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Comparing difference between and

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  • variables
  • {
  • global:
  • 0: Map_Progression
  • 1: GateUnlockProgression
  • 2: DifficultyLevelSwitch
  • 3: ExpertChallengeSwitch
  • 26: StarPoints
  • 27: CrucibleOfSouls
  • 28: IronHeartMode
  • 29: IronHeart
  • 30: CrucicbleOfSoulsMode
  • 31: CursedClock
  • 32: CursedClockMode
  • 33: OmegaSigil
  • 34: OmegaMode
  • 35: OmegaRNG
  • 36: MainMenu
  • 37: mainmenuarea
  • 38: easymodecircle
  • 40: DifficultyChoice
  • 41: KeepMenuOn
  • 42: hardmodecircle
  • 44: normalmocdecircle
  • 46: expertmodecircle
  • 47: juggernautprism
  • 48: juggernautprismmode
  • player:
  • 25: Adrenaline
  • 26: Corruption
  • }
  • rule("-==SPAWN POINTS==-")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • }
  • rule("Rule 97")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 1;
  • Sombra;
  • }
  • conditions
  • {
  • Is Using Ability 1(Event Player) == True;
  • }
  • actions
  • {
  • Wait(10, Abort When False);
  • Press Button(Event Player, Ability 1);
  • }
  • }
  • rule("Team 1 // Spawn Point")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 1;
  • All;
  • }
  • conditions
  • {
  • Is In Spawn Room(Event Player) == True;
  • Global.Map_Progression == 0;
  • }
  • actions
  • {
  • Teleport(Event Player, Global.mainmenuarea);
  • }
  • }
  • rule("Team 2 // Respawn timer = 5")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 2;
  • All;
  • }
  • actions
  • {
  • Set Respawn Max Time(Event Player, 5);
  • Set Respawn Max Time(Event Player, 2.500);
  • }
  • }
  • rule("Team 1 // Die permanently")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 1;
  • All;
  • }
  • actions
  • {
  • Disable Built-In Game Mode Respawning(Event Player);
  • }
  • }
  • rule("-==VARIABLES==-")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • }
  • rule("Map_Progression // Default = 0")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • actions
  • {
  • Global.Map_Progression = 0;
  • }
  • }
  • rule("Gate Unlock Progression = 0% // Initialize [GV]")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • actions
  • {
  • Global.GateUnlockProgression = 0;
  • }
  • }
  • rule("Map Progression = 0 // Initialize [GV]")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Has Spawned(All Players(All Teams)) == True;
  • Number of Living Players(Team 1) >= 1;
  • }
  • actions
  • {
  • disabled Set Status(Event Player, Null, Frozen, 9999);
  • disabled Big Message(Event Player, Custom String("Heroes, capture the objectives without dying to win."));
  • disabled Wait(2.500, Ignore Condition);
  • disabled Big Message(Event Player, Custom String("Zombies, stop the heroes from capturing the objectives by killing them."));
  • disabled Wait(3, Ignore Condition);
  • disabled Small Message(Event Player, Custom String("3..."));
  • disabled Wait(1, Ignore Condition);
  • disabled Small Message(Event Player, Custom String("2..."));
  • disabled Wait(1, Ignore Condition);
  • disabled Small Message(Event Player, Custom String("1..."));
  • disabled Wait(1, Ignore Condition);
  • disabled Clear Status(Event Player, Frozen);
  • disabled Big Message(Event Player, Custom String("RUN!"));
  • }
  • }
  • rule("-==GAME START==-")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • }
  • rule("Team 2 // Spawn point")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 2;
  • All;
  • }
  • conditions
  • {
  • Is In Spawn Room(Event Player) == True;
  • Global.Map_Progression == 0;
  • }
  • actions
  • {
  • Teleport(Event Player, Vector(-12.555, -3.102, -27.234));
  • }
  • }
  • rule("-==OBJECTIVES==-")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • }
  • rule("Objective 1 // Attack")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Global.Map_Progression == 0;
  • }
  • actions
  • {
  • Create Icon(All Players(Team 1), Vector(-10.041, 7.366, 51.350), Arrow: Down, Visible To and Position, Blue, True);
  • Create Icon(All Players(Team 2), Vector(-10.041, 7.366, 51.350), Arrow: Down, Visible To and Position, Red, True);
  • }
  • }
  • rule("Objective 1 // Visuals")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • actions
  • {
  • Create Effect(All Players(Team 1), Ring, Blue, Vector(-10.041, 7.366, 51.350), 4, Visible To Position and Radius);
  • Create Effect(All Players(Team 2), Ring, Red, Vector(-10.041, 7.366, 51.350), 4, Visible To Position and Radius);
  • }
  • }
  • rule("Objective 2 // Visuals")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • actions
  • {
  • Create Effect(All Players(Team 1), Ring, Blue, Vector(35.974, 3.053, 78.767), 3, Visible To Position and Radius);
  • Create Effect(All Players(Team 2), Ring, Red, Vector(35.974, 3.052, 78.767), 3, Visible To Position and Radius);
  • }
  • }
  • rule("Objective 3 // Visuals")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • actions
  • {
  • Create Effect(All Players(Team 1), Ring, Blue, Vector(-25.684, 1.916, 109.478), 3.450, Visible To Position and Radius);
  • Create Effect(All Players(Team 2), Ring, Red, Vector(-25.684, 1.916, 109.478), 3.450, Visible To Position and Radius);
  • }
  • }
  • rule("Transition // Destroy all effects, bring in new effects 2")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Global.Map_Progression == 2;
  • }
  • actions
  • {
  • Destroy All Icons;
  • Wait(0.250, Ignore Condition);
  • Create Icon(All Players(Team 1), Vector(-25.684, 1.916, 109.478), Arrow: Down, Visible To and Position, Blue, True);
  • Create Icon(All Players(Team 2), Vector(-25.684, 1.916, 109.478), Arrow: Down, Visible To and Position, Red, True);
  • }
  • }
  • rule("-==ESCAPE==-")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • }
  • rule("Objective 1 // When on objective 1, add 1 point for every 4 seconds.")
  • rule("Objective 1 // When on objective 1, add 1 point for every 2.5 seconds.")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 1;
  • All;
  • }
  • conditions
  • {
  • Players Within Radius(Vector(-10.041, 7.366, 51.350), 4, Team 1, Surfaces) == True;
  • Global.Map_Progression == 0;
  • Is Alive(Event Player) == True;
  • }
  • actions
  • {
  • Abort If(Global.GateUnlockProgression == 10);
  • Global.GateUnlockProgression = Global.GateUnlockProgression + 1;
  • Wait(4, Ignore Condition);
  • Loop If Condition Is True;
  • }
  • }
  • rule("Objective 2 // When on objective 2, add 1 point for every 4.5 seconds.")
  • rule("Objective 2 // When on objective 2, add 1 point for every 3 seconds.")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 1;
  • All;
  • }
  • conditions
  • {
  • Players Within Radius(Vector(35.974, 3.053, 78.767), 3, Team 1, Surfaces) == True;
  • Global.Map_Progression == 1;
  • Is Alive(Event Player) == True;
  • }
  • actions
  • {
  • Global.GateUnlockProgression = Global.GateUnlockProgression + 1;
  • Wait(4.500, Ignore Condition);
  • Abort If(Global.GateUnlockProgression == 20);
  • Loop If Condition Is True;
  • }
  • }
  • rule("Objective 3 // When on objective 3, add 1 point for every 5 seconds.")
  • rule("Objective 3 // When on objective 3, add 1 point for every 4 seconds.")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 1;
  • All;
  • }
  • conditions
  • {
  • Players Within Radius(Vector(-25.684, 1.916, 109.478), 3.450, Team 1, Surfaces) == True;
  • Global.Map_Progression == 2;
  • Is Alive(Event Player) == True;
  • }
  • actions
  • {
  • Global.GateUnlockProgression = Global.GateUnlockProgression + 1;
  • Wait(5, Ignore Condition);
  • Abort If(Global.GateUnlockProgression == 30);
  • Loop If Condition Is True;
  • }
  • }
  • rule("Objective 4 // When on objective 4, add 1 point for every 5.5 seconds.")
  • rule("Objective 4 // When on objective 4, add 1 point for every 4.5 seconds.")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 1;
  • All;
  • }
  • conditions
  • {
  • Players Within Radius(Vector(-77.250, 6.424, 66.230), 4, Team 1, Surfaces) == True;
  • Global.Map_Progression == 3;
  • Is Alive(Event Player) == True;
  • }
  • actions
  • {
  • Global.GateUnlockProgression = Global.GateUnlockProgression + 1;
  • Wait(5.500, Ignore Condition);
  • Abort If(Global.GateUnlockProgression == 40);
  • Loop If Condition Is True;
  • }
  • }
  • rule("Objective 4 // When on objective 5, add 1 point for every 6 seconds.")
  • rule("Objective 4 // When on objective 5, add 1 point for every 5 seconds.")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 1;
  • All;
  • }
  • conditions
  • {
  • Players Within Radius(Vector(-71.933, 8.125, 104.853), 2.500, Team 1, Surfaces) == True;
  • Global.Map_Progression == 4;
  • Is Alive(Event Player) == True;
  • }
  • actions
  • {
  • Global.GateUnlockProgression = Global.GateUnlockProgression + 1;
  • Wait(6, Ignore Condition);
  • Abort If(Global.GateUnlockProgression == 40);
  • Loop If Condition Is True;
  • }
  • }
  • rule("HUD // Escape percentage")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • actions
  • {
  • Create HUD Text(Event Player, Null, Custom String("Gate Unlock Percentage (50% = Unlock)"), String("{0} / {1}",
  • Global.GateUnlockProgression, 50), Top, 7, Yellow, Yellow, White, Visible To and String, Default Visibility);
  • }
  • }
  • rule("-==PHASES==-")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • }
  • rule("Transition // Destroy all effects, bring in new effects for ob 2")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Global.Map_Progression == 1;
  • }
  • actions
  • {
  • Destroy All Icons;
  • Wait(0.250, Ignore Condition);
  • Create Icon(All Players(Team 1), Vector(35.974, 3.053, 78.767), Arrow: Down, Visible To and Position, Blue, True);
  • Create Icon(All Players(Team 2), Vector(35.974, 3.052, 78.767), Arrow: Down, Visible To and Position, Red, True);
  • }
  • }
  • rule("Transition // Destroy all effects, bring in new effects for ob 3")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Global.Map_Progression == 2;
  • }
  • actions
  • {
  • Destroy All Icons;
  • Wait(0.250, Ignore Condition);
  • Create Icon(All Players(Team 1), Vector(-25.684, 1.916, 109.478), Arrow: Down, Visible To and Position, Blue, True);
  • Create Icon(All Players(Team 2), Vector(-25.684, 1.916, 109.478), Arrow: Down, Visible To and Position, Red, True);
  • }
  • }
  • rule("Transition // Destroy all effects, bring in new effects for ob 4")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Global.Map_Progression == 3;
  • }
  • actions
  • {
  • Destroy All Icons;
  • Wait(0.250, Ignore Condition);
  • Create Icon(All Players(Team 1), Vector(-77.250, 6.423, 66.229), Arrow: Down, Visible To and Position, Blue, True);
  • Create Icon(All Players(Team 2), Vector(-77.250, 6.423, 66.229), Arrow: Down, Visible To and Position, Red, True);
  • }
  • }
  • rule("Transition // Destroy all effects, bring in new effects for ob 5")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Global.Map_Progression == 4;
  • }
  • actions
  • {
  • Destroy All Icons;
  • Wait(0.250, Ignore Condition);
  • Create Icon(All Players(Team 1), Vector(-71.932, 8.125, 104.853), Arrow: Down, Visible To and Position, Blue, True);
  • Create Icon(All Players(Team 2), Vector(-71.933, 8.125, 104.853), Arrow: Down, Visible To and Position, Red, True);
  • }
  • }
  • rule("-==UNORGANIZED AT THE MOMENT==-")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • }
  • rule("Objective 4 // Visuals")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • actions
  • {
  • Create Effect(All Players(Team 1), Ring, Blue, Vector(-77.250, 6.422, 66.229), 4, Visible To Position and Radius);
  • Create Effect(All Players(Team 2), Ring, Red, Vector(-77.250, 6.422, 66.229), 4, Visible To Position and Radius);
  • }
  • }
  • rule("Objective 1 // 10% -> Objective 2")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Global.GateUnlockProgression == 10;
  • }
  • actions
  • {
  • Big Message(All Players(All Teams), Custom String("10% unlocked. A new objective has opened, attack!"));
  • Global.Map_Progression = 1;
  • }
  • }
  • rule("Objective 3 // 20% -> Objective 3")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Global.GateUnlockProgression == 20;
  • }
  • actions
  • {
  • Big Message(All Players(All Teams), Custom String("20% unlocked. A new objective has opened, attack!"));
  • Global.Map_Progression = 2;
  • }
  • }
  • rule("Objective 3 // 30% -> Objective 4")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Global.GateUnlockProgression == 30;
  • }
  • actions
  • {
  • Big Message(All Players(All Teams), Custom String("30% unlocked. A new objective has opened, attack!"));
  • Global.Map_Progression = 3;
  • }
  • }
  • rule("Zombie // Blitz Rush (Speed boost when dead)")
  • {
  • event
  • {
  • Player Died;
  • Team 2;
  • All;
  • }
  • actions
  • {
  • Set Move Speed(Event Player, 160);
  • Wait(6, Ignore Condition);
  • Set Move Speed(Event Player, 235);
  • Wait(8, Ignore Condition);
  • Set Move Speed(Event Player, 100);
  • }
  • }
  • rule("Objective 3 // 40% -> Objective 5")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Global.GateUnlockProgression == 40;
  • }
  • actions
  • {
  • Big Message(All Players(All Teams), Custom String("40% unlocked. A new objective has opened, attack!"));
  • Global.Map_Progression = 4;
  • }
  • }
  • rule("Objective 5 // Visuals")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • actions
  • {
  • Create Effect(All Players(Team 1), Ring, Blue, Vector(-71.932, 8.125, 104.853), 2.500, Visible To Position and Radius);
  • Create Effect(All Players(Team 2), Ring, Red, Vector(-71.932, 8.125, 104.853), 2.500, Visible To Position and Radius);
  • }
  • }
  • rule("Rule 50")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Global.GateUnlockProgression > 50;
  • }
  • actions
  • {
  • Global.GateUnlockProgression = 50;
  • }
  • }
  • rule("Rule 50")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Global.GateUnlockProgression == 50;
  • }
  • actions
  • {
  • Global.Map_Progression = 9;
  • }
  • }
  • rule("Rule 50")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Global.Map_Progression == 9;
  • }
  • actions
  • {
  • Big Message(Event Player, Custom String("Exit key granted... Please collect at the Black King's Throne."));
  • Big Message(Event Player, Custom String("Exit key granted... Please collect inside the Black King's Castle."));
  • Destroy All Icons;
  • Wait(0.250, Ignore Condition);
  • Create Effect(All Players(All Teams), Sphere, White, Vector(-130.010, 2.535, 108.320), 1, Visible To Position and Radius);
  • Create In-World Text(All Players(All Teams), Custom String("Exit Key"), Vector(-130.010, 2.535, 108.320), 1, Clip Against Surfaces,
  • Visible To Position and String, White, Default Visibility);
  • }
  • }
  • rule("Rule 61")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 1;
  • All;
  • }
  • conditions
  • {
  • Players Within Radius(Vector(-130.010, 2.535, 108.320), 1, Team 1, Surfaces) == True;
  • Global.Map_Progression == 9;
  • }
  • actions
  • {
  • Global.Map_Progression = 125;
  • Wait(5, Abort When False);
  • Big Message(All Players(All Teams), Custom String("YOU HAVE THE KEY! RUN TO THE EXIT NOW!"));
  • Destroy All Icons;
  • Wait(0.250, Ignore Condition);
  • Global.Map_Progression = 125;
  • Teleport(All Players(Team 2), Vector(-82.354, 2.596, 122.806));
  • }
  • }
  • rule("Rule 62")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 1;
  • All;
  • }
  • conditions
  • {
  • Players Within Radius(Vector(-12.423, -3.645, -31.413), 5, Team 1, Surfaces) == True;
  • Global.Map_Progression == 125;
  • }
  • actions
  • {
  • Big Message(All Players(All Teams), Custom String("YOU GRASP YOUR HEART AND FEEL THE PAIN SUBSIDE. YOU ARE SAFE NOW."));
  • Big Message(All Players(All Teams), Custom String("YOU DID IT (QUESTION MARK)"));
  • Set Status(Event Player, Null, Phased Out, 9999);
  • Wait(4, Ignore Condition);
  • Declare Team Victory(Team 1);
  • }
  • }
  • rule("MainMenuSpawn")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 2;
  • All;
  • }
  • conditions
  • {
  • Has Spawned(Event Player) == True;
  • disabled Has Spawned(Event Player) == True;
  • Global.MainMenu == True;
  • }
  • actions
  • {
  • Set Status(All Players(Team 2), Null, Frozen, 10000);
  • Set Damage Received(Event Player, 0);
  • Wait(0.250, Ignore Condition);
  • Loop If Condition Is True;
  • }
  • }
  • rule("-==RES==-")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • }
  • rule("Location // Save location upon death")
  • {
  • event
  • {
  • Player Died;
  • Team 1;
  • All;
  • }
  • actions
  • {
  • Abort If(Global.CrucicbleOfSoulsMode == True);
  • Global.S[Slot Of(Event Player)] = Nearest Walkable Position(Event Player);
  • Big Message(All Players(Team 1), String("{0} {1}", Event Player, String("{0}!", String("Down"))));
  • Global.E[Slot Of(Event Player)] = True;
  • Abort If(Global.CrucicbleOfSoulsMode == True);
  • }
  • }
  • rule("Revive // Player 1 revive")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 1;
  • All;
  • }
  • conditions
  • {
  • "Made by CrimsonRend"
  • Distance Between(Event Player, Global.S[0]) <= 4;
  • "Made by CrimsonRend"
  • Event Player != Players In Slot(0, Team 1);
  • "Made by CrimsonRend"
  • Is Alive(Event Player) == True;
  • }
  • actions
  • {
  • Abort If(Global.CrucicbleOfSoulsMode == True);
  • "Made by CrimsonRend"
  • Event Player.C = Players In Slot(0, Team 1);
  • "Made by CrimsonRend"
  • Chase Player Variable Over Time(Players In Slot(0, Team 1), C, 4, 2 + Global.P * 2, Destination and Duration);
  • "Made by CrimsonRend"
  • Wait(2 + Global.P * 2, Abort When False);
  • "Made by CrimsonRend"
  • Teleport(Players In Slot(0, Team 1), Event Player);
  • "Made by CrimsonRend"
  • Resurrect(Players In Slot(0, Team 1));
  • "Made by CrimsonRend"
  • Global.P += 1;
  • disabled Wait(0.250, Ignore Condition);
  • "Made by CrimsonRend"
  • Play Effect(All Players(All Teams), Buff Explosion Sound, Yellow, Global.S[0], 4);
  • "Made by CrimsonRend"
  • Play Effect(All Players(All Teams), Good Pickup Effect, White, Players In Slot(0, Team 1), 100);
  • "Made by CrimsonRend"
  • Global.S[0] = Vector(500, 0, 500);
  • "Made by CrimsonRend"
  • Event Player.A += 100 * Event Player.H;
  • "Made by CrimsonRend"
  • Skip If(Event Player.H != 1, 1);
  • "Made by CrimsonRend"
  • Skip If(Event Player.H == 1, 1);
  • "Made by CrimsonRend"
  • Small Message(Event Player, String("{0} + {1}", String(""), String("{0} {1}", 300, String("Points"))));
  • "Made by CrimsonRend"
  • All Players(Team 1).O = 0;
  • "Made by CrimsonRend"
  • Global.R += 100 * Event Player.H;
  • }
  • }
  • rule("Player 1 // Cancel revive")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 1;
  • All;
  • }
  • conditions
  • {
  • "Made by CrimsonRend"
  • Distance Between(Event Player, Global.S[0]) > 4;
  • "Made by CrimsonRend"
  • Event Player != Players In Slot(0, Team 1);
  • }
  • actions
  • {
  • Abort If(Global.CrucicbleOfSoulsMode == True);
  • "Made by CrimsonRend"
  • Players In Slot(0, Team 1).C = 0;
  • "Made by CrimsonRend"
  • Stop Chasing Player Variable(Players In Slot(0, Team 1), C);
  • }
  • }
  • rule("Revive // Player 2 revive")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 1;
  • All;
  • }
  • conditions
  • {
  • "Made by CrimsonRend"
  • Distance Between(Event Player, Global.S[1]) <= 4;
  • "Made by CrimsonRend"
  • Event Player != Players In Slot(1, Team 1);
  • "Made by CrimsonRend"
  • Is Alive(Event Player) == True;
  • }
  • actions
  • {
  • Abort If(Global.CrucicbleOfSoulsMode == True);
  • "Made by CrimsonRend"
  • Event Player.C = Players In Slot(1, Team 1);
  • "Made by CrimsonRend"
  • Chase Player Variable Over Time(Players In Slot(1, Team 1), C, 4, 2 + Global.P * 2, Destination and Duration);
  • "Made by CrimsonRend"
  • Wait(2 + Global.P * 2, Abort When False);
  • "Made by CrimsonRend"
  • Teleport(Players In Slot(1, Team 1), Event Player);
  • "Made by CrimsonRend"
  • Resurrect(Players In Slot(1, Team 1));
  • "Made by CrimsonRend"
  • Global.P += 1;
  • "Made by CrimsonRend"
  • Play Effect(All Players(All Teams), Good Explosion, Yellow, Global.S[1], 4);
  • "Made by CrimsonRend"
  • Play Effect(All Players(All Teams), Buff Explosion Sound, White, Players In Slot(1, Team 1), 100);
  • "Made by CrimsonRend"
  • Global.S[1] = Vector(500, 0, 500);
  • "Made by CrimsonRend"
  • Event Player.A += 100 * Event Player.H;
  • "Made by CrimsonRend"
  • Skip If(Event Player.H != 1, 1);
  • "Made by CrimsonRend"
  • Skip If(Event Player.H == 1, 1);
  • "Made by CrimsonRend"
  • Small Message(Event Player, String("{0} + {1}", String(""), String("{0} {1}", 300, String("Points"))));
  • "Made by CrimsonRend"
  • All Players(Team 1).P = 0;
  • "Made by CrimsonRend"
  • Global.R += 100 * Event Player.H;
  • }
  • }
  • rule("Player 2 // Cancel revive")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 1;
  • All;
  • }
  • conditions
  • {
  • "Made by CrimsonRend"
  • Distance Between(Event Player, Global.S[1]) > 4;
  • "Made by CrimsonRend"
  • Event Player != Players In Slot(1, Team 1);
  • }
  • actions
  • {
  • Abort If(Global.CrucicbleOfSoulsMode == True);
  • "Made by CrimsonRend"
  • Players In Slot(1, Team 1).C = 0;
  • "Made by CrimsonRend"
  • Stop Chasing Player Variable(Players In Slot(1, Team 1), C);
  • }
  • }
  • rule("Revive // Player 3 revive")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 1;
  • All;
  • }
  • conditions
  • {
  • "Made by CrimsonRend"
  • Distance Between(Event Player, Global.S[2]) <= 4;
  • "Made by CrimsonRend"
  • Event Player != Players In Slot(2, Team 1);
  • "Made by CrimsonRend"
  • Is Alive(Event Player) == True;
  • }
  • actions
  • {
  • Abort If(Global.CrucicbleOfSoulsMode == True);
  • "Made by CrimsonRend"
  • Event Player.C = Players In Slot(2, Team 1);
  • "Made by CrimsonRend"
  • Chase Player Variable Over Time(Players In Slot(2, Team 1), C, 4, 2 + Global.P * 2, Destination and Duration);
  • "Made by CrimsonRend"
  • Wait(2 + Global.P * 2, Abort When False);
  • "Made by CrimsonRend"
  • Teleport(Players In Slot(2, Team 1), Event Player);
  • "Made by CrimsonRend"
  • Resurrect(Players In Slot(2, Team 1));
  • "Made by CrimsonRend"
  • Global.P += 1;
  • "Made by CrimsonRend"
  • Play Effect(All Players(All Teams), Good Explosion, Yellow, Global.S[2], 4);
  • "Made by CrimsonRend"
  • Play Effect(All Players(All Teams), Buff Explosion Sound, White, Players In Slot(2, Team 1), 100);
  • "Made by CrimsonRend"
  • Global.S[2] = Vector(500, 0, 500);
  • "Made by CrimsonRend"
  • Event Player.A += 100 * Event Player.H;
  • "Made by CrimsonRend"
  • Skip If(Event Player.H != 1, 1);
  • "Made by CrimsonRend"
  • Skip If(Event Player.H == 1, 1);
  • "Made by CrimsonRend"
  • Small Message(Event Player, String("{0} + {1}", String(""), String("{0} {1}", 300, String("Points"))));
  • "Made by CrimsonRend"
  • All Players(Team 1).Q = 0;
  • "Made by CrimsonRend"
  • Global.R += 100 * Event Player.H;
  • }
  • }
  • rule("Player 3 // Cancel revive")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 1;
  • All;
  • }
  • conditions
  • {
  • "Made by CrimsonRend"
  • Distance Between(Event Player, Global.S[2]) > 4;
  • "Made by CrimsonRend"
  • Event Player != Players In Slot(2, Team 1);
  • }
  • actions
  • {
  • Abort If(Global.CrucicbleOfSoulsMode == True);
  • "Made by CrimsonRend"
  • Players In Slot(2, Team 1).C = 0;
  • "Made by CrimsonRend"
  • Stop Chasing Player Variable(Players In Slot(2, Team 1), C);
  • }
  • }
  • rule("Revive // Player 4 revive")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 1;
  • All;
  • }
  • conditions
  • {
  • "Made by CrimsonRend"
  • Distance Between(Event Player, Global.S[3]) <= 4;
  • "Made by CrimsonRend"
  • Event Player != Players In Slot(3, Team 1);
  • "Made by CrimsonRend"
  • Is Alive(Event Player) == True;
  • }
  • actions
  • {
  • Abort If(Global.CrucicbleOfSoulsMode == True);
  • "Made by CrimsonRend"
  • Event Player.C = Players In Slot(3, Team 1);
  • "Made by CrimsonRend"
  • Chase Player Variable Over Time(Players In Slot(3, Team 1), C, 4, 2 + Global.P * 2, Destination and Duration);
  • "Made by CrimsonRend"
  • Wait(2 + Global.P * 2, Abort When False);
  • "Made by CrimsonRend"
  • Teleport(Players In Slot(3, Team 1), Event Player);
  • "Made by CrimsonRend"
  • Resurrect(Players In Slot(3, Team 1));
  • "Made by CrimsonRend"
  • Global.P += 1;
  • "Made by CrimsonRend"
  • Play Effect(All Players(All Teams), Good Explosion, Yellow, Global.S[3], 4);
  • "Made by CrimsonRend"
  • Play Effect(All Players(All Teams), Buff Explosion Sound, White, Players In Slot(3, Team 1), 100);
  • "Made by CrimsonRend"
  • Global.S[3] = Vector(500, 0, 500);
  • "Made by CrimsonRend"
  • Event Player.A += 100 * Event Player.H;
  • "Made by CrimsonRend"
  • Skip If(Event Player.H != 1, 1);
  • "Made by CrimsonRend"
  • Skip If(Event Player.H == 1, 1);
  • "Made by CrimsonRend"
  • Small Message(Event Player, String("{0} + {1}", String(""), String("{0} {1}", 300, String("Points"))));
  • "Made by CrimsonRend"
  • All Players(Team 1).R = 0;
  • "Made by CrimsonRend"
  • Global.R += 100 * Event Player.H;
  • }
  • }
  • rule("Player 4 // Cancel revive")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 1;
  • All;
  • }
  • conditions
  • {
  • "Made by CrimsonRend"
  • Distance Between(Event Player, Global.S[3]) > 4;
  • "Made by CrimsonRend"
  • Event Player != Players In Slot(3, Team 1);
  • }
  • actions
  • {
  • Abort If(Global.CrucicbleOfSoulsMode == True);
  • "Made by CrimsonRend"
  • Players In Slot(3, Team 1).C = 0;
  • "Made by CrimsonRend"
  • Stop Chasing Player Variable(Players In Slot(3, Team 1), C);
  • }
  • }
  • rule("Revive // After revive effects")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • actions
  • {
  • Abort If(Global.CrucicbleOfSoulsMode == True);
  • "Made by CrimsonRend"
  • Create Effect(All Players(All Teams), Ring, Yellow, Global.S[0], 4, Visible To Position and Radius);
  • "Made by CrimsonRend"
  • Create Effect(All Players(All Teams), Ring, White, Global.S[0], Players In Slot(0, Team 1).C, Visible To Position and Radius);
  • "Made by CrimsonRend"
  • Create Effect(All Players(All Teams), Ring, Yellow, Global.S[1], 4, Visible To Position and Radius);
  • "Made by CrimsonRend"
  • Create Effect(All Players(All Teams), Ring, White, Global.S[1], Players In Slot(1, Team 1).C, Visible To Position and Radius);
  • "Made by CrimsonRend"
  • Create Effect(All Players(All Teams), Ring, Yellow, Global.S[2], 4, Visible To Position and Radius);
  • "Made by CrimsonRend"
  • Create Effect(All Players(All Teams), Ring, White, Global.S[2], Players In Slot(2, Team 1).C, Visible To Position and Radius);
  • "Made by CrimsonRend"
  • Create Effect(All Players(All Teams), Ring, Yellow, Global.S[3], 4, Visible To Position and Radius);
  • "Made by CrimsonRend"
  • Create Effect(All Players(All Teams), Ring, White, Global.S[3], Players In Slot(3, Team 1).C, Visible To Position and Radius);
  • }
  • }
  • rule("-==STARS RECEIVED==-")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • }
  • rule("Stars // Damage = 0.7 - 3")
  • {
  • event
  • {
  • Player Dealt Damage;
  • Team 1;
  • All;
  • }
  • actions
  • {
  • Global.StarPoints = Global.StarPoints + Random Real(0.700, 3);
  • Wait(0.250, Ignore Condition);
  • }
  • }
  • rule("Stars // Healing 1 - 6")
  • {
  • event
  • {
  • Player Dealt Healing;
  • Team 1;
  • All;
  • }
  • actions
  • {
  • Global.StarPoints = Global.StarPoints + Random Real(1, 6);
  • Wait(0.350, Ignore Condition);
  • }
  • }
  • rule("Stars // Healing")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 1;
  • All;
  • }
  • actions
  • {
  • Create HUD Text(Event Player, Custom String("TEAM SCORE"), Null, Null, Left, 0, White, White, White, Visible To and String,
  • Default Visibility);
  • Create HUD Text(Event Player, String("{0} {1}", Global.StarPoints, Custom String("points earned")), Null, Null, Left, 0.500,
  • Sky Blue, Yellow, Yellow, Visible To and String, Default Visibility);
  • }
  • }
  • rule("Stars // Score goes up when dealing damage")
  • {
  • event
  • {
  • Player Dealt Damage;
  • Team 1;
  • All;
  • }
  • conditions
  • {
  • Event Was Critical Hit == True;
  • }
  • actions
  • {
  • Global.StarPoints = Global.StarPoints + 4;
  • Wait(0.250, Ignore Condition);
  • }
  • }
  • rule("Star // Star 1 earned at 150")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 1;
  • All;
  • }
  • conditions
  • {
  • Global.StarPoints >= 250;
  • }
  • actions
  • {
  • Create HUD Text(Event Player, Custom String("☆"), Null, Null, Left, 1, Yellow, Yellow, Yellow, Visible To and String,
  • Default Visibility);
  • }
  • }
  • rule("375")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 1;
  • All;
  • }
  • conditions
  • {
  • Global.StarPoints >= 475;
  • }
  • actions
  • {
  • Create HUD Text(Event Player, Custom String("☆"), Null, Null, Left, 2, Yellow, White, Yellow, Visible To and String,
  • Default Visibility);
  • }
  • }
  • rule("Star // Star 3 earned at 500")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 1;
  • All;
  • }
  • conditions
  • {
  • Global.StarPoints >= 700;
  • }
  • actions
  • {
  • Create HUD Text(Event Player, Custom String("☆"), Null, Null, Left, 3, Yellow, White, Yellow, Visible To and String,
  • Default Visibility);
  • }
  • }
  • rule("Star // Star 4 earned at 700")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 1;
  • All;
  • }
  • conditions
  • {
  • Global.StarPoints >= 900;
  • }
  • actions
  • {
  • Create HUD Text(Event Player, Custom String("☆"), Null, Null, Left, 4, Yellow, White, Yellow, Visible To and String,
  • Default Visibility);
  • }
  • }
  • rule("Star // Star 5 earned at 900")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 1;
  • All;
  • }
  • conditions
  • {
  • Global.StarPoints >= 1500;
  • }
  • actions
  • {
  • Create HUD Text(Event Player, Custom String("☆"), Null, Null, Left, 4, Yellow, White, Yellow, Visible To and String,
  • Default Visibility);
  • }
  • }
  • rule("Stars // Elimination 8 - 13.5")
  • {
  • event
  • {
  • Player Dealt Final Blow;
  • Team 1;
  • All;
  • }
  • actions
  • {
  • Global.StarPoints = Global.StarPoints + Random Real(8, 13.500);
  • }
  • }
  • rule("-==IRON HEART MODE==-")
  • disabled rule("-==IRON HEART MODE==-")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • }
  • rule("Iron Heart // Create Iron Heart")
  • disabled rule("Iron Heart // Create Iron Heart")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • actions
  • {
  • Create Effect(All Players(All Teams), Orb, White, Global.IronHeart, 1, Visible To Position and Radius);
  • Create In-World Text(All Players(All Teams), Custom String("IRON HEART"), Global.IronHeart, 1, Clip Against Surfaces,
  • Visible To Position and String, White, Default Visibility);
  • }
  • }
  • rule("Iron Heart // Variable")
  • disabled rule("Iron Heart // Variable")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • actions
  • {
  • Global.IronHeart = Vector(8.636, -3.051, 13.255);
  • Global.IronHeartMode = False;
  • }
  • }
  • rule("Iron Heart // Collect Iron Heart")
  • disabled rule("Iron Heart // Collect Iron Heart")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 1;
  • All;
  • }
  • conditions
  • {
  • Players Within Radius(Global.IronHeart, 1, Team 1, Off) == True;
  • Global.ExpertChallengeSwitch == True;
  • }
  • actions
  • {
  • Destroy Effect(Global.IronHeart);
  • Big Message(Event Player, Custom String("THE IRON HEART MELTS.. ALL THE HEROES' HEARTS ARE FILLED WITH FRAGILE METAL."));
  • Wait(0.250, Ignore Condition);
  • Global.F = True;
  • }
  • }
  • rule("Iron Heart // Disable if not in expert")
  • disabled rule("Iron Heart // Disable if not in expert")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 1;
  • All;
  • }
  • conditions
  • {
  • Players Within Radius(Global.IronHeart, 1, Team 1, Off) == True;
  • Global.ExpertChallengeSwitch == False;
  • }
  • actions
  • {
  • Big Message(Event Player, Custom String("expert mode must be enabled to activate the iron heart."));
  • Wait(3, Ignore Condition);
  • }
  • }
  • rule("Iron Heart Mode // If health is not 100%, set damage received 200%")
  • disabled rule("Iron Heart Mode // If health is not 100%, set damage received 200%")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 1;
  • All;
  • }
  • conditions
  • {
  • Global.IronHeartMode == True;
  • Health(Event Player) < Max Health(Event Player);
  • }
  • actions
  • {
  • Set Damage Received(Event Player, 200);
  • }
  • }
  • rule("Iron Heart Mode // If health is 100%, set damage received to 100%")
  • disabled rule("Iron Heart Mode // If health is 100%, set damage received to 100%")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 1;
  • All;
  • }
  • conditions
  • {
  • Global.IronHeartMode == True;
  • Health(Event Player) == Max Health(Event Player);
  • }
  • actions
  • {
  • Set Damage Received(Event Player, 100);
  • }
  • }
  • rule("Rule 116")
  • disabled rule("Rule 116")
  • {
  • event
  • {
  • Player Died;
  • Team 1;
  • All;
  • }
  • conditions
  • {
  • Global.F == True;
  • }
  • actions
  • {
  • Play Effect(All Players(All Teams), Bad Explosion, Red, Event Player, 6);
  • Play Effect(All Players(All Teams), Bad Explosion, Orange, Event Player, 4);
  • Play Effect(All Players(All Teams), Bad Explosion, Yellow, Event Player, 3);
  • Play Effect(All Players(All Teams), Ring Explosion, Red, Event Player, 6);
  • Damage(Players Within Radius(Event Player, 6, All Teams, Surfaces And Enemy Barriers), Event Player, Random Integer(50, 149));
  • }
  • }
  • rule("-==CRUCIBLE OF SOULS MODE==-")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • }
  • rule("Crucible of Souls // Create CoS")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • }
  • rule("CoS // Variable")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • actions
  • {
  • Global.CrucibleOfSouls = Vector(-0.161, -3.299, 19.949);
  • Global.CrucicbleOfSoulsMode = False;
  • }
  • }
  • rule("CoS // Create CoS")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • actions
  • {
  • Create Effect(All Players(All Teams), Orb, Red, Global.CrucibleOfSouls, 1, Visible To Position and Radius);
  • Create In-World Text(All Players(All Teams), Custom String("CRUCIBLE OF SOULS"), Global.CrucibleOfSouls, 1, Clip Against Surfaces,
  • Visible To Position and String, White, Default Visibility);
  • }
  • }
  • rule("Cos // Collect CoS")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 1;
  • All;
  • }
  • conditions
  • {
  • Players Within Radius(Global.CrucibleOfSouls, 1, Team 1, Off) == True;
  • Global.ExpertChallengeSwitch == True;
  • }
  • actions
  • {
  • Destroy Effect(Global.IronHeart);
  • Big Message(Event Player, Custom String("THE CRUCIBLE AWAKES.. DEATH IS NOW PERMANENT. NO EXCEPTIONS."));
  • Wait(0.250, Ignore Condition);
  • Global.CrucicbleOfSoulsMode = True;
  • }
  • }
  • rule("CoS // Disable if not in expert")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 1;
  • All;
  • }
  • conditions
  • {
  • Players Within Radius(Global.IronHeart, 1, Team 1, Off) == True;
  • Global.ExpertChallengeSwitch == False;
  • }
  • actions
  • {
  • Big Message(Event Player, Custom String("expert mode must be enabled to activate the iron heart."));
  • Wait(3, Ignore Condition);
  • }
  • }
  • rule("CoS Mode // If dead, all teammates are damaged + weakened")
  • {
  • event
  • {
  • Player Died;
  • Team 1;
  • All;
  • }
  • conditions
  • {
  • Global.CrucicbleOfSoulsMode == True;
  • }
  • actions
  • {
  • Start Damage Over Time(All Living Players(Team 1), Null, 6, 25);
  • Set Move Speed(All Living Players(Team 1), 50);
  • Wait(6, Ignore Condition);
  • Start Damage Over Time(All Living Players(Team 1), Null, 6, 20);
  • Set Move Speed(All Living Players(Team 1), 80);
  • Wait(4, Ignore Condition);
  • Set Move Speed(All Living Players(Team 1), 100);
  • }
  • }
  • rule("Cos // If mercy is in the game, stop her res")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 1;
  • Mercy;
  • }
  • conditions
  • {
  • Global.CrucicbleOfSoulsMode == True;
  • }
  • actions
  • {
  • Set Ability 2 Enabled(Event Player, False);
  • }
  • }
  • rule("-==CURSED CLOCK==-")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • }
  • rule("CC // Variables")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • actions
  • {
  • Global.CursedClock = Vector(-2.631, -3.052, 13.343);
  • Global.CursedClockMode = False;
  • }
  • }
  • rule("CC // Create CC")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • actions
  • {
  • Create Effect(All Players(All Teams), Orb, Purple, Global.CursedClock, 1, Visible To Position and Radius);
  • Create In-World Text(All Players(All Teams), Custom String("CURSED CLOCK"), Global.CursedClock, 1, Clip Against Surfaces,
  • Visible To Position and String, White, Default Visibility);
  • Create In-World Text(All Players(All Teams), Custom String("DUAL SIDED FLAMETHROWER"), Global.CursedClock, 1,
  • Clip Against Surfaces, Visible To Position and String, White, Default Visibility);
  • }
  • }
  • rule("CC // Collect CC")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 1;
  • All;
  • }
  • conditions
  • {
  • Players Within Radius(Global.CursedClock, 1, Team 1, Off) == True;
  • Global.ExpertChallengeSwitch == True;
  • }
  • actions
  • {
  • Destroy Effect(Global.IronHeart);
  • Big Message(Event Player, Custom String("THE CURSED CLOCK STARTS TICKING.... DEATH WILL SPEED UP THE TIMER."));
  • Big Message(Event Player, Custom String("THE DUAL SIDED FLAMETHROWER BURNS TO LIFE... SMOKE FILLS THE AIR"));
  • Wait(0.250, Ignore Condition);
  • Global.CursedClockMode = True;
  • }
  • }
  • rule("CC // Disable if not in Expert")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 1;
  • All;
  • }
  • conditions
  • {
  • Players Within Radius(Global.IronHeart, 1, Team 1, Off) == True;
  • Global.ExpertChallengeSwitch == False;
  • }
  • actions
  • {
  • Big Message(Event Player, Custom String("expert mode must be enabled to activate the iron heart."));
  • Wait(3, Ignore Condition);
  • }
  • }
  • rule("CC Mode // Set timer to 10 minutes")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Global.CursedClockMode == True;
  • }
  • actions
  • {
  • Wait(0.250, Abort When False);
  • Set Match Time(600);
  • }
  • }
  • rule("CC Mode // If a player dies, -30 seconds on the timer")
  • {
  • event
  • {
  • Player Died;
  • Team 1;
  • Player Dealt Damage;
  • Team 2;
  • All;
  • }
  • conditions
  • {
  • Global.CursedClockMode == True;
  • }
  • actions
  • {
  • Set Match Time(Match Time - 30);
  • Set Status(Victim, Event Player, Burning, 4);
  • Start Damage Over Time(Victim, Event Player, 5, 12);
  • }
  • }
  • rule("-==DIFFICULTY==-")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • }
  • rule("Modes // Mode Selection")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • actions
  • {
  • Global.DifficultyLevelSwitch = 0;
  • }
  • }
  • rule("-1) April Fools (OmegaLuL)")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 1;
  • All;
  • }
  • conditions
  • {
  • Global.DifficultyLevelSwitch == -1;
  • }
  • actions
  • {
  • Set Move Speed(All Players(Team 2), 600);
  • Set Max Health(All Players(Team 2), 400);
  • Set Damage Dealt(All Players(Team 2), 400);
  • Create HUD Text(Event Player, Null, Null, Custom String("Difficulty: April Fools"), Left, 0, White, White, Lime Green,
  • Visible To and String, Default Visibility);
  • Create HUD Text(Event Player, Null, Null, Custom String("''Yeah u ded omegalul' - CrimsonRend"), Left, 1, White, White, White,
  • Visible To and String, Default Visibility);
  • }
  • }
  • rule("1) Easy (70% damage/85% speed)")
  • rule("1) Easy (85% damage/90% speed)")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 1;
  • All;
  • }
  • conditions
  • {
  • Global.DifficultyLevelSwitch == 1;
  • }
  • actions
  • {
  • Set Damage Dealt(All Players(Team 2), 70);
  • Set Move Speed(All Players(Team 2), 85);
  • Set Damage Dealt(All Players(Team 2), 85);
  • Set Move Speed(All Players(Team 2), 90);
  • Create HUD Text(Event Player, Null, Null, Custom String("Difficulty: Easy"), Right, 0, White, Red, Green, Visible To and String,
  • Default Visibility);
  • Create HUD Text(Event Player, Null, Null, Custom String("- All units have -25% damage"), Right, 1, White, White, White,
  • Create HUD Text(Event Player, Null, Null, Custom String("- All enemies have -15% damage."), Right, 1, White, White, White,
  • Visible To and String, Default Visibility);
  • Create HUD Text(Event Player, Null, Null, Custom String("- All units have -10% damage"), Right, 2, White, White, White,
  • Create HUD Text(Event Player, Null, Null, Custom String("- All enemies have -10% movement speed."), Right, 2, White, White, White,
  • Visible To and String, Default Visibility);
  • }
  • }
  • rule("2) Normal (Default everything)")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 1;
  • All;
  • }
  • conditions
  • {
  • Global.DifficultyLevelSwitch == 2;
  • }
  • actions
  • {
  • Create HUD Text(Event Player, Null, Null, Custom String("Difficulty: NORMAL"), Right, 0, White, Yellow, White,
  • Visible To and String, Default Visibility);
  • }
  • }
  • rule("3) Hard (135% damage/120% speed/125% health)")
  • rule("3) Hard (155% damage/135% speed/150% health)")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 1;
  • All;
  • }
  • conditions
  • {
  • Global.DifficultyLevelSwitch == 3;
  • }
  • actions
  • {
  • Set Move Speed(All Players(Team 2), 120);
  • Set Max Health(All Players(Team 2), 125);
  • Set Damage Dealt(All Players(Team 2), 135);
  • Set Move Speed(All Players(Team 2), 135);
  • Set Max Health(All Players(Team 2), 150);
  • Set Damage Dealt(All Players(Team 2), 155);
  • Create HUD Text(Event Player, Null, Null, Custom String("Difficulty: HARD"), Right, 0, White, Red, Red, Visible To and String,
  • Default Visibility);
  • Create HUD Text(Event Player, Null, Null, Custom String("- All units have +35% damage"), Right, 1, White, White, White,
  • Create HUD Text(Event Player, Null, Null, Custom String("- All enemies have +55% damage"), Right, 1, White, White, White,
  • Visible To and String, Default Visibility);
  • Create HUD Text(Event Player, Null, Null, Custom String("- All units have +25% max health"), Right, 2, White, White, White,
  • Create HUD Text(Event Player, Null, Null, Custom String("- All units have +50% max health"), Right, 2, White, White, White,
  • Visible To and String, Default Visibility);
  • Create HUD Text(Event Player, Null, Null, Custom String("- All units have +20% movement speed."), Right, 1, White, White, White,
  • Create HUD Text(Event Player, Null, Null, Custom String("- All units have +35% movement speed."), Right, 1, White, White, White,
  • Visible To and String, Default Visibility);
  • }
  • }
  • rule("-==TOP HUD==-")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • }
  • rule("Rule 94")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • actions
  • {
  • Set Match Time(3600);
  • }
  • }
  • rule("Defeat")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Is True For All(All Players(Team 1), Is Dead(Current Array Element)) == True;
  • Has Spawned(All Players(Team 1)) == True;
  • }
  • actions
  • {
  • Destroy All Effects;
  • Destroy All In-World Text;
  • Wait(3, Ignore Condition);
  • Wait(4, Ignore Condition);
  • Declare Team Victory(Team 2);
  • }
  • }
  • rule("-== Lucky Dice==-")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • }
  • rule("Ω Dice // Create Ω Dice")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • actions
  • {
  • Global.OmegaSigil = Vector(5.910, -3.674, 19.798);
  • Global.OmegaMode = False;
  • Global.OmegaRNG = 1000;
  • }
  • }
  • rule("Lucky Dice // Initialize DIE")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • actions
  • {
  • Create Effect(All Players(All Teams), Orb, Sky Blue, Global.OmegaSigil, 1, Visible To Position and Radius);
  • Create In-World Text(All Players(All Teams), Custom String("Ω"), Global.OmegaSigil, 3, Clip Against Surfaces,
  • Visible To Position and String, Sky Blue, Default Visibility);
  • }
  • }
  • rule("Lucky Dice // Collect Lucky Dice")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 1;
  • All;
  • }
  • conditions
  • {
  • Players Within Radius(Global.OmegaSigil, 1, Team 1, Off) == True;
  • Global.ExpertChallengeSwitch == True;
  • }
  • actions
  • {
  • Destroy Effect(Global.IronHeart);
  • Big Message(Event Player, Custom String("THE Ω DIE BEGINS TO SPIN..."));
  • Wait(0.250, Ignore Condition);
  • Global.OmegaMode = True;
  • Global.OmegaRNG = 0;
  • }
  • }
  • rule("Ω Sigil // Cancel if not in expert")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 1;
  • All;
  • }
  • conditions
  • {
  • Players Within Radius(Global.OmegaSigil, 1, Team 1, Off) == True;
  • Global.ExpertChallengeSwitch == False;
  • }
  • actions
  • {
  • Big Message(Event Player, Custom String("expert mode must be enabled to activate the Ω dice."));
  • Wait(3, Ignore Condition);
  • }
  • }
  • rule("Ω Mode // Randomly choose from 8 events")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Global.OmegaRNG == 0;
  • Global.OmegaMode == True;
  • Global.MainMenu == False;
  • }
  • actions
  • {
  • Small Message(Event Player, Custom String("Ω THE KING OF RNG IS CHOOSING YOUR FATE... Ω"));
  • Wait(8, Abort When False);
  • Global.OmegaRNG = Random Integer(1, 6);
  • }
  • }
  • rule("Ω Mode // Adrenaline Rush [1]")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 1;
  • All;
  • }
  • conditions
  • {
  • Global.OmegaRNG == 1;
  • Global.OmegaMode == True;
  • }
  • actions
  • {
  • Small Message(Event Player, Custom String("Ω The Die lands on a 1 Ω"));
  • Small Message(Event Player, Custom String("Ω PURITY RUNS THROUGH YOUR VEINS Ω"));
  • Event Player.Adrenaline = 10;
  • Press Button(Event Player, Interact);
  • Wait(8, Ignore Condition);
  • Global.OmegaRNG = 0;
  • }
  • }
  • rule("Ω Mode // Corruption reduction [2]")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 1;
  • All;
  • }
  • conditions
  • {
  • Global.OmegaRNG == 2;
  • Global.OmegaMode == True;
  • }
  • actions
  • {
  • Small Message(Event Player, Custom String("Ω The die lands on a 2 Ω"));
  • Small Message(Event Player, Custom String("Ω CORRUPTION CREEPS THROUGH YOUR HEART Ω"));
  • Event Player.Corruption = 0;
  • Wait(4, Ignore Condition);
  • Global.OmegaRNG = 0;
  • }
  • }
  • rule("Ω Mode // Damage reduction [3]")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 1;
  • All;
  • }
  • conditions
  • {
  • Global.OmegaRNG == 3;
  • Global.OmegaMode == True;
  • }
  • actions
  • {
  • Small Message(Event Player, Custom String("Ω The die lands on a 3 Ω"));
  • Set Damage Received(Event Player, 50);
  • Small Message(Event Player, Custom String("Ω MAY YOUR ENEMIES GO UP IN FLAMES Ω"));
  • Start Damage Over Time(All Players(Team 2), Null, 8, 35);
  • Set Status(All Players(Team 2), Null, Burning, 8);
  • Wait(10, Ignore Condition);
  • Global.OmegaRNG = 0;
  • Set Damage Received(Event Player, 100);
  • }
  • }
  • rule("Ω Mode // Healing [4]")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 1;
  • All;
  • }
  • conditions
  • {
  • Global.OmegaRNG == 4;
  • Global.OmegaMode == True;
  • }
  • actions
  • {
  • Small Message(Event Player, Custom String("Ω The die lands on a 4 Ω"));
  • Heal(Event Player, Null, 10000);
  • Set Status(Event Player, Event Player, Invincible, 4);
  • Wait(4, Ignore Condition);
  • Small Message(Event Player, Custom String("Ω YOU SHALL FIND HAPPINESS IN THE FUTURE. Ω"));
  • Add Health Pool To Player(Event Player, Armor, 200, False, False);
  • Set Status(Event Player, Event Player, Invincible, 6);
  • Wait(8, Ignore Condition);
  • Global.OmegaRNG = 0;
  • }
  • }
  • rule("Ω Mode // Cosmic Power [5]")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 1;
  • All;
  • }
  • conditions
  • {
  • Global.OmegaRNG == 5;
  • Global.OmegaMode == True;
  • }
  • actions
  • {
  • Set Status(Event Player, Null, Rooted, 4);
  • Small Message(Event Player, Custom String("Ω The die lands on a 5 Ω"));
  • Small Message(Event Player, Custom String("Ω YOUR DOOM LIES WITHIN THE STARS. Ω"));
  • Set Gravity(Event Player, 0);
  • Apply Impulse(Event Player, Up, 6, To World, Cancel Contrary Motion);
  • Start Damage Over Time(Event Player, Null, 4, 30);
  • Wait(4, Ignore Condition);
  • Set Gravity(Event Player, 500);
  • Damage(Event Player, Null, 30);
  • Wait(2, Ignore Condition);
  • Set Gravity(Event Player, 100);
  • Global.OmegaRNG = 0;
  • }
  • }
  • rule("Ω Mode // Add Corruption [6]")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 1;
  • All;
  • }
  • conditions
  • {
  • Global.OmegaRNG == 6;
  • Global.OmegaMode == True;
  • }
  • actions
  • {
  • Small Message(Event Player, Custom String("Ω The die lands on a 6 Ω"));
  • Small Message(Event Player, Custom String("Ω YOU WERE DESTINED TO FALL. Ω"));
  • Event Player.Corruption = Event Player.Corruption + 5;
  • Wait(4, Ignore Condition);
  • Global.OmegaRNG = 0;
  • }
  • }
  • rule("-==MENU SCREEN==-")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • }
  • rule("Variables // Set Main Menu Screen Variable -> True")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • actions
  • {
  • Global.MainMenu = True;
  • Create Effect(All Players(All Teams), Sphere, White, Global.mainmenuarea, 8, Visible To Position and Radius);
  • Global.mainmenuarea = Vector(3.107, -4.344, 15.006);
  • Global.DifficultyChoice = True;
  • }
  • }
  • rule("Easy Mode // Setup Easy Mode Variables")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • actions
  • {
  • Global.easymodecircle = Vector(2.984, -3.549, 9.390);
  • Create Effect(All Players(All Teams), Ring, Green, Global.easymodecircle, 1, Visible To Position and Radius);
  • Create In-World Text(All Players(All Teams), Custom String("Stand in the circle and jump to enable easy mode."),
  • Global.easymodecircle, 1, Clip Against Surfaces, Visible To Position and String, Green, Default Visibility);
  • }
  • }
  • rule("Easy Mode // If crouching on easy mode circle, enable easy mode")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 1;
  • All;
  • }
  • conditions
  • {
  • Players Within Radius(Global.easymodecircle, 1, Team Of(Event Player), Off) == True;
  • Global.DifficultyChoice == True;
  • Global.MainMenu == True;
  • }
  • actions
  • {
  • Global.DifficultyLevelSwitch = 1;
  • Global.DifficultyChoice = False;
  • Big Message(All Players(Team 1), Custom String("EASY MODE IS ENABLED. GOOD LUCK!"));
  • }
  • }
  • rule("Main Menu // Create Secondary Main Menu Circle")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • actions
  • {
  • Global.KeepMenuOn = Vector(3.039, -3.551, 19.578);
  • Create Icon(All Players(All Teams), Global.KeepMenuOn, Checkmark, Visible To and Position, Yellow, False);
  • Create Effect(All Players(All Teams), Ring, Yellow, Global.KeepMenuOn, 1, Visible To Position and Radius);
  • }
  • }
  • rule("Main Menu // Start game if players have chosen a mode.")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 1;
  • All;
  • }
  • conditions
  • {
  • Players Within Radius(Global.KeepMenuOn, 1, Team Of(Event Player), Off) == True;
  • }
  • actions
  • {
  • Abort If(Global.DifficultyChoice == True);
  • Big Message(Event Player, Custom String("THE DOME HAS BEEN DISABLED. GAME BEGIN!"));
  • Wait(0.250, Ignore Condition);
  • Global.MainMenu = False;
  • Clear Status(All Players(Team 2), Frozen);
  • Set Damage Received(All Players(Team 2), 100);
  • }
  • }
  • rule("Main Menu // Do not start if players haven't chosen a mode.")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 1;
  • All;
  • }
  • conditions
  • {
  • Players Within Radius(Global.KeepMenuOn, 1, Team Of(Event Player), Off) == True;
  • Global.DifficultyChoice == True;
  • }
  • actions
  • {
  • Big Message(Event Player, Custom String("You must pick a mode first before starting the game."));
  • }
  • }
  • rule("Hard Mode // Setup Hard Mode variables")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • actions
  • {
  • Global.hardmodecircle = Vector(9.828, -3.549, 16.574);
  • Create Effect(All Players(All Teams), Ring, Red, Global.hardmodecircle, 1, Visible To Position and Radius);
  • Create In-World Text(All Players(All Teams), Custom String("Stand in the circle and jump to enable hard mode."),
  • Global.hardmodecircle, 1, Clip Against Surfaces, Visible To Position and String, Red, Default Visibility);
  • }
  • }
  • rule("Hard Mode // If courchong on hard mode circle, enable hard mode")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 1;
  • All;
  • }
  • conditions
  • {
  • Players Within Radius(Global.hardmodecircle, 1, Team Of(Event Player), Off) == True;
  • Global.DifficultyChoice == True;
  • Global.MainMenu == True;
  • }
  • actions
  • {
  • Global.DifficultyLevelSwitch = 3;
  • Global.DifficultyChoice = False;
  • Big Message(Event Player, Custom String("Hard mode is enabled... get your diapers ready"));
  • }
  • }
  • rule("Rule 137")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 1;
  • All;
  • }
  • conditions
  • {
  • Global.MainMenu == True;
  • }
  • actions
  • {
  • Set Ability 1 Enabled(Event Player, False);
  • Set Ability 2 Enabled(Event Player, False);
  • Set Secondary Fire Enabled(Event Player, False);
  • Set Primary Fire Enabled(Event Player, False);
  • Set Crouch Enabled(Event Player, False);
  • }
  • }
  • rule("Rule 137")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 1;
  • All;
  • }
  • conditions
  • {
  • Global.MainMenu == False;
  • }
  • actions
  • {
  • Set Ability 1 Enabled(Event Player, True);
  • Set Ability 2 Enabled(Event Player, True);
  • Set Secondary Fire Enabled(Event Player, True);
  • Set Primary Fire Enabled(Event Player, True);
  • Set Crouch Enabled(Event Player, True);
  • }
  • }
  • rule("Main Menu // If out of main menu, tp back into menu")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 1;
  • Slot 0;
  • }
  • conditions
  • {
  • Players Within Radius(Global.mainmenuarea, 8, Team 1, Off) == False;
  • Global.MainMenu == True;
  • }
  • actions
  • {
  • Abort If(Is In Spawn Room(Event Player) == True);
  • Apply Impulse(Event Player, Vector Towards(Event Player, Vector(3.675, -3.548, 16.421)), 18, To World, Cancel Contrary Motion);
  • Wait(0.001, Ignore Condition);
  • Loop If Condition Is True;
  • }
  • }
  • rule("Main Menu // If out of main menu, tp back into menu")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 1;
  • Slot 1;
  • }
  • conditions
  • {
  • Players Within Radius(Global.mainmenuarea, 8, Team 1, Off) == False;
  • Global.MainMenu == True;
  • }
  • actions
  • {
  • Abort If(Is In Spawn Room(Event Player) == True);
  • Apply Impulse(Event Player, Vector Towards(Event Player, Vector(3.675, -3.548, 16.421)), 18, To World, Cancel Contrary Motion);
  • Wait(0.001, Ignore Condition);
  • Loop If Condition Is True;
  • }
  • }
  • rule("Main Menu // If out of main menu, tp back into menu")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 1;
  • Slot 2;
  • }
  • conditions
  • {
  • Players Within Radius(Global.mainmenuarea, 8, Team 1, Off) == False;
  • Global.MainMenu == True;
  • }
  • actions
  • {
  • Abort If(Is In Spawn Room(Event Player) == True);
  • Apply Impulse(Event Player, Vector Towards(Event Player, Vector(3.675, -3.548, 16.421)), 18, To World, Cancel Contrary Motion);
  • Wait(0.001, Ignore Condition);
  • Loop If Condition Is True;
  • }
  • }
  • rule("Main Menu // If out of main menu, tp back into menu")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 1;
  • Slot 3;
  • }
  • conditions
  • {
  • Players Within Radius(Global.mainmenuarea, 8, Team 1, Off) == False;
  • Global.MainMenu == True;
  • }
  • actions
  • {
  • Abort If(Is In Spawn Room(Event Player) == True);
  • Apply Impulse(Event Player, Vector Towards(Event Player, Vector(3.675, -3.548, 16.421)), 18, To World, Cancel Contrary Motion);
  • Wait(0.001, Ignore Condition);
  • Loop If Condition Is True;
  • }
  • }
  • rule("Easy Mode // Setup Easy Mode Variables")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • actions
  • {
  • Global.normalmocdecircle = Vector(-2.215, -3.902, 16.327);
  • Create Effect(All Players(All Teams), Ring, Yellow, Global.normalmocdecircle, 1, Visible To Position and Radius);
  • Create In-World Text(All Players(All Teams), Custom String("Stand in the circle and jump to enable normal mode."),
  • Global.normalmocdecircle, 1, Clip Against Surfaces, Visible To Position and String, Yellow, Default Visibility);
  • }
  • }
  • rule("Easy Mode // If crouching on easy mode circle, enable easy mode")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 1;
  • All;
  • }
  • conditions
  • {
  • Players Within Radius(Global.normalmocdecircle, 1, Team Of(Event Player), Off) == True;
  • Global.DifficultyChoice == True;
  • Global.MainMenu == True;
  • }
  • actions
  • {
  • Global.DifficultyLevelSwitch = 2;
  • Global.DifficultyChoice = False;
  • Big Message(All Players(Team 1), Custom String("NORMAL MODE IS ENABLED. GOOD LUCK!"));
  • }
  • }
  • rule("Easy Mode // Setup Easy Mode Variables")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • actions
  • {
  • Global.expertmodecircle = Vector(2.831, -3.902, 16.558);
  • Create Effect(All Players(All Teams), Ring, Orange, Global.expertmodecircle, 1, Visible To Position and Radius);
  • Create In-World Text(All Players(All Teams), Custom String("Stand in the circle and jump to enable Challenge Mode."),
  • Global.expertmodecircle, 1, Clip Against Surfaces, Visible To Position and String, White, Default Visibility);
  • }
  • }
  • rule("Easy Mode // If crouching on easy mode circle, enable easy mode")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 1;
  • All;
  • }
  • conditions
  • {
  • Players Within Radius(Global.expertmodecircle, 1, Team Of(Event Player), Off) == True;
  • Global.ExpertChallengeSwitch == False;
  • Global.MainMenu == True;
  • }
  • actions
  • {
  • Global.ExpertChallengeSwitch = True;
  • Big Message(All Players(Team 1), Custom String("Expert Mode is enabled. get ready!"));
  • }
  • }
  • rule("-==EXPERT MODE==-")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • }
  • rule("")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 1;
  • All;
  • }
  • actions
  • {
  • Global.ExpertChallengeSwitch = False;
  • }
  • }
  • rule("Adrenaline // Adrenaline HUD")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 1;
  • All;
  • }
  • conditions
  • {
  • Global.ExpertChallengeSwitch == True;
  • }
  • actions
  • {
  • Create HUD Text(Event Player, Null, Custom String("Adrenaline (Press interact key [F by default] to unleash your Adrenaline!)"),
  • String("{0} / {1}", Event Player.Adrenaline, 10), Top, 2, White, Blue, Sky Blue, Visible To and String, Default Visibility);
  • Create HUD Text(Event Player, Null, Custom String("PURITY (Press the intereact key [F by default] to unleash the purity.)"),
  • String("{0} / {1}", Event Player.Adrenaline, 10), Top, 2, White, White, White, Visible To and String, Default Visibility);
  • }
  • }
  • rule("Adrenaline // Add 1 every 2.5 seconds (Global)")
  • rule("Adrenaline // Add 1 every 1.5 seconds (Global)")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 1;
  • All;
  • }
  • conditions
  • {
  • Is Alive(Event Player) == True;
  • Has Status(Event Player, Burning) == False;
  • Has Spawned(Event Player) == True;
  • Global.ExpertChallengeSwitch == True;
  • Global.MainMenu == False;
  • }
  • actions
  • {
  • Abort If(Event Player.Adrenaline == 10);
  • Wait(2.500, Abort When False);
  • Wait(1.500, Abort When False);
  • Event Player.Adrenaline = Event Player.Adrenaline + 1;
  • Loop If Condition Is True;
  • }
  • }
  • rule("Adrenaline // Took damage = Adrenaline goes 0")
  • {
  • event
  • {
  • Player Took Damage;
  • Team 1;
  • All;
  • }
  • conditions
  • {
  • Global.ExpertChallengeSwitch == True;
  • }
  • actions
  • {
  • Abort If(Event Player.Adrenaline == 10);
  • Event Player.Adrenaline = 0;
  • }
  • }
  • rule("Adrenaline // Unleash the Adrenaline!")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 1;
  • All;
  • }
  • conditions
  • {
  • Is Button Held(Event Player, Interact) == True;
  • Event Player.Adrenaline == 10;
  • Is Alive(Event Player) == True;
  • Global.ExpertChallengeSwitch == True;
  • }
  • actions
  • {
  • Play Effect(All Players(All Teams), Ring Explosion, Sky Blue, Event Player, 12);
  • Kill(Players Within Radius(Event Player, 12, Team 2, Surfaces), Event Player);
  • Damage(Players Within Radius(Event Player, 15, Opposite Team Of(Team Of(Event Player)), Surfaces), Event Player, 300);
  • Event Player.Adrenaline = 0;
  • Set Damage Dealt(Event Player, 200);
  • Set Move Speed(Event Player, 140);
  • Event Player.Corruption = Event Player.Corruption - 6;
  • Set Status(Event Player, Null, Burning, 8);
  • Wait(8, Ignore Condition);
  • Set Damage Dealt(Event Player, 100);
  • Set Move Speed(Event Player, 100);
  • }
  • }
  • rule("The Corrupted // Explode when dead (Easy)")
  • {
  • event
  • {
  • Player Died;
  • Team 2;
  • All;
  • }
  • conditions
  • {
  • Global.ExpertChallengeSwitch == True;
  • Global.DifficultyLevelSwitch == 1;
  • }
  • actions
  • {
  • Play Effect(All Players(All Teams), Bad Explosion, Red, Event Player, 9);
  • Play Effect(All Players(All Teams), Bad Explosion, Orange, Event Player, 8);
  • Play Effect(All Players(All Teams), Bad Explosion, Yellow, Event Player, 7);
  • Play Effect(All Players(All Teams), Ring Explosion, Red, Event Player, 10);
  • Damage(Players Within Radius(Event Player, 5, Team 1, Surfaces And Enemy Barriers), Event Player, 40);
  • }
  • }
  • rule("The Corrupted // Explode when dead (Normal)")
  • {
  • event
  • {
  • Player Died;
  • Team 2;
  • All;
  • }
  • conditions
  • {
  • Global.ExpertChallengeSwitch == True;
  • Global.DifficultyLevelSwitch == 2;
  • }
  • actions
  • {
  • Play Effect(All Players(All Teams), Bad Explosion, Red, Event Player, 9);
  • Play Effect(All Players(All Teams), Bad Explosion, Orange, Event Player, 8);
  • Play Effect(All Players(All Teams), Bad Explosion, Yellow, Event Player, 7);
  • Play Effect(All Players(All Teams), Ring Explosion, Red, Event Player, 10);
  • Damage(Players Within Radius(Event Player, 5, Team 1, Surfaces And Enemy Barriers), Event Player, 60);
  • }
  • }
  • rule("The Corrupted // Explode when dead (Hard)")
  • {
  • event
  • {
  • Player Died;
  • Team 2;
  • All;
  • }
  • conditions
  • {
  • Global.ExpertChallengeSwitch == True;
  • Global.DifficultyLevelSwitch == 3;
  • }
  • actions
  • {
  • Play Effect(All Players(All Teams), Bad Explosion, Red, Event Player, 9);
  • Play Effect(All Players(All Teams), Bad Explosion, Orange, Event Player, 8);
  • Play Effect(All Players(All Teams), Bad Explosion, Yellow, Event Player, 7);
  • Play Effect(All Players(All Teams), Ring Explosion, Red, Event Player, 10);
  • Damage(Players Within Radius(Event Player, 5, Team 1, Surfaces And Enemy Barriers), Event Player, Random Integer(65, 149));
  • }
  • }
  • rule("Corruption // Corruption HUD")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 1;
  • All;
  • }
  • conditions
  • {
  • Global.ExpertChallengeSwitch == True;
  • }
  • actions
  • {
  • Create HUD Text(Event Player, Null, Custom String("Corruption Meter (If at 20 bad things will happen!"), String("{0} / {1}",
  • Event Player.Corruption, 20), Top, 5, White, Purple, White, Visible To and String, Default Visibility);
  • }
  • }
  • rule("Corruption // Don't go under 0")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 1;
  • All;
  • }
  • conditions
  • {
  • Event Player.Corruption < 0;
  • Global.ExpertChallengeSwitch == True;
  • }
  • actions
  • {
  • Event Player.Corruption = 0;
  • Wait(0.250, Ignore Condition);
  • Loop If Condition Is True;
  • }
  • }
  • rule("Corruption // Don't go over 20")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 1;
  • All;
  • }
  • conditions
  • {
  • Event Player.Corruption > 20;
  • Global.ExpertChallengeSwitch == True;
  • }
  • actions
  • {
  • Event Player.Corruption = 20;
  • }
  • }
  • rule("Corruption // If at 20, kill over time")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 1;
  • All;
  • }
  • conditions
  • {
  • Event Player.Corruption == 20;
  • Global.ExpertChallengeSwitch == True;
  • }
  • actions
  • {
  • Start Damage Over Time(Event Player, Null, 9999, 30);
  • Set Status(Event Player, Null, Hacked, 9999);
  • Big Message(All Players(Team 1), String("{0} {1}", Event Player, Custom String("IS BEING EATEN BY THE CORRUPTION!")));
  • }
  • }
  • rule("Corruption // Undo effects if corruption is under 20")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 1;
  • All;
  • }
  • conditions
  • {
  • Event Player.Corruption < 20;
  • Global.ExpertChallengeSwitch == True;
  • }
  • actions
  • {
  • Stop All Damage Over Time(Event Player);
  • Clear Status(Event Player, Hacked);
  • }
  • }
  • rule("Corruption // Don't go under 0")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 1;
  • All;
  • }
  • conditions
  • {
  • Event Player.Adrenaline < 0;
  • Global.ExpertChallengeSwitch == True;
  • }
  • actions
  • {
  • Event Player.Corruption = 0;
  • Wait(0.250, Ignore Condition);
  • Loop If Condition Is True;
  • }
  • }
  • rule("Corruption // Don't go over 20")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 1;
  • All;
  • }
  • conditions
  • {
  • Event Player.Adrenaline > 10;
  • Global.ExpertChallengeSwitch == True;
  • }
  • actions
  • {
  • Event Player.Corruption = 20;
  • }
  • }
  • rule("Corruption // 1 kill = -3 corruption")
  • {
  • event
  • {
  • Player Earned Elimination;
  • Team 1;
  • All;
  • }
  • conditions
  • {
  • Is Alive(Event Player) == True;
  • Global.ExpertChallengeSwitch == True;
  • Global.DifficultyLevelSwitch == 1;
  • }
  • actions
  • {
  • Event Player.Corruption = Event Player.Corruption - 6;
  • }
  • }
  • rule("Corruption // 1 kill = -3 corruption")
  • {
  • event
  • {
  • Player Earned Elimination;
  • Team 1;
  • All;
  • }
  • conditions
  • {
  • Is Alive(Event Player) == True;
  • Global.ExpertChallengeSwitch == True;
  • Global.DifficultyLevelSwitch == 2;
  • }
  • actions
  • {
  • Event Player.Corruption = Event Player.Corruption - 4;
  • }
  • }
  • rule("Corruption // 1 kill = -3 corruption")
  • {
  • event
  • {
  • Player Earned Elimination;
  • Team 1;
  • All;
  • }
  • conditions
  • {
  • Is Alive(Event Player) == True;
  • Global.ExpertChallengeSwitch == True;
  • Global.DifficultyLevelSwitch == 3;
  • }
  • actions
  • {
  • Event Player.Corruption = Event Player.Corruption - 2;
  • }
  • }
  • rule("Rule 153")
  • {
  • event
  • {
  • Player Died;
  • Team 1;
  • All;
  • }
  • conditions
  • {
  • Is Dead(Event Player) == True;
  • Global.ExpertChallengeSwitch == True;
  • }
  • actions
  • {
  • Event Player.Adrenaline = 0;
  • Event Player.Corruption = 0;
  • Wait(0.016, Abort When False);
  • Loop If Condition Is True;
  • }
  • }
  • rule("Rule 154")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 1;
  • All;
  • }
  • conditions
  • {
  • Global.ExpertChallengeSwitch == True;
  • Event Player.Corruption == 5;
  • }
  • actions
  • {
  • Small Message(Event Player, Custom String("The corruption has reached halfway into your heart. . ."));
  • }
  • }
  • rule("Rule 154")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 1;
  • All;
  • }
  • conditions
  • {
  • Global.ExpertChallengeSwitch == True;
  • Event Player.Corruption == 8;
  • }
  • actions
  • {
  • Small Message(Event Player, Custom String("The corruption has reached your heart. . . "));
  • }
  • }
  • rule("Corruption // Add 1 every 6 seconds (easy)")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 1;
  • All;
  • }
  • conditions
  • {
  • Is Alive(Event Player) == True;
  • Has Status(Event Player, Burning) == False;
  • Has Spawned(Event Player) == True;
  • Global.ExpertChallengeSwitch == True;
  • Global.MainMenu == False;
  • Global.DifficultyLevelSwitch == 1;
  • }
  • actions
  • {
  • Wait(6, Abort When False);
  • Event Player.Corruption = Event Player.Corruption + 1;
  • Loop If Condition Is True;
  • }
  • }
  • rule("Corruption // Add 1 every 4 seconds (normal)")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 1;
  • All;
  • }
  • conditions
  • {
  • Is Alive(Event Player) == True;
  • Has Status(Event Player, Burning) == False;
  • Has Spawned(Event Player) == True;
  • Global.ExpertChallengeSwitch == True;
  • Global.MainMenu == False;
  • Global.DifficultyLevelSwitch == 2;
  • }
  • actions
  • {
  • Wait(4, Abort When False);
  • Event Player.Corruption = Event Player.Corruption + 1;
  • Loop If Condition Is True;
  • }
  • }
  • rule("Corruption // Add 1 every 3.5 seconds (hard)")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 1;
  • All;
  • }
  • conditions
  • {
  • Is Alive(Event Player) == True;
  • Has Status(Event Player, Burning) == False;
  • Has Spawned(Event Player) == True;
  • Global.ExpertChallengeSwitch == True;
  • Global.MainMenu == False;
  • Global.DifficultyLevelSwitch == 3;
  • }
  • actions
  • {
  • Wait(3.500, Abort When False);
  • Event Player.Corruption = Event Player.Corruption + 1;
  • Loop If Condition Is True;
  • }
  • }
  • rule("-==JUGGERNAUT PRISM==-")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • }
  • rule("Juggernaut Prism // Visuals")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • actions
  • {
  • Global.juggernautprism = Vector(8.250, -3.674, 19.501);
  • Create Effect(All Players(All Teams), Orb, Orange, Global.juggernautprism, 1, Visible To Position and Radius);
  • Create In-World Text(All Players(All Teams), Custom String("Juggernaut Prism"), Global.juggernautprism, 1, Clip Against Surfaces,
  • Visible To Position and String, White, Default Visibility);
  • Global.juggernautprismmode = False;
  • }
  • }
  • rule("Rule 156")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 1;
  • All;
  • }
  • conditions
  • {
  • Players Within Radius(Global.juggernautprism, 1, Team 1, Off) == True;
  • Global.juggernautprismmode == False;
  • }
  • actions
  • {
  • Big Message(All Players(All Teams), Custom String("THE JUGGERNAUT PRISM LIGHTS UP.. THE BOSS AWAKENS."));
  • Global.juggernautprismmode = True;
  • }
  • }
  • rule("Rule 157")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Global.juggernautprismmode == True;
  • }
  • actions
  • {
  • Set Status(Players In Slot(1, Team 2), Null, Frozen, 9999);
  • Set Status(Players In Slot(2, Team 2), Null, Frozen, 9999);
  • Set Status(Players In Slot(3, Team 2), Null, Frozen, 9999);
  • Set Status(Players In Slot(4, Team 2), Null, Frozen, 9999);
  • Wait(0.016, Ignore Condition);
  • Loop If Condition Is True;
  • }
  • }
  • rule("Rule 158")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 2;
  • All;
  • }
  • conditions
  • {
  • Global.juggernautprismmode == True;
  • Global.MainMenu == False;
  • Players In Slot(0, Team 2) == True;
  • }
  • actions
  • {
  • Wait(1, Ignore Condition);
  • Set Max Health(Event Player, 450);
  • Set Damage Dealt(Event Player, 200);
  • Set Move Speed(Event Player, 145);
  • Create In-World Text(All Players(All Teams), Custom String("[JUGGERNAUT]"), Event Player, 2, Clip Against Surfaces,
  • Visible To Position and String, Red, Default Visibility);
  • }
  • }
  • rule("Rule 161")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Global.MainMenu == True;
  • }
  • actions
  • {
  • Set Ultimate Charge(Event Player, 0);
  • Wait(0.016, Ignore Condition);
  • Loop If Condition Is True;
  • }
  • }
  • rule("-==SPAWN ROOM BAN DOORS==-")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • }
  • rule("Door 1 // Visuals")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 1;
  • Slot 0;
  • }
  • conditions
  • {
  • Players Within Radius(Vector(-81.130, 1.413, 96.729), 5, Team 1, Off) == True;
  • }
  • actions
  • {
  • Kill(Event Player, Null);
  • Big Message(All Players(All Teams), String("{0} {1}", Event Player, Custom String("was killed by [intentional game design]")));
  • }
  • }
  • rule("Door 1 // Visuals")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 1;
  • Slot 1;
  • }
  • conditions
  • {
  • Players Within Radius(Vector(-81.130, 1.413, 96.729), 5, Team 1, Off) == True;
  • }
  • actions
  • {
  • Kill(Event Player, Null);
  • Big Message(All Players(All Teams), String("{0} {1}", Event Player, Custom String("was killed by [intentional game design]")));
  • }
  • }
  • rule("Door 1 // Visuals")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 1;
  • Slot 2;
  • }
  • conditions
  • {
  • Players Within Radius(Vector(-81.130, 1.413, 96.729), 5, Team 1, Off) == True;
  • }
  • actions
  • {
  • Kill(Event Player, Null);
  • Big Message(All Players(All Teams), String("{0} {1}", Event Player, Custom String("was killed by [intentional game design]")));
  • }
  • }
  • rule("Door 1 // Visuals")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 1;
  • Slot 3;
  • }
  • conditions
  • {
  • Players Within Radius(Vector(-81.130, 1.413, 96.729), 5, Team 1, Off) == True;
  • }
  • actions
  • {
  • Kill(Event Player, Null);
  • Big Message(All Players(All Teams), String("{0} {1}", Event Player, Custom String("was killed by [intentional game design]")));
  • }
  • }
  • rule("Door 1 // Visuals")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 1;
  • Slot 0;
  • }
  • conditions
  • {
  • Players Within Radius(Vector(-85.110, 1.278, 82.924), 5, Team 1, Off) == True;
  • }
  • actions
  • {
  • Kill(Event Player, Null);
  • Big Message(All Players(All Teams), String("{0} {1}", Event Player, Custom String("was killed by [intentional game design]")));
  • }
  • }
  • rule("Door 1 // Visuals")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 1;
  • Slot 1;
  • }
  • conditions
  • {
  • Players Within Radius(Vector(-85.110, 1.278, 82.924), 5, Team 1, Off) == True;
  • }
  • actions
  • {
  • Kill(Event Player, Null);
  • Big Message(All Players(All Teams), String("{0} {1}", Event Player, Custom String("was killed by [intentional game design]")));
  • }
  • }
  • rule("Door 1 // Visuals")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 1;
  • Slot 2;
  • }
  • conditions
  • {
  • Players Within Radius(Vector(-85.110, 1.278, 82.924), 5, Team 1, Off) == True;
  • }
  • actions
  • {
  • Kill(Event Player, Null);
  • Big Message(All Players(All Teams), String("{0} {1}", Event Player, Custom String("was killed by [intentional game design]")));
  • }
  • }
  • rule("Door 1 // Visuals")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Team 1;
  • Slot 3;
  • }
  • conditions
  • {
  • Players Within Radius(Vector(-85.110, 1.278, 82.924), 5, Team 1, Off) == True;
  • }
  • actions
  • {
  • Kill(Event Player, Null);
  • Big Message(All Players(All Teams), String("{0} {1}", Event Player, Custom String("was killed by [intentional game design]")));
  • }
  • }
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