Mercy Boxing Party

YWKSZ

MERCY BOXING PARTY

Mercy Boxing Party is a new take on the original Mercy Boxing gamemode. Each round, the game picks from 17 unique gamemodes that drastically change the way you play, though the main goal stays the same: eliminate the entire enemy team. As usual, the first team to 9 wins will be the winners of the game!

GAMEMODES

Here are the current 17 games in Mercy Boxing Party:

CAPTURE: Get to the other team's flag to eliminate their entire team.

DESTROY: When you ult you explode! It eliminates any enemy in a 10m radius, but also causes you to self-destruct. Use it wisely.

DETECTED: See the enemy team through walls.

DISTANCE: You can teleport 15m on a 5 second cooldown. Works through walls!

DOME: The giant dome is shrinking. Don't get caught outside of it or you'll burn!

DYING: You're slowly losing health. Eliminate or resurrect someone to heal yourself back to full.

FASTER: Over time, you move faster and faster. When does it stop? Nobody knows.

FLY: The floor is lava, but luckily you have permanent Valkyrie to stay in the skies.

FREEZE: Hold shift to freeze yourself. You're invincible while in this state.

INVISIBLE: Turn invisible by not moving. The enemy can see you for a brief moment every 5 seconds though!

JUMP: Incredibly low gravity. Use crouch to drop to the ground quickly.

LIFE: You get 2 lives. If you lose your first life you'll be less useful, but can still eliminate players.

NORMAL: Just a classic Mercy Boxing round.

PROJECTILE: One bullet. Eliminating someone restores you back to one bullet.

PROTECT: Someone on your team is randomly chosen. If they die, your whole team does!

RESURRECT: Original Mercy instant mass rez! One use only, so use it carefully.

UNSTABLE: Mercy is completely drunk. Good luck!

-=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=-

If you find any bugs, let me know and I'll sort it out when I can.

Have fun!

Code Snippet

variables { global: 0: Loop 1: BasisArray 3: DomeDistance 6: Game 11: GamemodeList 14: DomeOrigin 15: ProtectedPlayer1 16: ProtectedPlayer2 23: FlagPos1 24: FlagPos2 25: Startup player: 5: Speed 6: FreezeResource 9: TeleportCD 10: Life 11: ProtectLives 15: Protected 20: Random } rule("FIRST GAME IS NORMAL") { event { Ongoing - Global; } conditions { Global Variable(Startup) == False; Is Game In Progress == True; } actions { Big Message(All Players(All Teams), String("{0}: {1}", String("Current Game", Null, Null, Null), String("Normal", Null, Null, Null), Null)); Create HUD Text(All Players(All Teams), String("Normal", Null, Null, Null), String("Current Game", Null, Null, Null), Null, Left, 0, White, White, White, Visible To and String, Default Visibility); Small Message(All Players(All Teams), Custom String("Welcome to Parachor's Mercy Boxing Party!", Null, Null, Null)); Wait(5, Ignore Condition); Set Global Variable(BasisArray, Empty Array); Small Message(All Players(All Teams), Custom String("Check the top left to see what the mode for the round is", Null, Null, Null)); Set Global Variable(Startup, True); Create HUD Text(All Players(All Teams), Null, Null, Custom String("MERCY BOXING PARTY - BY PARACHOR", Null, Null, Null), Right, 0, White, White, Aqua, Visible To and String, Default Visibility); } } rule("SET BASIS ARRAY") { event { Ongoing - Global; } conditions { Global Variable(Startup) == True; Global Variable(Loop) < 16; } actions { Modify Global Variable(Loop, Add, 1); Modify Global Variable(BasisArray, Append To Array, Global Variable(Loop)); Wait(0.100, Ignore Condition); Loop If Condition Is True; Set Global Variable(GamemodeList, Randomized Array(Global Variable(BasisArray))); } } rule("GAME RESET") { event { Ongoing - Global; } conditions { Is Between Rounds == True; Global Variable(Startup) == True; } actions { Set Global Variable(Game, 100); Set Move Speed(All Players(All Teams), 100); Set Gravity(All Players(All Teams), 100); Destroy All HUD Text; Destroy All Icons; Set Ability 2 Enabled(All Players(All Teams), True); Set Ability 1 Enabled(All Players(All Teams), True); Stop Chasing Player Variable(All Players(All Teams), Speed); Set Invisible(All Players(All Teams), None); Stop All Damage Over Time(All Players(All Teams)); Stop Chasing Global Variable(DomeDistance); Set Global Variable(DomeDistance, 0); Clear Status(All Players(All Teams), Burning); Clear Status(All Players(All Teams), Hacked); Clear Status(All Players(All Teams), Frozen); Clear Status(All Players(All Teams), Knocked Down); Clear Status(All Players(All Teams), Invincible); Set Damage Dealt(All Players(All Teams), 100); Stop Forcing Throttle(All Players(All Teams)); Set Primary Fire Enabled(All Players(All Teams), False); Set Damage Dealt(All Players(All Teams), 100); Set Damage Received(All Players(All Teams), 100); Stop Holding Button(All Players(All Teams), Ability 1); Stop Holding Button(All Players(All Teams), Jump); Set Player Variable(All Players(All Teams), M, False); Set Player Variable(All Players(All Teams), TeleportCD, 0); Set Player Variable(All Players(All Teams), Protected, 0); Set Player Variable(All Players(All Teams), Z, 0); Set Player Variable(All Players(All Teams), ProtectLives, 0); Create HUD Text(All Players(All Teams), Null, Null, Custom String("MERCY BOXING PARTY - BY PARACHOR", Null, Null, Null), Right, 0, White, White, Aqua, Visible To and String, Default Visibility); Destroy All Effects; } } rule("GAME RANDOMIZER") { event { Ongoing - Global; } conditions { Global Variable(Game) == 100; } actions { Wait(5, Ignore Condition); Set Gravity(All Players(All Teams), 100); Set Global Variable(Game, Value In Array(Global Variable(GamemodeList), Subtract(Add(Team Score(Team 1), Team Score(Team 2)), 1))); } } rule("GAME 1: DETECTED (see through walls w/ icons)") { event { Ongoing - Each Player; All; All; } conditions { Global Variable(Game) == 1; } actions { Big Message(Event Player, String("{0}: {1}", String("Current Game", Null, Null, Null), String("Detected", Null, Null, Null), Null)); Create HUD Text(Event Player, String("Detected", Null, Null, Null), String("Current Game", Null, Null, Null), Custom String( "You can see the enemy team.", Null, Null, Null), Left, 0, Purple, White, White, Visible To and String, Default Visibility); Create Icon(All Players(Opposite Team Of(Team Of(Event Player))), Event Player, Arrow: Down, Visible To and Position, Red, False); } } rule("GAME 2: JUMP (low gravity)") { event { Ongoing - Each Player; All; All; } conditions { Global Variable(Game) == 2; } actions { Big Message(Event Player, String("{0}: {1}", String("Current Game", Null, Null, Null), String("Jump", Null, Null, Null), Null)); Create HUD Text(Event Player, String("Jump", Null, Null, Null), String("Current Game", Null, Null, Null), Custom String( "Low gravity. Crouch to drop faster.", Null, Null, Null), Left, 0, Green, White, White, Visible To and String, Default Visibility); Set Gravity(Event Player, 7.500); } } rule("GAME 2 [Observer]") { event { Ongoing - Each Player; All; All; } conditions { Global Variable(Game) == 2; Is Button Held(Event Player, Crouch) == True; } actions { Set Gravity(Event Player, 250); Wait(1, Restart When True); Set Gravity(Event Player, 7.500); } } rule("GAME 3: FLY (perma valk, floor is lava)") { event { Ongoing - Each Player; All; All; } conditions { Global Variable(Game) == 3; } actions { Big Message(Event Player, String("{0}: {1}", String("Current Game", Null, Null, Null), String("Fly", Null, Null, Null), Null)); Create HUD Text(Event Player, String("Fly", Null, Null, Null), String("Current Game", Null, Null, Null), Custom String( "Infinite valkyrie. The floor is lava.", Null, Null, Null), Left, 0, Yellow, White, White, Visible To and String, Default Visibility); } } rule("GAME 3 [Observer Fly]") { event { Ongoing - Each Player; All; All; } conditions { Global Variable(Game) == 3; Ultimate Charge Percent(Event Player) < 100; } actions { Set Ultimate Charge(Event Player, 100); Press Button(Event Player, Ultimate); Wait(0.250, Abort When False); Loop If Condition Is True; } } rule("GAME 3 [Observer Floor]") { event { Ongoing - Each Player; All; All; } conditions { Global Variable(Game) == 3; Is On Ground(Event Player) == True; } actions { Set Status(Event Player, Null, Burning, 1); Start Damage Over Time(Event Player, Null, 1, 20); Set Ultimate Charge(Event Player, 100); Press Button(Event Player, Ultimate); Wait(1, Abort When False); Loop If Condition Is True; } } rule("GAME 4: UNSTABLE (drunk mercy)") { event { Ongoing - Each Player; All; All; } conditions { Global Variable(Game) == 4; } actions { Big Message(Event Player, String("{0}: {1}", String("Current Game", Null, Null, Null), String("Unstable", Null, Null, Null), Null)); Create HUD Text(Event Player, String("Unstable", Null, Null, Null), String("Current Game", Null, Null, Null), Custom String( "Drunk Mercy!", Null, Null, Null), Left, 0, Aqua, White, White, Visible To and String, Default Visibility); } } rule("GAME 4 [Loop]") { event { Ongoing - Each Player; All; All; } conditions { Global Variable(Game) == 4; } actions { Set Player Variable(Event Player, Random, Random Integer(1, 5)); Stop Holding Button(Event Player, Ability 1); Stop Holding Button(Event Player, Jump); Wait(1, Abort When False); Loop If Condition Is True; } } rule("GAME 4 [Random 1]") { event { Ongoing - Each Player; All; All; } conditions { Player Variable(Event Player, Random) == 2; Global Variable(Game) == 4; } actions { Start Holding Button(Event Player, Ability 1); } } rule("GAME 4 [Random 2]") { event { Ongoing - Each Player; All; All; } conditions { Player Variable(Event Player, Random) == 1; Global Variable(Game) == 4; } actions { Start Forcing Throttle(Event Player, 0.500, 1, 0, 1, 0, 1); } } rule("GAME 4 [Random 3]") { event { Ongoing - Each Player; All; All; } conditions { Player Variable(Event Player, Random) == 3; Global Variable(Game) == 4; } actions { Start Forcing Throttle(Event Player, 0, 1, 0.250, 1, 0, 1); } } rule("GAME 4 [Random 4]") { event { Ongoing - Each Player; All; All; } conditions { Player Variable(Event Player, Random) == 4; Global Variable(Game) == 4; } actions { Start Forcing Throttle(Event Player, 0, 1, 0, 1, 0.500, 1); } } rule("GAME 4 [Random 5]") { event { Ongoing - Each Player; All; All; } conditions { Player Variable(Event Player, Random) == 5; Global Variable(Game) == 4; } actions { Start Holding Button(Event Player, Jump); } } rule("GAME 5: FASTER (speed slowly increases)") { event { Ongoing - Each Player; All; All; } conditions { Global Variable(Game) == 5; } actions { Big Message(Event Player, String("{0}: {1}", String("Current Game", Null, Null, Null), String("Faster", Null, Null, Null), Null)); Create HUD Text(Event Player, String("Faster", Null, Null, Null), String("Current Game", Null, Null, Null), Custom String( "Over time you get faster.", Null, Null, Null), Left, 0, Green, White, White, Visible To and String, Default Visibility); Set Player Variable(Event Player, Speed, 30); Chase Player Variable At Rate(Event Player, Speed, 1500, 5, Destination and Rate); } } rule("GAME 5 [Tick]") { event { Ongoing - Each Player; All; All; } conditions { Global Variable(Game) == 5; } actions { Set Move Speed(Event Player, Player Variable(Event Player, Speed)); Wait(0.500, Ignore Condition); Loop If Condition Is True; } } rule("GAME 6: FREEZE (freeze yourself)") { event { Ongoing - Each Player; All; All; } conditions { Global Variable(Game) == 6; } actions { Big Message(Event Player, String("{0}: {1}", String("Current Game", Null, Null, Null), String("Freeze", Null, Null, Null), Null)); Create HUD Text(Event Player, String("Freeze", Null, Null, Null), String("Current Game", Null, Null, Null), Custom String( "Holding shift freezes you, making you invincible. ", Null, Null, Null), Left, 0, Aqua, White, White, Visible To and String, Default Visibility); Create HUD Text(Event Player, Player Variable(Event Player, FreezeResource), String("Resource", Null, Null, Null), Null, Left, 1, Aqua, White, White, Visible To and String, Default Visibility); Set Player Variable(Event Player, FreezeResource, 10); Set Ability 1 Enabled(Event Player, False); } } rule("GAME 6 [Observer Freeze]") { event { Ongoing - Each Player; All; All; } conditions { Global Variable(Game) == 6; Is Button Held(Event Player, Ability 1) == True; Player Variable(Event Player, FreezeResource) > 0; } actions { Set Status(Event Player, Event Player, Invincible, 10); Set Status(Event Player, Event Player, Frozen, 10); Chase Player Variable At Rate(Event Player, FreezeResource, 0, 1, Destination and Rate); } } rule("GAME 6 [Observer Non-Freeze]") { event { Ongoing - Each Player; All; All; } conditions { Global Variable(Game) == 6; Or(Not(Is Button Held(Event Player, Ability 1)), Compare(Player Variable(Event Player, FreezeResource), ==, 0)) == True; } actions { Clear Status(Event Player, Frozen); Clear Status(Event Player, Invincible); Stop Chasing Player Variable(Event Player, FreezeResource); } } rule("GAME 7: RESURRECT (instant res)") { event { Ongoing - Each Player; All; All; } conditions { Global Variable(Game) == 7; } actions { Big Message(Event Player, String("{0}: {1}", String("Current Game", Null, Null, Null), String("Resurrect", Null, Null, Null), Null)); Create HUD Text(Event Player, String("Resurrect", Null, Null, Null), String("Current Game", Null, Null, Null), Custom String( "Instant mass rez! One use only. ", Null, Null, Null), Left, 0, Yellow, White, White, Visible To and String, Default Visibility); } } rule("GAME 7 [Observer]") { event { Ongoing - Each Player; All; All; } conditions { Global Variable(Game) == 7; Is Using Ability 2(Event Player) == True; Is Alive(Event Player) == True; } actions { Resurrect(Players Within Radius(Event Player, 20, Team Of(Event Player), Off)); Set Ability 2 Enabled(Event Player, False); Play Effect(All Players(All Teams), Ring Explosion, Yellow, Event Player, 20); } } rule("GAME 8: PROJECTILE (one in the chamber)") { event { Ongoing - Each Player; All; All; } conditions { Global Variable(Game) == 8; } actions { Big Message(Event Player, String("{0}: {1}", String("Current Game", Null, Null, Null), String("Projectile", Null, Null, Null), Null)); Create HUD Text(Event Player, String("Projectile", Null, Null, Null), String("Current Game", Null, Null, Null), Custom String( "Your gun has 1 bullet. Eliminations give you the bullet back.", Null, Null, Null), Left, 0, Orange, White, White, Visible To and String, Default Visibility); Set Primary Fire Enabled(Event Player, True); } } rule("GAME 8 [Observer 1]") { event { Ongoing - Each Player; All; All; } conditions { Global Variable(Game) == 8; Is Firing Primary(Event Player) == True; } actions { Set Primary Fire Enabled(Event Player, False); } } rule("GAME 8 [Observer 2]") { event { Player Dealt Final Blow; All; All; } conditions { Global Variable(Game) == 8; } actions { Set Primary Fire Enabled(Event Player, True); } } rule("GAME 9: INVISIBLE (not moving makes you invisible)") { event { Ongoing - Each Player; All; All; } conditions { Global Variable(Game) == 9; } actions { Big Message(Event Player, String("{0}: {1}", String("Current Game", Null, Null, Null), String("Invisible", Null, Null, Null), Null)); Create HUD Text(Event Player, String("Invisible", Null, Null, Null), String("Current Game", Null, Null, Null), Custom String( "Stop moving to become invisible. Voicelines and icons appear occasionally.", Null, Null, Null), Left, 0, Purple, White, White, Visible To and String, Default Visibility); } } rule("GAME 9 [Observer 1]") { event { Ongoing - Each Player; All; All; } conditions { Global Variable(Game) == 9; Is Moving(Event Player) == False; } actions { Set Invisible(Event Player, All); Communicate(Event Player, Voice Line Up); disabled Play Effect(All Players(All Teams), Bad Pickup Effect, Purple, Event Player, 1); Create Icon(All Players(Opposite Team Of(Team Of(Event Player))), Event Player, Eye, Visible To and Position, Purple, False); Wait(0.250, Abort When False); Destroy All Icons; Wait(4.750, Abort When False); Loop If Condition Is True; } } rule("GAME 9 [Observer 2]") { event { Ongoing - Each Player; All; All; } conditions { Global Variable(Game) == 9; Is Moving(Event Player) == True; } actions { Set Invisible(Event Player, None); } } rule("GAME 10: DYING (slowly dying, killing or rezzing gives you health)") { event { Ongoing - Each Player; All; All; } conditions { Global Variable(Game) == 10; } actions { Big Message(Event Player, String("{0}: {1}", String("Current Game", Null, Null, Null), String("Dying", Null, Null, Null), Null)); Create HUD Text(Event Player, String("Dying", Null, Null, Null), String("Current Game", Null, Null, Null), Custom String( "Eliminations and resurrections fill your health back up.", Null, Null, Null), Left, 0, Red, White, White, Visible To and String, Default Visibility); Start Damage Over Time(Event Player, Null, 9999, 3); } } rule("GAME 10 [Observer 1]") { event { Player Dealt Final Blow; All; All; } conditions { Global Variable(Game) == 10; } actions { Heal(Event Player, Null, 400); } } rule("GAME 10 [Observer 2]") { event { Ongoing - Each Player; All; All; } conditions { Global Variable(Game) == 10; Is Using Ability 2(Event Player) == True; } actions { Heal(Event Player, Null, 400); } } rule("GAME 11: DOME (shrinking fire dome)") { event { Ongoing - Each Player; All; All; } conditions { Global Variable(Game) == 11; } actions { Big Message(Event Player, String("{0}: {1}", String("Current Game", Null, Null, Null), String("Dome", Null, Null, Null), Null)); Create HUD Text(Event Player, String("Dome", Null, Null, Null), String("Current Game", Null, Null, Null), Custom String( "Stay inside the shrinking dome.", Null, Null, Null), Left, 0, Red, White, White, Visible To and String, Default Visibility); Set Global Variable(DomeDistance, 160); Chase Global Variable Over Time(DomeDistance, 0, 40, Destination and Duration); Set Global Variable(DomeOrigin, Divide(Add(Position Of(Random Value In Array(All Living Players(Team 1))), Position Of( Random Value In Array(All Living Players(Team 2)))), 2)); } } rule("GAME 11 [Tick]") { event { Ongoing - Global; } conditions { Global Variable(Game) == 11; } actions { Create Effect(All Players(All Teams), Sphere, Red, Global Variable(DomeOrigin), Global Variable(DomeDistance), Visible To Position and Radius); } } rule("GAME 11 [Observer 1]") { event { Ongoing - Each Player; All; All; } conditions { Distance Between(Event Player, Global Variable(DomeOrigin)) >= Global Variable(DomeDistance); Global Variable(Game) == 11; } actions { Set Status(Event Player, Null, Burning, 9999); Start Damage Over Time(Event Player, Null, 9999, 10); Set Ability 2 Enabled(Event Player, False); } } rule("GAME 11 [Observer 2]") { event { Ongoing - Each Player; All; All; } conditions { Distance Between(Event Player, Global Variable(DomeOrigin)) < Global Variable(DomeDistance); Global Variable(Game) == 11; } actions { Clear Status(Event Player, Burning); Stop All Damage Over Time(Event Player); Set Ability 2 Enabled(Event Player, True); } } rule("GAME 12: CAPTURE (get to the other spawn)") { event { Ongoing - Global; } conditions { Global Variable(Game) == 12; } actions { Big Message(All Players(All Teams), String("{0}: {1}", String("Current Game", Null, Null, Null), String("Capture", Null, Null, Null), Null)); Create HUD Text(All Players(All Teams), String("Capture", Null, Null, Null), String("Current Game", Null, Null, Null), Custom String("Capture the enemy flag to eliminate their whole team.", Null, Null, Null), Left, 0, Blue, White, White, Visible To and String, Default Visibility); Set Global Variable(FlagPos1, Position Of(Random Value In Array(All Living Players(Team 2)))); Set Global Variable(FlagPos2, Position Of(Random Value In Array(All Living Players(Team 1)))); Create Icon(All Players(All Teams), Global Variable(FlagPos1), Flag, Visible To and Position, Team 1, True); Create Icon(All Players(All Teams), Global Variable(FlagPos2), Flag, Visible To and Position, Team 2, True); Create Effect(All Players(All Teams), Ring, Team 1, Global Variable(FlagPos1), 2, Visible To Position and Radius); Create Effect(All Players(All Teams), Ring, Team 2, Global Variable(FlagPos2), 2, Visible To Position and Radius); } } rule("GAME 12 [Observer 1]") { event { Ongoing - Each Player; All; All; } conditions { Global Variable(Game) == 12; Players Within Radius(Global Variable(FlagPos1), 2, Team 1, Off) != Empty Array; } actions { Kill(All Players(Team 2), Null); Small Message(Event Player, Custom String("TEAM 1 CAPTURED THE FLAG!", Null, Null, Null)); } } rule("GAME 12 [Observer 2]") { event { Ongoing - Each Player; All; All; } conditions { Global Variable(Game) == 12; Players Within Radius(Global Variable(FlagPos2), 2, Team 2, Off) != Empty Array; } actions { Kill(All Players(Team 1), Null); Small Message(Event Player, Custom String("TEAM 2 CAPTURED THE FLAG!", Null, Null, Null)); } } rule("GAME 13: TELEPORT (teleport on a cooldown)") { event { Ongoing - Each Player; All; All; } conditions { Global Variable(Game) == 13; } actions { Big Message(Event Player, String("{0}: {1}", String("Current Game", Null, Null, Null), Custom String("Teleport", Null, Null, Null), Null)); Create HUD Text(Event Player, Custom String("Teleport", Null, Null, Null), String("Current Game", Null, Null, Null), Custom String( "Use shift to teleport forward. 5 second cooldown.", Null, Null, Null), Left, 0, Turquoise, White, White, Visible To and String, Default Visibility); Create HUD Text(Event Player, Player Variable(Event Player, TeleportCD), String("Cooldown", Null, Null, Null), Null, Left, 1, Turquoise, White, White, Visible To and String, Default Visibility); Set Ability 1 Enabled(Event Player, False); } } rule("GAME 13 [Observer]") { event { Ongoing - Each Player; All; All; } conditions { Global Variable(Game) == 13; Is Button Held(Event Player, Ability 1) == True; Player Variable(Event Player, TeleportCD) == 0; } actions { Play Effect(All Players(All Teams), Ring Explosion, Green, Event Player, 5); Teleport(Event Player, Nearest Walkable Position(Add(Position Of(Event Player), Multiply(Facing Direction Of(Event Player), 15)))); Play Effect(All Players(All Teams), Ring Explosion, Green, Event Player, 5); Set Player Variable(Event Player, TeleportCD, 5); Chase Player Variable Over Time(Event Player, TeleportCD, 0, 5, Destination and Duration); } } rule("GAME 14: LIFE (second life)") { event { Ongoing - Each Player; All; All; } conditions { Global Variable(Game) == 14; } actions { Big Message(Event Player, String("{0}: {1}", String("Current Game", Null, Null, Null), String("Life", Null, Null, Null), Null)); Create HUD Text(Event Player, String("Life", Null, Null, Null), String("Current Game", Null, Null, Null), Custom String( "You have 2 lives. You have less abilities in your second life.", Null, Null, Null), Left, 0, Turquoise, White, White, Visible To and String, Default Visibility); Set Player Variable(Event Player, Life, 1); } } rule("GAME 14 [Observer]") { event { Ongoing - Each Player; All; All; } conditions { Global Variable(Game) == 14; Player Variable(Event Player, Life) == 1; Is Alive(Event Player) == False; } actions { Set Player Variable(Event Player, Life, 0); Set Status(Event Player, Null, Hacked, 9999); Resurrect(Event Player); Set Status(Event Player, Null, Knocked Down, 1); Set Status(Event Player, Null, Invincible, 1.500); } } rule("GAME 15: EXPLODE (ult to explode)") { event { Ongoing - Each Player; All; All; } conditions { Global Variable(Game) == 15; } actions { Big Message(Event Player, String("{0}: {1}", String("Current Game", Null, Null, Null), Custom String("Explode", Null, Null, Null), Null)); Create HUD Text(Event Player, Custom String("Explode", Null, Null, Null), String("Current Game", Null, Null, Null), Custom String( "Using your ultimate causes you to explode. Be careful!", Null, Null, Null), Left, 0, Orange, White, White, Visible To and String, Default Visibility); } } rule("GAME 15 [Observer]") { event { Ongoing - Each Player; All; All; } conditions { Global Variable(Game) == 15; Is Using Ultimate(Event Player) == True; } actions { Play Effect(All Players(All Teams), Ring Explosion, Red, Event Player, 10); Play Effect(All Players(All Teams), Bad Explosion, Red, Event Player, 30); Kill(Players Within Radius(Event Player, 10, Opposite Team Of(Team Of(Event Player)), Surfaces), Event Player); Kill(Event Player, Event Player); } } rule("GAME 16: PROTECT (protect the chosen one)") { event { Ongoing - Global; } conditions { Global Variable(Game) == 16; } actions { Set Global Variable(ProtectedPlayer1, Random Value In Array(All Living Players(Team 1))); Set Global Variable(ProtectedPlayer2, Random Value In Array(All Living Players(Team 2))); Wait(0.250, Ignore Condition); Big Message(All Players(Team 1), String("{0}: {1}", String("Current Game", Null, Null, Null), String("{0} {1}", String("Protect", Null, Null, Null), Global Variable(ProtectedPlayer1), Null), Null)); Create HUD Text(All Players(Team 1), String("{0} {1}", String("Protect", Null, Null, Null), Global Variable(ProtectedPlayer1), Null), String("Current Game", Null, Null, Null), Custom String("If your protected player dies, so does your entire team!", Null, Null, Null), Left, 0, Blue, White, White, Visible To and String, Default Visibility); Big Message(All Players(Team 2), String("{0}: {1}", String("Current Game", Null, Null, Null), String("{0} {1}", String("Protect", Null, Null, Null), Global Variable(ProtectedPlayer2), Null), Null)); Create HUD Text(All Players(Team 2), String("{0} {1}", String("Protect", Null, Null, Null), Global Variable(ProtectedPlayer2), Null), String("Current Game", Null, Null, Null), Custom String("If your protected player dies, so does your entire team!", Null, Null, Null), Left, 0, Blue, White, White, Visible To and String, Default Visibility); Set Player Variable(Global Variable(ProtectedPlayer1), Protected, 1); Set Player Variable(Global Variable(ProtectedPlayer2), Protected, 1); Create Icon(All Players(All Teams), Global Variable(ProtectedPlayer1), Heart, Visible To and Position, Team 1, True); Create Icon(All Players(All Teams), Global Variable(ProtectedPlayer2), Heart, Visible To and Position, Team 2, True); } } rule("GAME 16 [Observer Stun]") { event { Player Died; All; All; } conditions { Global Variable(Game) == 16; Player Variable(Event Player, Protected) == 0; Player Variable(Event Player, ProtectLives) < 10; } actions { Resurrect(Event Player); Set Status(Event Player, Null, Knocked Down, 10); Set Status(Event Player, Null, Invincible, 11); Modify Player Variable(Event Player, ProtectLives, Add, 1); } } rule("GAME 16 [Observer Kill]") { event { Player Died; All; All; } conditions { Global Variable(Game) == 16; Player Variable(Event Player, Protected) == 1; } actions { Small Message(All Players(All Teams), Custom String("PROTECTED PLAYER HAS DIED!", Null, Null, Null)); Clear Status(All Players(All Teams), Invincible); Set Player Variable(All Players(All Teams), Protected, 2); Wait(0.200, Ignore Condition); Kill(All Players(Team Of(Event Player)), Null); } } rule("GAME 16 [Reset]") { event { Ongoing - Global; } conditions { Global Variable(Game) == 16; Or(Not(Array Contains(All Players(Team 1), Global Variable(ProtectedPlayer1))), Not(Array Contains(All Players(Team 2), Global Variable(ProtectedPlayer2)))) == True; } actions { Big Message(All Players(All Teams), Custom String("Protected Player Left The Game", Null, Null, Null)); Clear Status(All Players(All Teams), Invincible); Kill(All Players(All Teams), Null); } }
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Categories | Elimination, Minigames
Heroes | Mercy
Created at |
Last updated |
Current version | 3.2.1

Update Log

3.2.0
VWH6Y

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