| Unusual Bonk Island |

BYV38

In this gamemode you need to knock your enemy off the map! Your ultimate transformed into a saving ability, when you use it, you will jump very high!
Every 20 seconds there is different modes, like x2 speed or battle royale!

Modes list:
x2 Speed;
x2 Jump Height;
Invisible Brawl;
Simple Brawl;
Moon Mode (Null Gravity);
Statue Brawl (No one can move);
Stand or Die (No comments);
Battle Royale;
Stunning Brawl (Every hit will stun ur enemy);
Freezing Brawl (Same thing but freezing);
Vampire Brawl (Your health is dropping, You need to hit everyone for healing);
Total Replacement Brawl (Every 5 seconds you will be replaced with random guy)
Teleporting Brawl (Every hit will replace you and your victim)

Code Snippet

variables { global: 26: Disaster 27: DisasterArray 28: DangerZonePlace 29: DangerZoneSize 30: DangerZone } disabled rule("TEST MODE ON/OFF") { event { Ongoing - Each Player; All; All; } actions { Set Ultimate Charge(Event Player, 100); Wait(2, Ignore Condition); Loop; } } rule("DisAr") { event { Ongoing - Global; } actions { Set Global Variable(DisasterArray, 1); Modify Global Variable(DisasterArray, Append To Array, 2); Modify Global Variable(DisasterArray, Append To Array, 3); Modify Global Variable(DisasterArray, Append To Array, 4); Modify Global Variable(DisasterArray, Append To Array, 5); Modify Global Variable(DisasterArray, Append To Array, 6); Modify Global Variable(DisasterArray, Append To Array, 7); Modify Global Variable(DisasterArray, Append To Array, 8); Modify Global Variable(DisasterArray, Append To Array, 9); Modify Global Variable(DisasterArray, Append To Array, 10); Modify Global Variable(DisasterArray, Append To Array, 11); Modify Global Variable(DisasterArray, Append To Array, 12); Modify Global Variable(DisasterArray, Append To Array, 13); } } rule("Lucio Unbuff") { event { Ongoing - Each Player; All; Lúcio; } conditions { Is Alive(Event Player) == True; } actions { Set Healing Dealt(Event Player, 0); Set Ability 1 Enabled(Event Player, False); } } rule("Brig Fix") { event { Ongoing - Each Player; All; Brigitte; } conditions { Is Alive(Event Player) == True; } actions { Set Ability 1 Enabled(Event Player, True); Set Healing Dealt(Event Player, 0); } } rule("Brig Bonk") { event { Player Dealt Damage; All; Brigitte; } conditions { Global Variable(Disaster) != 12; } actions { Heal(Victim, Null, 150); Play Effect(All Players(All Teams), Explosion Sound, White, Victim, 50); Play Effect(All Players(All Teams), Good Explosion, White, Position Of(Victim), 1); Create In-World Text(All Players(All Teams), Custom String("BONK!", Null, Null, Null), Position Of(Victim), 2, Clip Against Surfaces, Visible To Position and String, White, Visible Always); Set Player Variable At Index(Event Player, C, 0, Last Text ID); Wait(0.450, Ignore Condition); Destroy In-World Text(Value In Array(Player Variable(Event Player, C), 0)); } } rule("Lucio Boop") { event { Player Dealt Damage; All; Lúcio; } actions { Heal(Victim, Null, 150); Play Effect(All Players(All Teams), Explosion Sound, White, Victim, 50); Play Effect(All Players(All Teams), Good Explosion, Lime Green, Position Of(Victim), 1); Create In-World Text(All Players(All Teams), Custom String("BOOP!", Null, Null, Null), Position Of(Victim), 2, Clip Against Surfaces, Visible To Position and String, White, Visible Always); Set Player Variable At Index(Event Player, C, 0, Last Text ID); Wait(0.450, Ignore Condition); Destroy In-World Text(Value In Array(Player Variable(Event Player, C), 0)); } } rule("Brig Ult") { event { Ongoing - Each Player; All; Brigitte; } conditions { Is Using Ultimate(Event Player) == True; } actions { Apply Impulse(Event Player, Vector(0, 1, 0.100), 24, To Player, Cancel Contrary Motion); } } rule("Lucio Ult") { event { Ongoing - Each Player; All; Lúcio; } conditions { Is Using Ultimate(Event Player) == True; } actions { Apply Impulse(Event Player, Down, 10, To World, Cancel Contrary Motion); Set Move Speed(Event Player, 133); Set Gravity(Event Player, 54); Wait(6, Ignore Condition); Set Move Speed(Event Player, 100); Set Gravity(Event Player, 100); } } rule("Init Round") { event { Ongoing - Global; } actions { Disable Built-In Game Mode Announcer; Set Global Variable(Disaster, 0); Set Global Variable(DangerZonePlace, Vector(0, 0, 0)); } } rule("More Convidence Brig") { event { Ongoing - Each Player; All; Brigitte; } conditions { Is Button Held(Event Player, Primary Fire) == True; } actions { Press Button(Event Player, Ability 1); } } rule("More Convidence Lucio") { event { Ongoing - Each Player; All; Lúcio; } conditions { Is Button Held(Event Player, Primary Fire) == True; } actions { Press Button(Event Player, Secondary Fire); } } rule("Lucio UnOp") { event { Ongoing - Each Player; All; Lúcio; } conditions { Is On Wall(Event Player) == True; } actions { Set Status(Event Player, Null, Stunned, 1.400); } } rule("Changing Disasters") { event { Ongoing - Global; } conditions { Is Game In Progress == True; } actions { Wait(16, Ignore Condition); Small Message(All Players(All Teams), Custom String("Next mode in 3.", Null, Null, Null)); Wait(1, Ignore Condition); Small Message(All Players(All Teams), Custom String("2..", Null, Null, Null)); Wait(1, Ignore Condition); Small Message(All Players(All Teams), Custom String("1..!", Null, Null, Null)); Wait(1, Ignore Condition); Set Global Variable(Disaster, Random Value In Array(Global Variable(DisasterArray))); Loop; } } rule("--------------------------------- DISASTERS -------------------------------------") { event { Ongoing - Global; } } rule("First Disaster") { event { Ongoing - Global; } conditions { Global Variable(Disaster) == 1; } actions { Big Message(All Players(All Teams), Custom String("SIMPLE BRAWL!", Null, Null, Null)); Set Move Speed(All Players(All Teams), 100); Set Gravity(All Players(All Teams), 100); Set Invisible(All Players(All Teams), None); Set Healing Received(All Players(All Teams), 100); Allow Button(All Players(All Teams), Jump); Stop All Damage Over Time(All Players(All Teams)); Stop All Heal Over Time(All Players(All Teams)); } } rule("Second Disaster") { event { Ongoing - Global; } conditions { Global Variable(Disaster) == 2; } actions { Big Message(All Players(All Teams), Custom String("EVERYONE IS INVISIBLE!", Null, Null, Null)); Set Invisible(All Players(All Teams), Enemies); Set Move Speed(All Players(All Teams), 100); Set Gravity(All Players(All Teams), 100); Set Healing Received(All Players(All Teams), 100); Allow Button(All Players(All Teams), Jump); Stop All Damage Over Time(All Players(All Teams)); Stop All Heal Over Time(All Players(All Teams)); } } rule("Third Disaster") { event { Ongoing - Global; } conditions { Global Variable(Disaster) == 3; } actions { Big Message(All Players(All Teams), Custom String("MOON MODE!", Null, Null, Null)); Set Gravity(All Players(All Teams), 5); Set Move Speed(All Players(All Teams), 15); Apply Impulse(All Players(All Teams), Up, 1, To World, Cancel Contrary Motion); Set Invisible(All Players(All Teams), None); Set Healing Received(All Players(All Teams), 0); Allow Button(All Players(All Teams), Jump); Stop All Damage Over Time(All Players(All Teams)); Stop All Heal Over Time(All Players(All Teams)); } } rule("Fourth Disaster") { event { Ongoing - Global; } conditions { Global Variable(Disaster) == 4; } actions { Big Message(All Players(All Teams), Custom String("2x SPEED!", Null, Null, Null)); Set Move Speed(All Players(All Teams), 190); Set Gravity(All Players(All Teams), 100); Set Invisible(All Players(All Teams), None); Set Healing Received(All Players(All Teams), 100); Allow Button(All Players(All Teams), Jump); Stop All Damage Over Time(All Players(All Teams)); Stop All Heal Over Time(All Players(All Teams)); } } rule("Fifth Disaster") { event { Ongoing - Global; } conditions { Global Variable(Disaster) == 5; } actions { Big Message(All Players(All Teams), Custom String("2x JUMP HEIGHT!", Null, Null, Null)); Set Gravity(All Players(All Teams), 49); Set Move Speed(All Players(All Teams), 100); Set Invisible(All Players(All Teams), None); Set Healing Received(All Players(All Teams), 100); Allow Button(All Players(All Teams), Jump); Stop All Damage Over Time(All Players(All Teams)); Stop All Heal Over Time(All Players(All Teams)); } } rule("Sixth Disaster") { event { Ongoing - Global; } conditions { Global Variable(Disaster) == 6; } actions { Big Message(All Players(All Teams), Custom String("TELEPORTING BRAWL!", Null, Null, Null)); Set Move Speed(All Players(All Teams), 100); Set Gravity(All Players(All Teams), 100); Set Invisible(All Players(All Teams), None); Set Healing Received(All Players(All Teams), 100); Allow Button(All Players(All Teams), Jump); Stop All Damage Over Time(All Players(All Teams)); Stop All Heal Over Time(All Players(All Teams)); } } rule("Seventh Disaster") { event { Ongoing - Global; } conditions { Global Variable(Disaster) == 7; } actions { Big Message(All Players(All Teams), Custom String("STUNNING BRAWL!", Null, Null, Null)); Set Move Speed(All Players(All Teams), 100); Set Gravity(All Players(All Teams), 100); Set Invisible(All Players(All Teams), None); Set Healing Received(All Players(All Teams), 100); Allow Button(All Players(All Teams), Jump); Stop All Damage Over Time(All Players(All Teams)); Stop All Heal Over Time(All Players(All Teams)); } } rule("Eighth Disaster") { event { Ongoing - Global; } conditions { Global Variable(Disaster) == 8; } actions { Big Message(All Players(All Teams), Custom String("FREEZING BRAWL!", Null, Null, Null)); Set Move Speed(All Players(All Teams), 100); Set Gravity(All Players(All Teams), 100); Set Invisible(All Players(All Teams), None); Set Healing Received(All Players(All Teams), 100); Allow Button(All Players(All Teams), Jump); Stop All Damage Over Time(All Players(All Teams)); Stop All Heal Over Time(All Players(All Teams)); } } rule("Nineth Disaster") { event { Ongoing - Global; } conditions { Global Variable(Disaster) == 9; } actions { Big Message(All Players(All Teams), Custom String("STAND OR DIE!", Null, Null, Null)); Set Move Speed(All Players(All Teams), 100); Set Gravity(All Players(All Teams), 100); Set Invisible(All Players(All Teams), None); Set Healing Received(All Players(All Teams), 100); Allow Button(All Players(All Teams), Jump); Stop All Damage Over Time(All Players(All Teams)); Stop All Heal Over Time(All Players(All Teams)); } } rule("Tenth Disaster") { event { Ongoing - Global; } conditions { Global Variable(Disaster) == 10; } actions { Big Message(All Players(All Teams), Custom String("STatuE Brawl!", Null, Null, Null)); Set Move Speed(All Players(All Teams), 0); Set Gravity(All Players(All Teams), 80); Set Invisible(All Players(All Teams), None); Set Healing Received(All Players(All Teams), 100); Disallow Button(All Players(All Teams), Jump); Stop All Damage Over Time(All Players(All Teams)); Stop All Heal Over Time(All Players(All Teams)); } } rule("Eleventh Disaster") { event { Ongoing - Global; } conditions { Global Variable(Disaster) == 11; } actions { Big Message(All Players(All Teams), Custom String("Battle Royale!", Null, Null, Null)); Set Move Speed(All Players(All Teams), 100); Set Gravity(All Players(All Teams), 100); Set Invisible(All Players(All Teams), None); Set Healing Received(All Players(All Teams), 20); Allow Button(All Players(All Teams), Jump); Stop All Damage Over Time(All Players(All Teams)); Stop All Heal Over Time(All Players(All Teams)); } } rule("Twelveth Disaster") { event { Ongoing - Global; } conditions { Global Variable(Disaster) == 12; } actions { Big Message(All Players(All Teams), Custom String("Vampire BrAwL!", Null, Null, Null)); Set Move Speed(All Players(All Teams), 100); Set Gravity(All Players(All Teams), 100); Set Invisible(All Players(All Teams), None); Set Healing Received(All Players(All Teams), 100); Allow Button(All Players(All Teams), Jump); Stop All Damage Over Time(All Players(All Teams)); Set Healing Dealt(All Players(All Teams), 0); Stop All Heal Over Time(All Players(All Teams)); } } rule("Thirteenth Disaster") { event { Ongoing - Global; } conditions { Global Variable(Disaster) == 13; } actions { Big Message(All Players(All Teams), Custom String("TOTAL REPLACEMENT BRAWL!", Null, Null, Null)); Set Move Speed(All Players(All Teams), 100); Set Gravity(All Players(All Teams), 100); Set Invisible(All Players(All Teams), None); Set Healing Received(All Players(All Teams), 100); Allow Button(All Players(All Teams), Jump); Stop All Damage Over Time(All Players(All Teams)); Stop All Heal Over Time(All Players(All Teams)); } } rule("Teleporting Brawl Init") { event { Player Dealt Damage; All; All; } conditions { Global Variable(Disaster) == 6; } actions { Play Effect(All Players(All Teams), Buff Impact Sound, White, Victim, 55); Play Effect(All Players(All Teams), Buff Impact Sound, White, Attacker, 55); Play Effect(All Players(All Teams), Good Pickup Effect, Purple, Attacker, 1); Play Effect(All Players(All Teams), Good Pickup Effect, Purple, Victim, 1); Set Player Variable(Attacker, P, Position Of(Attacker)); Set Player Variable(Attacker, V, Position Of(Victim)); Teleport(Victim, Position Of(Player Variable(Event Player, P))); Set Status(Victim, Attacker, Stunned, 0.001); Wait(0.100, Ignore Condition); Abort If(Is Dead(Victim)); Teleport(Attacker, Position Of(Player Variable(Event Player, V))); Wait(0.250, Ignore Condition); } } rule("Stn") { event { Player Dealt Damage; All; All; } conditions { Global Variable(Disaster) == 7; } actions { Wait(0.100, Ignore Condition); Set Status(Victim, Attacker, Stunned, 1.100); Play Effect(All Players(All Teams), Bad Pickup Effect, Orange, Victim, 1); Apply Impulse(Victim, Direction Towards(Attacker, Victim), 10, To World, Cancel Contrary Motion); } } rule("Freezing") { event { Player Dealt Damage; All; All; } conditions { Global Variable(Disaster) == 8; } actions { Wait(0.100, Ignore Condition); Set Status(Victim, Attacker, Frozen, 1); Play Effect(All Players(All Teams), Bad Pickup Effect, Sky Blue, Victim, 1); Apply Impulse(Victim, Direction Towards(Attacker, Victim), 10, To World, Cancel Contrary Motion); } } rule("Stand or die p.1") { event { Ongoing - Each Player; All; All; } conditions { Global Variable(Disaster) == 9; Is Moving(Event Player) == True; Is In Air(Event Player) == False; } actions { Stop All Heal Over Time(Event Player); Start Damage Over Time(Event Player, Null, 9999, 250); } } rule("Stand or die p.2") { event { Ongoing - Each Player; All; All; } conditions { Is Moving(Event Player) == True; Is In Air(Event Player) == True; Global Variable(Disaster) == 9; } actions { Stop All Heal Over Time(Event Player); Stop All Damage Over Time(Event Player); Wait(0.100, Ignore Condition); Start Heal Over Time(Event Player, Event Player, 9999, 25); } } rule("Stand or die p.3") { event { Ongoing - Each Player; All; All; } conditions { Is Moving(Event Player) == False; Global Variable(Disaster) == 9; } actions { Stop All Heal Over Time(Event Player); Stop All Damage Over Time(Event Player); Wait(0.100, Ignore Condition); Start Heal Over Time(Event Player, Event Player, 9999, 25); } } rule("Danger Zone Create") { event { Ongoing - Global; } conditions { Global Variable(Disaster) == 11; } actions { Respawn(All Players(All Teams)); Set Global Variable(DangerZoneSize, 20); Create Effect(All Players(All Teams), Sphere, Red, Global Variable(DangerZonePlace), Global Variable(DangerZoneSize), Visible To Position and Radius); Set Global Variable(DangerZone, Last Created Entity); Chase Global Variable Over Time(DangerZoneSize, 1, 20, Destination and Duration); Disable Built-In Game Mode Respawning(All Players(All Teams)); Wait(20, Ignore Condition); Destroy Effect(Global Variable(DangerZone)); Set Global Variable(DangerZoneSize, 20); Enable Built-In Game Mode Respawning(All Players(All Teams)); Respawn(All Players(All Teams)); } } rule("Danger Zone Kill") { event { Ongoing - Each Player; All; All; } conditions { Distance Between(Global Variable(DangerZonePlace), Event Player) > Global Variable(DangerZoneSize); Global Variable(Disaster) == 11; } actions { Start Damage Over Time(Event Player, Null, 9999, 105); Set Status(Event Player, Null, Burning, 9999); } } rule("Danger Zone NoKill") { event { Ongoing - Each Player; All; All; } conditions { Distance Between(Global Variable(DangerZonePlace), Event Player) <= Global Variable(DangerZoneSize); Global Variable(Disaster) == 11; } actions { Stop All Damage Over Time(Event Player); Clear Status(Event Player, Burning); } } rule("Danger Zone NoKill p.2") { event { Ongoing - Each Player; All; All; } conditions { Global Variable(Disaster) != 11; } actions { Stop All Damage Over Time(Event Player); Clear Status(Event Player, Burning); } } rule("Vampire i") { event { Player Dealt Damage; All; All; } conditions { Global Variable(Disaster) == 12; } actions { Heal(Event Player, Null, 50); } } rule("Vampire Bnk") { event { Player Dealt Damage; All; Brigitte; } conditions { Global Variable(Disaster) == 12; } actions { Heal(Victim, Null, 5); Play Effect(All Players(All Teams), Explosion Sound, White, Victim, 50); Play Effect(All Players(All Teams), Good Explosion, Red, Position Of(Victim), 1); Create In-World Text(All Players(All Teams), Custom String("BITE!", Null, Null, Null), Position Of(Victim), 2, Clip Against Surfaces, Visible To Position and String, White, Visible Always); Set Player Variable At Index(Event Player, C, 0, Last Text ID); Wait(0.450, Ignore Condition); Destroy In-World Text(Value In Array(Player Variable(Event Player, C), 0)); } } rule("Vampire Die") { event { Ongoing - Each Player; All; All; } conditions { Global Variable(Disaster) == 12; } actions { Start Damage Over Time(Event Player, Null, 9999, 25); } } rule("Total Replacement") { event { Ongoing - Global; } conditions { Global Variable(Disaster) == 13; } actions { Wait(2, Ignore Condition); Small Message(All Players(All Teams), Custom String("Total replacement in 3", Null, Null, Null)); Wait(1, Ignore Condition); Small Message(All Players(All Teams), Custom String("2..", Null, Null, Null)); Wait(1, Ignore Condition); Small Message(All Players(All Teams), Custom String("1..!", Null, Null, Null)); Wait(1, Ignore Condition); Teleport(Players In Slot(0, All Teams), Position Of(Players In Slot(2, All Teams))); Teleport(Players In Slot(1, All Teams), Position Of(Players In Slot(6, All Teams))); Teleport(Players In Slot(3, All Teams), Position Of(Players In Slot(5, All Teams))); Teleport(Players In Slot(4, All Teams), Position Of(Players In Slot(7, All Teams))); Teleport(Players In Slot(8, All Teams), Position Of(Players In Slot(11, All Teams))); Teleport(Players In Slot(9, All Teams), Position Of(Players In Slot(10, All Teams))); Teleport(Players In Slot(0, Team 1), Position Of(Players In Slot(2, Team 2))); Teleport(Players In Slot(1, Team 1), Position Of(Players In Slot(4, Team 2))); Teleport(Players In Slot(3, Team 1), Position Of(Players In Slot(5, Team 2))); Teleport(Players In Slot(4, Team 2), Position Of(Players In Slot(5, Team 1))); Teleport(Players In Slot(0, Team 2), Position Of(Players In Slot(1, Team 1))); Teleport(Players In Slot(5, Team 2), Position Of(Players In Slot(5, Team 1))); Loop If Condition Is True; } }
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Heroes | Brigitte
Created at |
Last updated |
Current version | 1.0.0

Update Log

1.0.0
ZZ8ZZ

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