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- 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);
- }
- }