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minwoo

기좆ㅈ짖좆

settings
{
main
{
모드 이름: "랜덤 1대1"
설명: "연승전/Winning streak/连胜/連勝前/always newest code: XYAT8/made by youtube kaeku"
}

lobby
{
개별 전투 최대 인원: 4
경기 음성 대화: 활성화
대기열에 등록된 플레이어들도 허용: 네
}

modes
{
데스매치
{
enabled maps
{
검은 숲 0
네크로폴리스 0
리장 관제 센터 0
아이헨발데 0
오아시스 도심 0
워크샵 방 0
일리오스 우물 0
탐사 기지: 남극 0
하나무라 0
}
}

일반
{
게임 모드 시작: 즉시
무작위 영웅으로 부활: 활성화
생명력 팩 생성: 비활성화
직접 부활: 비활성화
}
}

heroes
{
일반
{
궁극기 보유 상태로 시작: 활성화

D.Va
{
궁극기 자폭: 비활성화
궁극기 보유 상태로 시작: 활성화
}

라인하르트
{
방벽 방패 충전율: 0%
}

로드호그
{
궁극기 돼재앙: 비활성화
}

루시우
{
수직 점프 속도: 25%
}

브리기테
{
방벽 방패 충전율: 30%
}

시그마
{
실험용 방벽 충전율: 0%
}

에코
{
궁극기 복제: 비활성화
활공: 비활성화
}

오리사
{
수호의 창: 비활성화
}

disabled heroes
{
D.Va
라마트라
소전
정커퀸
키리코
}
}
}
}

variables
{
global:
2: MaxHPOfTeam1
8: DamageAddTeam1
}

rule("초기설정")
{
event
{
Ongoing - Global;
}

action
{
"범위반경"
Global.J = 30;
Disable Inspector Recording;
If(Custom String("{0}", Hero(겐지)) == Custom String("겐지"));
Global.L = Array(Custom String("최고기록"), Custom String("중"), Custom String("대기목록"), Custom String(
"유튜브 '깨꾸의 오버워치 워크샵'을 구독하면\r\n다양한 워크샵 정보를 만나볼 수 있습니다."), Custom String("승"), Custom String("패"), Custom String("시작"),
Custom String("연승"), Custom String("운좋은 "), Custom String("강력한 "), Custom String("미쳐 날뛰는 "), Custom String("학살자 "),
Custom String("전설의 "), Custom String("승리"), Custom String("원 안으로 들어가세요."));
Else If(Custom String("{0}", Hero(겐지)) == Custom String("源氏"));
Global.L = Array(Custom String("高分"), Custom String(""), Custom String("等候名单"), Custom String("made by youtube 'kaeku'"),
Custom String("胜"), Custom String("败"), Custom String("开始"), Custom String("连胜"), Custom String("幸运"), Custom String("强大"),
Custom String("狂言"), Custom String("杀手"), Custom String("传说"), Custom String("胜利"), Custom String("进入圆圈。"));
Else If(Custom String("{0}", Hero(겐지)) == Custom String("ゲンジ"));
Global.L = Array(Custom String("最高記録"), Custom String("中"), Custom String("待機リスト"), Custom String("youtube 'kaeku'"),
Custom String("勝"), Custom String("敗"), Custom String("開始"), Custom String("連勝"), Custom String("幸運"), Custom String("強力な"),
Custom String("きょう"), Custom String("虐殺"), Custom String("伝説の"), Custom String("勝利"), Custom String("ワンの中に入っていきなさい。"));
Else;
Global.L = Array(Custom String("Record"), Custom String(""), Custom String("Waiting list"), Custom String(
"made by youtube 'kaeku'"), Custom String(" win"), Custom String(" lose"), Custom String("start"), Custom String(
" Winning streak"), Custom String("lucky "), Custom String("strong "), Custom String("Raving "), Custom String("Slayer "),
Custom String("legend "), Custom String("win"), Custom String("Go inside the circle."));
End;
Global.G = Empty Array;
Disable Built-In Game Mode Scoring;
Create HUD Text(Filtered Array(All Players(All Teams), Global.MaxHPOfTeam1 > 4 && Global.MaxHPOfTeam1 > Global.E), Custom String(
"{0}: {1}", First Of(Global.L), Global.F), Null, Null, Left, -6, Color(Red), Color(White), Color(White), Visible To and String,
Default Visibility);
Create HUD Text(Filtered Array(All Players(All Teams), Global.E > 1), Custom String("{0}{1}!", Global.K, Global.L[1]), Null, Null,
Left, -5, Color(Purple), Color(White), Color(White), Visible To and String, Default Visibility);
Create HUD Text(Filtered Array(All Players(All Teams), Number Of Players(All Teams) > 2), Global.L[2], Null, Null, Right, 0, Color(
White), Color(White), Color(White), Visible To and String, Default Visibility);
Create HUD Text(All Players(All Teams), Custom String("{0} vs {1}", First Of(Global.G).E, Global.G[1].E), Null, Null, Top,
-2, Color(White), Color(White), Color(White), Visible To and String, Default Visibility);
Set Match Time(0);
Create HUD Text(All Players(All Teams), Null, Null, Global.L[3], Right, -10, Color(White), Color(White), Color(White),
Visible To and String, Default Visibility);
Disable Built-In Game Mode Announcer;
Disable Built-In Game Mode Completion;
Disable Built-In Game Mode Music;
Create HUD Text(All Players(All Teams), Null, Custom String(
"\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n"),
Custom String(
"\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n"),
Top, -1, Color(White), Color(White), Color(White), Visible To and String, Default Visibility);
}
}

rule("위치설정")
{
event
{
Ongoing - Global;
}

condition
{
Global.A == False;
Count Of(Global.G) > 1;
}

action
{
Global.A = Nearest Walkable Position(Position Of(First Of(Global.G)));
Modify Global Variable(A, Append To Array, Nearest Walkable Position(Global.A + Vector(20, 0, 20) * Direction Towards(Global.A,
Global.G[1])));
If(Is True For Any(Array(Map(리장 야시장), Map(리장 야시장 설날)), Current Array Element == Current Map));
"챔피언위치"
Global.A = Vector(13, 0, -30);
"도전자위치"
Modify Global Variable(A, Append To Array, Vector(-10, 0, -30));
Else If(Is True For Any(Array(Map(워크샵 방), Map(워크샵 섬), Map(워크샵 섬 밤)), Current Map == Current Array Element));
"챔피언위치"
Global.A = Vector(13, 0, 0);
"도전자위치"
Modify Global Variable(A, Append To Array, Vector(-10, 0, 0));
End;
Global.DamageAddTeam1 = (First Of(Global.A) + Last Of(Global.A)) / 2;
Create Effect(All Players(All Teams), Ring, Color(Red), Global.DamageAddTeam1, Global.J, Visible To);
Create Effect(All Players(All Teams), Ring, Color(Red), Global.DamageAddTeam1 + Vector(0, 3, 0), Global.J, Visible To);
Create Effect(All Players(All Teams), Ring, Color(Red), Global.DamageAddTeam1 + Vector(0, 6, 0), Global.J, Visible To);
Create Effect(All Players(All Teams), Ring, Color(Red), Global.DamageAddTeam1 + Vector(0, 9, 0), Global.J, Visible To);
Create Effect(All Players(All Teams), Ring, Color(Red), Global.DamageAddTeam1 + Vector(0, -3, 0), Global.J, Visible To);
}
}

rule("접속")
{
event
{
Ongoing - Each Player;
All;
All;
}

condition
{
Has Spawned(Event Player) == True;
Event Player.A == False;
}

action
{
Event Player.A = True;
Enable Death Spectate Target HUD(Event Player);
Enable Death Spectate All Players(Event Player);
Modify Global Variable(G, Append To Array, Event Player);
Set Respawn Max Time(Event Player, 9999);
Disable Built-In Game Mode Respawning(Event Player);
Create HUD Text(Filtered Array(All Players(All Teams), Index Of Array Value(Global.G, Event Player) > 1), Custom String("{0}{1}",
Hero Icon String(Hero Of(Event Player)), Event Player), Null, Null, Right, Index Of Array Value(Global.G, Event Player), Color(
White), Color(White), Color(White), Visible To Sort Order String, Default Visibility);
Event Player.E = Custom String("{0}{1}", Hero Icon String(Hero Of(Event Player)), Event Player);
}
}

rule("관전자들")
{
event
{
Ongoing - Each Player;
All;
All;
}

condition
{
Index Of Array Value(Global.G, Event Player) > 1;
Is Alive(Event Player) == True;
}

action
{
Kill(Event Player, Null);
}
}

rule("자리고정")
{
event
{
Ongoing - Each Player;
All;
All;
}

condition
{
Array Contains(Array Slice(Global.G, 0, 2), Event Player) == True;
Global.H == True;
Distance Between(Global.A[Index Of Array Value(Global.G, Event Player)], Event Player) > 1.500;
Global.A == True;
Is Alive(Event Player) == True;
}

action
{
While(Distance Between(Global.A[Index Of Array Value(Global.G, Event Player)], Event Player) > 1.500);
Teleport(Event Player, Global.A[Index Of Array Value(Global.G, Event Player)]);
Wait(0.050, Ignore Condition);
End;
Set Facing(Event Player, Direction Towards(Global.A[Index Of Array Value(Global.G, Event Player)], Global.A[!Index Of Array Value(
Global.G, Event Player)]), To World);
}
}

rule("시작")
{
event
{
Ongoing - Each Player;
All;
All;
}

condition
{
Event Player == Global.G[1];
Global.B == False;
Global.A == True;
}

action
{
Wait(1, Abort When False);
Respawn(Array Slice(Global.G, 0, 2));
Global.H = True;
Set Status(Array Slice(Global.G, 0, 2), Null, Phased Out, 3);
Set Status(Array Slice(Global.G, 0, 2), Null, Rooted, 3);
Small Message(All Players(All Teams), 3);
Play Effect(All Players(All Teams), Ring Explosion Sound, Color(White), Global.DamageAddTeam1, 200);
Wait(1, Abort When False);
Event Player.E = Custom String("{0}{1} {2}", Hero Icon String(Hero Of(Event Player)), Event Player, Custom String("{0} {1}({2}%)",
Custom String("{0}{1}", Event Player.B, Global.L[4]), Custom String("{0}{1}", Event Player.F, Global.L[5]), Event Player.D));
Small Message(All Players(All Teams), 2);
Play Effect(All Players(All Teams), Ring Explosion Sound, Color(White), (First Of(Global.A) + Last Of(Global.A)) / 2, 200);
Wait(1, Abort When False);
Small Message(All Players(All Teams), 1);
Play Effect(All Players(All Teams), Ring Explosion Sound, Color(White), Global.DamageAddTeam1, 200);
Wait(1, Abort When False);
Small Message(All Players(All Teams), Global.L[6]);
Play Effect(All Players(All Teams), Buff Impact Sound, Color(White), Global.DamageAddTeam1, 200);
Global.B = True;
Global.H = False;
}
}

rule("나가면")
{
event
{
Player Left Match;
All;
All;
}

action
{
Skip If(!Array Contains(Array Slice(Global.G, 0, 2), Event Player), 1);
Global.B = False;
Modify Global Variable(G, Remove From Array By Value, Event Player);
}
}

rule("승리")
{
event
{
Player Died;
All;
All;
}

condition
{
Array Contains(Array Slice(Global.G, 0, 2), Event Player) == True;
Global.B == True;
}

action
{
Global.B = False;
Modify Global Variable(G, Remove From Array By Value, Event Player);
Modify Global Variable(G, Append To Array, Event Player);
First Of(Global.G).B += 1;
Event Player.F += 1;
Array(First Of(Global.G), Event Player).C += 1;
Event Player.D = Round To Integer(100 * (Event Player.B / Event Player.C), To Nearest);
First Of(Global.G).D = Round To Integer(100 * (First Of(Global.G).B / First Of(Global.G).C), To Nearest);
Event Player.E = Custom String("{0}{1} {2}", Hero Icon String(Hero Of(Event Player)), Event Player, Custom String("{0} {1}({2}%)",
Custom String("{0}{1}", Event Player.B, Global.L[4]), Custom String("{0}{1}", Event Player.F, Global.L[5]), Event Player.D));
First Of(Global.G).E = Custom String("{0}{1} {2}", Hero Icon String(Hero Of(First Of(Global.G))), First Of(Global.G),
Custom String("{0} {1}({2}%)", Custom String("{0}{1}", First Of(Global.G).B, Global.L[4]), Custom String("{0}{1}", First Of(
Global.G).F, Global.L[5]), First Of(Global.G).D));
Cancel Primary Action(First Of(Global.G));
Skip If(Global.D != First Of(Global.G), 2);
Global.E += 1;
Skip(2);
Global.D = First Of(Global.G);
Global.E = 1;
Global.K = Custom String("{2}{0} {1}", Custom String("{1}{0}", Global.D, Hero Icon String(Hero Of(Global.D))), Custom String(
"{0}{1}", Global.E, Global.L[7]), Global.E < 5 ? Global.L[8] : (Global.E < 10 ? Global.L[9] : (Global.E < 15 ? Global.L[10] : (
Global.E < 20 ? Global.L[11] : Global.L[12]))));
If(Global.E > Global.MaxHPOfTeam1);
Global.MaxHPOfTeam1 = Global.E;
Global.F = Global.K;
End;
Modify Player Score(First Of(Global.G), 1);
Wait(0.100, Ignore Condition);
Big Message(All Players(All Teams), Custom String("{0} {1}!", First Of(Global.G), Global.L[13]));
Wait(2, Ignore Condition);
Disable Built-In Game Mode Respawning(Event Player);
}
}

rule("위치제한")
{
event
{
Ongoing - Each Player;
All;
All;
}

condition
{
Array Contains(Array Slice(Global.G, 0, 2), Event Player) == True;
Global.B == True;
Absolute Value(Vector(1, 0, 1) * Vector Towards(Global.DamageAddTeam1, Position Of(Event Player))) >= Global.J;
Is Alive(Event Player) == True;
}

action
{
Damage(Event Player, Global.G[!Index Of Array Value(Global.G, Event Player)], Max Health(Event Player) / 4);
Play Effect(Event Player, Debuff Impact Sound, Color(White), Event Player, 50);
Small Message(Event Player, Global.L[14]);
Wait(1, Ignore Condition);
Loop If Condition Is True;
}
}

rule("공격력 체력 강화 받는 피해")
{
event
{
Ongoing - Each Player;
All;
Slot 0;
}

action
{
Set Max Health(Event Player, 100 + Global.MaxHPOfTeam1);
Set Damage Dealt(Event Player, 100 + Global.DamageAddTeam1);
}
}

Players | 1 - 4
Categories: Free for all
Heroes: All
Created at:
Last updated:

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