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Comparing difference between and

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  • settings
  • {
  • main
  • {
  • Description: "Infinite punch deathmatch. Have fun!\r\n\r\nMore cool modes: workshop.codes"
  • Mode Name: "Jojo's Bizarre Deathmatch"
  • }
  • lobby
  • {
  • Allow Players Who Are In Queue: Yes
  • Map Rotation: Paused
  • Match Voice Chat: Enabled
  • Max Spectators: 12
  • Return To Lobby: Never
  • Use Experimental Update If Available: Yes
  • }
  • modes
  • {
  • Deathmatch
  • {
  • Game Length In Minutes: 15
  • Score To Win: 50
  • enabled maps
  • {
  • Workshop Island Night
  • }
  • }
  • General
  • {
  • Game Mode Start: Immediately
  • Hero Limit: Off
  • Respawn Time Scalar: 0%
  • }
  • }
  • heroes
  • {
  • General
  • {
  • Jump Vertical Speed: 130%
  • Movement Speed: 120%
  • Primary Fire: Off
  • Ana
  • {
  • Biotic Grenade: Off
  • Primary Fire: Off
  • Projectile Speed: 65%
  • Sleep Dart Cooldown Time: 41%
  • }
  • Ashe
  • {
  • Coach Gun Cooldown Time: 60%
  • Coach Gun Knockback Scalar Enemy: 80%
  • Coach Gun Knockback Scalar Self: 130%
  • Dynamite: Off
  • }
  • Baptiste
  • {
  • Healing Dealt: 150%
  • Primary Fire: Off
  • Regenerative Burst Cooldown Time: 75%
  • Secondary Fire: Off
  • }
  • Bastion
  • {
  • Health: 83%
  • Reconfigure: Off
  • Self-Repair Maximum Time: 75%
  • }
  • Cassidy
  • {
  • Combat Roll Cooldown Time: 8%
  • Flashbang: Off
  • Health: 89%
  • Primary Fire: Off
  • Secondary Fire: Off
  • }
  • Doomfist
  • {
  • Rising Uppercut: Off
  • Rocket Punch Cooldown Time: 125%
  • Rocket Punch Knockback Scalar: 75%
  • Seismic Slam Cooldown Time: 150%
  • }
  • Echo
  • {
  • Flight Cooldown Time: 50%
  • Focusing Beam: Off
  • Primary Fire: Off
  • Sticky Bombs: Off
  • }
  • Genji
  • {
  • Deflect Cooldown Time: 25%
  • Primary Fire: Off
  • Secondary Fire: Off
  • Swift Strike: Off
  • }
  • Hanzo
  • {
  • Lunge Cooldown Time: 40%
  • Lunge Distance Scalar: 150%
  • Sonic Arrow: Off
  • Storm Arrows: Off
  • }
  • Junkrat
  • {
  • Concussion Mine: Off
  • Projectile Speed: 300%
  • Steel Trap Cooldown Time: 40%
  • }
  • Lúcio
  • {
  • Amp It Up Cooldown Time: 75%
  • Healing Dealt: 125%
  • Soundwave: Off
  • }
  • Mei
  • {
  • Cryo-Freeze Cooldown Time: 66%
  • Healing Dealt: 33%
  • Ice Wall Cooldown Time: 53%
  • Primary Fire: Off
  • Secondary Fire: Off
  • }
  • Mercy
  • {
  • Guardian Angel: Off
  • Healing Dealt: 200%
  • Resurrect: Off
  • }
  • Moira
  • {
  • Biotic Orb Cooldown Time: 70%
  • Biotic Orb Max Damage Scalar: 20%
  • Biotic Orb Max Healing Scalar: 25%
  • Fade Cooldown Time: 50%
  • Primary Fire: Off
  • Projectile Speed: 0%
  • Secondary Fire: Off
  • }
  • Orisa
  • {
  • Fortify Cooldown Time: 90%
  • Halt! Cooldown Time: 75%
  • Health: 50%
  • Projectile Speed: 75%
  • Protective Barrier: Off
  • }
  • Pharah
  • {
  • Concussive Blast Cooldown Time: 66%
  • Concussive Blast Knockback Scalar: 80%
  • Jump Jet Acceleration Scalar: 50%
  • Jump Jet Cooldown Time: 30%
  • }
  • Reaper
  • {
  • Healing Dealt: 10%
  • Shadow Step Cooldown Time: 0%
  • Wraith Form Cooldown Time: 50%
  • }
  • Roadhog
  • {
  • Chain Hook Cooldown Time: 87%
  • Healing Dealt: 33%
  • Health: 42%
  • Primary Fire: Off
  • Secondary Fire: Off
  • Take a Breather Cooldown Time: 50%
  • }
  • Sigma
  • {
  • Accretion Cooldown Time: 90%
  • Accretion Knockback Scalar: 150%
  • Experimental Barrier: Off
  • Health: 63%
  • Kinetic Grasp Cooldown Time: 16%
  • Projectile Gravity: 30%
  • Projectile Speed: 85%
  • }
  • Soldier: 76
  • {
  • Biotic Field Cooldown Time: 53%
  • Healing Dealt: 125%
  • Helix Rockets: Off
  • }
  • Sombra
  • {
  • Hack: Off
  • Stealth Cooldown Time: 33%
  • Translocator Cooldown Time: 50%
  • }
  • Symmetra
  • {
  • Primary Fire: Off
  • Projectile Speed: 50%
  • Secondary Fire: Off
  • Sentry Turret Cooldown Time: 200%
  • Teleporter: Off
  • }
  • Torbjörn
  • {
  • Deploy Turret: Off
  • Overload Duration Scalar: 80%
  • Primary Fire: Off
  • Secondary Fire: Off
  • }
  • Tracer
  • {
  • Blink Cooldown Time: 150%
  • Health: 113%
  • Recall Cooldown Time: 66%
  • }
  • Widowmaker
  • {
  • Grappling Hook Cooldown Time: 16%
  • Primary Fire: Off
  • Venom Mine: Off
  • }
  • Winston
  • {
  • Barrier Projector: Off
  • Health: 50%
  • Jump Pack Cooldown Time: 83%
  • Jump Pack Knockback Scalar: 0%
  • }
  • Wrecking Ball
  • {
  • Health: 42%
  • Piledriver: Off
  • }
  • Zarya
  • {
  • Health: 63%
  • Particle Barrier Cooldown Time: 80%
  • Primary Fire: Off
  • Projected Barrier: Off
  • Secondary Fire: Off
  • }
  • Zenyatta
  • {
  • Orb of Harmony: Off
  • Primary Fire: Off
  • Secondary Fire: Off
  • }
  • disabled heroes
  • {
  • Brigitte
  • D.Va
  • Reinhardt
  • }
  • }
  • }
  • workshop
  • {
  • MELEE INTERVAL: 0.097
  • }
  • }
  • variables
  • {
  • global:
  • 0: MeleeINT
  • 1: Wipe
  • 2: WipeINT
  • 3: RezMaxHeight
  • player:
  • 0: menacingSpots
  • 1: menacingStartSpots
  • 2: menacingAge
  • 3: counter
  • 4: indexPosition
  • 5: randOffset
  • 6: OnCam
  • 7: Streak
  • 8: MaxStreak
  • }
  • rule("Init global")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • actions
  • {
  • Global.MeleeINT = Workshop Setting Real(Custom String("GENERAL"), Custom String("MELEE INTERVAL"), 0.100, 0.017, 1);
  • Global.Wipe = Workshop Setting Toggle(Custom String("GENERAL"), Custom String("SCORE AND STREAK WIPE EVERY 4 MIN"), True);
  • Global.WipeINT = Workshop Setting Integer(Custom String("GENERAL"), Custom String("WIPE INTERVAL"), 300, 60, 1000);
  • Create HUD Text(All Players(All Teams), Null, Null, Custom String("CODE {0} NTQA2", Ability Icon String(Hero(Doomfist), Button(
  • Ultimate))), Left, 0, White, White, White, Visible To and String, Default Visibility);
  • Global.MeleeINT = Workshop Setting Real(Custom String("GENERAL"), Custom String("MELEE INTERVAL"), 0.100, 0.017, 1, 0);
  • Global.Wipe = Workshop Setting Toggle(Custom String("GENERAL"), Custom String("SCORE AND STREAK WIPE EVERY 4 MIN"), True, 0);
  • Global.WipeINT = Workshop Setting Integer(Custom String("GENERAL"), Custom String("WIPE INTERVAL"), 300, 60, 1000, 0);
  • Global.RezMaxHeight = Workshop Setting Integer(Custom String("GENERAL"), Custom String("RESPAWN MAX ALTITUDE"), 15, 0, 300, 0);
  • Create HUD Text(All Players(All Teams), Null, Custom String("BY ALOMARE#4788\r\nIMPORT CODE 'FRKYT' FOR LATEST VERSION"), Null,
  • Left, 0, Color(White), Color(White), Color(White), Visible To and String, Default Visibility);
  • Disable Inspector Recording;
  • Disable Built-In Game Mode Completion;
  • Disable Built-In Game Mode Announcer;
  • Create HUD Text(Count Of(Filtered Array(All Players(All Teams), Current Array Element.MaxStreak > 0)) > 0 ? All Players(All Teams)
  • : Null, Null, Custom String(" \r\n"), Custom String("HIGHEST STREAKS"), Left, 0.500, White, White, Yellow,
  • : Null, Null, Custom String(" \r\n"), Custom String("HIGHEST STREAKS"), Left, 0.500, Color(White), Color(White), Color(Yellow),
  • Visible To and String, Default Visibility);
  • Create HUD Text(Count Of(Filtered Array(All Players(All Teams), Current Array Element.MaxStreak > 0)) > 0 ? All Players(All Teams)
  • : Null, Sorted Array(All Players(All Teams), Current Array Element.MaxStreak * -1)[0].MaxStreak, Null, Custom String("{0} {1}",
  • Hero Icon String(Hero Of(Sorted Array(All Players(All Teams), Current Array Element.MaxStreak * -1)[0])), Sorted Array(
  • All Players(All Teams), Current Array Element.MaxStreak * -1)[0]), Left, 1, White, White, White, Visible To and String,
  • Default Visibility);
  • All Players(All Teams), Current Array Element.MaxStreak * -1)[0]), Left, 1, Color(White), Color(White), Color(White),
  • Visible To and String, Default Visibility);
  • Create HUD Text(Count Of(Filtered Array(All Players(All Teams), Current Array Element.MaxStreak > 0)) > 1 ? All Players(All Teams)
  • : Null, Sorted Array(All Players(All Teams), Current Array Element.MaxStreak * -1)[1].MaxStreak, Null, Custom String("{0} {1}",
  • Hero Icon String(Hero Of(Sorted Array(All Players(All Teams), Current Array Element.MaxStreak * -1)[1])), Sorted Array(
  • All Players(All Teams), Current Array Element.MaxStreak * -1)[1]), Left, 2, White, White, White, Visible To and String,
  • Default Visibility);
  • All Players(All Teams), Current Array Element.MaxStreak * -1)[1]), Left, 2, Color(White), Color(White), Color(White),
  • Visible To and String, Default Visibility);
  • Create HUD Text(Count Of(Filtered Array(All Players(All Teams), Current Array Element.MaxStreak > 0)) > 2 ? All Players(All Teams)
  • : Null, Sorted Array(All Players(All Teams), Current Array Element.MaxStreak * -1)[2].MaxStreak, Null, Custom String("{0} {1}",
  • Hero Icon String(Hero Of(Sorted Array(All Players(All Teams), Current Array Element.MaxStreak * -1)[2])), Sorted Array(
  • All Players(All Teams), Current Array Element.MaxStreak * -1)[2]), Left, 3, White, White, White, Visible To and String,
  • Default Visibility);
  • All Players(All Teams), Current Array Element.MaxStreak * -1)[2]), Left, 3, Color(White), Color(White), Color(White),
  • Visible To and String, Default Visibility);
  • Create HUD Text(Count Of(Filtered Array(All Players(All Teams), Current Array Element.MaxStreak > 0)) > 3 ? All Players(All Teams)
  • : Null, Sorted Array(All Players(All Teams), Current Array Element.MaxStreak * -1)[3].MaxStreak, Null, Custom String("{0} {1}",
  • Hero Icon String(Hero Of(Sorted Array(All Players(All Teams), Current Array Element.MaxStreak * -1)[3])), Sorted Array(
  • All Players(All Teams), Current Array Element.MaxStreak * -1)[3]), Left, 4, Color(White), Color(White), Color(White),
  • Visible To and String, Default Visibility);
  • Create HUD Text(Count Of(Filtered Array(All Players(All Teams), Current Array Element.MaxStreak > 0)) > 4 ? All Players(All Teams)
  • : Null, Sorted Array(All Players(All Teams), Current Array Element.MaxStreak * -1)[4].MaxStreak, Null, Custom String("{0} {1}",
  • Hero Icon String(Hero Of(Sorted Array(All Players(All Teams), Current Array Element.MaxStreak * -1)[4])), Sorted Array(
  • All Players(All Teams), Current Array Element.MaxStreak * -1)[4]), Left, 5, Color(White), Color(White), Color(White),
  • Visible To and String, Default Visibility);
  • }
  • }
  • rule("Init each")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • actions
  • {
  • Set Primary Fire Enabled(Event Player, False);
  • Set Ultimate Ability Enabled(Event Player, False);
  • Set Objective Description(Event Player, Custom String("HOLD {1} TO PUNCH, HOLD {0} TO CHANGE HERO", Input Binding String(Button(
  • Interact)), Input Binding String(Button(Primary Fire))), Visible To and String);
  • Create HUD Text(Event Player, Null, Custom String(" \r\n\r\n\r\n\r\n"), Custom String(" \r\n\r\n\r\n\r\n"), Top, 1, White, White,
  • White, Visible To and String, Default Visibility);
  • Set Objective Description(Event Player, Custom String("HOLD [{0}] TO CHANGE HERO / [{0}] + [{2}] FOR 3RD PERSON",
  • Input Binding String(Button(Interact)), Null, Input Binding String(Button(Crouch))), Visible To and String);
  • Create HUD Text(Event Player, Null, Custom String(" \r\n\r\n\r\n\r\n"), Custom String(" \r\n\r\n\r\n\r\n"), Top, 1, Color(White),
  • Color(White), Color(White), Visible To and String, Default Visibility);
  • Create HUD Text(Event Player.Streak > 0 ? Event Player : Null, Event Player.Streak, Custom String("PUNCH STREAK"), Custom String(
  • "HIGH SCORE: {0}", Event Player.MaxStreak), Top, 2, White, White, White, Visible To and String, Default Visibility);
  • "HIGH SCORE: {0}", Event Player.MaxStreak), Top, 2, Color(White), Color(White), Color(White), Visible To and String,
  • Default Visibility);
  • Create In-World Text(Event Player.OnCam == 0 ? Null : Remove From Array(All Players(All Teams), Event Player), Custom String(
  • "{0} 3RD", Icon String(Eye)), Event Player, 0.750, Clip Against Surfaces, Visible To Position and String, Color(White),
  • Default Visibility);
  • }
  • }
  • rule("Skip assemble")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Is Assembling Heroes == True;
  • }
  • actions
  • {
  • Set Match Time(7);
  • Wait(8, Ignore Condition);
  • Set Match Time(Global.WipeINT);
  • }
  • }
  • rule("Menacing 1")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • actions
  • {
  • "open up a spot if 10 shells already exit on the field"
  • If(Count Of(Filtered Array(Event Player.menacingSpots, Current Array Element != Null && True)) >= 8);
  • Event Player.menacingSpots[Index Of Array Value(Event Player.menacingSpots, First Of(Filtered Array(Sorted Array(
  • Event Player.menacingSpots, Event Player.menacingAge[Index Of Array Value(Event Player.menacingSpots, Current Array Element)]),
  • Current Array Element != Null)))] = Null;
  • End;
  • Event Player.randOffset = 1.500 * Normalize(Vector(Random Real(0, 1), 0, Random Real(0, 1)));
  • If(Filtered Array(Event Player.menacingSpots, Current Array Element == Null) != Empty Array);
  • Event Player.indexPosition = Index Of Array Value(Event Player.menacingSpots, Null);
  • Event Player.menacingSpots[Event Player.indexPosition] = Eye Position(Event Player) + Vector(0, -2, 0) + Event Player.randOffset;
  • Event Player.menacingStartSpots[Event Player.indexPosition] = Eye Position(Event Player) + Vector(0, -2, 0)
  • + Event Player.randOffset;
  • Event Player.menacingAge[Event Player.indexPosition] = Total Time Elapsed;
  • Else;
  • Modify Player Variable(Event Player, menacingSpots, Append To Array, Eye Position(Event Player) + Vector(0, -2, 0)
  • + Event Player.randOffset);
  • Modify Player Variable(Event Player, menacingStartSpots, Append To Array, Eye Position(Event Player) + Vector(0, -2, 0)
  • + Event Player.randOffset);
  • Modify Player Variable(Event Player, menacingAge, Append To Array, Total Time Elapsed);
  • End;
  • Wait(0.200, Ignore Condition);
  • Loop;
  • }
  • }
  • rule("Menacing 2")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • actions
  • {
  • Create In-World Text(All Players(All Teams), Custom String("ゴ"), Event Player.menacingSpots[0], Random Real(1, 3),
  • Clip Against Surfaces, Visible To Position and String, Purple, Default Visibility);
  • Clip Against Surfaces, Visible To Position and String, Color(Purple), Default Visibility);
  • Create In-World Text(All Players(All Teams), Custom String("ゴ"), Event Player.menacingSpots[1], Random Real(1, 3),
  • Clip Against Surfaces, Visible To Position and String, Purple, Default Visibility);
  • Clip Against Surfaces, Visible To Position and String, Color(Purple), Default Visibility);
  • Create In-World Text(All Players(All Teams), Custom String("ゴ"), Event Player.menacingSpots[2], Random Real(1, 3),
  • Clip Against Surfaces, Visible To Position and String, Purple, Default Visibility);
  • Clip Against Surfaces, Visible To Position and String, Color(Purple), Default Visibility);
  • Create In-World Text(All Players(All Teams), Custom String("ゴ"), Event Player.menacingSpots[3], Random Real(1, 3),
  • Clip Against Surfaces, Visible To Position and String, Purple, Default Visibility);
  • Clip Against Surfaces, Visible To Position and String, Color(Purple), Default Visibility);
  • }
  • }
  • rule("Menacing 3")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • actions
  • {
  • For Player Variable(Event Player, counter, 0, Count Of(Event Player.menacingSpots), 1);
  • Event Player.menacingSpots[Event Player.counter] += Vector(0, 0.031 * 1, 0);
  • If(Distance Between(Event Player.menacingSpots[Event Player.counter], Event Player.menacingStartSpots[Event Player.counter]) >= 5);
  • Event Player.menacingSpots[Event Player.counter] = Null;
  • Event Player.menacingStartSpots[Event Player.counter] = Null;
  • End;
  • End;
  • Wait(0.016, Ignore Condition);
  • Loop;
  • }
  • }
  • rule("Camera")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Is Button Held(Event Player, Button(Interact)) == True;
  • Is Button Held(Event Player, Button(Crouch)) == True;
  • }
  • actions
  • {
  • If(Event Player.OnCam == 0);
  • Event Player.OnCam = 1;
  • Start Camera(Event Player, Facing Direction Of(Event Player) * -2.500 + Update Every Frame(Eye Position(Event Player)) + Vector(0,
  • 0.600, 0), Facing Direction Of(Event Player) * 10 + Update Every Frame(Eye Position(Event Player)), 70);
  • Else;
  • Event Player.OnCam = 0;
  • Stop Camera(Event Player);
  • }
  • }
  • rule("Change")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Is Button Held(Event Player, Interact) == True;
  • Is Button Held(Event Player, Button(Interact)) == True;
  • }
  • actions
  • {
  • Cancel Primary Action(Event Player);
  • Wait(0.200, Abort When False);
  • Wait(0.350, Abort When False);
  • Set Player Allowed Heroes(Event Player, Remove From Array(All Heroes, Hero Of(Event Player)));
  • Wait(0.016, Ignore Condition);
  • Reset Player Hero Availability(Event Player);
  • }
  • }
  • rule("Punch")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Is Meleeing(Event Player) == True;
  • }
  • actions
  • {
  • Wait(0.016, Ignore Condition);
  • Cancel Primary Action(Event Player);
  • Set Status(Event Player, Null, Knocked Down, 0.001);
  • Set Ability Cooldown(Event Player, Button(Melee), 0);
  • Loop If Condition Is True;
  • }
  • }
  • rule("Spam")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Is Button Held(Event Player, Button(Primary Fire)) == True;
  • }
  • actions
  • {
  • Skip If(Hero Of(Event Player) == Hero(Reaper) && Is Using Ability 2(Event Player), 4);
  • Cancel Primary Action(Event Player);
  • Press Button(Event Player, Button(Melee));
  • Wait(Global.MeleeINT, Abort When False);
  • Loop If Condition Is True;
  • }
  • }
  • rule("Killed")
  • {
  • event
  • {
  • Player Dealt Final Blow;
  • All;
  • All;
  • }
  • actions
  • {
  • Start Heal Over Time(Event Player, Event Player, 1, 600);
  • Set Status(Event Player, Null, Burning, 1);
  • Communicate(Event Player, Goodbye);
  • }
  • }
  • rule("Reload")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Is Button Held(Event Player, Reload) == True;
  • Is Button Held(Event Player, Button(Reload)) == True;
  • }
  • actions
  • {
  • Set Ammo(Event Player, 0, 0);
  • Set Ammo(Event Player, 1, 0);
  • Wait Until(!Is Reloading(Event Player), 4);
  • Loop If Condition Is True;
  • }
  • }
  • rule("Spam")
  • rule("Streak")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Player Dealt Damage;
  • All;
  • All;
  • }
  • conditions
  • {
  • Is Button Held(Event Player, Primary Fire) == True;
  • Event Ability == Button(Melee);
  • }
  • actions
  • {
  • Press Button(Event Player, Melee);
  • Wait(Global.MeleeINT, Abort When False);
  • Loop If Condition Is True;
  • Event Player.Streak += 1;
  • Skip If(Event Player.Streak <= Event Player.MaxStreak, 2);
  • Event Player.MaxStreak = Event Player.Streak;
  • Play Effect(Event Player, Buff Explosion Sound, Color(White), Event Player, 25);
  • Wait(2.500, Restart When True);
  • Event Player.Streak = 0;
  • Play Effect(Event Player, Debuff Impact Sound, Color(White), Event Player, 25);
  • }
  • }
  • rule("Streak")
  • rule("Quick rez")
  • {
  • event
  • {
  • Player Dealt Damage;
  • Player Died;
  • All;
  • All;
  • }
  • actions
  • {
  • Wait(0.500, Ignore Condition);
  • Teleport(Event Player, Vector(Random Real(-13, 13), Random Real(0, Global.RezMaxHeight), Random Real(-13, 13)));
  • Resurrect(Event Player);
  • Play Effect(All Players(All Teams), Ring Explosion, Color(Purple), Position Of(Event Player), 6);
  • Play Effect(All Players(All Teams), Explosion Sound, Color(White), Position Of(Event Player), 45);
  • Set Facing(Event Player, Direction Towards(Eye Position(Event Player), Eye Position(Closest Player To(Event Player, All Teams))),
  • To World);
  • }
  • }
  • rule("Short punch")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Doomfist;
  • }
  • conditions
  • {
  • Is Firing Secondary(Event Player) == False;
  • }
  • actions
  • {
  • Wait(0.035, Restart When True);
  • Set Status(Event Player, Null, Knocked Down, 0.001);
  • }
  • }
  • rule("Short sleep")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Event Ability == Button(Melee);
  • Has Status(Event Player, Asleep) == True;
  • }
  • actions
  • {
  • Event Player.Streak += 1;
  • Skip If(Event Player.Streak <= Event Player.MaxStreak, 2);
  • Event Player.MaxStreak = Event Player.Streak;
  • Play Effect(Event Player, Buff Explosion Sound, White, Event Player, 18);
  • Wait(2.500, Restart When True);
  • Event Player.Streak = 0;
  • Wait(1.400, Abort When False);
  • Clear Status(Event Player, Asleep);
  • }
  • }
  • rule("Moira no infinite fade")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Moira;
  • }
  • conditions
  • {
  • Is Using Ability 1(Event Player) == False;
  • }
  • actions
  • {
  • Set Ability Cooldown(Event Player, Button(Ability 1), 3);
  • }
  • }
  • rule("Wipe")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Is Assembling Heroes == False;
  • Global.Wipe == True;
  • Match Time <= 10;
  • }
  • actions
  • {
  • Big Message(All Players(All Teams), Custom String("------------- SCORE WIPE IN 10 SECONDS -------------"));
  • Wait(10, Ignore Condition);
  • Play Effect(All Players(All Teams), Ring Explosion Sound, White, Vector(0, 0, 0), 70);
  • Play Effect(All Players(All Teams), Ring Explosion, White, Vector(0, 0, 0), 80);
  • Play Effect(All Players(All Teams), Ring Explosion Sound, Color(White), Vector(0, 0, 0), 70);
  • Play Effect(All Players(All Teams), Ring Explosion, Color(White), Vector(0, 0, 0), 80);
  • All Players(All Teams).Streak = 0;
  • All Players(All Teams).MaxStreak = 0;
  • Set Player Score(All Players(All Teams), 0);
  • }
  • }
  • rule("Reset wipe timer")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Number Of Players(All Teams) <= 1;
  • Is Assembling Heroes == False;
  • }
  • actions
  • {
  • Set Match Time(Global.WipeINT);
  • Play Effect(All Players(All Teams), Ring Explosion, Color(White), Vector(0, 0, 0), 80);
  • All Players(All Teams).Streak = 0;
  • All Players(All Teams).MaxStreak = 0;
  • Set Player Score(All Players(All Teams), 0);
  • }
  • }
  • rule("Quick rez")
  • rule("Match time zero")
  • {
  • event
  • {
  • Player Died;
  • All;
  • All;
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Match Time <= 0;
  • }
  • actions
  • {
  • Wait(0.750, Ignore Condition);
  • Teleport(Event Player, Vector(Random Real(-13, 13), Random Real(0, 5), Random Real(-13, 13)));
  • Resurrect(Event Player);
  • Play Effect(All Players(All Teams), Ring Explosion, Purple, Position Of(Event Player), 6);
  • Play Effect(All Players(All Teams), Explosion Sound, White, Position Of(Event Player), 45);
  • Set Match Time(Global.WipeINT);
  • Wait(0.250, Abort When False);
  • Loop If Condition Is True;
  • }
  • }
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