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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]")));
}
- }