New heroes' abilities | Overwatch quickplay | press here ;-) -->

ENSSP

Overwatch but every hero has his own superability. There's its shorty description!
[This] is advices we got for each hero*

  • Reaper : After teleporting by "E" leaves souls at the 1st and 2nd teleporting positions. Pressing "F" near the 2nd soul will send you back at 1st teleport position and heal you a little depending on damage you've done besides teleportations. [Helps to flank your enemies and quickly leave the battle]
  • Tracer : After eliminating opponent, gives you 20% ultimate charge, heals Tracer on 75hp and gains +30% speed on 4 sec. [Guarantees high mobility and survivability after a kill]
  • Mercy : Press "Ctrl" and "RMB" at one time and aim at the ally to pull him to you. Cooldown: 25 sec. [Could save overextending allies]
  • Hanzo : Every critical hit blows hanzo's arrow, dealing 50 extra damage to the victim and all nearby enemies (Blow radius: 7 meters). [Helps to eliminate by one shot heroes like Briggite and Torbjorn or to bring more damage to enemies behind their tanks]
  • Torbjorn : Using "Overload", becomes unkillable and deals damage to all nearby enemies after 1 sec. at the place where "Overload" has used. [Helps to survive better versus many melee enemy heroes]
  • Reinhardt : Holding shield, creates aura behind that gives nearby allies (Including Reinhardt) bonus speed +25% and heal 10hp/sec. [The longer your team survives, the greater the chance of winning fight]
  • Pharrah : Using "Shift" on ground, damages and pushes back nearby enemies, same effect when Pharrah falls fast on ground. [More reasons to touch the ground]
  • Winston : Using shield on dead allies' bodies, revives them. (Max. 1 ally revive per time)(You should stand around them and don't move for a couple seconds for success revive)(If Winston dies using it, he could revive himself). [Brings back at the fight one dead ally]
  • Widowmaker : Using scope for a couple seconds, mark the nearest enemy to her aim. (Marked enemies could be different if she killes the nearest or just moves her aim to another position) [Thermal imaging would help her to find and neutralize her enemies]
  • Bastion : Being in turret mode, wait for a couple seconds to get camo so enemies can't see you till you shoot or escape turret mode. [Helps bastion to hide and attack enemies at the right moment]
  • Symmetra : When she dies, creates two teleports (One at spawnroom and one at the death position)(If she dies by falling out of map, second teleport creates at nearst walkable positon). Allies (Including Symmetra) could run in 1st teleport to bring them to 2nd teleport position (You can only teleport from 1st to 2nd)(Teleports have their own timer). [Helps you to get back on the battlefield faster]
  • Zenyatta : Taking lethal damage, becomes immortal for 3 sec. Also gets +20% bonus speed. Cooldown: 40 sec. (Cooldown refreshes when zenyatta dies) [Helps to survive longer versus flankers and snipers]
  • Genji : Using deflect ability at 50 hp or less, throw the smoke bomb at your feet that hides you and makes invisible. [Helps to survive after unsuccessful fight]
  • Roadhog : Hitting enemies by hook, deals more damage for next hook. Also the more you hit enemies by hook, the more you heal yourself by "E". [Damage and survive ability in one]
  • Mccree : Hold "Ctrl" for a couple seconds to plant a bomb that blows, dealing 75-150 damage (150 in radius up to 3 meters, 75 in radius between 3-8 meters)
  • to nearby enemies to it. Cooldown: 40 sec, Plant time: 5 sec, Time to blow: 10 sec. [Brings more damage around a place you want to hold or contest]
  • Junkrat : Using emote when looking at the enemy provokes him to use his emote too. Cooldown: 40 sec. [Provoke enemy tanks for a good push]
  • Zarya : Hurting herself by energy spheres makes her jumpboost higher. Also if enemies break hero barriers faster than barriers disappear themselfes, Zarya gets 5% bonus to her ultimate charge. (The more ultimate charge is, the higher she jumps by her energy spheres). [Helps her to reach different highgrounds and cast her ultimate ability faster]
  • Soldier-76 : Taking lethal damage, drops on the ground. Jump after a couple seconds to try to get up back in the fight and heal up to 30hp. Cooldown: 20 sec. (When he lays on ground, can't be healed and has 1hp)(If he lays on ground for 10 seconds, he dies)(When Soldier-76 dies, cooldown refreshes). [Could survive the snipe shot and bring back to the fight quickly]
  • Lucio : Has a music boombox that copies his passive ability. Press "F" to switch modes. Hold "Ctrl" for a couple seconds to activate boombox and lay it on ground. (Lucio could activate his boombox only being on ground)(There's two modes boombox has: Speed boost +25% to nearby allies, or Heal +16hp/sec. to nearby allies)(To switch modes, press "F" and hold "Ctrl" to lay boombox again)(Boombox radius: 7 meters)(Boombox couldn't be destroyed by enemies). [Helps Lucio to heal allies on highgrounds and places you want to hold or bring them back to the point faster]
  • D.va : Press "F" two times fast to destroy your mech. It also gives you a knockback and charges to 50% your next mech. Mech also deals 50 damage to nearby enemies by its blow.
  • Mei : Hit your enemies by a secondary fire 15 times to get your next critical shot deal x2 damage and freeze a victim for 3 sec. (Basic critical extra damage is 75x2x2 = 300, but it could be powered up by allies' buffs like Ana's ultimate, Mercy's "RMB" etc.) [Helps to kill most of your enemies in one shot]
  • Sombra : Hacked enemies by Sombra are recieving damage instead of heal. (Should say, it works a little wrong because of OW engine couldn't register ALL healing at one time, so the damage could be less or more than the heal that enemies are getting) [Great for countering Zenyatta's ultimate or Roadhog's "E"]
  • Doomfist : Double jump to pounce to the side, you're looking at. Cooldown: 12 sec. [Helps Doomfist to get back to the save place even when he used all skills]
  • Ana : Hit enemies or heal allies 5 times in a row in scope mode to get the supershot. Hittig ally by the supershot gives him Ana's "E" effect, or hit enemy by the supershot to give him Ana's "Shift" effect. (Heal ally for 100 bonus hp and make his recieving heal 150% instead of basic 100% / Deal 5 damage to enemy and fall him asleep for 5 seconds). [Gives Ana more control effects in difficult situations]
  • Orisa : Hold "Ctrl" and jump to rise up in skies and fall down on your enemies being a meteor to deal 80 damage to them and knock up. (Being meteor, Orisa can't be hitted and can't took any damage). Cooldown: 60 sec. [Helps to deal more damage in fight, especially if enemies are close to each other or leave a battle staying alive]
  • Brigitte : Shield's upgraded. Now if Brigitte hold her shield for a second, it starts to deal damage to the enemy she's watching at. Damage: 10/sec. [Helps Brigitte to deal with targets that is too far from her, like Pharrah or Widowmaker]
  • Moira : Using "Shift", leaves behind her powder that deals damage to nearby enemies and heals nearby allies (Including Moira). (Leaves 8 beams of powder behind, 1 beam per 0.1 sec)(Each beam heals and damages for 20/sec)(Radius of each beam is 2 meters, Moira could use "Shift" and don't move so all 8 beams will be sprayed at one place, healing and dealing damage for 8x20=160/sec). Beams' existing time: 5 sec. [Helps to heal a group of allies that is near to each other or to cut the way to you in small tunnels for enemies that's folowing you]
  • Hammond : Each shot you hit the enemy rises the damage of your next hit, burning them if bonus damage is maximum (Each hit gives Hammond +0.1 damage for next hit, Max. bonus damage per hit = 5, Basic damage per hit is 5, so if the Hammond hits enemies 50 times, his damage for all next hits will be 5+5=10/shot)(Bonus damage disappears if Hammond doesn't hit any enemy for 3 seconds). [Helps you to deal massive damage for just 2 seconds]
  • Ashe : Being strong independent lady, Ashe resists (almost) all negative effects. (Some effects Ashe couldn't resist, like root of Junkrat's trap or stun of Roadhog's hook or speed reduction or negative effect of Ana's grenade) [Helps you to cancel bad effects like Mccree's stun flashbang, Sombra's hack, Reinhardt's ultimate or Mei's freeze etc]
  • Baptiste : Power matrix's exist time's decreased on 20% (From 10 to 8 sec), but Baptiste could gain it in battle faster on 30%. Also when Baptiste revives in spawnroom or start a match, he's immediately recieves it. Eliminating enemies, Baptiste also gains 5% of ultimate charge. [Helps you and your team to hold faster necessary positions even at the start of the match]
  • Sigma : Hitting enemies by "E", creates a black hole that damages and stuns nearby enemies (Black hole rises after 1.5 second but at position where Sigma hit the enemy). Min. radius: 0.1 meters, Max. radius: 3 meters. Damage: 10+30 for each meter, Min: 10, Max: 100., Stun time: 2.5 sec., Hole's existing time: 6 sec. (1 sec for each 1 meter up to 3 and back to 0). [Helps you to control better too offensive or too defensive heroes]

Enjoy!

Code Snippet

variables { player: 26: AA 27: AB 28: AC 29: AD 30: AE 31: AF 32: AG 33: AH 34: AI 35: Atext 36: Atext2 37: Atext3 38: Aentity 39: Aentity2 40: Aentity3 41: Aentity4 42: Aentity5 43: Amore 44: Amore2 45: Atext4 46: Atext5 47: Atext6 48: Aentity6 49: Aentity7 50: Aentity8 51: Aentity9 52: Aentity10 53: Aentity11 54: Aentity12 55: Aentity13 56: Aentity14 57: Aentity15 58: Aentity16 } rule("spawnroom") { event { Ongoing - Each Player; All; Все; } conditions { Is In Spawn Room(Event Player) == True; } actions { Set Player Variable(Event Player, A, 0); Set Player Variable(Event Player, B, 0); Set Player Variable(Event Player, C, 0); Set Player Variable(Event Player, D, 0); Set Player Variable(Event Player, E, 0); Set Player Variable(Event Player, F, 0); Set Player Variable(Event Player, G, 0); Set Player Variable(Event Player, H, 0); Set Player Variable(Event Player, I, 0); Set Player Variable(Event Player, J, 0); Set Player Variable(Event Player, K, 0); Set Player Variable(Event Player, L, 0); Set Player Variable(Event Player, M, 0); Set Player Variable(Event Player, N, 0); Set Player Variable(Event Player, O, 0); Set Player Variable(Event Player, P, 0); Set Player Variable(Event Player, Q, 0); Set Player Variable(Event Player, R, 0); Set Player Variable(Event Player, S, 0); Set Player Variable(Event Player, T, 0); Set Player Variable(Event Player, U, 0); Set Player Variable(Event Player, V, 0); Set Player Variable(Event Player, W, 0); Set Player Variable(Event Player, X, 0); Set Player Variable(Event Player, Y, 0); Set Player Variable(Event Player, Z, 0); Set Player Variable(Event Player, AA, 0); Set Player Variable(Event Player, AB, 0); Set Player Variable(Event Player, AC, 0); Set Player Variable(Event Player, AD, 0); Set Player Variable(Event Player, AE, 0); Set Player Variable(Event Player, AF, 0); Set Player Variable(Event Player, AG, 0); Set Player Variable(Event Player, AH, 0); Set Player Variable(Event Player, AI, 0); Destroy Effect(Player Variable(Event Player, Aentity)); Destroy Effect(Player Variable(Event Player, Aentity2)); Destroy Effect(Player Variable(Event Player, Aentity3)); Destroy Effect(Player Variable(Event Player, Aentity4)); Destroy Effect(Player Variable(Event Player, Aentity5)); Destroy HUD Text(Player Variable(Event Player, Atext)); Destroy HUD Text(Player Variable(Event Player, Atext2)); Destroy HUD Text(Player Variable(Event Player, Atext3)); Destroy In-World Text(Player Variable(Event Player, Atext)); Destroy In-World Text(Player Variable(Event Player, Atext2)); Destroy In-World Text(Player Variable(Event Player, Atext3)); Destroy Icon(Player Variable(Event Player, Amore)); Destroy Icon(Player Variable(Event Player, Amore2)); Stop Heal Over Time(Player Variable(Event Player, Amore)); Stop Heal Over Time(Player Variable(Event Player, Amore2)); Clear Status(Event Player, Hacked); Clear Status(Event Player, Burning); Clear Status(Event Player, Knocked Down); Clear Status(Event Player, Asleep); Clear Status(Event Player, Frozen); Clear Status(Event Player, Rooted); Clear Status(Event Player, Stunned); Clear Status(Event Player, Unkillable); Clear Status(Event Player, Invincible); Clear Status(Event Player, Phased Out); Clear Status(Event Player, Rooted); Stop Damage Over Time(Player Variable(Event Player, Amore)); Stop Damage Over Time(Player Variable(Event Player, Amore2)); Set Healing Dealt(Event Player, 100); Set Healing Received(Event Player, 100); Set Max Health(Event Player, 100); Destroy HUD Text(Player Variable(Event Player, Atext4)); Destroy HUD Text(Player Variable(Event Player, Atext5)); Destroy HUD Text(Player Variable(Event Player, Atext6)); Destroy Effect(Player Variable(Event Player, Aentity6)); Destroy In-World Text(Player Variable(Event Player, Atext4)); Destroy Effect(Player Variable(Event Player, Aentity7)); Destroy In-World Text(Player Variable(Event Player, Atext5)); Destroy Effect(Player Variable(Event Player, Aentity8)); Destroy In-World Text(Player Variable(Event Player, Atext6)); Destroy Effect(Player Variable(Event Player, Aentity9)); Destroy Effect(Player Variable(Event Player, Aentity10)); Destroy Effect(Player Variable(Event Player, Aentity11)); Destroy Effect(Player Variable(Event Player, Aentity12)); Destroy Effect(Player Variable(Event Player, Aentity13)); Destroy Effect(Player Variable(Event Player, Aentity14)); Destroy Effect(Player Variable(Event Player, Aentity15)); Destroy Effect(Player Variable(Event Player, Aentity16)); } } rule("1_reaperess") { event { Player dealt damage; All; Жнец; } conditions { Player Variable(Event Player, E) == 1; Is In Spawn Room(Event Player) == False; } actions { Modify Player Variable(Event Player, H, Add, Divide(Event Damage, 3.333)); } } rule("1_reaper") { event { Ongoing - Each Player; All; Жнец; } conditions { Is Using Ability 2(Event Player) == True; Is In Spawn Room(Event Player) == False; } actions { Set Player Variable(Event Player, E, 1); Set Player Variable(Event Player, F, Add(Position Of(Event Player), Vector(0, 1, 0))); Wait(2.100, Ignore Condition); Set Player Variable(Event Player, S, Add(Position Of(Event Player), Vector(0, 1, 0))); Create Effect(All Players(Team Of(Event Player)), Orb, Red, Player Variable(Event Player, F), 1, Visible To Position and Radius); Set Player Variable(Event Player, Aentity, Last Created Entity); Create Effect(All Players(Team Of(Event Player)), Orb, Purple, Player Variable(Event Player, S), 1, Visible To Position and Radius); Set Player Variable(Event Player, Aentity2, Last Created Entity); Wait(10, Ignore Condition); Destroy Effect(Player Variable(Event Player, Aentity)); Destroy Effect(Player Variable(Event Player, Aentity2)); Set Player Variable(Event Player, F, 0); Set Player Variable(Event Player, S, 0); Set Player Variable(Event Player, E, 0); Set Player Variable(Event Player, H, 0); } } rule("1_2 reaper") { event { Ongoing - Each Player; All; Жнец; } conditions { Is Button Held(Event Player, Interact) == True; Distance Between(Event Player, Player Variable(Event Player, S)) <= 3; Player Variable(Event Player, E) == 1; Is In Spawn Room(Event Player) == False; } actions { Play Effect(All Players(All Teams), Good Explosion, Purple, Position Of(Event Player), 3); Teleport(Event Player, Player Variable(Event Player, F)); Wait(0.100, Ignore Condition); Heal(Event Player, Event Player, Player Variable(Event Player, H)); Destroy Effect(Player Variable(Event Player, Aentity)); Destroy Effect(Player Variable(Event Player, Aentity2)); Set Player Variable(Event Player, F, 0); Set Player Variable(Event Player, S, 0); Set Player Variable(Event Player, E, 0); Set Player Variable(Event Player, H, 0); Play Effect(All Players(All Teams), Good Explosion, Purple, Position Of(Event Player), 3); } } rule("1_3") { event { Player Died; All; Жнец; } conditions { Is In Spawn Room(Event Player) == False; } actions { Destroy Effect(Player Variable(Event Player, Aentity)); Destroy Effect(Player Variable(Event Player, Aentity2)); Set Player Variable(Event Player, F, 0); Set Player Variable(Event Player, S, 0); Set Player Variable(Event Player, E, 0); Set Player Variable(Event Player, H, 0); } } rule("2 on fire - tracer") { event { Player earned elimination; All; Трейсер; } conditions { Is In Spawn Room(Event Player) == False; } actions { Set Ultimate Charge(Event Player, Add(Ultimate Charge Percent(Event Player), 20)); Set Move Speed(Event Player, 150); Heal(Event Player, Null, 150); Set Status(Event Player, Null, Burning, 3); Wait(3, Ignore Condition); Set Move Speed(Event Player, 100); } } rule("3 bounce - mercy") { event { Ongoing - Each Player; All; Ангел; } conditions { Is Button Held(Event Player, Crouch) == True; Is Button Held(Event Player, Secondary Fire) == True; Is In View Angle(Event Player, Player Closest To Reticle(Event Player, All Teams), 10) == True; Is In Line of Sight(Event Player, Player Closest To Reticle(Event Player, All Teams), Enemy Barriers Block LOS) == True; Is In Spawn Room(Event Player) == False; } actions { Set Player Variable(Event Player, C, 30); Create HUD Text(Event Player, String("{0}: {1}", String("Осталось", Null, Null, Null), Player Variable(Event Player, C), Null), Null, Null, Left, 0, Sky Blue, White, White, Visible To and String, Default Visibility); Set Player Variable(Event Player, Atext, Last Text ID); Chase Player Variable Over Time(Event Player, C, 0, 30, Destination and Duration); Set Player Variable(Event Player, Y, Player Closest To Reticle(Event Player, All Teams)); Create Beam Effect(All Players(All Teams), Good Beam, Event Player, Player Variable(Event Player, Y), Sky Blue, Visible To Position and Radius); Set Player Variable(Event Player, Aentity, Last Created Entity); Apply Impulse(Player Closest To Reticle(Event Player, All Teams), Up, 10, To World, Incorporate Contrary Motion); Apply Impulse(Player Closest To Reticle(Event Player, Team Of(Event Player)), Vector Towards(Player Closest To Reticle( Event Player, Team Of(Event Player)), Position Of(Event Player)), Divide(Distance Between(Player Closest To Reticle( Event Player, Team Of(Event Player)), Position Of(Event Player)), 1), To World, Incorporate Contrary Motion); Set Move Speed(Player Variable(Event Player, Y), 30); Wait(1, Ignore Condition); Destroy Effect(Player Variable(Event Player, Aentity)); Set Move Speed(Player Variable(Event Player, Y), 100); Wait(0.250, Ignore Condition); Set Player Variable(Event Player, Y, 0); Wait(29, Ignore Condition); Destroy HUD Text(Player Variable(Event Player, Atext)); } } rule("4 headshot - hanzo") { event { Player dealt damage; All; Хандзо; } conditions { Event Was Critical Hit == True; Is In Spawn Room(Event Player) == False; } actions { Play Effect(All Players(All Teams), Good Explosion, Sky Blue, Victim, 6); Damage(Players Within Radius(Victim, 6, Opposite Team Of(Team Of(Event Player)), Surfaces And Enemy Barriers), Attacker, 50); } } rule("5 madness - torbjorn") { event { Ongoing - Each Player; All; Торбьорн; } conditions { Max Health(Event Player) >= 350; Is Using Ability 2(Event Player) == True; Is In Spawn Room(Event Player) == False; } actions { Set Player Variable(Event Player, D, Position Of(Event Player)); Set Status(Event Player, Null, Unkillable, 5); Wait(1, Ignore Condition); Play Effect(All Players(All Teams), Bad Explosion, Orange, Player Variable(Event Player, D), 6); Damage(Players Within Radius(Player Variable(Event Player, D), 6, Opposite Team Of(Team Of(Event Player)), Surfaces And Enemy Barriers), Event Player, 50); } } rule("6 true protector - reinhardt") { event { Ongoing - Each Player; All; Райнхардт; } conditions { Is Firing Secondary(Event Player) == True; Is In Spawn Room(Event Player) == False; } actions { Create Effect(All Players(Team Of(Event Player)), Ring, Aqua, Player Variable(Event Player, F), 4, Visible To Position and Radius); Set Player Variable(Event Player, Aentity, Last Created Entity); Start Heal Over Time(Players Within Radius(Player Variable(Event Player, F), 4, Team Of(Event Player), Surfaces), Event Player, 9999, 10); Set Player Variable(Event Player, Amore, Last Heal Over Time ID); Set Move Speed(Players Within Radius(Player Variable(Event Player, S), 4, Team Of(Event Player), Surfaces), 125); } } rule("6 reinhardt effect 2") { event { Ongoing - Each Player; All; Райнхардт; } conditions { Is Firing Secondary(Event Player) == True; Is In Spawn Room(Event Player) == False; } actions { Set Player Variable(Event Player, F, Position Of(Add(Event Player, Add(Facing Direction Of(Event Player), Multiply( Facing Direction Of(Event Player), Vector(-3.200, 0, -3.200)))))); Wait(0.016, Abort When False); Loop; } } rule("6 off reinhardt effect") { event { Ongoing - Each Player; All; Райнхардт; } conditions { Is Firing Secondary(Event Player) == False; Is In Spawn Room(Event Player) == False; } actions { Destroy Effect(Player Variable(Event Player, Aentity)); Stop Heal Over Time(Player Variable(Event Player, Amore)); Set Player Variable(Event Player, F, 0); } } rule("6 reinhardt speed ON") { event { Ongoing - Each Player; All; Все; } conditions { Players Within Radius(Player Variable(Event Player, F), 4, Team Of(Event Player), Surfaces) == True; Is In Spawn Room(Event Player) == False; } actions { Set Move Speed(Players Within Radius(Player Variable(Event Player, F), 4, Team Of(Event Player), Surfaces), Add(Speed Of( Players Within Radius(Player Variable(Event Player, F), 4, Team Of(Event Player), Surfaces)), 120)); Set Player Variable(Players Within Radius(Player Variable(Event Player, F), 4, Team Of(Event Player), Surfaces), O, 1); } } rule("6 reinhardt speed OFF") { event { Ongoing - Each Player; All; Все; } conditions { Player Variable(Event Player, O) == 1; Players Within Radius(Player Variable(Event Player, F), 4, Team Of(Event Player), Surfaces) == False; Is In Spawn Room(Event Player) == False; } actions { Set Move Speed(Event Player, 100); Set Player Variable(Event Player, O, 0); } } rule("7 death from above - pharrah") { event { Ongoing - Each Player; All; Фарра; } conditions { Is In Air(Event Player) == True; Vertical Speed Of(Event Player) <= -15.000; Distance Between(Event Player, Nearest Walkable Position(Event Player)) <= 0.300; Is In Spawn Room(Event Player) == False; } actions { Play Effect(All Players(All Teams), Bad Explosion, Lime Green, Event Player, 6); Damage(Players Within Radius(Event Player, 6, Opposite Team Of(Team Of(Event Player)), Surfaces And Enemy Barriers), Event Player, Multiply(Vertical Speed Of(Event Player), -2.500)); Apply Impulse(Players Within Radius(Event Player, 6, Opposite Team Of(Team Of(Event Player)), Surfaces), Up, 6, To World, Cancel Contrary Motion); Apply Impulse(Players Within Radius(Event Player, 6, Opposite Team Of(Team Of(Event Player)), Surfaces), Direction Towards( Event Player, Players Within Radius(Event Player, 6, Opposite Team Of(Team Of(Event Player)), Surfaces)), 14, To World, Incorporate Contrary Motion); } } rule("7 death from above 2 - pharrah") { event { Ongoing - Each Player; All; Фарра; } conditions { Is On Ground(Event Player) == True; Is Using Ability 1(Event Player) == True; Is In Spawn Room(Event Player) == False; } actions { Play Effect(All Players(All Teams), Bad Explosion, Lime Green, Event Player, 4); Damage(Players Within Radius(Event Player, 4, Opposite Team Of(Team Of(Event Player)), Surfaces And Enemy Barriers), Event Player, 30); Apply Impulse(Players Within Radius(Event Player, 4, Opposite Team Of(Team Of(Event Player)), Surfaces), Up, 4, To World, Cancel Contrary Motion); Apply Impulse(Players Within Radius(Event Player, 4, Opposite Team Of(Team Of(Event Player)), Surfaces), Direction Towards( Event Player, Players Within Radius(Event Player, 4, Opposite Team Of(Team Of(Event Player)), Surfaces)), 10, To World, Incorporate Contrary Motion); } } rule("8 holy shield - winston") { event { Ongoing - Each Player; All; Уинстон; } conditions { Is Using Ability 2(Event Player) == True; Is Standing(Event Player) == True; Player Variable(Event Player, K) == 1; Is In Spawn Room(Event Player) == False; } actions { Set Status(Event Player, Null, Rooted, 0.300); Wait(0.300, Ignore Condition); Set Player Variable(Event Player, K, 0); Destroy HUD Text(Player Variable(Event Player, Atext)); Set Player Variable(Event Player, Q, 0); Set Player Variable(Event Player, R, Position Of(Add(Event Player, Vector(0.100, 0, 0)))); Create Effect(All Players(Team Of(Event Player)), Ring, Green, Player Variable(Event Player, R), Player Variable(Event Player, Q), Visible To Position and Radius); Set Player Variable(Event Player, Aentity, Last Created Entity); Create Effect(All Players(Opposite Team Of(Team Of(Event Player))), Ring, Orange, Player Variable(Event Player, R), Player Variable(Event Player, Q), Visible To Position and Radius); Set Player Variable(Event Player, Aentity2, Last Created Entity); Chase Player Variable Over Time(Event Player, Q, 5.200, 3, Destination and Duration); Wait(3, Ignore Condition); Set Player Variable(Event Player, X, 1); Destroy Effect(Player Variable(Event Player, Aentity)); Destroy Effect(Player Variable(Event Player, Aentity2)); Wait(0.200, Ignore Condition); Set Player Variable(Event Player, R, 0); Set Player Variable(Event Player, Q, 0); Set Player Variable(Event Player, X, 0); } } rule("8 winston's reviving availablity") { event { Player earned elimination; All; Уинстон; } conditions { Player Variable(Event Player, K) == 0; Player Variable(Event Player, X) == 0; Is In Spawn Room(Event Player) == False; } actions { Set Player Variable(Event Player, K, 1); Create HUD Text(Event Player, String("{0} {1} {2}", String("Воскресить", Null, Null, Null), String("Способность", Null, Null, Null), String("!!!", Null, Null, Null)), Null, Null, Left, 0, Sky Blue, White, White, Visible To and String, Default Visibility); Set Player Variable(Event Player, Atext, Last Text ID); } } rule("8 winston's revive") { event { Ongoing - Each Player; All; Уинстон; } conditions { Player Variable(Event Player, X) == 1; Players Within Radius(Player Variable(Event Player, R), 5.200, Team Of(Event Player), Surfaces) == True; Is In Spawn Room(Event Player) == False; } actions { Resurrect(Closest Player To(Player Variable(Event Player, R), Team Of(Event Player))); Set Status(Closest Player To(Player Variable(Event Player, R), Team Of(Event Player)), Event Player, Phased Out, 3); Set Status(Closest Player To(Player Variable(Event Player, R), Team Of(Event Player)), Event Player, Frozen, 3); Play Effect(All Players(All Teams), Good Pickup Effect, Aqua, Player Variable(Event Player, R), 6); Play Effect(All Players(All Teams), Buff Impact Sound, White, Player Variable(Event Player, R), 100); Set Player Variable(Event Player, K, 0); Set Player Variable(Event Player, X, 0); } } rule("9 wallwatch activate - widowmaker") { event { Ongoing - Each Player; All; Роковая Вдова; } conditions { Is Firing Secondary(Event Player) == True; Is In Spawn Room(Event Player) == False; } actions { Set Player Variable(Event Player, L, 5); Create HUD Text(Event Player, String("{0} сек.", Player Variable(Event Player, L), Null, Null), Null, Null, Top, 0, Sky Blue, White, White, Visible To and String, Default Visibility); Set Player Variable(Event Player, Atext, Last Text ID); Chase Player Variable Over Time(Event Player, L, 0, 5, Destination and Duration); Wait(5, Abort When False); Create Icon(Event Player, Player Closest To Reticle(Event Player, Opposite Team Of(Team Of(Event Player))), Eye, Visible To and Position, Green, False); Set Player Variable(Event Player, Aentity, Last Created Entity); Create In-World Text(Event Player, String("{0} м", Distance Between(Event Player, Player Closest To Reticle(Event Player, Opposite Team Of(Team Of(Event Player)))), Null, Null), Player Closest To Reticle(Event Player, Opposite Team Of(Team Of( Event Player))), 1, Do Not Clip, Visible To Position and String, Yellow, Default Visibility); Set Player Variable(Event Player, Atext2, Last Text ID); } } rule("9 wallwatch deactivate - widowmaker") { event { Ongoing - Each Player; All; Роковая Вдова; } conditions { Is Firing Secondary(Event Player) == False; Is In Spawn Room(Event Player) == False; } actions { Destroy HUD Text(Player Variable(Event Player, Atext)); Destroy Icon(Player Variable(Event Player, Aentity)); Destroy In-World Text(Player Variable(Event Player, Atext2)); } } rule("10 bastion1") { event { Ongoing - Each Player; All; Бастион; } conditions { Is Using Ability 1(Event Player) == True; Is In Spawn Room(Event Player) == False; } actions { Wait(1, Ignore Condition); Set Player Variable(Event Player, A, 1); } } rule("10 bastion2") { event { Ongoing - Each Player; All; Бастион; } conditions { Is Using Ability 1(Event Player) == True; Player Variable(Event Player, A) == 1; Is In Spawn Room(Event Player) == False; } actions { Set Player Variable(Event Player, A, 0); } } rule("10 bastion3") { event { Ongoing - Each Player; All; Бастион; } conditions { Is Using Ultimate(Event Player) == True; Player Variable(Event Player, A) == 1; Is In Spawn Room(Event Player) == False; } actions { Set Player Variable(Event Player, A, 0); } } rule("10 bastion4") { event { Player Died; All; Бастион; } conditions { Is In Spawn Room(Event Player) == False; } actions { Set Player Variable(Event Player, A, 0); } } rule("10 elite camo - bastion") { event { Ongoing - Each Player; All; Бастион; } conditions { Player Variable(Event Player, A) == 1; Is Standing(Event Player) == True; Is Firing Primary(Event Player) == False; Is In Spawn Room(Event Player) == False; } actions { Set Player Variable(Event Player, B, 3); Create HUD Text(Event Player, String("{0} {1}", String("Невидимый", Null, Null, Null), String("{0} сек.", Player Variable( Event Player, B), Null, Null), Null), Null, Null, Top, 0, Lime Green, White, White, Visible To and String, Default Visibility); Set Player Variable(Event Player, Atext, Last Text ID); Chase Player Variable Over Time(Event Player, B, 0, 3, Destination and Duration); Wait(3, Abort When False); Create Effect(All Players(All Teams), Sparkles, Sky Blue, Position Of(Event Player), 6, Visible To Position and Radius); Set Player Variable(Event Player, Aentity, Last Created Entity); Set Invisible(Event Player, Enemies); } } rule("10 bastion") { event { Ongoing - Each Player; All; Бастион; } conditions { Player Variable(Event Player, A) == 0; Is In Spawn Room(Event Player) == False; } actions { Destroy HUD Text(Player Variable(Event Player, Atext)); Destroy Effect(Player Variable(Event Player, Aentity)); Set Invisible(Event Player, None); } } rule("10 bastion") { event { Ongoing - Each Player; All; Бастион; } conditions { Is Standing(Event Player) == False; Is In Spawn Room(Event Player) == False; } actions { Set Invisible(Event Player, None); Destroy HUD Text(Player Variable(Event Player, Atext)); Destroy Effect(Player Variable(Event Player, Aentity)); } } rule("10 bastion") { event { Ongoing - Each Player; All; Бастион; } conditions { Is Firing Primary(Event Player) == True; Is In Spawn Room(Event Player) == False; } actions { Set Invisible(Event Player, None); Destroy HUD Text(Player Variable(Event Player, Atext)); Destroy Effect(Player Variable(Event Player, Aentity)); } } rule("11 not a scratch - symmetra") { event { Player Died; All; Симметра; } conditions { Player Variable(Event Player, B) == 0; Is In Spawn Room(Event Player) == False; } actions { Set Player Variable(Event Player, A, Add(Nearest Walkable Position(Event Player), Vector(0, 1.800, 0))); Set Player Variable(Event Player, B, 1); Wait(15, Ignore Condition); Set Player Variable(Event Player, B, 0); } } rule("11 symmetra1") { event { Ongoing - Each Player; All; Симметра; } conditions { Is In Spawn Room(Event Player) == False; } actions { Set Player Variable(Event Player, B, 0); Set Player Variable(Event Player, A, 0); Set Player Variable(Event Player, C, 0); } } rule("11 symmetra2") { event { Ongoing - Each Player; All; Симметра; } conditions { Is In Spawn Room(Event Player) == True; Player Variable(Event Player, B) == 1; Is In Spawn Room(Event Player) == False; } actions { Set Player Variable(Event Player, B, 0); Set Player Variable(Event Player, C, Add(Position Of(Event Player), Vector(5, 1.800, -1.000))); Create Effect(All Players(All Teams), Good Aura, Lime Green, Player Variable(Event Player, C), 1.500, Visible To Position and Radius); Set Player Variable(Event Player, Aentity, Last Created Entity); Create Effect(All Players(All Teams), Good Aura, Turquoise, Player Variable(Event Player, A), 1.500, Visible To Position and Radius); Set Player Variable(Event Player, Aentity2, Last Created Entity); Wait(10, Ignore Condition); Destroy Effect(Player Variable(Event Player, Aentity)); Destroy Effect(Player Variable(Event Player, Aentity2)); Set Player Variable(Event Player, A, 0); Set Player Variable(Event Player, C, 0); } } rule("11 symmetra3") { event { Ongoing - Each Player; All; Симметра; } conditions { Player Variable(Event Player, A) != 0; Player Variable(Event Player, C) != 0; Players Within Radius(Player Variable(Event Player, C), 2, Team Of(Event Player), Off) == True; Is In Spawn Room(Event Player) == True; Is In Spawn Room(Event Player) == False; } actions { Teleport(Closest Player To(Player Variable(Event Player, C), Team Of(Event Player)), Player Variable(Event Player, A)); } } rule("12 bubble - zenyatta") { event { Ongoing - Each Player; All; Дзенъятта; } conditions { Is In Spawn Room(Event Player) == False; } actions { Set Player Variable(Event Player, A, 0); } } rule("12 zen") { event { Ongoing - Each Player; All; Дзенъятта; } conditions { Player Variable(Event Player, A) == 0; Is In Spawn Room(Event Player) == False; } actions { Set Status(Event Player, Null, Unkillable, 9999); } } rule("12 zen") { event { Ongoing - Each Player; All; Дзенъятта; } conditions { Player Variable(Event Player, A) == 1; Is In Spawn Room(Event Player) == False; } actions { Clear Status(Event Player, Unkillable); } } rule("12 zen") { event { Ongoing - Each Player; All; Дзенъятта; } conditions { Health(Event Player) == 1; Player Variable(Event Player, A) == 0; Is In Spawn Room(Event Player) == False; } actions { Set Player Variable(Event Player, B, Event Player); Create Effect(All Players(All Teams), Sphere, Yellow, Player Variable(Event Player, B), 1.200, Visible To Position and Radius); Set Player Variable(Event Player, Aentity, Last Created Entity); Set Move Speed(Event Player, 120); Create In-World Text(All Players(All Teams), String("Уклоняется", Null, Null, Null), Add(Event Player, Vector(0, 1.500, 0)), 1, Do Not Clip, Visible To Position and String, Orange, Default Visibility); Set Player Variable(Event Player, Atext, Last Text ID); Wait(2.900, Ignore Condition); Set Player Variable(Event Player, A, 1); Set Move Speed(Event Player, 100); Destroy Effect(Player Variable(Event Player, Aentity)); Destroy In-World Text(Player Variable(Event Player, Atext)); } } rule("12 zen") { event { Player Died; All; Дзенъятта; } conditions { Is In Spawn Room(Event Player) == False; } actions { Set Player Variable(Event Player, A, 0); Destroy HUD Text(Player Variable(Event Player, Atext2)); Set Player Variable(Event Player, E, 0); } } rule("12 zen") { event { Ongoing - Each Player; All; Дзенъятта; } conditions { Player Variable(Event Player, A) == 1; Is Alive(Event Player) == True; Is In Spawn Room(Event Player) == False; } actions { Set Player Variable(Event Player, E, 40); Chase Player Variable Over Time(Event Player, E, 0, 40, Destination and Duration); Create HUD Text(Event Player, String("{0}: {1}", String("Время восстановления", Null, Null, Null), String("{0} сек.", Player Variable(Event Player, E), Null, Null), Null), Null, Null, Left, 0, Orange, White, White, Visible To and String, Default Visibility); Set Player Variable(Event Player, Atext2, Last Text ID); Wait(40, Abort When False); Set Player Variable(Event Player, A, 0); Destroy HUD Text(Player Variable(Event Player, Atext2)); } } rule("12 zen") { event { Ongoing - Each Player; All; Дзенъятта; } conditions { Is Using Ultimate(Event Player) == True; Is In Spawn Room(Event Player) == False; } actions { Set Player Variable(Event Player, A, 1); Destroy Effect(Player Variable(Event Player, Aentity)); } } rule("13 smokescreen - genji") { event { Ongoing - Each Player; All; Гэндзи; } conditions { Health(Event Player) <= 50; Is Using Ability 2(Event Player) == True; Is Alive(Event Player) == True; Is In Spawn Room(Event Player) == False; } actions { Set Player Variable(Event Player, A, Add(Position Of(Event Player), Vector(0, 1, 0))); Create Effect(All Players(All Teams), Cloud, Purple, Player Variable(Event Player, A), 6, Visible To Position and Radius); Set Player Variable(Event Player, Aentity, Last Created Entity); Play Effect(All Players(All Teams), Good Explosion, Purple, Event Player, 1); Play Effect(All Players(All Teams), Explosion Sound, White, Event Player, 80); Wait(0.100, Ignore Condition); Set Invisible(Event Player, Enemies); Wait(3, Ignore Condition); Destroy Effect(Player Variable(Event Player, Aentity)); Set Invisible(Event Player, None); Play Effect(All Players(All Teams), Good Explosion, Purple, Event Player, 1); Play Effect(All Players(All Teams), Explosion Sound, White, Event Player, 80); } } rule("14 adrenaline - roadhog") { event { Ongoing - Each Player; All; Турбосвин; } conditions { Is In Spawn Room(Event Player) == False; } actions { Create HUD Text(All Players(All Teams), Custom String("Bonus hook dmg: {0} | Bonus heal {1}", Multiply(Player Variable( Event Player, A), 5), Multiply(Player Variable(Event Player, A), 20), Null), Null, Null, Left, 0, White, White, White, Visible To and String, Default Visibility); Set Player Variable(Event Player, Atext, Last Text ID); Set Player Variable(Event Player, A, 0); } } rule("14 hog") { event { Player dealt damage; All; Турбосвин; } conditions { Is Using Ability 1(Event Player) == True; Is In Spawn Room(Event Player) == False; } actions { Damage(Victim, Event Player, Multiply(Player Variable(Event Player, A), 5)); Wait(0.250, Ignore Condition); Modify Player Variable(Event Player, A, Add, 1); } } rule("14 hog") { event { Ongoing - Each Player; All; Турбосвин; } conditions { Is Using Ability 2(Event Player) == True; Is In Spawn Room(Event Player) == False; } actions { Start Heal Over Time(Event Player, Event Player, 1, Multiply(Player Variable(Event Player, A), 20)); } } rule("14 adrenaline - roadhog") { event { Player Died; All; Турбосвин; } conditions { Is In Spawn Room(Event Player) == False; } actions { Set Player Variable(Event Player, A, 0); } } rule("15 the bomb - mccree") { event { Ongoing - Each Player; All; Маккри; } conditions { Is Crouching(Event Player) == True; Player Variable(Event Player, M) == 0; Is In Spawn Room(Event Player) == False; } actions { Set Player Variable(Event Player, G, 5); Chase Player Variable Over Time(Event Player, G, 0, 5, Destination and Duration); Create HUD Text(Event Player, String("{0} сек.", Player Variable(Event Player, G), Null, Null), Null, Null, Left, 0, Aqua, White, White, Visible To and String, Default Visibility); Set Player Variable(Event Player, Atext, Last Text ID); Wait(5, Abort When False); Set Player Variable(Event Player, M, 1); Destroy HUD Text(Player Variable(Event Player, Atext)); Set Player Variable(Event Player, C, Add(Position Of(Event Player), Vector(0, 0.100, 0))); Create Effect(All Players(All Teams), Sphere, Red, Add(Player Variable(Event Player, C), Vector(0, 0.100, 0)), 0.400, Visible To Position and Radius); Set Player Variable(Event Player, Aentity, Last Created Entity); Create Effect(All Players(All Teams), Ring, Orange, Add(Player Variable(Event Player, C), Vector(0, 0.100, 0)), 3, Visible To Position and Radius); Set Player Variable(Event Player, Aentity2, Last Created Entity); Create Effect(All Players(All Teams), Ring, Lime Green, Add(Player Variable(Event Player, C), Vector(0, 0.100, 0)), 8, Visible To Position and Radius); Set Player Variable(Event Player, Aentity3, Last Created Entity); Set Player Variable(Event Player, E, 1); } } rule("15") { event { Ongoing - Each Player; All; Маккри; } conditions { Player Variable(Event Player, E) == 1; Is In Spawn Room(Event Player) == False; } actions { Set Player Variable(Event Player, H, 10); Chase Player Variable Over Time(Event Player, H, 0, 10, Destination and Duration); Create In-World Text(All Players(All Teams), String("{0} сек.", Player Variable(Event Player, H), Null, Null), Add(Player Variable( Event Player, C), Vector(0, 0.500, 0)), 1, Clip Against Surfaces, Visible To Position and String, Orange, Default Visibility); Set Player Variable(Event Player, Atext2, Last Text ID); Wait(10, Abort When False); Play Effect(All Players(All Teams), Bad Explosion, Red, Player Variable(Event Player, C), 8); Set Status(Players Within Radius(Player Variable(Event Player, C), 8, Opposite Team Of(Team Of(Event Player)), Surfaces And Enemy Barriers), Null, Burning, 1); Play Effect(All Players(All Teams), Explosion Sound, White, Player Variable(Event Player, C), 200); Damage(Players Within Radius(Player Variable(Event Player, C), 8.500, Opposite Team Of(Team Of(Event Player)), Surfaces And Enemy Barriers), Event Player, 75); Destroy Effect(Player Variable(Event Player, Aentity)); Destroy Effect(Player Variable(Event Player, Aentity2)); Set Player Variable(Event Player, E, 0); Destroy In-World Text(Player Variable(Event Player, Atext2)); Set Player Variable(Event Player, C, Vector(999, 999, 999)); Destroy Effect(Player Variable(Event Player, Aentity3)); } } rule("15") { event { Ongoing - Each Player; All; Маккри; } conditions { Is Crouching(Event Player) == False; Is In Spawn Room(Event Player) == False; } actions { Destroy HUD Text(Player Variable(Event Player, Atext)); } } rule("15") { event { Ongoing - Each Player; All; Маккри; } conditions { Players Within Radius(Player Variable(Event Player, C), 3, Opposite Team Of(Team Of(Event Player)), Surfaces) == True; Is In Spawn Room(Event Player) == False; } actions { Play Effect(All Players(All Teams), Bad Explosion, Red, Player Variable(Event Player, C), 3); Play Effect(All Players(All Teams), Explosion Sound, White, Player Variable(Event Player, C), 150); Set Status(Players Within Radius(Player Variable(Event Player, C), 3, Opposite Team Of(Team Of(Event Player)), Surfaces And Enemy Barriers), Null, Burning, 1); Damage(Players Within Radius(Player Variable(Event Player, C), 3.250, Opposite Team Of(Team Of(Event Player)), Surfaces And Enemy Barriers), Event Player, 150); Destroy Effect(Player Variable(Event Player, Aentity)); Destroy Effect(Player Variable(Event Player, Aentity2)); Set Player Variable(Event Player, E, 0); Set Player Variable(Event Player, C, Vector(999, 999, 999)); Destroy In-World Text(Player Variable(Event Player, Atext2)); Destroy Effect(Player Variable(Event Player, Aentity)); } } rule("15") { event { Ongoing - Each Player; All; Маккри; } conditions { Player Variable(Event Player, M) == 1; Is In Spawn Room(Event Player) == False; } actions { Wait(40, Ignore Condition); Set Player Variable(Event Player, M, 0); } } rule("16 bad maners - junkrat") { event { Ongoing - Each Player; All; Крысавчик; } conditions { Is Communicating(Event Player, Emote Up) == True; Player Variable(Event Player, A) == 0; Is In View Angle(Event Player, Player Closest To Reticle(Event Player, Opposite Team Of(Team Of(Event Player))), 20) == True; Is In Spawn Room(Event Player) == False; Is On Ground(Player Closest To Reticle(Event Player, Opposite Team Of(Team Of(Event Player)))) == True; } actions { Communicate(Player Closest To Reticle(Event Player, Opposite Team Of(Team Of(Event Player))), Emote Up); Create Icon(All Players(All Teams), Event Player, Dizzy, Visible To and Position, Yellow, False); Set Player Variable(Event Player, Amore, Last Created Entity); Create Icon(All Players(All Teams), Player Closest To Reticle(Event Player, Opposite Team Of(Team Of(Event Player))), Dizzy, Visible To and Position, Green, False); Set Player Variable(Event Player, Amore2, Last Created Entity); Wait(3, Ignore Condition); Destroy Icon(Player Variable(Event Player, Amore)); Destroy Icon(Player Variable(Event Player, Amore2)); Set Player Variable(Event Player, A, 1); Set Player Variable(Event Player, B, 40); Create HUD Text(Event Player, String("{0} сек.", Player Variable(Event Player, B), Null, Null), Null, Null, Left, 0, Orange, White, White, Visible To and String, Default Visibility); Chase Player Variable Over Time(Event Player, B, 0, 40, Destination and Duration); Set Player Variable(Event Player, Atext, Last Text ID); Wait(37, Ignore Condition); Set Player Variable(Event Player, A, 0); Destroy HUD Text(Player Variable(Event Player, Atext)); } } rule("17") { event { Player took damage; All; Заря; } conditions { Attacker == Event Player; Is In Spawn Room(Event Player) == False; } actions { Apply Impulse(Event Player, Up, Add(5, Multiply(Ultimate Charge Percent(Event Player), 0.100)), To World, Incorporate Contrary Motion); } } rule("17_2") { event { Ongoing - Each Player; All; Заря; } conditions { Is Using Ability 1(Event Player) == True; Is In Spawn Room(Event Player) == False; } actions { Set Player Variable(Event Player, Z, 1); Wait(1.900, Abort When False); Set Player Variable(Event Player, Z, 0); } } rule("17_3") { event { Ongoing - Each Player; All; Заря; } conditions { Player Variable(Event Player, Z) == 1; Is In Spawn Room(Event Player) == False; } actions { Wait(2.200, Abort When False); Set Ultimate Charge(Event Player, Add(Ultimate Charge Percent(Event Player), 5)); Set Player Variable(Event Player, Z, 0); } } rule("17_4") { event { Ongoing - Each Player; All; Заря; } conditions { Is Using Ability 2(Event Player) == True; Is In Spawn Room(Event Player) == False; } actions { Set Player Variable(Event Player, AD, 1); Wait(1.900, Abort When False); Set Player Variable(Event Player, AD, 0); } } rule("17_5") { event { Ongoing - Each Player; All; Заря; } conditions { Player Variable(Event Player, AD) == 1; Is In Spawn Room(Event Player) == False; } actions { Wait(2.200, Abort When False); Set Ultimate Charge(Event Player, Add(Ultimate Charge Percent(Event Player), 5)); Set Player Variable(Event Player, AD, 0); } } rule("18") { event { Ongoing - Each Player; All; Солдат-76; } conditions { Player Variable(Event Player, H) == 0; Is In Spawn Room(Event Player) == False; } actions { Set Status(Event Player, Null, Unkillable, 9999); } } rule("18_2") { event { Ongoing - Each Player; All; Солдат-76; } conditions { Health(Event Player) == 1; Player Variable(Event Player, H) == 0; Is In Spawn Room(Event Player) == False; } actions { Set Healing Received(Event Player, 0); Set Status(Event Player, Null, Knocked Down, 10); Set Player Variable(Event Player, H, 1); Wait(10, Ignore Condition); Kill(Event Player, Null); Clear Status(Event Player, Knocked Down); Set Player Variable(Event Player, H, 0); } } rule("18_3") { event { Ongoing - Each Player; All; Солдат-76; } conditions { Player Variable(Event Player, H) == 1; Is In Spawn Room(Event Player) == False; } actions { Clear Status(Event Player, Unkillable); Set Player Variable(Event Player, K, 20); Create HUD Text(Event Player, Custom String("Reach the strenght: {0}", Player Variable(Event Player, K), Null, Null), Null, Null, Left, 0, Aqua, White, White, Visible To and String, Default Visibility); Set Player Variable(Event Player, Atext, Last Text ID); Chase Player Variable At Rate(Event Player, K, 0, 1, Destination and Rate); Wait(20, Ignore Condition); Set Player Variable(Event Player, H, 0); Destroy HUD Text(Player Variable(Event Player, Atext)); } } rule("18_4") { event { Ongoing - Each Player; All; Солдат-76; } conditions { Player Variable(Event Player, H) == 1; Is Alive(Event Player) == True; Is In Spawn Room(Event Player) == False; } actions { Wait(3, Abort When False); Set Player Variable(Event Player, P, 1); Create HUD Text(Event Player, Custom String("JUMP to rise up", Null, Null, Null), Null, Null, Top, 0, Lime Green, White, White, Visible To and String, Default Visibility); Set Player Variable(Event Player, Atext2, Last Text ID); } } rule("18_5") { event { Ongoing - Each Player; All; Солдат-76; } conditions { Player Variable(Event Player, P) == 1; Is Button Held(Event Player, Jump) == True; Is In Spawn Room(Event Player) == False; } actions { Set Healing Received(Event Player, 100); Clear Status(Event Player, Knocked Down); Start Heal Over Time(Event Player, Event Player, 1, 29); Set Player Variable(Event Player, P, 0); Destroy HUD Text(Player Variable(Event Player, Atext2)); } } rule("18_6") { event { Player Died; All; Солдат-76; } conditions { Is In Spawn Room(Event Player) == False; } actions { Set Player Variable(Event Player, H, 0); } } rule("19") { event { Ongoing - Each Player; All; Лусио; } conditions { Is Button Held(Event Player, Crouch) == True; Is On Ground(Event Player) == True; Player Variable(Event Player, E) == 0; Is In Spawn Room(Event Player) == False; } actions { Wait(3, Abort When False); Set Player Variable(All Players(Team Of(Event Player)), AD, 0); Destroy Effect(Player Variable(Event Player, Aentity)); Destroy Effect(Player Variable(Event Player, Aentity2)); Destroy Effect(Player Variable(Event Player, Aentity3)); Set Player Variable(Event Player, AF, 0); Set Player Variable(Event Player, AA, Vector(0, 0, 0)); Wait(0.100, Ignore Condition); Set Player Variable(Event Player, AA, Add(Position Of(Event Player), Vector(0, 0.400, 0))); Create Effect(All Players(All Teams), Sphere, Green, Player Variable(Event Player, AA), 0.200, Visible To Position and Radius); Set Player Variable(Event Player, Aentity, Last Created Entity); Create Beam Effect(All Players(All Teams), Bad Beam, Player Variable(Event Player, AA), Subtract(Player Variable(Event Player, AA), Vector(0, 0.600, 0)), Green, Visible To Position and Radius); Set Player Variable(Event Player, Aentity2, Last Created Entity); Create Effect(All Players(All Teams), Ring, Green, Player Variable(Event Player, AA), 7, Visible To Position and Radius); Set Player Variable(Event Player, Aentity3, Last Created Entity); Set Player Variable(Event Player, AF, 1); Stop Heal Over Time(Player Variable(Event Player, AC)); Set Player Variable(Event Player, AB, 0); Create In-World Text(All Players(Opposite Team Of(Team Of(Event Player))), Custom String("Boombox {0}", Hero Icon String(Hero( Лусио)), Null, Null), Add(Player Variable(Event Player, AA), Vector(0, 2, 0)), 1, Clip Against Surfaces, Visible To Position and String, Orange, Default Visibility); Set Player Variable(Event Player, Atext, Last Text ID); Create In-World Text(All Players(Team Of(Event Player)), Custom String("Boombox {0}", Hero Icon String(Hero(Лусио)), Null, Null), Add(Player Variable(Event Player, AA), Vector(0, 2, 0)), 1, Clip Against Surfaces, Visible To Position and String, Aqua, Default Visibility); Set Player Variable(Event Player, Atext2, Last Text ID); } } rule("19_2") { event { Ongoing - Each Player; All; Все; } conditions { Distance Between(Player Variable(Players On Hero(Hero(Лусио), Team Of(Event Player)), AA), Event Player) <= 7.500; Player Variable(Event Player, AB) == 0; Player Variable(Players On Hero(Hero(Лусио), Team Of(Event Player)), AF) == 1; Player Variable(Event Player, AD) == 0; Is In Spawn Room(Event Player) == False; } actions { Set Move Speed(Event Player, 125); Set Player Variable(Event Player, AB, 1); } } rule("19_3") { event { Ongoing - Each Player; All; Все; } conditions { Distance Between(Player Variable(Players On Hero(Hero(Лусио), Team Of(Event Player)), AA), Event Player) > 7.500; Player Variable(Event Player, AB) == 1; Player Variable(Event Player, AD) == 0; Player Variable(Players On Hero(Hero(Лусио), Team Of(Event Player)), AF) == 1; Is In Spawn Room(Event Player) == False; } actions { Set Move Speed(Event Player, 100); Set Player Variable(Event Player, AB, 0); } } rule("19_4") { event { Ongoing - Each Player; All; Лусио; } conditions { Is Button Held(Event Player, Interact) == True; Player Variable(Event Player, E) == 0; Is In Spawn Room(Event Player) == False; } actions { Wait(0.200, Ignore Condition); Set Player Variable(Event Player, E, 1); } } rule("19_5") { event { Ongoing - Each Player; All; Лусио; } conditions { Is Button Held(Event Player, Interact) == True; Player Variable(Event Player, E) == 1; Is In Spawn Room(Event Player) == False; } actions { Wait(0.200, Ignore Condition); Set Player Variable(Event Player, E, 0); } } rule("19v2") { event { Ongoing - Each Player; All; Лусио; } conditions { Is Button Held(Event Player, Crouch) == True; Is On Ground(Event Player) == True; Player Variable(Event Player, E) == 1; Is In Spawn Room(Event Player) == False; } actions { Wait(3, Abort When False); Set Player Variable(All Players(Team Of(Event Player)), AD, 1); Destroy Effect(Player Variable(Event Player, Aentity)); Destroy Effect(Player Variable(Event Player, Aentity2)); Destroy Effect(Player Variable(Event Player, Aentity3)); Set Player Variable(Event Player, AF, 0); Set Player Variable(Event Player, AA, Vector(0, 0, 0)); Wait(0.100, Ignore Condition); Set Player Variable(Event Player, AF, 1); Set Player Variable(Event Player, AA, Add(Position Of(Event Player), Vector(0, 0.400, 0))); Create Effect(All Players(All Teams), Sphere, Yellow, Player Variable(Event Player, AA), 0.200, Visible To Position and Radius); Set Player Variable(Event Player, Aentity, Last Created Entity); Create Beam Effect(All Players(All Teams), Bad Beam, Player Variable(Event Player, AA), Subtract(Player Variable(Event Player, AA), Vector(0, 0.600, 0)), Yellow, Visible To Position and Radius); Set Player Variable(Event Player, Aentity2, Last Created Entity); Create Effect(All Players(All Teams), Ring, Yellow, Player Variable(Event Player, AA), 7, Visible To Position and Radius); Set Player Variable(Event Player, Aentity3, Last Created Entity); Set Move Speed(Event Player, 100); Set Player Variable(Event Player, AB, 0); Create In-World Text(All Players(Opposite Team Of(Team Of(Event Player))), Custom String("Boombox {0}", Hero Icon String(Hero( Лусио)), Null, Null), Add(Player Variable(Event Player, AA), Vector(0, 2, 0)), 1, Clip Against Surfaces, Visible To Position and String, Orange, Default Visibility); Set Player Variable(Event Player, Atext, Last Text ID); Create In-World Text(All Players(Team Of(Event Player)), Custom String("Boombox {0}", Hero Icon String(Hero(Лусио)), Null, Null), Add(Player Variable(Event Player, AA), Vector(0, 2, 0)), 1, Clip Against Surfaces, Visible To Position and String, Aqua, Default Visibility); Set Player Variable(Event Player, Atext2, Last Text ID); } } rule("19_2v2") { event { Ongoing - Each Player; All; Все; } conditions { Distance Between(Player Variable(Players On Hero(Hero(Лусио), Team Of(Event Player)), AA), Event Player) <= 7.500; Player Variable(Event Player, AB) == 0; Player Variable(Event Player, AD) == 1; Player Variable(Players On Hero(Hero(Лусио), Team Of(Event Player)), AF) == 1; Is In Spawn Room(Event Player) == False; } actions { Start Heal Over Time(Event Player, Players On Hero(Hero(Лусио), Team Of(Event Player)), 9999, 16); Set Player Variable(Event Player, AC, Last Heal Over Time ID); Set Player Variable(Event Player, AB, 1); } } rule("19_3v2") { event { Ongoing - Each Player; All; Все; } conditions { Distance Between(Player Variable(Players On Hero(Hero(Лусио), Team Of(Event Player)), AA), Event Player) > 7.500; Player Variable(Event Player, AB) == 1; Player Variable(Event Player, AD) == 1; Player Variable(Players On Hero(Hero(Лусио), Team Of(Event Player)), AF) == 1; Is In Spawn Room(Event Player) == False; } actions { Stop Heal Over Time(Player Variable(Event Player, AC)); Set Player Variable(Event Player, AB, 0); } } rule("19_Lucio") { event { Ongoing - Each Player; All; Лусио; } conditions { Player Variable(Event Player, E) == 0; Is In Spawn Room(Event Player) == False; } actions { Destroy HUD Text(Player Variable(Event Player, Atext3)); Destroy HUD Text(Player Variable(Event Player, Atext4)); Create HUD Text(Event Player, Custom String(">Speed Frogy Heal Frogy", Null, Null, Null), Null, Null, Left, 0, Lime Green, White, White, Visible To and String, Default Visibility); Set Player Variable(Event Player, Atext5, Last Text ID); Create HUD Text(Event Player, Custom String(" Ctrl ", Null, Null, Null), Null, Null, Left, 1, Lime Green, White, White, Visible To and String, Default Visibility); Set Player Variable(Event Player, Atext6, Last Text ID); } } rule("19_Lucio_2") { event { Ongoing - Each Player; All; Лусио; } conditions { Player Variable(Event Player, E) == 1; Is In Spawn Room(Event Player) == False; } actions { Destroy HUD Text(Player Variable(Event Player, Atext5)); Destroy HUD Text(Player Variable(Event Player, Atext6)); Create HUD Text(Event Player, Custom String("Speed Frogy >Heal Frogy", Null, Null, Null), Null, Null, Left, 0, Orange, White, White, Visible To and String, Default Visibility); Set Player Variable(Event Player, Atext3, Last Text ID); Create HUD Text(Event Player, Custom String(" Ctrl ", Null, Null, Null), Null, Null, Left, 1, Orange, White, White, Visible To and String, Default Visibility); Set Player Variable(Event Player, Atext4, Last Text ID); } } rule("20_1 D.va") { event { Ongoing - Each Player; All; D.Va; } conditions { Is Button Held(Event Player, Interact) == True; Player Variable(Event Player, A) == 0; Is In Spawn Room(Event Player) == False; } actions { Wait(0.250, Restart When True); Set Player Variable(Event Player, A, 1); Wait(1, Ignore Condition); Set Player Variable(Event Player, A, 0); } } rule("20_2") { event { Ongoing - Each Player; All; D.Va; } conditions { Is Button Held(Event Player, Interact) == True; Player Variable(Event Player, A) == 1; Max Health(Event Player) >= 600; Is In Spawn Room(Event Player) == False; } actions { Damage(Event Player, Null, 10000); Play Effect(All Players(All Teams), Bad Explosion, Red, Event Player, 10); Play Effect(All Players(All Teams), Explosion Sound, White, Event Player, 150); Damage(Players Within Radius(Event Player, 10, Opposite Team Of(Team Of(Event Player)), Surfaces And Enemy Barriers), Event Player, 50); Wait(0.650, Ignore Condition); Wait(0.100, Ignore Condition); Apply Impulse(Event Player, Up, 5, To World, Cancel Contrary Motion); Apply Impulse(Event Player, Backward, 15, To Player, Cancel Contrary Motion); Set Ultimate Charge(Event Player, 50); } } rule("21_mei A") { event { Ongoing - Each Player; All; Мэй; } conditions { Is In Spawn Room(Event Player) == False; } actions { Set Player Variable(Event Player, A, 0); Create HUD Text(Event Player, String("{0} / {1}", Player Variable(Event Player, A), Custom String("15 Hits for megashot!", Null, Null, Null), Null), Null, Null, Left, 0, Sky Blue, White, White, Visible To and String, Default Visibility); Set Player Variable(Event Player, Atext, Last Text ID); } } rule("21_Mei") { event { Player dealt damage; All; Мэй; } conditions { Event Damage >= 70; Player Variable(Event Player, B) == 0; Is In Spawn Room(Event Player) == False; } actions { Modify Player Variable(Event Player, A, Add, 1); } } rule("21_2") { event { Ongoing - Each Player; All; Мэй; } conditions { Player Variable(Event Player, A) == 15; Player Variable(Event Player, B) == 0; Is In Spawn Room(Event Player) == False; } actions { Set Player Variable(Event Player, B, 1); Set Player Variable(Event Player, C, 1); Create HUD Text(Event Player, Custom String("Headshot: dmg x2 + freeze 3 sec", Null, Null, Null), Null, Null, Left, 1, Blue, White, White, Visible To and String, Default Visibility); Set Player Variable(Event Player, Atext2, Last Text ID); } } rule("21_3") { event { Player dealt damage; All; Мэй; } conditions { Event Was Critical Hit == True; Player Variable(Event Player, B) == 1; Player Variable(Event Player, C) == 1; Is In Spawn Room(Event Player) == False; Is In Spawn Room(Event Player) == False; } actions { Destroy HUD Text(Player Variable(Event Player, Atext2)); Play Effect(All Players(All Teams), Good Explosion, Sky Blue, Victim, 3); Damage(Victim, Event Player, Multiply(Event Damage, 1)); Set Status(Victim, Event Player, Frozen, 3); Play Effect(All Players(All Teams), Buff Impact Sound, White, Victim, 100); Set Player Variable(Event Player, C, 0); Wait(0.200, Ignore Condition); Set Player Variable(Event Player, A, 0); Wait(0.200, Ignore Condition); Set Player Variable(Event Player, B, 0); } } rule("22_Sombra (working almost right)") { event { Player Received Healing; All; Все; } conditions { Has Status(Event Player, Hacked) == True; Is In Spawn Room(Event Player) == False; } actions { Damage(Event Player, Add(Players On Hero(Hero(Сомбра), Opposite Team Of(Team Of(Event Player))), Healer), Multiply(Event Healing, 3)); } } rule("23_Doomfist") { event { Ongoing - Each Player; All; Кулак Смерти; } conditions { Is On Ground(Event Player) == True; Is In Spawn Room(Event Player) == False; } actions { Set Player Variable(Event Player, A, 0); } } rule("23_Doomfist_3") { event { Ongoing - Each Player; All; Кулак Смерти; } conditions { Is In Air(Event Player) == True; Player Variable(Event Player, A) == 0; Is Button Held(Event Player, Jump) == True; Is In Spawn Room(Event Player) == False; } actions { Set Player Variable(Event Player, A, 1); } } rule("23_Doomfist_4") { event { Ongoing - Each Player; All; Кулак Смерти; } conditions { Is In Air(Event Player) == True; Player Variable(Event Player, A) == 1; Is Button Held(Event Player, Jump) == False; Is In Spawn Room(Event Player) == False; } actions { Set Player Variable(Event Player, A, 2); } } rule("23_Doomfist_2") { event { Ongoing - Each Player; All; Кулак Смерти; } conditions { Is Button Held(Event Player, Jump) == True; Player Variable(Event Player, A) == 2; Is In Air(Event Player) == True; Is In Spawn Room(Event Player) == False; } actions { Apply Impulse(Event Player, Up, 3, To World, Cancel Contrary Motion); Apply Impulse(Event Player, Facing Direction Of(Event Player), 20, To World, Cancel Contrary Motion); Set Player Variable(Event Player, D, 12); Create HUD Text(Event Player, String("{0} {1}", Custom String("Pounce cooldown: ", Null, Null, Null), Player Variable(Event Player, D), Null), Null, Null, Left, 0, Turquoise, White, White, Visible To and String, Default Visibility); Set Player Variable(Event Player, Atext, Last Text ID); Chase Player Variable At Rate(Event Player, D, 0, 1, Destination and Rate); Wait(12, Ignore Condition); Destroy HUD Text(Player Variable(Event Player, Atext)); } } rule("23_Doomfist_5") { event { Ongoing - Each Player; All; Кулак Смерти; } conditions { Is In Air(Event Player) == True; Player Variable(Event Player, A) == 0; Is Button Held(Event Player, Jump) == False; Is In Spawn Room(Event Player) == False; } actions { Set Player Variable(Event Player, A, 2); } } rule("24_Ana") { event { Ongoing - Each Player; All; Ана; } conditions { Is In Spawn Room(Event Player) == False; } actions { Set Player Variable(Event Player, A, 0); Create HUD Text(Event Player, String("{0} / {1}", Player Variable(Event Player, A), Custom String("5 scope Hits in a row", Null, Null, Null), Null), Null, Null, Left, 0, Aqua, White, White, Visible To and String, Default Visibility); Set Player Variable(Event Player, Atext, Last Text ID); } } rule("24_Ana7") { event { Ongoing - Each Player; All; Ана; } conditions { Is Firing Primary(Event Player) == True; Is Firing Secondary(Event Player) == True; Is In Spawn Room(Event Player) == False; } actions { Set Player Variable(Event Player, B, 1); Wait(0.200, Ignore Condition); Set Player Variable(Event Player, B, 0); } } rule("24_Ana1") { event { Ongoing - Each Player; All; Ана; } conditions { Player Variable(Event Player, B) == 1; Is In Spawn Room(Event Player) == False; } actions { Wait(0.400, Ignore Condition); Skip If(Compare(Player Variable(Event Player, C), ==, 1), 1); Set Player Variable(Event Player, A, 0); } } rule("24_Ana2") { event { Player dealt damage; All; Ана; } conditions { Player Variable(Event Player, B) == 1; Is Firing Secondary(Event Player) == True; Player Variable(Event Player, A) <= 4; Is In Spawn Room(Event Player) == False; } actions { Wait(0.100, Ignore Condition); Set Player Variable(Event Player, C, 1); Modify Player Variable(Event Player, A, Add, 1); Wait(0.500, Ignore Condition); Set Player Variable(Event Player, C, 0); } } rule("24_Ana3") { event { Player Dealt Healing; All; Ана; } conditions { Player Variable(Event Player, B) == 1; Is Firing Secondary(Event Player) == True; Player Variable(Event Player, A) <= 4; Is In Spawn Room(Event Player) == False; } actions { Wait(0.100, Ignore Condition); Set Player Variable(Event Player, C, 1); Modify Player Variable(Event Player, A, Add, 1); Wait(0.500, Ignore Condition); Set Player Variable(Event Player, C, 0); } } rule("24_Ana4") { event { Player dealt damage; All; Ана; } conditions { Player Variable(Event Player, B) == 1; Is Firing Secondary(Event Player) == True; Player Variable(Event Player, A) == 5; Player Variable(Event Player, AB) == 0; Is In Spawn Room(Event Player) == False; } actions { Wait(0.300, Ignore Condition); Damage(Victim, Event Player, 5); Set Status(Victim, Event Player, Asleep, 5.500); } } rule("24_Ana5") { event { Player Dealt Healing; All; Ана; } conditions { Player Variable(Event Player, B) == 1; Is Firing Secondary(Event Player) == True; Player Variable(Event Player, A) == 5; Is In Spawn Room(Event Player) == False; } actions { Set Player Variable(Event Player, AB, 1); Wait(0.100, Ignore Condition); Set Player Variable(Event Player, AG, Healee); Heal(Healee, Event Player, 100); Set Healing Received(Healee, 150); Create In-World Text(All Players(All Teams), Custom String("HEAL: 150% {0}", Icon String(Heart), Null, Null), Add(Vector(0, 4, 0), Healee), 1, Clip Against Surfaces, Visible To Position and String, Yellow, Default Visibility); Set Player Variable(Event Player, Atext2, Last Text ID); Wait(0.400, Ignore Condition); Set Player Variable(Event Player, A, 0); Wait(3.500, Ignore Condition); Set Player Variable(Event Player, T, 1); Set Player Variable(Event Player, AB, 0); } } rule("24_Ana6") { event { Ongoing - Each Player; All; Все; } conditions { Player Variable(Players On Hero(Hero(Ана), Team Of(Event Player)), T) == 1; Is In Spawn Room(Event Player) == False; } actions { Set Healing Received(All Players(All Teams), 100); Wait(0.100, Ignore Condition); Set Player Variable(Players On Hero(Hero(Ана), Team Of(Event Player)), AE, 0); Set Player Variable(Players On Hero(Hero(Ана), Team Of(Event Player)), T, 0); Destroy In-World Text(Player Variable(Players On Hero(Hero(Ана), Team Of(Event Player)), Atext2)); } } rule("24_Ana7") { event { Ongoing - Each Player; All; Ана; } conditions { Player Variable(Event Player, A) == 4; Is In Spawn Room(Event Player) == False; } actions { Wait(0.200, Ignore Condition); } } rule("24_Ana8") { event { Player Died; All; Ана; } conditions { Is In Spawn Room(Event Player) == False; } actions { Set Player Variable(Event Player, A, 0); } } rule("25_Orisa") { event { Ongoing - Each Player; All; Ориса; } conditions { Player Variable(Event Player, A) == 0; Is Button Held(Event Player, Jump) == True; Is In Air(Event Player) == True; Is Button Held(Event Player, Crouch) == True; Is In Spawn Room(Event Player) == False; } actions { Play Effect(All Players(All Teams), Good Explosion, Orange, Event Player, 2); Play Effect(All Players(All Teams), Buff Explosion Sound, White, Event Player, 100); Apply Impulse(Event Player, Up, 20, To World, Cancel Contrary Motion); Set Gravity(Event Player, 0); Wait(0.500, Ignore Condition); Set Status(Event Player, Null, Invincible, 9999); Set Status(Event Player, Null, Phased Out, 9999); Set Invisible(Event Player, All); Create Effect(Event Player, Good Aura, Orange, Add(Add(Eye Position(Event Player), Facing Direction Of(Event Player)), Multiply( Vector(0, 0, 0), Facing Direction Of(Event Player))), 1.800, Visible To Position and Radius); Set Player Variable(Event Player, Aentity, Last Created Entity); Wait(2, Ignore Condition); Set Player Variable(Event Player, B, 1); } } rule("25_Orisa2") { event { Ongoing - Each Player; All; Ориса; } conditions { Player Variable(Event Player, B) == 1; Is In Air(Event Player) == True; Is In Spawn Room(Event Player) == False; } actions { Create Effect(Event Player, Good Aura, Red, Add(Add(Eye Position(Event Player), Facing Direction Of(Event Player)), Multiply( Vector(15, 15, 15), Facing Direction Of(Event Player))), 2, Visible To Position and Radius); Set Player Variable(Event Player, Aentity2, Last Created Entity); Disallow Button(Event Player, Primary Fire); Disallow Button(Event Player, Secondary Fire); Disallow Button(Event Player, Ability 1); Disallow Button(Event Player, Ability 2); Disallow Button(Event Player, Ultimate); Wait(0.500, Ignore Condition); Set Player Variable(Event Player, C, 1); Set Player Variable(Event Player, A, 1); } } rule("25_Orisa3") { event { Ongoing - Each Player; All; Ориса; } conditions { Player Variable(Event Player, C) == 1; Is In Air(Event Player) == True; Is Button Held(Event Player, Primary Fire) == True; Is In Spawn Room(Event Player) == False; } actions { Create Effect(All Players(All Teams), Sphere, Red, Event Player, 2, Visible To Position and Radius); Set Player Variable(Event Player, Aentity3, Last Created Entity); Create Effect(All Players(All Teams), Sparkles, Red, Add(Event Player, Vector(-1.000, 1, 0)), 4, Visible To Position and Radius); Set Player Variable(Event Player, Aentity4, Last Created Entity); Apply Impulse(Event Player, Facing Direction Of(Event Player), 50, To World, Cancel Contrary Motion); Apply Impulse(Event Player, Up, 4, To World, Incorporate Contrary Motion); Set Player Variable(Event Player, D, 1); Destroy Effect(Player Variable(Event Player, Aentity2)); Set Invisible(Event Player, None); Set Gravity(Event Player, 100); Set Player Variable(Event Player, B, 0); Set Player Variable(Event Player, A, 1); } } rule("25_Orisa4") { event { Ongoing - Each Player; All; Ориса; } conditions { Player Variable(Event Player, D) == 1; Is On Ground(Event Player) == True; Is In Spawn Room(Event Player) == False; } actions { Clear Status(Event Player, Phased Out); Clear Status(Event Player, Invincible); Create HUD Text(Event Player, Custom String("Meteor jump cooldown: {0}", Player Variable(Event Player, H), Null, Null), Null, Null, Left, 0, Lime Green, White, White, Visible To and String, Default Visibility); Destroy Effect(Player Variable(Event Player, Aentity)); Set Player Variable(Event Player, Atext6, Last Text ID); Set Player Variable(Event Player, H, 60); Chase Player Variable At Rate(Event Player, H, 0, 1, Destination and Rate); Destroy Effect(Player Variable(Event Player, Aentity3)); Destroy Effect(Player Variable(Event Player, Aentity4)); Apply Impulse(Players Within Radius(Position Of(Event Player), 6, Opposite Team Of(Team Of(Event Player)), Surfaces And Enemy Barriers), Up, 5, To World, Incorporate Contrary Motion); Damage(Players Within Radius(Position Of(Event Player), 6, Opposite Team Of(Team Of(Event Player)), Surfaces And Enemy Barriers), Event Player, 80); Play Effect(All Players(All Teams), Bad Explosion, Red, Position Of(Event Player), 7); Play Effect(All Players(All Teams), Explosion Sound, White, Event Player, 150); Allow Button(Event Player, Primary Fire); Allow Button(Event Player, Secondary Fire); Allow Button(Event Player, Ability 1); Allow Button(Event Player, Ability 2); Allow Button(Event Player, Ultimate); Set Player Variable(Event Player, A, 1); Set Player Variable(Event Player, B, 0); Set Player Variable(Event Player, C, 0); Set Player Variable(Event Player, D, 0); Wait(60, Ignore Condition); Set Player Variable(Event Player, A, 0); Destroy HUD Text(Player Variable(Event Player, Atext6)); } } rule("26_Brigitte_1") { event { Ongoing - Each Player; All; Бригитта; } conditions { Is Firing Secondary(Event Player) == True; Is In Line of Sight(Event Player, Player Closest To Reticle(Event Player, Opposite Team Of(Team Of(Event Player))), Enemy Barriers Block LOS) == True; Is In View Angle(Event Player, Player Closest To Reticle(Event Player, Opposite Team Of(Team Of(Event Player))), 10) == True; Distance Between(Event Player, Player Closest To Reticle(Event Player, Opposite Team Of(Team Of(Event Player)))) <= 50; Is In Spawn Room(Event Player) == False; } actions { Wait(1, Abort When False); Create Beam Effect(All Players(All Teams), Bad Beam, Add(Add(Event Player, Vector(0, 1, 0)), Multiply(Facing Direction Of( Event Player), 1.300)), Player Closest To Reticle(Event Player, Opposite Team Of(Team Of(Event Player))), Blue, Visible To Position and Radius); Set Player Variable(Event Player, Amore, Last Created Entity); Create Effect(All Players(All Teams), Sphere, Blue, Add(Add(Position Of(Event Player), Vector(0, 1, 0)), Multiply( Facing Direction Of(Event Player), 1.300)), 0.200, Visible To Position and Radius); Set Player Variable(Event Player, Aentity, Last Created Entity); Set Player Variable(Event Player, F, 1); } } rule("26_Brigitte_2") { event { Ongoing - Each Player; All; Бригитта; } conditions { Is Firing Secondary(Event Player) == False; Is In Spawn Room(Event Player) == False; } actions { Stop Damage Over Time(Player Variable(Event Player, E)); Destroy Effect(Player Variable(Event Player, Amore)); Destroy Effect(Player Variable(Event Player, Aentity)); Destroy Effect(Player Variable(Event Player, D)); Destroy Effect(Player Variable(Event Player, E)); Set Player Variable(Event Player, F, 0); } } rule("26_Brigitte_13") { event { Ongoing - Each Player; All; Бригитта; } conditions { Is Firing Secondary(Event Player) == True; Is In Line of Sight(Event Player, Player Closest To Reticle(Event Player, Opposite Team Of(Team Of(Event Player))), Enemy Barriers Block LOS) == False; Is In View Angle(Event Player, Player Closest To Reticle(Event Player, Opposite Team Of(Team Of(Event Player))), 10) == True; Distance Between(Event Player, Player Closest To Reticle(Event Player, Opposite Team Of(Team Of(Event Player)))) <= 50; Is In Spawn Room(Event Player) == False; } actions { Stop Damage Over Time(Player Variable(Event Player, E)); Destroy Effect(Player Variable(Event Player, D)); Destroy Effect(Player Variable(Event Player, E)); Set Player Variable(Event Player, F, 0); Destroy Effect(Player Variable(Event Player, Amore)); Destroy Effect(Player Variable(Event Player, Aentity)); } } rule("26_Brigitte_14") { event { Ongoing - Each Player; All; Бригитта; } conditions { Is Firing Secondary(Event Player) == True; Is In Line of Sight(Event Player, Player Closest To Reticle(Event Player, Opposite Team Of(Team Of(Event Player))), Enemy Barriers Block LOS) == True; Is In View Angle(Event Player, Player Closest To Reticle(Event Player, Opposite Team Of(Team Of(Event Player))), 10) == False; Distance Between(Event Player, Player Closest To Reticle(Event Player, Opposite Team Of(Team Of(Event Player)))) <= 50; Is In Spawn Room(Event Player) == False; } actions { Stop Damage Over Time(Player Variable(Event Player, E)); Destroy Effect(Player Variable(Event Player, D)); Destroy Effect(Player Variable(Event Player, E)); Set Player Variable(Event Player, F, 0); Destroy Effect(Player Variable(Event Player, Amore)); Destroy Effect(Player Variable(Event Player, Aentity)); } } rule("26_Brigitte_15") { event { Ongoing - Each Player; All; Бригитта; } conditions { Is Firing Secondary(Event Player) == True; Is In Line of Sight(Event Player, Player Closest To Reticle(Event Player, Opposite Team Of(Team Of(Event Player))), Enemy Barriers Block LOS) == True; Is In View Angle(Event Player, Player Closest To Reticle(Event Player, Opposite Team Of(Team Of(Event Player))), 10) == True; Distance Between(Event Player, Player Closest To Reticle(Event Player, Opposite Team Of(Team Of(Event Player)))) > 50; Is In Spawn Room(Event Player) == False; } actions { Stop Damage Over Time(Player Variable(Event Player, E)); Destroy Effect(Player Variable(Event Player, D)); Destroy Effect(Player Variable(Event Player, E)); Set Player Variable(Event Player, F, 0); Destroy Effect(Player Variable(Event Player, Amore)); Destroy Effect(Player Variable(Event Player, Aentity)); } } rule("26_Brigitte_16") { event { Ongoing - Each Player; All; Бригитта; } conditions { Is Firing Secondary(Event Player) == True; Is In Line of Sight(Event Player, Player Closest To Reticle(Event Player, Opposite Team Of(Team Of(Event Player))), Enemy Barriers Block LOS) == True; Is In View Angle(Event Player, Player Closest To Reticle(Event Player, Opposite Team Of(Team Of(Event Player))), 10) == True; Distance Between(Event Player, Player Closest To Reticle(Event Player, Opposite Team Of(Team Of(Event Player)))) <= 50; Player Variable(Event Player, F) >= 1; Is In Spawn Room(Event Player) == False; } actions { Skip If(Compare(Player Variable(Event Player, F), ==, 2), 1); Wait(0.100, Abort When False); Wait(0.200, Abort When False); Set Player Variable(Event Player, F, 2); Damage(Player Closest To Reticle(Event Player, Opposite Team Of(Team Of(Event Player))), Event Player, 2); Loop; } } rule("27_Moira") { event { Ongoing - Each Player; All; Мойра; } conditions { Is Using Ability 1(Event Player) == True; Is In Spawn Room(Event Player) == False; } actions { Set Player Variable(Event Player, Q, 1); Set Player Variable(Event Player, A, Position Of(Event Player)); Create Effect(All Players(Team Of(Event Player)), Cloud, Orange, Player Variable(Event Player, A), 1, Visible To Position and Radius); Set Player Variable(Event Player, Aentity, Last Created Entity); Create Effect(All Players(Opposite Team Of(Team Of(Event Player))), Cloud, Red, Player Variable(Event Player, A), 1, Visible To Position and Radius); Set Player Variable(Event Player, Aentity9, Last Created Entity); Wait(0.100, Ignore Condition); Set Player Variable(Event Player, B, Position Of(Event Player)); Create Effect(All Players(Opposite Team Of(Team Of(Event Player))), Cloud, Red, Player Variable(Event Player, B), 1, Visible To Position and Radius); Set Player Variable(Event Player, Aentity10, Last Created Entity); Create Effect(All Players(Team Of(Event Player)), Cloud, Orange, Player Variable(Event Player, B), 1, Visible To Position and Radius); Set Player Variable(Event Player, Aentity2, Last Created Entity); Wait(0.100, Ignore Condition); Set Player Variable(Event Player, C, Position Of(Event Player)); Create Effect(All Players(Opposite Team Of(Team Of(Event Player))), Cloud, Red, Player Variable(Event Player, C), 1, Visible To Position and Radius); Set Player Variable(Event Player, Aentity11, Last Created Entity); Create Effect(All Players(Team Of(Event Player)), Cloud, Orange, Player Variable(Event Player, C), 1, Visible To Position and Radius); Set Player Variable(Event Player, Aentity3, Last Created Entity); Wait(0.100, Ignore Condition); Set Player Variable(Event Player, D, Position Of(Event Player)); Create Effect(All Players(Team Of(Event Player)), Cloud, Red, Player Variable(Event Player, D), 1, Visible To Position and Radius); Set Player Variable(Event Player, Aentity12, Last Created Entity); Create Effect(All Players(Team Of(Event Player)), Cloud, Orange, Player Variable(Event Player, D), 1, Visible To Position and Radius); Set Player Variable(Event Player, Aentity4, Last Created Entity); Wait(0.100, Ignore Condition); Set Player Variable(Event Player, E, Position Of(Event Player)); Create Effect(All Players(Opposite Team Of(Team Of(Event Player))), Cloud, Red, Player Variable(Event Player, E), 1, Visible To Position and Radius); Set Player Variable(Event Player, Aentity13, Last Created Entity); Create Effect(All Players(Team Of(Event Player)), Cloud, Orange, Player Variable(Event Player, E), 1, Visible To Position and Radius); Set Player Variable(Event Player, Aentity5, Last Created Entity); Wait(0.100, Ignore Condition); Set Player Variable(Event Player, F, Position Of(Event Player)); Create Effect(All Players(Opposite Team Of(Team Of(Event Player))), Cloud, Red, Player Variable(Event Player, F), 1, Visible To Position and Radius); Set Player Variable(Event Player, Aentity14, Last Created Entity); Create Effect(All Players(Team Of(Event Player)), Cloud, Orange, Player Variable(Event Player, F), 1, Visible To Position and Radius); Set Player Variable(Event Player, Aentity6, Last Created Entity); Wait(0.100, Ignore Condition); Set Player Variable(Event Player, G, Position Of(Event Player)); Create Effect(All Players(Opposite Team Of(Team Of(Event Player))), Cloud, Red, Player Variable(Event Player, G), 1, Visible To Position and Radius); Set Player Variable(Event Player, Aentity15, Last Created Entity); Create Effect(All Players(Team Of(Event Player)), Cloud, Orange, Player Variable(Event Player, G), 1, Visible To Position and Radius); Set Player Variable(Event Player, Aentity7, Last Created Entity); Wait(0.100, Ignore Condition); Set Player Variable(Event Player, H, Position Of(Event Player)); Create Effect(All Players(Team Of(Event Player)), Cloud, Orange, Player Variable(Event Player, H), 1, Visible To Position and Radius); Set Player Variable(Event Player, Aentity8, Last Created Entity); Create Effect(All Players(Opposite Team Of(Team Of(Event Player))), Cloud, Red, Player Variable(Event Player, H), 1, Visible To Position and Radius); Set Player Variable(Event Player, Aentity16, Last Created Entity); Wait(6, Ignore Condition); Set Player Variable(Event Player, Q, 0); Set Player Variable(Event Player, A, Vector(0, -100.000, 0)); Set Player Variable(Event Player, B, Vector(0, -100.000, 0)); Set Player Variable(Event Player, C, Vector(0, -100.000, 0)); Set Player Variable(Event Player, D, Vector(0, -100.000, 0)); Set Player Variable(Event Player, E, Vector(0, -100.000, 0)); Set Player Variable(Event Player, F, Vector(0, -100.000, 0)); Set Player Variable(Event Player, G, Vector(0, -100.000, 0)); Set Player Variable(Event Player, H, Vector(0, -100.000, 0)); Destroy Effect(Player Variable(Event Player, Aentity)); Destroy Effect(Player Variable(Event Player, Aentity2)); Destroy Effect(Player Variable(Event Player, Aentity3)); Destroy Effect(Player Variable(Event Player, Aentity4)); Destroy Effect(Player Variable(Event Player, Aentity5)); Destroy Effect(Player Variable(Event Player, Aentity6)); Destroy Effect(Player Variable(Event Player, Aentity7)); Destroy Effect(Player Variable(Event Player, Aentity8)); Destroy Effect(Player Variable(Event Player, Aentity9)); Destroy Effect(Player Variable(Event Player, Aentity10)); Destroy Effect(Player Variable(Event Player, Aentity11)); Destroy Effect(Player Variable(Event Player, Aentity12)); Destroy Effect(Player Variable(Event Player, Aentity13)); Destroy Effect(Player Variable(Event Player, Aentity14)); Destroy Effect(Player Variable(Event Player, Aentity15)); Destroy Effect(Player Variable(Event Player, Aentity16)); } } rule("27_Moira_2") { event { Ongoing - Each Player; All; Мойра; } conditions { Player Variable(Event Player, Q) == 1; Is In Spawn Room(Event Player) == False; } actions { Damage(Players Within Radius(Player Variable(Event Player, A), 2, Opposite Team Of(Team Of(Event Player)), Off), Event Player, 5); Damage(Players Within Radius(Player Variable(Event Player, B), 2, Opposite Team Of(Team Of(Event Player)), Off), Event Player, 5); Damage(Players Within Radius(Player Variable(Event Player, C), 2, Opposite Team Of(Team Of(Event Player)), Off), Event Player, 5); Damage(Players Within Radius(Player Variable(Event Player, D), 2, Opposite Team Of(Team Of(Event Player)), Off), Event Player, 5); Damage(Players Within Radius(Player Variable(Event Player, E), 2, Opposite Team Of(Team Of(Event Player)), Off), Event Player, 5); Damage(Players Within Radius(Player Variable(Event Player, F), 2, Opposite Team Of(Team Of(Event Player)), Off), Event Player, 5); Damage(Players Within Radius(Player Variable(Event Player, G), 2, Opposite Team Of(Team Of(Event Player)), Off), Event Player, 5); Damage(Players Within Radius(Player Variable(Event Player, H), 2, Opposite Team Of(Team Of(Event Player)), Off), Event Player, 5); Heal(Players Within Radius(Player Variable(Event Player, A), 2, Team Of(Event Player), Off), Event Player, 5); Heal(Players Within Radius(Player Variable(Event Player, B), 2, Team Of(Event Player), Off), Event Player, 5); Heal(Players Within Radius(Player Variable(Event Player, C), 2, Team Of(Event Player), Off), Event Player, 5); Heal(Players Within Radius(Player Variable(Event Player, D), 2, Team Of(Event Player), Off), Event Player, 5); Heal(Players Within Radius(Player Variable(Event Player, E), 2, Team Of(Event Player), Off), Event Player, 5); Heal(Players Within Radius(Player Variable(Event Player, F), 2, Team Of(Event Player), Off), Event Player, 5); Heal(Players Within Radius(Player Variable(Event Player, G), 2, Team Of(Event Player), Off), Event Player, 5); Heal(Players Within Radius(Player Variable(Event Player, H), 2, Team Of(Event Player), Off), Event Player, 5); Wait(0.250, Abort When False); Loop; } } rule("28_Hamster") { event { Ongoing - Each Player; All; Таран; } conditions { Is In Spawn Room(Event Player) == False; } actions { Set Player Variable(Event Player, B, 0); Create HUD Text(All Players(All Teams), Custom String("Damage per shot: {0}! (Max. 10)", Add(5, Player Variable(Event Player, B)), Null, Null), Null, Null, Left, 0, Aqua, White, White, Visible To and String, Default Visibility); Set Player Variable(Event Player, Atext, Last Text ID); } } rule("28_Hamster_4") { event { Player dealt damage; All; Таран; } conditions { Is Firing Primary(Event Player) == True; Player Variable(Event Player, B) < 5; Is In Spawn Room(Event Player) == False; } actions { Modify Player Variable(Event Player, B, Add, 0.100); } } rule("28_Hamster_2") { event { Player dealt damage; All; Таран; } conditions { Is Firing Primary(Event Player) == True; Player Variable(Event Player, B) <= 5; Is In Spawn Room(Event Player) == False; } actions { Damage(Victim, Null, Player Variable(Event Player, B)); Wait(3, Restart When True); Set Player Variable(Event Player, B, 0); } } rule("28_3") { event { Player dealt damage; All; Таран; } conditions { Player Variable(Event Player, B) >= 5; Is In Spawn Room(Event Player) == False; } actions { Set Player Variable(Event Player, B, 5); Stop Damage Over Time(Player Variable(Event Player, Amore)); Wait(0.030, Ignore Condition); Set Status(Victim, Event Player, Burning, 5); Start Damage Over Time(Victim, Null, 5, 5); Set Player Variable(Event Player, Amore, Last Damage Over Time ID); } } rule("29_Ashe") { event { Ongoing - Each Player; All; Эш; } conditions { Is In Spawn Room(Event Player) == False; } actions { Clear Status(Event Player, Hacked); Clear Status(Event Player, Burning); Clear Status(Event Player, Knocked Down); Clear Status(Event Player, Asleep); Clear Status(Event Player, Frozen); Clear Status(Event Player, Rooted); Clear Status(Event Player, Stunned); Wait(0.500, Ignore Condition); Loop; } } rule("30_Baptiste") { event { Player earned elimination; All; Батист; } conditions { Is In Spawn Room(Event Player) == False; } actions { Set Ultimate Charge(Event Player, Add(Ultimate Charge Percent(Event Player), 5)); } } rule("31_Sigma") { event { Ongoing - Each Player; All; Сигма; } conditions { Is Using Ability 2(Event Player) == True; Is In Spawn Room(Event Player) == False; } actions { Set Player Variable(Event Player, A, 1); Wait(3, Ignore Condition); Set Player Variable(Event Player, A, 0); } } rule("31_Sigma2") { event { Player dealt damage; All; Сигма; } conditions { Player Variable(Event Player, A) == 1; Event Damage >= 80; Is In Spawn Room(Event Player) == False; } actions { Set Player Variable(Event Player, B, Add(Position Of(Victim), Vector(0, 2, 0))); Wait(1.500, Ignore Condition); Set Player Variable(Event Player, D, 1); Set Player Variable(Event Player, A, 0); Set Player Variable(Event Player, C, 0.100); Create Effect(All Players(Team Of(Event Player)), Bad Aura, Blue, Player Variable(Event Player, B), Player Variable(Event Player, C), Visible To Position and Radius); Set Player Variable(Event Player, Aentity, Last Created Entity); Create Effect(All Players(Opposite Team Of(Team Of(Event Player))), Bad Aura, Purple, Player Variable(Event Player, B), Player Variable(Event Player, C), Visible To Position and Radius); Set Player Variable(Event Player, Aentity2, Last Created Entity); Chase Player Variable At Rate(Event Player, C, 3, 1, Destination and Rate); Wait(3, Ignore Condition); Chase Player Variable At Rate(Event Player, C, 0, 1, Destination and Rate); Wait(3, Ignore Condition); Set Player Variable(Event Player, B, Vector(0, -100.000, 0)); Set Player Variable(Event Player, D, 0); } } rule("31_Sigma3") { event { Ongoing - Each Player; All; Сигма; } conditions { Player Variable(Event Player, D) == 1; Distance Between(Player Variable(Event Player, B), Closest Player To(Player Variable(Event Player, B), Opposite Team Of(Team Of( Event Player)))) <= Add(Player Variable(Event Player, C), 1); Is In Spawn Room(Event Player) == False; } actions { Damage(Players Within Radius(Player Variable(Event Player, B), Add(Player Variable(Event Player, C), 1), Opposite Team Of(Team Of( Event Player)), Off), Event Player, Add(10, Multiply(30, Player Variable(Event Player, C)))); Set Status(Players Within Radius(Player Variable(Event Player, B), Add(Player Variable(Event Player, C), 1), Opposite Team Of( Team Of(Event Player)), Off), Event Player, Stunned, 2.500); } }
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baxford17

Uhm I have a question, The D.Va one doesnt rlly work for me :0

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