Create
Return to post

Comparing difference between and

View raw
  • variables
  • {
  • player:
  • 7: Hero_Swap
  • 8: Info_HUD
  • 9: Info_Active
  • 26: reddit
  • 27: pogging
  • 28: terrariaammoglitch
  • 32: obamalocation
  • 26: Mana
  • 27: enemypogsition
  • 28: pogjectilepogsition
  • 29: target
  • 30: magicmissile
  • 31: usingmm
  • 32: fireball
  • 33: bs
  • 34: widowbubble
  • 34: firepogsition
  • 35: vinecomp
  • 36: greemisbad
  • 37: meisplosion
  • 40: sugmalocation
  • 41: gravitycd
  • 42: Geffect1
  • 43: Geffect2
  • 44: brigring
  • 45: whentheechoisulting
  • 46: echovisual
  • 48: dupetext
  • 50: selffunnyeffect
  • 51: lovetrain
  • 52: lt1
  • 53: lt2
  • 54: lt3
  • 55: lt4
  • 56: lt5
  • 57: lt6
  • 58: lt7
  • 59: lt8
  • 53: sym1a
  • 54: sym1b
  • 55: sym2a
  • 56: sym2b
  • 57: sym3a
  • 58: sym3b
  • 59: symbeam
  • 60: LTCD
  • 61: TOOMANYVARIABLES
  • 62: orb1
  • 63: orb2
  • 64: orb3
  • 65: funnybullets
  • 66: basting
  • 67: gbcd
  • 68: nukeactive
  • 69: nukepos
  • 70: nukevisual
  • 71: holy
  • 72: holyvisual
  • 73: smite
  • 74: smitecd
  • 75: Charge
  • 76: manabar
  • 77: widowhud
  • 78: widowtext
  • 79: bubblecdhud
  • 80: firetarget
  • 81: holy2
  • 82: holyvisual2
  • 86: Ability_Position
  • 87: Ability_End
  • 88: Ability_Projectile1
  • 90: manaing
  • 92: counter
  • 93: actualmanabar
  • 98: Ability_Projectile2
  • }
  • rule("widow ult")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Widowmaker;
  • }
  • conditions
  • {
  • Is Using Ultimate(Event Player) == True;
  • }
  • actions
  • {
  • Set Slow Motion(30);
  • Wait Until(Is Using Ultimate(Event Player) == False, 99999);
  • Set Slow Motion(100);
  • }
  • }
  • rule("doomghost")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Doomfist;
  • }
  • conditions
  • {
  • Is Firing Secondary(Event Player) == True;
  • }
  • actions
  • {
  • Disable Movement Collision With Environment(Event Player, False);
  • Set Gravity(Event Player, 0);
  • }
  • }
  • rule("doomghost 2")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Doomfist;
  • }
  • conditions
  • {
  • Is Firing Secondary(Event Player) == False;
  • }
  • actions
  • {
  • Wait(1, Ignore Condition);
  • Wait(1.200, Ignore Condition);
  • Enable Movement Collision With Environment(Event Player);
  • Set Gravity(Event Player, 100);
  • }
  • }
  • rule("uppercut")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Doomfist;
  • }
  • conditions
  • {
  • Is Using Ability 1(Event Player) == True;
  • }
  • actions
  • {
  • Disable Movement Collision With Environment(Event Player, False);
  • }
  • }
  • rule("uppercut 2")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Doomfist;
  • }
  • conditions
  • {
  • Is Using Ability 1(Event Player) == False;
  • }
  • actions
  • {
  • Wait(0.500, Ignore Condition);
  • Enable Movement Collision With Environment(Event Player);
  • }
  • }
  • rule("Widow air moment")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Widowmaker;
  • }
  • conditions
  • {
  • Is In Air(Event Player) == True;
  • }
  • actions
  • {
  • Set Damage Dealt(Event Player, 150);
  • Set Damage Dealt(Event Player, 375);
  • }
  • }
  • rule("Widow ground moment")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Widowmaker;
  • }
  • conditions
  • {
  • Is In Air(Event Player) == False;
  • }
  • actions
  • {
  • Set Damage Dealt(Event Player, 40);
  • Set Damage Dealt(Event Player, 100);
  • }
  • }
  • rule("Mercy Ult")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Mercy;
  • }
  • conditions
  • {
  • Is Using Ultimate(Event Player) == True;
  • }
  • actions
  • {
  • Create Effect(All Players(All Teams), Light Shaft, Color(Yellow), All Dead Players(All Teams), 2, Visible To Position and Radius);
  • Play Effect(All Players(All Teams), Bad Pickup Effect, Color(Yellow), All Dead Players(Team Of(Event Player)), 2);
  • Wait(1, Ignore Condition);
  • Resurrect(All Dead Players(Team Of(Event Player)));
  • Wait(1, Ignore Condition);
  • Destroy Effect(Last Created Entity);
  • }
  • }
  • rule("mercy res")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Mercy;
  • }
  • conditions
  • {
  • Is Using Ability 2(Event Player) == True;
  • }
  • actions
  • {
  • Apply Impulse(Closest Player To(Event Player, Opposite Team Of(Team Of(Event Player))), Vector(5, 10, 5), 100, To Player,
  • Cancel Contrary Motion);
  • Apply Impulse(Closest Player To(Event Player, Opposite Team Of(Team Of(Event Player))), Vector(5, 10, 5), 100, To Player,
  • Cancel Contrary Motion);
  • Apply Impulse(Closest Player To(Event Player, Opposite Team Of(Team Of(Event Player))), Vector(5, 10, 5), 100, To Player,
  • Cancel Contrary Motion);
  • }
  • }
  • rule("make ashe funny")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Ashe;
  • }
  • actions
  • {
  • Set Projectile Speed(Event Player, 500);
  • }
  • }
  • rule("damage numbers attempt 2")
  • {
  • event
  • {
  • Player Took Damage;
  • All;
  • All;
  • }
  • actions
  • {
  • Create In-World Text(Players Within Radius(Event Player, 100, Opposite Team Of(Team Of(Event Player)), Off), Round To Integer(
  • Event Damage, Up), Event Player + Vector(0, 2.500, 0), 100, Clip Against Surfaces, Visible To Position and String, Color(Red),
  • Default Visibility);
  • Wait(0.100, Ignore Condition);
  • Destroy In-World Text(Last Text ID);
  • }
  • }
  • rule("reaper ult")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Reaper;
  • }
  • conditions
  • {
  • Is Using Ultimate(Event Player) == True;
  • }
  • actions
  • {
  • Wait(3, Ignore Condition);
  • Kill(Event Player, Null);
  • Respawn(Event Player);
  • }
  • }
  • rule("normal projectile speed")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Hero Of(Event Player) != Hero(Pharah);
  • Hero Of(Event Player) != Hero(Ashe);
  • }
  • actions
  • {
  • Set Projectile Speed(Event Player, 100);
  • }
  • }
  • rule("zen ult")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Zenyatta;
  • }
  • conditions
  • {
  • Is Using Ultimate(Event Player) == True;
  • }
  • actions
  • {
  • Apply Impulse(All Players(Opposite Team Of(Team Of(Event Player))), Vector(0, 5, 0), 40, To World, Cancel Contrary Motion);
  • Wait(0.100, Ignore Condition);
  • Loop If Condition Is True;
  • }
  • }
  • rule("Ana invis")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Ana;
  • }
  • conditions
  • {
  • Is Using Ability 2(Event Player) == True;
  • }
  • actions
  • {
  • Set Invisible(Players Within Radius(Event Player, 5, Team Of(Event Player), Off), Enemies);
  • Wait(2.500, Ignore Condition);
  • Set Invisible(All Players(Team Of(Event Player)), None);
  • }
  • }
  • rule("rein funny")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Reinhardt;
  • }
  • conditions
  • {
  • Is Using Ability 1(Event Player) == True;
  • }
  • actions
  • {
  • Set Move Speed(Event Player, 9999);
  • }
  • }
  • rule("rein not funny")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Reinhardt;
  • }
  • conditions
  • {
  • Is Using Ability 1(Event Player) == False;
  • }
  • actions
  • {
  • Set Move Speed(Event Player, 100);
  • }
  • }
  • rule("fat")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Roadhog;
  • }
  • actions
  • {
  • Set Max Health(Event Player, 200);
  • Set Knockback Received(Event Player, 200);
  • }
  • }
  • rule("not fat")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Hero Of(Event Player) != Hero(Roadhog);
  • }
  • actions
  • {
  • Set Max Health(Event Player, 100);
  • Set Knockback Received(Event Player, 100);
  • }
  • }
  • rule("sugma probably doesnt work lmao")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Count Of(Filtered Array(Players On Hero(Hero(Sigma), Opposite Team Of(Team Of(Event Player))), Is Using Ability 1(
  • Current Array Element) == True && Distance Between(Event Player, Current Array Element) <= 20)) > 0;
  • }
  • actions
  • {
  • Set Environment Credit Player(All Living Players(Opposite Team Of(Team Of(Event Player))), Event Player);
  • Event Player.S = Eye Position(Players On Hero(Hero(Sigma), Opposite Team Of(Team Of(Event Player)))) + World Vector Of(Vector(0, 0,
  • 1.250), Players On Hero(Hero(Sigma), Opposite Team Of(Team Of(Event Player))), Rotation);
  • If(Is On Ground(Event Player) == True);
  • Apply Impulse(Event Player, Vector(X Component Of(Direction Towards(Event Player, Event Player.S)), 0, Z Component Of(
  • Direction Towards(Event Player, Event Player.S))), 6, To World, Incorporate Contrary Motion);
  • Else;
  • Apply Impulse(Event Player, Direction Towards(Event Player, Event Player.S), 4, To World, Incorporate Contrary Motion);
  • End;
  • Wait(0.032, Ignore Condition);
  • Loop If Condition Is True;
  • Wait(3, Ignore Condition);
  • Set Environment Credit Player(All Living Players(Opposite Team Of(Team Of(Event Player))), Null);
  • }
  • }
  • rule("when the (tips)")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • actions
  • {
  • Big Message(All Players(All Teams), Custom String("Press CTRL + R to toggle tips!"));
  • Wait(10, Ignore Condition);
  • Loop;
  • }
  • }
  • rule("somburh ult")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Sombra;
  • }
  • conditions
  • {
  • Is Using Ultimate(Event Player) == True;
  • }
  • actions
  • {
  • Set Status(Players Within Radius(Event Player, 15, Opposite Team Of(Team Of(Event Player)), Off), Null, Asleep, 5);
  • Create Effect(All Players(All Teams), Energy Sound, Color(Purple), Event Player, 3, Visible To Position and Radius);
  • }
  • }
  • rule("sombruh good")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Sombra;
  • }
  • conditions
  • {
  • Is Using Ability 1(Event Player) == True;
  • }
  • actions
  • {
  • Set Damage Dealt(Event Player, 150);
  • }
  • }
  • rule("sombruh bad")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Sombra;
  • }
  • conditions
  • {
  • Is Using Ability 1(Event Player) == False;
  • }
  • actions
  • {
  • Create Effect(All Players(All Teams), Good Aura, Color(Purple), Event Player, 0.250, Visible To Position and Radius);
  • Wait(1.500, Ignore Condition);
  • Set Damage Dealt(Event Player, 100);
  • Destroy Effect(Last Created Entity);
  • }
  • }
  • rule("Rule 46")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Tracer;
  • }
  • conditions
  • {
  • Is Using Ability 2(Event Player) == True;
  • }
  • actions
  • {
  • Set Ability Charge(Event Player, Button(Ability 1), 3);
  • Set Ability Charge(Event Player, Button(Ability 1), 4);
  • }
  • }
  • rule("orisa")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Orisa;
  • }
  • actions
  • {
  • Press Button(Event Player, Button(Ability 1));
  • Wait(4, Ignore Condition);
  • Loop If Condition Is True;
  • }
  • }
  • rule("HOG HEAL")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Roadhog;
  • }
  • actions
  • {
  • Set Healing Received(Event Player, 0);
  • Wait(0.250, Ignore Condition);
  • }
  • }
  • rule("not hog")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Hero Of(Event Player) != Hero(Roadhog);
  • }
  • actions
  • {
  • Set Healing Received(Event Player, 100);
  • Wait(0.250, Ignore Condition);
  • }
  • }
  • rule("hamestar")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Wrecking Ball;
  • }
  • conditions
  • {
  • Is Using Ability 2(Event Player) == True;
  • }
  • actions
  • {
  • Apply Impulse(Event Player, Vector(0, 100, 0), 100, To World, Incorporate Contrary Motion);
  • }
  • }
  • rule("hammond ult")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Wrecking Ball;
  • }
  • conditions
  • {
  • Is Using Ultimate(Event Player) == True;
  • }
  • actions
  • {
  • Apply Impulse(All Players(Opposite Team Of(Team Of(Event Player))), Vector(0, -1000, 0), 100, To World, Cancel Contrary Motion);
  • Wait(0.250, Ignore Condition);
  • Communicate(All Players(Opposite Team Of(Team Of(Event Player))), Emote Up);
  • }
  • }
  • rule("Rule 56")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Baptiste;
  • }
  • conditions
  • {
  • Is Using Ability 1(Event Player) == True;
  • }
  • actions
  • {
  • Add Health Pool To Player(Players Within Radius(Event Player, 10, Team Of(Event Player), Off), Health, 20, True, False);
  • }
  • }
  • rule("Rule 57")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Baptiste;
  • }
  • conditions
  • {
  • Is Firing Primary(Event Player) == True;
  • }
  • actions
  • {
  • Set Ultimate Charge(Event Player, Ultimate Charge Percent(Event Player) + 10);
  • }
  • }
  • rule("cancer")
  • {
  • event
  • {
  • Player Dealt Damage;
  • All;
  • Zarya;
  • }
  • conditions
  • {
  • Is Firing Primary(Event Player) == True;
  • }
  • actions
  • {
  • Set Status(Victim, Null, Frozen, 0.075);
  • }
  • }
  • rule("bastion")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Bastion;
  • }
  • conditions
  • {
  • Is In Alternate Form(Event Player) == False;
  • }
  • actions
  • {
  • Press Button(Event Player, Button(Ability 1));
  • Wait(0.100, Ignore Condition);
  • Loop If Condition Is True;
  • }
  • }
  • rule("not bastion/doomfist")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Hero Of(Event Player) != Hero(Bastion);
  • Hero Of(Event Player) != Hero(Doomfist);
  • Hero Of(Event Player) != Hero(Reaper);
  • }
  • actions
  • {
  • Enable Movement Collision With Environment(Event Player);
  • Set Gravity(Event Player, 100);
  • }
  • }
  • rule("bastion 2")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Bastion;
  • }
  • actions
  • {
  • Set Gravity(Event Player, 0);
  • Disable Movement Collision With Environment(Event Player, True);
  • Clear Status(Event Player, Hacked);
  • }
  • }
  • rule("bastion move")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Bastion;
  • }
  • conditions
  • {
  • Is Firing Secondary(Event Player) == True;
  • }
  • actions
  • {
  • Apply Impulse(Event Player, Facing Direction Of(Event Player), 0.100, To World, Incorporate Contrary Motion);
  • Wait(0.050, Ignore Condition);
  • Loop If Condition Is True;
  • }
  • }
  • rule("bastion hack immunity")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Hero Of(Event Player) == Hero(Bastion);
  • }
  • actions
  • {
  • Clear Status(Event Player, Hacked);
  • Wait(0.100, Ignore Condition);
  • Loop If Condition Is True;
  • }
  • }
  • rule("Rule 70")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Hanzo;
  • }
  • conditions
  • {
  • Is Using Ability 1(Event Player) == True;
  • }
  • actions
  • {
  • Apply Impulse(Event Player, Facing Direction Of(Event Player), 1000, To World, Cancel Contrary Motion);
  • Press Button(Event Player, Button(Primary Fire));
  • }
  • }
  • rule("echo")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Echo;
  • }
  • conditions
  • {
  • Is Using Ability 2(Event Player) == True;
  • }
  • actions
  • {
  • Set Damage Dealt(Event Player, 280);
  • Wait(2.500, Ignore Condition);
  • Set Damage Dealt(Event Player, 100);
  • }
  • }
  • rule("echo 2")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Echo;
  • }
  • conditions
  • {
  • Is Button Held(Event Player, Button(Primary Fire)) == True;
  • }
  • actions
  • {
  • Press Button(Event Player, Button(Secondary Fire));
  • Wait(0.016, Ignore Condition);
  • Loop If Condition Is True;
  • }
  • }
  • rule("echo 3")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Echo;
  • }
  • conditions
  • {
  • Is Using Ability 1(Event Player) == True;
  • }
  • actions
  • {
  • Set Status(Event Player, Null, Unkillable, 3);
  • }
  • }
  • rule("echo")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Echo;
  • }
  • conditions
  • {
  • Is Using Ability 2(Event Player) == True;
  • }
  • actions
  • {
  • Damage(Event Player, Event Player, 0.500);
  • Wait(0.200, Ignore Condition);
  • Damage(Event Player, Event Player, 1);
  • Wait(0.200, Ignore Condition);
  • Damage(Event Player, Event Player, 1.500);
  • Wait(0.200, Ignore Condition);
  • Damage(Event Player, Event Player, 2);
  • Wait(0.200, Ignore Condition);
  • Damage(Event Player, Event Player, 2.500);
  • Wait(0.200, Ignore Condition);
  • Damage(Event Player, Event Player, 3);
  • Wait(0.200, Ignore Condition);
  • Damage(Event Player, Event Player, 3.500);
  • Wait(0.200, Ignore Condition);
  • Damage(Event Player, Event Player, 4);
  • Wait(0.200, Ignore Condition);
  • Damage(Event Player, Event Player, 4.500);
  • Wait(0.200, Ignore Condition);
  • Damage(Event Player, Event Player, 5);
  • Wait(0.200, Ignore Condition);
  • Damage(Event Player, Event Player, 5.500);
  • Wait(1, Ignore Condition);
  • Break;
  • }
  • }
  • rule("tolberone")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Torbjörn;
  • }
  • conditions
  • {
  • Is Firing Primary(Event Player) == True;
  • }
  • actions
  • {
  • Add Health Pool To Player(Players Within Radius(Event Player, 4, Team Of(Event Player), Surfaces And Enemy Barriers), Armor, 15,
  • False, False);
  • Wait(0.016, Ignore Condition);
  • Damage(Event Player, Null, 20);
  • }
  • }
  • rule("toberwgn trjbea E")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Torbjörn;
  • }
  • conditions
  • {
  • Is Using Ability 2(Event Player) == True;
  • }
  • actions
  • {
  • Set Damage Dealt(Event Player, 150);
  • Wait(5, Ignore Condition);
  • Set Damage Dealt(Event Player, 100);
  • }
  • }
  • rule("rein shiedl")
  • {
  • event
  • {
  • Player Earned Elimination;
  • All;
  • Reinhardt;
  • }
  • actions
  • {
  • Start Scaling Barriers(Event Player, 1.200, True);
  • }
  • }
  • rule("Roaded hog be LARGE")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Roadhog;
  • }
  • conditions
  • {
  • Is Using Ability 2(Event Player) == True;
  • }
  • actions
  • {
  • If(Event Player.L == 0);
  • Event Player.L = 1;
  • Event Player.K = 1;
  • Else If(Event Player.L == 1);
  • Event Player.K += 0.130;
  • Start Scaling Player(Event Player, Event Player.K, True);
  • }
  • }
  • rule("Not roaded hog not be LARGE")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Hero Of(Event Player) != Hero(Roadhog);
  • Hero Of(Event Player) != Hero(Reinhardt);
  • }
  • actions
  • {
  • Stop Scaling Player(Event Player);
  • Stop Modifying Hero Voice Lines(Event Player);
  • }
  • }
  • rule("dva ult")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • D.Va;
  • }
  • conditions
  • {
  • Is Using Ultimate(Event Player) == True;
  • }
  • actions
  • {
  • Set Damage Dealt(Event Player, 200);
  • Set Status(All Players(Opposite Team Of(Team Of(Event Player))), Null, Rooted, 3);
  • Big Message(All Players(Opposite Team Of(Team Of(Event Player))), Custom String("LOL (lol)"));
  • Set Damage Dealt(Event Player, 100);
  • }
  • }
  • rule("rein funny")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • D.Va;
  • }
  • conditions
  • {
  • Is Using Ability 1(Event Player) == True;
  • }
  • actions
  • {
  • Set Move Speed(Event Player, 9999);
  • Wait(2, Ignore Condition);
  • Set Move Speed(Event Player, 100);
  • }
  • }
  • rule("dva dumb")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • D.Va;
  • }
  • actions
  • {
  • Set Projectile Speed(Event Player, Random Integer(0, 100));
  • Wait(0.050, Ignore Condition);
  • Loop;
  • }
  • }
  • rule("not pharah/dva")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Hero Of(Event Player) != Hero(Pharah);
  • Hero Of(Event Player) != Hero(D.Va);
  • }
  • actions
  • {
  • Set Projectile Speed(Event Player, 100);
  • }
  • }
  • rule("bm")
  • {
  • event
  • {
  • Player Earned Elimination;
  • All;
  • All;
  • }
  • actions
  • {
  • Communicate(Event Player, Voice Line Left);
  • }
  • }
  • rule("Junked Rat")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Junkrat;
  • }
  • actions
  • {
  • Press Button(Event Player, Button(Ability 1));
  • Press Button(Event Player, Button(Secondary Fire));
  • Wait(0.100, Ignore Condition);
  • Loop;
  • }
  • }
  • rule("Rein LARG")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Reinhardt;
  • }
  • conditions
  • {
  • Is Using Ultimate(Event Player) == False;
  • }
  • actions
  • {
  • Start Scaling Player(Event Player, 1.200, True);
  • }
  • }
  • rule("Genji funny")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Genji;
  • }
  • conditions
  • {
  • Is Using Ability 2(Event Player) == True;
  • }
  • actions
  • {
  • Set Status(Event Player, Null, Invincible, 2);
  • Create Effect(All Players(All Teams), Cloud, Color(Black), Event Player, 1, Visible To Position and Radius);
  • Wait(2, Ignore Condition);
  • Destroy Effect(Last Created Entity);
  • }
  • }
  • rule("Call of Duty")
  • {
  • event
  • {
  • Player Earned Elimination;
  • All;
  • Soldier: 76;
  • }
  • actions
  • {
  • Event Player.D += 4;
  • Event Player.E += 1;
  • }
  • }
  • rule("Call of Display")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Soldier: 76;
  • }
  • actions
  • {
  • Create Progress Bar HUD Text(Event Player, Event Player.D, Custom String("Killstreak: {0}", Event Player.E), Top, 0, Color(Red),
  • Color(White), Visible To Values and Color, Default Visibility);
  • }
  • }
  • rule("Call of Sprint")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Soldier: 76;
  • }
  • conditions
  • {
  • Event Player.E > 0;
  • }
  • actions
  • {
  • Set Ability 1 Enabled(Event Player, True);
  • }
  • }
  • rule("Call of Health")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Soldier: 76;
  • }
  • conditions
  • {
  • Event Player.E > 1;
  • }
  • actions
  • {
  • Set Max Health(Event Player, 130);
  • }
  • }
  • rule("Call of Dead")
  • {
  • event
  • {
  • Player Died;
  • All;
  • Soldier: 76;
  • }
  • actions
  • {
  • Modify Player Variable(Event Player, D, Min, 0);
  • Modify Player Variable(Event Player, E, Min, 0);
  • Set Ability 1 Enabled(Event Player, False);
  • Set Max Health(Event Player, 100);
  • Set Secondary Fire Enabled(Event Player, False);
  • Set Damage Dealt(Event Player, 100);
  • Set Max Ammo(Event Player, 0, 30);
  • Set Ability 2 Enabled(Event Player, False);
  • Set Move Speed(Event Player, 100);
  • Set Jump Vertical Speed(Event Player, 100);
  • Set Knockback Received(Event Player, 100);
  • Set Damage Received(Event Player, 100);
  • Set Ultimate Ability Enabled(Event Player, False);
  • Set Projectile Speed(Event Player, 100);
  • Remove All Health Pools From Player(Event Player);
  • Destroy All Effects;
  • }
  • }
  • rule("Call of Helix")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Soldier: 76;
  • }
  • conditions
  • {
  • Event Player.E > 2;
  • }
  • actions
  • {
  • Set Secondary Fire Enabled(Event Player, True);
  • }
  • }
  • rule("Call of Damage and Ammo")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Soldier: 76;
  • }
  • conditions
  • {
  • Event Player.E > 3;
  • }
  • actions
  • {
  • Set Damage Dealt(Event Player, 115);
  • Set Max Ammo(Event Player, 0, 45);
  • }
  • }
  • rule("Call of Healing")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Soldier: 76;
  • }
  • conditions
  • {
  • Event Player.E > 4;
  • }
  • actions
  • {
  • Set Ability 2 Enabled(Event Player, True);
  • }
  • }
  • rule("Call of Speed and Jump Height")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Soldier: 76;
  • }
  • conditions
  • {
  • Event Player.E > 5;
  • }
  • actions
  • {
  • Set Move Speed(Event Player, 115);
  • Set Jump Vertical Speed(Event Player, 150);
  • }
  • }
  • rule("Call of Knockback and Damage Reduction")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Soldier: 76;
  • }
  • conditions
  • {
  • Event Player.E > 6;
  • }
  • actions
  • {
  • Set Knockback Received(Event Player, 50);
  • Set Damage Received(Event Player, 90);
  • }
  • }
  • rule("Call of More Health")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Soldier: 76;
  • }
  • conditions
  • {
  • Event Player.E > 7;
  • }
  • actions
  • {
  • Set Max Health(Event Player, 160);
  • }
  • }
  • rule("Call of More Damage and Ammo")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Soldier: 76;
  • }
  • conditions
  • {
  • Event Player.E > 8;
  • }
  • actions
  • {
  • Set Damage Dealt(Event Player, 130);
  • Set Max Ammo(Event Player, 0, 60);
  • }
  • }
  • rule("Call of Ultimate")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Soldier: 76;
  • }
  • conditions
  • {
  • Event Player.E > 9;
  • }
  • actions
  • {
  • Set Ultimate Ability Enabled(Event Player, True);
  • }
  • }
  • rule("Call of More Speed and Jump Height")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Soldier: 76;
  • }
  • conditions
  • {
  • Event Player.E > 10;
  • }
  • actions
  • {
  • Set Move Speed(Event Player, 130);
  • Set Jump Vertical Speed(Event Player, 200);
  • }
  • }
  • rule("Call of Hitscan")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Soldier: 76;
  • }
  • conditions
  • {
  • Event Player.E > 11;
  • }
  • actions
  • {
  • Set Projectile Speed(Event Player, 500);
  • }
  • }
  • rule("Call of Healing")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Soldier: 76;
  • }
  • conditions
  • {
  • Event Player.E > 12;
  • }
  • actions
  • {
  • Set Healing Dealt(Event Player, 130);
  • }
  • }
  • rule("Call of Damage Reduction and Knockback Immunity")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Soldier: 76;
  • }
  • conditions
  • {
  • Event Player.E > 13;
  • }
  • actions
  • {
  • Set Damage Received(Event Player, 80);
  • Set Knockback Received(Event Player, 0);
  • Set Knockback Dealt(Event Player, 130);
  • }
  • }
  • rule("Call of Infinite Ammo")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Soldier: 76;
  • }
  • conditions
  • {
  • Event Player.E > 14;
  • }
  • actions
  • {
  • Set Max Ammo(Event Player, 0, 1000);
  • }
  • }
  • rule("Call of Even More Health")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Soldier: 76;
  • }
  • conditions
  • {
  • Event Player.E > 15;
  • }
  • actions
  • {
  • Set Max Health(Event Player, 180);
  • }
  • }
  • rule("Call of Even More Damage")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Soldier: 76;
  • }
  • conditions
  • {
  • Event Player.E > 16;
  • }
  • actions
  • {
  • Set Damage Dealt(Event Player, 145);
  • }
  • }
  • rule("Call of Healing")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Soldier: 76;
  • }
  • conditions
  • {
  • Event Player.E > 17;
  • }
  • actions
  • {
  • Heal(Event Player, Null, 1);
  • Wait(0.200, Ignore Condition);
  • Loop If Condition Is True;
  • }
  • }
  • rule("Call of Even More Speed and Damage Reduction")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Soldier: 76;
  • }
  • conditions
  • {
  • Event Player.E > 18;
  • }
  • actions
  • {
  • Set Move Speed(Event Player, 145);
  • Set Damage Received(Event Player, 70);
  • }
  • }
  • rule("Call of DEATH RING")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Soldier: 76;
  • }
  • conditions
  • {
  • Event Player.E > 19;
  • }
  • actions
  • {
  • Create Effect(All Players(All Teams), Ring, Color(Red), Event Player, 5, Visible To Position and Radius);
  • Damage(Players Within Radius(Event Player, 5, Opposite Team Of(Team Of(Event Player)), Surfaces), Event Player, 1);
  • Wait(0.100, Ignore Condition);
  • Destroy Effect(Last Created Entity);
  • Loop If Condition Is True;
  • }
  • }
  • disabled rule("cheat lol")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Soldier: 76;
  • }
  • conditions
  • {
  • Button(Interact) == True;
  • }
  • actions
  • {
  • Event Player.E += 9999;
  • }
  • }
  • rule("Call of HEALTH")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Soldier: 76;
  • }
  • conditions
  • {
  • Event Player.E > 20;
  • }
  • actions
  • {
  • Set Max Health(Event Player, 250);
  • }
  • }
  • rule("Call of More Healing")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Soldier: 76;
  • }
  • conditions
  • {
  • Event Player.E > 21;
  • }
  • actions
  • {
  • Set Healing Dealt(Event Player, 160);
  • }
  • }
  • rule("Call of DAMAGE")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Soldier: 76;
  • }
  • conditions
  • {
  • Event Player.E > 22;
  • }
  • actions
  • {
  • Set Damage Dealt(Event Player, 150);
  • }
  • }
  • rule("Call of PAIN")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Soldier: 76;
  • }
  • conditions
  • {
  • Event Player.E > 23;
  • }
  • actions
  • {
  • Create Effect(All Players(All Teams), Ring, Color(Rose), Event Player, 10, Visible To Position and Radius);
  • Damage(Players Within Radius(Event Player, 10, Opposite Team Of(Team Of(Event Player)), Surfaces), Event Player, 1);
  • Heal(Event Player, Null, 0.500);
  • Wait(0.100, Ignore Condition);
  • Destroy Effect(Last Created Entity);
  • Loop If Condition Is True;
  • }
  • }
  • rule("Call of AIMBOT")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Soldier: 76;
  • }
  • conditions
  • {
  • Event Player.E > 24;
  • }
  • actions
  • {
  • Set Ultimate Charge(Event Player, 100);
  • Wait(0.100, Ignore Condition);
  • Loop If Condition Is True;
  • }
  • }
  • rule("Call of Not Switching")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Soldier: 76;
  • }
  • actions
  • {
  • Start Forcing Player To Be Hero(Event Player, Hero(Soldier: 76));
  • }
  • }
  • rule("Call of ON FIRE")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Soldier: 76;
  • }
  • conditions
  • {
  • Event Player.E > 24;
  • }
  • actions
  • {
  • Set Status(Event Player, Null, Burning, 9999);
  • Heal(Event Player, Null, 2);
  • Wait(0.100, Ignore Condition);
  • Loop If Condition Is True;
  • }
  • }
  • rule("Call of Smoke")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Soldier: 76;
  • }
  • conditions
  • {
  • Event Player.E > 14;
  • }
  • actions
  • {
  • Create Effect(All Players(All Teams), Cloud, Color(Red), Event Player, 2, Visible To Position and Radius);
  • Wait(0.100, Ignore Condition);
  • Destroy Effect(Last Created Entity);
  • Loop If Condition Is True;
  • }
  • }
  • rule("Call of Smoke")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Soldier: 76;
  • }
  • conditions
  • {
  • Event Player.E > 9;
  • }
  • actions
  • {
  • Create Effect(All Players(All Teams), Good Aura, Color(Red), Event Player, 1, Visible To Position and Radius);
  • Wait(0.100, Ignore Condition);
  • Destroy Effect(Last Created Entity);
  • Loop If Condition Is True;
  • }
  • }
  • rule("rein shield")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Reinhardt;
  • }
  • conditions
  • {
  • Is Button Held(Event Player, Button(Secondary Fire)) == True;
  • }
  • actions
  • {
  • Event Player.F += 0.001;
  • Start Scaling Barriers(Event Player, Event Player.F, True);
  • Wait(0.040, Ignore Condition);
  • Loop If Condition Is True;
  • }
  • }
  • rule("Lucio Rhythm Game")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Lúcio;
  • }
  • conditions
  • {
  • Hero Of(Event Player) == Hero(Lúcio);
  • }
  • actions
  • {
  • Event Player.G += 3.750;
  • Wait(0.050, Ignore Condition);
  • Loop If(Event Player.G < 100);
  • Event Player.G = 0;
  • Loop;
  • }
  • }
  • rule("Lucio attack")
  • rule("Lucio do damage/swap")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Lúcio;
  • }
  • conditions
  • {
  • Event Player.G >= 92.500;
  • Hero Of(Event Player) == Hero(Lúcio);
  • }
  • actions
  • {
  • Set Secondary Fire Enabled(Event Player, True);
  • Set Damage Dealt(Event Player, 100);
  • Stop Forcing Player To Be Hero(Event Player);
  • }
  • }
  • rule("Lucio not attack")
  • rule("Lucio not do damage/not swap")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Lúcio;
  • }
  • conditions
  • {
  • Event Player.G < 95;
  • Event Player.G < 92.500;
  • Hero Of(Event Player) == Hero(Lúcio);
  • Is In Spawn Room(Event Player) == False;
  • }
  • actions
  • {
  • Set Secondary Fire Enabled(Event Player, False);
  • If(Hero Of(Event Player) == Hero(Lúcio));
  • Set Damage Dealt(Event Player, 10);
  • Start Forcing Player To Be Hero(Event Player, Hero(Lúcio));
  • }
  • }
  • rule("lucio display")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Lúcio;
  • }
  • actions
  • {
  • Create Progress Bar HUD Text(Event Player, Event Player.G, Custom String("Right Click when the bar is full!"), Top, 0, Color(
  • Create Progress Bar HUD Text(Event Player, Event Player.G, Custom String("Attacks crit when the bar is full!"), Top, 0, Color(
  • Green), Color(White), Visible To Values and Color, Default Visibility);
  • Event Player.manabar = Last Text ID;
  • }
  • }
  • rule("hud text DESTROYER")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Hero Of(Event Player) != Hero(Lúcio);
  • Hero Of(Event Player) != Hero(Soldier: 76);
  • Is In Spawn Room(Event Player) == False;
  • }
  • actions
  • {
  • Destroy Progress Bar HUD Text(Last Text ID);
  • }
  • }
  • rule("JUNKRAT EXPLOSION")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Junkrat;
  • }
  • actions
  • {
  • Play Effect(All Players(All Teams), Ring Explosion, Color(Red), Event Player, Event Player.Info_Active);
  • Wait(0.100, Ignore Condition);
  • Loop If Condition Is True;
  • }
  • }
  • rule("JUNKRAT SOUL DEVOUR")
  • {
  • event
  • {
  • Player Earned Elimination;
  • All;
  • Junkrat;
  • }
  • actions
  • {
  • Event Player.Info_Active += 1;
  • Destroy Progress Bar HUD Text(Event Player.manabar);
  • }
  • }
  • rule("JUNKRAT FIRE")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Junkrat;
  • }
  • conditions
  • {
  • Hero Of(Event Player) == Hero(Junkrat);
  • }
  • actions
  • {
  • Set Status(Event Player, Null, Burning, 100000000);
  • Wait(0.100, Ignore Condition);
  • Loop If Condition Is True;
  • Clear Status(Event Player, Burning);
  • }
  • }
  • rule("JUNKRAT NOT DIE")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Junkrat;
  • }
  • actions
  • {
  • Heal(Event Player, Null, 1);
  • Wait(0.050, Ignore Condition);
  • Global.A = 0;
  • }
  • }
  • rule("JUNKRAT AGONY")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Junkrat;
  • }
  • actions
  • {
  • Communicate(Event Player, Voice Line Up);
  • Wait(1, Ignore Condition);
  • Loop;
  • }
  • }
  • rule("LUCIO ULT SWAG")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Lúcio;
  • }
  • conditions
  • {
  • Is Using Ultimate(Event Player) == True;
  • }
  • actions
  • {
  • Set Slow Motion(20);
  • Wait(0.500, Ignore Condition);
  • Set Slow Motion(100);
  • }
  • }
  • rule("LUCIO ULT @")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Lúcio;
  • }
  • conditions
  • {
  • Is Using Ultimate(Event Player) == True;
  • }
  • actions
  • {
  • Wait(0.720, Ignore Condition);
  • Set Status(Players Within Radius(Event Player, 30, Opposite Team Of(Team Of(Event Player)), Surfaces), Event Player, Knocked Down,
  • 3);
  • }
  • }
  • rule("phraraaaara")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Pharah;
  • }
  • conditions
  • {
  • Is Using Ability 1(Event Player) == True;
  • Event Player.M == 0;
  • }
  • actions
  • {
  • Cancel Primary Action(Event Player);
  • Set Damage Received(Event Player, 50);
  • Start Forcing Player Position(Event Player, Position Of(Event Player), False);
  • Set Damage Dealt(Event Player, 120);
  • Set Projectile Speed(Event Player, 120);
  • Wait(1, Ignore Condition);
  • Event Player.M = 1;
  • }
  • }
  • rule("phrarararaaa")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Pharah;
  • }
  • conditions
  • {
  • Is Using Ability 1(Event Player) == True;
  • Event Player.M == 1;
  • }
  • actions
  • {
  • Cancel Primary Action(Event Player);
  • Set Damage Received(Event Player, 100);
  • Set Damage Dealt(Event Player, 100);
  • Set Projectile Speed(Event Player, 100);
  • Stop Forcing Player Position(Event Player);
  • Wait(1, Ignore Condition);
  • Event Player.M = 0;
  • }
  • }
  • rule("phrarararar")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Pharah;
  • }
  • conditions
  • {
  • Is Using Ability 2(Event Player) == True;
  • }
  • actions
  • {
  • Teleport(Event Player, Position Of(Player Closest To Reticle(Event Player, All Teams)));
  • }
  • }
  • rule("pharararar")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Pharah;
  • }
  • conditions
  • {
  • Is Using Ultimate(Event Player) == True;
  • }
  • actions
  • {
  • Set Status(Event Player, Null, Invincible, 2.500);
  • Create Effect(All Players(All Teams), Orb, Color(Blue), Event Player, 1, Visible To Position and Radius);
  • Wait(2.500, Ignore Condition);
  • Clear Status(Event Player, Invincible);
  • Destroy Effect(Last Created Entity);
  • }
  • }
  • rule("marked for death")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • McCree;
  • }
  • conditions
  • {
  • Is Button Held(Event Player, Button(Interact)) == True;
  • Is In View Angle(Event Player, Player Closest To Reticle(Event Player, Opposite Team Of(Team Of(Event Player))), 6) == True;
  • Ammo(Event Player, 0) >= 2;
  • Event Player.O == 0;
  • }
  • actions
  • {
  • Event Player.O = 1;
  • Set Damage Dealt(Event Player, 50);
  • Press Button(Event Player, Button(Primary Fire));
  • Wait(0.100, Ignore Condition);
  • Set Ammo(Event Player, 0, 0);
  • Set Damage Received(Player Closest To Reticle(Event Player, Opposite Team Of(Team Of(Event Player))), 150);
  • Create Effect(All Players(All Teams), Bad Aura Sound, Color(Purple), Player Closest To Reticle(Event Player, Opposite Team Of(
  • Team Of(Event Player))), 50, Visible To Position and Radius);
  • Wait(0.100, Ignore Condition);
  • Set Damage Dealt(Event Player, 100);
  • Destroy Effect(Last Created Entity);
  • Create Effect(All Players(All Teams), Bad Aura, Color(Purple), Player Closest To Reticle(Event Player, Opposite Team Of(Team Of(
  • Event Player))), 1, Visible To Position and Radius);
  • Wait(4.900, Ignore Condition);
  • Destroy Effect(Last Created Entity);
  • Set Damage Received(Player Closest To Reticle(Event Player, Opposite Team Of(Team Of(Event Player))), 100);
  • Event Player.O = 0;
  • }
  • }
  • rule("marked for death 2 the long awaited sequel")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • McCree;
  • }
  • conditions
  • {
  • Is Button Held(Event Player, Button(Interact)) == True;
  • Is In View Angle(Event Player, Player Closest To Reticle(Event Player, Opposite Team Of(Team Of(Event Player))), 3) == False;
  • Ammo(Event Player, 0) >= 2;
  • Event Player.O == 0;
  • }
  • actions
  • {
  • Event Player.O = 1;
  • Press Button(Event Player, Button(Primary Fire));
  • Wait(0.100, Ignore Condition);
  • Set Ammo(Event Player, 0, 0);
  • Wait(1, Ignore Condition);
  • Event Player.O = 0;
  • }
  • }
  • rule("marked for death 3 the finale to the trilogy")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • McCree;
  • }
  • conditions
  • {
  • Is Using Ultimate(Event Player) == True;
  • }
  • actions
  • {
  • Set Damage Received(Players in View Angle(Event Player, Opposite Team Of(Team Of(Event Player)), 70), 125);
  • Destroy Effect(Last Created Entity);
  • Create Effect(All Players(All Teams), Bad Aura, Color(Purple), Player Closest To Reticle(Event Player, Opposite Team Of(Team Of(
  • Event Player))), 1, Visible To Position and Radius);
  • Wait(10, Ignore Condition);
  • Destroy Effect(Last Created Entity);
  • Set Damage Received(Player Closest To Reticle(Event Player, Opposite Team Of(Team Of(Event Player))), 100);
  • }
  • }
  • rule("ult not work")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Ashe;
  • }
  • conditions
  • {
  • Ultimate Charge Percent(Event Player) >= 100;
  • }
  • actions
  • {
  • Disallow Button(Event Player, Button(Ultimate));
  • }
  • }
  • rule("mortar barrage")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Ashe;
  • }
  • conditions
  • {
  • Ultimate Charge Percent(Event Player) >= 100;
  • Is Button Held(Event Player, Button(Ultimate)) == True;
  • }
  • actions
  • {
  • Wait(0.100, Ignore Condition);
  • Set Ultimate Charge(Event Player, 0);
  • If(Event Player.P == 1);
  • Set Ability Cooldown(Event Player, Button(Ability 2), 0);
  • Wait(0.100, Ignore Condition);
  • Loop;
  • }
  • }
  • rule("ult work 2")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Hero Of(Event Player) != Hero(Ashe);
  • Hero Of(Event Player) != Hero(Moira);
  • Hero Of(Event Player) != Hero(Roadhog);
  • Hero Of(Event Player) != Hero(Echo);
  • Hero Of(Event Player) != Hero(Brigitte);
  • }
  • actions
  • {
  • Allow Button(Event Player, Button(Ultimate));
  • }
  • }
  • rule("mortar barrage duration")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Ashe;
  • }
  • conditions
  • {
  • Ultimate Charge Percent(Event Player) >= 100;
  • Is Button Held(Event Player, Button(Ultimate)) == True;
  • }
  • actions
  • {
  • Event Player.P = 1;
  • Create Effect(All Players(All Teams), Good Aura, Color(Red), Event Player, 2, Visible To Position and Radius);
  • Wait(10, Ignore Condition);
  • Event Player.P = 0;
  • Destroy Effect(Last Created Entity);
  • }
  • }
  • rule("ULT BEAM")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Moira;
  • }
  • conditions
  • {
  • Is Using Ultimate(Event Player) == True;
  • }
  • actions
  • {
  • Heal(All Players(Team Of(Event Player)), Event Player, 100000);
  • }
  • }
  • rule("ult not work but do")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Moira;
  • }
  • conditions
  • {
  • Ultimate Charge Percent(Event Player) >= 100;
  • }
  • actions
  • {
  • Disallow Button(Event Player, Button(Ultimate));
  • }
  • }
  • rule("heal")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Moira;
  • }
  • conditions
  • {
  • Ultimate Charge Percent(Event Player) >= 100;
  • Is Button Held(Event Player, Button(Ultimate)) == True;
  • }
  • actions
  • {
  • Heal(All Players(Team Of(Event Player)), Null, 100000);
  • Set Ultimate Charge(Event Player, 0);
  • Add Health Pool To Player(All Players(Team Of(Event Player)), Shields, 50, False, True);
  • }
  • }
  • rule("Health fix")
  • {
  • event
  • {
  • Player Died;
  • All;
  • All;
  • }
  • actions
  • {
  • Remove All Health Pools From Player(Event Player);
  • }
  • }
  • rule("tracer health drain")
  • {
  • event
  • {
  • Player Dealt Damage;
  • All;
  • Tracer;
  • }
  • conditions
  • {
  • Hero Of(Event Player) == Hero(Tracer);
  • }
  • actions
  • {
  • Damage(Event Player, Null, 0.400);
  • Wait(0.100, Ignore Condition);
  • Loop If Condition Is True;
  • }
  • }
  • rule("tracer lifesteal")
  • {
  • event
  • {
  • Player Dealt Damage;
  • All;
  • Tracer;
  • }
  • actions
  • {
  • Heal(Event Player, Null, Event Damage * 2);
  • }
  • }
  • rule("tracer kill buff")
  • {
  • event
  • {
  • Player Earned Elimination;
  • All;
  • Tracer;
  • }
  • actions
  • {
  • Create Effect(All Players(All Teams), Good Aura, Color(Aqua), Event Player, 1, Visible To Position and Radius);
  • Set Damage Dealt(Event Player, 110);
  • Set Jump Vertical Speed(Event Player, 130);
  • Set Move Speed(Event Player, 130);
  • Wait(5, Ignore Condition);
  • Destroy Effect(Last Created Entity);
  • Set Damage Dealt(Event Player, 100);
  • Set Jump Vertical Speed(Event Player, 100);
  • Set Move Speed(Event Player, 100);
  • }
  • }
  • rule("REIN LARG")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Reinhardt;
  • }
  • conditions
  • {
  • Is Using Ultimate(Event Player) == True;
  • }
  • actions
  • {
  • Start Scaling Player(Event Player, 3, True);
  • }
  • }
  • rule("monke shield")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Winston;
  • }
  • conditions
  • {
  • Hero Of(Event Player) == Hero(Winston);
  • }
  • actions
  • {
  • Start Scaling Barriers(Event Player, Random Real(0.001, 2), True);
  • Wait(0.050, Ignore Condition);
  • Loop If Condition Is True;
  • }
  • }
  • rule("shield fix")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Hero Of(Event Player) != Hero(Reinhardt);
  • Hero Of(Event Player) != Hero(Winston);
  • }
  • actions
  • {
  • Stop Scaling Barriers(Event Player);
  • }
  • }
  • rule("Disked Cord")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • actions
  • {
  • Wait(50, Ignore Condition);
  • Big Message(All Players(All Teams), Custom String("Ask Delta or Pog for a Discord link!"));
  • Loop;
  • }
  • }
  • rule("ult not work hog")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Roadhog;
  • }
  • conditions
  • {
  • Ultimate Charge Percent(Event Player) >= 100;
  • }
  • actions
  • {
  • Disallow Button(Event Player, Button(Ultimate));
  • }
  • }
  • rule("shrink hog")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Roadhog;
  • }
  • conditions
  • {
  • Ultimate Charge Percent(Event Player) >= 100;
  • Is Button Held(Event Player, Button(Ultimate)) == True;
  • }
  • actions
  • {
  • Wait(0.100, Ignore Condition);
  • Set Ultimate Charge(Event Player, 0);
  • If(Event Player.L == 0);
  • Event Player.L = 1;
  • Event Player.K = 1;
  • Else If(Event Player.L == 1);
  • Cancel Primary Action(Event Player);
  • Event Player.K -= 0.100;
  • Event Player.K -= 0.060;
  • Start Scaling Player(Event Player, Event Player.K, True);
  • Wait(2, Ignore Condition);
  • Set Ultimate Charge(Event Player, 100);
  • }
  • }
  • rule("Heal aura")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Symmetra;
  • }
  • conditions
  • {
  • Is Button Held(Event Player, Button(Ability 1)) == True;
  • Event Player.U < 3;
  • }
  • actions
  • {
  • Play Effect(All Players(All Teams), Buff Impact Sound, Color(White), Event Player, 60);
  • Create Effect(All Players(All Teams), Ring, Color(Aqua), Ray Cast Hit Position(Eye Position(Event Player), Eye Position(
  • Event Player) + Facing Direction Of(Event Player) * 100, Null, All Players(All Teams), False), 6.500, None);
  • Create Effect(All Players(All Teams), Sparkles, Color(Yellow), Ray Cast Hit Position(Eye Position(Event Player), Eye Position(
  • Event Player) + Facing Direction Of(Event Player) * 100, Null, All Players(All Teams), False), 6.500, None);
  • If(Event Player.U == 0);
  • Create Effect(All Players(All Teams), Ring, Color(Aqua), Ray Cast Hit Position(Eye Position(Event Player), Eye Position(
  • Event Player) + Facing Direction Of(Event Player) * 100, Null, All Players(All Teams), False), 6.500, None);
  • Event Player.sym1a = Last Created Entity;
  • Create Effect(All Players(All Teams), Sparkles, Color(Yellow), Ray Cast Hit Position(Eye Position(Event Player), Eye Position(
  • Event Player) + Facing Direction Of(Event Player) * 100, Null, All Players(All Teams), False), 6.500, None);
  • Event Player.sym1b = Last Created Entity;
  • Event Player.S = Ray Cast Hit Position(Eye Position(Event Player), Eye Position(Event Player) + Facing Direction Of(Event Player)
  • * 100, Null, All Players(All Teams), False);
  • End;
  • If(Event Player.U == 1);
  • Create Effect(All Players(All Teams), Ring, Color(Aqua), Ray Cast Hit Position(Eye Position(Event Player), Eye Position(
  • Event Player) + Facing Direction Of(Event Player) * 100, Null, All Players(All Teams), False), 6.500, None);
  • Event Player.sym2a = Last Created Entity;
  • Create Effect(All Players(All Teams), Sparkles, Color(Yellow), Ray Cast Hit Position(Eye Position(Event Player), Eye Position(
  • Event Player) + Facing Direction Of(Event Player) * 100, Null, All Players(All Teams), False), 6.500, None);
  • Event Player.sym2b = Last Created Entity;
  • Event Player.V = Ray Cast Hit Position(Eye Position(Event Player), Eye Position(Event Player) + Facing Direction Of(Event Player)
  • * 100, Null, All Players(All Teams), False);
  • End;
  • If(Event Player.U == 2);
  • Create Effect(All Players(All Teams), Ring, Color(Aqua), Ray Cast Hit Position(Eye Position(Event Player), Eye Position(
  • Event Player) + Facing Direction Of(Event Player) * 100, Null, All Players(All Teams), False), 6.500, None);
  • Event Player.sym3a = Last Created Entity;
  • Create Effect(All Players(All Teams), Sparkles, Color(Yellow), Ray Cast Hit Position(Eye Position(Event Player), Eye Position(
  • Event Player) + Facing Direction Of(Event Player) * 100, Null, All Players(All Teams), False), 6.500, None);
  • Event Player.sym3b = Last Created Entity;
  • Event Player.X = Ray Cast Hit Position(Eye Position(Event Player), Eye Position(Event Player) + Facing Direction Of(Event Player)
  • * 100, Null, All Players(All Teams), False);
  • End;
  • Event Player.U += 1;
  • }
  • }
  • rule("delete heal")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Symmetra;
  • }
  • conditions
  • {
  • Is Button Held(Event Player, Button(Secondary Fire)) == True;
  • }
  • actions
  • {
  • Destroy All Effects;
  • Destroy Effect(Event Player.sym1a);
  • Destroy Effect(Event Player.sym1b);
  • Destroy Effect(Event Player.sym2a);
  • Destroy Effect(Event Player.sym2b);
  • Destroy Effect(Event Player.sym3a);
  • Destroy Effect(Event Player.sym3b);
  • Destroy Effect(Event Player.orb1);
  • Destroy Effect(Event Player.orb2);
  • Destroy Effect(Event Player.orb3);
  • Set Ability Cooldown(Event Player, Button(Ability 1), 5);
  • Set Ability Resource(Event Player, Button(Ability 1), 0);
  • Event Player.U = 0;
  • Event Player.V = 0;
  • Event Player.X = 0;
  • Event Player.S = 0;
  • Event Player.Y = False;
  • Play Effect(All Players(All Teams), Debuff Impact Sound, Color(White), Event Player, 50);
  • }
  • }
  • rule("aoe healing")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Symmetra;
  • }
  • conditions
  • {
  • Is Button Held(Event Player, Button(Ability 1)) == True;
  • Event Player.U < 3;
  • }
  • }
  • rule("test effect")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Symmetra;
  • }
  • actions
  • {
  • Heal(Players Within Radius(Event Player.S, 6.500, Team Of(Event Player), Off), Event Player, 1.200);
  • Wait(0.100, Ignore Condition);
  • Loop;
  • }
  • }
  • rule("test effect 2")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Symmetra;
  • }
  • actions
  • {
  • Heal(Players Within Radius(Event Player.V, 6.500, Team Of(Event Player), Off), Event Player, 1.200);
  • Wait(0.100, Ignore Condition);
  • Loop;
  • }
  • }
  • rule("test effect 3")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Symmetra;
  • }
  • actions
  • {
  • Heal(Players Within Radius(Event Player.X, 6.500, Team Of(Event Player), Off), Event Player, 1.200);
  • Wait(0.100, Ignore Condition);
  • Loop;
  • }
  • }
  • rule("ORB OF DEATH")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Symmetra;
  • }
  • conditions
  • {
  • Is Button Held(Event Player, Button(Primary Fire)) == True;
  • Event Player.Y == False;
  • Hero Of(Event Player) == Hero(Symmetra);
  • }
  • actions
  • {
  • Abort If Condition Is False;
  • Create Effect(All Players(All Teams), Sphere, Color(Aqua), Ray Cast Hit Position(Eye Position(Event Player), Eye Position(
  • Event Player) + Facing Direction Of(Event Player) * 100, All Players(Opposite Team Of(Team Of(Event Player))), All Players(
  • Team Of(Event Player)), True), 1.500, Visible To Position and Radius);
  • Event Player.orb1 = Last Created Entity;
  • Create Effect(All Players(All Teams), Bad Aura, Color(Aqua), Ray Cast Hit Position(Eye Position(Event Player), Eye Position(
  • Event Player) + Facing Direction Of(Event Player) * 100, All Players(Opposite Team Of(Team Of(Event Player))),
  • All Living Players(Team Of(Event Player)), True), 1.700, Visible To Position and Radius);
  • Event Player.orb2 = Last Created Entity;
  • Create Effect(All Players(All Teams), Energy Sound, Color(Aqua), Ray Cast Hit Position(Eye Position(Event Player), Eye Position(
  • Event Player) + Facing Direction Of(Event Player) * 100, All Players(Opposite Team Of(Team Of(Event Player))),
  • All Living Players(Team Of(Event Player)), True), 50, Visible To Position and Radius);
  • Event Player.orb3 = Last Created Entity;
  • Event Player.Y = True;
  • If(Hero Of(Event Player) != Hero(Symmetra));
  • Abort;
  • }
  • }
  • rule("not sym")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Symmetra;
  • }
  • conditions
  • {
  • Hero Of(Event Player) == Hero(Symmetra);
  • }
  • actions
  • {
  • Set Player Allowed Heroes(All Players(Opposite Team Of(Team Of(Event Player))), Array(Hero(Ana), Hero(Ashe), Hero(Baptiste), Hero(
  • Brigitte), Hero(D.Va), Hero(Doomfist), Hero(Echo), Hero(Echo), Hero(Genji), Hero(Hanzo), Hero(Junkrat), Hero(Lúcio), Hero(
  • McCree), Hero(Mei), Hero(Mercy), Hero(Moira), Hero(Orisa), Hero(Pharah), Hero(Reaper), Hero(Reinhardt), Hero(Roadhog), Hero(
  • Sigma), Hero(Soldier: 76), Hero(Sombra), Hero(Torbjörn), Hero(Tracer), Hero(Widowmaker), Hero(Winston), Hero(Wrecking Ball),
  • Hero(Zarya), Hero(Zenyatta), Hero(Bastion)));
  • Wait Until(False, 99999);
  • Reset Player Hero Availability(All Players(Opposite Team Of(Team Of(Event Player))));
  • }
  • }
  • rule("not swithc orb")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Symmetra;
  • }
  • conditions
  • {
  • Event Player.Y == True;
  • }
  • actions
  • {
  • Start Forcing Player To Be Hero(Event Player, Hero(Symmetra));
  • }
  • }
  • rule("swithc not orb")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Symmetra;
  • }
  • conditions
  • {
  • Event Player.Y == False;
  • }
  • actions
  • {
  • Stop Forcing Player To Be Hero(Event Player);
  • }
  • }
  • rule("not sym")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Symmetra;
  • }
  • conditions
  • {
  • Hero Of(Event Player) != Hero(Symmetra);
  • }
  • actions
  • {
  • Reset Player Hero Availability(All Players(Opposite Team Of(Team Of(Event Player))));
  • }
  • }
  • rule("ORB OF DEATH")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Symmetra;
  • }
  • conditions
  • {
  • Event Player.Y == True;
  • }
  • actions
  • {
  • Abort If Condition Is False;
  • Damage(Players Within Radius(Ray Cast Hit Position(Eye Position(Event Player), Eye Position(Event Player) + Facing Direction Of(
  • Event Player) * 100, All Players(Opposite Team Of(Team Of(Event Player))), All Players(Team Of(Event Player)), True), 2.500,
  • Opposite Team Of(Team Of(Event Player)), Surfaces And Enemy Barriers), Event Player, 1.700);
  • Wait(0.030, Ignore Condition);
  • Loop If Condition Is True;
  • }
  • }
  • rule("sym heal clear")
  • {
  • event
  • {
  • Player Died;
  • All;
  • Symmetra;
  • }
  • actions
  • {
  • Destroy All Effects;
  • Event Player.Y = False;
  • Event Player.U = 0;
  • Event Player.V = 0;
  • Event Player.X = 0;
  • Event Player.S = 0;
  • }
  • }
  • rule("not lucio")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Hero Of(Event Player) == Hero(Ana);
  • }
  • actions
  • {
  • Set Secondary Fire Enabled(Event Player, True);
  • Set Secondary Fire Enabled(Event Player, True);
  • }
  • }
  • rule("not lucio 2")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Hero Of(Event Player) == Hero(Symmetra);
  • }
  • actions
  • {
  • Set Secondary Fire Enabled(Event Player, False);
  • }
  • }
  • rule("not lucio")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Hero Of(Event Player) == Hero(Ashe);
  • }
  • actions
  • {
  • Set Secondary Fire Enabled(Event Player, True);
  • Set Secondary Fire Enabled(Event Player, True);
  • }
  • }
  • rule("not lucio")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Hero Of(Event Player) == Hero(Baptiste);
  • }
  • actions
  • {
  • Set Secondary Fire Enabled(Event Player, True);
  • Set Secondary Fire Enabled(Event Player, True);
  • }
  • }
  • rule("not lucio")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Hero Of(Event Player) == Hero(Bastion);
  • }
  • actions
  • {
  • Set Secondary Fire Enabled(Event Player, True);
  • Set Secondary Fire Enabled(Event Player, True);
  • }
  • }
  • rule("not lucio")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Hero Of(Event Player) == Hero(Brigitte);
  • }
  • actions
  • {
  • Set Secondary Fire Enabled(Event Player, True);
  • Set Secondary Fire Enabled(Event Player, True);
  • }
  • }
  • rule("not lucio")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Hero Of(Event Player) == Hero(D.Va);
  • }
  • actions
  • {
  • Set Secondary Fire Enabled(Event Player, True);
  • Set Secondary Fire Enabled(Event Player, True);
  • }
  • }
  • rule("not lucio")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Hero Of(Event Player) == Hero(Doomfist);
  • }
  • actions
  • {
  • Set Secondary Fire Enabled(Event Player, True);
  • Set Secondary Fire Enabled(Event Player, True);
  • }
  • }
  • rule("not lucio")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Hero Of(Event Player) == Hero(Echo);
  • }
  • actions
  • {
  • Set Secondary Fire Enabled(Event Player, True);
  • }
  • }
  • rule("not lucio")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Hero Of(Event Player) == Hero(Mei);
  • }
  • actions
  • {
  • Set Secondary Fire Enabled(Event Player, True);
  • }
  • }
  • rule("not lucio")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Hero Of(Event Player) == Hero(Orisa);
  • }
  • actions
  • {
  • Set Secondary Fire Enabled(Event Player, True);
  • }
  • }
  • rule("not lucio")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Hero Of(Event Player) == Hero(Reinhardt);
  • }
  • actions
  • {
  • Set Secondary Fire Enabled(Event Player, True);
  • }
  • }
  • rule("not lucio")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Hero Of(Event Player) == Hero(Roadhog);
  • }
  • actions
  • {
  • Set Secondary Fire Enabled(Event Player, True);
  • }
  • }
  • rule("not lucio")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Hero Of(Event Player) == Hero(Sigma);
  • }
  • actions
  • {
  • Set Secondary Fire Enabled(Event Player, True);
  • }
  • }
  • rule("not lucio")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Hero Of(Event Player) == Hero(Sombra);
  • }
  • actions
  • {
  • Set Secondary Fire Enabled(Event Player, True);
  • }
  • }
  • rule("not lucio")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Hero Of(Event Player) == Hero(Tracer);
  • }
  • actions
  • {
  • Set Secondary Fire Enabled(Event Player, True);
  • }
  • }
  • rule("not lucio")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Hero Of(Event Player) == Hero(Widowmaker);
  • }
  • actions
  • {
  • Set Secondary Fire Enabled(Event Player, True);
  • }
  • }
  • rule("not lucio")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Hero Of(Event Player) == Hero(Wrecking Ball);
  • }
  • actions
  • {
  • Set Secondary Fire Enabled(Event Player, True);
  • }
  • }
  • rule("not lucio")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Hero Of(Event Player) == Hero(Zarya);
  • }
  • actions
  • {
  • Set Secondary Fire Enabled(Event Player, True);
  • }
  • }
  • rule("not lucio 2")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Hero Of(Event Player) == Hero(Genji);
  • }
  • actions
  • {
  • Set Secondary Fire Enabled(Event Player, False);
  • }
  • }
  • rule("not lucio 2")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Hero Of(Event Player) == Hero(McCree);
  • }
  • actions
  • {
  • Set Secondary Fire Enabled(Event Player, False);
  • Disallow Button(Event Player, Button(Secondary Fire));
  • }
  • }
  • rule("not lucio 2")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Hero Of(Event Player) == Hero(Mercy);
  • }
  • actions
  • {
  • Set Secondary Fire Enabled(Event Player, False);
  • }
  • }
  • rule("not lucio 2")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Hero Of(Event Player) == Hero(Moira);
  • }
  • actions
  • {
  • Set Secondary Fire Enabled(Event Player, True);
  • }
  • }
  • rule("not lucio 2")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Hero Of(Event Player) == Hero(McCree);
  • }
  • actions
  • {
  • Set Secondary Fire Enabled(Event Player, False);
  • }
  • }
  • rule("not mccree")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Hero Of(Event Player) != Hero(McCree);
  • }
  • actions
  • {
  • Allow Button(Event Player, Button(Secondary Fire));
  • }
  • }
  • rule("not lucio 2")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Hero Of(Event Player) == Hero(Zenyatta);
  • }
  • actions
  • {
  • Set Secondary Fire Enabled(Event Player, False);
  • }
  • }
  • rule("sym beam")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Symmetra;
  • }
  • conditions
  • {
  • Event Player.Y == True;
  • }
  • actions
  • {
  • Create Beam Effect(All Players(Opposite Team Of(Team Of(Event Player))), Good Beam, Event Player, Ray Cast Hit Position(
  • Eye Position(Event Player), Eye Position(Event Player) + Facing Direction Of(Event Player) * 100, All Players(Opposite Team Of(
  • Team Of(Event Player))), All Living Players(Team Of(Event Player)), True), Color(Aqua), Visible To Position and Radius);
  • Event Player.symbeam = Last Created Entity;
  • Wait Until(Event Player.Y == False, 99999);
  • Destroy Effect(Event Player.symbeam);
  • }
  • }
  • rule("doom wallhacks")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Doomfist;
  • }
  • actions
  • {
  • Start Forcing Player Outlines(All Players(Opposite Team Of(Team Of(Event Player))), Event Player, True, Color(Violet), Occluded);
  • Wait(1, Ignore Condition);
  • Loop If Condition Is True;
  • }
  • }
  • rule("not doomed fist")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Hero Of(Event Player) != Hero(Doomfist);
  • }
  • actions
  • {
  • Stop Forcing Player Outlines(All Players(All Teams), Event Player);
  • }
  • }
  • rule("healing numbers attempt 2")
  • {
  • event
  • {
  • Player Received Healing;
  • All;
  • All;
  • }
  • actions
  • {
  • Create In-World Text(Players Within Radius(Event Player, 100, Team Of(Event Player), Off), Round To Integer(Event Healing, Up),
  • Event Player + Vector(0, 2.500, 0), 100, Clip Against Surfaces, Visible To Position and String, Color(Lime Green),
  • Default Visibility);
  • Wait(0.100, Ignore Condition);
  • Destroy In-World Text(Last Text ID);
  • }
  • }
  • rule("Rule 242")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • actions
  • {
  • Destroy All In-World Text;
  • Wait(3, Ignore Condition);
  • Loop;
  • }
  • }
  • rule("the redditor....")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Reaper;
  • }
  • conditions
  • {
  • Is Using Ability 1(Event Player) == True;
  • }
  • actions
  • {
  • Disable Movement Collision With Environment(Event Player, False);
  • Set Gravity(Event Player, 0);
  • Wait(0.016, Ignore Condition);
  • Loop If Condition Is True;
  • Set Gravity(Event Player, 100);
  • Enable Movement Collision With Environment(Event Player);
  • }
  • }
  • rule("the redditor 2: the long awaited sequel....")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Reaper;
  • }
  • conditions
  • {
  • Is Button Held(Event Player, Button(Ability 2)) == True;
  • Event Player.reddit == 0;
  • Event Player.Mana == 0;
  • }
  • actions
  • {
  • Event Player.reddit = 1;
  • Event Player.Mana = 1;
  • Create Effect(All Players(All Teams), Sparkles, Color(Black), Event Player, 2, Visible To Position and Radius);
  • Wait(1.900, Ignore Condition);
  • Destroy Effect(Last Created Entity);
  • Wait(0.100, Ignore Condition);
  • Create Effect(All Players(All Teams), Light Shaft, Color(White), Event Player, 3, Visible To Position and Radius);
  • Resurrect(Event Player);
  • Wait(2, Ignore Condition);
  • Destroy Effect(Last Created Entity);
  • Wait(26, Ignore Condition);
  • Event Player.reddit = 0;
  • Event Player.Mana = 0;
  • }
  • }
  • rule("the redditor 3: the finale....")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Reaper;
  • }
  • conditions
  • {
  • Is Using Ultimate(Event Player) == True;
  • }
  • actions
  • {
  • Set Damage Dealt(Event Player, 200);
  • Set Status(Event Player, Null, Phased Out, 3);
  • Wait(2.900, Ignore Condition);
  • Set Damage Dealt(Event Player, 100);
  • }
  • }
  • rule("reddit ability")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Reaper;
  • }
  • conditions
  • {
  • Ability Cooldown(Event Player, Button(Ability 2)) <= 0;
  • Is Button Held(Event Player, Button(Ability 2)) == True;
  • }
  • actions
  • {
  • Set Ability Cooldown(Event Player, Button(Ability 2), 30);
  • Press Button(Event Player, Button(Secondary Fire));
  • }
  • }
  • rule("the redditor 4: the finale 2....")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Reaper;
  • }
  • conditions
  • {
  • Is Using Ultimate(Event Player) == True;
  • }
  • actions
  • {
  • Play Effect(All Players(All Teams), Ring Explosion, Color(Black), Vector(X Component Of(Eye Position(Event Player)),
  • Y Component Of(Eye Position(Event Player)) - 1.500, Z Component Of(Eye Position(Event Player))), 10);
  • Wait(0.100, Ignore Condition);
  • Loop If Condition Is True;
  • }
  • }
  • rule("DONT PLAY SOLDIER")
  • disabled rule("DONT PLAY SOLDIER")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • actions
  • {
  • Wait(35, Ignore Condition);
  • Big Message(All Players(All Teams), Custom String(
  • "IF YOU PICK SOLDIER YOU CANNOT SWAP, HE IS LOCKED BECAUSE HE BREAKS THE GAME IF HE ISNT!"));
  • Loop;
  • }
  • }
  • rule("Rule 250")
  • {
  • event
  • {
  • Player Dealt Healing;
  • All;
  • Moira;
  • }
  • actions
  • {
  • Damage(Event Player, Null, Event Healing);
  • }
  • }
  • rule("Rule 251")
  • {
  • event
  • {
  • Player Dealt Damage;
  • All;
  • Moira;
  • }
  • actions
  • {
  • Heal(Event Player, Null, Event Damage);
  • }
  • }
  • rule("Rule 252")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Moira;
  • }
  • conditions
  • {
  • Is Using Ability 1(Event Player) == True;
  • }
  • actions
  • {
  • Event Player.Y = 50;
  • Set Ability Cooldown(Event Player, Button(Ability 1), Event Player.Y);
  • }
  • }
  • rule("Rule 253")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Moira;
  • }
  • conditions
  • {
  • Hero Of(Event Player) == Hero(Moira);
  • }
  • actions
  • {
  • Set Ability Cooldown(Event Player, Button(Ability 1), Event Player.Y);
  • Set Ability Cooldown(Event Player, Button(Ability 2), Event Player.pogging);
  • Wait(0.100, Ignore Condition);
  • Loop If Condition Is True;
  • }
  • }
  • rule("Rule 254")
  • {
  • event
  • {
  • Player Dealt Healing;
  • All;
  • Moira;
  • }
  • actions
  • {
  • Event Player.Y -= 1;
  • Event Player.pogging -= 1;
  • }
  • }
  • rule("Rule 252")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Moira;
  • }
  • conditions
  • {
  • Is Using Ability 2(Event Player) == True;
  • }
  • actions
  • {
  • Event Player.pogging = 150;
  • Set Ability Cooldown(Event Player, Button(Ability 2), Event Player.pogging);
  • }
  • }
  • rule("moira soul eat")
  • {
  • event
  • {
  • Player Earned Elimination;
  • All;
  • Moira;
  • }
  • actions
  • {
  • Heal(Event Player, Null, 100);
  • }
  • }
  • rule("[All heroes] Initialize")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • actions
  • {
  • Event Player.Hero_Swap = Hero Of(Event Player);
  • }
  • }
  • rule("[All heroes] When swapping heroes, destroy all info HUD")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Hero Of(Event Player) != Event Player.Hero_Swap;
  • }
  • actions
  • {
  • Event Player.Hero_Swap = Hero Of(Event Player);
  • Wait(0.200, Ignore Condition);
  • While(Event Player.Info_HUD != Empty Array);
  • Destroy HUD Text(First Of(Event Player.Info_HUD));
  • Modify Player Variable(Event Player, Info_HUD, Remove From Array By Index, 0);
  • Wait(0.016, Ignore Condition);
  • End;
  • }
  • }
  • rule("[All heroes] Turn info OFF")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Is Button Held(Event Player, Button(Crouch)) == True;
  • Is Button Held(Event Player, Button(Reload)) == True;
  • Event Player.Info_Active == False;
  • }
  • actions
  • {
  • Wait(0.250, Ignore Condition);
  • Event Player.Info_Active = True;
  • }
  • }
  • rule("[All heroes] Turn info ON")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Is Button Held(Event Player, Button(Crouch)) == True;
  • Is Button Held(Event Player, Button(Reload)) == True;
  • Event Player.Info_Active == True;
  • }
  • actions
  • {
  • Wait(0.250, Ignore Condition);
  • Event Player.Info_Active = False;
  • }
  • }
  • rule("[Ana] Create HUD Info (Copypaste this for other heroes)")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Ana;
  • }
  • actions
  • {
  • Wait(0.500, Ignore Condition);
  • Create HUD Text(Filtered Array(Event Player, Event Player.Info_Active == True), Hero Icon String(Hero Of(Event Player)), Hero Of(
  • Event Player), Null, Left, -1, Color(White), Color(Orange), Color(White), Visible To and String, Default Visibility);
  • Modify Player Variable(Event Player, Info_HUD, Append To Array, Last Text ID);
  • Create HUD Text(Filtered Array(Event Player, Event Player.Info_Active == True), Null, Custom String("[Shift - Sleep Dart]"),
  • Custom String("[Cooldown Decresed + Hitscan]"), Left, 1, Color(White), Color(Orange), Color(White), Visible To and String,
  • Default Visibility);
  • Modify Player Variable(Event Player, Info_HUD, Append To Array, Last Text ID);
  • Create HUD Text(Filtered Array(Event Player, Event Player.Info_Active == True), Null, Custom String("[E - Biotic Grenade+]"),
  • Create HUD Text(Filtered Array(Event Player, Event Player.Info_Active == True), Null, Custom String("[E - Camonanite Grenade]"),
  • Custom String("[Now makes the user and nearby teamates invisible + Hitscan]"), Left, 2, Color(White), Color(Orange), Color(
  • White), Visible To and String, Default Visibility);
  • Modify Player Variable(Event Player, Info_HUD, Append To Array, Last Text ID);
  • Create HUD Text(Filtered Array(Event Player, Event Player.Info_Active == True), Null, Custom String("[Q - Nano Boost+]"),
  • Create HUD Text(Filtered Array(Event Player, Event Player.Info_Active == True), Null, Custom String("[Q - Nano Boost]"),
  • Custom String("[Charge rate drastically increased]"), Left, 3, Color(White), Color(Orange), Color(White),
  • Visible To and String, Default Visibility);
  • Modify Player Variable(Event Player, Info_HUD, Append To Array, Last Text ID);
  • Create HUD Text(Filtered Array(Event Player, Event Player.Info_Active == True), Null, Custom String("[Notable Changes]"),
  • Custom String("[Health and ammo slighly increased | healing heavily increased]"), Left, 4, Color(White), Color(Orange), Color(
  • White), Visible To and String, Default Visibility);
  • Modify Player Variable(Event Player, Info_HUD, Append To Array, Last Text ID);
  • }
  • }
  • rule("[Ashe] Create HUD Info (Copypaste this for other heroes)")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Ashe;
  • }
  • actions
  • {
  • Wait(0.500, Ignore Condition);
  • Create HUD Text(Filtered Array(Event Player, Event Player.Info_Active == True), Hero Icon String(Hero Of(Event Player)), Hero Of(
  • Event Player), Null, Left, -1, Color(White), Color(Orange), Color(White), Visible To and String, Default Visibility);
  • Modify Player Variable(Event Player, Info_HUD, Append To Array, Last Text ID);
  • Create HUD Text(Filtered Array(Event Player, Event Player.Info_Active == True), Null, Custom String("[Shift - Coach Gun]"),
  • Custom String("[Knockback and self knockback drastically increased | Cooldown drastically decreased]"), Left, 1, Color(White),
  • Color(Orange), Color(White), Visible To and String, Default Visibility);
  • Create HUD Text(Filtered Array(Event Player, Event Player.Info_Active == True), Null, Custom String(
  • "[Shift - High-Power Shotgun]"), Custom String(
  • "[Knockback and self knockback drastically increased | Cooldown drastically decreased]"), Left, 1, Color(White), Color(Orange),
  • Color(White), Visible To and String, Default Visibility);
  • Modify Player Variable(Event Player, Info_HUD, Append To Array, Last Text ID);
  • Create HUD Text(Filtered Array(Event Player, Event Player.Info_Active == True), Null, Custom String("[E - Explosion Manifest]"),
  • Custom String("[Creates an explosion at the cursor, works best when aimed at the ground | cooldown decreased]"), Left, 2,
  • Color(White), Color(Orange), Color(White), Visible To and String, Default Visibility);
  • Modify Player Variable(Event Player, Info_HUD, Append To Array, Last Text ID);
  • Create HUD Text(Filtered Array(Event Player, Event Player.Info_Active == True), Null, Custom String("[Q - Mortar Barrage]"),
  • Custom String("[Removes cooldown on explosion manifest]"), Left, 3, Color(White), Color(Orange), Color(White),
  • Visible To and String, Default Visibility);
  • Create HUD Text(Filtered Array(Event Player, Event Player.Info_Active == True), Null, Custom String("[Q - Nuke Manifest]"),
  • Custom String(
  • "[Your next E to becomes a nuke, which locks ashe in place before exploding for massive damage | ashe falls asleep after use]"),
  • Left, 3, Color(White), Color(Orange), Color(White), Visible To and String, Default Visibility);
  • Modify Player Variable(Event Player, Info_HUD, Append To Array, Last Text ID);
  • Create HUD Text(Filtered Array(Event Player, Event Player.Info_Active == True), Null, Custom String("[Notable Changes]"),
  • Custom String("[Health and gravity slightly decreased]"), Left, 4, Color(White), Color(Orange), Color(White),
  • Visible To and String, Default Visibility);
  • Modify Player Variable(Event Player, Info_HUD, Append To Array, Last Text ID);
  • }
  • }
  • rule("[bap] Create HUD Info (Copypaste this for other heroes)")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Baptiste;
  • }
  • actions
  • {
  • Wait(0.500, Ignore Condition);
  • Create HUD Text(Filtered Array(Event Player, Event Player.Info_Active == True), Hero Icon String(Hero Of(Event Player)), Hero Of(
  • Event Player), Null, Left, -1, Color(White), Color(Orange), Color(White), Visible To and String, Default Visibility);
  • Modify Player Variable(Event Player, Info_HUD, Append To Array, Last Text ID);
  • Create HUD Text(Filtered Array(Event Player, Event Player.Info_Active == True), Null, Custom String(
  • "[Shift - Life Increasing Burst]"), Custom String(
  • "[now increases the max life of nearby teamates upon use | cooldown drastically increased]"), Left, 1, Color(White), Color(
  • Orange), Color(White), Visible To and String, Default Visibility);
  • Create HUD Text(Filtered Array(Event Player, Event Player.Info_Active == True), Null, Custom String("[Shift - Lifeforce Burst]"),
  • Custom String("[now increases the max life of nearby teamates upon use | cooldown drastically increased]"), Left, 1, Color(
  • White), Color(Orange), Color(White), Visible To and String, Default Visibility);
  • Modify Player Variable(Event Player, Info_HUD, Append To Array, Last Text ID);
  • Create HUD Text(Filtered Array(Event Player, Event Player.Info_Active == True), Null, Custom String("[E - Imortality Field]"),
  • Custom String("[Cooldown drastically decreased]"), Left, 2, Color(White), Color(Orange), Color(White), Visible To and String,
  • Default Visibility);
  • Modify Player Variable(Event Player, Info_HUD, Append To Array, Last Text ID);
  • Create HUD Text(Filtered Array(Event Player, Event Player.Info_Active == True), Null, Custom String("[Q - Infinity Matrix]"),
  • Custom String("[duration is infinite | now charges every 10 shots to allow for quick reposistioning]"), Left, 3, Color(White),
  • Color(Orange), Color(White), Visible To and String, Default Visibility);
  • Modify Player Variable(Event Player, Info_HUD, Append To Array, Last Text ID);
  • Create HUD Text(Filtered Array(Event Player, Event Player.Info_Active == True), Null, Custom String("[Notable Changes]"),
  • Custom String("[none]"), Left, 4, Color(White), Color(Orange), Color(White), Visible To and String, Default Visibility);
  • Modify Player Variable(Event Player, Info_HUD, Append To Array, Last Text ID);
  • }
  • }
  • rule("[bastion] Create HUD Info (Copypaste this for other heroes)")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Bastion;
  • }
  • actions
  • {
  • Wait(0.500, Ignore Condition);
  • Create HUD Text(Filtered Array(Event Player, Event Player.Info_Active == True), Hero Icon String(Hero Of(Event Player)), Hero Of(
  • Event Player), Null, Left, -1, Color(White), Color(Orange), Color(White), Visible To and String, Default Visibility);
  • Modify Player Variable(Event Player, Info_HUD, Append To Array, Last Text ID);
  • Create HUD Text(Filtered Array(Event Player, Event Player.Info_Active == True), Null, Custom String("[Passive - No Clip]"),
  • Create HUD Text(Filtered Array(Event Player, Event Player.Info_Active == True), Null, Custom String("[Passive - Ghost]"),
  • Custom String("[bastion can pass through objects]"), Left, 1, Color(White), Color(Orange), Color(White), Visible To and String,
  • Default Visibility);
  • Modify Player Variable(Event Player, Info_HUD, Append To Array, Last Text ID);
  • Create HUD Text(Filtered Array(Event Player, Event Player.Info_Active == True), Null, Custom String("[RMB - Propel]"),
  • Custom String("[Moves bastion in the direction he is facing]"), Left, 2, Color(White), Color(Orange), Color(White),
  • Visible To and String, Default Visibility);
  • Modify Player Variable(Event Player, Info_HUD, Append To Array, Last Text ID);
  • Create HUD Text(Filtered Array(Event Player, Event Player.Info_Active == True), Null, Custom String(
  • "[Interact - Gravity Bullets]"), Custom String("[Bullets deal reduced damage, but pull enemies towards you]"), Left, 3, Color(
  • White), Color(Orange), Color(White), Visible To and String, Default Visibility);
  • Modify Player Variable(Event Player, Info_HUD, Append To Array, Last Text ID);
  • Create HUD Text(Filtered Array(Event Player, Event Player.Info_Active == True), Null, Custom String("[Notable Changes]"),
  • Custom String(
  • "[Gravity removed | health drastically increased | damage heavily decreased | healing recieved drastically decreased]"), Left,
  • 3, Color(White), Color(Orange), Color(White), Visible To and String, Default Visibility);
  • 4, Color(White), Color(Orange), Color(White), Visible To and String, Default Visibility);
  • Modify Player Variable(Event Player, Info_HUD, Append To Array, Last Text ID);
  • Create HUD Text(Filtered Array(Event Player, Event Player.Info_Active == True), Null, Custom String("[IMPORTANT]"), Custom String(
  • "[SHOOTING FROM INSIDE AN OBJECT IS BANNABLE]"), Left, 4, Color(Red), Color(Red), Color(Red), Visible To and String,
  • "[SHOOTING FROM INSIDE AN OBJECT IS BANNABLE]"), Left, 5, Color(Red), Color(Red), Color(Red), Visible To and String,
  • Default Visibility);
  • Modify Player Variable(Event Player, Info_HUD, Append To Array, Last Text ID);
  • }
  • }
  • rule("[brig] Create HUD Info (Copypaste this for other heroes)")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Brigitte;
  • }
  • actions
  • {
  • Wait(0.500, Ignore Condition);
  • Create HUD Text(Filtered Array(Event Player, Event Player.Info_Active == True), Hero Icon String(Hero Of(Event Player)), Hero Of(
  • Event Player), Null, Left, -1, Color(White), Color(Orange), Color(White), Visible To and String, Default Visibility);
  • Modify Player Variable(Event Player, Info_HUD, Append To Array, Last Text ID);
  • Create HUD Text(Filtered Array(Event Player, Event Player.Info_Active == True), Null, Custom String("[RMB - Barrier Shield+]"),
  • Create HUD Text(Filtered Array(Event Player, Event Player.Info_Active == True), Null, Custom String("[RMB - Shield but Large]"),
  • Custom String("[Size drastically increased]"), Left, 1, Color(White), Color(Orange), Color(White), Visible To and String,
  • Default Visibility);
  • Modify Player Variable(Event Player, Info_HUD, Append To Array, Last Text ID);
  • Create HUD Text(Filtered Array(Event Player, Event Player.Info_Active == True), Null, Custom String(
  • "[Passive - Inspire 2, the long awaited sequel]"), Custom String("[nearby teamates gain armor over time]"), Left, 2, Color(
  • White), Color(Orange), Color(White), Visible To and String, Default Visibility);
  • Modify Player Variable(Event Player, Info_HUD, Append To Array, Last Text ID);
  • Create HUD Text(Filtered Array(Event Player, Event Player.Info_Active == True), Null, Custom String("[Q - Armor Burst]"),
  • Custom String("[gives teamates in a moderate radius a large amount of armor]"), Left, 3, Color(White), Color(Orange), Color(
  • White), Visible To and String, Default Visibility);
  • Modify Player Variable(Event Player, Info_HUD, Append To Array, Last Text ID);
  • Create HUD Text(Filtered Array(Event Player, Event Player.Info_Active == True), Null, Custom String("[Notable Changes]"),
  • Custom String("[Health moderatly increased | damage slightly decreased]"), Left, 4, Color(White), Color(Orange), Color(White),
  • Visible To and String, Default Visibility);
  • Modify Player Variable(Event Player, Info_HUD, Append To Array, Last Text ID);
  • }
  • }
  • rule("[doom] Create HUD Info (Copypaste this for other heroes)")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Doomfist;
  • }
  • actions
  • {
  • Wait(0.500, Ignore Condition);
  • Create HUD Text(Filtered Array(Event Player, Event Player.Info_Active == True), Hero Icon String(Hero Of(Event Player)), Hero Of(
  • Event Player), Null, Left, -1, Color(White), Color(Orange), Color(White), Visible To and String, Default Visibility);
  • Modify Player Variable(Event Player, Info_HUD, Append To Array, Last Text ID);
  • Create HUD Text(Filtered Array(Event Player, Event Player.Info_Active == True), Null, Custom String("[Passive - Wall Hacks]"),
  • Custom String("[Doomfist can see the outlines of enemies through walls]"), Left, 1, Color(White), Color(Orange), Color(White),
  • Visible To and String, Default Visibility);
  • Modify Player Variable(Event Player, Info_HUD, Append To Array, Last Text ID);
  • Create HUD Text(Filtered Array(Event Player, Event Player.Info_Active == True), Null, Custom String("[RMB - Rocket Punch+]"),
  • Create HUD Text(Filtered Array(Event Player, Event Player.Info_Active == True), Null, Custom String("[RMB - Wallbreaker Punch]"),
  • Custom String("[Can now travel through walls]"), Left, 2, Color(White), Color(Orange), Color(White), Visible To and String,
  • Default Visibility);
  • Modify Player Variable(Event Player, Info_HUD, Append To Array, Last Text ID);
  • Create HUD Text(Filtered Array(Event Player, Event Player.Info_Active == True), Null, Custom String("[shift - Rising Uppercut+]"),
  • Custom String("[Can now travel through walls]"), Left, 3, Color(White), Color(Orange), Color(White), Visible To and String,
  • Default Visibility);
  • Create HUD Text(Filtered Array(Event Player, Event Player.Info_Active == True), Null, Custom String(
  • "[shift - Unstoppable Uppercut]"), Custom String("[Can now travel through walls]"), Left, 3, Color(White), Color(Orange),
  • Color(White), Visible To and String, Default Visibility);
  • Modify Player Variable(Event Player, Info_HUD, Append To Array, Last Text ID);
  • Create HUD Text(Filtered Array(Event Player, Event Player.Info_Active == True), Null, Custom String("[Q - Meteor Strike]"),
  • Custom String("[Duration is infinite]"), Left, 4, Color(White), Color(Orange), Color(White), Visible To and String,
  • Default Visibility);
  • Modify Player Variable(Event Player, Info_HUD, Append To Array, Last Text ID);
  • Create HUD Text(Filtered Array(Event Player, Event Player.Info_Active == True), Null, Custom String("[Notable Changes]"),
  • Custom String("[damage and speed moderatly increased]"), Left, 5, Color(White), Color(Orange), Color(White),
  • Visible To and String, Default Visibility);
  • Modify Player Variable(Event Player, Info_HUD, Append To Array, Last Text ID);
  • }
  • }
  • rule("[dva] Create HUD Info (Copypaste this for other heroes)")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • D.Va;
  • }
  • actions
  • {
  • Wait(0.500, Ignore Condition);
  • Create HUD Text(Filtered Array(Event Player, Event Player.Info_Active == True), Hero Icon String(Hero Of(Event Player)), Hero Of(
  • Event Player), Null, Left, -1, Color(White), Color(Orange), Color(White), Visible To and String, Default Visibility);
  • Modify Player Variable(Event Player, Info_HUD, Append To Array, Last Text ID);
  • Create HUD Text(Filtered Array(Event Player, Event Player.Info_Active == True), Null, Custom String("[Shift - FTL Boosters]"),
  • Custom String("[Travels at ludicrous speed]"), Left, 1, Color(White), Color(Orange), Color(White), Visible To and String,
  • Default Visibility);
  • Modify Player Variable(Event Player, Info_HUD, Append To Array, Last Text ID);
  • Create HUD Text(Filtered Array(Event Player, Event Player.Info_Active == True), Null, Custom String("[E - Micro Missile Barrage]"),
  • Custom String("[Duration is infinite | Velocity is randomized]"), Left, 2, Color(White), Color(Orange), Color(White),
  • Visible To and String, Default Visibility);
  • Modify Player Variable(Event Player, Info_HUD, Append To Array, Last Text ID);
  • Create HUD Text(Filtered Array(Event Player, Event Player.Info_Active == True), Null, Custom String("[Q - Win Button]"),
  • Custom String("[Locks enemies in place just before and right after the mech explodes]"), Left, 3, Color(White), Color(Orange),
  • Color(White), Visible To and String, Default Visibility);
  • Modify Player Variable(Event Player, Info_HUD, Append To Array, Last Text ID);
  • Create HUD Text(Filtered Array(Event Player, Event Player.Info_Active == True), Null, Custom String("[Notable Changes]"),
  • Custom String("[Health drastically increased | damage heavily decreased | Primary fire disabled]"), Left, 4, Color(White),
  • Color(Orange), Color(White), Visible To and String, Default Visibility);
  • Modify Player Variable(Event Player, Info_HUD, Append To Array, Last Text ID);
  • }
  • }
  • rule("[echo] Create HUD Info (Copypaste this for other heroes)")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Echo;
  • }
  • actions
  • {
  • Wait(0.500, Ignore Condition);
  • Create HUD Text(Filtered Array(Event Player, Event Player.Info_Active == True), Hero Icon String(Hero Of(Event Player)), Hero Of(
  • Event Player), Null, Left, -1, Color(White), Color(Orange), Color(White), Visible To and String, Default Visibility);
  • Modify Player Variable(Event Player, Info_HUD, Append To Array, Last Text ID);
  • Create HUD Text(Filtered Array(Event Player, Event Player.Info_Active == True), Null, Custom String("[Shift - immortal flight]"),
  • Custom String("[you cannot drop below 1 hp while flying]"), Left, 1, Color(White), Color(Orange), Color(White),
  • Visible To and String, Default Visibility);
  • Modify Player Variable(Event Player, Info_HUD, Append To Array, Last Text ID);
  • Create HUD Text(Filtered Array(Event Player, Event Player.Info_Active == True), Null, Custom String("[LMB - sticky Bombs]"),
  • Create HUD Text(Filtered Array(Event Player, Event Player.Info_Active == True), Null, Custom String("[LMB - Grendages]"),
  • Custom String("[Damage heavily decreased | no cooldown | projectile speed moderatly increased]"), Left, 2, Color(White), Color(
  • Orange), Color(White), Visible To and String, Default Visibility);
  • Modify Player Variable(Event Player, Info_HUD, Append To Array, Last Text ID);
  • Create HUD Text(Filtered Array(Event Player, Event Player.Info_Active == True), Null, Custom String("[E - Glass Cannon]"),
  • Create HUD Text(Filtered Array(Event Player, Event Player.Info_Active == True), Null, Custom String("[E - Overcharged Beam]"),
  • Custom String("[Moderatly damages the user upon use | damage drasticaly increased]"), Left, 3, Color(White), Color(Orange),
  • Color(White), Visible To and String, Default Visibility);
  • Modify Player Variable(Event Player, Info_HUD, Append To Array, Last Text ID);
  • Create HUD Text(Filtered Array(Event Player, Event Player.Info_Active == True), Null, Custom String("[Damage duplication]"),
  • Custom String(
  • "[any damage echo deals during this ability will be dealt twice, the second instance of damage will be 25% weaker]"), Left, 4,
  • Color(White), Color(Orange), Color(White), Visible To and String, Default Visibility);
  • Modify Player Variable(Event Player, Info_HUD, Append To Array, Last Text ID);
  • Create HUD Text(Filtered Array(Event Player, Event Player.Info_Active == True), Null, Custom String("[Notable Changes]"),
  • Custom String("[None]"), Left, 5, Color(White), Color(Orange), Color(White), Visible To and String, Default Visibility);
  • Modify Player Variable(Event Player, Info_HUD, Append To Array, Last Text ID);
  • }
  • }
  • rule("[genji] Create HUD Info (Copypaste this for other heroes)")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Genji;
  • }
  • actions
  • {
  • Wait(0.500, Ignore Condition);
  • Create HUD Text(Filtered Array(Event Player, Event Player.Info_Active == True), Hero Icon String(Hero Of(Event Player)), Hero Of(
  • Event Player), Null, Left, -1, Color(White), Color(Orange), Color(White), Visible To and String, Default Visibility);
  • Modify Player Variable(Event Player, Info_HUD, Append To Array, Last Text ID);
  • Create HUD Text(Filtered Array(Event Player, Event Player.Info_Active == True), Null, Custom String("[Shift - swift strike]"),
  • Custom String("[cooldown drastically decreased]"), Left, 1, Color(White), Color(Orange), Color(White), Visible To and String,
  • Default Visibility);
  • Modify Player Variable(Event Player, Info_HUD, Append To Array, Last Text ID);
  • Create HUD Text(Filtered Array(Event Player, Event Player.Info_Active == True), Null, Custom String("[E - Deflect+]"),
  • Create HUD Text(Filtered Array(Event Player, Event Player.Info_Active == True), Null, Custom String("[E - Master Deflect]"),
  • Custom String("[Genji is immune to all forms of damage while deflecting]"), Left, 2, Color(White), Color(Orange), Color(White),
  • Visible To and String, Default Visibility);
  • Modify Player Variable(Event Player, Info_HUD, Append To Array, Last Text ID);
  • Create HUD Text(Filtered Array(Event Player, Event Player.Info_Active == True), Null, Custom String("[Q - DragonBlade+]"),
  • Create HUD Text(Filtered Array(Event Player, Event Player.Info_Active == True), Null, Custom String("[Q - Perfected Dragonblade]"),
  • Custom String("[Duration drastically increased]"), Left, 3, Color(White), Color(Orange), Color(White), Visible To and String,
  • Default Visibility);
  • Modify Player Variable(Event Player, Info_HUD, Append To Array, Last Text ID);
  • Create HUD Text(Filtered Array(Event Player, Event Player.Info_Active == True), Null, Custom String("[Interact - Smoke Bomb]"),
  • Custom String("[Throw a smoke bomb and reappear a short distance away.]"), Left, 4, Color(White), Color(Orange), Color(White),
  • Visible To and String, Default Visibility);
  • Modify Player Variable(Event Player, Info_HUD, Append To Array, Last Text ID);
  • Create HUD Text(Filtered Array(Event Player, Event Player.Info_Active == True), Null, Custom String("[Notable Changes]"),
  • Custom String(
  • "[shurikens are disabled | damage drastically increased | speed and moderatly increased | health moderatly decreased]"), Left,
  • 4, Color(White), Color(Orange), Color(White), Visible To and String, Default Visibility);
  • 5, Color(White), Color(Orange), Color(White), Visible To and String, Default Visibility);
  • Modify Player Variable(Event Player, Info_HUD, Append To Array, Last Text ID);
  • }
  • }
  • rule("[hanzo] Create HUD Info (Copypaste this for other heroes)")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Hanzo;
  • }
  • actions
  • {
  • Wait(0.500, Ignore Condition);
  • Create HUD Text(Filtered Array(Event Player, Event Player.Info_Active == True), Hero Icon String(Hero Of(Event Player)), Hero Of(
  • Event Player), Null, Left, -1, Color(White), Color(Orange), Color(White), Visible To and String, Default Visibility);
  • Modify Player Variable(Event Player, Info_HUD, Append To Array, Last Text ID);
  • Create HUD Text(Filtered Array(Event Player, Event Player.Info_Active == True), Null, Custom String("[Interact - Magic Quiver]"),
  • Custom String("[swaps between different ammo types (piercing, explosive, fire, freeze, holy, and healing)]"), Left, 1, Color(
  • White), Color(Orange), Color(White), Visible To and String, Default Visibility);
  • Modify Player Variable(Event Player, Info_HUD, Append To Array, Last Text ID);
  • Create HUD Text(Filtered Array(Event Player, Event Player.Info_Active == True), Null, Custom String("[Passive - Balance]"),
  • Custom String("[certain ammo types have cooldowns before their effect can work again]"), Left, 2, Color(White), Color(Orange),
  • Color(White), Visible To and String, Default Visibility);
  • Modify Player Variable(Event Player, Info_HUD, Append To Array, Last Text ID);
  • Create HUD Text(Filtered Array(Event Player, Event Player.Info_Active == True), Null, Custom String("[Notable Changes]"),
  • Custom String("[damage moderatly decreased | all arrows granted hitscan | melee disabled]"), Left, 3, Color(White), Color(
  • Orange), Color(White), Visible To and String, Default Visibility);
  • Modify Player Variable(Event Player, Info_HUD, Append To Array, Last Text ID);
  • Create HUD Text(Filtered Array(Event Player, Event Player.Info_Active == True), Null, Custom String("[current ammo type]"),
  • Event Player.terrariaammoglitch, Left, 4, Color(White), Color(Orange), Color(White), Visible To and String,
  • Event Player.pogjectilepogsition, Left, 4, Color(White), Color(Orange), Color(White), Visible To and String,
  • Default Visibility);
  • Modify Player Variable(Event Player, Info_HUD, Append To Array, Last Text ID);
  • }
  • }
  • rule("[junkrat] Create HUD Info (Copypaste this for other heroes)")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Junkrat;
  • }
  • actions
  • {
  • Wait(0.500, Ignore Condition);
  • Create HUD Text(Filtered Array(Event Player, Event Player.Info_Active == True), Hero Icon String(Hero Of(Event Player)), Hero Of(
  • Event Player), Null, Left, -1, Color(White), Color(Orange), Color(White), Visible To and String, Default Visibility);
  • Modify Player Variable(Event Player, Info_HUD, Append To Array, Last Text ID);
  • Create HUD Text(Filtered Array(Event Player, Event Player.Info_Active == True), Null, Custom String("[Passive - Chaos Incarnate]"),
  • Custom String("[Junkrat is constantly on fire and exploding]"), Left, 1, Color(White), Color(Orange), Color(White),
  • Visible To and String, Default Visibility);
  • Modify Player Variable(Event Player, Info_HUD, Append To Array, Last Text ID);
  • Create HUD Text(Filtered Array(Event Player, Event Player.Info_Active == True), Null, Custom String("[Q - Riptire]"),
  • Create HUD Text(Filtered Array(Event Player, Event Player.Info_Active == True), Null, Custom String("[Q - Entropy Tire]"),
  • Custom String("[Duration heaviliy decreased | damage slightly decreased | charge rate drastically increased]"), Left, 2, Color(
  • White), Color(Orange), Color(White), Visible To and String, Default Visibility);
  • Modify Player Variable(Event Player, Info_HUD, Append To Array, Last Text ID);
  • Create HUD Text(Filtered Array(Event Player, Event Player.Info_Active == True), Null, Custom String("[Notable changes]"),
  • Custom String("[Health and speed moderatly increased]"), Left, 3, Color(White), Color(Orange), Color(White),
  • Visible To and String, Default Visibility);
  • Modify Player Variable(Event Player, Info_HUD, Append To Array, Last Text ID);
  • Create HUD Text(Filtered Array(Event Player, Event Player.Info_Active == True), Null, Custom String(
  • "[Passive - Divine Retribution]"), Custom String("[You will forever burn for your sins]"), Left, 4, Color(White), Color(
  • Orange), Color(White), Visible To and String, Default Visibility);
  • Modify Player Variable(Event Player, Info_HUD, Append To Array, Last Text ID);
  • Create HUD Text(Filtered Array(Event Player, Event Player.Info_Active == True), Null, Custom String(
  • "[Passive - F*ck Mercy in Particular]"), Custom String("[You do more damage to mercy]"), Left, 5, Color(White), Color(Orange),
  • Color(White), Visible To and String, Default Visibility);
  • Modify Player Variable(Event Player, Info_HUD, Append To Array, Last Text ID);
  • }
  • }
  • rule("[lucio] Create HUD Info (Copypaste this for other heroes)")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Lúcio;
  • }
  • actions
  • {
  • Wait(0.500, Ignore Condition);
  • Create HUD Text(Filtered Array(Event Player, Event Player.Info_Active == True), Hero Icon String(Hero Of(Event Player)), Hero Of(
  • Event Player), Null, Left, -1, Color(White), Color(Orange), Color(White), Visible To and String, Default Visibility);
  • Modify Player Variable(Event Player, Info_HUD, Append To Array, Last Text ID);
  • Create HUD Text(Filtered Array(Event Player, Event Player.Info_Active == True), Null, Custom String("[Passive - Rhythm Master]"),
  • Custom String("[You can only attack when the meter at the top of your screen is full]"), Left, 1, Color(White), Color(Orange),
  • Color(White), Visible To and String, Default Visibility);
  • Custom String("[Your attacks do much higher damage when the bar is full]"), Left, 1, Color(White), Color(Orange), Color(White),
  • Visible To and String, Default Visibility);
  • Modify Player Variable(Event Player, Info_HUD, Append To Array, Last Text ID);
  • Create HUD Text(Filtered Array(Event Player, Event Player.Info_Active == True), Null, Custom String("[RMB - Mega boop]"),
  • Create HUD Text(Filtered Array(Event Player, Event Player.Info_Active == True), Null, Custom String("[LMB/RMB - Soundburst]"),
  • Custom String("[Damage drastically increased]"), Left, 2, Color(White), Color(Orange), Color(White), Visible To and String,
  • Default Visibility);
  • Modify Player Variable(Event Player, Info_HUD, Append To Array, Last Text ID);
  • Create HUD Text(Filtered Array(Event Player, Event Player.Info_Active == True), Null, Custom String("[Q - Sonic Boom]"),
  • Custom String("[Knocks down enemies within its radius in addition to its original effect]"), Left, 3, Color(White), Color(
  • Orange), Color(White), Visible To and String, Default Visibility);
  • Modify Player Variable(Event Player, Info_HUD, Append To Array, Last Text ID);
  • Create HUD Text(Filtered Array(Event Player, Event Player.Info_Active == True), Null, Custom String("[Notable Changes]"),
  • Custom String("[Speed moderatly increased | primary fire disabled | melee disabled]"), Left, 4, Color(White), Color(Orange),
  • Color(White), Visible To and String, Default Visibility);
  • Modify Player Variable(Event Player, Info_HUD, Append To Array, Last Text ID);
  • }
  • }
  • rule("[mccree] Create HUD Info (Copypaste this for other heroes)")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • McCree;
  • }
  • actions
  • {
  • Wait(0.500, Ignore Condition);
  • Create HUD Text(Filtered Array(Event Player, Event Player.Info_Active == True), Hero Icon String(Hero Of(Event Player)), Hero Of(
  • Event Player), Null, Left, -1, Color(White), Color(Orange), Color(White), Visible To and String, Default Visibility);
  • Modify Player Variable(Event Player, Info_HUD, Append To Array, Last Text ID);
  • Create HUD Text(Filtered Array(Event Player, Event Player.Info_Active == True), Null, Custom String("[Shift - Combat Roll]"),
  • Custom String("[Cooldown almost removed]"), Left, 1, Color(White), Color(Orange), Color(White), Visible To and String,
  • Default Visibility);
  • Modify Player Variable(Event Player, Info_HUD, Append To Array, Last Text ID);
  • Create HUD Text(Filtered Array(Event Player, Event Player.Info_Active == True), Null, Custom String("[interact - mark]"),
  • Custom String("[shoots a bullet that inflicts marked for death | uses 2 ammo]"), Left, 2, Color(White), Color(Orange), Color(
  • White), Visible To and String, Default Visibility);
  • Modify Player Variable(Event Player, Info_HUD, Append To Array, Last Text ID);
  • Create HUD Text(Filtered Array(Event Player, Event Player.Info_Active == True), Null, Custom String("[Q - Deadeye+]"),
  • Create HUD Text(Filtered Array(Event Player, Event Player.Info_Active == True), Null, Custom String("[Q - Deader Eye]"),
  • Custom String("[Upon use inflicts marked for death to all enemies in los in addition to its previous effect]"), Left, 3, Color(
  • White), Color(Orange), Color(White), Visible To and String, Default Visibility);
  • Modify Player Variable(Event Player, Info_HUD, Append To Array, Last Text ID);
  • Create HUD Text(Filtered Array(Event Player, Event Player.Info_Active == True), Null, Custom String("[Notable Changes]"),
  • Custom String("[damage drastically increased | ammo drastically decreased | secondary fire disabled]"), Left, 4, Color(White),
  • Color(Orange), Color(White), Visible To and String, Default Visibility);
  • Modify Player Variable(Event Player, Info_HUD, Append To Array, Last Text ID);
  • Create HUD Text(Filtered Array(Event Player, Event Player.Info_Active == True), Null, Custom String(
  • "[status Info - marked for death]"), Custom String("[damage recieved moderatly increased]"), Left, 5, Color(White), Color(
  • Orange), Color(White), Visible To and String, Default Visibility);
  • Modify Player Variable(Event Player, Info_HUD, Append To Array, Last Text ID);
  • }
  • }
  • rule("[mei] Create HUD Info (Copypaste this for other heroes)")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Mei;
  • }
  • actions
  • {
  • Wait(0.500, Ignore Condition);
  • Create HUD Text(Filtered Array(Event Player, Event Player.Info_Active == True), Hero Icon String(Hero Of(Event Player)), Hero Of(
  • Event Player), Null, Left, -1, Color(White), Color(Orange), Color(White), Visible To and String, Default Visibility);
  • Modify Player Variable(Event Player, Info_HUD, Append To Array, Last Text ID);
  • Create HUD Text(Filtered Array(Event Player, Event Player.Info_Active == True), Null, Custom String("[LMB - plague beam]"),
  • Custom String(
  • "[shoots a beam that inficts an infecious plague, unlike mei's other abilities, this plague also effects nearby enemies]"),
  • Left, 1, Color(White), Color(Orange), Color(White), Visible To and String, Default Visibility);
  • Modify Player Variable(Event Player, Info_HUD, Append To Array, Last Text ID);
  • Create HUD Text(Filtered Array(Event Player, Event Player.Info_Active == True), Null, Custom String("[Shift - Plague Explosion]"),
  • Custom String(
  • "[After coming out of cryo freeze, mei will explode, inflicting a stronger but non infectious plague to nearby enemies]"),
  • Left, 2, Color(White), Color(Orange), Color(White), Visible To and String, Default Visibility);
  • Modify Player Variable(Event Player, Info_HUD, Append To Array, Last Text ID);
  • Create HUD Text(Filtered Array(Event Player, Event Player.Info_Active == True), Null, Custom String("[Q - Pestilence]"),
  • Custom String("[creates a pestilence where the ability was used, that repeatedly infects enemies]"), Left, 3, Color(White),
  • Color(Orange), Color(White), Visible To and String, Default Visibility);
  • Modify Player Variable(Event Player, Info_HUD, Append To Array, Last Text ID);
  • Create HUD Text(Filtered Array(Event Player, Event Player.Info_Active == True), Null, Custom String("[Notable Changes]"),
  • Custom String("[health slightly increased]"), Left, 4, Color(White), Color(Orange), Color(White), Visible To and String,
  • Default Visibility);
  • Modify Player Variable(Event Player, Info_HUD, Append To Array, Last Text ID);
  • Create HUD Text(Filtered Array(Event Player, Event Player.Info_Active == True), Null, Custom String("[Status Info - plague]"),
  • Custom String("[slows and damages targets]"), Left, 5, Color(White), Color(Orange), Color(White), Visible To and String,
  • Default Visibility);
  • Modify Player Variable(Event Player, Info_HUD, Append To Array, Last Text ID);
  • }
  • }
  • rule("[mercy] Create HUD Info (Copypaste this for other heroes)")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Mercy;
  • }
  • actions
  • {
  • Wait(0.500, Ignore Condition);
  • Create HUD Text(Filtered Array(Event Player, Event Player.Info_Active == True), Hero Icon String(Hero Of(Event Player)), Hero Of(
  • Event Player), Null, Left, -1, Color(White), Color(Orange), Color(White), Visible To and String, Default Visibility);
  • Modify Player Variable(Event Player, Info_HUD, Append To Array, Last Text ID);
  • Create HUD Text(Filtered Array(Event Player, Event Player.Info_Active == True), Null, Custom String("[E - resurrect+]"),
  • Custom String("[cooldown heavily reduced | launches nearby enemies away from you]"), Left, 1, Color(White), Color(Orange),
  • Color(White), Visible To and String, Default Visibility);
  • Create HUD Text(Filtered Array(Event Player, Event Player.Info_Active == True), Null, Custom String("[E - Holy Resurrect]"),
  • Custom String("[cooldown heavily reduced | holy light rains down around you]"), Left, 2, Color(White), Color(Orange), Color(
  • White), Visible To and String, Default Visibility);
  • Modify Player Variable(Event Player, Info_HUD, Append To Array, Last Text ID);
  • Create HUD Text(Filtered Array(Event Player, Event Player.Info_Active == True), Null, Custom String("[Q - fair and balanced]"),
  • Custom String("[resurrects all teamates 1 second after use in addition to its previous effect]"), Left, 2, Color(White), Color(
  • Create HUD Text(Filtered Array(Event Player, Event Player.Info_Active == True), Null, Custom String("[Q - Heroes Never Die]"),
  • Custom String("[resurrects all teamates 1 second after use in addition to its previous effect]"), Left, 3, Color(White), Color(
  • Orange), Color(White), Visible To and String, Default Visibility);
  • Modify Player Variable(Event Player, Info_HUD, Append To Array, Last Text ID);
  • Create HUD Text(Filtered Array(Event Player, Event Player.Info_Active == True), Null, Custom String("[Passive - Divinity]"),
  • Custom String(
  • "[Damage dealt with holy light will heal mercy | Only Active while weilding Caduceus Staff | Holy light rains down when you heal]"),
  • Left, 1, Color(White), Color(Orange), Color(White), Visible To and String, Default Visibility);
  • Modify Player Variable(Event Player, Info_HUD, Append To Array, Last Text ID);
  • Create HUD Text(Filtered Array(Event Player, Event Player.Info_Active == True), Null, Custom String("[Interact - Smite]"),
  • Custom String("[Strikes the location at your cursor with Holy Light]"), Left, 4, Color(White), Color(Orange), Color(White),
  • Visible To and String, Default Visibility);
  • Modify Player Variable(Event Player, Info_HUD, Append To Array, Last Text ID);
  • Create HUD Text(Filtered Array(Event Player, Event Player.Info_Active == True), Null, Custom String("[Notable changes]"),
  • Custom String("[all stats slightly increased | secondary fire disabled | ammo is unlimited]"), Left, 3, Color(White), Color(
  • Custom String("[all stats slightly increased | secondary fire disabled | ammo is increased]"), Left, 5, Color(White), Color(
  • Orange), Color(White), Visible To and String, Default Visibility);
  • Modify Player Variable(Event Player, Info_HUD, Append To Array, Last Text ID);
  • }
  • }
  • rule("[moira] Create HUD Info (Copypaste this for other heroes)")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Moira;
  • }
  • actions
  • {
  • Wait(0.500, Ignore Condition);
  • Create HUD Text(Filtered Array(Event Player, Event Player.Info_Active == True), Hero Icon String(Hero Of(Event Player)), Hero Of(
  • Event Player), Null, Left, -1, Color(White), Color(Orange), Color(White), Visible To and String, Default Visibility);
  • Modify Player Variable(Event Player, Info_HUD, Append To Array, Last Text ID);
  • Create HUD Text(Filtered Array(Event Player, Event Player.Info_Active == True), Null, Custom String("[LMB - Biotic Grasp]"),
  • Custom String("[consumes health upon use instead of biotic energy]"), Left, 1, Color(White), Color(Orange), Color(White),
  • Visible To and String, Default Visibility);
  • Create HUD Text(Filtered Array(Event Player, Event Player.Info_Active == True), Null, Custom String("[Passive - Energy Transfer]"),
  • Custom String("[you gain energy and drain ult charge when attacking | you consume energy and give ult charge when healing]"),
  • Left, 1, Color(White), Color(Orange), Color(White), Visible To and String, Default Visibility);
  • Modify Player Variable(Event Player, Info_HUD, Append To Array, Last Text ID);
  • Create HUD Text(Filtered Array(Event Player, Event Player.Info_Active == True), Null, Custom String("[RMB - Biotic grasp]"),
  • Custom String("[life steal moderatly icreased]"), Left, 2, Color(White), Color(Orange), Color(White), Visible To and String,
  • Default Visibility);
  • Create HUD Text(Filtered Array(Event Player, Event Player.Info_Active == True), Null, Custom String(
  • "[Passive - Energy Transmutation]"), Custom String("[Moira's abilities have no cooldowns, but require energy to use]"), Left,
  • 2, Color(White), Color(Orange), Color(White), Visible To and String, Default Visibility);
  • Modify Player Variable(Event Player, Info_HUD, Append To Array, Last Text ID);
  • Create HUD Text(Filtered Array(Event Player, Event Player.Info_Active == True), Null, Custom String("[Q - Overheal]"),
  • Custom String("[heals all teamates to full health and gives them 50 shield]"), Left, 3, Color(White), Color(Orange), Color(
  • Create HUD Text(Filtered Array(Event Player, Event Player.Info_Active == True), Null, Custom String("[Q - Omni Discharge]"),
  • Custom String("[release all of your built up energy in a damaging explosion | Damage scales with energy]"), Left, 3, Color(
  • White), Color(Orange), Color(White), Visible To and String, Default Visibility);
  • Modify Player Variable(Event Player, Info_HUD, Append To Array, Last Text ID);
  • Create HUD Text(Filtered Array(Event Player, Event Player.Info_Active == True), Null, Custom String(
  • "[Interact - Nullity Discharge]"), Custom String(
  • "[consume 75 energy to clear your nearby teammates of debuffs and stat changes]"), Left, 4, Color(White), Color(Orange), Color(
  • White), Visible To and String, Default Visibility);
  • Modify Player Variable(Event Player, Info_HUD, Append To Array, Last Text ID);
  • Create HUD Text(Filtered Array(Event Player, Event Player.Info_Active == True), Null, Custom String("[Notable changes]"),
  • Custom String("[health drastically increased | abilities charge when healing is dealt]"), Left, 4, Color(White), Color(Orange),
  • Color(White), Visible To and String, Default Visibility);
  • Custom String("[health moderately increased | healing slightly increased]"), Left, 5, Color(White), Color(Orange), Color(
  • White), Visible To and String, Default Visibility);
  • Modify Player Variable(Event Player, Info_HUD, Append To Array, Last Text ID);
  • Create HUD Text(Filtered Array(Event Player, Event Player.Info_Active == True), Event Player.Charge, Null, Null, Top, 6, Color(
  • Purple), Color(Black), Color(Black), Visible To and String, Default Visibility);
  • Modify Player Variable(Event Player, Info_HUD, Append To Array, Last Text ID);
  • }
  • }
  • rule("[orisa] Create HUD Info (Copypaste this for other heroes)")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Orisa;
  • }
  • actions
  • {
  • Wait(0.500, Ignore Condition);
  • Create HUD Text(Filtered Array(Event Player, Event Player.Info_Active == True), Hero Icon String(Hero Of(Event Player)), Hero Of(
  • Event Player), Null, Left, -1, Color(White), Color(Orange), Color(White), Visible To and String, Default Visibility);
  • Modify Player Variable(Event Player, Info_HUD, Append To Array, Last Text ID);
  • Create HUD Text(Filtered Array(Event Player, Event Player.Info_Active == True), Null, Custom String("[passive - built different]"),
  • Custom String("[orisa is constantly fortified]"), Left, 1, Color(White), Color(Orange), Color(White), Visible To and String,
  • Default Visibility);
  • Modify Player Variable(Event Player, Info_HUD, Append To Array, Last Text ID);
  • Create HUD Text(Filtered Array(Event Player, Event Player.Info_Active == True), Null, Custom String("[E - Protective Barrier]"),
  • Custom String("[cooldown slightly reduced]"), Left, 2, Color(White), Color(Orange), Color(White), Visible To and String,
  • Default Visibility);
  • Modify Player Variable(Event Player, Info_HUD, Append To Array, Last Text ID);
  • Create HUD Text(Filtered Array(Event Player, Event Player.Info_Active == True), Null, Custom String("[Interact - Self Destruct ]"),
  • Custom String(
  • "[locks orisa in place for 3 seconds, before exploding, killing herself and dealing massive damage to nearby enemies]"), Left,
  • 3, Color(White), Color(Orange), Color(White), Visible To and String, Default Visibility);
  • Modify Player Variable(Event Player, Info_HUD, Append To Array, Last Text ID);
  • Create HUD Text(Filtered Array(Event Player, Event Player.Info_Active == True), Null, Custom String("[Notable changes]"),
  • Custom String("[health slightly increased | ammo drastically increased]"), Left, 4, Color(White), Color(Orange), Color(White),
  • Visible To and String, Default Visibility);
  • Modify Player Variable(Event Player, Info_HUD, Append To Array, Last Text ID);
  • }
  • }
  • rule("[pharah] Create HUD Info (Copypaste this for other heroes)")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Pharah;
  • }
  • actions
  • {
  • Wait(0.500, Ignore Condition);
  • Create HUD Text(Filtered Array(Event Player, Event Player.Info_Active == True), Hero Icon String(Hero Of(Event Player)), Hero Of(
  • Event Player), Null, Left, -1, Color(White), Color(Orange), Color(White), Visible To and String, Default Visibility);
  • Modify Player Variable(Event Player, Info_HUD, Append To Array, Last Text ID);
  • Create HUD Text(Filtered Array(Event Player, Event Player.Info_Active == True), Null, Custom String("[Shift - posistion lock]"),
  • Create HUD Text(Filtered Array(Event Player, Event Player.Info_Active == True), Null, Custom String("[Shift - position lock]"),
  • Custom String(
  • "[locks pharah in place | moderatly increases damage and projectile speed | drasticaly reduces damage recieved]"), Left, 1,
  • Color(White), Color(Orange), Color(White), Visible To and String, Default Visibility);
  • Modify Player Variable(Event Player, Info_HUD, Append To Array, Last Text ID);
  • Create HUD Text(Filtered Array(Event Player, Event Player.Info_Active == True), Null, Custom String("[E - nothing personal]"),
  • Create HUD Text(Filtered Array(Event Player, Event Player.Info_Active == True), Null, Custom String("[E - nothing personnel]"),
  • Custom String("[teleports the user to the player closest to their cursor]"), Left, 2, Color(White), Color(Orange), Color(
  • White), Visible To and String, Default Visibility);
  • Modify Player Variable(Event Player, Info_HUD, Append To Array, Last Text ID);
  • Create HUD Text(Filtered Array(Event Player, Event Player.Info_Active == True), Null, Custom String("[Q - rocket barrage+]"),
  • Custom String("[pharah is invincible for this move's duration]"), Left, 3, Color(White), Color(Orange), Color(White),
  • Create HUD Text(Filtered Array(Event Player, Event Player.Info_Active == True), Null, Custom String(
  • "[Q - rocket barrage but you are invincible]"), Custom String("[pharah is invincible for this move's duration]"), Left, 3,
  • Color(White), Color(Orange), Color(White), Visible To and String, Default Visibility);
  • Modify Player Variable(Event Player, Info_HUD, Append To Array, Last Text ID);
  • Create HUD Text(Filtered Array(Event Player, Event Player.Info_Active == True), Null, Custom String("[RMB - Spread Shot]"),
  • Custom String("[shoots a spread of 2 rockets | 2.5 second cooldown]"), Left, 4, Color(White), Color(Orange), Color(White),
  • Visible To and String, Default Visibility);
  • Modify Player Variable(Event Player, Info_HUD, Append To Array, Last Text ID);
  • Create HUD Text(Filtered Array(Event Player, Event Player.Info_Active == True), Null, Custom String("[Notable changes]"),
  • Custom String("[health slightly increased | ammo is unlimted]"), Left, 4, Color(White), Color(Orange), Color(White),
  • Custom String("[health slightly increased | ammo is unlimted]"), Left, 5, Color(White), Color(Orange), Color(White),
  • Visible To and String, Default Visibility);
  • Modify Player Variable(Event Player, Info_HUD, Append To Array, Last Text ID);
  • }
  • }
  • rule("[reaper] Create HUD Info (Copypaste this for other heroes)")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Reaper;
  • }
  • actions
  • {
  • Wait(0.500, Ignore Condition);
  • Create HUD Text(Filtered Array(Event Player, Event Player.Info_Active == True), Hero Icon String(Hero Of(Event Player)), Hero Of(
  • Event Player), Null, Left, -1, Color(White), Color(Orange), Color(White), Visible To and String, Default Visibility);
  • Create HUD Text(Filtered Array(Event Player, Event Player.Info_Active == True), Hero Icon String(Hero(Reaper)), Custom String(
  • "The Redditor"), Null, Left, -1, Color(White), Color(Orange), Color(White), Visible To and String, Default Visibility);
  • Modify Player Variable(Event Player, Info_HUD, Append To Array, Last Text ID);
  • Create HUD Text(Filtered Array(Event Player, Event Player.Info_Active == True), Null, Custom String("[Shift - wraith form+]"),
  • Create HUD Text(Filtered Array(Event Player, Event Player.Info_Active == True), Null, Custom String("[Shift - Reddit Form]"),
  • Custom String("[reaper can travel through walls during this moves duration]"), Left, 1, Color(White), Color(Orange), Color(
  • White), Visible To and String, Default Visibility);
  • Modify Player Variable(Event Player, Info_HUD, Append To Array, Last Text ID);
  • Create HUD Text(Filtered Array(Event Player, Event Player.Info_Active == True), Null, Custom String("[E - no]"), Custom String(
  • "[resurrects the user 2 seconds after use | cooldown drastically increased]"), Left, 2, Color(White), Color(Orange), Color(
  • White), Visible To and String, Default Visibility);
  • Create HUD Text(Filtered Array(Event Player, Event Player.Info_Active == True), Null, Custom String("[E - Alt Account]"),
  • Custom String("[resurrects the user 2 seconds after use | cooldown drastically increased]"), Left, 2, Color(White), Color(
  • Orange), Color(White), Visible To and String, Default Visibility);
  • Modify Player Variable(Event Player, Info_HUD, Append To Array, Last Text ID);
  • Create HUD Text(Filtered Array(Event Player, Event Player.Info_Active == True), Null, Custom String(
  • "[Q - Death Blossom of Death (death)]"), Custom String(
  • Create HUD Text(Filtered Array(Event Player, Event Player.Info_Active == True), Null, Custom String("[Q - Downvote Blossom]"),
  • Custom String(
  • "[damage drastically increased | reaper is intangible during this move's duartion | reaper respawns after this move ends]"),
  • Left, 3, Color(White), Color(Orange), Color(White), Visible To and String, Default Visibility);
  • Modify Player Variable(Event Player, Info_HUD, Append To Array, Last Text ID);
  • Create HUD Text(Filtered Array(Event Player, Event Player.Info_Active == True), Null, Custom String("[Passive - Reddit Gold]"),
  • Custom String("[Reaper does 2x damage to full health targets]"), Left, 4, Color(White), Color(Orange), Color(White),
  • Visible To and String, Default Visibility);
  • Modify Player Variable(Event Player, Info_HUD, Append To Array, Last Text ID);
  • Create HUD Text(Filtered Array(Event Player, Event Player.Info_Active == True), Null, Custom String("[Notable changes]"),
  • Custom String("[ammo, damage, and speed slightly increased]"), Left, 4, Color(White), Color(Orange), Color(White),
  • Custom String("[ammo, damage, and speed slightly increased]"), Left, 5, Color(White), Color(Orange), Color(White),
  • Visible To and String, Default Visibility);
  • Modify Player Variable(Event Player, Info_HUD, Append To Array, Last Text ID);
  • }
  • }
  • rule("[rein] Create HUD Info (Copypaste this for other heroes)")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Reinhardt;
  • }
  • actions
  • {
  • Wait(0.500, Ignore Condition);
  • Create HUD Text(Filtered Array(Event Player, Event Player.Info_Active == True), Hero Icon String(Hero Of(Event Player)), Hero Of(
  • Event Player), Null, Left, -1, Color(White), Color(Orange), Color(White), Visible To and String, Default Visibility);
  • Modify Player Variable(Event Player, Info_HUD, Append To Array, Last Text ID);
  • Create HUD Text(Filtered Array(Event Player, Event Player.Info_Active == True), Null, Custom String("[Shift - hitscan charge]"),
  • Custom String("[speed drastically increased | cooldown heavily decreased]"), Left, 1, Color(White), Color(Orange), Color(
  • White), Visible To and String, Default Visibility);
  • Modify Player Variable(Event Player, Info_HUD, Append To Array, Last Text ID);
  • Create HUD Text(Filtered Array(Event Player, Event Player.Info_Active == True), Null, Custom String(
  • "[E - hitscan firestrike | cooldown heavily decreased]"), Custom String("[projectile speed drastically increased]"), Left, 2,
  • Color(White), Color(Orange), Color(White), Visible To and String, Default Visibility);
  • "[Shift - Overclocked Charge]"), Custom String("[speed drastically increased | cooldown heavily decreased]"), Left, 1, Color(
  • White), Color(Orange), Color(White), Visible To and String, Default Visibility);
  • Modify Player Variable(Event Player, Info_HUD, Append To Array, Last Text ID);
  • Create HUD Text(Filtered Array(Event Player, Event Player.Info_Active == True), Null, Custom String("[E - Superspeed Firestrike]"),
  • Custom String("[projectile speed drastically increased]"), Left, 2, Color(White), Color(Orange), Color(White),
  • Visible To and String, Default Visibility);
  • Modify Player Variable(Event Player, Info_HUD, Append To Array, Last Text ID);
  • Create HUD Text(Filtered Array(Event Player, Event Player.Info_Active == True), Null, Custom String("[passive - wait what?]"),
  • Custom String("[reins shield grows in size the longer it is held]"), Left, 3, Color(White), Color(Orange), Color(White),
  • Visible To and String, Default Visibility);
  • Modify Player Variable(Event Player, Info_HUD, Append To Array, Last Text ID);
  • Create HUD Text(Filtered Array(Event Player, Event Player.Info_Active == True), Null, Custom String("[Q - earth shatter+]"),
  • Create HUD Text(Filtered Array(Event Player, Event Player.Info_Active == True), Null, Custom String("[Q - Earthshaker]"),
  • Custom String("[hitbox drastically increased]"), Left, 4, Color(White), Color(Orange), Color(White), Visible To and String,
  • Default Visibility);
  • Modify Player Variable(Event Player, Info_HUD, Append To Array, Last Text ID);
  • Create HUD Text(Filtered Array(Event Player, Event Player.Info_Active == True), Null, Custom String("[Notable changes]"),
  • Custom String("[health drastically increased | size slightly increased | damage and speed slightly decreased]"), Left, 5,
  • Color(White), Color(Orange), Color(White), Visible To and String, Default Visibility);
  • Modify Player Variable(Event Player, Info_HUD, Append To Array, Last Text ID);
  • }
  • }
  • rule("[roadhog] Create HUD Info (Copypaste this for other heroes)")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Roadhog;
  • }
  • actions
  • {
  • Wait(0.500, Ignore Condition);
  • Create HUD Text(Filtered Array(Event Player, Event Player.Info_Active == True), Hero Icon String(Hero Of(Event Player)), Hero Of(
  • Event Player), Null, Left, -1, Color(White), Color(Orange), Color(White), Visible To and String, Default Visibility);
  • Modify Player Variable(Event Player, Info_HUD, Append To Array, Last Text ID);
  • Create HUD Text(Filtered Array(Event Player, Event Player.Info_Active == True), Null, Custom String("[Shift - chain hook]"),
  • Custom String("[cooldown drastically increased]"), Left, 1, Color(White), Color(Orange), Color(White), Visible To and String,
  • Default Visibility);
  • Modify Player Variable(Event Player, Info_HUD, Append To Array, Last Text ID);
  • Create HUD Text(Filtered Array(Event Player, Event Player.Info_Active == True), Null, Custom String("[E - Grow]"), Custom String(
  • "[increases size upon use | cooldown removed]"), Left, 2, Color(White), Color(Orange), Color(White), Visible To and String,
  • Default Visibility);
  • Modify Player Variable(Event Player, Info_HUD, Append To Array, Last Text ID);
  • Create HUD Text(Filtered Array(Event Player, Event Player.Info_Active == True), Null, Custom String("[passive - fat]"),
  • Custom String("[all damage taken is reduced | you cannot be healed]"), Left, 3, Color(White), Color(Orange), Color(White),
  • Visible To and String, Default Visibility);
  • Modify Player Variable(Event Player, Info_HUD, Append To Array, Last Text ID);
  • Create HUD Text(Filtered Array(Event Player, Event Player.Info_Active == True), Null, Custom String("[Q - shrink]"), Custom String(
  • "[decreases size upon use | charge requiement removed]"), Left, 4, Color(White), Color(Orange), Color(White),
  • Visible To and String, Default Visibility);
  • Modify Player Variable(Event Player, Info_HUD, Append To Array, Last Text ID);
  • Create HUD Text(Filtered Array(Event Player, Event Player.Info_Active == True), Null, Custom String("[Notable changes]"),
  • Custom String(
  • "[health and damage excessively increased | speed drastically reduced | knockback recieved drastically increased]"), Left, 5,
  • Color(White), Color(Orange), Color(White), Visible To and String, Default Visibility);
  • Modify Player Variable(Event Player, Info_HUD, Append To Array, Last Text ID);
  • }
  • }
  • rule("[sugma] Create HUD Info (Copypaste this for other heroes)")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Sigma;
  • }
  • actions
  • {
  • Wait(0.500, Ignore Condition);
  • Create HUD Text(Filtered Array(Event Player, Event Player.Info_Active == True), Hero Icon String(Hero Of(Event Player)), Hero Of(
  • Event Player), Null, Left, -1, Color(White), Color(Orange), Color(White), Visible To and String, Default Visibility);
  • Modify Player Variable(Event Player, Info_HUD, Append To Array, Last Text ID);
  • Create HUD Text(Filtered Array(Event Player, Event Player.Info_Active == True), Null, Custom String("[Shift - black hole]"),
  • Create HUD Text(Filtered Array(Event Player, Event Player.Info_Active == True), Null, Custom String("[Shift - Singularity]"),
  • Custom String("[sucks in nearby enemies uppon use]"), Left, 1, Color(White), Color(Orange), Color(White),
  • Visible To and String, Default Visibility);
  • Modify Player Variable(Event Player, Info_HUD, Append To Array, Last Text ID);
  • Create HUD Text(Filtered Array(Event Player, Event Player.Info_Active == True), Null, Custom String("[Interact - Gravity Surge]"),
  • Custom String(
  • "[Create a field at the cursor that inflicts heavy gravity to and reapeatedly damages enemies | 14 second cooldown]"), Left, 2,
  • Color(White), Color(Orange), Color(White), Visible To and String, Default Visibility);
  • Modify Player Variable(Event Player, Info_HUD, Append To Array, Last Text ID);
  • Create HUD Text(Filtered Array(Event Player, Event Player.Info_Active == True), Null, Custom String("[Notable changes]"),
  • Custom String("[health drastically increased | damage slightly decreased | projectile speed drastically increased]"), Left, 3,
  • Color(White), Color(Orange), Color(White), Visible To and String, Default Visibility);
  • Modify Player Variable(Event Player, Info_HUD, Append To Array, Last Text ID);
  • Create HUD Text(Filtered Array(Event Player, Event Player.Info_Active == True), Null, Custom String(
  • "[Status Info - Heavy Gravity]"), Custom String(
  • "[gravity and projectile gravity drastically increased | speed slightly decreased]"), Left, 4, Color(White), Color(Orange),
  • Color(White), Visible To and String, Default Visibility);
  • Modify Player Variable(Event Player, Info_HUD, Append To Array, Last Text ID);
  • }
  • }
  • rule("[soldier] Create HUD Info (Copypaste this for other heroes)")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Soldier: 76;
  • }
  • actions
  • {
  • Wait(0.500, Ignore Condition);
  • Create HUD Text(Filtered Array(Event Player, Event Player.Info_Active == True), Hero Icon String(Hero Of(Event Player)), Hero Of(
  • Event Player), Null, Left, -1, Color(White), Color(Orange), Color(White), Visible To and String, Default Visibility);
  • Modify Player Variable(Event Player, Info_HUD, Append To Array, Last Text ID);
  • Create HUD Text(Filtered Array(Event Player, Event Player.Info_Active == True), Null, Custom String("[Passive - Kill streak]"),
  • Custom String("[soldier gets stronger the higher his kill streak is | soldier cannot swap (it breaks stuff)]"), Left, 1, Color(
  • White), Color(Orange), Color(White), Visible To and String, Default Visibility);
  • Modify Player Variable(Event Player, Info_HUD, Append To Array, Last Text ID);
  • Create HUD Text(Filtered Array(Event Player, Event Player.Info_Active == True), Null, Custom String("[shift - sprint]"),
  • Custom String("[unlocks at 1 kill]"), Left, 2, Color(White), Color(Orange), Color(White), Visible To and String,
  • Default Visibility);
  • Create HUD Text(Filtered Array(Event Player, Event Player.Info_Active == True), Null, Custom String(
  • "[Primary - Magic Missile - 10 Mana]"), Custom String(
  • "[Shoot a small, homing projectile for small damage | must be near an enemy to use]"), Left, 1, Color(White), Color(Orange),
  • Color(White), Visible To and String, Default Visibility);
  • Modify Player Variable(Event Player, Info_HUD, Append To Array, Last Text ID);
  • Create HUD Text(Filtered Array(Event Player, Event Player.Info_Active == True), Null, Custom String("[RMB - helix rockrt]"),
  • Custom String("[unlocks at 3 kills]"), Left, 3, Color(White), Color(Orange), Color(White), Visible To and String,
  • Default Visibility);
  • Create HUD Text(Filtered Array(Event Player, Event Player.Info_Active == True), Null, Custom String(
  • "[Secondary - Fireball - 100 Mana]"), Custom String(
  • "[Shoot a slow-moving projectile that creates a massive, flaming explosion.]"), Left, 2, Color(White), Color(Orange), Color(
  • White), Visible To and String, Default Visibility);
  • Modify Player Variable(Event Player, Info_HUD, Append To Array, Last Text ID);
  • Create HUD Text(Filtered Array(Event Player, Event Player.Info_Active == True), Null, Custom String("[E - biotic field]"),
  • Custom String("[unlocks at 5 kills]"), Left, 4, Color(White), Color(Orange), Color(White), Visible To and String,
  • Default Visibility);
  • Create HUD Text(Filtered Array(Event Player, Event Player.Info_Active == True), Null, Custom String(
  • "[E - Mass Healing Word - 30 Mana]"), Custom String("[Heals Soldier and all teammates he can see for 50 Health.]"), Left, 3,
  • Color(White), Color(Orange), Color(White), Visible To and String, Default Visibility);
  • Modify Player Variable(Event Player, Info_HUD, Append To Array, Last Text ID);
  • Create HUD Text(Filtered Array(Event Player, Event Player.Info_Active == True), Null, Custom String("[Q - tactical visor]"),
  • Custom String("[unlocks at 10 kills]"), Left, 4, Color(White), Color(Orange), Color(White), Visible To and String,
  • Default Visibility);
  • Create HUD Text(Filtered Array(Event Player, Event Player.Info_Active == True), Null, Custom String("[Interact - Charge Mana]"),
  • Custom String("[Drastically slows Soldier, but increases his Mana over time.]"), Left, 4, Color(White), Color(Orange), Color(
  • White), Visible To and String, Default Visibility);
  • Modify Player Variable(Event Player, Info_HUD, Append To Array, Last Text ID);
  • Create HUD Text(Filtered Array(Event Player, Event Player.Info_Active == True), Null, Custom String("[Notable changes]"),
  • Custom String(
  • "[various buffs are given at different amounts of kills, every kill between 1 and 25 grants something to make soldier stronger]"),
  • Left, 4, Color(White), Color(Orange), Color(White), Visible To and String, Default Visibility);
  • Create HUD Text(Filtered Array(Event Player, Event Player.Info_Active == True), Null, Custom String("[Q - Mana Overcharge]"),
  • Custom String("[Gives unlimited mana for its duration]"), Left, 4, Color(White), Color(Orange), Color(White),
  • Visible To and String, Default Visibility);
  • Modify Player Variable(Event Player, Info_HUD, Append To Array, Last Text ID);
  • }
  • }
  • rule("[sombra] Create HUD Info (Copypaste this for other heroes)")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Soldier: 76;
  • Sombra;
  • }
  • actions
  • {
  • Wait(0.500, Ignore Condition);
  • Create HUD Text(Filtered Array(Event Player, Event Player.Info_Active == True), Hero Icon String(Hero Of(Event Player)), Hero Of(
  • Event Player), Null, Left, -1, Color(White), Color(Orange), Color(White), Visible To and String, Default Visibility);
  • Modify Player Variable(Event Player, Info_HUD, Append To Array, Last Text ID);
  • Create HUD Text(Filtered Array(Event Player, Event Player.Info_Active == True), Null, Custom String("[Passive - Assassin]"),
  • Custom String("[for a short time after coming out of stealth, damage is moderatly increased]"), Left, 1, Color(White), Color(
  • Orange), Color(White), Visible To and String, Default Visibility);
  • Modify Player Variable(Event Player, Info_HUD, Append To Array, Last Text ID);
  • Create HUD Text(Filtered Array(Event Player, Event Player.Info_Active == True), Null, Custom String("[Q - EMP+]"), Custom String(
  • "[puts enemies within its radius to sleep in addition to its previous effect]"), Left, 2, Color(White), Color(Orange), Color(
  • Create HUD Text(Filtered Array(Event Player, Event Player.Info_Active == True), Null, Custom String("[Q - Neurohack]"),
  • Custom String("[puts enemies within its radius to sleep in addition to its previous effect]"), Left, 2, Color(White), Color(
  • Orange), Color(White), Visible To and String, Default Visibility);
  • Modify Player Variable(Event Player, Info_HUD, Append To Array, Last Text ID);
  • Create HUD Text(Filtered Array(Event Player, Event Player.Info_Active == True), Null, Custom String("[rmb - biohack]"),
  • Custom String("[Hacked enemies cannot be healed and have their huds disabled]"), Left, 3, Color(White), Color(Orange), Color(
  • White), Visible To and String, Default Visibility);
  • Modify Player Variable(Event Player, Info_HUD, Append To Array, Last Text ID);
  • Create HUD Text(Filtered Array(Event Player, Event Player.Info_Active == True), Null, Custom String("[notable changes]"),
  • Custom String("[damage, speed, and ammo moderatly increased | health moderatly decreased]"), Left, 3, Color(White), Color(
  • Create HUD Text(Filtered Array(Event Player, Event Player.Info_Active == True), Null, Custom String("[Passive - Assassin]"),
  • Custom String("[for a short time after coming out of stealth, damage is moderatly increased]"), Left, 1, Color(White), Color(
  • Orange), Color(White), Visible To and String, Default Visibility);
  • Modify Player Variable(Event Player, Info_HUD, Append To Array, Last Text ID);
  • Create HUD Text(Filtered Array(Event Player, Event Player.Info_Active == True), Null, Custom String("[Notable Changes]"),
  • Custom String("[health moderately decreased | damage and speed slightly increased | most cooldowns reduced]"), Left, 4, Color(
  • White), Color(Orange), Color(White), Visible To and String, Default Visibility);
  • Modify Player Variable(Event Player, Info_HUD, Append To Array, Last Text ID);
  • }
  • }
  • rule("[sym] Create HUD Info (Copypaste this for other heroes)")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Symmetra;
  • }
  • actions
  • {
  • Wait(0.500, Ignore Condition);
  • Create HUD Text(Filtered Array(Event Player, Event Player.Info_Active == True), Hero Icon String(Hero Of(Event Player)), Hero Of(
  • Event Player), Null, Left, -1, Color(White), Color(Orange), Color(White), Visible To and String, Default Visibility);
  • Modify Player Variable(Event Player, Info_HUD, Append To Array, Last Text ID);
  • Create HUD Text(Filtered Array(Event Player, Event Player.Info_Active == True), Null, Custom String("[LMB - the orb]"),
  • Custom String("[creates a damaging orb that follows your cursor]"), Left, 1, Color(White), Color(Orange), Color(White),
  • Visible To and String, Default Visibility);
  • Modify Player Variable(Event Player, Info_HUD, Append To Array, Last Text ID);
  • Create HUD Text(Filtered Array(Event Player, Event Player.Info_Active == True), Null, Custom String("[RMB - undo]"), Custom String(
  • "[destroys the orb and healing fields]"), Left, 2, Color(White), Color(Orange), Color(White), Visible To and String,
  • Default Visibility);
  • Modify Player Variable(Event Player, Info_HUD, Append To Array, Last Text ID);
  • Create HUD Text(Filtered Array(Event Player, Event Player.Info_Active == True), Null, Custom String("[Shift - healing field]"),
  • Custom String("[places a healing field at the cursor (max of 3)]"), Left, 3, Color(White), Color(Orange), Color(White),
  • Visible To and String, Default Visibility);
  • Modify Player Variable(Event Player, Info_HUD, Append To Array, Last Text ID);
  • Create HUD Text(Filtered Array(Event Player, Event Player.Info_Active == True), Null, Custom String("[notable changes]"),
  • Custom String("[none]"), Left, 4, Color(White), Color(Orange), Color(White), Visible To and String, Default Visibility);
  • Custom String("[You must destroy your efffects with RMB to swap]"), Left, 4, Color(White), Color(Orange), Color(White),
  • Visible To and String, Default Visibility);
  • Modify Player Variable(Event Player, Info_HUD, Append To Array, Last Text ID);
  • }
  • }
  • rule("[torb] Create HUD Info (Copypaste this for other heroes)")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Torbjörn;
  • }
  • actions
  • {
  • Wait(0.500, Ignore Condition);
  • Create HUD Text(Filtered Array(Event Player, Event Player.Info_Active == True), Hero Icon String(Hero Of(Event Player)), Hero Of(
  • Event Player), Null, Left, -1, Color(White), Color(Orange), Color(White), Visible To and String, Default Visibility);
  • Modify Player Variable(Event Player, Info_HUD, Append To Array, Last Text ID);
  • Create HUD Text(Filtered Array(Event Player, Event Player.Info_Active == True), Null, Custom String("[LMB - repair]"),
  • Custom String("[deals damage to enemies and gives armor to teamates]"), Left, 1, Color(White), Color(Orange), Color(White),
  • Visible To and String, Default Visibility);
  • Modify Player Variable(Event Player, Info_HUD, Append To Array, Last Text ID);
  • Create HUD Text(Filtered Array(Event Player, Event Player.Info_Active == True), Null, Custom String("[E - overload]"),
  • Custom String("[duration drastically increased]"), Left, 2, Color(White), Color(Orange), Color(White), Visible To and String,
  • Default Visibility);
  • Modify Player Variable(Event Player, Info_HUD, Append To Array, Last Text ID);
  • Create HUD Text(Filtered Array(Event Player, Event Player.Info_Active == True), Null, Custom String("[notable changes]"),
  • Custom String("[damage, health, and speed moderatly increased | turret and primary fire disabled]"), Left, 3, Color(White),
  • Color(Orange), Color(White), Visible To and String, Default Visibility);
  • Modify Player Variable(Event Player, Info_HUD, Append To Array, Last Text ID);
  • }
  • }
  • rule("[tracer] Create HUD Info (Copypaste this for other heroes)")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Tracer;
  • }
  • actions
  • {
  • Wait(0.500, Ignore Condition);
  • Create HUD Text(Filtered Array(Event Player, Event Player.Info_Active == True), Hero Icon String(Hero Of(Event Player)), Hero Of(
  • Event Player), Null, Left, -1, Color(White), Color(Orange), Color(White), Visible To and String, Default Visibility);
  • Modify Player Variable(Event Player, Info_HUD, Append To Array, Last Text ID);
  • Create HUD Text(Filtered Array(Event Player, Event Player.Info_Active == True), Null, Custom String(
  • "[Passive - Life drain/life steal]"), Custom String(
  • "[your health is constantly draining but you have lifesteal on all of your attacks]"), Left, 1, Color(White), Color(Orange),
  • Color(White), Visible To and String, Default Visibility);
  • Modify Player Variable(Event Player, Info_HUD, Append To Array, Last Text ID);
  • Create HUD Text(Filtered Array(Event Player, Event Player.Info_Active == True), Null, Custom String("[E - recall+]"),
  • Custom String("[restores all blinks upon use]"), Left, 2, Color(White), Color(Orange), Color(White), Visible To and String,
  • Create HUD Text(Filtered Array(Event Player, Event Player.Info_Active == True), Null, Custom String("[E - Mandom]"), Custom String(
  • "[restores all blinks upon use]"), Left, 2, Color(White), Color(Orange), Color(White), Visible To and String,
  • Default Visibility);
  • Modify Player Variable(Event Player, Info_HUD, Append To Array, Last Text ID);
  • Create HUD Text(Filtered Array(Event Player, Event Player.Info_Active == True), Null, Custom String("[notable changes]"),
  • Custom String("[ammo moderatly increased | healing recieved drastically decreased]"), Left, 3, Color(White), Color(Orange),
  • Color(White), Visible To and String, Default Visibility);
  • Modify Player Variable(Event Player, Info_HUD, Append To Array, Last Text ID);
  • }
  • }
  • rule("[widow] Create HUD Info (Copypaste this for other heroes)")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Widowmaker;
  • }
  • actions
  • {
  • Wait(0.500, Ignore Condition);
  • Create HUD Text(Filtered Array(Event Player, Event Player.Info_Active == True), Hero Icon String(Hero Of(Event Player)), Hero Of(
  • Event Player), Null, Left, -1, Color(White), Color(Orange), Color(White), Visible To and String, Default Visibility);
  • Modify Player Variable(Event Player, Info_HUD, Append To Array, Last Text ID);
  • Create HUD Text(Filtered Array(Event Player, Event Player.Info_Active == True), Null, Custom String("[Passive - Trickshot]"),
  • Custom String("[your damage is drastically increased midair]"), Left, 1, Color(White), Color(Orange), Color(White),
  • Visible To and String, Default Visibility);
  • Modify Player Variable(Event Player, Info_HUD, Append To Array, Last Text ID);
  • Create HUD Text(Filtered Array(Event Player, Event Player.Info_Active == True), Null, Custom String("[Passive - Time bubble]"),
  • Custom String(
  • "[you spawn with a bubble around you that protects you from death and pops upon taking damage | slows time briefly upon popping]"),
  • Left, 2, Color(White), Color(Orange), Color(White), Visible To and String, Default Visibility);
  • Modify Player Variable(Event Player, Info_HUD, Append To Array, Last Text ID);
  • Create HUD Text(Filtered Array(Event Player, Event Player.Info_Active == True), Null, Custom String("[Shift - grappaling hook]"),
  • Create HUD Text(Filtered Array(Event Player, Event Player.Info_Active == True), Null, Custom String("[Shift - grappling hook]"),
  • Custom String("[cooldown removed]"), Left, 3, Color(White), Color(Orange), Color(White), Visible To and String,
  • Default Visibility);
  • Modify Player Variable(Event Player, Info_HUD, Append To Array, Last Text ID);
  • Create HUD Text(Filtered Array(Event Player, Event Player.Info_Active == True), Null, Custom String("[Q - Time Slow]"),
  • Custom String("[self explanitory]"), Left, 4, Color(White), Color(Orange), Color(White), Visible To and String,
  • Default Visibility);
  • Modify Player Variable(Event Player, Info_HUD, Append To Array, Last Text ID);
  • Create HUD Text(Filtered Array(Event Player, Event Player.Info_Active == True), Null, Custom String("[notable changes]"),
  • Custom String("[health drastically decreased | damage drastically increased | venom mine and secondary fire disabled]"), Left,
  • 5, Color(White), Color(Orange), Color(White), Visible To and String, Default Visibility);
  • Modify Player Variable(Event Player, Info_HUD, Append To Array, Last Text ID);
  • }
  • }
  • rule("[monke] Create HUD Info (Copypaste this for other heroes)")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Winston;
  • }
  • actions
  • {
  • Wait(0.500, Ignore Condition);
  • Create HUD Text(Filtered Array(Event Player, Event Player.Info_Active == True), Hero Icon String(Hero Of(Event Player)), Hero Of(
  • Event Player), Null, Left, -1, Color(White), Color(Orange), Color(White), Visible To and String, Default Visibility);
  • Modify Player Variable(Event Player, Info_HUD, Append To Array, Last Text ID);
  • Create HUD Text(Filtered Array(Event Player, Event Player.Info_Active == True), Null, Custom String("[shift - jump pack]"),
  • Custom String("[cooldown almost removed | launch distance moderatly reduced]"), Left, 1, Color(White), Color(Orange), Color(
  • White), Visible To and String, Default Visibility);
  • Modify Player Variable(Event Player, Info_HUD, Append To Array, Last Text ID);
  • Create HUD Text(Filtered Array(Event Player, Event Player.Info_Active == True), Null, Custom String("[E - what]"), Custom String(
  • "[tf is the bubble doing?]"), Left, 2, Color(White), Color(Orange), Color(White), Visible To and String, Default Visibility);
  • Modify Player Variable(Event Player, Info_HUD, Append To Array, Last Text ID);
  • Create HUD Text(Filtered Array(Event Player, Event Player.Info_Active == True), Null, Custom String("[Q - ooga booga]"),
  • Custom String("[winston spawns with his ultimate | duration drastically increased]"), Left, 3, Color(White), Color(Orange),
  • Color(White), Visible To and String, Default Visibility);
  • Modify Player Variable(Event Player, Info_HUD, Append To Array, Last Text ID);
  • Create HUD Text(Filtered Array(Event Player, Event Player.Info_Active == True), Null, Custom String("[notable changes]"),
  • Custom String("[health moderatly increased | knockback drastically increased | primary fire disabled]"), Left, 4, Color(White),
  • Color(Orange), Color(White), Visible To and String, Default Visibility);
  • Modify Player Variable(Event Player, Info_HUD, Append To Array, Last Text ID);
  • }
  • }
  • rule("[hampter] Create HUD Info (Copypaste this for other heroes)")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Winston;
  • Wrecking Ball;
  • }
  • actions
  • {
  • Wait(0.500, Ignore Condition);
  • Create HUD Text(Filtered Array(Event Player, Event Player.Info_Active == True), Hero Icon String(Hero Of(Event Player)), Hero Of(
  • Event Player), Null, Left, -1, Color(White), Color(Orange), Color(White), Visible To and String, Default Visibility);
  • Modify Player Variable(Event Player, Info_HUD, Append To Array, Last Text ID);
  • Create HUD Text(Filtered Array(Event Player, Event Player.Info_Active == True), Null, Custom String("[Q - hampster dance]"),
  • Custom String("[makes all enemies emote]"), Left, 1, Color(White), Color(Orange), Color(White), Visible To and String,
  • Default Visibility);
  • Modify Player Variable(Event Player, Info_HUD, Append To Array, Last Text ID);
  • Create HUD Text(Filtered Array(Event Player, Event Player.Info_Active == True), Null, Custom String("[notable changes]"),
  • Custom String(
  • "[hammond is constantly in ball form | health moderatly reduced | most cooldowns are reduced | all movement stats increased]"),
  • Left, 4, Color(White), Color(Orange), Color(White), Visible To and String, Default Visibility);
  • Modify Player Variable(Event Player, Info_HUD, Append To Array, Last Text ID);
  • }
  • }
  • rule("[zarya] Create HUD Info (Copypaste this for other heroes)")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Zarya;
  • }
  • actions
  • {
  • Wait(0.500, Ignore Condition);
  • Create HUD Text(Filtered Array(Event Player, Event Player.Info_Active == True), Hero Icon String(Hero Of(Event Player)), Hero Of(
  • Event Player), Null, Left, -1, Color(White), Color(Orange), Color(White), Visible To and String, Default Visibility);
  • Modify Player Variable(Event Player, Info_HUD, Append To Array, Last Text ID);
  • Create HUD Text(Filtered Array(Event Player, Event Player.Info_Active == True), Null, Custom String("[LMB - particle freeze ray]"),
  • Custom String("[freezes enemis on hit]"), Left, 1, Color(White), Color(Orange), Color(White), Visible To and String,
  • Default Visibility);
  • Create HUD Text(Filtered Array(Event Player, Event Player.Info_Active == True), Null, Custom String(
  • "[LMB - Negative Energy Beam]"), Custom String("[freezes enemies on hit]"), Left, 1, Color(White), Color(Orange), Color(White),
  • Visible To and String, Default Visibility);
  • Modify Player Variable(Event Player, Info_HUD, Append To Array, Last Text ID);
  • Create HUD Text(Filtered Array(Event Player, Event Player.Info_Active == True), Null, Custom String(
  • "[Shift/E - Particle Barrier/Projected Barrier]"), Custom String("[cooldowns moderatly reduced]"), Left, 2, Color(White),
  • "[Shift/E - Particle Barrier/Projected Barrier]"), Custom String("[cooldowns moderately reduced]"), Left, 2, Color(White),
  • Color(Orange), Color(White), Visible To and String, Default Visibility);
  • Modify Player Variable(Event Player, Info_HUD, Append To Array, Last Text ID);
  • Create HUD Text(Filtered Array(Event Player, Event Player.Info_Active == True), Null, Custom String("[Interact - Love Train]"),
  • Custom String("[funny jojo reference :joy: | literally just stolen lmao]"), Left, 3, Color(White), Color(Orange), Color(White),
  • Visible To and String, Default Visibility);
  • Custom String("[Reflects all damage back to the attacker | diables primary and secondary fire]"), Left, 3, Color(White), Color(
  • Orange), Color(White), Visible To and String, Default Visibility);
  • Modify Player Variable(Event Player, Info_HUD, Append To Array, Last Text ID);
  • Create HUD Text(Filtered Array(Event Player, Event Player.Info_Active == True), Null, Custom String("[notable changes]"),
  • Custom String("[health slightly increased | damage and speed moderatly reduced | ammo drastically reduced]"), Left, 4, Color(
  • Custom String("[health slightly increased | damage and speed moderately reduced | ammo drastically reduced]"), Left, 4, Color(
  • White), Color(Orange), Color(White), Visible To and String, Default Visibility);
  • Modify Player Variable(Event Player, Info_HUD, Append To Array, Last Text ID);
  • }
  • }
  • rule("[zen] Create HUD Info (Copypaste this for other heroes)")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Zenyatta;
  • }
  • actions
  • {
  • Wait(0.500, Ignore Condition);
  • Create HUD Text(Filtered Array(Event Player, Event Player.Info_Active == True), Hero Icon String(Hero Of(Event Player)), Hero Of(
  • Event Player), Null, Left, -1, Color(White), Color(Orange), Color(White), Visible To and String, Default Visibility);
  • Modify Player Variable(Event Player, Info_HUD, Append To Array, Last Text ID);
  • Create HUD Text(Filtered Array(Event Player, Event Player.Info_Active == True), Null, Custom String("[Q - F U n n y]"),
  • Create HUD Text(Filtered Array(Event Player, Event Player.Info_Active == True), Null, Custom String("[Q - A S C E N D]"),
  • Custom String("[launches enemies into the sky (rip bastion)]"), Left, 1, Color(White), Color(Orange), Color(White),
  • Visible To and String, Default Visibility);
  • Modify Player Variable(Event Player, Info_HUD, Append To Array, Last Text ID);
  • Create HUD Text(Filtered Array(Event Player, Event Player.Info_Active == True), Null, Custom String("[lmb - Foot of Discord]"),
  • Custom String("[Teleports zenyatta to the cursor (fair and balanced)]"), Left, 2, Color(White), Color(Orange), Color(White),
  • Visible To and String, Default Visibility);
  • Modify Player Variable(Event Player, Info_HUD, Append To Array, Last Text ID);
  • Create HUD Text(Filtered Array(Event Player, Event Player.Info_Active == True), Null, Custom String("[notable changes]"),
  • Custom String("[speed and damage drastically increased | primary and secondary fire disabled | health drastically decreased]"),
  • Left, 2, Color(White), Color(Orange), Color(White), Visible To and String, Default Visibility);
  • Left, 3, Color(White), Color(Orange), Color(White), Visible To and String, Default Visibility);
  • Modify Player Variable(Event Player, Info_HUD, Append To Array, Last Text ID);
  • }
  • }
  • rule("hanzode")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Hanzo;
  • }
  • conditions
  • {
  • Is Button Held(Event Player, Button(Interact)) == True;
  • }
  • actions
  • {
  • If(Event Player.terrariaammoglitch == Custom String("healing"));
  • Event Player.terrariaammoglitch = Custom String("piercing");
  • If(Event Player.pogjectilepogsition == Custom String("healing"));
  • Event Player.pogjectilepogsition = Custom String("piercing");
  • Abort;
  • End;
  • If(Event Player.terrariaammoglitch == Custom String("piercing"));
  • Event Player.terrariaammoglitch = Custom String("explosive");
  • If(Event Player.pogjectilepogsition == Custom String("piercing"));
  • Event Player.pogjectilepogsition = Custom String("explosive");
  • Abort;
  • End;
  • If(Event Player.terrariaammoglitch == Custom String("explosive"));
  • Event Player.terrariaammoglitch = Custom String("fire");
  • If(Event Player.pogjectilepogsition == Custom String("explosive"));
  • Event Player.pogjectilepogsition = Custom String("fire");
  • Abort;
  • End;
  • If(Event Player.terrariaammoglitch == Custom String("fire"));
  • Event Player.terrariaammoglitch = Custom String("freeze");
  • If(Event Player.pogjectilepogsition == Custom String("fire"));
  • Event Player.pogjectilepogsition = Custom String("freeze");
  • Abort;
  • End;
  • If(Event Player.terrariaammoglitch == Custom String("freeze"));
  • Event Player.terrariaammoglitch = Custom String("holy");
  • If(Event Player.pogjectilepogsition == Custom String("freeze"));
  • Event Player.pogjectilepogsition = Custom String("holy");
  • Abort;
  • End;
  • If(Event Player.terrariaammoglitch == Custom String("holy"));
  • Event Player.terrariaammoglitch = Custom String("healing");
  • If(Event Player.pogjectilepogsition == Custom String("holy"));
  • Event Player.pogjectilepogsition = Custom String("healing");
  • Abort;
  • End;
  • If(Event Player.terrariaammoglitch == 0);
  • Event Player.terrariaammoglitch = Custom String("piercing");
  • If(Event Player.pogjectilepogsition == 0);
  • Event Player.pogjectilepogsition = Custom String("piercing");
  • Abort;
  • End;
  • }
  • }
  • rule("piercing")
  • {
  • event
  • {
  • Player Dealt Damage;
  • All;
  • Hanzo;
  • }
  • conditions
  • {
  • Event Player.terrariaammoglitch == Custom String("piercing");
  • Event Player.pogjectilepogsition == Custom String("piercing");
  • }
  • actions
  • {
  • Play Effect(All Players(All Teams), Bad Explosion, Color(Violet), Victim, 1);
  • Play Effect(All Players(All Teams), Debuff Impact Sound, Color(Violet), Victim, 40);
  • Wait(0.110, Ignore Condition);
  • Damage(Players in View Angle(Event Player, All Teams, 10), Event Player, 100);
  • Play Effect(All Players(All Teams), Bad Explosion, Color(Violet), Players in View Angle(Event Player, Opposite Team Of(Team Of(
  • Event Player)), 10), 1);
  • Play Effect(All Players(All Teams), Debuff Impact Sound, Color(Violet), Players in View Angle(Event Player, Opposite Team Of(
  • Team Of(Event Player)), 10), 40);
  • Wait(0.200, Ignore Condition);
  • Destroy Effect(Last Created Entity);
  • Wait(0.100, Ignore Condition);
  • }
  • }
  • rule("junkrat arrows")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Hanzo;
  • }
  • conditions
  • {
  • Is Firing Primary(Event Player) == True;
  • Event Player.terrariaammoglitch == Custom String("explosive");
  • Event Player.pogjectilepogsition == Custom String("explosive");
  • }
  • actions
  • {
  • Wait Until(Is Firing Primary(Event Player) == False, 99999);
  • Play Effect(All Players(All Teams), Bad Explosion, Color(Orange), Ray Cast Hit Position(Eye Position(Event Player), Eye Position(
  • Event Player) + Facing Direction Of(Event Player) * 100, All Living Players(Opposite Team Of(Team Of(Event Player))),
  • All Living Players(Team Of(Event Player)), True), 3);
  • Play Effect(All Players(All Teams), Explosion Sound, Color(Orange), Ray Cast Hit Position(Eye Position(Event Player), Eye Position(
  • Event Player) + Facing Direction Of(Event Player) * 100, All Living Players(Opposite Team Of(Team Of(Event Player))),
  • All Living Players(Team Of(Event Player)), True), 50);
  • Damage(Players Within Radius(Ray Cast Hit Position(Eye Position(Event Player), Eye Position(Event Player) + Facing Direction Of(
  • Event Player) * 100, All Living Players(Opposite Team Of(Team Of(Event Player))), All Living Players(Team Of(Event Player)),
  • True), 3, Array(Event Player, Opposite Team Of(Team Of(Event Player))), Off), Event Player, 50);
  • Wait(0.100, Ignore Condition);
  • }
  • }
  • rule("hototot hoto ow hot")
  • {
  • event
  • {
  • Player Dealt Damage;
  • All;
  • Hanzo;
  • }
  • conditions
  • {
  • Event Player.terrariaammoglitch == Custom String("fire");
  • Event Player.pogjectilepogsition == Custom String("fire");
  • }
  • actions
  • {
  • "why does it not do damage"
  • Set Status(Victim, Event Player, Burning, 6);
  • Start Damage Over Time(Victim, Null, 5, 25);
  • Wait(5, Ignore Condition);
  • }
  • }
  • rule("coldcold col d col d ow cold")
  • {
  • event
  • {
  • Player Dealt Damage;
  • All;
  • Hanzo;
  • }
  • conditions
  • {
  • Event Player.terrariaammoglitch == Custom String("freeze");
  • Event Player.pogjectilepogsition == Custom String("freeze");
  • }
  • actions
  • {
  • Set Status(Victim, Event Player, Frozen, 1.500);
  • Wait(8, Ignore Condition);
  • Play Effect(All Players(All Teams), Ring Explosion, Color(Sky Blue), Event Player, 1.500);
  • }
  • }
  • rule("Terraria Daedalus Stormbow")
  • {
  • event
  • {
  • Player Dealt Damage;
  • All;
  • Hanzo;
  • }
  • conditions
  • {
  • Event Player.terrariaammoglitch == Custom String("holy");
  • Event Player.pogjectilepogsition == Custom String("holy");
  • }
  • actions
  • {
  • Create Effect(All Players(All Teams), Light Shaft, Color(White), Position Of(Victim) + Vector(0, -5, 0), 1.500, None);
  • Play Effect(All Players(All Teams), Ring Explosion Sound, Color(White), Event Player, 30);
  • Damage(Players Within Radius(Victim, 1.500, All Teams, Off), Event Player, 10);
  • Wait(0.100, Ignore Condition);
  • Damage(Players Within Radius(Victim, 1.500, All Teams, Off), Event Player, 10);
  • Wait(0.100, Ignore Condition);
  • Damage(Players Within Radius(Victim, 1.500, All Teams, Off), Event Player, 10);
  • Wait(0.100, Ignore Condition);
  • Damage(Players Within Radius(Victim, 1.500, All Teams, Off), Event Player, 10);
  • Wait(0.100, Ignore Condition);
  • Damage(Players Within Radius(Victim, 1.500, All Teams, Off), Event Player, 10);
  • Wait(0.100, Ignore Condition);
  • Damage(Players Within Radius(Victim, 1.500, All Teams, Off), Event Player, 10);
  • Wait(0.100, Ignore Condition);
  • Damage(Players Within Radius(Victim, 1.500, All Teams, Off), Event Player, 10);
  • Wait(0.100, Ignore Condition);
  • Damage(Players Within Radius(Victim, 1.500, All Teams, Off), Event Player, 10);
  • Wait(0.100, Ignore Condition);
  • Damage(Players Within Radius(Victim, 1.500, All Teams, Off), Event Player, 10);
  • Wait(0.100, Ignore Condition);
  • Damage(Players Within Radius(Victim, 1.500, All Teams, Off), Event Player, 10);
  • Destroy Effect(Last Created Entity);
  • Wait(0.100, Ignore Condition);
  • }
  • }
  • rule("mmmmmmmm heal")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Hanzo;
  • }
  • conditions
  • {
  • Is Firing Primary(Event Player) == True;
  • Event Player.terrariaammoglitch == Custom String("healing");
  • Event Player.pogjectilepogsition == Custom String("healing");
  • }
  • actions
  • {
  • Wait Until(Is Firing Primary(Event Player) == False, 99999);
  • Play Effect(All Players(All Teams), Good Explosion, Color(Yellow), Ray Cast Hit Position(Eye Position(Event Player), Eye Position(
  • Event Player) + Facing Direction Of(Event Player) * 100, All Living Players(Opposite Team Of(Team Of(Event Player))),
  • All Living Players(Team Of(Event Player)), True), 2);
  • Play Effect(All Players(All Teams), Buff Explosion Sound, Color(Yellow), Ray Cast Hit Position(Eye Position(Event Player),
  • Eye Position(Event Player) + Facing Direction Of(Event Player) * 100, All Living Players(Opposite Team Of(Team Of(
  • Event Player))), All Living Players(Team Of(Event Player)), True), 30);
  • Heal(Players Within Radius(Ray Cast Hit Position(Eye Position(Event Player), Eye Position(Event Player) + Facing Direction Of(
  • Event Player) * 100, All Living Players(All Teams), Event Player, True), 2, Team Of(Event Player), Off), Event Player, 50);
  • Wait(2, Ignore Condition);
  • }
  • }
  • rule("mei, horseman of the apocalypse")
  • {
  • event
  • {
  • Player Dealt Damage;
  • All;
  • Mei;
  • }
  • conditions
  • {
  • Is Firing Primary(Event Player) == True;
  • }
  • actions
  • {
  • Start Damage Over Time(Victim, Event Player, 2, 15);
  • Create Effect(All Players(All Teams), Cloud, Color(Lime Green), Victim, 2, Visible To Position and Radius);
  • Event Player.greemisbad = Last Created Entity;
  • Set Move Speed(Victim, 70);
  • Wait(0.300, Ignore Condition);
  • Start Damage Over Time(Players Within Radius(Victim, 5, Opposite Team Of(Team Of(Event Player)), Off), Victim, 2, 15);
  • Wait(1.900, Ignore Condition);
  • Destroy Effect(Event Player.greemisbad);
  • Set Move Speed(Victim, 100);
  • }
  • }
  • rule("plague explosion")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Mei;
  • }
  • conditions
  • {
  • Is Using Ability 1(Event Player) == True;
  • }
  • actions
  • {
  • Create Effect(All Players(All Teams), Sphere, Color(Lime Green), Event Player, 2.500, Visible To Position and Radius);
  • Event Player.meisplosion = Last Created Entity;
  • Wait Until(Is Using Ability 1(Event Player) == False, 99999);
  • Destroy Effect(Event Player.meisplosion);
  • Play Effect(All Players(All Teams), Bad Explosion, Color(Lime Green), Event Player, 5);
  • Start Damage Over Time(Players Within Radius(Event Player, 5, Opposite Team Of(Team Of(Event Player)), Off), Event Player, 5, 20);
  • Set Move Speed(Players Within Radius(Event Player, 5, Opposite Team Of(Team Of(Event Player)), Off), 70);
  • Wait(4.900, Ignore Condition);
  • Set Move Speed(All Living Players(Opposite Team Of(Team Of(Event Player))), 100);
  • }
  • }
  • rule("pesitlence")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Mei;
  • }
  • conditions
  • {
  • Is Using Ultimate(Event Player) == True;
  • }
  • actions
  • {
  • Event Player.obamalocation = Position Of(Event Player);
  • Event Player.fireball = Position Of(Event Player);
  • Wait(0.100, Ignore Condition);
  • Start Damage Over Time(Players Within Radius(Event Player.obamalocation, 15, Opposite Team Of(Team Of(Event Player)), Off), Null,
  • 1.900, 20);
  • Create Effect(All Players(All Teams), Cloud, Color(Lime Green), Event Player.obamalocation, 15, Visible To Position and Radius);
  • Start Damage Over Time(Players Within Radius(Event Player.fireball, 15, Opposite Team Of(Team Of(Event Player)), Off), Null, 1.900,
  • 20);
  • Create Effect(All Players(All Teams), Cloud, Color(Lime Green), Event Player.fireball, 15, Visible To Position and Radius);
  • Event Player.vinecomp = Last Created Entity;
  • Set Move Speed(Players Within Radius(Event Player, 15, Opposite Team Of(Team Of(Event Player)), Off), 50);
  • Wait(2, Ignore Condition);
  • Start Damage Over Time(Players Within Radius(Event Player.obamalocation, 15, Opposite Team Of(Team Of(Event Player)), Off), Null,
  • 1.900, 40);
  • Start Damage Over Time(Players Within Radius(Event Player.fireball, 15, Opposite Team Of(Team Of(Event Player)), Off), Null, 1.900,
  • 40);
  • Wait(2, Ignore Condition);
  • Start Damage Over Time(Players Within Radius(Event Player.obamalocation, 15, Opposite Team Of(Team Of(Event Player)), Off), Null,
  • 1.900, 20);
  • Start Damage Over Time(Players Within Radius(Event Player.fireball, 15, Opposite Team Of(Team Of(Event Player)), Off), Null, 1.900,
  • 20);
  • Wait(2, Ignore Condition);
  • Start Damage Over Time(Players Within Radius(Event Player.obamalocation, 15, Opposite Team Of(Team Of(Event Player)), Off), Null,
  • 1.900, 20);
  • Start Damage Over Time(Players Within Radius(Event Player.fireball, 15, Opposite Team Of(Team Of(Event Player)), Off), Null, 1.900,
  • 20);
  • Wait(2, Ignore Condition);
  • Start Damage Over Time(Players Within Radius(Event Player.obamalocation, 15, Opposite Team Of(Team Of(Event Player)), Off), Null,
  • 1.900, 20);
  • Start Damage Over Time(Players Within Radius(Event Player.fireball, 15, Opposite Team Of(Team Of(Event Player)), Off), Null, 1.900,
  • 20);
  • Wait(2, Ignore Condition);
  • Start Damage Over Time(Players Within Radius(Event Player.obamalocation, 15, Opposite Team Of(Team Of(Event Player)), Off), Null,
  • 1.900, 20);
  • Start Damage Over Time(Players Within Radius(Event Player.fireball, 15, Opposite Team Of(Team Of(Event Player)), Off), Null, 1.900,
  • 20);
  • Wait(2, Ignore Condition);
  • Start Damage Over Time(Players Within Radius(Event Player.obamalocation, 15, Opposite Team Of(Team Of(Event Player)), Off), Null,
  • 1.900, 20);
  • Start Damage Over Time(Players Within Radius(Event Player.fireball, 15, Opposite Team Of(Team Of(Event Player)), Off), Null, 1.900,
  • 20);
  • Wait(2, Ignore Condition);
  • Start Damage Over Time(Players Within Radius(Event Player.obamalocation, 15, Opposite Team Of(Team Of(Event Player)), Off), Null,
  • 1.900, 20);
  • Start Damage Over Time(Players Within Radius(Event Player.fireball, 15, Opposite Team Of(Team Of(Event Player)), Off), Null, 1.900,
  • 20);
  • Wait(2, Ignore Condition);
  • Start Damage Over Time(Players Within Radius(Event Player.obamalocation, 15, Opposite Team Of(Team Of(Event Player)), Off), Null,
  • 1.900, 20);
  • Start Damage Over Time(Players Within Radius(Event Player.fireball, 15, Opposite Team Of(Team Of(Event Player)), Off), Null, 1.900,
  • 20);
  • Wait(2, Ignore Condition);
  • Start Damage Over Time(Players Within Radius(Event Player.obamalocation, 15, Opposite Team Of(Team Of(Event Player)), Off), Null,
  • 1.900, 20);
  • Start Damage Over Time(Players Within Radius(Event Player.fireball, 15, Opposite Team Of(Team Of(Event Player)), Off), Null, 1.900,
  • 20);
  • Wait(2, Ignore Condition);
  • Set Move Speed(All Players(All Teams), 100);
  • Destroy Effect(Event Player.vinecomp);
  • }
  • }
  • rule("widow funny moments comp #82")
  • {
  • event
  • {
  • Player Took Damage;
  • All;
  • Widowmaker;
  • }
  • conditions
  • {
  • Event Player.bs == 0;
  • }
  • actions
  • {
  • Event Player.bs = 1;
  • Destroy Effect(Event Player.widowbubble);
  • Clear Status(Event Player, Unkillable);
  • Set Slow Motion(50);
  • Wait(1, Ignore Condition);
  • Set Slow Motion(100);
  • Wait(59, Ignore Condition);
  • Event Player.bs = 0;
  • }
  • }
  • rule("widow funny moments comp #83")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Widowmaker;
  • }
  • conditions
  • {
  • Event Player.bs == 0;
  • }
  • actions
  • {
  • Set Status(Event Player, Null, Unkillable, 9999);
  • Create Effect(All Players(Opposite Team Of(Team Of(Event Player))), Sphere, Color(White), Event Player, 1.200,
  • Visible To Position and Radius);
  • Event Player.widowbubble = Last Created Entity;
  • }
  • }
  • rule("Sugma funny moments")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Sigma;
  • }
  • conditions
  • {
  • Is Button Held(Event Player, Button(Interact)) == True;
  • Event Player.gravitycd == 0;
  • }
  • actions
  • {
  • Event Player.sugmalocation = Ray Cast Hit Position(Eye Position(Event Player), Eye Position(Event Player) + Facing Direction Of(
  • Event Player) * 100, Null, All Living Players(All Teams), True);
  • Create Effect(All Players(All Teams), Ring, Color(Blue), Event Player.sugmalocation, 6, Visible To Position and Radius);
  • Event Player.Geffect1 = Last Created Entity;
  • Wait(0.100, Ignore Condition);
  • Create Effect(All Players(All Teams), Bad Aura, Color(Blue), Vector(X Component Of(Event Player.sugmalocation), Y Component Of(
  • Event Player.sugmalocation) - 3.500, Z Component Of(Event Player.sugmalocation)), 6, Visible To Position and Radius);
  • Event Player.Geffect2 = Last Created Entity;
  • Event Player.gravitycd = 1;
  • }
  • }
  • rule("Sugma funny moments")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Sigma;
  • }
  • conditions
  • {
  • Event Player.gravitycd == 1;
  • }
  • actions
  • {
  • Wait(0.100, Ignore Condition);
  • Set Gravity(Players Within Radius(Event Player.sugmalocation, 6, Opposite Team Of(Team Of(Event Player)), Off), 500);
  • Set Move Speed(Players Within Radius(Event Player.sugmalocation, 6, Opposite Team Of(Team Of(Event Player)), Off), 80);
  • Set Projectile Gravity(Players Within Radius(Event Player.sugmalocation, 6, Opposite Team Of(Team Of(Event Player)), Off), 500);
  • Damage(Players Within Radius(Event Player.sugmalocation, 6, Opposite Team Of(Team Of(Event Player)), Off), Event Player, 20);
  • Wait(0.900, Ignore Condition);
  • Loop If Condition Is True;
  • }
  • }
  • rule("Sugma funny moments")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Sigma;
  • }
  • conditions
  • {
  • Event Player.gravitycd == 1;
  • }
  • actions
  • {
  • Wait(6, Ignore Condition);
  • Event Player.gravitycd = 2;
  • Set Gravity(Players Within Radius(Event Player.sugmalocation, 8, Opposite Team Of(Team Of(Event Player)), Off), 100);
  • Set Move Speed(Players Within Radius(Event Player.sugmalocation, 8, Opposite Team Of(Team Of(Event Player)), Off), 100);
  • Set Projectile Gravity(Players Within Radius(Event Player.sugmalocation, 8, Opposite Team Of(Team Of(Event Player)), Off), 100);
  • Destroy Effect(Event Player.Geffect1);
  • Destroy Effect(Event Player.Geffect2);
  • Wait(8, Ignore Condition);
  • Event Player.gravitycd = 0;
  • }
  • }
  • rule("widow funny moments comp #82")
  • {
  • event
  • {
  • Player Took Damage;
  • All;
  • All;
  • }
  • conditions
  • {
  • Event Player.bs == 0;
  • }
  • actions
  • {
  • Event Player.bs = 2;
  • Destroy Effect(Event Player.widowbubble);
  • Clear Status(Event Player, Unkillable);
  • }
  • }
  • rule("brig based")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Brigitte;
  • }
  • conditions
  • {
  • Hero Of(Event Player) == Hero(Brigitte);
  • }
  • actions
  • {
  • Add Health Pool To Player(Players Within Radius(Event Player, 4, Team Of(Event Player), Off), Armor, 5, False, True);
  • Wait(0.500, Ignore Condition);
  • Loop If Condition Is True;
  • }
  • }
  • rule("brig baseder")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Brigitte;
  • }
  • conditions
  • {
  • Hero Of(Event Player) == Hero(Brigitte);
  • }
  • actions
  • {
  • Create Effect(All Players(All Teams), Ring, Color(Orange), Vector(X Component Of(Eye Position(Event Player)), Y Component Of(
  • Eye Position(Event Player)) - 1.500, Z Component Of(Eye Position(Event Player))), 4, Visible To Position and Radius);
  • Event Player.brigring = Last Created Entity;
  • Wait Until(Hero Of(Event Player) != Hero(Brigitte), 99999);
  • Destroy Effect(Event Player.brigring);
  • }
  • }
  • rule("GO AWAY")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Hero Of(Event Player) != Hero(Brigitte);
  • }
  • actions
  • {
  • Destroy Effect(Event Player.brigring);
  • Wait(0.100, Ignore Condition);
  • Loop If Condition Is True;
  • disabled Wait(0.100, Ignore Condition);
  • disabled Loop If Condition Is True;
  • }
  • }
  • rule("Rule 243")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Brigitte;
  • }
  • conditions
  • {
  • Hero Of(Event Player) == Hero(Brigitte);
  • }
  • actions
  • {
  • Start Scaling Barriers(Event Player, 2, True);
  • Wait Until(Hero Of(Event Player) != Hero(Brigitte), 99999);
  • Stop Scaling Barriers(Event Player);
  • }
  • }
  • rule("echo custom ult because duplicate breaks everything")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Echo;
  • }
  • conditions
  • {
  • Ultimate Charge Percent(Event Player) >= 100;
  • Is Button Held(Event Player, Button(Ultimate)) == True;
  • }
  • actions
  • {
  • Wait(0.100, Ignore Condition);
  • Set Ultimate Charge(Event Player, 0);
  • Event Player.whentheechoisulting = 1;
  • Create Effect(All Players(All Teams), Good Aura, Color(Purple), Event Player, 1.200, Visible To Position and Radius);
  • Event Player.echovisual = Last Created Entity;
  • Wait(10, Ignore Condition);
  • Event Player.whentheechoisulting = 0;
  • Destroy Effect(Event Player.echovisual);
  • }
  • }
  • rule("when the echo is ulting!")
  • {
  • event
  • {
  • Player Dealt Damage;
  • All;
  • Echo;
  • }
  • conditions
  • {
  • Event Player.whentheechoisulting == 1;
  • }
  • actions
  • {
  • Wait(0.050, Ignore Condition);
  • Damage(Victim, Null, Event Damage * 0.750);
  • Play Effect(All Players(All Teams), Bad Explosion, Color(Purple), Victim, 1);
  • }
  • }
  • rule("when the echo is ulting!")
  • {
  • event
  • {
  • Player Dealt Damage;
  • All;
  • Echo;
  • }
  • conditions
  • {
  • Event Player.whentheechoisulting == 1;
  • }
  • actions
  • {
  • Create In-World Text(Players Within Radius(Victim, 100, Team Of(Event Player), Off), Round To Integer(Event Damage * 0.750, Up),
  • Victim + Vector(0, 3.500, 0), 100, Clip Against Surfaces, Visible To Position and String, Color(Purple), Default Visibility);
  • Event Player.dupetext = Last Text ID;
  • Wait(0.050, Ignore Condition);
  • Destroy In-World Text(Event Player.dupetext);
  • }
  • }
  • rule("ult not work")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Echo;
  • }
  • conditions
  • {
  • Ultimate Charge Percent(Event Player) >= 100;
  • }
  • actions
  • {
  • Disallow Button(Event Player, Button(Ultimate));
  • }
  • }
  • rule("ult not work")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Brigitte;
  • }
  • conditions
  • {
  • Ultimate Charge Percent(Event Player) >= 100;
  • }
  • actions
  • {
  • Disallow Button(Event Player, Button(Ultimate));
  • }
  • }
  • rule("brig your mom")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Brigitte;
  • }
  • conditions
  • {
  • Ultimate Charge Percent(Event Player) >= 100;
  • Is Button Held(Event Player, Button(Ultimate)) == True;
  • }
  • actions
  • {
  • Wait(0.100, Ignore Condition);
  • Set Ultimate Charge(Event Player, 0);
  • Play Effect(All Players(All Teams), Good Explosion, Color(Orange), Event Player, 10);
  • Add Health Pool To Player(Players Within Radius(Event Player, 15, Team Of(Event Player), Off), Armor, 250, False, True);
  • }
  • }
  • rule("lol")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Orisa;
  • }
  • conditions
  • {
  • Is Button Held(Event Player, Button(Interact)) == True;
  • }
  • actions
  • {
  • Set Status(Event Player, Null, Burning, 2);
  • Set Status(Event Player, Null, Rooted, 2);
  • Create Effect(All Players(All Teams), Good Aura, Color(Orange), Event Player, 2, Visible To Position and Radius);
  • Event Player.selffunnyeffect = Last Created Entity;
  • Wait(2, Ignore Condition);
  • Wait(1.500, Ignore Condition);
  • Destroy Effect(Event Player.selffunnyeffect);
  • If(Health(Event Player) > 0);
  • Play Effect(All Players(All Teams), Bad Explosion, Color(Orange), Event Player, 5);
  • Damage(Event Player, Event Player, 9999);
  • Damage(Players Within Radius(Event Player, 5, Opposite Team Of(Team Of(Event Player)), Surfaces And Enemy Barriers), Event Player,
  • Play Effect(All Players(All Teams), Bad Explosion, Color(Orange), Event Player, 7);
  • Damage(Players Within Radius(Event Player, 7, Opposite Team Of(Team Of(Event Player)), Surfaces And Enemy Barriers), Event Player,
  • 400);
  • Wait(0.100, Ignore Condition);
  • Damage(Event Player, All Players(All Teams), 9999);
  • }
  • }
  • rule("Love train")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Zarya;
  • }
  • conditions
  • {
  • Event Player.lovetrain == 0;
  • Is Button Held(Event Player, Button(Interact)) == True;
  • }
  • actions
  • {
  • Event Player.lovetrain = 1;
  • Set Status(Event Player, Null, Unkillable, 4);
  • Disallow Button(Event Player, Button(Primary Fire));
  • Disallow Button(Event Player, Button(Secondary Fire));
  • Set Status(Event Player, Null, Unkillable, 4);
  • Create Effect(All Players(All Teams), Light Shaft, Color(Yellow), Vector(X Component Of(Position Of(Event Player)) + 1.500,
  • Y Component Of(Position Of(Event Player)), Z Component Of(Position Of(Event Player))), 0.300, Visible To Position and Radius);
  • Create Effect(All Players(All Teams), Light Shaft, Color(Rose), Vector(X Component Of(Position Of(Event Player)), Y Component Of(
  • Eye Position(Event Player)) - 2, Z Component Of(Position Of(Event Player))), 1, Visible To Position and Radius);
  • Start Forcing Player To Be Hero(Event Player, Hero(Zarya));
  • Event Player.lt1 = Last Created Entity;
  • Create Effect(All Players(All Teams), Light Shaft, Color(Yellow), Vector(X Component Of(Position Of(Event Player)) + -1.500,
  • Y Component Of(Position Of(Event Player)), Z Component Of(Position Of(Event Player))), 0.300, Visible To Position and Radius);
  • Event Player.lt2 = Last Created Entity;
  • Create Effect(All Players(All Teams), Light Shaft, Color(Yellow), Vector(X Component Of(Position Of(Event Player)), Y Component Of(
  • Position Of(Event Player)), Z Component Of(Position Of(Event Player)) + 1.500), 0.300, Visible To Position and Radius);
  • Event Player.lt3 = Last Created Entity;
  • Create Effect(All Players(All Teams), Light Shaft, Color(Yellow), Vector(X Component Of(Position Of(Event Player)), Y Component Of(
  • Position Of(Event Player)), Z Component Of(Position Of(Event Player)) + -1.500), 0.300, Visible To Position and Radius);
  • Event Player.lt4 = Last Created Entity;
  • Create Effect(All Players(All Teams), Light Shaft, Color(Yellow), Vector(X Component Of(Position Of(Event Player)) + 1.200,
  • Y Component Of(Position Of(Event Player)), Z Component Of(Position Of(Event Player)) + 1.200), 0.300,
  • Visible To Position and Radius);
  • Event Player.lt5 = Last Created Entity;
  • Create Effect(All Players(All Teams), Light Shaft, Color(Yellow), Vector(X Component Of(Position Of(Event Player)) + -1.200,
  • Y Component Of(Position Of(Event Player)), Z Component Of(Position Of(Event Player)) + -1.200), 0.300,
  • Visible To Position and Radius);
  • Event Player.lt6 = Last Created Entity;
  • Create Effect(All Players(All Teams), Light Shaft, Color(Yellow), Vector(X Component Of(Position Of(Event Player)) + -1.200,
  • Y Component Of(Position Of(Event Player)), Z Component Of(Position Of(Event Player)) + 1.200), 0.300,
  • Visible To Position and Radius);
  • Event Player.lt7 = Last Created Entity;
  • Create Effect(All Players(All Teams), Light Shaft, Color(Yellow), Vector(X Component Of(Position Of(Event Player)) + 1.200,
  • Y Component Of(Position Of(Event Player)), Z Component Of(Position Of(Event Player)) + -1.200), 0.300,
  • Visible To Position and Radius);
  • Event Player.lt8 = Last Created Entity;
  • Wait(7, Ignore Condition);
  • Stop Forcing Player To Be Hero(Event Player);
  • Allow Button(Event Player, Button(Primary Fire));
  • Allow Button(Event Player, Button(Secondary Fire));
  • Destroy Effect(Event Player.lt2);
  • Destroy Effect(Event Player.lt3);
  • Destroy Effect(Event Player.lt4);
  • Destroy Effect(Event Player.lt5);
  • Destroy Effect(Event Player.lt6);
  • Destroy Effect(Event Player.lt7);
  • Destroy Effect(Event Player.lt8);
  • Destroy Effect(Event Player.lt1);
  • Event Player.LTCD = 40;
  • Create HUD Text(Event Player, Event Player.LTCD, Null, Null, Top, 5, Color(Rose), Color(White), Color(White),
  • Visible To and String, Default Visibility);
  • Event Player.TOOMANYVARIABLES = Last Text ID;
  • Event Player.lovetrain = 2;
  • Wait(40, Ignore Condition);
  • Event Player.lovetrain = 0;
  • Destroy Effect(Event Player.lt1);
  • }
  • }
  • rule("lovetrain")
  • {
  • event
  • {
  • Player Took Damage;
  • All;
  • Zarya;
  • }
  • conditions
  • {
  • Event Player.lovetrain == 1;
  • }
  • actions
  • {
  • Damage(Attacker, Attacker, Event Damage);
  • Heal(Event Player, Null, Event Damage);
  • Play Effect(All Players(All Teams), Bad Explosion, Color(Yellow), Attacker, 1);
  • Play Effect(All Players(All Teams), Bad Explosion, Color(Rose), Attacker, 1);
  • }
  • }
  • rule("ltcd")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Zarya;
  • All;
  • }
  • conditions
  • {
  • Event Player.lovetrain == 2;
  • Event Player.LTCD > 0;
  • }
  • actions
  • {
  • Event Player.LTCD -= 1;
  • Wait(1, Ignore Condition);
  • End;
  • Loop If Condition Is True;
  • Destroy HUD Text(Event Player.TOOMANYVARIABLES);
  • Event Player.lovetrain = 0;
  • Allow Button(Event Player, Button(Primary Fire));
  • Allow Button(Event Player, Button(Primary Fire));
  • Clear Status(Event Player, Unkillable);
  • }
  • }
  • rule("lol (lol)")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Bastion;
  • }
  • conditions
  • {
  • Is Button Held(Event Player, Button(Interact)) == True;
  • Event Player.funnybullets == 0;
  • }
  • actions
  • {
  • Event Player.funnybullets = 1;
  • Create Effect(All Players(All Teams), Bad Aura, Color(Blue), Event Player, 1.500, Visible To Position and Radius);
  • Event Player.basting = Last Created Entity;
  • Set Damage Dealt(Event Player, 70);
  • Wait(6, Ignore Condition);
  • Event Player.funnybullets = 2;
  • Set Damage Dealt(Event Player, 100);
  • Create HUD Text(Event Player, Event Player.gbcd, Null, Null, Top, 5, Color(Blue), Color(Blue), Color(White), Visible To and String,
  • Default Visibility);
  • Event Player.nukeactive = Last Text ID;
  • Destroy Effect(Event Player.basting);
  • Event Player.gbcd = 8;
  • Wait(8, Ignore Condition);
  • Event Player.funnybullets = 0;
  • }
  • }
  • rule("lol (lol) [lol]")
  • {
  • event
  • {
  • Player Dealt Damage;
  • All;
  • Bastion;
  • }
  • conditions
  • {
  • Event Player.funnybullets == 1;
  • }
  • actions
  • {
  • Apply Impulse(Victim, Direction Towards(Victim, Event Player), 5, To World, Cancel Contrary Motion);
  • Play Effect(All Players(All Teams), Bad Explosion, Color(Blue), Victim, 0.500);
  • }
  • }
  • rule("lol (lol) [lol] {lol}")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Bastion;
  • }
  • conditions
  • {
  • Event Player.funnybullets == 2;
  • Event Player.gbcd > 0;
  • }
  • actions
  • {
  • Event Player.gbcd -= 1;
  • Wait(1, Ignore Condition);
  • If(Hero Of(Event Player) != Hero(Bastion));
  • Destroy HUD Text(Event Player.nukeactive);
  • Abort;
  • End;
  • Loop If Condition Is True;
  • Destroy HUD Text(Event Player.nukeactive);
  • Event Player.funnybullets = 0;
  • }
  • }
  • rule("workshop bad")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • actions
  • {
  • Disable Inspector Recording;
  • }
  • }
  • rule("genji smoke")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Genji;
  • }
  • conditions
  • {
  • Is Button Held(Event Player, Button(Interact)) == True;
  • }
  • actions
  • {
  • Play Effect(All Players(All Teams), Good Explosion, Color(Gray), Event Player, 3);
  • Wait(0.100, Ignore Condition);
  • Teleport(Event Player, Vector(Random Integer(X Component Of(Position Of(Event Player)) - 10, X Component Of(Position Of(
  • Event Player)) + 10), 0, Random Integer(Z Component Of(Position Of(Event Player)) - 10, Z Component Of(Position Of(
  • Event Player)) + 10)));
  • Teleport(Event Player, Nearest Walkable Position(Position Of(Event Player)));
  • Play Effect(All Players(All Teams), Good Explosion, Color(Gray), Event Player, 3);
  • Set Facing(Event Player, Direction Towards(Eye Position(Event Player), Position Of(Closest Player To(Event Player,
  • Opposite Team Of(Team Of(Event Player))))), To World);
  • Wait(5, Ignore Condition);
  • }
  • }
  • rule("nuke")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Ashe;
  • }
  • conditions
  • {
  • Ultimate Charge Percent(Event Player) >= 100;
  • Is Button Held(Event Player, Button(Ultimate)) == True;
  • }
  • actions
  • {
  • Wait(0.100, Ignore Condition);
  • Set Ultimate Charge(Event Player, 0);
  • Event Player.nukeactive = 1;
  • Set Ability Cooldown(Event Player, Button(Ability 2), 0);
  • }
  • }
  • rule("nuke")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Ashe;
  • }
  • conditions
  • {
  • Event Player.nukeactive == 1;
  • Is Button Held(Event Player, Button(Ability 2)) == True;
  • }
  • actions
  • {
  • Start Forcing Player Position(Event Player, Position Of(Event Player), False);
  • Create Effect(All Players(All Teams), Sphere, Color(Orange), Ray Cast Hit Position(Eye Position(Event Player), Eye Position(
  • Event Player) + Facing Direction Of(Event Player) * 100, Null, All Living Players(All Teams), False), 2, None);
  • Event Player.nukevisual = Last Created Entity;
  • Event Player.nukepos = Ray Cast Hit Position(Eye Position(Event Player), Eye Position(Event Player) + Facing Direction Of(
  • Event Player) * 100, Null, All Living Players(All Teams), False);
  • Wait(1.500, Ignore Condition);
  • If(Health(Event Player) > 0);
  • Play Effect(All Living Players(All Teams), Bad Explosion, Color(Orange), Event Player.nukepos, 25);
  • Damage(Players Within Radius(Event Player.nukepos, 20, Opposite Team Of(Team Of(Event Player)), Surfaces), Event Player, 500);
  • Start Damage Over Time(Players Within Radius(Event Player.nukepos, 20, Opposite Team Of(Team Of(Event Player)), Surfaces),
  • Event Player, 50, 10);
  • Set Status(Players Within Radius(Event Player.nukepos, 20, All Teams, Surfaces), Null, Burning, 50);
  • Destroy Effect(Event Player.nukevisual);
  • End;
  • Stop Forcing Player Position(Event Player);
  • Event Player.nukeactive = 0;
  • Set Ultimate Charge(Event Player, 0);
  • Set Status(Event Player, Null, Asleep, 3);
  • Destroy Effect(Event Player.nukevisual);
  • }
  • }
  • rule("Cr*ck the sky")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Mercy;
  • }
  • conditions
  • {
  • Is Using Ability 2(Event Player) == True;
  • }
  • actions
  • {
  • Event Player.holy = Vector(Random Integer(X Component Of(Eye Position(Event Player)) - 1.500, X Component Of(Eye Position(
  • Event Player)) + 1.500), Y Component Of(Position Of(Event Player)), Random Integer(Z Component Of(Eye Position(Event Player))
  • - 1.500, Z Component Of(Eye Position(Event Player)) + 1.500));
  • Create Effect(All Players(All Teams), Light Shaft, Color(White), Event Player.holy, 0.750, Visible To Position and Radius);
  • Event Player.holyvisual = Last Created Entity;
  • Play Effect(All Players(All Teams), Ring Explosion, Color(White), Event Player.holy, 1.500);
  • Play Effect(All Players(All Teams), Ring Explosion Sound, Color(White), Event Player, 20);
  • Damage(Players Within Radius(Event Player.holy, 1.500, Opposite Team Of(Team Of(Event Player)), Off), Event Player, 50);
  • Wait(0.050, Ignore Condition);
  • Destroy Effect(Event Player.holyvisual);
  • Loop If Condition Is True;
  • }
  • }
  • rule("when the enemy is exploding!")
  • {
  • event
  • {
  • Player Dealt Final Blow;
  • All;
  • Tracer;
  • }
  • actions
  • {
  • Play Effect(All Players(All Teams), Bad Explosion, Color(Aqua), Victim, 5);
  • Damage(Players Within Radius(Victim, 5, Opposite Team Of(Team Of(Event Player)), Surfaces), Event Player, 100);
  • }
  • }
  • rule("junkrat moment")
  • {
  • event
  • {
  • Player Took Damage;
  • All;
  • Junkrat;
  • }
  • actions
  • {
  • If(Health(Event Player) <= 0);
  • Play Effect(All Players(All Teams), Bad Explosion, Color(Orange), Closest Player To(Position Of(Event Player), Opposite Team Of(
  • Team Of(Event Player))), 1);
  • Damage(Closest Player To(Position Of(Event Player), Opposite Team Of(Team Of(Event Player))), Event Player, 50);
  • }
  • }
  • rule("smite")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Mercy;
  • }
  • conditions
  • {
  • Is Button Held(Event Player, Button(Interact)) == True;
  • Event Player.smitecd == 0;
  • }
  • actions
  • {
  • Event Player.smitecd = 1;
  • Create Effect(All Players(All Teams), Light Shaft, Color(White), Ray Cast Hit Position(Eye Position(Event Player), Eye Position(
  • Event Player) + Facing Direction Of(Event Player) * 100, Null, All Players(All Teams), False), 1.750, None);
  • Event Player.smite = Last Created Entity;
  • Damage(Players Within Radius(Ray Cast Hit Position(Eye Position(Event Player), Eye Position(Event Player) + Facing Direction Of(
  • Event Player) * 100, Null, All Players(All Teams), True), 2.500, Opposite Team Of(Team Of(Event Player)), Off), Event Player,
  • 50);
  • Play Effect(All Players(All Teams), Ring Explosion, Color(White), Ray Cast Hit Position(Eye Position(Event Player), Eye Position(
  • Event Player) + Facing Direction Of(Event Player) * 100, Null, All Players(All Teams), False), 4);
  • Wait(0.500, Ignore Condition);
  • Destroy Effect(Event Player.smite);
  • Event Player.smitecd = 2;
  • Wait(3.500, Ignore Condition);
  • Event Player.smitecd = 0;
  • }
  • }
  • rule("gain charge")
  • {
  • event
  • {
  • Player Dealt Damage;
  • All;
  • Moira;
  • }
  • actions
  • {
  • Event Player.Charge += 3;
  • Set Ultimate Charge(Victim, Ultimate Charge Percent(Victim) - 0.015);
  • Play Effect(All Players(All Teams), Bad Explosion, Color(Black), Victim, 0.500);
  • Wait(0.100, Ignore Condition);
  • }
  • }
  • rule("lose charge on heal")
  • {
  • event
  • {
  • Player Dealt Healing;
  • All;
  • Moira;
  • }
  • actions
  • {
  • Event Player.Charge -= 1;
  • Set Ultimate Charge(Healee, Ultimate Charge Percent(Healee) + 0.500);
  • Play Effect(All Players(All Teams), Good Explosion, Color(Black), Healee, 0.700);
  • Wait(0.750, Ignore Condition);
  • }
  • }
  • rule("no ability")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Moira;
  • }
  • conditions
  • {
  • Event Player.Charge < 20;
  • }
  • actions
  • {
  • Disallow Button(Event Player, Button(Ability 1));
  • Disallow Button(Event Player, Button(Ability 2));
  • Wait Until(Event Player.Charge >= 20, 99999);
  • Allow Button(Event Player, Button(Ability 1));
  • Allow Button(Event Player, Button(Ability 2));
  • }
  • }
  • rule("use charge for funny")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Moira;
  • }
  • conditions
  • {
  • (Is Using Ability 1(Event Player) || Is Using Ability 2(Event Player)) == True;
  • }
  • actions
  • {
  • Event Player.Charge -= 20;
  • Wait(1, Ignore Condition);
  • }
  • }
  • rule("NO")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Moira;
  • }
  • conditions
  • {
  • Is Button Held(Event Player, Button(Interact)) == True;
  • Event Player.Charge >= 50;
  • }
  • actions
  • {
  • Event Player.Charge -= 50;
  • Set Status(Event Player, Null, Invincible, 1);
  • Set Damage Dealt(Players Within Radius(Event Player, 7, Team Of(Event Player), Off), 100);
  • Set Damage Received(Players Within Radius(Event Player, 7, Team Of(Event Player), Off), 100);
  • Set Move Speed(Players Within Radius(Event Player, 7, Team Of(Event Player), Off), 100);
  • Set Gravity(Players Within Radius(Event Player, 7, Team Of(Event Player), Off), 100);
  • Clear Status(Players Within Radius(Event Player, 7, Team Of(Event Player), Off), Hacked);
  • Clear Status(Players Within Radius(Event Player, 7, Team Of(Event Player), Off), Frozen);
  • Clear Status(Players Within Radius(Event Player, 7, Team Of(Event Player), Off), Stunned);
  • Clear Status(Players Within Radius(Event Player, 7, Team Of(Event Player), Off), Rooted);
  • Clear Status(Players Within Radius(Event Player, 7, Team Of(Event Player), Off), Burning);
  • Clear Status(Players Within Radius(Event Player, 7, Team Of(Event Player), Off), Knocked Down);
  • Clear Status(Players Within Radius(Event Player, 7, Team Of(Event Player), Off), Asleep);
  • Stop All Damage Over Time(Players Within Radius(Event Player, 7, Team Of(Event Player), Off));
  • Cancel Primary Action(Players Within Radius(Event Player, 5, Opposite Team Of(Team Of(Event Player)), Off));
  • Set Slow Motion(10);
  • Play Effect(All Players(All Teams), Good Explosion, Color(Black), Event Player, 7);
  • Play Effect(All Players(All Teams), Ring Explosion, Color(Black), Event Player, 14);
  • Wait(0.500, Ignore Condition);
  • Set Slow Motion(100);
  • Wait(2, Ignore Condition);
  • }
  • }
  • rule("omni discharge")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Moira;
  • }
  • conditions
  • {
  • Ultimate Charge Percent(Event Player) >= 100;
  • Is Button Held(Event Player, Button(Ultimate)) == True;
  • }
  • actions
  • {
  • Damage(Players Within Radius(Event Player, 15, Opposite Team Of(Team Of(Event Player)), Surfaces And Enemy Barriers), Event Player,
  • Event Player.Charge * 1.100);
  • Set Slow Motion(10);
  • Play Effect(All Players(All Teams), Bad Explosion, Color(Black), Event Player, 11);
  • Play Effect(All Players(All Teams), Ring Explosion, Color(Black), Event Player, 22);
  • Play Effect(All Players(All Teams), Explosion Sound, Color(White), Event Player, 40);
  • Set Ultimate Charge(Event Player, 0);
  • Event Player.Charge = 0;
  • Wait(0.750, Ignore Condition);
  • Set Slow Motion(100);
  • }
  • }
  • rule("Rule 253")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Moira;
  • }
  • conditions
  • {
  • Event Player.Charge < 20;
  • }
  • actions
  • {
  • Start Forcing Player To Be Hero(Event Player, Hero(Moira));
  • Wait Until(Event Player.Charge > 19, 99999);
  • Stop Forcing Player To Be Hero(Event Player);
  • }
  • }
  • rule("Lucio effect")
  • {
  • event
  • {
  • Player Dealt Damage;
  • All;
  • Lúcio;
  • }
  • conditions
  • {
  • Event Player.G >= 92.500;
  • Hero Of(Event Player) == Hero(Lúcio);
  • }
  • actions
  • {
  • Play Effect(All Players(All Teams), Bad Explosion, Color(Green), Victim, 1);
  • }
  • }
  • rule("lucio QOL")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Lúcio;
  • }
  • conditions
  • {
  • Is Button Held(Event Player, Button(Primary Fire)) == True;
  • }
  • actions
  • {
  • Press Button(Event Player, Button(Secondary Fire));
  • }
  • }
  • rule("[Pharah] Spread Shot")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Pharah;
  • }
  • conditions
  • {
  • Is Button Held(Event Player, Button(Secondary Fire)) == True;
  • Event Player.Mana == 0;
  • }
  • actions
  • {
  • Play Effect(Event Player, Ring Explosion Sound, Color(White), Event Player, 100);
  • Event Player.Ability_Projectile2 = Ray Cast Hit Position(Eye Position(Event Player), Ray Cast Hit Position(Eye Position(
  • Event Player), Eye Position(Event Player) + Facing Direction Of(Event Player) * 100, Null, Null, False) + World Vector Of(
  • Vector(-2, 0, 0), Event Player, Rotation), Null, Null, False);
  • Event Player.Ability_Projectile1 = Ray Cast Hit Position(Eye Position(Event Player), Ray Cast Hit Position(Eye Position(
  • Event Player), Eye Position(Event Player) + Facing Direction Of(Event Player) * 100, Null, Null, False) + World Vector Of(
  • Vector(2, 0, 0), Event Player, Rotation), Null, Null, False);
  • Event Player.Ability_Position = Eye Position(Event Player) + Facing Direction Of(Event Player) + World Vector Of(Vector(0, -0.250,
  • 0), Event Player, Rotation);
  • Event Player.Ability_End = Eye Position(Event Player) + Facing Direction Of(Event Player) + World Vector Of(Vector(0, -0.250, 0),
  • Event Player, Rotation);
  • Chase Player Variable At Rate(Event Player, Ability_Position, Event Player.Ability_Projectile1, 46, Destination and Rate);
  • Chase Player Variable At Rate(Event Player, Ability_End, Event Player.Ability_Projectile2, 46, Destination and Rate);
  • Wait Until((Event Player.Ability_Position == 0 && Event Player.Ability_End == 0) == True, 2.500);
  • }
  • }
  • rule("[Pharah] Rocket 1")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Pharah;
  • }
  • conditions
  • {
  • Event Player.Ability_Projectile1 != Event Player.Ability_Position;
  • }
  • actions
  • {
  • Play Effect(All Players(All Teams), Good Explosion, Random Value In Array(Array(Color(Orange), Color(Yellow))),
  • Event Player.Ability_Position, 0.400);
  • Wait(0.050, Ignore Condition);
  • Loop If Condition Is True;
  • Play Effect(All Players(All Teams), Explosion Sound, Color(Orange), Event Player.Ability_Position, 100);
  • Play Effect(All Players(All Teams), Good Explosion, Color(Orange), Event Player.Ability_Position, 2.500);
  • Stop Chasing Player Variable(Event Player, Ability_Position);
  • Wait(0.016, Ignore Condition);
  • Damage(Players Within Radius(Event Player.Ability_Position, 4, Opposite Team Of(Team Of(Event Player)), Surfaces), Event Player,
  • 40);
  • Stop Chasing Player Variable(Event Player, Ability_Position);
  • Event Player.Ability_Position = 0;
  • Event Player.Ability_Projectile1 = 0;
  • Wait(0.016, Ignore Condition);
  • }
  • }
  • rule("[Pharah] Rocket 2")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Pharah;
  • }
  • conditions
  • {
  • Event Player.Ability_Projectile2 != Event Player.Ability_End;
  • }
  • actions
  • {
  • Play Effect(All Players(All Teams), Good Explosion, Random Value In Array(Array(Color(Orange), Color(Yellow))),
  • Event Player.Ability_End, 0.400);
  • Wait(0.050, Ignore Condition);
  • Loop If Condition Is True;
  • Play Effect(All Players(All Teams), Explosion Sound, Color(Orange), Event Player.Ability_End, 100);
  • Play Effect(All Players(All Teams), Good Explosion, Color(Orange), Event Player.Ability_End, 2.500);
  • Stop Chasing Player Variable(Event Player, Ability_End);
  • Damage(Players Within Radius(Event Player.Ability_End, 4, Opposite Team Of(Team Of(Event Player)), Surfaces), Event Player, 40);
  • Event Player.Ability_End = 0;
  • Event Player.Ability_Projectile2 = 0;
  • }
  • }
  • rule("phahahahehaerhh cooldown")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Pharah;
  • }
  • conditions
  • {
  • Is Button Held(Event Player, Button(Secondary Fire)) == True;
  • }
  • actions
  • {
  • If(Event Player.Mana == 0);
  • Event Player.Mana = 1;
  • Wait(2.500, Ignore Condition);
  • Event Player.Mana = 0;
  • }
  • }
  • rule("foot of discord")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Zenyatta;
  • }
  • conditions
  • {
  • Is Button Held(Event Player, Button(Primary Fire)) == True;
  • }
  • actions
  • {
  • Play Effect(All Players(All Teams), Bad Explosion, Color(Red), Event Player, 1);
  • Teleport(Event Player, Ray Cast Hit Position(Eye Position(Event Player), Eye Position(Event Player) + Facing Direction Of(
  • Event Player) * 100, All Players(Opposite Team Of(Team Of(Event Player))), Event Player, True));
  • Play Effect(All Players(All Teams), Bad Explosion, Color(Red), Event Player, 1);
  • Wait(0.500, Ignore Condition);
  • }
  • }
  • rule("widow funny moments comp #82")
  • {
  • event
  • {
  • Player Took Damage;
  • All;
  • Widowmaker;
  • }
  • conditions
  • {
  • Event Player.bs == 0;
  • }
  • actions
  • {
  • Event Player.bs = 1;
  • Event Player.bubblecdhud = 0;
  • Event Player.widowtext = Custom String("Recharging");
  • Destroy Effect(Event Player.firepogsition);
  • Clear Status(Event Player, Unkillable);
  • Set Slow Motion(25);
  • Wait(0.500, Ignore Condition);
  • Set Slow Motion(100);
  • Wait(59.500, Ignore Condition);
  • Event Player.bs = 0;
  • Event Player.widowtext = Custom String("Bubble Active");
  • }
  • }
  • rule("widow funny moments comp #83")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Widowmaker;
  • }
  • conditions
  • {
  • Event Player.bs == 0;
  • }
  • actions
  • {
  • Wait(0.100, Ignore Condition);
  • Set Status(Event Player, Null, Unkillable, 9999);
  • Create Effect(All Players(Opposite Team Of(Team Of(Event Player))), Sphere, Color(White), Event Player, 1.200,
  • Visible To Position and Radius);
  • Event Player.firepogsition = Last Created Entity;
  • Event Player.widowtext = Custom String("Bubble Active");
  • Event Player.bubblecdhud = 100;
  • }
  • }
  • rule("widow hud")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Widowmaker;
  • }
  • actions
  • {
  • Create Progress Bar HUD Text(Event Player, Event Player.bubblecdhud, Event Player.widowtext, Top, 1, Color(White), Color(White),
  • Values, Default Visibility);
  • Event Player.widowhud = Last Text ID;
  • }
  • }
  • rule("widow cd")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Widowmaker;
  • }
  • conditions
  • {
  • Event Player.bs == 1;
  • }
  • actions
  • {
  • Event Player.bubblecdhud += 1.650;
  • Wait(1, Ignore Condition);
  • Loop If Condition Is True;
  • Play Effect(All Players(All Teams), Buff Impact Sound, Color(White), Event Player, 100);
  • }
  • }
  • rule("GO AWAY 2")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Hero Of(Event Player) != Hero(Widowmaker);
  • }
  • actions
  • {
  • Destroy Progress Bar HUD Text(Event Player.widowhud);
  • }
  • }
  • rule("reddit gold")
  • {
  • event
  • {
  • Player Dealt Damage;
  • All;
  • Reaper;
  • }
  • actions
  • {
  • Wait(0.050, Ignore Condition);
  • If(Health(Victim) + Event Damage >= Max Health(Victim));
  • Damage(Victim, Event Player, Event Damage * 0.750);
  • Play Effect(All Players(All Teams), Bad Explosion, Color(Black), Victim, 2);
  • }
  • }
  • rule("Rule 239")
  • {
  • event
  • {
  • Player Took Damage;
  • All;
  • All;
  • }
  • conditions
  • {
  • Event Player.bs == 0;
  • Hero Of(Event Player) != Hero(Widowmaker);
  • Hero Of(Event Player) != Hero(Echo);
  • }
  • actions
  • {
  • Clear Status(Event Player, Unkillable);
  • Destroy Effect(Event Player.firepogsition);
  • }
  • }
  • rule("Mana Bar")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Hero Of(Event Player) == Hero(Soldier: 76);
  • }
  • actions
  • {
  • Create Progress Bar HUD Text(Event Player, Event Player.Mana, Custom String("Mana: {0}", Event Player.Mana), Top, 0, Color(Blue),
  • Color(White), Visible To Values and Color, Default Visibility);
  • Event Player.actualmanabar = Last Text ID;
  • Wait Until(Hero Of(Event Player) != Hero(Soldier: 76), 99999);
  • Destroy Progress Bar HUD Text(Event Player.actualmanabar);
  • }
  • }
  • rule("mmm magic juice")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Soldier: 76;
  • }
  • conditions
  • {
  • Is Button Held(Event Player, Button(Interact)) == True;
  • }
  • actions
  • {
  • Event Player.manaing = True;
  • Set Move Speed(Event Player, 25);
  • If(Event Player.Mana < 100);
  • Event Player.Mana += 1;
  • End;
  • Wait(0.070, Ignore Condition);
  • Loop If Condition Is True;
  • Set Move Speed(Event Player, 100);
  • Event Player.manaing = False;
  • }
  • }
  • rule("When the Missile is Magic!")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Soldier: 76;
  • }
  • conditions
  • {
  • Is Button Held(Event Player, Button(Primary Fire)) == True;
  • Distance Between(Position Of(Event Player), Position Of(Closest Player To(Position Of(Event Player), Opposite Team Of(Team Of(
  • Event Player))))) < 20;
  • Event Player.Mana >= 10;
  • Event Player.manaing == False;
  • }
  • actions
  • {
  • Event Player.usingmm = True;
  • Disallow Button(Event Player, Button(Primary Fire));
  • Start Forcing Player To Be Hero(Event Player, Hero(Soldier: 76));
  • Event Player.Mana -= 10;
  • Event Player.target = Closest Player To(Position Of(Event Player), Opposite Team Of(Team Of(Event Player)));
  • Event Player.pogjectilepogsition = Position Of(Event Player) + Vector(0, 1, 0);
  • Create Effect(All Players(All Teams), Sphere, Color(Sky Blue), Event Player.pogjectilepogsition, 0.200,
  • Visible To Position and Radius);
  • Event Player.magicmissile = Last Created Entity;
  • Chase Player Variable At Rate(Event Player, pogjectilepogsition, Event Player.enemypogsition, 15, Destination and Rate);
  • Wait Until(Event Player.pogjectilepogsition == Event Player.enemypogsition, 99999);
  • Damage(Event Player.target, Event Player, 40);
  • Play Effect(All Players(All Teams), Bad Pickup Effect, Color(Sky Blue), Position Of(Event Player.pogjectilepogsition), 1);
  • Destroy Effect(Event Player.magicmissile);
  • Allow Button(Event Player, Button(Primary Fire));
  • Event Player.usingmm = False;
  • Stop Forcing Player To Be Hero(Event Player);
  • }
  • }
  • rule("tracking")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Soldier: 76;
  • }
  • conditions
  • {
  • Event Player.usingmm == True;
  • }
  • actions
  • {
  • Event Player.enemypogsition = Position Of(Closest Player To(Position Of(Event Player), Opposite Team Of(Team Of(Event Player))))
  • + Vector(0, 1, 0);
  • Wait(0.100, Ignore Condition);
  • Loop If Condition Is True;
  • }
  • }
  • rule("Mass Healing Word")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Soldier: 76;
  • }
  • conditions
  • {
  • Is Button Held(Event Player, Button(Ability 2)) == True;
  • Event Player.Mana >= 30;
  • Event Player.manaing == False;
  • }
  • actions
  • {
  • Heal(Event Player, Event Player, 70);
  • Heal(Players in View Angle(Event Player, Team Of(Event Player), 103), Event Player, 70);
  • Play Effect(All Players(All Teams), Good Pickup Effect, Color(Yellow), Event Player, 1);
  • Play Effect(All Players(All Teams), Buff Impact Sound, Color(White), Event Player, 10);
  • Play Effect(All Players(All Teams), Good Pickup Effect, Color(Yellow), Players in View Angle(Event Player, Team Of(Event Player),
  • 103), 1);
  • Play Effect(All Players(All Teams), Buff Impact Sound, Color(White), Players in View Angle(Event Player, Team Of(Event Player),
  • 103), 10);
  • Event Player.Mana -= 30;
  • }
  • }
  • rule("FIREBALL ITS THE FUNNY SPELL")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Soldier: 76;
  • }
  • conditions
  • {
  • Is Button Held(Event Player, Button(Secondary Fire)) == True;
  • Event Player.Mana >= 100;
  • Event Player.manaing == False;
  • }
  • actions
  • {
  • Event Player.Mana -= 100;
  • Event Player.fireball = Position Of(Event Player) + Vector(0, 1, 0);
  • Event Player.firepogsition = Position Of(Event Player) + Vector(0, 1, 0);
  • Create Effect(All Players(All Teams), Sphere, Color(Orange), Event Player.firepogsition, 1, Visible To Position and Radius);
  • Event Player.fireball = Last Created Entity;
  • Event Player.firetarget = Ray Cast Hit Position(Eye Position(Event Player), Eye Position(Event Player) + Facing Direction Of(
  • Event Player) * 100, Null, Event Player, True);
  • Chase Player Variable At Rate(Event Player, firepogsition, Event Player.firetarget, 5, None);
  • Wait Until(Event Player.firepogsition == Event Player.firetarget, 99999);
  • Damage(Players Within Radius(Event Player.firepogsition, 9.270, Opposite Team Of(Team Of(Event Player)),
  • Surfaces And Enemy Barriers), Event Player, 150);
  • Set Status(Players Within Radius(Event Player.firepogsition, 9.270, Opposite Team Of(Team Of(Event Player)),
  • Surfaces And Enemy Barriers), Event Player, Burning, 5);
  • Start Damage Over Time(Players Within Radius(Event Player.firepogsition, 9.270, Opposite Team Of(Team Of(Event Player)),
  • Surfaces And Enemy Barriers), Event Player, 5, 10);
  • Play Effect(All Players(All Teams), Bad Explosion, Color(Red), Event Player.firepogsition, 12);
  • Play Effect(All Players(All Teams), Explosion Sound, Color(Red), Event Player.firepogsition, 500);
  • Destroy Effect(Event Player.fireball);
  • }
  • }
  • rule("Skyrim Chain Lightning")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Soldier: 76;
  • }
  • conditions
  • {
  • Ultimate Charge Percent(Event Player) >= 100;
  • Is Button Held(Event Player, Button(Ultimate)) == True;
  • }
  • actions
  • {
  • Event Player.counter = 50;
  • Wait(0.100, Ignore Condition);
  • Set Ultimate Charge(Event Player, 0);
  • }
  • }
  • rule("ult not work")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Soldier: 76;
  • }
  • conditions
  • {
  • Ultimate Charge Percent(Event Player) >= 100;
  • }
  • actions
  • {
  • Disallow Button(Event Player, Button(Ultimate));
  • }
  • }
  • rule("cheat button")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Event Player == Host Player;
  • Is Button Held(Event Player, Button(Crouch)) == True;
  • Is Button Held(Event Player, Button(Melee)) == True;
  • }
  • actions
  • {
  • Set Slow Motion(100);
  • }
  • }
  • rule("STOP BUFFING MERCY")
  • {
  • event
  • {
  • Player Dealt Healing;
  • All;
  • Mercy;
  • }
  • actions
  • {
  • Event Player.holy2 = Vector(Random Integer(X Component Of(Eye Position(Healee)) - 0.500, X Component Of(Eye Position(Healee))
  • + 0.500), Y Component Of(Position Of(Healee)), Random Integer(Z Component Of(Eye Position(Healer)) - 0.500, Z Component Of(
  • Eye Position(Healee)) + 0.500));
  • Create Effect(All Players(All Teams), Light Shaft, Color(White), Event Player.holy2, 0.750, Visible To Position and Radius);
  • Event Player.holyvisual2 = Last Created Entity;
  • Play Effect(All Players(All Teams), Ring Explosion, Color(White), Event Player.holy2, 2.500);
  • Play Effect(All Players(All Teams), Ring Explosion Sound, Color(White), Healee, 20);
  • Damage(Players Within Radius(Event Player.holy2, 2.100, Opposite Team Of(Team Of(Event Player)), Off), Event Player, 35);
  • Wait(0.200, Ignore Condition);
  • Destroy Effect(Event Player.holyvisual2);
  • Wait(0.100, Ignore Condition);
  • }
  • }
  • rule("funny mercy op")
  • {
  • event
  • {
  • Player Dealt Damage;
  • All;
  • Mercy;
  • }
  • conditions
  • {
  • Weapon(Event Player) == 1;
  • }
  • actions
  • {
  • Heal(Event Player, Event Player, Event Damage);
  • }
  • }
  • rule("Rule 215")
  • {
  • event
  • {
  • Player Dealt Damage;
  • All;
  • Junkrat;
  • }
  • conditions
  • {
  • Hero Of(Victim) == Hero(Mercy);
  • }
  • actions
  • {
  • Damage(Victim, Null, 50);
  • }
  • }
  • rule("Skyrim Chain Lightning")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Soldier: 76;
  • }
  • conditions
  • {
  • Ultimate Charge Percent(Event Player) >= 100;
  • Is Button Held(Event Player, Button(Ultimate)) == True;
  • }
  • actions
  • {
  • Event Player.Mana = 200;
  • Wait(0.100, Ignore Condition);
  • Event Player.counter -= 1;
  • Loop If(Event Player.counter > 0);
  • }
  • }
  • rule("H A C K")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Has Status(Event Player, Hacked) == True;
  • }
  • actions
  • {
  • Disable Hero HUD(Event Player);
  • Set Healing Received(Event Player, 0);
  • Start Forcing Player To Be Hero(Event Player, Hero Of(Event Player));
  • Wait Until(Has Status(Event Player, Hacked) == False, 99999);
  • Enable Hero HUD(Event Player);
  • Stop Forcing Player To Be Hero(Event Player);
  • If(Hero Of(Event Player) != Hero(Roadhog));
  • Set Healing Received(Event Player, 100);
  • }
  • }
Join the Workshop.codes Discord