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Comparing difference between and

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  • settings
  • {
  • main
  • {
  • Description: "ReinKart But More Chaos, Version 1.1.1 Visit workshop codes for more CODE:M5N9R made by Clewster22#2775"
  • Description: "ReinKart But More Chaos, Version 1.1.4 Visit Workshop.codes for more CODE:M5N9R made by Clewster22#2775"
  • Mode Name: "Super ReinKart"
  • }
  • modes
  • {
  • Deathmatch
  • {
  • enabled maps
  • {
  • Workshop Chamber 0
  • }
  • }
  • General
  • {
  • Allow Hero Switching: Off
  • Hero Limit: Off
  • Respawn As Random Hero: On
  • Respawn Time Scalar: 0%
  • Score To Win: 50
  • }
  • }
  • heroes
  • {
  • General
  • {
  • Reinhardt
  • {
  • Barrier Field: Off
  • Charge Cooldown Time: 0%
  • Damage Dealt: 500%
  • Damage Received: 500%
  • Fire Strike: Off
  • Jump Vertical Speed: 150%
  • Movement Speed: 300%
  • Primary Fire: Off
  • Quick Melee: Off
  • Ultimate Generation - Combat Earthshatter: 500%
  • }
  • enabled heroes
  • {
  • Reinhardt
  • }
  • }
  • }
  • }
  • variables
  • {
  • global:
  • 0: Box1
  • 1: Box2
  • 2: Box3
  • 3: Box4
  • 4: Box5
  • 5: BoxHeight
  • 6: BoxCooldown
  • 7: BoxWidth
  • 8: Jump_values
  • 9: Freeze_values
  • 10: Bomb_values
  • 11: Ghost_values
  • 12: Star_values
  • 12: Rally_values
  • 13: Max_item_values
  • 14: Freeze_radius
  • 15: Bot_id
  • 16: Shock_values
  • player:
  • 0: Random_item_value
  • 1: Killstreak_Icon_attributes
  • 2: Killstreak
  • 3: Movespeed_tracker
  • 4: Players_within_freeze
  • 5: Bomb_attributes
  • 6: Players_within_bomb
  • 7: Ghost_attributes
  • 8: Ghost_duration
  • 9: Star_attributes
  • 10: Star_duration
  • 9: Rally_attributes
  • 10: Rally_duration
  • 11: Item_disable
  • 12: Bomb_duration
  • 13: Shock_attributes
  • 14: Shock_position
  • 15: Shock_direction
  • 16: Players_within_shock
  • }
  • subroutines
  • {
  • 0: Item_generation
  • 1: Item_used
  • 2: Jump_effect
  • 3: Freeze_effect
  • 4: Bomb_effect
  • 5: Bomb_countdown
  • 6: Ghost_effect
  • 7: Star_effect
  • 8: Item_inuse
  • 9: Shock_effect
  • }
  • rule("Global variables")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • actions
  • {
  • Global.BoxHeight = 1.250;
  • Global.BoxCooldown = 2;
  • Global.BoxWidth = 0.500;
  • Global.Freeze_radius = 15;
  • }
  • }
  • rule("Player variables")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • actions
  • {
  • Event Player.Item_disable = True;
  • Event Player.Movespeed_tracker = 100;
  • Create HUD Text(Event Player, Custom String("KILLSTREAK: {0}", Event Player.Killstreak), Null, Null, Left, 0,
  • Event Player.Killstreak_Icon_attributes[1], Color(White), Color(White), Visible To String and Color, Default Visibility);
  • }
  • }
  • rule("Item box HUD Texts")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • actions
  • {
  • Create HUD Text(Filtered Array(All Players(All Teams), Current Array Element.Random_item_value == 0), Custom String("BLANK"), Null,
  • Custom String("PICK UP AN ITEM BOX"), Right, 0, Color(White), Color(White), Color(White), Visible To and String,
  • Default Visibility);
  • Create HUD Text(Filtered Array(All Players(All Teams), Current Array Element.Random_item_value == 0), Icon String(X),
  • Custom String("BLANK"), Custom String("PICK UP AN ITEM BOX"), Right, 0, Color(White), Color(White), Color(White),
  • Visible To and String, Default Visibility);
  • Create HUD Text(Filtered Array(All Players(All Teams),
  • Current Array Element.Random_item_value >= Global.Jump_values[0] && Current Array Element.Random_item_value < Global.Jump_values[1]),
  • Custom String("JUMP BOOST"), Null, Custom String("PRESS PRIMARY FIRE TO USE"), Right, 0, Color(White), Color(White), Color(
  • White), Visible To and String, Default Visibility);
  • Icon String(Arrow: Up), Custom String("JUMP"), Custom String("PRESS PRIMARY FIRE TO USE"), Right, 0, Color(Green), Color(
  • White), Color(White), Visible To and String, Default Visibility);
  • Create HUD Text(Filtered Array(All Players(All Teams),
  • Current Array Element.Random_item_value >= Global.Freeze_values[0] && Current Array Element.Random_item_value < Global.Freeze_values[1]),
  • Custom String("FREEZE WAVE"), Null, Custom String("PRESS PRIMARY FIRE TO USE"), Right, 0, Color(White), Color(White), Color(
  • White), Visible To and String, Default Visibility);
  • Icon String(Asterisk), Custom String("FREEZE WAVE"), Custom String("PRESS PRIMARY FIRE TO USE"), Right, 0, Color(Blue), Color(
  • White), Color(White), Visible To and String, Default Visibility);
  • Create HUD Text(Filtered Array(All Players(All Teams),
  • Current Array Element.Random_item_value >= Global.Shock_values[0] && Current Array Element.Random_item_value < Global.Shock_values[1]),
  • Custom String("SHOCK BALL"), Null, Custom String("PRESS PRIMARY FIRE TO USE"), Right, 0, Color(White), Color(White), Color(
  • White), Visible To and String, Default Visibility);
  • Icon String(Bolt), Custom String("SHOCK BALL"), Custom String("PRESS PRIMARY FIRE TO USE"), Right, 0, Color(Purple), Color(
  • White), Color(White), Visible To and String, Default Visibility);
  • Create HUD Text(Filtered Array(All Players(All Teams),
  • Current Array Element.Random_item_value >= Global.Bomb_values[0] && Current Array Element.Random_item_value < Global.Bomb_values[1]),
  • Custom String("FLAME BOMB"), Null, Custom String("PRESS PRIMARY FIRE TO USE"), Right, 0, Color(White), Color(White), Color(
  • White), Visible To and String, Default Visibility);
  • Icon String(Fire), Custom String("FLAME BOMB"), Custom String("PRESS PRIMARY FIRE TO USE"), Right, 0, Color(Red), Color(White),
  • Color(White), Visible To and String, Default Visibility);
  • Create HUD Text(Filtered Array(All Players(All Teams),
  • Current Array Element.Random_item_value >= Global.Ghost_values[0] && Current Array Element.Random_item_value < Global.Ghost_values[1]),
  • Custom String("GHOST"), Null, Custom String("PRESS PRIMARY FIRE TO USE"), Right, 0, Color(White), Color(White), Color(White),
  • Visible To and String, Default Visibility);
  • Ability Icon String(Hero(Reaper), Button(Ability 1)), Custom String("GHOST"), Custom String("PRESS PRIMARY FIRE TO USE"),
  • Right, 0, Color(Gray), Color(White), Color(White), Visible To and String, Default Visibility);
  • Create HUD Text(Filtered Array(All Players(All Teams),
  • Current Array Element.Random_item_value >= Global.Star_values[0] && Current Array Element.Random_item_value <= Global.Star_values[1]),
  • Custom String("STAR"), Null, Custom String("PRESS PRIMARY FIRE TO USE"), Right, 0, Color(White), Color(White), Color(White),
  • Visible To and String, Default Visibility);
  • Create HUD Text(Filtered Array(All Players(All Teams), Current Array Element.Random_item_value == -1), Custom String(
  • "ITEM IN USE"), Null, Custom String("WAIT FOR ITEM TO FINISH"), Right, 0, Color(White), Color(White), Color(White),
  • Visible To and String, Default Visibility);
  • Current Array Element.Random_item_value >= Global.Rally_values[0] && Current Array Element.Random_item_value <= Global.Rally_values[1]),
  • Icon String(Flag), Custom String("RALLY"), Custom String("PRESS PRIMARY FIRE TO USE"), Right, 0, Color(Yellow), Color(White),
  • Color(White), Visible To and String, Default Visibility);
  • Create HUD Text(Filtered Array(All Players(All Teams), Current Array Element.Random_item_value == -1), Icon String(No), Null,
  • Custom String("ITEM IN USE"), Right, 0, Color(Black), Color(White), Color(White), Visible To and String, Default Visibility);
  • }
  • }
  • rule("if Rein Clash with each other")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Has Status(Event Player, Knocked Down) == True;
  • }
  • actions
  • {
  • Apply Impulse(Event Player, Backward, 10, To Player, Incorporate Contrary Motion);
  • Apply Impulse(Event Player, Up, 50 / (Event Player.Movespeed_tracker / 50), To Player, Incorporate Contrary Motion);
  • }
  • }
  • rule("On fire icon -> Yellow, Orange, Blue, Purple")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • actions
  • {
  • Event Player.Killstreak_Icon_attributes = Empty Array;
  • Modify Player Variable(Event Player, Killstreak_Icon_attributes, Append To Array, Null);
  • Modify Player Variable(Event Player, Killstreak_Icon_attributes, Append To Array, Color(White));
  • Create Icon(Event Player.Killstreak_Icon_attributes[0], Event Player, Fire, Visible To Position and Color,
  • Event Player.Killstreak_Icon_attributes[1], False);
  • }
  • }
  • rule("When player scores kill")
  • {
  • event
  • {
  • Player Earned Elimination;
  • All;
  • All;
  • }
  • actions
  • {
  • Event Player.Killstreak += 1;
  • Heal(Event Player, Null, 500);
  • Event Player.Movespeed_tracker += 10;
  • Set Move Speed(Event Player, Event Player.Movespeed_tracker);
  • If(Victim.Killstreak >= 10);
  • Modify Player Score(Event Player, 10);
  • Small Message(Event Player, Custom String("10 Bonus points"));
  • Else If(Victim.Killstreak >= 5);
  • Modify Player Score(Event Player, 5);
  • Small Message(Event Player, Custom String("5 Bonus points"));
  • Else If(Victim.Killstreak >= 3);
  • Modify Player Score(Event Player, 3);
  • Small Message(Event Player, Custom String("3 Bonus points"));
  • Else If(Victim.Killstreak >= 1);
  • Modify Player Score(Event Player, 1);
  • Small Message(Event Player, Custom String("1 Bonus point"));
  • }
  • }
  • rule("Update icon when scores kill")
  • {
  • event
  • {
  • Player Earned Elimination;
  • All;
  • All;
  • }
  • actions
  • {
  • Event Player.Killstreak_Icon_attributes[0] = All Players(All Teams);
  • If(Event Player.Killstreak >= 10);
  • Event Player.Killstreak_Icon_attributes[1] = Color(Purple);
  • Else If(Event Player.Killstreak >= 5);
  • Event Player.Killstreak_Icon_attributes[1] = Color(Blue);
  • Else If(Event Player.Killstreak >= 3);
  • Event Player.Killstreak_Icon_attributes[1] = Color(Orange);
  • Else If(Event Player.Killstreak >= 1);
  • Event Player.Killstreak_Icon_attributes[1] = Color(Yellow);
  • End;
  • If(Event Player.Ghost_attributes[0] == True);
  • Event Player.Killstreak_Icon_attributes[0] = Null;
  • End;
  • }
  • }
  • rule("When player dies")
  • {
  • event
  • {
  • Player Died;
  • All;
  • All;
  • }
  • actions
  • {
  • Wait(0.160, Ignore Condition);
  • Event Player.Killstreak = 0;
  • Event Player.Movespeed_tracker = 100;
  • Set Move Speed(Event Player, Event Player.Movespeed_tracker);
  • Event Player.Killstreak_Icon_attributes[0] = Null;
  • Event Player.Killstreak_Icon_attributes[1] = Color(White);
  • Event Player.Random_item_value = 0;
  • Event Player.Item_disable = True;
  • }
  • }
  • rule("When game starts remove all items and stuff")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Is Waiting For Players == False;
  • }
  • actions
  • {
  • Kill(All Players(All Teams), Null);
  • Wait(0.160, Ignore Condition);
  • }
  • }
  • rule("Item enable after joining game")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Event Player.Item_disable == True;
  • }
  • actions
  • {
  • Wait(1, Ignore Condition);
  • Event Player.Item_disable = False;
  • }
  • }
  • rule("Item enable after spawning")
  • {
  • event
  • {
  • Player Died;
  • All;
  • All;
  • }
  • conditions
  • {
  • Event Player.Item_disable == True;
  • }
  • actions
  • {
  • Wait(1, Restart When True);
  • Event Player.Item_disable = False;
  • }
  • }
  • rule("Item box Attributes -> Location, Availblity, cooldown, visiblity")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • }
  • rule("Box 1 - Attributes")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • actions
  • {
  • Global.Box1 = Empty Array;
  • Modify Global Variable(Box1, Append To Array, Vector(0, Global.BoxHeight, 0));
  • Modify Global Variable(Box1, Append To Array, True);
  • Modify Global Variable(Box1, Append To Array, Global.BoxCooldown);
  • Modify Global Variable(Box1, Append To Array, All Players(All Teams));
  • }
  • }
  • rule("Box 1 - Effects")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • actions
  • {
  • Create Effect(All Players(All Teams), Ring, Color(Aqua), Global.Box1[0], Global.BoxWidth, Visible To Position and Radius);
  • Create Effect(Global.Box1[3], Sphere, Color(Aqua), Global.Box1[0], Global.BoxWidth, Visible To Position and Radius);
  • }
  • }
  • rule("Box 1 - Update visiblity when player joins match")
  • {
  • event
  • {
  • Player Joined Match;
  • All;
  • All;
  • }
  • conditions
  • {
  • Global.Box1[0] == True;
  • }
  • actions
  • {
  • Global.Box1[3] = All Players(All Teams);
  • }
  • }
  • rule("Box 1 - Pickup")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Reinhardt;
  • }
  • conditions
  • {
  • Distance Between(Position Of(Event Player), Global.Box1[0]) < 2;
  • Event Player.Random_item_value == 0;
  • Global.Box1[1] == True;
  • Event Player.Item_disable == False;
  • }
  • actions
  • {
  • Call Subroutine(Item_generation);
  • Global.Box1[3] = Null;
  • Global.Box1[1] = False;
  • Play Effect(All Players(All Teams), Good Pickup Effect, Color(Aqua), Global.Box1[0], Global.BoxWidth);
  • Play Effect(All Players(All Teams), Buff Explosion Sound, Color(Aqua), Global.Box1[0], 100);
  • Play Effect(All Players(All Teams), Good Pickup Effect, Color(Green), Event Player, 1);
  • }
  • }
  • rule("Box 1 - Cooldown")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Global.Box1[1] == False;
  • }
  • actions
  • {
  • Wait(Global.BoxCooldown, Ignore Condition);
  • Global.Box1[1] = True;
  • Global.Box1[3] = All Players(All Teams);
  • Play Effect(All Players(All Teams), Good Pickup Effect, Color(Aqua), Global.Box1[0], Global.BoxWidth);
  • Play Effect(All Players(All Teams), Ring Explosion Sound, Color(White), Global.Box1[0], 100);
  • }
  • }
  • rule("Box 2 - Attributes")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • actions
  • {
  • Global.Box2 = Empty Array;
  • Modify Global Variable(Box2, Append To Array, Vector(8, Global.BoxHeight, 8));
  • Modify Global Variable(Box2, Append To Array, True);
  • Modify Global Variable(Box2, Append To Array, Global.BoxCooldown);
  • Modify Global Variable(Box2, Append To Array, All Players(All Teams));
  • }
  • }
  • rule("Box 2 - Effects")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • actions
  • {
  • Create Effect(All Players(All Teams), Ring, Color(Aqua), Global.Box2[0], Global.BoxWidth, Visible To Position and Radius);
  • Create Effect(Global.Box2[3], Sphere, Color(Aqua), Global.Box2[0], Global.BoxWidth, Visible To Position and Radius);
  • }
  • }
  • rule("Box 2 - Update visiblity when player joins match")
  • {
  • event
  • {
  • Player Joined Match;
  • All;
  • All;
  • }
  • conditions
  • {
  • Global.Box2[0] == True;
  • }
  • actions
  • {
  • Global.Box2[3] = All Players(All Teams);
  • }
  • }
  • rule("Box 2 - Pickup")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Reinhardt;
  • }
  • conditions
  • {
  • Distance Between(Position Of(Event Player), Global.Box2[0]) < 2;
  • Event Player.Random_item_value == 0;
  • Global.Box2[1] == True;
  • Event Player.Item_disable == False;
  • }
  • actions
  • {
  • Call Subroutine(Item_generation);
  • Global.Box2[3] = Null;
  • Global.Box2[1] = False;
  • Play Effect(All Players(All Teams), Good Pickup Effect, Color(Aqua), Global.Box2[0], Global.BoxWidth);
  • Play Effect(All Players(All Teams), Buff Explosion Sound, Color(Aqua), Global.Box2[0], 100);
  • Play Effect(All Players(All Teams), Good Pickup Effect, Color(Green), Event Player, 1);
  • }
  • }
  • rule("Box 2 - Cooldown")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Global.Box2[1] == False;
  • }
  • actions
  • {
  • Wait(Global.BoxCooldown, Ignore Condition);
  • Global.Box2[1] = True;
  • Global.Box2[3] = All Players(All Teams);
  • Play Effect(All Players(All Teams), Good Pickup Effect, Color(Aqua), Global.Box2[0], Global.BoxWidth);
  • Play Effect(All Players(All Teams), Ring Explosion Sound, Color(White), Global.Box2[0], 100);
  • }
  • }
  • rule("Box 3 - Attributes")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • actions
  • {
  • Global.Box3 = Empty Array;
  • Modify Global Variable(Box3, Append To Array, Vector(-8, Global.BoxHeight, -8));
  • Modify Global Variable(Box3, Append To Array, True);
  • Modify Global Variable(Box3, Append To Array, Global.BoxCooldown);
  • Modify Global Variable(Box3, Append To Array, All Players(All Teams));
  • }
  • }
  • rule("Box 3 - Effects")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • actions
  • {
  • Create Effect(All Players(All Teams), Ring, Color(Aqua), Global.Box3[0], Global.BoxWidth, Visible To Position and Radius);
  • Create Effect(Global.Box3[3], Sphere, Color(Aqua), Global.Box3[0], Global.BoxWidth, Visible To Position and Radius);
  • }
  • }
  • rule("Box 3 - Update visiblity when player joins match")
  • {
  • event
  • {
  • Player Joined Match;
  • All;
  • All;
  • }
  • conditions
  • {
  • Global.Box3[0] == True;
  • }
  • actions
  • {
  • Global.Box3[3] = All Players(All Teams);
  • }
  • }
  • rule("Box 3 - Pickup")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Reinhardt;
  • }
  • conditions
  • {
  • Distance Between(Position Of(Event Player), Global.Box3[0]) < 2;
  • Event Player.Random_item_value == 0;
  • Global.Box3[1] == True;
  • Event Player.Item_disable == False;
  • }
  • actions
  • {
  • Call Subroutine(Item_generation);
  • Global.Box3[3] = Null;
  • Global.Box3[1] = False;
  • Play Effect(All Players(All Teams), Good Pickup Effect, Color(Aqua), Global.Box3[0], Global.BoxWidth);
  • Play Effect(All Players(All Teams), Buff Explosion Sound, Color(Aqua), Global.Box3[0], 100);
  • Play Effect(All Players(All Teams), Good Pickup Effect, Color(Green), Event Player, 1);
  • }
  • }
  • rule("Box 3 - Cooldown")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Global.Box3[1] == False;
  • }
  • actions
  • {
  • Wait(Global.BoxCooldown, Ignore Condition);
  • Global.Box3[1] = True;
  • Global.Box3[3] = All Players(All Teams);
  • Play Effect(All Players(All Teams), Good Pickup Effect, Color(Aqua), Global.Box3[0], Global.BoxWidth);
  • Play Effect(All Players(All Teams), Ring Explosion Sound, Color(White), Global.Box3[0], 100);
  • }
  • }
  • rule("Box 4 - Attributes")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • actions
  • {
  • Global.Box4 = Empty Array;
  • Modify Global Variable(Box4, Append To Array, Vector(8, Global.BoxHeight, -8));
  • Modify Global Variable(Box4, Append To Array, True);
  • Modify Global Variable(Box4, Append To Array, Global.BoxCooldown);
  • Modify Global Variable(Box4, Append To Array, All Players(All Teams));
  • }
  • }
  • rule("Box 4 - Effects")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • actions
  • {
  • Create Effect(All Players(All Teams), Ring, Color(Aqua), Global.Box4[0], Global.BoxWidth, Visible To Position and Radius);
  • Create Effect(Global.Box4[3], Sphere, Color(Aqua), Global.Box4[0], Global.BoxWidth, Visible To Position and Radius);
  • }
  • }
  • rule("Box 4 - Update visiblity when player joins match")
  • {
  • event
  • {
  • Player Joined Match;
  • All;
  • All;
  • }
  • conditions
  • {
  • Global.Box4[0] == True;
  • }
  • actions
  • {
  • Global.Box4[3] = All Players(All Teams);
  • }
  • }
  • rule("Box 4 - Pickup")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Reinhardt;
  • }
  • conditions
  • {
  • Distance Between(Position Of(Event Player), Global.Box4[0]) < 2;
  • Event Player.Random_item_value == 0;
  • Global.Box4[1] == True;
  • Event Player.Item_disable == False;
  • }
  • actions
  • {
  • Call Subroutine(Item_generation);
  • Global.Box4[3] = Null;
  • Global.Box4[1] = False;
  • Play Effect(All Players(All Teams), Good Pickup Effect, Color(Aqua), Global.Box4[0], Global.BoxWidth);
  • Play Effect(All Players(All Teams), Buff Explosion Sound, Color(Aqua), Global.Box4[0], 100);
  • Play Effect(All Players(All Teams), Good Pickup Effect, Color(Green), Event Player, 1);
  • }
  • }
  • rule("Box 4 - Cooldown")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Global.Box4[1] == False;
  • }
  • actions
  • {
  • Wait(Global.BoxCooldown, Ignore Condition);
  • Global.Box4[1] = True;
  • Global.Box4[3] = All Players(All Teams);
  • Play Effect(All Players(All Teams), Good Pickup Effect, Color(Aqua), Global.Box4[0], Global.BoxWidth);
  • Play Effect(All Players(All Teams), Ring Explosion Sound, Color(White), Global.Box4[0], 100);
  • }
  • }
  • rule("Box 5 - Attributes")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • actions
  • {
  • Global.Box5 = Empty Array;
  • Modify Global Variable(Box5, Append To Array, Vector(-8, Global.BoxHeight, 8));
  • Modify Global Variable(Box5, Append To Array, True);
  • Modify Global Variable(Box5, Append To Array, Global.BoxCooldown);
  • Modify Global Variable(Box5, Append To Array, All Players(All Teams));
  • }
  • }
  • rule("Box 5 - Effects")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • actions
  • {
  • Create Effect(All Players(All Teams), Ring, Color(Aqua), Global.Box5[0], Global.BoxWidth, Visible To Position and Radius);
  • Create Effect(Global.Box5[3], Sphere, Color(Aqua), Global.Box5[0], Global.BoxWidth, Visible To Position and Radius);
  • }
  • }
  • rule("Box 5 - Update visiblity when player joins match")
  • {
  • event
  • {
  • Player Joined Match;
  • All;
  • All;
  • }
  • conditions
  • {
  • Global.Box5[0] == True;
  • }
  • actions
  • {
  • Global.Box5[3] = All Players(All Teams);
  • }
  • }
  • rule("Box 5 - Pickup")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Reinhardt;
  • }
  • conditions
  • {
  • Distance Between(Position Of(Event Player), Global.Box5[0]) < 2;
  • Event Player.Random_item_value == 0;
  • Global.Box5[1] == True;
  • Event Player.Item_disable == False;
  • }
  • actions
  • {
  • Call Subroutine(Item_generation);
  • Global.Box5[3] = Null;
  • Global.Box5[1] = False;
  • Play Effect(All Players(All Teams), Good Pickup Effect, Color(Aqua), Global.Box5[0], Global.BoxWidth);
  • Play Effect(All Players(All Teams), Buff Explosion Sound, Color(Aqua), Global.Box5[0], 100);
  • Play Effect(All Players(All Teams), Good Pickup Effect, Color(Green), Event Player, 1);
  • }
  • }
  • rule("Box 5 - Cooldown")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Global.Box5[1] == False;
  • }
  • actions
  • {
  • Wait(Global.BoxCooldown, Ignore Condition);
  • Global.Box5[1] = True;
  • Global.Box5[3] = All Players(All Teams);
  • Play Effect(All Players(All Teams), Good Pickup Effect, Color(Aqua), Global.Box5[0], Global.BoxWidth);
  • Play Effect(All Players(All Teams), Ring Explosion Sound, Color(White), Global.Box5[0], 100);
  • }
  • }
  • rule("Random Item Generation")
  • {
  • event
  • {
  • Subroutine;
  • Item_generation;
  • }
  • actions
  • {
  • Event Player.Random_item_value = Random Integer(Global.Max_item_values[0], Global.Max_item_values[1]);
  • }
  • }
  • rule("Item loot ranges -> Item Loot Range, Jump, Freeze, Shock, Bomb, Ghost, Star")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • actions
  • {
  • Global.Max_item_values = Empty Array;
  • Modify Global Variable(Max_item_values, Append To Array, 1);
  • Modify Global Variable(Max_item_values, Append To Array, 100);
  • Global.Jump_values = Empty Array;
  • Modify Global Variable(Jump_values, Append To Array, 1);
  • Modify Global Variable(Jump_values, Append To Array, 35);
  • Global.Freeze_values = Empty Array;
  • Modify Global Variable(Freeze_values, Append To Array, 35);
  • Modify Global Variable(Freeze_values, Append To Array, 55);
  • Global.Shock_values = Empty Array;
  • Modify Global Variable(Shock_values, Append To Array, 55);
  • Modify Global Variable(Shock_values, Append To Array, 70);
  • Global.Bomb_values = Empty Array;
  • Modify Global Variable(Bomb_values, Append To Array, 70);
  • Modify Global Variable(Bomb_values, Append To Array, 85);
  • Global.Ghost_values = Empty Array;
  • Modify Global Variable(Ghost_values, Append To Array, 85);
  • Modify Global Variable(Ghost_values, Append To Array, 95);
  • Global.Star_values = Empty Array;
  • Modify Global Variable(Star_values, Append To Array, 95);
  • Modify Global Variable(Star_values, Append To Array, 100);
  • Global.Rally_values = Empty Array;
  • Modify Global Variable(Rally_values, Append To Array, 95);
  • Modify Global Variable(Rally_values, Append To Array, 100);
  • }
  • }
  • rule("Item Activiation")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Event Player.Random_item_value > 0;
  • Is Button Held(Event Player, Button(Primary Fire)) == True;
  • Has Status(Event Player, Frozen) == False;
  • Has Status(Event Player, Stunned) == False;
  • }
  • actions
  • {
  • Play Effect(Event Player, Buff Impact Sound, Color(White), Event Player, 100);
  • If(Event Player.Random_item_value >= Global.Star_values[0]);
  • If(Event Player.Random_item_value >= Global.Rally_values[0]);
  • Call Subroutine(Item_inuse);
  • Small Message(Event Player, Custom String("Star used"));
  • Small Message(Filtered Array(All Players(All Teams), Current Array Element != Event Player), Custom String("{0} used the star",
  • Small Message(Event Player, Custom String("Rally used"));
  • Small Message(Filtered Array(All Players(All Teams), Current Array Element != Event Player), Custom String("{0} used the rally",
  • Event Player));
  • Call Subroutine(Star_effect);
  • Else If(Event Player.Random_item_value >= Global.Ghost_values[0]);
  • Call Subroutine(Item_inuse);
  • Small Message(Event Player, Custom String("Ghost used"));
  • Small Message(Filtered Array(All Players(All Teams), Current Array Element != Event Player), Custom String(
  • "{0} turned into a ghost", Event Player));
  • Call Subroutine(Ghost_effect);
  • Else If(Event Player.Random_item_value >= Global.Bomb_values[0]);
  • Call Subroutine(Item_inuse);
  • Small Message(Event Player, Custom String("Flame Bomb used"));
  • Small Message(Filtered Array(All Players(All Teams), Current Array Element != Event Player), Custom String("{0} planted a bomb!",
  • Event Player));
  • Call Subroutine(Bomb_effect);
  • Else If(Event Player.Random_item_value >= Global.Shock_values[0]);
  • Call Subroutine(Item_inuse);
  • Small Message(Event Player, Custom String("Shock Ball used"));
  • Small Message(Filtered Array(All Players(All Teams), Current Array Element != Event Player), Custom String("{0} went bowling!",
  • Event Player));
  • Small Message(Filtered Array(All Players(All Teams), Current Array Element != Event Player), Custom String(
  • "{0} sent a shock ball!", Event Player));
  • Call Subroutine(Shock_effect);
  • Else If(Event Player.Random_item_value >= Global.Freeze_values[0]);
  • Call Subroutine(Item_inuse);
  • Small Message(Event Player, Custom String("Freeze Wave Used"));
  • Small Message(Filtered Array(All Players(All Teams), Current Array Element != Event Player), Custom String(
  • "{0} used a Freeze Wave!", Event Player));
  • Call Subroutine(Freeze_effect);
  • Else If(Event Player.Random_item_value >= Global.Jump_values[0]);
  • Call Subroutine(Item_inuse);
  • Small Message(Event Player, Custom String("Jump Used"));
  • Call Subroutine(Jump_effect);
  • End;
  • Start Rule(Item_used, Restart Rule);
  • }
  • }
  • rule("Item in use")
  • {
  • event
  • {
  • Subroutine;
  • Item_inuse;
  • }
  • actions
  • {
  • Event Player.Random_item_value = -1;
  • }
  • }
  • rule("Item used")
  • {
  • event
  • {
  • Subroutine;
  • Item_used;
  • }
  • actions
  • {
  • Event Player.Random_item_value = 0;
  • }
  • }
  • rule("ITEM EFFECTS")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • }
  • rule("Jump Boost")
  • {
  • event
  • {
  • Subroutine;
  • Jump_effect;
  • }
  • actions
  • {
  • Apply Impulse(Event Player, Up, 20, To World, Cancel Contrary Motion);
  • Play Effect(All Players(All Teams), Good Explosion, Color(Blue), Event Player, 1);
  • }
  • }
  • rule("Freeze Wave")
  • {
  • event
  • {
  • Subroutine;
  • Freeze_effect;
  • }
  • actions
  • {
  • Play Effect(All Players(All Teams), Ring Explosion, Color(Blue), Event Player, Global.Freeze_radius);
  • Event Player.Players_within_freeze = Filtered Array(Players Within Radius(Event Player, Global.Freeze_radius, All Teams, Off),
  • Current Array Element != Event Player);
  • Set Status(Event Player.Players_within_freeze, Null, Frozen, 2);
  • }
  • }
  • rule("Shock ball attributes -> visibilty, explosion radius, shock duration, active")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • actions
  • {
  • Event Player.Shock_attributes = Empty Array;
  • Event Player.Shock_attributes[0] = Null;
  • Event Player.Shock_attributes[1] = 10;
  • Event Player.Shock_attributes[2] = 2;
  • Event Player.Shock_attributes[3] = False;
  • Create Effect(Event Player.Shock_attributes[0], Sphere, Color(Purple), Event Player.Shock_position, 0.500,
  • Visible To Position and Radius);
  • }
  • }
  • rule("Spawn ball")
  • {
  • event
  • {
  • Subroutine;
  • Shock_effect;
  • }
  • actions
  • {
  • Event Player.Shock_attributes[0] = All Players(All Teams);
  • Event Player.Shock_attributes[3] = True;
  • Event Player.Shock_position = Eye Position(Event Player) + World Vector Of(Vector(0, 0, 1), Event Player, Rotation);
  • Event Player.Shock_direction = Facing Direction Of(Event Player);
  • Chase Player Variable At Rate(Event Player, Shock_position, Event Player.Shock_position + Event Player.Shock_direction * 100, 20,
  • Destination and Rate);
  • }
  • }
  • rule("Ball hits something")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Ray Cast Hit Position(Event Player.Shock_position, Event Player.Shock_position + 0.700 * Event Player.Shock_direction, All Players(
  • All Teams), Null, True) != Event Player.Shock_position + 0.700 * Event Player.Shock_direction;
  • Event Player.Shock_attributes[3] == True;
  • }
  • actions
  • {
  • Stop Chasing Player Variable(Event Player, Shock_position);
  • Event Player.Shock_attributes[0] = Null;
  • Play Effect(All Players(All Teams), Bad Explosion, Color(Purple), Event Player.Shock_position, Event Player.Shock_attributes[1]);
  • Play Effect(All Players(All Teams), Explosion Sound, Color(Purple), Event Player.Shock_position, 100);
  • Event Player.Players_within_shock = Filtered Array(Players Within Radius(Event Player.Shock_position,
  • Event Player.Shock_attributes[1], All Teams, Off), Current Array Element != Event Player);
  • Set Status(Event Player.Players_within_shock, Event Player, Stunned, Event Player.Shock_attributes[2]);
  • Event Player.Shock_attributes[3] = False;
  • }
  • }
  • rule("Flame bomb -> Visibility, Location, Countdown, Bomb active, Bomb radius")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • actions
  • {
  • Event Player.Bomb_attributes = Empty Array;
  • Modify Player Variable(Event Player, Bomb_attributes, Append To Array, Null);
  • Modify Player Variable(Event Player, Bomb_attributes, Append To Array, Position Of(Event Player));
  • Modify Player Variable(Event Player, Bomb_attributes, Append To Array, 0);
  • Modify Player Variable(Event Player, Bomb_attributes, Append To Array, False);
  • Modify Player Variable(Event Player, Bomb_attributes, Append To Array, 9);
  • Create Effect(Event Player.Bomb_attributes[0], Sphere, Color(Red), Event Player.Bomb_attributes[1], 0.500,
  • Visible To Position and Radius);
  • Create In-World Text(Event Player.Bomb_attributes[0], Custom String("{0}", Event Player.Bomb_duration),
  • Event Player.Bomb_attributes[1], 1.500, Clip Against Surfaces, Visible To Position and String, Color(Orange),
  • Default Visibility);
  • }
  • }
  • rule("Flame Bomb - spawn")
  • {
  • event
  • {
  • Subroutine;
  • Bomb_effect;
  • }
  • actions
  • {
  • Event Player.Bomb_attributes[0] = All Players(All Teams);
  • Event Player.Bomb_attributes[1] = Position Of(Event Player);
  • Event Player.Bomb_attributes[2] = 3;
  • Event Player.Bomb_attributes[3] = True;
  • }
  • }
  • rule("Flame bomb - explosion effect")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Event Player.Bomb_attributes[3] == True;
  • }
  • actions
  • {
  • Call Subroutine(Item_inuse);
  • Call Subroutine(Bomb_countdown);
  • Event Player.Players_within_bomb = Filtered Array(Players Within Radius(Event Player.Bomb_attributes[1],
  • Event Player.Bomb_attributes[4], All Teams, Off), Current Array Element != Event Player);
  • Play Effect(All Players(All Teams), Bad Explosion, Color(Red), Event Player.Bomb_attributes[1], Event Player.Bomb_attributes[4]);
  • Play Effect(All Players(All Teams), Ring Explosion, Color(Red), Event Player.Bomb_attributes[1], Event Player.Bomb_attributes[4]);
  • Play Effect(All Players(All Teams), Explosion Sound, Color(White), Event Player.Bomb_attributes[1], 100);
  • Damage(Event Player.Players_within_bomb, Event Player, 500);
  • Set Status(Event Player.Players_within_bomb, Null, Burning, 1);
  • Event Player.Bomb_attributes[0] = Null;
  • Event Player.Bomb_attributes[2] = 3;
  • Event Player.Bomb_attributes[3] = False;
  • Call Subroutine(Item_used);
  • }
  • }
  • rule("Flame bomb - countdown")
  • {
  • event
  • {
  • Subroutine;
  • Bomb_countdown;
  • }
  • actions
  • {
  • Event Player.Bomb_duration = Event Player.Bomb_attributes[2];
  • Chase Player Variable At Rate(Event Player, Bomb_duration, 0, 1, Destination and Rate);
  • Wait(Event Player.Bomb_attributes[2], Ignore Condition);
  • Stop Chasing Player Variable(Event Player, Bomb_duration);
  • }
  • }
  • rule("Ghost -> Check, Countdown setter")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • actions
  • {
  • Event Player.Ghost_attributes = Empty Array;
  • Event Player.Ghost_attributes[0] = False;
  • Event Player.Ghost_attributes[1] = 10;
  • }
  • }
  • rule("Ghost - effect")
  • {
  • event
  • {
  • Subroutine;
  • Ghost_effect;
  • }
  • actions
  • {
  • Play Effect(All Players(All Teams), Good Explosion, Color(White), Event Player, 1);
  • Set Invisible(Event Player, Enemies);
  • Event Player.Ghost_attributes[0] = True;
  • Event Player.Killstreak_Icon_attributes[0] = Null;
  • Wait(Event Player.Ghost_attributes[1], Ignore Condition);
  • Set Invisible(Event Player, None);
  • Play Effect(All Players(All Teams), Good Explosion, Color(White), Event Player, 1);
  • Event Player.Ghost_attributes[0] = False;
  • Event Player.Killstreak_Icon_attributes[0] = All Players(All Teams);
  • If(Event Player.Killstreak > 0);
  • Event Player.Killstreak_Icon_attributes[0] = All Players(All Teams);
  • End;
  • }
  • }
  • rule("Ghost - hud")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • actions
  • {
  • Create HUD Text(Filtered Array(Event Player, Event Player.Ghost_attributes[0] == True), Null, Null, Custom String("GHOSTED: {0}",
  • Event Player.Ghost_duration), Top, 0, Color(White), Color(White), Color(Yellow), Visible To and String, Default Visibility);
  • }
  • }
  • rule("Ghost - timer")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Event Player.Ghost_attributes[0] == True;
  • }
  • actions
  • {
  • Event Player.Ghost_duration = Event Player.Ghost_attributes[1];
  • Chase Player Variable At Rate(Event Player, Ghost_duration, 0, 1, Destination and Rate);
  • Wait(Event Player.Ghost_attributes[1], Abort When False);
  • Stop Chasing Player Variable(Event Player, Ghost_duration);
  • }
  • }
  • rule("Ghost - if died while ghosted")
  • {
  • event
  • {
  • Player Died;
  • All;
  • All;
  • }
  • conditions
  • {
  • Event Player.Ghost_attributes[0] == True;
  • }
  • actions
  • {
  • Event Player.Ghost_duration = 0;
  • Stop Chasing Player Variable(Event Player, Ghost_duration);
  • Event Player.Ghost_attributes[0] = False;
  • Set Invisible(Event Player, None);
  • Play Effect(All Players(All Teams), Good Explosion, Color(White), Event Player, 1);
  • }
  • }
  • rule("Star -> Check, countdown setter, visibility, radius")
  • rule("Rally -> Check, countdown setter, visibility, radius")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • actions
  • {
  • Event Player.Star_attributes = Empty Array;
  • Event Player.Star_attributes[0] = False;
  • Event Player.Star_attributes[1] = 10;
  • Event Player.Star_attributes[2] = Null;
  • Event Player.Star_attributes[3] = 1.300;
  • Create Effect(Event Player.Star_attributes[2], Sparkles, Color(White), Event Player, Event Player.Star_attributes[3],
  • Event Player.Rally_attributes = Empty Array;
  • Event Player.Rally_attributes[0] = False;
  • Event Player.Rally_attributes[1] = 10;
  • Event Player.Rally_attributes[2] = Null;
  • Event Player.Rally_attributes[3] = 1.300;
  • Create Effect(Event Player.Rally_attributes[2], Sparkles, Color(White), Event Player, Event Player.Rally_attributes[3],
  • Visible To Position and Radius);
  • Create Effect(Event Player.Star_attributes[2], Sparkles, Color(White), Event Player, Event Player.Star_attributes[3],
  • Create Effect(Event Player.Rally_attributes[2], Sparkles, Color(White), Event Player, Event Player.Rally_attributes[3],
  • Visible To Position and Radius);
  • Create Effect(Event Player.Star_attributes[2], Sparkles, Color(White), Event Player, Event Player.Star_attributes[3],
  • Create Effect(Event Player.Rally_attributes[2], Sparkles, Color(White), Event Player, Event Player.Rally_attributes[3],
  • Visible To Position and Radius);
  • Create Effect(Event Player.Star_attributes[2], Sparkles, Color(White), Event Player, Event Player.Star_attributes[3],
  • Create Effect(Event Player.Rally_attributes[2], Sparkles, Color(White), Event Player, Event Player.Rally_attributes[3],
  • Visible To Position and Radius);
  • Create Effect(Event Player.Star_attributes[2], Sparkles, Color(Yellow), Event Player, Event Player.Star_attributes[3],
  • Create Effect(Event Player.Rally_attributes[2], Sparkles, Color(Yellow), Event Player, Event Player.Rally_attributes[3],
  • Visible To Position and Radius);
  • Create Effect(Event Player.Star_attributes[2], Sparkles, Color(Yellow), Event Player, Event Player.Star_attributes[3],
  • Create Effect(Event Player.Rally_attributes[2], Sparkles, Color(Yellow), Event Player, Event Player.Rally_attributes[3],
  • Visible To Position and Radius);
  • Create Effect(Event Player.Star_attributes[2], Sparkles, Color(Yellow), Event Player, Event Player.Star_attributes[3],
  • Create Effect(Event Player.Rally_attributes[2], Sparkles, Color(Yellow), Event Player, Event Player.Rally_attributes[3],
  • Visible To Position and Radius);
  • Create Effect(Event Player.Star_attributes[2], Sparkles, Color(Yellow), Event Player, Event Player.Star_attributes[3],
  • Create Effect(Event Player.Rally_attributes[2], Sparkles, Color(Yellow), Event Player, Event Player.Rally_attributes[3],
  • Visible To Position and Radius);
  • }
  • }
  • rule("Star - effect")
  • rule("Rally - effect")
  • {
  • event
  • {
  • Subroutine;
  • Star_effect;
  • }
  • actions
  • {
  • Event Player.Star_attributes[0] = True;
  • Event Player.Star_attributes[2] = All Players(All Teams);
  • Set Status(Event Player, Null, Phased Out, Event Player.Star_attributes[1]);
  • Set Status(Event Player, Null, Invincible, Event Player.Star_attributes[1]);
  • Wait(Event Player.Star_attributes[1], Ignore Condition);
  • Event Player.Star_attributes[0] = False;
  • Event Player.Star_attributes[2] = Null;
  • Event Player.Rally_attributes[0] = True;
  • Event Player.Rally_attributes[2] = All Players(All Teams);
  • Set Status(Event Player, Null, Invincible, Event Player.Rally_attributes[1]);
  • Wait(Event Player.Rally_attributes[1], Ignore Condition);
  • Event Player.Rally_attributes[0] = False;
  • Event Player.Rally_attributes[2] = Null;
  • }
  • }
  • rule("Star - hud")
  • rule("Rally - hud")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • actions
  • {
  • Create HUD Text(Filtered Array(Event Player, Event Player.Star_attributes[0] == True), Null, Null, Custom String("STAR POWER: {0}",
  • Event Player.Star_duration), Top, 0, Color(White), Color(White), Color(Yellow), Visible To and String, Default Visibility);
  • Create HUD Text(Filtered Array(Event Player, Event Player.Rally_attributes[0] == True), Null, Null, Custom String(
  • "RALLY POWER: {0}", Event Player.Rally_duration), Top, 0, Color(White), Color(White), Color(Yellow), Visible To and String,
  • Default Visibility);
  • }
  • }
  • rule("Star - timer")
  • rule("Rally - timer")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Event Player.Star_attributes[0] == True;
  • Event Player.Rally_attributes[0] == True;
  • }
  • actions
  • {
  • Event Player.Rally_duration = Event Player.Rally_attributes[1];
  • Chase Player Variable At Rate(Event Player, Rally_duration, 0, 1, Destination and Rate);
  • Wait(Event Player.Rally_attributes[1], Ignore Condition);
  • Stop Chasing Player Variable(Event Player, Rally_duration);
  • }
  • }
  • rule("Rally - if died while Rallied")
  • {
  • event
  • {
  • Player Died;
  • All;
  • All;
  • }
  • conditions
  • {
  • Event Player.Rally_attributes[0] == True;
  • }
  • actions
  • {
  • Event Player.Star_duration = Event Player.Star_attributes[1];
  • Chase Player Variable At Rate(Event Player, Star_duration, 0, 1, Destination and Rate);
  • Wait(Event Player.Star_attributes[1], Ignore Condition);
  • Stop Chasing Player Variable(Event Player, Star_duration);
  • Event Player.Rally_duration = 0;
  • Stop Chasing Player Variable(Event Player, Rally_duration);
  • Event Player.Rally_attributes[0] = False;
  • Event Player.Rally_attributes[2] = Null;
  • Clear Status(Event Player, Invincible);
  • Play Effect(All Players(All Teams), Good Explosion, Color(White), Event Player, 1);
  • }
  • }
  • disabled rule("DEVELOPER TOOLS")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • actions
  • {
  • Create HUD Text(Host Player, Custom String("DEVELOPER TOOLS ENABLED"), Null, Null, Top, 0, Color(White), Color(White), Color(
  • White), Visible To and String, Default Visibility);
  • Create HUD Text(All Players(All Teams), Null, Null, Custom String("Press R for dummy bot, use melee button to cycle items."), Top,
  • 1, Color(White), Color(White), Color(White), Visible To and String, Default Visibility);
  • }
  • }
  • rule("Dummy bot spawn")
  • disabled rule("Dummy rein spawn")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Is Button Held(Event Player, Button(Reload)) == True;
  • Global.Bot_id == 0;
  • }
  • actions
  • {
  • Create Dummy Bot(Hero(Bastion), All Teams, -1, Host Player, Host Player);
  • Create Dummy Bot(Hero(Reinhardt), All Teams, -1, Host Player, Host Player);
  • Global.Bot_id = Last Created Entity;
  • }
  • }
  • disabled rule("Dummy rein Charge")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Is Button Held(Event Player, Button(Reload)) == True;
  • }
  • actions
  • {
  • Press Button(Players On Hero(Hero(Reinhardt), All Teams), Button(Ability 1));
  • }
  • }
  • disabled rule("Cycle item")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Is Button Held(Host Player, Button(Melee)) == True;
  • }
  • actions
  • {
  • If(Host Player.Random_item_value == 0);
  • Wait(0.250, Ignore Condition);
  • Global.Bot_id.Random_item_value = Global.Jump_values[0];
  • Else If(Host Player.Random_item_value == Global.Jump_values[0]);
  • Wait(0.250, Ignore Condition);
  • Host Player.Random_item_value = Global.Freeze_values[0];
  • Else If(Host Player.Random_item_value == Global.Freeze_values[0]);
  • Wait(0.250, Ignore Condition);
  • Host Player.Random_item_value = Global.Bomb_values[0];
  • Else If(Host Player.Random_item_value == Global.Bomb_values[0]);
  • Wait(0.250, Ignore Condition);
  • Host Player.Random_item_value = Global.Ghost_values[0];
  • Else If(Host Player.Random_item_value == Global.Ghost_values[0]);
  • Wait(0.250, Ignore Condition);
  • Host Player.Random_item_value = Global.Star_values[0];
  • Else If(Host Player.Random_item_value == Global.Star_values[0]);
  • Host Player.Random_item_value = Global.Rally_values[0];
  • Else If(Host Player.Random_item_value == Global.Rally_values[0]);
  • Wait(0.250, Ignore Condition);
  • Host Player.Random_item_value = Global.Jump_values[0];
  • End;
  • }
  • }
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