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- variables
- {
- global:
- 0: Map_Progression
- 1: GateUnlockProgression
- 2: DifficultyLevelSwitch
- 3: ExpertChallengeSwitch
- 26: StarPoints
- 27: CrucibleOfSouls
- 28: IronHeartMode
- 29: IronHeart
- 30: CrucicbleOfSoulsMode
- 31: CursedClock
- 32: CursedClockMode
- 33: OmegaSigil
- 34: OmegaMode
- 35: OmegaRNG
- 36: MainMenu
- 37: mainmenuarea
- 38: easymodecircle
- 40: DifficultyChoice
- 41: KeepMenuOn
- 42: hardmodecircle
- 44: normalmocdecircle
- 46: expertmodecircle
- 47: juggernautprism
- 48: juggernautprismmode
- player:
- 25: Adrenaline
- 26: Corruption
- }
- rule("-==SPAWN POINTS==-")
- {
- event
- {
- Ongoing - Global;
- }
- }
- rule("Rule 97")
- {
- event
- {
- Ongoing - Each Player;
- Team 1;
- Sombra;
- }
- conditions
- {
- Is Using Ability 1(Event Player) == True;
- }
- actions
- {
- Wait(10, Abort When False);
- Press Button(Event Player, Ability 1);
- }
- }
- rule("Team 1 // Spawn Point")
- {
- event
- {
- Ongoing - Each Player;
- Team 1;
- All;
- }
- conditions
- {
- Is In Spawn Room(Event Player) == True;
Global Variable(Map_Progression) == 0;
- Global.Map_Progression == 0;
- }
- actions
- {
Teleport(Event Player, Vector(3.095, -0.802, -6.535));
- Teleport(Event Player, Global.mainmenuarea);
- }
- }
rule("Team 2 // Respawn timer = 3.5")
- rule("Team 2 // Respawn timer = 5")
- {
- event
- {
- Ongoing - Each Player;
- Team 2;
- All;
- }
- actions
- {
Set Respawn Max Time(Event Player, 3.500);
- Set Respawn Max Time(Event Player, 5);
- }
- }
- rule("Team 1 // Die permanently")
- {
- event
- {
- Ongoing - Each Player;
- Team 1;
- All;
- }
- actions
- {
- Disable Built-In Game Mode Respawning(Event Player);
- }
- }
- rule("-==VARIABLES==-")
- {
- event
- {
- Ongoing - Each Player;
- All;
- All;
- }
- }
- rule("Map_Progression // Default = 0")
- {
- event
- {
- Ongoing - Each Player;
- All;
- All;
- }
- actions
- {
Set Global Variable(Map_Progression, 0);
- Global.Map_Progression = 0;
- }
- }
- rule("Gate Unlock Progression = 0% // Initialize [GV]")
- {
- event
- {
- Ongoing - Global;
- }
- actions
- {
Set Global Variable(GateUnlockProgression, 0);
- Global.GateUnlockProgression = 0;
- }
- }
- rule("Map Progression = 0 // Initialize [GV]")
- {
- event
- {
- Ongoing - Each Player;
- All;
- All;
- }
- conditions
- {
- Has Spawned(All Players(All Teams)) == True;
- Number of Living Players(Team 1) >= 1;
- }
- actions
- {
- disabled Set Status(Event Player, Null, Frozen, 9999);
disabled Big Message(Event Player, Custom String("Heroes, capture the objectives without dying to win.", Null, Null, Null));
- disabled Big Message(Event Player, Custom String("Heroes, capture the objectives without dying to win."));
- disabled Wait(2.500, Ignore Condition);
disabled Big Message(Event Player, Custom String("Zombies, stop the heroes from capturing the objectives by killing them.", Null, Null,
Null));
- disabled Big Message(Event Player, Custom String("Zombies, stop the heroes from capturing the objectives by killing them."));
- disabled Wait(3, Ignore Condition);
disabled Small Message(Event Player, Custom String("3...", Null, Null, Null));
- disabled Small Message(Event Player, Custom String("3..."));
- disabled Wait(1, Ignore Condition);
disabled Small Message(Event Player, Custom String("2...", Null, Null, Null));
- disabled Small Message(Event Player, Custom String("2..."));
- disabled Wait(1, Ignore Condition);
disabled Small Message(Event Player, Custom String("1...", Null, Null, Null));
- disabled Small Message(Event Player, Custom String("1..."));
- disabled Wait(1, Ignore Condition);
- disabled Clear Status(Event Player, Frozen);
disabled Big Message(Event Player, Custom String("RUN!", Null, Null, Null));
- disabled Big Message(Event Player, Custom String("RUN!"));
- }
- }
- rule("-==GAME START==-")
- {
- event
- {
- Ongoing - Global;
- }
- }
- rule("Team 2 // Spawn point")
- {
- event
- {
- Ongoing - Each Player;
- Team 2;
- All;
- }
- conditions
- {
- Is In Spawn Room(Event Player) == True;
Global Variable(Map_Progression) == 0;
- Global.Map_Progression == 0;
- }
- actions
- {
- Teleport(Event Player, Vector(-12.555, -3.102, -27.234));
- }
- }
- rule("-==OBJECTIVES==-")
- {
- event
- {
- Ongoing - Global;
- }
- }
- rule("Objective 1 // Attack")
- {
- event
- {
- Ongoing - Global;
- }
- conditions
- {
Global Variable(Map_Progression) == 0;
- Global.Map_Progression == 0;
- }
- actions
- {
- Create Icon(All Players(Team 1), Vector(-10.041, 7.366, 51.350), Arrow: Down, Visible To and Position, Blue, True);
- Create Icon(All Players(Team 2), Vector(-10.041, 7.366, 51.350), Arrow: Down, Visible To and Position, Red, True);
- }
- }
- rule("Objective 1 // Visuals")
- {
- event
- {
- Ongoing - Global;
- }
- actions
- {
- Create Effect(All Players(Team 1), Ring, Blue, Vector(-10.041, 7.366, 51.350), 4, Visible To Position and Radius);
- Create Effect(All Players(Team 2), Ring, Red, Vector(-10.041, 7.366, 51.350), 4, Visible To Position and Radius);
- }
- }
- rule("Objective 2 // Visuals")
- {
- event
- {
- Ongoing - Global;
- }
- actions
- {
- Create Effect(All Players(Team 1), Ring, Blue, Vector(35.974, 3.053, 78.767), 3, Visible To Position and Radius);
- Create Effect(All Players(Team 2), Ring, Red, Vector(35.974, 3.052, 78.767), 3, Visible To Position and Radius);
- }
- }
- rule("Objective 3 // Visuals")
- {
- event
- {
- Ongoing - Each Player;
- All;
- All;
- }
- actions
- {
- Create Effect(All Players(Team 1), Ring, Blue, Vector(-25.684, 1.916, 109.478), 3.450, Visible To Position and Radius);
- Create Effect(All Players(Team 2), Ring, Red, Vector(-25.684, 1.916, 109.478), 3.450, Visible To Position and Radius);
- }
- }
- rule("Transition // Destroy all effects, bring in new effects 2")
- {
- event
- {
- Ongoing - Global;
- }
- conditions
- {
Global Variable(Map_Progression) == 2;
- Global.Map_Progression == 2;
- }
- actions
- {
- Destroy All Icons;
- Wait(0.250, Ignore Condition);
- Create Icon(All Players(Team 1), Vector(-25.684, 1.916, 109.478), Arrow: Down, Visible To and Position, Blue, True);
- Create Icon(All Players(Team 2), Vector(-25.684, 1.916, 109.478), Arrow: Down, Visible To and Position, Red, True);
- }
- }
- rule("-==ESCAPE==-")
- {
- event
- {
- Ongoing - Global;
- }
- }
- rule("Objective 1 // When on objective 1, add 1 point for every 4 seconds.")
- {
- event
- {
- Ongoing - Each Player;
- Team 1;
- All;
- }
- conditions
- {
- Players Within Radius(Vector(-10.041, 7.366, 51.350), 4, Team 1, Surfaces) == True;
Global Variable(Map_Progression) == 0;
- Global.Map_Progression == 0;
- Is Alive(Event Player) == True;
- }
- actions
- {
Set Global Variable(GateUnlockProgression, Add(Global Variable(GateUnlockProgression), 1));
- Abort If(Global.GateUnlockProgression == 10);
- Global.GateUnlockProgression = Global.GateUnlockProgression + 1;
- Wait(4, Ignore Condition);
Abort If(Compare(Global Variable(GateUnlockProgression), ==, 10));
- Loop If Condition Is True;
- }
- }
- rule("Objective 2 // When on objective 2, add 1 point for every 4.5 seconds.")
- {
- event
- {
- Ongoing - Each Player;
- Team 1;
- All;
- }
- conditions
- {
- Players Within Radius(Vector(35.974, 3.053, 78.767), 3, Team 1, Surfaces) == True;
Global Variable(Map_Progression) == 1;
- Global.Map_Progression == 1;
- Is Alive(Event Player) == True;
- }
- actions
- {
Set Global Variable(GateUnlockProgression, Add(Global Variable(GateUnlockProgression), 1));
- Global.GateUnlockProgression = Global.GateUnlockProgression + 1;
- Wait(4.500, Ignore Condition);
Abort If(Compare(Global Variable(GateUnlockProgression), ==, 20));
- Abort If(Global.GateUnlockProgression == 20);
- Loop If Condition Is True;
- }
- }
- rule("Objective 3 // When on objective 3, add 1 point for every 5 seconds.")
- {
- event
- {
- Ongoing - Each Player;
- Team 1;
- All;
- }
- conditions
- {
- Players Within Radius(Vector(-25.684, 1.916, 109.478), 3.450, Team 1, Surfaces) == True;
Global Variable(Map_Progression) == 2;
- Global.Map_Progression == 2;
- Is Alive(Event Player) == True;
- }
- actions
- {
Set Global Variable(GateUnlockProgression, Add(Global Variable(GateUnlockProgression), 1));
- Global.GateUnlockProgression = Global.GateUnlockProgression + 1;
- Wait(5, Ignore Condition);
Abort If(Compare(Global Variable(GateUnlockProgression), ==, 30));
- Abort If(Global.GateUnlockProgression == 30);
- Loop If Condition Is True;
- }
- }
- rule("Objective 4 // When on objective 4, add 1 point for every 5.5 seconds.")
- {
- event
- {
- Ongoing - Each Player;
- Team 1;
- All;
- }
- conditions
- {
- Players Within Radius(Vector(-77.250, 6.424, 66.230), 4, Team 1, Surfaces) == True;
Global Variable(Map_Progression) == 3;
- Global.Map_Progression == 3;
- Is Alive(Event Player) == True;
- }
- actions
- {
Set Global Variable(GateUnlockProgression, Add(Global Variable(GateUnlockProgression), 1));
- Global.GateUnlockProgression = Global.GateUnlockProgression + 1;
- Wait(5.500, Ignore Condition);
Abort If(Compare(Global Variable(GateUnlockProgression), ==, 40));
- Abort If(Global.GateUnlockProgression == 40);
- Loop If Condition Is True;
- }
- }
- rule("Objective 4 // When on objective 5, add 1 point for every 6 seconds.")
- {
- event
- {
- Ongoing - Each Player;
- Team 1;
- All;
- }
- conditions
- {
- Players Within Radius(Vector(-71.933, 8.125, 104.853), 2.500, Team 1, Surfaces) == True;
Global Variable(Map_Progression) == 4;
- Global.Map_Progression == 4;
- Is Alive(Event Player) == True;
- }
- actions
- {
Set Global Variable(GateUnlockProgression, Add(Global Variable(GateUnlockProgression), 1));
- Global.GateUnlockProgression = Global.GateUnlockProgression + 1;
- Wait(6, Ignore Condition);
Abort If(Compare(Global Variable(GateUnlockProgression), ==, 40));
- Abort If(Global.GateUnlockProgression == 40);
- Loop If Condition Is True;
- }
- }
- rule("HUD // Escape percentage")
- {
- event
- {
- Ongoing - Each Player;
- All;
- All;
- }
- actions
- {
Create HUD Text(Event Player, Null, Custom String("Gate Unlock Percentage (50% = Unlock)", Null, Null, Null), String("{0} / {1}",
Global Variable(GateUnlockProgression), 50, Null), Top, 7, Yellow, Yellow, White, Visible To and String, Default Visibility);
- Create HUD Text(Event Player, Null, Custom String("Gate Unlock Percentage (50% = Unlock)"), String("{0} / {1}",
- Global.GateUnlockProgression, 50), Top, 7, Yellow, Yellow, White, Visible To and String, Default Visibility);
- }
- }
- rule("-==PHASES==-")
- {
- event
- {
- Ongoing - Global;
- }
- }
- rule("Transition // Destroy all effects, bring in new effects for ob 2")
- {
- event
- {
- Ongoing - Global;
- }
- conditions
- {
Global Variable(Map_Progression) == 1;
- Global.Map_Progression == 1;
- }
- actions
- {
- Destroy All Icons;
- Wait(0.250, Ignore Condition);
- Create Icon(All Players(Team 1), Vector(35.974, 3.053, 78.767), Arrow: Down, Visible To and Position, Blue, True);
- Create Icon(All Players(Team 2), Vector(35.974, 3.052, 78.767), Arrow: Down, Visible To and Position, Red, True);
- }
- }
- rule("Transition // Destroy all effects, bring in new effects for ob 3")
- {
- event
- {
- Ongoing - Global;
- }
- conditions
- {
Global Variable(Map_Progression) == 2;
- Global.Map_Progression == 2;
- }
- actions
- {
- Destroy All Icons;
- Wait(0.250, Ignore Condition);
- Create Icon(All Players(Team 1), Vector(-25.684, 1.916, 109.478), Arrow: Down, Visible To and Position, Blue, True);
- Create Icon(All Players(Team 2), Vector(-25.684, 1.916, 109.478), Arrow: Down, Visible To and Position, Red, True);
- }
- }
- rule("Transition // Destroy all effects, bring in new effects for ob 4")
- {
- event
- {
- Ongoing - Global;
- }
- conditions
- {
Global Variable(Map_Progression) == 3;
- Global.Map_Progression == 3;
- }
- actions
- {
- Destroy All Icons;
- Wait(0.250, Ignore Condition);
- Create Icon(All Players(Team 1), Vector(-77.250, 6.423, 66.229), Arrow: Down, Visible To and Position, Blue, True);
- Create Icon(All Players(Team 2), Vector(-77.250, 6.423, 66.229), Arrow: Down, Visible To and Position, Red, True);
- }
- }
- rule("Transition // Destroy all effects, bring in new effects for ob 5")
- {
- event
- {
- Ongoing - Global;
- }
- conditions
- {
Global Variable(Map_Progression) == 4;
- Global.Map_Progression == 4;
- }
- actions
- {
- Destroy All Icons;
- Wait(0.250, Ignore Condition);
- Create Icon(All Players(Team 1), Vector(-71.932, 8.125, 104.853), Arrow: Down, Visible To and Position, Blue, True);
- Create Icon(All Players(Team 2), Vector(-71.933, 8.125, 104.853), Arrow: Down, Visible To and Position, Red, True);
- }
- }
- rule("-==UNORGANIZED AT THE MOMENT==-")
- {
- event
- {
- Ongoing - Global;
- }
- }
- rule("Objective 4 // Visuals")
- {
- event
- {
- Ongoing - Global;
- }
- actions
- {
- Create Effect(All Players(Team 1), Ring, Blue, Vector(-77.250, 6.422, 66.229), 4, Visible To Position and Radius);
- Create Effect(All Players(Team 2), Ring, Red, Vector(-77.250, 6.422, 66.229), 4, Visible To Position and Radius);
- }
- }
- rule("Objective 1 // 10% -> Objective 2")
- {
- event
- {
- Ongoing - Global;
- }
- conditions
- {
Global Variable(GateUnlockProgression) == 10;
- Global.GateUnlockProgression == 10;
- }
- actions
- {
Big Message(All Players(All Teams), Custom String("10% unlocked. A new objective has opened, attack!", Null, Null, Null));
Set Global Variable(Map_Progression, 1);
- Big Message(All Players(All Teams), Custom String("10% unlocked. A new objective has opened, attack!"));
- Global.Map_Progression = 1;
- }
- }
- rule("Objective 3 // 20% -> Objective 3")
- {
- event
- {
- Ongoing - Global;
- }
- conditions
- {
Global Variable(GateUnlockProgression) == 20;
- Global.GateUnlockProgression == 20;
- }
- actions
- {
Big Message(All Players(All Teams), Custom String("20% unlocked. A new objective has opened, attack!", Null, Null, Null));
Set Global Variable(Map_Progression, 2);
- Big Message(All Players(All Teams), Custom String("20% unlocked. A new objective has opened, attack!"));
- Global.Map_Progression = 2;
- }
- }
- rule("Objective 3 // 30% -> Objective 4")
- {
- event
- {
- Ongoing - Global;
- }
- conditions
- {
Global Variable(GateUnlockProgression) == 30;
- Global.GateUnlockProgression == 30;
- }
- actions
- {
Big Message(All Players(All Teams), Custom String("30% unlocked. A new objective has opened, attack!", Null, Null, Null));
Set Global Variable(Map_Progression, 3);
- Big Message(All Players(All Teams), Custom String("30% unlocked. A new objective has opened, attack!"));
- Global.Map_Progression = 3;
- }
- }
- rule("Zombie // Blitz Rush (Speed boost when dead)")
- {
- event
- {
- Player Died;
- Team 2;
- All;
- }
- actions
- {
Set Move Speed(Event Player, 200);
Wait(8, Ignore Condition);
- Set Move Speed(Event Player, 160);
- Wait(6, Ignore Condition);
- Set Move Speed(Event Player, 100);
- }
- }
- rule("Objective 3 // 40% -> Objective 5")
- {
- event
- {
- Ongoing - Global;
- }
- conditions
- {
Global Variable(GateUnlockProgression) == 40;
- Global.GateUnlockProgression == 40;
- }
- actions
- {
Big Message(All Players(All Teams), Custom String("40% unlocked. A new objective has opened, attack!", Null, Null, Null));
Set Global Variable(Map_Progression, 4);
- Big Message(All Players(All Teams), Custom String("40% unlocked. A new objective has opened, attack!"));
- Global.Map_Progression = 4;
- }
- }
- rule("Objective 5 // Visuals")
- {
- event
- {
- Ongoing - Each Player;
- All;
- All;
- }
- actions
- {
- Create Effect(All Players(Team 1), Ring, Blue, Vector(-71.932, 8.125, 104.853), 2.500, Visible To Position and Radius);
- Create Effect(All Players(Team 2), Ring, Red, Vector(-71.932, 8.125, 104.853), 2.500, Visible To Position and Radius);
- }
- }
- rule("Rule 50")
- {
- event
- {
- Ongoing - Global;
- }
- conditions
- {
Global Variable(GateUnlockProgression) > 50;
- Global.GateUnlockProgression > 50;
- }
- actions
- {
Set Global Variable(GateUnlockProgression, 50);
- Global.GateUnlockProgression = 50;
- }
- }
- rule("Rule 50")
- {
- event
- {
- Ongoing - Global;
- }
- conditions
- {
Global Variable(GateUnlockProgression) == 50;
- Global.GateUnlockProgression == 50;
- }
- actions
- {
Set Global Variable(Map_Progression, 9);
- Global.Map_Progression = 9;
- }
- }
- rule("Rule 50")
- {
- event
- {
- Ongoing - Each Player;
- All;
- All;
- }
- conditions
- {
Global Variable(Map_Progression) == 9;
- Global.Map_Progression == 9;
- }
- actions
- {
Big Message(Event Player, Custom String("Exit key granted... Please collect at the Black King's Throne.", Null, Null, Null));
- Big Message(Event Player, Custom String("Exit key granted... Please collect at the Black King's Throne."));
- Destroy All Icons;
- Wait(0.250, Ignore Condition);
- Create Effect(All Players(All Teams), Sphere, White, Vector(-130.010, 2.535, 108.320), 1, Visible To Position and Radius);
Create In-World Text(All Players(All Teams), Custom String("Exit Key", Null, Null, Null), Vector(-130.010, 2.535, 108.320), 1,
Clip Against Surfaces, Visible To Position and String, White, Default Visibility);
}
}
rule("bug fix")
{
event
{
Ongoing - Each Player;
Team 1;
All;
}
conditions
{
Has Spawned(Event Player) == True;
}
actions
{
Wait(0.250, Ignore Condition);
Clear Status(Event Player, Frozen);
- Create In-World Text(All Players(All Teams), Custom String("Exit Key"), Vector(-130.010, 2.535, 108.320), 1, Clip Against Surfaces,
- Visible To Position and String, White, Default Visibility);
- }
- }
- rule("Rule 61")
- {
- event
- {
- Ongoing - Each Player;
- Team 1;
- All;
- }
- conditions
- {
- Players Within Radius(Vector(-130.010, 2.535, 108.320), 1, Team 1, Surfaces) == True;
Global Variable(Map_Progression) == 9;
- Global.Map_Progression == 9;
- }
- actions
- {
Set Global Variable(Map_Progression, 125);
Big Message(All Players(All Teams), Custom String("YOU HAVE THE KEY! RUN TO THE EXIT NOW!", Null, Null, Null));
- Global.Map_Progression = 125;
- Big Message(All Players(All Teams), Custom String("YOU HAVE THE KEY! RUN TO THE EXIT NOW!"));
- Destroy All Icons;
- Wait(0.250, Ignore Condition);
Create Icon(All Players(Team 1), Event Player, Arrow: Down, Visible To and Position, Blue, True);
Create Icon(All Players(Team 2), Event Player, Arrow: Down, Visible To and Position, Red, True);
- }
- }
- rule("Rule 62")
- {
- event
- {
- Ongoing - Each Player;
- Team 1;
- All;
- }
- conditions
- {
- Players Within Radius(Vector(-12.423, -3.645, -31.413), 5, Team 1, Surfaces) == True;
Global Variable(Map_Progression) == 125;
- Global.Map_Progression == 125;
- }
- actions
- {
Big Message(All Players(All Teams), Custom String("Congratulations! You have escaped the infected Blizzard World!", Null, Null,
Null));
- Big Message(All Players(All Teams), Custom String("YOU GRASP YOUR HEART AND FEEL THE PAIN SUBSIDE. YOU ARE SAFE NOW."));
- Set Status(Event Player, Null, Phased Out, 9999);
- Wait(4, Ignore Condition);
- Declare Team Victory(Team 1);
- }
- }
rule("Rule 63")
- rule("MainMenuSpawn")
- {
- event
- {
- Ongoing - Each Player;
- Team 2;
- All;
- }
- conditions
- {
- Has Spawned(Event Player) == True;
- Global.MainMenu == True;
- }
- actions
- {
Set Status(All Players(Team 2), Null, Frozen, 16);
- Set Status(All Players(Team 2), Null, Frozen, 10000);
- Set Damage Received(Event Player, 0);
Wait(16, Ignore Condition);
Set Damage Received(All Players(Team 2), 100);
}
}
rule("-==CHAMPION'S ROAD HALL OF FAME==-")
{
event
{
Ongoing - Global;
}
}
rule("Hall of Fame // HUD")
{
event
{
Ongoing - Each Player;
Team 1;
All;
}
actions
{
Create In-World Text(All Players(Team 1), Custom String("-==Hall of Fame==-", Null, Null, Null), Vector(3.021, 1.505, 28.575), 1,
Clip Against Surfaces, Visible To Position and String, Yellow, Default Visibility);
Create In-World Text(All Players(Team 1), Custom String(
"The Hall of Fame shows all users that have completed vanilla Zombie Rush difficulties 1-7. Congratulations!", Null, Null,
Null), Vector(3.265, 0.361, 27.420), 1, Clip Against Surfaces, Visible To Position and String, White, Default Visibility);
"Congratulations ActualTrash!"
Create In-World Text(All Players(All Teams), Custom String("ActuallyTrash", Null, Null, Null), Vector(2.853, 1.080, 23.590), 1,
Clip Against Surfaces, Visible To Position and String, White, Default Visibility);
"Congratulations BadPlayer0!"
Create In-World Text(All Players(All Teams), Custom String("BadPlayer0", Null, Null, Null), Vector(2.883, 1.079, 19.476), 1,
Clip Against Surfaces, Visible To Position and String, White, Default Visibility);
- }
- }
- rule("-==RES==-")
- {
- event
- {
- Ongoing - Global;
- }
- }
- rule("Location // Save location upon death")
- {
- event
- {
- Player Died;
- Team 1;
- All;
- }
- actions
- {
Abort If(Compare(Global Variable(CrucicbleOfSoulsMode), ==, True));
Set Global Variable At Index(S, Slot Of(Event Player), Nearest Walkable Position(Event Player));
Big Message(All Players(Team 1), String("{0} {1}", Event Player, String("{0}!", String("Down", Null, Null, Null), Null, Null),
Null));
Set Global Variable At Index(E, Slot Of(Event Player), True);
Abort If(Compare(Global Variable(CrucicbleOfSoulsMode), ==, True));
- Abort If(Global.CrucicbleOfSoulsMode == True);
- Global.S[Slot Of(Event Player)] = Nearest Walkable Position(Event Player);
- Big Message(All Players(Team 1), String("{0} {1}", Event Player, String("{0}!", String("Down"))));
- Global.E[Slot Of(Event Player)] = True;
- Abort If(Global.CrucicbleOfSoulsMode == True);
- }
- }
- rule("Revive // Player 1 revive")
- {
- event
- {
- Ongoing - Each Player;
- Team 1;
- All;
- }
- conditions
- {
- "Made by CrimsonRend"
Distance Between(Event Player, Value In Array(Global Variable(S), 0)) <= 4;
- Distance Between(Event Player, Global.S[0]) <= 4;
- "Made by CrimsonRend"
- Event Player != Players In Slot(0, Team 1);
- "Made by CrimsonRend"
- Is Alive(Event Player) == True;
- }
- actions
- {
Abort If(Compare(Global Variable(CrucicbleOfSoulsMode), ==, True));
- Abort If(Global.CrucicbleOfSoulsMode == True);
- "Made by CrimsonRend"
Set Player Variable(Event Player, C, Players In Slot(0, Team 1));
- Event Player.C = Players In Slot(0, Team 1);
- "Made by CrimsonRend"
Chase Player Variable Over Time(Players In Slot(0, Team 1), C, 4, Add(2, Multiply(Global Variable(P), 2)),
Destination and Duration);
- Chase Player Variable Over Time(Players In Slot(0, Team 1), C, 4, 2 + Global.P * 2, Destination and Duration);
- "Made by CrimsonRend"
Wait(Add(2, Multiply(Global Variable(P), 2)), Abort When False);
- Wait(2 + Global.P * 2, Abort When False);
- "Made by CrimsonRend"
- Teleport(Players In Slot(0, Team 1), Event Player);
- "Made by CrimsonRend"
- Resurrect(Players In Slot(0, Team 1));
- "Made by CrimsonRend"
Modify Global Variable(P, Add, 1);
- Global.P += 1;
- disabled Wait(0.250, Ignore Condition);
- "Made by CrimsonRend"
Play Effect(All Players(All Teams), Buff Explosion Sound, Yellow, Value In Array(Global Variable(S), 0), 4);
- Play Effect(All Players(All Teams), Buff Explosion Sound, Yellow, Global.S[0], 4);
- "Made by CrimsonRend"
- Play Effect(All Players(All Teams), Good Pickup Effect, White, Players In Slot(0, Team 1), 100);
- "Made by CrimsonRend"
Set Global Variable At Index(S, 0, Vector(500, 0, 500));
- Global.S[0] = Vector(500, 0, 500);
- "Made by CrimsonRend"
Modify Player Variable(Event Player, A, Add, Multiply(100, Player Variable(Event Player, H)));
- Event Player.A += 100 * Event Player.H;
- "Made by CrimsonRend"
Skip If(Compare(Player Variable(Event Player, H), !=, 1), 1);
- Skip If(Event Player.H != 1, 1);
- "Made by CrimsonRend"
Skip If(Compare(Player Variable(Event Player, H), ==, 1), 1);
- Skip If(Event Player.H == 1, 1);
- "Made by CrimsonRend"
Small Message(Event Player, String("{0} + {1}", String("", Null, Null, Null), String("{0} {1}", 300, String("Points", Null, Null,
Null), Null), Null));
- Small Message(Event Player, String("{0} + {1}", String(""), String("{0} {1}", 300, String("Points"))));
- "Made by CrimsonRend"
Set Player Variable(All Players(Team 1), O, 0);
- All Players(Team 1).O = 0;
- "Made by CrimsonRend"
Modify Global Variable(R, Add, Multiply(100, Player Variable(Event Player, H)));
- Global.R += 100 * Event Player.H;
- }
- }
- rule("Player 1 // Cancel revive")
- {
- event
- {
- Ongoing - Each Player;
- Team 1;
- All;
- }
- conditions
- {
- "Made by CrimsonRend"
Distance Between(Event Player, Value In Array(Global Variable(S), 0)) > 4;
- Distance Between(Event Player, Global.S[0]) > 4;
- "Made by CrimsonRend"
- Event Player != Players In Slot(0, Team 1);
- }
- actions
- {
Abort If(Compare(Global Variable(CrucicbleOfSoulsMode), ==, True));
- Abort If(Global.CrucicbleOfSoulsMode == True);
- "Made by CrimsonRend"
Set Player Variable(Players In Slot(0, Team 1), C, 0);
- Players In Slot(0, Team 1).C = 0;
- "Made by CrimsonRend"
- Stop Chasing Player Variable(Players In Slot(0, Team 1), C);
- }
- }
- rule("Revive // Player 2 revive")
- {
- event
- {
- Ongoing - Each Player;
- Team 1;
- All;
- }
- conditions
- {
- "Made by CrimsonRend"
Distance Between(Event Player, Value In Array(Global Variable(S), 1)) <= 4;
- Distance Between(Event Player, Global.S[1]) <= 4;
- "Made by CrimsonRend"
- Event Player != Players In Slot(1, Team 1);
- "Made by CrimsonRend"
- Is Alive(Event Player) == True;
- }
- actions
- {
Abort If(Compare(Global Variable(CrucicbleOfSoulsMode), ==, True));
- Abort If(Global.CrucicbleOfSoulsMode == True);
- "Made by CrimsonRend"
Set Player Variable(Event Player, C, Players In Slot(1, Team 1));
- Event Player.C = Players In Slot(1, Team 1);
- "Made by CrimsonRend"
Chase Player Variable Over Time(Players In Slot(1, Team 1), C, 4, Add(2, Multiply(Global Variable(P), 2)),
Destination and Duration);
- Chase Player Variable Over Time(Players In Slot(1, Team 1), C, 4, 2 + Global.P * 2, Destination and Duration);
- "Made by CrimsonRend"
Wait(Add(2, Multiply(Global Variable(P), 2)), Abort When False);
- Wait(2 + Global.P * 2, Abort When False);
- "Made by CrimsonRend"
- Teleport(Players In Slot(1, Team 1), Event Player);
- "Made by CrimsonRend"
- Resurrect(Players In Slot(1, Team 1));
- "Made by CrimsonRend"
Modify Global Variable(P, Add, 1);
- Global.P += 1;
- "Made by CrimsonRend"
Play Effect(All Players(All Teams), Good Explosion, Yellow, Value In Array(Global Variable(S), 1), 4);
- Play Effect(All Players(All Teams), Good Explosion, Yellow, Global.S[1], 4);
- "Made by CrimsonRend"
- Play Effect(All Players(All Teams), Buff Explosion Sound, White, Players In Slot(1, Team 1), 100);
- "Made by CrimsonRend"
Set Global Variable At Index(S, 1, Vector(500, 0, 500));
- Global.S[1] = Vector(500, 0, 500);
- "Made by CrimsonRend"
Modify Player Variable(Event Player, A, Add, Multiply(100, Player Variable(Event Player, H)));
- Event Player.A += 100 * Event Player.H;
- "Made by CrimsonRend"
Skip If(Compare(Player Variable(Event Player, H), !=, 1), 1);
- Skip If(Event Player.H != 1, 1);
- "Made by CrimsonRend"
Skip If(Compare(Player Variable(Event Player, H), ==, 1), 1);
- Skip If(Event Player.H == 1, 1);
- "Made by CrimsonRend"
Small Message(Event Player, String("{0} + {1}", String("", Null, Null, Null), String("{0} {1}", 300, String("Points", Null, Null,
Null), Null), Null));
- Small Message(Event Player, String("{0} + {1}", String(""), String("{0} {1}", 300, String("Points"))));
- "Made by CrimsonRend"
Set Player Variable(All Players(Team 1), P, 0);
- All Players(Team 1).P = 0;
- "Made by CrimsonRend"
Modify Global Variable(R, Add, Multiply(100, Player Variable(Event Player, H)));
- Global.R += 100 * Event Player.H;
- }
- }
- rule("Player 2 // Cancel revive")
- {
- event
- {
- Ongoing - Each Player;
- Team 1;
- All;
- }
- conditions
- {
- "Made by CrimsonRend"
Distance Between(Event Player, Value In Array(Global Variable(S), 1)) > 4;
- Distance Between(Event Player, Global.S[1]) > 4;
- "Made by CrimsonRend"
- Event Player != Players In Slot(1, Team 1);
- }
- actions
- {
Abort If(Compare(Global Variable(CrucicbleOfSoulsMode), ==, True));
- Abort If(Global.CrucicbleOfSoulsMode == True);
- "Made by CrimsonRend"
Set Player Variable(Players In Slot(1, Team 1), C, 0);
- Players In Slot(1, Team 1).C = 0;
- "Made by CrimsonRend"
- Stop Chasing Player Variable(Players In Slot(1, Team 1), C);
- }
- }
- rule("Revive // Player 3 revive")
- {
- event
- {
- Ongoing - Each Player;
- Team 1;
- All;
- }
- conditions
- {
- "Made by CrimsonRend"
Distance Between(Event Player, Value In Array(Global Variable(S), 2)) <= 4;
- Distance Between(Event Player, Global.S[2]) <= 4;
- "Made by CrimsonRend"
- Event Player != Players In Slot(2, Team 1);
- "Made by CrimsonRend"
- Is Alive(Event Player) == True;
- }
- actions
- {
Abort If(Compare(Global Variable(CrucicbleOfSoulsMode), ==, True));
- Abort If(Global.CrucicbleOfSoulsMode == True);
- "Made by CrimsonRend"
Set Player Variable(Event Player, C, Players In Slot(2, Team 1));
- Event Player.C = Players In Slot(2, Team 1);
- "Made by CrimsonRend"
Chase Player Variable Over Time(Players In Slot(2, Team 1), C, 4, Add(2, Multiply(Global Variable(P), 2)),
Destination and Duration);
- Chase Player Variable Over Time(Players In Slot(2, Team 1), C, 4, 2 + Global.P * 2, Destination and Duration);
- "Made by CrimsonRend"
Wait(Add(2, Multiply(Global Variable(P), 2)), Abort When False);
- Wait(2 + Global.P * 2, Abort When False);
- "Made by CrimsonRend"
- Teleport(Players In Slot(2, Team 1), Event Player);
- "Made by CrimsonRend"
- Resurrect(Players In Slot(2, Team 1));
- "Made by CrimsonRend"
Modify Global Variable(P, Add, 1);
- Global.P += 1;
- "Made by CrimsonRend"
Play Effect(All Players(All Teams), Good Explosion, Yellow, Value In Array(Global Variable(S), 2), 4);
- Play Effect(All Players(All Teams), Good Explosion, Yellow, Global.S[2], 4);
- "Made by CrimsonRend"
- Play Effect(All Players(All Teams), Buff Explosion Sound, White, Players In Slot(2, Team 1), 100);
- "Made by CrimsonRend"
Set Global Variable At Index(S, 2, Vector(500, 0, 500));
- Global.S[2] = Vector(500, 0, 500);
- "Made by CrimsonRend"
Modify Player Variable(Event Player, A, Add, Multiply(100, Player Variable(Event Player, H)));
- Event Player.A += 100 * Event Player.H;
- "Made by CrimsonRend"
Skip If(Compare(Player Variable(Event Player, H), !=, 1), 1);
- Skip If(Event Player.H != 1, 1);
- "Made by CrimsonRend"
Skip If(Compare(Player Variable(Event Player, H), ==, 1), 1);
- Skip If(Event Player.H == 1, 1);
- "Made by CrimsonRend"
Small Message(Event Player, String("{0} + {1}", String("", Null, Null, Null), String("{0} {1}", 300, String("Points", Null, Null,
Null), Null), Null));
- Small Message(Event Player, String("{0} + {1}", String(""), String("{0} {1}", 300, String("Points"))));
- "Made by CrimsonRend"
Set Player Variable(All Players(Team 1), Q, 0);
- All Players(Team 1).Q = 0;
- "Made by CrimsonRend"
Modify Global Variable(R, Add, Multiply(100, Player Variable(Event Player, H)));
- Global.R += 100 * Event Player.H;
- }
- }
- rule("Player 3 // Cancel revive")
- {
- event
- {
- Ongoing - Each Player;
- Team 1;
- All;
- }
- conditions
- {
- "Made by CrimsonRend"
Distance Between(Event Player, Value In Array(Global Variable(S), 2)) > 4;
- Distance Between(Event Player, Global.S[2]) > 4;
- "Made by CrimsonRend"
- Event Player != Players In Slot(2, Team 1);
- }
- actions
- {
Abort If(Compare(Global Variable(CrucicbleOfSoulsMode), ==, True));
- Abort If(Global.CrucicbleOfSoulsMode == True);
- "Made by CrimsonRend"
Set Player Variable(Players In Slot(2, Team 1), C, 0);
- Players In Slot(2, Team 1).C = 0;
- "Made by CrimsonRend"
- Stop Chasing Player Variable(Players In Slot(2, Team 1), C);
- }
- }
- rule("Revive // Player 4 revive")
- {
- event
- {
- Ongoing - Each Player;
- Team 1;
- All;
- }
- conditions
- {
- "Made by CrimsonRend"
Distance Between(Event Player, Value In Array(Global Variable(S), 3)) <= 4;
- Distance Between(Event Player, Global.S[3]) <= 4;
- "Made by CrimsonRend"
- Event Player != Players In Slot(3, Team 1);
- "Made by CrimsonRend"
- Is Alive(Event Player) == True;
- }
- actions
- {
Abort If(Compare(Global Variable(CrucicbleOfSoulsMode), ==, True));
- Abort If(Global.CrucicbleOfSoulsMode == True);
- "Made by CrimsonRend"
Set Player Variable(Event Player, C, Players In Slot(3, Team 1));
- Event Player.C = Players In Slot(3, Team 1);
- "Made by CrimsonRend"
Chase Player Variable Over Time(Players In Slot(3, Team 1), C, 4, Add(2, Multiply(Global Variable(P), 2)),
Destination and Duration);
- Chase Player Variable Over Time(Players In Slot(3, Team 1), C, 4, 2 + Global.P * 2, Destination and Duration);
- "Made by CrimsonRend"
Wait(Add(2, Multiply(Global Variable(P), 2)), Abort When False);
- Wait(2 + Global.P * 2, Abort When False);
- "Made by CrimsonRend"
- Teleport(Players In Slot(3, Team 1), Event Player);
- "Made by CrimsonRend"
- Resurrect(Players In Slot(3, Team 1));
- "Made by CrimsonRend"
Modify Global Variable(P, Add, 1);
- Global.P += 1;
- "Made by CrimsonRend"
Play Effect(All Players(All Teams), Good Explosion, Yellow, Value In Array(Global Variable(S), 3), 4);
- Play Effect(All Players(All Teams), Good Explosion, Yellow, Global.S[3], 4);
- "Made by CrimsonRend"
- Play Effect(All Players(All Teams), Buff Explosion Sound, White, Players In Slot(3, Team 1), 100);
- "Made by CrimsonRend"
Set Global Variable At Index(S, 3, Vector(500, 0, 500));
- Global.S[3] = Vector(500, 0, 500);
- "Made by CrimsonRend"
Modify Player Variable(Event Player, A, Add, Multiply(100, Player Variable(Event Player, H)));
- Event Player.A += 100 * Event Player.H;
- "Made by CrimsonRend"
Skip If(Compare(Player Variable(Event Player, H), !=, 1), 1);
- Skip If(Event Player.H != 1, 1);
- "Made by CrimsonRend"
Skip If(Compare(Player Variable(Event Player, H), ==, 1), 1);
- Skip If(Event Player.H == 1, 1);
- "Made by CrimsonRend"
Small Message(Event Player, String("{0} + {1}", String("", Null, Null, Null), String("{0} {1}", 300, String("Points", Null, Null,
Null), Null), Null));
- Small Message(Event Player, String("{0} + {1}", String(""), String("{0} {1}", 300, String("Points"))));
- "Made by CrimsonRend"
Set Player Variable(All Players(Team 1), R, 0);
- All Players(Team 1).R = 0;
- "Made by CrimsonRend"
Modify Global Variable(R, Add, Multiply(100, Player Variable(Event Player, H)));
- Global.R += 100 * Event Player.H;
- }
- }
- rule("Player 4 // Cancel revive")
- {
- event
- {
- Ongoing - Each Player;
- Team 1;
- All;
- }
- conditions
- {
- "Made by CrimsonRend"
Distance Between(Event Player, Value In Array(Global Variable(S), 3)) > 4;
- Distance Between(Event Player, Global.S[3]) > 4;
- "Made by CrimsonRend"
- Event Player != Players In Slot(3, Team 1);
- }
- actions
- {
Abort If(Compare(Global Variable(CrucicbleOfSoulsMode), ==, True));
- Abort If(Global.CrucicbleOfSoulsMode == True);
- "Made by CrimsonRend"
Set Player Variable(Players In Slot(3, Team 1), C, 0);
- Players In Slot(3, Team 1).C = 0;
- "Made by CrimsonRend"
- Stop Chasing Player Variable(Players In Slot(3, Team 1), C);
- }
- }
- rule("Revive // After revive effects")
- {
- event
- {
- Ongoing - Global;
- }
- actions
- {
Abort If(Compare(Global Variable(CrucicbleOfSoulsMode), ==, True));
- Abort If(Global.CrucicbleOfSoulsMode == True);
- "Made by CrimsonRend"
Create Effect(All Players(All Teams), Ring, Yellow, Value In Array(Global Variable(S), 0), 4, Visible To Position and Radius);
- Create Effect(All Players(All Teams), Ring, Yellow, Global.S[0], 4, Visible To Position and Radius);
- "Made by CrimsonRend"
Create Effect(All Players(All Teams), Ring, White, Value In Array(Global Variable(S), 0), Player Variable(Players In Slot(0,
Team 1), C), Visible To Position and Radius);
- Create Effect(All Players(All Teams), Ring, White, Global.S[0], Players In Slot(0, Team 1).C, Visible To Position and Radius);
- "Made by CrimsonRend"
Create Effect(All Players(All Teams), Ring, Yellow, Value In Array(Global Variable(S), 1), 4, Visible To Position and Radius);
- Create Effect(All Players(All Teams), Ring, Yellow, Global.S[1], 4, Visible To Position and Radius);
- "Made by CrimsonRend"
Create Effect(All Players(All Teams), Ring, White, Value In Array(Global Variable(S), 1), Player Variable(Players In Slot(1,
Team 1), C), Visible To Position and Radius);
- Create Effect(All Players(All Teams), Ring, White, Global.S[1], Players In Slot(1, Team 1).C, Visible To Position and Radius);
- "Made by CrimsonRend"
Create Effect(All Players(All Teams), Ring, Yellow, Value In Array(Global Variable(S), 2), 4, Visible To Position and Radius);
- Create Effect(All Players(All Teams), Ring, Yellow, Global.S[2], 4, Visible To Position and Radius);
- "Made by CrimsonRend"
Create Effect(All Players(All Teams), Ring, White, Value In Array(Global Variable(S), 2), Player Variable(Players In Slot(2,
Team 1), C), Visible To Position and Radius);
- Create Effect(All Players(All Teams), Ring, White, Global.S[2], Players In Slot(2, Team 1).C, Visible To Position and Radius);
- "Made by CrimsonRend"
Create Effect(All Players(All Teams), Ring, Yellow, Value In Array(Global Variable(S), 3), 4, Visible To Position and Radius);
- Create Effect(All Players(All Teams), Ring, Yellow, Global.S[3], 4, Visible To Position and Radius);
- "Made by CrimsonRend"
Create Effect(All Players(All Teams), Ring, White, Value In Array(Global Variable(S), 3), Player Variable(Players In Slot(3,
Team 1), C), Visible To Position and Radius);
- Create Effect(All Players(All Teams), Ring, White, Global.S[3], Players In Slot(3, Team 1).C, Visible To Position and Radius);
- }
- }
- rule("-==STARS RECEIVED==-")
- {
- event
- {
- Ongoing - Global;
- }
- }
- rule("Stars // Damage = 0.7 - 3")
- {
- event
- {
- Player Dealt Damage;
- Team 1;
- All;
- }
- actions
- {
Set Global Variable(StarPoints, Add(Global Variable(StarPoints), Random Real(0.700, 3)));
- Global.StarPoints = Global.StarPoints + Random Real(0.700, 3);
- Wait(0.250, Ignore Condition);
- }
- }
- rule("Stars // Healing 1 - 6")
- {
- event
- {
- Player Dealt Healing;
- Team 1;
- All;
- }
- actions
- {
Set Global Variable(StarPoints, Add(Global Variable(StarPoints), Random Real(1, 6)));
- Global.StarPoints = Global.StarPoints + Random Real(1, 6);
- Wait(0.350, Ignore Condition);
- }
- }
- rule("Stars // Healing")
- {
- event
- {
- Ongoing - Each Player;
- Team 1;
- All;
- }
- actions
- {
Create HUD Text(Event Player, Custom String("TEAM SCORE", Null, Null, Null), Null, Null, Left, 0, White, White, White,
Visible To and String, Default Visibility);
Create HUD Text(Event Player, String("{0} {1}", Global Variable(StarPoints), Custom String("points earned", Null, Null, Null),
Null), Null, Null, Left, 0.500, Sky Blue, Yellow, Yellow, Visible To and String, Default Visibility);
- Create HUD Text(Event Player, Custom String("TEAM SCORE"), Null, Null, Left, 0, White, White, White, Visible To and String,
- Default Visibility);
- Create HUD Text(Event Player, String("{0} {1}", Global.StarPoints, Custom String("points earned")), Null, Null, Left, 0.500,
- Sky Blue, Yellow, Yellow, Visible To and String, Default Visibility);
- }
- }
- rule("Stars // Score goes up when dealing damage")
- {
- event
- {
- Player Dealt Damage;
- Team 1;
- All;
- }
- conditions
- {
- Event Was Critical Hit == True;
- }
- actions
- {
Set Global Variable(StarPoints, Add(Global Variable(StarPoints), 4));
- Global.StarPoints = Global.StarPoints + 4;
- Wait(0.250, Ignore Condition);
- }
- }
- rule("Star // Star 1 earned at 150")
- {
- event
- {
- Ongoing - Each Player;
- Team 1;
- All;
- }
- conditions
- {
Global Variable(StarPoints) >= 250;
- Global.StarPoints >= 250;
- }
- actions
- {
Create HUD Text(Event Player, Custom String("☆", Null, Null, Null), Null, Null, Left, 1, Yellow, Yellow, Yellow,
Visible To and String, Default Visibility);
- Create HUD Text(Event Player, Custom String("☆"), Null, Null, Left, 1, Yellow, Yellow, Yellow, Visible To and String,
- Default Visibility);
- }
- }
- rule("375")
- {
- event
- {
- Ongoing - Each Player;
- Team 1;
- All;
- }
- conditions
- {
Global Variable(StarPoints) >= 475;
- Global.StarPoints >= 475;
- }
- actions
- {
Create HUD Text(Event Player, Custom String("☆", Null, Null, Null), Null, Null, Left, 2, Yellow, White, Yellow,
Visible To and String, Default Visibility);
- Create HUD Text(Event Player, Custom String("☆"), Null, Null, Left, 2, Yellow, White, Yellow, Visible To and String,
- Default Visibility);
- }
- }
- rule("Star // Star 3 earned at 500")
- {
- event
- {
- Ongoing - Each Player;
- Team 1;
- All;
- }
- conditions
- {
Global Variable(StarPoints) >= 700;
- Global.StarPoints >= 700;
- }
- actions
- {
Create HUD Text(Event Player, Custom String("☆", Null, Null, Null), Null, Null, Left, 3, Yellow, White, Yellow,
Visible To and String, Default Visibility);
- Create HUD Text(Event Player, Custom String("☆"), Null, Null, Left, 3, Yellow, White, Yellow, Visible To and String,
- Default Visibility);
- }
- }
- rule("Star // Star 4 earned at 700")
- {
- event
- {
- Ongoing - Each Player;
- Team 1;
- All;
- }
- conditions
- {
Global Variable(StarPoints) >= 900;
- Global.StarPoints >= 900;
- }
- actions
- {
Create HUD Text(Event Player, Custom String("☆", Null, Null, Null), Null, Null, Left, 4, Yellow, White, Yellow,
Visible To and String, Default Visibility);
- Create HUD Text(Event Player, Custom String("☆"), Null, Null, Left, 4, Yellow, White, Yellow, Visible To and String,
- Default Visibility);
- }
- }
- rule("Star // Star 5 earned at 900")
- {
- event
- {
- Ongoing - Each Player;
- Team 1;
- All;
- }
- conditions
- {
Global Variable(StarPoints) >= 1500;
- Global.StarPoints >= 1500;
- }
- actions
- {
Create HUD Text(Event Player, Custom String("☆", Null, Null, Null), Null, Null, Left, 4, Yellow, White, Yellow,
Visible To and String, Default Visibility);
- Create HUD Text(Event Player, Custom String("☆"), Null, Null, Left, 4, Yellow, White, Yellow, Visible To and String,
- Default Visibility);
- }
- }
- rule("Stars // Elimination 8 - 13.5")
- {
- event
- {
- Player Dealt Final Blow;
- Team 1;
- All;
- }
- actions
- {
Set Global Variable(StarPoints, Add(Global Variable(StarPoints), Random Real(8, 13.500)));
- Global.StarPoints = Global.StarPoints + Random Real(8, 13.500);
- }
- }
- rule("-==IRON HEART MODE==-")
- {
- event
- {
- Ongoing - Global;
- }
- }
- rule("Iron Heart // Create Iron Heart")
- {
- event
- {
- Ongoing - Each Player;
- All;
- All;
- }
- actions
- {
Create Effect(All Players(All Teams), Orb, White, Global Variable(IronHeart), 1, Visible To Position and Radius);
Create In-World Text(All Players(All Teams), Custom String("IRON HEART", Null, Null, Null), Global Variable(IronHeart), 1,
Clip Against Surfaces, Visible To Position and String, White, Default Visibility);
- Create Effect(All Players(All Teams), Orb, White, Global.IronHeart, 1, Visible To Position and Radius);
- Create In-World Text(All Players(All Teams), Custom String("IRON HEART"), Global.IronHeart, 1, Clip Against Surfaces,
- Visible To Position and String, White, Default Visibility);
- }
- }
- rule("Iron Heart // Variable")
- {
- event
- {
- Ongoing - Global;
- }
- actions
- {
Set Global Variable(IronHeart, Vector(3.036, 1.458, 37.528));
Set Global Variable(IronHeartMode, False);
- Global.IronHeart = Vector(8.636, -3.051, 13.255);
- Global.IronHeartMode = False;
- }
- }
- rule("Iron Heart // Collect Iron Heart")
- {
- event
- {
- Ongoing - Each Player;
- Team 1;
- All;
- }
- conditions
- {
Players Within Radius(Global Variable(IronHeart), 1, Team 1, Off) == True;
Global Variable(ExpertChallengeSwitch) == True;
- Players Within Radius(Global.IronHeart, 1, Team 1, Off) == True;
- Global.ExpertChallengeSwitch == True;
- }
- actions
- {
Destroy Effect(Global Variable(IronHeart));
Big Message(Event Player, Custom String("THE IRON HEART MELTS.. ALL THE HEROES' HEARTS ARE FILLED WITH FRAGILE METAL.", Null, Null,
Null));
- Destroy Effect(Global.IronHeart);
- Big Message(Event Player, Custom String("THE IRON HEART MELTS.. ALL THE HEROES' HEARTS ARE FILLED WITH FRAGILE METAL."));
- Wait(0.250, Ignore Condition);
Set Global Variable(F, True);
- Global.F = True;
- }
- }
- rule("Iron Heart // Disable if not in expert")
- {
- event
- {
- Ongoing - Each Player;
- Team 1;
- All;
- }
- conditions
- {
Players Within Radius(Global Variable(IronHeart), 1, Team 1, Off) == True;
Global Variable(ExpertChallengeSwitch) == False;
- Players Within Radius(Global.IronHeart, 1, Team 1, Off) == True;
- Global.ExpertChallengeSwitch == False;
- }
- actions
- {
Big Message(Event Player, Custom String("expert mode must be enabled to activate the iron heart.", Null, Null, Null));
- Big Message(Event Player, Custom String("expert mode must be enabled to activate the iron heart."));
- Wait(3, Ignore Condition);
- }
- }
- rule("Iron Heart Mode // If health is not 100%, set damage received 200%")
- {
- event
- {
- Ongoing - Each Player;
- Team 1;
- All;
- }
- conditions
- {
Global Variable(IronHeartMode) == True;
- Global.IronHeartMode == True;
- Health(Event Player) < Max Health(Event Player);
- }
- actions
- {
- Set Damage Received(Event Player, 200);
- }
- }
- rule("Iron Heart Mode // If health is 100%, set damage received to 100%")
- {
- event
- {
- Ongoing - Each Player;
- Team 1;
- All;
- }
- conditions
- {
Global Variable(IronHeartMode) == True;
- Global.IronHeartMode == True;
- Health(Event Player) == Max Health(Event Player);
- }
- actions
- {
- Set Damage Received(Event Player, 100);
- }
- }
- rule("Rule 116")
- {
- event
- {
- Player Died;
- Team 1;
- All;
- }
- conditions
- {
Global Variable(F) == True;
- Global.F == True;
- }
- actions
- {
- Play Effect(All Players(All Teams), Bad Explosion, Red, Event Player, 6);
- Play Effect(All Players(All Teams), Bad Explosion, Orange, Event Player, 4);
- Play Effect(All Players(All Teams), Bad Explosion, Yellow, Event Player, 3);
- Play Effect(All Players(All Teams), Ring Explosion, Red, Event Player, 6);
- Damage(Players Within Radius(Event Player, 6, All Teams, Surfaces And Enemy Barriers), Event Player, Random Integer(50, 149));
- }
- }
- rule("-==CRUCIBLE OF SOULS MODE==-")
- {
- event
- {
- Ongoing - Global;
- }
- }
- rule("Crucible of Souls // Create CoS")
- {
- event
- {
- Ongoing - Global;
- }
- }
- rule("CoS // Variable")
- {
- event
- {
- Ongoing - Global;
- }
- actions
- {
Set Global Variable(CrucibleOfSouls, Vector(8.022, 1.459, 41.679));
Set Global Variable(CrucicbleOfSoulsMode, False);
- Global.CrucibleOfSouls = Vector(-0.161, -3.299, 19.949);
- Global.CrucicbleOfSoulsMode = False;
- }
- }
- rule("CoS // Create CoS")
- {
- event
- {
- Ongoing - Each Player;
- All;
- All;
- }
- actions
- {
Create Effect(All Players(All Teams), Orb, Red, Global Variable(CrucibleOfSouls), 1, Visible To Position and Radius);
Create In-World Text(All Players(All Teams), Custom String("CRUCIBLE OF SOULS", Null, Null, Null), Global Variable(
CrucibleOfSouls), 1, Clip Against Surfaces, Visible To Position and String, White, Default Visibility);
- Create Effect(All Players(All Teams), Orb, Red, Global.CrucibleOfSouls, 1, Visible To Position and Radius);
- Create In-World Text(All Players(All Teams), Custom String("CRUCIBLE OF SOULS"), Global.CrucibleOfSouls, 1, Clip Against Surfaces,
- Visible To Position and String, White, Default Visibility);
- }
- }
- rule("Cos // Collect CoS")
- {
- event
- {
- Ongoing - Each Player;
- Team 1;
- All;
- }
- conditions
- {
Players Within Radius(Global Variable(CrucibleOfSouls), 1, Team 1, Off) == True;
Global Variable(ExpertChallengeSwitch) == True;
- Players Within Radius(Global.CrucibleOfSouls, 1, Team 1, Off) == True;
- Global.ExpertChallengeSwitch == True;
- }
- actions
- {
Destroy Effect(Global Variable(IronHeart));
Big Message(Event Player, Custom String("THE CRUCIBLE AWAKES.. DEATH IS NOW PERMANENT. NO EXCEPTIONS.", Null, Null, Null));
- Destroy Effect(Global.IronHeart);
- Big Message(Event Player, Custom String("THE CRUCIBLE AWAKES.. DEATH IS NOW PERMANENT. NO EXCEPTIONS."));
- Wait(0.250, Ignore Condition);
Set Global Variable(CrucicbleOfSoulsMode, True);
- Global.CrucicbleOfSoulsMode = True;
- }
- }
- rule("CoS // Disable if not in expert")
- {
- event
- {
- Ongoing - Each Player;
- Team 1;
- All;
- }
- conditions
- {
Players Within Radius(Global Variable(IronHeart), 1, Team 1, Off) == True;
Global Variable(ExpertChallengeSwitch) == False;
- Players Within Radius(Global.IronHeart, 1, Team 1, Off) == True;
- Global.ExpertChallengeSwitch == False;
- }
- actions
- {
Big Message(Event Player, Custom String("expert mode must be enabled to activate the iron heart.", Null, Null, Null));
- Big Message(Event Player, Custom String("expert mode must be enabled to activate the iron heart."));
- Wait(3, Ignore Condition);
- }
- }
- rule("CoS Mode // If dead, all teammates are damaged + weakened")
- {
- event
- {
- Player Died;
- Team 1;
- All;
- }
- conditions
- {
Global Variable(CrucicbleOfSoulsMode) == True;
- Global.CrucicbleOfSoulsMode == True;
- }
- actions
- {
- Start Damage Over Time(All Living Players(Team 1), Null, 6, 25);
- Set Move Speed(All Living Players(Team 1), 50);
- Wait(6, Ignore Condition);
- Set Move Speed(All Living Players(Team 1), 100);
- }
- }
- rule("Cos // If mercy is in the game, stop her res")
- {
- event
- {
- Ongoing - Each Player;
- Team 1;
- Mercy;
- }
- conditions
- {
Global Variable(CrucicbleOfSoulsMode) == True;
- Global.CrucicbleOfSoulsMode == True;
- }
- actions
- {
- Set Ability 2 Enabled(Event Player, False);
- }
- }
- rule("-==CURSED CLOCK==-")
- {
- event
- {
- Ongoing - Global;
- }
- }
rule("Cursed Crown // Create CC")
{
event
{
Ongoing - Global;
}
}
- rule("CC // Variables")
- {
- event
- {
- Ongoing - Global;
- }
- actions
- {
Set Global Variable(CursedClock, Vector(-2.650, 1.457, 41.396));
Set Global Variable(CursedClockMode, False);
- Global.CursedClock = Vector(-2.631, -3.052, 13.343);
- Global.CursedClockMode = False;
- }
- }
- rule("CC // Create CC")
- {
- event
- {
- Ongoing - Each Player;
- All;
- All;
- }
- actions
- {
Create Effect(All Players(All Teams), Orb, Purple, Global Variable(CursedClock), 1, Visible To Position and Radius);
Create In-World Text(All Players(All Teams), Custom String("CURSED CLOCK", Null, Null, Null), Global Variable(CursedClock), 1,
Clip Against Surfaces, Visible To Position and String, White, Default Visibility);
- Create Effect(All Players(All Teams), Orb, Purple, Global.CursedClock, 1, Visible To Position and Radius);
- Create In-World Text(All Players(All Teams), Custom String("CURSED CLOCK"), Global.CursedClock, 1, Clip Against Surfaces,
- Visible To Position and String, White, Default Visibility);
- }
- }
- rule("CC // Collect CC")
- {
- event
- {
- Ongoing - Each Player;
- Team 1;
- All;
- }
- conditions
- {
Players Within Radius(Global Variable(CursedClock), 1, Team 1, Off) == True;
Global Variable(ExpertChallengeSwitch) == True;
- Players Within Radius(Global.CursedClock, 1, Team 1, Off) == True;
- Global.ExpertChallengeSwitch == True;
- }
- actions
- {
Destroy Effect(Global Variable(IronHeart));
Big Message(Event Player, Custom String("THE CURSED CLOCK STARTS TICKING.... DEATH WILL SPEED UP THE TIMER.", Null, Null, Null));
- Destroy Effect(Global.IronHeart);
- Big Message(Event Player, Custom String("THE CURSED CLOCK STARTS TICKING.... DEATH WILL SPEED UP THE TIMER."));
- Wait(0.250, Ignore Condition);
Set Global Variable(CursedClockMode, True);
- Global.CursedClockMode = True;
- }
- }
- rule("CC // Disable if not in Expert")
- {
- event
- {
- Ongoing - Each Player;
- Team 1;
- All;
- }
- conditions
- {
Players Within Radius(Global Variable(IronHeart), 1, Team 1, Off) == True;
Global Variable(ExpertChallengeSwitch) == False;
- Players Within Radius(Global.IronHeart, 1, Team 1, Off) == True;
- Global.ExpertChallengeSwitch == False;
- }
- actions
- {
Big Message(Event Player, Custom String("expert mode must be enabled to activate the iron heart.", Null, Null, Null));
- Big Message(Event Player, Custom String("expert mode must be enabled to activate the iron heart."));
- Wait(3, Ignore Condition);
- }
- }
- rule("CC Mode // Set timer to 10 minutes")
- {
- event
- {
- Ongoing - Global;
- }
- conditions
- {
Global Variable(CursedClockMode) == True;
- Global.CursedClockMode == True;
- }
- actions
- {
- Wait(0.250, Abort When False);
- Set Match Time(600);
- }
- }
- rule("CC Mode // If a player dies, -30 seconds on the timer")
- {
- event
- {
- Player Died;
- Team 1;
- All;
- }
- conditions
- {
Global Variable(CursedClockMode) == True;
- Global.CursedClockMode == True;
- }
- actions
- {
Set Match Time(Subtract(Match Time, 30));
- Set Match Time(Match Time - 30);
- }
- }
- rule("-==DIFFICULTY==-")
- {
- event
- {
- Ongoing - Global;
- }
- }
rule("Difficulty Switch // Go into this rule and select numbers (-1)-7 depending on desired difficulty level.")
- rule("Modes // Mode Selection")
- {
- event
- {
Ongoing - Each Player;
All;
All;
- Ongoing - Global;
- }
- actions
- {
"Set the value to numbers (-1)-7. "
Set Global Variable(DifficultyLevelSwitch, 1);
"Disabled by default; If on, randomly chooses the difficulty. (TURN OFF ABOVE RULE AND ENABLE THIS ONE FOR EFFECTS)"
disabled Set Global Variable(DifficultyLevelSwitch, Random Integer(-1, 7));
- Global.DifficultyLevelSwitch = 0;
- }
- }
- rule("-1) April Fools (OmegaLuL)")
- {
- event
- {
- Ongoing - Each Player;
- Team 1;
- All;
- }
- conditions
- {
Global Variable(DifficultyLevelSwitch) == -1;
- Global.DifficultyLevelSwitch == -1;
- }
- actions
- {
- Set Move Speed(All Players(Team 2), 600);
- Set Max Health(All Players(Team 2), 400);
- Set Damage Dealt(All Players(Team 2), 400);
Create HUD Text(Event Player, Null, Null, Custom String("Difficulty: April Fools", Null, Null, Null), Left, 0, White, White,
Lime Green, Visible To and String, Default Visibility);
Create HUD Text(Event Player, Null, Null, Custom String("''Yeah u ded omegalul' - CrimsonRend", Null, Null, Null), Left, 1, White,
White, White, Visible To and String, Default Visibility);
- Create HUD Text(Event Player, Null, Null, Custom String("Difficulty: April Fools"), Left, 0, White, White, Lime Green,
- Visible To and String, Default Visibility);
- Create HUD Text(Event Player, Null, Null, Custom String("''Yeah u ded omegalul' - CrimsonRend"), Left, 1, White, White, White,
- Visible To and String, Default Visibility);
- }
- }
rule("1) Easy (75% damage/90% speed)")
- rule("1) Easy (70% damage/85% speed)")
- {
- event
- {
- Ongoing - Each Player;
- Team 1;
- All;
- }
- conditions
- {
Global Variable(DifficultyLevelSwitch) == 1;
- Global.DifficultyLevelSwitch == 1;
- }
- actions
- {
Set Damage Dealt(All Players(Team 2), 75);
Create HUD Text(Event Player, Null, Null, Custom String("Difficulty: Easy", Null, Null, Null), Right, 0, White, Red, Green,
- Set Damage Dealt(All Players(Team 2), 70);
- Set Move Speed(All Players(Team 2), 85);
- Create HUD Text(Event Player, Null, Null, Custom String("Difficulty: Easy"), Right, 0, White, Red, Green, Visible To and String,
- Default Visibility);
- Create HUD Text(Event Player, Null, Null, Custom String("- All units have -25% damage"), Right, 1, White, White, White,
- Visible To and String, Default Visibility);
- Create HUD Text(Event Player, Null, Null, Custom String("- All units have -10% damage"), Right, 2, White, White, White,
- Visible To and String, Default Visibility);
Create HUD Text(Event Player, Null, Null, Custom String("- All units have -25% damage", Null, Null, Null), Right, 1, White, White,
White, Visible To and String, Default Visibility);
Set Move Speed(All Players(Team 2), 90);
Create HUD Text(Event Player, Null, Null, Custom String("- All units have -10% damage", Null, Null, Null), Right, 2, White, White,
White, Visible To and String, Default Visibility);
- }
- }
- rule("2) Normal (Default everything)")
- {
- event
- {
- Ongoing - Each Player;
- Team 1;
- All;
- }
- conditions
- {
Global Variable(DifficultyLevelSwitch) == 2;
- Global.DifficultyLevelSwitch == 2;
- }
- actions
- {
Create HUD Text(Event Player, Null, Null, Custom String("Difficulty: NORMAL", Null, Null, Null), Right, 0, White, Yellow, White,
- Create HUD Text(Event Player, Null, Null, Custom String("Difficulty: NORMAL"), Right, 0, White, Yellow, White,
- Visible To and String, Default Visibility);
- }
- }
rule("3) Hard (+15% Damage)")
- rule("3) Hard (135% damage/120% speed/125% health)")
- {
- event
- {
- Ongoing - Each Player;
- Team 1;
- All;
- }
- conditions
- {
Global Variable(DifficultyLevelSwitch) == 3;
- Global.DifficultyLevelSwitch == 3;
- }
- actions
- {
Set Damage Dealt(All Players(Team 2), 115);
Create HUD Text(Event Player, Null, Null, Custom String("Difficulty: HARD", Null, Null, Null), Right, 0, White, Red, Red,
- Set Move Speed(All Players(Team 2), 120);
- Set Max Health(All Players(Team 2), 125);
- Set Damage Dealt(All Players(Team 2), 135);
- Create HUD Text(Event Player, Null, Null, Custom String("Difficulty: HARD"), Right, 0, White, Red, Red, Visible To and String,
- Default Visibility);
- Create HUD Text(Event Player, Null, Null, Custom String("- All units have +35% damage"), Right, 1, White, White, White,
- Visible To and String, Default Visibility);
- Create HUD Text(Event Player, Null, Null, Custom String("- All units have +25% max health"), Right, 2, White, White, White,
- Visible To and String, Default Visibility);
- Create HUD Text(Event Player, Null, Null, Custom String("- All units have +20% movement speed."), Right, 1, White, White, White,
- Visible To and String, Default Visibility);
Create HUD Text(Event Player, Null, Null, Custom String("- All units have +15% damage", Null, Null, Null), Right, 1, White, White,
White, Visible To and String, Default Visibility);
- }
- }
rule("4) Expert (+25% Damage/-10% Damage Received)")
- rule("-==TOP HUD==-")
- {
- event
- {
- Ongoing - Global;
- }
- }
- rule("Rule 94")
- {
- event
- {
- Ongoing - Global;
- }
- actions
- {
- Set Match Time(3600);
- }
- }
- rule("Defeat")
- {
- event
- {
- Ongoing - Global;
- }
- conditions
- {
- Is True For All(All Players(Team 1), Is Dead(Current Array Element)) == True;
- Has Spawned(All Players(Team 1)) == True;
- }
- actions
- {
- Destroy All Effects;
- Destroy All In-World Text;
- Wait(3, Ignore Condition);
- Wait(4, Ignore Condition);
- Declare Team Victory(Team 2);
- }
- }
- rule("-== Lucky Dice==-")
- {
- event
- {
- Ongoing - Global;
- }
- }
- rule("Ω Dice // Create Ω Dice")
- {
- event
- {
- Ongoing - Global;
- }
- actions
- {
- Global.OmegaSigil = Vector(5.910, -3.674, 19.798);
- Global.OmegaMode = False;
- Global.OmegaRNG = 1000;
- }
- }
- rule("Lucky Dice // Initialize DIE")
- {
- event
- {
- Ongoing - Each Player;
- All;
- All;
- }
- actions
- {
- Create Effect(All Players(All Teams), Orb, Sky Blue, Global.OmegaSigil, 1, Visible To Position and Radius);
- Create In-World Text(All Players(All Teams), Custom String("Ω"), Global.OmegaSigil, 3, Clip Against Surfaces,
- Visible To Position and String, Sky Blue, Default Visibility);
- }
- }
- rule("Lucky Dice // Collect Lucky Dice")
- {
- event
- {
- Ongoing - Each Player;
- Team 1;
- All;
- }
- conditions
- {
Global Variable(DifficultyLevelSwitch) == 4;
- Players Within Radius(Global.OmegaSigil, 1, Team 1, Off) == True;
- Global.ExpertChallengeSwitch == True;
- }
- actions
- {
Set Damage Dealt(All Players(Team 2), 125);
Set Damage Received(All Players(Team 2), 90);
Create HUD Text(Event Player, Null, Null, Custom String("Difficulty: EXPERT", Null, Null, Null), Right, 0, White, White, Purple,
Visible To and String, Default Visibility);
Create HUD Text(Event Player, Null, Null, Custom String("- All units have +25% damage", Null, Null, Null), Right, 1, White, White,
White, Visible To and String, Default Visibility);
Create HUD Text(Event Player, Null, Null, Custom String("- All units have -10% damage reduction", Null, Null, Null), Right, 2,
White, White, White, Visible To and String, Default Visibility);
- Destroy Effect(Global.IronHeart);
- Big Message(Event Player, Custom String("THE Ω DIE BEGINS TO SPIN..."));
- Wait(0.250, Ignore Condition);
- Global.OmegaMode = True;
- Global.OmegaRNG = 0;
- }
- }
rule("5) Legendary (+30% Damage/25% Total HP/-20% Damage Recieved)")
- rule("Ω Sigil // Cancel if not in expert")
- {
- event
- {
- Ongoing - Each Player;
- Team 1;
- All;
- }
- conditions
- {
Global Variable(DifficultyLevelSwitch) == 5;
- Players Within Radius(Global.OmegaSigil, 1, Team 1, Off) == True;
- Global.ExpertChallengeSwitch == False;
- }
- actions
- {
Set Max Health(All Players(Team 2), 125);
Set Damage Dealt(All Players(Team 2), 130);
Set Damage Received(All Players(Team 2), 80);
Create HUD Text(Event Player, Null, Null, Custom String("Difficulty: LEGENDARY", Null, Null, Null), Right, 0, White, White,
Sky Blue, Visible To and String, Default Visibility);
Create HUD Text(Event Player, Null, Null, Custom String("- All units have +30% damage", Null, Null, Null), Right, 1, White, White,
White, Visible To and String, Default Visibility);
Create HUD Text(Event Player, Null, Null, Custom String("- All units have -20% damage reduction", Null, Null, Null), Right, 2,
White, White, White, Visible To and String, Default Visibility);
Create HUD Text(Event Player, Null, Null, Custom String("- All units have +25% maximum health.", Null, Null, Null), Right, 3,
White, White, White, Visible To and String, Default Visibility);
- Big Message(Event Player, Custom String("expert mode must be enabled to activate the Ω dice."));
- Wait(3, Ignore Condition);
- }
- }
rule("6) Soul Melting (45% Damage/35%Total HP/20%/Movement Speed/30% damage reduction)")
- rule("Ω Mode // Randomly choose from 8 events")
- {
- event
- {
- Ongoing - Each Player;
Team 1;
- All;
- All;
- }
- conditions
- {
Global Variable(DifficultyLevelSwitch) == 6;
- Global.OmegaRNG == 0;
- Global.OmegaMode == True;
- Global.MainMenu == False;
- }
- actions
- {
Set Move Speed(All Players(Team 2), 120);
Set Max Health(All Players(Team 2), 135);
Set Damage Dealt(All Players(Team 2), 145);
Set Damage Received(All Players(Team 2), 70);
Create HUD Text(Event Player, Null, Null, Custom String("Difficulty: S O U L M E L T I N G", Null, Null, Null), Right, 0, White,
White, Yellow, Visible To and String, Default Visibility);
Create HUD Text(Event Player, Null, Null, Custom String("- All units have +45% damage", Null, Null, Null), Right, 1, White, White,
White, Visible To and String, Default Visibility);
Create HUD Text(Event Player, Null, Null, Custom String("- All units have +35% the normal health.", Null, Null, Null), Right, 2,
White, White, White, Visible To and String, Default Visibility);
Create HUD Text(Event Player, Null, Null, Custom String("- All units have -30% damage reduction.", Null, Null, Null), Right, 3,
White, White, White, Visible To and String, Default Visibility);
Create HUD Text(Event Player, Null, Null, Custom String("- All units have +20% movement speed.", Null, Null, Null), Right, 5,
White, White, White, Visible To and String, Default Visibility);
- Small Message(Event Player, Custom String("Ω THE KING OF RNG IS CHOOSING YOUR FATE... Ω"));
- Wait(8, Abort When False);
- Global.OmegaRNG = Random Integer(1, 6);
- }
- }
rule("7) Path to Champions (55% Damage/50% Total HP/35% Movement Speed/-45% damage reduction)")
- rule("Ω Mode // Adrenaline Rush [1]")
- {
- event
- {
- Ongoing - Each Player;
- Team 1;
- All;
- }
- conditions
- {
Global Variable(DifficultyLevelSwitch) == 7;
- Global.OmegaRNG == 1;
- Global.OmegaMode == True;
- }
- actions
- {
Set Move Speed(All Players(Team 2), 135);
Set Max Health(All Players(Team 2), 150);
Set Damage Dealt(All Players(Team 2), 155);
Set Damage Received(All Players(Team 2), 55);
Create HUD Text(Event Player, Null, Null, Custom String("Difficulty: Path to Champions", Null, Null, Null), Right, 0, White, White,
Orange, Visible To and String, Default Visibility);
Create HUD Text(Event Player, Null, Null, Custom String("- All units have +55% damage", Null, Null, Null), Right, 1, White, White,
White, Visible To and String, Default Visibility);
Create HUD Text(Event Player, Null, Null, Custom String("- All units have 150% the normal health.", Null, Null, Null), Right, 2,
White, White, White, Visible To and String, Default Visibility);
Create HUD Text(Event Player, Null, Null, Custom String("- All units have -45% damage reduction.", Null, Null, Null), Right, 3,
White, White, White, Visible To and String, Default Visibility);
Create HUD Text(Event Player, Null, Null, Custom String("- All units have +35% movement speed.", Null, Null, Null), Right, 5,
White, White, White, Visible To and String, Default Visibility);
- Small Message(Event Player, Custom String("Ω The Die lands on a 1 Ω"));
- Event Player.Adrenaline = 10;
- Press Button(Event Player, Interact);
- Wait(8, Ignore Condition);
- Global.OmegaRNG = 0;
- }
- }
rule("8) Champion's Road (180% Damage/100% Total HP/55% Movement Speed/200% Projectile Speed)")
- rule("Ω Mode // Corruption reduction [2]")
- {
- event
- {
- Ongoing - Each Player;
- Team 1;
- All;
- }
- conditions
- {
Global Variable(DifficultyLevelSwitch) == 8;
- Global.OmegaRNG == 2;
- Global.OmegaMode == True;
- }
- actions
- {
Set Move Speed(All Players(Team 2), 155);
Set Max Health(All Players(Team 2), 200);
Set Damage Dealt(All Players(Team 2), 180);
Create HUD Text(Event Player, Null, Null, Custom String("Difficulty: Champion's Road", Null, Null, Null), Right, 0, White, White,
Lime Green, Visible To and String, Default Visibility);
Create HUD Text(Event Player, Null, Null, Custom String("- All units have 180% the normal damage.", Null, Null, Null), Right, 1,
White, White, White, Visible To and String, Default Visibility);
Create HUD Text(Event Player, Null, Null, Custom String("- All units have double the normal health.", Null, Null, Null), Right, 2,
White, White, White, Visible To and String, Default Visibility);
Create HUD Text(Event Player, Null, Null, Custom String("- All units have NO damage reduction.", Null, Null, Null), Right, 3,
White, White, White, Visible To and String, Default Visibility);
Create HUD Text(Event Player, Null, Null, Custom String("- All units have +55% movement speed.", Null, Null, Null), Right, 5,
White, White, White, Visible To and String, Default Visibility);
Create HUD Text(Event Player, Null, Null, Custom String(
"- Completing Champion's Road will put you and your team in the Hall of Fame", Null, Null, Null), Right, 7, White, White,
Yellow, Visible To and String, Default Visibility);
- Small Message(Event Player, Custom String("Ω The die lands on a 2 Ω"));
- Event Player.Corruption = 0;
- Wait(4, Ignore Condition);
- Global.OmegaRNG = 0;
- }
- }
rule("O====CHALLENGES (Can pick any assortment of challenges, every challenge has difficulty stars out of 5 being the hardest)=======O")
- rule("Ω Mode // Damage reduction [3]")
- {
- event
- {
Ongoing - Global;
- Ongoing - Each Player;
- Team 1;
- All;
- }
- conditions
- {
- Global.OmegaRNG == 3;
- Global.OmegaMode == True;
- }
- actions
- {
- Small Message(Event Player, Custom String("Ω The die lands on a 3 Ω"));
- Set Damage Received(Event Player, 50);
- Wait(10, Ignore Condition);
- Global.OmegaRNG = 0;
- Set Damage Received(Event Player, 100);
- }
- }
disabled rule("GLASS CANNON CHALLENGE [Difficulty: ***] (Very low health but very high damage)")
- rule("Ω Mode // Healing [4]")
- {
- event
- {
- Ongoing - Each Player;
- Team 1;
- All;
- }
- conditions
- {
- Global.OmegaRNG == 4;
- Global.OmegaMode == True;
- }
- actions
- {
Set Max Health(Event Player, 35);
Set Damage Dealt(Event Player, 150);
- Small Message(Event Player, Custom String("Ω The die lands on a 4 Ω"));
- Heal(Event Player, Null, 10000);
- Set Status(Event Player, Event Player, Invincible, 4);
- Wait(4, Ignore Condition);
- Global.OmegaRNG = 0;
- }
- }
disabled rule("THE SCORCH CHALLENGE [Difficulty: **] (Take extra burn damage from all enemy attacks)")
- rule("Ω Mode // Cosmic Power [5]")
- {
- event
- {
Player Dealt Damage;
Team 2;
- Ongoing - Each Player;
- Team 1;
- All;
- }
- conditions
- {
- Global.OmegaRNG == 5;
- Global.OmegaMode == True;
- }
- actions
- {
Set Status(Victim, Event Player, Burning, 3);
Start Damage Over Time(Victim, Null, 3, 10);
- Set Status(Event Player, Null, Rooted, 4);
- Small Message(Event Player, Custom String("Ω The die lands on a 5 Ω"));
- Set Gravity(Event Player, 0);
- Apply Impulse(Event Player, Up, 6, To World, Cancel Contrary Motion);
- Start Damage Over Time(Event Player, Null, 4, 30);
- Wait(4, Ignore Condition);
- Set Gravity(Event Player, 500);
- Damage(Event Player, Null, 30);
- Wait(2, Ignore Condition);
- Set Gravity(Event Player, 100);
- Global.OmegaRNG = 0;
- }
- }
disabled rule("BLOODBATH CHALLENGE [Difficulty: *] (Killing an enemy damages the player)")
- rule("Ω Mode // Add Corruption [6]")
- {
- event
- {
Player Earned Elimination;
- Ongoing - Each Player;
- Team 1;
- All;
- }
- conditions
- {
- Global.OmegaRNG == 6;
- Global.OmegaMode == True;
- }
- actions
- {
- Small Message(Event Player, Custom String("Ω The die lands on a 6 Ω"));
- Event Player.Corruption = Event Player.Corruption + 5;
- Wait(4, Ignore Condition);
- Global.OmegaRNG = 0;
- }
- }
- rule("-==MENU SCREEN==-")
- {
- event
- {
- Ongoing - Global;
- }
- }
- rule("Variables // Set Main Menu Screen Variable -> True")
- {
- event
- {
- Ongoing - Global;
- }
- actions
- {
Damage(Event Player, Randomized Array(All Living Players(Team 2)), 125);
- Global.MainMenu = True;
- Create Effect(All Players(All Teams), Sphere, White, Global.mainmenuarea, 8, Visible To Position and Radius);
- Global.mainmenuarea = Vector(3.107, -4.344, 15.006);
- Global.DifficultyChoice = True;
- }
- }
disabled rule("ULT SPAWN CHALLENGE [Difficulty: **] (All enemies spawn with their ultimates)")
- rule("Easy Mode // Setup Easy Mode Variables")
- {
- event
- {
- Ongoing - Global;
- }
- actions
- {
- Global.easymodecircle = Vector(2.984, -3.549, 9.390);
- Create Effect(All Players(All Teams), Ring, Green, Global.easymodecircle, 1, Visible To Position and Radius);
- Create In-World Text(All Players(All Teams), Custom String("Stand in the circle and jump to enable easy mode."),
- Global.easymodecircle, 1, Clip Against Surfaces, Visible To Position and String, Green, Default Visibility);
- }
- }
- rule("Easy Mode // If crouching on easy mode circle, enable easy mode")
- {
- event
- {
- Ongoing - Each Player;
Team 2;
- Team 1;
- All;
- }
- conditions
- {
Has Spawned(Event Player) == True;
- Players Within Radius(Global.easymodecircle, 1, Team Of(Event Player), Off) == True;
- Global.DifficultyChoice == True;
- Global.MainMenu == True;
- }
- actions
- {
- Global.DifficultyLevelSwitch = 1;
- Global.DifficultyChoice = False;
- Big Message(All Players(Team 1), Custom String("EASY MODE IS ENABLED. GOOD LUCK!"));
- }
- }
- rule("Main Menu // Create Secondary Main Menu Circle")
- {
- event
- {
- Ongoing - Global;
- }
- actions
- {
Set Ultimate Charge(Event Player, 100);
- Global.KeepMenuOn = Vector(3.039, -3.551, 19.578);
- Create Icon(All Players(All Teams), Global.KeepMenuOn, Checkmark, Visible To and Position, Yellow, False);
- Create Effect(All Players(All Teams), Ring, Yellow, Global.KeepMenuOn, 1, Visible To Position and Radius);
- }
- }
disabled rule("THE WITHERING CHALLENGE [Difficulty: **] (All players take 10 damage per second throughout the entire match)")
- rule("Main Menu // Start game if players have chosen a mode.")
- {
- event
- {
- Ongoing - Each Player;
- Team 1;
- All;
- }
- conditions
- {
Has Spawned(Event Player) == True;
- Players Within Radius(Global.KeepMenuOn, 1, Team Of(Event Player), Off) == True;
- }
- actions
- {
Start Damage Over Time(Event Player, Null, 9999, 10);
- Abort If(Global.DifficultyChoice == True);
- Big Message(Event Player, Custom String("THE DOME HAS BEEN DISABLED. GAME BEGIN!"));
- Wait(0.250, Ignore Condition);
- Global.MainMenu = False;
- Clear Status(All Players(Team 2), Frozen);
- Set Damage Received(All Players(Team 2), 100);
- }
- }
disabled rule("NO HEALING CHALLENGE [Difficulty: ***] (No healing..... What else did you expect?)")
- rule("Main Menu // Do not start if players haven't chosen a mode.")
- {
- event
- {
- Ongoing - Each Player;
- Team 1;
- All;
- }
- conditions
- {
- Players Within Radius(Global.KeepMenuOn, 1, Team Of(Event Player), Off) == True;
- Global.DifficultyChoice == True;
- }
- actions
- {
Set Healing Dealt(Event Player, 0);
- Big Message(Event Player, Custom String("You must pick a mode first before starting the game."));
- }
- }
disabled rule("HEADSHOT ONLY CHALLENGE [Difficulty: ***] (Only headshots can damage enemies, however body shots can kill and built ult charge)")
- rule("Hard Mode // Setup Hard Mode variables")
- {
- event
- {
Player Dealt Damage;
- Ongoing - Global;
- }
- actions
- {
- Global.hardmodecircle = Vector(9.828, -3.549, 16.574);
- Create Effect(All Players(All Teams), Ring, Red, Global.hardmodecircle, 1, Visible To Position and Radius);
- Create In-World Text(All Players(All Teams), Custom String("Stand in the circle and jump to enable hard mode."),
- Global.hardmodecircle, 1, Clip Against Surfaces, Visible To Position and String, Red, Default Visibility);
- }
- }
- rule("Hard Mode // If courchong on hard mode circle, enable hard mode")
- {
- event
- {
- Ongoing - Each Player;
- Team 1;
- All;
- }
- conditions
- {
Event Was Critical Hit == False;
- Players Within Radius(Global.hardmodecircle, 1, Team Of(Event Player), Off) == True;
- Global.DifficultyChoice == True;
- Global.MainMenu == True;
- }
- actions
- {
Heal(Victim, Null, Event Damage);
Set Damage Received(Victim, 0);
Wait(0.500, Ignore Condition);
Set Damage Received(Victim, 100);
- Global.DifficultyLevelSwitch = 3;
- Global.DifficultyChoice = False;
- Big Message(Event Player, Custom String("Hard mode is enabled... get your diapers ready"));
- }
- }
disabled rule("THE FINALE CHALLENGE [Difficulty: ****] (If 1 person dies, the game is over)")
- rule("Rule 137")
- {
- event
- {
Player Died;
- Ongoing - Each Player;
- Team 1;
- All;
- }
- conditions
- {
- Global.MainMenu == True;
- }
- actions
- {
Wait(3, Ignore Condition);
Declare Team Victory(Team 2);
- Set Ability 1 Enabled(Event Player, False);
- Set Ability 2 Enabled(Event Player, False);
- Set Secondary Fire Enabled(Event Player, False);
- Set Primary Fire Enabled(Event Player, False);
- Set Crouch Enabled(Event Player, False);
- }
- }
disabled rule("TIME TRIAL CHALLENGE [Difficulty: **] (Only 3 minutes instead of an hour)")
- rule("Rule 137")
- {
- event
- {
- Ongoing - Each Player;
- Team 1;
- All;
All;
- }
- conditions
- {
- Global.MainMenu == False;
- }
- actions
- {
Set Match Time(180);
- Set Ability 1 Enabled(Event Player, True);
- Set Ability 2 Enabled(Event Player, True);
- Set Secondary Fire Enabled(Event Player, True);
- Set Primary Fire Enabled(Event Player, True);
- Set Crouch Enabled(Event Player, True);
- }
- }
disabled rule("SUDDEN DEATH CHALLENGE [Difficulty: *****] (BOTH enemies and players are one shot by any sort of damage)")
- rule("Main Menu // If out of main menu, tp back into menu")
- {
- event
- {
- Ongoing - Each Player;
All;
All;
- Team 1;
- Slot 0;
- }
- conditions
- {
- Players Within Radius(Global.mainmenuarea, 8, Team 1, Off) == False;
- Global.MainMenu == True;
- }
- actions
- {
- Abort If(Is In Spawn Room(Event Player) == True);
- Apply Impulse(Event Player, Vector Towards(Event Player, Vector(3.675, -3.548, 16.421)), 18, To World, Cancel Contrary Motion);
- Wait(0.001, Ignore Condition);
- Loop If Condition Is True;
- }
- }
- rule("Main Menu // If out of main menu, tp back into menu")
- {
- event
- {
- Ongoing - Each Player;
- Team 1;
- Slot 1;
- }
- conditions
- {
- Players Within Radius(Global.mainmenuarea, 8, Team 1, Off) == False;
- Global.MainMenu == True;
- }
- actions
- {
- Abort If(Is In Spawn Room(Event Player) == True);
- Apply Impulse(Event Player, Vector Towards(Event Player, Vector(3.675, -3.548, 16.421)), 18, To World, Cancel Contrary Motion);
- Wait(0.001, Ignore Condition);
- Loop If Condition Is True;
- }
- }
- rule("Main Menu // If out of main menu, tp back into menu")
- {
- event
- {
- Ongoing - Each Player;
- Team 1;
- Slot 2;
- }
- conditions
- {
- Players Within Radius(Global.mainmenuarea, 8, Team 1, Off) == False;
- Global.MainMenu == True;
- }
- actions
- {
- Abort If(Is In Spawn Room(Event Player) == True);
- Apply Impulse(Event Player, Vector Towards(Event Player, Vector(3.675, -3.548, 16.421)), 18, To World, Cancel Contrary Motion);
- Wait(0.001, Ignore Condition);
- Loop If Condition Is True;
- }
- }
- rule("Main Menu // If out of main menu, tp back into menu")
- {
- event
- {
- Ongoing - Each Player;
- Team 1;
- Slot 3;
- }
- conditions
- {
- Players Within Radius(Global.mainmenuarea, 8, Team 1, Off) == False;
- Global.MainMenu == True;
- }
- actions
- {
- Abort If(Is In Spawn Room(Event Player) == True);
- Apply Impulse(Event Player, Vector Towards(Event Player, Vector(3.675, -3.548, 16.421)), 18, To World, Cancel Contrary Motion);
- Wait(0.001, Ignore Condition);
- Loop If Condition Is True;
- }
- }
- rule("Easy Mode // Setup Easy Mode Variables")
- {
- event
- {
- Ongoing - Global;
- }
- actions
- {
Set Max Health(Event Player, Subtract(0.800, 0.100));
Set Status(Event Player, Null, Burning, 9999);
- Global.normalmocdecircle = Vector(-2.215, -3.902, 16.327);
- Create Effect(All Players(All Teams), Ring, Yellow, Global.normalmocdecircle, 1, Visible To Position and Radius);
- Create In-World Text(All Players(All Teams), Custom String("Stand in the circle and jump to enable normal mode."),
- Global.normalmocdecircle, 1, Clip Against Surfaces, Visible To Position and String, Yellow, Default Visibility);
- }
- }
disabled rule("THE PERFECTIONISTS [Difficulty: ****] (Players can only enter the escape door if the team has 5 stars)")
- rule("Easy Mode // If crouching on easy mode circle, enable easy mode")
- {
- event
- {
- Ongoing - Each Player;
- Team 1;
- All;
- }
- conditions
- {
- Players Within Radius(Global.normalmocdecircle, 1, Team Of(Event Player), Off) == True;
- Global.DifficultyChoice == True;
- Global.MainMenu == True;
- }
- actions
- {
- Global.DifficultyLevelSwitch = 2;
- Global.DifficultyChoice = False;
- Big Message(All Players(Team 1), Custom String("NORMAL MODE IS ENABLED. GOOD LUCK!"));
- }
- }
- rule("Easy Mode // Setup Easy Mode Variables")
- {
- event
- {
- Ongoing - Global;
- }
- actions
- {
- Global.expertmodecircle = Vector(2.831, -3.902, 16.558);
- Create Effect(All Players(All Teams), Ring, Orange, Global.expertmodecircle, 1, Visible To Position and Radius);
- Create In-World Text(All Players(All Teams), Custom String("Stand in the circle and jump to enable Challenge Mode."),
- Global.expertmodecircle, 1, Clip Against Surfaces, Visible To Position and String, White, Default Visibility);
- }
- }
- rule("Easy Mode // If crouching on easy mode circle, enable easy mode")
- {
- event
- {
- Ongoing - Each Player;
- Team 1;
- All;
- }
- conditions
- {
Players Within Radius(Vector(-12.715, -2.902, -24.945), 5, Team 1, Off) == True;
Global Variable(Map_Progression) < 1500;
- Players Within Radius(Global.expertmodecircle, 1, Team Of(Event Player), Off) == True;
- Global.ExpertChallengeSwitch == False;
- Global.MainMenu == True;
- }
- actions
- {
Kill(Event Player, Null);
- Global.ExpertChallengeSwitch = True;
- Big Message(All Players(Team 1), Custom String("Expert Mode is enabled. get ready!"));
- }
- }
- rule("-==EXPERT MODE==-")
- {
- event
- {
- Ongoing - Global;
- }
- }
rule("Expert Mode Switch // Go into the rule and select 'true' if you want expert, if not select 'false'")
- rule("")
- {
- event
- {
- Ongoing - Each Player;
- Team 1;
- All;
- }
- actions
- {
"Leaving this rule turns Expert Mode ON"
disabled Set Global Variable(ExpertChallengeSwitch, True);
"Leaving this rule on turns the rule OFF."
Set Global Variable(ExpertChallengeSwitch, False);
- Global.ExpertChallengeSwitch = False;
- }
- }
- rule("Adrenaline // Adrenaline HUD")
- {
- event
- {
- Ongoing - Each Player;
- Team 1;
- All;
- }
- conditions
- {
Global Variable(ExpertChallengeSwitch) == True;
- Global.ExpertChallengeSwitch == True;
- }
- actions
- {
Create HUD Text(Event Player, Null, Custom String("Adrenaline (Press interact key [F by default] to unleash your Adrenaline!)",
Null, Null, Null), String("{0} / {1}", Player Variable(Event Player, Adrenaline), 10, Null), Top, 2, White, Blue, Sky Blue,
Visible To and String, Default Visibility);
- Create HUD Text(Event Player, Null, Custom String("Adrenaline (Press interact key [F by default] to unleash your Adrenaline!)"),
- String("{0} / {1}", Event Player.Adrenaline, 10), Top, 2, White, Blue, Sky Blue, Visible To and String, Default Visibility);
- }
- }
rule("Adrenaline // Add 1 every 3 seconds")
- rule("Adrenaline // Add 1 every 2.5 seconds (Global)")
- {
- event
- {
- Ongoing - Each Player;
- Team 1;
- All;
- }
- conditions
- {
- Is Alive(Event Player) == True;
- Has Status(Event Player, Burning) == False;
- Has Spawned(Event Player) == True;
Global Variable(ExpertChallengeSwitch) == True;
- Global.ExpertChallengeSwitch == True;
- Global.MainMenu == False;
- }
- actions
- {
Abort If(Compare(Player Variable(Event Player, Adrenaline), ==, 10));
Wait(3, Abort When False);
Set Player Variable(Event Player, Adrenaline, Add(Player Variable(Event Player, Adrenaline), 1));
- Abort If(Event Player.Adrenaline == 10);
- Wait(2.500, Abort When False);
- Event Player.Adrenaline = Event Player.Adrenaline + 1;
- Loop If Condition Is True;
- }
- }
- rule("Adrenaline // Took damage = Adrenaline goes 0")
- {
- event
- {
- Player Took Damage;
- Team 1;
- All;
- }
- conditions
- {
Global Variable(ExpertChallengeSwitch) == True;
- Global.ExpertChallengeSwitch == True;
- }
- actions
- {
Abort If(Compare(Player Variable(Event Player, Adrenaline), ==, 10));
Set Player Variable(Event Player, Adrenaline, 0);
- Abort If(Event Player.Adrenaline == 10);
- Event Player.Adrenaline = 0;
- }
- }
- rule("Adrenaline // Unleash the Adrenaline!")
- {
- event
- {
- Ongoing - Each Player;
- Team 1;
- All;
- }
- conditions
- {
- Is Button Held(Event Player, Interact) == True;
Player Variable(Event Player, Adrenaline) == 10;
- Event Player.Adrenaline == 10;
- Is Alive(Event Player) == True;
Global Variable(ExpertChallengeSwitch) == True;
- Global.ExpertChallengeSwitch == True;
- }
- actions
- {
- Play Effect(All Players(All Teams), Ring Explosion, Sky Blue, Event Player, 12);
- Kill(Players Within Radius(Event Player, 12, Team 2, Surfaces), Event Player);
Set Player Variable(Event Player, Adrenaline, 0);
- Event Player.Adrenaline = 0;
- Set Damage Dealt(Event Player, 200);
- Set Move Speed(Event Player, 140);
Set Player Variable(Event Player, Corruption, Subtract(Player Variable(Event Player, Corruption), 6));
- Event Player.Corruption = Event Player.Corruption - 6;
- Set Status(Event Player, Null, Burning, 8);
- Wait(8, Ignore Condition);
- Set Damage Dealt(Event Player, 100);
- Set Move Speed(Event Player, 100);
- }
- }
rule("The Corrupted // Explode when dead")
- rule("The Corrupted // Explode when dead (Easy)")
- {
- event
- {
- Player Died;
- Team 2;
- All;
- }
- conditions
- {
Global Variable(ExpertChallengeSwitch) == True;
- Global.ExpertChallengeSwitch == True;
- Global.DifficultyLevelSwitch == 1;
- }
- actions
- {
- Play Effect(All Players(All Teams), Bad Explosion, Red, Event Player, 9);
- Play Effect(All Players(All Teams), Bad Explosion, Orange, Event Player, 8);
- Play Effect(All Players(All Teams), Bad Explosion, Yellow, Event Player, 7);
- Play Effect(All Players(All Teams), Ring Explosion, Red, Event Player, 10);
Damage(Players Within Radius(Event Player, 5, Team 1, Surfaces And Enemy Barriers), Event Player, Random Integer(50, 149));
- Damage(Players Within Radius(Event Player, 5, Team 1, Surfaces And Enemy Barriers), Event Player, 40);
- }
- }
rule("Corruption // Corruption HUD")
- rule("The Corrupted // Explode when dead (Normal)")
- {
- event
- {
Ongoing - Each Player;
Team 1;
- Player Died;
- Team 2;
- All;
- }
- conditions
- {
Global Variable(ExpertChallengeSwitch) == True;
- Global.ExpertChallengeSwitch == True;
- Global.DifficultyLevelSwitch == 2;
- }
- actions
- {
Create HUD Text(Event Player, Null, Custom String("Corruption Meter (If at 20 bad things will happen!", Null, Null, Null), String(
"{0} / {1}", Player Variable(Event Player, Corruption), 20, Null), Top, 5, White, Purple, White, Visible To and String,
Default Visibility);
- Play Effect(All Players(All Teams), Bad Explosion, Red, Event Player, 9);
- Play Effect(All Players(All Teams), Bad Explosion, Orange, Event Player, 8);
- Play Effect(All Players(All Teams), Bad Explosion, Yellow, Event Player, 7);
- Play Effect(All Players(All Teams), Ring Explosion, Red, Event Player, 10);
- Damage(Players Within Radius(Event Player, 5, Team 1, Surfaces And Enemy Barriers), Event Player, 60);
- }
- }
- rule("The Corrupted // Explode when dead (Hard)")
- {
- event
- {
- Player Died;
- Team 2;
- All;
- }
- conditions
- {
- Global.ExpertChallengeSwitch == True;
- Global.DifficultyLevelSwitch == 3;
- }
- actions
- {
- Play Effect(All Players(All Teams), Bad Explosion, Red, Event Player, 9);
- Play Effect(All Players(All Teams), Bad Explosion, Orange, Event Player, 8);
- Play Effect(All Players(All Teams), Bad Explosion, Yellow, Event Player, 7);
- Play Effect(All Players(All Teams), Ring Explosion, Red, Event Player, 10);
- Damage(Players Within Radius(Event Player, 5, Team 1, Surfaces And Enemy Barriers), Event Player, Random Integer(65, 149));
- }
- }
rule("Corruption // Add 1 every 4.5 seconds")
- rule("Corruption // Corruption HUD")
- {
- event
- {
- Ongoing - Each Player;
- Team 1;
- All;
- }
- conditions
- {
Is Alive(Event Player) == True;
Has Status(Event Player, Burning) == False;
Has Spawned(Event Player) == True;
Global Variable(ExpertChallengeSwitch) == True;
- Global.ExpertChallengeSwitch == True;
- }
- actions
- {
Wait(4.500, Abort When False);
Set Player Variable(Event Player, Corruption, Add(Player Variable(Event Player, Corruption), 1));
Loop If Condition Is True;
- Create HUD Text(Event Player, Null, Custom String("Corruption Meter (If at 20 bad things will happen!"), String("{0} / {1}",
- Event Player.Corruption, 20), Top, 5, White, Purple, White, Visible To and String, Default Visibility);
- }
- }
- rule("Corruption // Don't go under 0")
- {
- event
- {
- Ongoing - Each Player;
- Team 1;
- All;
- }
- conditions
- {
Player Variable(Event Player, Corruption) < 0;
Global Variable(ExpertChallengeSwitch) == True;
- Event Player.Corruption < 0;
- Global.ExpertChallengeSwitch == True;
- }
- actions
- {
Set Player Variable(Event Player, Corruption, 0);
- Event Player.Corruption = 0;
- Wait(0.250, Ignore Condition);
- Loop If Condition Is True;
- }
- }
- rule("Corruption // Don't go over 20")
- {
- event
- {
- Ongoing - Each Player;
- Team 1;
- All;
- }
- conditions
- {
Player Variable(Event Player, Corruption) > 20;
Global Variable(ExpertChallengeSwitch) == True;
- Event Player.Corruption > 20;
- Global.ExpertChallengeSwitch == True;
- }
- actions
- {
Set Player Variable(Event Player, Corruption, 20);
- Event Player.Corruption = 20;
- }
- }
- rule("Corruption // If at 20, kill over time")
- {
- event
- {
- Ongoing - Each Player;
- Team 1;
- All;
- }
- conditions
- {
Player Variable(Event Player, Corruption) == 20;
Global Variable(ExpertChallengeSwitch) == True;
- Event Player.Corruption == 20;
- Global.ExpertChallengeSwitch == True;
- }
- actions
- {
- Start Damage Over Time(Event Player, Null, 9999, 30);
- Set Status(Event Player, Null, Hacked, 9999);
Big Message(All Players(Team 1), String("{0} {1}", Event Player, Custom String("IS BEING EATEN BY THE CORRUPTION!", Null, Null,
Null), Null));
- Big Message(All Players(Team 1), String("{0} {1}", Event Player, Custom String("IS BEING EATEN BY THE CORRUPTION!")));
- }
- }
- rule("Corruption // Undo effects if corruption is under 20")
- {
- event
- {
- Ongoing - Each Player;
- Team 1;
- All;
- }
- conditions
- {
Player Variable(Event Player, Corruption) < 20;
Global Variable(ExpertChallengeSwitch) == True;
- Event Player.Corruption < 20;
- Global.ExpertChallengeSwitch == True;
- }
- actions
- {
- Stop All Damage Over Time(Event Player);
- Clear Status(Event Player, Hacked);
- }
- }
- rule("Corruption // Don't go under 0")
- {
- event
- {
- Ongoing - Each Player;
- Team 1;
- All;
- }
- conditions
- {
- Event Player.Adrenaline < 0;
- Global.ExpertChallengeSwitch == True;
- }
- actions
- {
- Event Player.Corruption = 0;
- Wait(0.250, Ignore Condition);
- Loop If Condition Is True;
- }
- }
- rule("Corruption // Don't go over 20")
- {
- event
- {
- Ongoing - Each Player;
- Team 1;
- All;
- }
- conditions
- {
- Event Player.Adrenaline > 10;
- Global.ExpertChallengeSwitch == True;
- }
- actions
- {
- Event Player.Corruption = 20;
- }
- }
- rule("Corruption // 1 kill = -3 corruption")
- {
- event
- {
- Player Earned Elimination;
- Team 1;
- All;
- }
- conditions
- {
- Is Alive(Event Player) == True;
Global Variable(ExpertChallengeSwitch) == True;
- Global.ExpertChallengeSwitch == True;
- Global.DifficultyLevelSwitch == 1;
- }
- actions
- {
Set Player Variable(Event Player, Corruption, Subtract(Player Variable(Event Player, Corruption), 3));
- Event Player.Corruption = Event Player.Corruption - 6;
- }
- }
rule("Corruption // Don't go under 0")
- rule("Corruption // 1 kill = -3 corruption")
- {
- event
- {
Ongoing - Each Player;
- Player Earned Elimination;
- Team 1;
- All;
- }
- conditions
- {
Player Variable(Event Player, Adrenaline) < 0;
Global Variable(ExpertChallengeSwitch) == True;
- Is Alive(Event Player) == True;
- Global.ExpertChallengeSwitch == True;
- Global.DifficultyLevelSwitch == 2;
- }
- actions
- {
Set Player Variable(Event Player, Corruption, 0);
Wait(0.250, Ignore Condition);
- Event Player.Corruption = Event Player.Corruption - 4;
- }
- }
- rule("Corruption // 1 kill = -3 corruption")
- {
- event
- {
- Player Earned Elimination;
- Team 1;
- All;
- }
- conditions
- {
- Is Alive(Event Player) == True;
- Global.ExpertChallengeSwitch == True;
- Global.DifficultyLevelSwitch == 3;
- }
- actions
- {
- Event Player.Corruption = Event Player.Corruption - 2;
- }
- }
- rule("Rule 153")
- {
- event
- {
- Player Died;
- Team 1;
- All;
- }
- conditions
- {
- Is Dead(Event Player) == True;
- Global.ExpertChallengeSwitch == True;
- }
- actions
- {
- Event Player.Adrenaline = 0;
- Event Player.Corruption = 0;
- Wait(0.016, Abort When False);
- Loop If Condition Is True;
- }
- }
rule("Corruption // Don't go over 20")
- rule("Rule 154")
- {
- event
- {
- Ongoing - Each Player;
- Team 1;
- All;
- }
- conditions
- {
Player Variable(Event Player, Adrenaline) > 10;
Global Variable(ExpertChallengeSwitch) == True;
- Global.ExpertChallengeSwitch == True;
- Event Player.Corruption == 5;
- }
- actions
- {
Set Player Variable(Event Player, Corruption, 20);
- Small Message(Event Player, Custom String("The corruption has reached halfway into your heart. . ."));
- }
- }
rule("-==TOP HUD==-")
- rule("Rule 154")
- {
- event
- {
Ongoing - Global;
- Ongoing - Each Player;
- Team 1;
- All;
- }
- conditions
- {
- Global.ExpertChallengeSwitch == True;
- Event Player.Corruption == 8;
- }
- actions
- {
- Small Message(Event Player, Custom String("The corruption has reached your heart. . . "));
- }
- }
rule("Rule 94")
- rule("Corruption // Add 1 every 6 seconds (easy)")
- {
- event
- {
Ongoing - Global;
- Ongoing - Each Player;
- Team 1;
- All;
- }
- conditions
- {
- Is Alive(Event Player) == True;
- Has Status(Event Player, Burning) == False;
- Has Spawned(Event Player) == True;
- Global.ExpertChallengeSwitch == True;
- Global.MainMenu == False;
- Global.DifficultyLevelSwitch == 1;
- }
- actions
- {
Set Match Time(3600);
- Wait(6, Abort When False);
- Event Player.Corruption = Event Player.Corruption + 1;
- Loop If Condition Is True;
- }
- }
rule("Defeat")
- rule("Corruption // Add 1 every 4 seconds (normal)")
- {
- event
- {
Ongoing - Global;
- Ongoing - Each Player;
- Team 1;
- All;
- }
- conditions
- {
Is True For All(All Players(Team 1), Is Dead(Current Array Element)) == True;
Has Spawned(All Players(Team 1)) == True;
- Is Alive(Event Player) == True;
- Has Status(Event Player, Burning) == False;
- Has Spawned(Event Player) == True;
- Global.ExpertChallengeSwitch == True;
- Global.MainMenu == False;
- Global.DifficultyLevelSwitch == 2;
- }
- actions
- {
Destroy All Effects;
Destroy All In-World Text;
Wait(3, Ignore Condition);
Wait(4, Ignore Condition);
Declare Team Victory(Team 2);
- Wait(4, Abort When False);
- Event Player.Corruption = Event Player.Corruption + 1;
- Loop If Condition Is True;
- }
- }
rule("-== Ω Sigil==-")
- rule("Corruption // Add 1 every 3.5 seconds (hard)")
- {
- event
- {
Ongoing - Global;
- Ongoing - Each Player;
- Team 1;
- All;
- }
- conditions
- {
- Is Alive(Event Player) == True;
- Has Status(Event Player, Burning) == False;
- Has Spawned(Event Player) == True;
- Global.ExpertChallengeSwitch == True;
- Global.MainMenu == False;
- Global.DifficultyLevelSwitch == 3;
- }
- actions
- {
- Wait(3.500, Abort When False);
- Event Player.Corruption = Event Player.Corruption + 1;
- Loop If Condition Is True;
- }
- }
rule("Ω Sigil // Create Ω Sigil")
- rule("-==JUGGERNAUT PRISM==-")
- {
- event
- {
- Ongoing - Global;
- }
- }
rule("Ω Sigil // Variables")
- rule("Juggernaut Prism // Visuals")
- {
- event
- {
- Ongoing - Global;
- }
- actions
- {
Set Global Variable(OmegaSigil, Vector(-27.475, -0.450, 21.867));
Set Global Variable(OmegaMode, False);
Set Global Variable(OmegaRNG, 1000);
- Global.juggernautprism = Vector(8.250, -3.674, 19.501);
- Create Effect(All Players(All Teams), Orb, Orange, Global.juggernautprism, 1, Visible To Position and Radius);
- Create In-World Text(All Players(All Teams), Custom String("Juggernaut Prism"), Global.juggernautprism, 1, Clip Against Surfaces,
- Visible To Position and String, White, Default Visibility);
- Global.juggernautprismmode = False;
- }
- }
rule("Ω Sigil // Create Ω Sigil")
- rule("Rule 156")
- {
- event
- {
- Ongoing - Each Player;
- Team 1;
- All;
All;
- }
- conditions
- {
- Players Within Radius(Global.juggernautprism, 1, Team 1, Off) == True;
- Global.juggernautprismmode == False;
- }
- actions
- {
Create Effect(All Players(All Teams), Orb, Sky Blue, Global Variable(OmegaSigil), 1, Visible To Position and Radius);
Create In-World Text(All Players(All Teams), Custom String("Ω", Null, Null, Null), Global Variable(OmegaSigil), 3,
Clip Against Surfaces, Visible To Position and String, Sky Blue, Default Visibility);
- Big Message(All Players(All Teams), Custom String("THE JUGGERNAUT PRISM LIGHTS UP.. THE BOSS AWAKENS."));
- Global.juggernautprismmode = True;
- }
- }
rule("Ω Sigil // Collect Ω Sigil")
- rule("Rule 157")
- {
- event
- {
- Ongoing - Each Player;
Team 1;
- All;
- All;
- }
- conditions
- {
Players Within Radius(Global Variable(OmegaSigil), 1, Team 1, Off) == True;
Global Variable(ExpertChallengeSwitch) == True;
- Global.juggernautprismmode == True;
- }
- actions
- {
Destroy Effect(Global Variable(IronHeart));
Big Message(Event Player, Custom String("THE Ω HAS AWOKEN. . .", Null, Null, Null));
Wait(0.250, Ignore Condition);
Set Global Variable(OmegaMode, True);
Set Global Variable(OmegaRNG, 0);
- Set Status(Players In Slot(1, Team 2), Null, Frozen, 9999);
- Set Status(Players In Slot(2, Team 2), Null, Frozen, 9999);
- Set Status(Players In Slot(3, Team 2), Null, Frozen, 9999);
- Set Status(Players In Slot(4, Team 2), Null, Frozen, 9999);
- Wait(0.016, Ignore Condition);
- Loop If Condition Is True;
- }
- }
rule("Ω Sigil // Cancel if not in expert")
- rule("Rule 158")
- {
- event
- {
- Ongoing - Each Player;
Team 1;
- Team 2;
- All;
- }
- conditions
- {
Players Within Radius(Global Variable(OmegaSigil), 1, Team 1, Off) == True;
Global Variable(ExpertChallengeSwitch) == False;
- Global.juggernautprismmode == True;
- Global.MainMenu == False;
- Players In Slot(0, Team 2) == True;
- }
- actions
- {
Big Message(Event Player, Custom String("expert mode must be enabled to activate the Ω sigil.", Null, Null, Null));
Wait(3, Ignore Condition);
- Wait(1, Ignore Condition);
- Set Max Health(Event Player, 450);
- Set Damage Dealt(Event Player, 200);
- Set Move Speed(Event Player, 145);
- Create In-World Text(All Players(All Teams), Custom String("[JUGGERNAUT]"), Event Player, 2, Clip Against Surfaces,
- Visible To Position and String, Red, Default Visibility);
- }
- }
rule("Ω Mode // Randomly choose from 8 events")
- rule("Rule 161")
- {
- event
- {
- Ongoing - Each Player;
- All;
- All;
- }
- conditions
- {
Global Variable(OmegaRNG) == 0;
Global Variable(OmegaMode) == True;
- Global.MainMenu == True;
- }
- actions
- {
Small Message(Event Player, Custom String("Ω A BEING OF IMMENSE POWER IS WATCHING YOU... Ω", Null, Null, Null));
Wait(8, Abort When False);
Set Global Variable(OmegaRNG, Random Integer(1, 8));
- Set Ultimate Charge(Event Player, 0);
- Wait(0.016, Ignore Condition);
- Loop If Condition Is True;
- }
- }
rule("Ω Mode // Adrenaline Rush [1]")
- rule("-==SPAWN ROOM BAN DOORS==-")
- {
- event
- {
- Ongoing - Each Player;
Team 1;
- All;
- All;
- }
- }
- rule("Door 1 // Visuals")
- {
- event
- {
- Ongoing - Each Player;
- Team 1;
- Slot 0;
- }
- conditions
- {
Global Variable(OmegaRNG) == 1;
Global Variable(OmegaMode) == True;
- Players Within Radius(Vector(-81.130, 1.413, 96.729), 5, Team 1, Off) == True;
- }
- actions
- {
Small Message(Event Player, Custom String("Ω ADRENALINE RUSHES INTO YOUR VEINS Ω", Null, Null, Null));
Set Player Variable(Event Player, Adrenaline, 10);
Press Button(Event Player, Interact);
Wait(8, Ignore Condition);
Set Global Variable(OmegaRNG, 0);
- Kill(Event Player, Null);
- Big Message(All Players(All Teams), String("{0} {1}", Event Player, Custom String("was killed by [intentional game design]")));
- }
- }
rule("Ω Mode // Corruption reduction [2]")
- rule("Door 1 // Visuals")
- {
- event
- {
- Ongoing - Each Player;
- Team 1;
All;
- Slot 1;
- }
- conditions
- {
Global Variable(OmegaRNG) == 2;
Global Variable(OmegaMode) == True;
- Players Within Radius(Vector(-81.130, 1.413, 96.729), 5, Team 1, Off) == True;
- }
- actions
- {
Small Message(Event Player, Custom String("Ω YOU FEEL CLEANSED... Ω", Null, Null, Null));
Set Player Variable(Event Player, Corruption, 0);
Wait(4, Ignore Condition);
Set Global Variable(OmegaRNG, 0);
- Kill(Event Player, Null);
- Big Message(All Players(All Teams), String("{0} {1}", Event Player, Custom String("was killed by [intentional game design]")));
- }
- }
rule("Ω Mode // Damage reduction [3]")
- rule("Door 1 // Visuals")
- {
- event
- {
- Ongoing - Each Player;
- Team 1;
All;
- Slot 2;
- }
- conditions
- {
Global Variable(OmegaRNG) == 3;
Global Variable(OmegaMode) == True;
- Players Within Radius(Vector(-81.130, 1.413, 96.729), 5, Team 1, Off) == True;
- }
- actions
- {
Small Message(Event Player, Custom String("Ω YOU FEEL PROTECTED... Ω", Null, Null, Null));
Set Damage Received(Event Player, 50);
Wait(10, Ignore Condition);
Set Global Variable(OmegaRNG, 0);
Set Damage Received(Event Player, 100);
- Kill(Event Player, Null);
- Big Message(All Players(All Teams), String("{0} {1}", Event Player, Custom String("was killed by [intentional game design]")));
- }
- }
rule("Ω Mode // Healing [4]")
- rule("Door 1 // Visuals")
- {
- event
- {
- Ongoing - Each Player;
- Team 1;
All;
- Slot 3;
- }
- conditions
- {
Global Variable(OmegaRNG) == 4;
Global Variable(OmegaMode) == True;
- Players Within Radius(Vector(-81.130, 1.413, 96.729), 5, Team 1, Off) == True;
- }
- actions
- {
Small Message(Event Player, Custom String("Ω YOU FEEL RESTORED.. Ω", Null, Null, Null));
Heal(Event Player, Null, 100000);
Set Status(Event Player, Event Player, Invincible, 4);
Wait(4, Ignore Condition);
Set Global Variable(OmegaRNG, 0);
- Kill(Event Player, Null);
- Big Message(All Players(All Teams), String("{0} {1}", Event Player, Custom String("was killed by [intentional game design]")));
- }
- }
rule("Ω Mode // Cosmic Power [5]")
- rule("Door 1 // Visuals")
- {
- event
- {
- Ongoing - Each Player;
- Team 1;
All;
- Slot 0;
- }
- conditions
- {
Global Variable(OmegaRNG) == 5;
Global Variable(OmegaMode) == True;
- Players Within Radius(Vector(-85.110, 1.278, 82.924), 5, Team 1, Off) == True;
- }
- actions
- {
Set Status(Event Player, Null, Rooted, 4);
Small Message(Event Player, Custom String("Ω THE SIGILS CELESTIAL POWER BLEEDS ONTO YOU... Ω", Null, Null, Null));
Set Gravity(Event Player, 0);
Apply Impulse(Event Player, Up, 6, To World, Cancel Contrary Motion);
Start Damage Over Time(Event Player, Null, 4, 30);
Wait(4, Ignore Condition);
Set Gravity(Event Player, 500);
Damage(Event Player, Null, 30);
Wait(2, Ignore Condition);
Set Gravity(Event Player, 100);
Set Global Variable(OmegaRNG, 0);
- Kill(Event Player, Null);
- Big Message(All Players(All Teams), String("{0} {1}", Event Player, Custom String("was killed by [intentional game design]")));
- }
- }
rule("Ω Mode // Add Corruption [6]")
- rule("Door 1 // Visuals")
- {
- event
- {
- Ongoing - Each Player;
- Team 1;
All;
- Slot 1;
- }
- conditions
- {
Global Variable(OmegaRNG) == 6;
Global Variable(OmegaMode) == True;
- Players Within Radius(Vector(-85.110, 1.278, 82.924), 5, Team 1, Off) == True;
- }
- actions
- {
Small Message(Event Player, Custom String("Ω Corruption spills through your veins... Ω", Null, Null, Null));
Set Player Variable(Event Player, Corruption, Add(Player Variable(Event Player, Corruption), 5));
Wait(4, Ignore Condition);
Set Global Variable(OmegaRNG, 0);
- Kill(Event Player, Null);
- Big Message(All Players(All Teams), String("{0} {1}", Event Player, Custom String("was killed by [intentional game design]")));
- }
- }
rule("Ω Mode // enemy boost [7]")
- rule("Door 1 // Visuals")
- {
- event
- {
- Ongoing - Each Player;
- Team 1;
All;
- Slot 2;
- }
- conditions
- {
Global Variable(OmegaRNG) == 7;
Global Variable(OmegaMode) == True;
- Players Within Radius(Vector(-85.110, 1.278, 82.924), 5, Team 1, Off) == True;
- }
- actions
- {
Small Message(Event Player, Custom String("Ω You feel sick... Ω", Null, Null, Null));
Set Damage Dealt(Event Player, 50);
Set Healing Dealt(Event Player, 50);
Wait(12, Ignore Condition);
Set Damage Dealt(Event Player, 100);
Set Healing Dealt(Event Player, 100);
Set Global Variable(OmegaRNG, 0);
- Kill(Event Player, Null);
- Big Message(All Players(All Teams), String("{0} {1}", Event Player, Custom String("was killed by [intentional game design]")));
- }
- }
rule("Ω Mode // Sacrifice [8]")
- rule("Door 1 // Visuals")
- {
- event
- {
- Ongoing - Each Player;
- Team 1;
All;
- Slot 3;
- }
- conditions
- {
Global Variable(OmegaRNG) == 8;
- Players Within Radius(Vector(-85.110, 1.278, 82.924), 5, Team 1, Off) == True;
- }
- actions
- {
Small Message(Event Player, Custom String("Ω The Sigil demands sacrifice...Ω", Null, Null, Null));
Kill(Randomized Array(Closest Player To(Global Variable(OmegaSigil), Team 1)), Null);
Kill(All Players(Team 2), Null);
Wait(4, Ignore Condition);
Set Global Variable(OmegaRNG, 0);
- Kill(Event Player, Null);
- Big Message(All Players(All Teams), String("{0} {1}", Event Player, Custom String("was killed by [intentional game design]")));
- }
- }