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Comparing difference between and

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  • variables
  • {
  • global:
  • 0: L_Menu
  • 2: L_Hero
  • 3: L_Color
  • 4: L_True_False
  • 5: L_Type_Health_Pool
  • 6: L_Type_Visual_Effect
  • 7: L_GS
  • 8: L_CM
  • 9: L_HP
  • 10: L_AA
  • 11: L_SE
  • 12: L_VE
  • 13: R_GS
  • 14: R_CM
  • 15: R_HP
  • 16: R_AA
  • 17: R_SE
  • 18: R_VE
  • 19: L_HT
  • 20: R_HT
  • player:
  • 0: Menu_Index
  • 1: ID_Menu_HUD
  • 2: ID_Damage_Heal
  • 3: ID_Health_Pools
  • 4: ID_Visual_Effect
  • 5: C_Scale
  • 6: C_Barrier
  • 7: C_Voice
  • 8: C_Effect
  • 9: P_GS
  • 10: P_CM
  • 11: P_HP
  • 12: P_AA
  • 13: P_SE
  • 14: P_VE
  • 15: P_HT
  • 16: S_GS
  • 17: S_CM
  • 18: S_HP
  • 19: S_AA
  • 20: S_SE
  • 21: S_VE
  • 22: II
  • 23: Mod_Access
  • global:
  • 0: L_Menu
  • 1: L_Hero
  • 2: L_Color
  • 3: L_Turbo
  • 4: L_Offset
  • 5: L_Type_HealthPool
  • 6: L_BasicSettings
  • 7: R_BasicSettings
  • 8: L_VisualEffects
  • 9: R_VisualEffects
  • 10: L_AdvancedSettings
  • 11: R_AdvancedSettings
  • 12: L_CombatModifiers
  • 13: R_CombatModifiers
  • 14: L_HealthPools
  • 15: R_HealthPools
  • 16: L_AbilitySettings
  • 17: R_AbilitySettings
  • 18: L_StatusEffects
  • 19: R_StatusEffects
  • 20: L_SaveStates
  • 21: R_SaveStates
  • 22: L_HostTools
  • 23: R_HostTools
  • player:
  • 0: Menu_Index
  • 1: Mod_Access
  • 2: ID_Menu_HUD
  • 3: ID_Damage_Heal
  • 4: ID_Health_Pools
  • 5: ID_Visual_Effect
  • 6: C_Scale
  • 7: C_Barrier
  • 8: C_Voice
  • 9: C_Effect
  • 10: P_BasicSettings
  • 11: S_BasicSettings
  • 12: P_VisualEffects
  • 13: S_VisualEffects
  • 14: P_AdvancedSettings
  • 15: S_AdvancedSettings
  • 16: P_CombatModifiers
  • 17: S_CombatModifiers
  • 18: P_HealthPools
  • 19: S_HealthPools
  • 20: P_AbilitySettings
  • 21: S_AbilitySettings
  • 22: P_StatusEffects
  • 23: S_StatusEffects
  • 24: P_SaveStates
  • 25: S_SaveStates
  • 26: P_HostTools
  • 27: flymode
  • }
  • subroutines
  • {
  • 0: S_Button_Toggle
  • 1: S_GS
  • 2: S_CM
  • 3: S_HP
  • 4: S_AA
  • 5: S_SE
  • 6: S_VE
  • 7: S_HT
  • 8: Set_Parameters
  • }
  • rule("Gecko's Mod V.2.0.0 | Code: CMZ6Q | Created by Gecktendo#1446")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • actions
  • {
  • Disable Inspector Recording;
  • }
  • 0: S_Button_Toggle
  • 1: S_AdvancedSettings
  • 2: S_CombatModifiers
  • 3: S_HealthPools
  • 4: S_AbilitySettings
  • 5: S_StatusEffects
  • 6: S_VisualEffects1
  • 7: S_VisualEffects2
  • 8: S_HostTools
  • 9: S_SaveStates
  • 10: S_BasicSettings
  • 11: S_VisualEffects
  • }
  • rule("Gecko's Mod V.3.0.0 | Code: CMZ6Q | Created by Gecktendo#1446")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • actions
  • {
  • disabled Disable Inspector Recording;
  • }
  • }
  • disabled rule("Variable Setup")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • }
  • rule("Set Global Variables")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • actions
  • {
  • Global.L_Menu = Array(Custom String("General Settings"), Custom String("Combat Modifiers"), Custom String("Health Pools"),
  • Custom String("Ammo and Ability Settings"), Custom String("Status Effects"), Custom String("Visual Effects"), Custom String(
  • "Host Tools"));
  • Global.L_Hero = All Heroes;
  • Global.L_Color = Array(Custom String("White"), Custom String("Red"), Custom String("Orange"), Custom String("Yellow"),
  • Custom String("Lime Green"), Custom String("Green"), Custom String("Turquoise"), Custom String("Aqua"), Custom String(
  • "Sky Blue"), Custom String("Blue"), Custom String("Purple"), Custom String("Team 1"), Custom String("Team 2"), Custom String(
  • "Off"));
  • Global.L_Type_Health_Pool = Array(Custom String("Recoverable Health"), Custom String("Recoverable Armor"), Custom String(
  • "Recoverable Shield"), Custom String("Temporary Health"), Custom String("Temporary Armor"), Custom String("Temporary Shield"));
  • Global.L_Type_Visual_Effect = Array(Custom String("Sphere"), Custom String("Light Shaft"), Custom String("Orb"), Custom String(
  • "Ring"), Custom String("Cloud"), Custom String("Sparkles"), Custom String("Good Aura"), Custom String("Bad Aura"));
  • Global.L_True_False = Array(False, True);
  • Global.L_GS = Array(Custom String("Hero"), Custom String("Third Person"), Custom String("Player Visibility"), Custom String(
  • "Nameplate Visibility"), Custom String("Outline Color"), Custom String("Scaling Rate"), Custom String(
  • "Player Scale (To Be Added Next Patch)"), Custom String("Barrier Scale (To Be Added Next Patch)"), Custom String(
  • "Voiceline Pitch"), Custom String("Environmental Collisions"), Custom String("Floor Collisions"), Custom String(
  • "Player Collisions"), Custom String("Set Parameter Savestate"), Custom String("Load Parameter Savestate"), Custom String(
  • "Reset All Settings to Default"));
  • Global.L_CM = Array(Custom String("Damage Dealt"), Custom String("Damage Received"), Custom String("Damage Over Time"),
  • Custom String("Healing Dealt"), Custom String("Healing Received"), Custom String("Heal Over Time"), Custom String("Health"),
  • Custom String("Jump Vertical Speed"), Custom String("Movement Gravity"), Custom String("Movement Speed"), Custom String(
  • "Projectile Gravity"), Custom String("Projectile Speed"));
  • Global.L_HP = Array(Custom String("Health #1 Type"), Custom String("Health #1 Quantity"), Custom String("Health #2 Type"),
  • Custom String("Health #2 Quantity"), Custom String("Health #3 Type"), Custom String("Health #3 Quantity"), Custom String(
  • "Health #4 Type"), Custom String("Health #4 Quantity"), Custom String("Health #5 Type"), Custom String("Health #5 Quantity"),
  • Custom String("Health #6 Type"), Custom String("Health #6 Quantity"), Custom String("Health #7 Type"), Custom String(
  • "Health #7 Quantity"), Custom String("Health #8 Type"), Custom String("Health #8 Quantity"), Custom String("Health #9 Type"),
  • Custom String("Health #9 Quantity"), Custom String("Health #10 Type"), Custom String("Health #10 Quantity"), Custom String(
  • "Health #11 Type"), Custom String("Health #11 Quantity"), Custom String("Health #12 Type"), Custom String(
  • "Health #12 Quantity"), Custom String("Health #13 Type"), Custom String("Health #13 Quantity"), Custom String(
  • "Health #14 Type"), Custom String("Health #14 Quantity"), Custom String("Health #15 Type"), Custom String(
  • "Health #15 Quantity"));
  • Global.L_AA = Array(Custom String("Primary Enabled"), Custom String("Weapon 1 Ammo"), Custom String("Weapon 1 Max Ammo"),
  • Custom String("Weapon 2 Ammo"), Custom String("Weapon 2 Max Ammo"), Custom String("Secondary Enabled"), Custom String(
  • "Secondary Ability Cooldown"), Custom String("Ability 1 Enabled"), Custom String("Ability 1 Cooldown"), Custom String(
  • "Ability 2 Enabled"), Custom String("Ability 2 Cooldown"), Custom String("Ultimate Enabled"), Custom String(
  • "Ultimate Cooldown"), Custom String("Jump Enabled"), Custom String("Jump Ability Cooldown"), Custom String("Crouch Enabled"),
  • Custom String("Crouch Ability Cooldown"), Custom String("Melee Enabled"), Custom String("Reload Enabled"));
  • Global.L_SE = Array(Custom String("Hacked"), Custom String("Burning"), Custom String("Knocked Down"), Custom String("Asleep"),
  • Custom String("Frozen"), Custom String("Unkillable"), Custom String("Invincible"), Custom String("Phased Out"), Custom String(
  • "Rooted"), Custom String("Stunned"), Custom String("Killed"));
  • Global.L_VE = Array(Custom String("Animation Speed"), Custom String("Custom #1: Orbiting Comet"), Custom String(
  • "Custom #2: Groovy Bloom"), Custom String("Custom #3: Technicolor Hero"), Custom String("Custom #4: Spotlights"),
  • Custom String("Custom #5: Atomic Power"));
  • Global.L_HT = Array(Custom String("Selected Player"), Custom String("Selected Menu"), Custom String(
  • "Selected Parameter From Menu"), Custom String(
  • "Apply Your Selected Parameter Settings From Your Savestate to Selected Player"), Custom String(
  • "Apply All Your Savestate Settings to Selected Player"), Custom String("Allow Selected Player Mod Access"), Custom String(
  • "Teleport Selected Player To Host's Reticle"), Custom String("Gamespeed"));
  • Global.R_GS = Array(Hero(Reaper), False, True, True, Custom String("Off"), 1000, 100, 100, 100, True, True, True, Custom String(
  • "Melee"), Custom String("Melee"), Custom String("Melee"));
  • Global.R_CM = Array(100, 100, 0, 100, 100, 0, 100, 100, 100, 100, 100, 100);
  • Global.R_HP = Array(Custom String("Recoverable Health"), 0, Custom String("Recoverable Health"), 0, Custom String(
  • "Recoverable Health"), 0, Custom String("Recoverable Health"), 0, Custom String("Recoverable Health"), 0, Custom String(
  • "Recoverable Health"), 0, Custom String("Recoverable Health"), 0, Custom String("Recoverable Health"), 0, Custom String(
  • "Recoverable Health"), 0, Custom String("Recoverable Health"), 0, Custom String("Recoverable Health"), 0, Custom String(
  • "Recoverable Health"), 0, Custom String("Recoverable Health"), 0, Custom String("Recoverable Health"), 0, Custom String(
  • "Recoverable Health"), 0);
  • Global.R_AA = Array(True, 20, 20, 20, 20, True, 10, True, 10, True, 10, True, 360, True, 5, True, 5, True, True);
  • Global.R_SE = Array(False, False, False, False, False, False, False, False, False, False, False);
  • Global.R_VE = Array(2.500, False, False, False, False, False);
  • Global.R_HT = Array(Custom String("All Non Host Players"), Custom String(""""), Custom String(""""), Custom String("Melee"),
  • Custom String("Melee"), True, Custom String("Melee"), 100);
  • }
  • }
  • rule("Set Player Variables")
  • {
  • event
  • {
  • Player Joined Match;
  • All;
  • All;
  • }
  • actions
  • {
  • Event Player.Menu_Index = Array(0, 0, 0);
  • Event Player.ID_Menu_HUD = Array(Empty Array, Empty Array);
  • Event Player.C_Scale = 100;
  • Event Player.C_Barrier = 100;
  • Event Player.C_Voice = 100;
  • Event Player.C_Effect = 0;
  • Event Player.P_GS = Global.R_GS;
  • Event Player.P_CM = Global.R_CM;
  • Event Player.P_HP = Global.R_HP;
  • Event Player.P_AA = Global.R_AA;
  • Event Player.P_SE = Global.R_SE;
  • Event Player.P_VE = Global.R_VE;
  • Event Player.P_HT = Global.R_HT;
  • Event Player.S_GS = Global.R_GS;
  • Event Player.S_CM = Global.R_CM;
  • Event Player.S_HP = Global.R_HP;
  • Event Player.S_AA = Global.R_AA;
  • Event Player.S_SE = Global.R_SE;
  • Event Player.S_VE = Global.R_VE;
  • Event Player.II = 0;
  • Event Player.Mod_Access = True;
  • }
  • }
  • rule("Set Miscellaneous Player Settings")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Has Spawned(Event Player) == True;
  • }
  • actions
  • {
  • Event Player.P_GS[0] = Hero Of(Event Player);
  • Start Modifying Hero Voice Lines(Event Player, Event Player.C_Voice / 100, True);
  • Chase Player Variable At Rate(Event Player, C_Effect, 1, 1 / Event Player.P_VE[0], Destination and Rate);
  • }
  • event
  • {
  • Ongoing - Global;
  • }
  • }
  • rule("Global Lists")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • actions
  • {
  • Global.L_Menu = Array(Custom String("Basic Settings"), Custom String("Visual Effects"), Custom String("Advanced Settings"),
  • Custom String("Combat Modifiers"), Custom String("Health Pools"), Custom String("Ability Settings"), Custom String(
  • "Status Effects"), Custom String("Save States"), Custom String("Host Tools"));
  • Global.L_Hero = All Heroes;
  • Global.L_Color = Array(Custom String("White"), Custom String("Red"), Custom String("Orange"), Custom String("Yellow"),
  • Custom String("Lime Green"), Custom String("Green"), Custom String("Turquoise"), Custom String("Aqua"), Custom String(
  • "Sky Blue"), Custom String("Blue"), Custom String("Purple"), Custom String("Team 1"), Custom String("Team 2"), Custom String(
  • "Off"));
  • Global.L_Turbo = Array(Custom String("Primary Fire"), Custom String("Secondary Fire"), Custom String("Ability 1"), Custom String(
  • "Ability 2"), Custom String("Ultimate"), Custom String("Jump"), Custom String("Crouch"), Custom String("Melee"));
  • Global.L_Offset = Array(Custom String("Up"), Custom String("Down"), Custom String("Left"), Custom String("Right"), Custom String(
  • "Forward"), Custom String("Backward"));
  • Global.L_Type_HealthPool = Array(Custom String("Recoverable Health"), Custom String("Recoverable Armor"), Custom String(
  • "Recoverable Shield"), Custom String("Temporary Health"), Custom String("Temporary Armor"), Custom String("Temporary Shield"));
  • }
  • }
  • rule("Menu Lists")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • actions
  • {
  • Global.L_BasicSettings = Array(Custom String("Hero"), Custom String("Chill / Kill Toggle"), Custom String("Third Person"),
  • Custom String("Flight Mode"), Custom String("Advanced Settings"));
  • Global.R_BasicSettings = Array(Hero(Reaper), Custom String("Kill"), False, False, False);
  • Global.L_VisualEffects = Array(Custom String("Outline Color"), Custom String("Animation Speed"), Custom String(
  • "Custom #1: Orbiting Comet"), Custom String("Custom #2: Groovy Bloom"), Custom String("Custom #3: Spotlights"), Custom String(
  • "Custom #4: Atomic Power"), Custom String("Custom #5: Pride Colors"), Custom String("Custom #6: Transgender"), Custom String(
  • "Custom #7: Bisexual"), Custom String("Custom #8: Pansexual"), Custom String("Custom #9: Asexual"), Custom String(
  • "Custom #10: Non Binary"));
  • Global.R_VisualEffects = Array(Custom String("Off"), 2.500, False, False, False, False, False, False, False, False, False, False);
  • Global.L_AdvancedSettings = Array(Custom String("[Visible] Player Visibility"), Custom String("[Visible] Nameplate Visibility"),
  • Custom String("[Turbo] Change Reload Button to Turbo Button"), Custom String("[Turbo] Continually Press Button"),
  • Custom String("[Turbo] Button Press Interval"), Custom String("[Attach] Attach To Player"), Custom String(
  • "[Attach] Player Attachment Offset"), Custom String("[Scale] Duration of Scaling Transition"), Custom String(
  • "[Scale] Player Scale (PTR Only)"), Custom String("[Scale] Barrier Scale (PTR Only)"), Custom String(
  • "[Scale] Voiceline Pitch"), Custom String("[Clip] Environmental Collisions"), Custom String("[Clip] Floor Collisions"),
  • Custom String("[Clip] Player Collisions"));
  • Global.R_AdvancedSettings = Array(True, True, False, Custom String("Melee"), 1, Custom String("Off"), Custom String("Up"), 0, 100,
  • 100, 100, True, True, True);
  • Global.L_CombatModifiers = Array(Custom String("Damage Dealt"), Custom String("Damage Received"), Custom String(
  • "Damage Over Time"), Custom String("Healing Dealt"), Custom String("Healing Received"), Custom String("Heal Over Time"),
  • Custom String("Health"), Custom String("Jump Vertical Speed"), Custom String("Movement Gravity"), Custom String(
  • "Movement Speed"), Custom String("Projectile Gravity"), Custom String("Projectile Speed"), Custom String("Weapon 1 Ammo"),
  • Custom String("Weapon 1 Max Ammo"), Custom String("Weapon 2 Ammo"), Custom String("Weapon 2 Max Ammo"));
  • Global.R_CombatModifiers = Array(100, 100, 0, 100, 100, 0, 100, 100, 100, 100, 100, 100, 20, 20, 20, 20);
  • Global.L_HealthPools = Array(Custom String("HP01 Type"), Custom String("HP01 Quantity"), Custom String("HP02 Type"), Custom String(
  • "HP02 Quantity"), Custom String("HP03 Type"), Custom String("HP03 Quantity"), Custom String("HP04 Type"), Custom String(
  • "HP04 Quantity"), Custom String("HP05 Type"), Custom String("HP05 Quantity"), Custom String("HP06 Type"), Custom String(
  • "HP06 Quantity"), Custom String("HP07 Type"), Custom String("HP07 Quantity"), Custom String("HP08 Type"), Custom String(
  • "HP08 Quantity"), Custom String("HP09 Type"), Custom String("HP09 Quantity"), Custom String("HP10 Type"), Custom String(
  • "HP10 Quantity"), Custom String("HP11 Type"), Custom String("HP11 Quantity"), Custom String("HP12 Type"), Custom String(
  • "HP12 Quantity"), Custom String("HP13 Type"), Custom String("HP13 Quantity"), Custom String("HP14 Type"), Custom String(
  • "HP14 Quantity"), Custom String("HP15 Type"), Custom String("HP15 Quantity"));
  • Global.R_HealthPools = Array(Custom String("Recoverable Health"), 0, Custom String("Recoverable Health"), 0, Custom String(
  • "Recoverable Health"), 0, Custom String("Recoverable Health"), 0, Custom String("Recoverable Health"), 0, Custom String(
  • "Recoverable Health"), 0, Custom String("Recoverable Health"), 0, Custom String("Recoverable Health"), 0, Custom String(
  • "Recoverable Health"), 0, Custom String("Recoverable Health"), 0, Custom String("Recoverable Health"), 0, Custom String(
  • "Recoverable Health"), 0, Custom String("Recoverable Health"), 0, Custom String("Recoverable Health"), 0, Custom String(
  • "Recoverable Health"), 0);
  • Global.L_AbilitySettings = Array(Custom String("Primary Enabled"), Custom String("Primary Ability Cooldown"), Custom String(
  • "Secondary Enabled"), Custom String("Secondary Ability Cooldown"), Custom String("Ability 1 Enabled"), Custom String(
  • "Ability 1 Cooldown"), Custom String("Ability 2 Enabled"), Custom String("Ability 2 Cooldown"), Custom String(
  • "Ultimate Enabled"), Custom String("Ultimate Cooldown"), Custom String("Jump Enabled"), Custom String("Jump Ability Cooldown"),
  • Custom String("Crouch Enabled"), Custom String("Crouch Ability Cooldown"), Custom String("Melee Enabled"), Custom String(
  • "Reload Enabled"));
  • Global.R_AbilitySettings = Array(True, 5, True, 5, True, 5, True, 5, True, 360, True, 5, True, 5, True, True);
  • Global.L_StatusEffects = Array(Custom String("Hacked"), Custom String("Burning"), Custom String("Knocked Down"), Custom String(
  • "Asleep"), Custom String("Frozen"), Custom String("Unkillable"), Custom String("Invincible"), Custom String("Phased Out"),
  • Custom String("Rooted"), Custom String("Stunned"), Custom String("Killed"));
  • Global.R_StatusEffects = Array(False, False, False, False, False, False, False, False, False, False, False);
  • Global.L_SaveStates = Array(Custom String("Save Current Settings"), Custom String("Load Saved Settings"), Custom String(
  • "Reset All Settings to Default"));
  • Global.R_SaveStates = Array(Custom String("Melee"), Custom String("Melee"), Custom String("Melee"));
  • Global.L_HostTools = Array(Custom String("Selected Player"), Custom String("Selected Menu"), Custom String(
  • "Selected Parameter From Menu"), Custom String(
  • "Apply Your Selected Parameter Settings From Your Savestate to Selected Player"), Custom String(
  • "Apply All Your Savestate Settings to Selected Player"), Custom String("Allow Selected Player Mod Access"), Custom String(
  • "Teleport Selected Player To Host's Reticle"), Custom String("Gamespeed"), Custom String("Dummy Bot Hero"), Custom String(
  • "Dummy Bot Team"), Custom String("Spawn Dummy Bot at Reticle"), Custom String("Remove All Dummy Bots"), Custom String(
  • "Change Hero Skins"), Custom String("Set Match Time"));
  • Global.R_HostTools = Array(Custom String("All Non Host Players"), Custom String("\"\""), Custom String("\"\""), Custom String(
  • "Melee"), Custom String("Melee"), True, Custom String("Melee"), 100, Hero(Reaper), Custom String("Free For All"),
  • Custom String("Melee"), Custom String("Melee"), Custom String("Melee"), 60);
  • }
  • }
  • rule("Player Variables")
  • {
  • event
  • {
  • Player Joined Match;
  • All;
  • All;
  • }
  • actions
  • {
  • Event Player.Menu_Index = Array(0, 0, 0);
  • Event Player.Mod_Access = True;
  • Event Player.ID_Menu_HUD = Array(Empty Array, Empty Array);
  • Event Player.C_Scale = 100;
  • Event Player.C_Barrier = 100;
  • Event Player.C_Voice = 100;
  • Event Player.C_Effect = 0;
  • Event Player.P_BasicSettings = Global.R_BasicSettings;
  • Event Player.S_BasicSettings = Global.R_BasicSettings;
  • Event Player.P_VisualEffects = Global.R_VisualEffects;
  • Event Player.S_VisualEffects = Global.R_VisualEffects;
  • Event Player.P_AdvancedSettings = Global.R_AdvancedSettings;
  • Event Player.S_AdvancedSettings = Global.R_AdvancedSettings;
  • Event Player.P_CombatModifiers = Global.R_CombatModifiers;
  • Event Player.S_CombatModifiers = Global.R_CombatModifiers;
  • Event Player.P_HealthPools = Global.R_HealthPools;
  • Event Player.S_HealthPools = Global.R_HealthPools;
  • Event Player.P_AbilitySettings = Global.R_AbilitySettings;
  • Event Player.S_AbilitySettings = Global.R_AbilitySettings;
  • Event Player.P_StatusEffects = Global.R_StatusEffects;
  • Event Player.S_StatusEffects = Global.R_StatusEffects;
  • Event Player.P_SaveStates = Global.R_SaveStates;
  • Event Player.S_SaveStates = Global.R_SaveStates;
  • Event Player.P_HostTools = Global.R_HostTools;
  • Event Player.flymode = 0;
  • }
  • }
  • rule("Player Settings")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Has Spawned(Event Player) == True;
  • }
  • actions
  • {
  • Event Player.P_BasicSettings[0] = Hero Of(Event Player);
  • Start Modifying Hero Voice Lines(Event Player, Event Player.C_Voice / 100, True);
  • Chase Player Variable At Rate(Event Player, C_Effect, 100000000, 1 / Event Player.P_VisualEffects[1], Destination and Rate);
  • }
  • }
  • disabled rule("Menu HUDs")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • event
  • {
  • Ongoing - Global;
  • }
  • }
  • rule("Instructions HUD")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • actions
  • {
  • Create HUD Text(Filtered Array(All Players(All Teams), Current Array Element.Mod_Access == True), Custom String(
  • "Gecko's Mod Controls:"), Null, Null, Left, 0, Green, White, White, Visible To and String, Default Visibility);
  • Create HUD Text(Filtered Array(All Players(All Teams),
  • Current Array Element.Menu_Index[0] == 0 && Current Array Element.Mod_Access == True), Null, Null, Custom String(
  • "({0}) Interact - Open Mod Menu", Input Binding String(Button(Interact))), Left, 1, White, White, White, Visible To and String,
  • Default Visibility);
  • Create HUD Text(Filtered Array(All Players(All Teams),
  • Current Array Element.Menu_Index[0] == 1 || Current Array Element.Menu_Index[0] == 2), Null, Null, Custom String(
  • "({0}) Interact - Exit Current Folder or Parameter / Close Mod Menu", Input Binding String(Button(Interact))), Left, 1, White,
  • White, White, Visible To and String, Default Visibility);
  • Create HUD Text(Filtered Array(All Players(All Teams),
  • Current Array Element.Menu_Index[0] == 1 || Current Array Element.Menu_Index[0] == 2), Null, Null, Custom String(
  • "({0}) Primary Fire - Previous Folder / Parameter", Input Binding String(Button(Primary Fire))), Left, 2, White, White, White,
  • Visible To and String, Default Visibility);
  • Create HUD Text(Filtered Array(All Players(All Teams),
  • Current Array Element.Menu_Index[0] == 1 || Current Array Element.Menu_Index[0] == 2), Null, Null, Custom String(
  • "({0}) Secondary Fire - Next Folder / Parameter", Input Binding String(Button(Secondary Fire))), Left, 3, White, White, White,
  • Visible To and String, Default Visibility);
  • Create HUD Text(Filtered Array(All Players(All Teams), Current Array Element.Menu_Index[0] == 1), Null, Null, Custom String(
  • "({0}) Melee - Open Folder", Input Binding String(Button(Melee))), Left, 4, White, White, White, Visible To and String,
  • Default Visibility);
  • Create HUD Text(Filtered Array(All Players(All Teams), Current Array Element.Menu_Index[0] == 2), Null, Null, Custom String(
  • "({0}) Hold Melee Look Up / Down - Adjust Selected Parameter", Input Binding String(Button(Melee))), Left, 4, White, White,
  • White, Visible To and String, Default Visibility);
  • Create HUD Text(Filtered Array(All Players(All Teams), Current Array Element.Menu_Index[0] == 2), Null, Null, Custom String(
  • "({0}) Reload - Reset Parameter to Default Settings", Input Binding String(Button(Reload))), Left, 5, White, White, White,
  • Visible To and String, Default Visibility);
  • Create HUD Text(Filtered Array(All Players(All Teams), Current Array Element.Menu_Index[0] == 3), Null, Null, Custom String(
  • "({0}) Release Melee - Apply Parameter Setting", Input Binding String(Button(Melee))), Left, 1, White, White, White,
  • Visible To and String, Default Visibility);
  • }
  • event
  • {
  • Ongoing - Global;
  • }
  • actions
  • {
  • Create HUD Text(Filtered Array(All Players(All Teams), Current Array Element.Mod_Access == True), Custom String("Gecko's Mod"),
  • Custom String("V.3.0.0"), Custom String("Code: CMZ6Q"), Left, 0, Green, Green, Green, Visible To and String,
  • Default Visibility);
  • Create HUD Text(Filtered Array(All Players(All Teams),
  • Current Array Element.Menu_Index[0] == 0 && Current Array Element.Mod_Access == True), Null, Null, Custom String(
  • "({0}) Interact - Open Mod Menu", Input Binding String(Button(Interact))), Left, 1, White, White, White, Visible To and String,
  • Default Visibility);
  • Create HUD Text(Filtered Array(All Players(All Teams),
  • Current Array Element.Menu_Index[0] == 1 || Current Array Element.Menu_Index[0] == 2), Null, Null, Custom String(
  • "({0}) Interact - Exit Current Folder or Parameter / Close Mod Menu", Input Binding String(Button(Interact))), Left, 1, White,
  • White, White, Visible To and String, Default Visibility);
  • Create HUD Text(Filtered Array(All Players(All Teams),
  • Current Array Element.Menu_Index[0] == 1 || Current Array Element.Menu_Index[0] == 2), Null, Null, Custom String(
  • "({0}) Primary Fire - Previous Folder / Parameter", Input Binding String(Button(Primary Fire))), Left, 2, White, White, White,
  • Visible To and String, Default Visibility);
  • Create HUD Text(Filtered Array(All Players(All Teams),
  • Current Array Element.Menu_Index[0] == 1 || Current Array Element.Menu_Index[0] == 2), Null, Null, Custom String(
  • "({0}) Secondary Fire - Next Folder / Parameter", Input Binding String(Button(Secondary Fire))), Left, 3, White, White, White,
  • Visible To and String, Default Visibility);
  • Create HUD Text(Filtered Array(All Players(All Teams), Current Array Element.Menu_Index[0] == 1), Null, Null, Custom String(
  • "({0}) Melee - Open Folder", Input Binding String(Button(Melee))), Left, 4, White, White, White, Visible To and String,
  • Default Visibility);
  • Create HUD Text(Filtered Array(All Players(All Teams), Current Array Element.Menu_Index[0] == 2), Null, Null, Custom String(
  • "({0}) Hold Melee + Look Up / Down - Adjust Selected Parameter", Input Binding String(Button(Melee))), Left, 4, White, White,
  • White, Visible To and String, Default Visibility);
  • Create HUD Text(Filtered Array(All Players(All Teams), Current Array Element.Menu_Index[0] == 2), Null, Null, Custom String(
  • "({0}) Reload - Reset Parameter to Default Settings", Input Binding String(Button(Reload))), Left, 5, White, White, White,
  • Visible To and String, Default Visibility);
  • Create HUD Text(Filtered Array(All Players(All Teams), Current Array Element.Menu_Index[0] == 3), Null, Null, Custom String(
  • "({0}) Release Melee - Apply Parameter Setting", Input Binding String(Button(Melee))), Left, 1, White, White, White,
  • Visible To and String, Default Visibility);
  • }
  • }
  • rule("Spacers HUD")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • actions
  • {
  • "Create Primary HUD"
  • Create HUD Text(All Players(All Teams), Null, Null, Custom String(" "), Top, 1, White, White, White, Visible To and String,
  • Default Visibility);
  • Create HUD Text(All Players(All Teams), Null, Null, Custom String(" "), Top, 2, White, White, White, Visible To and String,
  • Default Visibility);
  • Create HUD Text(All Players(All Teams), Null, Null, Custom String(" "), Top, 3, White, White, White, Visible To and String,
  • Default Visibility);
  • Create HUD Text(All Players(All Teams), Null, Null, Custom String(" "), Top, 4, White, White, White, Visible To and String,
  • Default Visibility);
  • Create HUD Text(All Players(All Teams), Null, Null, Custom String(" "), Top, 5, White, White, White, Visible To and String,
  • Default Visibility);
  • Create HUD Text(All Players(All Teams), Null, Null, Custom String(" "), Top, 6, White, White, White, Visible To and String,
  • Default Visibility);
  • Create HUD Text(All Players(All Teams), Null, Null, Custom String(" "), Top, 7, White, White, White, Visible To and String,
  • Default Visibility);
  • Create HUD Text(All Players(All Teams), Null, Null, Custom String(" "), Top, 8, White, White, White, Visible To and String,
  • Default Visibility);
  • Create HUD Text(All Players(All Teams), Null, Null, Custom String(" "), Top, 9, White, White, White, Visible To and String,
  • Default Visibility);
  • }
  • event
  • {
  • Ongoing - Global;
  • }
  • actions
  • {
  • "Create Primary HUD"
  • Create HUD Text(All Players(All Teams), Null, Null, Custom String(" "), Top, 1, White, White, White, Visible To and String,
  • Default Visibility);
  • Create HUD Text(All Players(All Teams), Null, Null, Custom String(" "), Top, 2, White, White, White, Visible To and String,
  • Default Visibility);
  • Create HUD Text(All Players(All Teams), Null, Null, Custom String(" "), Top, 3, White, White, White, Visible To and String,
  • Default Visibility);
  • Create HUD Text(All Players(All Teams), Null, Null, Custom String(" "), Top, 4, White, White, White, Visible To and String,
  • Default Visibility);
  • Create HUD Text(All Players(All Teams), Null, Null, Custom String(" "), Top, 5, White, White, White, Visible To and String,
  • Default Visibility);
  • Create HUD Text(All Players(All Teams), Null, Null, Custom String(" "), Top, 6, White, White, White, Visible To and String,
  • Default Visibility);
  • Create HUD Text(All Players(All Teams), Null, Null, Custom String(" "), Top, 7, White, White, White, Visible To and String,
  • Default Visibility);
  • disabled Create HUD Text(All Players(All Teams), Null, Null, Custom String(" "), Top, 8, White, White, White, Visible To and String,
  • Default Visibility);
  • disabled Create HUD Text(All Players(All Teams), Null, Null, Custom String(" "), Top, 9, White, White, White, Visible To and String,
  • Default Visibility);
  • }
  • }
  • rule("Close Menu HUD")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Event Player.Menu_Index[0] == 0;
  • }
  • actions
  • {
  • Destroy In-World Text(Event Player.ID_Menu_HUD[0]);
  • Destroy HUD Text(Event Player.ID_Menu_HUD[0]);
  • Destroy In-World Text(Event Player.ID_Menu_HUD[1]);
  • Destroy HUD Text(Event Player.ID_Menu_HUD[1]);
  • Destroy In-World Text(Event Player.ID_Menu_HUD[2]);
  • Destroy HUD Text(Event Player.ID_Menu_HUD[2]);
  • Call Subroutine(S_Button_Toggle);
  • }
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Event Player.Menu_Index[0] == 0;
  • }
  • actions
  • {
  • Destroy In-World Text(Event Player.ID_Menu_HUD[0]);
  • Destroy HUD Text(Event Player.ID_Menu_HUD[0]);
  • Destroy In-World Text(Event Player.ID_Menu_HUD[1]);
  • Destroy HUD Text(Event Player.ID_Menu_HUD[1]);
  • Destroy In-World Text(Event Player.ID_Menu_HUD[2]);
  • Destroy HUD Text(Event Player.ID_Menu_HUD[2]);
  • Call Subroutine(S_Button_Toggle);
  • }
  • }
  • rule("Primary HUD")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Event Player.Menu_Index[0] == 1;
  • }
  • actions
  • {
  • Call Subroutine(S_Button_Toggle);
  • Destroy HUD Text(Event Player.ID_Menu_HUD[0]);
  • Destroy HUD Text(Event Player.ID_Menu_HUD[1]);
  • Create HUD Text(Event Player, Custom String("{0} - {1}", Event Player.Menu_Index[1], Global.L_Menu[Event Player.Menu_Index[1]]),
  • Null, Null, Top, 10, Green, White, White, Visible To and String, Default Visibility);
  • Event Player.ID_Menu_HUD[0] = Last Text ID;
  • }
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Event Player.Menu_Index[0] == 1;
  • }
  • actions
  • {
  • Call Subroutine(S_Button_Toggle);
  • Destroy HUD Text(Event Player.ID_Menu_HUD[0]);
  • Destroy HUD Text(Event Player.ID_Menu_HUD[1]);
  • Create HUD Text(Event Player, Custom String("{0} - {1}", Event Player.Menu_Index[1], Global.L_Menu[Event Player.Menu_Index[1]]),
  • Null, Null, Top, 10, Green, White, White, Visible To and String, Default Visibility);
  • Event Player.ID_Menu_HUD[0] = Last Text ID;
  • }
  • }
  • rule("Secondary HUD")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Event Player.Menu_Index[0] == 2;
  • }
  • actions
  • {
  • Destroy HUD Text(Event Player.ID_Menu_HUD[1]);
  • "Create Secondary HUD"
  • If(Event Player.Menu_Index[1] == 0);
  • Create HUD Text(Event Player, Null, Null, Custom String("{0} - {1}: {2}", Event Player.Menu_Index[2],
  • Global.L_GS[Event Player.Menu_Index[2]], Event Player.P_GS[Event Player.Menu_Index[2]]), Top, 11, White, White, White,
  • Visible To and String, Default Visibility);
  • End;
  • If(Event Player.Menu_Index[1] == 1);
  • Create HUD Text(Event Player, Null, Null, Custom String("{0} - {1}: {2}", Event Player.Menu_Index[2],
  • Global.L_CM[Event Player.Menu_Index[2]], Event Player.P_CM[Event Player.Menu_Index[2]]), Top, 11, White, White, White,
  • Visible To and String, Default Visibility);
  • End;
  • If(Event Player.Menu_Index[1] == 2);
  • Create HUD Text(Event Player, Null, Null, Custom String("{0} - {1}: {2}", Event Player.Menu_Index[2],
  • Global.L_HP[Event Player.Menu_Index[2]], Event Player.P_HP[Event Player.Menu_Index[2]]), Top, 11, White, White, White,
  • Visible To and String, Default Visibility);
  • End;
  • If(Event Player.Menu_Index[1] == 3);
  • Create HUD Text(Event Player, Null, Null, Custom String("{0} - {1}: {2}", Event Player.Menu_Index[2],
  • Global.L_AA[Event Player.Menu_Index[2]], Event Player.P_AA[Event Player.Menu_Index[2]]), Top, 11, White, White, White,
  • Visible To and String, Default Visibility);
  • End;
  • If(Event Player.Menu_Index[1] == 4);
  • Create HUD Text(Event Player, Null, Null, Custom String("{0} - {1}: {2}", Event Player.Menu_Index[2],
  • Global.L_SE[Event Player.Menu_Index[2]], Event Player.P_SE[Event Player.Menu_Index[2]]), Top, 11, White, White, White,
  • Visible To and String, Default Visibility);
  • End;
  • If(Event Player.Menu_Index[1] == 5);
  • Create HUD Text(Event Player, Null, Null, Custom String("{0} - {1}: {2}", Event Player.Menu_Index[2],
  • Global.L_VE[Event Player.Menu_Index[2]], Event Player.P_VE[Event Player.Menu_Index[2]]), Top, 11, White, White, White,
  • Visible To and String, Default Visibility);
  • End;
  • If(Event Player.Menu_Index[1] == 6);
  • Create HUD Text(Event Player, Null, Null, Custom String("{0} - {1}: {2}", Event Player.Menu_Index[2],
  • Global.L_HT[Event Player.Menu_Index[2]], Event Player.P_HT[Event Player.Menu_Index[2]]), Top, 11, White, White, White,
  • Visible To and String, Default Visibility);
  • End;
  • Event Player.ID_Menu_HUD[1] = Last Text ID;
  • }
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Event Player.Menu_Index[0] == 2;
  • }
  • actions
  • {
  • Destroy HUD Text(Event Player.ID_Menu_HUD[1]);
  • "Create Secondary HUD"
  • If(Global.L_Menu[Event Player.Menu_Index[1]] == Custom String("Basic Settings"));
  • Create HUD Text(Event Player, Null, Null, Custom String("{0} - {1}: {2}", Event Player.Menu_Index[2],
  • Global.L_BasicSettings[Event Player.Menu_Index[2]], Event Player.P_BasicSettings[Event Player.Menu_Index[2]]), Top, 11, White,
  • White, White, Visible To and String, Default Visibility);
  • Else If(Global.L_Menu[Event Player.Menu_Index[1]] == Custom String("Visual Effects"));
  • Create HUD Text(Event Player, Null, Null, Custom String("{0} - {1}: {2}", Event Player.Menu_Index[2],
  • Global.L_VisualEffects[Event Player.Menu_Index[2]], Event Player.P_VisualEffects[Event Player.Menu_Index[2]]), Top, 11, White,
  • White, White, Visible To and String, Default Visibility);
  • Else If(Global.L_Menu[Event Player.Menu_Index[1]] == Custom String("Advanced Settings"));
  • Create HUD Text(Event Player, Null, Null, Custom String("{0} - {1}: {2}", Event Player.Menu_Index[2],
  • Global.L_AdvancedSettings[Event Player.Menu_Index[2]], Event Player.P_AdvancedSettings[Event Player.Menu_Index[2]]), Top, 11,
  • White, White, White, Visible To and String, Default Visibility);
  • Else If(Global.L_Menu[Event Player.Menu_Index[1]] == Custom String("Combat Modifiers"));
  • Create HUD Text(Event Player, Null, Null, Custom String("{0} - {1}: {2}", Event Player.Menu_Index[2],
  • Global.L_CombatModifiers[Event Player.Menu_Index[2]], Event Player.P_CombatModifiers[Event Player.Menu_Index[2]]), Top, 11,
  • White, White, White, Visible To and String, Default Visibility);
  • Else If(Global.L_Menu[Event Player.Menu_Index[1]] == Custom String("Health Pools"));
  • Create HUD Text(Event Player, Null, Null, Custom String("{0} - {1}: {2}", Event Player.Menu_Index[2],
  • Global.L_HealthPools[Event Player.Menu_Index[2]], Event Player.P_HealthPools[Event Player.Menu_Index[2]]), Top, 11, White,
  • White, White, Visible To and String, Default Visibility);
  • Else If(Global.L_Menu[Event Player.Menu_Index[1]] == Custom String("Ability Settings"));
  • Create HUD Text(Event Player, Null, Null, Custom String("{0} - {1}: {2}", Event Player.Menu_Index[2],
  • Global.L_AbilitySettings[Event Player.Menu_Index[2]], Event Player.P_AbilitySettings[Event Player.Menu_Index[2]]), Top, 11,
  • White, White, White, Visible To and String, Default Visibility);
  • Else If(Global.L_Menu[Event Player.Menu_Index[1]] == Custom String("Status Effects"));
  • Create HUD Text(Event Player, Null, Null, Custom String("{0} - {1}: {2}", Event Player.Menu_Index[2],
  • Global.L_StatusEffects[Event Player.Menu_Index[2]], Event Player.P_StatusEffects[Event Player.Menu_Index[2]]), Top, 11, White,
  • White, White, Visible To and String, Default Visibility);
  • Else If(Global.L_Menu[Event Player.Menu_Index[1]] == Custom String("Save States"));
  • Create HUD Text(Event Player, Null, Null, Custom String("{0} - {1}: {2}", Event Player.Menu_Index[2],
  • Global.L_SaveStates[Event Player.Menu_Index[2]], Event Player.P_SaveStates[Event Player.Menu_Index[2]]), Top, 11, White, White,
  • White, Visible To and String, Default Visibility);
  • Else If(Global.L_Menu[Event Player.Menu_Index[1]] == Custom String("Host Tools"));
  • Create HUD Text(Event Player, Null, Null, Custom String("{0} - {1}: {2}", Event Player.Menu_Index[2],
  • Global.L_HostTools[Event Player.Menu_Index[2]], Event Player.P_HostTools[Event Player.Menu_Index[2]]), Top, 11, White, White,
  • White, Visible To and String, Default Visibility);
  • End;
  • Event Player.ID_Menu_HUD[1] = Last Text ID;
  • }
  • }
  • rule("Tertiary HUD")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Event Player.Menu_Index[0] == 3;
  • }
  • actions
  • {
  • "Destroy HUD and In-World Text"
  • Destroy HUD Text(Event Player.ID_Menu_HUD[1]);
  • "Create Secondary HUD"
  • If(Event Player.Menu_Index[1] == 0);
  • Create HUD Text(Event Player, Null, Null, Custom String("{0} {1} {2}", Icon String(Arrow: Down), Custom String("{0} - {1}: {2}",
  • Event Player.Menu_Index[2], Global.L_GS[Event Player.Menu_Index[2]], Event Player.P_GS[Event Player.Menu_Index[2]]),
  • Icon String(Arrow: Up)), Top, 11, White, White, White, Visible To and String, Default Visibility);
  • Else If(Event Player.Menu_Index[1] == 1);
  • Create HUD Text(Event Player, Null, Null, Custom String("{0} {1} {2}", Icon String(Arrow: Down), Custom String("{0} - {1}: {2}",
  • Event Player.Menu_Index[2], Global.L_CM[Event Player.Menu_Index[2]], Event Player.P_CM[Event Player.Menu_Index[2]]),
  • Icon String(Arrow: Up)), Top, 11, White, White, White, Visible To and String, Default Visibility);
  • Else If(Event Player.Menu_Index[1] == 2);
  • Create HUD Text(Event Player, Null, Null, Custom String("{0} {1} {2}", Icon String(Arrow: Down), Custom String("{0} - {1}: {2}",
  • Event Player.Menu_Index[2], Global.L_HP[Event Player.Menu_Index[2]], Event Player.P_HP[Event Player.Menu_Index[2]]),
  • Icon String(Arrow: Up)), Top, 11, White, White, White, Visible To and String, Default Visibility);
  • Else If(Event Player.Menu_Index[1] == 3);
  • Create HUD Text(Event Player, Null, Null, Custom String("{0} {1} {2}", Icon String(Arrow: Down), Custom String("{0} - {1}: {2}",
  • Event Player.Menu_Index[2], Global.L_AA[Event Player.Menu_Index[2]], Event Player.P_AA[Event Player.Menu_Index[2]]),
  • Icon String(Arrow: Up)), Top, 11, White, White, White, Visible To and String, Default Visibility);
  • Else If(Event Player.Menu_Index[1] == 4);
  • Create HUD Text(Event Player, Null, Null, Custom String("{0} {1} {2}", Icon String(Arrow: Down), Custom String("{0} - {1}: {2}",
  • Event Player.Menu_Index[2], Global.L_SE[Event Player.Menu_Index[2]], Event Player.P_SE[Event Player.Menu_Index[2]]),
  • Icon String(Arrow: Up)), Top, 11, White, White, White, Visible To and String, Default Visibility);
  • Else If(Event Player.Menu_Index[1] == 5);
  • Create HUD Text(Event Player, Null, Null, Custom String("{0} {1} {2}", Icon String(Arrow: Down), Custom String("{0} - {1}: {2}",
  • Event Player.Menu_Index[2], Global.L_VE[Event Player.Menu_Index[2]], Event Player.P_VE[Event Player.Menu_Index[2]]),
  • Icon String(Arrow: Up)), Top, 11, White, White, White, Visible To and String, Default Visibility);
  • Else If(Event Player.Menu_Index[1] == 6);
  • Create HUD Text(Event Player, Null, Null, Custom String("{0} {1} {2}", Icon String(Arrow: Down), Custom String("{0} - {1}: {2}",
  • Event Player.Menu_Index[2], Global.L_HT[Event Player.Menu_Index[2]], Event Player.P_HT[Event Player.Menu_Index[2]]),
  • Icon String(Arrow: Up)), Top, 11, White, White, White, Visible To and String, Default Visibility);
  • End;
  • Event Player.ID_Menu_HUD[1] = Last Text ID;
  • }
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Event Player.Menu_Index[0] == 3;
  • }
  • actions
  • {
  • "Destroy HUD and In-World Text"
  • Destroy HUD Text(Event Player.ID_Menu_HUD[1]);
  • "Create Secondary HUD"
  • If(Global.L_Menu[Event Player.Menu_Index[1]] == Custom String("Basic Settings"));
  • Create HUD Text(Event Player, Null, Null, Custom String("{0} {1} {2}", Icon String(Arrow: Down), Custom String("{0} - {1}: {2}",
  • Event Player.Menu_Index[2], Global.L_BasicSettings[Event Player.Menu_Index[2]],
  • Event Player.P_BasicSettings[Event Player.Menu_Index[2]]), Icon String(Arrow: Up)), Top, 11, White, White, White,
  • Visible To and String, Default Visibility);
  • Else If(Global.L_Menu[Event Player.Menu_Index[1]] == Custom String("Visual Effects"));
  • Create HUD Text(Event Player, Null, Null, Custom String("{0} {1} {2}", Icon String(Arrow: Down), Custom String("{0} - {1}: {2}",
  • Event Player.Menu_Index[2], Global.L_VisualEffects[Event Player.Menu_Index[2]],
  • Event Player.P_VisualEffects[Event Player.Menu_Index[2]]), Icon String(Arrow: Up)), Top, 11, White, White, White,
  • Visible To and String, Default Visibility);
  • Else If(Global.L_Menu[Event Player.Menu_Index[1]] == Custom String("Advanced Settings"));
  • Create HUD Text(Event Player, Null, Null, Custom String("{0} {1} {2}", Icon String(Arrow: Down), Custom String("{0} - {1}: {2}",
  • Event Player.Menu_Index[2], Global.L_AdvancedSettings[Event Player.Menu_Index[2]],
  • Event Player.P_AdvancedSettings[Event Player.Menu_Index[2]]), Icon String(Arrow: Up)), Top, 11, White, White, White,
  • Visible To and String, Default Visibility);
  • Else If(Global.L_Menu[Event Player.Menu_Index[1]] == Custom String("Combat Modifiers"));
  • Create HUD Text(Event Player, Null, Null, Custom String("{0} {1} {2}", Icon String(Arrow: Down), Custom String("{0} - {1}: {2}",
  • Event Player.Menu_Index[2], Global.L_CombatModifiers[Event Player.Menu_Index[2]],
  • Event Player.P_CombatModifiers[Event Player.Menu_Index[2]]), Icon String(Arrow: Up)), Top, 11, White, White, White,
  • Visible To and String, Default Visibility);
  • Else If(Global.L_Menu[Event Player.Menu_Index[1]] == Custom String("Health Pools"));
  • Create HUD Text(Event Player, Null, Null, Custom String("{0} {1} {2}", Icon String(Arrow: Down), Custom String("{0} - {1}: {2}",
  • Event Player.Menu_Index[2], Global.L_HealthPools[Event Player.Menu_Index[2]],
  • Event Player.P_HealthPools[Event Player.Menu_Index[2]]), Icon String(Arrow: Up)), Top, 11, White, White, White,
  • Visible To and String, Default Visibility);
  • Else If(Global.L_Menu[Event Player.Menu_Index[1]] == Custom String("Ability Settings"));
  • Create HUD Text(Event Player, Null, Null, Custom String("{0} {1} {2}", Icon String(Arrow: Down), Custom String("{0} - {1}: {2}",
  • Event Player.Menu_Index[2], Global.L_AbilitySettings[Event Player.Menu_Index[2]],
  • Event Player.P_AbilitySettings[Event Player.Menu_Index[2]]), Icon String(Arrow: Up)), Top, 11, White, White, White,
  • Visible To and String, Default Visibility);
  • Else If(Global.L_Menu[Event Player.Menu_Index[1]] == Custom String("Status Effects"));
  • Create HUD Text(Event Player, Null, Null, Custom String("{0} {1} {2}", Icon String(Arrow: Down), Custom String("{0} - {1}: {2}",
  • Event Player.Menu_Index[2], Global.L_StatusEffects[Event Player.Menu_Index[2]],
  • Event Player.P_StatusEffects[Event Player.Menu_Index[2]]), Icon String(Arrow: Up)), Top, 11, White, White, White,
  • Visible To and String, Default Visibility);
  • Else If(Global.L_Menu[Event Player.Menu_Index[1]] == Custom String("Save States"));
  • Create HUD Text(Event Player, Null, Null, Custom String("{0} {1} {2}", Icon String(Arrow: Down), Custom String("{0} - {1}: {2}",
  • Event Player.Menu_Index[2], Global.L_SaveStates[Event Player.Menu_Index[2]],
  • Event Player.P_SaveStates[Event Player.Menu_Index[2]]), Icon String(Arrow: Up)), Top, 11, White, White, White,
  • Visible To and String, Default Visibility);
  • Else If(Global.L_Menu[Event Player.Menu_Index[1]] == Custom String("Host Tools"));
  • Create HUD Text(Event Player, Null, Null, Custom String("{0} {1} {2}", Icon String(Arrow: Down), Custom String("{0} - {1}: {2}",
  • Event Player.Menu_Index[2], Global.L_HostTools[Event Player.Menu_Index[2]],
  • Event Player.P_HostTools[Event Player.Menu_Index[2]]), Icon String(Arrow: Up)), Top, 11, White, White, White,
  • Visible To and String, Default Visibility);
  • End;
  • Event Player.ID_Menu_HUD[1] = Last Text ID;
  • }
  • }
  • disabled rule("Menu Controls")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • event
  • {
  • Ongoing - Global;
  • }
  • }
  • rule("Interact: Open Mod Menu / Close Mod Menu / Back Button")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Is Button Held(Event Player, Interact) == True;
  • Event Player.Mod_Access == True;
  • }
  • actions
  • {
  • If(Event Player.Menu_Index[0] == 0);
  • Event Player.Menu_Index[0] = 1;
  • Else If(Event Player.Menu_Index[0] == 1);
  • Event Player.Menu_Index[0] = 0;
  • Else If(Event Player.Menu_Index[0] == 2);
  • Event Player.Menu_Index[0] = 1;
  • Event Player.Menu_Index[2] = 0;
  • End;
  • }
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Is Button Held(Event Player, Interact) == True;
  • Event Player.Mod_Access == True;
  • }
  • actions
  • {
  • If(Event Player.Menu_Index[0] == 0);
  • Event Player.Menu_Index[0] = 1;
  • Else If(Event Player.Menu_Index[0] == 1);
  • Event Player.Menu_Index[0] = 0;
  • Else If(Event Player.Menu_Index[0] == 2);
  • Event Player.Menu_Index[0] = 1;
  • Event Player.Menu_Index[2] = 0;
  • End;
  • }
  • }
  • rule("Primary Fire: Go to Previous Folder or Parameter in List")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Is Button Held(Event Player, Primary Fire) == True;
  • Event Player.Menu_Index[0] != 0;
  • Event Player.Mod_Access == True;
  • }
  • actions
  • {
  • While(Is Button Held(Event Player, Primary Fire) == True);
  • If(Event Player.Menu_Index[0] == 1);
  • If(Host Player == Event Player);
  • Event Player.Menu_Index[1] = (Event Player.Menu_Index[1] - 1 Count Of(Global.L_Menu)) % Count Of(Global.L_Menu);
  • Else If(Host Player != Event Player);
  • Event Player.Menu_Index[1] = (Event Player.Menu_Index[1] - 1 (Count Of(Global.L_Menu) - 1)) % (Count Of(Global.L_Menu) - 1);
  • End;
  • Else If(Event Player.Menu_Index[0] == 2);
  • If(Event Player.Menu_Index[1] == 0);
  • Event Player.Menu_Index[2] = (Event Player.Menu_Index[2] - 1 Count Of(Global.L_GS)) % Count Of(Global.L_GS);
  • Else If(Event Player.Menu_Index[1] == 1);
  • Event Player.Menu_Index[2] = (Event Player.Menu_Index[2] - 1 Count Of(Global.L_CM)) % Count Of(Global.L_CM);
  • Else If(Event Player.Menu_Index[1] == 2);
  • Event Player.Menu_Index[2] = (Event Player.Menu_Index[2] - 1 Count Of(Global.L_HP)) % Count Of(Global.L_HP);
  • Else If(Event Player.Menu_Index[1] == 3);
  • Event Player.Menu_Index[2] = (Event Player.Menu_Index[2] - 1 Count Of(Global.L_AA)) % Count Of(Global.L_AA);
  • Else If(Event Player.Menu_Index[1] == 4);
  • Event Player.Menu_Index[2] = (Event Player.Menu_Index[2] - 1 Count Of(Global.L_SE)) % Count Of(Global.L_SE);
  • Else If(Event Player.Menu_Index[1] == 5);
  • Event Player.Menu_Index[2] = (Event Player.Menu_Index[2] - 1 Count Of(Global.L_VE)) % Count Of(Global.L_VE);
  • Else If(Event Player.Menu_Index[1] == 6);
  • Event Player.Menu_Index[2] = (Event Player.Menu_Index[2] - 1 Count Of(Global.L_HT)) % Count Of(Global.L_HT);
  • End;
  • End;
  • Wait(0.250, Ignore Condition);
  • End;
  • }
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Is Button Held(Event Player, Primary Fire) == True;
  • Event Player.Menu_Index[0] != 0;
  • Event Player.Mod_Access == True;
  • }
  • actions
  • {
  • While(Is Button Held(Event Player, Primary Fire) == True);
  • If(Event Player.Menu_Index[0] == 1);
  • If(Event Player.P_BasicSettings[4] == False);
  • Event Player.Menu_Index[1] = (Event Player.Menu_Index[1] - 1 + 2) % 2;
  • Else If(Host Player != Event Player);
  • Event Player.Menu_Index[1] = (Event Player.Menu_Index[1] - 1 + (Count Of(Global.L_Menu) - 1)) % (Count Of(Global.L_Menu) - 1);
  • Else If(Host Player == Event Player);
  • Event Player.Menu_Index[1] = (Event Player.Menu_Index[1] - 1 + Count Of(Global.L_Menu)) % Count Of(Global.L_Menu);
  • End;
  • Else If(Event Player.Menu_Index[0] == 2);
  • If(Global.L_Menu[Event Player.Menu_Index[1]] == Custom String("Basic Settings"));
  • Event Player.Menu_Index[2] = (Event Player.Menu_Index[2] - 1 + Count Of(Global.L_BasicSettings)) % Count Of(
  • Global.L_BasicSettings);
  • Else If(Global.L_Menu[Event Player.Menu_Index[1]] == Custom String("Visual Effects"));
  • Event Player.Menu_Index[2] = (Event Player.Menu_Index[2] - 1 + Count Of(Global.L_VisualEffects)) % Count Of(
  • Global.L_VisualEffects);
  • Else If(Global.L_Menu[Event Player.Menu_Index[1]] == Custom String("Advanced Settings"));
  • Event Player.Menu_Index[2] = (Event Player.Menu_Index[2] - 1 + Count Of(Global.L_AdvancedSettings)) % Count Of(
  • Global.L_AdvancedSettings);
  • Else If(Global.L_Menu[Event Player.Menu_Index[1]] == Custom String("Combat Modifiers"));
  • Event Player.Menu_Index[2] = (Event Player.Menu_Index[2] - 1 + Count Of(Global.L_CombatModifiers)) % Count Of(
  • Global.L_CombatModifiers);
  • Else If(Global.L_Menu[Event Player.Menu_Index[1]] == Custom String("Health Pools"));
  • Event Player.Menu_Index[2] = (Event Player.Menu_Index[2] - 1 + Count Of(Global.L_HealthPools)) % Count Of(Global.L_HealthPools);
  • Else If(Global.L_Menu[Event Player.Menu_Index[1]] == Custom String("Ability Settings"));
  • Event Player.Menu_Index[2] = (Event Player.Menu_Index[2] - 1 + Count Of(Global.L_AbilitySettings)) % Count Of(
  • Global.L_AbilitySettings);
  • Else If(Global.L_Menu[Event Player.Menu_Index[1]] == Custom String("Status Effects"));
  • Event Player.Menu_Index[2] = (Event Player.Menu_Index[2] - 1 + Count Of(Global.L_StatusEffects)) % Count Of(
  • Global.L_StatusEffects);
  • Else If(Global.L_Menu[Event Player.Menu_Index[1]] == Custom String("Save States"));
  • Event Player.Menu_Index[2] = (Event Player.Menu_Index[2] - 1 + Count Of(Global.L_SaveStates)) % Count Of(Global.L_SaveStates);
  • Else If(Global.L_Menu[Event Player.Menu_Index[1]] == Custom String("Host Tools"));
  • Event Player.Menu_Index[2] = (Event Player.Menu_Index[2] - 1 + Count Of(Global.L_HostTools)) % Count Of(Global.L_HostTools);
  • End;
  • End;
  • Wait(0.250, Ignore Condition);
  • End;
  • }
  • }
  • rule("Secondary Fire: Go to Next Folder or Parameter in List")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Is Button Held(Event Player, Secondary Fire) == True;
  • Event Player.Menu_Index[0] != 0;
  • Event Player.Mod_Access == True;
  • }
  • actions
  • {
  • While(Is Button Held(Event Player, Secondary Fire) == True);
  • If(Event Player.Menu_Index[0] == 1);
  • If(Host Player == Event Player);
  • Event Player.Menu_Index[1] = (Event Player.Menu_Index[1] 1) % Count Of(Global.L_Menu);
  • Else If(Host Player != Event Player);
  • Event Player.Menu_Index[1] = (Event Player.Menu_Index[1] 1) % (Count Of(Global.L_Menu) - 1);
  • End;
  • Else If(Event Player.Menu_Index[0] == 2);
  • If(Event Player.Menu_Index[1] == 0);
  • Event Player.Menu_Index[2] = (Event Player.Menu_Index[2] 1) % Count Of(Global.L_GS);
  • Else If(Event Player.Menu_Index[1] == 1);
  • Event Player.Menu_Index[2] = (Event Player.Menu_Index[2] 1) % Count Of(Global.L_CM);
  • Else If(Event Player.Menu_Index[1] == 2);
  • Event Player.Menu_Index[2] = (Event Player.Menu_Index[2] 1) % Count Of(Global.L_HP);
  • Else If(Event Player.Menu_Index[1] == 3);
  • Event Player.Menu_Index[2] = (Event Player.Menu_Index[2] 1) % Count Of(Global.L_AA);
  • Else If(Event Player.Menu_Index[1] == 4);
  • Event Player.Menu_Index[2] = (Event Player.Menu_Index[2] 1) % Count Of(Global.L_SE);
  • Else If(Event Player.Menu_Index[1] == 5);
  • Event Player.Menu_Index[2] = (Event Player.Menu_Index[2] 1) % Count Of(Global.L_VE);
  • Else If(Event Player.Menu_Index[1] == 6);
  • Event Player.Menu_Index[2] = (Event Player.Menu_Index[2] 1) % Count Of(Global.L_HT);
  • End;
  • End;
  • Wait(0.250, Ignore Condition);
  • End;
  • }
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Is Button Held(Event Player, Secondary Fire) == True;
  • Event Player.Menu_Index[0] != 0;
  • Event Player.Mod_Access == True;
  • }
  • actions
  • {
  • While(Is Button Held(Event Player, Secondary Fire) == True);
  • If(Event Player.Menu_Index[0] == 1);
  • If(Event Player.P_BasicSettings[4] == False);
  • Event Player.Menu_Index[1] = (Event Player.Menu_Index[1] + 1) % 2;
  • Else If(Host Player != Event Player);
  • Event Player.Menu_Index[1] = (Event Player.Menu_Index[1] + 1) % (Count Of(Global.L_Menu) - 1);
  • Else If(Host Player == Event Player);
  • Event Player.Menu_Index[1] = (Event Player.Menu_Index[1] + 1) % Count Of(Global.L_Menu);
  • End;
  • Else If(Event Player.Menu_Index[0] == 2);
  • If(Global.L_Menu[Event Player.Menu_Index[1]] == Custom String("Basic Settings"));
  • Event Player.Menu_Index[2] = (Event Player.Menu_Index[2] + 1) % Count Of(Global.L_BasicSettings);
  • Else If(Global.L_Menu[Event Player.Menu_Index[1]] == Custom String("Visual Effects"));
  • Event Player.Menu_Index[2] = (Event Player.Menu_Index[2] + 1) % Count Of(Global.L_VisualEffects);
  • Else If(Global.L_Menu[Event Player.Menu_Index[1]] == Custom String("Advanced Settings"));
  • Event Player.Menu_Index[2] = (Event Player.Menu_Index[2] + 1) % Count Of(Global.L_AdvancedSettings);
  • Else If(Global.L_Menu[Event Player.Menu_Index[1]] == Custom String("Combat Modifiers"));
  • Event Player.Menu_Index[2] = (Event Player.Menu_Index[2] + 1) % Count Of(Global.L_CombatModifiers);
  • Else If(Global.L_Menu[Event Player.Menu_Index[1]] == Custom String("Health Pools"));
  • Event Player.Menu_Index[2] = (Event Player.Menu_Index[2] + 1) % Count Of(Global.L_HealthPools);
  • Else If(Global.L_Menu[Event Player.Menu_Index[1]] == Custom String("Ability Settings"));
  • Event Player.Menu_Index[2] = (Event Player.Menu_Index[2] + 1) % Count Of(Global.L_AbilitySettings);
  • Else If(Global.L_Menu[Event Player.Menu_Index[1]] == Custom String("Status Effects"));
  • Event Player.Menu_Index[2] = (Event Player.Menu_Index[2] + 1) % Count Of(Global.L_StatusEffects);
  • Else If(Global.L_Menu[Event Player.Menu_Index[1]] == Custom String("Save States"));
  • Event Player.Menu_Index[2] = (Event Player.Menu_Index[2] + 1) % Count Of(Global.L_SaveStates);
  • Else If(Global.L_Menu[Event Player.Menu_Index[1]] == Custom String("Host Tools"));
  • Event Player.Menu_Index[2] = (Event Player.Menu_Index[2] + 1) % Count Of(Global.L_HostTools);
  • End;
  • End;
  • Wait(0.250, Ignore Condition);
  • End;
  • }
  • }
  • rule("Melee: Open Folder / Adjust Parameter / Apply Parameter Settings")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Is Button Held(Event Player, Melee) == True;
  • Event Player.Menu_Index[0] != 0;
  • Event Player.Mod_Access == True;
  • }
  • actions
  • {
  • If(Event Player.Menu_Index[0] == 1);
  • Event Player.Menu_Index[0] = 2;
  • Else If(Event Player.Menu_Index[0] == 2);
  • Event Player.Menu_Index[0] = 3;
  • End;
  • }
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Is Button Held(Event Player, Melee) == True;
  • Event Player.Menu_Index[0] != 0;
  • Event Player.Mod_Access == True;
  • }
  • actions
  • {
  • If(Event Player.Menu_Index[0] == 1);
  • Event Player.Menu_Index[0] = 2;
  • Else If(Event Player.Menu_Index[0] == 2);
  • Event Player.Menu_Index[0] = 3;
  • End;
  • }
  • }
  • rule("Reload: Reset Parameter to Default")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Is Button Held(Event Player, Reload) == True;
  • Event Player.Menu_Index[0] == 2;
  • Event Player.Mod_Access == True;
  • }
  • actions
  • {
  • If(Event Player.Menu_Index[1] == 0);
  • Event Player.P_GS[Event Player.Menu_Index[2]] = Global.R_GS[Event Player.Menu_Index[2]];
  • Else If(Event Player.Menu_Index[1] == 1);
  • Event Player.P_CM[Event Player.Menu_Index[2]] = Global.R_CM[Event Player.Menu_Index[2]];
  • Else If(Event Player.Menu_Index[1] == 2);
  • Event Player.P_HP[Event Player.Menu_Index[2]] = Global.R_HP[Event Player.Menu_Index[2]];
  • Else If(Event Player.Menu_Index[1] == 3);
  • Event Player.P_AA[Event Player.Menu_Index[2]] = Global.R_AA[Event Player.Menu_Index[2]];
  • Else If(Event Player.Menu_Index[1] == 4);
  • Event Player.P_SE[Event Player.Menu_Index[2]] = Global.R_SE[Event Player.Menu_Index[2]];
  • Else If(Event Player.Menu_Index[1] == 5);
  • Event Player.P_VE[Event Player.Menu_Index[2]] = Global.R_VE[Event Player.Menu_Index[2]];
  • Else If(Event Player.Menu_Index[1] == 6);
  • Event Player.P_HT[Event Player.Menu_Index[2]] = Global.R_HT[Event Player.Menu_Index[2]];
  • End;
  • Event Player.Menu_Index[0] = 4;
  • }
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Is Button Held(Event Player, Reload) == True;
  • Event Player.Menu_Index[0] >= 2;
  • Event Player.Mod_Access == True;
  • }
  • actions
  • {
  • If(Global.L_Menu[Event Player.Menu_Index[1]] == Custom String("Basic Settings"));
  • Event Player.P_BasicSettings[Event Player.Menu_Index[2]] = Global.R_BasicSettings[Event Player.Menu_Index[2]];
  • Else If(Global.L_Menu[Event Player.Menu_Index[1]] == Custom String("Visual Effects"));
  • Event Player.P_VisualEffects[Event Player.Menu_Index[2]] = Global.R_VisualEffects[Event Player.Menu_Index[2]];
  • Else If(Global.L_Menu[Event Player.Menu_Index[1]] == Custom String("Advanced Settings"));
  • Event Player.P_AdvancedSettings[Event Player.Menu_Index[2]] = Global.R_AdvancedSettings[Event Player.Menu_Index[2]];
  • Else If(Global.L_Menu[Event Player.Menu_Index[1]] == Custom String("Combat Modifiers"));
  • Event Player.P_CombatModifiers[Event Player.Menu_Index[2]] = Global.R_CombatModifiers[Event Player.Menu_Index[2]];
  • Else If(Global.L_Menu[Event Player.Menu_Index[1]] == Custom String("Health Pools"));
  • Event Player.P_HealthPools[Event Player.Menu_Index[2]] = Global.R_HealthPools[Event Player.Menu_Index[2]];
  • Else If(Global.L_Menu[Event Player.Menu_Index[1]] == Custom String("Ability Settings"));
  • Event Player.P_AbilitySettings[Event Player.Menu_Index[2]] = Global.R_AbilitySettings[Event Player.Menu_Index[2]];
  • Else If(Global.L_Menu[Event Player.Menu_Index[1]] == Custom String("Status Effects"));
  • Event Player.P_StatusEffects[Event Player.Menu_Index[2]] = Global.R_StatusEffects[Event Player.Menu_Index[2]];
  • Else If(Global.L_Menu[Event Player.Menu_Index[1]] == Custom String("Save States"));
  • Event Player.P_SaveStates[Event Player.Menu_Index[2]] = Global.R_SaveStates[Event Player.Menu_Index[2]];
  • Else If(Global.L_Menu[Event Player.Menu_Index[1]] == Custom String("Host Tools"));
  • If(Event Player.Menu_Index[2] != 5);
  • Event Player.P_HostTools[Event Player.Menu_Index[2]] = Global.R_HostTools[Event Player.Menu_Index[2]];
  • Else If(Event Player.Menu_Index[2] != 5);
  • If(Event Player.P_HostTools[0] == Custom String("All Non Host Players"));
  • Remove From Array(All Players(All Teams), Host Player).Mod_Access = Global.R_HostTools[Event Player.Menu_Index[2]];
  • Else If(Event Player.P_HostTools[0] != Custom String("All Non Host Players"));
  • Event Player.P_HostTools[0].Mod_Access = Global.R_HostTools[Event Player.Menu_Index[2]];
  • End;
  • Event Player.P_HostTools[Event Player.Menu_Index[2]] = Global.R_HostTools[Event Player.Menu_Index[2]];
  • End;
  • End;
  • Event Player.Menu_Index[0] = 4;
  • }
  • }
  • disabled rule("Ability Cooldowns")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • event
  • {
  • Ongoing - Global;
  • }
  • }
  • rule("Primary Fire Ability Cooldown")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Ability Cooldown(Event Player, Button(Primary Fire)) != 0;
  • }
  • actions
  • {
  • If(Event Player.P_AdvancedSettings[3] == Custom String("Primary Fire"));
  • Set Ability Cooldown(Event Player, Button(Primary Fire), 0);
  • Else If(Event Player.P_AdvancedSettings[3] != Custom String("Primary Fire"));
  • Set Ability Cooldown(Event Player, Button(Primary Fire), Event Player.P_AbilitySettings[1]);
  • End;
  • }
  • }
  • rule("Secondary Fire Ability Cooldown")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Ability Cooldown(Event Player, Button(Secondary Fire)) != 0;
  • }
  • actions
  • {
  • Set Ability Cooldown(Event Player, Button(Secondary Fire), Event Player.P_AA[6]);
  • }
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Ability Cooldown(Event Player, Button(Secondary Fire)) != 0;
  • }
  • actions
  • {
  • If(Event Player.P_AdvancedSettings[3] == Custom String("Secondary Fire"));
  • Set Ability Cooldown(Event Player, Button(Secondary Fire), 0);
  • Else If(Event Player.P_AdvancedSettings[3] != Custom String("Secondary Fire"));
  • Set Ability Cooldown(Event Player, Button(Secondary Fire), Event Player.P_AbilitySettings[3]);
  • End;
  • }
  • }
  • rule("Ability 1 Cooldown")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Ability Cooldown(Event Player, Button(Ability 1)) != 0;
  • }
  • actions
  • {
  • Set Ability Cooldown(Event Player, Button(Ability 1), Event Player.P_AA[8]);
  • }
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Ability Cooldown(Event Player, Button(Ability 1)) != 0;
  • }
  • actions
  • {
  • If(Event Player.P_AdvancedSettings[3] == Custom String("Ability 1"));
  • Set Ability Cooldown(Event Player, Button(Ability 1), 0);
  • Else If(Event Player.P_AdvancedSettings[3] != Custom String("Ability 1"));
  • Set Ability Cooldown(Event Player, Button(Ability 1), Event Player.P_AbilitySettings[5]);
  • End;
  • }
  • }
  • rule("Ability 2 Cooldown")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Ability Cooldown(Event Player, Button(Ability 2)) != 0;
  • }
  • actions
  • {
  • Set Ability Cooldown(Event Player, Button(Ability 2), Event Player.P_AA[10]);
  • }
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Ability Cooldown(Event Player, Button(Ability 2)) != 0;
  • }
  • actions
  • {
  • If(Event Player.P_AdvancedSettings[3] == Custom String("Ability 2"));
  • Set Ability Cooldown(Event Player, Button(Ability 2), 0);
  • Else If(Event Player.P_AdvancedSettings[3] != Custom String("Ability 2"));
  • Set Ability Cooldown(Event Player, Button(Ability 2), Event Player.P_AbilitySettings[7]);
  • End;
  • }
  • }
  • rule("Ultimate Charge Cooldown")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Ultimate Charge Percent(Event Player) != 100;
  • Is Using Ultimate(Event Player) == False;
  • Has Spawned(Event Player) == True;
  • }
  • actions
  • {
  • If(Event Player.P_AA[12] >= 1.600);
  • While(Ultimate Charge Percent(Event Player) != 100);
  • Set Ultimate Charge(Event Player, Ultimate Charge Percent(Event Player) 1);
  • Wait(Event Player.P_AA[12] / 100, Abort When False);
  • End;
  • Else If(Event Player.P_AA[12] < 1.600 && Event Player.P_AA[12] > 0);
  • While(Ultimate Charge Percent(Event Player) != 100);
  • Set Ultimate Charge(Event Player, Ultimate Charge Percent(Event Player) 1.600 / Event Player.P_AA[12]);
  • Wait(0.016, Abort When False);
  • End;
  • Else If(Event Player.P_AA[12] <= 0);
  • Set Ultimate Charge(Event Player, 100);
  • End;
  • }
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Ultimate Charge Percent(Event Player) != 100;
  • Is Using Ultimate(Event Player) == False;
  • Has Spawned(Event Player) == True;
  • Event Player.P_AdvancedSettings[3] != Custom String("Ultimate");
  • }
  • actions
  • {
  • If(Event Player.P_AbilitySettings[9] >= 1.600);
  • While(Ultimate Charge Percent(Event Player) != 100);
  • Set Ultimate Charge(Event Player, Ultimate Charge Percent(Event Player) + 1);
  • Wait(Event Player.P_AbilitySettings[9] / 100, Abort When False);
  • End;
  • Else If(Event Player.P_AbilitySettings[9] < 1.600 && Event Player.P_AbilitySettings[9] > 0);
  • While(Ultimate Charge Percent(Event Player) != 100);
  • Set Ultimate Charge(Event Player, Ultimate Charge Percent(Event Player) + 1.600 / Event Player.P_AbilitySettings[9]);
  • Wait(0.016, Abort When False);
  • End;
  • Else If(Event Player.P_AbilitySettings[9] <= 0);
  • Set Ultimate Charge(Event Player, 100);
  • End;
  • }
  • }
  • rule("Jump Ability Cooldown")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Ability Cooldown(Event Player, Button(Jump)) != 0;
  • }
  • actions
  • {
  • Set Ability Cooldown(Event Player, Button(Jump), Event Player.P_AA[14]);
  • }
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Ability Cooldown(Event Player, Button(Jump)) != 0;
  • }
  • actions
  • {
  • If(Event Player.P_AdvancedSettings[3] == Custom String("Jump"));
  • Set Ability Cooldown(Event Player, Button(Jump), 0);
  • Else If(Event Player.P_AdvancedSettings[3] != Custom String("Jump"));
  • Set Ability Cooldown(Event Player, Button(Jump), Event Player.P_AbilitySettings[11]);
  • End;
  • }
  • }
  • rule("Crouch Ability Cooldown")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Ability Cooldown(Event Player, Button(Crouch)) != 0;
  • }
  • actions
  • {
  • Set Ability Cooldown(Event Player, Button(Crouch), Event Player.P_AA[16]);
  • }
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Ability Cooldown(Event Player, Button(Crouch)) != 0;
  • }
  • actions
  • {
  • If(Event Player.P_AdvancedSettings[3] == Custom String("Crouch"));
  • Set Ability Cooldown(Event Player, Button(Crouch), 0);
  • Else If(Event Player.P_AdvancedSettings[3] != Custom String("Crouch"));
  • Set Ability Cooldown(Event Player, Button(Crouch), Event Player.P_AbilitySettings[13]);
  • End;
  • }
  • }
  • disabled rule("Menu Loops")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • }
  • rule("Tertiary Menu #0 General Settings Loop")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Event Player.Menu_Index[0] == 3;
  • Event Player.Menu_Index[1] == 0;
  • }
  • actions
  • {
  • While(Is Button Held(Event Player, Melee) == True);
  • If(Event Player.Menu_Index[2] == 0);
  • Event Player.P_GS[0] = Global.L_Hero[Round To Integer((Vertical Facing Angle Of(Event Player) / 178.001 0.500) * Count Of(
  • Global.L_Hero), Down)];
  • Else If(Event Player.Menu_Index[2] == 1);
  • Event Player.P_GS[1] = Global.L_True_False[Round To Integer((Vertical Facing Angle Of(Event Player) / -178.001 0.500) * Count Of(
  • Global.L_True_False), Down)];
  • Else If(Event Player.Menu_Index[2] == 2);
  • Event Player.P_GS[2] = Global.L_True_False[Round To Integer((Vertical Facing Angle Of(Event Player) / -178.001 0.500) * Count Of(
  • Global.L_True_False), Down)];
  • Else If(Event Player.Menu_Index[2] == 3);
  • Event Player.P_GS[3] = Global.L_True_False[Round To Integer((Vertical Facing Angle Of(Event Player) / -178.001 0.500) * Count Of(
  • Global.L_True_False), Down)];
  • Else If(Event Player.Menu_Index[2] == 4);
  • Event Player.P_GS[4] = Global.L_Color[Round To Integer((Vertical Facing Angle Of(Event Player) / 178.001 0.500) * Count Of(
  • Global.L_Color), Down)];
  • Else If(Event Player.Menu_Index[2] == 5);
  • Event Player.P_GS[5] = (1000 ^ (Vertical Facing Angle Of(Event Player) / -178.001 0.500) * 1 - 1) / 999 * 1000;
  • Else If(Event Player.Menu_Index[2] == 6);
  • Event Player.P_GS[6] = Round To Integer((100 ^ (Vertical Facing Angle Of(Event Player) / -178.001 0.500) * 1 - 1)
  • / 99 * 1991 10, Down);
  • Else If(Event Player.Menu_Index[2] == 7);
  • Event Player.P_GS[7] = Round To Integer((100 ^ (Vertical Facing Angle Of(Event Player) / -178.001 0.500) * 1 - 1)
  • / 99 * 1991 10, Down);
  • Else If(Event Player.Menu_Index[2] == 8);
  • Event Player.P_GS[8] = Round To Integer((Vertical Facing Angle Of(Event Player) / -178.001 0.500) * 101 50, Down);
  • Else If(Event Player.Menu_Index[2] == 9);
  • Event Player.P_GS[9] = Global.L_True_False[Round To Integer((Vertical Facing Angle Of(Event Player) / -178.001 0.500) * Count Of(
  • Global.L_True_False), Down)];
  • Else If(Event Player.Menu_Index[2] == 10);
  • Event Player.P_GS[10] = Global.L_True_False[Round To Integer((Vertical Facing Angle Of(Event Player) / -178.001 0.500)
  • * Count Of(Global.L_True_False), Down)];
  • Else If(Event Player.Menu_Index[2] == 11);
  • Event Player.P_GS[11] = Global.L_True_False[Round To Integer((Vertical Facing Angle Of(Event Player) / -178.001 0.500)
  • * Count Of(Global.L_True_False), Down)];
  • Else If(Event Player.Menu_Index[2] == 12 || Event Player.Menu_Index[2] == 13 || Event Player.Menu_Index[2] == 14);
  • Call Subroutine(S_GS);
  • If(Event Player.Menu_Index[2] != 12);
  • Abort;
  • End;
  • End;
  • Wait(0.100, Ignore Condition);
  • End;
  • Event Player.Menu_Index[0] = 4;
  • }
  • }
  • rule("Tertiary Menu #1 Combat Modifiers Loop")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Event Player.Menu_Index[0] == 3;
  • Event Player.Menu_Index[1] == 1;
  • }
  • actions
  • {
  • While(Is Button Held(Event Player, Melee) == True);
  • Event Player.P_CM[Event Player.Menu_Index[2]] = (1000 ^ (Vertical Facing Angle Of(Event Player) / -178 0.500) * 1 - 1)
  • / 999 * 10000;
  • Wait(0.100, Ignore Condition);
  • End;
  • Event Player.Menu_Index[0] = 4;
  • }
  • }
  • rule("Tertiary Menu #2 Health Pools Loop")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Event Player.Menu_Index[0] == 3;
  • Event Player.Menu_Index[1] == 2;
  • }
  • actions
  • {
  • While(Is Button Held(Event Player, Melee) == True);
  • If(Event Player.Menu_Index[2] % 2 == 0);
  • Event Player.P_HP[Event Player.Menu_Index[2]] = Global.L_Type_Health_Pool[Round To Integer((Vertical Facing Angle Of(Event Player)
  • / 178.001 0.500) * Count Of(Global.L_Type_Health_Pool), Down)];
  • Else If(Event Player.Menu_Index[2] % 2 == 1);
  • Event Player.P_HP[Event Player.Menu_Index[2]] = Round To Integer((100 ^ (Vertical Facing Angle Of(Event Player) / -178 0.500)
  • * 1 - 1) / 99 * 9999, To Nearest);
  • End;
  • Wait(0.100, Ignore Condition);
  • End;
  • Event Player.Menu_Index[0] = 4;
  • }
  • }
  • rule("Tertiary Menu #3 Ammo and Abilities Loop")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Event Player.Menu_Index[0] == 3;
  • Event Player.Menu_Index[1] == 3;
  • }
  • actions
  • {
  • While(Is Button Held(Event Player, Melee) == True);
  • If(Event Player.Menu_Index[2] == 0);
  • Event Player.P_AA[0] = Global.L_True_False[Round To Integer((Vertical Facing Angle Of(Event Player) / -178.001 0.500) * Count Of(
  • Global.L_True_False), Down)];
  • Else If(Event Player.Menu_Index[2] == 1);
  • Event Player.P_AA[Event Player.Menu_Index[2]] = Round To Integer((100 ^ (Vertical Facing Angle Of(Event Player) / -178.001 0.500)
  • * 1 - 1) / 99 * 1001, Down);
  • Else If(Event Player.Menu_Index[2] == 2);
  • Event Player.P_AA[Event Player.Menu_Index[2]] = Round To Integer((100 ^ (Vertical Facing Angle Of(Event Player) / -178.001 0.500)
  • * 1 - 1) / 99 * 1001, Down);
  • Else If(Event Player.Menu_Index[2] == 3);
  • Event Player.P_AA[Event Player.Menu_Index[2]] = Round To Integer((100 ^ (Vertical Facing Angle Of(Event Player) / -178.001 0.500)
  • * 1 - 1) / 99 * 1001, Down);
  • Else If(Event Player.Menu_Index[2] == 4);
  • Event Player.P_AA[Event Player.Menu_Index[2]] = Round To Integer((100 ^ (Vertical Facing Angle Of(Event Player) / -178.001 0.500)
  • * 1 - 1) / 99 * 1001, Down);
  • Else If(Event Player.Menu_Index[2] == 5);
  • Event Player.P_AA[Event Player.Menu_Index[2]] = Global.L_True_False[Round To Integer((Vertical Facing Angle Of(Event Player)
  • / -178.001 0.500) * Count Of(Global.L_True_False), Down)];
  • Else If(Event Player.Menu_Index[2] == 6);
  • Event Player.P_AA[Event Player.Menu_Index[2]] = (100 ^ (Vertical Facing Angle Of(Event Player) / -178 0.500) * 1 - 1) / 99 * 999;
  • Else If(Event Player.Menu_Index[2] == 7);
  • Event Player.P_AA[Event Player.Menu_Index[2]] = Global.L_True_False[Round To Integer((Vertical Facing Angle Of(Event Player)
  • / -178.001 0.500) * Count Of(Global.L_True_False), Down)];
  • Else If(Event Player.Menu_Index[2] == 8);
  • Event Player.P_AA[Event Player.Menu_Index[2]] = (100 ^ (Vertical Facing Angle Of(Event Player) / -178 0.500) * 1 - 1) / 99 * 999;
  • Else If(Event Player.Menu_Index[2] == 9);
  • Event Player.P_AA[Event Player.Menu_Index[2]] = Global.L_True_False[Round To Integer((Vertical Facing Angle Of(Event Player)
  • / -178.001 0.500) * Count Of(Global.L_True_False), Down)];
  • Else If(Event Player.Menu_Index[2] == 10);
  • Event Player.P_AA[Event Player.Menu_Index[2]] = (100 ^ (Vertical Facing Angle Of(Event Player) / -178 0.500) * 1 - 1) / 99 * 999;
  • Else If(Event Player.Menu_Index[2] == 11);
  • Event Player.P_AA[Event Player.Menu_Index[2]] = Global.L_True_False[Round To Integer((Vertical Facing Angle Of(Event Player)
  • / -178.001 0.500) * Count Of(Global.L_True_False), Down)];
  • Else If(Event Player.Menu_Index[2] == 12);
  • Event Player.P_AA[Event Player.Menu_Index[2]] = (100 ^ (Vertical Facing Angle Of(Event Player) / -178 0.500) * 1 - 1) / 99 * 999;
  • Else If(Event Player.Menu_Index[2] == 13);
  • Event Player.P_AA[Event Player.Menu_Index[2]] = Global.L_True_False[Round To Integer((Vertical Facing Angle Of(Event Player)
  • / -178.001 0.500) * Count Of(Global.L_True_False), Down)];
  • Else If(Event Player.Menu_Index[2] == 14);
  • Event Player.P_AA[Event Player.Menu_Index[2]] = (100 ^ (Vertical Facing Angle Of(Event Player) / -178 0.500) * 1 - 1) / 99 * 999;
  • Else If(Event Player.Menu_Index[2] == 15);
  • Event Player.P_AA[Event Player.Menu_Index[2]] = Global.L_True_False[Round To Integer((Vertical Facing Angle Of(Event Player)
  • / -178.001 0.500) * Count Of(Global.L_True_False), Down)];
  • Else If(Event Player.Menu_Index[2] == 16);
  • Event Player.P_AA[Event Player.Menu_Index[2]] = (100 ^ (Vertical Facing Angle Of(Event Player) / -178 0.500) * 1 - 1) / 99 * 999;
  • Else If(Event Player.Menu_Index[2] == 17);
  • Event Player.P_AA[Event Player.Menu_Index[2]] = Global.L_True_False[Round To Integer((Vertical Facing Angle Of(Event Player)
  • / -178.001 0.500) * Count Of(Global.L_True_False), Down)];
  • Else If(Event Player.Menu_Index[2] == 18);
  • Event Player.P_AA[Event Player.Menu_Index[2]] = Global.L_True_False[Round To Integer((Vertical Facing Angle Of(Event Player)
  • / -178.001 0.500) * Count Of(Global.L_True_False), Down)];
  • End;
  • Wait(0.100, Ignore Condition);
  • End;
  • Event Player.Menu_Index[0] = 4;
  • }
  • }
  • rule("Tertiary Menu #4 Status Effects Loop")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Event Player.Menu_Index[0] == 3;
  • Event Player.Menu_Index[1] == 4;
  • }
  • actions
  • {
  • While(Is Button Held(Event Player, Melee) == True);
  • Event Player.P_SE[Event Player.Menu_Index[2]] = Global.L_True_False[Round To Integer((Vertical Facing Angle Of(Event Player)
  • / -178.001 0.500) * Count Of(Global.L_True_False), Down)];
  • Wait(0.100, Ignore Condition);
  • End;
  • Event Player.Menu_Index[0] = 4;
  • }
  • }
  • rule("Tertiary Menu #5 Visual Effects Loop")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Event Player.Menu_Index[0] == 3;
  • Event Player.Menu_Index[1] == 5;
  • }
  • actions
  • {
  • While(Is Button Held(Event Player, Melee) == True);
  • If(Event Player.Menu_Index[2] == 0);
  • Event Player.P_VE[Event Player.Menu_Index[2]] = (100 ^ (Vertical Facing Angle Of(Event Player) / -178.001 0.500) * 1 - 1)
  • / 99 * 120 0.100;
  • Else If(Event Player.Menu_Index[2] >= 1 && Event Player.Menu_Index[2] <= 5);
  • Event Player.P_VE[Event Player.Menu_Index[2]] = Global.L_True_False[Round To Integer((Vertical Facing Angle Of(Event Player)
  • / -178.001 0.500) * Count Of(Global.L_True_False), Down)];
  • End;
  • Wait(0.100, Ignore Condition);
  • End;
  • Event Player.Menu_Index[0] = 4;
  • }
  • }
  • rule("Tertiary Menu #6 Host Tools Loop")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Is Button Held(Event Player, Melee) == True;
  • Event Player.Menu_Index[0] == 3;
  • Event Player.Menu_Index[1] == 6;
  • }
  • actions
  • {
  • While(Is Button Held(Event Player, Melee) == True);
  • If(Event Player.Menu_Index[2] == 0);
  • Event Player.P_HT[Event Player.Menu_Index[2]] = Append To Array(Custom String("All Non Host Players"), Filtered Array(All Players(
  • All Teams), Current Array Element != Host Player))[Round To Integer((Vertical Facing Angle Of(Event Player) / 178.001 0.500)
  • * Count Of(All Players(All Teams)), Down)];
  • Else If(Event Player.Menu_Index[2] == 1);
  • Event Player.P_HT[Event Player.Menu_Index[2]] = Global.L_Menu[Round To Integer((Vertical Facing Angle Of(Event Player)
  • / 178.001 0.500) * (Count Of(Global.L_Menu) - 1), Down)];
  • Event Player.P_HT[Event Player.Menu_Index[2] 1] = Custom String("");
  • Else If(Event Player.Menu_Index[2] == 2);
  • If(Event Player.P_HT[1] == Global.L_Menu[0]);
  • Event Player.P_HT[Event Player.Menu_Index[2]] = Global.L_GS[Round To Integer((Vertical Facing Angle Of(Event Player)
  • / 178.001 0.500) * (Count Of(Global.L_GS) - 3), Down)];
  • Else If(Event Player.P_HT[1] == Global.L_Menu[1]);
  • Event Player.P_HT[Event Player.Menu_Index[2]] = Global.L_CM[Round To Integer((Vertical Facing Angle Of(Event Player)
  • / 178.001 0.500) * Count Of(Global.L_CM), Down)];
  • Else If(Event Player.P_HT[1] == Global.L_Menu[2]);
  • Event Player.P_HT[Event Player.Menu_Index[2]] = Global.L_HP[Round To Integer((Vertical Facing Angle Of(Event Player)
  • / 178.001 0.500) * Count Of(Global.L_HP), Down)];
  • Else If(Event Player.P_HT[1] == Global.L_Menu[3]);
  • Event Player.P_HT[Event Player.Menu_Index[2]] = Global.L_AA[Round To Integer((Vertical Facing Angle Of(Event Player)
  • / 178.001 0.500) * Count Of(Global.L_AA), Down)];
  • Else If(Event Player.P_HT[1] == Global.L_Menu[4]);
  • Event Player.P_HT[Event Player.Menu_Index[2]] = Global.L_SE[Round To Integer((Vertical Facing Angle Of(Event Player)
  • / 178.001 0.500) * Count Of(Global.L_SE), Down)];
  • Else If(Event Player.P_HT[1] == Global.L_Menu[5]);
  • Event Player.P_HT[Event Player.Menu_Index[2]] = Global.L_VE[Round To Integer((Vertical Facing Angle Of(Event Player)
  • / 178.001 0.500) * Count Of(Global.L_VE), Down)];
  • End;
  • Else If(Event Player.Menu_Index[2] == 3);
  • Else If(Event Player.Menu_Index[2] == 4);
  • Else If(Event Player.Menu_Index[2] == 5);
  • If(Event Player.P_HT[0] == Custom String("All Non Host Players"));
  • Remove From Array(All Players(All Teams), Host Player).Mod_Access = Global.L_True_False[Round To Integer((Vertical Facing Angle Of(
  • Event Player) / -178.001 0.500) * Count Of(Global.L_True_False), Down)];
  • Else If(Event Player.P_HT[0] != Custom String("All Non Host Players"));
  • Event Player.P_HT[0].Mod_Access = Global.L_True_False[Round To Integer((Vertical Facing Angle Of(Event Player) / -178.001 0.500)
  • * Count Of(Global.L_True_False), Down)];
  • End;
  • Event Player.P_HT[Event Player.Menu_Index[2]] = Global.L_True_False[Round To Integer((Vertical Facing Angle Of(Event Player)
  • / -178.001 0.500) * Count Of(Global.L_True_False), Down)];
  • Else If(Event Player.Menu_Index[2] == 6);
  • Else If(Event Player.Menu_Index[2] == 7);
  • Event Player.P_HT[Event Player.Menu_Index[2]] = (100 ^ (Vertical Facing Angle Of(Event Player) / -178.001 0.500) * 1 - 1)
  • / 99 * 90 10;
  • End;
  • Wait(0.100, Ignore Condition);
  • End;
  • Event Player.Menu_Index[0] = 4;
  • }
  • event
  • {
  • Ongoing - Global;
  • }
  • }
  • rule("Get: Basic Settings")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Event Player.Menu_Index[0] == 3;
  • Global.L_Menu[Event Player.Menu_Index[1]] == Custom String("Basic Settings");
  • }
  • actions
  • {
  • While(Is Button Held(Event Player, Melee) == True);
  • If(Event Player.Menu_Index[2] == 0);
  • Event Player.P_BasicSettings[0] = Global.L_Hero[Round To Integer((Vertical Facing Angle Of(Event Player) / 178.001 + 0.500)
  • * Count Of(Global.L_Hero), Down)];
  • Else If(Event Player.Menu_Index[2] == 1);
  • If(Event Player.P_BasicSettings[Event Player.Menu_Index[2]] == Custom String("Chill"));
  • Event Player.P_BasicSettings[Event Player.Menu_Index[2]] = Custom String("Kill");
  • Else If(Event Player.P_BasicSettings[Event Player.Menu_Index[2]] == Custom String("Kill"));
  • Event Player.P_BasicSettings[Event Player.Menu_Index[2]] = Custom String("Chill");
  • End;
  • Break;
  • Else If(Event Player.Menu_Index[2] == 2);
  • If(Event Player.P_BasicSettings[Event Player.Menu_Index[2]] == True);
  • Event Player.P_BasicSettings[Event Player.Menu_Index[2]] = False;
  • Else If(Event Player.P_BasicSettings[Event Player.Menu_Index[2]] == False);
  • Event Player.P_BasicSettings[Event Player.Menu_Index[2]] = True;
  • End;
  • Break;
  • Else If(Event Player.Menu_Index[2] == 3);
  • If(Event Player.P_BasicSettings[Event Player.Menu_Index[2]] == True);
  • Event Player.P_BasicSettings[Event Player.Menu_Index[2]] = False;
  • Else If(Event Player.P_BasicSettings[Event Player.Menu_Index[2]] == False);
  • Event Player.P_BasicSettings[Event Player.Menu_Index[2]] = True;
  • End;
  • Break;
  • Else If(Event Player.Menu_Index[2] == 4);
  • If(Event Player.P_BasicSettings[Event Player.Menu_Index[2]] == True);
  • Event Player.P_BasicSettings[Event Player.Menu_Index[2]] = False;
  • Else If(Event Player.P_BasicSettings[Event Player.Menu_Index[2]] == False);
  • Event Player.P_BasicSettings[Event Player.Menu_Index[2]] = True;
  • End;
  • Break;
  • End;
  • Wait(0.100, Ignore Condition);
  • End;
  • Event Player.Menu_Index[0] = 4;
  • }
  • }
  • rule("Get: Visual Effects")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Event Player.Menu_Index[0] == 3;
  • Global.L_Menu[Event Player.Menu_Index[1]] == Custom String("Visual Effects");
  • }
  • actions
  • {
  • While(Is Button Held(Event Player, Melee) == True);
  • If(Event Player.Menu_Index[2] == 0);
  • Event Player.P_VisualEffects[Event Player.Menu_Index[2]] = Global.L_Color[Round To Integer((Vertical Facing Angle Of(Event Player)
  • / 178.001 + 0.500) * Count Of(Global.L_Color), Down)];
  • Else If(Event Player.Menu_Index[2] == 1);
  • Event Player.P_VisualEffects[Event Player.Menu_Index[2]] = (100 ^ (Vertical Facing Angle Of(Event Player) / -178.001 + 0.500)
  • * 1 - 1) / 99 * 120 + 0.100;
  • Else If(Event Player.Menu_Index[2] >= 2 && Event Player.Menu_Index[2] <= 11);
  • If(Event Player.P_VisualEffects[Event Player.Menu_Index[2]] == True);
  • Else If(Event Player.P_VisualEffects[Event Player.Menu_Index[2]] == False);
  • Event Player.P_VisualEffects = Array(Event Player.P_VisualEffects[0], Event Player.P_VisualEffects[1], False, False, False, False,
  • False, False, False, False, False, False);
  • Event Player.P_VisualEffects[Event Player.Menu_Index[2]] = True;
  • End;
  • Break;
  • End;
  • Wait(0.100, Ignore Condition);
  • End;
  • Event Player.Menu_Index[0] = 4;
  • }
  • }
  • rule("Get: Advanced Settings")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Event Player.Menu_Index[0] == 3;
  • Global.L_Menu[Event Player.Menu_Index[1]] == Custom String("Advanced Settings");
  • }
  • actions
  • {
  • While(Is Button Held(Event Player, Melee) == True);
  • If(Event Player.Menu_Index[2] == 0);
  • If(Event Player.P_AdvancedSettings[Event Player.Menu_Index[2]] == True);
  • Event Player.P_AdvancedSettings[Event Player.Menu_Index[2]] = False;
  • Else If(Event Player.P_AdvancedSettings[Event Player.Menu_Index[2]] == False);
  • Event Player.P_AdvancedSettings[Event Player.Menu_Index[2]] = True;
  • End;
  • Break;
  • Else If(Event Player.Menu_Index[2] == 1);
  • If(Event Player.P_AdvancedSettings[Event Player.Menu_Index[2]] == True);
  • Event Player.P_AdvancedSettings[Event Player.Menu_Index[2]] = False;
  • Else If(Event Player.P_AdvancedSettings[Event Player.Menu_Index[2]] == False);
  • Event Player.P_AdvancedSettings[Event Player.Menu_Index[2]] = True;
  • End;
  • Break;
  • Else If(Event Player.Menu_Index[2] == 2);
  • If(Event Player.P_AdvancedSettings[Event Player.Menu_Index[2]] == True);
  • Event Player.P_AdvancedSettings[Event Player.Menu_Index[2]] = False;
  • Else If(Event Player.P_AdvancedSettings[Event Player.Menu_Index[2]] == False);
  • Event Player.P_AdvancedSettings[Event Player.Menu_Index[2]] = True;
  • End;
  • Break;
  • Else If(Event Player.Menu_Index[2] == 3);
  • Event Player.P_AdvancedSettings[Event Player.Menu_Index[2]] = Global.L_Turbo[Round To Integer((Vertical Facing Angle Of(
  • Event Player) / 178.001 + 0.500) * Count Of(Global.L_Turbo), Down)];
  • Else If(Event Player.Menu_Index[2] == 4);
  • Event Player.P_AdvancedSettings[Event Player.Menu_Index[2]] = (100 ^ (Vertical Facing Angle Of(Event Player) / -178.001 + 0.500)
  • * 1 - 1) / 99 * 9.968 + 0.032;
  • Else If(Event Player.Menu_Index[2] == 5);
  • Event Player.P_AdvancedSettings[Event Player.Menu_Index[2]] = All Players(All Teams)[Round To Integer((Vertical Facing Angle Of(
  • Event Player) / 178.001 + 0.500) * Count Of(All Players(All Teams)), Down)];
  • Else If(Event Player.Menu_Index[2] == 6);
  • Event Player.P_AdvancedSettings[Event Player.Menu_Index[2]] = Global.L_Offset[Round To Integer((Vertical Facing Angle Of(
  • Event Player) / 178.001 + 0.500) * Count Of(Global.L_Offset), Down)];
  • Else If(Event Player.Menu_Index[2] == 7);
  • Event Player.P_AdvancedSettings[Event Player.Menu_Index[2]] = (1000 ^ (Vertical Facing Angle Of(Event Player) / -178.001 + 0.500)
  • * 1 - 1) / 999 * 1800;
  • Else If(Event Player.Menu_Index[2] == 8);
  • Event Player.P_AdvancedSettings[Event Player.Menu_Index[2]] = Round To Integer((100 ^ (Vertical Facing Angle Of(Event Player)
  • / -178.001 + 0.500) * 1 - 1) / 99 * 1991 + 10, Down);
  • Else If(Event Player.Menu_Index[2] == 9);
  • Event Player.P_AdvancedSettings[Event Player.Menu_Index[2]] = Round To Integer((100 ^ (Vertical Facing Angle Of(Event Player)
  • / -178.001 + 0.500) * 1 - 1) / 99 * 1991 + 10, Down);
  • Else If(Event Player.Menu_Index[2] == 10);
  • Event Player.P_AdvancedSettings[Event Player.Menu_Index[2]] = Round To Integer((Vertical Facing Angle Of(Event Player)
  • / -178.001 + 0.500) * 101 + 50, Down);
  • Else If(Event Player.Menu_Index[2] == 11);
  • If(Event Player.P_AdvancedSettings[Event Player.Menu_Index[2]] == True);
  • Event Player.P_AdvancedSettings[Event Player.Menu_Index[2]] = False;
  • Event Player.P_AdvancedSettings[Event Player.Menu_Index[2] + 1] = True;
  • Else If(Event Player.P_AdvancedSettings[Event Player.Menu_Index[2]] == False);
  • Event Player.P_AdvancedSettings[Event Player.Menu_Index[2]] = True;
  • End;
  • Break;
  • Else If(Event Player.Menu_Index[2] == 12);
  • If(Event Player.P_AdvancedSettings[Event Player.Menu_Index[2]] == True);
  • Event Player.P_AdvancedSettings[Event Player.Menu_Index[2] - 1] = True;
  • Event Player.P_AdvancedSettings[Event Player.Menu_Index[2]] = False;
  • Else If(Event Player.P_AdvancedSettings[Event Player.Menu_Index[2]] == False);
  • Event Player.P_AdvancedSettings[Event Player.Menu_Index[2]] = True;
  • End;
  • Break;
  • Else If(Event Player.Menu_Index[2] == 13);
  • If(Event Player.P_AdvancedSettings[Event Player.Menu_Index[2]] == True);
  • Event Player.P_AdvancedSettings[Event Player.Menu_Index[2]] = False;
  • Else If(Event Player.P_AdvancedSettings[Event Player.Menu_Index[2]] == False);
  • Event Player.P_AdvancedSettings[Event Player.Menu_Index[2]] = True;
  • End;
  • Break;
  • End;
  • Wait(0.100, Ignore Condition);
  • End;
  • Event Player.Menu_Index[0] = 4;
  • }
  • }
  • rule("Get: Combat Modifiers")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Event Player.Menu_Index[0] == 3;
  • Global.L_Menu[Event Player.Menu_Index[1]] == Custom String("Combat Modifiers");
  • }
  • actions
  • {
  • While(Is Button Held(Event Player, Melee) == True);
  • If(Event Player.Menu_Index[2] >= 0 && Event Player.Menu_Index[2] <= 11);
  • Event Player.P_CombatModifiers[Event Player.Menu_Index[2]] = (1000 ^ (Vertical Facing Angle Of(Event Player) / -178 + 0.500)
  • * 1 - 1) / 999 * 10000;
  • Else If(Event Player.Menu_Index[2] >= 12 && Event Player.Menu_Index[2] <= 15);
  • Event Player.P_CombatModifiers[Event Player.Menu_Index[2]] = Round To Integer((100 ^ (Vertical Facing Angle Of(Event Player)
  • / -178.001 + 0.500) * 1 - 1) / 99 * 1001, Down);
  • End;
  • Wait(0.100, Ignore Condition);
  • End;
  • Event Player.Menu_Index[0] = 4;
  • }
  • }
  • rule("Get: Health Pools")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Event Player.Menu_Index[0] == 3;
  • Global.L_Menu[Event Player.Menu_Index[1]] == Custom String("Health Pools");
  • }
  • actions
  • {
  • While(Is Button Held(Event Player, Melee) == True);
  • If(Event Player.Menu_Index[2] % 2 == 0);
  • Event Player.P_HealthPools[Event Player.Menu_Index[2]] = Global.L_Type_HealthPool[Round To Integer((Vertical Facing Angle Of(
  • Event Player) / 178.001 + 0.500) * Count Of(Global.L_Type_HealthPool), Down)];
  • Else If(Event Player.Menu_Index[2] % 2 == 1);
  • Event Player.P_HealthPools[Event Player.Menu_Index[2]] = Round To Integer((100 ^ (Vertical Facing Angle Of(Event Player)
  • / -178 + 0.500) * 1 - 1) / 99 * 9999, To Nearest);
  • End;
  • Wait(0.100, Ignore Condition);
  • End;
  • Event Player.Menu_Index[0] = 4;
  • }
  • }
  • rule("Get: Abilities Settings")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Event Player.Menu_Index[0] == 3;
  • Global.L_Menu[Event Player.Menu_Index[1]] == Custom String("Ability Settings");
  • }
  • actions
  • {
  • While(Is Button Held(Event Player, Melee) == True);
  • If(Event Player.Menu_Index[2] == 0);
  • If(Event Player.P_AbilitySettings[Event Player.Menu_Index[2]] == True);
  • Event Player.P_AbilitySettings[Event Player.Menu_Index[2]] = False;
  • Else If(Event Player.P_AbilitySettings[Event Player.Menu_Index[2]] == False);
  • Event Player.P_AbilitySettings[Event Player.Menu_Index[2]] = True;
  • End;
  • Break;
  • Else If(Event Player.Menu_Index[2] == 1);
  • Event Player.P_AbilitySettings[Event Player.Menu_Index[2]] = (100 ^ (Vertical Facing Angle Of(Event Player) / -178 + 0.500)
  • * 1 - 1) / 99 * 999;
  • Else If(Event Player.Menu_Index[2] == 2);
  • If(Event Player.P_AbilitySettings[Event Player.Menu_Index[2]] == True);
  • Event Player.P_AbilitySettings[Event Player.Menu_Index[2]] = False;
  • Else If(Event Player.P_AbilitySettings[Event Player.Menu_Index[2]] == False);
  • Event Player.P_AbilitySettings[Event Player.Menu_Index[2]] = True;
  • End;
  • Break;
  • Else If(Event Player.Menu_Index[2] == 3);
  • Event Player.P_AbilitySettings[Event Player.Menu_Index[2]] = (100 ^ (Vertical Facing Angle Of(Event Player) / -178 + 0.500)
  • * 1 - 1) / 99 * 999;
  • Else If(Event Player.Menu_Index[2] == 4);
  • If(Event Player.P_AbilitySettings[Event Player.Menu_Index[2]] == True);
  • Event Player.P_AbilitySettings[Event Player.Menu_Index[2]] = False;
  • Else If(Event Player.P_AbilitySettings[Event Player.Menu_Index[2]] == False);
  • Event Player.P_AbilitySettings[Event Player.Menu_Index[2]] = True;
  • End;
  • Break;
  • Else If(Event Player.Menu_Index[2] == 5);
  • Event Player.P_AbilitySettings[Event Player.Menu_Index[2]] = (100 ^ (Vertical Facing Angle Of(Event Player) / -178 + 0.500)
  • * 1 - 1) / 99 * 999;
  • Else If(Event Player.Menu_Index[2] == 6);
  • If(Event Player.P_AbilitySettings[Event Player.Menu_Index[2]] == True);
  • Event Player.P_AbilitySettings[Event Player.Menu_Index[2]] = False;
  • Else If(Event Player.P_AbilitySettings[Event Player.Menu_Index[2]] == False);
  • Event Player.P_AbilitySettings[Event Player.Menu_Index[2]] = True;
  • End;
  • Break;
  • Else If(Event Player.Menu_Index[2] == 7);
  • Event Player.P_AbilitySettings[Event Player.Menu_Index[2]] = (100 ^ (Vertical Facing Angle Of(Event Player) / -178 + 0.500)
  • * 1 - 1) / 99 * 999;
  • Else If(Event Player.Menu_Index[2] == 8);
  • If(Event Player.P_AbilitySettings[Event Player.Menu_Index[2]] == True);
  • Event Player.P_AbilitySettings[Event Player.Menu_Index[2]] = False;
  • Else If(Event Player.P_AbilitySettings[Event Player.Menu_Index[2]] == False);
  • Event Player.P_AbilitySettings[Event Player.Menu_Index[2]] = True;
  • End;
  • Break;
  • Else If(Event Player.Menu_Index[2] == 9);
  • Event Player.P_AbilitySettings[Event Player.Menu_Index[2]] = (100 ^ (Vertical Facing Angle Of(Event Player) / -178 + 0.500)
  • * 1 - 1) / 99 * 999;
  • Else If(Event Player.Menu_Index[2] == 10);
  • If(Event Player.P_AbilitySettings[Event Player.Menu_Index[2]] == True);
  • Event Player.P_AbilitySettings[Event Player.Menu_Index[2]] = False;
  • Else If(Event Player.P_AbilitySettings[Event Player.Menu_Index[2]] == False);
  • Event Player.P_AbilitySettings[Event Player.Menu_Index[2]] = True;
  • End;
  • Break;
  • Else If(Event Player.Menu_Index[2] == 11);
  • Event Player.P_AbilitySettings[Event Player.Menu_Index[2]] = (100 ^ (Vertical Facing Angle Of(Event Player) / -178 + 0.500)
  • * 1 - 1) / 99 * 999;
  • Else If(Event Player.Menu_Index[2] == 12);
  • If(Event Player.P_AbilitySettings[Event Player.Menu_Index[2]] == True);
  • Event Player.P_AbilitySettings[Event Player.Menu_Index[2]] = False;
  • Else If(Event Player.P_AbilitySettings[Event Player.Menu_Index[2]] == False);
  • Event Player.P_AbilitySettings[Event Player.Menu_Index[2]] = True;
  • End;
  • Break;
  • Else If(Event Player.Menu_Index[2] == 13);
  • Event Player.P_AbilitySettings[Event Player.Menu_Index[2]] = (100 ^ (Vertical Facing Angle Of(Event Player) / -178 + 0.500)
  • * 1 - 1) / 99 * 999;
  • Else If(Event Player.Menu_Index[2] == 14);
  • If(Event Player.P_AbilitySettings[Event Player.Menu_Index[2]] == True);
  • Event Player.P_AbilitySettings[Event Player.Menu_Index[2]] = False;
  • Else If(Event Player.P_AbilitySettings[Event Player.Menu_Index[2]] == False);
  • Event Player.P_AbilitySettings[Event Player.Menu_Index[2]] = True;
  • End;
  • Break;
  • Else If(Event Player.Menu_Index[2] == 15);
  • If(Event Player.P_AbilitySettings[Event Player.Menu_Index[2]] == True);
  • Event Player.P_AbilitySettings[Event Player.Menu_Index[2]] = False;
  • Else If(Event Player.P_AbilitySettings[Event Player.Menu_Index[2]] == False);
  • Event Player.P_AbilitySettings[Event Player.Menu_Index[2]] = True;
  • End;
  • Break;
  • End;
  • Wait(0.100, Ignore Condition);
  • End;
  • Event Player.Menu_Index[0] = 4;
  • }
  • }
  • rule("Get: Status Effects")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Event Player.Menu_Index[0] == 3;
  • Global.L_Menu[Event Player.Menu_Index[1]] == Custom String("Status Effects");
  • }
  • actions
  • {
  • If(Event Player.P_StatusEffects[Event Player.Menu_Index[2]] == True);
  • Event Player.P_StatusEffects[Event Player.Menu_Index[2]] = False;
  • Else If(Event Player.P_StatusEffects[Event Player.Menu_Index[2]] == False);
  • Event Player.P_StatusEffects[Event Player.Menu_Index[2]] = True;
  • End;
  • Event Player.Menu_Index[0] = 4;
  • }
  • }
  • rule("Get: Save States")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Event Player.Menu_Index[0] == 3;
  • Global.L_Menu[Event Player.Menu_Index[1]] == Custom String("Save States");
  • }
  • actions
  • {
  • If(Event Player.Menu_Index[2] == 0);
  • Event Player.S_BasicSettings = Event Player.P_BasicSettings;
  • Event Player.S_VisualEffects = Event Player.P_VisualEffects;
  • Event Player.S_AdvancedSettings = Event Player.P_AdvancedSettings;
  • Event Player.S_CombatModifiers = Event Player.P_CombatModifiers;
  • Event Player.S_HealthPools = Event Player.P_HealthPools;
  • Event Player.S_AbilitySettings = Event Player.P_AbilitySettings;
  • Event Player.S_StatusEffects = Event Player.P_StatusEffects;
  • Else If(Event Player.Menu_Index[2] == 1);
  • Event Player.P_BasicSettings = Event Player.S_BasicSettings;
  • Event Player.P_VisualEffects = Event Player.S_VisualEffects;
  • Event Player.P_AdvancedSettings = Event Player.S_AdvancedSettings;
  • Event Player.P_CombatModifiers = Event Player.S_CombatModifiers;
  • Event Player.P_HealthPools = Event Player.S_HealthPools;
  • Event Player.P_AbilitySettings = Event Player.S_AbilitySettings;
  • Event Player.P_StatusEffects = Event Player.S_StatusEffects;
  • Else If(Event Player.Menu_Index[2] == 2);
  • Event Player.P_BasicSettings = Global.R_BasicSettings;
  • Event Player.P_VisualEffects = Global.R_VisualEffects;
  • Event Player.P_AdvancedSettings = Global.R_AdvancedSettings;
  • Event Player.P_CombatModifiers = Global.R_CombatModifiers;
  • Event Player.P_HealthPools = Global.R_HealthPools;
  • Event Player.P_AbilitySettings = Global.R_AbilitySettings;
  • Event Player.P_StatusEffects = Global.R_StatusEffects;
  • End;
  • Event Player.Menu_Index[0] = 4;
  • }
  • }
  • rule("Get: Host Tools")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Event Player.Menu_Index[0] == 3;
  • Global.L_Menu[Event Player.Menu_Index[1]] == Custom String("Host Tools");
  • }
  • actions
  • {
  • While(Is Button Held(Event Player, Melee) == True);
  • If(Event Player.Menu_Index[2] == 0);
  • Event Player.P_HostTools[Event Player.Menu_Index[2]] = Append To Array(Custom String("All Non Host Players"), Filtered Array(
  • All Players(All Teams), Current Array Element != Host Player))[Round To Integer((Vertical Facing Angle Of(Event Player)
  • / 178.001 + 0.500) * Count Of(All Players(All Teams)), Down)];
  • Else If(Event Player.Menu_Index[2] == 1);
  • Event Player.P_HostTools[Event Player.Menu_Index[2]] = Global.L_Menu[Round To Integer((Vertical Facing Angle Of(Event Player)
  • / 178.001 + 0.500) * (Count Of(Global.L_Menu) - 2), Down)];
  • Event Player.P_HostTools[Event Player.Menu_Index[2] + 1] = Custom String("");
  • Else If(Event Player.Menu_Index[2] == 2);
  • If(Event Player.P_HostTools[1] == Global.L_Menu[0]);
  • Event Player.P_HostTools[Event Player.Menu_Index[2]] = Global.L_BasicSettings[Round To Integer((Vertical Facing Angle Of(
  • Event Player) / 178.001 + 0.500) * Count Of(Global.L_BasicSettings), Down)];
  • Else If(Event Player.P_HostTools[1] == Global.L_Menu[1]);
  • Event Player.P_HostTools[Event Player.Menu_Index[2]] = Global.L_VisualEffects[Round To Integer((Vertical Facing Angle Of(
  • Event Player) / 178.001 + 0.500) * Count Of(Global.L_VisualEffects), Down)];
  • Else If(Event Player.P_HostTools[1] == Global.L_Menu[2]);
  • Event Player.P_HostTools[Event Player.Menu_Index[2]] = Global.L_AdvancedSettings[Round To Integer((Vertical Facing Angle Of(
  • Event Player) / 178.001 + 0.500) * Count Of(Global.L_AdvancedSettings), Down)];
  • Else If(Event Player.P_HostTools[1] == Global.L_Menu[3]);
  • Event Player.P_HostTools[Event Player.Menu_Index[2]] = Global.L_CombatModifiers[Round To Integer((Vertical Facing Angle Of(
  • Event Player) / 178.001 + 0.500) * Count Of(Global.L_CombatModifiers), Down)];
  • Else If(Event Player.P_HostTools[1] == Global.L_Menu[4]);
  • Event Player.P_HostTools[Event Player.Menu_Index[2]] = Global.L_HealthPools[Round To Integer((Vertical Facing Angle Of(
  • Event Player) / 178.001 + 0.500) * Count Of(Global.L_HealthPools), Down)];
  • Else If(Event Player.P_HostTools[1] == Global.L_Menu[5]);
  • Event Player.P_HostTools[Event Player.Menu_Index[2]] = Global.L_AbilitySettings[Round To Integer((Vertical Facing Angle Of(
  • Event Player) / 178.001 + 0.500) * Count Of(Global.L_AbilitySettings), Down)];
  • Else If(Event Player.P_HostTools[1] == Global.L_Menu[6]);
  • Event Player.P_HostTools[Event Player.Menu_Index[2]] = Global.L_StatusEffects[Round To Integer((Vertical Facing Angle Of(
  • Event Player) / 178.001 + 0.500) * Count Of(Global.L_StatusEffects), Down)];
  • End;
  • Else If(Event Player.Menu_Index[2] == 3);
  • Break;
  • Else If(Event Player.Menu_Index[2] == 4);
  • Break;
  • Else If(Event Player.Menu_Index[2] == 5);
  • If(Event Player.P_HostTools[0] == Custom String("All Non Host Players"));
  • Remove From Array(All Players(All Teams), Host Player).Mod_Access = False;
  • Else If(Event Player.P_HostTools[0] != Custom String("All Non Host Players"));
  • Event Player.P_HostTools[0].Mod_Access = False;
  • End;
  • Event Player.P_HostTools[Event Player.Menu_Index[2]] = False;
  • Break;
  • Else If(Event Player.Menu_Index[2] == 6);
  • Break;
  • Else If(Event Player.Menu_Index[2] == 7);
  • Event Player.P_HostTools[Event Player.Menu_Index[2]] = (100 ^ (Vertical Facing Angle Of(Event Player) / -178.001 + 0.500) * 1 - 1)
  • / 99 * 90 + 10;
  • Else If(Event Player.Menu_Index[2] == 8);
  • Event Player.P_HostTools[8] = Global.L_Hero[Round To Integer((Vertical Facing Angle Of(Event Player) / 178.001 + 0.500) * Count Of(
  • Global.L_Hero), Down)];
  • Else If(Event Player.Menu_Index[2] == 9);
  • If(Event Player.P_HostTools[Event Player.Menu_Index[2]] == Custom String("Free For All"));
  • Event Player.P_HostTools[Event Player.Menu_Index[2]] = Custom String("Team 1");
  • Else If(Event Player.P_HostTools[Event Player.Menu_Index[2]] == Custom String("Team 1"));
  • Event Player.P_HostTools[Event Player.Menu_Index[2]] = Custom String("Team 2");
  • Else If(Event Player.P_HostTools[Event Player.Menu_Index[2]] == Custom String("Team 2"));
  • Event Player.P_HostTools[Event Player.Menu_Index[2]] = Custom String("Free For All");
  • End;
  • Break;
  • Else If(Event Player.Menu_Index[2] == 10);
  • Break;
  • Else If(Event Player.Menu_Index[2] == 11);
  • Break;
  • Else If(Event Player.Menu_Index[2] == 12);
  • Break;
  • Else If(Event Player.Menu_Index[2] == 13);
  • Event Player.P_HostTools[Event Player.Menu_Index[2]] = (100 ^ (Vertical Facing Angle Of(Event Player) / -178.001 + 0.500) * 1 - 1)
  • / 99 * 60;
  • End;
  • Wait(0.100, Ignore Condition);
  • End;
  • Event Player.Menu_Index[0] = 4;
  • }
  • }
  • disabled rule("Subroutines")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • event
  • {
  • Ongoing - Global;
  • }
  • }
  • rule("Execute Subroutines")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Event Player.Menu_Index[0] == 4;
  • }
  • actions
  • {
  • If(Event Player.Menu_Index[1] == 0);
  • Call Subroutine(S_GS);
  • Else If(Event Player.Menu_Index[1] == 1);
  • Call Subroutine(S_CM);
  • Else If(Event Player.Menu_Index[1] == 2);
  • Call Subroutine(S_HP);
  • Else If(Event Player.Menu_Index[1] == 3);
  • Call Subroutine(S_AA);
  • Else If(Event Player.Menu_Index[1] == 4);
  • Call Subroutine(S_SE);
  • Else If(Event Player.Menu_Index[1] == 5);
  • Call Subroutine(S_VE);
  • Else If(Event Player.Menu_Index[1] == 6);
  • Call Subroutine(S_HT);
  • End;
  • Event Player.Menu_Index[0] = 2;
  • }
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Event Player.Menu_Index[0] == 4;
  • }
  • actions
  • {
  • If(Global.L_Menu[Event Player.Menu_Index[1]] == Custom String("Basic Settings"));
  • Call Subroutine(S_BasicSettings);
  • Else If(Global.L_Menu[Event Player.Menu_Index[1]] == Custom String("Visual Effects"));
  • Call Subroutine(S_VisualEffects);
  • Else If(Global.L_Menu[Event Player.Menu_Index[1]] == Custom String("Advanced Settings"));
  • Call Subroutine(S_AdvancedSettings);
  • Else If(Global.L_Menu[Event Player.Menu_Index[1]] == Custom String("Combat Modifiers"));
  • Call Subroutine(S_CombatModifiers);
  • Else If(Global.L_Menu[Event Player.Menu_Index[1]] == Custom String("Health Pools"));
  • Call Subroutine(S_HealthPools);
  • Else If(Global.L_Menu[Event Player.Menu_Index[1]] == Custom String("Ability Settings"));
  • Call Subroutine(S_AbilitySettings);
  • Else If(Global.L_Menu[Event Player.Menu_Index[1]] == Custom String("Status Effects"));
  • Call Subroutine(S_StatusEffects);
  • Else If(Global.L_Menu[Event Player.Menu_Index[1]] == Custom String("Save States"));
  • If(Event Player.Menu_Index[2] == 0);
  • Big Message(Event Player, Custom String("Current Parameters Saved to Savestate"));
  • Else If(Event Player.Menu_Index[2] == 1 || Event Player.Menu_Index[2] == 2);
  • Call Subroutine(S_SaveStates);
  • Abort;
  • End;
  • Else If(Global.L_Menu[Event Player.Menu_Index[1]] == Custom String("Host Tools"));
  • Call Subroutine(S_HostTools);
  • End;
  • Event Player.Menu_Index[0] = 2;
  • }
  • }
  • rule("SUB: Button Toggle")
  • {
  • event
  • {
  • Subroutine;
  • S_Button_Toggle;
  • }
  • actions
  • {
  • If(Event Player.Menu_Index[0] == 0);
  • Allow Button(Event Player, Primary Fire);
  • Allow Button(Event Player, Secondary Fire);
  • Allow Button(Event Player, Interact);
  • Allow Button(Event Player, Melee);
  • Allow Button(Event Player, Reload);
  • Else;
  • Disallow Button(Event Player, Primary Fire);
  • Disallow Button(Event Player, Secondary Fire);
  • Disallow Button(Event Player, Interact);
  • Disallow Button(Event Player, Melee);
  • Disallow Button(Event Player, Reload);
  • End;
  • }
  • }
  • rule("SUB: Set General Settings")
  • {
  • event
  • {
  • Subroutine;
  • S_GS;
  • }
  • actions
  • {
  • If(Event Player.Menu_Index[2] == 0);
  • Start Forcing Player To Be Hero(Event Player, Event Player.P_GS[0]);
  • Stop Forcing Player To Be Hero(Event Player);
  • Else If(Event Player.Menu_Index[2] == 1);
  • If(Event Player.P_GS[1] == True);
  • Start Camera(Event Player, Ray Cast Hit Position(Eye Position(Event Player), Eye Position(Event Player) - Facing Direction Of(
  • Event Player) * 2 * Distance Between(Eye Position(Event Player), Position Of(Event Player)) Vector(0,
  • 0.400 * Distance Between(Eye Position(Event Player), Position Of(Event Player)), 0), Null, Null, False), Ray Cast Hit Position(
  • Eye Position(Event Player), Eye Position(Event Player) Facing Direction Of(Event Player) * 100, Null, Null, False), Max(
  • Event Player.P_CM[9] / 5, 20));
  • Else If(Event Player.P_GS[1] == False);
  • Stop Camera(Event Player);
  • End;
  • Else If(Event Player.Menu_Index[2] == 2);
  • If(Event Player.P_GS[2] == True);
  • Set Invisible(Event Player, None);
  • Else If(Event Player.P_GS[2] == False);
  • Set Invisible(Event Player, All);
  • End;
  • Else If(Event Player.Menu_Index[2] == 3);
  • If(Event Player.P_GS[3] == True);
  • Enable Nameplates(Event Player, All Players(All Teams));
  • Else If(Event Player.P_GS[3] == False);
  • Disable Nameplates(Event Player, All Players(All Teams));
  • End;
  • Else If(Event Player.Menu_Index[2] == 4);
  • If(Event Player.P_GS[4] == Global.L_Color[0]);
  • Start Forcing Player Outlines(Event Player, All Players(All Teams), True, White);
  • Else If(Event Player.P_GS[4] == Global.L_Color[1]);
  • Start Forcing Player Outlines(Event Player, All Players(All Teams), True, Red);
  • Else If(Event Player.P_GS[4] == Global.L_Color[2]);
  • Start Forcing Player Outlines(Event Player, All Players(All Teams), True, Orange);
  • Else If(Event Player.P_GS[4] == Global.L_Color[3]);
  • Start Forcing Player Outlines(Event Player, All Players(All Teams), True, Yellow);
  • Else If(Event Player.P_GS[4] == Global.L_Color[4]);
  • Start Forcing Player Outlines(Event Player, All Players(All Teams), True, Lime Green);
  • Else If(Event Player.P_GS[4] == Global.L_Color[5]);
  • Start Forcing Player Outlines(Event Player, All Players(All Teams), True, Green);
  • Else If(Event Player.P_GS[4] == Global.L_Color[6]);
  • Start Forcing Player Outlines(Event Player, All Players(All Teams), True, Turquoise);
  • Else If(Event Player.P_GS[4] == Global.L_Color[7]);
  • Start Forcing Player Outlines(Event Player, All Players(All Teams), True, Aqua);
  • Else If(Event Player.P_GS[4] == Global.L_Color[8]);
  • Start Forcing Player Outlines(Event Player, All Players(All Teams), True, Sky Blue);
  • Else If(Event Player.P_GS[4] == Global.L_Color[9]);
  • Start Forcing Player Outlines(Event Player, All Players(All Teams), True, Blue);
  • Else If(Event Player.P_GS[4] == Global.L_Color[10]);
  • Start Forcing Player Outlines(Event Player, All Players(All Teams), True, Purple);
  • Else If(Event Player.P_GS[4] == Global.L_Color[11]);
  • Start Forcing Player Outlines(Event Player, All Players(All Teams), True, Team 1);
  • Else If(Event Player.P_GS[4] == Global.L_Color[12]);
  • Start Forcing Player Outlines(Event Player, All Players(All Teams), True, Team 2);
  • Else If(Event Player.P_GS[4] == Global.L_Color[13]);
  • Stop Forcing Player Outlines(Event Player, All Players(All Teams));
  • End;
  • Else If(Event Player.Menu_Index[2] == 5);
  • Else If(Event Player.Menu_Index[2] == 6);
  • Chase Player Variable At Rate(Event Player, C_Scale, Event Player.P_GS[6], Event Player.P_GS[5], None);
  • Else If(Event Player.Menu_Index[2] == 7);
  • Chase Player Variable At Rate(Event Player, C_Barrier, Event Player.P_GS[7], Event Player.P_GS[5], None);
  • Else If(Event Player.Menu_Index[2] == 8);
  • Chase Player Variable At Rate(Event Player, C_Voice, Event Player.P_GS[8], Event Player.P_GS[5], None);
  • Else If(Event Player.Menu_Index[2] == 9 || Event Player.Menu_Index[2] == 10);
  • If(Event Player.P_GS[10] == False);
  • Disable Movement Collision With Environment(Event Player, True);
  • Event Player.P_GS[9] = False;
  • Else If(Event Player.P_GS[9] == False);
  • Disable Movement Collision With Environment(Event Player, False);
  • Else;
  • Enable Movement Collision With Environment(Event Player);
  • End;
  • Else If(Event Player.Menu_Index[2] == 11);
  • If(Event Player.P_GS[11] == True);
  • Enable Movement Collision With Players(Event Player);
  • Else If(Event Player.P_GS[11] == False);
  • Disable Movement Collision With Players(Event Player);
  • End;
  • Else If(Event Player.Menu_Index[2] == 12);
  • Event Player.S_GS = Event Player.P_GS;
  • Event Player.S_CM = Event Player.P_CM;
  • Event Player.S_HP = Event Player.P_HP;
  • Event Player.S_AA = Event Player.P_AA;
  • Event Player.S_SE = Event Player.P_SE;
  • Event Player.S_VE = Event Player.P_VE;
  • Big Message(Event Player, Custom String("Current Parameters Saved to Savestate"));
  • Else If(Event Player.Menu_Index[2] == 13);
  • Event Player.P_GS = Event Player.S_GS;
  • Event Player.P_CM = Event Player.S_CM;
  • Event Player.P_HP = Event Player.S_HP;
  • Event Player.P_AA = Event Player.S_AA;
  • Event Player.P_SE = Event Player.S_SE;
  • Event Player.P_VE = Event Player.S_VE;
  • Call Subroutine(Set_Parameters);
  • Else If(Event Player.Menu_Index[2] == 14);
  • Event Player.P_GS = Global.R_GS;
  • Event Player.P_CM = Global.R_CM;
  • Event Player.P_HP = Global.R_HP;
  • Event Player.P_AA = Global.R_AA;
  • Event Player.P_SE = Global.R_SE;
  • Event Player.P_VE = Global.R_VE;
  • Call Subroutine(Set_Parameters);
  • End;
  • }
  • event
  • {
  • Subroutine;
  • S_Button_Toggle;
  • }
  • actions
  • {
  • If(Event Player.Menu_Index[0] == 0);
  • Allow Button(Event Player, Primary Fire);
  • Allow Button(Event Player, Secondary Fire);
  • Allow Button(Event Player, Interact);
  • Allow Button(Event Player, Melee);
  • Allow Button(Event Player, Reload);
  • Else;
  • Disallow Button(Event Player, Primary Fire);
  • Disallow Button(Event Player, Secondary Fire);
  • Disallow Button(Event Player, Interact);
  • Disallow Button(Event Player, Melee);
  • Disallow Button(Event Player, Reload);
  • End;
  • }
  • }
  • rule("SUB: Set Basic Settings")
  • {
  • event
  • {
  • Subroutine;
  • S_BasicSettings;
  • }
  • actions
  • {
  • If(Event Player.Menu_Index[2] == 0);
  • Start Forcing Player To Be Hero(Event Player, Event Player.P_BasicSettings[0]);
  • Stop Forcing Player To Be Hero(Event Player);
  • Else If(Event Player.Menu_Index[2] == 1);
  • If(Event Player.P_BasicSettings[Event Player.Menu_Index[2]] == Custom String("Chill"));
  • Set Status(Event Player, Null, Phased Out, 9999);
  • Set Damage Dealt(Event Player, 0);
  • Else If(Event Player.P_BasicSettings[Event Player.Menu_Index[2]] == Custom String("Kill"));
  • Clear Status(Event Player, Phased Out);
  • Set Damage Dealt(Event Player, 100);
  • End;
  • Else If(Event Player.Menu_Index[2] == 2);
  • If(Event Player.P_BasicSettings[Event Player.Menu_Index[2]] == True);
  • Start Camera(Event Player, Ray Cast Hit Position(Eye Position(Event Player), Eye Position(Event Player) - Facing Direction Of(
  • Event Player) * 2 * Distance Between(Eye Position(Event Player), Position Of(Event Player)) + Vector(0,
  • 0.400 * Distance Between(Eye Position(Event Player), Position Of(Event Player)), 0), Null, Null, False), Ray Cast Hit Position(
  • Eye Position(Event Player), Eye Position(Event Player) + Facing Direction Of(Event Player) * 100, Null, Null, False), Max(
  • Event Player.P_CombatModifiers[9] / 5, 20));
  • Else If(Event Player.P_BasicSettings[Event Player.Menu_Index[2]] == False);
  • Stop Camera(Event Player);
  • End;
  • Else If(Event Player.Menu_Index[2] == 3);
  • Else If(Event Player.Menu_Index[2] == 4);
  • End;
  • }
  • }
  • rule("SUB: Set Visual Effects")
  • {
  • event
  • {
  • Subroutine;
  • S_VisualEffects;
  • }
  • actions
  • {
  • If(Event Player.Menu_Index[2] == 0);
  • If(Event Player.P_VisualEffects[Event Player.Menu_Index[2]] == Global.L_Color[0]);
  • Start Forcing Player Outlines(Event Player, All Players(All Teams), True, White);
  • Else If(Event Player.P_VisualEffects[Event Player.Menu_Index[2]] == Global.L_Color[1]);
  • Start Forcing Player Outlines(Event Player, All Players(All Teams), True, Red);
  • Else If(Event Player.P_VisualEffects[Event Player.Menu_Index[2]] == Global.L_Color[2]);
  • Start Forcing Player Outlines(Event Player, All Players(All Teams), True, Orange);
  • Else If(Event Player.P_VisualEffects[Event Player.Menu_Index[2]] == Global.L_Color[3]);
  • Start Forcing Player Outlines(Event Player, All Players(All Teams), True, Yellow);
  • Else If(Event Player.P_VisualEffects[Event Player.Menu_Index[2]] == Global.L_Color[4]);
  • Start Forcing Player Outlines(Event Player, All Players(All Teams), True, Lime Green);
  • Else If(Event Player.P_VisualEffects[Event Player.Menu_Index[2]] == Global.L_Color[5]);
  • Start Forcing Player Outlines(Event Player, All Players(All Teams), True, Green);
  • Else If(Event Player.P_VisualEffects[Event Player.Menu_Index[2]] == Global.L_Color[6]);
  • Start Forcing Player Outlines(Event Player, All Players(All Teams), True, Turquoise);
  • Else If(Event Player.P_VisualEffects[Event Player.Menu_Index[2]] == Global.L_Color[7]);
  • Start Forcing Player Outlines(Event Player, All Players(All Teams), True, Aqua);
  • Else If(Event Player.P_VisualEffects[Event Player.Menu_Index[2]] == Global.L_Color[8]);
  • Start Forcing Player Outlines(Event Player, All Players(All Teams), True, Sky Blue);
  • Else If(Event Player.P_VisualEffects[Event Player.Menu_Index[2]] == Global.L_Color[9]);
  • Start Forcing Player Outlines(Event Player, All Players(All Teams), True, Blue);
  • Else If(Event Player.P_VisualEffects[Event Player.Menu_Index[2]] == Global.L_Color[10]);
  • Start Forcing Player Outlines(Event Player, All Players(All Teams), True, Purple);
  • Else If(Event Player.P_VisualEffects[Event Player.Menu_Index[2]] == Global.L_Color[11]);
  • Start Forcing Player Outlines(Event Player, All Players(All Teams), True, Team 1);
  • Else If(Event Player.P_VisualEffects[Event Player.Menu_Index[2]] == Global.L_Color[12]);
  • Start Forcing Player Outlines(Event Player, All Players(All Teams), True, Team 2);
  • Else If(Event Player.P_VisualEffects[Event Player.Menu_Index[2]] == Global.L_Color[13]);
  • Stop Forcing Player Outlines(Event Player, All Players(All Teams));
  • End;
  • Else If(Event Player.Menu_Index[2] == 1);
  • Else If(Event Player.Menu_Index[2] >= 2 && Event Player.Menu_Index[2] <= 11);
  • Destroy Effect(Event Player.ID_Visual_Effect[0]);
  • Destroy Effect(Event Player.ID_Visual_Effect[1]);
  • Destroy Effect(Event Player.ID_Visual_Effect[2]);
  • Destroy Effect(Event Player.ID_Visual_Effect[3]);
  • Destroy Effect(Event Player.ID_Visual_Effect[4]);
  • Destroy Effect(Event Player.ID_Visual_Effect[5]);
  • Destroy Effect(Event Player.ID_Visual_Effect[6]);
  • Destroy Effect(Event Player.ID_Visual_Effect[7]);
  • Destroy Effect(Event Player.ID_Visual_Effect[8]);
  • Destroy Effect(Event Player.ID_Visual_Effect[9]);
  • Wait(0.016, Ignore Condition);
  • If(Event Player.Menu_Index[2] >= 2 && Event Player.Menu_Index[2] <= 6);
  • Call Subroutine(S_VisualEffects1);
  • Else If(Event Player.Menu_Index[2] >= 7 && Event Player.Menu_Index[2] <= 11);
  • Call Subroutine(S_VisualEffects2);
  • End;
  • End;
  • }
  • }
  • rule("SUB: Set Visual Effects #1")
  • {
  • event
  • {
  • Subroutine;
  • S_VisualEffects1;
  • }
  • actions
  • {
  • If(Event Player.Menu_Index[2] == 2 && Event Player.P_VisualEffects[2] == True);
  • Create Effect(All Players(All Teams), Sphere, White, Eye Position(Event Player) + Vector(Sine From Degrees((
  • Event Player.C_Effect + 1) * 360) * 0.750, Sine From Degrees((Event Player.C_Effect + 1) * 360) * 0.500, Cosine From Degrees((
  • Event Player.C_Effect + 1) * 360) * 1) * Distance Between(Eye Position(Event Player), Position Of(Event Player)),
  • 0.150 * Distance Between(Eye Position(Event Player), Position Of(Event Player)), Position and Radius);
  • Event Player.ID_Visual_Effect[0] = Last Created Entity;
  • Create Effect(All Players(All Teams), Good Aura, Sky Blue, Eye Position(Event Player) + Vector(Sine From Degrees((
  • Event Player.C_Effect + 0.950) * 360) * 0.750, Sine From Degrees((Event Player.C_Effect + 0.950) * 360) * 0.500,
  • Cosine From Degrees((Event Player.C_Effect + 0.950) * 360) * 1) * Distance Between(Eye Position(Event Player), Position Of(
  • Event Player)), 0.090 * Distance Between(Eye Position(Event Player), Position Of(Event Player)), Position and Radius);
  • Event Player.ID_Visual_Effect[1] = Last Created Entity;
  • Create Effect(All Players(All Teams), Good Aura, Sky Blue, Eye Position(Event Player) + Vector(Sine From Degrees((
  • Event Player.C_Effect + 0.900) * 360) * 0.750, Sine From Degrees((Event Player.C_Effect + 0.900) * 360) * 0.500,
  • Cosine From Degrees((Event Player.C_Effect + 0.900) * 360) * 1) * Distance Between(Eye Position(Event Player), Position Of(
  • Event Player)), 0.080 * Distance Between(Eye Position(Event Player), Position Of(Event Player)), Position and Radius);
  • Event Player.ID_Visual_Effect[2] = Last Created Entity;
  • Create Effect(All Players(All Teams), Good Aura, Sky Blue, Eye Position(Event Player) + Vector(Sine From Degrees((
  • Event Player.C_Effect + 0.850) * 360) * 0.750, Sine From Degrees((Event Player.C_Effect + 0.850) * 360) * 0.500,
  • Cosine From Degrees((Event Player.C_Effect + 0.850) * 360) * 1) * Distance Between(Eye Position(Event Player), Position Of(
  • Event Player)), 0.070 * Distance Between(Eye Position(Event Player), Position Of(Event Player)), Position and Radius);
  • Event Player.ID_Visual_Effect[3] = Last Created Entity;
  • Create Effect(All Players(All Teams), Good Aura, Blue, Eye Position(Event Player) + Vector(Sine From Degrees((
  • Event Player.C_Effect + 0.800) * 360) * 0.750, Sine From Degrees((Event Player.C_Effect + 0.800) * 360) * 0.500,
  • Cosine From Degrees((Event Player.C_Effect + 0.800) * 360) * 1) * Distance Between(Eye Position(Event Player), Position Of(
  • Event Player)), 0.060 * Distance Between(Eye Position(Event Player), Position Of(Event Player)), Position and Radius);
  • Event Player.ID_Visual_Effect[4] = Last Created Entity;
  • Create Effect(All Players(All Teams), Good Aura, Blue, Eye Position(Event Player) + Vector(Sine From Degrees((
  • Event Player.C_Effect + 0.750) * 360) * 0.750, Sine From Degrees((Event Player.C_Effect + 0.750) * 360) * 0.500,
  • Cosine From Degrees((Event Player.C_Effect + 0.750) * 360) * 1) * Distance Between(Eye Position(Event Player), Position Of(
  • Event Player)), 0.050 * Distance Between(Eye Position(Event Player), Position Of(Event Player)), Position and Radius);
  • Event Player.ID_Visual_Effect[5] = Last Created Entity;
  • Create Effect(All Players(All Teams), Good Aura, Blue, Eye Position(Event Player) + Vector(Sine From Degrees((
  • Event Player.C_Effect + 0.700) * 360) * 0.750, Sine From Degrees((Event Player.C_Effect + 0.700) * 360) * 0.500,
  • Cosine From Degrees((Event Player.C_Effect + 0.700) * 360) * 1) * Distance Between(Eye Position(Event Player), Position Of(
  • Event Player)), 0.040 * Distance Between(Eye Position(Event Player), Position Of(Event Player)), Position and Radius);
  • Event Player.ID_Visual_Effect[6] = Last Created Entity;
  • Create Effect(All Players(All Teams), Good Aura, Purple, Eye Position(Event Player) + Vector(Sine From Degrees((
  • Event Player.C_Effect + 0.650) * 360) * 0.750, Sine From Degrees((Event Player.C_Effect + 0.650) * 360) * 0.500,
  • Cosine From Degrees((Event Player.C_Effect + 0.650) * 360) * 1) * Distance Between(Eye Position(Event Player), Position Of(
  • Event Player)), 0.030 * Distance Between(Eye Position(Event Player), Position Of(Event Player)), Position and Radius);
  • Event Player.ID_Visual_Effect[7] = Last Created Entity;
  • Create Effect(All Players(All Teams), Good Aura, Purple, Eye Position(Event Player) + Vector(Sine From Degrees((
  • Event Player.C_Effect + 0.600) * 360) * 0.750, Sine From Degrees((Event Player.C_Effect + 0.600) * 360) * 0.500,
  • Cosine From Degrees((Event Player.C_Effect + 0.600) * 360) * 1) * Distance Between(Eye Position(Event Player), Position Of(
  • Event Player)), 0.020 * Distance Between(Eye Position(Event Player), Position Of(Event Player)), Position and Radius);
  • Event Player.ID_Visual_Effect[8] = Last Created Entity;
  • Create Effect(All Players(All Teams), Good Aura, Purple, Eye Position(Event Player) + Vector(Sine From Degrees((
  • Event Player.C_Effect + 0.550) * 360) * 0.750, Sine From Degrees((Event Player.C_Effect + 0.550) * 360) * 0.500,
  • Cosine From Degrees((Event Player.C_Effect + 0.550) * 360) * 1) * Distance Between(Eye Position(Event Player), Position Of(
  • Event Player)), 0.010 * Distance Between(Eye Position(Event Player), Position Of(Event Player)), Position and Radius);
  • Event Player.ID_Visual_Effect[9] = Last Created Entity;
  • Else If(Event Player.Menu_Index[2] == 3 && Event Player.P_VisualEffects[3] == True);
  • Create Effect(All Players(All Teams), Good Aura, Red, Eye Position(Event Player), (Event Player.C_Effect + 0)
  • % 1 * Distance Between(Eye Position(Event Player), Position Of(Event Player)), Position and Radius);
  • Event Player.ID_Visual_Effect[0] = Last Created Entity;
  • Create Effect(All Players(All Teams), Good Aura, Orange, Eye Position(Event Player), (Event Player.C_Effect + 0.900)
  • % 1 * Distance Between(Eye Position(Event Player), Position Of(Event Player)), Position and Radius);
  • Event Player.ID_Visual_Effect[1] = Last Created Entity;
  • Create Effect(All Players(All Teams), Good Aura, Yellow, Eye Position(Event Player), (Event Player.C_Effect + 0.800)
  • % 1 * Distance Between(Eye Position(Event Player), Position Of(Event Player)), Position and Radius);
  • Event Player.ID_Visual_Effect[2] = Last Created Entity;
  • Create Effect(All Players(All Teams), Good Aura, Lime Green, Eye Position(Event Player), (Event Player.C_Effect + 0.700)
  • % 1 * Distance Between(Eye Position(Event Player), Position Of(Event Player)), Position and Radius);
  • Event Player.ID_Visual_Effect[3] = Last Created Entity;
  • Create Effect(All Players(All Teams), Good Aura, Green, Eye Position(Event Player), (Event Player.C_Effect + 0.600)
  • % 1 * Distance Between(Eye Position(Event Player), Position Of(Event Player)), Position and Radius);
  • Event Player.ID_Visual_Effect[4] = Last Created Entity;
  • Create Effect(All Players(All Teams), Good Aura, Turquoise, Eye Position(Event Player), (Event Player.C_Effect + 0.500)
  • % 1 * Distance Between(Eye Position(Event Player), Position Of(Event Player)), Position and Radius);
  • Event Player.ID_Visual_Effect[5] = Last Created Entity;
  • Create Effect(All Players(All Teams), Good Aura, Aqua, Eye Position(Event Player), (Event Player.C_Effect + 0.400)
  • % 1 * Distance Between(Eye Position(Event Player), Position Of(Event Player)), Position and Radius);
  • Event Player.ID_Visual_Effect[6] = Last Created Entity;
  • Create Effect(All Players(All Teams), Good Aura, Sky Blue, Eye Position(Event Player), (Event Player.C_Effect + 0.300)
  • % 1 * Distance Between(Eye Position(Event Player), Position Of(Event Player)), Position and Radius);
  • Event Player.ID_Visual_Effect[7] = Last Created Entity;
  • Create Effect(All Players(All Teams), Good Aura, Blue, Eye Position(Event Player), (Event Player.C_Effect + 0.200)
  • % 1 * Distance Between(Eye Position(Event Player), Position Of(Event Player)), Position and Radius);
  • Event Player.ID_Visual_Effect[8] = Last Created Entity;
  • Create Effect(All Players(All Teams), Good Aura, Purple, Eye Position(Event Player), (Event Player.C_Effect + 0.100)
  • % 1 * Distance Between(Eye Position(Event Player), Position Of(Event Player)), Position and Radius);
  • Event Player.ID_Visual_Effect[9] = Last Created Entity;
  • Else If(Event Player.Menu_Index[2] == 4 && Event Player.P_VisualEffects[4] == True);
  • Create Effect(All Players(All Teams), Light Shaft, White, Position Of(Event Player) + Vector(Sine From Degrees((
  • Event Player.C_Effect + 1) * 360), 0, Cosine From Degrees((Event Player.C_Effect + 1) * 360)) * Distance Between(Eye Position(
  • Event Player), Position Of(Event Player)) * Sine From Degrees(Event Player.C_Effect * 180), 0.500 * Distance Between(
  • Eye Position(Event Player), Position Of(Event Player)), Position and Radius);
  • Event Player.ID_Visual_Effect[0] = Last Created Entity;
  • Create Effect(All Players(All Teams), Light Shaft, Yellow, Position Of(Event Player) + Vector(Sine From Degrees((
  • Event Player.C_Effect + 0.900) * 360), 0, Cosine From Degrees((Event Player.C_Effect + 0.900) * 360)) * Distance Between(
  • Eye Position(Event Player), Position Of(Event Player)) * Sine From Degrees(Event Player.C_Effect * 180),
  • 0.500 * Distance Between(Eye Position(Event Player), Position Of(Event Player)), Position and Radius);
  • Event Player.ID_Visual_Effect[1] = Last Created Entity;
  • Create Effect(All Players(All Teams), Light Shaft, Lime Green, Position Of(Event Player) + Vector(Sine From Degrees((
  • Event Player.C_Effect + 0.800) * 360), 0, Cosine From Degrees((Event Player.C_Effect + 0.800) * 360)) * Distance Between(
  • Eye Position(Event Player), Position Of(Event Player)) * Sine From Degrees(Event Player.C_Effect * 180),
  • 0.500 * Distance Between(Eye Position(Event Player), Position Of(Event Player)), Position and Radius);
  • Event Player.ID_Visual_Effect[2] = Last Created Entity;
  • Create Effect(All Players(All Teams), Light Shaft, Green, Position Of(Event Player) + Vector(Sine From Degrees((
  • Event Player.C_Effect + 0.700) * 360), 0, Cosine From Degrees((Event Player.C_Effect + 0.700) * 360)) * Distance Between(
  • Eye Position(Event Player), Position Of(Event Player)) * Sine From Degrees(Event Player.C_Effect * 180),
  • 0.500 * Distance Between(Eye Position(Event Player), Position Of(Event Player)), Position and Radius);
  • Event Player.ID_Visual_Effect[3] = Last Created Entity;
  • Create Effect(All Players(All Teams), Light Shaft, Turquoise, Position Of(Event Player) + Vector(Sine From Degrees((
  • Event Player.C_Effect + 0.600) * 360), 0, Cosine From Degrees((Event Player.C_Effect + 0.600) * 360)) * Distance Between(
  • Eye Position(Event Player), Position Of(Event Player)) * Sine From Degrees(Event Player.C_Effect * 180),
  • 0.500 * Distance Between(Eye Position(Event Player), Position Of(Event Player)), Position and Radius);
  • Event Player.ID_Visual_Effect[4] = Last Created Entity;
  • Create Effect(All Players(All Teams), Light Shaft, White, Position Of(Event Player) + Vector(Sine From Degrees((
  • Event Player.C_Effect + 0.500) * 360), 0, Cosine From Degrees((Event Player.C_Effect + 0.500) * 360)) * Distance Between(
  • Eye Position(Event Player), Position Of(Event Player)) * Sine From Degrees(Event Player.C_Effect * 180),
  • 0.500 * Distance Between(Eye Position(Event Player), Position Of(Event Player)), Position and Radius);
  • Event Player.ID_Visual_Effect[5] = Last Created Entity;
  • Create Effect(All Players(All Teams), Light Shaft, Yellow, Position Of(Event Player) + Vector(Sine From Degrees((
  • Event Player.C_Effect + 0.400) * 360), 0, Cosine From Degrees((Event Player.C_Effect + 0.400) * 360)) * Distance Between(
  • Eye Position(Event Player), Position Of(Event Player)) * Sine From Degrees(Event Player.C_Effect * 180),
  • 0.500 * Distance Between(Eye Position(Event Player), Position Of(Event Player)), Position and Radius);
  • Event Player.ID_Visual_Effect[6] = Last Created Entity;
  • Create Effect(All Players(All Teams), Light Shaft, Lime Green, Position Of(Event Player) + Vector(Sine From Degrees((
  • Event Player.C_Effect + 0.300) * 360), 0, Cosine From Degrees((Event Player.C_Effect + 0.300) * 360)) * Distance Between(
  • Eye Position(Event Player), Position Of(Event Player)) * Sine From Degrees(Event Player.C_Effect * 180),
  • 0.500 * Distance Between(Eye Position(Event Player), Position Of(Event Player)), Position and Radius);
  • Event Player.ID_Visual_Effect[7] = Last Created Entity;
  • Create Effect(All Players(All Teams), Light Shaft, Green, Position Of(Event Player) + Vector(Sine From Degrees((
  • Event Player.C_Effect + 0.200) * 360), 0, Cosine From Degrees((Event Player.C_Effect + 0.200) * 360)) * Distance Between(
  • Eye Position(Event Player), Position Of(Event Player)) * Sine From Degrees(Event Player.C_Effect * 180),
  • 0.500 * Distance Between(Eye Position(Event Player), Position Of(Event Player)), Position and Radius);
  • Event Player.ID_Visual_Effect[8] = Last Created Entity;
  • Create Effect(All Players(All Teams), Light Shaft, Turquoise, Position Of(Event Player) + Vector(Sine From Degrees((
  • Event Player.C_Effect + 0.100) * 360), 0, Cosine From Degrees((Event Player.C_Effect + 0.100) * 360)) * Distance Between(
  • Eye Position(Event Player), Position Of(Event Player)) * Sine From Degrees(Event Player.C_Effect * 180),
  • 0.500 * Distance Between(Eye Position(Event Player), Position Of(Event Player)), Position and Radius);
  • Event Player.ID_Visual_Effect[9] = Last Created Entity;
  • Else If(Event Player.Menu_Index[2] == 5 && Event Player.P_VisualEffects[5] == True);
  • Create Effect(All Players(All Teams), Sphere, White, Eye Position(Event Player) + Vector(0, Distance Between(Eye Position(
  • Event Player), Position Of(Event Player)), 0), 0.125 * Distance Between(Eye Position(Event Player), Position Of(Event Player)),
  • Position and Radius);
  • Event Player.ID_Visual_Effect[0] = Last Created Entity;
  • Create Effect(All Players(All Teams), Sphere, Red, Eye Position(Event Player) + Vector(Sine From Degrees((
  • Event Player.C_Effect + 0.100) * 360) * Sine From Degrees(-45), Sine From Degrees((Event Player.C_Effect + 0.100) * 360)
  • * Cosine From Degrees(-45), Cosine From Degrees((Event Player.C_Effect + 0.100) * 360) * Cosine From Degrees(70))
  • * Distance Between(Eye Position(Event Player), Position Of(Event Player)) + Vector(0, Distance Between(Eye Position(
  • Event Player), Position Of(Event Player)), 0), 0.050 * Distance Between(Eye Position(Event Player), Position Of(Event Player)),
  • Position and Radius);
  • Event Player.ID_Visual_Effect[1] = Last Created Entity;
  • Create Effect(All Players(All Teams), Sphere, Red, Eye Position(Event Player) + Vector(Sine From Degrees((
  • Event Player.C_Effect + 0.400) * 360) * Sine From Degrees(0), Sine From Degrees((Event Player.C_Effect + 0.400) * 360)
  • * Cosine From Degrees(0), Cosine From Degrees((Event Player.C_Effect + 0.400) * 360) * Cosine From Degrees(70))
  • * Distance Between(Eye Position(Event Player), Position Of(Event Player)) + Vector(0, Distance Between(Eye Position(
  • Event Player), Position Of(Event Player)), 0), 0.050 * Distance Between(Eye Position(Event Player), Position Of(Event Player)),
  • Position and Radius);
  • Event Player.ID_Visual_Effect[2] = Last Created Entity;
  • Create Effect(All Players(All Teams), Sphere, Red, Eye Position(Event Player) + Vector(Sine From Degrees((
  • Event Player.C_Effect + 0.700) * 360) * Sine From Degrees(45), Sine From Degrees((Event Player.C_Effect + 0.700) * 360)
  • * Cosine From Degrees(45), Cosine From Degrees((Event Player.C_Effect + 0.700) * 360) * Cosine From Degrees(70))
  • * Distance Between(Eye Position(Event Player), Position Of(Event Player)) + Vector(0, Distance Between(Eye Position(
  • Event Player), Position Of(Event Player)), 0), 0.050 * Distance Between(Eye Position(Event Player), Position Of(Event Player)),
  • Position and Radius);
  • Event Player.ID_Visual_Effect[3] = Last Created Entity;
  • Create Effect(All Players(All Teams), Sphere, Red, Eye Position(Event Player) + Vector(Sine From Degrees((
  • Event Player.C_Effect + 0.200) * 360) * Cosine From Degrees(-45), Cosine From Degrees((Event Player.C_Effect + 0.200) * 360)
  • * Cosine From Degrees(70), Sine From Degrees((Event Player.C_Effect + 0.200) * 360) * Sine From Degrees(-45))
  • * Distance Between(Eye Position(Event Player), Position Of(Event Player)) + Vector(0, Distance Between(Eye Position(
  • Event Player), Position Of(Event Player)), 0), 0.050 * Distance Between(Eye Position(Event Player), Position Of(Event Player)),
  • Position and Radius);
  • Event Player.ID_Visual_Effect[4] = Last Created Entity;
  • Create Effect(All Players(All Teams), Sphere, Red, Eye Position(Event Player) + Vector(Sine From Degrees((
  • Event Player.C_Effect + 0.500) * 360) * Cosine From Degrees(0), Cosine From Degrees((Event Player.C_Effect + 0.500) * 360)
  • * Cosine From Degrees(70), Sine From Degrees((Event Player.C_Effect + 0.500) * 360) * Sine From Degrees(0)) * Distance Between(
  • Eye Position(Event Player), Position Of(Event Player)) + Vector(0, Distance Between(Eye Position(Event Player), Position Of(
  • Event Player)), 0), 0.050 * Distance Between(Eye Position(Event Player), Position Of(Event Player)), Position and Radius);
  • Event Player.ID_Visual_Effect[5] = Last Created Entity;
  • Create Effect(All Players(All Teams), Sphere, Red, Eye Position(Event Player) + Vector(Sine From Degrees((
  • Event Player.C_Effect + 0.800) * 360) * Cosine From Degrees(45), Cosine From Degrees((Event Player.C_Effect + 0.800) * 360)
  • * Cosine From Degrees(70), Sine From Degrees((Event Player.C_Effect + 0.800) * 360) * Sine From Degrees(45))
  • * Distance Between(Eye Position(Event Player), Position Of(Event Player)) + Vector(0, Distance Between(Eye Position(
  • Event Player), Position Of(Event Player)), 0), 0.050 * Distance Between(Eye Position(Event Player), Position Of(Event Player)),
  • Position and Radius);
  • Event Player.ID_Visual_Effect[6] = Last Created Entity;
  • Create Effect(All Players(All Teams), Sphere, Red, Eye Position(Event Player) + Vector(Cosine From Degrees((
  • Event Player.C_Effect + 0.300) * 360) * Cosine From Degrees(70), Sine From Degrees((Event Player.C_Effect + 0.300) * 360)
  • * Sine From Degrees(-45), Sine From Degrees((Event Player.C_Effect + 0.300) * 360) * Cosine From Degrees(-45))
  • * Distance Between(Eye Position(Event Player), Position Of(Event Player)) + Vector(0, Distance Between(Eye Position(
  • Event Player), Position Of(Event Player)), 0), 0.050 * Distance Between(Eye Position(Event Player), Position Of(Event Player)),
  • Position and Radius);
  • Event Player.ID_Visual_Effect[7] = Last Created Entity;
  • Create Effect(All Players(All Teams), Sphere, Red, Eye Position(Event Player) + Vector(Cosine From Degrees((
  • Event Player.C_Effect + 0.600) * 360) * Cosine From Degrees(70), Sine From Degrees((Event Player.C_Effect + 0.600) * 360)
  • * Sine From Degrees(0), Sine From Degrees((Event Player.C_Effect + 0.600) * 360) * Cosine From Degrees(0)) * Distance Between(
  • Eye Position(Event Player), Position Of(Event Player)) + Vector(0, Distance Between(Eye Position(Event Player), Position Of(
  • Event Player)), 0), 0.050 * Distance Between(Eye Position(Event Player), Position Of(Event Player)), Position and Radius);
  • Event Player.ID_Visual_Effect[8] = Last Created Entity;
  • Create Effect(All Players(All Teams), Sphere, Red, Eye Position(Event Player) + Vector(Cosine From Degrees((
  • Event Player.C_Effect + 0.900) * 360) * Cosine From Degrees(70), Sine From Degrees((Event Player.C_Effect + 0.900) * 360)
  • * Sine From Degrees(45), Sine From Degrees((Event Player.C_Effect + 0.900) * 360) * Cosine From Degrees(45))
  • * Distance Between(Eye Position(Event Player), Position Of(Event Player)) + Vector(0, Distance Between(Eye Position(
  • Event Player), Position Of(Event Player)), 0), 0.050 * Distance Between(Eye Position(Event Player), Position Of(Event Player)),
  • Position and Radius);
  • Event Player.ID_Visual_Effect[9] = Last Created Entity;
  • Else If(Event Player.Menu_Index[2] == 6 && Event Player.P_VisualEffects[6] == True);
  • Create Effect(All Players(All Teams), Ring, Red, Event Player, (Event Player.C_Effect + 0) % 1 * Distance Between(Eye Position(
  • Event Player), Position Of(Event Player)), Position and Radius);
  • Event Player.ID_Visual_Effect[0] = Last Created Entity;
  • Create Effect(All Players(All Teams), Ring, Orange, Event Player, (Event Player.C_Effect + 0.900) % 1 * Distance Between(
  • Eye Position(Event Player), Position Of(Event Player)), Position and Radius);
  • Event Player.ID_Visual_Effect[1] = Last Created Entity;
  • Create Effect(All Players(All Teams), Ring, Yellow, Event Player, (Event Player.C_Effect + 0.800) % 1 * Distance Between(
  • Eye Position(Event Player), Position Of(Event Player)), Position and Radius);
  • Event Player.ID_Visual_Effect[2] = Last Created Entity;
  • Create Effect(All Players(All Teams), Ring, Lime Green, Event Player, (Event Player.C_Effect + 0.700) % 1 * Distance Between(
  • Eye Position(Event Player), Position Of(Event Player)), Position and Radius);
  • Event Player.ID_Visual_Effect[3] = Last Created Entity;
  • Create Effect(All Players(All Teams), Ring, Green, Event Player, (Event Player.C_Effect + 0.600) % 1 * Distance Between(
  • Eye Position(Event Player), Position Of(Event Player)), Position and Radius);
  • Event Player.ID_Visual_Effect[4] = Last Created Entity;
  • Create Effect(All Players(All Teams), Ring, Turquoise, Event Player, (Event Player.C_Effect + 0.500) % 1 * Distance Between(
  • Eye Position(Event Player), Position Of(Event Player)), Position and Radius);
  • Event Player.ID_Visual_Effect[5] = Last Created Entity;
  • Create Effect(All Players(All Teams), Ring, Aqua, Event Player, (Event Player.C_Effect + 0.400) % 1 * Distance Between(
  • Eye Position(Event Player), Position Of(Event Player)), Position and Radius);
  • Event Player.ID_Visual_Effect[6] = Last Created Entity;
  • Create Effect(All Players(All Teams), Ring, Sky Blue, Event Player, (Event Player.C_Effect + 0.300) % 1 * Distance Between(
  • Eye Position(Event Player), Position Of(Event Player)), Position and Radius);
  • Event Player.ID_Visual_Effect[7] = Last Created Entity;
  • Create Effect(All Players(All Teams), Ring, Blue, Event Player, (Event Player.C_Effect + 0.200) % 1 * Distance Between(
  • Eye Position(Event Player), Position Of(Event Player)), Position and Radius);
  • Event Player.ID_Visual_Effect[8] = Last Created Entity;
  • Create Effect(All Players(All Teams), Ring, Purple, Event Player, (Event Player.C_Effect + 0.100) % 1 * Distance Between(
  • Eye Position(Event Player), Position Of(Event Player)), Position and Radius);
  • Event Player.ID_Visual_Effect[9] = Last Created Entity;
  • End;
  • }
  • }
  • rule("SUB: Set Visual Effects #2")
  • {
  • event
  • {
  • Subroutine;
  • S_VisualEffects2;
  • }
  • actions
  • {
  • If(Event Player.Menu_Index[2] == 7 && Event Player.P_VisualEffects[7] == True);
  • Create Effect(All Players(All Teams), Ring, Sky Blue, Event Player, (Event Player.C_Effect + 0.950) % 1 * Distance Between(
  • Eye Position(Event Player), Position Of(Event Player)), Position and Radius);
  • Event Player.ID_Visual_Effect[0] = Last Created Entity;
  • Create Effect(All Players(All Teams), Ring, Red, Event Player, (Event Player.C_Effect + 0.750) % 1 * Distance Between(Eye Position(
  • Event Player), Position Of(Event Player)), Position and Radius);
  • Event Player.ID_Visual_Effect[1] = Last Created Entity;
  • Create Effect(All Players(All Teams), Ring, Red, Event Player, (Event Player.C_Effect + 0.750) % 1 * Distance Between(Eye Position(
  • Event Player), Position Of(Event Player)), Position and Radius);
  • Event Player.ID_Visual_Effect[2] = Last Created Entity;
  • Create Effect(All Players(All Teams), Ring, White, Event Player, (Event Player.C_Effect + 0.750) % 1 * Distance Between(
  • Eye Position(Event Player), Position Of(Event Player)), Position and Radius);
  • Event Player.ID_Visual_Effect[3] = Last Created Entity;
  • Create Effect(All Players(All Teams), Ring, White, Event Player, (Event Player.C_Effect + 0.550) % 1 * Distance Between(
  • Eye Position(Event Player), Position Of(Event Player)), Position and Radius);
  • Event Player.ID_Visual_Effect[4] = Last Created Entity;
  • Create Effect(All Players(All Teams), Ring, White, Event Player, (Event Player.C_Effect + 0.450) % 1 * Distance Between(
  • Eye Position(Event Player), Position Of(Event Player)), Position and Radius);
  • Event Player.ID_Visual_Effect[5] = Last Created Entity;
  • Create Effect(All Players(All Teams), Ring, Red, Event Player, (Event Player.C_Effect + 0.250) % 1 * Distance Between(Eye Position(
  • Event Player), Position Of(Event Player)), Position and Radius);
  • Event Player.ID_Visual_Effect[6] = Last Created Entity;
  • Create Effect(All Players(All Teams), Ring, Red, Event Player, (Event Player.C_Effect + 0.250) % 1 * Distance Between(Eye Position(
  • Event Player), Position Of(Event Player)), Position and Radius);
  • Event Player.ID_Visual_Effect[7] = Last Created Entity;
  • Create Effect(All Players(All Teams), Ring, White, Event Player, (Event Player.C_Effect + 0.250) % 1 * Distance Between(
  • Eye Position(Event Player), Position Of(Event Player)), Position and Radius);
  • Event Player.ID_Visual_Effect[8] = Last Created Entity;
  • Create Effect(All Players(All Teams), Ring, Sky Blue, Event Player, (Event Player.C_Effect + 0.050) % 1 * Distance Between(
  • Eye Position(Event Player), Position Of(Event Player)), Position and Radius);
  • Event Player.ID_Visual_Effect[9] = Last Created Entity;
  • Else If(Event Player.Menu_Index[2] == 8 && Event Player.P_VisualEffects[8] == True);
  • Create Effect(All Players(All Teams), Ring, Red, Event Player, (Event Player.C_Effect + 1) % 1 * Distance Between(Eye Position(
  • Event Player), Position Of(Event Player)), Position and Radius);
  • Event Player.ID_Visual_Effect[0] = Last Created Entity;
  • Create Effect(All Players(All Teams), Ring, Red, Event Player, (Event Player.C_Effect + 0.900) % 1 * Distance Between(Eye Position(
  • Event Player), Position Of(Event Player)), Position and Radius);
  • Event Player.ID_Visual_Effect[1] = Last Created Entity;
  • Create Effect(All Players(All Teams), Ring, Red, Event Player, (Event Player.C_Effect + 0.800) % 1 * Distance Between(Eye Position(
  • Event Player), Position Of(Event Player)), Position and Radius);
  • Event Player.ID_Visual_Effect[2] = Last Created Entity;
  • Create Effect(All Players(All Teams), Ring, Purple, Event Player, (Event Player.C_Effect + 0.700) % 1 * Distance Between(
  • Eye Position(Event Player), Position Of(Event Player)), Position and Radius);
  • Event Player.ID_Visual_Effect[3] = Last Created Entity;
  • Create Effect(All Players(All Teams), Ring, Purple, Event Player, (Event Player.C_Effect + 0.600) % 1 * Distance Between(
  • Eye Position(Event Player), Position Of(Event Player)), Position and Radius);
  • Event Player.ID_Visual_Effect[4] = Last Created Entity;
  • Create Effect(All Players(All Teams), Ring, Purple, Event Player, (Event Player.C_Effect + 0.500) % 1 * Distance Between(
  • Eye Position(Event Player), Position Of(Event Player)), Position and Radius);
  • Event Player.ID_Visual_Effect[5] = Last Created Entity;
  • Create Effect(All Players(All Teams), Ring, Purple, Event Player, (Event Player.C_Effect + 0.400) % 1 * Distance Between(
  • Eye Position(Event Player), Position Of(Event Player)), Position and Radius);
  • Event Player.ID_Visual_Effect[6] = Last Created Entity;
  • Create Effect(All Players(All Teams), Ring, Blue, Event Player, (Event Player.C_Effect + 0.300) % 1 * Distance Between(
  • Eye Position(Event Player), Position Of(Event Player)), Position and Radius);
  • Event Player.ID_Visual_Effect[7] = Last Created Entity;
  • Create Effect(All Players(All Teams), Ring, Blue, Event Player, (Event Player.C_Effect + 0.200) % 1 * Distance Between(
  • Eye Position(Event Player), Position Of(Event Player)), Position and Radius);
  • Event Player.ID_Visual_Effect[8] = Last Created Entity;
  • Create Effect(All Players(All Teams), Ring, Blue, Event Player, (Event Player.C_Effect + 0.100) % 1 * Distance Between(
  • Eye Position(Event Player), Position Of(Event Player)), Position and Radius);
  • Event Player.ID_Visual_Effect[9] = Last Created Entity;
  • Else If(Event Player.Menu_Index[2] == 9 && Event Player.P_VisualEffects[9] == True);
  • Create Effect(All Players(All Teams), Ring, Red, Event Player, (Event Player.C_Effect + 1) % 1 * Distance Between(Eye Position(
  • Event Player), Position Of(Event Player)), Position and Radius);
  • Event Player.ID_Visual_Effect[0] = Last Created Entity;
  • Create Effect(All Players(All Teams), Ring, Purple, Event Player, (Event Player.C_Effect + 1) % 1 * Distance Between(Eye Position(
  • Event Player), Position Of(Event Player)), Position and Radius);
  • Event Player.ID_Visual_Effect[1] = Last Created Entity;
  • Create Effect(All Players(All Teams), Ring, Purple, Event Player, (Event Player.C_Effect + 1) % 1 * Distance Between(Eye Position(
  • Event Player), Position Of(Event Player)), Position and Radius);
  • Event Player.ID_Visual_Effect[2] = Last Created Entity;
  • Create Effect(All Players(All Teams), Ring, Red, Event Player, (Event Player.C_Effect + 0.832) % 1 * Distance Between(Eye Position(
  • Event Player), Position Of(Event Player)), Position and Radius);
  • Event Player.ID_Visual_Effect[3] = Last Created Entity;
  • Create Effect(All Players(All Teams), Ring, Purple, Event Player, (Event Player.C_Effect + 0.832) % 1 * Distance Between(
  • Eye Position(Event Player), Position Of(Event Player)), Position and Radius);
  • Event Player.ID_Visual_Effect[4] = Last Created Entity;
  • Create Effect(All Players(All Teams), Ring, Purple, Event Player, (Event Player.C_Effect + 0.832) % 1 * Distance Between(
  • Eye Position(Event Player), Position Of(Event Player)), Position and Radius);
  • Event Player.ID_Visual_Effect[5] = Last Created Entity;
  • Create Effect(All Players(All Teams), Ring, Yellow, Event Player, (Event Player.C_Effect + 0.666) % 1 * Distance Between(
  • Eye Position(Event Player), Position Of(Event Player)), Position and Radius);
  • Event Player.ID_Visual_Effect[6] = Last Created Entity;
  • Create Effect(All Players(All Teams), Ring, Yellow, Event Player, (Event Player.C_Effect + 0.500) % 1 * Distance Between(
  • Eye Position(Event Player), Position Of(Event Player)), Position and Radius);
  • Event Player.ID_Visual_Effect[7] = Last Created Entity;
  • Create Effect(All Players(All Teams), Ring, Sky Blue, Event Player, (Event Player.C_Effect + 0.333) % 1 * Distance Between(
  • Eye Position(Event Player), Position Of(Event Player)), Position and Radius);
  • Event Player.ID_Visual_Effect[8] = Last Created Entity;
  • Create Effect(All Players(All Teams), Ring, Sky Blue, Event Player, (Event Player.C_Effect + 0.166) % 1 * Distance Between(
  • Eye Position(Event Player), Position Of(Event Player)), Position and Radius);
  • Event Player.ID_Visual_Effect[9] = Last Created Entity;
  • Else If(Event Player.Menu_Index[2] == 10 && Event Player.P_VisualEffects[10] == True);
  • Create Effect(All Players(All Teams), Ring, White, Event Player, (Event Player.C_Effect + 0.750) % 1 * Distance Between(
  • Eye Position(Event Player), Position Of(Event Player)), Position and Radius);
  • Event Player.ID_Visual_Effect[0] = Last Created Entity;
  • Create Effect(All Players(All Teams), Ring, White, Event Player, (Event Player.C_Effect + 0.625) % 1 * Distance Between(
  • Eye Position(Event Player), Position Of(Event Player)), Position and Radius);
  • Event Player.ID_Visual_Effect[1] = Last Created Entity;
  • Create Effect(All Players(All Teams), Ring, White, Event Player, (Event Player.C_Effect + 0.500) % 1 * Distance Between(
  • Eye Position(Event Player), Position Of(Event Player)), Position and Radius);
  • Event Player.ID_Visual_Effect[2] = Last Created Entity;
  • Create Effect(All Players(All Teams), Ring, White, Event Player, (Event Player.C_Effect + 0.438) % 1 * Distance Between(
  • Eye Position(Event Player), Position Of(Event Player)), Position and Radius);
  • Event Player.ID_Visual_Effect[3] = Last Created Entity;
  • Create Effect(All Players(All Teams), Ring, White, Event Player, (Event Player.C_Effect + 0.375) % 1 * Distance Between(
  • Eye Position(Event Player), Position Of(Event Player)), Position and Radius);
  • Event Player.ID_Visual_Effect[4] = Last Created Entity;
  • Create Effect(All Players(All Teams), Ring, White, Event Player, (Event Player.C_Effect + 0.313) % 1 * Distance Between(
  • Eye Position(Event Player), Position Of(Event Player)), Position and Radius);
  • Event Player.ID_Visual_Effect[5] = Last Created Entity;
  • Create Effect(All Players(All Teams), Ring, Blue, Event Player, (Event Player.C_Effect + 0.250) % 1 * Distance Between(
  • Eye Position(Event Player), Position Of(Event Player)), Position and Radius);
  • Event Player.ID_Visual_Effect[6] = Last Created Entity;
  • Create Effect(All Players(All Teams), Ring, Purple, Event Player, (Event Player.C_Effect + 0.250) % 1 * Distance Between(
  • Eye Position(Event Player), Position Of(Event Player)), Position and Radius);
  • Event Player.ID_Visual_Effect[7] = Last Created Entity;
  • Create Effect(All Players(All Teams), Ring, Blue, Event Player, (Event Player.C_Effect + 0.125) % 1 * Distance Between(
  • Eye Position(Event Player), Position Of(Event Player)), Position and Radius);
  • Event Player.ID_Visual_Effect[8] = Last Created Entity;
  • Create Effect(All Players(All Teams), Ring, Purple, Event Player, (Event Player.C_Effect + 0.125) % 1 * Distance Between(
  • Eye Position(Event Player), Position Of(Event Player)), Position and Radius);
  • Event Player.ID_Visual_Effect[9] = Last Created Entity;
  • Else If(Event Player.Menu_Index[2] == 11 && Event Player.P_VisualEffects[11] == True);
  • Create Effect(All Players(All Teams), Ring, Yellow, Event Player, (Event Player.C_Effect + 1) % 1 * Distance Between(Eye Position(
  • Event Player), Position Of(Event Player)), Position and Radius);
  • Event Player.ID_Visual_Effect[0] = Last Created Entity;
  • Create Effect(All Players(All Teams), Ring, Yellow, Event Player, (Event Player.C_Effect + 0.915) % 1 * Distance Between(
  • Eye Position(Event Player), Position Of(Event Player)), Position and Radius);
  • Event Player.ID_Visual_Effect[1] = Last Created Entity;
  • Create Effect(All Players(All Teams), Ring, Yellow, Event Player, (Event Player.C_Effect + 0.833) % 1 * Distance Between(
  • Eye Position(Event Player), Position Of(Event Player)), Position and Radius);
  • Event Player.ID_Visual_Effect[2] = Last Created Entity;
  • Create Effect(All Players(All Teams), Ring, White, Event Player, (Event Player.C_Effect + 0.750) % 1 * Distance Between(
  • Eye Position(Event Player), Position Of(Event Player)), Position and Radius);
  • Event Player.ID_Visual_Effect[3] = Last Created Entity;
  • Create Effect(All Players(All Teams), Ring, White, Event Player, (Event Player.C_Effect + 0.688) % 1 * Distance Between(
  • Eye Position(Event Player), Position Of(Event Player)), Position and Radius);
  • Event Player.ID_Visual_Effect[4] = Last Created Entity;
  • Create Effect(All Players(All Teams), Ring, White, Event Player, (Event Player.C_Effect + 0.625) % 1 * Distance Between(
  • Eye Position(Event Player), Position Of(Event Player)), Position and Radius);
  • Event Player.ID_Visual_Effect[5] = Last Created Entity;
  • Create Effect(All Players(All Teams), Ring, White, Event Player, (Event Player.C_Effect + 0.563) % 1 * Distance Between(
  • Eye Position(Event Player), Position Of(Event Player)), Position and Radius);
  • Event Player.ID_Visual_Effect[6] = Last Created Entity;
  • Create Effect(All Players(All Teams), Ring, Purple, Event Player, (Event Player.C_Effect + 0.500) % 1 * Distance Between(
  • Eye Position(Event Player), Position Of(Event Player)), Position and Radius);
  • Event Player.ID_Visual_Effect[7] = Last Created Entity;
  • Create Effect(All Players(All Teams), Ring, Purple, Event Player, (Event Player.C_Effect + 0.417) % 1 * Distance Between(
  • Eye Position(Event Player), Position Of(Event Player)), Position and Radius);
  • Event Player.ID_Visual_Effect[8] = Last Created Entity;
  • Create Effect(All Players(All Teams), Ring, Purple, Event Player, (Event Player.C_Effect + 0.333) % 1 * Distance Between(
  • Eye Position(Event Player), Position Of(Event Player)), Position and Radius);
  • Event Player.ID_Visual_Effect[9] = Last Created Entity;
  • End;
  • }
  • }
  • rule("SUB: Set Advanced Settings")
  • {
  • event
  • {
  • Subroutine;
  • S_AdvancedSettings;
  • }
  • actions
  • {
  • If(Event Player.Menu_Index[2] == 0);
  • If(Event Player.P_AdvancedSettings[Event Player.Menu_Index[2]] == True);
  • Set Invisible(Event Player, None);
  • Else If(Event Player.P_AdvancedSettings[Event Player.Menu_Index[2]] == False);
  • Set Invisible(Event Player, All);
  • End;
  • Else If(Event Player.Menu_Index[2] == 1);
  • If(Event Player.P_AdvancedSettings[Event Player.Menu_Index[2]] == True);
  • Enable Nameplates(Event Player, All Players(All Teams));
  • Else If(Event Player.P_AdvancedSettings[Event Player.Menu_Index[2]] == False);
  • Disable Nameplates(Event Player, All Players(All Teams));
  • End;
  • Else If(Event Player.Menu_Index[2] == 2);
  • Else If(Event Player.Menu_Index[2] == 3);
  • Else If(Event Player.Menu_Index[2] == 4);
  • Else If(Event Player.Menu_Index[2] == 5 || Event Player.Menu_Index[2] == 6);
  • If(Event Player.P_AdvancedSettings[5] != Event Player && Event Player.P_AdvancedSettings[5] != Custom String("Off"));
  • If(Event Player.P_AdvancedSettings[6] == Custom String("Up"));
  • Attach Players(Event Player, Event Player.P_AdvancedSettings[5], Vector(0, Distance Between(Eye Position(
  • Event Player.P_AdvancedSettings[5]), Position Of(Event Player.P_AdvancedSettings[5])), 0));
  • Else If(Event Player.P_AdvancedSettings[6] == Custom String("Down"));
  • Attach Players(Event Player, Event Player.P_AdvancedSettings[5], Vector(0, 0 - Distance Between(Eye Position(
  • Event Player.P_AdvancedSettings[5]), Position Of(Event Player.P_AdvancedSettings[5])), 0));
  • Else If(Event Player.P_AdvancedSettings[6] == Custom String("Left"));
  • Attach Players(Event Player, Event Player.P_AdvancedSettings[5], Vector(Distance Between(Eye Position(
  • Event Player.P_AdvancedSettings[5]), Position Of(Event Player.P_AdvancedSettings[5])), 0, 0));
  • Else If(Event Player.P_AdvancedSettings[6] == Custom String("Right"));
  • Attach Players(Event Player, Event Player.P_AdvancedSettings[5], Vector(0 - Distance Between(Eye Position(
  • Event Player.P_AdvancedSettings[5]), Position Of(Event Player.P_AdvancedSettings[5])), 0, 0));
  • Else If(Event Player.P_AdvancedSettings[6] == Custom String("Forward"));
  • Attach Players(Event Player, Event Player.P_AdvancedSettings[5], Vector(0, 0, Distance Between(Eye Position(
  • Event Player.P_AdvancedSettings[5]), Position Of(Event Player.P_AdvancedSettings[5]))));
  • Else If(Event Player.P_AdvancedSettings[6] == Custom String("Backward"));
  • Attach Players(Event Player, Event Player.P_AdvancedSettings[5], Vector(0, 0, 0 - Distance Between(Eye Position(
  • Event Player.P_AdvancedSettings[5]), Position Of(Event Player.P_AdvancedSettings[5]))));
  • End;
  • Else If(Event Player.P_AdvancedSettings[5] == Custom String("Off") || Event Player.P_AdvancedSettings[5] == Event Player);
  • Detach Players(Event Player);
  • End;
  • Else If(Event Player.Menu_Index[2] == 7);
  • Else If(Event Player.Menu_Index[2] == 8);
  • Chase Player Variable Over Time(Event Player, C_Scale, Event Player.P_AdvancedSettings[8], Event Player.P_AdvancedSettings[7],
  • None);
  • Else If(Event Player.Menu_Index[2] == 9);
  • Chase Player Variable Over Time(Event Player, C_Barrier, Event Player.P_AdvancedSettings[9], Event Player.P_AdvancedSettings[7],
  • None);
  • Else If(Event Player.Menu_Index[2] == 10);
  • Chase Player Variable Over Time(Event Player, C_Voice, Event Player.P_AdvancedSettings[10], Event Player.P_AdvancedSettings[7],
  • None);
  • Else If(Event Player.Menu_Index[2] == 11 || Event Player.Menu_Index[2] == 12);
  • If(Event Player.P_AdvancedSettings[12] == False);
  • Disable Movement Collision With Environment(Event Player, True);
  • Event Player.P_AdvancedSettings[11] = False;
  • Else If(Event Player.P_AdvancedSettings[11] == False);
  • Disable Movement Collision With Environment(Event Player, False);
  • Else;
  • Enable Movement Collision With Environment(Event Player);
  • End;
  • Else If(Event Player.Menu_Index[2] == 13);
  • If(Event Player.P_AdvancedSettings[Event Player.Menu_Index[2]] == True);
  • Enable Movement Collision With Players(Event Player);
  • Else If(Event Player.P_AdvancedSettings[Event Player.Menu_Index[2]] == False);
  • Disable Movement Collision With Players(Event Player);
  • End;
  • End;
  • }
  • }
  • rule("SUB: Set Combat Modifiers")
  • {
  • event
  • {
  • Subroutine;
  • S_CM;
  • }
  • actions
  • {
  • If(Event Player.Menu_Index[2] == 0);
  • Set Damage Dealt(Event Player, Event Player.P_CM[0]);
  • Else If(Event Player.Menu_Index[2] == 1);
  • Set Damage Received(Event Player, Event Player.P_CM[1]);
  • Else If(Event Player.Menu_Index[2] == 2);
  • Stop Damage Over Time(Event Player.ID_Damage_Heal[0]);
  • If(Event Player.P_CM[2] != 0);
  • Start Damage Over Time(Event Player, Null, 9999, Event Player.P_CM[2]);
  • Event Player.ID_Damage_Heal[0] = Last Damage Over Time ID;
  • End;
  • Else If(Event Player.Menu_Index[2] == 3);
  • Set Healing Dealt(Event Player, Event Player.P_CM[3]);
  • Else If(Event Player.Menu_Index[2] == 4);
  • Set Healing Received(Event Player, Event Player.P_CM[4]);
  • Else If(Event Player.Menu_Index[2] == 5);
  • Stop Heal Over Time(Event Player.ID_Damage_Heal[1]);
  • If(Event Player.P_CM[5] != 0);
  • Start Heal Over Time(Event Player, Null, 9999, Event Player.P_CM[5]);
  • Event Player.ID_Damage_Heal[1] = Last Heal Over Time ID;
  • End;
  • Else If(Event Player.Menu_Index[2] == 6);
  • Set Max Health(Event Player, Event Player.P_CM[6]);
  • Wait(0.016, Ignore Condition);
  • Heal(Event Player, Null, 100000);
  • Else If(Event Player.Menu_Index[2] == 7);
  • Set Jump Vertical Speed(Event Player, Event Player.P_CM[7]);
  • Else If(Event Player.Menu_Index[2] == 8);
  • Set Gravity(Event Player, Event Player.P_CM[8]);
  • Else If(Event Player.Menu_Index[2] == 9);
  • Set Move Speed(Event Player, Event Player.P_CM[9]);
  • Else If(Event Player.Menu_Index[2] == 10);
  • Set Projectile Gravity(Event Player, Event Player.P_CM[10]);
  • Else If(Event Player.Menu_Index[2] == 11);
  • Set Projectile Speed(Event Player, Event Player.P_CM[11]);
  • End;
  • }
  • event
  • {
  • Subroutine;
  • S_CombatModifiers;
  • }
  • actions
  • {
  • If(Event Player.Menu_Index[2] == 0);
  • Set Damage Dealt(Event Player, Event Player.P_CombatModifiers[Event Player.Menu_Index[2]]);
  • Else If(Event Player.Menu_Index[2] == 1);
  • Set Damage Received(Event Player, Event Player.P_CombatModifiers[Event Player.Menu_Index[2]]);
  • Else If(Event Player.Menu_Index[2] == 2);
  • Stop Damage Over Time(Event Player.ID_Damage_Heal[0]);
  • If(Event Player.P_CombatModifiers[2] != 0);
  • Start Damage Over Time(Event Player, Null, 9999, Event Player.P_CombatModifiers[Event Player.Menu_Index[2]]);
  • Event Player.ID_Damage_Heal[0] = Last Damage Over Time ID;
  • End;
  • Else If(Event Player.Menu_Index[2] == 3);
  • Set Healing Dealt(Event Player, Event Player.P_CombatModifiers[Event Player.Menu_Index[2]]);
  • Else If(Event Player.Menu_Index[2] == 4);
  • Set Healing Received(Event Player, Event Player.P_CombatModifiers[Event Player.Menu_Index[2]]);
  • Else If(Event Player.Menu_Index[2] == 5);
  • Stop Heal Over Time(Event Player.ID_Damage_Heal[1]);
  • If(Event Player.P_CombatModifiers[5] != 0);
  • Start Heal Over Time(Event Player, Null, 9999, Event Player.P_CombatModifiers[Event Player.Menu_Index[2]]);
  • Event Player.ID_Damage_Heal[1] = Last Heal Over Time ID;
  • End;
  • Else If(Event Player.Menu_Index[2] == 6);
  • Set Max Health(Event Player, Event Player.P_CombatModifiers[Event Player.Menu_Index[2]]);
  • Wait(0.016, Ignore Condition);
  • Heal(Event Player, Null, 100000);
  • Else If(Event Player.Menu_Index[2] == 7);
  • Set Jump Vertical Speed(Event Player, Event Player.P_CombatModifiers[Event Player.Menu_Index[2]]);
  • Else If(Event Player.Menu_Index[2] == 8);
  • Set Gravity(Event Player, Event Player.P_CombatModifiers[Event Player.Menu_Index[2]]);
  • Else If(Event Player.Menu_Index[2] == 9);
  • Set Move Speed(Event Player, Event Player.P_CombatModifiers[Event Player.Menu_Index[2]]);
  • Else If(Event Player.Menu_Index[2] == 10);
  • Set Projectile Gravity(Event Player, Event Player.P_CombatModifiers[Event Player.Menu_Index[2]]);
  • Else If(Event Player.Menu_Index[2] == 11);
  • Set Projectile Speed(Event Player, Event Player.P_CombatModifiers[Event Player.Menu_Index[2]]);
  • Else If(Event Player.Menu_Index[2] == 12);
  • Set Ammo(Event Player, 0, Event Player.P_CombatModifiers[Event Player.Menu_Index[2]]);
  • Else If(Event Player.Menu_Index[2] == 13);
  • Set Max Ammo(Event Player, 0, Event Player.P_CombatModifiers[Event Player.Menu_Index[2]]);
  • Else If(Event Player.Menu_Index[2] == 14);
  • Set Ammo(Event Player, 1, Event Player.P_CombatModifiers[Event Player.Menu_Index[2]]);
  • Else If(Event Player.Menu_Index[2] == 15);
  • Set Max Ammo(Event Player, 1, Event Player.P_CombatModifiers[Event Player.Menu_Index[2]]);
  • End;
  • }
  • }
  • rule("SUB: Set Health Pools")
  • {
  • event
  • {
  • Subroutine;
  • S_HP;
  • }
  • actions
  • {
  • Remove Health Pool From Player(Event Player.ID_Health_Pools[Round To Integer(Event Player.Menu_Index[2] / 2, Down)]);
  • If(Event Player.P_HP[Round To Integer(Event Player.Menu_Index[2] / 2, Down) * 2 1] != 0);
  • If(Event Player.P_HP[Round To Integer(Event Player.Menu_Index[2] / 2, Down) * 2] == Global.L_Type_Health_Pool[0]);
  • Add Health Pool To Player(Event Player, Health, Event Player.P_HP[Round To Integer(Event Player.Menu_Index[2] / 2, Down) * 2 1],
  • True, False);
  • Else If(Event Player.P_HP[Round To Integer(Event Player.Menu_Index[2] / 2, Down) * 2] == Global.L_Type_Health_Pool[1]);
  • Add Health Pool To Player(Event Player, Armor, Event Player.P_HP[Round To Integer(Event Player.Menu_Index[2] / 2, Down) * 2 1],
  • True, False);
  • Else If(Event Player.P_HP[Round To Integer(Event Player.Menu_Index[2] / 2, Down) * 2] == Global.L_Type_Health_Pool[2]);
  • Add Health Pool To Player(Event Player, Shields, Event Player.P_HP[Round To Integer(Event Player.Menu_Index[2] / 2, Down) * 2 1],
  • True, False);
  • Else If(Event Player.P_HP[Round To Integer(Event Player.Menu_Index[2] / 2, Down) * 2] == Global.L_Type_Health_Pool[3]);
  • Add Health Pool To Player(Event Player, Health, Event Player.P_HP[Round To Integer(Event Player.Menu_Index[2] / 2, Down) * 2 1],
  • False, False);
  • Else If(Event Player.P_HP[Round To Integer(Event Player.Menu_Index[2] / 2, Down) * 2] == Global.L_Type_Health_Pool[4]);
  • Add Health Pool To Player(Event Player, Armor, Event Player.P_HP[Round To Integer(Event Player.Menu_Index[2] / 2, Down) * 2 1],
  • False, False);
  • Else If(Event Player.P_HP[Round To Integer(Event Player.Menu_Index[2] / 2, Down) * 2] == Global.L_Type_Health_Pool[5]);
  • Add Health Pool To Player(Event Player, Shields, Event Player.P_HP[Round To Integer(Event Player.Menu_Index[2] / 2, Down) * 2 1],
  • False, False);
  • End;
  • Event Player.ID_Health_Pools[Round To Integer(Event Player.Menu_Index[2] / 2, Down)] = Last Created Health Pool;
  • End;
  • }
  • }
  • rule("SUB: Set Ammo and Abilities")
  • {
  • event
  • {
  • Subroutine;
  • S_AA;
  • }
  • actions
  • {
  • If(Event Player.Menu_Index[2] == 0);
  • Set Primary Fire Enabled(Event Player, Event Player.P_AA[0]);
  • Else If(Event Player.Menu_Index[2] == 1);
  • Set Ammo(Event Player, 0, Event Player.P_AA[1]);
  • Else If(Event Player.Menu_Index[2] == 2);
  • Set Max Ammo(Event Player, 0, Event Player.P_AA[2]);
  • Else If(Event Player.Menu_Index[2] == 3);
  • Set Ammo(Event Player, 1, Event Player.P_AA[3]);
  • Else If(Event Player.Menu_Index[2] == 4);
  • Set Max Ammo(Event Player, 1, Event Player.P_AA[4]);
  • Else If(Event Player.Menu_Index[2] == 5);
  • Set Secondary Fire Enabled(Event Player, Event Player.P_AA[5]);
  • Else If(Event Player.Menu_Index[2] == 6);
  • Set Ability Cooldown(Event Player, Button(Secondary Fire), 0);
  • Else If(Event Player.Menu_Index[2] == 7);
  • Set Ability 1 Enabled(Event Player, Event Player.P_AA[7]);
  • Else If(Event Player.Menu_Index[2] == 8);
  • Set Ability Cooldown(Event Player, Button(Ability 1), 0);
  • Else If(Event Player.Menu_Index[2] == 9);
  • Set Ability 2 Enabled(Event Player, Event Player.P_AA[9]);
  • Else If(Event Player.Menu_Index[2] == 10);
  • Set Ability Cooldown(Event Player, Button(Ability 2), 0);
  • Else If(Event Player.Menu_Index[2] == 11);
  • Set Ultimate Ability Enabled(Event Player, Event Player.P_AA[11]);
  • Else If(Event Player.Menu_Index[2] == 13);
  • Set Jump Enabled(Event Player, Event Player.P_AA[13]);
  • Else If(Event Player.Menu_Index[2] == 14);
  • Set Ability Cooldown(Event Player, Button(Jump), 0);
  • Else If(Event Player.Menu_Index[2] == 15);
  • Set Crouch Enabled(Event Player, Event Player.P_AA[15]);
  • Else If(Event Player.Menu_Index[2] == 16);
  • Set Ability Cooldown(Event Player, Button(Crouch), 0);
  • Else If(Event Player.Menu_Index[2] == 17);
  • Set Melee Enabled(Event Player, Event Player.P_AA[17]);
  • Else If(Event Player.Menu_Index[2] == 18);
  • Set Reload Enabled(Event Player, Event Player.P_AA[18]);
  • End;
  • }
  • event
  • {
  • Subroutine;
  • S_HealthPools;
  • }
  • actions
  • {
  • Remove Health Pool From Player(Event Player.ID_Health_Pools[Round To Integer(Event Player.Menu_Index[2] / 2, Down)]);
  • If(Event Player.P_HealthPools[Round To Integer(Event Player.Menu_Index[2] / 2, Down) * 2 + 1] != 0);
  • If(Event Player.P_HealthPools[Round To Integer(Event Player.Menu_Index[2] / 2, Down) * 2] == Global.L_Type_HealthPool[0]);
  • Add Health Pool To Player(Event Player, Health, Event Player.P_HealthPools[Round To Integer(Event Player.Menu_Index[2] / 2, Down)
  • * 2 + 1], True, False);
  • Else If(Event Player.P_HealthPools[Round To Integer(Event Player.Menu_Index[2] / 2, Down) * 2] == Global.L_Type_HealthPool[1]);
  • Add Health Pool To Player(Event Player, Armor, Event Player.P_HealthPools[Round To Integer(Event Player.Menu_Index[2] / 2, Down)
  • * 2 + 1], True, False);
  • Else If(Event Player.P_HealthPools[Round To Integer(Event Player.Menu_Index[2] / 2, Down) * 2] == Global.L_Type_HealthPool[2]);
  • Add Health Pool To Player(Event Player, Shields, Event Player.P_HealthPools[Round To Integer(Event Player.Menu_Index[2] / 2, Down)
  • * 2 + 1], True, False);
  • Else If(Event Player.P_HealthPools[Round To Integer(Event Player.Menu_Index[2] / 2, Down) * 2] == Global.L_Type_HealthPool[3]);
  • Add Health Pool To Player(Event Player, Health, Event Player.P_HealthPools[Round To Integer(Event Player.Menu_Index[2] / 2, Down)
  • * 2 + 1], False, False);
  • Else If(Event Player.P_HealthPools[Round To Integer(Event Player.Menu_Index[2] / 2, Down) * 2] == Global.L_Type_HealthPool[4]);
  • Add Health Pool To Player(Event Player, Armor, Event Player.P_HealthPools[Round To Integer(Event Player.Menu_Index[2] / 2, Down)
  • * 2 + 1], False, False);
  • Else If(Event Player.P_HealthPools[Round To Integer(Event Player.Menu_Index[2] / 2, Down) * 2] == Global.L_Type_HealthPool[5]);
  • Add Health Pool To Player(Event Player, Shields, Event Player.P_HealthPools[Round To Integer(Event Player.Menu_Index[2] / 2, Down)
  • * 2 + 1], False, False);
  • End;
  • Event Player.ID_Health_Pools[Round To Integer(Event Player.Menu_Index[2] / 2, Down)] = Last Created Health Pool;
  • End;
  • }
  • }
  • rule("SUB: Set Ability Settings")
  • {
  • event
  • {
  • Subroutine;
  • S_AbilitySettings;
  • }
  • actions
  • {
  • If(Event Player.Menu_Index[2] == 0);
  • Set Primary Fire Enabled(Event Player, Event Player.P_AbilitySettings[Event Player.Menu_Index[2]]);
  • Else If(Event Player.Menu_Index[2] == 1);
  • Set Ability Cooldown(Event Player, Button(Primary Fire), 0);
  • Else If(Event Player.Menu_Index[2] == 2);
  • Set Secondary Fire Enabled(Event Player, Event Player.P_AbilitySettings[Event Player.Menu_Index[2]]);
  • Else If(Event Player.Menu_Index[2] == 3);
  • Set Ability Cooldown(Event Player, Button(Secondary Fire), 0);
  • Else If(Event Player.Menu_Index[2] == 4);
  • Set Ability 1 Enabled(Event Player, Event Player.P_AbilitySettings[Event Player.Menu_Index[2]]);
  • Else If(Event Player.Menu_Index[2] == 5);
  • Set Ability Cooldown(Event Player, Button(Ability 1), 0);
  • Else If(Event Player.Menu_Index[2] == 6);
  • Set Ability 2 Enabled(Event Player, Event Player.P_AbilitySettings[Event Player.Menu_Index[2]]);
  • Else If(Event Player.Menu_Index[2] == 7);
  • Set Ability Cooldown(Event Player, Button(Ability 2), 0);
  • Else If(Event Player.Menu_Index[2] == 8);
  • Set Ultimate Ability Enabled(Event Player, Event Player.P_AbilitySettings[Event Player.Menu_Index[2]]);
  • Else If(Event Player.Menu_Index[2] == 9);
  • Else If(Event Player.Menu_Index[2] == 10);
  • Set Jump Enabled(Event Player, Event Player.P_AbilitySettings[Event Player.Menu_Index[2]]);
  • Else If(Event Player.Menu_Index[2] == 11);
  • Set Ability Cooldown(Event Player, Button(Jump), 0);
  • Else If(Event Player.Menu_Index[2] == 12);
  • Set Crouch Enabled(Event Player, Event Player.P_AbilitySettings[Event Player.Menu_Index[2]]);
  • Else If(Event Player.Menu_Index[2] == 13);
  • Set Ability Cooldown(Event Player, Button(Crouch), 0);
  • Else If(Event Player.Menu_Index[2] == 14);
  • Set Melee Enabled(Event Player, Event Player.P_AbilitySettings[Event Player.Menu_Index[2]]);
  • Else If(Event Player.Menu_Index[2] == 15);
  • Set Reload Enabled(Event Player, Event Player.P_AbilitySettings[Event Player.Menu_Index[2]]);
  • End;
  • }
  • }
  • rule("SUB: Set Status Effects")
  • {
  • event
  • {
  • Subroutine;
  • S_SE;
  • }
  • actions
  • {
  • If(Event Player.Menu_Index[2] == 0);
  • If(Event Player.P_SE[0] == True);
  • Set Status(Event Player, Null, Hacked, 9999);
  • Else If(Event Player.P_SE[0] == False);
  • Clear Status(Event Player, Hacked);
  • End;
  • Else If(Event Player.Menu_Index[2] == 1);
  • If(Event Player.P_SE[1] == True);
  • Set Status(Event Player, Null, Burning, 9999);
  • Else If(Event Player.P_SE[1] == False);
  • Clear Status(Event Player, Burning);
  • End;
  • Else If(Event Player.Menu_Index[2] == 2);
  • If(Event Player.P_SE[2] == True);
  • Set Status(Event Player, Null, Knocked Down, 9999);
  • Else If(Event Player.P_SE[2] == False);
  • Clear Status(Event Player, Knocked Down);
  • End;
  • Else If(Event Player.Menu_Index[2] == 3);
  • If(Event Player.P_SE[3] == True);
  • Set Status(Event Player, Null, Asleep, 9999);
  • Else If(Event Player.P_SE[3] == False);
  • Clear Status(Event Player, Asleep);
  • End;
  • Else If(Event Player.Menu_Index[2] == 4);
  • If(Event Player.P_SE[4] == True);
  • Set Status(Event Player, Null, Frozen, 9999);
  • Else If(Event Player.P_SE[4] == False);
  • Clear Status(Event Player, Frozen);
  • End;
  • Else If(Event Player.Menu_Index[2] == 5);
  • If(Event Player.P_SE[5] == True);
  • Set Status(Event Player, Null, Unkillable, 9999);
  • Else If(Event Player.P_SE[5] == False);
  • Clear Status(Event Player, Unkillable);
  • End;
  • Else If(Event Player.Menu_Index[2] == 6);
  • If(Event Player.P_SE[6] == True);
  • Set Status(Event Player, Null, Invincible, 9999);
  • Else If(Event Player.P_SE[6] == False);
  • Clear Status(Event Player, Invincible);
  • End;
  • Else If(Event Player.Menu_Index[2] == 7);
  • If(Event Player.P_SE[7] == True);
  • Set Status(Event Player, Null, Phased Out, 9999);
  • Else If(Event Player.P_SE[7] == False);
  • Clear Status(Event Player, Phased Out);
  • End;
  • Else If(Event Player.Menu_Index[2] == 8);
  • If(Event Player.P_SE[8] == True);
  • Set Status(Event Player, Null, Rooted, 9999);
  • Else If(Event Player.P_SE[8] == False);
  • Clear Status(Event Player, Rooted);
  • End;
  • Else If(Event Player.Menu_Index[2] == 9);
  • If(Event Player.P_SE[9] == True);
  • Set Status(Event Player, Null, Stunned, 9999);
  • Else If(Event Player.P_SE[9] == False);
  • Clear Status(Event Player, Stunned);
  • End;
  • Else If(Event Player.Menu_Index[2] == 10);
  • If(Event Player.P_SE[10] == True);
  • Disable Built-In Game Mode Respawning(Event Player);
  • Kill(Event Player, Null);
  • Else If(Event Player.P_SE[10] == False);
  • Enable Built-In Game Mode Respawning(Event Player);
  • Resurrect(Event Player);
  • End;
  • End;
  • }
  • event
  • {
  • Subroutine;
  • S_StatusEffects;
  • }
  • actions
  • {
  • If(Event Player.Menu_Index[2] == 0);
  • If(Event Player.P_StatusEffects[Event Player.Menu_Index[2]] == True);
  • Set Status(Event Player, Null, Hacked, 9999);
  • Else If(Event Player.P_StatusEffects[Event Player.Menu_Index[2]] == False);
  • Clear Status(Event Player, Hacked);
  • End;
  • Else If(Event Player.Menu_Index[2] == 1);
  • If(Event Player.P_StatusEffects[Event Player.Menu_Index[2]] == True);
  • Set Status(Event Player, Null, Burning, 9999);
  • Else If(Event Player.P_StatusEffects[Event Player.Menu_Index[2]] == False);
  • Clear Status(Event Player, Burning);
  • End;
  • Else If(Event Player.Menu_Index[2] == 2);
  • If(Event Player.P_StatusEffects[Event Player.Menu_Index[2]] == True);
  • Set Status(Event Player, Null, Knocked Down, 9999);
  • Else If(Event Player.P_StatusEffects[Event Player.Menu_Index[2]] == False);
  • Clear Status(Event Player, Knocked Down);
  • End;
  • Else If(Event Player.Menu_Index[2] == 3);
  • If(Event Player.P_StatusEffects[Event Player.Menu_Index[2]] == True);
  • Set Status(Event Player, Null, Asleep, 9999);
  • Else If(Event Player.P_StatusEffects[Event Player.Menu_Index[2]] == False);
  • Clear Status(Event Player, Asleep);
  • End;
  • Else If(Event Player.Menu_Index[2] == 4);
  • If(Event Player.P_StatusEffects[Event Player.Menu_Index[2]] == True);
  • Set Status(Event Player, Null, Frozen, 9999);
  • Else If(Event Player.P_StatusEffects[Event Player.Menu_Index[2]] == False);
  • Clear Status(Event Player, Frozen);
  • End;
  • Else If(Event Player.Menu_Index[2] == 5);
  • If(Event Player.P_StatusEffects[Event Player.Menu_Index[2]] == True);
  • Set Status(Event Player, Null, Unkillable, 9999);
  • Else If(Event Player.P_StatusEffects[Event Player.Menu_Index[2]] == False);
  • Clear Status(Event Player, Unkillable);
  • End;
  • Else If(Event Player.Menu_Index[2] == 6);
  • If(Event Player.P_StatusEffects[Event Player.Menu_Index[2]] == True);
  • Set Status(Event Player, Null, Invincible, 9999);
  • Else If(Event Player.P_StatusEffects[Event Player.Menu_Index[2]] == False);
  • Clear Status(Event Player, Invincible);
  • End;
  • Else If(Event Player.Menu_Index[2] == 7);
  • If(Event Player.P_StatusEffects[Event Player.Menu_Index[2]] == True);
  • Set Status(Event Player, Null, Phased Out, 9999);
  • Else If(Event Player.P_StatusEffects[Event Player.Menu_Index[2]] == False);
  • Clear Status(Event Player, Phased Out);
  • End;
  • Else If(Event Player.Menu_Index[2] == 8);
  • If(Event Player.P_StatusEffects[Event Player.Menu_Index[2]] == True);
  • Set Status(Event Player, Null, Rooted, 9999);
  • Else If(Event Player.P_StatusEffects[Event Player.Menu_Index[2]] == False);
  • Clear Status(Event Player, Rooted);
  • End;
  • Else If(Event Player.Menu_Index[2] == 9);
  • If(Event Player.P_StatusEffects[Event Player.Menu_Index[2]] == True);
  • Set Status(Event Player, Null, Stunned, 9999);
  • Else If(Event Player.P_StatusEffects[Event Player.Menu_Index[2]] == False);
  • Clear Status(Event Player, Stunned);
  • End;
  • Else If(Event Player.Menu_Index[2] == 10);
  • If(Event Player.P_StatusEffects[Event Player.Menu_Index[2]] == True);
  • Disable Built-In Game Mode Respawning(Event Player);
  • Kill(Event Player, Null);
  • Else If(Event Player.P_StatusEffects[Event Player.Menu_Index[2]] == False);
  • Enable Built-In Game Mode Respawning(Event Player);
  • Resurrect(Event Player);
  • End;
  • End;
  • }
  • }
  • rule("SUB: Set Save States")
  • {
  • event
  • {
  • Subroutine;
  • S_SaveStates;
  • }
  • actions
  • {
  • Event Player.Menu_Index = Array(0, 0, 0);
  • Destroy HUD Text(Event Player.ID_Menu_HUD[0]);
  • Destroy HUD Text(Event Player.ID_Menu_HUD[1]);
  • Call Subroutine(S_Button_Toggle);
  • Wait(0.016, Ignore Condition);
  • Event Player.flymode = 0;
  • While(Event Player.flymode < Count Of(Global.L_BasicSettings));
  • Event Player.Menu_Index[2] = Event Player.flymode;
  • Call Subroutine(S_BasicSettings);
  • Event Player.flymode += 1;
  • Wait(0.016, Ignore Condition);
  • End;
  • Event Player.flymode = 0;
  • While(Event Player.flymode < Count Of(Global.L_VisualEffects));
  • Event Player.Menu_Index[2] = Event Player.flymode;
  • Call Subroutine(S_VisualEffects);
  • Event Player.flymode += 1;
  • Wait(0.016, Ignore Condition);
  • End;
  • Event Player.flymode = 0;
  • While(Event Player.flymode < Count Of(Global.L_AdvancedSettings));
  • Event Player.Menu_Index[2] = Event Player.flymode;
  • Call Subroutine(S_AdvancedSettings);
  • Event Player.flymode += 1;
  • Wait(0.016, Ignore Condition);
  • End;
  • Event Player.flymode = 0;
  • While(Event Player.flymode < Count Of(Global.L_CombatModifiers));
  • Event Player.Menu_Index[2] = Event Player.flymode;
  • Call Subroutine(S_CombatModifiers);
  • Event Player.flymode += 1;
  • Wait(0.016, Ignore Condition);
  • End;
  • Event Player.flymode = 0;
  • While(Event Player.flymode < Count Of(Global.L_HealthPools));
  • Event Player.Menu_Index[2] = Event Player.flymode;
  • Call Subroutine(S_HealthPools);
  • Event Player.flymode += 1;
  • Wait(0.016, Ignore Condition);
  • End;
  • Event Player.flymode = 0;
  • While(Event Player.flymode < Count Of(Global.L_AbilitySettings));
  • Event Player.Menu_Index[2] = Event Player.flymode;
  • Call Subroutine(S_AbilitySettings);
  • Event Player.flymode += 1;
  • Wait(0.016, Ignore Condition);
  • End;
  • Event Player.flymode = 0;
  • While(Event Player.flymode < Count Of(Global.L_StatusEffects));
  • Event Player.Menu_Index[2] = Event Player.flymode;
  • Call Subroutine(S_StatusEffects);
  • Event Player.flymode += 1;
  • Wait(0.016, Ignore Condition);
  • End;
  • Event Player.flymode = 0;
  • Event Player.Menu_Index = Array(0, 0, 0);
  • }
  • }
  • rule("SUB: Set Visual Effects")
  • rule("SUB: Set Host Tools")
  • {
  • event
  • {
  • Subroutine;
  • S_VE;
  • }
  • actions
  • {
  • If(Event Player.Menu_Index[2] != 0);
  • Destroy Effect(Event Player.ID_Visual_Effect[0]);
  • Destroy Effect(Event Player.ID_Visual_Effect[1]);
  • Destroy Effect(Event Player.ID_Visual_Effect[2]);
  • Destroy Effect(Event Player.ID_Visual_Effect[3]);
  • Destroy Effect(Event Player.ID_Visual_Effect[4]);
  • Destroy Effect(Event Player.ID_Visual_Effect[5]);
  • Destroy Effect(Event Player.ID_Visual_Effect[6]);
  • Destroy Effect(Event Player.ID_Visual_Effect[7]);
  • Destroy Effect(Event Player.ID_Visual_Effect[8]);
  • Destroy Effect(Event Player.ID_Visual_Effect[9]);
  • Wait(0.016, Ignore Condition);
  • If(Event Player.Menu_Index[2] == 1 && Event Player.P_VE[1] == True);
  • Event Player.P_VE[2] = False;
  • Event Player.P_VE[3] = False;
  • Event Player.P_VE[4] = False;
  • Event Player.P_VE[5] = False;
  • Create Effect(All Players(All Teams), Sphere, White, Eye Position(Event Player) Vector(Sine From Degrees((
  • Event Player.C_Effect 1) % 1 * 360) * 0.750, Sine From Degrees((Event Player.C_Effect 1) % 1 * 360) * 0.500,
  • Cosine From Degrees((Event Player.C_Effect 1) % 1 * 360) * 1) * Distance Between(Eye Position(Event Player), Position Of(
  • Event Player)), 0.150 * Distance Between(Eye Position(Event Player), Position Of(Event Player)), Position and Radius);
  • Event Player.ID_Visual_Effect[0] = Last Created Entity;
  • Create Effect(All Players(All Teams), Good Aura, Sky Blue, Eye Position(Event Player) Vector(Sine From Degrees((
  • Event Player.C_Effect 0.950) % 1 * 360) * 0.750, Sine From Degrees((Event Player.C_Effect 0.950) % 1 * 360) * 0.500,
  • Cosine From Degrees((Event Player.C_Effect 0.950) % 1 * 360) * 1) * Distance Between(Eye Position(Event Player), Position Of(
  • Event Player)), 0.090 * Distance Between(Eye Position(Event Player), Position Of(Event Player)), Position and Radius);
  • Event Player.ID_Visual_Effect[1] = Last Created Entity;
  • Create Effect(All Players(All Teams), Good Aura, Sky Blue, Eye Position(Event Player) Vector(Sine From Degrees((
  • Event Player.C_Effect 0.900) % 1 * 360) * 0.750, Sine From Degrees((Event Player.C_Effect 0.900) % 1 * 360) * 0.500,
  • Cosine From Degrees((Event Player.C_Effect 0.900) % 1 * 360) * 1) * Distance Between(Eye Position(Event Player), Position Of(
  • Event Player)), 0.080 * Distance Between(Eye Position(Event Player), Position Of(Event Player)), Position and Radius);
  • Event Player.ID_Visual_Effect[2] = Last Created Entity;
  • Create Effect(All Players(All Teams), Good Aura, Sky Blue, Eye Position(Event Player) Vector(Sine From Degrees((
  • Event Player.C_Effect 0.850) % 1 * 360) * 0.750, Sine From Degrees((Event Player.C_Effect 0.850) % 1 * 360) * 0.500,
  • Cosine From Degrees((Event Player.C_Effect 0.850) % 1 * 360) * 1) * Distance Between(Eye Position(Event Player), Position Of(
  • Event Player)), 0.070 * Distance Between(Eye Position(Event Player), Position Of(Event Player)), Position and Radius);
  • Event Player.ID_Visual_Effect[3] = Last Created Entity;
  • Create Effect(All Players(All Teams), Good Aura, Blue, Eye Position(Event Player) Vector(Sine From Degrees((
  • Event Player.C_Effect 0.800) % 1 * 360) * 0.750, Sine From Degrees((Event Player.C_Effect 0.800) % 1 * 360) * 0.500,
  • Cosine From Degrees((Event Player.C_Effect 0.800) % 1 * 360) * 1) * Distance Between(Eye Position(Event Player), Position Of(
  • Event Player)), 0.060 * Distance Between(Eye Position(Event Player), Position Of(Event Player)), Position and Radius);
  • Event Player.ID_Visual_Effect[4] = Last Created Entity;
  • Create Effect(All Players(All Teams), Good Aura, Blue, Eye Position(Event Player) Vector(Sine From Degrees((
  • Event Player.C_Effect 0.750) % 1 * 360) * 0.750, Sine From Degrees((Event Player.C_Effect 0.750) % 1 * 360) * 0.500,
  • Cosine From Degrees((Event Player.C_Effect 0.750) % 1 * 360) * 1) * Distance Between(Eye Position(Event Player), Position Of(
  • Event Player)), 0.050 * Distance Between(Eye Position(Event Player), Position Of(Event Player)), Position and Radius);
  • Event Player.ID_Visual_Effect[5] = Last Created Entity;
  • Create Effect(All Players(All Teams), Good Aura, Blue, Eye Position(Event Player) Vector(Sine From Degrees((
  • Event Player.C_Effect 0.700) % 1 * 360) * 0.750, Sine From Degrees((Event Player.C_Effect 0.700) % 1 * 360) * 0.500,
  • Cosine From Degrees((Event Player.C_Effect 0.700) % 1 * 360) * 1) * Distance Between(Eye Position(Event Player), Position Of(
  • Event Player)), 0.040 * Distance Between(Eye Position(Event Player), Position Of(Event Player)), Position and Radius);
  • Event Player.ID_Visual_Effect[6] = Last Created Entity;
  • Create Effect(All Players(All Teams), Good Aura, Purple, Eye Position(Event Player) Vector(Sine From Degrees((
  • Event Player.C_Effect 0.650) % 1 * 360) * 0.750, Sine From Degrees((Event Player.C_Effect 0.650) % 1 * 360) * 0.500,
  • Cosine From Degrees((Event Player.C_Effect 0.650) % 1 * 360) * 1) * Distance Between(Eye Position(Event Player), Position Of(
  • Event Player)), 0.030 * Distance Between(Eye Position(Event Player), Position Of(Event Player)), Position and Radius);
  • Event Player.ID_Visual_Effect[7] = Last Created Entity;
  • Create Effect(All Players(All Teams), Good Aura, Purple, Eye Position(Event Player) Vector(Sine From Degrees((
  • Event Player.C_Effect 0.600) % 1 * 360) * 0.750, Sine From Degrees((Event Player.C_Effect 0.600) % 1 * 360) * 0.500,
  • Cosine From Degrees((Event Player.C_Effect 0.600) % 1 * 360) * 1) * Distance Between(Eye Position(Event Player), Position Of(
  • Event Player)), 0.020 * Distance Between(Eye Position(Event Player), Position Of(Event Player)), Position and Radius);
  • Event Player.ID_Visual_Effect[8] = Last Created Entity;
  • Create Effect(All Players(All Teams), Good Aura, Purple, Eye Position(Event Player) Vector(Sine From Degrees((
  • Event Player.C_Effect 0.550) % 1 * 360) * 0.750, Sine From Degrees((Event Player.C_Effect 0.550) % 1 * 360) * 0.500,
  • Cosine From Degrees((Event Player.C_Effect 0.550) % 1 * 360) * 1) * Distance Between(Eye Position(Event Player), Position Of(
  • Event Player)), 0.010 * Distance Between(Eye Position(Event Player), Position Of(Event Player)), Position and Radius);
  • Event Player.ID_Visual_Effect[9] = Last Created Entity;
  • Else If(Event Player.Menu_Index[2] == 2 && Event Player.P_VE[2] == True);
  • Event Player.P_VE[1] = False;
  • Event Player.P_VE[3] = False;
  • Event Player.P_VE[4] = False;
  • Event Player.P_VE[5] = False;
  • Create Effect(All Players(All Teams), Good Aura, Red, Eye Position(Event Player), (Event Player.C_Effect 0)
  • % 1 * Distance Between(Eye Position(Event Player), Position Of(Event Player)), Position and Radius);
  • Event Player.ID_Visual_Effect[0] = Last Created Entity;
  • Create Effect(All Players(All Teams), Good Aura, Orange, Eye Position(Event Player), (Event Player.C_Effect 0.900)
  • % 1 * Distance Between(Eye Position(Event Player), Position Of(Event Player)), Position and Radius);
  • Event Player.ID_Visual_Effect[1] = Last Created Entity;
  • Create Effect(All Players(All Teams), Good Aura, Yellow, Eye Position(Event Player), (Event Player.C_Effect 0.800)
  • % 1 * Distance Between(Eye Position(Event Player), Position Of(Event Player)), Position and Radius);
  • Event Player.ID_Visual_Effect[2] = Last Created Entity;
  • Create Effect(All Players(All Teams), Good Aura, Lime Green, Eye Position(Event Player), (Event Player.C_Effect 0.700)
  • % 1 * Distance Between(Eye Position(Event Player), Position Of(Event Player)), Position and Radius);
  • Event Player.ID_Visual_Effect[3] = Last Created Entity;
  • Create Effect(All Players(All Teams), Good Aura, Green, Eye Position(Event Player), (Event Player.C_Effect 0.600)
  • % 1 * Distance Between(Eye Position(Event Player), Position Of(Event Player)), Position and Radius);
  • Event Player.ID_Visual_Effect[4] = Last Created Entity;
  • Create Effect(All Players(All Teams), Good Aura, Turquoise, Eye Position(Event Player), (Event Player.C_Effect 0.500)
  • % 1 * Distance Between(Eye Position(Event Player), Position Of(Event Player)), Position and Radius);
  • Event Player.ID_Visual_Effect[5] = Last Created Entity;
  • Create Effect(All Players(All Teams), Good Aura, Aqua, Eye Position(Event Player), (Event Player.C_Effect 0.400)
  • % 1 * Distance Between(Eye Position(Event Player), Position Of(Event Player)), Position and Radius);
  • Event Player.ID_Visual_Effect[6] = Last Created Entity;
  • Create Effect(All Players(All Teams), Good Aura, Sky Blue, Eye Position(Event Player), (Event Player.C_Effect 0.300)
  • % 1 * Distance Between(Eye Position(Event Player), Position Of(Event Player)), Position and Radius);
  • Event Player.ID_Visual_Effect[7] = Last Created Entity;
  • Create Effect(All Players(All Teams), Good Aura, Blue, Eye Position(Event Player), (Event Player.C_Effect 0.200)
  • % 1 * Distance Between(Eye Position(Event Player), Position Of(Event Player)), Position and Radius);
  • Event Player.ID_Visual_Effect[8] = Last Created Entity;
  • Create Effect(All Players(All Teams), Good Aura, Purple, Eye Position(Event Player), (Event Player.C_Effect 0.100)
  • % 1 * Distance Between(Eye Position(Event Player), Position Of(Event Player)), Position and Radius);
  • Event Player.ID_Visual_Effect[9] = Last Created Entity;
  • Else If(Event Player.Menu_Index[2] == 3 && Event Player.P_VE[3] == True);
  • Event Player.P_VE[1] = False;
  • Event Player.P_VE[2] = False;
  • Event Player.P_VE[4] = False;
  • Event Player.P_VE[5] = False;
  • Create Effect(All Players(All Teams), Ring, Red, Event Player, (Event Player.C_Effect 0) % 1 * Distance Between(Eye Position(
  • Event Player), Position Of(Event Player)), Position and Radius);
  • Event Player.ID_Visual_Effect[0] = Last Created Entity;
  • Create Effect(All Players(All Teams), Ring, Orange, Event Player, (Event Player.C_Effect 0.900) % 1 * Distance Between(
  • Eye Position(Event Player), Position Of(Event Player)), Position and Radius);
  • Event Player.ID_Visual_Effect[1] = Last Created Entity;
  • Create Effect(All Players(All Teams), Ring, Yellow, Event Player, (Event Player.C_Effect 0.800) % 1 * Distance Between(
  • Eye Position(Event Player), Position Of(Event Player)), Position and Radius);
  • Event Player.ID_Visual_Effect[2] = Last Created Entity;
  • Create Effect(All Players(All Teams), Ring, Lime Green, Event Player, (Event Player.C_Effect 0.700) % 1 * Distance Between(
  • Eye Position(Event Player), Position Of(Event Player)), Position and Radius);
  • Event Player.ID_Visual_Effect[3] = Last Created Entity;
  • Create Effect(All Players(All Teams), Ring, Green, Event Player, (Event Player.C_Effect 0.600) % 1 * Distance Between(
  • Eye Position(Event Player), Position Of(Event Player)), Position and Radius);
  • Event Player.ID_Visual_Effect[4] = Last Created Entity;
  • Create Effect(All Players(All Teams), Ring, Turquoise, Event Player, (Event Player.C_Effect 0.500) % 1 * Distance Between(
  • Eye Position(Event Player), Position Of(Event Player)), Position and Radius);
  • Event Player.ID_Visual_Effect[5] = Last Created Entity;
  • Create Effect(All Players(All Teams), Ring, Aqua, Event Player, (Event Player.C_Effect 0.400) % 1 * Distance Between(
  • Eye Position(Event Player), Position Of(Event Player)), Position and Radius);
  • Event Player.ID_Visual_Effect[6] = Last Created Entity;
  • Create Effect(All Players(All Teams), Ring, Sky Blue, Event Player, (Event Player.C_Effect 0.300) % 1 * Distance Between(
  • Eye Position(Event Player), Position Of(Event Player)), Position and Radius);
  • Event Player.ID_Visual_Effect[7] = Last Created Entity;
  • Create Effect(All Players(All Teams), Ring, Blue, Event Player, (Event Player.C_Effect 0.200) % 1 * Distance Between(
  • Eye Position(Event Player), Position Of(Event Player)), Position and Radius);
  • Event Player.ID_Visual_Effect[8] = Last Created Entity;
  • Create Effect(All Players(All Teams), Ring, Purple, Event Player, (Event Player.C_Effect 0.100) % 1 * Distance Between(
  • Eye Position(Event Player), Position Of(Event Player)), Position and Radius);
  • Event Player.ID_Visual_Effect[9] = Last Created Entity;
  • Else If(Event Player.Menu_Index[2] == 4 && Event Player.P_VE[4] == True);
  • Event Player.P_VE[1] = False;
  • Event Player.P_VE[2] = False;
  • Event Player.P_VE[3] = False;
  • Event Player.P_VE[5] = False;
  • Create Effect(All Players(All Teams), Light Shaft, White, Position Of(Event Player) Vector(Sine From Degrees((
  • Event Player.C_Effect 1) % 1 * 360), 0, Cosine From Degrees((Event Player.C_Effect 1) % 1 * 360)) * Distance Between(
  • Eye Position(Event Player), Position Of(Event Player)) * Sine From Degrees(Event Player.C_Effect * 180),
  • 0.500 * Distance Between(Eye Position(Event Player), Position Of(Event Player)), Position and Radius);
  • Event Player.ID_Visual_Effect[0] = Last Created Entity;
  • Create Effect(All Players(All Teams), Light Shaft, Yellow, Position Of(Event Player) Vector(Sine From Degrees((
  • Event Player.C_Effect 0.900) % 1 * 360), 0, Cosine From Degrees((Event Player.C_Effect 0.900) % 1 * 360))
  • * Distance Between(Eye Position(Event Player), Position Of(Event Player)) * Sine From Degrees(Event Player.C_Effect * 180),
  • 0.500 * Distance Between(Eye Position(Event Player), Position Of(Event Player)), Position and Radius);
  • Event Player.ID_Visual_Effect[1] = Last Created Entity;
  • Create Effect(All Players(All Teams), Light Shaft, Lime Green, Position Of(Event Player) Vector(Sine From Degrees((
  • Event Player.C_Effect 0.800) % 1 * 360), 0, Cosine From Degrees((Event Player.C_Effect 0.800) % 1 * 360))
  • * Distance Between(Eye Position(Event Player), Position Of(Event Player)) * Sine From Degrees(Event Player.C_Effect * 180),
  • 0.500 * Distance Between(Eye Position(Event Player), Position Of(Event Player)), Position and Radius);
  • Event Player.ID_Visual_Effect[2] = Last Created Entity;
  • Create Effect(All Players(All Teams), Light Shaft, Green, Position Of(Event Player) Vector(Sine From Degrees((
  • Event Player.C_Effect 0.700) % 1 * 360), 0, Cosine From Degrees((Event Player.C_Effect 0.700) % 1 * 360))
  • * Distance Between(Eye Position(Event Player), Position Of(Event Player)) * Sine From Degrees(Event Player.C_Effect * 180),
  • 0.500 * Distance Between(Eye Position(Event Player), Position Of(Event Player)), Position and Radius);
  • Event Player.ID_Visual_Effect[3] = Last Created Entity;
  • Create Effect(All Players(All Teams), Light Shaft, Turquoise, Position Of(Event Player) Vector(Sine From Degrees((
  • Event Player.C_Effect 0.600) % 1 * 360), 0, Cosine From Degrees((Event Player.C_Effect 0.600) % 1 * 360))
  • * Distance Between(Eye Position(Event Player), Position Of(Event Player)) * Sine From Degrees(Event Player.C_Effect * 180),
  • 0.500 * Distance Between(Eye Position(Event Player), Position Of(Event Player)), Position and Radius);
  • Event Player.ID_Visual_Effect[4] = Last Created Entity;
  • Create Effect(All Players(All Teams), Light Shaft, White, Position Of(Event Player) Vector(Sine From Degrees((
  • Event Player.C_Effect 0.500) % 1 * 360), 0, Cosine From Degrees((Event Player.C_Effect 0.500) % 1 * 360))
  • * Distance Between(Eye Position(Event Player), Position Of(Event Player)) * Sine From Degrees(Event Player.C_Effect * 180),
  • 0.500 * Distance Between(Eye Position(Event Player), Position Of(Event Player)), Position and Radius);
  • Event Player.ID_Visual_Effect[5] = Last Created Entity;
  • Create Effect(All Players(All Teams), Light Shaft, Yellow, Position Of(Event Player) Vector(Sine From Degrees((
  • Event Player.C_Effect 0.400) % 1 * 360), 0, Cosine From Degrees((Event Player.C_Effect 0.400) % 1 * 360))
  • * Distance Between(Eye Position(Event Player), Position Of(Event Player)) * Sine From Degrees(Event Player.C_Effect * 180),
  • 0.500 * Distance Between(Eye Position(Event Player), Position Of(Event Player)), Position and Radius);
  • Event Player.ID_Visual_Effect[6] = Last Created Entity;
  • Create Effect(All Players(All Teams), Light Shaft, Lime Green, Position Of(Event Player) Vector(Sine From Degrees((
  • Event Player.C_Effect 0.300) % 1 * 360), 0, Cosine From Degrees((Event Player.C_Effect 0.300) % 1 * 360))
  • * Distance Between(Eye Position(Event Player), Position Of(Event Player)) * Sine From Degrees(Event Player.C_Effect * 180),
  • 0.500 * Distance Between(Eye Position(Event Player), Position Of(Event Player)), Position and Radius);
  • Event Player.ID_Visual_Effect[7] = Last Created Entity;
  • Create Effect(All Players(All Teams), Light Shaft, Green, Position Of(Event Player) Vector(Sine From Degrees((
  • Event Player.C_Effect 0.200) % 1 * 360), 0, Cosine From Degrees((Event Player.C_Effect 0.200) % 1 * 360))
  • * Distance Between(Eye Position(Event Player), Position Of(Event Player)) * Sine From Degrees(Event Player.C_Effect * 180),
  • 0.500 * Distance Between(Eye Position(Event Player), Position Of(Event Player)), Position and Radius);
  • Event Player.ID_Visual_Effect[8] = Last Created Entity;
  • Create Effect(All Players(All Teams), Light Shaft, Turquoise, Position Of(Event Player) Vector(Sine From Degrees((
  • Event Player.C_Effect 0.100) % 1 * 360), 0, Cosine From Degrees((Event Player.C_Effect 0.100) % 1 * 360))
  • * Distance Between(Eye Position(Event Player), Position Of(Event Player)) * Sine From Degrees(Event Player.C_Effect * 180),
  • 0.500 * Distance Between(Eye Position(Event Player), Position Of(Event Player)), Position and Radius);
  • Event Player.ID_Visual_Effect[9] = Last Created Entity;
  • Else If(Event Player.Menu_Index[2] == 5 && Event Player.P_VE[5] == True);
  • Event Player.P_VE[1] = False;
  • Event Player.P_VE[2] = False;
  • Event Player.P_VE[3] = False;
  • Event Player.P_VE[4] = False;
  • Create Effect(All Players(All Teams), Sphere, White, Eye Position(Event Player) Vector(0, Distance Between(Eye Position(
  • Event Player), Position Of(Event Player)), 0), 0.125 * Distance Between(Eye Position(Event Player), Position Of(Event Player)),
  • Position and Radius);
  • Event Player.ID_Visual_Effect[0] = Last Created Entity;
  • Create Effect(All Players(All Teams), Sphere, Red, Eye Position(Event Player) Vector(Sine From Degrees((
  • Event Player.C_Effect 0.100) % 1 * 360) * Sine From Degrees(-45), Sine From Degrees((Event Player.C_Effect 0.100)
  • % 1 * 360) * Cosine From Degrees(-45), Cosine From Degrees((Event Player.C_Effect 0.100) % 1 * 360) * Cosine From Degrees(
  • 70)) * Distance Between(Eye Position(Event Player), Position Of(Event Player)) Vector(0, Distance Between(Eye Position(
  • Event Player), Position Of(Event Player)), 0), 0.050 * Distance Between(Eye Position(Event Player), Position Of(Event Player)),
  • Position and Radius);
  • Event Player.ID_Visual_Effect[1] = Last Created Entity;
  • Create Effect(All Players(All Teams), Sphere, Red, Eye Position(Event Player) Vector(Sine From Degrees((
  • Event Player.C_Effect 0.400) % 1 * 360) * Sine From Degrees(0), Sine From Degrees((Event Player.C_Effect 0.400) % 1 * 360)
  • * Cosine From Degrees(0), Cosine From Degrees((Event Player.C_Effect 0.400) % 1 * 360) * Cosine From Degrees(70))
  • * Distance Between(Eye Position(Event Player), Position Of(Event Player)) Vector(0, Distance Between(Eye Position(
  • Event Player), Position Of(Event Player)), 0), 0.050 * Distance Between(Eye Position(Event Player), Position Of(Event Player)),
  • Position and Radius);
  • Event Player.ID_Visual_Effect[2] = Last Created Entity;
  • Create Effect(All Players(All Teams), Sphere, Red, Eye Position(Event Player) Vector(Sine From Degrees((
  • Event Player.C_Effect 0.700) % 1 * 360) * Sine From Degrees(45), Sine From Degrees((Event Player.C_Effect 0.700) % 1 * 360)
  • * Cosine From Degrees(45), Cosine From Degrees((Event Player.C_Effect 0.700) % 1 * 360) * Cosine From Degrees(70))
  • * Distance Between(Eye Position(Event Player), Position Of(Event Player)) Vector(0, Distance Between(Eye Position(
  • Event Player), Position Of(Event Player)), 0), 0.050 * Distance Between(Eye Position(Event Player), Position Of(Event Player)),
  • Position and Radius);
  • Event Player.ID_Visual_Effect[3] = Last Created Entity;
  • Create Effect(All Players(All Teams), Sphere, Red, Eye Position(Event Player) Vector(Sine From Degrees((
  • Event Player.C_Effect 0.200) % 1 * 360) * Cosine From Degrees(-45), Cosine From Degrees((Event Player.C_Effect 0.200)
  • % 1 * 360) * Cosine From Degrees(70), Sine From Degrees((Event Player.C_Effect 0.200) % 1 * 360) * Sine From Degrees(-45))
  • * Distance Between(Eye Position(Event Player), Position Of(Event Player)) Vector(0, Distance Between(Eye Position(
  • Event Player), Position Of(Event Player)), 0), 0.050 * Distance Between(Eye Position(Event Player), Position Of(Event Player)),
  • Position and Radius);
  • Event Player.ID_Visual_Effect[4] = Last Created Entity;
  • Create Effect(All Players(All Teams), Sphere, Red, Eye Position(Event Player) Vector(Sine From Degrees((
  • Event Player.C_Effect 0.500) % 1 * 360) * Cosine From Degrees(0), Cosine From Degrees((Event Player.C_Effect 0.500)
  • % 1 * 360) * Cosine From Degrees(70), Sine From Degrees((Event Player.C_Effect 0.500) % 1 * 360) * Sine From Degrees(0))
  • * Distance Between(Eye Position(Event Player), Position Of(Event Player)) Vector(0, Distance Between(Eye Position(
  • Event Player), Position Of(Event Player)), 0), 0.050 * Distance Between(Eye Position(Event Player), Position Of(Event Player)),
  • Position and Radius);
  • Event Player.ID_Visual_Effect[5] = Last Created Entity;
  • Create Effect(All Players(All Teams), Sphere, Red, Eye Position(Event Player) Vector(Sine From Degrees((
  • Event Player.C_Effect 0.800) % 1 * 360) * Cosine From Degrees(45), Cosine From Degrees((Event Player.C_Effect 0.800)
  • % 1 * 360) * Cosine From Degrees(70), Sine From Degrees((Event Player.C_Effect 0.800) % 1 * 360) * Sine From Degrees(45))
  • * Distance Between(Eye Position(Event Player), Position Of(Event Player)) Vector(0, Distance Between(Eye Position(
  • Event Player), Position Of(Event Player)), 0), 0.050 * Distance Between(Eye Position(Event Player), Position Of(Event Player)),
  • Position and Radius);
  • Event Player.ID_Visual_Effect[6] = Last Created Entity;
  • Create Effect(All Players(All Teams), Sphere, Red, Eye Position(Event Player) Vector(Cosine From Degrees((
  • Event Player.C_Effect 0.300) % 1 * 360) * Cosine From Degrees(70), Sine From Degrees((Event Player.C_Effect 0.300)
  • % 1 * 360) * Sine From Degrees(-45), Sine From Degrees((Event Player.C_Effect 0.300) % 1 * 360) * Cosine From Degrees(-45))
  • * Distance Between(Eye Position(Event Player), Position Of(Event Player)) Vector(0, Distance Between(Eye Position(
  • Event Player), Position Of(Event Player)), 0), 0.050 * Distance Between(Eye Position(Event Player), Position Of(Event Player)),
  • Position and Radius);
  • Event Player.ID_Visual_Effect[7] = Last Created Entity;
  • Create Effect(All Players(All Teams), Sphere, Red, Eye Position(Event Player) Vector(Cosine From Degrees((
  • Event Player.C_Effect 0.600) % 1 * 360) * Cosine From Degrees(70), Sine From Degrees((Event Player.C_Effect 0.600)
  • % 1 * 360) * Sine From Degrees(0), Sine From Degrees((Event Player.C_Effect 0.600) % 1 * 360) * Cosine From Degrees(0))
  • * Distance Between(Eye Position(Event Player), Position Of(Event Player)) Vector(0, Distance Between(Eye Position(
  • Event Player), Position Of(Event Player)), 0), 0.050 * Distance Between(Eye Position(Event Player), Position Of(Event Player)),
  • Position and Radius);
  • Event Player.ID_Visual_Effect[8] = Last Created Entity;
  • Create Effect(All Players(All Teams), Sphere, Red, Eye Position(Event Player) Vector(Cosine From Degrees((
  • Event Player.C_Effect 0.900) % 1 * 360) * Cosine From Degrees(70), Sine From Degrees((Event Player.C_Effect 0.900)
  • % 1 * 360) * Sine From Degrees(45), Sine From Degrees((Event Player.C_Effect 0.900) % 1 * 360) * Cosine From Degrees(45))
  • * Distance Between(Eye Position(Event Player), Position Of(Event Player)) Vector(0, Distance Between(Eye Position(
  • Event Player), Position Of(Event Player)), 0), 0.050 * Distance Between(Eye Position(Event Player), Position Of(Event Player)),
  • Position and Radius);
  • Event Player.ID_Visual_Effect[9] = Last Created Entity;
  • End;
  • End;
  • }
  • event
  • {
  • Subroutine;
  • S_HostTools;
  • }
  • actions
  • {
  • If(Event Player.Menu_Index[2] == 0);
  • Else If(Event Player.Menu_Index[2] == 1);
  • Else If(Event Player.Menu_Index[2] == 2);
  • Else If(Event Player.Menu_Index[2] == 3);
  • If(Event Player.P_HostTools[0] == Custom String("All Non Host Players"));
  • If(Index Of Array Value(Global.L_Menu, Event Player.P_HostTools[1]) == 0);
  • Remove From Array(All Players(All Teams), Event Player).P_BasicSettings[Index Of Array Value(Global.L_BasicSettings,
  • Event Player.P_HostTools[2])] = Event Player.S_BasicSettings[Index Of Array Value(Global.L_BasicSettings,
  • Event Player.P_HostTools[2])];
  • Remove From Array(All Players(All Teams), Event Player).Menu_Index = Array(4, Index Of Array Value(Global.L_Menu,
  • Event Player.P_HostTools[1]), Index Of Array Value(Global.L_BasicSettings, Event Player.P_HostTools[2]));
  • Else If(Index Of Array Value(Global.L_Menu, Event Player.P_HostTools[1]) == 1);
  • Remove From Array(All Players(All Teams), Event Player).P_VisualEffects[Index Of Array Value(Global.L_VisualEffects,
  • Event Player.P_HostTools[2])] = Event Player.S_VisualEffects[Index Of Array Value(Global.L_VisualEffects,
  • Event Player.P_HostTools[2])];
  • Remove From Array(All Players(All Teams), Event Player).Menu_Index = Array(4, Index Of Array Value(Global.L_Menu,
  • Event Player.P_HostTools[1]), Index Of Array Value(Global.L_VisualEffects, Event Player.P_HostTools[2]));
  • Else If(Index Of Array Value(Global.L_Menu, Event Player.P_HostTools[1]) == 2);
  • Remove From Array(All Players(All Teams), Event Player).P_AdvancedSettings[Index Of Array Value(Global.L_AdvancedSettings,
  • Event Player.P_HostTools[2])] = Event Player.S_AdvancedSettings[Index Of Array Value(Global.L_AdvancedSettings,
  • Event Player.P_HostTools[2])];
  • Remove From Array(All Players(All Teams), Event Player).Menu_Index = Array(4, Index Of Array Value(Global.L_Menu,
  • Event Player.P_HostTools[1]), Index Of Array Value(Global.L_AdvancedSettings, Event Player.P_HostTools[2]));
  • Else If(Index Of Array Value(Global.L_Menu, Event Player.P_HostTools[1]) == 3);
  • Remove From Array(All Players(All Teams), Event Player).P_CombatModifiers[Index Of Array Value(Global.L_CombatModifiers,
  • Event Player.P_HostTools[2])] = Event Player.S_CombatModifiers[Index Of Array Value(Global.L_CombatModifiers,
  • Event Player.P_HostTools[2])];
  • Remove From Array(All Players(All Teams), Event Player).Menu_Index = Array(4, Index Of Array Value(Global.L_Menu,
  • Event Player.P_HostTools[1]), Index Of Array Value(Global.L_CombatModifiers, Event Player.P_HostTools[2]));
  • Else If(Index Of Array Value(Global.L_Menu, Event Player.P_HostTools[1]) == 4);
  • Remove From Array(All Players(All Teams), Event Player).P_HealthPools[Index Of Array Value(Global.L_HealthPools,
  • Event Player.P_HostTools[2])] = Event Player.S_HealthPools[Index Of Array Value(Global.L_HealthPools,
  • Event Player.P_HostTools[2])];
  • Remove From Array(All Players(All Teams), Event Player).Menu_Index = Array(4, Index Of Array Value(Global.L_Menu,
  • Event Player.P_HostTools[1]), Index Of Array Value(Global.L_HealthPools, Event Player.P_HostTools[2]));
  • Else If(Index Of Array Value(Global.L_Menu, Event Player.P_HostTools[1]) == 5);
  • Remove From Array(All Players(All Teams), Event Player).P_AbilitySettings[Index Of Array Value(Global.L_AbilitySettings,
  • Event Player.P_HostTools[2])] = Event Player.S_AbilitySettings[Index Of Array Value(Global.L_AbilitySettings,
  • Event Player.P_HostTools[2])];
  • Remove From Array(All Players(All Teams), Event Player).Menu_Index = Array(4, Index Of Array Value(Global.L_Menu,
  • Event Player.P_HostTools[1]), Index Of Array Value(Global.L_AbilitySettings, Event Player.P_HostTools[2]));
  • Else If(Index Of Array Value(Global.L_Menu, Event Player.P_HostTools[1]) == 6);
  • Remove From Array(All Players(All Teams), Event Player).P_StatusEffects[Index Of Array Value(Global.L_StatusEffects,
  • Event Player.P_HostTools[2])] = Event Player.S_StatusEffects[Index Of Array Value(Global.L_StatusEffects,
  • Event Player.P_HostTools[2])];
  • Remove From Array(All Players(All Teams), Event Player).Menu_Index = Array(4, Index Of Array Value(Global.L_Menu,
  • Event Player.P_HostTools[1]), Index Of Array Value(Global.L_StatusEffects, Event Player.P_HostTools[2]));
  • End;
  • Else If(Event Player.P_HostTools[0] != Custom String("All Non Host Players"));
  • If(Index Of Array Value(Global.L_Menu, Event Player.P_HostTools[1]) == 0);
  • Event Player.P_HostTools[0].P_BasicSettings[Index Of Array Value(Global.L_BasicSettings, Event Player.P_HostTools[2])
  • ] = Event Player.S_BasicSettings[Index Of Array Value(Global.L_BasicSettings, Event Player.P_HostTools[2])];
  • Event Player.P_HostTools[0].Menu_Index = Array(4, Index Of Array Value(Global.L_Menu, Event Player.P_HostTools[1]),
  • Index Of Array Value(Global.L_BasicSettings, Event Player.P_HostTools[2]));
  • Else If(Index Of Array Value(Global.L_Menu, Event Player.P_HostTools[1]) == 1);
  • Event Player.P_HostTools[0].P_VisualEffects[Index Of Array Value(Global.L_VisualEffects, Event Player.P_HostTools[2])
  • ] = Event Player.S_VisualEffects[Index Of Array Value(Global.L_VisualEffects, Event Player.P_HostTools[2])];
  • Event Player.P_HostTools[0].Menu_Index = Array(4, Index Of Array Value(Global.L_Menu, Event Player.P_HostTools[1]),
  • Index Of Array Value(Global.L_VisualEffects, Event Player.P_HostTools[2]));
  • Else If(Index Of Array Value(Global.L_Menu, Event Player.P_HostTools[1]) == 2);
  • Event Player.P_HostTools[0].P_AdvancedSettings[Index Of Array Value(Global.L_AdvancedSettings, Event Player.P_HostTools[2])
  • ] = Event Player.S_AdvancedSettings[Index Of Array Value(Global.L_AdvancedSettings, Event Player.P_HostTools[2])];
  • Event Player.P_HostTools[0].Menu_Index = Array(4, Index Of Array Value(Global.L_Menu, Event Player.P_HostTools[1]),
  • Index Of Array Value(Global.L_AdvancedSettings, Event Player.P_HostTools[2]));
  • Else If(Index Of Array Value(Global.L_Menu, Event Player.P_HostTools[1]) == 3);
  • Event Player.P_HostTools[0].P_CombatModifiers[Index Of Array Value(Global.L_CombatModifiers, Event Player.P_HostTools[2])
  • ] = Event Player.S_CombatModifiers[Index Of Array Value(Global.L_CombatModifiers, Event Player.P_HostTools[2])];
  • Event Player.P_HostTools[0].Menu_Index = Array(4, Index Of Array Value(Global.L_Menu, Event Player.P_HostTools[1]),
  • Index Of Array Value(Global.L_CombatModifiers, Event Player.P_HostTools[2]));
  • Else If(Index Of Array Value(Global.L_Menu, Event Player.P_HostTools[1]) == 4);
  • Event Player.P_HostTools[0].P_HealthPools[Index Of Array Value(Global.L_HealthPools, Event Player.P_HostTools[2])
  • ] = Event Player.S_HealthPools[Index Of Array Value(Global.L_HealthPools, Event Player.P_HostTools[2])];
  • Event Player.P_HostTools[0].Menu_Index = Array(4, Index Of Array Value(Global.L_Menu, Event Player.P_HostTools[1]),
  • Index Of Array Value(Global.L_HealthPools, Event Player.P_HostTools[2]));
  • Else If(Index Of Array Value(Global.L_Menu, Event Player.P_HostTools[1]) == 5);
  • Event Player.P_HostTools[0].P_AbilitySettings[Index Of Array Value(Global.L_AbilitySettings, Event Player.P_HostTools[2])
  • ] = Event Player.S_AbilitySettings[Index Of Array Value(Global.L_AbilitySettings, Event Player.P_HostTools[2])];
  • Event Player.P_HostTools[0].Menu_Index = Array(4, Index Of Array Value(Global.L_Menu, Event Player.P_HostTools[1]),
  • Index Of Array Value(Global.L_AbilitySettings, Event Player.P_HostTools[2]));
  • Else If(Index Of Array Value(Global.L_Menu, Event Player.P_HostTools[1]) == 6);
  • Event Player.P_HostTools[0].P_StatusEffects[Index Of Array Value(Global.L_StatusEffects, Event Player.P_HostTools[2])
  • ] = Event Player.S_StatusEffects[Index Of Array Value(Global.L_StatusEffects, Event Player.P_HostTools[2])];
  • Event Player.P_HostTools[0].Menu_Index = Array(4, Index Of Array Value(Global.L_Menu, Event Player.P_HostTools[1]),
  • Index Of Array Value(Global.L_StatusEffects, Event Player.P_HostTools[2]));
  • End;
  • End;
  • Else If(Event Player.Menu_Index[2] == 4);
  • If(Event Player.P_HostTools[0] == Custom String("All Non Host Players"));
  • Remove From Array(All Players(All Teams), Event Player).P_BasicSettings = Event Player.S_BasicSettings;
  • Remove From Array(All Players(All Teams), Event Player).P_VisualEffects = Event Player.S_VisualEffects;
  • Remove From Array(All Players(All Teams), Event Player).P_AdvancedSettings = Event Player.S_AdvancedSettings;
  • Remove From Array(All Players(All Teams), Event Player).P_CombatModifiers = Event Player.S_CombatModifiers;
  • Remove From Array(All Players(All Teams), Event Player).P_HealthPools = Event Player.S_HealthPools;
  • Remove From Array(All Players(All Teams), Event Player).P_AbilitySettings = Event Player.S_AbilitySettings;
  • Remove From Array(All Players(All Teams), Event Player).P_StatusEffects = Event Player.S_StatusEffects;
  • Remove From Array(All Players(All Teams), Event Player).Menu_Index = Array(4, 7, 1);
  • Else If(Event Player.P_HostTools[0] != Custom String("All Non Host Players"));
  • Event Player.P_HostTools[0].P_BasicSettings = Event Player.S_BasicSettings;
  • Event Player.P_HostTools[0].P_VisualEffects = Event Player.S_VisualEffects;
  • Event Player.P_HostTools[0].P_AdvancedSettings = Event Player.S_AdvancedSettings;
  • Event Player.P_HostTools[0].P_CombatModifiers = Event Player.S_CombatModifiers;
  • Event Player.P_HostTools[0].P_HealthPools = Event Player.S_HealthPools;
  • Event Player.P_HostTools[0].P_AbilitySettings = Event Player.S_AbilitySettings;
  • Event Player.P_HostTools[0].P_StatusEffects = Event Player.S_StatusEffects;
  • Event Player.P_HostTools[0].Menu_Index = Array(4, 7, 1);
  • End;
  • Else If(Event Player.Menu_Index[2] == 5);
  • If(Event Player.P_HostTools[Event Player.Menu_Index[2]] == False);
  • If(Event Player.P_HostTools[0] == Custom String("All Non Host Players"));
  • Remove From Array(All Players(All Teams), Event Player).Menu_Index = Array(0, 0, 0);
  • Else If(Event Player.P_HostTools[0] != Custom String("All Non Host Players"));
  • Global.L_HostTools[0].Menu_Index = Array(0, 0, 0);
  • End;
  • End;
  • Else If(Event Player.Menu_Index[2] == 6);
  • If(Event Player.P_HostTools[0] == Custom String("All Non Host Players"));
  • Teleport(Remove From Array(All Players(All Teams), Event Player), Ray Cast Hit Position(Eye Position(Event Player), Eye Position(
  • Event Player) + Facing Direction Of(Event Player) * 100, Null, Null, False));
  • Else If(Event Player.P_HostTools[0] != Custom String("All Non Host Players"));
  • Teleport(Event Player.P_HostTools[0], Ray Cast Hit Position(Eye Position(Event Player), Eye Position(Event Player)
  • + Facing Direction Of(Event Player) * 100, Null, Null, False));
  • End;
  • Else If(Event Player.Menu_Index[2] == 7);
  • Set Slow Motion(Event Player.P_HostTools[7]);
  • Else If(Event Player.Menu_Index[2] == 8);
  • Else If(Event Player.Menu_Index[2] == 9);
  • Else If(Event Player.Menu_Index[2] == 10);
  • If(Event Player.P_HostTools[9] == Custom String("Free For All"));
  • Create Dummy Bot(Event Player.P_HostTools[8], All Teams, -1, Ray Cast Hit Position(Eye Position(Event Player), Eye Position(
  • Event Player) + Facing Direction Of(Event Player) * 100, Null, Null, False), Vector Towards(Ray Cast Hit Position(Eye Position(
  • Event Player), Eye Position(Event Player) + Facing Direction Of(Event Player) * 100, Null, Null, False), Eye Position(
  • Event Player)));
  • Else If(Event Player.P_HostTools[9] == Custom String("Team 1"));
  • Create Dummy Bot(Event Player.P_HostTools[8], Team 1, -1, Ray Cast Hit Position(Eye Position(Event Player), Eye Position(
  • Event Player) + Facing Direction Of(Event Player) * 100, Null, Null, False), Vector Towards(Ray Cast Hit Position(Eye Position(
  • Event Player), Eye Position(Event Player) + Facing Direction Of(Event Player) * 100, Null, Null, False), Eye Position(
  • Event Player)));
  • Else If(Event Player.P_HostTools[9] == Custom String("Team 2"));
  • Create Dummy Bot(Event Player.P_HostTools[8], Team 2, -1, Ray Cast Hit Position(Eye Position(Event Player), Eye Position(
  • Event Player) + Facing Direction Of(Event Player) * 100, Null, Null, False), Vector Towards(Ray Cast Hit Position(Eye Position(
  • Event Player), Eye Position(Event Player) + Facing Direction Of(Event Player) * 100, Null, Null, False), Eye Position(
  • Event Player)));
  • End;
  • Else If(Event Player.Menu_Index[2] == 11);
  • Destroy All Dummy Bots;
  • Else If(Event Player.Menu_Index[2] == 12);
  • Go To Assemble Heroes;
  • Else If(Event Player.Menu_Index[2] == 13);
  • Set Match Time(Event Player.P_HostTools[Event Player.Menu_Index[2]] * 60);
  • End;
  • }
  • }
  • rule("SUB: Set Host Tools")
  • disabled rule("Miscellaneous")
  • {
  • event
  • {
  • Subroutine;
  • S_HT;
  • }
  • actions
  • {
  • Enable Inspector Recording;
  • If(Event Player.Menu_Index[2] == 0);
  • Else If(Event Player.Menu_Index[2] == 1);
  • Else If(Event Player.Menu_Index[2] == 2);
  • Else If(Event Player.Menu_Index[2] == 3);
  • If(Event Player.P_HT[0] == Custom String("All Non Host Players"));
  • If(Index Of Array Value(Global.L_Menu, Event Player.P_HT[1]) == 0);
  • Remove From Array(All Players(All Teams), Event Player).P_GS[Index Of Array Value(Global.L_GS, Event Player.P_HT[2])
  • ] = Event Player.P_GS[Index Of Array Value(Global.L_GS, Event Player.P_HT[2])];
  • Remove From Array(All Players(All Teams), Event Player).Menu_Index = Array(4, Index Of Array Value(Global.L_Menu,
  • Event Player.P_HT[1]), Index Of Array Value(Global.L_GS, Event Player.P_HT[2]));
  • Else If(Index Of Array Value(Global.L_Menu, Event Player.P_HT[1]) == 1);
  • Remove From Array(All Players(All Teams), Event Player).P_CM[Index Of Array Value(Global.L_CM, Event Player.P_HT[2])
  • ] = Event Player.P_CM[Index Of Array Value(Global.L_CM, Event Player.P_HT[2])];
  • Remove From Array(All Players(All Teams), Event Player).Menu_Index = Array(4, Index Of Array Value(Global.L_Menu,
  • Event Player.P_HT[1]), Index Of Array Value(Global.L_CM, Event Player.P_HT[2]));
  • Else If(Index Of Array Value(Global.L_Menu, Event Player.P_HT[1]) == 2);
  • Remove From Array(All Players(All Teams), Event Player).P_HP[Index Of Array Value(Global.L_HP, Event Player.P_HT[2])
  • ] = Event Player.P_HP[Index Of Array Value(Global.L_HP, Event Player.P_HT[2])];
  • Remove From Array(All Players(All Teams), Event Player).Menu_Index = Array(4, Index Of Array Value(Global.L_Menu,
  • Event Player.P_HT[1]), Index Of Array Value(Global.L_HP, Event Player.P_HT[2]));
  • Else If(Index Of Array Value(Global.L_Menu, Event Player.P_HT[1]) == 3);
  • Remove From Array(All Players(All Teams), Event Player).P_AA[Index Of Array Value(Global.L_AA, Event Player.P_HT[2])
  • ] = Event Player.P_AA[Index Of Array Value(Global.L_AA, Event Player.P_HT[2])];
  • Remove From Array(All Players(All Teams), Event Player).Menu_Index = Array(4, Index Of Array Value(Global.L_Menu,
  • Event Player.P_HT[1]), Index Of Array Value(Global.L_AA, Event Player.P_HT[2]));
  • Else If(Index Of Array Value(Global.L_Menu, Event Player.P_HT[1]) == 4);
  • Remove From Array(All Players(All Teams), Event Player).P_SE[Index Of Array Value(Global.L_SE, Event Player.P_HT[2])
  • ] = Event Player.P_SE[Index Of Array Value(Global.L_SE, Event Player.P_HT[2])];
  • Remove From Array(All Players(All Teams), Event Player).Menu_Index = Array(4, Index Of Array Value(Global.L_Menu,
  • Event Player.P_HT[1]), Index Of Array Value(Global.L_SE, Event Player.P_HT[2]));
  • Else If(Index Of Array Value(Global.L_Menu, Event Player.P_HT[1]) == 5);
  • Remove From Array(All Players(All Teams), Event Player).P_VE[Index Of Array Value(Global.L_VE, Event Player.P_HT[2])
  • ] = Event Player.P_VE[Index Of Array Value(Global.L_VE, Event Player.P_HT[2])];
  • Remove From Array(All Players(All Teams), Event Player).Menu_Index = Array(4, Index Of Array Value(Global.L_Menu,
  • Event Player.P_HT[1]), Index Of Array Value(Global.L_VE, Event Player.P_HT[2]));
  • End;
  • Else If(Event Player.P_HT[0] != Custom String("All Non Host Players"));
  • If(Index Of Array Value(Global.L_Menu, Event Player.P_HT[1]) == 0);
  • Event Player.P_HT[0].P_GS[Index Of Array Value(Global.L_GS, Event Player.P_HT[2])] = Event Player.P_GS[Index Of Array Value(
  • Global.L_GS, Event Player.P_HT[2])];
  • Event Player.P_HT[0].Menu_Index = Array(4, Index Of Array Value(Global.L_Menu, Event Player.P_HT[1]), Index Of Array Value(
  • Global.L_GS, Event Player.P_HT[2]));
  • Else If(Index Of Array Value(Global.L_Menu, Event Player.P_HT[1]) == 1);
  • Event Player.P_HT[0].P_CM[Index Of Array Value(Global.L_CM, Event Player.P_HT[2])] = Event Player.P_CM[Index Of Array Value(
  • Global.L_CM, Event Player.P_HT[2])];
  • Event Player.P_HT[0].Menu_Index = Array(4, Index Of Array Value(Global.L_Menu, Event Player.P_HT[1]), Index Of Array Value(
  • Global.L_CM, Event Player.P_HT[2]));
  • Else If(Index Of Array Value(Global.L_Menu, Event Player.P_HT[1]) == 2);
  • Event Player.P_HT[0].P_HP[Index Of Array Value(Global.L_HP, Event Player.P_HT[2])] = Event Player.P_HP[Index Of Array Value(
  • Global.L_HP, Event Player.P_HT[2])];
  • Event Player.P_HT[0].Menu_Index = Array(4, Index Of Array Value(Global.L_Menu, Event Player.P_HT[1]), Index Of Array Value(
  • Global.L_HP, Event Player.P_HT[2]));
  • Else If(Index Of Array Value(Global.L_Menu, Event Player.P_HT[1]) == 3);
  • Event Player.P_HT[0].P_AA[Index Of Array Value(Global.L_AA, Event Player.P_HT[2])] = Event Player.P_AA[Index Of Array Value(
  • Global.L_AA, Event Player.P_HT[2])];
  • Event Player.P_HT[0].Menu_Index = Array(4, Index Of Array Value(Global.L_Menu, Event Player.P_HT[1]), Index Of Array Value(
  • Global.L_AA, Event Player.P_HT[2]));
  • Else If(Index Of Array Value(Global.L_Menu, Event Player.P_HT[1]) == 4);
  • Event Player.P_HT[0].P_SE[Index Of Array Value(Global.L_SE, Event Player.P_HT[2])] = Event Player.P_SE[Index Of Array Value(
  • Global.L_SE, Event Player.P_HT[2])];
  • Event Player.P_HT[0].Menu_Index = Array(4, Index Of Array Value(Global.L_Menu, Event Player.P_HT[1]), Index Of Array Value(
  • Global.L_SE, Event Player.P_HT[2]));
  • Else If(Index Of Array Value(Global.L_Menu, Event Player.P_HT[1]) == 5);
  • Event Player.P_HT[0].P_VE[Index Of Array Value(Global.L_VE, Event Player.P_HT[2])] = Event Player.P_VE[Index Of Array Value(
  • Global.L_VE, Event Player.P_HT[2])];
  • Event Player.P_HT[0].Menu_Index = Array(4, Index Of Array Value(Global.L_Menu, Event Player.P_HT[1]), Index Of Array Value(
  • Global.L_VE, Event Player.P_HT[2]));
  • End;
  • End;
  • Else If(Event Player.Menu_Index[2] == 4);
  • If(Event Player.P_HT[0] == Custom String("All Non Host Players"));
  • Remove From Array(All Players(All Teams), Event Player).S_GS = Event Player.S_GS;
  • Remove From Array(All Players(All Teams), Event Player).S_CM = Event Player.S_CM;
  • Remove From Array(All Players(All Teams), Event Player).S_HP = Event Player.S_HP;
  • Remove From Array(All Players(All Teams), Event Player).S_AA = Event Player.S_AA;
  • Remove From Array(All Players(All Teams), Event Player).S_SE = Event Player.S_SE;
  • Remove From Array(All Players(All Teams), Event Player).S_VE = Event Player.S_VE;
  • Remove From Array(All Players(All Teams), Event Player).Menu_Index = Array(3, 0, 13);
  • Else If(Event Player.P_HT[0] != Custom String("All Non Host Players"));
  • Event Player.P_HT[0].S_GS = Event Player.S_GS;
  • Event Player.P_HT[0].S_CM = Event Player.S_CM;
  • Event Player.P_HT[0].S_HP = Event Player.S_HP;
  • Event Player.P_HT[0].S_AA = Event Player.S_AA;
  • Event Player.P_HT[0].S_SE = Event Player.S_SE;
  • Event Player.P_HT[0].S_VE = Event Player.S_VE;
  • Event Player.P_HT[0].Menu_Index = Array(3, 0, 13);
  • End;
  • Else If(Event Player.Menu_Index[2] == 5);
  • If(Event Player.P_HT[Event Player.Menu_Index[2]] == False);
  • If(Event Player.P_HT[0] == Custom String("All Non Host Players"));
  • Remove From Array(All Players(All Teams), Event Player).Menu_Index = Array(0, 0, 0);
  • Else If(Event Player.P_HT[0] != Custom String("All Non Host Players"));
  • Global.L_HT[0].Menu_Index = Array(0, 0, 0);
  • End;
  • End;
  • Else If(Event Player.Menu_Index[2] == 6);
  • If(Event Player.P_HT[0] == Custom String("All Non Host Players"));
  • Teleport(Remove From Array(All Players(All Teams), Event Player), Ray Cast Hit Position(Eye Position(Event Player), Eye Position(
  • Event Player) Facing Direction Of(Event Player) * 100, Null, Null, False));
  • Else If(Event Player.P_HT[0] != Custom String("All Non Host Players"));
  • Teleport(Event Player.P_HT[0], Ray Cast Hit Position(Eye Position(Event Player), Eye Position(Event Player) Facing Direction Of(
  • Event Player) * 100, Null, Null, False));
  • End;
  • Else If(Event Player.Menu_Index[2] == 7);
  • Set Slow Motion(Event Player.P_HT[0]);
  • End;
  • Global.L_HT = Array(Custom String("Selected Player"), Custom String("Selected Menu"), Custom String(
  • "Selected Parameter From Menu"), Custom String(
  • "Apply Your Selected Parameter Settings From Your Savestate to Selected Player"), Custom String(
  • "Apply All Your Savestate Settings to Selected Player"), Custom String("Allow Selected Player Mod Access"), Custom String(
  • "Teleport Selected Player To Host's Reticle"), Custom String("Gamespeed"));
  • If(Event Player.P_HT[0] == Custom String("All Non Host Players"));
  • Else If(Event Player.P_HT[0] != Custom String("All Non Host Players"));
  • End;
  • Disable Inspector Recording;
  • }
  • }
  • rule("SUB: Set Parameters")
  • {
  • event
  • {
  • Subroutine;
  • Set_Parameters;
  • }
  • actions
  • {
  • Event Player.Menu_Index = Array(0, 0, 0);
  • Destroy HUD Text(Event Player.ID_Menu_HUD[0]);
  • Destroy HUD Text(Event Player.ID_Menu_HUD[1]);
  • Call Subroutine(S_Button_Toggle);
  • Wait(0.016, Ignore Condition);
  • While(Event Player.II < Count Of(Global.L_GS) - 3);
  • Event Player.Menu_Index[2] = Event Player.II;
  • Call Subroutine(S_GS);
  • Event Player.II = 1;
  • Wait(0.016, Ignore Condition);
  • End;
  • Event Player.II = 0;
  • While(Event Player.II < Count Of(Global.L_CM));
  • Event Player.Menu_Index[2] = Event Player.II;
  • Call Subroutine(S_CM);
  • Event Player.II = 1;
  • Wait(0.016, Ignore Condition);
  • End;
  • Event Player.II = 0;
  • While(Event Player.II < Count Of(Global.L_HP));
  • Event Player.Menu_Index[2] = Event Player.II;
  • Call Subroutine(S_HP);
  • Event Player.II = 1;
  • Wait(0.016, Ignore Condition);
  • End;
  • Event Player.II = 0;
  • While(Event Player.II < Count Of(Global.L_AA));
  • Event Player.Menu_Index[2] = Event Player.II;
  • Call Subroutine(S_AA);
  • Event Player.II = 1;
  • Wait(0.016, Ignore Condition);
  • End;
  • Event Player.II = 0;
  • While(Event Player.II < Count Of(Global.L_SE));
  • Event Player.Menu_Index[2] = Event Player.II;
  • Call Subroutine(S_SE);
  • Event Player.II = 1;
  • Wait(0.016, Ignore Condition);
  • End;
  • Event Player.II = 0;
  • While(Event Player.II < Count Of(Global.L_VE));
  • Event Player.Menu_Index[2] = Event Player.II;
  • Call Subroutine(S_VE);
  • Event Player.II = 1;
  • Wait(0.016, Ignore Condition);
  • End;
  • Event Player.II = 0;
  • Event Player.Menu_Index = Array(0, 0, 0);
  • }
  • event
  • {
  • Ongoing - Global;
  • }
  • }
  • disabled rule("Miscellaneous")
  • rule("Disable Game Settings")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • actions
  • {
  • Disable Built-In Game Mode Announcer;
  • Disable Built-In Game Mode Completion;
  • Disable Built-In Game Mode Music;
  • disabled Disable Built-In Game Mode Scoring;
  • }
  • }
  • rule("Assembling Heros Time Limit")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Is Assembling Heroes == True;
  • }
  • actions
  • {
  • Set Match Time(30);
  • }
  • }
  • rule("Skip Setup Phase")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Is In Setup == True;
  • }
  • actions
  • {
  • Set Match Time(0);
  • }
  • }
  • rule("End Game When Match Time is 0")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Is Game In Progress == True;
  • Match Time == 0;
  • }
  • actions
  • {
  • Enable Built-In Game Mode Completion;
  • }
  • }
  • rule("Reset Effect Chaser")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Event Player.C_Effect == 1;
  • }
  • actions
  • {
  • Event Player.C_Effect = 0;
  • }
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Event Player.C_Effect == 100000000;
  • }
  • actions
  • {
  • Event Player.C_Effect = 0;
  • }
  • }
  • rule("Flight Mode")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Event Player.P_BasicSettings[3] == True;
  • }
  • actions
  • {
  • Set Gravity(Event Player, 0);
  • Disable Movement Collision With Environment(Event Player, True);
  • While(Event Player.P_BasicSettings[3] == True);
  • If(Throttle Of(Event Player) != Vector(Empty Array, Empty Array, Empty Array));
  • Apply Impulse(Event Player, Cross Product(Up, Normalize(World Vector Of(Throttle Of(Event Player), Event Player, Rotation))),
  • 0.001, To World, Cancel Contrary Motion);
  • Apply Impulse(Event Player, Cross Product(Down, Normalize(World Vector Of(Throttle Of(Event Player), Event Player, Rotation))),
  • 0.001, To World, Cancel Contrary Motion);
  • Apply Impulse(Event Player, Direction Towards(Eye Position(Event Player), Eye Position(Event Player) + Normalize(World Vector Of(
  • Throttle Of(Event Player), Event Player, Rotation))), 5.500 * (Event Player.P_CombatModifiers[9] / 100), To World,
  • Cancel Contrary Motion);
  • If(!Is Button Held(Event Player, Crouch));
  • Apply Impulse(Event Player, Up, 0.001, To World, Cancel Contrary Motion);
  • End;
  • If(!Is Button Held(Event Player, Jump));
  • Apply Impulse(Event Player, Down, 0.001, To World, Cancel Contrary Motion);
  • End;
  • Else;
  • If(Speed Of(Event Player) > 0.010);
  • Apply Impulse(Event Player, Left, 0.001, To World, Cancel Contrary Motion);
  • Apply Impulse(Event Player, Right, 0.001, To World, Cancel Contrary Motion);
  • Apply Impulse(Event Player, Forward, 0.001, To World, Cancel Contrary Motion);
  • Apply Impulse(Event Player, Backward, 0.001, To World, Cancel Contrary Motion);
  • If(!Is Button Held(Event Player, Crouch));
  • Apply Impulse(Event Player, Up, 0.001, To World, Cancel Contrary Motion);
  • End;
  • If(!Is Button Held(Event Player, Jump));
  • Apply Impulse(Event Player, Down, 0.001, To World, Cancel Contrary Motion);
  • End;
  • End;
  • End;
  • If(Is Button Held(Event Player, Jump));
  • Apply Impulse(Event Player, Up, 5.500 * (Event Player.P_CombatModifiers[9] / 100), To World, Cancel Contrary Motion);
  • Else If(Is Button Held(Event Player, Crouch));
  • Apply Impulse(Event Player, Down, 5.500 * (Event Player.P_CombatModifiers[9] / 100), To World, Cancel Contrary Motion);
  • End;
  • Wait(0.016, Ignore Condition);
  • End;
  • Set Gravity(Event Player, Event Player.P_CombatModifiers[8]);
  • Enable Movement Collision With Environment(Event Player);
  • }
  • }
  • rule("Turbo Mode")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Event Player.Menu_Index[0] == 0;
  • Event Player.P_AdvancedSettings[2] == True;
  • Is Button Held(Event Player, Reload) == True;
  • }
  • actions
  • {
  • If(Event Player.P_AdvancedSettings[3] == Custom String("Primary Fire"));
  • While(Is Button Held(Event Player, Reload) == True);
  • Set Ability Cooldown(Event Player, Button(Primary Fire), 0);
  • Cancel Primary Action(Event Player);
  • Press Button(Event Player, Primary Fire);
  • Wait(Event Player.P_AdvancedSettings[4], Ignore Condition);
  • End;
  • Else If(Event Player.P_AdvancedSettings[3] == Custom String("Secondary Fire"));
  • While(Is Button Held(Event Player, Reload) == True);
  • Set Ability Cooldown(Event Player, Button(Secondary Fire), 0);
  • Cancel Primary Action(Event Player);
  • Press Button(Event Player, Secondary Fire);
  • Wait(Event Player.P_AdvancedSettings[4], Ignore Condition);
  • End;
  • Else If(Event Player.P_AdvancedSettings[3] == Custom String("Ability 1"));
  • While(Is Button Held(Event Player, Reload) == True);
  • Set Ability Cooldown(Event Player, Button(Ability 1), 0);
  • Cancel Primary Action(Event Player);
  • Press Button(Event Player, Ability 1);
  • Wait(Event Player.P_AdvancedSettings[4], Ignore Condition);
  • End;
  • Else If(Event Player.P_AdvancedSettings[3] == Custom String("Ability 2"));
  • While(Is Button Held(Event Player, Reload) == True);
  • Set Ability Cooldown(Event Player, Button(Ability 2), 0);
  • Cancel Primary Action(Event Player);
  • Press Button(Event Player, Ability 2);
  • Wait(Event Player.P_AdvancedSettings[4], Ignore Condition);
  • End;
  • Else If(Event Player.P_AdvancedSettings[3] == Custom String("Ultimate"));
  • While(Is Button Held(Event Player, Reload) == True);
  • Set Ultimate Charge(Event Player, 100);
  • Cancel Primary Action(Event Player);
  • Press Button(Event Player, Ultimate);
  • Wait(Event Player.P_AdvancedSettings[4], Ignore Condition);
  • End;
  • Else If(Event Player.P_AdvancedSettings[3] == Custom String("Jump"));
  • While(Is Button Held(Event Player, Reload) == True);
  • Set Ability Cooldown(Event Player, Button(Jump), 0);
  • Cancel Primary Action(Event Player);
  • Press Button(Event Player, Jump);
  • Wait(Event Player.P_AdvancedSettings[4], Ignore Condition);
  • End;
  • Else If(Event Player.P_AdvancedSettings[3] == Custom String("Crouch"));
  • While(Is Button Held(Event Player, Reload) == True);
  • Set Ability Cooldown(Event Player, Button(Crouch), 0);
  • Cancel Primary Action(Event Player);
  • Press Button(Event Player, Crouch);
  • Wait(Event Player.P_AdvancedSettings[4], Ignore Condition);
  • End;
  • Else If(Event Player.P_AdvancedSettings[3] == Custom String("Melee"));
  • While(Is Button Held(Event Player, Reload) == True);
  • Set Ability Cooldown(Event Player, Button(Melee), 0);
  • Cancel Primary Action(Event Player);
  • Press Button(Event Player, Melee);
  • Wait(Event Player.P_AdvancedSettings[4], Ignore Condition);
  • End;
  • End;
  • }
  • }
  • rule("Gecko's Tips")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • actions
  • {
  • Wait(20, Ignore Condition);
  • Small Message(All Players(All Teams), Custom String("Gecko's Tip 1: Changing the projectile speed & projectile gravity to 0%"));
  • Wait(3, Ignore Condition);
  • Small Message(All Players(All Teams), Custom String("Gecko's Tip 1: will cause your bullets to suspend in air."));
  • Wait(37, Ignore Condition);
  • Small Message(All Players(All Teams), Custom String(
  • "Gecko's Tip 2: If you are being griefed by other players, set "Phased Out""));
  • Wait(3, Ignore Condition);
  • Small Message(All Players(All Teams), Custom String("Gecko's Tip 2: to false and they won't be able to stun lock you."));
  • Wait(37, Ignore Condition);
  • Small Message(All Players(All Teams), Custom String("Gecko's Tip 3: Large characters can crash the server on regular maps"));
  • Wait(3, Ignore Condition);
  • Small Message(All Players(All Teams), Custom String("Gecko's Tip 3: turning environmental collisions to false fixes this..."));
  • Wait(3, Ignore Condition);
  • Small Message(All Players(All Teams), Custom String("Gecko's Tip 3: but you will frequently fall out of the map."));
  • Wait(34, Ignore Condition);
  • Small Message(All Players(All Teams), Custom String(
  • "Gecko's Tip 4: Scaling rate for barriers, characters and voice line pitch is adjustable"));
  • Wait(3, Ignore Condition);
  • Small Message(All Players(All Teams), Custom String("Gecko's Tip 4: 100 units equates to 100% per second."));
  • Wait(37, Ignore Condition);
  • Small Message(All Players(All Teams), Custom String(
  • "Gecko's Tip 5: You can create new player health pools by turning main health to 1%"));
  • Wait(3, Ignore Condition);
  • Small Message(All Players(All Teams), Custom String(
  • "Gecko's Tip 5: and then replenish the health with whatever health pool type you want."));
  • Wait(37, Ignore Condition);
  • Small Message(All Players(All Teams), Custom String(
  • "Gecko's Tip 6: If you are stuck in the skybox you can toggle Floor Collisions to false..."));
  • Wait(3, Ignore Condition);
  • Small Message(All Players(All Teams), Custom String(
  • "Gecko's Tip 6: just remember to flip it back to true so you can stay on the map after."));
  • Wait(37, Ignore Condition);
  • Small Message(All Players(All Teams), Custom String("Gecko's Tip 7: Character selection is turned off for the spawn rooms."));
  • Wait(3, Ignore Condition);
  • Small Message(All Players(All Teams), Custom String(
  • "Gecko's Tip 7: You can switch characters with the first parameter under General Settings."));
  • Wait(37, Ignore Condition);
  • Small Message(All Players(All Teams), Custom String(
  • "Gecko's Tip 8: Orisa can draw pictures using her gun by turning projectile speed"));
  • Wait(3, Ignore Condition);
  • Small Message(All Players(All Teams), Custom String(
  • "Gecko's Tip 8: to 0% since her bullets last for minutes when suspended in air."));
  • disabled Wait(37, Ignore Condition);
  • disabled Small Message(All Players(All Teams), Custom String("Gecko's Tip 9: The game host can teleport all players to their position"));
  • disabled Wait(3, Ignore Condition);
  • disabled Small Message(All Players(All Teams), Custom String("Gecko's Tip 9: by using the "Group Up" voice line."));
  • Wait(17, Ignore Condition);
  • Loop;
  • }
  • event
  • {
  • Ongoing - Global;
  • }
  • actions
  • {
  • Wait(20, Ignore Condition);
  • Small Message(All Players(All Teams), Custom String("Gecko's Tip 1: Changing the projectile speed & projectile gravity to 0%"));
  • Wait(3, Ignore Condition);
  • Small Message(All Players(All Teams), Custom String("Gecko's Tip 1: will cause your bullets to suspend in air."));
  • Wait(37, Ignore Condition);
  • Small Message(All Players(All Teams), Custom String(
  • "Gecko's Tip 2: If you are being griefed by other players, set \"Phased Out\""));
  • Wait(3, Ignore Condition);
  • Small Message(All Players(All Teams), Custom String("Gecko's Tip 2: to false and they won't be able to stun lock you."));
  • Wait(37, Ignore Condition);
  • Small Message(All Players(All Teams), Custom String("Gecko's Tip 3: Large characters can crash the server on regular maps"));
  • Wait(3, Ignore Condition);
  • Small Message(All Players(All Teams), Custom String("Gecko's Tip 3: turning environmental collisions to false fixes this..."));
  • Wait(3, Ignore Condition);
  • Small Message(All Players(All Teams), Custom String("Gecko's Tip 3: but you will frequently fall out of the map."));
  • Wait(34, Ignore Condition);
  • Small Message(All Players(All Teams), Custom String(
  • "Gecko's Tip 4: Scaling rate for barriers, characters and voice line pitch is adjustable"));
  • Wait(3, Ignore Condition);
  • Small Message(All Players(All Teams), Custom String("Gecko's Tip 4: 100 units equates to 100% per second."));
  • Wait(37, Ignore Condition);
  • Small Message(All Players(All Teams), Custom String(
  • "Gecko's Tip 5: You can create new player health pools by turning main health to 1%"));
  • Wait(3, Ignore Condition);
  • Small Message(All Players(All Teams), Custom String(
  • "Gecko's Tip 5: and then replenish the health with whatever health pool type you want."));
  • Wait(37, Ignore Condition);
  • Small Message(All Players(All Teams), Custom String(
  • "Gecko's Tip 6: If you are stuck in the skybox you can toggle Floor Collisions to false..."));
  • Wait(3, Ignore Condition);
  • Small Message(All Players(All Teams), Custom String(
  • "Gecko's Tip 6: just remember to flip it back to true so you can stay on the map after."));
  • Wait(37, Ignore Condition);
  • Small Message(All Players(All Teams), Custom String("Gecko's Tip 7: Character selection is turned off for the spawn rooms."));
  • Wait(3, Ignore Condition);
  • Small Message(All Players(All Teams), Custom String(
  • "Gecko's Tip 7: You can switch characters with the first parameter under General Settings."));
  • Wait(37, Ignore Condition);
  • Small Message(All Players(All Teams), Custom String(
  • "Gecko's Tip 8: Orisa can draw pictures using her gun by turning projectile speed"));
  • Wait(3, Ignore Condition);
  • Small Message(All Players(All Teams), Custom String(
  • "Gecko's Tip 8: to 0% since her bullets last for minutes when suspended in air."));
  • disabled Wait(37, Ignore Condition);
  • disabled Small Message(All Players(All Teams), Custom String("Gecko's Tip 9: The game host can teleport all players to their position"));
  • disabled Wait(3, Ignore Condition);
  • disabled Small Message(All Players(All Teams), Custom String("Gecko's Tip 9: by using the \"Group Up\" voice line."));
  • Wait(17, Ignore Condition);
  • Loop;
  • }
  • }
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