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Comparing difference between and

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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);
  • }
  • }
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