Custom String("CRITICAL DAMAGE CHALLENGE +1"));
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("GLOBAL: UPGRADE - CRITICAL DAMAGE - DONE")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Ongoing - Global;
|
|||
|
}
|
|||
|
|
|||
|
conditions
|
|||
|
{
|
|||
|
Is Game In Progress == True;
|
|||
|
Global.UpgradeCriticalDamageValue >= Global.UpgradeCriticalDamageMaxValue[0];
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
Big Message(All Players(Team 1), Custom String("CRITICAL DAMAGE 150% UNLOCKED!"));
|
|||
|
Destroy HUD Text(Global.UpgradeCriticalDamageHudId[0]);
|
|||
|
Create HUD Text(All Players(Team 1), Icon String(Skull), Custom String("{0}", Icon String(Checkmark)), Custom String(
|
|||
|
"CRITICAL DAMAGE 150%"), Right, 7, Color(Green), Color(Green), Color(Green), Visible To, Default Visibility);
|
|||
|
Global.UpgradeCriticalDamageHudId[0] = Last Text ID;
|
|||
|
Create HUD Text(All Players(Team 1), Icon String(Skull), Custom String(
|
|||
|
"Sharpshooter: Deal 40% more damage to enemies that are further than 15 meters away"), Custom String("KILL ECHO {0}/{1}",
|
|||
|
Global.UpgradePerkSharpshooterValue, Global.UpgradeCriticalDamageMaxValue[1]), Left, 14, Color(Orange), Color(White), Color(
|
|||
|
White), Visible To and String, Default Visibility);
|
|||
|
Global.UpgradeCriticalDamageHudId[1] = Last Text ID;
|
|||
|
Global.challengeCount += 1;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("PLAYER: UPGRADE - CRITICAL DAMAGE - UNLOCKED")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Player Dealt Damage;
|
|||
|
Team 1;
|
|||
|
All;
|
|||
|
}
|
|||
|
|
|||
|
conditions
|
|||
|
{
|
|||
|
Is Game In Progress == True;
|
|||
|
Event Was Critical Hit == True;
|
|||
|
Global.UpgradeCriticalDamageValue >= Global.UpgradeCriticalDamageMaxValue[0];
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
Damage(Victim, Event Player, Event Damage * 0.500);
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("PLAYER: UPGRADE - PERK SHARPSHOOTER - DEALT KILL")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Player Dealt Final Blow;
|
|||
|
Team 1;
|
|||
|
All;
|
|||
|
}
|
|||
|
|
|||
|
conditions
|
|||
|
{
|
|||
|
Is Game In Progress == True;
|
|||
|
Hero Of(Victim) == Hero(Echo);
|
|||
|
Global.UpgradePerkSharpshooterValue < Global.UpgradeCriticalDamageMaxValue[1];
|
|||
|
Global.UpgradeCriticalDamageValue >= Global.UpgradeCriticalDamageMaxValue[0];
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
Global.UpgradePerkSharpshooterValue += 1;
|
|||
|
Small Message(All Players(Team 1), Custom String("SHARPSHOOTER CHALLENGE +1"));
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("GLOBAL: UPGRADE - PERK SHARPSHOOTER - DONE")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Ongoing - Global;
|
|||
|
}
|
|||
|
|
|||
|
conditions
|
|||
|
{
|
|||
|
Is Game In Progress == True;
|
|||
|
Global.UpgradePerkSharpshooterValue >= Global.UpgradeCriticalDamageMaxValue[1];
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
Big Message(All Players(Team 1), Custom String("SHARPSHOOTER UNLOCKED!"));
|
|||
|
Destroy HUD Text(Global.UpgradeCriticalDamageHudId[1]);
|
|||
|
Create HUD Text(All Players(Team 1), Icon String(Skull), Custom String("{0}", Icon String(Checkmark)), Custom String(
|
|||
|
"Sharpshooter"), Right, 8, Color(Green), Color(Green), Color(Green), Visible To, Default Visibility);
|
|||
|
Global.UpgradeCriticalDamageHudId[1] = Last Text ID;
|
|||
|
Create HUD Text(All Players(Team 1), Icon String(Skull), Custom String("-10% BOSS HEALTH"), Custom String("KILL Bosses {0}/{1}",
|
|||
|
Global.UpgradeBossHealthValue, Global.UpgradeCriticalDamageMaxValue[2]), Left, 14, Color(Orange), Color(White), Color(White),
|
|||
|
Visible To and String, Default Visibility);
|
|||
|
Global.UpgradeCriticalDamageHudId[2] = Last Text ID;
|
|||
|
Global.Perk[0] = 1;
|
|||
|
Create HUD Text(All Players(Team 1), Null, Null, Custom String("Sharpshooter"), Left, 918, Color(White), Color(White), Color(
|
|||
|
Turquoise), Visible To and String, Default Visibility);
|
|||
|
All Players(Team 1).AbilityHUD[18] = Last Text ID;
|
|||
|
Global.challengeCount += 1;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
disabled rule("PLAYER: UPGRADE - -10% BOSS HEALTH - DEALT KILL")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Player Dealt Final Blow;
|
|||
|
Team 1;
|
|||
|
All;
|
|||
|
}
|
|||
|
|
|||
|
conditions
|
|||
|
{
|
|||
|
Is Game In Progress == True;
|
|||
|
Global.UpgradePerkSharpshooterValue >= Global.UpgradeCriticalDamageMaxValue[1];
|
|||
|
Global.UpgradeBossHealthValue < Global.UpgradeCriticalDamageMaxValue[2];
|
|||
|
Victim.isBoss == 1;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
Global.UpgradeBossHealthValue += 1;
|
|||
|
Small Message(All Players(Team 1), Custom String("-10% BOSS HEALTH CHALLENGE +1"));
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("GLOBAL: UPGRADE - -10% BOSS HEALTH - DONE")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Ongoing - Global;
|
|||
|
}
|
|||
|
|
|||
|
conditions
|
|||
|
{
|
|||
|
Is Game In Progress == True;
|
|||
|
Global.UpgradeBossHealthValue >= Global.UpgradeCriticalDamageMaxValue[2];
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
Big Message(All Players(Team 1), Custom String("-10% BOSS HEALTH UNLOCKED!"));
|
|||
|
Destroy HUD Text(Global.UpgradeCriticalDamageHudId[2]);
|
|||
|
Create HUD Text(All Players(Team 1), Icon String(Skull), Custom String("{0}", Icon String(Checkmark)), Custom String(
|
|||
|
"-10% BOSS HEALTH"), Right, 9, Color(Green), Color(Green), Color(Green), Visible To, Default Visibility);
|
|||
|
Global.UpgradeCriticalDamageHudId[2] = Last Text ID;
|
|||
|
Global.challengeCount += 1;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("PLAYER: UPGRADE - MAX AMMO - DEALT KILL")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Player Dealt Final Blow;
|
|||
|
Team 1;
|
|||
|
All;
|
|||
|
}
|
|||
|
|
|||
|
conditions
|
|||
|
{
|
|||
|
Is Game In Progress == True;
|
|||
|
Hero Of(Victim) == Hero(Zenyatta);
|
|||
|
Global.UpgradeMaxAmmoValue < Global.UpgradeMaxAmmoMaxValue[2];
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
If(Event Player.isBoss == 1);
|
|||
|
Global.UpgradeMaxAmmoValue += 10;
|
|||
|
Else;
|
|||
|
Global.UpgradeMaxAmmoValue += 1;
|
|||
|
End;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("GLOBAL: UPGRADE - MAX AMMO - DONE")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Ongoing - Global;
|
|||
|
}
|
|||
|
|
|||
|
conditions
|
|||
|
{
|
|||
|
Is Game In Progress == True;
|
|||
|
(Global.UpgradeMaxAmmoValue >= Global.UpgradeMaxAmmoMaxValue[0]) == True;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
Big Message(All Players(Team 1), Custom String("MAX AMMO 200% UNLOCKED!"));
|
|||
|
Destroy HUD Text(Global.UpgradeMaxAmmoHudId[0]);
|
|||
|
Create HUD Text(All Players(Team 1), Icon String(Asterisk), Custom String("{0}", Icon String(Checkmark)), Custom String(
|
|||
|
"MAX AMMO 200%"), Right, 10, Color(Green), Color(Green), Color(Green), Visible To, Default Visibility);
|
|||
|
Global.UpgradeMaxAmmoHudId[0] = Last Text ID;
|
|||
|
Create HUD Text(All Players(Team 1), Icon String(Asterisk), Custom String("Bulletstorm: Your weapon can hold unlimited ammo"),
|
|||
|
Custom String("KILL {2}: {0}/{1}", Global.UpgradeMaxAmmoValue, Global.UpgradeMaxAmmoMaxValue[1], Hero(Zenyatta)), Left, 15,
|
|||
|
Color(Orange), Color(White), Color(White), Visible To and String, Default Visibility);
|
|||
|
Global.UpgradeMaxAmmoHudId[1] = Last Text ID;
|
|||
|
For Global Variable(LoopIterator1, 0, Count Of(All Players(Team 1)), 1);
|
|||
|
Set Max Ammo(All Players(Team 1)[Global.LoopIterator1], 0, Max Ammo(All Players(Team 1)[Global.LoopIterator1], 0) * 2);
|
|||
|
Set Max Ammo(All Players(Team 1)[Global.LoopIterator1], 1, Max Ammo(All Players(Team 1)[Global.LoopIterator1], 1) * 2);
|
|||
|
Set Ammo(All Players(Team 1)[Global.LoopIterator1], 0, Max Ammo(All Players(Team 1)[Global.LoopIterator1], 0));
|
|||
|
Set Ammo(All Players(Team 1)[Global.LoopIterator1], 1, Max Ammo(All Players(Team 1)[Global.LoopIterator1], 1));
|
|||
|
End;
|
|||
|
Global.challengeCount += 1;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("GLOBAL: UPGRADE - PERK BULLETSTORM - DONE")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Ongoing - Global;
|
|||
|
}
|
|||
|
|
|||
|
conditions
|
|||
|
{
|
|||
|
Is Game In Progress == True;
|
|||
|
(Global.UpgradeMaxAmmoValue >= Global.UpgradeMaxAmmoMaxValue[1]) == True;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
Big Message(All Players(Team 1), Custom String("BULLETSTORM UNLOCKED!"));
|
|||
|
Destroy HUD Text(Global.UpgradeMaxAmmoHudId[1]);
|
|||
|
Create HUD Text(All Players(Team 1), Icon String(Asterisk), Custom String("{0}", Icon String(Checkmark)), Custom String(
|
|||
|
"Bulletstorm"), Right, 11, Color(Green), Color(Green), Color(Green), Visible To, Default Visibility);
|
|||
|
Global.UpgradeMaxAmmoHudId[1] = Last Text ID;
|
|||
|
Create HUD Text(All Players(Team 1), Icon String(Asterisk), Custom String("+50% DAMAGE"), Custom String("KILL {2}: {0}/{1}",
|
|||
|
Global.UpgradeMaxAmmoValue, Global.UpgradeMaxAmmoMaxValue[2], Hero(Zenyatta)), Left, 15, Color(Orange), Color(White), Color(
|
|||
|
White), Visible To and String, Default Visibility);
|
|||
|
Global.UpgradeMaxAmmoHudId[2] = Last Text ID;
|
|||
|
Global.Perk[1] = 1;
|
|||
|
Create HUD Text(All Players(Team 1), Null, Null, Custom String("Bulletstorm"), Left, 919, Color(White), Color(White), Color(
|
|||
|
Turquoise), Visible To and String, Default Visibility);
|
|||
|
All Players(Team 1).AbilityHUD[19] = Last Text ID;
|
|||
|
Global.challengeCount += 1;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("GLOBAL: UPGRADE - +50% DAMAGE - DONE")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Ongoing - Global;
|
|||
|
}
|
|||
|
|
|||
|
conditions
|
|||
|
{
|
|||
|
Is Game In Progress == True;
|
|||
|
(Global.UpgradeMaxAmmoValue >= Global.UpgradeMaxAmmoMaxValue[1]) == True;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
Big Message(All Players(Team 1), Custom String("+50% DAMAGE UNLOCKED!"));
|
|||
|
Destroy HUD Text(Global.UpgradeMaxAmmoHudId[2]);
|
|||
|
Create HUD Text(All Players(Team 1), Icon String(Asterisk), Custom String("{0}", Icon String(Checkmark)), Custom String(
|
|||
|
"+50% DAMAGE"), Right, 12, Color(Green), Color(Green), Color(Green), Visible To, Default Visibility);
|
|||
|
Global.UpgradeMaxAmmoHudId[2] = Last Text ID;
|
|||
|
Global.DamageDone = 50;
|
|||
|
All Players(Team 1).DamageDealt = 100 + Global.DamageDone + All Players(Team 1).Abilities[13] * 5;
|
|||
|
Set Damage Dealt(All Players(Team 1), All Players(Team 1).DamageDealt);
|
|||
|
Global.challengeCount += 1;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
disabled rule("=== GAME PHASES ===")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Ongoing - Global;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("GLOBAL: ASEMBLING PHASE - MAKE CHALLENGES HUDS")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Ongoing - Global;
|
|||
|
}
|
|||
|
|
|||
|
conditions
|
|||
|
{
|
|||
|
Is Assembling Heroes == True;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
If(Global.IsDebug);
|
|||
|
Set Match Time(1);
|
|||
|
Else;
|
|||
|
Disable Inspector Recording;
|
|||
|
Set Match Time(20);
|
|||
|
End;
|
|||
|
Create In-World Text(All Players(Team 1), Custom String(" {0}\r\nREPAIR\r\n {1}", Hero Icon String(Hero(Torbjörn)),
|
|||
|
Ability Icon String(Hero(Bastion), Button(Secondary Fire))), Global.GatePosition + Vector(0, 1.400, 0), 1.200, Do Not Clip,
|
|||
|
Visible To, Color(White), Default Visibility);
|
|||
|
Create HUD Text(All Players(Team 1), Null, Null, Custom String("TEAM CHALLENGES"), Left, 11, Color(White), Color(Blue), Color(
|
|||
|
White), Visible To, Default Visibility);
|
|||
|
"UPGRADE - GATE'S MAX HEALTH"
|
|||
|
Create HUD Text(All Players(Team 1), Ability Icon String(Hero(Reinhardt), Button(Secondary Fire)), Custom String(
|
|||
|
"GATE'S MAX HEALTH: {0} HP", Global.UpgradeGateMaxHealthMaxValue[0]), Custom String("REPAIR GATE {0}/{1} HP",
|
|||
|
Global.UpgradeGateMaxHealthValue, Global.UpgradeGateMaxHealthMaxValue[0]), Left, 12, Color(Orange), Color(White), Color(White),
|
|||
|
Visible To and String, Default Visibility);
|
|||
|
Global.UpgradeGateMaxHealthHudId[0] = Last Text ID;
|
|||
|
disabled Create HUD Text(All Players(Team 1), Null, Custom String(" \r\n "), Null, Left, 2, Color(White), Color(White), Color(White),
|
|||
|
Visible To, Default Visibility);
|
|||
|
"UPGRADE - PLAYER'S MAX HEALTH"
|
|||
|
Create HUD Text(All Players(Team 1), Icon String(Plus), Custom String("PLAYER'S MAX HEALTH +50%"), Custom String(
|
|||
|
"HEAL PLAYERS {0}/{1} HP", Round To Integer(Global.UpgradePlayerMaxHealthValue, Down),
|
|||
|
Global.UpgradePlayerMaxHealthMaxValue[0]), Left, 13, Color(Orange), Color(White), Color(White), Visible To and String,
|
|||
|
Default Visibility);
|
|||
|
Global.UpgradePlayerMaxHealthHudId[0] = Last Text ID;
|
|||
|
disabled Create HUD Text(All Players(Team 1), Null, Custom String(" \r\n "), Null, Left, 4, Color(White), Color(White), Color(White),
|
|||
|
Visible To, Default Visibility);
|
|||
|
"UPGRADE - CRITICAL DAMAGE"
|
|||
|
Create HUD Text(All Players(Team 1), Icon String(Skull), Custom String("CRITICAL DAMAGE 150%"), Custom String(
|
|||
|
"KILL WIDOW WITH HEADSHOT: {0}/{1}", Global.UpgradeCriticalDamageValue, Global.UpgradeCriticalDamageMaxValue[0]), Left, 14,
|
|||
|
Color(Orange), Color(White), Color(White), Visible To and String, Default Visibility);
|
|||
|
Global.UpgradeCriticalDamageHudId[0] = Last Text ID;
|
|||
|
disabled Create HUD Text(All Players(Team 1), Null, Custom String(" \r\n "), Null, Left, 6, Color(White), Color(White), Color(White),
|
|||
|
Visible To, Default Visibility);
|
|||
|
"UPGRADE - MAX AMMO"
|
|||
|
Create HUD Text(All Players(Team 1), Icon String(Asterisk), Custom String("MAX AMMO 200%"), Custom String("KILL {2}: {0}/{1}",
|
|||
|
Global.UpgradeMaxAmmoValue, Global.UpgradeMaxAmmoMaxValue[0], Hero(Zenyatta)), Left, 15, Color(Orange), Color(White), Color(
|
|||
|
White), Visible To and String, Default Visibility);
|
|||
|
Global.UpgradeMaxAmmoHudId[0] = Last Text ID;
|
|||
|
Create HUD Text(All Players(Team 1), Custom String("HOLD {0} - Reload to open the shop", Input Binding String(Button(Reload))),
|
|||
|
Null, Null, Top, 1000, Color(Yellow), Color(White), Color(White), Visible To and String, Default Visibility);
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("GLOBAL: SETUP PHASE")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Ongoing - Global;
|
|||
|
}
|
|||
|
|
|||
|
conditions
|
|||
|
{
|
|||
|
Is In Setup == True;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
If(Global.IsDebug);
|
|||
|
Set Match Time(1);
|
|||
|
Else;
|
|||
|
Pause Match Time;
|
|||
|
Create HUD Text(All Players(Team 1), Custom String("PRESS {0} TO START", Button(Interact)), Null, Null, Top, 50, Color(Red), Color(
|
|||
|
White), Color(White), Visible To and String, Default Visibility);
|
|||
|
Global.GlobalHuds[0] = Last Text ID;
|
|||
|
Set Match Time(20);
|
|||
|
Wait Until(Is True For Any(All Players(Team 1), Is Button Held(Current Array Element, Button(Interact))), 99999);
|
|||
|
Destroy HUD Text(Global.GlobalHuds[0]);
|
|||
|
Unpause Match Time;
|
|||
|
End;
|
|||
|
Set Objective Description(All Players(All Teams), Custom String("DEFEND GATE"), Visible To and String);
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("GLOBAL: GAME IN PROGRESS")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Ongoing - Global;
|
|||
|
}
|
|||
|
|
|||
|
conditions
|
|||
|
{
|
|||
|
Is Game In Progress == True;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
Set Match Time(3599);
|
|||
|
Pause Match Time;
|
|||
|
Disable Built-In Game Mode Scoring;
|
|||
|
Disable Built-In Game Mode Announcer;
|
|||
|
Disable Built-In Game Mode Completion;
|
|||
|
Disable Game Mode HUD(All Players(All Teams));
|
|||
|
Disable Game Mode In-World UI(All Players(All Teams));
|
|||
|
Global.GateHealth = Global.GateMaxHealth;
|
|||
|
Global.GateHealthChase = Global.GateHealth;
|
|||
|
Global.GateProgressBarColorComponent = 255;
|
|||
|
Global.GateProgressBarColorCurrent = Color(White);
|
|||
|
Create Progress Bar HUD Text(All Players(Team 1), Global.GateHealthChase * 100 / Global.GateMaxHealth, Custom String(
|
|||
|
"GATE {0}/{1}", Global.GateHealth, Global.GateMaxHealth), Top, 1, Global.GateProgressBarColorCurrent, Color(White),
|
|||
|
Visible To Values and Color, Default Visibility);
|
|||
|
Create HUD Text(All Players(Team 1), Null, Null, Custom String("SURVIVED TIME: {0}:{1}", Global.TimeMin,
|
|||
|
Global.TimeSec < 10 ? Custom String("0{0}", Global.TimeSec) : Global.TimeSec), Top, 2, Color(White), Color(White), Color(
|
|||
|
White), Visible To and String, Default Visibility);
|
|||
|
Start Rule(GameLogicWave0, Do Nothing);
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
disabled rule("=== GAME - MAIN LOGIC ===")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Ongoing - Global;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("GLOBAL: DEFEAT")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Ongoing - Global;
|
|||
|
}
|
|||
|
|
|||
|
conditions
|
|||
|
{
|
|||
|
Is Game In Progress == True;
|
|||
|
Global.IsDebug == False;
|
|||
|
Global.GateHealth <= 0;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
Declare Team Victory(Team 2);
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("GLOBAL: TIMER - MAIN GAME LOOP")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Ongoing - Global;
|
|||
|
}
|
|||
|
|
|||
|
conditions
|
|||
|
{
|
|||
|
Is Game In Progress == True;
|
|||
|
disabled Global.GateHealth > 0;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
Wait(1, Ignore Condition);
|
|||
|
Global.TimeSec += 1;
|
|||
|
If(Global.TimeSec == 60);
|
|||
|
Global.TimeSec = 0;
|
|||
|
Global.TimeMin += 1;
|
|||
|
Global.Time5Min = Round To Integer(Global.TimeMin / 5, Down);
|
|||
|
Global.Time10Min = Round To Integer(Global.TimeMin / 10, Down);
|
|||
|
Global.SpawnPositionMaxId += 1;
|
|||
|
disabled Start Rule(GameLogicAddNextHeroInGame, Restart Rule);
|
|||
|
Else If(Global.TimeSec == 30);
|
|||
|
Global.SpawnPositionMaxId += 1;
|
|||
|
End;
|
|||
|
Loop If Condition Is True;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("SUBROUTINE: GAME LOGIC - ADD NEXT HERO IN GAME")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Subroutine;
|
|||
|
GameLogicAddNextHeroInGame;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
"REDUCE RESPAWN TIME FOR ZENS"
|
|||
|
disabled Global.ZenRespawnTime -= 1.500;
|
|||
|
disabled Global.ZenRespawnTime = Max(1, Global.ZenRespawnTime);
|
|||
|
disabled Set Respawn Max Time(Filtered Array(All Players(Team 2), Hero Of(Current Array Element) == Global.DefaultHeroBotsPool[0]),
|
|||
|
Global.ZenRespawnTime);
|
|||
|
"ALL HEROES WAS ADDED IN GAME"
|
|||
|
Abort If(Global.DefaultHeroBotsPoolCurrentId == Count Of(Global.DefaultHeroBotsPool) - 1);
|
|||
|
Global.DefaultHeroBotsPoolCurrentId += 1;
|
|||
|
"ВРЕМЕННЫЙ КОСТЫЛЬ ЧТОБЫ ЭХО ЗАМЕНИЛА ХАМСТЕРА"
|
|||
|
If(Global.DefaultHeroBotsPool[Global.DefaultHeroBotsPoolCurrentId] == Hero(Echo));
|
|||
|
"WAITING FOR ANY ZEN TO DIE"
|
|||
|
Wait Until(Is True For Any(All Players(Team 2), Is Dead(Current Array Element) && Hero Of(Current Array Element) == Hero(
|
|||
|
Wrecking Ball)), 99999);
|
|||
|
"REPLACE HIM TO A NEW HERO"
|
|||
|
Global.DefaultCurrentBot = Filtered Array(All Players(Team 2), Is Dead(Current Array Element) && Hero Of(Current Array Element)
|
|||
|
== Hero(Wrecking Ball))[0];
|
|||
|
Destroy Dummy Bot(Team 2, Slot Of(Global.DefaultCurrentBot));
|
|||
|
Wait(0.050, Ignore Condition);
|
|||
|
Create Dummy Bot(Hero(Echo), Team 2, -1, Vector(0, 999, 0), Vector(0, 0, 0));
|
|||
|
Abort;
|
|||
|
End;
|
|||
|
"ABORT IF NEXT HERO IN ARRAY ORDER IS NULL"
|
|||
|
Abort If(Global.DefaultHeroBotsPool[Global.DefaultHeroBotsPoolCurrentId] == Null);
|
|||
|
"WAITING FOR ANY ZEN TO DIE"
|
|||
|
Wait Until(Is True For Any(All Players(Team 2), Is Dead(Current Array Element) && Hero Of(Current Array Element) == Hero(
|
|||
|
Zenyatta)), 99999);
|
|||
|
"REPLACE HIM TO A NEW HERO"
|
|||
|
Global.DefaultCurrentBot = Filtered Array(All Players(Team 2), Is Dead(Current Array Element) && Hero Of(Current Array Element)
|
|||
|
== Hero(Zenyatta))[0];
|
|||
|
Destroy Dummy Bot(Team 2, Slot Of(Global.DefaultCurrentBot));
|
|||
|
Wait(0.050, Ignore Condition);
|
|||
|
Create Dummy Bot(Global.DefaultHeroBotsPool[Global.DefaultHeroBotsPoolCurrentId], Team 2, -1, Vector(0, 999, 0), Vector(0, 0, 0));
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("SUBROUTINE: GAME LOGIC - SET BOT PROPERTIES")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Subroutine;
|
|||
|
GameLogicSetBotProperties;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
Abort If(Event Player.BotIsOrisaChild == True);
|
|||
|
If(Global.TimeMin >= 10);
|
|||
|
If(Filtered Array(Global.lastBoss, Current Array Element == Hero Of(Event Player)) == False);
|
|||
|
If(Global.activeBoss == False);
|
|||
|
If(Global.bossTrigger < Global.TimeMin);
|
|||
|
Global.bossTrigger = Global.TimeMin;
|
|||
|
Global.activeBoss = Event Player;
|
|||
|
Event Player.isBoss = 1;
|
|||
|
Big Message(All Players(Team 1), Custom String("BOSS SPAWNED - {0}", Hero Of(Event Player)));
|
|||
|
End;
|
|||
|
End;
|
|||
|
End;
|
|||
|
End;
|
|||
|
"PROPERTIES BY DEFAULT"
|
|||
|
Set Gravity(Event Player, 100);
|
|||
|
Set Damage Dealt(Event Player, 100);
|
|||
|
Set Respawn Max Time(Event Player, 10);
|
|||
|
Start Scaling Player(Event Player, 1, False);
|
|||
|
"INDIVIDUAL HERO'S PROPERTIES"
|
|||
|
If(Hero Of(Event Player) == Hero(Zenyatta));
|
|||
|
If(Event Player.isBoss == 1);
|
|||
|
Set Move Speed(Event Player, 30);
|
|||
|
Set Max Health(Event Player, 5 * (100 + Global.TimeMin * 10) / (
|
|||
|
Global.UpgradeBossHealthValue >= Global.UpgradeCriticalDamageMaxValue[2] ? 0.100 : 1));
|
|||
|
Start Scaling Player(Event Player, 1.500, False);
|
|||
|
Else;
|
|||
|
If(20 + 3 * Number Of Players(Team 1) + 3 * Global.TimeMin > 75);
|
|||
|
Set Move Speed(Event Player, 75);
|
|||
|
Else;
|
|||
|
Set Move Speed(Event Player, 20 + 3 * Count Of(All Players(Team 1)) + 3 * Global.TimeMin);
|
|||
|
End;
|
|||
|
Set Max Health(Event Player, 100 + Global.TimeMin * 10);
|
|||
|
End;
|
|||
|
Else If(Hero Of(Event Player) == Hero(Wrecking Ball));
|
|||
|
If(Event Player.isBoss == 1);
|
|||
|
Set Move Speed(Event Player, 20);
|
|||
|
Set Max Health(Event Player, 5 * (70 + 20 * Count Of(All Players(Team 1)) + 10 * Global.TimeMin) / (
|
|||
|
Global.UpgradeBossHealthValue >= Global.UpgradeCriticalDamageMaxValue[2] ? 0.100 : 1));
|
|||
|
Start Scaling Player(Event Player, 2, False);
|
|||
|
Else;
|
|||
|
If(30 + Global.TimeMin + 2.500 * Global.Time5Min > 40);
|
|||
|
Set Move Speed(Event Player, 40);
|
|||
|
Else;
|
|||
|
Set Move Speed(Event Player, 30 + Global.TimeMin + 2.500 * Global.Time5Min);
|
|||
|
End;
|
|||
|
Set Ultimate Charge(Event Player, 0);
|
|||
|
Set Max Health(Event Player, 70 + 20 * Count Of(All Players(Team 1)) + 10 * Global.TimeMin);
|
|||
|
End;
|
|||
|
Else If(Hero Of(Event Player) == Hero(Widowmaker));
|
|||
|
If(Event Player.isBoss == 1);
|
|||
|
Set Damage Dealt(Event Player, 2 * (85 + 15 * Count Of(All Players(Team 1)) + 25 * Global.Time5Min));
|
|||
|
Set Move Speed(Event Player, 100);
|
|||
|
Set Max Health(Event Player, 5 * (100 + 25 * Count Of(All Players(Team 1)) + 5 * Global.TimeMin) / (
|
|||
|
Global.UpgradeBossHealthValue >= Global.UpgradeCriticalDamageMaxValue[2] ? 0.100 : 1));
|
|||
|
Start Scaling Player(Event Player, 2, False);
|
|||
|
Else;
|
|||
|
Event Player.BotCounter = 0;
|
|||
|
Set Damage Dealt(Event Player, 85 + 15 * Count Of(All Players(Team 1)) + 25 * Global.Time5Min);
|
|||
|
Set Move Speed(Event Player, 100);
|
|||
|
Set Max Health(Event Player, 100 + 25 * Count Of(All Players(Team 1)) + 5 * Global.TimeMin);
|
|||
|
End;
|
|||
|
Else If(Hero Of(Event Player) == Hero(Bastion));
|
|||
|
If(Event Player.isBoss == 1);
|
|||
|
Set Move Speed(Event Player, 50);
|
|||
|
Set Damage Dealt(Event Player, 85 + 5 * Count Of(All Players(Team 1)) + 5 * Global.Time5Min);
|
|||
|
Start Scaling Player(Event Player, 3, False);
|
|||
|
Set Max Health(Event Player, 5 * (155 + 150 * Count Of(All Players(Team 1)) + 20 * Global.TimeMin) / (
|
|||
|
Global.UpgradeBossHealthValue >= Global.UpgradeCriticalDamageMaxValue[2] ? 0.100 : 1));
|
|||
|
Else;
|
|||
|
Set Move Speed(Event Player, 80);
|
|||
|
Set Damage Dealt(Event Player, 85 + 5 * Count Of(All Players(Team 1)) + 5 * Global.Time5Min);
|
|||
|
Start Scaling Player(Event Player, 2, False);
|
|||
|
Set Max Health(Event Player, 155 + 150 * Count Of(All Players(Team 1)) + 20 * Global.TimeMin);
|
|||
|
End;
|
|||
|
Else If(Hero Of(Event Player) == Hero(Orisa));
|
|||
|
If(Event Player.isBoss == 1);
|
|||
|
Start Scaling Player(Event Player, 1.800, False);
|
|||
|
Set Max Health(Event Player, 5 * (220 + Count Of(All Players(Team 1)) * 80 + 50 * Global.Time5Min) / (
|
|||
|
Global.UpgradeBossHealthValue >= Global.UpgradeCriticalDamageMaxValue[2] ? 0.100 : 1));
|
|||
|
Set Move Speed(Event Player, 30 + 5 * Global.Time5Min);
|
|||
|
Else;
|
|||
|
Start Scaling Player(Event Player, 1.800, False);
|
|||
|
Set Max Health(Event Player, 220 + Count Of(All Players(Team 1)) * 80 + 50 * Global.Time5Min);
|
|||
|
Set Move Speed(Event Player, 90 + 5 * Global.Time5Min);
|
|||
|
End;
|
|||
|
Else If(Hero Of(Event Player) == Hero(Echo));
|
|||
|
If(Event Player.isBoss == 1);
|
|||
|
Set Gravity(Event Player, 40);
|
|||
|
Set Move Speed(Event Player, 70 + 5 * Global.Time5Min);
|
|||
|
Set Respawn Max Time(Event Player, 18);
|
|||
|
Set Max Health(Event Player, 5 * (90 + 25 * Count Of(All Players(Team 1)) + 15 * Global.TimeMin) / (
|
|||
|
Global.UpgradeBossHealthValue >= Global.UpgradeCriticalDamageMaxValue[2] ? 0.100 : 1));
|
|||
|
Start Scaling Player(Event Player, 2, False);
|
|||
|
Else;
|
|||
|
Set Gravity(Event Player, 40);
|
|||
|
Set Move Speed(Event Player, 130 + 5 * Global.Time5Min);
|
|||
|
Set Respawn Max Time(Event Player, 18);
|
|||
|
Set Max Health(Event Player, 90 + 25 * Count Of(All Players(Team 1)) + 15 * Global.TimeMin);
|
|||
|
End;
|
|||
|
Else If(Hero Of(Event Player) == Hero(Reinhardt));
|
|||
|
If(Event Player.isBoss == 1);
|
|||
|
Start Scaling Player(Event Player, 1.500, False);
|
|||
|
Set Move Speed(Event Player, 70);
|
|||
|
Set Damage Dealt(Event Player, 100 + 5 * Count Of(All Players(Team 1)) + 5 * Global.Time5Min);
|
|||
|
Set Respawn Max Time(Event Player, 15);
|
|||
|
Set Max Health(Event Player, 5 * (55 + 25 * Count Of(All Players(Team 1)) + 15 * Global.TimeMin) / (
|
|||
|
Global.UpgradeBossHealthValue >= Global.UpgradeCriticalDamageMaxValue[2] ? 0.100 : 1));
|
|||
|
Else;
|
|||
|
disabled Start Scaling Player(Event Player, 0.850, False);
|
|||
|
Set Move Speed(Event Player, 110);
|
|||
|
Set Damage Dealt(Event Player, 100 + 5 * Count Of(All Players(Team 1)) + 5 * Global.Time5Min);
|
|||
|
Set Respawn Max Time(Event Player, 15);
|
|||
|
Set Max Health(Event Player, 55 + 25 * Count Of(All Players(Team 1)) + 15 * Global.TimeMin);
|
|||
|
End;
|
|||
|
End;
|
|||
|
Wait(0.250, Ignore Condition);
|
|||
|
"FILL HEALTH"
|
|||
|
Heal(Event Player, Null, 100000);
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
disabled rule("=== GATE ===")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Ongoing - Global;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("Subroutine: GATE REPAIR")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Subroutine;
|
|||
|
GateRepair;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
Small Message(Event Player, Custom String("REPAIR +2% ULTIMATE"));
|
|||
|
"UPGRADE - GATE'S MAX HEALTH"
|
|||
|
If(Global.UpgradeGateMaxHealthValue < Global.UpgradeGateMaxHealthMaxValue[2]);
|
|||
|
If(Event Player.IsNanoed == 1);
|
|||
|
If(Global.UpgradeGateMaxHealthValue >= Global.UpgradeGateMaxHealthMaxValue[1]);
|
|||
|
Global.UpgradeGateMaxHealthValue += 100 - (Number Of Players(Team 1) <= 3 ? Number Of Players(Team 1) : 3) * 20;
|
|||
|
Else;
|
|||
|
Global.UpgradeGateMaxHealthValue += 50 - (Number Of Players(Team 1) <= 3 ? Number Of Players(Team 1) : 3) * 10;
|
|||
|
End;
|
|||
|
Else;
|
|||
|
If(Global.UpgradeGateMaxHealthValue >= Global.UpgradeGateMaxHealthMaxValue[1]);
|
|||
|
Global.UpgradeGateMaxHealthValue += 50 - (Number Of Players(Team 1) <= 3 ? Number Of Players(Team 1) : 3) * 10;
|
|||
|
Else;
|
|||
|
Global.UpgradeGateMaxHealthValue += 25 - (Number Of Players(Team 1) <= 3 ? Number Of Players(Team 1) : 3) * 5;
|
|||
|
End;
|
|||
|
End;
|
|||
|
End;
|
|||
|
"HEAL GATE"
|
|||
|
If(Event Player.IsNanoed == 1);
|
|||
|
If(Global.UpgradeGateMaxHealthValue >= Global.UpgradeGateMaxHealthMaxValue[1]);
|
|||
|
Global.GateHealth += 100 - (Number Of Players(Team 1) <= 3 ? Number Of Players(Team 1) : 3) * 20;
|
|||
|
Else;
|
|||
|
Global.GateHealth += 50 - (Number Of Players(Team 1) <= 3 ? Number Of Players(Team 1) : 3) * 10;
|
|||
|
End;
|
|||
|
Else;
|
|||
|
If(Global.UpgradeGateMaxHealthValue >= Global.UpgradeGateMaxHealthMaxValue[1]);
|
|||
|
Global.GateHealth += 50 - (Number Of Players(Team 1) <= 3 ? Number Of Players(Team 1) : 3) * 10;
|
|||
|
Else;
|
|||
|
Global.GateHealth += 25 - (Number Of Players(Team 1) <= 3 ? Number Of Players(Team 1) : 3) * 5;
|
|||
|
End;
|
|||
|
If(Global.GateHealth > Global.GateMaxHealth);
|
|||
|
Global.GateHealth = Global.GateMaxHealth;
|
|||
|
"CHARGE ULTIMATE"
|
|||
|
Else;
|
|||
|
Set Ultimate Charge(Event Player, Ultimate Charge Percent(Event Player) + 2);
|
|||
|
End;
|
|||
|
End;
|
|||
|
"UPDATE GATE'S HEALTH BAR"
|
|||
|
Start Rule(GateProgressBarColor, Restart Rule);
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("TORB: GATE REPAIR")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Ongoing - Each Player;
|
|||
|
Team 1;
|
|||
|
Torbjörn;
|
|||
|
}
|
|||
|
|
|||
|
conditions
|
|||
|
{
|
|||
|
Has Spawned(Event Player) == True;
|
|||
|
Weapon(Event Player) == 2;
|
|||
|
Is Firing Primary(Event Player) == True;
|
|||
|
Global.GateHealth < Global.GateMaxHealth;
|
|||
|
Is In View Angle(Event Player, Global.GateRepairPosition, 80) == True;
|
|||
|
Distance Between(Position Of(Event Player), Global.GatePosition) < 3.500;
|
|||
|
Is Game In Progress == True;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
Call Subroutine(GateRepair);
|
|||
|
Wait(Is Using Ability 2(Event Player) == True ? 0.350 : 0.700, Ignore Condition);
|
|||
|
Loop If Condition Is True;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("Brig: GATE REPAIR")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Ongoing - Each Player;
|
|||
|
Team 1;
|
|||
|
Brigitte;
|
|||
|
}
|
|||
|
|
|||
|
conditions
|
|||
|
{
|
|||
|
Has Spawned(Event Player) == True;
|
|||
|
Is Firing Primary(Event Player) == True;
|
|||
|
Global.GateHealth < Global.GateMaxHealth;
|
|||
|
Is In View Angle(Event Player, Global.GateRepairPosition, 80) == True;
|
|||
|
Distance Between(Position Of(Event Player), Global.GatePosition) < 5;
|
|||
|
Is Game In Progress == True;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
Call Subroutine(GateRepair);
|
|||
|
Wait(0.500, Ignore Condition);
|
|||
|
Loop If Condition Is True;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("Rein: GATE REPAIR")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Ongoing - Each Player;
|
|||
|
Team 1;
|
|||
|
Reinhardt;
|
|||
|
}
|
|||
|
|
|||
|
conditions
|
|||
|
{
|
|||
|
Has Spawned(Event Player) == True;
|
|||
|
Is Firing Primary(Event Player) == True;
|
|||
|
Global.GateHealth < Global.GateMaxHealth;
|
|||
|
Is In View Angle(Event Player, Global.GateRepairPosition, 80) == True;
|
|||
|
Distance Between(Position Of(Event Player), Global.GatePosition) < 3;
|
|||
|
Is Game In Progress == True;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
Wait(0.100, Ignore Condition);
|
|||
|
Call Subroutine(GateRepair);
|
|||
|
Wait(0.850, Ignore Condition);
|
|||
|
Loop If Condition Is True;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("SUBROUTINE: GATE PROGRESS BAR COLOR")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Subroutine;
|
|||
|
GateProgressBarColor;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
Stop Chasing Global Variable(GateHealthChase);
|
|||
|
Chase Global Variable Over Time(GateHealthChase, Global.GateHealth, 0.100, Destination and Duration);
|
|||
|
"GATE WAS DAMAGED"
|
|||
|
If(Global.GateHealth < Global.GateHealthEvent);
|
|||
|
For Global Variable(LoopIterator1, 0, 3, 1);
|
|||
|
Global.GateProgressBarColorCurrent = Color(Red);
|
|||
|
Wait(0.030, Ignore Condition);
|
|||
|
Global.GateProgressBarColorCurrent = Color(White);
|
|||
|
Wait(0.030, Ignore Condition);
|
|||
|
End;
|
|||
|
"GATE WAS REPAIRED"
|
|||
|
Else;
|
|||
|
Global.GateProgressBarColorCurrent = Color(Green);
|
|||
|
Wait(0.030, Ignore Condition);
|
|||
|
Global.GateProgressBarColorCurrent = Color(Yellow);
|
|||
|
Wait(0.030, Ignore Condition);
|
|||
|
End;
|
|||
|
Global.GateHealthEvent = Global.GateHealth;
|
|||
|
Global.GateProgressBarColorComponent = Global.GateHealth * 255 / Global.GateMaxHealth;
|
|||
|
Global.GateProgressBarColorCurrent = Custom Color(255, Global.GateProgressBarColorComponent, Global.GateProgressBarColorComponent,
|
|||
|
255);
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
disabled rule("=== COMMON MECHANICS ===")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Ongoing - Global;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("ALL: INIT")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Player Joined Match;
|
|||
|
All;
|
|||
|
All;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
"ALL (COMMON) INIT"
|
|||
|
Event Player.IsDead = True;
|
|||
|
Disable Kill Feed(Event Player);
|
|||
|
Disable Game Mode In-World UI(Event Player);
|
|||
|
Disable Death Spectate Target HUD(Event Player);
|
|||
|
"BOT INIT"
|
|||
|
If(Is Dummy Bot(Event Player));
|
|||
|
Call Subroutine(BotInit);
|
|||
|
"PLAYER INIT"
|
|||
|
Else;
|
|||
|
Call Subroutine(PlayerInit);
|
|||
|
End;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("SUBROUTINE: BOT - INIT")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Subroutine;
|
|||
|
BotInit;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
"INIT VARS"
|
|||
|
Event Player.HasBadStatus = False;
|
|||
|
Event Player.IsRespawning = False;
|
|||
|
Event Player.BotDoesUniqueBehaviour = False;
|
|||
|
Event Player.BotEventPosition = Vector(9999, 999, 9999);
|
|||
|
"DISABLE ALL FOR BOT"
|
|||
|
Disable Hero HUD(Event Player);
|
|||
|
Disable Messages(Event Player);
|
|||
|
Disable Text Chat(Event Player);
|
|||
|
Disable Scoreboard(Event Player);
|
|||
|
Disable Game Mode HUD(Event Player);
|
|||
|
Disable Death Spectate All Players(Event Player);
|
|||
|
Disable Voice Chat(Event Player, True, True, True);
|
|||
|
"INIT AI NAVIGATION VARS"
|
|||
|
Call Subroutine(BotResetPathFinding);
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("SUBROUTINE: PLAYER - INIT")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Subroutine;
|
|||
|
PlayerInit;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
"STORY HEROES"
|
|||
|
If(Global.IsStoryHeroes);
|
|||
|
Reset Player Hero Availability(Event Player);
|
|||
|
Set Player Allowed Heroes(Event Player, Array(Hero(Ana), Hero(Brigitte), Hero(Mercy), Hero(Lúcio), Hero(Moira), Hero(Baptiste),
|
|||
|
Hero(Ashe), Hero(D.Va), Hero(Genji), Hero(Hanzo), Hero(Widowmaker), Hero(Cassidy), Hero(Reinhardt), Hero(Soldier: 76), Hero(
|
|||
|
Torbjörn), Hero(Tracer), Hero(Winston), Hero(Pharah)));
|
|||
|
End;
|
|||
|
"TEAM CHALLENGE - PLAYER'S MAX HEALTH"
|
|||
|
If(Global.UpgradePlayerMaxHealthValue >= Global.UpgradePlayerMaxHealthMaxValue[0]);
|
|||
|
Event Player.PlayerHealth = 100 + Global.MaxHealthDone + Event Player.Abilities[14] * 5;
|
|||
|
Set Max Health(Event Player, Event Player.PlayerHealth);
|
|||
|
End;
|
|||
|
If(Is Game In Progress);
|
|||
|
Disable Game Mode HUD(Event Player);
|
|||
|
End;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("ALL: RESPAWN")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Ongoing - Each Player;
|
|||
|
All;
|
|||
|
All;
|
|||
|
}
|
|||
|
|
|||
|
conditions
|
|||
|
{
|
|||
|
Has Spawned(Event Player) == True;
|
|||
|
Is Alive(Event Player) == True;
|
|||
|
(Hero Of(Event Player) != Event Player.CurrentHero || Event Player.IsDead == True) == True;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
Event Player.IsDead = False;
|
|||
|
"BOT RESPAWN"
|
|||
|
If(Is Dummy Bot(Event Player));
|
|||
|
Call Subroutine(BotRespawn);
|
|||
|
If(Global.IsDebugAINavigation);
|
|||
|
Create Beam Effect(All Players(All Teams), Good Beam, Eye Position(Event Player), Event Player.BotNextNodePosition, Color(Green),
|
|||
|
Visible To Position and Radius);
|
|||
|
End;
|
|||
|
"PLAYER RESPAWN"
|
|||
|
Else;
|
|||
|
Call Subroutine(PlayerRespawn);
|
|||
|
End;
|
|||
|
"MUST BE AFTER ALL RESPAWN SUBROUTINES!"
|
|||
|
Event Player.CurrentHero = Hero Of(Event Player);
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("SUBROUTINE: BOT - RESPAWN")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Subroutine;
|
|||
|
BotRespawn;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
"RESET COMMON PROPERTIES"
|
|||
|
Event Player.IsRespawning = True;
|
|||
|
Enable Nameplates(Event Player, All Players(Team 1));
|
|||
|
Call Subroutine(BotResetPathFinding);
|
|||
|
disabled If(Hero Of(Event Player) != Event Player.CurrentHero);
|
|||
|
Call Subroutine(GameLogicSetBotProperties);
|
|||
|
disabled End;
|
|||
|
"INDIVIDUAL HERO'S RESPAWN SCRIPTS"
|
|||
|
If(Hero Of(Event Player) == Hero(Bastion));
|
|||
|
Call Subroutine(BotBastionRespawn);
|
|||
|
Else If(Hero Of(Event Player) == Hero(Zenyatta));
|
|||
|
Call Subroutine(BotZenyattaRespawn);
|
|||
|
Else If(Hero Of(Event Player) == Hero(Widowmaker));
|
|||
|
Call Subroutine(BotWidowRespawn);
|
|||
|
Else If(Hero Of(Event Player) == Hero(Wrecking Ball));
|
|||
|
Call Subroutine(BotBallRespawn);
|
|||
|
Else If(Hero Of(Event Player) == Hero(Orisa));
|
|||
|
Call Subroutine(BotOrisaRespawn);
|
|||
|
Else If(Hero Of(Event Player) == Hero(Echo));
|
|||
|
Call Subroutine(BotEchoRespawn);
|
|||
|
Else If(Hero Of(Event Player) == Hero(Reinhardt));
|
|||
|
Call Subroutine(BotReinRespawn);
|
|||
|
End;
|
|||
|
Event Player.IsRespawning = False;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("SUBROUTINE: PLAYER - RESPAWN")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Subroutine;
|
|||
|
PlayerRespawn;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
"TEAM CHALLENGE - MAX AMMO"
|
|||
|
If(Hero Of(Event Player) != Event Player.CurrentHero && Global.UpgradeMaxAmmoValue >= Global.UpgradeMaxAmmoMaxValue[0]);
|
|||
|
Set Max Ammo(Event Player, 0, Ammo(Event Player, 0) * 2);
|
|||
|
Set Max Ammo(Event Player, 1, Ammo(Event Player, 1) * 2);
|
|||
|
Set Ammo(Event Player, 0, Max Ammo(Event Player, 0));
|
|||
|
Set Ammo(Event Player, 1, Max Ammo(Event Player, 1));
|
|||
|
End;
|
|||
|
"MUST BE AFTER TEAM CHALLENGE MAX AMMO!"
|
|||
|
disabled Event Player.CurrentHero = Hero Of(Event Player);
|
|||
|
"PLAYER RESPAWN"
|
|||
|
Set Status(Event Player, Null, Phased Out, 3);
|
|||
|
Set Facing(Event Player, Vector(-1, 0, 0), To World);
|
|||
|
If(Ability Cooldown(Players On Hero(Hero(Mercy), Team 1), Button(Ability 2)) >= 29);
|
|||
|
Teleport(Event Player, Event Player.deathPosition);
|
|||
|
Else;
|
|||
|
Teleport(Event Player, Global.PlayerSpawnPositions[Slot Of(Event Player) == Count Of(Global.PlayerSpawnPositions) ? Random Integer(
|
|||
|
0, Count Of(Global.PlayerSpawnPositions) - 1) : Slot Of(Event Player)]);
|
|||
|
End;
|
|||
|
Event Player.PlayerHealth = 100 + Global.MaxHealthDone + Event Player.Abilities[14] * 5;
|
|||
|
Set Max Health(Event Player, Event Player.PlayerHealth);
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("PLAYER: DEATH")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Player Died;
|
|||
|
Team 1;
|
|||
|
All;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
If(Hero Of(Event Player) == Hero(Roadhog));
|
|||
|
Event Player.Abilities[8] -= 1;
|
|||
|
Wait(Global.Perk[2] ? 5 : 10, Ignore Condition);
|
|||
|
Event Player.Abilities[8] += 1;
|
|||
|
End;
|
|||
|
Event Player.deathPosition = Position Of(Event Player);
|
|||
|
disabled If(Event Player.lastSecondWind > 0);
|
|||
|
disabled Event Player.lastSecondWind = 0;
|
|||
|
disabled End;
|
|||
|
Event Player.IsDead = True;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("BOT: DEATH")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Player Died;
|
|||
|
Team 2;
|
|||
|
All;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
If(Event Player.isBoss == 1);
|
|||
|
If(Global.UpgradePerkSharpshooterValue >= Global.UpgradeCriticalDamageMaxValue[1]);
|
|||
|
If(Global.UpgradeBossHealthValue < Global.UpgradeCriticalDamageMaxValue[2]);
|
|||
|
Global.UpgradeBossHealthValue += 1;
|
|||
|
Small Message(All Players(Team 1), Custom String("-10% BOSS HEALTH CHALLENGE +1"));
|
|||
|
End;
|
|||
|
End;
|
|||
|
Event Player.isBoss = 0;
|
|||
|
Global.activeBoss = Null;
|
|||
|
Big Message(All Players(Team 1), Custom String("BOSS DIED - {0}", Hero Of(Event Player)));
|
|||
|
End;
|
|||
|
Event Player.IsDead = True;
|
|||
|
Event Player.HasBadStatus = False;
|
|||
|
Event Player.BotDoesUniqueBehaviour = False;
|
|||
|
Disable Nameplates(Event Player, All Players(Team 1));
|
|||
|
disabled Stop Holding Button(Event Player, Button(Ability 1));
|
|||
|
disabled Stop Holding Button(Event Player, Button(Primary Fire));
|
|||
|
disabled Stop Holding Button(Event Player, Button(Secondary Fire));
|
|||
|
"BOT HAS 1 EFFECT IN VAR (NOT ARRAY)"
|
|||
|
Skip If(!Entity Exists(Event Player.BotEffects), 1);
|
|||
|
Destroy Effect(Event Player.BotEffects);
|
|||
|
"BOT HAS MORE THEN 1 EFFECT IN VAR (ARRAY)"
|
|||
|
Skip If(Count Of(Event Player.BotEffects) == 0, 3);
|
|||
|
For Player Variable(Event Player, BotLoopIterator1, 0, Count Of(Event Player.BotEffects), 1);
|
|||
|
Destroy Effect(Event Player.BotEffects[Event Player.BotLoopIterator1]);
|
|||
|
End;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
disabled rule("=== BOT COMMON MECHANICS ===")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Ongoing - Global;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("BOT: BAD STATUS")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Ongoing - Each Player;
|
|||
|
Team 2;
|
|||
|
All;
|
|||
|
}
|
|||
|
|
|||
|
conditions
|
|||
|
{
|
|||
|
Is Dummy Bot(Event Player) == True;
|
|||
|
Has Spawned(Event Player) == True;
|
|||
|
Is Alive(Event Player) == True;
|
|||
|
Event Player.HasBadStatus == False;
|
|||
|
(Has Status(Event Player, Hacked) || Has Status(Event Player, Frozen) || Has Status(Event Player, Knocked Down) || Has Status(
|
|||
|
Event Player, Asleep) || Has Status(Event Player, Stunned)) == True;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
Event Player.HasBadStatus = True;
|
|||
|
"PROCESS BAD STATUS"
|
|||
|
If(Hero Of(Event Player) == Hero(Widowmaker));
|
|||
|
Start Rule(BotWidowBadStatus, Do Nothing);
|
|||
|
End;
|
|||
|
Wait Until(!Has Status(Event Player, Knocked Down) && !Has Status(Event Player, Asleep) && !Has Status(Event Player, Frozen)
|
|||
|
&& !Has Status(Event Player, Stunned), 15);
|
|||
|
Event Player.HasBadStatus = False;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("SUBROUTINE: BOT - LANDING FROM SKY")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Subroutine;
|
|||
|
BotLandingFromSky;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
Stop Throttle In Direction(Event Player);
|
|||
|
"SET RESPAWN POSITION"
|
|||
|
Event Player.BotEventPosition = Random Value In Array(Global.BigBossSpawnPositions);
|
|||
|
"CREATE EFFECTS"
|
|||
|
disabled Create Effect(All Players(All Teams), Light Shaft, Color(Red), Event Player.BotEventPosition, 3, Visible To);
|
|||
|
disabled Event Player.BotEffects = Last Created Entity;
|
|||
|
"RESPAWN IN LIGHT SHAFT EFFECT"
|
|||
|
Teleport(Event Player, Event Player.BotEventPosition + Vector(0, 25, 0));
|
|||
|
Wait(0.020, Ignore Condition);
|
|||
|
"SLOW LANDING"
|
|||
|
Set Gravity(Event Player, 50);
|
|||
|
While(Is In Air(Event Player) == True);
|
|||
|
Play Effect(All Players(All Teams), Good Pickup Effect, Color(Orange), Position Of(Event Player) + Vector(0, -2.700, 0), 2);
|
|||
|
Wait(0.250, Ignore Condition);
|
|||
|
End;
|
|||
|
Set Gravity(Event Player, 100);
|
|||
|
disabled Destroy Effect(Event Player.BotEffects);
|
|||
|
"LANDING EFFECTS"
|
|||
|
Play Effect(All Players(All Teams), Wrecking Ball Piledriver Impact Effect, Custom Color(105, 87, 46, 255), Position Of(
|
|||
|
Event Player), 8);
|
|||
|
Play Effect(All Players(All Teams), Doomfist Meteor Strike Impact Sound, Color(White), Position Of(Event Player), 150);
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("SUBROUTINE: BOT - APPEAR FROM UNDERGROUND")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Subroutine;
|
|||
|
BotApearFromUnderground;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
Set Status(Event Player, Null, Knocked Down, 1);
|
|||
|
Wait(0.200, Ignore Condition);
|
|||
|
Set Gravity(Event Player, 20);
|
|||
|
Disable Movement Collision With Environment(Event Player, True);
|
|||
|
Teleport(Event Player, Global.ZenSpawnPositions[Random Integer(Min(Global.TimeMin, Count Of(Global.ZenSpawnPositions) - 10), Min(
|
|||
|
Global.SpawnPositionMaxId, Count Of(Global.ZenSpawnPositions) - 4))] + Vector(0, -1.500, 0));
|
|||
|
Wait(0.016, Ignore Condition);
|
|||
|
Play Effect(All Players(All Teams), Sigma Accretion Impact Effect, Custom Color(220, 175, 100, 255), Eye Position(Event Player),
|
|||
|
3);
|
|||
|
Play Effect(All Players(All Teams), Sigma Accretion Impact Sound, Color(Gray), Eye Position(Event Player), 50);
|
|||
|
Apply Impulse(Event Player, Up, 3.500, To World, Cancel Contrary Motion);
|
|||
|
Wait(0.400, Ignore Condition);
|
|||
|
Clear Status(Event Player, Knocked Down);
|
|||
|
Set Gravity(Event Player, 100);
|
|||
|
Enable Movement Collision With Environment(Event Player);
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
disabled rule("=== PLAYER MECHANICS ===")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Ongoing - Global;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
disabled rule("PLAYER: DARKNESS")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Ongoing - Each Player;
|
|||
|
Team 1;
|
|||
|
All;
|
|||
|
}
|
|||
|
|
|||
|
conditions
|
|||
|
{
|
|||
|
Is Button Held(Event Player, Button(Ultimate)) == True;
|
|||
|
!Entity Exists(Event Player.BotEffects) == True;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
Disable Nameplates(Event Player, All Players(All Teams));
|
|||
|
Start Forcing Player Outlines(Event Player, All Players(All Teams), False, Color(White), Default);
|
|||
|
Create Effect(Event Player, Bad Aura, Color(Black), Update Every Frame(Eye Position(Event Player) + Vector(0, 2, 0)
|
|||
|
+ Facing Direction Of(Event Player) * 14), 25, Visible To Position and Radius);
|
|||
|
Event Player.BotEffects = Last Created Entity;
|
|||
|
Create Effect(Event Player, Bad Aura, Color(Black), Update Every Frame(Eye Position(Event Player) + World Vector Of(Vector(-5, 0,
|
|||
|
3), Event Player, Rotation) + Facing Direction Of(Event Player) * 10), 25, Visible To Position and Radius);
|
|||
|
Create Effect(Event Player, Bad Aura, Color(Black), Update Every Frame(Eye Position(Event Player) + World Vector Of(Vector(5, 0,
|
|||
|
3), Event Player, Rotation) + Facing Direction Of(Event Player) * 10), 25, Visible To Position and Radius);
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("PLAYER: HEALTH REGEN")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Player Took Damage;
|
|||
|
Team 1;
|
|||
|
All;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
Stop Heal Over Time(Event Player.HealOverTimeId);
|
|||
|
Event Player.EventHealth = Health(Event Player);
|
|||
|
Wait(4, Ignore Condition);
|
|||
|
"TOOK DAMAGE, RESET REGENERATION TIMER"
|
|||
|
Loop If(Is Alive(Event Player) && Event Player.EventHealth > Health(Event Player));
|
|||
|
Start Heal Over Time(Event Player, Null, 3, Max Health(Event Player) / 3);
|
|||
|
Event Player.HealOverTimeId = Last Heal Over Time ID;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
disabled rule("=== NERFS ===")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Ongoing - Global;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
disabled rule("REINHARDT: ANTI-CHARGE FOR BASTION & ORISA")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Ongoing - Each Player;
|
|||
|
Team 1;
|
|||
|
Reinhardt;
|
|||
|
}
|
|||
|
|
|||
|
conditions
|
|||
|
{
|
|||
|
Has Spawned(Event Player) == True;
|
|||
|
Is Using Ability 1(Event Player) == True;
|
|||
|
Hero Of(Ray Cast Hit Player(Eye Position(Event Player) + Vector(0, 2, 0), Eye Position(Event Player) + Vector(0, 2, 0)
|
|||
|
+ Facing Direction Of(Event Player) * 2, All Living Players(Team 2), Event Player, True)) == (Hero(Bastion) == True || Hero(
|
|||
|
Orisa) == True);
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
Set Status(Event Player, Null, Knocked Down, 1.500);
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("HOG: ANTI-HOOK FOR BASTION & ORISA")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Player Dealt Damage;
|
|||
|
Team 1;
|
|||
|
Roadhog;
|
|||
|
}
|
|||
|
|
|||
|
conditions
|
|||
|
{
|
|||
|
Event Ability == Button(Ability 1);
|
|||
|
(Hero Of(Victim) == Hero(Bastion) || Hero Of(Victim) == Hero(Orisa)) == True;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
Set Status(Event Player, Null, Stunned, 0.005);
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
disabled rule("=== ZENYATTA ===")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Ongoing - Global;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("BOT: ZEN - REACHED THE GATE")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Ongoing - Each Player;
|
|||
|
Team 2;
|
|||
|
Zenyatta;
|
|||
|
}
|
|||
|
|
|||
|
conditions
|
|||
|
{
|
|||
|
Is Dummy Bot(Event Player) == True;
|
|||
|
Has Spawned(Event Player) == True;
|
|||
|
Is Alive(Event Player) == True;
|
|||
|
Event Player.IsRespawning == False;
|
|||
|
Event Player.BotIsPathFinding == False;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
Set Ammo(Event Player, 0, 0);
|
|||
|
Communicate(Event Player, Hello);
|
|||
|
disabled Call Subroutine(BotResetPathFinding);
|
|||
|
Wait(1.500, Ignore Condition);
|
|||
|
Abort If(Is Dead(Event Player) == True);
|
|||
|
Kill(Event Player, Null);
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("BOT: ZEN - DEATH")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Player Died;
|
|||
|
Team 2;
|
|||
|
Zenyatta;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
"EFFECT"
|
|||
|
Play Effect(All Players(All Teams), Junkrat Frag Launcher Explosion Effect, Color(Red), Eye Position(Event Player), 2.500);
|
|||
|
Play Effect(All Players(All Teams), Ashe Dynamite Explosion Sound, Color(Red), Eye Position(Event Player), 70);
|
|||
|
"DAMAGE AND APPLY IMPULSE TO PLAYERS"
|
|||
|
Event Player.BotPlayersInRadius = Players Within Radius(Position Of(Event Player), 2.500, All Teams, Surfaces And Enemy Barriers);
|
|||
|
For Player Variable(Event Player, BotLoopIterator1, 0, Count Of(Event Player.BotPlayersInRadius), 1);
|
|||
|
Apply Impulse(Event Player.BotPlayersInRadius[Event Player.BotLoopIterator1], Direction Towards(Position Of(Event Player),
|
|||
|
Eye Position(Event Player.BotPlayersInRadius[Event Player.BotLoopIterator1])), 5, To World, Incorporate Contrary Motion);
|
|||
|
If(Team Of(Event Player.BotPlayersInRadius[Event Player.BotLoopIterator1]) == Team 1);
|
|||
|
Damage(Event Player.BotPlayersInRadius[Event Player.BotLoopIterator1], Event Player, 50);
|
|||
|
End;
|
|||
|
End;
|
|||
|
"DAMAGE GATE"
|
|||
|
If(Distance Between(Position Of(Event Player), Global.GatePosition) < 3 && Is In Line of Sight(Eye Position(Event Player),
|
|||
|
Global.GatePosition, Enemy Barriers Block LOS));
|
|||
|
If(Event Player.isBoss == 1);
|
|||
|
Global.GateHealth -= 125;
|
|||
|
Else;
|
|||
|
Global.GateHealth -= 25;
|
|||
|
End;
|
|||
|
Start Rule(GateProgressBarColor, Restart Rule);
|
|||
|
Respawn(Event Player);
|
|||
|
Abort;
|
|||
|
End;
|
|||
|
"KILLED BY PLAYER"
|
|||
|
Teleport(Event Player, Vector(0, -999, 0));
|
|||
|
Wait(2, Ignore Condition);
|
|||
|
Respawn(Event Player);
|
|||
|
Wait(2, Ignore Condition);
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("SUBROUTINE: ZEN - RESPAWN")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Subroutine;
|
|||
|
BotZenyattaRespawn;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
Call Subroutine(BotApearFromUnderground);
|
|||
|
Event Player.BotTargetPosition = Global.GatePosition;
|
|||
|
Event Player.BotIsPathFinding = True;
|
|||
|
Start Rule(BotStartPathFinding, Do Nothing);
|
|||
|
Start Facing(Event Player, Direction Towards(Position Of(Event Player), Event Player.BotNextNodePosition), 360, To World,
|
|||
|
Direction and Turn Rate);
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
disabled rule("=== WRECKING BALL ===")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Ongoing - Global;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("BOT: BALL - REACHED THE GATE")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Ongoing - Each Player;
|
|||
|
Team 2;
|
|||
|
Wrecking Ball;
|
|||
|
}
|
|||
|
|
|||
|
conditions
|
|||
|
{
|
|||
|
Is Dummy Bot(Event Player) == True;
|
|||
|
Has Spawned(Event Player) == True;
|
|||
|
Is Alive(Event Player) == True;
|
|||
|
Event Player.IsRespawning == False;
|
|||
|
Event Player.BotIsPathFinding == False;
|
|||
|
disabled Distance Between(Position Of(Event Player), Global.GatePosition) < 3;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
Start Holding Button(Event Player, Button(Ability 1));
|
|||
|
Set Ammo(Event Player, 0, 0);
|
|||
|
Wait(1, Ignore Condition);
|
|||
|
Set Ultimate Charge(Event Player, 100);
|
|||
|
Start Holding Button(Event Player, Button(Ultimate));
|
|||
|
Wait Until(Is Using Ultimate(Event Player), 0.600);
|
|||
|
Abort If(Is Dead(Event Player));
|
|||
|
Kill(Event Player, Null);
|
|||
|
Play Effect(All Players(All Teams), Junkrat RIP Tire Explosion Effect, Color(Orange), Eye Position(Event Player), 6);
|
|||
|
Play Effect(All Players(All Teams), DVa Self Destruct Explosion Sound, Color(White), Eye Position(Event Player), 250);
|
|||
|
If(Distance Between(Position Of(Event Player), Global.GatePosition) < 3.500 && Is In Line of Sight(Eye Position(Event Player),
|
|||
|
Global.GatePosition, Enemy Barriers Block LOS));
|
|||
|
If(Event Player.isBoss == 1);
|
|||
|
Global.GateHealth -= 300;
|
|||
|
Else;
|
|||
|
Global.GateHealth -= 150;
|
|||
|
End;
|
|||
|
Start Rule(GateProgressBarColor, Restart Rule);
|
|||
|
End;
|
|||
|
Damage(Players Within Radius(Eye Position(Event Player), 7, Team 1, Surfaces And All Barriers), Event Player, 200);
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("BOT: BALL - ALTERNATIVE FORM")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Ongoing - Each Player;
|
|||
|
Team 2;
|
|||
|
Wrecking Ball;
|
|||
|
}
|
|||
|
|
|||
|
conditions
|
|||
|
{
|
|||
|
Is Dummy Bot(Event Player) == True;
|
|||
|
Has Spawned(Event Player) == True;
|
|||
|
Is In Alternate Form(Event Player) == False;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
Start Holding Button(Event Player, Button(Ability 1));
|
|||
|
Wait Until(Is In Alternate Form(Event Player), 10);
|
|||
|
Stop Holding Button(Event Player, Button(Ability 1));
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("BOT: BALL - DEATH")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Player Died;
|
|||
|
Team 2;
|
|||
|
Wrecking Ball;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
Stop Holding Button(Event Player, Button(Ability 1));
|
|||
|
Stop Holding Button(Event Player, Button(Ultimate));
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("SUBROUTINE: BALL - RESPAWN")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Subroutine;
|
|||
|
BotBallRespawn;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
"RESPAWN IN AIR"
|
|||
|
Teleport(Event Player, Random Value In Array(Global.BallSpawnPositions) + Vector(0, 20, 0));
|
|||
|
Stop Holding Button(Event Player, Button(Ultimate));
|
|||
|
Wait(0.250, Ignore Condition);
|
|||
|
"LANDING"
|
|||
|
Start Holding Button(Event Player, Button(Crouch));
|
|||
|
Wait Until(Is On Ground(Event Player), 9999);
|
|||
|
Stop Holding Button(Event Player, Button(Crouch));
|
|||
|
"LANDING IMPACT EFFECT"
|
|||
|
Play Effect(All Players(All Teams), Sigma Accretion Impact Sound, Color(White), Event Player, 150);
|
|||
|
Play Effect(All Players(All Teams), Doomfist Meteor Strike Impact Effect, Color(Gray), Position Of(Event Player), 10);
|
|||
|
Create Effect(All Players(All Teams), Bad Aura, Color(Orange), Eye Position(Event Player), 1.500, Visible To Position and Radius);
|
|||
|
Event Player.BotEffects = Last Created Entity;
|
|||
|
"PATH FINDING TO GATE"
|
|||
|
Event Player.BotTargetPosition = Global.GatePosition;
|
|||
|
Event Player.BotIsPathFinding = True;
|
|||
|
Start Rule(BotStartPathFinding, Do Nothing);
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
disabled rule("=== ECHO ===")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Ongoing - Global;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("BOT: ECHO - FLY ABILITY")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Ongoing - Each Player;
|
|||
|
Team 2;
|
|||
|
Echo;
|
|||
|
}
|
|||
|
|
|||
|
conditions
|
|||
|
{
|
|||
|
Is Dummy Bot(Event Player) == True;
|
|||
|
Has Spawned(Event Player) == True;
|
|||
|
Is Alive(Event Player) == True;
|
|||
|
Event Player.IsRespawning == False;
|
|||
|
Event Player.BotIsPathFinding == False;
|
|||
|
Is Using Ability 1(Event Player) == False;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
Set Ability Cooldown(Event Player, Button(Ability 1), 0);
|
|||
|
Press Button(Event Player, Button(Ability 1));
|
|||
|
Wait(0.300, Ignore Condition);
|
|||
|
Loop If Condition Is True;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("BOT: ECHO - BEAM ABILITY")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Ongoing - Each Player;
|
|||
|
Team 2;
|
|||
|
Echo;
|
|||
|
}
|
|||
|
|
|||
|
conditions
|
|||
|
{
|
|||
|
Is Dummy Bot(Event Player) == True;
|
|||
|
Has Spawned(Event Player) == True;
|
|||
|
Is Alive(Event Player) == True;
|
|||
|
Event Player.IsRespawning == False;
|
|||
|
Is Using Ability 1(Event Player) == False;
|
|||
|
Event Player.BotDoesUniqueBehaviour == True;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
Set Ability Cooldown(Event Player, Button(Ability 2), 0);
|
|||
|
Press Button(Event Player, Button(Ability 2));
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("BOT: ECHO - BAD STATUS - RESET BEAM")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Ongoing - Each Player;
|
|||
|
Team 2;
|
|||
|
All;
|
|||
|
}
|
|||
|
|
|||
|
conditions
|
|||
|
{
|
|||
|
Is Dummy Bot(Event Player) == True;
|
|||
|
Has Spawned(Event Player) == True;
|
|||
|
Is Alive(Event Player) == True;
|
|||
|
Event Player.IsRespawning == False;
|
|||
|
Event Player.HasBadStatus == True;
|
|||
|
disabled (Has Status(Event Player, Hacked) || Has Status(Event Player, Frozen) || Has Status(Event Player, Knocked Down) || Has Status(
|
|||
|
Event Player, Asleep) || Has Status(Event Player, Stunned)) == True;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
If(Event Player.BotDoesUniqueBehaviour);
|
|||
|
Call Subroutine(BotEchoDetachPlayer);
|
|||
|
End;
|
|||
|
Wait Until(Event Player.HasBadStatus, 7);
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("BOT: ECHO - CAN'T SEE PORTAL - APPLY IMPULSE")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Ongoing - Each Player;
|
|||
|
Team 2;
|
|||
|
Echo;
|
|||
|
}
|
|||
|
|
|||
|
conditions
|
|||
|
{
|
|||
|
Is Dummy Bot(Event Player) == True;
|
|||
|
Has Spawned(Event Player) == True;
|
|||
|
Is Alive(Event Player) == True;
|
|||
|
Event Player.IsRespawning == False;
|
|||
|
Event Player.BotDoesUniqueBehaviour == True;
|
|||
|
Is In Line of Sight(Position Of(Event Player), Global.BotEchoRespawnPosition, Barriers Do Not Block LOS) == False;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
Wait(0.300, Abort When False);
|
|||
|
Apply Impulse(Event Player, Vector(Random Integer(-1, 1), 1, Random Integer(-1, 1)), 20, To World, Incorporate Contrary Motion);
|
|||
|
Wait(1, Ignore Condition);
|
|||
|
If(!Is In Line of Sight(Position Of(Event Player), Global.BotEchoRespawnPosition, Barriers Do Not Block LOS));
|
|||
|
Event Player.BotTargetPosition = Global.BotEchoRespawnPosition;
|
|||
|
Start Rule(BotStartPathFinding, Restart Rule);
|
|||
|
Else;
|
|||
|
Call Subroutine(BotResetPathFinding);
|
|||
|
End;
|
|||
|
Loop If Condition Is True;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
disabled rule("BOT: ECHO - MAIN LOGIC - BACKUP")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Ongoing - Each Player;
|
|||
|
Team 2;
|
|||
|
Echo;
|
|||
|
}
|
|||
|
|
|||
|
conditions
|
|||
|
{
|
|||
|
Is Dummy Bot(Event Player) == True;
|
|||
|
Has Spawned(Event Player) == True;
|
|||
|
Is Alive(Event Player) == True;
|
|||
|
Event Player.IsRespawning == False;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
If(!Event Player.BotIsPathFinding);
|
|||
|
Event Player.BotSeePlayer = Sorted Array(Filtered Array(All Living Players(Team 1), Is In Line of Sight(Eye Position(Event Player),
|
|||
|
Eye Position(Current Array Element), Barriers Do Not Block LOS) == True), Distance Between(Position Of(Event Player),
|
|||
|
Position Of(Current Array Element)))[0];
|
|||
|
End;
|
|||
|
"NO PLAYERS IN VIEW RANGE"
|
|||
|
disabled If(Event Player.BotSeePlayer == Null);
|
|||
|
disabled Stop Throttle In Direction(Event Player);
|
|||
|
disabled End;
|
|||
|
"FLY TO PLAYER"
|
|||
|
If(Event Player.BotSeePlayer != Null && Distance Between(Position Of(Event Player), Position Of(Event Player.BotSeePlayer))
|
|||
|
> 4 && Event Player.BotDoesUniqueBehaviour == False);
|
|||
|
Event Player.BotTargetPlayer = Event Player.BotSeePlayer;
|
|||
|
Start Facing(Event Player, Direction Towards(Eye Position(Event Player), Eye Position(Event Player.BotSeePlayer)), 300, To World,
|
|||
|
Direction and Turn Rate);
|
|||
|
Start Throttle In Direction(Event Player, Direction Towards(Eye Position(Event Player), Eye Position(Event Player.BotSeePlayer)),
|
|||
|
1, To World, Replace existing throttle, Direction and Magnitude);
|
|||
|
Start Holding Button(Event Player, Button(Jump));
|
|||
|
"ACTIVATE FOCUS BEAM"
|
|||
|
Else If(Event Player.BotSeePlayer != Null && Distance Between(Position Of(Event Player), Position Of(Event Player.BotSeePlayer))
|
|||
|
< 4 && Event Player.BotDoesUniqueBehaviour == False && Event Player.HasBadStatus == False);
|
|||
|
Event Player.BotDoesUniqueBehaviour = True;
|
|||
|
Set Status(Event Player.BotSeePlayer, Event Player, Stunned, 1);
|
|||
|
Set Status(Event Player.BotSeePlayer, Event Player, Hacked, 99999);
|
|||
|
Attach Players(Event Player.BotSeePlayer, Event Player, Vector(0, 0, 2));
|
|||
|
Press Button(Event Player, Button(Ability 2));
|
|||
|
"TELEPORT PLAYER TO AWAY"
|
|||
|
Else If(Event Player.BotDoesUniqueBehaviour && Distance Between(Position Of(Event Player.BotSeePlayer),
|
|||
|
Global.BotEchoRespawnPosition) < 4);
|
|||
|
Play Effect(All Players(All Teams), Bad Pickup Effect, Color(White), Global.BotEchoRespawnPosition, 1);
|
|||
|
Teleport(Event Player.BotSeePlayer, Random Value In Array(Global.BotEchoTeleportPositions));
|
|||
|
Set Status(Event Player.BotSeePlayer, Event Player, Knocked Down, 1);
|
|||
|
Call Subroutine(BotEchoDetachPlayer);
|
|||
|
"BEGIN TO FLY TO THE PORTAL"
|
|||
|
Else If(Event Player.BotDoesUniqueBehaviour == True);
|
|||
|
Start Facing(Event Player, Direction Towards(Eye Position(Event Player), Global.BotEchoRespawnPosition), 100, To World,
|
|||
|
Direction and Turn Rate);
|
|||
|
"BOT SEES THE PORTAL"
|
|||
|
If(Is In Line of Sight(Position Of(Event Player), Global.BotEchoRespawnPosition, Barriers Do Not Block LOS));
|
|||
|
"RESET PATH FINDING"
|
|||
|
If(Event Player.BotIsPathFinding);
|
|||
|
Call Subroutine(BotResetPathFinding);
|
|||
|
End;
|
|||
|
Start Throttle In Direction(Event Player, Direction Towards(Eye Position(Event Player), Global.BotEchoRespawnPosition), 1,
|
|||
|
To World, Replace existing throttle, Direction and Magnitude);
|
|||
|
"BOT DOES NOT SEE THE PORTAL"
|
|||
|
Else If(!Event Player.BotIsPathFinding);
|
|||
|
Event Player.BotTargetPlayer = Event Player.BotSeePlayer;
|
|||
|
Stop Holding Button(Event Player, Button(Jump));
|
|||
|
Start Rule(BotStartPathFinding, Restart Rule);
|
|||
|
End;
|
|||
|
End;
|
|||
|
Wait(0.500, Ignore Condition);
|
|||
|
Loop If Condition Is True;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("BOT: ECHO - MAIN LOGIC - LOOP")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Ongoing - Each Player;
|
|||
|
Team 2;
|
|||
|
Echo;
|
|||
|
}
|
|||
|
|
|||
|
conditions
|
|||
|
{
|
|||
|
Is Dummy Bot(Event Player) == True;
|
|||
|
Has Spawned(Event Player) == True;
|
|||
|
Is Alive(Event Player) == True;
|
|||
|
Event Player.IsRespawning == False;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
If(Event Player.BotDoesUniqueBehaviour == False);
|
|||
|
Event Player.BotSeePlayer = Sorted Array(Filtered Array(All Living Players(Team 1), Has Spawned(Current Array Element)
|
|||
|
== True && Is In Line of Sight(Eye Position(Event Player), Eye Position(Current Array Element), Barriers Do Not Block LOS)
|
|||
|
== True), Distance Between(Position Of(Event Player), Position Of(Current Array Element)))[0];
|
|||
|
End;
|
|||
|
"TELEPORT PLAYER SO FAR"
|
|||
|
If(Event Player.BotDoesUniqueBehaviour && Distance Between(Position Of(Event Player.BotEchoCapturedPlayer),
|
|||
|
Global.BotEchoRespawnPosition) < 4);
|
|||
|
Play Effect(All Players(All Teams), Bad Pickup Effect, Color(White), Global.BotEchoRespawnPosition, 1);
|
|||
|
Teleport(Event Player.BotEchoCapturedPlayer, Random Value In Array(Global.BotEchoTeleportPositions));
|
|||
|
Set Status(Event Player.BotEchoCapturedPlayer, Event Player, Knocked Down, 1);
|
|||
|
Call Subroutine(BotEchoDetachPlayer);
|
|||
|
End;
|
|||
|
"BEGIN TO FLY TO THE PORTAL WITH A PLAYER"
|
|||
|
If(Event Player.BotDoesUniqueBehaviour);
|
|||
|
Start Facing(Event Player, Direction Towards(Eye Position(Event Player), Global.BotEchoRespawnPosition), 100, To World,
|
|||
|
Direction and Turn Rate);
|
|||
|
"BOT SEES THE PORTAL"
|
|||
|
If(Is In Line of Sight(Position Of(Event Player), Global.BotEchoRespawnPosition, Barriers Do Not Block LOS));
|
|||
|
"RESET PATH FINDING"
|
|||
|
If(Event Player.BotIsPathFinding);
|
|||
|
Call Subroutine(BotResetPathFinding);
|
|||
|
End;
|
|||
|
Start Throttle In Direction(Event Player, Direction Towards(Eye Position(Event Player), Global.BotEchoRespawnPosition), 1,
|
|||
|
To World, Replace existing throttle, Direction and Magnitude);
|
|||
|
"BOT DOES NOT SEE THE PORTAL"
|
|||
|
Else If(!Event Player.BotIsPathFinding);
|
|||
|
Event Player.BotTargetPlayer = Event Player.BotEchoCapturedPlayer;
|
|||
|
Stop Holding Button(Event Player, Button(Jump));
|
|||
|
Start Rule(BotStartPathFinding, Restart Rule);
|
|||
|
End;
|
|||
|
End;
|
|||
|
Wait(0.500, Ignore Condition);
|
|||
|
Loop If Condition Is True;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("BOT: ECHO - DEFEND PORTAL")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Ongoing - Each Player;
|
|||
|
Team 2;
|
|||
|
Echo;
|
|||
|
}
|
|||
|
|
|||
|
conditions
|
|||
|
{
|
|||
|
Is Dummy Bot(Event Player) == True;
|
|||
|
Has Spawned(Event Player) == True;
|
|||
|
Is Alive(Event Player) == True;
|
|||
|
Event Player.BotSeePlayer == Null;
|
|||
|
Event Player.IsRespawning == False;
|
|||
|
Event Player.BotIsPathFinding == False;
|
|||
|
Event Player.BotDoesUniqueBehaviour == False;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
Call Subroutine(BotEchoFlyToPortal);
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("BOT: ECHO - CAN SEE PLAYER")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Ongoing - Each Player;
|
|||
|
Team 2;
|
|||
|
Echo;
|
|||
|
}
|
|||
|
|
|||
|
conditions
|
|||
|
{
|
|||
|
Is Dummy Bot(Event Player) == True;
|
|||
|
Has Spawned(Event Player) == True;
|
|||
|
Is Alive(Event Player) == True;
|
|||
|
Event Player.BotSeePlayer != Null;
|
|||
|
Event Player.IsRespawning == False;
|
|||
|
Event Player.BotDoesUniqueBehaviour == False;
|
|||
|
Is In Line of Sight(Eye Position(Event Player), Eye Position(Event Player.BotSeePlayer), Barriers Do Not Block LOS) == True;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
If(Event Player.BotIsPathFinding);
|
|||
|
Call Subroutine(BotResetPathFinding);
|
|||
|
End;
|
|||
|
Call Subroutine(BotEchoFlyToPlayer);
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("BOT: ECHO - PATH FINDING TO PLAYER")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Ongoing - Each Player;
|
|||
|
Team 2;
|
|||
|
Echo;
|
|||
|
}
|
|||
|
|
|||
|
conditions
|
|||
|
{
|
|||
|
Is Dummy Bot(Event Player) == True;
|
|||
|
Has Spawned(Event Player) == True;
|
|||
|
Is Alive(Event Player) == True;
|
|||
|
Event Player.BotSeePlayer != Null;
|
|||
|
Event Player.IsRespawning == False;
|
|||
|
Event Player.BotIsPathFinding == False;
|
|||
|
Event Player.BotDoesUniqueBehaviour == False;
|
|||
|
Is In Line of Sight(Eye Position(Event Player), Eye Position(Event Player.BotSeePlayer), Barriers Do Not Block LOS) == False;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
Event Player.BotTargetPlayer = Event Player.BotSeePlayer;
|
|||
|
Stop Holding Button(Event Player, Button(Jump));
|
|||
|
Call Subroutine(BotStartPathFinding);
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("BOT: ECHO - ATTACH PLAYER BY BEAM")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Ongoing - Each Player;
|
|||
|
Team 2;
|
|||
|
Echo;
|
|||
|
}
|
|||
|
|
|||
|
conditions
|
|||
|
{
|
|||
|
Is Dummy Bot(Event Player) == True;
|
|||
|
Has Spawned(Event Player) == True;
|
|||
|
Is Alive(Event Player) == True;
|
|||
|
Event Player.HasBadStatus == False;
|
|||
|
Event Player.BotSeePlayer != Null;
|
|||
|
Event Player.IsRespawning == False;
|
|||
|
Event Player.BotEchoCapturedPlayer == Null;
|
|||
|
Event Player.BotDoesUniqueBehaviour == False;
|
|||
|
Is In Line of Sight(Eye Position(Event Player), Eye Position(Event Player.BotSeePlayer), Barriers Do Not Block LOS) == True;
|
|||
|
Distance Between(Position Of(Event Player), Position Of(Event Player.BotSeePlayer)) < 3;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
Event Player.BotDoesUniqueBehaviour = True;
|
|||
|
Event Player.BotEchoCapturedPlayer = Event Player.BotSeePlayer;
|
|||
|
Set Status(Event Player.BotEchoCapturedPlayer, Event Player, Stunned, 0.700);
|
|||
|
Set Status(Event Player.BotEchoCapturedPlayer, Event Player, Hacked, 10);
|
|||
|
Attach Players(Event Player.BotEchoCapturedPlayer, Event Player, Vector(0, 0, 2));
|
|||
|
Press Button(Event Player, Button(Ability 2));
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("BOT: ECHO - PLAYER DEAD")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Ongoing - Each Player;
|
|||
|
Team 2;
|
|||
|
Echo;
|
|||
|
}
|
|||
|
|
|||
|
conditions
|
|||
|
{
|
|||
|
Is Dummy Bot(Event Player) == True;
|
|||
|
Has Spawned(Event Player) == True;
|
|||
|
Is Alive(Event Player) == True;
|
|||
|
Event Player.IsRespawning == False;
|
|||
|
Is Dead(Event Player.BotEchoCapturedPlayer) != Null;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
If(Event Player.BotDoesUniqueBehaviour);
|
|||
|
Call Subroutine(BotEchoDetachPlayer);
|
|||
|
End;
|
|||
|
If(Event Player.BotIsPathFinding);
|
|||
|
Call Subroutine(BotResetPathFinding);
|
|||
|
End;
|
|||
|
Call Subroutine(BotEchoFlyToPortal);
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("BOT: ECHO - DEATH")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Player Died;
|
|||
|
Team 2;
|
|||
|
Echo;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
Call Subroutine(BotEchoDetachPlayer);
|
|||
|
Stop Holding Button(Event Player, Button(Jump));
|
|||
|
Wait(5, Ignore Condition);
|
|||
|
Teleport(Event Player, Vector(0, 999, 0));
|
|||
|
Start Forcing Player To Be Hero(Event Player, Hero(Orisa));
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("SUBROUTINE: ECHO - RESPAWN")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Subroutine;
|
|||
|
BotEchoRespawn;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
Event Player.BotCounter = 0;
|
|||
|
Event Player.BotEffects = Empty Array;
|
|||
|
Create Effect(All Players(All Teams), Good Aura, Color(Sky Blue), Global.BotEchoRespawnPosition, Event Player.BotCounter,
|
|||
|
Visible To Position and Radius);
|
|||
|
Modify Player Variable(Event Player, BotEffects, Append To Array, Last Created Entity);
|
|||
|
Create Effect(All Players(All Teams), Bad Aura, Color(Sky Blue), Global.BotEchoRespawnPosition, Event Player.BotCounter,
|
|||
|
Visible To Position and Radius);
|
|||
|
Modify Player Variable(Event Player, BotEffects, Append To Array, Last Created Entity);
|
|||
|
Create Effect(All Players(All Teams), Energy Sound, Color(White), Global.BotEchoRespawnPosition, 200, Visible To);
|
|||
|
Modify Player Variable(Event Player, BotEffects, Append To Array, Last Created Entity);
|
|||
|
Chase Player Variable Over Time(Event Player, BotCounter, 3, 0.800, Destination and Duration);
|
|||
|
Play Effect(All Players(All Teams), Sombra EMP Explosion Effect, Color(Sky Blue), Global.BotEchoRespawnPosition, 12);
|
|||
|
Play Effect(All Players(All Teams), Sombra EMP Explosion Sound, Null, Global.BotEchoRespawnPosition, 100);
|
|||
|
Wait(3, Ignore Condition);
|
|||
|
Teleport(Event Player, Global.BotEchoRespawnPosition);
|
|||
|
Play Effect(All Players(All Teams), Good Explosion, Color(White), Global.BotEchoRespawnPosition, 2.500);
|
|||
|
Play Effect(All Players(All Teams), Debuff Impact Sound, Null, Global.BotEchoRespawnPosition, 100);
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("SUBROUTINE: ECHO - FLY TO PLAYER")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Subroutine;
|
|||
|
BotEchoFlyToPlayer;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
Start Facing(Event Player, Direction Towards(Eye Position(Event Player), Eye Position(Event Player.BotSeePlayer)), 300, To World,
|
|||
|
Direction and Turn Rate);
|
|||
|
Start Throttle In Direction(Event Player, Direction Towards(Eye Position(Event Player), Eye Position(Event Player.BotSeePlayer)),
|
|||
|
1, To World, Replace existing throttle, Direction and Magnitude);
|
|||
|
Stop Holding Button(Event Player, Button(Jump));
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("SUBROUTINE: ECHO - FLY TO PORTAL")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Subroutine;
|
|||
|
BotEchoFlyToPortal;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
Start Facing(Event Player, Direction Towards(Eye Position(Event Player), Global.BotEchoRespawnPosition), 100, To World,
|
|||
|
Direction and Turn Rate);
|
|||
|
Start Throttle In Direction(Event Player, Direction Towards(Eye Position(Event Player), Global.BotEchoRespawnPosition), 1,
|
|||
|
To World, Replace existing throttle, Direction and Magnitude);
|
|||
|
Start Holding Button(Event Player, Button(Jump));
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("SUBROUTINE: ECHO - DETACH PLAYER")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Subroutine;
|
|||
|
BotEchoDetachPlayer;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
Detach Players(Event Player.BotEchoCapturedPlayer);
|
|||
|
Clear Status(Event Player.BotEchoCapturedPlayer, Hacked);
|
|||
|
"IF PLAYER INSIDE THE WALL"
|
|||
|
If(Is In Line of Sight(Eye Position(Event Player), Eye Position(Event Player.BotEchoCapturedPlayer), Barriers Do Not Block LOS));
|
|||
|
Teleport(Event Player.BotEchoCapturedPlayer, Position Of(Event Player));
|
|||
|
End;
|
|||
|
Event Player.BotDoesUniqueBehaviour = False;
|
|||
|
Event Player.BotEchoCapturedPlayer = Null;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
disabled rule("=== REINHARDT ===")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Ongoing - Global;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("BOT: REIN - SET PLAYER AS TARGET")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Ongoing - Each Player;
|
|||
|
Team 2;
|
|||
|
Reinhardt;
|
|||
|
}
|
|||
|
|
|||
|
conditions
|
|||
|
{
|
|||
|
Is Dummy Bot(Event Player) == True;
|
|||
|
Has Spawned(Event Player) == True;
|
|||
|
Is Alive(Event Player) == True;
|
|||
|
Event Player.IsRespawning == False;
|
|||
|
disabled Event Player.BotIsPathFinding == False;
|
|||
|
"BOT IS FAR FROM GATES"
|
|||
|
disabled Distance Between(Vector(X Component Of(Position Of(Event Player)), 0, Z Component Of(Position Of(Event Player))), Vector(
|
|||
|
X Component Of(Global.GatePosition), 0, Z Component Of(Global.GatePosition))) > 20;
|
|||
|
"CAN SEE PLAYER"
|
|||
|
Is True For Any(Filtered Array(All Living Players(Team 1), Has Spawned(Current Array Element)), Is In Line of Sight(Eye Position(
|
|||
|
Event Player), Eye Position(Current Array Element), Barriers Do Not Block LOS)) == True;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
Call Subroutine(BotResetPathFinding);
|
|||
|
"SET CLOSEST PLAYER TO BOT AS TARGET AND FOLLOW HIM"
|
|||
|
Event Player.BotTargetPlayer = Sorted Array(Filtered Array(All Living Players(Team 1), Has Spawned(Current Array Element)
|
|||
|
== True && Is In Line of Sight(Eye Position(Event Player), Eye Position(Current Array Element), Barriers Do Not Block LOS)
|
|||
|
== True), Distance Between(Position Of(Event Player), Position Of(Current Array Element)))[0];
|
|||
|
Start Facing(Event Player, Direction Towards(Position Of(Event Player), Position Of(Event Player.BotTargetPlayer)), 360, To World,
|
|||
|
Direction and Turn Rate);
|
|||
|
Start Rule(BotStartPathFinding, Restart Rule);
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("BOT: REIN - SET GATE AS TARGET")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Ongoing - Each Player;
|
|||
|
Team 2;
|
|||
|
Reinhardt;
|
|||
|
}
|
|||
|
|
|||
|
conditions
|
|||
|
{
|
|||
|
Is Dummy Bot(Event Player) == True;
|
|||
|
Has Spawned(Event Player) == True;
|
|||
|
Is Alive(Event Player) == True;
|
|||
|
Event Player.IsRespawning == False;
|
|||
|
"BOT DOESN'T FOLLOW PLAYER"
|
|||
|
Event Player.BotTargetPlayer == -1;
|
|||
|
"CAN'T SEE ANY PLAYER"
|
|||
|
disabled Is True For Any(Filtered Array(All Living Players(Team 1), Has Spawned(Current Array Element)), !Is In Line of Sight(Eye Position(
|
|||
|
Event Player), Eye Position(Current Array Element), Barriers Do Not Block LOS)) == True;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
Call Subroutine(BotResetPathFinding);
|
|||
|
"SET GATE AS TARGET"
|
|||
|
Event Player.BotTargetPosition = Global.GatePosition;
|
|||
|
Start Facing(Event Player, Direction Towards(Position Of(Event Player), Event Player.BotNextNodePosition), 360, To World,
|
|||
|
Direction and Turn Rate);
|
|||
|
Start Rule(BotStartPathFinding, Restart Rule);
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("BOT: REIN - TARGET DEAD")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Ongoing - Each Player;
|
|||
|
Team 2;
|
|||
|
Reinhardt;
|
|||
|
}
|
|||
|
|
|||
|
conditions
|
|||
|
{
|
|||
|
Is Dummy Bot(Event Player) == True;
|
|||
|
Has Spawned(Event Player) == True;
|
|||
|
Is Alive(Event Player) == True;
|
|||
|
Event Player.IsRespawning == False;
|
|||
|
Event Player.BotTargetPlayer != -1;
|
|||
|
Is Dead(Event Player.BotTargetPlayer) == True;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
Call Subroutine(BotResetPathFinding);
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("BOT: REIN - ATTACK TARGET")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Ongoing - Each Player;
|
|||
|
Team 2;
|
|||
|
Reinhardt;
|
|||
|
}
|
|||
|
|
|||
|
conditions
|
|||
|
{
|
|||
|
Is Dummy Bot(Event Player) == True;
|
|||
|
Has Spawned(Event Player) == True;
|
|||
|
Is Alive(Event Player) == True;
|
|||
|
Event Player.IsRespawning == False;
|
|||
|
"CAN ATTACK TARGET"
|
|||
|
Distance Between(Position Of(Event Player), Event Player.BotTargetPlayer != -1 ? Position Of(Event Player.BotTargetPlayer)
|
|||
|
: Global.GatePosition) < 4;
|
|||
|
"CAN ATTACK TARGET (2D DISTANCE)"
|
|||
|
disabled Distance Between(Vector(X Component Of(Position Of(Event Player)), 0, Z Component Of(Position Of(Event Player))), Vector(
|
|||
|
X Component Of(Event Player.BotTargetPlayer != -1 ? Position Of(Event Player.BotTargetPlayer) : Global.GatePosition), 0,
|
|||
|
Z Component Of(Event Player.BotTargetPlayer != -1 ? Position Of(Event Player.BotTargetPlayer) : Global.GatePosition))) < 4;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
Start Holding Button(Event Player, Button(Primary Fire));
|
|||
|
Stop Holding Button(Event Player, Button(Secondary Fire));
|
|||
|
"TARGET IS PLAYER"
|
|||
|
Abort If(Event Player.BotTargetPlayer != -1);
|
|||
|
If(Event Player.isBoss == 1);
|
|||
|
"TARGET IS GATE"
|
|||
|
Global.GateHealth -= 25;
|
|||
|
Else;
|
|||
|
Global.GateHealth -= 5;
|
|||
|
End;
|
|||
|
Start Rule(GateProgressBarColor, Restart Rule);
|
|||
|
Wait(0.900, Ignore Condition);
|
|||
|
Loop If Condition Is True;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("BOT: REIN - STOP ATTACK TARGET")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Ongoing - Each Player;
|
|||
|
Team 2;
|
|||
|
Reinhardt;
|
|||
|
}
|
|||
|
|
|||
|
conditions
|
|||
|
{
|
|||
|
Is Dummy Bot(Event Player) == True;
|
|||
|
Has Spawned(Event Player) == True;
|
|||
|
Is Alive(Event Player) == True;
|
|||
|
Event Player.IsRespawning == False;
|
|||
|
"CAN ATTACK TARGET"
|
|||
|
Distance Between(Position Of(Event Player), Event Player.BotTargetPlayer != -1 ? Position Of(Event Player.BotTargetPlayer)
|
|||
|
: Global.GatePosition) > 4;
|
|||
|
"CAN'T ATTACK TARGET (2D DISTANCE)"
|
|||
|
disabled Distance Between(Vector(X Component Of(Position Of(Event Player)), 0, Z Component Of(Position Of(Event Player))), Vector(
|
|||
|
X Component Of(Event Player.BotTargetPlayer != -1 ? Position Of(Event Player.BotTargetPlayer) : Global.GatePosition), 0,
|
|||
|
Z Component Of(Event Player.BotTargetPlayer != -1 ? Position Of(Event Player.BotTargetPlayer) : Global.GatePosition))) > 4;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
Stop Holding Button(Event Player, Button(Primary Fire));
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("BOT: REIN - USE SHIELD")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Player Took Damage;
|
|||
|
Team 2;
|
|||
|
Reinhardt;
|
|||
|
}
|
|||
|
|
|||
|
conditions
|
|||
|
{
|
|||
|
Distance Between(Position Of(Event Player), Position Of(Event Player.BotTargetPlayer)) > 3;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
Start Facing(Event Player, Direction Towards(Eye Position(Event Player), Eye Position(Attacker)), 200, To World,
|
|||
|
Direction and Turn Rate);
|
|||
|
Start Holding Button(Event Player, Button(Secondary Fire));
|
|||
|
Wait Until(Distance Between(Position Of(Event Player), Position Of(Event Player.BotTargetPlayer)) < 3, 3);
|
|||
|
Stop Holding Button(Event Player, Button(Secondary Fire));
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("BOT: REIN - CHARGE IN GATE")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Ongoing - Each Player;
|
|||
|
Team 2;
|
|||
|
Reinhardt;
|
|||
|
}
|
|||
|
|
|||
|
conditions
|
|||
|
{
|
|||
|
Is Dummy Bot(Event Player) == True;
|
|||
|
Has Spawned(Event Player) == True;
|
|||
|
Is Alive(Event Player) == True;
|
|||
|
Event Player.IsRespawning == False;
|
|||
|
Event Player.BotTargetPlayer == -1;
|
|||
|
Is Using Ability 1(Event Player) == False;
|
|||
|
Is In Line of Sight(Eye Position(Event Player), Global.GatePosition, Barriers Do Not Block LOS) == True;
|
|||
|
Is In View Angle(Event Player, Global.GatePosition, 7.500) == True;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
disabled Wait(0.800, Abort When False);
|
|||
|
Start Holding Button(Event Player, Button(Ability 1));
|
|||
|
Wait Until(Is Using Ability 1(Event Player), 1);
|
|||
|
Stop Holding Button(Event Player, Button(Ability 1));
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("BOT: REIN - DEATH")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Ongoing - Each Player;
|
|||
|
Team 2;
|
|||
|
Reinhardt;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
Stop Holding Button(Event Player, Button(Primary Fire));
|
|||
|
Stop Holding Button(Event Player, Button(Secondary Fire));
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("SUBROUTINE: REIN - RESPAWN")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Subroutine;
|
|||
|
BotReinRespawn;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
Call Subroutine(BotApearFromUnderground);
|
|||
|
Start Facing(Event Player, Direction Towards(Position Of(Event Player), Event Player.BotNextNodePosition), 360, To World,
|
|||
|
Direction and Turn Rate);
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
disabled rule("=== WIDOW ===")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Ongoing - Global;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("BOT: WIDOW - SEE PLAYER")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Ongoing - Each Player;
|
|||
|
Team 2;
|
|||
|
Widowmaker;
|
|||
|
}
|
|||
|
|
|||
|
conditions
|
|||
|
{
|
|||
|
Is Dummy Bot(Event Player) == True;
|
|||
|
Has Spawned(Event Player) == True;
|
|||
|
Is Alive(Event Player) == True;
|
|||
|
Is Reloading(Event Player) == False;
|
|||
|
Event Player.BotSeePlayer == Null;
|
|||
|
Event Player.HasBadStatus == False;
|
|||
|
"CAN SEE PLAYER"
|
|||
|
Is True For Any(Filtered Array(All Living Players(Team 1), Has Spawned(Current Array Element)), Is In Line of Sight(Eye Position(
|
|||
|
Event Player), Eye Position(Current Array Element), Barriers Do Not Block LOS)) == True;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
Event Player.BotSeePlayer = Sorted Array(Filtered Array(All Living Players(Team 1), Has Spawned(Current Array Element)
|
|||
|
== True && Is In Line of Sight(Eye Position(Event Player), Eye Position(Current Array Element), Barriers Do Not Block LOS)
|
|||
|
== True), Distance Between(Position Of(Event Player), Position Of(Current Array Element)))[0];
|
|||
|
Event Player.BotWidowShotTime = Total Time Elapsed + (Global.TimeMin >= 9 ? Random Real(2, 5) : Random Real(5, 10));
|
|||
|
Start Facing(Event Player, Direction Towards(Eye Position(Event Player), Eye Position(Event Player.BotSeePlayer)), 9999, To World,
|
|||
|
Direction and Turn Rate);
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("BOT: WIDOW - SHOOT")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Ongoing - Each Player;
|
|||
|
Team 2;
|
|||
|
Widowmaker;
|
|||
|
}
|
|||
|
|
|||
|
conditions
|
|||
|
{
|
|||
|
Is Dummy Bot(Event Player) == True;
|
|||
|
Has Spawned(Event Player) == True;
|
|||
|
Is Alive(Event Player) == True;
|
|||
|
Is Reloading(Event Player) == False;
|
|||
|
Event Player.BotSeePlayer != Null;
|
|||
|
Event Player.HasBadStatus == False;
|
|||
|
Total Time Elapsed >= Event Player.BotWidowShotTime;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
Press Button(Event Player, Button(Primary Fire));
|
|||
|
Stop Facing(Event Player);
|
|||
|
Event Player.BotSeePlayer = Null;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("BOT: WIDOW - Aim Sound")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Ongoing - Each Player;
|
|||
|
Team 1;
|
|||
|
All;
|
|||
|
}
|
|||
|
|
|||
|
conditions
|
|||
|
{
|
|||
|
Is Alive(Event Player) == True;
|
|||
|
Is In Line of Sight(Eye Position(Players On Hero(Hero(Widowmaker), Team 2)), Eye Position(Event Player), Barriers Do Not Block LOS)
|
|||
|
== True;
|
|||
|
Is Alive(Players On Hero(Hero(Widowmaker), Team 2)) == True;
|
|||
|
Players On Hero(Hero(Widowmaker), Team 2).BotSeePlayer == True;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
Play Effect(Event Player, Explosion Sound, Color(White), Event Player, 100);
|
|||
|
Wait(1, Abort When False);
|
|||
|
Loop If Condition Is True;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("BOT: WIDOW - TELEPORT TO NEW POSITION")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Ongoing - Each Player;
|
|||
|
Team 2;
|
|||
|
Widowmaker;
|
|||
|
}
|
|||
|
|
|||
|
conditions
|
|||
|
{
|
|||
|
Is Dummy Bot(Event Player) == True;
|
|||
|
Has Spawned(Event Player) == True;
|
|||
|
Is Alive(Event Player) == True;
|
|||
|
Event Player.HasBadStatus == False;
|
|||
|
Total Time Elapsed >= Event Player.BotWidowTeleportTime;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
Event Player.BotWidowTeleportTime = Total Time Elapsed + 28;
|
|||
|
Event Player.BotWidowShotTime = Total Time Elapsed + Random Real(1, 1.600);
|
|||
|
Play Effect(All Players(All Teams), Bad Pickup Effect, Color(White), Event Player, 1);
|
|||
|
Wait(0.016, Ignore Condition);
|
|||
|
Teleport(Event Player, Filtered Array(Global.SniperPositions, Distance Between(Event Player.BotEventPosition,
|
|||
|
Current Array Element) > 5)[Random Integer(0, Count Of(Global.SniperPositions) - 2)]);
|
|||
|
Wait(0.020, Ignore Condition);
|
|||
|
Event Player.BotEventPosition = Position Of(Event Player);
|
|||
|
Set Facing(Event Player, Direction Towards(Eye Position(Event Player), Objective Position(2)), To World);
|
|||
|
Play Effect(All Players(All Teams), Good Pickup Effect, Color(White), Event Player, 2);
|
|||
|
Play Effect(All Players(All Teams), Debuff Impact Sound, Color(White), Event Player, 100);
|
|||
|
Event Player.BotWidowShotTime = Total Time Elapsed + (Global.TimeMin >= 9 ? Random Real(2, 5) : Random Real(5, 10));
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("BOT: WIDOW - DEATH")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Player Died;
|
|||
|
Team 2;
|
|||
|
Widowmaker;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
Stop Holding Button(Event Player, Button(Secondary Fire));
|
|||
|
Wait(0.250, Ignore Condition);
|
|||
|
Destroy Effect(Event Player.BotEffects);
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("SUBROUTINE: WIDOW - RESPAWN")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Subroutine;
|
|||
|
BotWidowRespawn;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
"RESPAWN ON RANDOM SNIPER POSITION"
|
|||
|
Teleport(Event Player, Filtered Array(Global.SniperPositions, Distance Between(Event Player.BotEventPosition,
|
|||
|
Current Array Element) > 5)[Random Integer(0, Count Of(Global.SniperPositions) - 2)]);
|
|||
|
Wait(0.020, Ignore Condition);
|
|||
|
Event Player.BotEventPosition = Position Of(Event Player);
|
|||
|
Play Effect(All Players(All Teams), Good Pickup Effect, Color(White), Event Player, 2);
|
|||
|
Play Effect(All Players(All Teams), Debuff Impact Sound, Color(White), Event Player, 100);
|
|||
|
Set Facing(Event Player, Direction Towards(Eye Position(Event Player), Objective Position(2)), To World);
|
|||
|
Wait(0.700, Ignore Condition);
|
|||
|
Start Holding Button(Event Player, Button(Secondary Fire));
|
|||
|
Create Beam Effect(All Players(All Teams), Torbjörn Turret Sight Beam, Eye Position(Event Player), Update Every Frame(
|
|||
|
Ray Cast Hit Position(Eye Position(Event Player), Eye Position(Event Player) + Facing Direction Of(Event Player) * 999, Null,
|
|||
|
Event Player, False)), Color(Red), Visible To Position and Radius);
|
|||
|
Event Player.BotEffects = Last Created Entity;
|
|||
|
Wait Until(Is Dead(Event Player), 99999);
|
|||
|
Destroy Effect(Event Player.BotEffects);
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("SUBROUTINE: WIDOW - BAD STATUS")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Subroutine;
|
|||
|
BotWidowBadStatus;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
Stop Facing(Event Player);
|
|||
|
Destroy Effect(Event Player.BotEffects);
|
|||
|
Wait Until(!Event Player.HasBadStatus, 15);
|
|||
|
Create Beam Effect(All Players(All Teams), Torbjörn Turret Sight Beam, Eye Position(Event Player), Update Every Frame(
|
|||
|
Ray Cast Hit Position(Eye Position(Event Player), Eye Position(Event Player) + Facing Direction Of(Event Player) * 999, Null,
|
|||
|
Event Player, False)), Color(Red), Visible To Position and Radius);
|
|||
|
Event Player.BotEffects = Last Created Entity;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
disabled rule("=== BASTION ===")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Ongoing - Global;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
disabled rule("BOT: BASTION - FLAME GUN")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Ongoing - Each Player;
|
|||
|
Team 2;
|
|||
|
Bastion;
|
|||
|
}
|
|||
|
|
|||
|
conditions
|
|||
|
{
|
|||
|
Is Dummy Bot(Event Player) == True;
|
|||
|
Event Player.BotIsOrisaChild == False;
|
|||
|
Has Spawned(Event Player) == True;
|
|||
|
Is Alive(Event Player) == True;
|
|||
|
Event Player.BotSeePlayer == True;
|
|||
|
Is Reloading(Event Player) == False;
|
|||
|
Event Player.BotDoesUniqueBehaviour == False;
|
|||
|
Is In View Angle(Event Player, Position Of(Event Player.BotSeePlayer), 50) == True;
|
|||
|
Distance Between(Position Of(Event Player), Position Of(Event Player.BotSeePlayer)) < 8;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
Event Player.BotDoesUniqueBehaviour = True;
|
|||
|
Stop Holding Button(Event Player, Button(Primary Fire));
|
|||
|
Create Effect(All Players(All Teams), Bad Aura, Color(Orange), Update Every Frame(Eye Position(Event Player) + World Vector Of(
|
|||
|
Vector(-1, -1.200, 1.800), Event Player, Rotation)), 1, Visible To Position and Radius);
|
|||
|
Event Player.BotEffects = Last Created Entity;
|
|||
|
Start Rule(BotBastionFlameGunDamage, Do Nothing);
|
|||
|
Wait(1.100, Ignore Condition);
|
|||
|
Destroy Effect(Event Player.BotEffects);
|
|||
|
Wait(4, Ignore Condition);
|
|||
|
Loop If Condition Is True;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
disabled rule("BOT: BASTION - CAN SEE PLAYER")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Ongoing - Each Player;
|
|||
|
Team 2;
|
|||
|
Bastion;
|
|||
|
}
|
|||
|
|
|||
|
conditions
|
|||
|
{
|
|||
|
Is Dummy Bot(Event Player) == True;
|
|||
|
Event Player.BotIsOrisaChild == False;
|
|||
|
Has Spawned(Event Player) == True;
|
|||
|
Is Alive(Event Player) == True;
|
|||
|
disabled Event Player.BotSeePlayer == Null;
|
|||
|
Is True For Any(Filtered Array(All Living Players(Team 1), Has Spawned(Current Array Element)), Is In Line of Sight(Eye Position(
|
|||
|
Event Player), Eye Position(Current Array Element), Barriers Do Not Block LOS)) == True;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
Event Player.BotSeePlayer = Sorted Array(Filtered Array(All Living Players(Team 1), Has Spawned(Current Array Element)
|
|||
|
== True && Is In Line of Sight(Eye Position(Event Player), Eye Position(Current Array Element), Barriers Do Not Block LOS)
|
|||
|
== True), Distance Between(Position Of(Event Player), Position Of(Current Array Element)))[0];
|
|||
|
Start Facing(Event Player, Direction Towards(Eye Position(Event Player), Eye Position(Event Player.BotSeePlayer)), 100, To World,
|
|||
|
Direction and Turn Rate);
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
disabled rule("BOT: BASTION - CAN'T SEE PLAYER")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Ongoing - Each Player;
|
|||
|
Team 2;
|
|||
|
Bastion;
|
|||
|
}
|
|||
|
|
|||
|
conditions
|
|||
|
{
|
|||
|
Is Dummy Bot(Event Player) == True;
|
|||
|
Event Player.BotIsOrisaChild == False;
|
|||
|
Has Spawned(Event Player) == True;
|
|||
|
Is Alive(Event Player) == True;
|
|||
|
Event Player.BotSeePlayer != Null;
|
|||
|
Is True For Any(Filtered Array(All Living Players(Team 1), Has Spawned(Current Array Element)), Is In Line of Sight(Eye Position(
|
|||
|
Event Player), Eye Position(Current Array Element), Barriers Do Not Block LOS)) == False;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
Event Player.BotSeePlayer = Null;
|
|||
|
Start Facing(Event Player, Direction Towards(Position Of(Event Player), Event Player.BotNextNodePosition), 100, To World,
|
|||
|
Direction and Turn Rate);
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
disabled rule("BOT: BASTION - MOVE TO BASTION'S TARGET (POSITION)")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Ongoing - Each Player;
|
|||
|
Team 2;
|
|||
|
Bastion;
|
|||
|
}
|
|||
|
|
|||
|
conditions
|
|||
|
{
|
|||
|
Is Dummy Bot(Event Player) == True;
|
|||
|
Event Player.BotIsOrisaChild == False;
|
|||
|
Has Spawned(Event Player) == True;
|
|||
|
Is Alive(Event Player) == True;
|
|||
|
Event Player.IsRespawning == False;
|
|||
|
Event Player.BotIsPathFinding == False;
|
|||
|
Event Player.BotDoesUniqueBehaviour == False;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
Event Player.BotTargetPosition = Random Value In Array(Filtered Array(Global.BastionTargetPositions, Distance Between(Position Of(
|
|||
|
Event Player), Current Array Element) > 3.500));
|
|||
|
Start Rule(BotStartPathFinding, Do Nothing);
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("BOT: BASTION - MAIN LOGIC - LOOP")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Ongoing - Each Player;
|
|||
|
Team 2;
|
|||
|
Bastion;
|
|||
|
}
|
|||
|
|
|||
|
conditions
|
|||
|
{
|
|||
|
Is Dummy Bot(Event Player) == True;
|
|||
|
Event Player.BotIsOrisaChild == False;
|
|||
|
Has Spawned(Event Player) == True;
|
|||
|
Is Alive(Event Player) == True;
|
|||
|
Event Player.IsRespawning == False;
|
|||
|
Event Player.BotDoesUniqueBehaviour == False;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
Event Player.BotSeePlayer = Sorted Array(Filtered Array(All Living Players(Team 1), Has Spawned(Current Array Element)
|
|||
|
== True && Is In Line of Sight(Eye Position(Event Player), Eye Position(Current Array Element), Barriers Do Not Block LOS)
|
|||
|
== True), Distance Between(Position Of(Event Player), Position Of(Current Array Element)))[0];
|
|||
|
"SEE THE PLAYER"
|
|||
|
If(Event Player.BotSeePlayer != Null);
|
|||
|
Stop Holding Button(Event Player, Button(Secondary Fire));
|
|||
|
Start Facing(Event Player, Direction Towards(Eye Position(Event Player), Eye Position(Event Player.BotSeePlayer) - Vector(0, 0.500,
|
|||
|
0)), 100, To World, Direction and Turn Rate);
|
|||
|
"SELF REPAIRING"
|
|||
|
Else If(!Is Firing Secondary(Event Player) && Health(Event Player) < Max Health(Event Player));
|
|||
|
Start Holding Button(Event Player, Button(Secondary Fire));
|
|||
|
End;
|
|||
|
"START FOLLOW PATH"
|
|||
|
disabled If(!Event Player.BotIsPathFinding && !Event Player.BotDoesUniqueBehaviour);
|
|||
|
disabled Start Rule(BotResetPathFinding, Do Nothing);
|
|||
|
disabled Wait(0.050, Ignore Condition);
|
|||
|
disabled Event Player.BotTargetPosition = Random Value In Array(Global.BastionTargetPositions);
|
|||
|
disabled Start Facing(Event Player, Direction Towards(Eye Position(Event Player), Event Player.BotTargetPosition + Vector(0, 2, 0)), 100,
|
|||
|
To World, Direction and Turn Rate);
|
|||
|
disabled Start Rule(BotStartPathFinding, Do Nothing);
|
|||
|
"REACHED PATH TARGET"
|
|||
|
disabled Else If(Distance Between(Position Of(Event Player), Event Player.BotTargetPosition) <= 3);
|
|||
|
disabled Start Rule(BotResetPathFinding, Do Nothing);
|
|||
|
disabled End;
|
|||
|
Wait(1, Ignore Condition);
|
|||
|
Loop If Condition Is True;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("BOT: BASTION - ARTILLERY")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Ongoing - Each Player;
|
|||
|
Team 2;
|
|||
|
Bastion;
|
|||
|
}
|
|||
|
|
|||
|
conditions
|
|||
|
{
|
|||
|
Is Dummy Bot(Event Player) == True;
|
|||
|
Event Player.BotIsOrisaChild == False;
|
|||
|
Has Spawned(Event Player) == True;
|
|||
|
Is Alive(Event Player) == True;
|
|||
|
Event Player.BotSeePlayer == True;
|
|||
|
Is Reloading(Event Player) == False;
|
|||
|
Event Player.BotDoesUniqueBehaviour == False;
|
|||
|
Is In View Angle(Event Player, Position Of(Event Player.BotSeePlayer), 30) == True;
|
|||
|
Distance Between(Position Of(Event Player), Position Of(Event Player.BotSeePlayer)) > 18;
|
|||
|
Distance Between(Eye Position(Event Player), Ray Cast Hit Position(Eye Position(Event Player), Eye Position(Event Player)
|
|||
|
+ Up * 99, Null, Event Player, False)) >= 35;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
"TRYING TO CAPTURE TARGET"
|
|||
|
Wait(0.800, Abort When False);
|
|||
|
"CAPTURE TARGET"
|
|||
|
Event Player.BotDoesUniqueBehaviour = True;
|
|||
|
Stop Throttle In Direction(Event Player);
|
|||
|
Create Beam Effect(All Players(All Teams), Torbjörn Turret Sight Beam, Update Every Frame(Eye Position(Event Player)),
|
|||
|
Update Every Frame(Ray Cast Hit Position(Eye Position(Event Player), Eye Position(Event Player) + Facing Direction Of(
|
|||
|
Event Player) * 1000, All Living Players(Team 1), Event Player, True)), Color(Sky Blue), Visible To Position and Radius);
|
|||
|
Event Player.BotEffects = Last Created Entity;
|
|||
|
Wait(1.400, Ignore Condition);
|
|||
|
Destroy Effect(Event Player.BotEffects);
|
|||
|
Abort If(Is Dead(Event Player));
|
|||
|
Event Player.BotEventPosition = Position Of(Event Player.BotSeePlayer);
|
|||
|
"SHOOT FROM ARTILLERY"
|
|||
|
Event Player.BotBastionArtilleryDidShotsCount = 0;
|
|||
|
For Player Variable(Event Player, BotLoopIterator1, 0, 4, 1);
|
|||
|
Event Player.BotBastionArtilleryDidShotsCount += 1;
|
|||
|
Play Effect(All Players(All Teams), Wrecking Ball Minefield Explosion Sound, Color(White), Eye Position(Event Player), 250);
|
|||
|
Play Effect(All Players(All Teams), Pharah Barrage Explosion Effect, Color(Orange), Eye Position(Event Player) + World Vector Of(
|
|||
|
Vector(0, 1.400, -0.700), Event Player, Rotation), 2);
|
|||
|
Create Beam Effect(All Players(All Teams), Zarya Particle Beam, Eye Position(Event Player) + World Vector Of(Vector(0, 1.400,
|
|||
|
-0.700), Event Player, Rotation), Eye Position(Event Player) + World Vector Of(Vector(Random Real(-1, 1), Random Integer(40,
|
|||
|
80), Random Real(0.500, 1.500)), Event Player, Rotation), Color(Orange), Visible To);
|
|||
|
Event Player.BotEffects = Last Created Entity;
|
|||
|
Wait(0.050, Ignore Condition);
|
|||
|
Destroy Effect(Event Player.BotEffects);
|
|||
|
Wait(0.400, Ignore Condition);
|
|||
|
If(Is Dead(Event Player));
|
|||
|
Break;
|
|||
|
End;
|
|||
|
End;
|
|||
|
disabled Call Subroutine(BotResetPathFinding);
|
|||
|
disabled Start Rule(BotStartPathFinding, Do Nothing);
|
|||
|
Start Throttle In Direction(Event Player, Direction Towards(Position Of(Event Player), Event Player.BotNextNodePosition), 1,
|
|||
|
To World, Replace existing throttle, Direction and Magnitude);
|
|||
|
Wait(1.500, Ignore Condition);
|
|||
|
Start Rule(BotBastionArtilleryDamage, Do Nothing);
|
|||
|
Wait(4, Ignore Condition);
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("BOT: BASTION - PRIMARY FIRE")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Ongoing - Each Player;
|
|||
|
Team 2;
|
|||
|
Bastion;
|
|||
|
}
|
|||
|
|
|||
|
conditions
|
|||
|
{
|
|||
|
Is Dummy Bot(Event Player) == True;
|
|||
|
Event Player.BotIsOrisaChild == False;
|
|||
|
Has Spawned(Event Player) == True;
|
|||
|
Is Alive(Event Player) == True;
|
|||
|
Event Player.BotSeePlayer != Null;
|
|||
|
Event Player.BotDoesUniqueBehaviour == False;
|
|||
|
Is In View Angle(Event Player, Position Of(Event Player.BotSeePlayer), 40) == True;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
Start Holding Button(Event Player, Button(Primary Fire));
|
|||
|
Wait(1, Ignore Condition);
|
|||
|
Stop Holding Button(Event Player, Button(Primary Fire));
|
|||
|
Wait(1, Ignore Condition);
|
|||
|
Loop If Condition Is True;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("BOT: BASTION - DEATH")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Player Died;
|
|||
|
Team 2;
|
|||
|
Bastion;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
Stop Holding Button(Event Player, Button(Secondary Fire));
|
|||
|
For Player Variable(Event Player, BotLoopIterator1, 0, 3, 1);
|
|||
|
Play Effect(All Players(All Teams), Bastion Tank Cannon Explosion Effect, Color(White), Event Player, 1);
|
|||
|
Play Effect(All Players(All Teams), Bastion Tank Cannon Explosion Sound, Color(White), Event Player, 100);
|
|||
|
Wait(0.250, Ignore Condition);
|
|||
|
End;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("SUBROUTINE: BASTION - RESPAWN")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Subroutine;
|
|||
|
BotBastionRespawn;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
Abort If(Event Player.BotIsOrisaChild == True);
|
|||
|
Call Subroutine(BotLandingFromSky);
|
|||
|
Set Ammo(Event Player, 0, 0);
|
|||
|
Wait Until(!Is Reloading(Event Player), 99999);
|
|||
|
Event Player.BotTargetPosition = Objective Position(2);
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("SUBROUTINE: BASTION - ARTILLERY DAMAGE")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Subroutine;
|
|||
|
BotBastionArtilleryDamage;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
Event Player.BotDoesUniqueBehaviour = False;
|
|||
|
"EXPLOSIONS OF ARTILLERY"
|
|||
|
For Player Variable(Event Player, BotLoopIterator2, 0, Event Player.BotBastionArtilleryDidShotsCount, 1);
|
|||
|
Event Player.BotEventPosition = Ray Cast Hit Position(Event Player.BotEventPosition + Vector(0, 50, 0),
|
|||
|
Event Player.BotEventPosition + Vector(Random Integer(-4, 4), -15, Random Integer(-4, 4)), Null, Event Player, True);
|
|||
|
Damage(Players Within Radius(Event Player.BotEventPosition, 8, Team 1, Surfaces And Enemy Barriers), Event Player, 50);
|
|||
|
Play Effect(All Players(All Teams), Bastion Tank Cannon Explosion Sound, Color(White), Event Player.BotEventPosition, 150);
|
|||
|
Play Effect(All Players(All Teams), Pharah Rocket Launcher Explosion Effect, Color(Orange), Event Player.BotEventPosition, 5);
|
|||
|
Create Beam Effect(All Players(All Teams), Zarya Particle Beam, Event Player.BotEventPosition,
|
|||
|
Event Player.BotEventPosition + Vector(0, 60, 0), Color(Orange), Visible To);
|
|||
|
Event Player.BotEffects = Last Created Entity;
|
|||
|
Wait(0.050, Ignore Condition);
|
|||
|
Destroy Effect(Event Player.BotEffects);
|
|||
|
Wait(0.400, Ignore Condition);
|
|||
|
End;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
disabled rule("SUBROUTINE: BASTION - FLAME GUN DAMAGE")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Subroutine;
|
|||
|
BotBastionFlameGunDamage;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
Event Player.BotRayCastHitPosition = Eye Position(Event Player) + World Vector Of(Vector(-1, -1.200, 1.800), Event Player,
|
|||
|
Rotation);
|
|||
|
"FIRE PARTICLES OF FLAME GUN"
|
|||
|
For Player Variable(Event Player, BotLoopIterator1, 1, 13, 3);
|
|||
|
Event Player.BotEventPosition = Ray Cast Hit Position(Event Player.BotRayCastHitPosition,
|
|||
|
Event Player.BotRayCastHitPosition + Facing Direction Of(Event Player) * Event Player.BotLoopIterator1, Null, Event Player,
|
|||
|
True);
|
|||
|
Damage(Players Within Radius(Event Player.BotEventPosition, 4, Team 1, Surfaces And Enemy Barriers), Event Player, 20);
|
|||
|
Set Status(Players Within Radius(Event Player.BotEventPosition, 4, Team 1, Off), Event Player, Burning, 2);
|
|||
|
Play Effect(All Players(All Teams), Debuff Impact Sound, Color(White), Event Player.BotEventPosition, 150);
|
|||
|
Play Effect(All Players(All Teams), Bad Explosion, Color(Orange), Event Player.BotEventPosition, 2.500);
|
|||
|
Wait(0.200, Ignore Condition);
|
|||
|
End;
|
|||
|
Event Player.BotDoesUniqueBehaviour = False;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
disabled rule("=== ORISA + BASTION ===")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Ongoing - Global;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("BOT: ORISA-BASTION - REACHED TARGET POSITION")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Ongoing - Each Player;
|
|||
|
Team 2;
|
|||
|
Orisa;
|
|||
|
}
|
|||
|
|
|||
|
conditions
|
|||
|
{
|
|||
|
Is Dummy Bot(Event Player) == True;
|
|||
|
Has Spawned(Event Player) == True;
|
|||
|
Is Alive(Event Player) == True;
|
|||
|
Event Player.BotIsPathFinding == True;
|
|||
|
Distance Between(Position Of(Event Player), Global.BotOrisaTargetPosition) < 1.500;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
Call Subroutine(BotResetPathFinding);
|
|||
|
Start Facing(Event Player, Direction Towards(Eye Position(Event Player), Vector(X Component Of(Global.GatePosition), -999,
|
|||
|
Z Component Of(Global.GatePosition))), 80, To World, Direction and Turn Rate);
|
|||
|
Start Facing(Global.BotOrisaChild, Direction Towards(Eye Position(Event Player), Is In Line of Sight(Eye Position(Event Player),
|
|||
|
Global.GatePosition, Barriers Do Not Block LOS) ? Global.GatePosition : Sorted Array(Filtered Array(All Players(Team 1),
|
|||
|
Is Alive(Current Array Element)), Distance Between(Eye Position(Event Player), Position Of(Current Array Element)))[0]), 200,
|
|||
|
To World, Direction and Turn Rate);
|
|||
|
disabled Start Facing(Global.BotOrisaChild, Direction Towards(Eye Position(Event Player), Is In Line of Sight(Eye Position(Event Player),
|
|||
|
Global.GatePosition, Barriers Do Not Block LOS) ? Global.GatePosition : Sorted Array(Filtered Array(All Players(Team 1),
|
|||
|
Is Alive(Current Array Element) && Is In Line of Sight(Eye Position(Event Player), Position Of(Current Array Element),
|
|||
|
Barriers Do Not Block LOS)), Distance Between(Eye Position(Event Player), Position Of(Current Array Element)))[0]), 200,
|
|||
|
To World, Direction and Turn Rate);
|
|||
|
Press Button(Event Player, Button(Ability 1));
|
|||
|
Wait Until(Y Component Of(Facing Direction Of(Event Player)) < -0.300, 99999);
|
|||
|
Press Button(Event Player, Button(Ability 2));
|
|||
|
Wait(0.800, Ignore Condition);
|
|||
|
Global.BotOrisaChild.BotDoesUniqueBehaviour = False;
|
|||
|
Disallow Button(Event Player, Button(Ability 2));
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("BOT: ORISA-BASTION - SHOOT")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Ongoing - Each Player;
|
|||
|
Team 2;
|
|||
|
Bastion;
|
|||
|
}
|
|||
|
|
|||
|
conditions
|
|||
|
{
|
|||
|
Is Dummy Bot(Event Player) == True;
|
|||
|
Event Player.BotIsOrisaChild == True;
|
|||
|
Has Spawned(Event Player) == True;
|
|||
|
Is Alive(Event Player) == True;
|
|||
|
Event Player.IsRespawning == False;
|
|||
|
Event Player.BotDoesUniqueBehaviour == False;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
Event Player.BotDoesUniqueBehaviour = True;
|
|||
|
While(Is Alive(Event Player));
|
|||
|
disabled Create Effect(All Players(All Teams), Bad Aura, Color(Purple), Eye Position(Event Player) - Vector(0, 0.700, 0)
|
|||
|
+ Facing Direction Of(Event Player) * 3.200, 1, Visible To Position and Radius);
|
|||
|
disabled Event Player.BotEffects = Last Created Entity;
|
|||
|
Wait(1.500, Ignore Condition);
|
|||
|
disabled Destroy Effect(Event Player.BotEffects);
|
|||
|
Abort If(Is Dead(Event Player));
|
|||
|
Press Button(Event Player, Button(Primary Fire));
|
|||
|
Press Button(Event Player, Button(Reload));
|
|||
|
Event Player.BotRayCastHitPosition = Ray Cast Hit Position(Eye Position(Event Player), Eye Position(Event Player)
|
|||
|
+ Facing Direction Of(Event Player) * 999, All Players(Team 1), All Players(Team 2), True);
|
|||
|
"ANTI-SHIELD BUG"
|
|||
|
Event Player.BotRayCastHitPosition = Event Player.BotRayCastHitPosition + Direction Towards(Event Player.BotRayCastHitPosition,
|
|||
|
Eye Position(Event Player)) * 0.200;
|
|||
|
Create Beam Effect(All Players(All Teams), Zarya Particle Beam, Eye Position(Event Player) - Vector(0, 0.700, 0)
|
|||
|
+ Facing Direction Of(Event Player) * 3, Event Player.BotRayCastHitPosition, Color(Purple), Visible To Position and Radius);
|
|||
|
Event Player.BotEffects = Last Created Entity;
|
|||
|
Damage(Players Within Radius(Event Player.BotRayCastHitPosition, 4, Team 1, Surfaces And All Barriers), Event Player, 0.040);
|
|||
|
Play Effect(All Players(All Teams), Pharah Concussive Blast Effect, Color(Purple), Event Player.BotRayCastHitPosition, 4);
|
|||
|
Play Effect(All Players(All Teams), Pharah Concussive Blast Sound, Color(Purple), Event Player.BotRayCastHitPosition, 250);
|
|||
|
Play Effect(All Players(All Teams), Bad Explosion, Color(Purple), Eye Position(Event Player) + Facing Direction Of(Event Player)
|
|||
|
* 3.300, 2);
|
|||
|
Play Effect(All Players(All Teams), Sombra EMP Explosion Sound, Color(Purple), Eye Position(Event Player), 170);
|
|||
|
If(Distance Between(Event Player.BotRayCastHitPosition, Global.GatePosition) < 4 && Is In Line of Sight(
|
|||
|
Event Player.BotRayCastHitPosition, Global.GatePosition, Enemy Barriers Block LOS));
|
|||
|
Global.GateHealth -= 80;
|
|||
|
Start Rule(GateProgressBarColor, Restart Rule);
|
|||
|
End;
|
|||
|
Wait(0.150, Ignore Condition);
|
|||
|
Destroy Effect(Event Player.BotEffects);
|
|||
|
Wait(0.060, Ignore Condition);
|
|||
|
Wait Until(!Is Reloading(Event Player), 2.500);
|
|||
|
End;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("BOT: ORISA-BASTION - CAN'T SEE THE TARGET")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Ongoing - Each Player;
|
|||
|
Team 2;
|
|||
|
Orisa;
|
|||
|
}
|
|||
|
|
|||
|
conditions
|
|||
|
{
|
|||
|
Is Dummy Bot(Event Player) == True;
|
|||
|
Has Spawned(Event Player) == True;
|
|||
|
Is Alive(Event Player) == True;
|
|||
|
Event Player.IsRespawning == False;
|
|||
|
Event Player.BotIsPathFinding == False;
|
|||
|
Is In Line of Sight(Eye Position(Event Player), Global.GatePosition, Barriers Do Not Block LOS) == False;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
Event Player.BotTargetPosition = Global.BotOrisaTargetPosition;
|
|||
|
Start Rule(BotStartPathFinding, Restart Rule);
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("BOT: ORISA-BASTION - DEATH")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Player Died;
|
|||
|
Team 2;
|
|||
|
Orisa;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
Allow Button(Event Player, Button(Ability 2));
|
|||
|
Kill(Global.BotOrisaChild, Null);
|
|||
|
Detach Players(Global.BotOrisaChild);
|
|||
|
Clear Status(Global.BotOrisaChild, Phased Out);
|
|||
|
Set Damage Dealt(Global.BotOrisaChild, 100);
|
|||
|
Global.BotOrisaChild.BotIsOrisaChild = False;
|
|||
|
Global.BotOrisaChild = Null;
|
|||
|
Global.BotOrisaParent = Null;
|
|||
|
Start Forcing Player To Be Hero(Event Player, Hero(Widowmaker));
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("SUBROUTINE: ORISA - RESPAWN")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Subroutine;
|
|||
|
BotOrisaRespawn;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
Global.BotOrisaParent = Event Player;
|
|||
|
"WAITING FOR ANY BASTION TO DIE"
|
|||
|
Wait Until(Is True For Any(All Players(Team 2), Is Dead(Current Array Element) && Hero Of(Current Array Element) == Hero(Bastion)),
|
|||
|
99999);
|
|||
|
"SETUP BASTION AS CHILD"
|
|||
|
Global.BotOrisaChild = Filtered Array(All Players(Team 2), Is Dead(Current Array Element) && Hero Of(Current Array Element)
|
|||
|
== Hero(Bastion))[0];
|
|||
|
Global.BotOrisaChild.BotIsOrisaChild = True;
|
|||
|
Global.BotOrisaChild.BotDoesUniqueBehaviour = True;
|
|||
|
Wait(2, Ignore Condition);
|
|||
|
Respawn(Global.BotOrisaChild);
|
|||
|
Start Scaling Player(Global.BotOrisaChild, 1.800, False);
|
|||
|
Set Damage Dealt(Global.BotOrisaChild, 2000);
|
|||
|
Set Status(Global.BotOrisaChild, Null, Phased Out, 9999);
|
|||
|
Disable Nameplates(Global.BotOrisaChild, All Players(All Teams));
|
|||
|
Set Facing(Global.BotOrisaChild, Vector(X Component Of(Facing Direction Of(Event Player)), 9999, Z Component Of(
|
|||
|
Facing Direction Of(Event Player))), To World);
|
|||
|
Start Holding Button(Global.BotOrisaChild, Button(Ability 1));
|
|||
|
Wait Until(Is In Alternate Form(Global.BotOrisaChild), 5);
|
|||
|
Stop Holding Button(Global.BotOrisaChild, Button(Ability 1));
|
|||
|
Teleport(Global.BotOrisaChild, Position Of(Event Player));
|
|||
|
Attach Players(Global.BotOrisaChild, Global.BotOrisaParent, Vector(0, 1.800, 0.230));
|
|||
|
disabled Wait(1, Ignore Condition);
|
|||
|
disabled Stop Holding Button(Global.BotOrisaChild, Button(Primary Fire));
|
|||
|
disabled Wait(0.250, Ignore Condition);
|
|||
|
Call Subroutine(BotLandingFromSky);
|
|||
|
Start Facing(Event Player, Direction Towards(Position Of(Event Player), Event Player.BotNextNodePosition), 360, To World,
|
|||
|
Direction and Turn Rate);
|
|||
|
Event Player.BotTargetPosition = Global.BotOrisaTargetPosition;
|
|||
|
Start Rule(BotStartPathFinding, Do Nothing);
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("GLOBAL: GAME LOGIC - MIN 0 - ZENS, REINS, BALL")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Ongoing - Global;
|
|||
|
}
|
|||
|
|
|||
|
conditions
|
|||
|
{
|
|||
|
Is Game In Progress == True;
|
|||
|
Global.TimeMin == 0;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
"CREATE BOTS - ZEN"
|
|||
|
While(Count Of(All Players(Team 2)) < 13);
|
|||
|
Create Dummy Bot(Hero(Zenyatta), Team 2, -1, Vector(0, 999, 0), Vector(0, 0, 0));
|
|||
|
Wait(1, Ignore Condition);
|
|||
|
End;
|
|||
|
"BALL"
|
|||
|
While(Count Of(Filtered Array(All Players(Team 2), Hero Of(Current Array Element) == Hero(Wrecking Ball))) == 0);
|
|||
|
Create Dummy Bot(Hero(Wrecking Ball), Team 2, -1, Vector(0, 999, 0), Vector(0, 0, 0));
|
|||
|
Wait(1, Ignore Condition);
|
|||
|
End;
|
|||
|
"REPLACE DEAD ZEN TO REIN"
|
|||
|
While(Count Of(Filtered Array(All Players(Team 2), Hero Of(Current Array Element) == Hero(Reinhardt))) != 3);
|
|||
|
"WAITING FOR ANY ZEN TO DIE"
|
|||
|
Wait Until(Is True For Any(All Players(Team 2), Is Dead(Current Array Element) && Hero Of(Current Array Element) == Hero(
|
|||
|
Zenyatta)), 99999);
|
|||
|
"REPLACE HIM TO A NEW HERO"
|
|||
|
Global.DefaultCurrentBot = Filtered Array(All Players(Team 2), Is Dead(Current Array Element) && Hero Of(Current Array Element)
|
|||
|
== Hero(Zenyatta))[0];
|
|||
|
Wait(0.200, Ignore Condition);
|
|||
|
Destroy Dummy Bot(Team 2, Slot Of(Global.DefaultCurrentBot));
|
|||
|
Wait(0.200, Ignore Condition);
|
|||
|
Create Dummy Bot(Hero(Reinhardt), Team 2, -1, Vector(0, 999, 0), Vector(0, 0, 0));
|
|||
|
End;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("GLOBAL: GAME LOGIC - MIN 1 - WIDOW")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Ongoing - Global;
|
|||
|
}
|
|||
|
|
|||
|
conditions
|
|||
|
{
|
|||
|
Is Game In Progress == True;
|
|||
|
Global.TimeMin == 1;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
Global.IsNewWaveGameLogicProcessing = True;
|
|||
|
While(Count Of(Filtered Array(All Players(Team 2), Hero Of(Current Array Element) == Hero(Widowmaker))) == 0);
|
|||
|
"WAITING FOR ANY ZEN TO DIE"
|
|||
|
Wait Until(Is True For Any(All Players(Team 2), Is Dead(Current Array Element) && Hero Of(Current Array Element) == Hero(
|
|||
|
Zenyatta)), 99999);
|
|||
|
"REPLACE HIM TO A NEW HERO"
|
|||
|
Global.DefaultCurrentBot = Filtered Array(All Players(Team 2), Is Dead(Current Array Element) && Hero Of(Current Array Element)
|
|||
|
== Hero(Zenyatta))[0];
|
|||
|
Wait(0.200, Ignore Condition);
|
|||
|
Destroy Dummy Bot(Team 2, Slot Of(Global.DefaultCurrentBot));
|
|||
|
Wait(0.200, Ignore Condition);
|
|||
|
Create Dummy Bot(Hero(Widowmaker), Team 2, -1, Vector(0, 999, 0), Vector(0, 0, 0));
|
|||
|
End;
|
|||
|
Global.IsNewWaveGameLogicProcessing = False;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("GLOBAL: GAME LOGIC - MIN 3 - BALL")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Ongoing - Global;
|
|||
|
}
|
|||
|
|
|||
|
conditions
|
|||
|
{
|
|||
|
Is Game In Progress == True;
|
|||
|
Global.TimeMin == 3;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
"WAITING FOR ANY ZEN TO DIE"
|
|||
|
Wait Until(Is True For Any(All Players(Team 2), Is Dead(Current Array Element) && Hero Of(Current Array Element) == Hero(
|
|||
|
Zenyatta)), 99999);
|
|||
|
"REPLACE HIM TO A NEW HERO"
|
|||
|
Global.DefaultCurrentBot = Filtered Array(All Players(Team 2), Is Dead(Current Array Element) && Hero Of(Current Array Element)
|
|||
|
== Hero(Zenyatta))[0];
|
|||
|
Wait(0.200, Ignore Condition);
|
|||
|
Destroy Dummy Bot(Team 2, Slot Of(Global.DefaultCurrentBot));
|
|||
|
Wait(1, Ignore Condition);
|
|||
|
Create Dummy Bot(Hero(Wrecking Ball), Team 2, -1, Vector(0, 999, 0), Vector(0, 0, 0));
|
|||
|
"WAITING FOR ANY ZEN TO DIE"
|
|||
|
Wait Until(Is True For Any(All Players(Team 2), Is Dead(Current Array Element) && Hero Of(Current Array Element) == Hero(
|
|||
|
Zenyatta)), 99999);
|
|||
|
"REPLACE HIM TO A NEW HERO"
|
|||
|
Global.DefaultCurrentBot = Filtered Array(All Players(Team 2), Is Dead(Current Array Element) && Hero Of(Current Array Element)
|
|||
|
== Hero(Zenyatta))[0];
|
|||
|
Wait(0.200, Ignore Condition);
|
|||
|
Destroy Dummy Bot(Team 2, Slot Of(Global.DefaultCurrentBot));
|
|||
|
Wait(1, Ignore Condition);
|
|||
|
Create Dummy Bot(Hero(Reinhardt), Team 2, -1, Vector(0, 999, 0), Vector(0, 0, 0));
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("GLOBAL: GAME LOGIC - MIN 5 - REINS WAVE")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Ongoing - Global;
|
|||
|
}
|
|||
|
|
|||
|
conditions
|
|||
|
{
|
|||
|
Is Game In Progress == True;
|
|||
|
Global.TimeMin == 5;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
"PREPARE WAVE - DESTROY WIDOW AND BALLS"
|
|||
|
Destroy Dummy Bot(Team 2, Slot Of(Filtered Array(All Players(Team 2), Hero Of(Current Array Element) == Hero(Widowmaker))[0]));
|
|||
|
While(Count Of(Filtered Array(All Players(Team 2), Hero Of(Current Array Element) == Hero(Wrecking Ball))) > 0);
|
|||
|
"REPLACE HIM TO A NEW HERO"
|
|||
|
Global.DefaultCurrentBot = Filtered Array(All Players(Team 2), Hero Of(Current Array Element) == Hero(Wrecking Ball))[0];
|
|||
|
Kill(Global.DefaultCurrentBot, Null);
|
|||
|
Wait(0.500, Ignore Condition);
|
|||
|
Destroy Dummy Bot(Team 2, Slot Of(Global.DefaultCurrentBot));
|
|||
|
End;
|
|||
|
"BOSS WAVE"
|
|||
|
Big Message(All Players(All Teams), Custom String("BOSS WAVE - {1} {0}", Hero Icon String(Hero(Reinhardt)), Hero(Reinhardt)));
|
|||
|
While(Count Of(Filtered Array(All Players(Team 2), Hero Of(Current Array Element) == Hero(Reinhardt))) < 6);
|
|||
|
Wait Until(Is True For Any(All Players(Team 2), Distance Between(Position Of(Current Array Element), Global.GatePosition)
|
|||
|
> 13 && Hero Of(Current Array Element) == Hero(Zenyatta)), 99999);
|
|||
|
"REPLACE HIM TO A NEW HERO"
|
|||
|
Global.DefaultCurrentBot = Filtered Array(All Players(Team 2), Is Dead(Current Array Element) && Hero Of(Current Array Element)
|
|||
|
== Hero(Zenyatta))[0];
|
|||
|
Wait(0.200, Ignore Condition);
|
|||
|
Destroy Dummy Bot(Team 2, Slot Of(Global.DefaultCurrentBot));
|
|||
|
Wait(0.500, Ignore Condition);
|
|||
|
Create Dummy Bot(Hero(Reinhardt), Team 2, -1, Vector(0, 999, 0), Vector(0, 0, 0));
|
|||
|
disabled Wait(0.200, Ignore Condition);
|
|||
|
disabled Set Max Health(Global.DefaultCurrentBot, 50);
|
|||
|
End;
|
|||
|
While(Count Of(Filtered Array(All Players(Team 2), Hero Of(Current Array Element) == Hero(Reinhardt))) > 3);
|
|||
|
Wait Until(Is True For Any(All Players(Team 2), Is Dead(Current Array Element) && Hero Of(Current Array Element) == Hero(
|
|||
|
Reinhardt)), 99999);
|
|||
|
"REPLACE HIM TO A NEW HERO"
|
|||
|
Global.DefaultCurrentBot = Filtered Array(All Players(Team 2), Is Dead(Current Array Element) && Hero Of(Current Array Element)
|
|||
|
== Hero(Reinhardt))[0];
|
|||
|
Wait(0.500, Ignore Condition);
|
|||
|
Destroy Dummy Bot(Team 2, Slot Of(Global.DefaultCurrentBot));
|
|||
|
End;
|
|||
|
While(Count Of(Filtered Array(All Players(Team 2), Hero Of(Current Array Element) == Hero(Widowmaker))) == 0);
|
|||
|
Wait(0.500, Ignore Condition);
|
|||
|
Create Dummy Bot(Hero(Widowmaker), Team 2, -1, Vector(0, 999, 0), Vector(0, 0, 0));
|
|||
|
End;
|
|||
|
While(Count Of(Filtered Array(All Players(Team 2), Hero Of(Current Array Element) == Hero(Wrecking Ball))) == 0);
|
|||
|
Wait(0.500, Ignore Condition);
|
|||
|
Create Dummy Bot(Hero(Wrecking Ball), Team 2, -1, Vector(0, 999, 0), Vector(0, 0, 0));
|
|||
|
End;
|
|||
|
While(Count Of(All Players(Team 2)) < 13);
|
|||
|
Wait(0.500, Ignore Condition);
|
|||
|
Create Dummy Bot(Hero(Zenyatta), Team 2, -1, Vector(0, 999, 0), Vector(0, 0, 0));
|
|||
|
End;
|
|||
|
Big Message(All Players(All Teams), Custom String("BOSS WAVE FINISHED!"));
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("GLOBAL: GAME LOGIC - MIN 7 - BASTION")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Ongoing - Global;
|
|||
|
}
|
|||
|
|
|||
|
conditions
|
|||
|
{
|
|||
|
Is Game In Progress == True;
|
|||
|
Global.TimeMin == 7;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
While(Count Of(Filtered Array(All Players(Team 2), Hero Of(Current Array Element) == Hero(Bastion))) == 0);
|
|||
|
"WAITING FOR ANY ZEN TO DIE"
|
|||
|
Wait Until(Is True For Any(All Players(Team 2), Is Dead(Current Array Element) && Hero Of(Current Array Element) == Hero(
|
|||
|
Zenyatta)), 99999);
|
|||
|
"REPLACE HIM TO A NEW HERO"
|
|||
|
Global.DefaultCurrentBot = Filtered Array(All Players(Team 2), Is Dead(Current Array Element) && Hero Of(Current Array Element)
|
|||
|
== Hero(Zenyatta))[0];
|
|||
|
Wait(0.200, Ignore Condition);
|
|||
|
Destroy Dummy Bot(Team 2, Slot Of(Global.DefaultCurrentBot));
|
|||
|
Wait(1, Ignore Condition);
|
|||
|
Create Dummy Bot(Hero(Bastion), Team 2, -1, Vector(0, 999, 0), Vector(0, 0, 0));
|
|||
|
End;
|
|||
|
While(Count Of(Filtered Array(All Players(Team 2), Hero Of(Current Array Element) == Hero(Widowmaker))) == 0);
|
|||
|
Wait(0.500, Ignore Condition);
|
|||
|
Create Dummy Bot(Hero(Widowmaker), Team 2, -1, Vector(0, 999, 0), Vector(0, 0, 0));
|
|||
|
End;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("GLOBAL: GAME LOGIC - MIN 9 - ECHO, +1 BASTION")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Ongoing - Global;
|
|||
|
}
|
|||
|
|
|||
|
conditions
|
|||
|
{
|
|||
|
Is Game In Progress == True;
|
|||
|
Global.TimeMin == 9;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
While(Count Of(Filtered Array(All Players(Team 2), Hero Of(Current Array Element) == Hero(Wrecking Ball))) > 0);
|
|||
|
"WAITING FOR ANY ZEN TO DIE"
|
|||
|
Wait Until(Is True For Any(All Players(Team 2), Is Dead(Current Array Element) && Hero Of(Current Array Element) == Hero(
|
|||
|
Wrecking Ball)), 99999);
|
|||
|
"REPLACE HIM TO A NEW HERO"
|
|||
|
Global.DefaultCurrentBot = Filtered Array(All Players(Team 2), Is Dead(Current Array Element) && Hero Of(Current Array Element)
|
|||
|
== Hero(Wrecking Ball))[0];
|
|||
|
Wait(0.200, Ignore Condition);
|
|||
|
Destroy Dummy Bot(Team 2, Slot Of(Global.DefaultCurrentBot));
|
|||
|
End;
|
|||
|
While(Count Of(Filtered Array(All Players(Team 2), Hero Of(Current Array Element) == Hero(Echo))) == 0);
|
|||
|
Wait(1, Ignore Condition);
|
|||
|
Create Dummy Bot(Hero(Echo), Team 2, -1, Vector(0, 9999, 0), Vector(0, 0, 0));
|
|||
|
End;
|
|||
|
While(Count Of(Filtered Array(All Players(Team 2), Hero Of(Current Array Element) == Hero(Bastion))) < 2);
|
|||
|
"WAITING FOR ANY ZEN TO DIE"
|
|||
|
Wait Until(Is True For Any(All Players(Team 2), Is Dead(Current Array Element) && Hero Of(Current Array Element) == Hero(
|
|||
|
Zenyatta)), 99999);
|
|||
|
"REPLACE HIM TO A NEW HERO"
|
|||
|
Global.DefaultCurrentBot = Filtered Array(All Players(Team 2), Is Dead(Current Array Element) && Hero Of(Current Array Element)
|
|||
|
== Hero(Zenyatta))[0];
|
|||
|
Wait(0.200, Ignore Condition);
|
|||
|
Destroy Dummy Bot(Team 2, Slot Of(Global.DefaultCurrentBot));
|
|||
|
Wait(0.500, Ignore Condition);
|
|||
|
Create Dummy Bot(Hero(Bastion), Team 2, -1, Vector(0, 9999, 0), Vector(0, 0, 0));
|
|||
|
End;
|
|||
|
While(Count Of(Filtered Array(All Players(Team 2), Hero Of(Current Array Element) == Hero(Wrecking Ball))) < 2);
|
|||
|
"WAITING FOR ANY ZEN TO DIE"
|
|||
|
Wait Until(Is True For Any(All Players(Team 2), Is Dead(Current Array Element) && Hero Of(Current Array Element) == Hero(
|
|||
|
Zenyatta)), 99999);
|
|||
|
"REPLACE HIM TO A NEW HERO"
|
|||
|
Global.DefaultCurrentBot = Filtered Array(All Players(Team 2), Is Dead(Current Array Element) && Hero Of(Current Array Element)
|
|||
|
== Hero(Zenyatta))[0];
|
|||
|
Wait(0.200, Ignore Condition);
|
|||
|
Destroy Dummy Bot(Team 2, Slot Of(Global.DefaultCurrentBot));
|
|||
|
Wait(0.500, Ignore Condition);
|
|||
|
Create Dummy Bot(Hero(Wrecking Ball), Team 2, -1, Vector(0, 999, 0), Vector(0, 0, 0));
|
|||
|
End;
|
|||
|
"FILL EMPTY SLOTS BY ZENS"
|
|||
|
While(Count Of(All Players(Team 2)) < 12);
|
|||
|
Wait(1, Ignore Condition);
|
|||
|
Create Dummy Bot(Hero(Zenyatta), Team 2, -1, Vector(0, 999, 0), Vector(0, 0, 0));
|
|||
|
End;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("Ana Nano Variable")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Ongoing - Each Player;
|
|||
|
Team 1;
|
|||
|
Ana;
|
|||
|
}
|
|||
|
|
|||
|
conditions
|
|||
|
{
|
|||
|
Is Using Ultimate(Event Player) == True;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
Player Closest To Reticle(Event Player, Team 1).IsNanoed = 1;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("IsNanoed")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Ongoing - Each Player;
|
|||
|
Team 1;
|
|||
|
All;
|
|||
|
}
|
|||
|
|
|||
|
conditions
|
|||
|
{
|
|||
|
Event Player.IsNanoed == True;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
If(Is Dead(Event Player));
|
|||
|
Event Player.IsNanoed = 0;
|
|||
|
End;
|
|||
|
Wait(8, Ignore Condition);
|
|||
|
Event Player.IsNanoed = 0;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("money on kill")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Player Dealt Final Blow;
|
|||
|
Team 1;
|
|||
|
All;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
If(Hero Of(Victim) == Hero(Zenyatta));
|
|||
|
All Players(Team 1).Money[0] += 10 * (Victim.isBoss ? 3 : 1) * Global.MoneyMult;
|
|||
|
Global.StartMoney += 10 * (Victim.isBoss ? 3 : 1) * Global.MoneyMult;
|
|||
|
Else If(Hero Of(Victim) == Hero(Reinhardt));
|
|||
|
All Players(Team 1).Money[0] += 20 * (Victim.isBoss ? 3 : 1) * Global.MoneyMult;
|
|||
|
Global.StartMoney += 20 * (Victim.isBoss ? 3 : 1) * Global.MoneyMult;
|
|||
|
Else If(Hero Of(Victim) == Hero(Wrecking Ball));
|
|||
|
All Players(Team 1).Money[0] += 25 * (Victim.isBoss ? 3 : 1) * Global.MoneyMult;
|
|||
|
Global.StartMoney += 25 * (Victim.isBoss ? 3 : 1) * Global.MoneyMult;
|
|||
|
Else If(Hero Of(Victim) == Hero(Widowmaker));
|
|||
|
All Players(Team 1).Money[0] += 30 * (Victim.isBoss ? 3 : 1) * Global.MoneyMult;
|
|||
|
Global.StartMoney += 30 * (Victim.isBoss ? 3 : 1) * Global.MoneyMult;
|
|||
|
Else If(Hero Of(Victim) == Hero(Bastion));
|
|||
|
All Players(Team 1).Money[0] += 50 * (Victim.isBoss ? 3 : 1) * Global.MoneyMult;
|
|||
|
Global.StartMoney += 50 * (Victim.isBoss ? 3 : 1) * Global.MoneyMult;
|
|||
|
Else If(Hero Of(Victim) == Hero(Echo));
|
|||
|
All Players(Team 1).Money[0] += 75 * (Victim.isBoss ? 3 : 1) * Global.MoneyMult;
|
|||
|
Global.StartMoney += 75 * (Victim.isBoss ? 3 : 1) * Global.MoneyMult;
|
|||
|
Else If(Hero Of(Victim) == Hero(Orisa));
|
|||
|
All Players(Team 1).Money[0] += 100 * (Victim.isBoss ? 3 : 1) * Global.MoneyMult;
|
|||
|
Global.StartMoney += 100 * (Victim.isBoss ? 3 : 1) * Global.MoneyMult;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("Abilities and Hero Talents by Shingen and LemonAid")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Ongoing - Each Player;
|
|||
|
Team 1;
|
|||
|
All;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
Event Player.DamageDealt = 100;
|
|||
|
Event Player.PlayerHealth = 100;
|
|||
|
Event Player.Money[0] = 2400 + Global.StartMoney;
|
|||
|
If(Custom String("{0}", Event Player) == Custom String("ShuriZma"));
|
|||
|
Create HUD Text(Event Player, Custom String("Serverload: {0}, AVG {1}, Peak {2}", Server Load, Server Load Average,
|
|||
|
Server Load Peak), Null, Null, Left, -10000, Color(Red), Color(White), Color(White), Visible To and String,
|
|||
|
Default Visibility);
|
|||
|
disabled Create HUD Text(Event Player, Custom String("Last SW: {0}, SW Active {1}", Event Player.lastSecondWind,
|
|||
|
Event Player.secondWindActive), Null, Null, Left, -10000, Color(Red), Color(White), Color(White), Visible To and String,
|
|||
|
Default Visibility);
|
|||
|
End;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("Team 1 (Ability): Headhunter")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Player Dealt Damage;
|
|||
|
Team 1;
|
|||
|
All;
|
|||
|
}
|
|||
|
|
|||
|
conditions
|
|||
|
{
|
|||
|
Event Player.Abilities[1] == True;
|
|||
|
Event Was Critical Hit == True;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
Damage(Victim, Event Player, Event Player.Abilities[1] * 40 / Event Player.DamageDealt * Event Damage);
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("Team 1 (Ability): Ambush")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Player Dealt Damage;
|
|||
|
Team 1;
|
|||
|
All;
|
|||
|
}
|
|||
|
|
|||
|
conditions
|
|||
|
{
|
|||
|
Event Player.Abilities[2] == True;
|
|||
|
Event Ability != Null;
|
|||
|
(Y Component Of(Position Of(Event Player)) - Y Component Of(Position Of(Victim)) >= 3 || Absolute Value(Horizontal Angle Towards(
|
|||
|
Victim, Event Player)) >= 90) == True;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
Damage(Victim, Event Player, Event Player.Abilities[2] * 30 / Event Player.DamageDealt * Event Damage);
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("Team 1 (Ability): Quick Fix")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Player Earned Elimination;
|
|||
|
Team 1;
|
|||
|
All;
|
|||
|
}
|
|||
|
|
|||
|
conditions
|
|||
|
{
|
|||
|
Event Player.Abilities[3] == True;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
Heal(Event Player, Null, Event Player.Abilities[3] * 50);
|
|||
|
Set Move Speed(Event Player, 100 + Event Player.Abilities[3] * 20);
|
|||
|
Wait(5, Restart When True);
|
|||
|
Set Move Speed(Event Player, 100);
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("Team 1 (Ability): Heavyweight")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Player Dealt Knockback;
|
|||
|
Team 1;
|
|||
|
All;
|
|||
|
}
|
|||
|
|
|||
|
conditions
|
|||
|
{
|
|||
|
Event Player.Abilities[4] == True;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
Damage(Victim, Event Player, Event Player.Abilities[4] * 25 / Event Player.DamageDealt * Event Damage);
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("Team 1 (Ability): Charged")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Ongoing - Each Player;
|
|||
|
Team 1;
|
|||
|
All;
|
|||
|
}
|
|||
|
|
|||
|
conditions
|
|||
|
{
|
|||
|
Event Player.Abilities[5] == True;
|
|||
|
Ultimate Charge Percent(Event Player) < Event Player.Abilities[5] * 20;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
Set Ultimate Charge(Event Player, Event Player.Abilities[5] * 20);
|
|||
|
If(Is Duplicating(Event Player));
|
|||
|
Wait(0.016, Ignore Condition);
|
|||
|
Set Ultimate Charge(Event Player, Event Player.Abilities[5] * 20);
|
|||
|
End;
|
|||
|
Wait(0.250, Ignore Condition);
|
|||
|
Loop If Condition Is True;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("Team 1 (Ability): Haste Primary Fire")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Ongoing - Each Player;
|
|||
|
Team 1;
|
|||
|
All;
|
|||
|
}
|
|||
|
|
|||
|
conditions
|
|||
|
{
|
|||
|
Event Player.Abilities[6] == True;
|
|||
|
Ability Cooldown(Event Player, Button(Primary Fire)) > 0.100;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
Set Ability Cooldown(Event Player, Button(Primary Fire), (1 - 0.250 * Event Player.Abilities[6]) * Ability Cooldown(Event Player,
|
|||
|
Button(Primary Fire)));
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("Team 1 (Ability): Haste Secondary Fire")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Ongoing - Each Player;
|
|||
|
Team 1;
|
|||
|
All;
|
|||
|
}
|
|||
|
|
|||
|
conditions
|
|||
|
{
|
|||
|
Event Player.Abilities[6] == True;
|
|||
|
Ability Cooldown(Event Player, Button(Secondary Fire)) > 0.100;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
Set Ability Cooldown(Event Player, Button(Secondary Fire), (1 - 0.250 * Event Player.Abilities[6]) * Ability Cooldown(Event Player,
|
|||
|
Button(Secondary Fire)));
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("Team 1 (Ability): Haste Ability 1")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Ongoing - Each Player;
|
|||
|
Team 1;
|
|||
|
All;
|
|||
|
}
|
|||
|
|
|||
|
conditions
|
|||
|
{
|
|||
|
Event Player.Abilities[6] == True;
|
|||
|
Ability Cooldown(Event Player, Button(Ability 1)) > 0.100;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
Set Ability Cooldown(Event Player, Button(Ability 1), (1 - 0.250 * Event Player.Abilities[6]) * Ability Cooldown(Event Player,
|
|||
|
Button(Ability 1)));
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("Team 1 (Ability): Haste Ability 2")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Ongoing - Each Player;
|
|||
|
Team 1;
|
|||
|
All;
|
|||
|
}
|
|||
|
|
|||
|
conditions
|
|||
|
{
|
|||
|
Event Player.Abilities[6] == True;
|
|||
|
Ability Cooldown(Event Player, Button(Ability 2)) > 0.100;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
Set Ability Cooldown(Event Player, Button(Ability 2), (1 - 0.250 * Event Player.Abilities[6]) * Ability Cooldown(Event Player,
|
|||
|
Button(Ability 2)));
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("Team 1 (Ability): Haste Jump")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Ongoing - Each Player;
|
|||
|
Team 1;
|
|||
|
All;
|
|||
|
}
|
|||
|
|
|||
|
conditions
|
|||
|
{
|
|||
|
Event Player.Abilities[6] == True;
|
|||
|
Ability Cooldown(Event Player, Button(Jump)) > 0.100;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
Set Ability Cooldown(Event Player, Button(Jump), (1 - 0.250 * Event Player.Abilities[6]) * Ability Cooldown(Event Player, Button(
|
|||
|
Jump)));
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("Team 1 (Ability): Haste Crouch")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Ongoing - Each Player;
|
|||
|
Team 1;
|
|||
|
All;
|
|||
|
}
|
|||
|
|
|||
|
conditions
|
|||
|
{
|
|||
|
Event Player.Abilities[6] == True;
|
|||
|
Ability Cooldown(Event Player, Button(Crouch)) > 0.100;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
Set Ability Cooldown(Event Player, Button(Crouch), (1 - 0.250 * Event Player.Abilities[6]) * Ability Cooldown(Event Player, Button(
|
|||
|
Crouch)));
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("Team 1 (Ability): Heavy Impact")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Player Took Damage;
|
|||
|
Team 2;
|
|||
|
All;
|
|||
|
}
|
|||
|
|
|||
|
conditions
|
|||
|
{
|
|||
|
Attacker.Abilities[7] == True;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
Abort If(Random Real(-0.020, 1) > Event Damage / Max Health(Event Player));
|
|||
|
Set Status(Event Player, Attacker, Stunned, 1 * Attacker.Abilities[7]);
|
|||
|
Wait(5, Ignore Condition);
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("Team 1 (Ability): Binding Heal")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Player Dealt Healing;
|
|||
|
Team 1;
|
|||
|
All;
|
|||
|
}
|
|||
|
|
|||
|
conditions
|
|||
|
{
|
|||
|
Event Player.Abilities[10] == True;
|
|||
|
Healee != Event Player;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
Set Player Health(Event Player, Health(Event Player) + Event Player.Abilities[10] * 0.250 * Event Healing);
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("Team 1 (Ability): Resilience")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Ongoing - Each Player;
|
|||
|
Team 1;
|
|||
|
All;
|
|||
|
}
|
|||
|
|
|||
|
conditions
|
|||
|
{
|
|||
|
Event Player.Abilities[11] == True;
|
|||
|
Normalized Health(Event Player) < Event Player.Abilities[11] * 0.300;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
Set Damage Received(Event Player, 70);
|
|||
|
Wait Until(!(Event Player.Abilities[11] && Normalized Health(Event Player) < Event Player.Abilities[11] * 0.300), 99999);
|
|||
|
Set Damage Received(Event Player, 100);
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("Auto Repair")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Ongoing - Global;
|
|||
|
}
|
|||
|
|
|||
|
conditions
|
|||
|
{
|
|||
|
Is Game In Progress == True;
|
|||
|
Global.AutoRepair == True;
|
|||
|
Global.GateHealth < Global.GateMaxHealth;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
If(Global.UpgradeGateMaxHealthValue >= Global.UpgradeGateMaxHealthMaxValue[2]);
|
|||
|
Global.GateHealth += 10 * Global.AutoRepair;
|
|||
|
Global.UpgradeGateMaxHealthValue += 10 * Global.AutoRepair;
|
|||
|
Else;
|
|||
|
Global.GateHealth += 5 * Global.AutoRepair;
|
|||
|
Global.UpgradeGateMaxHealthValue += 5 * Global.AutoRepair;
|
|||
|
End;
|
|||
|
If(Global.GateHealth > Global.GateMaxHealth);
|
|||
|
Global.GateHealth = Global.GateMaxHealth;
|
|||
|
End;
|
|||
|
"UPDATE GATE'S HEALTH BAR"
|
|||
|
Start Rule(GateProgressBarColor, Restart Rule);
|
|||
|
Wait(5, Ignore Condition);
|
|||
|
Loop If Condition Is True;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("Ana Hero Talent Text")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Ongoing - Each Player;
|
|||
|
Team 1;
|
|||
|
Ana;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
Event Player.HeroTalentText[1] = Array(Ability Icon String(Hero(Ana), Button(Ability 1)), Custom String(
|
|||
|
"Sleep Paralysis: Slept enemies cannot be woken up by damage"));
|
|||
|
Event Player.HeroTalentText[2] = Array(Ability Icon String(Hero(Ana), Button(Ability 2)), Custom String(
|
|||
|
"Multinade: Ana throws multiple Biotic Grenades"));
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("Brigitte Hero Talent Text")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Ongoing - Each Player;
|
|||
|
Team 1;
|
|||
|
Brigitte;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
Event Player.HeroTalentText[1] = Array(Ability Icon String(Hero(Brigitte), Button(Ability 1)), Custom String(
|
|||
|
"Heavy Iron: Hitting enemies with Whip Flail will root them in pace"));
|
|||
|
Event Player.HeroTalentText[2] = Array(Ability Icon String(Hero(Brigitte), Button(Ultimate)), Custom String(
|
|||
|
"Endeavor: Gain a health, damage and speed boost when your barrier breaks"));
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("Mercy Hero Talent Text")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Ongoing - Each Player;
|
|||
|
Team 1;
|
|||
|
Mercy;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
Event Player.HeroTalentText[1] = Array(Ability Icon String(Hero(Mercy), Button(Ability 2)), Custom String(
|
|||
|
"Angelic blessing: Healing an ally slowly charges their ultimate"));
|
|||
|
Event Player.HeroTalentText[2] = Array(Ability Icon String(Hero(Mercy), Button(Ultimate)), Custom String(
|
|||
|
"Holy light missiles: Unleash blasts of holy light missiles during valkyrie"));
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("Lúcio Hero Talent Text")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Ongoing - Each Player;
|
|||
|
Team 1;
|
|||
|
Lúcio;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
Event Player.HeroTalentText[1] = Array(Ability Icon String(Hero(Lúcio), Button(Secondary Fire)), Custom String(
|
|||
|
"Healing Wave: Soundwave heals allies for 30% of their max HP"));
|
|||
|
Event Player.HeroTalentText[2] = Array(Ability Icon String(Hero(Lúcio), Button(Ability 1)), Custom String(
|
|||
|
"Reverse Amp: Amp It Up inflicts the opposite effect of the currently played song to enemies"));
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("Moira Hero Talent Text")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Ongoing - Each Player;
|
|||
|
Team 1;
|
|||
|
Moira;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
Event Player.HeroTalentText[1] = Array(Ability Icon String(Hero(Moira), Button(Secondary Fire)), Custom String(
|
|||
|
"Hose: Biotic Grasp primary will damage and push enemies back"));
|
|||
|
Event Player.HeroTalentText[2] = Array(Ability Icon String(Hero(Moira), Button(Ability 2)), Custom String(
|
|||
|
"Flourish: Biotic Orbs are 3x more effective"));
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("Baptiste Hero Talent Text")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Ongoing - Each Player;
|
|||
|
Team 1;
|
|||
|
Baptiste;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
Event Player.HeroTalentText[1] = Array(Icon String(Poison), Custom String(
|
|||
|
"Corrode: Regenerative Burst will damage and poison enemies"));
|
|||
|
Event Player.HeroTalentText[2] = Array(Ability Icon String(Hero(Baptiste), Button(Ability 2)), Custom String(
|
|||
|
"Breakthrough: Immortality Field HP threshold increased to 100%; allies inside gain ultimate"));
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("Ashe Hero Talent Text")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Ongoing - Each Player;
|
|||
|
Team 1;
|
|||
|
Ashe;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
Event Player.HeroTalentText[1] = Array(Ability Icon String(Hero(Ashe), Button(Ability 2)), Custom String(
|
|||
|
"Wildfire: Shooting a burning enemy ignites other nearby enemies"));
|
|||
|
Event Player.HeroTalentText[2] = Array(Icon String(Fire), Custom String(
|
|||
|
"Flare trigger: Coach gun instantly damages all burning enemies"));
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("D.Va Hero Talent Text")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Ongoing - Each Player;
|
|||
|
Team 1;
|
|||
|
D.Va;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
Event Player.HeroTalentText[1] = Array(Ability Icon String(Hero(D.Va), Button(Secondary Fire)), Custom String(
|
|||
|
"Voltage Grid: Defense Matrix will damage and root enemies it's casted over"));
|
|||
|
Event Player.HeroTalentText[2] = Array(Ability Icon String(Hero(D.Va), Button(Ability 1)), Custom String(
|
|||
|
"Shooting Star: Boosters set enemies on fire"));
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("Genji Hero Talent Text")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Ongoing - Each Player;
|
|||
|
Team 1;
|
|||
|
Genji;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
Event Player.HeroTalentText[1] = Array(Ability Icon String(Hero(Genji), Button(Ability 1)), Custom String(
|
|||
|
"Venomous Strike: Swift Strike poisons enemies; heal for poison damage"));
|
|||
|
Event Player.HeroTalentText[2] = Array(Ability Icon String(Hero(Genji), Button(Ultimate)), Custom String(
|
|||
|
"Dragon's Breath: Dragonblade fires large explosive energy charges"));
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("Hanzo Hero Talent Text")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Ongoing - Each Player;
|
|||
|
Team 1;
|
|||
|
Hanzo;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
Event Player.HeroTalentText[1] = Array(Icon String(Bolt), Custom String(
|
|||
|
"Stormbreak: Enemies eliminated by hanzo unleash a thundercloud"));
|
|||
|
Event Player.HeroTalentText[2] = Array(Ability Icon String(Hero(Hanzo), Button(Ability 2)), Custom String(
|
|||
|
"Punch II: Storm Arrows deal more damage and stun and knockback enemies"));
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("Widowmaker Hero Talent Text")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Ongoing - Each Player;
|
|||
|
Team 1;
|
|||
|
Widowmaker;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
Event Player.HeroTalentText[1] = Array(Ability Icon String(Hero(Widowmaker), Button(Ultimate)), Custom String(
|
|||
|
"Kiss Of Death: Scoped critical hits against enemies below 30% health explode and instantly die"));
|
|||
|
Event Player.HeroTalentText[2] = Array(Ability Icon String(Hero(Widowmaker), Button(Ability 2)), Custom String(
|
|||
|
"Epidemic: Enemies hurt by Venom Mine unleash toxic pulses; heal for dealt damage"));
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("McCree Hero Talent Text")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Ongoing - Each Player;
|
|||
|
Team 1;
|
|||
|
Cassidy;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
Event Player.HeroTalentText[1] = Array(Ability Icon String(Hero(Cassidy), Button(Ability 2)), Custom String(
|
|||
|
"Panic: Flashbang puts enemies in fear; deal +120% more damage to enemies in fear"));
|
|||
|
Event Player.HeroTalentText[2] = Array(Ability Icon String(Hero(Cassidy), Button(Ultimate)), Custom String(
|
|||
|
"Clocked: Deadeye deals more damage and knocks enemies down"));
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("Reinhardt Hero Talent Text")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Ongoing - Each Player;
|
|||
|
Team 1;
|
|||
|
Reinhardt;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
Event Player.HeroTalentText[1] = Array(Ability Icon String(Hero(Reinhardt), Button(Ability 2)), Custom String(
|
|||
|
"Fire Blast: Fire Strike explodes as it deals damage, setting enemies on fire"));
|
|||
|
Event Player.HeroTalentText[2] = Array(Ability Icon String(Hero(Reinhardt), Button(Ultimate)), Custom String(
|
|||
|
"Epicenter: Earthshatter travels in all directions"));
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("Soldier: 76 Hero Talent Text")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Ongoing - Each Player;
|
|||
|
Team 1;
|
|||
|
Soldier: 76;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
Event Player.HeroTalentText[1] = Array(Ability Icon String(Hero(Pharah), Button(Ultimate)), Custom String(
|
|||
|
"Triple Threat: 2 more rockets are fired alongside Helix Rockets"));
|
|||
|
Event Player.HeroTalentText[2] = Array(Ability Icon String(Hero(Soldier: 76), Button(Ability 1)), Custom String(
|
|||
|
"Shoulder Check: Sprinting into enemies will damage and tackle them to the ground"));
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("Torbjörn Hero Talent Text")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Ongoing - Each Player;
|
|||
|
Team 1;
|
|||
|
Torbjörn;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
Event Player.HeroTalentText[1] = Array(Ability Icon String(Hero(Torbjörn), Button(Ability 2)), Custom String(
|
|||
|
"Melting point: Unleash heatwaves during overload and molten core"));
|
|||
|
Event Player.HeroTalentText[2] = Array(Ability Icon String(Hero(Torbjörn), Button(Ultimate)), Custom String(
|
|||
|
"Roots Of Magma: Enemies trapped in Molten Core blots cannot move"));
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("Tracer Hero Talent Text")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Ongoing - Each Player;
|
|||
|
Team 1;
|
|||
|
Tracer;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
Event Player.HeroTalentText[1] = Array(Ability Icon String(Hero(Tracer), Button(Ability 2)), Custom String(
|
|||
|
"Vortex: Recall pulls and roots enemies towards the activation point"));
|
|||
|
Event Player.HeroTalentText[2] = Array(Ability Icon String(Hero(Tracer), Button(Ultimate)), Custom String(
|
|||
|
"Chain Reaction: Pulse Bomb creates chain explosions on enemies damaged by it"));
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("Winston Hero Talent Text")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Ongoing - Each Player;
|
|||
|
Team 1;
|
|||
|
Winston;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
Event Player.HeroTalentText[1] = Array(Ability Icon String(Hero(Winston), Button(Ability 2)), Custom String(
|
|||
|
"Blast Barrier: Barrier Projector damages enemies inside the area"));
|
|||
|
Event Player.HeroTalentText[2] = Array(Ability Icon String(Hero(Winston), Button(Ultimate)), Custom String(
|
|||
|
"Next Generation: Eliminations during Primal Rage add +15% ultimate charge towards the next"));
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("Pharah Hero Talent Text")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Ongoing - Each Player;
|
|||
|
Team 1;
|
|||
|
Pharah;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
Event Player.HeroTalentText[1] = Array(Ability Icon String(Hero(Pharah), Button(Ability 2)), Custom String(
|
|||
|
"Head Trauma: Concussive Blast stuns and damages enemies for 25% of their max health"));
|
|||
|
Event Player.HeroTalentText[2] = Array(Ability Icon String(Hero(Pharah), Button(Ability 1)), Custom String(
|
|||
|
"Thunderbird: Gain 150 shields and deal 4x the damage to barriers and objects"));
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("Bastion Hero Talent Text")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Ongoing - Each Player;
|
|||
|
Team 1;
|
|||
|
Bastion;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
Event Player.HeroTalentText[1] = Array(Ability Icon String(Hero(Echo), Button(Secondary Fire)), Custom String(
|
|||
|
"Bomblets: Bullets shot during sentry configuration are explosive"));
|
|||
|
Event Player.HeroTalentText[2] = Array(Ability Icon String(Hero(Symmetra), Button(Ability 1)), Custom String(
|
|||
|
"Tesla: A powerful mounted laser will autmotically attack one enemy at a time"));
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("Doomfist Hero Talent Text")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Ongoing - Each Player;
|
|||
|
Team 1;
|
|||
|
Doomfist;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
Event Player.HeroTalentText[1] = Array(Ability Icon String(Hero(Pharah), Button(Jump)), Custom String(
|
|||
|
"Phase Shifter: Immune to damage while any ability is active"));
|
|||
|
Event Player.HeroTalentText[2] = Array(Ability Icon String(Hero(Doomfist), Button(Ultimate)), Custom String(
|
|||
|
"Fissure: Meteor Strike leaves a large fissure behind that burns enemies over it"));
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("Echo Hero Talent Text")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Ongoing - Each Player;
|
|||
|
Team 1;
|
|||
|
Echo;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
Event Player.HeroTalentText[1] = Array(Ability Icon String(Hero(Echo), Button(Ability 2)), Custom String(
|
|||
|
"Focusing Optics: Focusing Beam damage ramp starts at 90% health"));
|
|||
|
Event Player.HeroTalentText[2] = Array(Ability Icon String(Hero(Echo), Button(Secondary Fire)), Custom String(
|
|||
|
"Streamline: Fire many more sticky bombs per burst"));
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("Junkrat Hero Talent Text")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Ongoing - Each Player;
|
|||
|
Team 1;
|
|||
|
Junkrat;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
Event Player.HeroTalentText[1] = Array(Icon String(Fire), Custom String("Pyromania: All explosive attacks inflict fire damage"));
|
|||
|
Event Player.HeroTalentText[2] = Array(Ability Icon String(Hero(Junkrat), Button(Ability 2)), Custom String(
|
|||
|
"Short Fused: Steel Trap sets off violent explosions once triggered"));
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("Mei Hero Talent Text")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Ongoing - Each Player;
|
|||
|
Team 1;
|
|||
|
Mei;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
Event Player.HeroTalentText[1] = Array(Ability Icon String(Hero(Mei), Button(Ultimate)), Custom String(
|
|||
|
"Cold Snap: Instantly freeze neaerby enemies once Cryo-Freeze expires"));
|
|||
|
Event Player.HeroTalentText[2] = Array(Ability Icon String(Hero(Mei), Button(Ability 2)), Custom String(
|
|||
|
"Icebound: While Ice Wall is up, Icicles freeze and deal much more damage"));
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("Orisa Hero Talent Text")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Ongoing - Each Player;
|
|||
|
Team 1;
|
|||
|
Orisa;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
Event Player.HeroTalentText[1] = Array(Ability Icon String(Hero(Orisa), Button(Ability 1)), Custom String(
|
|||
|
"Immovable Object: During Fortify, become immune and convert 50% of taken damage to healing"));
|
|||
|
Event Player.HeroTalentText[2] = Array(Ability Icon String(Hero(Orisa), Button(Secondary Fire)), Custom String(
|
|||
|
"Unstoppable Force: Halt! is much larger and pushes enemies. When triggered, it explodes violently"));
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("Reaper Hero Talent Text")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Ongoing - Each Player;
|
|||
|
Team 1;
|
|||
|
Reaper;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
Event Player.HeroTalentText[1] = Array(Ability Icon String(Hero(Reaper), Button(Ability 1)), Custom String(
|
|||
|
"shadow streak: shadow step creates a beam that damages enemies who cross"));
|
|||
|
Event Player.HeroTalentText[2] = Array(Ability Icon String(Hero(Reaper), Button(Ultimate)), Custom String(
|
|||
|
"Loom: Traumatize enemies in front of you when using Wraith Form"));
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("Roadhog Hero Talent Text")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Ongoing - Each Player;
|
|||
|
Team 1;
|
|||
|
Roadhog;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
Event Player.HeroTalentText[1] = Array(Icon String(Poison), Custom String("Stench: Roadhog constantly damages enemies nearby"));
|
|||
|
Event Player.HeroTalentText[2] = Array(Ability Icon String(Hero(Roadhog), Button(Ability 1)), Custom String(
|
|||
|
"Rusted Anchor: Hook deals more damage; Eliminations will reset hook cooldown"));
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("Sigma Hero Talent Text")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Ongoing - Each Player;
|
|||
|
Team 1;
|
|||
|
Sigma;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
Event Player.HeroTalentText[1] = Array(Ability Icon String(Hero(Sigma), Button(Ability 1)), Custom String(
|
|||
|
"Gravity Well: Kinetic Grasp gives invincibility"));
|
|||
|
Event Player.HeroTalentText[2] = Array(Ability Icon String(Hero(Sigma), Button(Ultimate)), Custom String(
|
|||
|
"Gravity Channels: Gravitic Flux damages enemies for 75% of max hp instead of 50%"));
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("Sombra Hero Talent Text")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Ongoing - Each Player;
|
|||
|
Team 1;
|
|||
|
Sombra;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
Event Player.HeroTalentText[1] = Array(Ability Icon String(Hero(Sombra), Button(Secondary Fire)), Custom String(
|
|||
|
"Malware: Enemies hacked or in fear take +100% more damage"));
|
|||
|
Event Player.HeroTalentText[2] = Array(Ability Icon String(Hero(Sombra), Button(Ultimate)), Custom String(
|
|||
|
"Glitch: EMP leaves behind a large hack zone "));
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("Symmetra Hero Talent Text")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Ongoing - Each Player;
|
|||
|
Team 1;
|
|||
|
Symmetra;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
Event Player.HeroTalentText[1] = Array(Icon String(Bolt), Custom String(
|
|||
|
"High Voltage: Enemies eliminated by Symmetra explode and damage other enemies"));
|
|||
|
Event Player.HeroTalentText[2] = Array(Ability Icon String(Hero(Symmetra), Button(Ultimate)), Custom String(
|
|||
|
"Energy Source: While Photon Barrier is active, all players regenerate health and gain ultimate"));
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("Wrecking Ball Hero Talent Text")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Ongoing - Each Player;
|
|||
|
Team 1;
|
|||
|
Wrecking Ball;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
Event Player.HeroTalentText[1] = Array(Ability Icon String(Hero(Wrecking Ball), Button(Ultimate)), Custom String(
|
|||
|
"Mirror Ball: Reflect 100% of taken damage to nearby enemies"));
|
|||
|
Event Player.HeroTalentText[2] = Array(Ability Icon String(Hero(Wrecking Ball), Button(Ability 2)), Custom String(
|
|||
|
"Distort: Adaptive Shields damages and hacks nearby enemies"));
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("Zarya Hero Talent Text")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Ongoing - Each Player;
|
|||
|
Team 1;
|
|||
|
Zarya;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
Event Player.HeroTalentText[1] = Array(Ability Icon String(Hero(Zarya), Button(Ability 1)), Custom String(
|
|||
|
"Augment: Health and barrier hp increased by 50%; barrier sized doubled"));
|
|||
|
Event Player.HeroTalentText[2] = Array(Ability Icon String(Hero(Echo), Button(Ability 2)), Custom String(
|
|||
|
"Perpetual Energy: secondary inflicts burn damage that continues to last until the enemy dies"));
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("Zenyatta Hero Talent Text")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Ongoing - Each Player;
|
|||
|
Team 1;
|
|||
|
Zenyatta;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
Event Player.HeroTalentText[1] = Array(Ability Icon String(Hero(Baptiste), Button(Ability 2)), Custom String(
|
|||
|
"Vigor: The ally under the effect of Harmony Orb is immune to damage"));
|
|||
|
Event Player.HeroTalentText[2] = Array(Ability Icon String(Hero(Zenyatta), Button(Ultimate)), Custom String(
|
|||
|
"Perfect Balance: Transcendence damages enemies in a large proximity"));
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("Ana: Sleep Paralysis")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Player Dealt Damage;
|
|||
|
Team 1;
|
|||
|
Ana;
|
|||
|
}
|
|||
|
|
|||
|
conditions
|
|||
|
{
|
|||
|
Event Ability == Button(Ability 1);
|
|||
|
Event Player.Abilities[8] == True;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
Play Effect(All Players(All Teams), Good Pickup Effect, Color(Black), Victim, 1);
|
|||
|
Wait(0.250, Ignore Condition);
|
|||
|
Set Status(Victim, Null, Knocked Down, 5);
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("Ana: Multinade")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Ongoing - Each Player;
|
|||
|
Team 1;
|
|||
|
Ana;
|
|||
|
}
|
|||
|
|
|||
|
conditions
|
|||
|
{
|
|||
|
Is Using Ability 2(Event Player) == True;
|
|||
|
Event Player.Abilities[12] == True;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
Event Player.AbilityCountdown = 4;
|
|||
|
While(Event Player.AbilityCountdown > 0);
|
|||
|
Wait(0.030, Ignore Condition);
|
|||
|
Set Ability Cooldown(Event Player, Button(Ability 2), 0);
|
|||
|
Cancel Primary Action(Event Player);
|
|||
|
Wait(0.050, Ignore Condition);
|
|||
|
Press Button(Event Player, Button(Ability 2));
|
|||
|
Event Player.AbilityCountdown -= 1;
|
|||
|
End;
|
|||
|
Wait(2, Ignore Condition);
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("Brigitte: Heavy Iron")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Player Dealt Damage;
|
|||
|
Team 1;
|
|||
|
Brigitte;
|
|||
|
}
|
|||
|
|
|||
|
conditions
|
|||
|
{
|
|||
|
(Event Ability == Button(Primary Fire) || Event Ability == Button(Ability 1)) == True;
|
|||
|
Event Player.Abilities[8] == True;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
Play Effect(All Players(All Teams), Ring Explosion, Color(Orange), Victim, 1.500);
|
|||
|
Set Status(Victim, Null, Rooted, 0.500);
|
|||
|
Set Environment Credit Player(Victim, Event Player);
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("Brigitte: Endeavor")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Ongoing - Each Player;
|
|||
|
Team 1;
|
|||
|
Brigitte;
|
|||
|
}
|
|||
|
|
|||
|
conditions
|
|||
|
{
|
|||
|
Ability Cooldown(Event Player, Button(Secondary Fire)) >= 0.100;
|
|||
|
Event Player.Abilities[12] == True;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
Create Effect(All Players(All Teams), Ring, Color(Orange), Event Player, 0.400, Visible To Position and Radius);
|
|||
|
Event Player.Effects_[1] = Last Created Entity;
|
|||
|
Play Effect(All Players(All Teams), Ring Explosion, Color(Orange), Eye Position(Event Player), 15);
|
|||
|
Heal(Players Within Radius(Event Player, 15, Team Of(Event Player), Off), Event Player, 200);
|
|||
|
Event Player.DamageDealt *= 2.500;
|
|||
|
Set Move Speed(Event Player, 100 * 1.750);
|
|||
|
Add Health Pool To Player(Event Player, Armor, Max Health(Event Player) / 2, False, True);
|
|||
|
Event Player.HP_Pool[1] = Last Created Health Pool;
|
|||
|
Wait Until(Is Dead(Event Player), 6);
|
|||
|
Event Player.DamageDealt = 100 + Global.DamageDone + Event Player.Abilities[13] * 5;
|
|||
|
Set Move Speed(Event Player, 100);
|
|||
|
Remove Health Pool From Player(Event Player.HP_Pool[1]);
|
|||
|
Destroy Effect(Event Player.Effects_[1]);
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("Mercy: Angelic Blessing")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Player Dealt Healing;
|
|||
|
All;
|
|||
|
Mercy;
|
|||
|
}
|
|||
|
|
|||
|
conditions
|
|||
|
{
|
|||
|
Event Player.Abilities[8] == True;
|
|||
|
Healee != Event Player;
|
|||
|
Normalized Health(Healee) < True;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
Set Ultimate Charge(Healee, Ultimate Charge Percent(Healee) + 1);
|
|||
|
Wait(0.400, Ignore Condition);
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("Mercy: Aurora")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Ongoing - Each Player;
|
|||
|
Team 1;
|
|||
|
Mercy;
|
|||
|
}
|
|||
|
|
|||
|
conditions
|
|||
|
{
|
|||
|
Event Player.Abilities[12] == True;
|
|||
|
Is Using Ultimate(Event Player) == True;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
Wait(1.500, Ignore Condition);
|
|||
|
Event Player.Ability_Projectile1 = Eye Position(Event Player);
|
|||
|
Event Player.Ability_End = Ray Cast Hit Position(Eye Position(Event Player), Eye Position(Event Player) + Facing Direction Of(
|
|||
|
Event Player) * 60, All Living Players(All Teams), Event Player, True);
|
|||
|
Create Beam Effect(All Players(All Teams), Mercy Heal Beam, Event Player, Event Player.Ability_Projectile1, Color(White),
|
|||
|
Visible To Position and Radius);
|
|||
|
Event Player.Effects_[3] = Last Created Entity;
|
|||
|
Chase Player Variable At Rate(Event Player, Ability_Projectile1, Event Player.Ability_End, 70, Destination and Rate);
|
|||
|
While(Event Player.Ability_End != Event Player.Ability_Projectile1);
|
|||
|
Play Effect(All Players(All Teams), Good Explosion, Color(Yellow), Event Player.Ability_Projectile1, 1);
|
|||
|
Wait(0.032, Ignore Condition);
|
|||
|
End;
|
|||
|
Destroy Effect(Event Player.Effects_[3]);
|
|||
|
Play Effect(All Players(All Teams), Good Explosion, Color(White), Event Player.Ability_Projectile1, 5);
|
|||
|
Play Effect(All Players(All Teams), Bad Explosion, Color(Orange), Event Player.Ability_Projectile1, 5);
|
|||
|
Damage(Players Within Radius(Event Player.Ability_Projectile1, 5, Opposite Team Of(Team Of(Event Player)), Surfaces), Event Player,
|
|||
|
120);
|
|||
|
Loop If Condition Is True;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("Lucio: Healing Wave")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Ongoing - Each Player;
|
|||
|
Team 1;
|
|||
|
Lúcio;
|
|||
|
}
|
|||
|
|
|||
|
conditions
|
|||
|
{
|
|||
|
Is Firing Secondary(Event Player) == True;
|
|||
|
Event Player.Abilities[8] == True;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
Play Effect(All Players(All Teams), Good Explosion, Color(Green), Eye Position(Event Player) + Facing Direction Of(Event Player)
|
|||
|
* 4, 4);
|
|||
|
Heal(Players Within Radius(Eye Position(Event Player) + Facing Direction Of(Event Player) * 4, 4, Team Of(Event Player), Surfaces),
|
|||
|
Event Player, Max Health(Filtered Array(Players Within Radius(Eye Position(Event Player) + Facing Direction Of(Event Player)
|
|||
|
* 4, 4, Team Of(Event Player), Surfaces), Is Alive(Current Array Element))) * 0.300);
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("Lucio: Reverse Amp")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Ongoing - Each Player;
|
|||
|
Team 1;
|
|||
|
Lúcio;
|
|||
|
}
|
|||
|
|
|||
|
conditions
|
|||
|
{
|
|||
|
Is Using Ability 2(Event Player) == True;
|
|||
|
Event Player.Abilities[12] == True;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
If(Is Using Ability 1(Event Player));
|
|||
|
Set Status(Players Within Radius(Event Player, 12, Opposite Team Of(Team Of(Event Player)), Surfaces), Null, Rooted, 4);
|
|||
|
Else;
|
|||
|
Damage(Players Within Radius(Event Player, 12, Opposite Team Of(Team Of(Event Player)), Surfaces), Event Player, 16.250);
|
|||
|
End;
|
|||
|
Play Effect(All Players(All Teams), Ring Explosion, Is Using Ability 1(Event Player) ? Color(Green) : Color(Yellow), Event Player,
|
|||
|
1);
|
|||
|
Wait(0.400, Ignore Condition);
|
|||
|
Loop If Condition Is True;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("[Moira] Hose")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Ongoing - Each Player;
|
|||
|
Team 1;
|
|||
|
Moira;
|
|||
|
}
|
|||
|
|
|||
|
conditions
|
|||
|
{
|
|||
|
Is Firing Primary(Event Player) == True;
|
|||
|
Event Player.Abilities[8] == True;
|
|||
|
Ability Resource(Event Player, Button(Primary Fire)) > False;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
Apply Impulse(Filtered Array(Players in View Angle(Event Player, Opposite Team Of(Team Of(Event Player)), 25), Distance Between(
|
|||
|
Event Player, Current Array Element) <= 15 && Is In Line of Sight(Event Player, Current Array Element,
|
|||
|
Enemy Barriers Block LOS) && !Has Status(Current Array Element, Phased Out)), Facing Direction Of(Event Player), 15, To World,
|
|||
|
Cancel Contrary Motion);
|
|||
|
Apply Impulse(Filtered Array(Players in View Angle(Event Player, Opposite Team Of(Team Of(Event Player)), 25), Distance Between(
|
|||
|
Event Player, Current Array Element) <= 15 && !Is In Line of Sight(Current Array Element, Event Player,
|
|||
|
Enemy Barriers Block LOS) && !Has Status(Current Array Element, Phased Out)), Up, 8, To World, Cancel Contrary Motion);
|
|||
|
Start Damage Over Time(Filtered Array(Players in View Angle(Event Player, Opposite Team Of(Team Of(Event Player)), 25),
|
|||
|
Distance Between(Event Player, Current Array Element) <= 15 && Is In Line of Sight(Event Player, Current Array Element,
|
|||
|
Enemy Barriers Block LOS)), Event Player, 1, 15);
|
|||
|
Wait(0.300, Ignore Condition);
|
|||
|
Loop If Condition Is True;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("[Moira] Flourish - Damage")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Player Dealt Damage;
|
|||
|
Team 1;
|
|||
|
Moira;
|
|||
|
}
|
|||
|
|
|||
|
conditions
|
|||
|
{
|
|||
|
Event Ability == Button(Ability 2);
|
|||
|
Event Player.Abilities[12] == True;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
Damage(Victim, Event Player, Event Damage * 2);
|
|||
|
Play Effect(All Players(All Teams), Good Explosion, Color(Violet), Victim, 0.100);
|
|||
|
Wait(0.250, Ignore Condition);
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("[Moira] Flourish - Healing")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Player Dealt Healing;
|
|||
|
Team 1;
|
|||
|
Moira;
|
|||
|
}
|
|||
|
|
|||
|
conditions
|
|||
|
{
|
|||
|
Event Ability == Button(Ability 2);
|
|||
|
Event Player.Abilities[12] == True;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
Heal(Healee, Event Player, Event Healing * 2);
|
|||
|
Play Effect(All Players(All Teams), Good Explosion, Color(Yellow), Healee, 0.100);
|
|||
|
Wait(0.250, Ignore Condition);
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("Baptiste: Corrode")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Ongoing - Each Player;
|
|||
|
Team 1;
|
|||
|
Baptiste;
|
|||
|
}
|
|||
|
|
|||
|
conditions
|
|||
|
{
|
|||
|
Is Using Ability 1(Event Player) == True;
|
|||
|
Event Player.Abilities[8] == True;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
Play Effect(All Players(All Teams), Ring Explosion, Color(Purple), Position Of(Event Player), 20);
|
|||
|
Damage(Players Within Radius(Event Player, 10, Opposite Team Of(Team Of(Event Player)), Surfaces), Event Player, 25);
|
|||
|
Start Damage Over Time(Players Within Radius(Event Player, 10, Opposite Team Of(Team Of(Event Player)), Surfaces), Event Player, 5,
|
|||
|
20);
|
|||
|
Wait(0.200, Ignore Condition);
|
|||
|
Play Effect(All Players(All Teams), Ring Explosion, Color(Violet), Position Of(Event Player), 18);
|
|||
|
Damage(Players Within Radius(Event Player, 10, Opposite Team Of(Team Of(Event Player)), Surfaces), Event Player, 25);
|
|||
|
Start Damage Over Time(Players Within Radius(Event Player, 10, Opposite Team Of(Team Of(Event Player)), Surfaces), Event Player, 5,
|
|||
|
12);
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("Baptiste: Breakthrough")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Ongoing - Each Player;
|
|||
|
Team 1;
|
|||
|
All;
|
|||
|
}
|
|||
|
|
|||
|
conditions
|
|||
|
{
|
|||
|
Has Status(Event Player, Unkillable) == True;
|
|||
|
(Event Player.Abilities[12] ? Players On Hero(Hero(Baptiste), Team Of(Event Player)) : Empty Array).Abilities[12] == True;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
Heal(Event Player, Event Player, 10000);
|
|||
|
Set Status(Event Player, Null, Invincible, 0.800);
|
|||
|
Set Ultimate Charge(Event Player, Ultimate Charge Percent(Event Player) + 2);
|
|||
|
Wait(0.750, Ignore Condition);
|
|||
|
Loop If Condition Is True;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("Ashe: Firebourne")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Player Dealt Damage;
|
|||
|
Team 1;
|
|||
|
Ashe;
|
|||
|
}
|
|||
|
|
|||
|
conditions
|
|||
|
{
|
|||
|
Event Player.Abilities[8] == True;
|
|||
|
Event Ability == Button(Primary Fire);
|
|||
|
Has Status(Victim, Burning) == True;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
Set Status(Filtered Array(Players Within Radius(Victim, 5, Opposite Team Of(Team Of(Event Player)), Surfaces), Hero Of(
|
|||
|
Current Array Element) != Hero(Torbjörn)), Null, Burning, 10);
|
|||
|
Start Damage Over Time(Filtered Array(Players Within Radius(Victim, 5, Opposite Team Of(Team Of(Event Player)), Surfaces), Hero Of(
|
|||
|
Current Array Element) != Hero(Torbjörn)), Event Player, 10, 15);
|
|||
|
Play Effect(All Players(All Teams), Good Explosion, Color(Orange), Victim, 5);
|
|||
|
Play Effect(All Players(All Teams), Bad Explosion, Color(Red), Victim, 5);
|
|||
|
Wait(0.250, Ignore Condition);
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("Ashe: Taunt")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Ongoing - Each Player;
|
|||
|
Team 1;
|
|||
|
Ashe;
|
|||
|
}
|
|||
|
|
|||
|
conditions
|
|||
|
{
|
|||
|
Event Player.Abilities[12] == True;
|
|||
|
Is Using Ability 1(Event Player) == True;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
Damage(Filtered Array(All Players(Opposite Team Of(Team Of(Event Player))), Has Status(Current Array Element, Burning)),
|
|||
|
Event Player, 125);
|
|||
|
Set Status(Filtered Array(All Players(Opposite Team Of(Team Of(Event Player))), Has Status(Event Player, Burning)), Null, Frozen,
|
|||
|
0.016);
|
|||
|
Set Status(Filtered Array(All Players(Opposite Team Of(Team Of(Event Player))), Has Status(Event Player, Burning)), Null, Stunned,
|
|||
|
2);
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("D.Va: Voltage Grid")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Ongoing - Each Player;
|
|||
|
Team 1;
|
|||
|
D.Va;
|
|||
|
}
|
|||
|
|
|||
|
conditions
|
|||
|
{
|
|||
|
Is Firing Secondary(Event Player) == True;
|
|||
|
Event Player.Abilities[8] == True;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
Play Effect(All Players(All Teams), Bad Explosion, Color(Turquoise), Eye Position(Event Player) + Facing Direction Of(Event Player)
|
|||
|
* 2, 0.500);
|
|||
|
Play Effect(All Players(All Teams), Bad Explosion, Color(Turquoise), Eye Position(Event Player) + Facing Direction Of(Event Player)
|
|||
|
* 5, 0.500);
|
|||
|
Play Effect(All Players(All Teams), Bad Explosion, Color(Turquoise), Eye Position(Event Player) + Facing Direction Of(Event Player)
|
|||
|
* 8, 0.500);
|
|||
|
Wait(0.300, Ignore Condition);
|
|||
|
Damage(Players Within Radius(Eye Position(Event Player) + Facing Direction Of(Event Player) * 2, 2.500, Opposite Team Of(Team Of(
|
|||
|
Event Player)), Off), Event Player, 25);
|
|||
|
Damage(Players Within Radius(Eye Position(Event Player) + Facing Direction Of(Event Player) * 5, 2.500, Opposite Team Of(Team Of(
|
|||
|
Event Player)), Off), Event Player, 25);
|
|||
|
Damage(Players Within Radius(Eye Position(Event Player) + Facing Direction Of(Event Player) * 8, 2.500, Opposite Team Of(Team Of(
|
|||
|
Event Player)), Off), Event Player, 25);
|
|||
|
Wait(0.016, Ignore Condition);
|
|||
|
Set Status(Players Within Radius(Eye Position(Event Player) + Facing Direction Of(Event Player) * 2, 2.500, Opposite Team Of(
|
|||
|
Team Of(Event Player)), Off), Event Player, Rooted, 0.500);
|
|||
|
Set Status(Players Within Radius(Eye Position(Event Player) + Facing Direction Of(Event Player) * 5, 2.500, Opposite Team Of(
|
|||
|
Team Of(Event Player)), Off), Event Player, Rooted, 0.500);
|
|||
|
Set Status(Players Within Radius(Eye Position(Event Player) + Facing Direction Of(Event Player) * 8, 2.500, Opposite Team Of(
|
|||
|
Team Of(Event Player)), Off), Event Player, Rooted, 0.500);
|
|||
|
Loop If Condition Is True;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("D.Va: Shooting Star")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Player Dealt Knockback;
|
|||
|
Team 1;
|
|||
|
D.Va;
|
|||
|
}
|
|||
|
|
|||
|
conditions
|
|||
|
{
|
|||
|
Event Ability == Button(Ability 1);
|
|||
|
Event Player.Abilities[12] == True;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
Damage(Victim, Event Player, 40);
|
|||
|
Set Status(Victim, Null, Burning, 3);
|
|||
|
Start Damage Over Time(Victim, Event Player, 3, 35);
|
|||
|
Play Effect(All Players(All Teams), Bad Explosion, Color(Red), Victim, 1);
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("Genji: Venomous Strike")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Player Dealt Damage;
|
|||
|
Team 1;
|
|||
|
Genji;
|
|||
|
}
|
|||
|
|
|||
|
conditions
|
|||
|
{
|
|||
|
Event Ability == Button(Ability 1);
|
|||
|
Event Player.Abilities[8] == True;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
Start Heal Over Time(Event Player, Event Player, 3, 25);
|
|||
|
Start Damage Over Time(Victim, Event Player, 3, 25);
|
|||
|
Damage(Victim, Event Player, 25);
|
|||
|
Heal(Event Player, Event Player, 25);
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("Genji: Dragon's Breath")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Ongoing - Each Player;
|
|||
|
Team 1;
|
|||
|
Genji;
|
|||
|
}
|
|||
|
|
|||
|
conditions
|
|||
|
{
|
|||
|
Is Using Ultimate(Event Player) == True;
|
|||
|
Is Firing Primary(Event Player) == True;
|
|||
|
Event Player.Abilities[12] == True;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
Create Effect(All Players(All Teams), Good Aura, Color(Lime Green), Event Player.Ability_Projectile1, 1,
|
|||
|
Visible To Position and Radius);
|
|||
|
Event Player.Effects_[1] = Last Created Entity;
|
|||
|
Event Player.Ability_Projectile1 = Eye Position(Event Player);
|
|||
|
Chase Player Variable At Rate(Event Player, Ability_Projectile1, Event Player.Ability_End, 80, Destination and Rate);
|
|||
|
Event Player.Ability_End = Ray Cast Hit Position(Eye Position(Event Player), Eye Position(Event Player) + Facing Direction Of(
|
|||
|
Event Player) * 60, All Living Players(Opposite Team Of(Team Of(Event Player))), All Players(Team Of(Event Player)), True);
|
|||
|
Wait Until(Event Player.Ability_End == Event Player.Ability_Projectile1, 1);
|
|||
|
Destroy Effect(Event Player.Effects_[1]);
|
|||
|
Play Effect(All Players(All Teams), Ring Explosion Sound, Color(Green), Event Player.Ability_Projectile1, 100);
|
|||
|
Play Effect(All Players(All Teams), Bad Explosion, Color(Lime Green), Event Player.Ability_Projectile1, 5);
|
|||
|
Play Effect(All Players(All Teams), Bad Explosion, Color(Green), Event Player.Ability_Projectile1, 5);
|
|||
|
Damage(Players Within Radius(Event Player.Ability_Projectile1, 5, Opposite Team Of(Team Of(Event Player)), Surfaces), Event Player,
|
|||
|
100);
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("[Hanzo] Stormbreak (Storm_Effects6)")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Player Died;
|
|||
|
Team 2;
|
|||
|
All;
|
|||
|
}
|
|||
|
|
|||
|
conditions
|
|||
|
{
|
|||
|
Attacker.Abilities[8] == True;
|
|||
|
Hero Of(Attacker) == Hero(Hanzo);
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
Event Player.Storm_Projectile = Eye Position(Event Player);
|
|||
|
Event Player.Storm_EndPoint = Ray Cast Hit Position(Eye Position(Event Player), Eye Position(Event Player) + Up * 12, Null,
|
|||
|
All Players(All Teams), False);
|
|||
|
Chase Player Variable At Rate(Event Player, Storm_Projectile, Event Player.Storm_EndPoint, 4, Destination and Rate);
|
|||
|
Create Effect(All Players(All Teams), Cloud, Color(White), Vector(False, -0.500, False) + Event Player.Storm_Projectile, 4,
|
|||
|
Visible To Position and Radius);
|
|||
|
Event Player.Storm_Effects[3] = Last Created Entity;
|
|||
|
Create Effect(All Players(All Teams), Bad Aura, Color(White), Event Player.Storm_Projectile, 3, Visible To Position and Radius);
|
|||
|
Event Player.Storm_Effects[4] = Last Created Entity;
|
|||
|
Create Effect(All Players(All Teams), Cloud, Color(White), Event Player.Storm_Projectile, 3.500, Visible To Position and Radius);
|
|||
|
Event Player.Storm_Effects[5] = Last Created Entity;
|
|||
|
Create Beam Effect(All Players(All Teams), Bad Beam, Event Player.Storm_Projectile, Ray Cast Hit Position(
|
|||
|
Event Player.Storm_Projectile, Vector(0.100, 0, 0) + Event Player.Storm_Projectile + Down * 1000, Null, All Players(All Teams),
|
|||
|
False), Color(Aqua), Visible To Position and Radius);
|
|||
|
Event Player.Storm_Effects[6] = Last Created Entity;
|
|||
|
While(Distance Between(Event Player.Storm_Projectile, Event Player.Storm_EndPoint) > 1);
|
|||
|
Wait(0.600, Ignore Condition);
|
|||
|
Damage(Players Within Radius(Ray Cast Hit Position(Event Player.Storm_Projectile, Event Player.Storm_Projectile + Down * 1000,
|
|||
|
Null, All Players(All Teams), False), 3, Team Of(Event Player), Surfaces), Attacker, 50);
|
|||
|
Play Effect(All Players(All Teams), Bad Pickup Effect, Color(Aqua), Ray Cast Hit Position(Event Player.Storm_Projectile,
|
|||
|
Event Player.Storm_Projectile + Down * 1000, Null, All Players(All Teams), False), 3);
|
|||
|
Play Effect(All Players(All Teams), Good Explosion, Color(Blue), Ray Cast Hit Position(Event Player.Storm_Projectile,
|
|||
|
Event Player.Storm_Projectile + Down * 1000, Null, All Players(All Teams), False), 3);
|
|||
|
End;
|
|||
|
Destroy Effect(Event Player.Storm_Effects[3]);
|
|||
|
Destroy Effect(Event Player.Storm_Effects[4]);
|
|||
|
Destroy Effect(Event Player.Storm_Effects[5]);
|
|||
|
Destroy Effect(Event Player.Storm_Effects[6]);
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("Hanzo: Punch II")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Player Dealt Damage;
|
|||
|
Team 1;
|
|||
|
Hanzo;
|
|||
|
}
|
|||
|
|
|||
|
conditions
|
|||
|
{
|
|||
|
Event Player.Abilities[12] == True;
|
|||
|
Event Ability == Button(Ability 2);
|
|||
|
Hero Of(Victim) != Hero(Torbjörn);
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
Damage(Victim, Event Player, Event Damage * 0.800);
|
|||
|
Apply Impulse(Victim, Facing Direction Of(Event Player), 12, To World, Cancel Contrary Motion);
|
|||
|
Apply Impulse(Victim, Up, 5, To World, Cancel Contrary Motion);
|
|||
|
Set Environment Credit Player(Victim, Event Player);
|
|||
|
Set Status(Victim, Null, Stunned, 1);
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("Widowmaker: Kiss Of Death")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Player Dealt Damage;
|
|||
|
Team 1;
|
|||
|
Widowmaker;
|
|||
|
}
|
|||
|
|
|||
|
conditions
|
|||
|
{
|
|||
|
(Normalized Health(Victim) <= 0.300 || Event Damage >= Normalized Health(Victim) + Event Damage) == True;
|
|||
|
Is Firing Secondary(Event Player) == True;
|
|||
|
Event Ability == Button(Primary Fire);
|
|||
|
Event Player.Abilities[8] == True;
|
|||
|
Event Damage >= 40;
|
|||
|
Event Was Critical Hit == True;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
Kill(Victim, Event Player);
|
|||
|
Play Effect(All Players(All Teams), Bad Explosion, Color(Team 2), Victim, 3);
|
|||
|
Damage(Players Within Radius(Victim, 3, Opposite Team Of(Team Of(Event Player)), Surfaces), Event Player, Event Damage * 1.500);
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("Widowmaker: Epidemic")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Player Dealt Damage;
|
|||
|
Team 1;
|
|||
|
Widowmaker;
|
|||
|
}
|
|||
|
|
|||
|
conditions
|
|||
|
{
|
|||
|
Event Ability == Button(Ability 2);
|
|||
|
Event Player.Abilities[12] == True;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
Play Effect(All Players(All Teams), Good Explosion, Color(Violet), Victim, 8);
|
|||
|
Play Effect(All Players(All Teams), Good Explosion, Color(Purple), Victim, 4);
|
|||
|
Play Effect(All Players(All Teams), Ring Explosion, Color(Violet), Victim, 16);
|
|||
|
Play Effect(All Players(All Teams), Bad Explosion, Color(White), Victim, 3);
|
|||
|
Start Damage Over Time(Players Within Radius(Victim, 8, Opposite Team Of(Team Of(Event Player)), Surfaces), Event Player, 3, 50);
|
|||
|
Start Heal Over Time(Event Player, Event Player, 3, 50);
|
|||
|
Wait(0.500, Ignore Condition);
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("McCree: Panic")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Player Dealt Damage;
|
|||
|
Team 1;
|
|||
|
Cassidy;
|
|||
|
}
|
|||
|
|
|||
|
conditions
|
|||
|
{
|
|||
|
Event Ability == Button(Ability 2);
|
|||
|
Event Player.Abilities[8] == True;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
Victim.Feared_until = Total Time Elapsed + 3.500;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("McCree: Panic - Damage")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Ongoing - Each Player;
|
|||
|
Team 1;
|
|||
|
Cassidy;
|
|||
|
}
|
|||
|
|
|||
|
conditions
|
|||
|
{
|
|||
|
Event Player.Abilities[8] == True;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
Start Damage Modification(Filtered Array(All Players(Opposite Team Of(Team Of(Event Player))),
|
|||
|
Event Player.Feared_until >= Total Time Elapsed), All Players(Team Of(Event Player)), 220,
|
|||
|
Receivers Damagers and Damage Percent);
|
|||
|
Event Player.Modification_Damage[1] = Last Damage Modification ID;
|
|||
|
Wait Until(!Event Player.Abilities[8], 99999);
|
|||
|
Stop Damage Modification(Event Player.Modification_Damage[1]);
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("McCree: Clocked")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Player Dealt Damage;
|
|||
|
Team 1;
|
|||
|
Cassidy;
|
|||
|
}
|
|||
|
|
|||
|
conditions
|
|||
|
{
|
|||
|
Event Ability == Button(Ultimate);
|
|||
|
Event Player.Abilities[12] == True;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
Play Effect(All Players(All Teams), Good Pickup Effect, Color(Orange), Victim, 1);
|
|||
|
Damage(Victim, Event Player, Event Damage * 1.500);
|
|||
|
Set Status(Victim, Null, Knocked Down, 3);
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("Reinhardt: Fire Blast")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Player Dealt Damage;
|
|||
|
Team 1;
|
|||
|
Reinhardt;
|
|||
|
}
|
|||
|
|
|||
|
conditions
|
|||
|
{
|
|||
|
Event Ability == Button(Ability 2);
|
|||
|
Event Player.Abilities[8] == True;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
Play Effect(All Players(All Teams), Good Explosion, Color(Orange), Victim, 5);
|
|||
|
Start Damage Over Time(Players Within Radius(Victim, 5, Opposite Team Of(Team Of(Event Player)), Surfaces), Event Player, 5, 20);
|
|||
|
Set Status(Players Within Radius(Victim, 5, Opposite Team Of(Team Of(Event Player)), Surfaces), Event Player, Burning, 5);
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("Reinhardt: Epicenter")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Ongoing - Each Player;
|
|||
|
Team 1;
|
|||
|
Reinhardt;
|
|||
|
}
|
|||
|
|
|||
|
conditions
|
|||
|
{
|
|||
|
Is Using Ultimate(Event Player) == True;
|
|||
|
Is On Ground(Event Player) == True;
|
|||
|
Event Player.Abilities[12] == True;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
Set Status(Filtered Array(Players Within Radius(Event Player, 20, Opposite Team Of(Team Of(Event Player)), Surfaces), !Has Status(
|
|||
|
Current Array Element, Knocked Down)), Event Player, Knocked Down, 2.500);
|
|||
|
Play Effect(All Players(All Teams), Ring Explosion, Color(Orange), Position Of(Event Player), 10);
|
|||
|
Damage(Filtered Array(Players Within Radius(Event Player, 20, Opposite Team Of(Team Of(Event Player)), Surfaces), !Has Status(
|
|||
|
Current Array Element, Knocked Down)), Event Player, 50);
|
|||
|
Wait(0.016, Ignore Condition);
|
|||
|
Play Effect(All Players(All Teams), Ring Explosion, Color(Orange), Position Of(Event Player), 20);
|
|||
|
Wait(0.016, Ignore Condition);
|
|||
|
Play Effect(All Players(All Teams), Ring Explosion, Color(Orange), Position Of(Event Player), 30);
|
|||
|
Wait(0.016, Ignore Condition);
|
|||
|
Play Effect(All Players(All Teams), Ring Explosion, Color(Orange), Position Of(Event Player), 40);
|
|||
|
Wait(5, Ignore Condition);
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("[Soldier: 76] Rocket Assault Rifle")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Ongoing - Each Player;
|
|||
|
Team 1;
|
|||
|
Soldier: 76;
|
|||
|
}
|
|||
|
|
|||
|
conditions
|
|||
|
{
|
|||
|
Is Firing Secondary(Event Player) == True;
|
|||
|
Event Player.Abilities[8] == True;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
Event Player.Ability_Projectile2 = Ray Cast Hit Position(Eye Position(Event Player), Ray Cast Hit Position(Eye Position(
|
|||
|
Event Player), Eye Position(Event Player) + Facing Direction Of(Event Player) * 60, Null, Null, False) + World Vector Of(
|
|||
|
Vector(-2, 0, 0), Event Player, Rotation), Null, Null, False);
|
|||
|
Event Player.Ability_Projectile1 = Ray Cast Hit Position(Eye Position(Event Player), Ray Cast Hit Position(Eye Position(
|
|||
|
Event Player), Eye Position(Event Player) + Facing Direction Of(Event Player) * 60, Null, Null, False) + World Vector Of(
|
|||
|
Vector(2, 0, 0), Event Player, Rotation), Null, Null, False);
|
|||
|
Event Player.Ability_Position = Eye Position(Event Player) + Facing Direction Of(Event Player) + World Vector Of(Vector(0, -0.250,
|
|||
|
0), Event Player, Rotation);
|
|||
|
Event Player.Ability_End = Eye Position(Event Player) + Facing Direction Of(Event Player) + World Vector Of(Vector(0, -0.250, 0),
|
|||
|
Event Player, Rotation);
|
|||
|
Chase Player Variable At Rate(Event Player, Ability_Position, Event Player.Ability_Projectile1, 60, Destination and Rate);
|
|||
|
Chase Player Variable At Rate(Event Player, Ability_End, Event Player.Ability_Projectile2, 60, Destination and Rate);
|
|||
|
Wait Until(Event Player.Ability_Position == 0 && Event Player.Ability_End == 0, 2.500);
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("[Soldier: 76] First Rocket Effect")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Ongoing - Each Player;
|
|||
|
All;
|
|||
|
Soldier: 76;
|
|||
|
}
|
|||
|
|
|||
|
conditions
|
|||
|
{
|
|||
|
Event Player.Ability_Projectile1 != Event Player.Ability_Position;
|
|||
|
Event Player.Abilities[8] == True;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
Play Effect(All Players(All Teams), Good Explosion, Random Value In Array(Array(Color(Sky Blue), Color(Aqua))),
|
|||
|
Event Player.Ability_Position, 0.400);
|
|||
|
Wait(0.050, Ignore Condition);
|
|||
|
Loop If Condition Is True;
|
|||
|
Play Effect(All Players(All Teams), Explosion Sound, Color(Orange), Event Player.Ability_Position, 100);
|
|||
|
Play Effect(All Players(All Teams), Good Explosion, Color(Sky Blue), Event Player.Ability_Position, 2.500);
|
|||
|
Play Effect(All Players(All Teams), Bad Explosion, Color(Team 1), Event Player.Ability_Position, 2.500);
|
|||
|
Stop Chasing Player Variable(Event Player, Ability_Position);
|
|||
|
Wait(0.016, Ignore Condition);
|
|||
|
Damage(Players Within Radius(Event Player.Ability_Position, 4, Opposite Team Of(Team Of(Event Player)), Surfaces), Event Player,
|
|||
|
80);
|
|||
|
Stop Chasing Player Variable(Event Player, Ability_Position);
|
|||
|
Event Player.Ability_Position = 0;
|
|||
|
Event Player.Ability_Projectile1 = 0;
|
|||
|
Wait(0.016, Ignore Condition);
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("[Soldier: 76] Second Rocket Effect")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Ongoing - Each Player;
|
|||
|
All;
|
|||
|
Soldier: 76;
|
|||
|
}
|
|||
|
|
|||
|
conditions
|
|||
|
{
|
|||
|
Event Player.Ability_Projectile2 != Event Player.Ability_End;
|
|||
|
Event Player.Abilities[8] == True;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
Play Effect(All Players(All Teams), Good Explosion, Random Value In Array(Array(Color(Sky Blue), Color(Aqua))),
|
|||
|
Event Player.Ability_End, 0.400);
|
|||
|
Wait(0.050, Ignore Condition);
|
|||
|
Loop If Condition Is True;
|
|||
|
Play Effect(All Players(All Teams), Explosion Sound, Color(Orange), Event Player.Ability_End, 100);
|
|||
|
Play Effect(All Players(All Teams), Good Explosion, Color(Sky Blue), Event Player.Ability_End, 2.500);
|
|||
|
Play Effect(All Players(All Teams), Bad Explosion, Color(Team 1), Event Player.Ability_End, 2.500);
|
|||
|
Stop Chasing Player Variable(Event Player, Ability_End);
|
|||
|
Damage(Players Within Radius(Event Player.Ability_End, 4, Opposite Team Of(Team Of(Event Player)), Surfaces), Event Player, 80);
|
|||
|
Event Player.Ability_End = 0;
|
|||
|
Event Player.Ability_Projectile2 = 0;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("Soldier: 76 - Init rockets")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Ongoing - Each Player;
|
|||
|
Team 1;
|
|||
|
Soldier: 76;
|
|||
|
}
|
|||
|
|
|||
|
conditions
|
|||
|
{
|
|||
|
Event Player.Abilities[8] == True;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
Event Player.Ability_Projectile1 = Event Player.Ability_Position;
|
|||
|
Event Player.Ability_Projectile2 = Event Player.Ability_End;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("[Soldier: 76] Shoulder Check")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Ongoing - Each Player;
|
|||
|
Team 1;
|
|||
|
Soldier: 76;
|
|||
|
}
|
|||
|
|
|||
|
conditions
|
|||
|
{
|
|||
|
Is Using Ability 1(Event Player) == True;
|
|||
|
Event Player.Abilities[12] == True;
|
|||
|
Distance Between(Event Player, Closest Player To(Event Player, Opposite Team Of(Team Of(Event Player)))) <= 3;
|
|||
|
Is Alive(Closest Player To(Event Player, Opposite Team Of(Team Of(Event Player)))) == True;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
Damage(Closest Player To(Event Player, Opposite Team Of(Team Of(Event Player))), Event Player, 55);
|
|||
|
Set Status(Closest Player To(Event Player, Opposite Team Of(Team Of(Event Player))), Null, Knocked Down, 1.500);
|
|||
|
Apply Impulse(Closest Player To(Event Player, Opposite Team Of(Team Of(Event Player))), Facing Direction Of(Event Player), 15,
|
|||
|
To World, Cancel Contrary Motion);
|
|||
|
Apply Impulse(Event Player, Vector(0, 8, 15), 15, To Player, Cancel Contrary Motion);
|
|||
|
Play Effect(All Players(All Teams), Bad Explosion, Color(White), Closest Player To(Event Player, Opposite Team Of(Team Of(
|
|||
|
Event Player))), 1);
|
|||
|
Set Ability Cooldown(Event Player, Button(Melee), 0);
|
|||
|
Press Button(Event Player, Button(Melee));
|
|||
|
Wait(1, Ignore Condition);
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("Torbjorn: Melting Point")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Ongoing - Each Player;
|
|||
|
Team 1;
|
|||
|
Torbjörn;
|
|||
|
}
|
|||
|
|
|||
|
conditions
|
|||
|
{
|
|||
|
Event Player.Abilities[8] == True;
|
|||
|
(Is Using Ability 2(Event Player) || Is Using Ultimate(Event Player)) == True;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
Play Effect(All Players(All Teams), Good Explosion, Color(Orange), Event Player, 8);
|
|||
|
Play Effect(All Players(All Teams), Bad Explosion, Color(Yellow), Event Player, 8);
|
|||
|
Play Effect(All Players(All Teams), Ring Explosion, Color(Orange), Position Of(Event Player), 16);
|
|||
|
Start Damage Over Time(Players Within Radius(Event Player, 10, Opposite Team Of(Team Of(Event Player)), Surfaces), Event Player, 3,
|
|||
|
25);
|
|||
|
Set Status(Players Within Radius(Event Player, 10, Opposite Team Of(Team Of(Event Player)), Off), Null, Burning, 3);
|
|||
|
Play Effect(All Players(All Teams), Ring Explosion Sound, Color(White), Event Player, 100);
|
|||
|
Wait(0.750, Ignore Condition);
|
|||
|
Loop If Condition Is True;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("Torbjorn: Roots of Magma")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Player Dealt Damage;
|
|||
|
Team 1;
|
|||
|
Torbjörn;
|
|||
|
}
|
|||
|
|
|||
|
conditions
|
|||
|
{
|
|||
|
Event Ability == Button(Ultimate);
|
|||
|
Event Player.Abilities[12] == True;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
Play Effect(All Players(All Teams), Good Pickup Effect, Color(Orange), Victim, 1);
|
|||
|
Set Status(Victim, Null, Rooted, 1);
|
|||
|
Wait(1, Ignore Condition);
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("Tracer: Vortex")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Ongoing - Each Player;
|
|||
|
Team 1;
|
|||
|
Tracer;
|
|||
|
}
|
|||
|
|
|||
|
conditions
|
|||
|
{
|
|||
|
Is Using Ability 2(Event Player) == True;
|
|||
|
Event Player.Abilities[8] == True;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
Heal(Players Within Radius(Event Player, 12, Opposite Team Of(Team Of(Event Player)), Surfaces), Null, 0);
|
|||
|
Damage(Players Within Radius(Event Player, 12, Opposite Team Of(Team Of(Event Player)), Surfaces), Event Player, 10);
|
|||
|
Play Effect(All Players(All Teams), Ring Explosion, Color(Red), Position Of(Event Player), 24);
|
|||
|
Play Effect(All Players(All Teams), Ring Explosion, Color(Yellow), Position Of(Event Player), 18);
|
|||
|
Play Effect(All Players(All Teams), Ring Explosion, Color(Green), Position Of(Event Player), 12);
|
|||
|
Play Effect(All Players(All Teams), Ring Explosion, Color(Aqua), Position Of(Event Player), 6);
|
|||
|
Set Environment Credit Player(Players Within Radius(Event Player, 8, Opposite Team Of(Team Of(Event Player)), Surfaces),
|
|||
|
Event Player);
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("Tracer: Vortex 2")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Player Received Healing;
|
|||
|
Team 2;
|
|||
|
All;
|
|||
|
}
|
|||
|
|
|||
|
conditions
|
|||
|
{
|
|||
|
Healer.Abilities[8] == True;
|
|||
|
Hero Of(Healer) == Hero(Tracer);
|
|||
|
Is Using Ability 2(Healer) == True;
|
|||
|
Event Ability == Null;
|
|||
|
Event Damage <= 20;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
Apply Impulse(Event Player, Up, 5, To World, Cancel Contrary Motion);
|
|||
|
Wait(0.100, Ignore Condition);
|
|||
|
Apply Impulse(Event Player, Direction Towards(Event Player, Healer), Distance Between(Event Player, Healer) * 3.500, To World,
|
|||
|
Cancel Contrary Motion);
|
|||
|
Set Status(Event Player, Null, Rooted, 1.300);
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("Tracer: Chain Reaction")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Ongoing - Each Player;
|
|||
|
Team 2;
|
|||
|
All;
|
|||
|
}
|
|||
|
|
|||
|
conditions
|
|||
|
{
|
|||
|
Is True For Any(Filtered Array(All Players(Team Of(Event Player)), Current Array Element.Chain_Reaction_On), Distance Between(
|
|||
|
Event Player, Current Array Element) <= 8 && True) == True;
|
|||
|
Event Player.Chain_Reaction_Immune == False;
|
|||
|
Event Player.Chain_Reaction_On == False;
|
|||
|
Is Alive(Event Player) == True;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
Wait(0.250, Ignore Condition);
|
|||
|
Event Player.Chain_Reaction_On = True;
|
|||
|
Play Effect(All Players(All Teams), Good Explosion, Color(Sky Blue), Event Player, 3);
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("Tracer: Chain Reaction 2")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Ongoing - Each Player;
|
|||
|
Team 2;
|
|||
|
All;
|
|||
|
}
|
|||
|
|
|||
|
conditions
|
|||
|
{
|
|||
|
Event Player.Chain_Reaction_On == True;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
Wait(0.100, Ignore Condition);
|
|||
|
Play Effect(All Players(All Teams), Good Explosion, Color(Aqua), Event Player, 3);
|
|||
|
Damage(Event Player, Players On Hero(Hero(Tracer), Opposite Team Of(Team Of(Event Player))), 200);
|
|||
|
Wait(0.500, Ignore Condition);
|
|||
|
Event Player.Chain_Reaction_Immune = True;
|
|||
|
Event Player.Chain_Reaction_On = False;
|
|||
|
Wait(2, Ignore Condition);
|
|||
|
Event Player.Chain_Reaction_Immune = False;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("Tracer: Chain Reaction 3")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Player Dealt Damage;
|
|||
|
Team 1;
|
|||
|
Tracer;
|
|||
|
}
|
|||
|
|
|||
|
conditions
|
|||
|
{
|
|||
|
Event Ability == Button(Ultimate);
|
|||
|
Event Damage > 20;
|
|||
|
Event Player.Abilities[12] == True;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
Victim.Chain_Reaction_On = True;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("[Winston] Electric Field")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Ongoing - Each Player;
|
|||
|
Team 1;
|
|||
|
Winston;
|
|||
|
}
|
|||
|
|
|||
|
conditions
|
|||
|
{
|
|||
|
Is Using Ability 2(Event Player) == True;
|
|||
|
Event Player.Abilities[8] == True;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
Damage(Players Within Radius(Event Player.Ability_Projectile1, 6, Opposite Team Of(Team Of(Event Player)), Off), Event Player, 65);
|
|||
|
Destroy Effect(Event Player.Effects_[1]);
|
|||
|
Event Player.Ability_Active = True;
|
|||
|
Create Effect(All Players(All Teams), Orb, Color(White), Event Player.Ability_Projectile1, 1, Visible To Position and Radius);
|
|||
|
Event Player.Effects_[1] = Last Created Entity;
|
|||
|
Stop Chasing Player Variable(Event Player, Ability_Resource);
|
|||
|
Event Player.Ability_Projectile1 = Eye Position(Event Player);
|
|||
|
Event Player.Ability_End = Ray Cast Hit Position(Eye Position(Event Player), Eye Position(Event Player) + Down * 1000, Null,
|
|||
|
All Players(All Teams), False);
|
|||
|
Wait(0.100, Ignore Condition);
|
|||
|
Event Player.Ability_Resource = 5;
|
|||
|
Wait(0.250, Ignore Condition);
|
|||
|
Chase Player Variable At Rate(Event Player, Ability_Resource, 20, 7, Destination and Rate);
|
|||
|
Chase Player Variable At Rate(Event Player, Ability_Projectile1, Event Player.Ability_End, Event Player.Ability_Resource,
|
|||
|
Destination and Rate);
|
|||
|
Wait(8.650, Restart When True);
|
|||
|
Event Player.Ability_Active = False;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("[Winston] Electric Field 2")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Ongoing - Each Player;
|
|||
|
Team 1;
|
|||
|
Winston;
|
|||
|
}
|
|||
|
|
|||
|
conditions
|
|||
|
{
|
|||
|
Event Player.Ability_Active == True;
|
|||
|
Event Player.Abilities[8] == True;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
Play Effect(All Players(All Teams), Ring Explosion, Color(Aqua), Event Player.Ability_Projectile1, 5);
|
|||
|
Damage(Players Within Radius(Event Player.Ability_Projectile1, 5, Opposite Team Of(Team Of(Event Player)), Off), Event Player, 33);
|
|||
|
Play Effect(All Players(All Teams), Ring Explosion, Color(Blue), Event Player.Ability_Projectile1, 10);
|
|||
|
Wait(0.250, Ignore Condition);
|
|||
|
Loop If Condition Is True;
|
|||
|
Damage(Players Within Radius(Event Player.Ability_Projectile1, 6, Opposite Team Of(Team Of(Event Player)), Off), Event Player, 80);
|
|||
|
Play Effect(All Players(All Teams), Bad Explosion, Color(Turquoise), Event Player.Ability_Projectile1, 12);
|
|||
|
Destroy Effect(Event Player.Effects_[1]);
|
|||
|
Play Effect(All Players(All Teams), Ring Explosion Sound, Color(White), Event Player.Ability_Projectile1, 125);
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("Winston: Next Generation")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Player Earned Elimination;
|
|||
|
Team 1;
|
|||
|
Winston;
|
|||
|
}
|
|||
|
|
|||
|
conditions
|
|||
|
{
|
|||
|
Ultimate Charge Percent(Event Player) <= 80;
|
|||
|
Is Using Ultimate(Event Player) == True;
|
|||
|
Event Player.Abilities[12] == True;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
Set Ultimate Charge(Event Player, Ultimate Charge Percent(Event Player) + 15);
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("Pharah: Head Trauma")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Player Dealt Knockback;
|
|||
|
Team 1;
|
|||
|
Pharah;
|
|||
|
}
|
|||
|
|
|||
|
conditions
|
|||
|
{
|
|||
|
Event Ability == Button(Ability 2);
|
|||
|
Event Player.Abilities[8] == True;
|
|||
|
Victim != Event Player;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
Damage(Victim, Event Player, Max Health(Victim) * 0.300);
|
|||
|
Set Status(Victim, Event Player, Knocked Down, 1);
|
|||
|
Play Effect(All Players(All Teams), Good Explosion, Color(Team 1), Victim, 1);
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("Pharah: Thunderbird")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Ongoing - Each Player;
|
|||
|
Team 1;
|
|||
|
All;
|
|||
|
}
|
|||
|
|
|||
|
conditions
|
|||
|
{
|
|||
|
Event Player.Abilities[12] == True;
|
|||
|
Hero Of(Event Player) == Hero(Pharah);
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
Event Player.DamageDealt *= 4;
|
|||
|
Start Damage Modification(All Players(All Teams), Event Player, 25, Receivers Damagers and Damage Percent);
|
|||
|
Event Player.Modification_Damage[1] = Last Damage Modification ID;
|
|||
|
Add Health Pool To Player(Event Player, Shields, 150, True, True);
|
|||
|
Event Player.HP_Pool[1] = Last Created Health Pool;
|
|||
|
Wait Until(!Event Player.Abilities[12] || Hero Of(Event Player) != Hero(Pharah), 99999);
|
|||
|
Event Player.DamageDealt = 100 + Global.DamageDone + Event Player.Abilities[13] * 5;
|
|||
|
Stop Damage Modification(Event Player.Modification_Damage[1]);
|
|||
|
Remove Health Pool From Player(Event Player.HP_Pool[1]);
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("Orisa: Unstoppable Force")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Ongoing - Each Player;
|
|||
|
Team 1;
|
|||
|
Orisa;
|
|||
|
}
|
|||
|
|
|||
|
conditions
|
|||
|
{
|
|||
|
Is Firing Secondary(Event Player) == True;
|
|||
|
Event Player.Abilities[12] == True;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
Event Player.Gen_Direction = Facing Direction Of(Event Player);
|
|||
|
Event Player.Ability_Active = True;
|
|||
|
Create Effect(All Players(All Teams), Sphere, Color(Green), Event Player.Ability_Projectile1, 4, Visible To Position and Radius);
|
|||
|
Event Player.Effects_[1] = Last Created Entity;
|
|||
|
Event Player.Ability_Projectile1 = Eye Position(Event Player) + Facing Direction Of(Event Player) * 0.500;
|
|||
|
Event Player.Ability_End = Ray Cast Hit Position(Eye Position(Event Player), Eye Position(Event Player) + Facing Direction Of(
|
|||
|
Event Player) * 100, Null, All Players(All Teams), False);
|
|||
|
Chase Player Variable At Rate(Event Player, Ability_Projectile1, Event Player.Ability_End, 25, Destination and Rate);
|
|||
|
Wait(0.250, Ignore Condition);
|
|||
|
Wait Until((!Event Player.Gen_Available && Is Button Held(Event Player, Button(Secondary Fire))) || (
|
|||
|
Event Player.Ability_Projectile1 == Event Player.Ability_End), 99999);
|
|||
|
Stop Chasing Player Variable(Event Player, Ability_Projectile1);
|
|||
|
Wait(0.500, Ignore Condition);
|
|||
|
Damage(Players Within Radius(Event Player.Ability_Projectile1, 5, Opposite Team Of(Team Of(Event Player)), Off), Event Player,
|
|||
|
100);
|
|||
|
Play Effect(All Players(All Teams), Good Explosion, Color(Lime Green), Event Player.Ability_Projectile1, 5);
|
|||
|
Destroy Effect(Event Player.Effects_[1]);
|
|||
|
Event Player.Ability_Active = False;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("Orisa: Availability for Halt!")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Ongoing - Each Player;
|
|||
|
Team 1;
|
|||
|
Orisa;
|
|||
|
}
|
|||
|
|
|||
|
conditions
|
|||
|
{
|
|||
|
Is Firing Secondary(Event Player) == True;
|
|||
|
Event Player.Abilities[12] == True;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
Event Player.Gen_Available = True;
|
|||
|
Wait Until(!Is Button Held(Event Player, Button(Secondary Fire)), 99999);
|
|||
|
Event Player.Gen_Available = False;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("Orisa: Drag effect")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Ongoing - Each Player;
|
|||
|
Team 1;
|
|||
|
Orisa;
|
|||
|
}
|
|||
|
|
|||
|
conditions
|
|||
|
{
|
|||
|
Event Player.Abilities[12] == True;
|
|||
|
Event Player.Ability_Active == True;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
Apply Impulse(Players Within Radius(Event Player.Ability_Projectile1, 5, Opposite Team Of(Team Of(Event Player)), Surfaces),
|
|||
|
Direction Towards(Is Alive(Event Player) ? Players Within Radius(Event Player.Ability_Projectile1, 5, Opposite Team Of(Team Of(
|
|||
|
Event Player)), Surfaces) : Empty Array, Event Player.Ability_Projectile1), 8, To World, Cancel Contrary Motion);
|
|||
|
Apply Impulse(Players Within Radius(Event Player.Ability_Projectile1, 5, Opposite Team Of(Team Of(Event Player)), Surfaces),
|
|||
|
Direction Towards(Event Player.Ability_Projectile1, Event Player.Ability_End), 20, To World, Cancel Contrary Motion);
|
|||
|
Apply Impulse(Players Within Radius(Event Player.Ability_Projectile1, 5, Opposite Team Of(Team Of(Event Player)), Surfaces), Up, 5,
|
|||
|
To Player, Cancel Contrary Motion);
|
|||
|
Wait(0.200, Ignore Condition);
|
|||
|
Loop If Condition Is True;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("Orisa: Immoveable Object - Reduce dmg")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Ongoing - Each Player;
|
|||
|
Team 1;
|
|||
|
Orisa;
|
|||
|
}
|
|||
|
|
|||
|
conditions
|
|||
|
{
|
|||
|
Is Using Ability 1(Event Player) == True;
|
|||
|
Event Player.Abilities[8] == True;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
Set Damage Received(Event Player, 100 * 0.003);
|
|||
|
Wait Until(!Is Using Ability 1(Event Player), 99999);
|
|||
|
Set Damage Received(Event Player, 100);
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("Orisa: Immovable Object - Healing")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Player Took Damage;
|
|||
|
Team 1;
|
|||
|
Orisa;
|
|||
|
}
|
|||
|
|
|||
|
conditions
|
|||
|
{
|
|||
|
Is Using Ability 1(Event Player) == True;
|
|||
|
Event Player.Abilities[8] == True;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
Heal(Event Player, Null, Event Damage * 3);
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("[Reaper] Shadow Streak (Sethh)")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Ongoing - Each Player;
|
|||
|
Team 1;
|
|||
|
Reaper;
|
|||
|
}
|
|||
|
|
|||
|
conditions
|
|||
|
{
|
|||
|
Event Player.Abilities[8] == True;
|
|||
|
Is Using Ability 2(Event Player) == True;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
Event Player.Ability_Position = Position Of(Event Player) + Vector(0, 1, 0);
|
|||
|
Wait(2, Abort When False);
|
|||
|
Event Player.Ability_End = Position Of(Event Player) + Vector(0, 1, 0);
|
|||
|
Create Beam Effect(All Players(All Teams), Bad Beam, Event Player.Ability_End, Event Player.Ability_Position, Color(Black),
|
|||
|
Visible To Position and Radius);
|
|||
|
Event Player.Effects_[1] = Last Created Entity;
|
|||
|
Event Player.Ability_Active = True;
|
|||
|
Wait Until(Is Dead(Event Player) || Is Using Ability 2(Event Player), 99999);
|
|||
|
Destroy Effect(Event Player.Effects_[1]);
|
|||
|
Event Player.Ability_Active = False;
|
|||
|
Loop If Condition Is True;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("[Reaper] Shadow Streak - Damage start to end (Sethh)")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Ongoing - Each Player;
|
|||
|
Team 1;
|
|||
|
Reaper;
|
|||
|
}
|
|||
|
|
|||
|
conditions
|
|||
|
{
|
|||
|
Event Player.Abilities[8] == True;
|
|||
|
Ray Cast Hit Player(Event Player.Ability_Position, Event Player.Ability_End, All Living Players(Opposite Team Of(Team Of(
|
|||
|
Event Player))), Event Player, False) != Null;
|
|||
|
Is Using Ability 2(Event Player) == False;
|
|||
|
Event Player.Ability_Active == True;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
Play Effect(All Players(All Teams), Moira Fade Disappear Effect, Color(White), Ray Cast Hit Player(Event Player.Ability_Position,
|
|||
|
Event Player.Ability_End, All Living Players(All Teams), Event Player, True), 1);
|
|||
|
Damage(Players Within Radius(Ray Cast Hit Player(Event Player.Ability_Position, Event Player.Ability_End, All Living Players(
|
|||
|
Opposite Team Of(Team Of(Event Player))), All Players(Team Of(Event Player)), True), 4, Opposite Team Of(Team Of(
|
|||
|
Event Player)), Off), Event Player, 40);
|
|||
|
Wait(0.250, Ignore Condition);
|
|||
|
Loop If Condition Is True;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("[Reaper] Shadow Streak - Damage end to start (Sethh)")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Ongoing - Each Player;
|
|||
|
Team 1;
|
|||
|
Reaper;
|
|||
|
}
|
|||
|
|
|||
|
conditions
|
|||
|
{
|
|||
|
Event Player.Abilities[8] == True;
|
|||
|
Ray Cast Hit Player(Event Player.Ability_End, Event Player.Ability_Position, All Players(Opposite Team Of(Team Of(Event Player))),
|
|||
|
Event Player, False) != Null;
|
|||
|
Is Using Ability 2(Event Player) == False;
|
|||
|
Event Player.Ability_Active == True;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
Damage(Players Within Radius(Ray Cast Hit Player(Event Player.Ability_End, Event Player.Ability_Position, All Living Players(
|
|||
|
Opposite Team Of(Team Of(Event Player))), All Players(Team Of(Event Player)), True), 4, Opposite Team Of(Team Of(
|
|||
|
Event Player)), Off), Event Player, 40);
|
|||
|
Play Effect(All Players(All Teams), Moira Fade Disappear Effect, Color(White), Ray Cast Hit Player(Event Player.Ability_End,
|
|||
|
Event Player.Ability_Position, All Living Players(All Teams), Event Player, True), 1);
|
|||
|
Wait(0.250, Ignore Condition);
|
|||
|
Loop If Condition Is True;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("Reaper: Loom")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Ongoing - Each Player;
|
|||
|
Team 1;
|
|||
|
Reaper;
|
|||
|
}
|
|||
|
|
|||
|
conditions
|
|||
|
{
|
|||
|
Is Using Ability 1(Event Player) == True;
|
|||
|
Event Player.Abilities[12] == True;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
Set Status(Filtered Array(Players in View Angle(Event Player, Opposite Team Of(Team Of(Event Player)), 45), Is In Line of Sight(
|
|||
|
Event Player, Current Array Element, Barriers Do Not Block LOS)), Event Player, Hacked, 1.500);
|
|||
|
Set Status(Filtered Array(Players in View Angle(Event Player, Opposite Team Of(Team Of(Event Player)), 45), Is In Line of Sight(
|
|||
|
Event Player, Current Array Element, Barriers Do Not Block LOS)), Event Player, Rooted, 1.500);
|
|||
|
Damage(Filtered Array(Players in View Angle(Event Player, Opposite Team Of(Team Of(Event Player)), 45), Is In Line of Sight(
|
|||
|
Current Array Element, Event Player, Barriers Do Not Block LOS)), Event Player, 45);
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("Sigma: Gravity Well")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Ongoing - Each Player;
|
|||
|
Team 1;
|
|||
|
Sigma;
|
|||
|
}
|
|||
|
|
|||
|
conditions
|
|||
|
{
|
|||
|
Is Using Ability 1(Event Player) == True;
|
|||
|
Event Player.Abilities[8] == True;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
Damage(Filtered Array(Players in View Angle(Event Player, Opposite Team Of(Team Of(Event Player)), 90), Is In Line of Sight(
|
|||
|
Event Player, Current Array Element, Barriers Do Not Block LOS)), Event Player, 25);
|
|||
|
Set Status(Filtered Array(Players in View Angle(Event Player, Opposite Team Of(Team Of(Event Player)), 90), Is In Line of Sight(
|
|||
|
Current Array Element, Event Player, Barriers Do Not Block LOS)), Null, Rooted, 2);
|
|||
|
Set Status(Event Player, Null, Invincible, 1);
|
|||
|
Play Effect(Event Player, Ring Explosion, Color(Blue), Eye Position(Event Player), 50);
|
|||
|
Wait(0.300, Ignore Condition);
|
|||
|
Loop If Condition Is True;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("Sigma: Gravity Channels")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Ongoing - Each Player;
|
|||
|
Team 1;
|
|||
|
Sigma;
|
|||
|
}
|
|||
|
|
|||
|
conditions
|
|||
|
{
|
|||
|
Event Player.Abilities[12] == True;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
Start Damage Modification(Filtered Array(All Players(All Teams), Is Using Ultimate(Event Player)), Event Player, 150,
|
|||
|
Receivers Damagers and Damage Percent);
|
|||
|
Event Player.Modification_Damage[1] = Last Damage Modification ID;
|
|||
|
Wait Until(!Event Player.Abilities[12], 99999);
|
|||
|
Stop Damage Modification(Event Player.Modification_Damage[1]);
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("Echo: Focusing Optics")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Player Dealt Damage;
|
|||
|
Team 1;
|
|||
|
Echo;
|
|||
|
}
|
|||
|
|
|||
|
conditions
|
|||
|
{
|
|||
|
Event Ability == Button(Ability 2);
|
|||
|
Event Player.Abilities[8] == True;
|
|||
|
Normalized Health(Victim) > 0.500;
|
|||
|
Normalized Health(Victim) <= 0.900;
|
|||
|
Is Duplicating(Event Player) == False;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
Damage(Victim, Event Player, Event Damage * 3);
|
|||
|
Play Effect(All Players(All Teams), Bad Explosion, Color(Violet), Victim, 0.500);
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("Echo: Streamline")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Ongoing - Each Player;
|
|||
|
Team 1;
|
|||
|
Echo;
|
|||
|
}
|
|||
|
|
|||
|
conditions
|
|||
|
{
|
|||
|
Event Player.Abilities[12] == True;
|
|||
|
Is Firing Secondary(Event Player) == True;
|
|||
|
Is Duplicating(Event Player) == False;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
Wait(0.700, Abort When False);
|
|||
|
Cancel Primary Action(Event Player);
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("Echo: Streamline")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Ongoing - Each Player;
|
|||
|
Team 1;
|
|||
|
Echo;
|
|||
|
}
|
|||
|
|
|||
|
conditions
|
|||
|
{
|
|||
|
Event Player.Abilities[12] == True;
|
|||
|
Is Firing Secondary(Event Player) == True;
|
|||
|
Is Duplicating(Event Player) == False;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
Set Projectile Speed(Event Player, 100);
|
|||
|
Wait(0.150, Ignore Condition);
|
|||
|
Loop If Condition Is True;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("Bastion: Bomblets")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Ongoing - Each Player;
|
|||
|
Team 1;
|
|||
|
Bastion;
|
|||
|
}
|
|||
|
|
|||
|
conditions
|
|||
|
{
|
|||
|
Is Firing Primary(Event Player) == True;
|
|||
|
Is In Alternate Form(Event Player) == True;
|
|||
|
Event Player.Abilities[8] == True;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
Play Effect(All Players(All Teams), Bad Pickup Effect, Color(Orange), Null + Ray Cast Hit Position(Eye Position(Event Player),
|
|||
|
Eye Position(Event Player) + Facing Direction Of(Event Player) * 60, All Living Players(Opposite Team Of(Team Of(
|
|||
|
Event Player))), All Players(Team Of(Event Player)), True), 2);
|
|||
|
Damage(Players Within Radius(Ray Cast Hit Position(Eye Position(Event Player), Eye Position(Event Player) + Facing Direction Of(
|
|||
|
Event Player) * 60, All Living Players(Opposite Team Of(Team Of(Event Player))), All Players(Team Of(Event Player)), True), 2,
|
|||
|
Opposite Team Of(Team Of(Event Player)), Surfaces), Event Player, 12);
|
|||
|
Wait(0.100, Ignore Condition);
|
|||
|
Loop If Condition Is True;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("Bastion: Taser - Loop damage")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Ongoing - Each Player;
|
|||
|
Team 1;
|
|||
|
Bastion;
|
|||
|
}
|
|||
|
|
|||
|
conditions
|
|||
|
{
|
|||
|
Is True For Any(Closest Player To(Event Player, Opposite Team Of(Team Of(Event Player))), Is Alive(Current Array Element)
|
|||
|
&& Is In Line of Sight(Event Player, Current Array Element, Barriers Do Not Block LOS) && !Has Status(Current Array Element,
|
|||
|
Phased Out) && Distance Between(Event Player, Current Array Element) <= 25) == True;
|
|||
|
Is Alive(Event Player) == True;
|
|||
|
Event Player.Abilities[12] == True;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
Play Effect(All Players(All Teams), Explosion Sound, Color(White), Event Player.Ability_Player, 80);
|
|||
|
Play Effect(All Players(All Teams), Bad Pickup Effect, Color(Aqua), Event Player.Ability_Player, 1);
|
|||
|
Event Player.Ability_Player = Filtered Array(Closest Player To(Event Player, Opposite Team Of(Team Of(Event Player))), Is Alive(
|
|||
|
Current Array Element) && Is In Line of Sight(Event Player, Current Array Element, Barriers Do Not Block LOS) && !Has Status(
|
|||
|
Current Array Element, Phased Out) && Distance Between(Event Player, Current Array Element) <= 25);
|
|||
|
Damage(Players Within Radius(Event Player.Ability_Player, 3, Opposite Team Of(Team Of(Event Player)), Surfaces), Event Player, 30);
|
|||
|
Wait(0.450, Ignore Condition);
|
|||
|
Loop If Condition Is True;
|
|||
|
Event Player.Ability_Player = Null;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("Bastion: Taser - Visual beam")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Ongoing - Each Player;
|
|||
|
Team 1;
|
|||
|
Bastion;
|
|||
|
}
|
|||
|
|
|||
|
conditions
|
|||
|
{
|
|||
|
Event Player.Abilities[12] == True;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
Create Beam Effect(All Players(All Teams), Bad Beam, Event Player + Vector(False, 1, False),
|
|||
|
Event Player.Ability_Player != Null ? Event Player.Ability_Player : Event Player, Color(Aqua),
|
|||
|
Visible To Position Radius and Color);
|
|||
|
Event Player.Effects_[1] = Last Created Entity;
|
|||
|
Wait Until(!Event Player.Abilities[12], 99999);
|
|||
|
Destroy Effect(Event Player.Effects_[1]);
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("Sombra: Malware")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Ongoing - Each Player;
|
|||
|
Team 1;
|
|||
|
Sombra;
|
|||
|
}
|
|||
|
|
|||
|
conditions
|
|||
|
{
|
|||
|
Event Player.Abilities[8] == True;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
Start Damage Modification(Filtered Array(All Players(Opposite Team Of(Team Of(Event Player))), Has Status(Current Array Element,
|
|||
|
Hacked) || Current Array Element.Feared_until >= Total Time Elapsed), All Players(Team Of(Event Player)), 200,
|
|||
|
Receivers Damagers and Damage Percent);
|
|||
|
Event Player.Modification_Damage[1] = Last Damage Modification ID;
|
|||
|
Wait Until(!Event Player.Abilities[8], 99999);
|
|||
|
Stop Damage Modification(Event Player.Modification_Damage[1]);
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("Sombra: Glitch")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Ongoing - Each Player;
|
|||
|
Team 1;
|
|||
|
Sombra;
|
|||
|
}
|
|||
|
|
|||
|
conditions
|
|||
|
{
|
|||
|
Is Using Ultimate(Event Player) == True;
|
|||
|
Event Player.Abilities[12] == True;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
Event Player.Ability_Active = True;
|
|||
|
Event Player.Ability_Position = Position Of(Event Player);
|
|||
|
Create Effect(All Players(All Teams), Sphere, Color(Purple), Event Player.Ability_Position, 15, Visible To Position and Radius);
|
|||
|
Event Player.Effects_[1] = Last Created Entity;
|
|||
|
Wait(8, Ignore Condition);
|
|||
|
Destroy Effect(Event Player.Effects_[1]);
|
|||
|
Event Player.Ability_Active = False;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("Sombra: Glitch - Loop")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Ongoing - Each Player;
|
|||
|
Team 1;
|
|||
|
Sombra;
|
|||
|
}
|
|||
|
|
|||
|
conditions
|
|||
|
{
|
|||
|
Event Player.Ability_Active == True;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
Set Status(Players Within Radius(Event Player.Ability_Position, 15, Opposite Team Of(Team Of(Event Player)), Off), Null, Hacked,
|
|||
|
0.750);
|
|||
|
Wait(0.500, Ignore Condition);
|
|||
|
Loop If Condition Is True;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("Mei: Cold Snap")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Ongoing - Each Player;
|
|||
|
Team 1;
|
|||
|
Mei;
|
|||
|
}
|
|||
|
|
|||
|
conditions
|
|||
|
{
|
|||
|
Event Player.Abilities[8] == True;
|
|||
|
Is Using Ability 1(Event Player) == True;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
Create Effect(All Players(All Teams), Bad Aura, Color(Sky Blue), Event Player, 1, Visible To Position and Radius);
|
|||
|
Event Player.Effects_[1] = Last Created Entity;
|
|||
|
Wait Until(!Is Using Ability 1(Event Player), 99999);
|
|||
|
Destroy Effect(Event Player.Effects_[1]);
|
|||
|
Damage(Players Within Radius(Eye Position(Event Player), 10, Opposite Team Of(Team Of(Event Player)), Surfaces), Event Player, 5);
|
|||
|
Set Status(Players Within Radius(Eye Position(Event Player), 10, Opposite Team Of(Team Of(Event Player)), Surfaces), Event Player,
|
|||
|
Frozen, 2);
|
|||
|
Set Status(Players Within Radius(Eye Position(Event Player), 10, Opposite Team Of(Team Of(Event Player)), Surfaces), Event Player,
|
|||
|
Rooted, 2);
|
|||
|
Play Effect(All Players(All Teams), Ring Explosion, Color(White), Position Of(Event Player), 20);
|
|||
|
Play Effect(All Players(All Teams), Ring Explosion, Color(Sky Blue), Position Of(Event Player), 20);
|
|||
|
Play Effect(All Players(All Teams), Ring Explosion, Color(Aqua), Position Of(Event Player) + Vector(0, 1, 0), 20);
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("Mei: Icebound")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Ongoing - Each Player;
|
|||
|
Team 1;
|
|||
|
Mei;
|
|||
|
}
|
|||
|
|
|||
|
conditions
|
|||
|
{
|
|||
|
Is Using Ability 2(Event Player) == True;
|
|||
|
Is Firing Secondary(Event Player) == True;
|
|||
|
Event Player.Abilities[12] == True;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
Create Effect(All Players(All Teams), Ring, Color(Aqua), Event Player, 0.400, Visible To Position and Radius);
|
|||
|
Event Player.Effects_[2] = Last Created Entity;
|
|||
|
Set Projectile Speed(Event Player, 200);
|
|||
|
Wait Until(!Is Firing Secondary(Event Player), 99999);
|
|||
|
Destroy Effect(Event Player.Effects_[2]);
|
|||
|
Set Projectile Speed(Event Player, 100);
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("Mei: Icebound - Icicles hit")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Player Dealt Damage;
|
|||
|
Team 1;
|
|||
|
Mei;
|
|||
|
}
|
|||
|
|
|||
|
conditions
|
|||
|
{
|
|||
|
Event Ability == Button(Secondary Fire);
|
|||
|
Is Using Ability 2(Event Player) == True;
|
|||
|
Event Player.Abilities[12] == True;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
Damage(Victim, Event Player, Event Damage * 1.250);
|
|||
|
Set Status(Victim, Null, Frozen, 1);
|
|||
|
Set Status(Victim, Null, Rooted, 1);
|
|||
|
Play Effect(All Players(All Teams), Good Pickup Effect, Color(White), Victim, 1);
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("Wrecking Ball: Mirror Ball")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Player Took Damage;
|
|||
|
Team 1;
|
|||
|
Wrecking Ball;
|
|||
|
}
|
|||
|
|
|||
|
conditions
|
|||
|
{
|
|||
|
Event Player.Abilities[8] == True;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
Damage(Players Within Radius(Event Player, 4.500, Opposite Team Of(Team Of(Event Player)), Surfaces), Event Player, Event Damage);
|
|||
|
Wait(0.100, Ignore Condition);
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("Wrecking Ball: Distort")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Ongoing - Each Player;
|
|||
|
Team 1;
|
|||
|
Wrecking Ball;
|
|||
|
}
|
|||
|
|
|||
|
conditions
|
|||
|
{
|
|||
|
Event Player.Abilities[12] == True;
|
|||
|
Is Using Ability 2(Event Player) == True;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
Play Effect(All Players(All Teams), Ring Explosion, Color(Purple), Position Of(Event Player), 20);
|
|||
|
Damage(Players Within Radius(Event Player, 8, Opposite Team Of(Team Of(Event Player)), Surfaces), Event Player, 80);
|
|||
|
Wait(0.100, Ignore Condition);
|
|||
|
Play Effect(All Players(All Teams), Ring Explosion, Color(Violet), Position Of(Event Player), 18);
|
|||
|
Set Status(Players Within Radius(Event Player, 8, Opposite Team Of(Team Of(Event Player)), Surfaces), Null, Hacked, Count Of(
|
|||
|
Players Within Radius(Event Player, 8, Opposite Team Of(Team Of(Event Player)), Surfaces)) * 1.500);
|
|||
|
Play Effect(All Players(All Teams), Ring Explosion Sound, Color(Violet), Position Of(Event Player), 125);
|
|||
|
Play Effect(All Players(All Teams), Junkrat RIP Tire Explosion Sound, Color(Purple), Position Of(Event Player), 16);
|
|||
|
Play Effect(All Players(All Teams), Explosion Sound, Color(Violet), Position Of(Event Player), 80);
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("Symmetra: High voltage")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Player Dealt Final Blow;
|
|||
|
Team 1;
|
|||
|
Symmetra;
|
|||
|
}
|
|||
|
|
|||
|
conditions
|
|||
|
{
|
|||
|
Event Player.Abilities[8] == True;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
Wait(0.250, Ignore Condition);
|
|||
|
Play Effect(All Players(All Teams), Good Explosion, Color(Blue), Victim, 10);
|
|||
|
Play Effect(All Players(All Teams), Bad Explosion, Color(Aqua), Victim, 8);
|
|||
|
Damage(Players Within Radius(Victim, 10, Opposite Team Of(Team Of(Event Player)), Surfaces), Event Player, 150);
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("Symmetra: Energy Source")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Ongoing - Each Player;
|
|||
|
Team 1;
|
|||
|
All;
|
|||
|
}
|
|||
|
|
|||
|
conditions
|
|||
|
{
|
|||
|
Is True For Any(Players On Hero(Hero(Symmetra), Team Of(Event Player)), Is Using Ultimate(Current Array Element)
|
|||
|
&& Current Array Element.Abilities[12]) == True;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
Start Heal Over Time(Event Player, Event Player, 1, 40);
|
|||
|
Play Effect(All Players(All Teams), Good Explosion, Color(Blue), Event Player, 0.100);
|
|||
|
Set Ultimate Charge(Event Player, Ultimate Charge Percent(Event Player) + 2);
|
|||
|
Wait(0.900, Ignore Condition);
|
|||
|
Loop If Condition Is True;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("Junkrat: Pyromania")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Player Dealt Knockback;
|
|||
|
Team 1;
|
|||
|
Junkrat;
|
|||
|
}
|
|||
|
|
|||
|
conditions
|
|||
|
{
|
|||
|
Event Player.Abilities[8] == True;
|
|||
|
Event Ability != Button(Melee);
|
|||
|
Victim != Event Player;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
Start Damage Over Time(Victim, Event Player, 2, 30);
|
|||
|
Set Status(Victim, Null, Burning, 2);
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("Junkrat: Short Fused")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Player Dealt Damage;
|
|||
|
Team 1;
|
|||
|
Junkrat;
|
|||
|
}
|
|||
|
|
|||
|
conditions
|
|||
|
{
|
|||
|
Event Player.Abilities[12] == True;
|
|||
|
Event Ability == Button(Ability 2);
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
Event Player.Ability_Countdown = 4;
|
|||
|
While(Event Player.Ability_Countdown > 0);
|
|||
|
Event Player.Ability_Countdown -= 1;
|
|||
|
Event Player.Ability_Position = Position Of(Victim) + Vector(Random Real(-2, 2), Random Real(-2, 2), Random Real(-2, 2));
|
|||
|
Play Effect(All Players(All Teams), Good Explosion, Color(Sky Blue), Event Player.Ability_Position, 4);
|
|||
|
Play Effect(All Players(All Teams), Good Explosion, Color(White), Event Player.Ability_Position, 4);
|
|||
|
Damage(Players Within Radius(Event Player.Ability_Position, 4, Opposite Team Of(Team Of(Event Player)), Surfaces), Event Player,
|
|||
|
35);
|
|||
|
Set Status(Players Within Radius(Event Player.Ability_Position, 4, Opposite Team Of(Team Of(Event Player)), Surfaces),
|
|||
|
Event Player, Stunned, 0.800);
|
|||
|
Wait(0.200, Ignore Condition);
|
|||
|
End;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("Zenyatta: Vigor")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Player Dealt Healing;
|
|||
|
Team 1;
|
|||
|
Zenyatta;
|
|||
|
}
|
|||
|
|
|||
|
conditions
|
|||
|
{
|
|||
|
Event Player.Abilities[8] == True;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
Set Status(Healee, Null, Invincible, 1);
|
|||
|
Wait(0.800, Ignore Condition);
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("Zenyatta: Perfect Balance")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Ongoing - Each Player;
|
|||
|
Team 1;
|
|||
|
Zenyatta;
|
|||
|
}
|
|||
|
|
|||
|
conditions
|
|||
|
{
|
|||
|
Is Using Ultimate(Event Player) == True;
|
|||
|
Event Player.Abilities[12] == True;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
Start Damage Over Time(Players Within Radius(Event Player, 12, Opposite Team Of(Team Of(Event Player)), Surfaces), Event Player,
|
|||
|
0.750, 200);
|
|||
|
Play Effect(All Players(All Teams), Ring Explosion, Color(Orange), Event Player, 24);
|
|||
|
Wait(0.600, Ignore Condition);
|
|||
|
Loop If Condition Is True;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("Roadhog: Stench")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Ongoing - Each Player;
|
|||
|
Team 1;
|
|||
|
Roadhog;
|
|||
|
}
|
|||
|
|
|||
|
conditions
|
|||
|
{
|
|||
|
Event Player.Abilities[8] == True;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
Create Effect(All Players(All Teams), Ring, Color(Violet), Event Player, 8, Visible To Position and Radius);
|
|||
|
Event Player.Effects_[1] = Last Created Entity;
|
|||
|
Wait Until(!Event Player.Abilities[8] || Hero Of(Event Player) != Hero(Roadhog), 99999);
|
|||
|
Destroy Effect(Event Player.Effects_[1]);
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("Roadhog: Stench effect")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Ongoing - Each Player;
|
|||
|
Team 1;
|
|||
|
Roadhog;
|
|||
|
}
|
|||
|
|
|||
|
conditions
|
|||
|
{
|
|||
|
Distance Between(Event Player, Closest Player To(Event Player, Opposite Team Of(Team Of(Event Player)))) <= 8;
|
|||
|
Event Player.Abilities[8] == True;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
Damage(Players Within Radius(Event Player, 8, Opposite Team Of(Team Of(Event Player)), Surfaces), Event Player, 9);
|
|||
|
Wait(0.250, Ignore Condition);
|
|||
|
Loop If Condition Is True;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("Roadhog: Rusted Anchor")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Ongoing - Each Player;
|
|||
|
Team 1;
|
|||
|
Roadhog;
|
|||
|
}
|
|||
|
|
|||
|
conditions
|
|||
|
{
|
|||
|
Event Player.Abilities[12] == True;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
Start Damage Modification(Filtered Array(All Players(All Teams), Is Using Ability 1(Event Player)), Event Player, 400,
|
|||
|
Receivers Damagers and Damage Percent);
|
|||
|
Event Player.Modification_Damage[1] = Last Damage Modification ID;
|
|||
|
Wait Until(!Event Player.Abilities[8] || Hero Of(Event Player) != Hero(Roadhog), 99999);
|
|||
|
Stop Damage Modification(Event Player.Modification_Damage[1]);
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("Roadhog: Rusted Anchor - Reset cooldown")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Player Earned Elimination;
|
|||
|
Team 1;
|
|||
|
Roadhog;
|
|||
|
}
|
|||
|
|
|||
|
conditions
|
|||
|
{
|
|||
|
Event Player.Abilities[12] == True;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
Wait Until(!Is Using Ability 1(Event Player), 3);
|
|||
|
Set Ability Cooldown(Event Player, Button(Ability 1), False);
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("Zarya: Augment")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Ongoing - Each Player;
|
|||
|
Team 1;
|
|||
|
All;
|
|||
|
}
|
|||
|
|
|||
|
conditions
|
|||
|
{
|
|||
|
Event Player.Abilities[8] == True;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
Start Scaling Barriers(Event Player, 2, True);
|
|||
|
Event Player.PlayerHealth = 100 + Global.MaxHealthDone + Event Player.Abilities[14] * 5 + 50;
|
|||
|
Set Max Health(Event Player, Event Player.PlayerHealth);
|
|||
|
Wait Until(!Event Player.Abilities[8] || Hero Of(Event Player) != Hero(Zarya), 99999);
|
|||
|
Event Player.PlayerHealth = 100 + Global.MaxHealthDone + Event Player.Abilities[14] * 5;
|
|||
|
Set Max Health(Event Player, Event Player.PlayerHealth);
|
|||
|
Stop Scaling Barriers(Event Player);
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("Zarya: Perpetual Energy")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Player Dealt Knockback;
|
|||
|
Team 1;
|
|||
|
Zarya;
|
|||
|
}
|
|||
|
|
|||
|
conditions
|
|||
|
{
|
|||
|
Event Ability == Button(Secondary Fire);
|
|||
|
Event Player.Abilities[12] == True;
|
|||
|
Victim != Event Player;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
Start Damage Over Time(Victim, Event Player, 9999, 15);
|
|||
|
Set Status(Victim, Null, Burning, 9999);
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("Doomfist: Phase Shifter")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Ongoing - Each Player;
|
|||
|
Team 1;
|
|||
|
Doomfist;
|
|||
|
}
|
|||
|
|
|||
|
conditions
|
|||
|
{
|
|||
|
(Is Firing Secondary(Event Player) || Is Using Ability 1(Event Player) || Is Using Ability 2(Event Player)) == True;
|
|||
|
Event Player.Abilities[8] == True;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
Set Status(Event Player, Null, Phased Out, 1);
|
|||
|
Wait(1, Ignore Condition);
|
|||
|
Loop If Condition Is True;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("Doomfist: Fissure")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Ongoing - Each Player;
|
|||
|
Team 1;
|
|||
|
Doomfist;
|
|||
|
}
|
|||
|
|
|||
|
conditions
|
|||
|
{
|
|||
|
Is Using Ultimate(Event Player) == True;
|
|||
|
Event Player.Abilities[12] == True;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
Wait Until(!Is Using Ultimate(Event Player), 99999);
|
|||
|
Event Player.Ability_Position = Position Of(Event Player);
|
|||
|
Event Player.Ability_Active = True;
|
|||
|
Wait Until(Is Dead(Event Player), 8);
|
|||
|
Event Player.Ability_Active = False;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("Doomfist: Fissure")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Ongoing - Each Player;
|
|||
|
Team 1;
|
|||
|
Doomfist;
|
|||
|
}
|
|||
|
|
|||
|
conditions
|
|||
|
{
|
|||
|
Event Player.Ability_Active == True;
|
|||
|
Event Player.Abilities[12] == True;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
Create Effect(All Players(All Teams), Ring, Color(Orange), Event Player.Ability_Position, 8, Visible To Position and Radius);
|
|||
|
Event Player.Effects_[1] = Last Created Entity;
|
|||
|
Create Effect(All Players(All Teams), Cloud, Color(Orange), Event Player.Ability_Position, 8, Visible To Position and Radius);
|
|||
|
Event Player.Effects_[2] = Last Created Entity;
|
|||
|
Play Effect(All Players(All Teams), Ring Explosion, Color(Orange), Event Player.Ability_Position, 16);
|
|||
|
While(Event Player.Ability_Active == True);
|
|||
|
Damage(Players Within Radius(Event Player.Ability_Position, 8, Opposite Team Of(Team Of(Event Player)), Off), Event Player, 34);
|
|||
|
Wait(0.235, Ignore Condition);
|
|||
|
End;
|
|||
|
Destroy Effect(Event Player.Effects_[1]);
|
|||
|
Destroy Effect(Event Player.Effects_[2]);
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("Team 1 (Perk): Sharpshooter")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Player Dealt Damage;
|
|||
|
Team 1;
|
|||
|
All;
|
|||
|
}
|
|||
|
|
|||
|
conditions
|
|||
|
{
|
|||
|
Global.Perk[0] == True;
|
|||
|
Event Ability != Null;
|
|||
|
Distance Between(Event Player, Victim) >= 10;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
Damage(Victim, Event Player, 50 / Event Player.DamageDealt * Event Damage);
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("Team 1 (Perk): Bulletstorm")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Ongoing - Each Player;
|
|||
|
Team 1;
|
|||
|
All;
|
|||
|
}
|
|||
|
|
|||
|
conditions
|
|||
|
{
|
|||
|
Global.Perk[1] == True;
|
|||
|
(Ammo(Event Player, 0) < Max Ammo(Event Player, 0) || Ammo(Event Player, 1) < Max Ammo(Event Player, 1)) == True;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
Set Ammo(Event Player, 0, 1000);
|
|||
|
Set Ammo(Event Player, 1, 1000);
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("Team 1 Challenges")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Player Joined Match;
|
|||
|
Team 1;
|
|||
|
All;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
If(Global.Perk[2] == 1);
|
|||
|
Create HUD Text(Event Player, Null, Null, Custom String("Up You Go"), Left, 917, Color(White), Color(White), Color(Turquoise),
|
|||
|
Visible To and String, Default Visibility);
|
|||
|
Event Player.AbilityHUD[17] = Last Text ID;
|
|||
|
End;
|
|||
|
If(Global.Perk[0] == 1);
|
|||
|
Create HUD Text(Event Player, Null, Null, Custom String("Sharpshooter"), Left, 918, Color(White), Color(White), Color(Turquoise),
|
|||
|
Visible To and String, Default Visibility);
|
|||
|
Event Player.AbilityHUD[18] = Last Text ID;
|
|||
|
End;
|
|||
|
If(Global.Perk[1] == 1);
|
|||
|
Create HUD Text(Event Player, Null, Null, Custom String("Bulletstorm"), Left, 919, Color(White), Color(White), Color(Turquoise),
|
|||
|
Visible To and String, Default Visibility);
|
|||
|
Event Player.AbilityHUD[19] = Last Text ID;
|
|||
|
End;
|
|||
|
If(Global.MaxHealthDone == 50);
|
|||
|
Event Player.PlayerHealth = 100 + Global.MaxHealthDone + Event Player.Abilities[14] * 5;
|
|||
|
Set Max Health(Event Player, Event Player.PlayerHealth);
|
|||
|
End;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("Remove Auto Repair when Player leaves")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Player Left Match;
|
|||
|
Team 1;
|
|||
|
All;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
Global.AutoRepair -= Event Player.Abilities[16];
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("Refund")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Subroutine;
|
|||
|
Refund;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
"Refund Money"
|
|||
|
Event Player.Money[0] += Event Player.Money[1];
|
|||
|
Event Player.Money[1] = 0;
|
|||
|
"Reset Headhunter"
|
|||
|
Event Player.Abilities[1] = 0;
|
|||
|
"Reset Ambush"
|
|||
|
Event Player.Abilities[2] = 0;
|
|||
|
"Reset QuickFix"
|
|||
|
Event Player.Abilities[3] = 0;
|
|||
|
"Reset HeavyWeight"
|
|||
|
Event Player.Abilities[4] = 0;
|
|||
|
"Reset Charged"
|
|||
|
Event Player.Abilities[5] = 0;
|
|||
|
"Reset Haste"
|
|||
|
Event Player.Abilities[6] = 0;
|
|||
|
"Reset HeavyImpact"
|
|||
|
Event Player.Abilities[7] = 0;
|
|||
|
"Reset HeroTalent1"
|
|||
|
Event Player.Abilities[8] = 0;
|
|||
|
"Reset SecondWind"
|
|||
|
Event Player.Abilities[9] = 0;
|
|||
|
"Reset BindingHeal"
|
|||
|
Event Player.Abilities[10] = 0;
|
|||
|
"Reset Resilience"
|
|||
|
Event Player.Abilities[11] = 0;
|
|||
|
"Reset HeroTalent2"
|
|||
|
Event Player.Abilities[12] = 0;
|
|||
|
"Reset Damage"
|
|||
|
Event Player.Abilities[13] = 0;
|
|||
|
Event Player.DamageDealt = 100 + Global.DamageDone + Event Player.Abilities[13] * 5;
|
|||
|
Set Damage Dealt(Event Player, Event Player.DamageDealt);
|
|||
|
"Reset Health"
|
|||
|
Event Player.Abilities[14] = 0;
|
|||
|
Event Player.PlayerHealth = 100 + Global.MaxHealthDone + Event Player.Abilities[14] * 5;
|
|||
|
Set Max Health(Event Player, Event Player.PlayerHealth);
|
|||
|
If(Global.MaxHealthDone == 0);
|
|||
|
End;
|
|||
|
"Reset Healing"
|
|||
|
Event Player.Abilities[15] = 0;
|
|||
|
Set Healing Dealt(Event Player, 100 + Event Player.Abilities[15] * 5);
|
|||
|
"Reset AutoRepair"
|
|||
|
Global.AutoRepair -= Event Player.Abilities[16];
|
|||
|
Event Player.Abilities[16] = 0;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("Lucio Dash HUD Creation")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Ongoing - Each Player;
|
|||
|
Team 1;
|
|||
|
All;
|
|||
|
}
|
|||
|
|
|||
|
conditions
|
|||
|
{
|
|||
|
Hero Of(Event Player) == Hero(Lúcio);
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
If(Event Player.Lucio_Dash_Active == False);
|
|||
|
Event Player.Lucio_Dash_Active = True;
|
|||
|
Create HUD Text(Event Player, Null, Null, Custom String("{0} Slam on ground - Press: {1}", Ability Icon String(Hero(Wrecking Ball),
|
|||
|
Button(Crouch)), Input Binding String(Button(Crouch))), Left, 1000, Color(White), Color(White), Color(White),
|
|||
|
Visible To and String, Default Visibility);
|
|||
|
Event Player.Lucio_Dash_Icon = Last Text ID;
|
|||
|
End;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("Lucio Dash Remove HUD")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Ongoing - Each Player;
|
|||
|
Team 1;
|
|||
|
All;
|
|||
|
}
|
|||
|
|
|||
|
conditions
|
|||
|
{
|
|||
|
Hero Of(Event Player) != Hero(Lúcio);
|
|||
|
Event Player.Lucio_Dash_Active == True;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
Destroy HUD Text(Event Player.Lucio_Dash_Icon);
|
|||
|
Event Player.Lucio_Dash_Active = False;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("Lucio Dash")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Ongoing - Each Player;
|
|||
|
Team 1;
|
|||
|
All;
|
|||
|
}
|
|||
|
|
|||
|
conditions
|
|||
|
{
|
|||
|
Hero Of(Event Player) == Hero(Lúcio);
|
|||
|
Event Player.Lucio_Dash_Active == True;
|
|||
|
Is On Ground(Event Player) == False;
|
|||
|
Is Button Held(Event Player, Button(Crouch)) == True;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
Apply Impulse(Event Player, Down, 20, To World, Cancel Contrary Motion);
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("Ana Self-Nano")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Ongoing - Each Player;
|
|||
|
Team 1;
|
|||
|
Ana;
|
|||
|
}
|
|||
|
|
|||
|
conditions
|
|||
|
{
|
|||
|
Is Button Held(Event Player, Button(Ultimate)) == True;
|
|||
|
Ultimate Charge Percent(Event Player) == 100;
|
|||
|
Is Dummy Bot(Event Player) == False;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
Abort If(Global.SelfNanoWorkshopSetting == False && Number Of Players(Team 1) > 1);
|
|||
|
Wait(0.100, Ignore Condition);
|
|||
|
If(Is Using Ultimate(Event Player) == False);
|
|||
|
Create Dummy Bot(Hero(Ana), Team Of(Event Player), -1, Position Of(Event Player) + Backward, Eye Position(Event Player));
|
|||
|
Event Player.AnaEntityID = Last Created Entity;
|
|||
|
Wait(0.100, Ignore Condition);
|
|||
|
Set Ultimate Charge(Event Player.AnaEntityID, 100);
|
|||
|
Start Facing(Event Player.AnaEntityID, Direction Towards(Eye Position(Event Player.AnaEntityID), Position Of(Event Player) + Up),
|
|||
|
1000, To World, Direction and Turn Rate);
|
|||
|
Set Invisible(Event Player.AnaEntityID, All);
|
|||
|
Set Status(Event Player.AnaEntityID, Null, Phased Out, 9999);
|
|||
|
Wait(0.150, Ignore Condition);
|
|||
|
Press Button(Event Player.AnaEntityID, Button(Ultimate));
|
|||
|
Set Ultimate Charge(Event Player, 0);
|
|||
|
Wait(0.150, Ignore Condition);
|
|||
|
Teleport(Event Player.AnaEntityID, Position Of(First Of(Spawn Points(Team Of(Event Player)))));
|
|||
|
Wait(10, Ignore Condition);
|
|||
|
Destroy Dummy Bot(Team Of(Event Player), Slot Of(Event Player.AnaEntityID));
|
|||
|
End;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("Reinhard Charge Cancel")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Ongoing - Each Player;
|
|||
|
Team 1;
|
|||
|
Reinhardt;
|
|||
|
}
|
|||
|
|
|||
|
conditions
|
|||
|
{
|
|||
|
Is Using Ability 1(Event Player) == True;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
Wait(0.600, Ignore Condition);
|
|||
|
Wait Until(Is Button Held(Event Player, Button(Ability 1)), 5);
|
|||
|
Set Status(Event Player, Null, Rooted, 0.001);
|
|||
|
Wait Until(Event Player.ReinPin, 1);
|
|||
|
If(Event Player.ReinPin != 0);
|
|||
|
Apply Impulse(Event Player.ReinPin, Facing Direction Of(Event Player), 15, To World, Cancel Contrary Motion);
|
|||
|
End;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
disabled rule("Map Editor Walls")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Ongoing - Global;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("Initial Global")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Ongoing - Global;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
Global.AllPos = Empty Array;
|
|||
|
Global.AllDir = Empty Array;
|
|||
|
Global.firstpos = Empty Array;
|
|||
|
Global.secondpos = Empty Array;
|
|||
|
Global.firstpoint2 = Empty Array;
|
|||
|
Global.secondpoint2 = Empty Array;
|
|||
|
Global.second = Empty Array;
|
|||
|
Global.z = Empty Array;
|
|||
|
Global.Wall_ID = Empty Array;
|
|||
|
Global.g_beamType = Empty Array;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("Initial Player")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Ongoing - Each Player;
|
|||
|
Team 1;
|
|||
|
All;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
Event Player.filterpos = 0;
|
|||
|
Event Player.lastsavedpos = 0;
|
|||
|
Event Player.closestbodypos = 0;
|
|||
|
Event Player.fullbodypos = 0;
|
|||
|
Event Player.prevpos_intersection = 0;
|
|||
|
Event Player.active_wall = Empty Array;
|
|||
|
Event Player.closestwall = Empty Array;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("Collision Logic")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Ongoing - Each Player;
|
|||
|
Team 1;
|
|||
|
All;
|
|||
|
}
|
|||
|
|
|||
|
conditions
|
|||
|
{
|
|||
|
Has Spawned(Event Player) == True;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
Event Player.lastsavedpos = (Eye Position(Event Player) + Position Of(Event Player)) / 2;
|
|||
|
Wait(0.016, Ignore Condition);
|
|||
|
Event Player.closestwall = Filtered Array(Global.AllPos, Distance Between(Global.AllPos[Current Array Index], Event Player)
|
|||
|
<= Distance Between(Global.AllPos[Current Array Index], Global.firstpos[Current Array Index])
|
|||
|
|| Event Player.active_wall[Current Array Index] == 1 || (Dot Product(Direction Towards(Current Array Element,
|
|||
|
Event Player.lastsavedpos), Global.AllDir[Current Array Index]) > 0) != (Dot Product(Direction Towards(Current Array Element,
|
|||
|
Event Player), Global.AllDir[Current Array Index]) > 0));
|
|||
|
For Player Variable(Event Player, x, 0, Count Of(Event Player.closestwall), 1);
|
|||
|
Global.z = Index Of Array Value(Global.AllPos, Event Player.closestwall[Event Player.x]);
|
|||
|
If(Global.Wall_ID[Global.z] == 1 || Global.Wall_ID[Global.z] == 3 || Global.Wall_ID[Global.z] == 5);
|
|||
|
If(Y Component Of(Global.firstpos[Global.z]) >= Y Component Of(Position Of(Event Player)) && Y Component Of(
|
|||
|
Global.firstpos[Global.z]) <= Y Component Of(Eye Position(Event Player) + Vector(Empty Array, 0.200, Empty Array)));
|
|||
|
Event Player.closestbodypos = Global.firstpos[Global.z];
|
|||
|
Else If(Y Component Of(Global.secondpos[Global.z]) >= Y Component Of(Position Of(Event Player)) && Y Component Of(
|
|||
|
Global.secondpos[Global.z]) <= Y Component Of(Eye Position(Event Player) + Vector(Empty Array, 0.200, Empty Array)));
|
|||
|
Event Player.closestbodypos = Global.secondpos[Global.z];
|
|||
|
Else;
|
|||
|
Event Player.closestbodypos = Position Of(Event Player);
|
|||
|
End;
|
|||
|
Event Player.fullbodypos = Vector(X Component Of(Eye Position(Event Player)), Y Component Of(Event Player.closestbodypos),
|
|||
|
Z Component Of(Eye Position(Event Player)));
|
|||
|
Event Player.filterpos = Event Player.fullbodypos + Global.AllDir[Global.z] * Dot Product(
|
|||
|
Global.AllPos[Global.z] - Event Player.fullbodypos, Global.AllDir[Global.z]) / Dot Product(Global.AllDir[Global.z],
|
|||
|
Global.AllDir[Global.z]);
|
|||
|
If(Global.Wall_ID[Global.z] == 1 || Global.Wall_ID[Global.z] == 3);
|
|||
|
If((Dot Product(Direction Towards(Global.AllPos[Global.z], Event Player.lastsavedpos), Global.AllDir[Global.z]) > 0) != (
|
|||
|
Dot Product(Direction Towards(Global.AllPos[Global.z], Event Player.fullbodypos), Global.AllDir[Global.z]) > 0));
|
|||
|
Event Player.intersection_length = Dot Product(Global.AllPos[Global.z] - Event Player.fullbodypos, Global.AllDir[Global.z])
|
|||
|
/ Dot Product(Direction Towards(Event Player.lastsavedpos, Event Player.fullbodypos), Global.AllDir[Global.z]);
|
|||
|
Event Player.prevpos_intersection = Event Player.fullbodypos + Direction Towards(Event Player.lastsavedpos,
|
|||
|
Event Player.fullbodypos) * Vector(1, Empty Array, 1) * Event Player.intersection_length;
|
|||
|
If(Dot Product(Direction Towards(Global.firstpos[Global.z], Vector(X Component Of(Global.secondpos[Global.z]), Y Component Of(
|
|||
|
Global.firstpos[Global.z]), Z Component Of(Global.secondpos[Global.z]))), Direction Towards(Global.firstpos[Global.z],
|
|||
|
Event Player.prevpos_intersection)) >= 0 && Dot Product(Direction Towards(Global.firstpos[Global.z], Vector(X Component Of(
|
|||
|
Global.firstpos[Global.z]), Y Component Of(Global.secondpos[Global.z]), Z Component Of(Global.firstpos[Global.z]))),
|
|||
|
Direction Towards(Global.firstpos[Global.z], Event Player.prevpos_intersection)) >= 0 && Dot Product(Direction Towards(
|
|||
|
Global.secondpos[Global.z], Vector(X Component Of(Global.secondpos[Global.z]), Y Component Of(Global.firstpos[Global.z]),
|
|||
|
Z Component Of(Global.secondpos[Global.z]))), Direction Towards(Global.secondpos[Global.z], Event Player.prevpos_intersection))
|
|||
|
>= 0 && Dot Product(Direction Towards(Global.secondpos[Global.z], Vector(X Component Of(Global.firstpos[Global.z]),
|
|||
|
Y Component Of(Global.secondpos[Global.z]), Z Component Of(Global.firstpos[Global.z]))), Direction Towards(
|
|||
|
Global.secondpos[Global.z], Event Player.prevpos_intersection)) >= 0);
|
|||
|
Cancel Primary Action(Event Player);
|
|||
|
Teleport(Event Player, Event Player.prevpos_intersection + Direction Towards(Event Player.prevpos_intersection,
|
|||
|
Event Player.lastsavedpos) * Vector(1, Empty Array, 1) * 2);
|
|||
|
End;
|
|||
|
End;
|
|||
|
End;
|
|||
|
Event Player.thickness = 0;
|
|||
|
If(Global.Wall_ID[Global.z] == 5);
|
|||
|
Event Player.thickness = 4;
|
|||
|
Else;
|
|||
|
Event Player.thickness = 1;
|
|||
|
End;
|
|||
|
If(Distance Between(Event Player.fullbodypos, Event Player.filterpos) <= Event Player.thickness && Dot Product(Direction Towards(
|
|||
|
Global.firstpos[Global.z], Vector(X Component Of(Global.secondpos[Global.z]), Y Component Of(Global.firstpos[Global.z]),
|
|||
|
Z Component Of(Global.secondpos[Global.z]))), Direction Towards(Global.firstpos[Global.z], Event Player.filterpos))
|
|||
|
>= 0 && Dot Product(Direction Towards(Global.firstpos[Global.z], Vector(X Component Of(Global.firstpos[Global.z]),
|
|||
|
Y Component Of(Global.secondpos[Global.z]), Z Component Of(Global.firstpos[Global.z]))), Direction Towards(
|
|||
|
Global.firstpos[Global.z], Event Player.filterpos)) >= 0 && Dot Product(Direction Towards(Global.secondpos[Global.z], Vector(
|
|||
|
X Component Of(Global.secondpos[Global.z]), Y Component Of(Global.firstpos[Global.z]), Z Component Of(
|
|||
|
Global.secondpos[Global.z]))), Direction Towards(Global.secondpos[Global.z], Event Player.filterpos)) >= 0 && Dot Product(
|
|||
|
Direction Towards(Global.secondpos[Global.z], Vector(X Component Of(Global.firstpos[Global.z]), Y Component Of(
|
|||
|
Global.secondpos[Global.z]), Z Component Of(Global.firstpos[Global.z]))), Direction Towards(Global.secondpos[Global.z],
|
|||
|
Event Player.filterpos)) >= 0);
|
|||
|
If(!Global.is_Grounded);
|
|||
|
Set Gravity(Event Player, 100);
|
|||
|
End;
|
|||
|
If(Event Player.active_wall[Global.z] == False);
|
|||
|
Event Player.active_wall[Global.z] = 1;
|
|||
|
If((Global.Wall_ID[Global.z] == 1 || Global.Wall_ID[Global.z] == 3) && Global.is_Grounded == False);
|
|||
|
Set Gravity(Event Player, 100);
|
|||
|
Else If(Global.Wall_ID[Global.z] == 5);
|
|||
|
Disable Movement Collision With Environment(Event Player, False);
|
|||
|
End;
|
|||
|
End;
|
|||
|
If(Global.Wall_ID[Global.z] == 1);
|
|||
|
Apply Impulse(Event Player, Direction Towards(Event Player.filterpos, Event Player.fullbodypos) * Vector(1, Empty Array, 1), 0.001,
|
|||
|
To World, Cancel Contrary Motion);
|
|||
|
Set Move Speed(Event Player, 100 - Dot Product(Direction Towards(Eye Position(Event Player), Eye Position(Event Player)
|
|||
|
+ World Vector Of(Throttle Of(Event Player), Event Player, Rotation)), Direction Towards(Event Player.filterpos,
|
|||
|
Event Player.fullbodypos) * -1) * 100);
|
|||
|
Else If(Global.Wall_ID[Global.z] == 3);
|
|||
|
Apply Impulse(Event Player, Direction Towards(Event Player.filterpos, Event Player.fullbodypos), Speed Of(Event Player), To World,
|
|||
|
Cancel Contrary Motion);
|
|||
|
End;
|
|||
|
Else;
|
|||
|
Event Player.active_wall[Global.z] = 0;
|
|||
|
Set Move Speed(Event Player, 100);
|
|||
|
End;
|
|||
|
End;
|
|||
|
End;
|
|||
|
Loop;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("Reset")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Ongoing - Each Player;
|
|||
|
Team 1;
|
|||
|
All;
|
|||
|
}
|
|||
|
|
|||
|
conditions
|
|||
|
{
|
|||
|
Count Of(Filtered Array(Event Player.active_wall, Current Array Element != 0)) == 0;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
Enable Movement Collision With Environment(Event Player);
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
disabled rule("Effect Creation")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Ongoing - Global;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
Wait(5, Ignore Condition);
|
|||
|
If(Global.showwalls);
|
|||
|
For Global Variable(x, 0, Count Of(Global.AllPos), 1);
|
|||
|
If(Global.Wall_ID[Global.x] == 5);
|
|||
|
Create Beam Effect(All Players(Team 1), Good Beam, Global.firstpos[Global.x], Vector(X Component Of(Global.secondpos[Global.x]),
|
|||
|
Y Component Of(Global.firstpos[Global.x]), Z Component Of(Global.secondpos[Global.x])), Color(Red), None);
|
|||
|
Create Beam Effect(All Players(Team 1), Good Beam, Vector(X Component Of(Global.secondpos[Global.x]), Y Component Of(
|
|||
|
Global.firstpos[Global.x]), Z Component Of(Global.secondpos[Global.x])), Global.secondpos[Global.x] + Vector(Empty Array,
|
|||
|
Empty Array, 0.001), Color(Red), None);
|
|||
|
Create Beam Effect(All Players(Team 1), Good Beam, Global.firstpos[Global.x] + Vector(0.001, Empty Array, Empty Array), Vector(
|
|||
|
X Component Of(Global.firstpos[Global.x]), Y Component Of(Global.secondpos[Global.x]), Z Component Of(
|
|||
|
Global.firstpos[Global.x])), Color(Red), None);
|
|||
|
Create Beam Effect(All Players(Team 1), Good Beam, Vector(X Component Of(Global.firstpos[Global.x]), Y Component Of(
|
|||
|
Global.secondpos[Global.x]), Z Component Of(Global.firstpos[Global.x])), Global.secondpos[Global.x] + Vector(Empty Array,
|
|||
|
Empty Array, 0.001), Color(Red), None);
|
|||
|
Else;
|
|||
|
Skip(Array(14, 0, 5, 10)[Index Of Array Value(Array(1, 2, 3), Global.g_beamType[Global.x]) + 1]);
|
|||
|
Create Beam Effect(All Players(Team 1), Grapple Beam, Global.firstpos[Global.x], Vector(X Component Of(Global.secondpos[Global.x]),
|
|||
|
Y Component Of(Global.firstpos[Global.x]), Z Component Of(Global.secondpos[Global.x])), Color(Aqua), None);
|
|||
|
Create Beam Effect(All Players(Team 1), Grapple Beam, Vector(X Component Of(Global.secondpos[Global.x]), Y Component Of(
|
|||
|
Global.firstpos[Global.x]), Z Component Of(Global.secondpos[Global.x])), Global.secondpos[Global.x] + Vector(Empty Array,
|
|||
|
Empty Array, 0.001), Color(Aqua), None);
|
|||
|
Create Beam Effect(All Players(Team 1), Grapple Beam, Global.firstpos[Global.x] + Vector(0.001, Empty Array, Empty Array), Vector(
|
|||
|
X Component Of(Global.firstpos[Global.x]), Y Component Of(Global.secondpos[Global.x]), Z Component Of(
|
|||
|
Global.firstpos[Global.x])), Color(Aqua), None);
|
|||
|
Create Beam Effect(All Players(Team 1), Grapple Beam, Vector(X Component Of(Global.firstpos[Global.x]), Y Component Of(
|
|||
|
Global.secondpos[Global.x]), Z Component Of(Global.firstpos[Global.x])), Global.secondpos[Global.x] + Vector(Empty Array,
|
|||
|
Empty Array, 0.001), Color(Aqua), None);
|
|||
|
Skip(9);
|
|||
|
Create Beam Effect(All Players(Team 1), Good Beam, Global.firstpos[Global.x], Vector(X Component Of(Global.secondpos[Global.x]),
|
|||
|
Y Component Of(Global.firstpos[Global.x]), Z Component Of(Global.secondpos[Global.x])), Color(Aqua), None);
|
|||
|
Create Beam Effect(All Players(Team 1), Good Beam, Vector(X Component Of(Global.secondpos[Global.x]), Y Component Of(
|
|||
|
Global.firstpos[Global.x]), Z Component Of(Global.secondpos[Global.x])), Global.secondpos[Global.x] + Vector(Empty Array,
|
|||
|
Empty Array, 0.001), Color(Aqua), None);
|
|||
|
Create Beam Effect(All Players(Team 1), Good Beam, Global.firstpos[Global.x] + Vector(0.001, Empty Array, Empty Array), Vector(
|
|||
|
X Component Of(Global.firstpos[Global.x]), Y Component Of(Global.secondpos[Global.x]), Z Component Of(
|
|||
|
Global.firstpos[Global.x])), Color(Aqua), None);
|
|||
|
Create Beam Effect(All Players(Team 1), Good Beam, Vector(X Component Of(Global.firstpos[Global.x]), Y Component Of(
|
|||
|
Global.secondpos[Global.x]), Z Component Of(Global.firstpos[Global.x])), Global.secondpos[Global.x] + Vector(Empty Array,
|
|||
|
Empty Array, 0.001), Color(Aqua), None);
|
|||
|
Skip(4);
|
|||
|
Create Beam Effect(All Players(Team 1), Bad Beam, Global.firstpos[Global.x], Vector(X Component Of(Global.secondpos[Global.x]),
|
|||
|
Y Component Of(Global.firstpos[Global.x]), Z Component Of(Global.secondpos[Global.x])), Color(Aqua), None);
|
|||
|
Create Beam Effect(All Players(Team 1), Bad Beam, Vector(X Component Of(Global.secondpos[Global.x]), Y Component Of(
|
|||
|
Global.firstpos[Global.x]), Z Component Of(Global.secondpos[Global.x])), Global.secondpos[Global.x] + Vector(Empty Array,
|
|||
|
Empty Array, 0.001), Color(Aqua), None);
|
|||
|
Create Beam Effect(All Players(Team 1), Bad Beam, Global.firstpos[Global.x] + Vector(0.001, Empty Array, Empty Array), Vector(
|
|||
|
X Component Of(Global.firstpos[Global.x]), Y Component Of(Global.secondpos[Global.x]), Z Component Of(
|
|||
|
Global.firstpos[Global.x])), Color(Aqua), None);
|
|||
|
Create Beam Effect(All Players(Team 1), Bad Beam, Vector(X Component Of(Global.firstpos[Global.x]), Y Component Of(
|
|||
|
Global.secondpos[Global.x]), Z Component Of(Global.firstpos[Global.x])), Global.secondpos[Global.x] + Vector(Empty Array,
|
|||
|
Empty Array, 0.001), Color(Aqua), None);
|
|||
|
End;
|
|||
|
Wait(0.016, Ignore Condition);
|
|||
|
End;
|
|||
|
End;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("Wall Data")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Ongoing - Global;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
Global.AllPos = Array(Vector(155.968, 12.470, -30.507), Vector(155.962, 12.472, -62.500), Vector(81.153, 6.453, -103.851), Vector(
|
|||
|
69.148, 6.474, -104.548));
|
|||
|
Global.AllDir = Array(Vector(-1, 0, -0.002), Vector(1, 0, -0.001), Vector(0, 0, 1), Vector(0.001, 0, 1));
|
|||
|
Global.firstpos = Array(Vector(155.971, 11.047, -31.771), Vector(155.964, 11.050, -61.229), Vector(79.761, 5.030, -103.852),
|
|||
|
Vector(67.738, 5.022, -104.547));
|
|||
|
Global.secondpos = Array(Vector(155.965, 13.894, -29.242), Vector(155.960, 13.894, -63.771), Vector(82.544, 7.876, -103.851),
|
|||
|
Vector(70.558, 7.925, -104.550));
|
|||
|
Global.firstpoint2 = Array(Vector(155.971, 13.894, -31.771), Vector(155.964, 13.894, -61.229), Vector(79.761, 7.876, -103.852),
|
|||
|
Vector(67.738, 7.925, -104.547));
|
|||
|
Global.secondpoint2 = Array(Vector(155.965, 11.047, -29.242), Vector(155.960, 11.050, -63.771), Vector(82.544, 5.030, -103.851),
|
|||
|
Vector(70.558, 5.022, -104.550));
|
|||
|
Global.z = 3;
|
|||
|
Global.g_beamType = Array(1, 1, 1, 1);
|
|||
|
Global.showwalls = True;
|
|||
|
Global.Wall_ID = Array(5, 5, 5, 5);
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
disabled rule("NEW SHOP")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Ongoing - Global;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("Setting Shop Position")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Ongoing - Global;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
Global.ShopCamPos = 900 * Up;
|
|||
|
Global.ShopPosAngle[1] = Direction From Angles(Horizontal Angle From Direction(Forward), Vertical Angle From Direction(Forward)
|
|||
|
- 90);
|
|||
|
Global.ShopPosAngle[0] = Cross Product(Global.ShopPosAngle[1], Forward);
|
|||
|
Global.ShopBasePos = Global.ShopCamPos - 9 * Global.ShopPosAngle[1] + 142 * Forward;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("Create Shop Buttons")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Ongoing - Global;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
Create In-World Text(Filtered Array(All Players(Team 1), Current Array Element.isInMenu), Custom String(
|
|||
|
"┃\n┃\n┃\n┃\n┃\n┃\n┃\n┃\n┃\n┃\n┃\n┃"), Global.ShopBasePos - 41 * Global.ShopPosAngle[1] + 90 * Global.ShopPosAngle[0], 2.500,
|
|||
|
Do Not Clip, Visible To, Color(White), Default Visibility);
|
|||
|
Create In-World Text(Filtered Array(All Players(Team 1), Current Array Element.isInMenu), Custom String(
|
|||
|
"┃\n┃\n┃\n┃\n┃\n┃\n┃\n┃\n┃\n┃\n┃\n┃"), Global.ShopBasePos - 41 * Global.ShopPosAngle[1] - 90 * Global.ShopPosAngle[0], 2.500,
|
|||
|
Do Not Clip, Visible To, Color(White), Default Visibility);
|
|||
|
Create In-World Text(Filtered Array(All Players(Team 1), Current Array Element.isInMenu), Custom String("Refund"),
|
|||
|
Global.ShopBasePos + 45 * Global.ShopPosAngle[1] + 67.500 * Global.ShopPosAngle[0], 3, Do Not Clip, Visible To, Color(Green),
|
|||
|
Default Visibility);
|
|||
|
Create In-World Text(Filtered Array(All Players(Team 1), Current Array Element.isInMenu), Custom String("[{0}] Leave",
|
|||
|
Input Binding String(Button(Reload))), Global.ShopBasePos + 45 * Global.ShopPosAngle[1] - 67.500 * Global.ShopPosAngle[0], 3,
|
|||
|
Do Not Clip, Visible To and String, Color(Green), Default Visibility);
|
|||
|
Create In-World Text(Local Player.isInMenu ? Local Player : Empty Array, Custom String("{0}$\n", Local Player.Money[0]),
|
|||
|
Global.ShopBasePos + 36.500 * Global.ShopPosAngle[1], 3, Do Not Clip, Visible To and String, Color(White), Default Visibility);
|
|||
|
Create In-World Text(Local Player.isInMenu ? Local Player : Empty Array, Custom String("▲"), Update Every Frame(
|
|||
|
Global.ShopBasePos - (4 + Vertical Facing Angle Of(Local Player)) * Global.ShopPosAngle[1] + Horizontal Facing Angle Of(
|
|||
|
Local Player) * Global.ShopPosAngle[0]), 4, Do Not Clip, Visible To Position and Color, Custom Color(
|
|||
|
245 + 10 * Sine From Radians(4 * Total Time Elapsed), 205 + 50 * Sine From Radians(4 * Total Time Elapsed),
|
|||
|
200 * Sine From Radians(4 * Total Time Elapsed), 255), Default Visibility);
|
|||
|
"Headhunter"
|
|||
|
Create In-World Text(Filtered Array(All Players(Team 1), Current Array Element.isInMenu),
|
|||
|
Local Player.Abilities[1] ? Custom String("Headhunter II\n 800$") : Custom String("Headhunter I\n 800$"),
|
|||
|
Global.ShopBasePos + 20 * Global.ShopPosAngle[1] + 67.500 * Global.ShopPosAngle[0], 2.500, Do Not Clip,
|
|||
|
Visible To String and Color, Local Player.Abilities[1] < 2 ? Color(Green) : Color(Gray), Default Visibility);
|
|||
|
"Ambush"
|
|||
|
Create In-World Text(Filtered Array(All Players(Team 1), Current Array Element.isInMenu),
|
|||
|
Local Player.Abilities[2] ? Custom String("Ambush II\n 800$") : Custom String("Ambush I\n 800$"),
|
|||
|
Global.ShopBasePos - 2.500 * Global.ShopPosAngle[1] + 67.500 * Global.ShopPosAngle[0], 2.500, Do Not Clip,
|
|||
|
Visible To String and Color, Local Player.Abilities[2] < 2 ? Color(Green) : Color(Gray), Default Visibility);
|
|||
|
"Quick Fix"
|
|||
|
Create In-World Text(Filtered Array(All Players(Team 1), Current Array Element.isInMenu),
|
|||
|
Local Player.Abilities[3] ? Custom String("Quick Fix II\n 700$") : Custom String("Quick Fix I\n 700$"),
|
|||
|
Global.ShopBasePos - 25 * Global.ShopPosAngle[1] + 67.500 * Global.ShopPosAngle[0], 2.500, Do Not Clip,
|
|||
|
Visible To String and Color, Local Player.Abilities[3] < 2 ? Color(Green) : Color(Gray), Default Visibility);
|
|||
|
"Heavyweight"
|
|||
|
Create In-World Text(Filtered Array(All Players(Team 1), Current Array Element.isInMenu),
|
|||
|
Local Player.Abilities[4] ? Custom String("Heavyweight II\n 1000$") : Custom String("Heavyweight I\n 1000$"),
|
|||
|
Global.ShopBasePos - 47.500 * Global.ShopPosAngle[1] + 67.500 * Global.ShopPosAngle[0], 2.500, Do Not Clip,
|
|||
|
Visible To String and Color, Local Player.Abilities[4] < 2 ? Color(Green) : Color(Gray), Default Visibility);
|
|||
|
"Charged"
|
|||
|
Create In-World Text(Filtered Array(All Players(Team 1), Current Array Element.isInMenu),
|
|||
|
Local Player.Abilities[5] ? Custom String("Charged II\n 700$") : Custom String("Charged I\n 700$"),
|
|||
|
Global.ShopBasePos + 20 * Global.ShopPosAngle[1] + 22.500 * Global.ShopPosAngle[0], 2.500, Do Not Clip,
|
|||
|
Visible To String and Color, Local Player.Abilities[5] < 2 ? Color(Green) : Color(Gray), Default Visibility);
|
|||
|
"Haste"
|
|||
|
Create In-World Text(Filtered Array(All Players(Team 1), Current Array Element.isInMenu),
|
|||
|
Local Player.Abilities[6] ? Custom String("Haste II\n 700$") : Custom String("Haste I\n 700$"),
|
|||
|
Global.ShopBasePos - 2.500 * Global.ShopPosAngle[1] + 22.500 * Global.ShopPosAngle[0], 2.500, Do Not Clip,
|
|||
|
Visible To String and Color, Local Player.Abilities[6] < 2 ? Color(Green) : Color(Gray), Default Visibility);
|
|||
|
"Heavy Impact"
|
|||
|
Create In-World Text(Filtered Array(All Players(Team 1), Current Array Element.isInMenu),
|
|||
|
Local Player.Abilities[7] ? Custom String("Heavy Impact II\n 1000$") : Custom String("Heavy Impact I\n 1000$"),
|
|||
|
Global.ShopBasePos - 25 * Global.ShopPosAngle[1] + 22.500 * Global.ShopPosAngle[0], 2.500, Do Not Clip,
|
|||
|
Visible To String and Color, Local Player.Abilities[7] < 2 ? Color(Green) : Color(Gray), Default Visibility);
|
|||
|
"Hero Talent 1"
|
|||
|
Create In-World Text(Filtered Array(All Players(Team 1), Current Array Element.isInMenu), Custom String("Hero Talent 1\n 1200$"),
|
|||
|
Global.ShopBasePos - 47.500 * Global.ShopPosAngle[1] + 22.500 * Global.ShopPosAngle[0], 2.500, Do Not Clip,
|
|||
|
Visible To String and Color, Local Player.Abilities[8] < 1 ? Color(Green) : Color(Gray), Default Visibility);
|
|||
|
"Second Wind"
|
|||
|
Create In-World Text(Filtered Array(All Players(Team 1), Current Array Element.isInMenu),
|
|||
|
Local Player.Abilities[9] ? Custom String("Second Wind II\n 900$") : Custom String("Second Wind I\n 900$"),
|
|||
|
Global.ShopBasePos + 20 * Global.ShopPosAngle[1] - 22.500 * Global.ShopPosAngle[0], 2.500, Do Not Clip,
|
|||
|
Visible To String and Color, Local Player.Abilities[9] < 2 ? Color(Green) : Color(Gray), Default Visibility);
|
|||
|
"Binding Heal"
|
|||
|
Create In-World Text(Filtered Array(All Players(Team 1), Current Array Element.isInMenu),
|
|||
|
Local Player.Abilities[10] ? Custom String("Binding Heal II\n 700$") : Custom String("Binding Heal I\n 700$"),
|
|||
|
Global.ShopBasePos - 2.500 * Global.ShopPosAngle[1] - 22.500 * Global.ShopPosAngle[0], 2.500, Do Not Clip,
|
|||
|
Visible To String and Color, Local Player.Abilities[10] < 2 ? Color(Green) : Color(Gray), Default Visibility);
|
|||
|
"Resilience"
|
|||
|
Create In-World Text(Filtered Array(All Players(Team 1), Current Array Element.isInMenu),
|
|||
|
Local Player.Abilities[11] ? Custom String("Resilience II\n 800$") : Custom String("Resilience I\n 800$"),
|
|||
|
Global.ShopBasePos - 25 * Global.ShopPosAngle[1] - 22.500 * Global.ShopPosAngle[0], 2.500, Do Not Clip,
|
|||
|
Visible To String and Color, Local Player.Abilities[11] < 2 ? Color(Green) : Color(Gray), Default Visibility);
|
|||
|
"Hero Talent 2"
|
|||
|
Create In-World Text(Filtered Array(All Players(Team 1), Current Array Element.isInMenu), Custom String("Hero Talent 2\n 1200$"),
|
|||
|
Global.ShopBasePos - 47.500 * Global.ShopPosAngle[1] - 22.500 * Global.ShopPosAngle[0], 2.500, Do Not Clip,
|
|||
|
Visible To String and Color, Local Player.Abilities[12] < 1 ? Color(Green) : Color(Gray), Default Visibility);
|
|||
|
"PlusDamage"
|
|||
|
Create In-World Text(Filtered Array(All Players(Team 1), Current Array Element.isInMenu), Custom String("+5% Damage\n 400$"),
|
|||
|
Global.ShopBasePos + 20 * Global.ShopPosAngle[1] - 67.500 * Global.ShopPosAngle[0], 2.500, Do Not Clip,
|
|||
|
Visible To String and Color, Color(Green), Default Visibility);
|
|||
|
"PlusHealth"
|
|||
|
Create In-World Text(Filtered Array(All Players(Team 1), Current Array Element.isInMenu), Custom String("+5% Health\n 400$"),
|
|||
|
Global.ShopBasePos - 2.500 * Global.ShopPosAngle[1] - 67.500 * Global.ShopPosAngle[0], 2.500, Do Not Clip,
|
|||
|
Visible To String and Color, Color(Green), Default Visibility);
|
|||
|
"PlusHealing"
|
|||
|
Create In-World Text(Filtered Array(All Players(Team 1), Current Array Element.isInMenu), Custom String("+5% Healing\n 400$"),
|
|||
|
Global.ShopBasePos - 25 * Global.ShopPosAngle[1] - 67.500 * Global.ShopPosAngle[0], 2.500, Do Not Clip, Visible To and String,
|
|||
|
Color(Green), Default Visibility);
|
|||
|
"PlusHealing"
|
|||
|
Create In-World Text(Filtered Array(All Players(Team 1), Current Array Element.isInMenu), Custom String(
|
|||
|
"+{0} Auto-Repair\n 400$", Global.UpgradeGateMaxHealthValue >= Global.UpgradeGateMaxHealthMaxValue[2] ? 10 : 5),
|
|||
|
Global.ShopBasePos - 47.500 * Global.ShopPosAngle[1] - 67.500 * Global.ShopPosAngle[0], 2.500, Do Not Clip,
|
|||
|
Visible To String and Color, Global.AutoRepair < 5 ? Color(Green) : Color(Gray), Default Visibility);
|
|||
|
"Use Update Every Frame to avoid showing the String when the cursor is out of bounds, resulting in 0\r\n ROW 0"
|
|||
|
Create In-World Text(Update Every Frame(Local Player.isInMenu && Absolute Value(Horizontal Facing Angle Of(Local Player))
|
|||
|
< 90 && Absolute Value(Vertical Facing Angle Of(Local Player) + 11.250) < 47.500 ? Local Player : Empty Array),
|
|||
|
Update Every Frame(Vertical Facing Angle Of(Local Player) < -33.750 ? Array(Custom String("Leave Buy Menu\n"), Custom String(
|
|||
|
""), Custom String(""), Custom String("Refund your money\n"))[Round To Integer((Horizontal Facing Angle Of(Local Player) + 90)
|
|||
|
/ 45, Down)] : Custom String("")), Global.ShopBasePos - 75 * Global.ShopPosAngle[1], 2.500, Do Not Clip, Visible To and String,
|
|||
|
Color(White), Default Visibility);
|
|||
|
"ROW 1"
|
|||
|
Create In-World Text(Update Every Frame(Local Player.isInMenu && Absolute Value(Horizontal Facing Angle Of(Local Player))
|
|||
|
< 90 && Absolute Value(Vertical Facing Angle Of(Local Player) + 11.250) < 22.500 ? Local Player : Empty Array),
|
|||
|
Update Every Frame(Vertical Facing Angle Of(Local Player) < -11.250 ? Array(Custom String("Increase your damage by 5%\n"),
|
|||
|
Local Player.Abilities[9] ? Custom String(
|
|||
|
"Second Wind II: 60% chance to revive yourself after going down\n This cannot occur more than once every 30 seconds")
|
|||
|
: Custom String(
|
|||
|
"Second Wind I: 30% chance to revive yourself after going down\n This cannot occur more than once every 30 seconds"),
|
|||
|
Local Player.Abilities[5] ? Custom String("Charged II: Ultimates cost 40% less\n") : Custom String(
|
|||
|
"Charged I: Ultimates cost 20% less\n"), Local Player.Abilities[1] ? Custom String(
|
|||
|
"Headhunter II: Critical hits deal 80% more damage\n") : Custom String("Headhunter I: Critical hits deal 40% more damage\n"))
|
|||
|
[Round To Integer((Horizontal Facing Angle Of(Local Player) + 90) / 45, Down)] : Custom String("")),
|
|||
|
Global.ShopBasePos - 75 * Global.ShopPosAngle[1], 2.500, Do Not Clip, Visible To and String, Color(White), Default Visibility);
|
|||
|
"ROW 2"
|
|||
|
Create In-World Text(Update Every Frame(Local Player.isInMenu && Absolute Value(Horizontal Facing Angle Of(Local Player))
|
|||
|
< 90 && Absolute Value(Vertical Facing Angle Of(Local Player) - 36.250) < 47.500 ? Local Player : Empty Array),
|
|||
|
Update Every Frame(Vertical Facing Angle Of(Local Player) < 11.250 ? Array(Custom String("Increase your health by 5%\n"),
|
|||
|
Local Player.Abilities[10] ? Custom String("Binding Heal II: Heal yourself for 50% the amount when healing allies\n")
|
|||
|
: Custom String("Binding Heal I: Heal yourself for 25% the amount when healing allies\n"),
|
|||
|
Local Player.Abilities[6] ? Custom String(
|
|||
|
" Haste II: Ability cooldown is reduced by 50%\nDoes not affect abilities with multiple charges") : Custom String(
|
|||
|
" Haste I: Ability cooldown is reduced by 25%\nDoes not affect abilities with multiple charges"),
|
|||
|
Local Player.Abilities[2] ? Custom String("Ambush II: Deal 60% more damage when attacking enemies from behind or above\n")
|
|||
|
: Custom String("Ambush I: Deal 30% more damage when attacking enemies from behind or above\n"))[Round To Integer((
|
|||
|
Horizontal Facing Angle Of(Local Player) + 90) / 45, Down)] : Custom String("")),
|
|||
|
Global.ShopBasePos - 75 * Global.ShopPosAngle[1], 2.500, Do Not Clip, Visible To and String, Color(White), Default Visibility);
|
|||
|
"ROW 3"
|
|||
|
Create In-World Text(Update Every Frame(Local Player.isInMenu && Absolute Value(Horizontal Facing Angle Of(Local Player))
|
|||
|
< 90 && Absolute Value(Vertical Facing Angle Of(Local Player) - 83.750) < 72.500 ? Local Player : Empty Array),
|
|||
|
Update Every Frame(Vertical Facing Angle Of(Local Player) < 33.750 ? Array(Custom String("Increase your healing by 5%\n"),
|
|||
|
Local Player.Abilities[11] ? Custom String("Resilience II: Take 30% less damage while below 60% health\n") : Custom String(
|
|||
|
"Resilience I: Take 30% less damage while below 30% health\n"), Local Player.Abilities[7] ? Custom String(
|
|||
|
"Heavy Impact II: Every hit has a chance to stun the enemy for 2 seconds\n") : Custom String(
|
|||
|
"Heavy Impact I: Every hit has a chance to stun the enemy for 1 second\n"), Local Player.Abilities[3] ? Custom String(
|
|||
|
"Quick Fix II: Eliminations restore 100 HP and shortly increase speed by 40%\n") : Custom String(
|
|||
|
"Quick Fix I: Eliminations restore 50 HP and shortly increase speed by 20%\n"))[Round To Integer((Horizontal Facing Angle Of(
|
|||
|
Local Player) + 90) / 45, Down)] : Custom String("")), Global.ShopBasePos - 75 * Global.ShopPosAngle[1], 2.500, Do Not Clip,
|
|||
|
Visible To and String, Color(White), Default Visibility);
|
|||
|
"ROW 4"
|
|||
|
Create In-World Text(Update Every Frame(Local Player.isInMenu && Absolute Value(Horizontal Facing Angle Of(Local Player))
|
|||
|
< 90 && Absolute Value(Vertical Facing Angle Of(Local Player) - 133) < 99.250 ? Local Player : Empty Array),
|
|||
|
Update Every Frame(Vertical Facing Angle Of(Local Player) < 56.250 ? Array(Custom String(
|
|||
|
"Increase your auto-repair by {0}/5s\n", Global.UpgradeGateMaxHealthValue >= Global.UpgradeGateMaxHealthMaxValue[2] ? 10 : 5),
|
|||
|
Custom String("{0}", Local Player.HeroTalentText[2][1]), Custom String("{0}", Local Player.HeroTalentText[1][1]),
|
|||
|
Local Player.Abilities[4] ? Custom String(
|
|||
|
"Heavyweight II: Your knock back attacks deal 50% more damage and knock back\n You receive 33% less knock back")
|
|||
|
: Custom String(
|
|||
|
"Heavyweight I: Your knock back attacks deal 25% more damage and knock back\n You receive 20% less knock back"))
|
|||
|
[Round To Integer((Horizontal Facing Angle Of(Local Player) + 90) / 45, Down)] : Custom String("")),
|
|||
|
Global.ShopBasePos - 75 * Global.ShopPosAngle[1], 2.500, Do Not Clip, Visible To and String, Color(White), Default Visibility);
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("Toggle Shop")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Ongoing - Each Player;
|
|||
|
Team 1;
|
|||
|
All;
|
|||
|
}
|
|||
|
|
|||
|
conditions
|
|||
|
{
|
|||
|
!Is Dummy Bot(Event Player) == True;
|
|||
|
Is Button Held(Event Player, Button(Reload)) == True;
|
|||
|
!Is Communicating Any Emote(Event Player) == True;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
If(Event Player.isInMenu == False);
|
|||
|
Wait Until(!Is Button Held(Event Player, Button(Reload)), 0.500);
|
|||
|
If(!Is Button Held(Event Player, Button(Reload)));
|
|||
|
Abort;
|
|||
|
End;
|
|||
|
End;
|
|||
|
Event Player.isInMenu = !Event Player.isInMenu;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("Open Shop")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Ongoing - Each Player;
|
|||
|
Team 1;
|
|||
|
All;
|
|||
|
}
|
|||
|
|
|||
|
conditions
|
|||
|
{
|
|||
|
"Open Shop"
|
|||
|
Event Player.isInMenu == True;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
Event Player.PlayerFacing = Facing Direction Of(Event Player);
|
|||
|
Start Camera(Event Player, Global.ShopCamPos, Global.ShopCamPos + Forward, 0);
|
|||
|
Disable Hero HUD(Event Player);
|
|||
|
Call Subroutine(DisablePlayer);
|
|||
|
Set Aim Speed(Event Player, 200);
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("Close Shop")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Ongoing - Each Player;
|
|||
|
Team 1;
|
|||
|
All;
|
|||
|
}
|
|||
|
|
|||
|
conditions
|
|||
|
{
|
|||
|
"Open Shop"
|
|||
|
Event Player.isInMenu == False;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
Stop Camera(Event Player);
|
|||
|
Enable Hero HUD(Event Player);
|
|||
|
Call Subroutine(EnablePlayer);
|
|||
|
Set Aim Speed(Event Player, 100);
|
|||
|
Set Facing(Event Player, Event Player.PlayerFacing, To World);
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("Subroutine: Disable Player")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Subroutine;
|
|||
|
DisablePlayer;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
Start Forcing Throttle(Event Player, 0, 0, 0, 0, 0, 0);
|
|||
|
Set Primary Fire Enabled(Event Player, False);
|
|||
|
Set Secondary Fire Enabled(Event Player, False);
|
|||
|
Set Ability 1 Enabled(Event Player, False);
|
|||
|
Set Ability 2 Enabled(Event Player, False);
|
|||
|
Set Melee Enabled(Event Player, False);
|
|||
|
Set Jump Enabled(Event Player, False);
|
|||
|
Set Crouch Enabled(Event Player, False);
|
|||
|
Disallow Button(Event Player, Button(Ultimate));
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("Subroutine: Enable Player")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Subroutine;
|
|||
|
EnablePlayer;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
Stop Forcing Throttle(Event Player);
|
|||
|
Set Primary Fire Enabled(Event Player, True);
|
|||
|
Set Secondary Fire Enabled(Event Player, True);
|
|||
|
Set Ability 1 Enabled(Event Player, True);
|
|||
|
Set Ability 2 Enabled(Event Player, True);
|
|||
|
Set Melee Enabled(Event Player, True);
|
|||
|
Set Jump Enabled(Event Player, True);
|
|||
|
Set Crouch Enabled(Event Player, True);
|
|||
|
Allow Button(Event Player, Button(Ultimate));
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("Buy Ability")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Ongoing - Each Player;
|
|||
|
Team 1;
|
|||
|
All;
|
|||
|
}
|
|||
|
|
|||
|
conditions
|
|||
|
{
|
|||
|
Event Player.isInMenu == True;
|
|||
|
Is Button Held(Event Player, Button(Primary Fire)) == True;
|
|||
|
(Absolute Value(Horizontal Facing Angle Of(Event Player)) < 90 && Absolute Value(Vertical Facing Angle Of(Event Player))
|
|||
|
+ 11.250 < 67) == True;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
"ROW 0"
|
|||
|
If(Vertical Facing Angle Of(Event Player) < -33.750);
|
|||
|
"LEAVE SHOP"
|
|||
|
If(Horizontal Facing Angle Of(Event Player) + 99.750 < 55);
|
|||
|
Event Player.isInMenu = !Event Player.isInMenu;
|
|||
|
"REFUND"
|
|||
|
Else If(Horizontal Facing Angle Of(Event Player) + 0 > 45);
|
|||
|
If(Event Player.Money[1] != 0);
|
|||
|
Call Subroutine(Refund);
|
|||
|
Else;
|
|||
|
Small Message(Local Player, Custom String("You don't have anything to refund!"));
|
|||
|
End;
|
|||
|
End;
|
|||
|
"ROW 1"
|
|||
|
Else If(Vertical Facing Angle Of(Event Player) < -11.250);
|
|||
|
"+5% DAMAGE"
|
|||
|
If(Horizontal Facing Angle Of(Event Player) + 99.750 < 55);
|
|||
|
If(Event Player.Money[0] >= 400);
|
|||
|
Event Player.Money[0] -= 400;
|
|||
|
Event Player.Money[1] += 400;
|
|||
|
Event Player.Abilities[13] += 1;
|
|||
|
Event Player.DamageDealt = 100 + Global.DamageDone + Event Player.Abilities[13] * 5;
|
|||
|
Set Damage Dealt(Event Player, Event Player.DamageDealt);
|
|||
|
Else;
|
|||
|
Small Message(Event Player, Custom String("Not enough money!"));
|
|||
|
End;
|
|||
|
"SECOND WIND"
|
|||
|
Else If(Horizontal Facing Angle Of(Event Player) + 22.500 < 22.500);
|
|||
|
If(Event Player.Abilities[9] != 2);
|
|||
|
If(Event Player.Money[0] >= 900);
|
|||
|
Event Player.Money[0] -= 900;
|
|||
|
Event Player.Money[1] += 900;
|
|||
|
Event Player.Abilities[9] += 1;
|
|||
|
Else;
|
|||
|
Small Message(Event Player, Custom String("Not enough money!"));
|
|||
|
End;
|
|||
|
End;
|
|||
|
"CHARGED"
|
|||
|
Else If(Horizontal Facing Angle Of(Event Player) + 11.250 < 56);
|
|||
|
If(Event Player.Abilities[5] != 2);
|
|||
|
If(Event Player.Money[0] >= 700);
|
|||
|
Event Player.Money[0] -= 700;
|
|||
|
Event Player.Money[1] += 700;
|
|||
|
Event Player.Abilities[5] += 1;
|
|||
|
Else;
|
|||
|
Small Message(Event Player, Custom String("Not enough money!"));
|
|||
|
End;
|
|||
|
End;
|
|||
|
"HEADHUNTER"
|
|||
|
Else If(Horizontal Facing Angle Of(Event Player) + 0 > 45);
|
|||
|
If(Event Player.Abilities[1] != 2);
|
|||
|
If(Event Player.Money[0] >= 800);
|
|||
|
Event Player.Money[0] -= 800;
|
|||
|
Event Player.Money[1] += 800;
|
|||
|
Event Player.Abilities[1] += 1;
|
|||
|
Else;
|
|||
|
Small Message(Event Player, Custom String("Not enough money!"));
|
|||
|
End;
|
|||
|
End;
|
|||
|
End;
|
|||
|
"ROW 2"
|
|||
|
Else If(Vertical Facing Angle Of(Event Player) < 11.250);
|
|||
|
"+5% HEALTH"
|
|||
|
If(Horizontal Facing Angle Of(Event Player) + 99.750 < 55);
|
|||
|
If(Event Player.Money[0] >= 400);
|
|||
|
Event Player.Money[0] -= 400;
|
|||
|
Event Player.Money[1] += 400;
|
|||
|
Event Player.Abilities[14] += 1;
|
|||
|
Event Player.PlayerHealth = 100 + Global.MaxHealthDone + Event Player.Abilities[14] * 5;
|
|||
|
Set Max Health(Event Player, Event Player.PlayerHealth);
|
|||
|
Else;
|
|||
|
Small Message(Event Player, Custom String("Not enough money!"));
|
|||
|
End;
|
|||
|
"BINDING HEAL"
|
|||
|
Else If(Horizontal Facing Angle Of(Event Player) + 22.500 < 22.500);
|
|||
|
If(Event Player.Abilities[10] != 2);
|
|||
|
If(Event Player.Money[0] >= 700);
|
|||
|
Event Player.Money[0] -= 700;
|
|||
|
Event Player.Money[1] += 700;
|
|||
|
Event Player.Abilities[10] += 1;
|
|||
|
Else;
|
|||
|
Small Message(Event Player, Custom String("Not enough money!"));
|
|||
|
End;
|
|||
|
End;
|
|||
|
"HASTE"
|
|||
|
Else If(Horizontal Facing Angle Of(Event Player) + 11.250 < 56);
|
|||
|
If(Event Player.Abilities[6] != 2);
|
|||
|
If(Event Player.Money[0] >= 700);
|
|||
|
Event Player.Money[0] -= 700;
|
|||
|
Event Player.Money[1] += 700;
|
|||
|
Event Player.Abilities[6] += 1;
|
|||
|
Else;
|
|||
|
Small Message(Event Player, Custom String("Not enough money!"));
|
|||
|
End;
|
|||
|
End;
|
|||
|
"AMBUSH"
|
|||
|
Else If(Horizontal Facing Angle Of(Event Player) + 0 > 45);
|
|||
|
If(Event Player.Abilities[2] != 2);
|
|||
|
If(Event Player.Money[0] >= 800);
|
|||
|
Event Player.Money[0] -= 800;
|
|||
|
Event Player.Money[1] += 800;
|
|||
|
Event Player.Abilities[2] += 1;
|
|||
|
Else;
|
|||
|
Small Message(Event Player, Custom String("Not enough money!"));
|
|||
|
End;
|
|||
|
End;
|
|||
|
End;
|
|||
|
"ROW 3"
|
|||
|
Else If(Vertical Facing Angle Of(Event Player) < 33.750);
|
|||
|
"+5% HEALING"
|
|||
|
If(Horizontal Facing Angle Of(Event Player) + 99.750 < 55);
|
|||
|
If(Event Player.Money[0] >= 400);
|
|||
|
Event Player.Money[0] -= 400;
|
|||
|
Event Player.Money[1] += 400;
|
|||
|
Event Player.Abilities[15] += 1;
|
|||
|
Set Healing Dealt(Event Player, 100 + Event Player.Abilities[15] * 5);
|
|||
|
Else;
|
|||
|
Small Message(Event Player, Custom String("Not enough money!"));
|
|||
|
End;
|
|||
|
"RESILIENCE"
|
|||
|
Else If(Horizontal Facing Angle Of(Event Player) + 22.500 < 22.500);
|
|||
|
If(Event Player.Abilities[11] != 2);
|
|||
|
If(Event Player.Money[0] >= 800);
|
|||
|
Event Player.Money[0] -= 800;
|
|||
|
Event Player.Money[1] += 800;
|
|||
|
Event Player.Abilities[11] += 1;
|
|||
|
Else;
|
|||
|
Small Message(Event Player, Custom String("Not enough money!"));
|
|||
|
End;
|
|||
|
End;
|
|||
|
"HEAVY IMPACT"
|
|||
|
Else If(Horizontal Facing Angle Of(Event Player) + 11.250 < 56);
|
|||
|
If(Event Player.Abilities[7] != 2);
|
|||
|
If(Event Player.Money[0] >= 1000);
|
|||
|
Event Player.Money[0] -= 1000;
|
|||
|
Event Player.Money[1] += 1000;
|
|||
|
Event Player.Abilities[7] += 1;
|
|||
|
Else;
|
|||
|
Small Message(Event Player, Custom String("Not enough money!"));
|
|||
|
End;
|
|||
|
End;
|
|||
|
"QUICK FIX"
|
|||
|
Else If(Horizontal Facing Angle Of(Event Player) + 0 > 45);
|
|||
|
If(Event Player.Abilities[3] != 2);
|
|||
|
If(Event Player.Money[0] >= 700);
|
|||
|
Event Player.Money[0] -= 700;
|
|||
|
Event Player.Money[1] += 700;
|
|||
|
Event Player.Abilities[3] += 1;
|
|||
|
Else;
|
|||
|
Small Message(Event Player, Custom String("Not enough money!"));
|
|||
|
End;
|
|||
|
End;
|
|||
|
End;
|
|||
|
"ROW 4"
|
|||
|
Else If(Vertical Facing Angle Of(Event Player) < 56.250);
|
|||
|
"+5 AUTO-REPAIR"
|
|||
|
If(Horizontal Facing Angle Of(Event Player) + 99.750 < 55);
|
|||
|
If(Global.AutoRepair != 5);
|
|||
|
If(Event Player.Money[0] >= 400);
|
|||
|
Event Player.Money[0] -= 400;
|
|||
|
Event Player.Money[1] += 400;
|
|||
|
Global.AutoRepair += 1;
|
|||
|
Event Player.Abilities[16] += 1;
|
|||
|
Else;
|
|||
|
Small Message(Event Player, Custom String("Not enough money!"));
|
|||
|
End;
|
|||
|
End;
|
|||
|
"HERO TALENT 2"
|
|||
|
Else If(Horizontal Facing Angle Of(Event Player) + 22.500 < 22.500);
|
|||
|
If(Event Player.Abilities[12] != 1);
|
|||
|
If(Event Player.Money[0] >= 1200);
|
|||
|
Event Player.Money[0] -= 1200;
|
|||
|
Event Player.Money[1] += 1200;
|
|||
|
Event Player.Abilities[12] += 1;
|
|||
|
Else;
|
|||
|
Small Message(Event Player, Custom String("Not enough money!"));
|
|||
|
End;
|
|||
|
End;
|
|||
|
"HERO TALENT 1"
|
|||
|
Else If(Horizontal Facing Angle Of(Event Player) + 11.250 < 56);
|
|||
|
If(Event Player.Abilities[8] != 1);
|
|||
|
If(Event Player.Money[0] >= 1200);
|
|||
|
Event Player.Money[0] -= 1200;
|
|||
|
Event Player.Money[1] += 1200;
|
|||
|
Event Player.Abilities[8] += 1;
|
|||
|
Else;
|
|||
|
Small Message(Event Player, Custom String("Not enough money!"));
|
|||
|
End;
|
|||
|
End;
|
|||
|
"HEAVYWEIGHT"
|
|||
|
Else If(Horizontal Facing Angle Of(Event Player) + 0 > 45);
|
|||
|
If(Event Player.Abilities[4] != 2);
|
|||
|
If(Event Player.Money[0] >= 1000);
|
|||
|
Event Player.Money[0] -= 1000;
|
|||
|
Event Player.Money[1] += 1000;
|
|||
|
Event Player.Abilities[4] += 1;
|
|||
|
Else;
|
|||
|
Small Message(Event Player, Custom String("Not enough money!"));
|
|||
|
End;
|
|||
|
End;
|
|||
|
End;
|
|||
|
End;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("Refund Single Ability")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Ongoing - Each Player;
|
|||
|
Team 1;
|
|||
|
All;
|
|||
|
}
|
|||
|
|
|||
|
conditions
|
|||
|
{
|
|||
|
Event Player.isInMenu == True;
|
|||
|
Is Button Held(Event Player, Button(Secondary Fire)) == True;
|
|||
|
(Absolute Value(Horizontal Facing Angle Of(Event Player)) < 90 && Absolute Value(Vertical Facing Angle Of(Event Player))
|
|||
|
+ 11.250 < 67) == True;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
"ROW 0"
|
|||
|
If(Vertical Facing Angle Of(Event Player) < -33.750);
|
|||
|
"LEAVE SHOP"
|
|||
|
If(Horizontal Facing Angle Of(Event Player) + 99.750 < 55);
|
|||
|
"REFUND"
|
|||
|
Else If(Horizontal Facing Angle Of(Event Player) + 0 > 45);
|
|||
|
End;
|
|||
|
"ROW 1"
|
|||
|
Else If(Vertical Facing Angle Of(Event Player) < -11.250);
|
|||
|
"+5% DAMAGE"
|
|||
|
If(Horizontal Facing Angle Of(Event Player) + 99.750 < 55);
|
|||
|
If(Event Player.Abilities[13] != 0);
|
|||
|
Event Player.Money[0] += 400;
|
|||
|
Event Player.Money[1] -= 400;
|
|||
|
Event Player.Abilities[13] -= 1;
|
|||
|
Event Player.DamageDealt = 100 + Global.DamageDone + Event Player.Abilities[13] * 5;
|
|||
|
Set Damage Dealt(Event Player, Event Player.DamageDealt);
|
|||
|
Else;
|
|||
|
Small Message(Event Player, Custom String("You don't have that ability!"));
|
|||
|
End;
|
|||
|
"SECOND WIND"
|
|||
|
Else If(Horizontal Facing Angle Of(Event Player) + 22.500 < 22.500);
|
|||
|
If(Event Player.Abilities[9] != 0);
|
|||
|
Event Player.Money[0] += 900;
|
|||
|
Event Player.Money[1] -= 900;
|
|||
|
Event Player.Abilities[9] -= 1;
|
|||
|
Else;
|
|||
|
Small Message(Event Player, Custom String("You don't have that ability!"));
|
|||
|
End;
|
|||
|
"CHARGED"
|
|||
|
Else If(Horizontal Facing Angle Of(Event Player) + 11.250 < 56);
|
|||
|
If(Event Player.Abilities[5] != 0);
|
|||
|
Event Player.Money[0] += 700;
|
|||
|
Event Player.Money[1] -= 700;
|
|||
|
Event Player.Abilities[5] -= 1;
|
|||
|
Else;
|
|||
|
Small Message(Event Player, Custom String("You don't have that ability!"));
|
|||
|
End;
|
|||
|
"HEADHUNTER"
|
|||
|
Else If(Horizontal Facing Angle Of(Event Player) + 0 > 45);
|
|||
|
If(Event Player.Abilities[1] != 0);
|
|||
|
Event Player.Money[0] += 800;
|
|||
|
Event Player.Money[1] -= 800;
|
|||
|
Event Player.Abilities[1] -= 1;
|
|||
|
Else;
|
|||
|
Small Message(Event Player, Custom String("You don't have that ability!"));
|
|||
|
End;
|
|||
|
End;
|
|||
|
"ROW 2"
|
|||
|
Else If(Vertical Facing Angle Of(Event Player) < 11.250);
|
|||
|
"+5% HEALTH"
|
|||
|
If(Horizontal Facing Angle Of(Event Player) + 99.750 < 55);
|
|||
|
If(Event Player.Abilities[14] != 0);
|
|||
|
Event Player.Money[0] += 400;
|
|||
|
Event Player.Money[1] -= 400;
|
|||
|
Event Player.Abilities[14] -= 1;
|
|||
|
Event Player.PlayerHealth = 100 + Global.MaxHealthDone + Event Player.Abilities[14] * 5;
|
|||
|
Set Max Health(Event Player, Event Player.PlayerHealth);
|
|||
|
Else;
|
|||
|
Small Message(Event Player, Custom String("You don't have that ability!"));
|
|||
|
End;
|
|||
|
"BINDING HEAL"
|
|||
|
Else If(Horizontal Facing Angle Of(Event Player) + 22.500 < 22.500);
|
|||
|
If(Event Player.Abilities[10] != 0);
|
|||
|
Event Player.Money[0] += 700;
|
|||
|
Event Player.Money[1] -= 700;
|
|||
|
Event Player.Abilities[10] -= 1;
|
|||
|
Else;
|
|||
|
Small Message(Event Player, Custom String("You don't have that ability!"));
|
|||
|
End;
|
|||
|
"HASTE"
|
|||
|
Else If(Horizontal Facing Angle Of(Event Player) + 11.250 < 56);
|
|||
|
If(Event Player.Abilities[6] != 0);
|
|||
|
Event Player.Money[0] += 700;
|
|||
|
Event Player.Money[1] -= 700;
|
|||
|
Event Player.Abilities[6] -= 1;
|
|||
|
Else;
|
|||
|
Small Message(Event Player, Custom String("You don't have that ability!"));
|
|||
|
End;
|
|||
|
"AMBUSH"
|
|||
|
Else If(Horizontal Facing Angle Of(Event Player) + 0 > 45);
|
|||
|
If(Event Player.Abilities[2] != 0);
|
|||
|
Event Player.Money[0] += 800;
|
|||
|
Event Player.Money[1] -= 800;
|
|||
|
Event Player.Abilities[2] -= 1;
|
|||
|
Else;
|
|||
|
Small Message(Event Player, Custom String("You don't have that ability!"));
|
|||
|
End;
|
|||
|
End;
|
|||
|
"ROW 3"
|
|||
|
Else If(Vertical Facing Angle Of(Event Player) < 33.750);
|
|||
|
"+5% HEALING"
|
|||
|
If(Horizontal Facing Angle Of(Event Player) + 99.750 < 55);
|
|||
|
If(Event Player.Abilities[15] != 0);
|
|||
|
Event Player.Money[0] += 400;
|
|||
|
Event Player.Money[1] -= 400;
|
|||
|
Event Player.Abilities[15] -= 1;
|
|||
|
Set Healing Dealt(Event Player, 100 + Event Player.Abilities[15] * 5);
|
|||
|
Else;
|
|||
|
Small Message(Event Player, Custom String("You don't have that ability!"));
|
|||
|
End;
|
|||
|
"RESILIENCE"
|
|||
|
Else If(Horizontal Facing Angle Of(Event Player) + 22.500 < 22.500);
|
|||
|
If(Event Player.Abilities[11] != 0);
|
|||
|
Event Player.Money[0] += 800;
|
|||
|
Event Player.Money[1] -= 800;
|
|||
|
Event Player.Abilities[11] -= 1;
|
|||
|
Else;
|
|||
|
Small Message(Event Player, Custom String("You don't have that ability!"));
|
|||
|
End;
|
|||
|
"HEAVY IMPACT"
|
|||
|
Else If(Horizontal Facing Angle Of(Event Player) + 11.250 < 56);
|
|||
|
If(Event Player.Abilities[7] != 0);
|
|||
|
Event Player.Money[0] += 1000;
|
|||
|
Event Player.Money[1] -= 1000;
|
|||
|
Event Player.Abilities[7] -= 1;
|
|||
|
Else;
|
|||
|
Small Message(Event Player, Custom String("You don't have that ability!"));
|
|||
|
End;
|
|||
|
"QUICK FIX"
|
|||
|
Else If(Horizontal Facing Angle Of(Event Player) + 0 > 45);
|
|||
|
If(Event Player.Abilities[3] != 0);
|
|||
|
Event Player.Money[0] += 700;
|
|||
|
Event Player.Money[1] -= 700;
|
|||
|
Event Player.Abilities[3] -= 1;
|
|||
|
Else;
|
|||
|
Small Message(Event Player, Custom String("You don't have that ability!"));
|
|||
|
End;
|
|||
|
End;
|
|||
|
"ROW 4"
|
|||
|
Else If(Vertical Facing Angle Of(Event Player) < 56.250);
|
|||
|
"+5 AUTO-REPAIR"
|
|||
|
If(Horizontal Facing Angle Of(Event Player) + 99.750 < 55);
|
|||
|
If(Event Player.Abilities[16] != 0);
|
|||
|
Event Player.Money[0] += 400;
|
|||
|
Event Player.Money[1] -= 400;
|
|||
|
Global.AutoRepair -= 1;
|
|||
|
Event Player.Abilities[16] -= 1;
|
|||
|
Else;
|
|||
|
Small Message(Event Player, Custom String("You don't have that ability!"));
|
|||
|
End;
|
|||
|
"HERO TALENT 2"
|
|||
|
Else If(Horizontal Facing Angle Of(Event Player) + 22.500 < 22.500);
|
|||
|
If(Event Player.Abilities[12] != 0);
|
|||
|
Event Player.Money[0] += 1200;
|
|||
|
Event Player.Money[1] -= 1200;
|
|||
|
Event Player.Abilities[12] -= 1;
|
|||
|
Else;
|
|||
|
Small Message(Event Player, Custom String("You don't have that ability!"));
|
|||
|
End;
|
|||
|
"HERO TALENT 1"
|
|||
|
Else If(Horizontal Facing Angle Of(Event Player) + 11.250 < 56);
|
|||
|
If(Event Player.Abilities[8] != 0);
|
|||
|
Event Player.Money[0] += 1200;
|
|||
|
Event Player.Money[1] -= 1200;
|
|||
|
Event Player.Abilities[8] -= 1;
|
|||
|
Else;
|
|||
|
Small Message(Event Player, Custom String("You don't have that ability!"));
|
|||
|
End;
|
|||
|
"HEAVYWEIGHT"
|
|||
|
Else If(Horizontal Facing Angle Of(Event Player) + 0 > 45);
|
|||
|
If(Event Player.Abilities[4] != 0);
|
|||
|
Event Player.Money[0] += 1000;
|
|||
|
Event Player.Money[1] -= 1000;
|
|||
|
Event Player.Abilities[4] -= 1;
|
|||
|
Else;
|
|||
|
Small Message(Event Player, Custom String("You don't have that ability!"));
|
|||
|
End;
|
|||
|
End;
|
|||
|
End;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("Create Player HUD")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Ongoing - Each Player;
|
|||
|
Team 1;
|
|||
|
All;
|
|||
|
}
|
|||
|
|
|||
|
conditions
|
|||
|
{
|
|||
|
Has Spawned(Event Player) == True;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
Create HUD Text(All Players(Team 1), Custom String("{0}", Hero Icon String(Hero Of(Event Player))), Custom String("{0}{1}",
|
|||
|
Event Player, Event Player.isInMenu ? Custom String("(In Shop)") : Custom String("")), Custom String("{0}{1}", Is Alive(
|
|||
|
Event Player) ? Custom String("{0} HP", Round To Integer(Health(Event Player), Up)) : Custom String("Dead"), Custom String(
|
|||
|
", {0}$", Event Player.Money)), Left, Local Player == Event Player ? -1 : Slot Of(Event Player), Is Dead(Event Player) ? Color(
|
|||
|
Red) : (Health(Event Player) > Max Health(Event Player) * 0.500 ? Color(Green) : Color(Orange)), Is Dead(Event Player) ? Color(
|
|||
|
Red) : (Health(Event Player) > Max Health(Event Player) * 0.500 ? Color(Green) : Color(Orange)), Is Dead(Event Player) ? Color(
|
|||
|
Red) : (Health(Event Player) > Max Health(Event Player) * 0.500 ? Color(Green) : Color(Orange)),
|
|||
|
Visible To Sort Order String and Color, Default Visibility);
|
|||
|
Create HUD Text(Event Player.Abilities[13] || Global.DamageDone ? Event Player : Null, Null, Null, Custom String("+{0}% Damage",
|
|||
|
Global.DamageDone + Event Player.Abilities[13] * 5), Left, 913, Color(White), Color(White), Color(Turquoise),
|
|||
|
Visible To and String, Default Visibility);
|
|||
|
Create HUD Text(Event Player.Abilities[9] ? Event Player : Null, Null, Null, Custom String("Second Wind {0}",
|
|||
|
Event Player.Abilities[9] == 1 ? Custom String("I") : Custom String("II")), Left, 908, Color(White), Color(White), Color(
|
|||
|
Turquoise), Visible To and String, Default Visibility);
|
|||
|
Create HUD Text(Event Player.Abilities[5] ? Event Player : Null, Null, Null, Custom String("Charged {0}",
|
|||
|
Event Player.Abilities[5] == 1 ? Custom String("I") : Custom String("II")), Left, 905, Color(White), Color(White), Color(
|
|||
|
Turquoise), Visible To and String, Default Visibility);
|
|||
|
Create HUD Text(Event Player.Abilities[1] ? Event Player : Null, Null, Null, Custom String("Headhunter {0}",
|
|||
|
Event Player.Abilities[1] == 1 ? Custom String("I") : Custom String("II")), Left, 901, Color(White), Color(White), Color(
|
|||
|
Turquoise), Visible To and String, Default Visibility);
|
|||
|
Create HUD Text(Event Player.Abilities[14] || Global.MaxHealthDone ? Event Player : Null, Null, Null, Custom String("+{0}% Health",
|
|||
|
Global.MaxHealthDone + Event Player.Abilities[14] * 5), Left, 914, Color(White), Color(White), Color(Turquoise),
|
|||
|
Visible To and String, Default Visibility);
|
|||
|
Create HUD Text(Event Player.Abilities[10] ? Event Player : Null, Null, Null, Custom String("Binding Heal {0}",
|
|||
|
Event Player.Abilities[10] == 1 ? Custom String("I") : Custom String("II")), Left, 909, Color(White), Color(White), Color(
|
|||
|
Turquoise), Visible To and String, Default Visibility);
|
|||
|
Create HUD Text(Event Player.Abilities[6] ? Event Player : Null, Null, Null, Custom String("Haste {0}",
|
|||
|
Event Player.Abilities[6] == 1 ? Custom String("I") : Custom String("II")), Left, 906, Color(White), Color(White), Color(
|
|||
|
Turquoise), Visible To and String, Default Visibility);
|
|||
|
Create HUD Text(Event Player.Abilities[2] ? Event Player : Null, Null, Null, Custom String("Ambush {0}",
|
|||
|
Event Player.Abilities[2] == 1 ? Custom String("I") : Custom String("II")), Left, 902, Color(White), Color(White), Color(
|
|||
|
Turquoise), Visible To and String, Default Visibility);
|
|||
|
Create HUD Text(Event Player.Abilities[15] ? Event Player : Null, Null, Null, Custom String("+{0}% Healing",
|
|||
|
Event Player.Abilities[15] * 5), Left, 915, Color(White), Color(White), Color(Turquoise), Visible To and String,
|
|||
|
Default Visibility);
|
|||
|
Create HUD Text(Event Player.Abilities[11] ? Event Player : Null, Null, Null, Custom String("Resilience {0}",
|
|||
|
Event Player.Abilities[11] == 1 ? Custom String("I") : Custom String("II")), Left, 910, Color(White), Color(White), Color(
|
|||
|
Turquoise), Visible To and String, Default Visibility);
|
|||
|
Create HUD Text(Event Player.Abilities[7] ? Event Player : Null, Null, Null, Custom String("Heavy Impact {0}",
|
|||
|
Event Player.Abilities[7] == 1 ? Custom String("I") : Custom String("II")), Left, 907, Color(White), Color(White), Color(
|
|||
|
Turquoise), Visible To and String, Default Visibility);
|
|||
|
Create HUD Text(Event Player.Abilities[3] ? Event Player : Null, Null, Null, Custom String("Quick Fix {0}",
|
|||
|
Event Player.Abilities[3] == 1 ? Custom String("I") : Custom String("II")), Left, 903, Color(White), Color(White), Color(
|
|||
|
Turquoise), Visible To and String, Default Visibility);
|
|||
|
Create HUD Text(Global.AutoRepair ? Event Player : Null, Null, Null, Custom String("{0} total Auto-Repair/5s",
|
|||
|
Global.AutoRepair * (Global.UpgradeGateMaxHealthValue >= Global.UpgradeGateMaxHealthMaxValue[2] ? 10 : 5)), Left, 916, Color(
|
|||
|
White), Color(White), Color(Turquoise), Visible To and String, Default Visibility);
|
|||
|
Create HUD Text(Event Player.Abilities[12] ? Event Player : Null, Null, Null, Custom String("{0} {1}",
|
|||
|
Event Player.HeroTalentText[2][0], Event Player.HeroTalentText[2][1]), Top, 902, Color(White), Color(White), Color(Green),
|
|||
|
Visible To and String, Default Visibility);
|
|||
|
Create HUD Text(Event Player.Abilities[12] ? Event Player : Null, Null, Null, Custom String("Hero Talent 2"), Left, 912, Color(
|
|||
|
White), Color(White), Color(Turquoise), Visible To and String, Default Visibility);
|
|||
|
Create HUD Text(Event Player.Abilities[8] ? Event Player : Null, Null, Null, Custom String("{0} {1}",
|
|||
|
Event Player.HeroTalentText[1][0], Event Player.HeroTalentText[1][1]), Top, 901, Color(White), Color(White), Color(Green),
|
|||
|
Visible To and String, Default Visibility);
|
|||
|
Create HUD Text(Event Player.Abilities[8] ? Event Player : Null, Null, Null, Custom String("Hero Talent 1"), Left, 911, Color(
|
|||
|
White), Color(White), Color(Turquoise), Visible To and String, Default Visibility);
|
|||
|
Create HUD Text(Event Player.Abilities[4] ? Event Player : Null, Null, Null, Custom String("Heavyweight {0}",
|
|||
|
Event Player.Abilities[4] == 1 ? Custom String("I") : Custom String("II")), Left, 904, Color(White), Color(White), Color(
|
|||
|
Turquoise), Visible To and String, Default Visibility);
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("Rein Pin detect")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Player Dealt Knockback;
|
|||
|
Team 1;
|
|||
|
Reinhardt;
|
|||
|
}
|
|||
|
|
|||
|
conditions
|
|||
|
{
|
|||
|
Event Ability == Button(Ability 1);
|
|||
|
Has Status(Victim, Stunned) == True;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
Event Player.ReinPin = Victim;
|
|||
|
Wait(1, Ignore Condition);
|
|||
|
Event Player.ReinPin = Null;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("Boss Rotation")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Ongoing - Global;
|
|||
|
}
|
|||
|
|
|||
|
conditions
|
|||
|
{
|
|||
|
Is Game In Progress == True;
|
|||
|
Global.activeBoss == True;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
If(Global.bossRotation == 0 || Global.bossRotation == 3);
|
|||
|
Global.bossRotation = 1;
|
|||
|
Global.lastBoss[1] = Hero Of(Global.activeBoss);
|
|||
|
Else If(Global.bossRotation == 1);
|
|||
|
Global.bossRotation = 2;
|
|||
|
Global.lastBoss[2] = Hero Of(Global.activeBoss);
|
|||
|
Else If(Global.bossRotation == 2);
|
|||
|
Global.bossRotation = 3;
|
|||
|
Global.lastBoss[3] = Hero Of(Global.activeBoss);
|
|||
|
End;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("15 minutes hud")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Ongoing - Global;
|
|||
|
}
|
|||
|
|
|||
|
conditions
|
|||
|
{
|
|||
|
Is Game In Progress == True;
|
|||
|
Global.TimeMin == 10;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
Create HUD Text(All Players(Team 1), Global.activeBoss ? Custom String("Boss: {0}, HP: {1}/{2}", Hero Of(Global.activeBoss),
|
|||
|
Health(Global.activeBoss), Max Health(Global.activeBoss)) : Custom String(""), Null, Null, Top, 900, Color(Red), Color(White),
|
|||
|
Color(White), Visible To and String, Default Visibility);
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("debug")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Ongoing - Each Player;
|
|||
|
Team 1;
|
|||
|
All;
|
|||
|
}
|
|||
|
|
|||
|
conditions
|
|||
|
{
|
|||
|
Global.IsDebug == True;
|
|||
|
(Is Button Held(Event Player, Button(Primary Fire)) && Is Button Held(Event Player, Button(Crouch))) == True;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
Global.TimeSec = 59;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
disabled rule("debug")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Ongoing - Each Player;
|
|||
|
Team 1;
|
|||
|
All;
|
|||
|
}
|
|||
|
|
|||
|
conditions
|
|||
|
{
|
|||
|
Global.IsDebug == True;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
Create HUD Text(Local Player, Custom String("{0}", Position Of(Local Player)), Null, Null, Left, 0, Color(Yellow), Color(White),
|
|||
|
Color(White), Visible To and String, Default Visibility);
|
|||
|
Set Status(Event Player, Null, Invincible, 9999);
|
|||
|
Set Status(Event Player, Null, Phased Out, 9999);
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("ending 1 part 1")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Ongoing - Global;
|
|||
|
}
|
|||
|
|
|||
|
conditions
|
|||
|
{
|
|||
|
Is Game In Progress == True;
|
|||
|
Global.challengeCount == 12;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
Create HUD Text(All Players(Team 1), Custom String("Exfiltration available! (optional - ends the mode)"), Null, Null, Top, 50,
|
|||
|
Color(Red), Color(White), Color(White), Visible To and String, Default Visibility);
|
|||
|
Global.GlobalHuds[1] = Last Text ID;
|
|||
|
Create In-World Text(All Players(Team 1), Custom String(
|
|||
|
"Exfiltration available! Gather here!\n{0}/{1} Players ready to exfiltrate!", Count Of(Filtered Array(All Players(Team 1),
|
|||
|
Distance Between(Vector(186, 11, -46.500), Current Array Element) <= 9)), Count Of(All Players(Team 1))), Vector(186, 15,
|
|||
|
-46.500), 1.200, Do Not Clip, Visible To and String, Color(Green), Default Visibility);
|
|||
|
Wait(3, Ignore Condition);
|
|||
|
Destroy HUD Text(Global.GlobalHuds[1]);
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("ending 1 part 2")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Ongoing - Global;
|
|||
|
}
|
|||
|
|
|||
|
conditions
|
|||
|
{
|
|||
|
Is Game In Progress == True;
|
|||
|
Global.challengeCount == 12;
|
|||
|
Distance Between(Vector(186, 11, -46.500), All Players(Team 1)) <= 9;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
Big Message(All Players(Team 1), Custom String("GG! YOU DID IT!"));
|
|||
|
Destroy All Dummy Bots;
|
|||
|
Disable Movement Collision With Environment(All Players(Team 1), True);
|
|||
|
Start Accelerating(All Players(Team 1), Up, 100, 5, To World, Direction Rate and Max Speed);
|
|||
|
Wait(5, Ignore Condition);
|
|||
|
Declare Team Victory(Team 1);
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("Team 1 (Ability): Second Wind save life")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Player Took Damage;
|
|||
|
Team 1;
|
|||
|
All;
|
|||
|
}
|
|||
|
|
|||
|
conditions
|
|||
|
{
|
|||
|
Event Player.Abilities[9] == True;
|
|||
|
Event Player.secondWindActive == True;
|
|||
|
Health(Event Player) == 1;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
Small Message(All Players(All Teams), Custom String("{0} received a second wind!", Event Player));
|
|||
|
Play Effect(All Players(All Teams), Good Pickup Effect, Color(Green), Event Player, 1);
|
|||
|
Clear Status(Event Player, Unkillable);
|
|||
|
Set Player Health(Event Player, Max Health(Event Player));
|
|||
|
Event Player.lastSecondWind = 30;
|
|||
|
Event Player.secondWindActive = 0;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("Team 1 (Ability): Second Wind after buying")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Ongoing - Each Player;
|
|||
|
Team 1;
|
|||
|
All;
|
|||
|
}
|
|||
|
|
|||
|
conditions
|
|||
|
{
|
|||
|
Event Player.Abilities[9] == True;
|
|||
|
Event Player.secondWindActive == False;
|
|||
|
Event Player.lastSecondWind == 0;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
If(Random Integer(1, 100) > Event Player.Abilities[9] * 30);
|
|||
|
Wait(30, Ignore Condition);
|
|||
|
Loop;
|
|||
|
End;
|
|||
|
Set Status(Event Player, Null, Unkillable, 9999);
|
|||
|
Event Player.secondWindActive = 1;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
rule("Team 1 (Ability): Second Wind counter")
|
|||
|
{
|
|||
|
event
|
|||
|
{
|
|||
|
Ongoing - Each Player;
|
|||
|
Team 1;
|
|||
|
All;
|
|||
|
}
|
|||
|
|
|||
|
conditions
|
|||
|
{
|
|||
|
Is Game In Progress == True;
|
|||
|
Event Player.lastSecondWind > 0;
|
|||
|
}
|
|||
|
|
|||
|
actions
|
|||
|
{
|
|||
|
Wait(1, Ignore Condition);
|
|||
|
Event Player.lastSecondWind -= 1;
|
|||
|
Loop If Condition Is True;
|
|||
|
}
|
|||
|
}
|