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variables
{
player:
0: Text1
1: Text2
2: Text3
3: Text4
4: Text5
5: Cool1
6: Cool2
8: isFireEnabled
12: ChillBar1
13: ChillBar2
16: ChillBar4
17: DisplayToggleName
20: ChillBar3
21: FireTime
22: Cool3
23: FormHUD
24: ChillBar5
25: KillPowerToggled
}
subroutines
{
0: Cleanup
}
rule("-----General-----")
{
event
{
Ongoing - Global;
}
}
rule("Character Cleanup")
{
event
{
Subroutine;
Cleanup;
}
actions
{
Event Player.Cool1 = 0;
Event Player.Cool2 = 0;
Event Player.Cool3 = 0;
Destroy HUD Text(Event Player.Text1);
Destroy HUD Text(Event Player.Text2);
Destroy HUD Text(Event Player.Text3);
Destroy HUD Text(Event Player.Text4);
Destroy HUD Text(Event Player.Text5);
Destroy HUD Text(Event Player.ChillBar1);
Destroy HUD Text(Event Player.ChillBar2);
Destroy HUD Text(Event Player.ChillBar4);
Destroy HUD Text(Event Player.FormHUD);
Stop Camera(Event Player);
Clear Status(Event Player, Phased Out);
Set Invisible(Event Player, None);
Destroy HUD Text(Event Player.ChillBar3);
}
}
rule("Cooldown Decrement 1")
{
event
{
Ongoing - Each Player;
All;
All;
}
conditions
{
Event Player.Cool1 > 0;
}
actions
{
Event Player.Cool1 = Event Player.Cool1 - 1;
Wait(1, Ignore Condition);
Loop If Condition Is True;
}
}
rule("Cooldown Decrement 2")
{
event
{
Ongoing - Each Player;
All;
All;
}
conditions
{
Event Player.Cool2 > 0;
}
actions
{
Event Player.Cool2 = Event Player.Cool2 - 1;
Wait(1, Ignore Condition);
Loop If Condition Is True;
}
}
rule("Cooldown Decrement 3")
{
event
{
Ongoing - Each Player;
All;
All;
}
conditions
{
Event Player.Cool3 > 0;
}
actions
{
Event Player.Cool3 = Event Player.Cool3 - 1;
Wait(1, Ignore Condition);
Loop If Condition Is True;
}
}
rule("HUD Description")
{
event
{
Ongoing - Each Player;
All;
All;
}
conditions
{
Is Alive(Event Player) == True;
}
actions
{
Call Subroutine(Cleanup);
Wait(0.200, Ignore Condition);
Create HUD Text(Event Player, Ability Icon String(Hero(Echo), Button(Ability 1)), Custom String("Interact - Leap"), Custom String(
"Leap high into the air!"), Left, 0, Turquoise, Turquoise, White, Visible To and String, Default Visibility);
Event Player.Text1 = Last Text ID;
Create HUD Text(Event Player, Ability Icon String(Hero(Ana), Button(Ultimate)), Custom String("Melee - Uberbuff"), Custom String(
"Heal, gain armor, and gain extra ammo"), Left, 0.100, Purple, Purple, White, Visible To and String, Default Visibility);
Event Player.Text2 = Last Text ID;
Create HUD Text(Event Player, Ability Icon String(Hero(Torbjörn), Button(Ultimate)), Custom String("Crouch - Firestorm"),
Custom String("Temporarily deal fire damage"), Left, 0.200, Orange, Orange, White, Visible To and String, Default Visibility);
Event Player.Text3 = Last Text ID;
Create HUD Text(Event Player, Ability Icon String(Hero(McCree), Button(Ultimate)), Custom String(
"Ult Charge - Kill Energy Toggle"), Custom String("Gain either healing or shields whenever you get a kill!"), Left, 0.300, Red,
Red, White, Visible To and String, Default Visibility);
Event Player.Text4 = Last Text ID;
Create HUD Text(Event Player, String("{0}: {1}", Ability Icon String(Hero(Echo), Button(Ability 1)), Event Player.Cool1), Null,
Null, Right, 0, Turquoise, White, White, Visible To and String, Default Visibility);
Event Player.ChillBar2 = Last Text ID;
Create HUD Text(Event Player, String("{0}: {1}", Ability Icon String(Hero(Ana), Button(Ultimate)), Event Player.Cool2), Null, Null,
Right, 0.100, Purple, White, White, Visible To and String, Default Visibility);
Event Player.ChillBar1 = Last Text ID;
Create HUD Text(Event Player, String("{0}: {1}", Ability Icon String(Hero(Torbjörn), Button(Ultimate)), Event Player.Cool3), Null,
Null, Right, 0.200, Orange, White, White, Visible To and String, Default Visibility);
Event Player.ChillBar3 = Last Text ID;
Create HUD Text(Event Player, Null, Custom String(
"\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n"), String("{0} {1} {2}",
Ability Icon String(Hero(Torbjörn), Button(Ultimate)), Custom String("Duration:"), Event Player.FireTime), Top, 2, Orange,
Orange, Orange, Visible To and String, Default Visibility);
Event Player.ChillBar4 = Last Text ID;
Create HUD Text(Event Player, Null, Null, String("{0} {1}", Custom String("Mode:"), Event Player.DisplayToggleName), Top, 0, Red,
Red, Red, Visible To and String, Default Visibility);
Event Player.ChillBar5 = Last Text ID;
}
}
rule("-----Abilities-----")
{
event
{
Ongoing - Global;
}
}
rule("")
{
event
{
Ongoing - Global;
}
}
rule("Leap")
{
event
{
Ongoing - Each Player;
All;
All;
}
conditions
{
Is Button Held(Event Player, Interact) == True;
Event Player.Cool1 == 0;
Is Alive(Event Player) == True;
(Has Status(Event Player, Hacked) && Has Status(Event Player, Stunned) && Has Status(Event Player, Frozen) && Has Status(
Event Player, Asleep) && Has Status(Event Player, Knocked Down)) != True;
Is Using Ultimate(Event Player) != True;
}
actions
{
Event Player.Cool1 = 10;
Play Effect(All Players(All Teams), Good Explosion, Turquoise, Event Player, 1);
Play Effect(All Players(All Teams), Ring Explosion Sound, White, Event Player, 50);
Apply Impulse(Event Player, Up, 18, To World, Cancel Contrary Motion);
}
}
rule("Uberbuff")
{
event
{
Ongoing - Each Player;
All;
All;
}
conditions
{
Is Button Held(Event Player, Melee) == True;
Event Player.Cool2 == 0;
Is Alive(Event Player) == True;
(Has Status(Event Player, Hacked) && Has Status(Event Player, Stunned) && Has Status(Event Player, Frozen) && Has Status(
Event Player, Asleep) && Has Status(Event Player, Knocked Down)) != True;
Is Using Ultimate(Event Player) != True;
}
actions
{
Event Player.Cool2 = 15;
Play Effect(All Players(All Teams), Good Pickup Effect, Orange, Event Player, 1);
Play Effect(All Players(All Teams), Buff Impact Sound, Orange, Event Player, 50);
Start Heal Over Time(Event Player, Event Player, 8, 8);
Add Health Pool To Player(Event Player, Armor, 25, False, True);
Set Ammo(Event Player, 1, Max Ammo(Event Player, 1) * 1.500);
Set Ammo(Event Player, 0, Max Ammo(Event Player, 0) * 1.500);
}
}
rule("Firestorm Damage")
{
event
{
Player Dealt Damage;
All;
All;
}
conditions
{
Event Player.isFireEnabled == True;
}
actions
{
Set Status(Victim, Event Player, Burning, 5);
Start Damage Over Time(Victim, Event Player, 5, 8);
}
}
rule("Firestorm Activate")
{
event
{
Ongoing - Each Player;
All;
All;
}
conditions
{
Is Button Held(Event Player, Crouch) == True;
Event Player.Cool3 == 0;
Is Alive(Event Player) == True;
(Has Status(Event Player, Hacked) && Has Status(Event Player, Stunned) && Has Status(Event Player, Frozen) && Has Status(
Event Player, Asleep) && Has Status(Event Player, Knocked Down)) != True;
Is Using Ultimate(Event Player) != True;
}
actions
{
Event Player.Cool3 = 17;
Set Status(Event Player, Null, Burning, 3);
Event Player.isFireEnabled = True;
Event Player.FireTime = 3;
Wait(1, Ignore Condition);
Event Player.FireTime = 2;
Wait(1, Ignore Condition);
Event Player.FireTime = 1;
Wait(1, Ignore Condition);
Event Player.FireTime = 0;
Event Player.isFireEnabled = False;
}
}
rule("Kill Power Heal")
{
event
{
Player Dealt Final Blow;
All;
All;
}
conditions
{
Event Player.KillPowerToggled == 1;
}
actions
{
Start Heal Over Time(Event Player, Event Player, 5, 5);
}
}
rule("Kill Power Toggle")
{
event
{
Ongoing - Each Player;
All;
All;
}
conditions
{
Is Communicating(Event Player, Ultimate Status) == True;
Is Using Ultimate(Event Player) != True;
}
actions
{
Event Player.KillPowerToggled += 1;
}
}
rule("Kill Power Shield")
{
event
{
Player Dealt Final Blow;
All;
All;
}
conditions
{
Event Player.KillPowerToggled == 0;
}
actions
{
Add Health Pool To Player(Event Player, Shields, 10, True, True);
}
}
rule("Kill Icon Heal")
{
event
{
Ongoing - Each Player;
All;
All;
}
conditions
{
Event Player.KillPowerToggled == 1;
}
actions
{
Event Player.DisplayToggleName = Ability Icon String(Hero(Baptiste), Button(Ability 1));
}
}
rule("Kill Icon Shield")
{
event
{
Ongoing - Each Player;
All;
All;
}
conditions
{
Event Player.KillPowerToggled == 0;
}
actions
{
Event Player.DisplayToggleName = Ability Icon String(Hero(Brigitte), Button(Secondary Fire));
}
}
disabled rule("Rule 21")
{
event
{
Ongoing - Each Player;
All;
Lúcio;
}
conditions
{
Is Using Ultimate(Event Player) == True;
}
actions
{
Set Projectile Speed(Event Player, 500);
Set Ammo(Event Player, 0, 500);
Set Jump Vertical Speed(Event Player, 250);
Set Move Speed(Event Player, 200);
Create Effect(All Players(All Teams), Good Aura, Green, Event Player, 4, Visible To Position and Radius);
Wait(5, Ignore Condition);
Set Projectile Speed(Event Player, 120);
Set Jump Vertical Speed(Event Player, 100);
Set Move Speed(Event Player, 100);
Destroy Effect(Last Created Entity);
}
}
rule("-----Fixes-----")
{
event
{
Ongoing - Global;
}
}
rule("")
{
event
{
Ongoing - Global;
}
}
rule("Uberbuff Health Fix")
{
event
{
Player Died;
All;
All;
}
actions
{
Remove All Health Pools From Player(Event Player);
}
}
rule("Toggle Fix")
{
event
{
Ongoing - Each Player;
All;
All;
}
conditions
{
Event Player.KillPowerToggled > 1;
}
actions
{
Event Player.KillPowerToggled = 0;
}
}
rule("Pause Timer")
{
event
{
Ongoing - Global;
}
actions
{
Pause Match Time;
}
}
rule("Fix HUD When Dead")
{
event
{
Player Died;
All;
All;
}
actions
{
Call Subroutine(Cleanup);
}
}