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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;
- }
- }