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  • settings
  • {
  • main
  • {
  • Description: "1000 DMG/HEAL = NEW HERO TEAMS. Change hero every 1000 damage. No turrets. v12.0.0 Created by Jokaes#2263 Join discord.gg/ZdukXgB Updated code & more: jokaes.github.io"
  • Description: "1000 DMG/HEAL = NEW HERO TEAMS. Change hero every 1000 damage. No turrets. v12.1.0 Created by Jokaes#2263 Join discord.gg/ZdukXgB Updated code & more: jokaes.github.io"
  • }
  • lobby
  • {
  • Allow Players Who Are In Queue: Yes
  • Map Rotation: After A Game
  • Match Voice Chat: Enabled
  • Max Spectators: 6
  • Return To Lobby: Never
  • }
  • modes
  • {
  • Team Deathmatch
  • {
  • enabled maps
  • {
  • Workshop Chamber
  • }
  • }
  • General
  • {
  • Game Mode Start: Immediately
  • Hero Limit: Off
  • Kill Feed: Off
  • Respawn As Random Hero: On
  • Respawn Time Scalar: 0%
  • Score To Win: 200
  • }
  • }
  • heroes
  • {
  • General
  • {
  • Ultimate Generation: 200%
  • Ashe
  • {
  • Ultimate Ability B.O.B.: Off
  • }
  • Symmetra
  • {
  • Sentry Turret: Off
  • }
  • Torbjörn
  • {
  • Deploy Turret: Off
  • }
  • }
  • }
  • }
  • variables
  • {
  • global:
  • 0: timeCounter
  • 1: classicHeroList
  • 2: teamsHeroList
  • 6: damageHealDoneTeam1
  • 7: damageHealDoneTeam2
  • player:
  • 0: damageHealDone
  • 1: heroList
  • 2: nextObjective
  • 3: heroIcon
  • 5: damageHealDisplay
  • 6: damageHealDisplayPos
  • 7: damagehealDisplayScale
  • 8: heroesDone
  • 9: heroListInfinitoAppend
  • }
  • subroutines
  • {
  • 0: gameModeDescriptionMessages
  • }
  • rule("Disable bulit-in game mode & start timer variables {Game in progress GLOBAL}")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Is Game In Progress == True;
  • }
  • actions
  • {
  • Disable Built-In Game Mode Scoring;
  • Disable Built-In Game Mode Completion;
  • Disable Built-In Game Mode Announcer;
  • Disable Built-In Game Mode Music;
  • disabled Disable Inspector Recording;
  • Pause Match Time;
  • Set Global Variable(timeCounter, 0.001);
  • "Creates a HUD in the top with [svr load: {0} | svr avg: {1} | svr peak: {2}]"
  • Create HUD Text(Filtered Array(Host Player, Compare(Custom String("#Jokaes", Null, Null, Null), ==, String("#{0}", Host Player,
  • Null, Null))), Null, Custom String("svr load: {0} | svr avg: {1} | svr peak: {2}", Server Load, Server Load Average,
  • Server Load Peak), Null, Top, -100, White, Lime Green, White, Visible To and String, Default Visibility);
  • }
  • }
  • rule("Gamemode description, create objective, NEW HERO HUDs {Game in progress PLAYER}")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Is Game In Progress == True;
  • }
  • actions
  • {
  • Start Rule(gameModeDescriptionMessages, Do Nothing);
  • Wait(4.500, Ignore Condition);
  • Set Objective Description(Event Player, Custom String("{0} {1} -> {2}", Round To Integer(Subtract(Player Variable(Event Player,
  • nextObjective), Player Variable(Event Player, damageHealDone)), Down), String("{0} / {1}", String("Damage", Null, Null, Null),
  • String("Heal", Null, Null, Null), Null), Hero Icon String(Value In Array(Player Variable(Event Player, heroList), Divide(
  • Player Variable(Event Player, nextObjective), 1000)))), Visible To and String);
  • Create HUD Text(Event Player, Null, String("{0}: {1}", String("Next Hero", Null, Null, Null), String("{0} {1}", Player Variable(
  • Event Player, nextObjective), Value In Array(Player Variable(Event Player, heroList), Divide(Player Variable(Event Player,
  • nextObjective), 1000)), Null), Null), Null, Top, 1, White, White, White, Visible To and String, Default Visibility);
  • }
  • }
  • rule("Damage track TEAM DEATHMATCH")
  • {
  • event
  • {
  • Player Dealt Damage;
  • All;
  • All;
  • }
  • conditions
  • {
  • Victim != Attacker;
  • Current Game Mode == Game Mode(Team Deathmatch);
  • }
  • actions
  • {
  • Modify Player Variable(Event Player, damageHealDone, Add, Event Damage);
  • Set Player Variable(Event Player, nextObjective, Multiply(Add(Round To Integer(Divide(Player Variable(Event Player,
  • damageHealDone), 1000), Down), 1), 1000));
  • Destroy In-World Text(Player Variable(Event Player, damageHealDisplay));
  • Set Player Variable(Event Player, damageHealDisplayPos, Eye Position(Victim));
  • Set Player Variable(Event Player, damagehealDisplayScale, Add(0.700, Divide(Event Damage, 20)));
  • "Creates a WHITE damage display if event wasn't critical else creates a RED one"
  • If(Not(Event Was Critical Hit));
  • Create In-World Text(Event Player, Round To Integer(Event Damage, To Nearest), Player Variable(Event Player, damageHealDisplayPos),
  • Player Variable(Event Player, damagehealDisplayScale), Clip Against Surfaces, Visible To Position and String, White,
  • Default Visibility);
  • Else;
  • Create In-World Text(Event Player, Round To Integer(Event Damage, To Nearest), Player Variable(Event Player, damageHealDisplayPos),
  • Player Variable(Event Player, damagehealDisplayScale), Clip Against Surfaces, Visible To Position and String, Red,
  • Default Visibility);
  • End;
  • Set Player Variable(Event Player, damageHealDisplay, Last Text ID);
  • If(Compare(Team Of(Event Player), ==, Team 1));
  • Modify Global Variable(damageHealDoneTeam1, Add, Event Damage);
  • Else;
  • Modify Global Variable(damageHealDoneTeam2, Add, Event Damage);
  • End;
  • }
  • }
  • rule("Heal track TEAM DEATHMATCH")
  • {
  • event
  • {
  • Player Dealt Healing;
  • All;
  • All;
  • }
  • conditions
  • {
  • Current Game Mode == Game Mode(Team Deathmatch);
  • }
  • actions
  • {
  • Modify Player Variable(Event Player, damageHealDone, Add, Event Healing);
  • Set Player Variable(Event Player, nextObjective, Multiply(Add(Round To Integer(Divide(Player Variable(Event Player,
  • damageHealDone), 1000), Down), 1), 1000));
  • Destroy In-World Text(Player Variable(Event Player, damageHealDisplay));
  • Set Player Variable(Event Player, damageHealDisplayPos, Eye Position(Healee));
  • Set Player Variable(Event Player, damagehealDisplayScale, Add(0.700, Divide(Event Damage, 20)));
  • "Creates a YELLOW heal display"
  • Create In-World Text(Event Player, Round To Integer(Event Healing, To Nearest), Player Variable(Event Player,
  • damageHealDisplayPos), Player Variable(Event Player, damagehealDisplayScale), Clip Against Surfaces,
  • Visible To Position and String, Yellow, Default Visibility);
  • Set Player Variable(Event Player, damageHealDisplay, Last Text ID);
  • If(Compare(Team Of(Event Player), ==, Team 1));
  • Modify Global Variable(damageHealDoneTeam1, Add, Event Damage);
  • Else;
  • Modify Global Variable(damageHealDoneTeam2, Add, Event Damage);
  • End;
  • }
  • }
  • rule("Leaderboard TEAM DEATHMATCH {Each player}")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Is Game In Progress == True;
  • Current Game Mode == Game Mode(Team Deathmatch);
  • }
  • actions
  • {
  • Create HUD Text(All Players(Team Of(Event Player)), Null, Null, Custom String("{0} : {1} : {2}", Hero Icon String(Hero Of(
  • Event Player)), Event Player, Round To Integer(Player Variable(Event Player, damageHealDone), To Nearest)), Right, Multiply(
  • Player Variable(Event Player, damageHealDone), -0.001), White, White, Blue, Visible To Sort Order and String, Visible Always);
  • Create HUD Text(All Players(Opposite Team Of(Team Of(Event Player))), Null, Null, Custom String("{0} : {1} : {2}",
  • Hero Icon String(Hero Of(Event Player)), Event Player, Round To Integer(Player Variable(Event Player, damageHealDone),
  • To Nearest)), Right, Multiply(Player Variable(Event Player, damageHealDone), -0.001), White, White, Red,
  • Visible To Sort Order and String, Visible Always);
  • }
  • }
  • rule("Leaderboard TEAM DEATHMATCH {Global}")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Is Game In Progress == True;
  • Current Game Mode == Game Mode(Team Deathmatch);
  • }
  • actions
  • {
  • Create HUD Text(All Players(All Teams), Null, Null, Custom String("team of {0}: {1}", Last Of(Sorted Array(All Players(Team 1),
  • Player Variable(Current Array Element, damageHealDone))), Round To Integer(Global Variable(damageHealDoneTeam1), To Nearest),
  • Null), Right, Add(-999, Divide(Global Variable(damageHealDoneTeam2), 1000)), White, White, Purple,
  • Visible To Sort Order and String, Default Visibility);
  • Create HUD Text(All Players(All Teams), Null, Null, Custom String("team of {0}: {1}", Last Of(Sorted Array(All Players(Team 2),
  • Player Variable(Current Array Element, damageHealDone))), Round To Integer(Global Variable(damageHealDoneTeam2), To Nearest),
  • Null), Right, Add(-999, Divide(Global Variable(damageHealDoneTeam1), 1000)), White, White, Purple,
  • Visible To Sort Order and String, Default Visibility);
  • }
  • }
  • rule("Hero List - Infinite 14 DPS + 7 Tank + 7 Supp {Random order}")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • actions
  • {
  • Set Player Variable(Event Player, heroList, Empty Array);
  • Modify Player Variable(Event Player, heroList, Append To Array, All Damage Heroes);
  • Modify Player Variable(Event Player, heroList, Append To Array, Randomized Array(All Damage Heroes));
  • Set Player Variable(Event Player, heroList, Array Slice(Player Variable(Event Player, heroList), 0, 14));
  • Modify Player Variable(Event Player, heroList, Append To Array, All Tank Heroes);
  • Modify Player Variable(Event Player, heroList, Append To Array, Randomized Array(All Tank Heroes));
  • Set Player Variable(Event Player, heroList, Array Slice(Player Variable(Event Player, heroList), 0, 21));
  • Modify Player Variable(Event Player, heroList, Append To Array, All Support Heroes);
  • Modify Player Variable(Event Player, heroList, Append To Array, Randomized Array(All Support Heroes));
  • Set Player Variable(Event Player, heroList, Array Slice(Player Variable(Event Player, heroList), 0, 28));
  • Set Player Variable(Event Player, heroList, Randomized Array(Player Variable(Event Player, heroList)));
  • Set Global Variable(teamsHeroList, True);
  • }
  • }
  • disabled rule("Hero List - Infinite 8 DPS + 1 Tank (5th) + 1 Supp (10th)")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • actions
  • {
  • Set Player Variable(Event Player, heroList, All Damage Heroes);
  • Set Player Variable(Event Player, heroList, Randomized Array(Player Variable(Event Player, heroList)));
  • Set Player Variable(Event Player, heroList, Array Slice(Player Variable(Event Player, heroList), 0, 9));
  • Set Player Variable At Index(Event Player, heroList, 4, Random Value In Array(All Tank Heroes));
  • Modify Player Variable(Event Player, heroList, Append To Array, Random Value In Array(All Support Heroes));
  • Set Global Variable(classicHeroList, True);
  • }
  • }
  • rule("Preload Heroes")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • actions
  • {
  • Preload Hero(Event Player, Player Variable(Event Player, heroList));
  • }
  • }
  • rule("INFINITO ∞")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Has Spawned(Event Player) == True;
  • Modulo(Player Variable(Event Player, nextObjective), 27000) == 0;
  • }
  • actions
  • {
  • If(Compare(Global Variable(teamsHeroList), ==, True));
  • Set Player Variable(Event Player, heroListInfinitoAppend, Empty Array);
  • Modify Player Variable(Event Player, heroListInfinitoAppend, Append To Array, All Damage Heroes);
  • Set Player Variable(Event Player, heroListInfinitoAppend, Array Slice(Player Variable(Event Player, heroList), 0, 14));
  • Modify Player Variable(Event Player, heroListInfinitoAppend, Append To Array, All Tank Heroes);
  • Set Player Variable(Event Player, heroListInfinitoAppend, Array Slice(Player Variable(Event Player, heroList), 0, 21));
  • Modify Player Variable(Event Player, heroListInfinitoAppend, Append To Array, All Support Heroes);
  • Set Player Variable(Event Player, heroListInfinitoAppend, Array Slice(Player Variable(Event Player, heroList), 0, 28));
  • Set Player Variable(Event Player, heroListInfinitoAppend, Randomized Array(Player Variable(Event Player, heroList)));
  • Modify Player Variable(Event Player, heroList, Append To Array, Player Variable(Event Player, heroListInfinitoAppend));
  • End;
  • If(Compare(Global Variable(classicHeroList), ==, True));
  • Modify Player Variable(Event Player, heroList, Append To Array, Random Value In Array(All Damage Heroes));
  • Wait(0.250, Ignore Condition);
  • Modify Player Variable(Event Player, heroList, Append To Array, Random Value In Array(All Damage Heroes));
  • Wait(0.250, Ignore Condition);
  • Modify Player Variable(Event Player, heroList, Append To Array, Random Value In Array(All Damage Heroes));
  • Wait(0.250, Ignore Condition);
  • Modify Player Variable(Event Player, heroList, Append To Array, Random Value In Array(All Damage Heroes));
  • Wait(0.250, Ignore Condition);
  • Modify Player Variable(Event Player, heroList, Append To Array, Random Value In Array(All Tank Heroes));
  • Wait(0.250, Ignore Condition);
  • Modify Player Variable(Event Player, heroList, Append To Array, Random Value In Array(All Damage Heroes));
  • Wait(0.250, Ignore Condition);
  • Modify Player Variable(Event Player, heroList, Append To Array, Random Value In Array(All Damage Heroes));
  • Wait(0.250, Ignore Condition);
  • Modify Player Variable(Event Player, heroList, Append To Array, Random Value In Array(All Damage Heroes));
  • Wait(0.250, Ignore Condition);
  • Modify Player Variable(Event Player, heroList, Append To Array, Random Value In Array(All Damage Heroes));
  • Wait(0.250, Ignore Condition);
  • Modify Player Variable(Event Player, heroList, Append To Array, Random Value In Array(All Support Heroes));
  • End;
  • }
  • }
  • rule("In Setup OR In Game in progress -> Starting Hero -> HeroList[0]")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Or(Is In Setup, Is Game In Progress) == True;
  • }
  • actions
  • {
  • Start Forcing Player To Be Hero(Event Player, First Of(Player Variable(Event Player, heroList)));
  • Set Player Variable(Event Player, nextObjective, 1000);
  • }
  • }
  • rule("Start forcing NEW HERO TEAM DEATHMATCH")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Hero Of(Event Player) != Value In Array(Player Variable(Event Player, heroList), Subtract(Divide(Player Variable(Event Player,
  • nextObjective), 1000), 1));
  • Is Alive(Event Player) == True;
  • Player Variable(Event Player, damageHealDone) > 0;
  • Current Game Mode == Game Mode(Team Deathmatch);
  • }
  • actions
  • {
  • Set Player Variable(Event Player, nextObjective, Multiply(Add(Round To Integer(Divide(Player Variable(Event Player,
  • damageHealDone), 1000), Down), 1), 1000));
  • Start Forcing Player To Be Hero(Event Player, Value In Array(Player Variable(Event Player, heroList), Subtract(Divide(
  • Player Variable(Event Player, nextObjective), 1000), 1)));
  • Small Message(Event Player, String("{0}: {1}", String("{0} {1}", String("You", Null, Null, Null), String("Hero", Null, Null, Null),
  • Null), Hero Icon String(Value In Array(Player Variable(Event Player, heroList), Subtract(Divide(Player Variable(Event Player,
  • nextObjective), 1000), 1))), Null));
  • Create In-World Text(All Players(All Teams), Hero Icon String(Value In Array(Player Variable(Event Player, heroList), Subtract(
  • Divide(Player Variable(Event Player, nextObjective), 1000), 1))), Event Player, 1, Clip Against Surfaces,
  • Visible To Position and String, White, Default Visibility);
  • Set Player Variable(Event Player, heroIcon, Last Text ID);
  • If(Compare(Team Of(Event Player), ==, Team 1));
  • Modify Team Score(Team 1, 1);
  • Else;
  • Modify Team Score(Team 2, 1);
  • End;
  • Modify Player Variable(Event Player, heroesDone, Add, 1);
  • Wait(1.375, Ignore Condition);
  • Destroy In-World Text(Player Variable(Event Player, heroIcon));
  • }
  • }
  • rule("Time Counter - Add minute")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Is Game In Progress == True;
  • }
  • actions
  • {
  • Set Match Time(Global Variable(timeCounter));
  • Wait(60, Ignore Condition);
  • Modify Global Variable(timeCounter, Add, 1);
  • Loop;
  • }
  • }
  • rule("Player leaves")
  • {
  • event
  • {
  • Player Left Match;
  • All;
  • All;
  • }
  • actions
  • {
  • Wait(1, Ignore Condition);
  • Set Team Score(Team 1, Add(Add(Add(Add(Add(Player Variable(Players In Slot(0, Team 1), heroesDone), Player Variable(
  • Players In Slot(1, Team 1), heroesDone)), Player Variable(Players In Slot(2, Team 1), heroesDone)), Player Variable(
  • Players In Slot(3, Team 1), heroesDone)), Player Variable(Players In Slot(4, Team 1), heroesDone)), Player Variable(
  • Players In Slot(5, Team 1), heroesDone)));
  • Set Team Score(Team 2, Add(Add(Add(Add(Add(Player Variable(Players In Slot(0, Team 2), heroesDone), Player Variable(
  • Players In Slot(1, Team 2), heroesDone)), Player Variable(Players In Slot(2, Team 2), heroesDone)), Player Variable(
  • Players In Slot(3, Team 2), heroesDone)), Player Variable(Players In Slot(4, Team 2), heroesDone)), Player Variable(
  • Players In Slot(5, Team 2), heroesDone)));
  • Set Global Variable(damageHealDoneTeam1, Add(Add(Add(Add(Add(Player Variable(Players In Slot(0, Team 1), damageHealDone),
  • Player Variable(Players In Slot(1, Team 1), damageHealDone)), Player Variable(Players In Slot(2, Team 1), damageHealDone)),
  • Player Variable(Players In Slot(3, Team 1), damageHealDone)), Player Variable(Players In Slot(4, Team 1), damageHealDone)),
  • Player Variable(Players In Slot(5, Team 1), damageHealDone)));
  • Set Global Variable(damageHealDoneTeam2, Add(Add(Add(Add(Add(Player Variable(Players In Slot(0, Team 2), damageHealDone),
  • Player Variable(Players In Slot(1, Team 2), damageHealDone)), Player Variable(Players In Slot(2, Team 2), damageHealDone)),
  • Player Variable(Players In Slot(3, Team 2), damageHealDone)), Player Variable(Players In Slot(4, Team 2), damageHealDone)),
  • Player Variable(Players In Slot(5, Team 2), damageHealDone)));
  • }
  • }
  • rule("Game Mode Description HUD - 1000 DMG/HEAL = NEW HERO TEAMS v12.0.0")
  • rule("Game Mode Description HUD - 1000 DMG/HEAL = NEW HERO TEAMS v12.1.0")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Is Game In Progress == True;
  • }
  • actions
  • {
  • Create HUD Text(All Players(All Teams), Null, Null, Custom String(" ", Null, Null, Null), Left, -1, White, White, White,
  • Visible To and String, Default Visibility);
  • Create HUD Text(All Players(All Teams), Null, Null, Custom String(" ", Null, Null, Null), Left, -1, White, White, White,
  • Visible To and String, Default Visibility);
  • Create HUD Text(All Players(All Teams), Null, Null, Custom String(" ", Null, Null, Null), Left, -1, White, White, White,
  • Visible To and String, Default Visibility);
  • Create HUD Text(All Players(All Teams), Null, Null, Custom String(" ", Null, Null, Null), Left, -1, White, White, White,
  • Visible To and String, Default Visibility);
  • Create HUD Text(All Players(All Teams), Null, Null, Custom String("1000 DMG/HEAL = NEW HERO TEAMS v12.0.0", Null, Null, Null),
  • Create HUD Text(All Players(All Teams), Null, Null, Custom String("1000 DMG/HEAL = NEW HERO TEAMS v12.1.0", Null, Null, Null),
  • Left, 0, White, White, White, Visible To and String, Default Visibility);
  • Create HUD Text(All Players(All Teams), Null, Null, Custom String("Change {0} every {1}", String("Hero", Null, Null, Null), String(
  • "{0} {1}", 1000, String("Damage", Null, Null, Null), Null), Null), Left, 1, White, White, White, Visible To and String,
  • Default Visibility);
  • If(Compare(Global Variable(teamsHeroList), ==, True));
  • Create HUD Text(All Players(All Teams), Null, Null, Custom String("14 random DPS + 7 Tank + 7 Supp {Random order}", Null, Null,
  • Null), Left, 2, White, White, White, Visible To and String, Default Visibility);
  • End;
  • If(Compare(Global Variable(classicHeroList), ==, True));
  • Create HUD Text(All Players(All Teams), Null, Null, Custom String("8 random DPS + 1 Tank (5th) + 1 Support (10th) in loop", Null,
  • Null, Null), Left, 2, White, White, White, Visible To and String, Default Visibility);
  • End;
  • Create HUD Text(All Players(All Teams), Null, Null, Custom String(" ", Null, Null, Null), Left, 2.500, White, White, White,
  • Visible To and String, Default Visibility);
  • Create HUD Text(All Players(All Teams), Null, Null, Custom String("Created by Jokaes#2263", Null, Null, Null), Left, 3, White,
  • White, White, Visible To and String, Default Visibility);
  • Create HUD Text(All Players(All Teams), Null, Null, Custom String("Updated code & more in jokaes.github.io", Null, Null, Null),
  • Left, 4, White, White, White, Visible To and String, Default Visibility);
  • Start Rule(gameModeDescriptionMessages, Do Nothing);
  • }
  • }
  • rule("Game Mode Description for players who join - 1000 DMG/HEAL = NEW HERO TEAMS v12.0.0")
  • rule("Game Mode Description for players who join - 1000 DMG/HEAL = NEW HERO TEAMS v12.1.0")
  • {
  • event
  • {
  • Player Joined Match;
  • All;
  • All;
  • }
  • conditions
  • {
  • Is Game In Progress == True;
  • }
  • actions
  • {
  • Start Rule(gameModeDescriptionMessages, Do Nothing);
  • }
  • }
  • rule("Game Mode Description messages - 1000 DMG/HEAL = NEW HERO TEAMS v12.0.0")
  • rule("Game Mode Description messages - 1000 DMG/HEAL = NEW HERO TEAMS v12.1.0")
  • {
  • event
  • {
  • Subroutine;
  • gameModeDescriptionMessages;
  • }
  • actions
  • {
  • Wait(3.500, Ignore Condition);
  • Small Message(Event Player, Custom String("1000 DMG/HEAL = NEW HERO TEAMS v12.0.0", Null, Null, Null));
  • Small Message(Event Player, Custom String("1000 DMG/HEAL = NEW HERO TEAMS v12.1.0", Null, Null, Null));
  • Wait(3.500, Ignore Condition);
  • Small Message(Event Player, Custom String("Change {0} every {1}", String("Hero", Null, Null, Null), String("{0} {1}", 1000, String(
  • "Damage", Null, Null, Null), Null), Null));
  • Wait(3.500, Ignore Condition);
  • If(Compare(Global Variable(teamsHeroList), ==, True));
  • Small Message(Event Player, Custom String("14 random DPS + 7 Tank + 7 Supp {Random order}", Null, Null, Null));
  • End;
  • If(Compare(Global Variable(classicHeroList), ==, True));
  • Small Message(Event Player, Custom String("8 random DPS + 1 Tank (5th) + 1 Support (10th) in loop", Null, Null, Null));
  • End;
  • Wait(3.500, Ignore Condition);
  • Small Message(Event Player, Custom String("Created by Jokaes#2263", Null, Null, Null));
  • }
  • }
  • disabled rule("Score Debug (TEST)")
  • rule("Score Debug (TEST)")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Is Button Held(Event Player, Interact) == True;
  • }
  • actions
  • {
  • Modify Player Variable(Event Player, damageHealDone, Add, 100);
  • Set Player Score(Event Player, Player Variable(Event Player, damageHealDone));
  • Set Player Variable(Event Player, nextObjective, Multiply(Add(Round To Integer(Divide(Player Variable(Event Player,
  • damageHealDone), 1000), Down), 1), 1000));
  • Start Forcing Player To Be Hero(Event Player, Value In Array(Player Variable(Event Player, heroList), Subtract(Divide(
  • Player Variable(Event Player, nextObjective), 1000), 1)));
  • Wait(0.250, Ignore Condition);
  • }
  • }
  • disabled rule("Dummy Summon (TEST)")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Is Communicating(Event Player, Hello) == True;
  • }
  • actions
  • {
  • Create Dummy Bot(Value In Array(Player Variable(Event Player, heroList), 0), All Teams, -1, Position Of(Event Player), Vector(0, 0,
  • 0));
  • disabled Create Dummy Bot(Value In Array(Player Variable(Event Player, heroList), 0), All Teams, -1, Position Of(Event Player), Vector(0, 0,
  • 0));
  • disabled Create Dummy Bot(Value In Array(Player Variable(Event Player, heroList), 0), All Teams, -1, Position Of(Event Player), Vector(0, 0,
  • 0));
  • disabled Create Dummy Bot(Value In Array(Player Variable(Event Player, heroList), 0), All Teams, -1, Position Of(Event Player), Vector(0, 0,
  • 0));
  • disabled Create Dummy Bot(Value In Array(Player Variable(Event Player, heroList), 0), All Teams, -1, Position Of(Event Player), Vector(0, 0,
  • 0));
  • disabled Create Dummy Bot(Value In Array(Player Variable(Event Player, heroList), 0), All Teams, -1, Position Of(Event Player), Vector(0, 0,
  • 0));
  • }
  • }
  • disabled rule("Dummy Aim Bot (TEST)")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Is Dummy Bot(Event Player) == True;
  • }
  • actions
  • {
  • Start Facing(Event Player, Direction Towards(Event Player, Closest Player To(Event Player, Opposite Team Of(Team Of(
  • Event Player)))), 10000, To World, Direction and Turn Rate);
  • Start Holding Button(Event Player, Primary Fire);
  • Modify Player Variable(Event Player, heroList, Remove From Array By Value, Hero(Hanzo));
  • Modify Player Variable(Event Player, heroList, Remove From Array By Value, Hero(Ashe));
  • }
  • }
  • disabled rule("Dummy Ult (TEST)")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Is Dummy Bot(Event Player) == True;
  • Ultimate Charge Percent(Event Player) == 100;
  • }
  • actions
  • {
  • Press Button(Event Player, Ultimate);
  • }
  • }
  • disabled rule("Dummy Walking (TEST)")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Is Dummy Bot(Event Player) == True;
  • }
  • actions
  • {
  • Start Throttle In Direction(Event Player, Direction Towards(Event Player, Value In Array(Sorted Array(Filtered Array(All Players(
  • All Teams), Is Alive(Current Array Element)), Distance Between(Event Player, Current Array Element)), 1)), 1, To World,
  • Replace existing throttle, Direction and Magnitude);
  • }
  • }
  • disabled rule("Lobby with Dummies (TEST)")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Is In Setup == True;
  • }
  • actions
  • {
  • Create Dummy Bot(Hero(Brigitte), Team 1, -1, Vector(0, 0, 0), Vector(0, 0, 0));
  • Create Dummy Bot(Hero(Brigitte), Team 2, -1, Vector(0, 0, 0), Vector(0, 0, 0));
  • Loop If(Or(Compare(Number of Players(Team 1), <, 6), Compare(Number of Players(Team 2), <, 6)));
  • }
  • }
  • disabled rule("Destroy the bots (TEST)")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Is Button Held(Event Player, Ultimate) == True;
  • Is Button Held(Event Player, Crouch) == True;
  • }
  • actions
  • {
  • Destroy All Dummy Bots;
  • }
  • }
  • rule("Created by Jokaes#2263")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • }
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