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Comparing difference between and

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  • variables
  • {
  • global:
  • 0: L_Menu
  • 1: L_Hero
  • 2: L_Color
  • 3: L_Turbo
  • 4: L_Offset
  • 5: L_Type_HealthPool
  • 6: L_BasicSettings
  • 7: R_BasicSettings
  • 8: L_VisualEffects
  • 9: R_VisualEffects
  • 10: L_AdvancedSettings
  • 11: R_AdvancedSettings
  • 12: L_CombatModifiers
  • 13: R_CombatModifiers
  • 14: L_HealthPools
  • 15: R_HealthPools
  • 16: L_AbilitySettings
  • 17: R_AbilitySettings
  • 18: L_StatusEffects
  • 19: R_StatusEffects
  • 20: L_SaveStates
  • 21: R_SaveStates
  • 22: L_HostTools
  • 23: R_HostTools
  • 0: Menus
  • 1: Visuals
  • 2: Colors
  • 3: Palettes
  • 4: RGBA
  • 5: Buttons
  • 6: Health_Types
  • 7: C_Color
  • 8: L_BasicSettings
  • 9: R_BasicSettings
  • 10: L_VisualEffects
  • 11: R_VisualEffects
  • 12: L_AdvancedSettings
  • 13: R_AdvancedSettings
  • 14: L_CombatModifiers
  • 15: R_CombatModifiers
  • 16: L_HealthPools
  • 17: R_HealthPools
  • 18: L_AbilitySettings
  • 19: R_AbilitySettings
  • 20: L_StatusEffects
  • 21: R_StatusEffects
  • 22: L_SaveStates
  • 23: R_SaveStates
  • 24: L_HostTools
  • 25: R_HostTools
  • player:
  • 0: Menu_Index
  • 1: Mod_Access
  • 2: ID_Menu_HUD
  • 3: ID_Damage_Heal
  • 4: ID_Health_Pools
  • 5: ID_Visual_Effect
  • 6: C_Scale
  • 7: C_Barrier
  • 8: C_Voice
  • 9: C_Effect
  • 10: P_BasicSettings
  • 11: S_BasicSettings
  • 12: P_VisualEffects
  • 13: S_VisualEffects
  • 14: P_AdvancedSettings
  • 15: S_AdvancedSettings
  • 16: P_CombatModifiers
  • 17: S_CombatModifiers
  • 18: P_HealthPools
  • 19: S_HealthPools
  • 20: P_AbilitySettings
  • 21: S_AbilitySettings
  • 22: P_StatusEffects
  • 23: S_StatusEffects
  • 24: P_SaveStates
  • 25: S_SaveStates
  • 26: P_HostTools
  • 27: flymode
  • 6: ID_Palette
  • 7: C_Scale
  • 8: C_Barrier
  • 9: C_Voice
  • 10: C_Effect
  • 11: P_BasicSettings
  • 12: S_BasicSettings
  • 13: P_VisualEffects
  • 14: S_VisualEffects
  • 15: P_AdvancedSettings
  • 16: S_AdvancedSettings
  • 17: P_CombatModifiers
  • 18: S_CombatModifiers
  • 19: P_HealthPools
  • 20: S_HealthPools
  • 21: P_AbilitySettings
  • 22: S_AbilitySettings
  • 23: P_StatusEffects
  • 24: S_StatusEffects
  • 25: P_SaveStates
  • 26: S_SaveStates
  • 27: P_HostTools
  • 28: II
  • }
  • subroutines
  • {
  • 0: S_Button_Toggle
  • 1: S_AdvancedSettings
  • 2: S_CombatModifiers
  • 3: S_HealthPools
  • 4: S_AbilitySettings
  • 5: S_StatusEffects
  • 6: S_VisualEffects1
  • 7: S_VisualEffects2
  • 0: S_BasicSettings
  • 1: S_VisualEffects
  • 2: S_AdvancedSettings
  • 3: S_CombatModifiers
  • 4: S_HealthPools
  • 5: S_AbilitySettings
  • 6: S_StatusEffects
  • 7: S_SaveStates
  • 8: S_HostTools
  • 9: S_SaveStates
  • 10: S_BasicSettings
  • 11: S_VisualEffects
  • 9: S_Button_Toggle
  • 10: S_Visual
  • 11: S_Palette
  • }
  • rule("Gecko's Mod V.3.0.0 | Code: CMZ6Q | Created by Gecktendo#1446")
  • rule("Gecko's Mod V.4.0.0 | Code: CMZ6Q | Created by Gecktendo#1446")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • actions
  • {
  • disabled Disable Inspector Recording;
  • }
  • }
  • disabled rule("Variable Setup")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • }
  • rule("Global Lists")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • actions
  • {
  • Global.L_Menu = Array(Custom String("Basic Settings"), Custom String("Visual Effects"), Custom String("Advanced Settings"),
  • Global.Menus = Array(Custom String("Basic Settings"), Custom String("Visual Effects"), Custom String("Advanced Settings"),
  • Custom String("Combat Modifiers"), Custom String("Health Pools"), Custom String("Ability Settings"), Custom String(
  • "Status Effects"), Custom String("Save States"), Custom String("Host Tools"));
  • Global.L_Hero = All Heroes;
  • Global.L_Color = Array(Custom String("White"), Custom String("Red"), Custom String("Orange"), Custom String("Yellow"),
  • Custom String("Lime Green"), Custom String("Green"), Custom String("Turquoise"), Custom String("Aqua"), Custom String(
  • "Sky Blue"), Custom String("Blue"), Custom String("Purple"), Custom String("Team 1"), Custom String("Team 2"), Custom String(
  • "Off"));
  • Global.L_Turbo = Array(Custom String("Primary Fire"), Custom String("Secondary Fire"), Custom String("Ability 1"), Custom String(
  • Global.Buttons = Array(Custom String("Primary Fire"), Custom String("Secondary Fire"), Custom String("Ability 1"), Custom String(
  • "Ability 2"), Custom String("Ultimate"), Custom String("Jump"), Custom String("Crouch"), Custom String("Melee"));
  • Global.L_Offset = Array(Custom String("Up"), Custom String("Down"), Custom String("Left"), Custom String("Right"), Custom String(
  • "Forward"), Custom String("Backward"));
  • Global.L_Type_HealthPool = Array(Custom String("Recoverable Health"), Custom String("Recoverable Armor"), Custom String(
  • Global.Health_Types = Array(Custom String("Recoverable Health"), Custom String("Recoverable Armor"), Custom String(
  • "Recoverable Shield"), Custom String("Temporary Health"), Custom String("Temporary Armor"), Custom String("Temporary Shield"));
  • Global.Colors = Array(Custom String("Red"), Custom String("Orange"), Custom String("Yellow"), Custom String("Lime Green"),
  • Custom String("Green"), Custom String("Turquoise"), Custom String("Aqua"), Custom String("Sky Blue"), Custom String("Blue"),
  • Custom String("Violet"), Custom String("Purple"), Custom String("Rose"), Custom String("White"), Custom String("Gray"),
  • Custom String("Black"), Custom String("Off"));
  • Global.RGBA = Array(Custom Color(200, 0, 19, 255), Custom Color(236, 153, 0, 255), Custom Color(255, 255, 0, 255), Custom Color(
  • 160, 232, 27, 255), Custom Color(69, 255, 87, 255), Custom Color(0, 230, 151, 255), Custom Color(0, 234, 234, 255),
  • Custom Color(108, 190, 244, 255), Custom Color(39, 170, 255, 255), Custom Color(100, 50, 255, 255), Custom Color(161, 73, 197,
  • 255), Custom Color(255, 50, 145, 255), Custom Color(255, 255, 255, 255), Custom Color(127, 127, 127, 255), Custom Color(0, 0,
  • 0, 255), Custom Color(0, 0, 0, 0));
  • Global.Visuals = Array(Custom String("Orbiting Comet"), Custom String("Groovy Bloom"), Custom String("Spotlights"), Custom String(
  • "Atomic Power"), Custom String("All Seeing Eye"), Custom String("Dazzling Orb"), Custom String("Neon Hero"), Custom String(
  • "Spirits"), Custom String("Off"));
  • Global.Palettes = Array(Custom String("Red Green Blue"), Custom String("Red White Blue"), Custom String("Red White Green"),
  • Custom String("Red White Black"), Custom String("Black Red Yellow"), Custom String("Green White Orange"), Custom String(
  • "Blue Black White"), Custom String("Reds"), Custom String("Greens"), Custom String("Blues"), Custom String("Grays"),
  • Custom String("Warm"), Custom String("Cool"), Custom String("Vaporwave"), Custom String("Spooky"), Custom String("Oceanic"),
  • Custom String("LGBT"), Custom String("Gay"), Custom String("Lesbian"), Custom String("Bisexual"), Custom String("Pansexual"),
  • Custom String("Polysexual"), Custom String("Asexual"), Custom String("Aromantic"), Custom String("Aroace"), Custom String(
  • "Transgender"), Custom String("Genderqueer"), Custom String("Nonbinary"), Custom String("Genderfluid"), Custom String(
  • "Intersex"));
  • Global.C_Color = 0;
  • Chase Global Variable At Rate(C_Color, 100000000, 0.200, Destination and Rate);
  • }
  • }
  • rule("Menu Lists")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • actions
  • {
  • Global.L_BasicSettings = Array(Custom String("Hero"), Custom String("Chill / Kill Toggle"), Custom String("Third Person"),
  • Global.L_BasicSettings = Array(Custom String("Hero"), Custom String("Chill Mode"), Custom String("Third Person Camera"),
  • Custom String("Flight Mode"), Custom String("Advanced Settings"));
  • Global.R_BasicSettings = Array(Hero(Reaper), Custom String("Kill"), False, False, False);
  • Global.L_VisualEffects = Array(Custom String("Outline Color"), Custom String("Animation Speed"), Custom String(
  • "Custom #1: Orbiting Comet"), Custom String("Custom #2: Groovy Bloom"), Custom String("Custom #3: Spotlights"), Custom String(
  • "Custom #4: Atomic Power"), Custom String("Custom #5: Pride Colors"), Custom String("Custom #6: Transgender"), Custom String(
  • "Custom #7: Bisexual"), Custom String("Custom #8: Pansexual"), Custom String("Custom #9: Asexual"), Custom String(
  • "Custom #10: Non Binary"));
  • Global.R_VisualEffects = Array(Custom String("Off"), 2.500, False, False, False, False, False, False, False, False, False, False);
  • Global.L_AdvancedSettings = Array(Custom String("[Visible] Player Visibility"), Custom String("[Visible] Nameplate Visibility"),
  • Custom String("[Turbo] Change Reload Button to Turbo Button"), Custom String("[Turbo] Continually Press Button"),
  • Custom String("[Turbo] Button Press Interval"), Custom String("[Attach] Attach To Player"), Custom String(
  • "[Attach] Player Attachment Offset"), Custom String("[Scale] Duration of Scaling Transition"), Custom String(
  • "[Scale] Player Scale (PTR Only)"), Custom String("[Scale] Barrier Scale (PTR Only)"), Custom String(
  • "[Scale] Voiceline Pitch"), Custom String("[Clip] Environmental Collisions"), Custom String("[Clip] Floor Collisions"),
  • Custom String("[Clip] Player Collisions"));
  • Global.R_AdvancedSettings = Array(True, True, False, Custom String("Melee"), 1, Custom String("Off"), Custom String("Up"), 0, 100,
  • 100, 100, True, True, True);
  • Global.R_BasicSettings = Array(Hero(Reaper), False, Custom String("Off"), False, False);
  • Global.L_VisualEffects = Array(Custom String("Player Visibility"), Custom String("Nameplate Visibility"), Custom String(
  • "Outline Color"), Custom String("Visual Animation Type"), Custom String("Visual Animation Palette"), Custom String(
  • "Visual Animation Speed"));
  • Global.R_VisualEffects = Array(True, True, Custom String("Off"), Custom String("Off"), Custom String("Red Green Blue"), 2.500);
  • Global.L_AdvancedSettings = Array(Custom String("[Rapid] Hold Primary For Rapid Fire Mode"), Custom String(
  • "[Turbo] Change Reload Button to Turbo Button"), Custom String("[Turbo] Continually Press Button"), Custom String(
  • "[Turbo] Button Press Interval"), Custom String("[Attach] Attach To Player"), Custom String("[Attach] Left/Right Offset"),
  • Custom String("[Attach] Up/Down Offset"), Custom String("[Attach] Forward/Backward Offset"), Custom String(
  • "[Attach] Player Attachment Distance"), Custom String("[Scale] Duration of Scaling Transition"), Custom String(
  • "[Scale] Player Scale"), Custom String("[Scale] Barrier Scale"), Custom String("[Scale] Voiceline Pitch"), Custom String(
  • "[Clip] Environmental Collisions"), Custom String("[Clip] Floor Collisions"), Custom String("[Clip] Player Collisions"),
  • Custom String("[Lock] Face Player"), Custom String("[Lock] Mimic Player Actions"));
  • Global.R_AdvancedSettings = Array(False, False, Custom String("Melee"), 1, Custom String("Off"), 0, 1, 0, 1, 0, 100, 100, 100,
  • True, True, True, Custom String("Off"), Custom String("Off"));
  • Global.L_CombatModifiers = Array(Custom String("Damage Dealt"), Custom String("Damage Received"), Custom String(
  • "Damage Over Time"), Custom String("Healing Dealt"), Custom String("Healing Received"), Custom String("Heal Over Time"),
  • Custom String("Health"), Custom String("Jump Vertical Speed"), Custom String("Movement Gravity"), Custom String(
  • "Movement Speed"), Custom String("Projectile Gravity"), Custom String("Projectile Speed"), Custom String("Weapon 1 Ammo"),
  • Custom String("Weapon 1 Max Ammo"), Custom String("Weapon 2 Ammo"), Custom String("Weapon 2 Max Ammo"));
  • Global.R_CombatModifiers = Array(100, 100, 0, 100, 100, 0, 100, 100, 100, 100, 100, 100, 20, 20, 20, 20);
  • "Movement Speed"), Custom String("Projectile Gravity"), Custom String("Projectile Speed"), Custom String("Knockback Dealt"),
  • Custom String("Knockback Received"), Custom String("Weapon 1 Ammo"), Custom String("Weapon 1 Max Ammo"), Custom String(
  • "Weapon 2 Ammo"), Custom String("Weapon 2 Max Ammo"));
  • Global.R_CombatModifiers = Array(100, 100, 0, 100, 100, 0, 100, 100, 100, 100, 100, 100, 100, 100, 20, 20, 20, 20);
  • Global.L_HealthPools = Array(Custom String("HP01 Type"), Custom String("HP01 Quantity"), Custom String("HP02 Type"), Custom String(
  • "HP02 Quantity"), Custom String("HP03 Type"), Custom String("HP03 Quantity"), Custom String("HP04 Type"), Custom String(
  • "HP04 Quantity"), Custom String("HP05 Type"), Custom String("HP05 Quantity"), Custom String("HP06 Type"), Custom String(
  • "HP06 Quantity"), Custom String("HP07 Type"), Custom String("HP07 Quantity"), Custom String("HP08 Type"), Custom String(
  • "HP08 Quantity"), Custom String("HP09 Type"), Custom String("HP09 Quantity"), Custom String("HP10 Type"), Custom String(
  • "HP10 Quantity"), Custom String("HP11 Type"), Custom String("HP11 Quantity"), Custom String("HP12 Type"), Custom String(
  • "HP12 Quantity"), Custom String("HP13 Type"), Custom String("HP13 Quantity"), Custom String("HP14 Type"), Custom String(
  • "HP14 Quantity"), Custom String("HP15 Type"), Custom String("HP15 Quantity"));
  • Global.R_HealthPools = Array(Custom String("Recoverable Health"), 0, Custom String("Recoverable Health"), 0, Custom String(
  • "Recoverable Health"), 0, Custom String("Recoverable Health"), 0, Custom String("Recoverable Health"), 0, Custom String(
  • "Recoverable Health"), 0, Custom String("Recoverable Health"), 0, Custom String("Recoverable Health"), 0, Custom String(
  • "Recoverable Health"), 0, Custom String("Recoverable Health"), 0, Custom String("Recoverable Health"), 0, Custom String(
  • "Recoverable Health"), 0, Custom String("Recoverable Health"), 0, Custom String("Recoverable Health"), 0, Custom String(
  • "Recoverable Health"), 0);
  • Global.L_AbilitySettings = Array(Custom String("Primary Enabled"), Custom String("Primary Ability Cooldown"), Custom String(
  • "Secondary Enabled"), Custom String("Secondary Ability Cooldown"), Custom String("Ability 1 Enabled"), Custom String(
  • "Ability 1 Cooldown"), Custom String("Ability 2 Enabled"), Custom String("Ability 2 Cooldown"), Custom String(
  • "Ultimate Enabled"), Custom String("Ultimate Cooldown"), Custom String("Jump Enabled"), Custom String("Jump Ability Cooldown"),
  • Custom String("Crouch Enabled"), Custom String("Crouch Ability Cooldown"), Custom String("Melee Enabled"), Custom String(
  • "Reload Enabled"));
  • Global.R_AbilitySettings = Array(True, 5, True, 5, True, 5, True, 5, True, 360, True, 5, True, 5, True, True);
  • "Reload Enabled"), Custom String("Remove Weapon"));
  • Global.R_AbilitySettings = Array(True, 5, True, 5, True, 5, True, 5, True, 360, True, 5, True, 5, True, True, Custom String(
  • "Melee"));
  • Global.L_StatusEffects = Array(Custom String("Hacked"), Custom String("Burning"), Custom String("Knocked Down"), Custom String(
  • "Asleep"), Custom String("Frozen"), Custom String("Unkillable"), Custom String("Invincible"), Custom String("Phased Out"),
  • Custom String("Rooted"), Custom String("Stunned"), Custom String("Killed"));
  • Global.R_StatusEffects = Array(False, False, False, False, False, False, False, False, False, False, False);
  • Global.L_SaveStates = Array(Custom String("Save Current Settings"), Custom String("Load Saved Settings"), Custom String(
  • "Reset All Settings to Default"));
  • Global.R_SaveStates = Array(Custom String("Melee"), Custom String("Melee"), Custom String("Melee"));
  • Global.L_SaveStates = Array(Custom String("Save Current Settings"), Custom String("Load Your Saved Settings"), Custom String(
  • "Load Another Players Settings"), Custom String("Reset All Settings to Default"));
  • Global.R_SaveStates = Array(Custom String("Melee"), Custom String("Melee"), Custom String("Cancel"), Custom String("Melee"));
  • Global.L_HostTools = Array(Custom String("Selected Player"), Custom String("Selected Menu"), Custom String(
  • "Selected Parameter From Menu"), Custom String(
  • "Apply Your Selected Parameter Settings From Your Savestate to Selected Player"), Custom String(
  • "Apply All Your Savestate Settings to Selected Player"), Custom String("Allow Selected Player Mod Access"), Custom String(
  • "Teleport Selected Player To Host's Reticle"), Custom String("Gamespeed"), Custom String("Dummy Bot Hero"), Custom String(
  • "Dummy Bot Team"), Custom String("Spawn Dummy Bot at Reticle"), Custom String("Remove All Dummy Bots"), Custom String(
  • "Change Hero Skins"), Custom String("Set Match Time"));
  • Global.R_HostTools = Array(Custom String("All Non Host Players"), Custom String("\"\""), Custom String("\"\""), Custom String(
  • "Melee"), Custom String("Melee"), True, Custom String("Melee"), 100, Hero(Reaper), Custom String("Free For All"),
  • Custom String("Melee"), Custom String("Melee"), Custom String("Melee"), 60);
  • }
  • }
  • rule("Player Variables")
  • {
  • event
  • {
  • Player Joined Match;
  • All;
  • All;
  • }
  • actions
  • {
  • Event Player.Menu_Index = Array(0, 0, 0);
  • Event Player.Mod_Access = True;
  • Event Player.ID_Menu_HUD = Array(Empty Array, Empty Array);
  • Event Player.C_Scale = 100;
  • Event Player.C_Barrier = 100;
  • Event Player.C_Voice = 100;
  • Event Player.C_Effect = 0;
  • Event Player.P_BasicSettings = Global.R_BasicSettings;
  • Event Player.S_BasicSettings = Global.R_BasicSettings;
  • Event Player.P_VisualEffects = Global.R_VisualEffects;
  • Event Player.S_VisualEffects = Global.R_VisualEffects;
  • Event Player.P_AdvancedSettings = Global.R_AdvancedSettings;
  • Event Player.S_AdvancedSettings = Global.R_AdvancedSettings;
  • Event Player.P_CombatModifiers = Global.R_CombatModifiers;
  • Event Player.S_CombatModifiers = Global.R_CombatModifiers;
  • Event Player.P_HealthPools = Global.R_HealthPools;
  • Event Player.S_HealthPools = Global.R_HealthPools;
  • Event Player.P_AbilitySettings = Global.R_AbilitySettings;
  • Event Player.S_AbilitySettings = Global.R_AbilitySettings;
  • Event Player.P_StatusEffects = Global.R_StatusEffects;
  • Event Player.S_StatusEffects = Global.R_StatusEffects;
  • Event Player.P_SaveStates = Global.R_SaveStates;
  • Event Player.S_SaveStates = Global.R_SaveStates;
  • Event Player.P_HostTools = Global.R_HostTools;
  • Event Player.flymode = 0;
  • Event Player.II = 0;
  • Call Subroutine(S_Palette);
  • }
  • }
  • rule("Player Settings")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Has Spawned(Event Player) == True;
  • }
  • actions
  • {
  • Event Player.P_BasicSettings[0] = Hero Of(Event Player);
  • Start Scaling Player(Event Player, Event Player.C_Scale / 100, True);
  • Start Scaling Barriers(Event Player, Event Player.C_Barrier / 100, True);
  • Start Modifying Hero Voice Lines(Event Player, Event Player.C_Voice / 100, True);
  • Chase Player Variable At Rate(Event Player, C_Effect, 100000000, 1 / Event Player.P_VisualEffects[1], Destination and Rate);
  • Chase Player Variable At Rate(Event Player, C_Effect, 100000000, 1 / Event Player.P_VisualEffects[5], Destination and Rate);
  • }
  • }
  • disabled rule("Menu HUDs")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • }
  • rule("Instructions HUD")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • actions
  • {
  • Create HUD Text(Filtered Array(All Players(All Teams), Current Array Element.Mod_Access == True), Custom String("Gecko's Mod"),
  • Custom String("V.3.0.0"), Custom String("Code: CMZ6Q"), Left, 0, Green, Green, Green, Visible To and String,
  • Default Visibility);
  • Create HUD Text(Filtered Array(All Players(All Teams),
  • Current Array Element.Menu_Index[0] == 0 && Current Array Element.Mod_Access == True), Null, Null, Custom String(
  • "({0}) Interact - Open Mod Menu", Input Binding String(Button(Interact))), Left, 1, White, White, White, Visible To and String,
  • Default Visibility);
  • Create HUD Text(All Players(All Teams), Custom String("Gecko's Mod"), Custom String("V.4.0.0"), Custom String("Code: CMZ6Q"), Left,
  • 0, Custom Color((Cosine From Degrees(Global.C_Color * 360 - 0) + 0.500) * 255, (Cosine From Degrees(Global.C_Color * 360 - 120)
  • + 0.500) * 255, (Cosine From Degrees(Global.C_Color * 360 - 240) + 0.500) * 255, 255), Custom Color((Cosine From Degrees(
  • Global.C_Color * 360 - 0) + 0.500) * 255, (Cosine From Degrees(Global.C_Color * 360 - 120) + 0.500) * 255, (
  • Cosine From Degrees(Global.C_Color * 360 - 240) + 0.500) * 255, 255), Custom Color((Cosine From Degrees(
  • Global.C_Color * 360 - 0) + 0.500) * 255, (Cosine From Degrees(Global.C_Color * 360 - 120) + 0.500) * 255, (
  • Cosine From Degrees(Global.C_Color * 360 - 240) + 0.500) * 255, 255), Visible To String and Color, Default Visibility);
  • Create HUD Text(Filtered Array(All Players(All Teams), Current Array Element.Menu_Index[0] == 0), Null, Null, Custom String(
  • "({0}) Interact - Open Mod Menu", Input Binding String(Button(Interact))), Left, 1, Color(White), Color(White), Color(White),
  • Visible To and String, Default Visibility);
  • Create HUD Text(Filtered Array(All Players(All Teams),
  • Current Array Element.Menu_Index[0] == 1 || Current Array Element.Menu_Index[0] == 2), Null, Null, Custom String(
  • "({0}) Interact - Exit Current Folder or Parameter / Close Mod Menu", Input Binding String(Button(Interact))), Left, 1, White,
  • White, White, Visible To and String, Default Visibility);
  • "({0}) Interact - Exit Current Folder or Parameter / Close Mod Menu", Input Binding String(Button(Interact))), Left, 1, Color(
  • White), Color(White), Color(White), Visible To and String, Default Visibility);
  • Create HUD Text(Filtered Array(All Players(All Teams),
  • Current Array Element.Menu_Index[0] == 1 || Current Array Element.Menu_Index[0] == 2), Null, Null, Custom String(
  • "({0}) Primary Fire - Previous Folder / Parameter", Input Binding String(Button(Primary Fire))), Left, 2, White, White, White,
  • Visible To and String, Default Visibility);
  • "({0}) Primary Fire - Previous Folder / Parameter", Input Binding String(Button(Primary Fire))), Left, 2, Color(White), Color(
  • White), Color(White), Visible To and String, Default Visibility);
  • Create HUD Text(Filtered Array(All Players(All Teams),
  • Current Array Element.Menu_Index[0] == 1 || Current Array Element.Menu_Index[0] == 2), Null, Null, Custom String(
  • "({0}) Secondary Fire - Next Folder / Parameter", Input Binding String(Button(Secondary Fire))), Left, 3, White, White, White,
  • Visible To and String, Default Visibility);
  • "({0}) Secondary Fire - Next Folder / Parameter", Input Binding String(Button(Secondary Fire))), Left, 3, Color(White), Color(
  • White), Color(White), Visible To and String, Default Visibility);
  • Create HUD Text(Filtered Array(All Players(All Teams), Current Array Element.Menu_Index[0] == 1), Null, Null, Custom String(
  • "({0}) Melee - Open Folder", Input Binding String(Button(Melee))), Left, 4, White, White, White, Visible To and String,
  • Default Visibility);
  • "({0}) Melee - Open Folder", Input Binding String(Button(Melee))), Left, 4, Color(White), Color(White), Color(White),
  • Visible To and String, Default Visibility);
  • Create HUD Text(Filtered Array(All Players(All Teams), Current Array Element.Menu_Index[0] == 2), Null, Null, Custom String(
  • "({0}) Hold Melee + Look Up / Down - Adjust Selected Parameter", Input Binding String(Button(Melee))), Left, 4, White, White,
  • White, Visible To and String, Default Visibility);
  • "({0}) Hold Melee + Look Up / Down - Adjust Selected Parameter", Input Binding String(Button(Melee))), Left, 4, Color(White),
  • Color(White), Color(White), Visible To and String, Default Visibility);
  • Create HUD Text(Filtered Array(All Players(All Teams), Current Array Element.Menu_Index[0] == 2), Null, Null, Custom String(
  • "({0}) Reload - Reset Parameter to Default Settings", Input Binding String(Button(Reload))), Left, 5, White, White, White,
  • Visible To and String, Default Visibility);
  • "({0}) Reload - Reset Parameter to Default Settings", Input Binding String(Button(Reload))), Left, 5, Color(White), Color(
  • White), Color(White), Visible To and String, Default Visibility);
  • Create HUD Text(Filtered Array(All Players(All Teams), Current Array Element.Menu_Index[0] == 3), Null, Null, Custom String(
  • "({0}) Release Melee - Apply Parameter Setting", Input Binding String(Button(Melee))), Left, 1, White, White, White,
  • Visible To and String, Default Visibility);
  • "({0}) Release Melee - Apply Parameter Setting", Input Binding String(Button(Melee))), Left, 1, Color(White), Color(White),
  • Color(White), Visible To and String, Default Visibility);
  • }
  • }
  • rule("Spacers HUD")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • actions
  • {
  • "Create Primary HUD"
  • Create HUD Text(All Players(All Teams), Null, Null, Custom String(" "), Top, 1, White, White, White, Visible To and String,
  • Default Visibility);
  • Create HUD Text(All Players(All Teams), Null, Null, Custom String(" "), Top, 2, White, White, White, Visible To and String,
  • Default Visibility);
  • Create HUD Text(All Players(All Teams), Null, Null, Custom String(" "), Top, 3, White, White, White, Visible To and String,
  • Default Visibility);
  • Create HUD Text(All Players(All Teams), Null, Null, Custom String(" "), Top, 4, White, White, White, Visible To and String,
  • Default Visibility);
  • Create HUD Text(All Players(All Teams), Null, Null, Custom String(" "), Top, 5, White, White, White, Visible To and String,
  • Default Visibility);
  • Create HUD Text(All Players(All Teams), Null, Null, Custom String(" "), Top, 6, White, White, White, Visible To and String,
  • Default Visibility);
  • Create HUD Text(All Players(All Teams), Null, Null, Custom String(" "), Top, 7, White, White, White, Visible To and String,
  • Default Visibility);
  • disabled Create HUD Text(All Players(All Teams), Null, Null, Custom String(" "), Top, 8, White, White, White, Visible To and String,
  • Default Visibility);
  • disabled Create HUD Text(All Players(All Teams), Null, Null, Custom String(" "), Top, 9, White, White, White, Visible To and String,
  • Default Visibility);
  • Create HUD Text(All Players(All Teams), Null, Null, Custom String(" \r\n \r\n \r\n \r\n \r\n \r\n \r\n \r\n \r\n \r\n "), Top, 1,
  • Color(White), Color(White), Color(White), Visible To and String, Default Visibility);
  • }
  • }
  • rule("Close Menu HUD")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Event Player.Menu_Index[0] == 0;
  • }
  • actions
  • {
  • Destroy In-World Text(Event Player.ID_Menu_HUD[0]);
  • Destroy HUD Text(Event Player.ID_Menu_HUD[0]);
  • Destroy In-World Text(Event Player.ID_Menu_HUD[1]);
  • Destroy HUD Text(Event Player.ID_Menu_HUD[1]);
  • Destroy In-World Text(Event Player.ID_Menu_HUD[2]);
  • Destroy HUD Text(Event Player.ID_Menu_HUD[2]);
  • Call Subroutine(S_Button_Toggle);
  • }
  • }
  • rule("Primary HUD")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Event Player.Menu_Index[0] == 1;
  • }
  • actions
  • {
  • Call Subroutine(S_Button_Toggle);
  • Destroy HUD Text(Event Player.ID_Menu_HUD[0]);
  • Destroy HUD Text(Event Player.ID_Menu_HUD[1]);
  • Create HUD Text(Event Player, Custom String("{0} - {1}", Event Player.Menu_Index[1], Global.L_Menu[Event Player.Menu_Index[1]]),
  • Null, Null, Top, 10, Green, White, White, Visible To and String, Default Visibility);
  • Create HUD Text(Event Player, Custom String("{0} - {1}", Event Player.Menu_Index[1], Global.Menus[Event Player.Menu_Index[1]]),
  • Null, Null, Top, 2, Custom Color((Cosine From Degrees(Global.C_Color * 360 - 0) + 0.500) * 255, (Cosine From Degrees(
  • Global.C_Color * 360 - 120) + 0.500) * 255, (Cosine From Degrees(Global.C_Color * 360 - 240) + 0.500) * 255, 255), Color(
  • White), Color(White), String and Color, Default Visibility);
  • Event Player.ID_Menu_HUD[0] = Last Text ID;
  • }
  • }
  • rule("Secondary HUD")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Event Player.Menu_Index[0] == 2;
  • }
  • actions
  • {
  • Destroy HUD Text(Event Player.ID_Menu_HUD[1]);
  • "Create Secondary HUD"
  • If(Global.L_Menu[Event Player.Menu_Index[1]] == Custom String("Basic Settings"));
  • If(Global.Menus[Event Player.Menu_Index[1]] == Custom String("Basic Settings"));
  • Create HUD Text(Event Player, Null, Null, Custom String("{0} - {1}: {2}", Event Player.Menu_Index[2],
  • Global.L_BasicSettings[Event Player.Menu_Index[2]], Event Player.P_BasicSettings[Event Player.Menu_Index[2]]), Top, 11, White,
  • White, White, Visible To and String, Default Visibility);
  • Else If(Global.L_Menu[Event Player.Menu_Index[1]] == Custom String("Visual Effects"));
  • Global.L_BasicSettings[Event Player.Menu_Index[2]], Event Player.P_BasicSettings[Event Player.Menu_Index[2]]), Top, 3, Color(
  • White), Color(White), Color(White), Visible To and String, Default Visibility);
  • Else If(Global.Menus[Event Player.Menu_Index[1]] == Custom String("Visual Effects"));
  • Create HUD Text(Event Player, Null, Null, Custom String("{0} - {1}: {2}", Event Player.Menu_Index[2],
  • Global.L_VisualEffects[Event Player.Menu_Index[2]], Event Player.P_VisualEffects[Event Player.Menu_Index[2]]), Top, 11, White,
  • White, White, Visible To and String, Default Visibility);
  • Else If(Global.L_Menu[Event Player.Menu_Index[1]] == Custom String("Advanced Settings"));
  • Global.L_VisualEffects[Event Player.Menu_Index[2]], Event Player.P_VisualEffects[Event Player.Menu_Index[2]]), Top, 3, Color(
  • White), Color(White), Color(White), Visible To and String, Default Visibility);
  • Else If(Global.Menus[Event Player.Menu_Index[1]] == Custom String("Advanced Settings"));
  • Create HUD Text(Event Player, Null, Null, Custom String("{0} - {1}: {2}", Event Player.Menu_Index[2],
  • Global.L_AdvancedSettings[Event Player.Menu_Index[2]], Event Player.P_AdvancedSettings[Event Player.Menu_Index[2]]), Top, 11,
  • White, White, White, Visible To and String, Default Visibility);
  • Else If(Global.L_Menu[Event Player.Menu_Index[1]] == Custom String("Combat Modifiers"));
  • Global.L_AdvancedSettings[Event Player.Menu_Index[2]], Event Player.P_AdvancedSettings[Event Player.Menu_Index[2]]), Top, 3,
  • Color(White), Color(White), Color(White), Visible To and String, Default Visibility);
  • Else If(Global.Menus[Event Player.Menu_Index[1]] == Custom String("Combat Modifiers"));
  • Create HUD Text(Event Player, Null, Null, Custom String("{0} - {1}: {2}", Event Player.Menu_Index[2],
  • Global.L_CombatModifiers[Event Player.Menu_Index[2]], Event Player.P_CombatModifiers[Event Player.Menu_Index[2]]), Top, 11,
  • White, White, White, Visible To and String, Default Visibility);
  • Else If(Global.L_Menu[Event Player.Menu_Index[1]] == Custom String("Health Pools"));
  • Global.L_CombatModifiers[Event Player.Menu_Index[2]], Event Player.P_CombatModifiers[Event Player.Menu_Index[2]]), Top, 3,
  • Color(White), Color(White), Color(White), Visible To and String, Default Visibility);
  • Else If(Global.Menus[Event Player.Menu_Index[1]] == Custom String("Health Pools"));
  • Create HUD Text(Event Player, Null, Null, Custom String("{0} - {1}: {2}", Event Player.Menu_Index[2],
  • Global.L_HealthPools[Event Player.Menu_Index[2]], Event Player.P_HealthPools[Event Player.Menu_Index[2]]), Top, 11, White,
  • White, White, Visible To and String, Default Visibility);
  • Else If(Global.L_Menu[Event Player.Menu_Index[1]] == Custom String("Ability Settings"));
  • Global.L_HealthPools[Event Player.Menu_Index[2]], Event Player.P_HealthPools[Event Player.Menu_Index[2]]), Top, 3, Color(
  • White), Color(White), Color(White), Visible To and String, Default Visibility);
  • Else If(Global.Menus[Event Player.Menu_Index[1]] == Custom String("Ability Settings"));
  • Create HUD Text(Event Player, Null, Null, Custom String("{0} - {1}: {2}", Event Player.Menu_Index[2],
  • Global.L_AbilitySettings[Event Player.Menu_Index[2]], Event Player.P_AbilitySettings[Event Player.Menu_Index[2]]), Top, 11,
  • White, White, White, Visible To and String, Default Visibility);
  • Else If(Global.L_Menu[Event Player.Menu_Index[1]] == Custom String("Status Effects"));
  • Global.L_AbilitySettings[Event Player.Menu_Index[2]], Event Player.P_AbilitySettings[Event Player.Menu_Index[2]]), Top, 3,
  • Color(White), Color(White), Color(White), Visible To and String, Default Visibility);
  • Else If(Global.Menus[Event Player.Menu_Index[1]] == Custom String("Status Effects"));
  • Create HUD Text(Event Player, Null, Null, Custom String("{0} - {1}: {2}", Event Player.Menu_Index[2],
  • Global.L_StatusEffects[Event Player.Menu_Index[2]], Event Player.P_StatusEffects[Event Player.Menu_Index[2]]), Top, 11, White,
  • White, White, Visible To and String, Default Visibility);
  • Else If(Global.L_Menu[Event Player.Menu_Index[1]] == Custom String("Save States"));
  • Global.L_StatusEffects[Event Player.Menu_Index[2]], Event Player.P_StatusEffects[Event Player.Menu_Index[2]]), Top, 3, Color(
  • White), Color(White), Color(White), Visible To and String, Default Visibility);
  • Else If(Global.Menus[Event Player.Menu_Index[1]] == Custom String("Save States"));
  • Create HUD Text(Event Player, Null, Null, Custom String("{0} - {1}: {2}", Event Player.Menu_Index[2],
  • Global.L_SaveStates[Event Player.Menu_Index[2]], Event Player.P_SaveStates[Event Player.Menu_Index[2]]), Top, 11, White, White,
  • White, Visible To and String, Default Visibility);
  • Else If(Global.L_Menu[Event Player.Menu_Index[1]] == Custom String("Host Tools"));
  • Global.L_SaveStates[Event Player.Menu_Index[2]], Event Player.P_SaveStates[Event Player.Menu_Index[2]]), Top, 3, Color(White),
  • Color(White), Color(White), Visible To and String, Default Visibility);
  • Else If(Global.Menus[Event Player.Menu_Index[1]] == Custom String("Host Tools"));
  • Create HUD Text(Event Player, Null, Null, Custom String("{0} - {1}: {2}", Event Player.Menu_Index[2],
  • Global.L_HostTools[Event Player.Menu_Index[2]], Event Player.P_HostTools[Event Player.Menu_Index[2]]), Top, 11, White, White,
  • White, Visible To and String, Default Visibility);
  • Global.L_HostTools[Event Player.Menu_Index[2]], Event Player.P_HostTools[Event Player.Menu_Index[2]]), Top, 3, Color(White),
  • Color(White), Color(White), Visible To and String, Default Visibility);
  • End;
  • Event Player.ID_Menu_HUD[1] = Last Text ID;
  • }
  • }
  • rule("Tertiary HUD")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Event Player.Menu_Index[0] == 3;
  • }
  • actions
  • {
  • "Destroy HUD and In-World Text"
  • Destroy HUD Text(Event Player.ID_Menu_HUD[1]);
  • "Create Secondary HUD"
  • If(Global.L_Menu[Event Player.Menu_Index[1]] == Custom String("Basic Settings"));
  • If(Global.Menus[Event Player.Menu_Index[1]] == Custom String("Basic Settings"));
  • Create HUD Text(Event Player, Null, Null, Custom String("{0} {1} {2}", Icon String(Arrow: Down), Custom String("{0} - {1}: {2}",
  • Event Player.Menu_Index[2], Global.L_BasicSettings[Event Player.Menu_Index[2]],
  • Event Player.P_BasicSettings[Event Player.Menu_Index[2]]), Icon String(Arrow: Up)), Top, 11, White, White, White,
  • Visible To and String, Default Visibility);
  • Else If(Global.L_Menu[Event Player.Menu_Index[1]] == Custom String("Visual Effects"));
  • Event Player.P_BasicSettings[Event Player.Menu_Index[2]]), Icon String(Arrow: Up)), Top, 3, Color(White), Color(White), Color(
  • White), Visible To and String, Default Visibility);
  • Else If(Global.Menus[Event Player.Menu_Index[1]] == Custom String("Visual Effects"));
  • Create HUD Text(Event Player, Null, Null, Custom String("{0} {1} {2}", Icon String(Arrow: Down), Custom String("{0} - {1}: {2}",
  • Event Player.Menu_Index[2], Global.L_VisualEffects[Event Player.Menu_Index[2]],
  • Event Player.P_VisualEffects[Event Player.Menu_Index[2]]), Icon String(Arrow: Up)), Top, 11, White, White, White,
  • Visible To and String, Default Visibility);
  • Else If(Global.L_Menu[Event Player.Menu_Index[1]] == Custom String("Advanced Settings"));
  • Event Player.P_VisualEffects[Event Player.Menu_Index[2]]), Icon String(Arrow: Up)), Top, 3, Color(White), Color(White), Color(
  • White), Visible To and String, Default Visibility);
  • Else If(Global.Menus[Event Player.Menu_Index[1]] == Custom String("Advanced Settings"));
  • Create HUD Text(Event Player, Null, Null, Custom String("{0} {1} {2}", Icon String(Arrow: Down), Custom String("{0} - {1}: {2}",
  • Event Player.Menu_Index[2], Global.L_AdvancedSettings[Event Player.Menu_Index[2]],
  • Event Player.P_AdvancedSettings[Event Player.Menu_Index[2]]), Icon String(Arrow: Up)), Top, 11, White, White, White,
  • Visible To and String, Default Visibility);
  • Else If(Global.L_Menu[Event Player.Menu_Index[1]] == Custom String("Combat Modifiers"));
  • Event Player.P_AdvancedSettings[Event Player.Menu_Index[2]]), Icon String(Arrow: Up)), Top, 3, Color(White), Color(White),
  • Color(White), Visible To and String, Default Visibility);
  • Else If(Global.Menus[Event Player.Menu_Index[1]] == Custom String("Combat Modifiers"));
  • Create HUD Text(Event Player, Null, Null, Custom String("{0} {1} {2}", Icon String(Arrow: Down), Custom String("{0} - {1}: {2}",
  • Event Player.Menu_Index[2], Global.L_CombatModifiers[Event Player.Menu_Index[2]],
  • Event Player.P_CombatModifiers[Event Player.Menu_Index[2]]), Icon String(Arrow: Up)), Top, 11, White, White, White,
  • Visible To and String, Default Visibility);
  • Else If(Global.L_Menu[Event Player.Menu_Index[1]] == Custom String("Health Pools"));
  • Event Player.P_CombatModifiers[Event Player.Menu_Index[2]]), Icon String(Arrow: Up)), Top, 3, Color(White), Color(White),
  • Color(White), Visible To and String, Default Visibility);
  • Else If(Global.Menus[Event Player.Menu_Index[1]] == Custom String("Health Pools"));
  • Create HUD Text(Event Player, Null, Null, Custom String("{0} {1} {2}", Icon String(Arrow: Down), Custom String("{0} - {1}: {2}",
  • Event Player.Menu_Index[2], Global.L_HealthPools[Event Player.Menu_Index[2]],
  • Event Player.P_HealthPools[Event Player.Menu_Index[2]]), Icon String(Arrow: Up)), Top, 11, White, White, White,
  • Visible To and String, Default Visibility);
  • Else If(Global.L_Menu[Event Player.Menu_Index[1]] == Custom String("Ability Settings"));
  • Event Player.P_HealthPools[Event Player.Menu_Index[2]]), Icon String(Arrow: Up)), Top, 3, Color(White), Color(White), Color(
  • White), Visible To and String, Default Visibility);
  • Else If(Global.Menus[Event Player.Menu_Index[1]] == Custom String("Ability Settings"));
  • Create HUD Text(Event Player, Null, Null, Custom String("{0} {1} {2}", Icon String(Arrow: Down), Custom String("{0} - {1}: {2}",
  • Event Player.Menu_Index[2], Global.L_AbilitySettings[Event Player.Menu_Index[2]],
  • Event Player.P_AbilitySettings[Event Player.Menu_Index[2]]), Icon String(Arrow: Up)), Top, 11, White, White, White,
  • Visible To and String, Default Visibility);
  • Else If(Global.L_Menu[Event Player.Menu_Index[1]] == Custom String("Status Effects"));
  • Event Player.P_AbilitySettings[Event Player.Menu_Index[2]]), Icon String(Arrow: Up)), Top, 3, Color(White), Color(White),
  • Color(White), Visible To and String, Default Visibility);
  • Else If(Global.Menus[Event Player.Menu_Index[1]] == Custom String("Status Effects"));
  • Create HUD Text(Event Player, Null, Null, Custom String("{0} {1} {2}", Icon String(Arrow: Down), Custom String("{0} - {1}: {2}",
  • Event Player.Menu_Index[2], Global.L_StatusEffects[Event Player.Menu_Index[2]],
  • Event Player.P_StatusEffects[Event Player.Menu_Index[2]]), Icon String(Arrow: Up)), Top, 11, White, White, White,
  • Visible To and String, Default Visibility);
  • Else If(Global.L_Menu[Event Player.Menu_Index[1]] == Custom String("Save States"));
  • Event Player.P_StatusEffects[Event Player.Menu_Index[2]]), Icon String(Arrow: Up)), Top, 3, Color(White), Color(White), Color(
  • White), Visible To and String, Default Visibility);
  • Else If(Global.Menus[Event Player.Menu_Index[1]] == Custom String("Save States"));
  • Create HUD Text(Event Player, Null, Null, Custom String("{0} {1} {2}", Icon String(Arrow: Down), Custom String("{0} - {1}: {2}",
  • Event Player.Menu_Index[2], Global.L_SaveStates[Event Player.Menu_Index[2]],
  • Event Player.P_SaveStates[Event Player.Menu_Index[2]]), Icon String(Arrow: Up)), Top, 11, White, White, White,
  • Visible To and String, Default Visibility);
  • Else If(Global.L_Menu[Event Player.Menu_Index[1]] == Custom String("Host Tools"));
  • Event Player.P_SaveStates[Event Player.Menu_Index[2]]), Icon String(Arrow: Up)), Top, 3, Color(White), Color(White), Color(
  • White), Visible To and String, Default Visibility);
  • Else If(Global.Menus[Event Player.Menu_Index[1]] == Custom String("Host Tools"));
  • Create HUD Text(Event Player, Null, Null, Custom String("{0} {1} {2}", Icon String(Arrow: Down), Custom String("{0} - {1}: {2}",
  • Event Player.Menu_Index[2], Global.L_HostTools[Event Player.Menu_Index[2]],
  • Event Player.P_HostTools[Event Player.Menu_Index[2]]), Icon String(Arrow: Up)), Top, 11, White, White, White,
  • Visible To and String, Default Visibility);
  • Event Player.P_HostTools[Event Player.Menu_Index[2]]), Icon String(Arrow: Up)), Top, 3, Color(White), Color(White), Color(
  • White), Visible To and String, Default Visibility);
  • End;
  • Event Player.ID_Menu_HUD[1] = Last Text ID;
  • }
  • }
  • disabled rule("Menu Controls")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • }
  • rule("Interact: Open Mod Menu / Close Mod Menu / Back Button")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Is Button Held(Event Player, Interact) == True;
  • Is Button Held(Event Player, Button(Interact)) == True;
  • Event Player.Mod_Access == True;
  • }
  • actions
  • {
  • If(Event Player.Menu_Index[0] == 0);
  • Event Player.Menu_Index[0] = 1;
  • Else If(Event Player.Menu_Index[0] == 1);
  • Event Player.Menu_Index[0] = 0;
  • Else If(Event Player.Menu_Index[0] == 2);
  • Event Player.Menu_Index[0] = 1;
  • Event Player.Menu_Index[2] = 0;
  • End;
  • }
  • }
  • rule("Primary Fire: Go to Previous Folder or Parameter in List")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Is Button Held(Event Player, Primary Fire) == True;
  • Is Button Held(Event Player, Button(Primary Fire)) == True;
  • Event Player.Menu_Index[0] != 0;
  • Event Player.Mod_Access == True;
  • }
  • actions
  • {
  • While(Is Button Held(Event Player, Primary Fire) == True);
  • While(Is Button Held(Event Player, Button(Primary Fire)) == True);
  • If(Event Player.Menu_Index[0] == 1);
  • If(Event Player.P_BasicSettings[4] == False);
  • Event Player.Menu_Index[1] = (Event Player.Menu_Index[1] - 1 + 2) % 2;
  • Else If(Host Player != Event Player);
  • Event Player.Menu_Index[1] = (Event Player.Menu_Index[1] - 1 + (Count Of(Global.L_Menu) - 1)) % (Count Of(Global.L_Menu) - 1);
  • Event Player.Menu_Index[1] = (Event Player.Menu_Index[1] - 1 + (Count Of(Global.Menus) - 1)) % (Count Of(Global.Menus) - 1);
  • Else If(Host Player == Event Player);
  • Event Player.Menu_Index[1] = (Event Player.Menu_Index[1] - 1 + Count Of(Global.L_Menu)) % Count Of(Global.L_Menu);
  • Event Player.Menu_Index[1] = (Event Player.Menu_Index[1] - 1 + Count Of(Global.Menus)) % Count Of(Global.Menus);
  • End;
  • Else If(Event Player.Menu_Index[0] == 2);
  • If(Global.L_Menu[Event Player.Menu_Index[1]] == Custom String("Basic Settings"));
  • If(Global.Menus[Event Player.Menu_Index[1]] == Custom String("Basic Settings"));
  • Event Player.Menu_Index[2] = (Event Player.Menu_Index[2] - 1 + Count Of(Global.L_BasicSettings)) % Count Of(
  • Global.L_BasicSettings);
  • Else If(Global.L_Menu[Event Player.Menu_Index[1]] == Custom String("Visual Effects"));
  • Else If(Global.Menus[Event Player.Menu_Index[1]] == Custom String("Visual Effects"));
  • Event Player.Menu_Index[2] = (Event Player.Menu_Index[2] - 1 + Count Of(Global.L_VisualEffects)) % Count Of(
  • Global.L_VisualEffects);
  • Else If(Global.L_Menu[Event Player.Menu_Index[1]] == Custom String("Advanced Settings"));
  • Else If(Global.Menus[Event Player.Menu_Index[1]] == Custom String("Advanced Settings"));
  • Event Player.Menu_Index[2] = (Event Player.Menu_Index[2] - 1 + Count Of(Global.L_AdvancedSettings)) % Count Of(
  • Global.L_AdvancedSettings);
  • Else If(Global.L_Menu[Event Player.Menu_Index[1]] == Custom String("Combat Modifiers"));
  • Else If(Global.Menus[Event Player.Menu_Index[1]] == Custom String("Combat Modifiers"));
  • Event Player.Menu_Index[2] = (Event Player.Menu_Index[2] - 1 + Count Of(Global.L_CombatModifiers)) % Count Of(
  • Global.L_CombatModifiers);
  • Else If(Global.L_Menu[Event Player.Menu_Index[1]] == Custom String("Health Pools"));
  • Else If(Global.Menus[Event Player.Menu_Index[1]] == Custom String("Health Pools"));
  • Event Player.Menu_Index[2] = (Event Player.Menu_Index[2] - 1 + Count Of(Global.L_HealthPools)) % Count Of(Global.L_HealthPools);
  • Else If(Global.L_Menu[Event Player.Menu_Index[1]] == Custom String("Ability Settings"));
  • Else If(Global.Menus[Event Player.Menu_Index[1]] == Custom String("Ability Settings"));
  • Event Player.Menu_Index[2] = (Event Player.Menu_Index[2] - 1 + Count Of(Global.L_AbilitySettings)) % Count Of(
  • Global.L_AbilitySettings);
  • Else If(Global.L_Menu[Event Player.Menu_Index[1]] == Custom String("Status Effects"));
  • Else If(Global.Menus[Event Player.Menu_Index[1]] == Custom String("Status Effects"));
  • Event Player.Menu_Index[2] = (Event Player.Menu_Index[2] - 1 + Count Of(Global.L_StatusEffects)) % Count Of(
  • Global.L_StatusEffects);
  • Else If(Global.L_Menu[Event Player.Menu_Index[1]] == Custom String("Save States"));
  • Else If(Global.Menus[Event Player.Menu_Index[1]] == Custom String("Save States"));
  • Event Player.Menu_Index[2] = (Event Player.Menu_Index[2] - 1 + Count Of(Global.L_SaveStates)) % Count Of(Global.L_SaveStates);
  • Else If(Global.L_Menu[Event Player.Menu_Index[1]] == Custom String("Host Tools"));
  • Else If(Global.Menus[Event Player.Menu_Index[1]] == Custom String("Host Tools"));
  • Event Player.Menu_Index[2] = (Event Player.Menu_Index[2] - 1 + Count Of(Global.L_HostTools)) % Count Of(Global.L_HostTools);
  • End;
  • End;
  • Wait(0.250, Ignore Condition);
  • End;
  • }
  • }
  • rule("Secondary Fire: Go to Next Folder or Parameter in List")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Is Button Held(Event Player, Secondary Fire) == True;
  • Is Button Held(Event Player, Button(Secondary Fire)) == True;
  • Event Player.Menu_Index[0] != 0;
  • Event Player.Mod_Access == True;
  • }
  • actions
  • {
  • While(Is Button Held(Event Player, Secondary Fire) == True);
  • While(Is Button Held(Event Player, Button(Secondary Fire)) == True);
  • If(Event Player.Menu_Index[0] == 1);
  • If(Event Player.P_BasicSettings[4] == False);
  • Event Player.Menu_Index[1] = (Event Player.Menu_Index[1] + 1) % 2;
  • Else If(Host Player != Event Player);
  • Event Player.Menu_Index[1] = (Event Player.Menu_Index[1] + 1) % (Count Of(Global.L_Menu) - 1);
  • Event Player.Menu_Index[1] = (Event Player.Menu_Index[1] + 1) % (Count Of(Global.Menus) - 1);
  • Else If(Host Player == Event Player);
  • Event Player.Menu_Index[1] = (Event Player.Menu_Index[1] + 1) % Count Of(Global.L_Menu);
  • Event Player.Menu_Index[1] = (Event Player.Menu_Index[1] + 1) % Count Of(Global.Menus);
  • End;
  • Else If(Event Player.Menu_Index[0] == 2);
  • If(Global.L_Menu[Event Player.Menu_Index[1]] == Custom String("Basic Settings"));
  • If(Global.Menus[Event Player.Menu_Index[1]] == Custom String("Basic Settings"));
  • Event Player.Menu_Index[2] = (Event Player.Menu_Index[2] + 1) % Count Of(Global.L_BasicSettings);
  • Else If(Global.L_Menu[Event Player.Menu_Index[1]] == Custom String("Visual Effects"));
  • Else If(Global.Menus[Event Player.Menu_Index[1]] == Custom String("Visual Effects"));
  • Event Player.Menu_Index[2] = (Event Player.Menu_Index[2] + 1) % Count Of(Global.L_VisualEffects);
  • Else If(Global.L_Menu[Event Player.Menu_Index[1]] == Custom String("Advanced Settings"));
  • Else If(Global.Menus[Event Player.Menu_Index[1]] == Custom String("Advanced Settings"));
  • Event Player.Menu_Index[2] = (Event Player.Menu_Index[2] + 1) % Count Of(Global.L_AdvancedSettings);
  • Else If(Global.L_Menu[Event Player.Menu_Index[1]] == Custom String("Combat Modifiers"));
  • Else If(Global.Menus[Event Player.Menu_Index[1]] == Custom String("Combat Modifiers"));
  • Event Player.Menu_Index[2] = (Event Player.Menu_Index[2] + 1) % Count Of(Global.L_CombatModifiers);
  • Else If(Global.L_Menu[Event Player.Menu_Index[1]] == Custom String("Health Pools"));
  • Else If(Global.Menus[Event Player.Menu_Index[1]] == Custom String("Health Pools"));
  • Event Player.Menu_Index[2] = (Event Player.Menu_Index[2] + 1) % Count Of(Global.L_HealthPools);
  • Else If(Global.L_Menu[Event Player.Menu_Index[1]] == Custom String("Ability Settings"));
  • Else If(Global.Menus[Event Player.Menu_Index[1]] == Custom String("Ability Settings"));
  • Event Player.Menu_Index[2] = (Event Player.Menu_Index[2] + 1) % Count Of(Global.L_AbilitySettings);
  • Else If(Global.L_Menu[Event Player.Menu_Index[1]] == Custom String("Status Effects"));
  • Else If(Global.Menus[Event Player.Menu_Index[1]] == Custom String("Status Effects"));
  • Event Player.Menu_Index[2] = (Event Player.Menu_Index[2] + 1) % Count Of(Global.L_StatusEffects);
  • Else If(Global.L_Menu[Event Player.Menu_Index[1]] == Custom String("Save States"));
  • Else If(Global.Menus[Event Player.Menu_Index[1]] == Custom String("Save States"));
  • Event Player.Menu_Index[2] = (Event Player.Menu_Index[2] + 1) % Count Of(Global.L_SaveStates);
  • Else If(Global.L_Menu[Event Player.Menu_Index[1]] == Custom String("Host Tools"));
  • Else If(Global.Menus[Event Player.Menu_Index[1]] == Custom String("Host Tools"));
  • Event Player.Menu_Index[2] = (Event Player.Menu_Index[2] + 1) % Count Of(Global.L_HostTools);
  • End;
  • End;
  • Wait(0.250, Ignore Condition);
  • End;
  • }
  • }
  • rule("Melee: Open Folder / Adjust Parameter / Apply Parameter Settings")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Is Button Held(Event Player, Melee) == True;
  • Is Button Held(Event Player, Button(Melee)) == True;
  • Event Player.Menu_Index[0] != 0;
  • Event Player.Mod_Access == True;
  • }
  • actions
  • {
  • If(Event Player.Menu_Index[0] == 1);
  • Event Player.Menu_Index[0] = 2;
  • Else If(Event Player.Menu_Index[0] == 2);
  • Event Player.Menu_Index[0] = 3;
  • End;
  • }
  • }
  • rule("Reload: Reset Parameter to Default")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Is Button Held(Event Player, Reload) == True;
  • Is Button Held(Event Player, Button(Reload)) == True;
  • Event Player.Menu_Index[0] >= 2;
  • Event Player.Mod_Access == True;
  • }
  • actions
  • {
  • If(Global.L_Menu[Event Player.Menu_Index[1]] == Custom String("Basic Settings"));
  • If(Global.Menus[Event Player.Menu_Index[1]] == Custom String("Basic Settings"));
  • Event Player.P_BasicSettings[Event Player.Menu_Index[2]] = Global.R_BasicSettings[Event Player.Menu_Index[2]];
  • Else If(Global.L_Menu[Event Player.Menu_Index[1]] == Custom String("Visual Effects"));
  • Else If(Global.Menus[Event Player.Menu_Index[1]] == Custom String("Visual Effects"));
  • Event Player.P_VisualEffects[Event Player.Menu_Index[2]] = Global.R_VisualEffects[Event Player.Menu_Index[2]];
  • Else If(Global.L_Menu[Event Player.Menu_Index[1]] == Custom String("Advanced Settings"));
  • Else If(Global.Menus[Event Player.Menu_Index[1]] == Custom String("Advanced Settings"));
  • Event Player.P_AdvancedSettings[Event Player.Menu_Index[2]] = Global.R_AdvancedSettings[Event Player.Menu_Index[2]];
  • Else If(Global.L_Menu[Event Player.Menu_Index[1]] == Custom String("Combat Modifiers"));
  • Else If(Global.Menus[Event Player.Menu_Index[1]] == Custom String("Combat Modifiers"));
  • Event Player.P_CombatModifiers[Event Player.Menu_Index[2]] = Global.R_CombatModifiers[Event Player.Menu_Index[2]];
  • Else If(Global.L_Menu[Event Player.Menu_Index[1]] == Custom String("Health Pools"));
  • Else If(Global.Menus[Event Player.Menu_Index[1]] == Custom String("Health Pools"));
  • Event Player.P_HealthPools[Event Player.Menu_Index[2]] = Global.R_HealthPools[Event Player.Menu_Index[2]];
  • Else If(Global.L_Menu[Event Player.Menu_Index[1]] == Custom String("Ability Settings"));
  • Else If(Global.Menus[Event Player.Menu_Index[1]] == Custom String("Ability Settings"));
  • Event Player.P_AbilitySettings[Event Player.Menu_Index[2]] = Global.R_AbilitySettings[Event Player.Menu_Index[2]];
  • Else If(Global.L_Menu[Event Player.Menu_Index[1]] == Custom String("Status Effects"));
  • Else If(Global.Menus[Event Player.Menu_Index[1]] == Custom String("Status Effects"));
  • Event Player.P_StatusEffects[Event Player.Menu_Index[2]] = Global.R_StatusEffects[Event Player.Menu_Index[2]];
  • Else If(Global.L_Menu[Event Player.Menu_Index[1]] == Custom String("Save States"));
  • Else If(Global.Menus[Event Player.Menu_Index[1]] == Custom String("Save States"));
  • Event Player.P_SaveStates[Event Player.Menu_Index[2]] = Global.R_SaveStates[Event Player.Menu_Index[2]];
  • Else If(Global.L_Menu[Event Player.Menu_Index[1]] == Custom String("Host Tools"));
  • Else If(Global.Menus[Event Player.Menu_Index[1]] == Custom String("Host Tools"));
  • If(Event Player.Menu_Index[2] != 5);
  • Event Player.P_HostTools[Event Player.Menu_Index[2]] = Global.R_HostTools[Event Player.Menu_Index[2]];
  • Else If(Event Player.Menu_Index[2] != 5);
  • If(Event Player.P_HostTools[0] == Custom String("All Non Host Players"));
  • Remove From Array(All Players(All Teams), Host Player).Mod_Access = Global.R_HostTools[Event Player.Menu_Index[2]];
  • Else If(Event Player.P_HostTools[0] != Custom String("All Non Host Players"));
  • Event Player.P_HostTools[0].Mod_Access = Global.R_HostTools[Event Player.Menu_Index[2]];
  • End;
  • Event Player.P_HostTools[Event Player.Menu_Index[2]] = Global.R_HostTools[Event Player.Menu_Index[2]];
  • End;
  • End;
  • Event Player.Menu_Index[0] = 4;
  • }
  • }
  • disabled rule("Ability Cooldowns")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • }
  • rule("Primary Fire Ability Cooldown")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Ability Cooldown(Event Player, Button(Primary Fire)) != 0;
  • }
  • actions
  • {
  • If(Event Player.P_AdvancedSettings[3] == Custom String("Primary Fire"));
  • Set Ability Cooldown(Event Player, Button(Primary Fire), 0);
  • Else If(Event Player.P_AdvancedSettings[3] != Custom String("Primary Fire"));
  • Set Ability Cooldown(Event Player, Button(Primary Fire), Event Player.P_AbilitySettings[1]);
  • End;
  • }
  • }
  • rule("Secondary Fire Ability Cooldown")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Ability Cooldown(Event Player, Button(Secondary Fire)) != 0;
  • }
  • actions
  • {
  • If(Event Player.P_AdvancedSettings[3] == Custom String("Secondary Fire"));
  • Set Ability Cooldown(Event Player, Button(Secondary Fire), 0);
  • Else If(Event Player.P_AdvancedSettings[3] != Custom String("Secondary Fire"));
  • Set Ability Cooldown(Event Player, Button(Secondary Fire), Event Player.P_AbilitySettings[3]);
  • End;
  • }
  • }
  • rule("Ability 1 Cooldown")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Ability Cooldown(Event Player, Button(Ability 1)) != 0;
  • }
  • actions
  • {
  • If(Event Player.P_AdvancedSettings[3] == Custom String("Ability 1"));
  • Set Ability Cooldown(Event Player, Button(Ability 1), 0);
  • Else If(Event Player.P_AdvancedSettings[3] != Custom String("Ability 1"));
  • Set Ability Cooldown(Event Player, Button(Ability 1), Event Player.P_AbilitySettings[5]);
  • End;
  • }
  • }
  • rule("Ability 2 Cooldown")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Ability Cooldown(Event Player, Button(Ability 2)) != 0;
  • }
  • actions
  • {
  • If(Event Player.P_AdvancedSettings[3] == Custom String("Ability 2"));
  • Set Ability Cooldown(Event Player, Button(Ability 2), 0);
  • Else If(Event Player.P_AdvancedSettings[3] != Custom String("Ability 2"));
  • Set Ability Cooldown(Event Player, Button(Ability 2), Event Player.P_AbilitySettings[7]);
  • End;
  • }
  • }
  • rule("Ultimate Charge Cooldown")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Ultimate Charge Percent(Event Player) != 100;
  • Is Using Ultimate(Event Player) == False;
  • Has Spawned(Event Player) == True;
  • Event Player.P_AdvancedSettings[3] != Custom String("Ultimate");
  • }
  • actions
  • {
  • If(Event Player.P_AbilitySettings[9] >= 1.600);
  • While(Ultimate Charge Percent(Event Player) != 100);
  • Set Ultimate Charge(Event Player, Ultimate Charge Percent(Event Player) + 1);
  • Wait(Event Player.P_AbilitySettings[9] / 100, Abort When False);
  • End;
  • Else If(Event Player.P_AbilitySettings[9] < 1.600 && Event Player.P_AbilitySettings[9] > 0);
  • While(Ultimate Charge Percent(Event Player) != 100);
  • Set Ultimate Charge(Event Player, Ultimate Charge Percent(Event Player) + 1.600 / Event Player.P_AbilitySettings[9]);
  • Wait(0.016, Abort When False);
  • End;
  • Else If(Event Player.P_AbilitySettings[9] <= 0);
  • Set Ultimate Charge(Event Player, 100);
  • End;
  • }
  • }
  • rule("Jump Ability Cooldown")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Ability Cooldown(Event Player, Button(Jump)) != 0;
  • }
  • actions
  • {
  • If(Event Player.P_AdvancedSettings[3] == Custom String("Jump"));
  • Set Ability Cooldown(Event Player, Button(Jump), 0);
  • Else If(Event Player.P_AdvancedSettings[3] != Custom String("Jump"));
  • Set Ability Cooldown(Event Player, Button(Jump), Event Player.P_AbilitySettings[11]);
  • End;
  • }
  • }
  • rule("Crouch Ability Cooldown")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Ability Cooldown(Event Player, Button(Crouch)) != 0;
  • }
  • actions
  • {
  • If(Event Player.P_AdvancedSettings[3] == Custom String("Crouch"));
  • Set Ability Cooldown(Event Player, Button(Crouch), 0);
  • Else If(Event Player.P_AdvancedSettings[3] != Custom String("Crouch"));
  • Set Ability Cooldown(Event Player, Button(Crouch), Event Player.P_AbilitySettings[13]);
  • End;
  • }
  • }
  • disabled rule("Menu Loops")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • }
  • rule("Get: Basic Settings")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Event Player.Menu_Index[0] == 3;
  • Global.L_Menu[Event Player.Menu_Index[1]] == Custom String("Basic Settings");
  • Global.Menus[Event Player.Menu_Index[1]] == Custom String("Basic Settings");
  • }
  • actions
  • {
  • While(Is Button Held(Event Player, Melee) == True);
  • While(Is Button Held(Event Player, Button(Melee)) == True);
  • If(Event Player.Menu_Index[2] == 0);
  • Event Player.P_BasicSettings[0] = Global.L_Hero[Round To Integer((Vertical Facing Angle Of(Event Player) / 178.001 + 0.500)
  • * Count Of(Global.L_Hero), Down)];
  • Else If(Event Player.Menu_Index[2] == 1);
  • If(Event Player.P_BasicSettings[Event Player.Menu_Index[2]] == Custom String("Chill"));
  • Event Player.P_BasicSettings[Event Player.Menu_Index[2]] = Custom String("Kill");
  • Else If(Event Player.P_BasicSettings[Event Player.Menu_Index[2]] == Custom String("Kill"));
  • Event Player.P_BasicSettings[Event Player.Menu_Index[2]] = Custom String("Chill");
  • End;
  • Break;
  • Else If(Event Player.Menu_Index[2] == 2);
  • If(Event Player.P_BasicSettings[Event Player.Menu_Index[2]] == True);
  • Event Player.P_BasicSettings[Event Player.Menu_Index[2]] = False;
  • Else If(Event Player.P_BasicSettings[Event Player.Menu_Index[2]] == False);
  • Event Player.P_BasicSettings[Event Player.Menu_Index[2]] = True;
  • End;
  • Break;
  • Else If(Event Player.Menu_Index[2] == 3);
  • If(Event Player.P_BasicSettings[Event Player.Menu_Index[2]] == True);
  • Event Player.P_BasicSettings[Event Player.Menu_Index[2]] = False;
  • Else If(Event Player.P_BasicSettings[Event Player.Menu_Index[2]] == False);
  • Event Player.P_BasicSettings[Event Player.Menu_Index[2]] = True;
  • End;
  • Break;
  • Else If(Event Player.Menu_Index[2] == 4);
  • Event Player.P_BasicSettings[0] = All Heroes[Round To Integer((Vertical Facing Angle Of(Event Player) / 178.001 + 0.500)
  • * Count Of(All Heroes), Down)];
  • Else If(Event Player.Menu_Index[2] == 1 || Event Player.Menu_Index[2] == 3 || Event Player.Menu_Index[2] == 4);
  • If(Event Player.P_BasicSettings[Event Player.Menu_Index[2]] == True);
  • Event Player.P_BasicSettings[Event Player.Menu_Index[2]] = False;
  • Else If(Event Player.P_BasicSettings[Event Player.Menu_Index[2]] == False);
  • Event Player.P_BasicSettings[Event Player.Menu_Index[2]] = True;
  • End;
  • Break;
  • Else If(Event Player.Menu_Index[2] == 2);
  • Event Player.P_BasicSettings[Event Player.Menu_Index[2]] = Append To Array(All Players(All Teams), Custom String("Off"))
  • [Round To Integer((Vertical Facing Angle Of(Event Player) / 178.001 + 0.500) * (Count Of(All Players(All Teams)) + 1), Down)];
  • End;
  • Wait(0.100, Ignore Condition);
  • End;
  • Event Player.Menu_Index[0] = 4;
  • }
  • }
  • rule("Get: Visual Effects")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Event Player.Menu_Index[0] == 3;
  • Global.L_Menu[Event Player.Menu_Index[1]] == Custom String("Visual Effects");
  • Global.Menus[Event Player.Menu_Index[1]] == Custom String("Visual Effects");
  • }
  • actions
  • {
  • While(Is Button Held(Event Player, Melee) == True);
  • If(Event Player.Menu_Index[2] == 0);
  • Event Player.P_VisualEffects[Event Player.Menu_Index[2]] = Global.L_Color[Round To Integer((Vertical Facing Angle Of(Event Player)
  • / 178.001 + 0.500) * Count Of(Global.L_Color), Down)];
  • Else If(Event Player.Menu_Index[2] == 1);
  • Event Player.P_VisualEffects[Event Player.Menu_Index[2]] = (100 ^ (Vertical Facing Angle Of(Event Player) / -178.001 + 0.500)
  • * 1 - 1) / 99 * 120 + 0.100;
  • Else If(Event Player.Menu_Index[2] >= 2 && Event Player.Menu_Index[2] <= 11);
  • While(Is Button Held(Event Player, Button(Melee)) == True);
  • If(Event Player.Menu_Index[2] == 0 || Event Player.Menu_Index[2] == 1);
  • If(Event Player.P_VisualEffects[Event Player.Menu_Index[2]] == True);
  • Event Player.P_VisualEffects[Event Player.Menu_Index[2]] = False;
  • Else If(Event Player.P_VisualEffects[Event Player.Menu_Index[2]] == False);
  • Event Player.P_VisualEffects = Array(Event Player.P_VisualEffects[0], Event Player.P_VisualEffects[1], False, False, False, False,
  • False, False, False, False, False, False);
  • Event Player.P_VisualEffects[Event Player.Menu_Index[2]] = True;
  • End;
  • Break;
  • Else If(Event Player.Menu_Index[2] == 2);
  • Event Player.P_VisualEffects[Event Player.Menu_Index[2]] = Global.Colors[Round To Integer((Vertical Facing Angle Of(Event Player)
  • / 178.001 + 0.500) * Count Of(Global.Colors), Down)];
  • Else If(Event Player.Menu_Index[2] == 3);
  • Event Player.P_VisualEffects[Event Player.Menu_Index[2]] = Global.Visuals[Round To Integer((Vertical Facing Angle Of(Event Player)
  • / 178.001 + 0.500) * Count Of(Global.Visuals), Down)];
  • Else If(Event Player.Menu_Index[2] == 4);
  • Event Player.P_VisualEffects[Event Player.Menu_Index[2]] = Global.Palettes[Round To Integer((Vertical Facing Angle Of(Event Player)
  • / 178.001 + 0.500) * Count Of(Global.Palettes), Down)];
  • Else If(Event Player.Menu_Index[2] == 5);
  • Event Player.P_VisualEffects[Event Player.Menu_Index[2]] = (100 ^ (Vertical Facing Angle Of(Event Player) / -178.001 + 0.500)
  • * 1 - 1) / 99 * 120 + 0.100;
  • End;
  • Wait(0.100, Ignore Condition);
  • End;
  • Event Player.Menu_Index[0] = 4;
  • }
  • }
  • rule("Get: Advanced Settings")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Event Player.Menu_Index[0] == 3;
  • Global.L_Menu[Event Player.Menu_Index[1]] == Custom String("Advanced Settings");
  • Global.Menus[Event Player.Menu_Index[1]] == Custom String("Advanced Settings");
  • }
  • actions
  • {
  • While(Is Button Held(Event Player, Melee) == True);
  • If(Event Player.Menu_Index[2] == 0);
  • If(Event Player.P_AdvancedSettings[Event Player.Menu_Index[2]] == True);
  • Event Player.P_AdvancedSettings[Event Player.Menu_Index[2]] = False;
  • Else If(Event Player.P_AdvancedSettings[Event Player.Menu_Index[2]] == False);
  • Event Player.P_AdvancedSettings[Event Player.Menu_Index[2]] = True;
  • End;
  • Break;
  • Else If(Event Player.Menu_Index[2] == 1);
  • While(Is Button Held(Event Player, Button(Melee)) == True);
  • If(
  • Event Player.Menu_Index[2] == 0 || Event Player.Menu_Index[2] == 1 || Event Player.Menu_Index[2] == 13 || Event Player.Menu_Index[2] == 14 || Event Player.Menu_Index[2] == 15);
  • If(Event Player.P_AdvancedSettings[Event Player.Menu_Index[2]] == True);
  • Event Player.P_AdvancedSettings[Event Player.Menu_Index[2]] = False;
  • Else If(Event Player.P_AdvancedSettings[Event Player.Menu_Index[2]] == False);
  • Event Player.P_AdvancedSettings[Event Player.Menu_Index[2]] = True;
  • End;
  • Break;
  • Else If(Event Player.Menu_Index[2] == 2);
  • If(Event Player.P_AdvancedSettings[Event Player.Menu_Index[2]] == True);
  • Event Player.P_AdvancedSettings[Event Player.Menu_Index[2]] = False;
  • Else If(Event Player.P_AdvancedSettings[Event Player.Menu_Index[2]] == False);
  • Event Player.P_AdvancedSettings[Event Player.Menu_Index[2]] = True;
  • End;
  • Break;
  • Event Player.P_AdvancedSettings[Event Player.Menu_Index[2]] = Global.Buttons[Round To Integer((Vertical Facing Angle Of(
  • Event Player) / 178.001 + 0.500) * Count Of(Global.Buttons), Down)];
  • Else If(Event Player.Menu_Index[2] == 3);
  • Event Player.P_AdvancedSettings[Event Player.Menu_Index[2]] = Global.L_Turbo[Round To Integer((Vertical Facing Angle Of(
  • Event Player) / 178.001 + 0.500) * Count Of(Global.L_Turbo), Down)];
  • Else If(Event Player.Menu_Index[2] == 4);
  • Event Player.P_AdvancedSettings[Event Player.Menu_Index[2]] = (100 ^ (Vertical Facing Angle Of(Event Player) / -178.001 + 0.500)
  • * 1 - 1) / 99 * 9.968 + 0.032;
  • Else If(Event Player.Menu_Index[2] == 5);
  • Else If(Event Player.Menu_Index[2] == 4);
  • Event Player.P_AdvancedSettings[Event Player.Menu_Index[2]] = All Players(All Teams)[Round To Integer((Vertical Facing Angle Of(
  • Event Player) / 178.001 + 0.500) * Count Of(All Players(All Teams)), Down)];
  • Else If(Event Player.Menu_Index[2] == 5);
  • Event Player.P_AdvancedSettings[Event Player.Menu_Index[2]] = (Vertical Facing Angle Of(Event Player) / -178.001 + 0.500) * 2 - 1;
  • Else If(Event Player.Menu_Index[2] == 6);
  • Event Player.P_AdvancedSettings[Event Player.Menu_Index[2]] = Global.L_Offset[Round To Integer((Vertical Facing Angle Of(
  • Event Player) / 178.001 + 0.500) * Count Of(Global.L_Offset), Down)];
  • Event Player.P_AdvancedSettings[Event Player.Menu_Index[2]] = (Vertical Facing Angle Of(Event Player) / -178.001 + 0.500) * 2 - 1;
  • Else If(Event Player.Menu_Index[2] == 7);
  • Event Player.P_AdvancedSettings[Event Player.Menu_Index[2]] = (Vertical Facing Angle Of(Event Player) / -178.001 + 0.500) * 2 - 1;
  • Else If(Event Player.Menu_Index[2] == 8);
  • Event Player.P_AdvancedSettings[Event Player.Menu_Index[2]] = (100 ^ (Vertical Facing Angle Of(Event Player) / -178.001 + 0.500)
  • * 1 - 1) / 99 * 10;
  • Else If(Event Player.Menu_Index[2] == 9);
  • Event Player.P_AdvancedSettings[Event Player.Menu_Index[2]] = (1000 ^ (Vertical Facing Angle Of(Event Player) / -178.001 + 0.500)
  • * 1 - 1) / 999 * 1800;
  • Else If(Event Player.Menu_Index[2] == 8);
  • Else If(Event Player.Menu_Index[2] == 10);
  • Event Player.P_AdvancedSettings[Event Player.Menu_Index[2]] = Round To Integer((100 ^ (Vertical Facing Angle Of(Event Player)
  • / -178.001 + 0.500) * 1 - 1) / 99 * 1991 + 10, Down);
  • Else If(Event Player.Menu_Index[2] == 9);
  • Else If(Event Player.Menu_Index[2] == 11);
  • Event Player.P_AdvancedSettings[Event Player.Menu_Index[2]] = Round To Integer((100 ^ (Vertical Facing Angle Of(Event Player)
  • / -178.001 + 0.500) * 1 - 1) / 99 * 1991 + 10, Down);
  • Else If(Event Player.Menu_Index[2] == 10);
  • Else If(Event Player.Menu_Index[2] == 12);
  • Event Player.P_AdvancedSettings[Event Player.Menu_Index[2]] = Round To Integer((Vertical Facing Angle Of(Event Player)
  • / -178.001 + 0.500) * 101 + 50, Down);
  • Else If(Event Player.Menu_Index[2] == 11);
  • If(Event Player.P_AdvancedSettings[Event Player.Menu_Index[2]] == True);
  • Event Player.P_AdvancedSettings[Event Player.Menu_Index[2]] = False;
  • Event Player.P_AdvancedSettings[Event Player.Menu_Index[2] + 1] = True;
  • Else If(Event Player.P_AdvancedSettings[Event Player.Menu_Index[2]] == False);
  • Event Player.P_AdvancedSettings[Event Player.Menu_Index[2]] = True;
  • End;
  • Break;
  • Else If(Event Player.Menu_Index[2] == 12);
  • If(Event Player.P_AdvancedSettings[Event Player.Menu_Index[2]] == True);
  • Event Player.P_AdvancedSettings[Event Player.Menu_Index[2] - 1] = True;
  • Event Player.P_AdvancedSettings[Event Player.Menu_Index[2]] = False;
  • Else If(Event Player.P_AdvancedSettings[Event Player.Menu_Index[2]] == False);
  • Event Player.P_AdvancedSettings[Event Player.Menu_Index[2]] = True;
  • End;
  • Break;
  • Else If(Event Player.Menu_Index[2] == 13);
  • If(Event Player.P_AdvancedSettings[Event Player.Menu_Index[2]] == True);
  • Event Player.P_AdvancedSettings[Event Player.Menu_Index[2]] = False;
  • Else If(Event Player.P_AdvancedSettings[Event Player.Menu_Index[2]] == False);
  • Event Player.P_AdvancedSettings[Event Player.Menu_Index[2]] = True;
  • End;
  • Break;
  • Else If(Event Player.Menu_Index[2] == 16);
  • Event Player.P_AdvancedSettings[Event Player.Menu_Index[2]] = All Players(All Teams)[Round To Integer((Vertical Facing Angle Of(
  • Event Player) / 178.001 + 0.500) * Count Of(All Players(All Teams)), Down)];
  • Else If(Event Player.Menu_Index[2] == 17);
  • Event Player.P_AdvancedSettings[Event Player.Menu_Index[2]] = All Players(All Teams)[Round To Integer((Vertical Facing Angle Of(
  • Event Player) / 178.001 + 0.500) * Count Of(All Players(All Teams)), Down)];
  • End;
  • Wait(0.100, Ignore Condition);
  • End;
  • Event Player.Menu_Index[0] = 4;
  • }
  • }
  • rule("Get: Combat Modifiers")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Event Player.Menu_Index[0] == 3;
  • Global.L_Menu[Event Player.Menu_Index[1]] == Custom String("Combat Modifiers");
  • Global.Menus[Event Player.Menu_Index[1]] == Custom String("Combat Modifiers");
  • }
  • actions
  • {
  • While(Is Button Held(Event Player, Melee) == True);
  • If(Event Player.Menu_Index[2] >= 0 && Event Player.Menu_Index[2] <= 11);
  • While(Is Button Held(Event Player, Button(Melee)) == True);
  • If(Event Player.Menu_Index[2] >= 0 && Event Player.Menu_Index[2] <= 13);
  • Event Player.P_CombatModifiers[Event Player.Menu_Index[2]] = (1000 ^ (Vertical Facing Angle Of(Event Player) / -178 + 0.500)
  • * 1 - 1) / 999 * 10000;
  • Else If(Event Player.Menu_Index[2] >= 12 && Event Player.Menu_Index[2] <= 15);
  • Else If(Event Player.Menu_Index[2] >= 14 && Event Player.Menu_Index[2] <= 17);
  • Event Player.P_CombatModifiers[Event Player.Menu_Index[2]] = Round To Integer((100 ^ (Vertical Facing Angle Of(Event Player)
  • / -178.001 + 0.500) * 1 - 1) / 99 * 1001, Down);
  • End;
  • Wait(0.100, Ignore Condition);
  • End;
  • Event Player.Menu_Index[0] = 4;
  • }
  • }
  • rule("Get: Health Pools")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Event Player.Menu_Index[0] == 3;
  • Global.L_Menu[Event Player.Menu_Index[1]] == Custom String("Health Pools");
  • Global.Menus[Event Player.Menu_Index[1]] == Custom String("Health Pools");
  • }
  • actions
  • {
  • While(Is Button Held(Event Player, Melee) == True);
  • While(Is Button Held(Event Player, Button(Melee)) == True);
  • If(Event Player.Menu_Index[2] % 2 == 0);
  • Event Player.P_HealthPools[Event Player.Menu_Index[2]] = Global.L_Type_HealthPool[Round To Integer((Vertical Facing Angle Of(
  • Event Player) / 178.001 + 0.500) * Count Of(Global.L_Type_HealthPool), Down)];
  • Event Player.P_HealthPools[Event Player.Menu_Index[2]] = Global.Health_Types[Round To Integer((Vertical Facing Angle Of(
  • Event Player) / 178.001 + 0.500) * Count Of(Global.Health_Types), Down)];
  • Else If(Event Player.Menu_Index[2] % 2 == 1);
  • Event Player.P_HealthPools[Event Player.Menu_Index[2]] = Round To Integer((100 ^ (Vertical Facing Angle Of(Event Player)
  • / -178 + 0.500) * 1 - 1) / 99 * 9999, To Nearest);
  • End;
  • Wait(0.100, Ignore Condition);
  • End;
  • Event Player.Menu_Index[0] = 4;
  • }
  • }
  • rule("Get: Abilities Settings")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Event Player.Menu_Index[0] == 3;
  • Global.L_Menu[Event Player.Menu_Index[1]] == Custom String("Ability Settings");
  • Global.Menus[Event Player.Menu_Index[1]] == Custom String("Ability Settings");
  • }
  • actions
  • {
  • While(Is Button Held(Event Player, Melee) == True);
  • While(Is Button Held(Event Player, Button(Melee)) == True);
  • If(Event Player.Menu_Index[2] == 0);
  • If(Event Player.P_AbilitySettings[Event Player.Menu_Index[2]] == True);
  • Event Player.P_AbilitySettings[Event Player.Menu_Index[2]] = False;
  • Else If(Event Player.P_AbilitySettings[Event Player.Menu_Index[2]] == False);
  • Event Player.P_AbilitySettings[Event Player.Menu_Index[2]] = True;
  • End;
  • Break;
  • Else If(Event Player.Menu_Index[2] == 1);
  • Event Player.P_AbilitySettings[Event Player.Menu_Index[2]] = (100 ^ (Vertical Facing Angle Of(Event Player) / -178 + 0.500)
  • * 1 - 1) / 99 * 999;
  • Else If(Event Player.Menu_Index[2] == 2);
  • If(Event Player.P_AbilitySettings[Event Player.Menu_Index[2]] == True);
  • Event Player.P_AbilitySettings[Event Player.Menu_Index[2]] = False;
  • Else If(Event Player.P_AbilitySettings[Event Player.Menu_Index[2]] == False);
  • Event Player.P_AbilitySettings[Event Player.Menu_Index[2]] = True;
  • End;
  • Break;
  • Else If(Event Player.Menu_Index[2] == 3);
  • Event Player.P_AbilitySettings[Event Player.Menu_Index[2]] = (100 ^ (Vertical Facing Angle Of(Event Player) / -178 + 0.500)
  • * 1 - 1) / 99 * 999;
  • Else If(Event Player.Menu_Index[2] == 4);
  • If(Event Player.P_AbilitySettings[Event Player.Menu_Index[2]] == True);
  • Event Player.P_AbilitySettings[Event Player.Menu_Index[2]] = False;
  • Else If(Event Player.P_AbilitySettings[Event Player.Menu_Index[2]] == False);
  • Event Player.P_AbilitySettings[Event Player.Menu_Index[2]] = True;
  • End;
  • Break;
  • Else If(Event Player.Menu_Index[2] == 5);
  • Event Player.P_AbilitySettings[Event Player.Menu_Index[2]] = (100 ^ (Vertical Facing Angle Of(Event Player) / -178 + 0.500)
  • * 1 - 1) / 99 * 999;
  • Else If(Event Player.Menu_Index[2] == 6);
  • If(Event Player.P_AbilitySettings[Event Player.Menu_Index[2]] == True);
  • Event Player.P_AbilitySettings[Event Player.Menu_Index[2]] = False;
  • Else If(Event Player.P_AbilitySettings[Event Player.Menu_Index[2]] == False);
  • Event Player.P_AbilitySettings[Event Player.Menu_Index[2]] = True;
  • End;
  • Break;
  • Else If(Event Player.Menu_Index[2] == 7);
  • Event Player.P_AbilitySettings[Event Player.Menu_Index[2]] = (100 ^ (Vertical Facing Angle Of(Event Player) / -178 + 0.500)
  • * 1 - 1) / 99 * 999;
  • Else If(Event Player.Menu_Index[2] == 8);
  • If(Event Player.P_AbilitySettings[Event Player.Menu_Index[2]] == True);
  • Event Player.P_AbilitySettings[Event Player.Menu_Index[2]] = False;
  • Else If(Event Player.P_AbilitySettings[Event Player.Menu_Index[2]] == False);
  • Event Player.P_AbilitySettings[Event Player.Menu_Index[2]] = True;
  • End;
  • Break;
  • Else If(Event Player.Menu_Index[2] == 9);
  • Event Player.P_AbilitySettings[Event Player.Menu_Index[2]] = (100 ^ (Vertical Facing Angle Of(Event Player) / -178 + 0.500)
  • * 1 - 1) / 99 * 999;
  • Else If(Event Player.Menu_Index[2] == 10);
  • If(Event Player.P_AbilitySettings[Event Player.Menu_Index[2]] == True);
  • Event Player.P_AbilitySettings[Event Player.Menu_Index[2]] = False;
  • Else If(Event Player.P_AbilitySettings[Event Player.Menu_Index[2]] == False);
  • Event Player.P_AbilitySettings[Event Player.Menu_Index[2]] = True;
  • End;
  • Break;
  • Else If(Event Player.Menu_Index[2] == 11);
  • Event Player.P_AbilitySettings[Event Player.Menu_Index[2]] = (100 ^ (Vertical Facing Angle Of(Event Player) / -178 + 0.500)
  • * 1 - 1) / 99 * 999;
  • Else If(Event Player.Menu_Index[2] == 12);
  • If(Event Player.P_AbilitySettings[Event Player.Menu_Index[2]] == True);
  • Event Player.P_AbilitySettings[Event Player.Menu_Index[2]] = False;
  • Else If(Event Player.P_AbilitySettings[Event Player.Menu_Index[2]] == False);
  • Event Player.P_AbilitySettings[Event Player.Menu_Index[2]] = True;
  • End;
  • Break;
  • Else If(Event Player.Menu_Index[2] == 13);
  • Event Player.P_AbilitySettings[Event Player.Menu_Index[2]] = (100 ^ (Vertical Facing Angle Of(Event Player) / -178 + 0.500)
  • * 1 - 1) / 99 * 999;
  • Else If(Event Player.Menu_Index[2] == 14);
  • If(Event Player.P_AbilitySettings[Event Player.Menu_Index[2]] == True);
  • Event Player.P_AbilitySettings[Event Player.Menu_Index[2]] = False;
  • Else If(Event Player.P_AbilitySettings[Event Player.Menu_Index[2]] == False);
  • Event Player.P_AbilitySettings[Event Player.Menu_Index[2]] = True;
  • End;
  • Break;
  • Else If(Event Player.Menu_Index[2] == 15);
  • If(Event Player.P_AbilitySettings[Event Player.Menu_Index[2]] == True);
  • Event Player.P_AbilitySettings[Event Player.Menu_Index[2]] = False;
  • Else If(Event Player.P_AbilitySettings[Event Player.Menu_Index[2]] == False);
  • Event Player.P_AbilitySettings[Event Player.Menu_Index[2]] = True;
  • End;
  • Break;
  • Else If(Event Player.Menu_Index[2] == 16);
  • Break;
  • End;
  • Wait(0.100, Ignore Condition);
  • End;
  • Event Player.Menu_Index[0] = 4;
  • }
  • }
  • rule("Get: Status Effects")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Event Player.Menu_Index[0] == 3;
  • Global.L_Menu[Event Player.Menu_Index[1]] == Custom String("Status Effects");
  • Global.Menus[Event Player.Menu_Index[1]] == Custom String("Status Effects");
  • }
  • actions
  • {
  • If(Event Player.P_StatusEffects[Event Player.Menu_Index[2]] == True);
  • Event Player.P_StatusEffects[Event Player.Menu_Index[2]] = False;
  • Else If(Event Player.P_StatusEffects[Event Player.Menu_Index[2]] == False);
  • Event Player.P_StatusEffects[Event Player.Menu_Index[2]] = True;
  • End;
  • Event Player.Menu_Index[0] = 4;
  • }
  • }
  • rule("Get: Save States")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Event Player.Menu_Index[0] == 3;
  • Global.L_Menu[Event Player.Menu_Index[1]] == Custom String("Save States");
  • Global.Menus[Event Player.Menu_Index[1]] == Custom String("Save States");
  • }
  • actions
  • {
  • If(Event Player.Menu_Index[2] == 0);
  • Event Player.S_BasicSettings = Event Player.P_BasicSettings;
  • Event Player.S_VisualEffects = Event Player.P_VisualEffects;
  • Event Player.S_AdvancedSettings = Event Player.P_AdvancedSettings;
  • Event Player.S_CombatModifiers = Event Player.P_CombatModifiers;
  • Event Player.S_HealthPools = Event Player.P_HealthPools;
  • Event Player.S_AbilitySettings = Event Player.P_AbilitySettings;
  • Event Player.S_StatusEffects = Event Player.P_StatusEffects;
  • Else If(Event Player.Menu_Index[2] == 1);
  • Event Player.P_BasicSettings = Event Player.S_BasicSettings;
  • Event Player.P_VisualEffects = Event Player.S_VisualEffects;
  • Event Player.P_AdvancedSettings = Event Player.S_AdvancedSettings;
  • Event Player.P_CombatModifiers = Event Player.S_CombatModifiers;
  • Event Player.P_HealthPools = Event Player.S_HealthPools;
  • Event Player.P_AbilitySettings = Event Player.S_AbilitySettings;
  • Event Player.P_StatusEffects = Event Player.S_StatusEffects;
  • Else If(Event Player.Menu_Index[2] == 2);
  • While(Is Button Held(Event Player, Button(Melee)) == True);
  • Event Player.P_SaveStates[Event Player.Menu_Index[2]] = Append To Array(Filtered Array(All Players(All Teams),
  • Current Array Element != Host Player), Custom String("Cancel"))[Round To Integer((Vertical Facing Angle Of(Event Player)
  • / 178.001 + 0.500) * Count Of(All Players(All Teams)), Down)];
  • Wait(0.016, Ignore Condition);
  • End;
  • If(Event Player.Menu_Index[2] != Custom String("Cancel"));
  • Event Player.P_BasicSettings = Event Player.P_SaveStates[2].P_BasicSettings;
  • Event Player.P_VisualEffects = Event Player.P_SaveStates[2].P_VisualEffects;
  • Event Player.P_AdvancedSettings = Event Player.P_SaveStates[2].P_AdvancedSettings;
  • Event Player.P_CombatModifiers = Event Player.P_SaveStates[2].P_CombatModifiers;
  • Event Player.P_HealthPools = Event Player.P_SaveStates[2].P_HealthPools;
  • Event Player.P_AbilitySettings = Event Player.P_SaveStates[2].P_AbilitySettings;
  • Event Player.P_StatusEffects = Event Player.P_SaveStates[2].P_StatusEffects;
  • End;
  • Else If(Event Player.Menu_Index[2] == 3);
  • Event Player.P_BasicSettings = Global.R_BasicSettings;
  • Event Player.P_VisualEffects = Global.R_VisualEffects;
  • Event Player.P_AdvancedSettings = Global.R_AdvancedSettings;
  • Event Player.P_CombatModifiers = Global.R_CombatModifiers;
  • Event Player.P_HealthPools = Global.R_HealthPools;
  • Event Player.P_AbilitySettings = Global.R_AbilitySettings;
  • Event Player.P_StatusEffects = Global.R_StatusEffects;
  • End;
  • Event Player.Menu_Index[0] = 4;
  • }
  • }
  • rule("Get: Host Tools")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Event Player.Menu_Index[0] == 3;
  • Global.L_Menu[Event Player.Menu_Index[1]] == Custom String("Host Tools");
  • Global.Menus[Event Player.Menu_Index[1]] == Custom String("Host Tools");
  • }
  • actions
  • {
  • While(Is Button Held(Event Player, Melee) == True);
  • While(Is Button Held(Event Player, Button(Melee)) == True);
  • If(Event Player.Menu_Index[2] == 0);
  • Event Player.P_HostTools[Event Player.Menu_Index[2]] = Append To Array(Custom String("All Non Host Players"), Filtered Array(
  • All Players(All Teams), Current Array Element != Host Player))[Round To Integer((Vertical Facing Angle Of(Event Player)
  • / 178.001 + 0.500) * Count Of(All Players(All Teams)), Down)];
  • Else If(Event Player.Menu_Index[2] == 1);
  • Event Player.P_HostTools[Event Player.Menu_Index[2]] = Global.L_Menu[Round To Integer((Vertical Facing Angle Of(Event Player)
  • / 178.001 + 0.500) * (Count Of(Global.L_Menu) - 2), Down)];
  • Event Player.P_HostTools[Event Player.Menu_Index[2]] = Global.Menus[Round To Integer((Vertical Facing Angle Of(Event Player)
  • / 178.001 + 0.500) * (Count Of(Global.Menus) - 2), Down)];
  • Event Player.P_HostTools[Event Player.Menu_Index[2] + 1] = Custom String("");
  • Else If(Event Player.Menu_Index[2] == 2);
  • If(Event Player.P_HostTools[1] == Global.L_Menu[0]);
  • If(Event Player.P_HostTools[1] == Global.Menus[0]);
  • Event Player.P_HostTools[Event Player.Menu_Index[2]] = Global.L_BasicSettings[Round To Integer((Vertical Facing Angle Of(
  • Event Player) / 178.001 + 0.500) * Count Of(Global.L_BasicSettings), Down)];
  • Else If(Event Player.P_HostTools[1] == Global.L_Menu[1]);
  • Else If(Event Player.P_HostTools[1] == Global.Menus[1]);
  • Event Player.P_HostTools[Event Player.Menu_Index[2]] = Global.L_VisualEffects[Round To Integer((Vertical Facing Angle Of(
  • Event Player) / 178.001 + 0.500) * Count Of(Global.L_VisualEffects), Down)];
  • Else If(Event Player.P_HostTools[1] == Global.L_Menu[2]);
  • Else If(Event Player.P_HostTools[1] == Global.Menus[2]);
  • Event Player.P_HostTools[Event Player.Menu_Index[2]] = Global.L_AdvancedSettings[Round To Integer((Vertical Facing Angle Of(
  • Event Player) / 178.001 + 0.500) * Count Of(Global.L_AdvancedSettings), Down)];
  • Else If(Event Player.P_HostTools[1] == Global.L_Menu[3]);
  • Else If(Event Player.P_HostTools[1] == Global.Menus[3]);
  • Event Player.P_HostTools[Event Player.Menu_Index[2]] = Global.L_CombatModifiers[Round To Integer((Vertical Facing Angle Of(
  • Event Player) / 178.001 + 0.500) * Count Of(Global.L_CombatModifiers), Down)];
  • Else If(Event Player.P_HostTools[1] == Global.L_Menu[4]);
  • Else If(Event Player.P_HostTools[1] == Global.Menus[4]);
  • Event Player.P_HostTools[Event Player.Menu_Index[2]] = Global.L_HealthPools[Round To Integer((Vertical Facing Angle Of(
  • Event Player) / 178.001 + 0.500) * Count Of(Global.L_HealthPools), Down)];
  • Else If(Event Player.P_HostTools[1] == Global.L_Menu[5]);
  • Else If(Event Player.P_HostTools[1] == Global.Menus[5]);
  • Event Player.P_HostTools[Event Player.Menu_Index[2]] = Global.L_AbilitySettings[Round To Integer((Vertical Facing Angle Of(
  • Event Player) / 178.001 + 0.500) * Count Of(Global.L_AbilitySettings), Down)];
  • Else If(Event Player.P_HostTools[1] == Global.L_Menu[6]);
  • Else If(Event Player.P_HostTools[1] == Global.Menus[6]);
  • Event Player.P_HostTools[Event Player.Menu_Index[2]] = Global.L_StatusEffects[Round To Integer((Vertical Facing Angle Of(
  • Event Player) / 178.001 + 0.500) * Count Of(Global.L_StatusEffects), Down)];
  • End;
  • Else If(Event Player.Menu_Index[2] == 3);
  • Break;
  • Else If(Event Player.Menu_Index[2] == 4);
  • Break;
  • Else If(Event Player.Menu_Index[2] == 5);
  • If(Event Player.P_HostTools[0] == Custom String("All Non Host Players"));
  • Remove From Array(All Players(All Teams), Host Player).Mod_Access = False;
  • Else If(Event Player.P_HostTools[0] != Custom String("All Non Host Players"));
  • Event Player.P_HostTools[0].Mod_Access = False;
  • If(Event Player.P_HostTools[Event Player.Menu_Index[2]] == True);
  • If(Event Player.P_HostTools[0] == Custom String("All Non Host Players"));
  • Remove From Array(All Players(All Teams), Host Player).Mod_Access = False;
  • Else If(Event Player.P_HostTools[0] != Custom String("All Non Host Players"));
  • Event Player.P_HostTools[0].Mod_Access = False;
  • End;
  • Event Player.P_HostTools[Event Player.Menu_Index[2]] = False;
  • Else If(Event Player.P_HostTools[Event Player.Menu_Index[2]] == False);
  • If(Event Player.P_HostTools[0] == Custom String("All Non Host Players"));
  • Remove From Array(All Players(All Teams), Host Player).Mod_Access = True;
  • Else If(Event Player.P_HostTools[0] != Custom String("All Non Host Players"));
  • Event Player.P_HostTools[0].Mod_Access = True;
  • End;
  • Event Player.P_HostTools[Event Player.Menu_Index[2]] = True;
  • End;
  • Event Player.P_HostTools[Event Player.Menu_Index[2]] = False;
  • Break;
  • Else If(Event Player.Menu_Index[2] == 6);
  • Break;
  • Else If(Event Player.Menu_Index[2] == 7);
  • Event Player.P_HostTools[Event Player.Menu_Index[2]] = (100 ^ (Vertical Facing Angle Of(Event Player) / -178.001 + 0.500) * 1 - 1)
  • / 99 * 90 + 10;
  • Else If(Event Player.Menu_Index[2] == 8);
  • Event Player.P_HostTools[8] = Global.L_Hero[Round To Integer((Vertical Facing Angle Of(Event Player) / 178.001 + 0.500) * Count Of(
  • Global.L_Hero), Down)];
  • Event Player.P_HostTools[8] = All Heroes[Round To Integer((Vertical Facing Angle Of(Event Player) / 178.001 + 0.500) * Count Of(
  • All Heroes), Down)];
  • Else If(Event Player.Menu_Index[2] == 9);
  • If(Event Player.P_HostTools[Event Player.Menu_Index[2]] == Custom String("Free For All"));
  • Event Player.P_HostTools[Event Player.Menu_Index[2]] = Custom String("Team 1");
  • Else If(Event Player.P_HostTools[Event Player.Menu_Index[2]] == Custom String("Team 1"));
  • Event Player.P_HostTools[Event Player.Menu_Index[2]] = Custom String("Team 2");
  • Else If(Event Player.P_HostTools[Event Player.Menu_Index[2]] == Custom String("Team 2"));
  • Event Player.P_HostTools[Event Player.Menu_Index[2]] = Custom String("Free For All");
  • End;
  • Break;
  • Else If(Event Player.Menu_Index[2] == 10);
  • Break;
  • Else If(Event Player.Menu_Index[2] == 11);
  • Break;
  • Else If(Event Player.Menu_Index[2] == 12);
  • Break;
  • Else If(Event Player.Menu_Index[2] == 13);
  • Event Player.P_HostTools[Event Player.Menu_Index[2]] = (100 ^ (Vertical Facing Angle Of(Event Player) / -178.001 + 0.500) * 1 - 1)
  • / 99 * 60;
  • End;
  • Wait(0.100, Ignore Condition);
  • End;
  • Event Player.Menu_Index[0] = 4;
  • }
  • }
  • disabled rule("Subroutines")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • }
  • rule("Execute Subroutines")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Event Player.Menu_Index[0] == 4;
  • }
  • actions
  • {
  • If(Global.L_Menu[Event Player.Menu_Index[1]] == Custom String("Basic Settings"));
  • If(Global.Menus[Event Player.Menu_Index[1]] == Custom String("Basic Settings"));
  • Call Subroutine(S_BasicSettings);
  • Else If(Global.L_Menu[Event Player.Menu_Index[1]] == Custom String("Visual Effects"));
  • Else If(Global.Menus[Event Player.Menu_Index[1]] == Custom String("Visual Effects"));
  • Call Subroutine(S_VisualEffects);
  • Else If(Global.L_Menu[Event Player.Menu_Index[1]] == Custom String("Advanced Settings"));
  • Else If(Global.Menus[Event Player.Menu_Index[1]] == Custom String("Advanced Settings"));
  • Call Subroutine(S_AdvancedSettings);
  • Else If(Global.L_Menu[Event Player.Menu_Index[1]] == Custom String("Combat Modifiers"));
  • Else If(Global.Menus[Event Player.Menu_Index[1]] == Custom String("Combat Modifiers"));
  • Call Subroutine(S_CombatModifiers);
  • Else If(Global.L_Menu[Event Player.Menu_Index[1]] == Custom String("Health Pools"));
  • Else If(Global.Menus[Event Player.Menu_Index[1]] == Custom String("Health Pools"));
  • Call Subroutine(S_HealthPools);
  • Else If(Global.L_Menu[Event Player.Menu_Index[1]] == Custom String("Ability Settings"));
  • Else If(Global.Menus[Event Player.Menu_Index[1]] == Custom String("Ability Settings"));
  • Call Subroutine(S_AbilitySettings);
  • Else If(Global.L_Menu[Event Player.Menu_Index[1]] == Custom String("Status Effects"));
  • Else If(Global.Menus[Event Player.Menu_Index[1]] == Custom String("Status Effects"));
  • Call Subroutine(S_StatusEffects);
  • Else If(Global.L_Menu[Event Player.Menu_Index[1]] == Custom String("Save States"));
  • Else If(Global.Menus[Event Player.Menu_Index[1]] == Custom String("Save States"));
  • If(Event Player.Menu_Index[2] == 0);
  • Big Message(Event Player, Custom String("Current Parameters Saved to Savestate"));
  • Else If(Event Player.Menu_Index[2] == 1 || Event Player.Menu_Index[2] == 2);
  • Else If(Event Player.Menu_Index[2] == 1 || (Event Player.Menu_Index[2] == 2 && Event Player.P_SaveStates[2] != Custom String(
  • "Cancel")) || Event Player.Menu_Index[2] == 3);
  • Call Subroutine(S_SaveStates);
  • Abort;
  • End;
  • Else If(Global.L_Menu[Event Player.Menu_Index[1]] == Custom String("Host Tools"));
  • Else If(Global.Menus[Event Player.Menu_Index[1]] == Custom String("Host Tools"));
  • Call Subroutine(S_HostTools);
  • End;
  • Event Player.Menu_Index[0] = 2;
  • }
  • }
  • rule("SUB: Button Toggle")
  • {
  • event
  • {
  • Subroutine;
  • S_Button_Toggle;
  • }
  • actions
  • {
  • If(Event Player.Menu_Index[0] == 0);
  • Allow Button(Event Player, Primary Fire);
  • Allow Button(Event Player, Secondary Fire);
  • Allow Button(Event Player, Interact);
  • Allow Button(Event Player, Melee);
  • Allow Button(Event Player, Reload);
  • Else;
  • Disallow Button(Event Player, Primary Fire);
  • Disallow Button(Event Player, Secondary Fire);
  • Disallow Button(Event Player, Interact);
  • Disallow Button(Event Player, Melee);
  • Disallow Button(Event Player, Reload);
  • End;
  • }
  • }
  • rule("SUB: Set Basic Settings")
  • {
  • event
  • {
  • Subroutine;
  • S_BasicSettings;
  • }
  • actions
  • {
  • If(Event Player.Menu_Index[2] == 0);
  • Start Forcing Player To Be Hero(Event Player, Event Player.P_BasicSettings[0]);
  • Stop Forcing Player To Be Hero(Event Player);
  • Else If(Event Player.Menu_Index[2] == 1);
  • If(Event Player.P_BasicSettings[Event Player.Menu_Index[2]] == Custom String("Chill"));
  • If(Event Player.P_BasicSettings[Event Player.Menu_Index[2]] == True);
  • Set Status(Event Player, Null, Phased Out, 9999);
  • Set Damage Dealt(Event Player, 0);
  • Else If(Event Player.P_BasicSettings[Event Player.Menu_Index[2]] == Custom String("Kill"));
  • Else If(Event Player.P_BasicSettings[Event Player.Menu_Index[2]] == False);
  • Clear Status(Event Player, Phased Out);
  • Set Damage Dealt(Event Player, 100);
  • End;
  • Else If(Event Player.Menu_Index[2] == 2);
  • If(Event Player.P_BasicSettings[Event Player.Menu_Index[2]] == True);
  • Start Camera(Event Player, Ray Cast Hit Position(Eye Position(Event Player), Eye Position(Event Player) - Facing Direction Of(
  • Event Player) * 2 * Distance Between(Eye Position(Event Player), Position Of(Event Player)) + Vector(0,
  • 0.400 * Distance Between(Eye Position(Event Player), Position Of(Event Player)), 0), Null, Null, False), Ray Cast Hit Position(
  • Eye Position(Event Player), Eye Position(Event Player) + Facing Direction Of(Event Player) * 100, Null, Null, False), Max(
  • Event Player.P_CombatModifiers[9] / 5, 20));
  • Else If(Event Player.P_BasicSettings[Event Player.Menu_Index[2]] == False);
  • If(Event Player.P_BasicSettings[Event Player.Menu_Index[2]] != Custom String("Off"));
  • Start Camera(Event Player, Ray Cast Hit Position(Eye Position(Event Player.P_BasicSettings[2]), Eye Position(
  • Event Player.P_BasicSettings[2]) - Facing Direction Of(Event Player.P_BasicSettings[2]) * 2 * Distance Between(Eye Position(
  • Event Player.P_BasicSettings[2]), Position Of(Event Player.P_BasicSettings[2])) + Vector(0, 0.400 * Distance Between(
  • Eye Position(Event Player.P_BasicSettings[2]), Position Of(Event Player.P_BasicSettings[2])), 0), Null, Null, False),
  • Ray Cast Hit Position(Eye Position(Event Player.P_BasicSettings[2]), Eye Position(Event Player.P_BasicSettings[2])
  • + Facing Direction Of(Event Player.P_BasicSettings[2]) * 100, Null, Null, False), Max(
  • Event Player.P_BasicSettings[2].P_CombatModifiers[9] / 5, 20));
  • Else If(Event Player.P_BasicSettings[Event Player.Menu_Index[2]] == Custom String("Off"));
  • Stop Camera(Event Player);
  • End;
  • Else If(Event Player.Menu_Index[2] == 3);
  • Else If(Event Player.Menu_Index[2] == 4);
  • End;
  • }
  • }
  • rule("SUB: Set Visual Effects")
  • {
  • event
  • {
  • Subroutine;
  • S_VisualEffects;
  • }
  • actions
  • {
  • If(Event Player.Menu_Index[2] == 0);
  • If(Event Player.P_VisualEffects[Event Player.Menu_Index[2]] == Global.L_Color[0]);
  • Start Forcing Player Outlines(Event Player, All Players(All Teams), True, White);
  • Else If(Event Player.P_VisualEffects[Event Player.Menu_Index[2]] == Global.L_Color[1]);
  • Start Forcing Player Outlines(Event Player, All Players(All Teams), True, Red);
  • Else If(Event Player.P_VisualEffects[Event Player.Menu_Index[2]] == Global.L_Color[2]);
  • Start Forcing Player Outlines(Event Player, All Players(All Teams), True, Orange);
  • Else If(Event Player.P_VisualEffects[Event Player.Menu_Index[2]] == Global.L_Color[3]);
  • Start Forcing Player Outlines(Event Player, All Players(All Teams), True, Yellow);
  • Else If(Event Player.P_VisualEffects[Event Player.Menu_Index[2]] == Global.L_Color[4]);
  • Start Forcing Player Outlines(Event Player, All Players(All Teams), True, Lime Green);
  • Else If(Event Player.P_VisualEffects[Event Player.Menu_Index[2]] == Global.L_Color[5]);
  • Start Forcing Player Outlines(Event Player, All Players(All Teams), True, Green);
  • Else If(Event Player.P_VisualEffects[Event Player.Menu_Index[2]] == Global.L_Color[6]);
  • Start Forcing Player Outlines(Event Player, All Players(All Teams), True, Turquoise);
  • Else If(Event Player.P_VisualEffects[Event Player.Menu_Index[2]] == Global.L_Color[7]);
  • Start Forcing Player Outlines(Event Player, All Players(All Teams), True, Aqua);
  • Else If(Event Player.P_VisualEffects[Event Player.Menu_Index[2]] == Global.L_Color[8]);
  • Start Forcing Player Outlines(Event Player, All Players(All Teams), True, Sky Blue);
  • Else If(Event Player.P_VisualEffects[Event Player.Menu_Index[2]] == Global.L_Color[9]);
  • Start Forcing Player Outlines(Event Player, All Players(All Teams), True, Blue);
  • Else If(Event Player.P_VisualEffects[Event Player.Menu_Index[2]] == Global.L_Color[10]);
  • Start Forcing Player Outlines(Event Player, All Players(All Teams), True, Purple);
  • Else If(Event Player.P_VisualEffects[Event Player.Menu_Index[2]] == Global.L_Color[11]);
  • Start Forcing Player Outlines(Event Player, All Players(All Teams), True, Team 1);
  • Else If(Event Player.P_VisualEffects[Event Player.Menu_Index[2]] == Global.L_Color[12]);
  • Start Forcing Player Outlines(Event Player, All Players(All Teams), True, Team 2);
  • Else If(Event Player.P_VisualEffects[Event Player.Menu_Index[2]] == Global.L_Color[13]);
  • Stop Forcing Player Outlines(Event Player, All Players(All Teams));
  • If(Event Player.P_VisualEffects[Event Player.Menu_Index[2]] == True);
  • Set Invisible(Event Player, None);
  • Else If(Event Player.P_VisualEffects[Event Player.Menu_Index[2]] == False);
  • Set Invisible(Event Player, All);
  • End;
  • Else If(Event Player.Menu_Index[2] == 1);
  • Else If(Event Player.Menu_Index[2] >= 2 && Event Player.Menu_Index[2] <= 11);
  • If(Event Player.P_VisualEffects[Event Player.Menu_Index[2]] == True);
  • Enable Nameplates(Event Player, All Players(All Teams));
  • Else If(Event Player.P_VisualEffects[Event Player.Menu_Index[2]] == False);
  • Disable Nameplates(Event Player, All Players(All Teams));
  • End;
  • Else If(Event Player.Menu_Index[2] == 2);
  • If(Event Player.P_VisualEffects[Event Player.Menu_Index[2]] != Custom String("Off"));
  • Start Forcing Player Outlines(Event Player, All Players(All Teams), True, Global.RGBA[Index Of Array Value(Global.Colors,
  • Event Player.P_VisualEffects[Event Player.Menu_Index[2]])], Always);
  • Else;
  • Stop Forcing Player Outlines(Event Player, All Players(All Teams));
  • End;
  • Else If(Event Player.Menu_Index[2] == 3);
  • Destroy Effect(Event Player.ID_Visual_Effect[0]);
  • Destroy Effect(Event Player.ID_Visual_Effect[1]);
  • Destroy Effect(Event Player.ID_Visual_Effect[2]);
  • Destroy Effect(Event Player.ID_Visual_Effect[3]);
  • Destroy Effect(Event Player.ID_Visual_Effect[4]);
  • Destroy Effect(Event Player.ID_Visual_Effect[5]);
  • Destroy Effect(Event Player.ID_Visual_Effect[6]);
  • Destroy Effect(Event Player.ID_Visual_Effect[7]);
  • Destroy Effect(Event Player.ID_Visual_Effect[8]);
  • Destroy Effect(Event Player.ID_Visual_Effect[9]);
  • Wait(0.016, Ignore Condition);
  • If(Event Player.Menu_Index[2] >= 2 && Event Player.Menu_Index[2] <= 6);
  • Call Subroutine(S_VisualEffects1);
  • Else If(Event Player.Menu_Index[2] >= 7 && Event Player.Menu_Index[2] <= 11);
  • Call Subroutine(S_VisualEffects2);
  • End;
  • End;
  • }
  • }
  • rule("SUB: Set Visual Effects #1")
  • {
  • event
  • {
  • Subroutine;
  • S_VisualEffects1;
  • }
  • actions
  • {
  • If(Event Player.Menu_Index[2] == 2 && Event Player.P_VisualEffects[2] == True);
  • Create Effect(All Players(All Teams), Sphere, White, Eye Position(Event Player) + Vector(Sine From Degrees((
  • Event Player.C_Effect + 1) * 360) * 0.750, Sine From Degrees((Event Player.C_Effect + 1) * 360) * 0.500, Cosine From Degrees((
  • Event Player.C_Effect + 1) * 360) * 1) * Distance Between(Eye Position(Event Player), Position Of(Event Player)),
  • 0.150 * Distance Between(Eye Position(Event Player), Position Of(Event Player)), Position and Radius);
  • Event Player.ID_Visual_Effect[0] = Last Created Entity;
  • Create Effect(All Players(All Teams), Good Aura, Sky Blue, Eye Position(Event Player) + Vector(Sine From Degrees((
  • Event Player.C_Effect + 0.950) * 360) * 0.750, Sine From Degrees((Event Player.C_Effect + 0.950) * 360) * 0.500,
  • Cosine From Degrees((Event Player.C_Effect + 0.950) * 360) * 1) * Distance Between(Eye Position(Event Player), Position Of(
  • Event Player)), 0.090 * Distance Between(Eye Position(Event Player), Position Of(Event Player)), Position and Radius);
  • Event Player.ID_Visual_Effect[1] = Last Created Entity;
  • Create Effect(All Players(All Teams), Good Aura, Sky Blue, Eye Position(Event Player) + Vector(Sine From Degrees((
  • Event Player.C_Effect + 0.900) * 360) * 0.750, Sine From Degrees((Event Player.C_Effect + 0.900) * 360) * 0.500,
  • Cosine From Degrees((Event Player.C_Effect + 0.900) * 360) * 1) * Distance Between(Eye Position(Event Player), Position Of(
  • Event Player)), 0.080 * Distance Between(Eye Position(Event Player), Position Of(Event Player)), Position and Radius);
  • Event Player.ID_Visual_Effect[2] = Last Created Entity;
  • Create Effect(All Players(All Teams), Good Aura, Sky Blue, Eye Position(Event Player) + Vector(Sine From Degrees((
  • Event Player.C_Effect + 0.850) * 360) * 0.750, Sine From Degrees((Event Player.C_Effect + 0.850) * 360) * 0.500,
  • Cosine From Degrees((Event Player.C_Effect + 0.850) * 360) * 1) * Distance Between(Eye Position(Event Player), Position Of(
  • Event Player)), 0.070 * Distance Between(Eye Position(Event Player), Position Of(Event Player)), Position and Radius);
  • Event Player.ID_Visual_Effect[3] = Last Created Entity;
  • Create Effect(All Players(All Teams), Good Aura, Blue, Eye Position(Event Player) + Vector(Sine From Degrees((
  • Event Player.C_Effect + 0.800) * 360) * 0.750, Sine From Degrees((Event Player.C_Effect + 0.800) * 360) * 0.500,
  • Cosine From Degrees((Event Player.C_Effect + 0.800) * 360) * 1) * Distance Between(Eye Position(Event Player), Position Of(
  • Event Player)), 0.060 * Distance Between(Eye Position(Event Player), Position Of(Event Player)), Position and Radius);
  • Event Player.ID_Visual_Effect[4] = Last Created Entity;
  • Create Effect(All Players(All Teams), Good Aura, Blue, Eye Position(Event Player) + Vector(Sine From Degrees((
  • Event Player.C_Effect + 0.750) * 360) * 0.750, Sine From Degrees((Event Player.C_Effect + 0.750) * 360) * 0.500,
  • Cosine From Degrees((Event Player.C_Effect + 0.750) * 360) * 1) * Distance Between(Eye Position(Event Player), Position Of(
  • Event Player)), 0.050 * Distance Between(Eye Position(Event Player), Position Of(Event Player)), Position and Radius);
  • Event Player.ID_Visual_Effect[5] = Last Created Entity;
  • Create Effect(All Players(All Teams), Good Aura, Blue, Eye Position(Event Player) + Vector(Sine From Degrees((
  • Event Player.C_Effect + 0.700) * 360) * 0.750, Sine From Degrees((Event Player.C_Effect + 0.700) * 360) * 0.500,
  • Cosine From Degrees((Event Player.C_Effect + 0.700) * 360) * 1) * Distance Between(Eye Position(Event Player), Position Of(
  • Event Player)), 0.040 * Distance Between(Eye Position(Event Player), Position Of(Event Player)), Position and Radius);
  • Event Player.ID_Visual_Effect[6] = Last Created Entity;
  • Create Effect(All Players(All Teams), Good Aura, Purple, Eye Position(Event Player) + Vector(Sine From Degrees((
  • Event Player.C_Effect + 0.650) * 360) * 0.750, Sine From Degrees((Event Player.C_Effect + 0.650) * 360) * 0.500,
  • Cosine From Degrees((Event Player.C_Effect + 0.650) * 360) * 1) * Distance Between(Eye Position(Event Player), Position Of(
  • Event Player)), 0.030 * Distance Between(Eye Position(Event Player), Position Of(Event Player)), Position and Radius);
  • Event Player.ID_Visual_Effect[7] = Last Created Entity;
  • Create Effect(All Players(All Teams), Good Aura, Purple, Eye Position(Event Player) + Vector(Sine From Degrees((
  • Event Player.C_Effect + 0.600) * 360) * 0.750, Sine From Degrees((Event Player.C_Effect + 0.600) * 360) * 0.500,
  • Cosine From Degrees((Event Player.C_Effect + 0.600) * 360) * 1) * Distance Between(Eye Position(Event Player), Position Of(
  • Event Player)), 0.020 * Distance Between(Eye Position(Event Player), Position Of(Event Player)), Position and Radius);
  • Event Player.ID_Visual_Effect[8] = Last Created Entity;
  • Create Effect(All Players(All Teams), Good Aura, Purple, Eye Position(Event Player) + Vector(Sine From Degrees((
  • Event Player.C_Effect + 0.550) * 360) * 0.750, Sine From Degrees((Event Player.C_Effect + 0.550) * 360) * 0.500,
  • Cosine From Degrees((Event Player.C_Effect + 0.550) * 360) * 1) * Distance Between(Eye Position(Event Player), Position Of(
  • Event Player)), 0.010 * Distance Between(Eye Position(Event Player), Position Of(Event Player)), Position and Radius);
  • Event Player.ID_Visual_Effect[9] = Last Created Entity;
  • Else If(Event Player.Menu_Index[2] == 3 && Event Player.P_VisualEffects[3] == True);
  • Create Effect(All Players(All Teams), Good Aura, Red, Eye Position(Event Player), (Event Player.C_Effect + 0)
  • % 1 * Distance Between(Eye Position(Event Player), Position Of(Event Player)), Position and Radius);
  • Event Player.ID_Visual_Effect[0] = Last Created Entity;
  • Create Effect(All Players(All Teams), Good Aura, Orange, Eye Position(Event Player), (Event Player.C_Effect + 0.900)
  • % 1 * Distance Between(Eye Position(Event Player), Position Of(Event Player)), Position and Radius);
  • Event Player.ID_Visual_Effect[1] = Last Created Entity;
  • Create Effect(All Players(All Teams), Good Aura, Yellow, Eye Position(Event Player), (Event Player.C_Effect + 0.800)
  • % 1 * Distance Between(Eye Position(Event Player), Position Of(Event Player)), Position and Radius);
  • Event Player.ID_Visual_Effect[2] = Last Created Entity;
  • Create Effect(All Players(All Teams), Good Aura, Lime Green, Eye Position(Event Player), (Event Player.C_Effect + 0.700)
  • % 1 * Distance Between(Eye Position(Event Player), Position Of(Event Player)), Position and Radius);
  • Event Player.ID_Visual_Effect[3] = Last Created Entity;
  • Create Effect(All Players(All Teams), Good Aura, Green, Eye Position(Event Player), (Event Player.C_Effect + 0.600)
  • % 1 * Distance Between(Eye Position(Event Player), Position Of(Event Player)), Position and Radius);
  • Event Player.ID_Visual_Effect[4] = Last Created Entity;
  • Create Effect(All Players(All Teams), Good Aura, Turquoise, Eye Position(Event Player), (Event Player.C_Effect + 0.500)
  • % 1 * Distance Between(Eye Position(Event Player), Position Of(Event Player)), Position and Radius);
  • Event Player.ID_Visual_Effect[5] = Last Created Entity;
  • Create Effect(All Players(All Teams), Good Aura, Aqua, Eye Position(Event Player), (Event Player.C_Effect + 0.400)
  • % 1 * Distance Between(Eye Position(Event Player), Position Of(Event Player)), Position and Radius);
  • Event Player.ID_Visual_Effect[6] = Last Created Entity;
  • Create Effect(All Players(All Teams), Good Aura, Sky Blue, Eye Position(Event Player), (Event Player.C_Effect + 0.300)
  • % 1 * Distance Between(Eye Position(Event Player), Position Of(Event Player)), Position and Radius);
  • Event Player.ID_Visual_Effect[7] = Last Created Entity;
  • Create Effect(All Players(All Teams), Good Aura, Blue, Eye Position(Event Player), (Event Player.C_Effect + 0.200)
  • % 1 * Distance Between(Eye Position(Event Player), Position Of(Event Player)), Position and Radius);
  • Event Player.ID_Visual_Effect[8] = Last Created Entity;
  • Create Effect(All Players(All Teams), Good Aura, Purple, Eye Position(Event Player), (Event Player.C_Effect + 0.100)
  • % 1 * Distance Between(Eye Position(Event Player), Position Of(Event Player)), Position and Radius);
  • Event Player.ID_Visual_Effect[9] = Last Created Entity;
  • Else If(Event Player.Menu_Index[2] == 4 && Event Player.P_VisualEffects[4] == True);
  • Create Effect(All Players(All Teams), Light Shaft, White, Position Of(Event Player) + Vector(Sine From Degrees((
  • Event Player.C_Effect + 1) * 360), 0, Cosine From Degrees((Event Player.C_Effect + 1) * 360)) * Distance Between(Eye Position(
  • Event Player), Position Of(Event Player)) * Sine From Degrees(Event Player.C_Effect * 180), 0.500 * Distance Between(
  • Eye Position(Event Player), Position Of(Event Player)), Position and Radius);
  • Event Player.ID_Visual_Effect[0] = Last Created Entity;
  • Create Effect(All Players(All Teams), Light Shaft, Yellow, Position Of(Event Player) + Vector(Sine From Degrees((
  • Event Player.C_Effect + 0.900) * 360), 0, Cosine From Degrees((Event Player.C_Effect + 0.900) * 360)) * Distance Between(
  • Eye Position(Event Player), Position Of(Event Player)) * Sine From Degrees(Event Player.C_Effect * 180),
  • 0.500 * Distance Between(Eye Position(Event Player), Position Of(Event Player)), Position and Radius);
  • Event Player.ID_Visual_Effect[1] = Last Created Entity;
  • Create Effect(All Players(All Teams), Light Shaft, Lime Green, Position Of(Event Player) + Vector(Sine From Degrees((
  • Event Player.C_Effect + 0.800) * 360), 0, Cosine From Degrees((Event Player.C_Effect + 0.800) * 360)) * Distance Between(
  • Eye Position(Event Player), Position Of(Event Player)) * Sine From Degrees(Event Player.C_Effect * 180),
  • 0.500 * Distance Between(Eye Position(Event Player), Position Of(Event Player)), Position and Radius);
  • Event Player.ID_Visual_Effect[2] = Last Created Entity;
  • Create Effect(All Players(All Teams), Light Shaft, Green, Position Of(Event Player) + Vector(Sine From Degrees((
  • Event Player.C_Effect + 0.700) * 360), 0, Cosine From Degrees((Event Player.C_Effect + 0.700) * 360)) * Distance Between(
  • Eye Position(Event Player), Position Of(Event Player)) * Sine From Degrees(Event Player.C_Effect * 180),
  • 0.500 * Distance Between(Eye Position(Event Player), Position Of(Event Player)), Position and Radius);
  • Event Player.ID_Visual_Effect[3] = Last Created Entity;
  • Create Effect(All Players(All Teams), Light Shaft, Turquoise, Position Of(Event Player) + Vector(Sine From Degrees((
  • Event Player.C_Effect + 0.600) * 360), 0, Cosine From Degrees((Event Player.C_Effect + 0.600) * 360)) * Distance Between(
  • Eye Position(Event Player), Position Of(Event Player)) * Sine From Degrees(Event Player.C_Effect * 180),
  • 0.500 * Distance Between(Eye Position(Event Player), Position Of(Event Player)), Position and Radius);
  • Event Player.ID_Visual_Effect[4] = Last Created Entity;
  • Create Effect(All Players(All Teams), Light Shaft, White, Position Of(Event Player) + Vector(Sine From Degrees((
  • Event Player.C_Effect + 0.500) * 360), 0, Cosine From Degrees((Event Player.C_Effect + 0.500) * 360)) * Distance Between(
  • Eye Position(Event Player), Position Of(Event Player)) * Sine From Degrees(Event Player.C_Effect * 180),
  • 0.500 * Distance Between(Eye Position(Event Player), Position Of(Event Player)), Position and Radius);
  • Event Player.ID_Visual_Effect[5] = Last Created Entity;
  • Create Effect(All Players(All Teams), Light Shaft, Yellow, Position Of(Event Player) + Vector(Sine From Degrees((
  • Event Player.C_Effect + 0.400) * 360), 0, Cosine From Degrees((Event Player.C_Effect + 0.400) * 360)) * Distance Between(
  • Eye Position(Event Player), Position Of(Event Player)) * Sine From Degrees(Event Player.C_Effect * 180),
  • 0.500 * Distance Between(Eye Position(Event Player), Position Of(Event Player)), Position and Radius);
  • Event Player.ID_Visual_Effect[6] = Last Created Entity;
  • Create Effect(All Players(All Teams), Light Shaft, Lime Green, Position Of(Event Player) + Vector(Sine From Degrees((
  • Event Player.C_Effect + 0.300) * 360), 0, Cosine From Degrees((Event Player.C_Effect + 0.300) * 360)) * Distance Between(
  • Eye Position(Event Player), Position Of(Event Player)) * Sine From Degrees(Event Player.C_Effect * 180),
  • 0.500 * Distance Between(Eye Position(Event Player), Position Of(Event Player)), Position and Radius);
  • Event Player.ID_Visual_Effect[7] = Last Created Entity;
  • Create Effect(All Players(All Teams), Light Shaft, Green, Position Of(Event Player) + Vector(Sine From Degrees((
  • Event Player.C_Effect + 0.200) * 360), 0, Cosine From Degrees((Event Player.C_Effect + 0.200) * 360)) * Distance Between(
  • Eye Position(Event Player), Position Of(Event Player)) * Sine From Degrees(Event Player.C_Effect * 180),
  • 0.500 * Distance Between(Eye Position(Event Player), Position Of(Event Player)), Position and Radius);
  • Event Player.ID_Visual_Effect[8] = Last Created Entity;
  • Create Effect(All Players(All Teams), Light Shaft, Turquoise, Position Of(Event Player) + Vector(Sine From Degrees((
  • Event Player.C_Effect + 0.100) * 360), 0, Cosine From Degrees((Event Player.C_Effect + 0.100) * 360)) * Distance Between(
  • Eye Position(Event Player), Position Of(Event Player)) * Sine From Degrees(Event Player.C_Effect * 180),
  • 0.500 * Distance Between(Eye Position(Event Player), Position Of(Event Player)), Position and Radius);
  • Event Player.ID_Visual_Effect[9] = Last Created Entity;
  • Else If(Event Player.Menu_Index[2] == 5 && Event Player.P_VisualEffects[5] == True);
  • Create Effect(All Players(All Teams), Sphere, White, Eye Position(Event Player) + Vector(0, Distance Between(Eye Position(
  • Event Player), Position Of(Event Player)), 0), 0.125 * Distance Between(Eye Position(Event Player), Position Of(Event Player)),
  • Position and Radius);
  • Event Player.ID_Visual_Effect[0] = Last Created Entity;
  • Create Effect(All Players(All Teams), Sphere, Red, Eye Position(Event Player) + Vector(Sine From Degrees((
  • Event Player.C_Effect + 0.100) * 360) * Sine From Degrees(-45), Sine From Degrees((Event Player.C_Effect + 0.100) * 360)
  • * Cosine From Degrees(-45), Cosine From Degrees((Event Player.C_Effect + 0.100) * 360) * Cosine From Degrees(70))
  • * Distance Between(Eye Position(Event Player), Position Of(Event Player)) + Vector(0, Distance Between(Eye Position(
  • Event Player), Position Of(Event Player)), 0), 0.050 * Distance Between(Eye Position(Event Player), Position Of(Event Player)),
  • Position and Radius);
  • Event Player.ID_Visual_Effect[1] = Last Created Entity;
  • Create Effect(All Players(All Teams), Sphere, Red, Eye Position(Event Player) + Vector(Sine From Degrees((
  • Event Player.C_Effect + 0.400) * 360) * Sine From Degrees(0), Sine From Degrees((Event Player.C_Effect + 0.400) * 360)
  • * Cosine From Degrees(0), Cosine From Degrees((Event Player.C_Effect + 0.400) * 360) * Cosine From Degrees(70))
  • * Distance Between(Eye Position(Event Player), Position Of(Event Player)) + Vector(0, Distance Between(Eye Position(
  • Event Player), Position Of(Event Player)), 0), 0.050 * Distance Between(Eye Position(Event Player), Position Of(Event Player)),
  • Position and Radius);
  • Event Player.ID_Visual_Effect[2] = Last Created Entity;
  • Create Effect(All Players(All Teams), Sphere, Red, Eye Position(Event Player) + Vector(Sine From Degrees((
  • Event Player.C_Effect + 0.700) * 360) * Sine From Degrees(45), Sine From Degrees((Event Player.C_Effect + 0.700) * 360)
  • * Cosine From Degrees(45), Cosine From Degrees((Event Player.C_Effect + 0.700) * 360) * Cosine From Degrees(70))
  • * Distance Between(Eye Position(Event Player), Position Of(Event Player)) + Vector(0, Distance Between(Eye Position(
  • Event Player), Position Of(Event Player)), 0), 0.050 * Distance Between(Eye Position(Event Player), Position Of(Event Player)),
  • Position and Radius);
  • Event Player.ID_Visual_Effect[3] = Last Created Entity;
  • Create Effect(All Players(All Teams), Sphere, Red, Eye Position(Event Player) + Vector(Sine From Degrees((
  • Event Player.C_Effect + 0.200) * 360) * Cosine From Degrees(-45), Cosine From Degrees((Event Player.C_Effect + 0.200) * 360)
  • * Cosine From Degrees(70), Sine From Degrees((Event Player.C_Effect + 0.200) * 360) * Sine From Degrees(-45))
  • * Distance Between(Eye Position(Event Player), Position Of(Event Player)) + Vector(0, Distance Between(Eye Position(
  • Event Player), Position Of(Event Player)), 0), 0.050 * Distance Between(Eye Position(Event Player), Position Of(Event Player)),
  • Position and Radius);
  • Event Player.ID_Visual_Effect[4] = Last Created Entity;
  • Create Effect(All Players(All Teams), Sphere, Red, Eye Position(Event Player) + Vector(Sine From Degrees((
  • Event Player.C_Effect + 0.500) * 360) * Cosine From Degrees(0), Cosine From Degrees((Event Player.C_Effect + 0.500) * 360)
  • * Cosine From Degrees(70), Sine From Degrees((Event Player.C_Effect + 0.500) * 360) * Sine From Degrees(0)) * Distance Between(
  • Eye Position(Event Player), Position Of(Event Player)) + Vector(0, Distance Between(Eye Position(Event Player), Position Of(
  • Event Player)), 0), 0.050 * Distance Between(Eye Position(Event Player), Position Of(Event Player)), Position and Radius);
  • Event Player.ID_Visual_Effect[5] = Last Created Entity;
  • Create Effect(All Players(All Teams), Sphere, Red, Eye Position(Event Player) + Vector(Sine From Degrees((
  • Event Player.C_Effect + 0.800) * 360) * Cosine From Degrees(45), Cosine From Degrees((Event Player.C_Effect + 0.800) * 360)
  • * Cosine From Degrees(70), Sine From Degrees((Event Player.C_Effect + 0.800) * 360) * Sine From Degrees(45))
  • * Distance Between(Eye Position(Event Player), Position Of(Event Player)) + Vector(0, Distance Between(Eye Position(
  • Event Player), Position Of(Event Player)), 0), 0.050 * Distance Between(Eye Position(Event Player), Position Of(Event Player)),
  • Position and Radius);
  • Event Player.ID_Visual_Effect[6] = Last Created Entity;
  • Create Effect(All Players(All Teams), Sphere, Red, Eye Position(Event Player) + Vector(Cosine From Degrees((
  • Event Player.C_Effect + 0.300) * 360) * Cosine From Degrees(70), Sine From Degrees((Event Player.C_Effect + 0.300) * 360)
  • * Sine From Degrees(-45), Sine From Degrees((Event Player.C_Effect + 0.300) * 360) * Cosine From Degrees(-45))
  • * Distance Between(Eye Position(Event Player), Position Of(Event Player)) + Vector(0, Distance Between(Eye Position(
  • Event Player), Position Of(Event Player)), 0), 0.050 * Distance Between(Eye Position(Event Player), Position Of(Event Player)),
  • Position and Radius);
  • Event Player.ID_Visual_Effect[7] = Last Created Entity;
  • Create Effect(All Players(All Teams), Sphere, Red, Eye Position(Event Player) + Vector(Cosine From Degrees((
  • Event Player.C_Effect + 0.600) * 360) * Cosine From Degrees(70), Sine From Degrees((Event Player.C_Effect + 0.600) * 360)
  • * Sine From Degrees(0), Sine From Degrees((Event Player.C_Effect + 0.600) * 360) * Cosine From Degrees(0)) * Distance Between(
  • Eye Position(Event Player), Position Of(Event Player)) + Vector(0, Distance Between(Eye Position(Event Player), Position Of(
  • Event Player)), 0), 0.050 * Distance Between(Eye Position(Event Player), Position Of(Event Player)), Position and Radius);
  • Event Player.ID_Visual_Effect[8] = Last Created Entity;
  • Create Effect(All Players(All Teams), Sphere, Red, Eye Position(Event Player) + Vector(Cosine From Degrees((
  • Event Player.C_Effect + 0.900) * 360) * Cosine From Degrees(70), Sine From Degrees((Event Player.C_Effect + 0.900) * 360)
  • * Sine From Degrees(45), Sine From Degrees((Event Player.C_Effect + 0.900) * 360) * Cosine From Degrees(45))
  • * Distance Between(Eye Position(Event Player), Position Of(Event Player)) + Vector(0, Distance Between(Eye Position(
  • Event Player), Position Of(Event Player)), 0), 0.050 * Distance Between(Eye Position(Event Player), Position Of(Event Player)),
  • Position and Radius);
  • Event Player.ID_Visual_Effect[9] = Last Created Entity;
  • Else If(Event Player.Menu_Index[2] == 6 && Event Player.P_VisualEffects[6] == True);
  • Create Effect(All Players(All Teams), Ring, Red, Event Player, (Event Player.C_Effect + 0) % 1 * Distance Between(Eye Position(
  • Event Player), Position Of(Event Player)), Position and Radius);
  • Event Player.ID_Visual_Effect[0] = Last Created Entity;
  • Create Effect(All Players(All Teams), Ring, Orange, Event Player, (Event Player.C_Effect + 0.900) % 1 * Distance Between(
  • Eye Position(Event Player), Position Of(Event Player)), Position and Radius);
  • Event Player.ID_Visual_Effect[1] = Last Created Entity;
  • Create Effect(All Players(All Teams), Ring, Yellow, Event Player, (Event Player.C_Effect + 0.800) % 1 * Distance Between(
  • Eye Position(Event Player), Position Of(Event Player)), Position and Radius);
  • Event Player.ID_Visual_Effect[2] = Last Created Entity;
  • Create Effect(All Players(All Teams), Ring, Lime Green, Event Player, (Event Player.C_Effect + 0.700) % 1 * Distance Between(
  • Eye Position(Event Player), Position Of(Event Player)), Position and Radius);
  • Event Player.ID_Visual_Effect[3] = Last Created Entity;
  • Create Effect(All Players(All Teams), Ring, Green, Event Player, (Event Player.C_Effect + 0.600) % 1 * Distance Between(
  • Eye Position(Event Player), Position Of(Event Player)), Position and Radius);
  • Event Player.ID_Visual_Effect[4] = Last Created Entity;
  • Create Effect(All Players(All Teams), Ring, Turquoise, Event Player, (Event Player.C_Effect + 0.500) % 1 * Distance Between(
  • Eye Position(Event Player), Position Of(Event Player)), Position and Radius);
  • Event Player.ID_Visual_Effect[5] = Last Created Entity;
  • Create Effect(All Players(All Teams), Ring, Aqua, Event Player, (Event Player.C_Effect + 0.400) % 1 * Distance Between(
  • Eye Position(Event Player), Position Of(Event Player)), Position and Radius);
  • Event Player.ID_Visual_Effect[6] = Last Created Entity;
  • Create Effect(All Players(All Teams), Ring, Sky Blue, Event Player, (Event Player.C_Effect + 0.300) % 1 * Distance Between(
  • Eye Position(Event Player), Position Of(Event Player)), Position and Radius);
  • Event Player.ID_Visual_Effect[7] = Last Created Entity;
  • Create Effect(All Players(All Teams), Ring, Blue, Event Player, (Event Player.C_Effect + 0.200) % 1 * Distance Between(
  • Eye Position(Event Player), Position Of(Event Player)), Position and Radius);
  • Event Player.ID_Visual_Effect[8] = Last Created Entity;
  • Create Effect(All Players(All Teams), Ring, Purple, Event Player, (Event Player.C_Effect + 0.100) % 1 * Distance Between(
  • Eye Position(Event Player), Position Of(Event Player)), Position and Radius);
  • Event Player.ID_Visual_Effect[9] = Last Created Entity;
  • End;
  • }
  • }
  • rule("SUB: Set Visual Effects #2")
  • {
  • event
  • {
  • Subroutine;
  • S_VisualEffects2;
  • }
  • actions
  • {
  • If(Event Player.Menu_Index[2] == 7 && Event Player.P_VisualEffects[7] == True);
  • Create Effect(All Players(All Teams), Ring, Sky Blue, Event Player, (Event Player.C_Effect + 0.950) % 1 * Distance Between(
  • Eye Position(Event Player), Position Of(Event Player)), Position and Radius);
  • Event Player.ID_Visual_Effect[0] = Last Created Entity;
  • Create Effect(All Players(All Teams), Ring, Red, Event Player, (Event Player.C_Effect + 0.750) % 1 * Distance Between(Eye Position(
  • Event Player), Position Of(Event Player)), Position and Radius);
  • Event Player.ID_Visual_Effect[1] = Last Created Entity;
  • Create Effect(All Players(All Teams), Ring, Red, Event Player, (Event Player.C_Effect + 0.750) % 1 * Distance Between(Eye Position(
  • Event Player), Position Of(Event Player)), Position and Radius);
  • Event Player.ID_Visual_Effect[2] = Last Created Entity;
  • Create Effect(All Players(All Teams), Ring, White, Event Player, (Event Player.C_Effect + 0.750) % 1 * Distance Between(
  • Eye Position(Event Player), Position Of(Event Player)), Position and Radius);
  • Event Player.ID_Visual_Effect[3] = Last Created Entity;
  • Create Effect(All Players(All Teams), Ring, White, Event Player, (Event Player.C_Effect + 0.550) % 1 * Distance Between(
  • Eye Position(Event Player), Position Of(Event Player)), Position and Radius);
  • Event Player.ID_Visual_Effect[4] = Last Created Entity;
  • Create Effect(All Players(All Teams), Ring, White, Event Player, (Event Player.C_Effect + 0.450) % 1 * Distance Between(
  • Eye Position(Event Player), Position Of(Event Player)), Position and Radius);
  • Event Player.ID_Visual_Effect[5] = Last Created Entity;
  • Create Effect(All Players(All Teams), Ring, Red, Event Player, (Event Player.C_Effect + 0.250) % 1 * Distance Between(Eye Position(
  • Event Player), Position Of(Event Player)), Position and Radius);
  • Event Player.ID_Visual_Effect[6] = Last Created Entity;
  • Create Effect(All Players(All Teams), Ring, Red, Event Player, (Event Player.C_Effect + 0.250) % 1 * Distance Between(Eye Position(
  • Event Player), Position Of(Event Player)), Position and Radius);
  • Event Player.ID_Visual_Effect[7] = Last Created Entity;
  • Create Effect(All Players(All Teams), Ring, White, Event Player, (Event Player.C_Effect + 0.250) % 1 * Distance Between(
  • Eye Position(Event Player), Position Of(Event Player)), Position and Radius);
  • Event Player.ID_Visual_Effect[8] = Last Created Entity;
  • Create Effect(All Players(All Teams), Ring, Sky Blue, Event Player, (Event Player.C_Effect + 0.050) % 1 * Distance Between(
  • Eye Position(Event Player), Position Of(Event Player)), Position and Radius);
  • Event Player.ID_Visual_Effect[9] = Last Created Entity;
  • Else If(Event Player.Menu_Index[2] == 8 && Event Player.P_VisualEffects[8] == True);
  • Create Effect(All Players(All Teams), Ring, Red, Event Player, (Event Player.C_Effect + 1) % 1 * Distance Between(Eye Position(
  • Event Player), Position Of(Event Player)), Position and Radius);
  • Event Player.ID_Visual_Effect[0] = Last Created Entity;
  • Create Effect(All Players(All Teams), Ring, Red, Event Player, (Event Player.C_Effect + 0.900) % 1 * Distance Between(Eye Position(
  • Event Player), Position Of(Event Player)), Position and Radius);
  • Event Player.ID_Visual_Effect[1] = Last Created Entity;
  • Create Effect(All Players(All Teams), Ring, Red, Event Player, (Event Player.C_Effect + 0.800) % 1 * Distance Between(Eye Position(
  • Event Player), Position Of(Event Player)), Position and Radius);
  • Event Player.ID_Visual_Effect[2] = Last Created Entity;
  • Create Effect(All Players(All Teams), Ring, Purple, Event Player, (Event Player.C_Effect + 0.700) % 1 * Distance Between(
  • Eye Position(Event Player), Position Of(Event Player)), Position and Radius);
  • Event Player.ID_Visual_Effect[3] = Last Created Entity;
  • Create Effect(All Players(All Teams), Ring, Purple, Event Player, (Event Player.C_Effect + 0.600) % 1 * Distance Between(
  • Eye Position(Event Player), Position Of(Event Player)), Position and Radius);
  • Event Player.ID_Visual_Effect[4] = Last Created Entity;
  • Create Effect(All Players(All Teams), Ring, Purple, Event Player, (Event Player.C_Effect + 0.500) % 1 * Distance Between(
  • Eye Position(Event Player), Position Of(Event Player)), Position and Radius);
  • Event Player.ID_Visual_Effect[5] = Last Created Entity;
  • Create Effect(All Players(All Teams), Ring, Purple, Event Player, (Event Player.C_Effect + 0.400) % 1 * Distance Between(
  • Eye Position(Event Player), Position Of(Event Player)), Position and Radius);
  • Event Player.ID_Visual_Effect[6] = Last Created Entity;
  • Create Effect(All Players(All Teams), Ring, Blue, Event Player, (Event Player.C_Effect + 0.300) % 1 * Distance Between(
  • Eye Position(Event Player), Position Of(Event Player)), Position and Radius);
  • Event Player.ID_Visual_Effect[7] = Last Created Entity;
  • Create Effect(All Players(All Teams), Ring, Blue, Event Player, (Event Player.C_Effect + 0.200) % 1 * Distance Between(
  • Eye Position(Event Player), Position Of(Event Player)), Position and Radius);
  • Event Player.ID_Visual_Effect[8] = Last Created Entity;
  • Create Effect(All Players(All Teams), Ring, Blue, Event Player, (Event Player.C_Effect + 0.100) % 1 * Distance Between(
  • Eye Position(Event Player), Position Of(Event Player)), Position and Radius);
  • Event Player.ID_Visual_Effect[9] = Last Created Entity;
  • Else If(Event Player.Menu_Index[2] == 9 && Event Player.P_VisualEffects[9] == True);
  • Create Effect(All Players(All Teams), Ring, Red, Event Player, (Event Player.C_Effect + 1) % 1 * Distance Between(Eye Position(
  • Event Player), Position Of(Event Player)), Position and Radius);
  • Event Player.ID_Visual_Effect[0] = Last Created Entity;
  • Create Effect(All Players(All Teams), Ring, Purple, Event Player, (Event Player.C_Effect + 1) % 1 * Distance Between(Eye Position(
  • Event Player), Position Of(Event Player)), Position and Radius);
  • Event Player.ID_Visual_Effect[1] = Last Created Entity;
  • Create Effect(All Players(All Teams), Ring, Purple, Event Player, (Event Player.C_Effect + 1) % 1 * Distance Between(Eye Position(
  • Event Player), Position Of(Event Player)), Position and Radius);
  • Event Player.ID_Visual_Effect[2] = Last Created Entity;
  • Create Effect(All Players(All Teams), Ring, Red, Event Player, (Event Player.C_Effect + 0.832) % 1 * Distance Between(Eye Position(
  • Event Player), Position Of(Event Player)), Position and Radius);
  • Event Player.ID_Visual_Effect[3] = Last Created Entity;
  • Create Effect(All Players(All Teams), Ring, Purple, Event Player, (Event Player.C_Effect + 0.832) % 1 * Distance Between(
  • Eye Position(Event Player), Position Of(Event Player)), Position and Radius);
  • Event Player.ID_Visual_Effect[4] = Last Created Entity;
  • Create Effect(All Players(All Teams), Ring, Purple, Event Player, (Event Player.C_Effect + 0.832) % 1 * Distance Between(
  • Eye Position(Event Player), Position Of(Event Player)), Position and Radius);
  • Event Player.ID_Visual_Effect[5] = Last Created Entity;
  • Create Effect(All Players(All Teams), Ring, Yellow, Event Player, (Event Player.C_Effect + 0.666) % 1 * Distance Between(
  • Eye Position(Event Player), Position Of(Event Player)), Position and Radius);
  • Event Player.ID_Visual_Effect[6] = Last Created Entity;
  • Create Effect(All Players(All Teams), Ring, Yellow, Event Player, (Event Player.C_Effect + 0.500) % 1 * Distance Between(
  • Eye Position(Event Player), Position Of(Event Player)), Position and Radius);
  • Event Player.ID_Visual_Effect[7] = Last Created Entity;
  • Create Effect(All Players(All Teams), Ring, Sky Blue, Event Player, (Event Player.C_Effect + 0.333) % 1 * Distance Between(
  • Eye Position(Event Player), Position Of(Event Player)), Position and Radius);
  • Event Player.ID_Visual_Effect[8] = Last Created Entity;
  • Create Effect(All Players(All Teams), Ring, Sky Blue, Event Player, (Event Player.C_Effect + 0.166) % 1 * Distance Between(
  • Eye Position(Event Player), Position Of(Event Player)), Position and Radius);
  • Event Player.ID_Visual_Effect[9] = Last Created Entity;
  • Else If(Event Player.Menu_Index[2] == 10 && Event Player.P_VisualEffects[10] == True);
  • Create Effect(All Players(All Teams), Ring, White, Event Player, (Event Player.C_Effect + 0.750) % 1 * Distance Between(
  • Eye Position(Event Player), Position Of(Event Player)), Position and Radius);
  • Event Player.ID_Visual_Effect[0] = Last Created Entity;
  • Create Effect(All Players(All Teams), Ring, White, Event Player, (Event Player.C_Effect + 0.625) % 1 * Distance Between(
  • Eye Position(Event Player), Position Of(Event Player)), Position and Radius);
  • Event Player.ID_Visual_Effect[1] = Last Created Entity;
  • Create Effect(All Players(All Teams), Ring, White, Event Player, (Event Player.C_Effect + 0.500) % 1 * Distance Between(
  • Eye Position(Event Player), Position Of(Event Player)), Position and Radius);
  • Event Player.ID_Visual_Effect[2] = Last Created Entity;
  • Create Effect(All Players(All Teams), Ring, White, Event Player, (Event Player.C_Effect + 0.438) % 1 * Distance Between(
  • Eye Position(Event Player), Position Of(Event Player)), Position and Radius);
  • Event Player.ID_Visual_Effect[3] = Last Created Entity;
  • Create Effect(All Players(All Teams), Ring, White, Event Player, (Event Player.C_Effect + 0.375) % 1 * Distance Between(
  • Eye Position(Event Player), Position Of(Event Player)), Position and Radius);
  • Event Player.ID_Visual_Effect[4] = Last Created Entity;
  • Create Effect(All Players(All Teams), Ring, White, Event Player, (Event Player.C_Effect + 0.313) % 1 * Distance Between(
  • Eye Position(Event Player), Position Of(Event Player)), Position and Radius);
  • Event Player.ID_Visual_Effect[5] = Last Created Entity;
  • Create Effect(All Players(All Teams), Ring, Blue, Event Player, (Event Player.C_Effect + 0.250) % 1 * Distance Between(
  • Eye Position(Event Player), Position Of(Event Player)), Position and Radius);
  • Event Player.ID_Visual_Effect[6] = Last Created Entity;
  • Create Effect(All Players(All Teams), Ring, Purple, Event Player, (Event Player.C_Effect + 0.250) % 1 * Distance Between(
  • Eye Position(Event Player), Position Of(Event Player)), Position and Radius);
  • Event Player.ID_Visual_Effect[7] = Last Created Entity;
  • Create Effect(All Players(All Teams), Ring, Blue, Event Player, (Event Player.C_Effect + 0.125) % 1 * Distance Between(
  • Eye Position(Event Player), Position Of(Event Player)), Position and Radius);
  • Event Player.ID_Visual_Effect[8] = Last Created Entity;
  • Create Effect(All Players(All Teams), Ring, Purple, Event Player, (Event Player.C_Effect + 0.125) % 1 * Distance Between(
  • Eye Position(Event Player), Position Of(Event Player)), Position and Radius);
  • Event Player.ID_Visual_Effect[9] = Last Created Entity;
  • Else If(Event Player.Menu_Index[2] == 11 && Event Player.P_VisualEffects[11] == True);
  • Create Effect(All Players(All Teams), Ring, Yellow, Event Player, (Event Player.C_Effect + 1) % 1 * Distance Between(Eye Position(
  • Event Player), Position Of(Event Player)), Position and Radius);
  • Event Player.ID_Visual_Effect[0] = Last Created Entity;
  • Create Effect(All Players(All Teams), Ring, Yellow, Event Player, (Event Player.C_Effect + 0.915) % 1 * Distance Between(
  • Eye Position(Event Player), Position Of(Event Player)), Position and Radius);
  • Event Player.ID_Visual_Effect[1] = Last Created Entity;
  • Create Effect(All Players(All Teams), Ring, Yellow, Event Player, (Event Player.C_Effect + 0.833) % 1 * Distance Between(
  • Eye Position(Event Player), Position Of(Event Player)), Position and Radius);
  • Event Player.ID_Visual_Effect[2] = Last Created Entity;
  • Create Effect(All Players(All Teams), Ring, White, Event Player, (Event Player.C_Effect + 0.750) % 1 * Distance Between(
  • Eye Position(Event Player), Position Of(Event Player)), Position and Radius);
  • Event Player.ID_Visual_Effect[3] = Last Created Entity;
  • Create Effect(All Players(All Teams), Ring, White, Event Player, (Event Player.C_Effect + 0.688) % 1 * Distance Between(
  • Eye Position(Event Player), Position Of(Event Player)), Position and Radius);
  • Event Player.ID_Visual_Effect[4] = Last Created Entity;
  • Create Effect(All Players(All Teams), Ring, White, Event Player, (Event Player.C_Effect + 0.625) % 1 * Distance Between(
  • Eye Position(Event Player), Position Of(Event Player)), Position and Radius);
  • Event Player.ID_Visual_Effect[5] = Last Created Entity;
  • Create Effect(All Players(All Teams), Ring, White, Event Player, (Event Player.C_Effect + 0.563) % 1 * Distance Between(
  • Eye Position(Event Player), Position Of(Event Player)), Position and Radius);
  • Event Player.ID_Visual_Effect[6] = Last Created Entity;
  • Create Effect(All Players(All Teams), Ring, Purple, Event Player, (Event Player.C_Effect + 0.500) % 1 * Distance Between(
  • Eye Position(Event Player), Position Of(Event Player)), Position and Radius);
  • Event Player.ID_Visual_Effect[7] = Last Created Entity;
  • Create Effect(All Players(All Teams), Ring, Purple, Event Player, (Event Player.C_Effect + 0.417) % 1 * Distance Between(
  • Eye Position(Event Player), Position Of(Event Player)), Position and Radius);
  • Event Player.ID_Visual_Effect[8] = Last Created Entity;
  • Create Effect(All Players(All Teams), Ring, Purple, Event Player, (Event Player.C_Effect + 0.333) % 1 * Distance Between(
  • Eye Position(Event Player), Position Of(Event Player)), Position and Radius);
  • Event Player.ID_Visual_Effect[9] = Last Created Entity;
  • Call Subroutine(S_Visual);
  • Else If(Event Player.Menu_Index[2] == 4);
  • Call Subroutine(S_Palette);
  • End;
  • }
  • }
  • rule("SUB: Set Advanced Settings")
  • {
  • event
  • {
  • Subroutine;
  • S_AdvancedSettings;
  • }
  • actions
  • {
  • If(Event Player.Menu_Index[2] == 0);
  • If(Event Player.P_AdvancedSettings[Event Player.Menu_Index[2]] == True);
  • Set Invisible(Event Player, None);
  • Else If(Event Player.P_AdvancedSettings[Event Player.Menu_Index[2]] == False);
  • Set Invisible(Event Player, All);
  • End;
  • Else If(Event Player.Menu_Index[2] == 1);
  • If(Event Player.P_AdvancedSettings[Event Player.Menu_Index[2]] == True);
  • Enable Nameplates(Event Player, All Players(All Teams));
  • Else If(Event Player.P_AdvancedSettings[Event Player.Menu_Index[2]] == False);
  • Disable Nameplates(Event Player, All Players(All Teams));
  • End;
  • Else If(Event Player.Menu_Index[2] == 2);
  • Else If(Event Player.Menu_Index[2] == 3);
  • Else If(Event Player.Menu_Index[2] == 4);
  • Else If(Event Player.Menu_Index[2] == 5 || Event Player.Menu_Index[2] == 6);
  • If(Event Player.P_AdvancedSettings[5] != Event Player && Event Player.P_AdvancedSettings[5] != Custom String("Off"));
  • If(Event Player.P_AdvancedSettings[6] == Custom String("Up"));
  • Attach Players(Event Player, Event Player.P_AdvancedSettings[5], Vector(0, Distance Between(Eye Position(
  • Event Player.P_AdvancedSettings[5]), Position Of(Event Player.P_AdvancedSettings[5])), 0));
  • Else If(Event Player.P_AdvancedSettings[6] == Custom String("Down"));
  • Attach Players(Event Player, Event Player.P_AdvancedSettings[5], Vector(0, 0 - Distance Between(Eye Position(
  • Event Player.P_AdvancedSettings[5]), Position Of(Event Player.P_AdvancedSettings[5])), 0));
  • Else If(Event Player.P_AdvancedSettings[6] == Custom String("Left"));
  • Attach Players(Event Player, Event Player.P_AdvancedSettings[5], Vector(Distance Between(Eye Position(
  • Event Player.P_AdvancedSettings[5]), Position Of(Event Player.P_AdvancedSettings[5])), 0, 0));
  • Else If(Event Player.P_AdvancedSettings[6] == Custom String("Right"));
  • Attach Players(Event Player, Event Player.P_AdvancedSettings[5], Vector(0 - Distance Between(Eye Position(
  • Event Player.P_AdvancedSettings[5]), Position Of(Event Player.P_AdvancedSettings[5])), 0, 0));
  • Else If(Event Player.P_AdvancedSettings[6] == Custom String("Forward"));
  • Attach Players(Event Player, Event Player.P_AdvancedSettings[5], Vector(0, 0, Distance Between(Eye Position(
  • Event Player.P_AdvancedSettings[5]), Position Of(Event Player.P_AdvancedSettings[5]))));
  • Else If(Event Player.P_AdvancedSettings[6] == Custom String("Backward"));
  • Attach Players(Event Player, Event Player.P_AdvancedSettings[5], Vector(0, 0, 0 - Distance Between(Eye Position(
  • Event Player.P_AdvancedSettings[5]), Position Of(Event Player.P_AdvancedSettings[5]))));
  • End;
  • Else If(Event Player.P_AdvancedSettings[5] == Custom String("Off") || Event Player.P_AdvancedSettings[5] == Event Player);
  • Else If(
  • Event Player.Menu_Index[2] == 4 || Event Player.Menu_Index[2] == 5 || Event Player.Menu_Index[2] == 6 || Event Player.Menu_Index[2] == 7 || Event Player.Menu_Index[2] == 8);
  • If(Event Player.P_AdvancedSettings[4] != Event Player && Event Player.P_AdvancedSettings[4] != Custom String("Off"));
  • Attach Players(Event Player, Event Player.P_AdvancedSettings[4], Vector(Event Player.P_AdvancedSettings[5],
  • Event Player.P_AdvancedSettings[6], Event Player.P_AdvancedSettings[7]) * Distance Between(Eye Position(
  • Event Player.P_AdvancedSettings[4]), Position Of(Event Player.P_AdvancedSettings[4])) * Event Player.P_AdvancedSettings[8]);
  • Else If(Event Player.P_AdvancedSettings[4] == Custom String("Off") || Event Player.P_AdvancedSettings[4] == Event Player);
  • Detach Players(Event Player);
  • End;
  • Else If(Event Player.Menu_Index[2] == 7);
  • Else If(Event Player.Menu_Index[2] == 8);
  • Chase Player Variable Over Time(Event Player, C_Scale, Event Player.P_AdvancedSettings[8], Event Player.P_AdvancedSettings[7],
  • None);
  • Else If(Event Player.Menu_Index[2] == 9);
  • Chase Player Variable Over Time(Event Player, C_Barrier, Event Player.P_AdvancedSettings[9], Event Player.P_AdvancedSettings[7],
  • None);
  • Else If(Event Player.Menu_Index[2] == 10);
  • Chase Player Variable Over Time(Event Player, C_Voice, Event Player.P_AdvancedSettings[10], Event Player.P_AdvancedSettings[7],
  • None);
  • Else If(Event Player.Menu_Index[2] == 11 || Event Player.Menu_Index[2] == 12);
  • If(Event Player.P_AdvancedSettings[12] == False);
  • Chase Player Variable Over Time(Event Player, C_Scale, Event Player.P_AdvancedSettings[Event Player.Menu_Index[2]],
  • Event Player.P_AdvancedSettings[9], None);
  • Else If(Event Player.Menu_Index[2] == 11);
  • Chase Player Variable Over Time(Event Player, C_Barrier, Event Player.P_AdvancedSettings[Event Player.Menu_Index[2]],
  • Event Player.P_AdvancedSettings[9], None);
  • Else If(Event Player.Menu_Index[2] == 12);
  • Chase Player Variable Over Time(Event Player, C_Voice, Event Player.P_AdvancedSettings[Event Player.Menu_Index[2]],
  • Event Player.P_AdvancedSettings[9], None);
  • Else If(Event Player.Menu_Index[2] == 13 || Event Player.Menu_Index[2] == 14);
  • If(Event Player.P_AdvancedSettings[14] == False);
  • Disable Movement Collision With Environment(Event Player, True);
  • Event Player.P_AdvancedSettings[11] = False;
  • Else If(Event Player.P_AdvancedSettings[11] == False);
  • Event Player.P_AdvancedSettings[13] = False;
  • Else If(Event Player.P_AdvancedSettings[13] == False);
  • Disable Movement Collision With Environment(Event Player, False);
  • Else;
  • Enable Movement Collision With Environment(Event Player);
  • End;
  • Else If(Event Player.Menu_Index[2] == 13);
  • Else If(Event Player.Menu_Index[2] == 15);
  • If(Event Player.P_AdvancedSettings[Event Player.Menu_Index[2]] == True);
  • Enable Movement Collision With Players(Event Player);
  • Else If(Event Player.P_AdvancedSettings[Event Player.Menu_Index[2]] == False);
  • Disable Movement Collision With Players(Event Player);
  • End;
  • Else If(Event Player.Menu_Index[2] == 16);
  • If(
  • Event Player.P_AdvancedSettings[Event Player.Menu_Index[2]] != Event Player && Event Player.P_AdvancedSettings[Event Player.Menu_Index[2]] != Custom String(
  • "Off"));
  • Start Facing(Event Player, Direction Towards(Eye Position(Event Player), Eye Position(Event Player.P_AdvancedSettings[16])), 360,
  • To World, Direction and Turn Rate);
  • Else If(Event Player.P_AdvancedSettings[Event Player.Menu_Index[2]] == Custom String("Off")
  • || Event Player.P_AdvancedSettings[Event Player.Menu_Index[2]] == Event Player);
  • Stop Facing(Event Player);
  • End;
  • Else If(Event Player.Menu_Index[2] == 17);
  • If(Event Player.P_AdvancedSettings[17] != Custom String("Off") && Event Player.P_AdvancedSettings[17] != Event Player);
  • Start Throttle In Direction(Event Player, World Vector Of(Throttle Of(Event Player.P_AdvancedSettings[17]),
  • Event Player.P_AdvancedSettings[17], Rotation), 0 + (Throttle Of(Event Player.P_AdvancedSettings[17]) != Vector(0, 0, 0)),
  • To World, Replace existing throttle, Direction and Magnitude);
  • Else If(Event Player.P_AdvancedSettings[17] == Custom String("Off") || Event Player.P_AdvancedSettings[17] == Event Player);
  • Stop Throttle In Direction(Event Player);
  • End;
  • End;
  • }
  • }
  • rule("SUB: Set Combat Modifiers")
  • {
  • event
  • {
  • Subroutine;
  • S_CombatModifiers;
  • }
  • actions
  • {
  • If(Event Player.Menu_Index[2] == 0);
  • Set Damage Dealt(Event Player, Event Player.P_CombatModifiers[Event Player.Menu_Index[2]]);
  • Else If(Event Player.Menu_Index[2] == 1);
  • Set Damage Received(Event Player, Event Player.P_CombatModifiers[Event Player.Menu_Index[2]]);
  • Else If(Event Player.Menu_Index[2] == 2);
  • Stop Damage Over Time(Event Player.ID_Damage_Heal[0]);
  • If(Event Player.P_CombatModifiers[2] != 0);
  • Start Damage Over Time(Event Player, Null, 9999, Event Player.P_CombatModifiers[Event Player.Menu_Index[2]]);
  • Event Player.ID_Damage_Heal[0] = Last Damage Over Time ID;
  • End;
  • Else If(Event Player.Menu_Index[2] == 3);
  • Set Healing Dealt(Event Player, Event Player.P_CombatModifiers[Event Player.Menu_Index[2]]);
  • Else If(Event Player.Menu_Index[2] == 4);
  • Set Healing Received(Event Player, Event Player.P_CombatModifiers[Event Player.Menu_Index[2]]);
  • Else If(Event Player.Menu_Index[2] == 5);
  • Stop Heal Over Time(Event Player.ID_Damage_Heal[1]);
  • If(Event Player.P_CombatModifiers[5] != 0);
  • Start Heal Over Time(Event Player, Null, 9999, Event Player.P_CombatModifiers[Event Player.Menu_Index[2]]);
  • Event Player.ID_Damage_Heal[1] = Last Heal Over Time ID;
  • End;
  • Else If(Event Player.Menu_Index[2] == 6);
  • Set Max Health(Event Player, Event Player.P_CombatModifiers[Event Player.Menu_Index[2]]);
  • Wait(0.016, Ignore Condition);
  • Heal(Event Player, Null, 100000);
  • Else If(Event Player.Menu_Index[2] == 7);
  • Set Jump Vertical Speed(Event Player, Event Player.P_CombatModifiers[Event Player.Menu_Index[2]]);
  • Else If(Event Player.Menu_Index[2] == 8);
  • Set Gravity(Event Player, Event Player.P_CombatModifiers[Event Player.Menu_Index[2]]);
  • Else If(Event Player.Menu_Index[2] == 9);
  • Set Move Speed(Event Player, Event Player.P_CombatModifiers[Event Player.Menu_Index[2]]);
  • Else If(Event Player.Menu_Index[2] == 10);
  • Set Projectile Gravity(Event Player, Event Player.P_CombatModifiers[Event Player.Menu_Index[2]]);
  • Else If(Event Player.Menu_Index[2] == 11);
  • Set Projectile Speed(Event Player, Event Player.P_CombatModifiers[Event Player.Menu_Index[2]]);
  • Else If(Event Player.Menu_Index[2] == 12);
  • Set Ammo(Event Player, 0, Event Player.P_CombatModifiers[Event Player.Menu_Index[2]]);
  • Set Knockback Dealt(Event Player, Event Player.P_CombatModifiers[Event Player.Menu_Index[2]]);
  • Else If(Event Player.Menu_Index[2] == 13);
  • Set Max Ammo(Event Player, 0, Event Player.P_CombatModifiers[Event Player.Menu_Index[2]]);
  • Set Knockback Received(Event Player, Event Player.P_CombatModifiers[Event Player.Menu_Index[2]]);
  • Else If(Event Player.Menu_Index[2] == 14);
  • Set Ammo(Event Player, 1, Event Player.P_CombatModifiers[Event Player.Menu_Index[2]]);
  • Set Ammo(Event Player, 0, Event Player.P_CombatModifiers[Event Player.Menu_Index[2]]);
  • Else If(Event Player.Menu_Index[2] == 15);
  • Set Max Ammo(Event Player, 0, Event Player.P_CombatModifiers[Event Player.Menu_Index[2]]);
  • Else If(Event Player.Menu_Index[2] == 16);
  • Set Ammo(Event Player, 1, Event Player.P_CombatModifiers[Event Player.Menu_Index[2]]);
  • Else If(Event Player.Menu_Index[2] == 17);
  • Set Max Ammo(Event Player, 1, Event Player.P_CombatModifiers[Event Player.Menu_Index[2]]);
  • End;
  • }
  • }
  • rule("SUB: Set Health Pools")
  • {
  • event
  • {
  • Subroutine;
  • S_HealthPools;
  • }
  • actions
  • {
  • Remove Health Pool From Player(Event Player.ID_Health_Pools[Round To Integer(Event Player.Menu_Index[2] / 2, Down)]);
  • If(Event Player.P_HealthPools[Round To Integer(Event Player.Menu_Index[2] / 2, Down) * 2 + 1] != 0);
  • If(Event Player.P_HealthPools[Round To Integer(Event Player.Menu_Index[2] / 2, Down) * 2] == Global.L_Type_HealthPool[0]);
  • If(Event Player.P_HealthPools[Round To Integer(Event Player.Menu_Index[2] / 2, Down) * 2] == Global.Health_Types[0]);
  • Add Health Pool To Player(Event Player, Health, Event Player.P_HealthPools[Round To Integer(Event Player.Menu_Index[2] / 2, Down)
  • * 2 + 1], True, False);
  • Else If(Event Player.P_HealthPools[Round To Integer(Event Player.Menu_Index[2] / 2, Down) * 2] == Global.L_Type_HealthPool[1]);
  • Else If(Event Player.P_HealthPools[Round To Integer(Event Player.Menu_Index[2] / 2, Down) * 2] == Global.Health_Types[1]);
  • Add Health Pool To Player(Event Player, Armor, Event Player.P_HealthPools[Round To Integer(Event Player.Menu_Index[2] / 2, Down)
  • * 2 + 1], True, False);
  • Else If(Event Player.P_HealthPools[Round To Integer(Event Player.Menu_Index[2] / 2, Down) * 2] == Global.L_Type_HealthPool[2]);
  • Else If(Event Player.P_HealthPools[Round To Integer(Event Player.Menu_Index[2] / 2, Down) * 2] == Global.Health_Types[2]);
  • Add Health Pool To Player(Event Player, Shields, Event Player.P_HealthPools[Round To Integer(Event Player.Menu_Index[2] / 2, Down)
  • * 2 + 1], True, False);
  • Else If(Event Player.P_HealthPools[Round To Integer(Event Player.Menu_Index[2] / 2, Down) * 2] == Global.L_Type_HealthPool[3]);
  • Else If(Event Player.P_HealthPools[Round To Integer(Event Player.Menu_Index[2] / 2, Down) * 2] == Global.Health_Types[3]);
  • Add Health Pool To Player(Event Player, Health, Event Player.P_HealthPools[Round To Integer(Event Player.Menu_Index[2] / 2, Down)
  • * 2 + 1], False, False);
  • Else If(Event Player.P_HealthPools[Round To Integer(Event Player.Menu_Index[2] / 2, Down) * 2] == Global.L_Type_HealthPool[4]);
  • Else If(Event Player.P_HealthPools[Round To Integer(Event Player.Menu_Index[2] / 2, Down) * 2] == Global.Health_Types[4]);
  • Add Health Pool To Player(Event Player, Armor, Event Player.P_HealthPools[Round To Integer(Event Player.Menu_Index[2] / 2, Down)
  • * 2 + 1], False, False);
  • Else If(Event Player.P_HealthPools[Round To Integer(Event Player.Menu_Index[2] / 2, Down) * 2] == Global.L_Type_HealthPool[5]);
  • Else If(Event Player.P_HealthPools[Round To Integer(Event Player.Menu_Index[2] / 2, Down) * 2] == Global.Health_Types[5]);
  • Add Health Pool To Player(Event Player, Shields, Event Player.P_HealthPools[Round To Integer(Event Player.Menu_Index[2] / 2, Down)
  • * 2 + 1], False, False);
  • End;
  • Event Player.ID_Health_Pools[Round To Integer(Event Player.Menu_Index[2] / 2, Down)] = Last Created Health Pool;
  • End;
  • }
  • }
  • rule("SUB: Set Ability Settings")
  • {
  • event
  • {
  • Subroutine;
  • S_AbilitySettings;
  • }
  • actions
  • {
  • If(Event Player.Menu_Index[2] == 0);
  • Set Primary Fire Enabled(Event Player, Event Player.P_AbilitySettings[Event Player.Menu_Index[2]]);
  • Else If(Event Player.Menu_Index[2] == 1);
  • Set Ability Cooldown(Event Player, Button(Primary Fire), 0);
  • Else If(Event Player.Menu_Index[2] == 2);
  • Set Secondary Fire Enabled(Event Player, Event Player.P_AbilitySettings[Event Player.Menu_Index[2]]);
  • Else If(Event Player.Menu_Index[2] == 3);
  • Set Ability Cooldown(Event Player, Button(Secondary Fire), 0);
  • Else If(Event Player.Menu_Index[2] == 4);
  • Set Ability 1 Enabled(Event Player, Event Player.P_AbilitySettings[Event Player.Menu_Index[2]]);
  • Else If(Event Player.Menu_Index[2] == 5);
  • Set Ability Cooldown(Event Player, Button(Ability 1), 0);
  • Else If(Event Player.Menu_Index[2] == 6);
  • Set Ability 2 Enabled(Event Player, Event Player.P_AbilitySettings[Event Player.Menu_Index[2]]);
  • Else If(Event Player.Menu_Index[2] == 7);
  • Set Ability Cooldown(Event Player, Button(Ability 2), 0);
  • Else If(Event Player.Menu_Index[2] == 8);
  • Set Ultimate Ability Enabled(Event Player, Event Player.P_AbilitySettings[Event Player.Menu_Index[2]]);
  • Else If(Event Player.Menu_Index[2] == 9);
  • Else If(Event Player.Menu_Index[2] == 10);
  • Set Jump Enabled(Event Player, Event Player.P_AbilitySettings[Event Player.Menu_Index[2]]);
  • Else If(Event Player.Menu_Index[2] == 11);
  • Set Ability Cooldown(Event Player, Button(Jump), 0);
  • Else If(Event Player.Menu_Index[2] == 12);
  • Set Crouch Enabled(Event Player, Event Player.P_AbilitySettings[Event Player.Menu_Index[2]]);
  • Else If(Event Player.Menu_Index[2] == 13);
  • Set Ability Cooldown(Event Player, Button(Crouch), 0);
  • Else If(Event Player.Menu_Index[2] == 14);
  • Set Melee Enabled(Event Player, Event Player.P_AbilitySettings[Event Player.Menu_Index[2]]);
  • Else If(Event Player.Menu_Index[2] == 15);
  • Set Reload Enabled(Event Player, Event Player.P_AbilitySettings[Event Player.Menu_Index[2]]);
  • Else If(Event Player.Menu_Index[2] == 16);
  • Set Weapon(Event Player, 1.200);
  • End;
  • }
  • }
  • rule("SUB: Set Status Effects")
  • {
  • event
  • {
  • Subroutine;
  • S_StatusEffects;
  • }
  • actions
  • {
  • If(Event Player.Menu_Index[2] == 0);
  • If(Event Player.P_StatusEffects[Event Player.Menu_Index[2]] == True);
  • Set Status(Event Player, Null, Hacked, 9999);
  • Else If(Event Player.P_StatusEffects[Event Player.Menu_Index[2]] == False);
  • Clear Status(Event Player, Hacked);
  • End;
  • Else If(Event Player.Menu_Index[2] == 1);
  • If(Event Player.P_StatusEffects[Event Player.Menu_Index[2]] == True);
  • Set Status(Event Player, Null, Burning, 9999);
  • Else If(Event Player.P_StatusEffects[Event Player.Menu_Index[2]] == False);
  • Clear Status(Event Player, Burning);
  • End;
  • Else If(Event Player.Menu_Index[2] == 2);
  • If(Event Player.P_StatusEffects[Event Player.Menu_Index[2]] == True);
  • Set Status(Event Player, Null, Knocked Down, 9999);
  • Else If(Event Player.P_StatusEffects[Event Player.Menu_Index[2]] == False);
  • Clear Status(Event Player, Knocked Down);
  • End;
  • Else If(Event Player.Menu_Index[2] == 3);
  • If(Event Player.P_StatusEffects[Event Player.Menu_Index[2]] == True);
  • Set Status(Event Player, Null, Asleep, 9999);
  • Else If(Event Player.P_StatusEffects[Event Player.Menu_Index[2]] == False);
  • Clear Status(Event Player, Asleep);
  • End;
  • Else If(Event Player.Menu_Index[2] == 4);
  • If(Event Player.P_StatusEffects[Event Player.Menu_Index[2]] == True);
  • Set Status(Event Player, Null, Frozen, 9999);
  • Else If(Event Player.P_StatusEffects[Event Player.Menu_Index[2]] == False);
  • Clear Status(Event Player, Frozen);
  • End;
  • Else If(Event Player.Menu_Index[2] == 5);
  • If(Event Player.P_StatusEffects[Event Player.Menu_Index[2]] == True);
  • Set Status(Event Player, Null, Unkillable, 9999);
  • Else If(Event Player.P_StatusEffects[Event Player.Menu_Index[2]] == False);
  • Clear Status(Event Player, Unkillable);
  • End;
  • Else If(Event Player.Menu_Index[2] == 6);
  • If(Event Player.P_StatusEffects[Event Player.Menu_Index[2]] == True);
  • Set Status(Event Player, Null, Invincible, 9999);
  • Else If(Event Player.P_StatusEffects[Event Player.Menu_Index[2]] == False);
  • Clear Status(Event Player, Invincible);
  • End;
  • Else If(Event Player.Menu_Index[2] == 7);
  • If(Event Player.P_StatusEffects[Event Player.Menu_Index[2]] == True);
  • Set Status(Event Player, Null, Phased Out, 9999);
  • Else If(Event Player.P_StatusEffects[Event Player.Menu_Index[2]] == False);
  • Clear Status(Event Player, Phased Out);
  • End;
  • Else If(Event Player.Menu_Index[2] == 8);
  • If(Event Player.P_StatusEffects[Event Player.Menu_Index[2]] == True);
  • Set Status(Event Player, Null, Rooted, 9999);
  • Else If(Event Player.P_StatusEffects[Event Player.Menu_Index[2]] == False);
  • Clear Status(Event Player, Rooted);
  • End;
  • Else If(Event Player.Menu_Index[2] == 9);
  • If(Event Player.P_StatusEffects[Event Player.Menu_Index[2]] == True);
  • Set Status(Event Player, Null, Stunned, 9999);
  • Else If(Event Player.P_StatusEffects[Event Player.Menu_Index[2]] == False);
  • Clear Status(Event Player, Stunned);
  • End;
  • Else If(Event Player.Menu_Index[2] == 10);
  • If(Event Player.P_StatusEffects[Event Player.Menu_Index[2]] == True);
  • Disable Built-In Game Mode Respawning(Event Player);
  • Kill(Event Player, Null);
  • Else If(Event Player.P_StatusEffects[Event Player.Menu_Index[2]] == False);
  • Enable Built-In Game Mode Respawning(Event Player);
  • Resurrect(Event Player);
  • End;
  • End;
  • }
  • }
  • rule("SUB: Set Save States")
  • {
  • event
  • {
  • Subroutine;
  • S_SaveStates;
  • }
  • actions
  • {
  • Event Player.Menu_Index = Array(0, 0, 0);
  • Destroy HUD Text(Event Player.ID_Menu_HUD[0]);
  • Destroy HUD Text(Event Player.ID_Menu_HUD[1]);
  • Call Subroutine(S_Button_Toggle);
  • Wait(0.016, Ignore Condition);
  • Event Player.flymode = 0;
  • While(Event Player.flymode < Count Of(Global.L_BasicSettings));
  • Event Player.Menu_Index[2] = Event Player.flymode;
  • Event Player.II = 0;
  • While(Event Player.II < Count Of(Global.L_BasicSettings));
  • Event Player.Menu_Index[2] = Event Player.II;
  • Call Subroutine(S_BasicSettings);
  • Event Player.flymode += 1;
  • Event Player.II += 1;
  • Wait(0.016, Ignore Condition);
  • End;
  • Event Player.flymode = 0;
  • While(Event Player.flymode < Count Of(Global.L_VisualEffects));
  • Event Player.Menu_Index[2] = Event Player.flymode;
  • Event Player.II = 0;
  • While(Event Player.II < Count Of(Global.L_VisualEffects));
  • Event Player.Menu_Index[2] = Event Player.II;
  • Call Subroutine(S_VisualEffects);
  • Event Player.flymode += 1;
  • Event Player.II += 1;
  • Wait(0.016, Ignore Condition);
  • End;
  • Event Player.flymode = 0;
  • While(Event Player.flymode < Count Of(Global.L_AdvancedSettings));
  • Event Player.Menu_Index[2] = Event Player.flymode;
  • Event Player.II = 0;
  • While(Event Player.II < Count Of(Global.L_AdvancedSettings));
  • Event Player.Menu_Index[2] = Event Player.II;
  • Call Subroutine(S_AdvancedSettings);
  • Event Player.flymode += 1;
  • Event Player.II += 1;
  • Wait(0.016, Ignore Condition);
  • End;
  • Event Player.flymode = 0;
  • While(Event Player.flymode < Count Of(Global.L_CombatModifiers));
  • Event Player.Menu_Index[2] = Event Player.flymode;
  • Event Player.II = 0;
  • While(Event Player.II < Count Of(Global.L_CombatModifiers));
  • Event Player.Menu_Index[2] = Event Player.II;
  • Call Subroutine(S_CombatModifiers);
  • Event Player.flymode += 1;
  • Event Player.II += 1;
  • Wait(0.016, Ignore Condition);
  • End;
  • Event Player.flymode = 0;
  • While(Event Player.flymode < Count Of(Global.L_HealthPools));
  • Event Player.Menu_Index[2] = Event Player.flymode;
  • Event Player.II = 0;
  • While(Event Player.II < Count Of(Global.L_HealthPools));
  • Event Player.Menu_Index[2] = Event Player.II;
  • Call Subroutine(S_HealthPools);
  • Event Player.flymode += 1;
  • Event Player.II += 1;
  • Wait(0.016, Ignore Condition);
  • End;
  • Event Player.flymode = 0;
  • While(Event Player.flymode < Count Of(Global.L_AbilitySettings));
  • Event Player.Menu_Index[2] = Event Player.flymode;
  • Event Player.II = 0;
  • While(Event Player.II < Count Of(Global.L_AbilitySettings));
  • Event Player.Menu_Index[2] = Event Player.II;
  • Call Subroutine(S_AbilitySettings);
  • Event Player.flymode += 1;
  • Event Player.II += 1;
  • Wait(0.016, Ignore Condition);
  • End;
  • Event Player.flymode = 0;
  • While(Event Player.flymode < Count Of(Global.L_StatusEffects));
  • Event Player.Menu_Index[2] = Event Player.flymode;
  • Event Player.II = 0;
  • While(Event Player.II < Count Of(Global.L_StatusEffects));
  • Event Player.Menu_Index[2] = Event Player.II;
  • Call Subroutine(S_StatusEffects);
  • Event Player.flymode += 1;
  • Event Player.II += 1;
  • Wait(0.016, Ignore Condition);
  • End;
  • Event Player.flymode = 0;
  • Event Player.II = 0;
  • Event Player.Menu_Index = Array(0, 0, 0);
  • }
  • }
  • rule("SUB: Set Host Tools")
  • {
  • event
  • {
  • Subroutine;
  • S_HostTools;
  • }
  • actions
  • {
  • If(Event Player.Menu_Index[2] == 0);
  • Else If(Event Player.Menu_Index[2] == 1);
  • Else If(Event Player.Menu_Index[2] == 2);
  • Else If(Event Player.Menu_Index[2] == 3);
  • If(Event Player.P_HostTools[0] == Custom String("All Non Host Players"));
  • If(Index Of Array Value(Global.L_Menu, Event Player.P_HostTools[1]) == 0);
  • If(Index Of Array Value(Global.Menus, Event Player.P_HostTools[1]) == 0);
  • Remove From Array(All Players(All Teams), Event Player).P_BasicSettings[Index Of Array Value(Global.L_BasicSettings,
  • Event Player.P_HostTools[2])] = Event Player.S_BasicSettings[Index Of Array Value(Global.L_BasicSettings,
  • Event Player.P_HostTools[2])];
  • Remove From Array(All Players(All Teams), Event Player).Menu_Index = Array(4, Index Of Array Value(Global.L_Menu,
  • Remove From Array(All Players(All Teams), Event Player).Menu_Index = Array(4, Index Of Array Value(Global.Menus,
  • Event Player.P_HostTools[1]), Index Of Array Value(Global.L_BasicSettings, Event Player.P_HostTools[2]));
  • Else If(Index Of Array Value(Global.L_Menu, Event Player.P_HostTools[1]) == 1);
  • Else If(Index Of Array Value(Global.Menus, Event Player.P_HostTools[1]) == 1);
  • Remove From Array(All Players(All Teams), Event Player).P_VisualEffects[Index Of Array Value(Global.L_VisualEffects,
  • Event Player.P_HostTools[2])] = Event Player.S_VisualEffects[Index Of Array Value(Global.L_VisualEffects,
  • Event Player.P_HostTools[2])];
  • Remove From Array(All Players(All Teams), Event Player).Menu_Index = Array(4, Index Of Array Value(Global.L_Menu,
  • Remove From Array(All Players(All Teams), Event Player).Menu_Index = Array(4, Index Of Array Value(Global.Menus,
  • Event Player.P_HostTools[1]), Index Of Array Value(Global.L_VisualEffects, Event Player.P_HostTools[2]));
  • Else If(Index Of Array Value(Global.L_Menu, Event Player.P_HostTools[1]) == 2);
  • Else If(Index Of Array Value(Global.Menus, Event Player.P_HostTools[1]) == 2);
  • Remove From Array(All Players(All Teams), Event Player).P_AdvancedSettings[Index Of Array Value(Global.L_AdvancedSettings,
  • Event Player.P_HostTools[2])] = Event Player.S_AdvancedSettings[Index Of Array Value(Global.L_AdvancedSettings,
  • Event Player.P_HostTools[2])];
  • Remove From Array(All Players(All Teams), Event Player).Menu_Index = Array(4, Index Of Array Value(Global.L_Menu,
  • Remove From Array(All Players(All Teams), Event Player).Menu_Index = Array(4, Index Of Array Value(Global.Menus,
  • Event Player.P_HostTools[1]), Index Of Array Value(Global.L_AdvancedSettings, Event Player.P_HostTools[2]));
  • Else If(Index Of Array Value(Global.L_Menu, Event Player.P_HostTools[1]) == 3);
  • Else If(Index Of Array Value(Global.Menus, Event Player.P_HostTools[1]) == 3);
  • Remove From Array(All Players(All Teams), Event Player).P_CombatModifiers[Index Of Array Value(Global.L_CombatModifiers,
  • Event Player.P_HostTools[2])] = Event Player.S_CombatModifiers[Index Of Array Value(Global.L_CombatModifiers,
  • Event Player.P_HostTools[2])];
  • Remove From Array(All Players(All Teams), Event Player).Menu_Index = Array(4, Index Of Array Value(Global.L_Menu,
  • Remove From Array(All Players(All Teams), Event Player).Menu_Index = Array(4, Index Of Array Value(Global.Menus,
  • Event Player.P_HostTools[1]), Index Of Array Value(Global.L_CombatModifiers, Event Player.P_HostTools[2]));
  • Else If(Index Of Array Value(Global.L_Menu, Event Player.P_HostTools[1]) == 4);
  • Else If(Index Of Array Value(Global.Menus, Event Player.P_HostTools[1]) == 4);
  • Remove From Array(All Players(All Teams), Event Player).P_HealthPools[Index Of Array Value(Global.L_HealthPools,
  • Event Player.P_HostTools[2])] = Event Player.S_HealthPools[Index Of Array Value(Global.L_HealthPools,
  • Event Player.P_HostTools[2])];
  • Remove From Array(All Players(All Teams), Event Player).Menu_Index = Array(4, Index Of Array Value(Global.L_Menu,
  • Remove From Array(All Players(All Teams), Event Player).Menu_Index = Array(4, Index Of Array Value(Global.Menus,
  • Event Player.P_HostTools[1]), Index Of Array Value(Global.L_HealthPools, Event Player.P_HostTools[2]));
  • Else If(Index Of Array Value(Global.L_Menu, Event Player.P_HostTools[1]) == 5);
  • Else If(Index Of Array Value(Global.Menus, Event Player.P_HostTools[1]) == 5);
  • Remove From Array(All Players(All Teams), Event Player).P_AbilitySettings[Index Of Array Value(Global.L_AbilitySettings,
  • Event Player.P_HostTools[2])] = Event Player.S_AbilitySettings[Index Of Array Value(Global.L_AbilitySettings,
  • Event Player.P_HostTools[2])];
  • Remove From Array(All Players(All Teams), Event Player).Menu_Index = Array(4, Index Of Array Value(Global.L_Menu,
  • Remove From Array(All Players(All Teams), Event Player).Menu_Index = Array(4, Index Of Array Value(Global.Menus,
  • Event Player.P_HostTools[1]), Index Of Array Value(Global.L_AbilitySettings, Event Player.P_HostTools[2]));
  • Else If(Index Of Array Value(Global.L_Menu, Event Player.P_HostTools[1]) == 6);
  • Else If(Index Of Array Value(Global.Menus, Event Player.P_HostTools[1]) == 6);
  • Remove From Array(All Players(All Teams), Event Player).P_StatusEffects[Index Of Array Value(Global.L_StatusEffects,
  • Event Player.P_HostTools[2])] = Event Player.S_StatusEffects[Index Of Array Value(Global.L_StatusEffects,
  • Event Player.P_HostTools[2])];
  • Remove From Array(All Players(All Teams), Event Player).Menu_Index = Array(4, Index Of Array Value(Global.L_Menu,
  • Remove From Array(All Players(All Teams), Event Player).Menu_Index = Array(4, Index Of Array Value(Global.Menus,
  • Event Player.P_HostTools[1]), Index Of Array Value(Global.L_StatusEffects, Event Player.P_HostTools[2]));
  • End;
  • Wait(0.100, Ignore Condition);
  • Remove From Array(All Players(All Teams), Event Player).Menu_Index[0] = 0;
  • Else If(Event Player.P_HostTools[0] != Custom String("All Non Host Players"));
  • If(Index Of Array Value(Global.L_Menu, Event Player.P_HostTools[1]) == 0);
  • If(Index Of Array Value(Global.Menus, Event Player.P_HostTools[1]) == 0);
  • Event Player.P_HostTools[0].P_BasicSettings[Index Of Array Value(Global.L_BasicSettings, Event Player.P_HostTools[2])
  • ] = Event Player.S_BasicSettings[Index Of Array Value(Global.L_BasicSettings, Event Player.P_HostTools[2])];
  • Event Player.P_HostTools[0].Menu_Index = Array(4, Index Of Array Value(Global.L_Menu, Event Player.P_HostTools[1]),
  • Event Player.P_HostTools[0].Menu_Index = Array(4, Index Of Array Value(Global.Menus, Event Player.P_HostTools[1]),
  • Index Of Array Value(Global.L_BasicSettings, Event Player.P_HostTools[2]));
  • Else If(Index Of Array Value(Global.L_Menu, Event Player.P_HostTools[1]) == 1);
  • Else If(Index Of Array Value(Global.Menus, Event Player.P_HostTools[1]) == 1);
  • Event Player.P_HostTools[0].P_VisualEffects[Index Of Array Value(Global.L_VisualEffects, Event Player.P_HostTools[2])
  • ] = Event Player.S_VisualEffects[Index Of Array Value(Global.L_VisualEffects, Event Player.P_HostTools[2])];
  • Event Player.P_HostTools[0].Menu_Index = Array(4, Index Of Array Value(Global.L_Menu, Event Player.P_HostTools[1]),
  • Event Player.P_HostTools[0].Menu_Index = Array(4, Index Of Array Value(Global.Menus, Event Player.P_HostTools[1]),
  • Index Of Array Value(Global.L_VisualEffects, Event Player.P_HostTools[2]));
  • Else If(Index Of Array Value(Global.L_Menu, Event Player.P_HostTools[1]) == 2);
  • Else If(Index Of Array Value(Global.Menus, Event Player.P_HostTools[1]) == 2);
  • Event Player.P_HostTools[0].P_AdvancedSettings[Index Of Array Value(Global.L_AdvancedSettings, Event Player.P_HostTools[2])
  • ] = Event Player.S_AdvancedSettings[Index Of Array Value(Global.L_AdvancedSettings, Event Player.P_HostTools[2])];
  • Event Player.P_HostTools[0].Menu_Index = Array(4, Index Of Array Value(Global.L_Menu, Event Player.P_HostTools[1]),
  • Event Player.P_HostTools[0].Menu_Index = Array(4, Index Of Array Value(Global.Menus, Event Player.P_HostTools[1]),
  • Index Of Array Value(Global.L_AdvancedSettings, Event Player.P_HostTools[2]));
  • Else If(Index Of Array Value(Global.L_Menu, Event Player.P_HostTools[1]) == 3);
  • Else If(Index Of Array Value(Global.Menus, Event Player.P_HostTools[1]) == 3);
  • Event Player.P_HostTools[0].P_CombatModifiers[Index Of Array Value(Global.L_CombatModifiers, Event Player.P_HostTools[2])
  • ] = Event Player.S_CombatModifiers[Index Of Array Value(Global.L_CombatModifiers, Event Player.P_HostTools[2])];
  • Event Player.P_HostTools[0].Menu_Index = Array(4, Index Of Array Value(Global.L_Menu, Event Player.P_HostTools[1]),
  • Event Player.P_HostTools[0].Menu_Index = Array(4, Index Of Array Value(Global.Menus, Event Player.P_HostTools[1]),
  • Index Of Array Value(Global.L_CombatModifiers, Event Player.P_HostTools[2]));
  • Else If(Index Of Array Value(Global.L_Menu, Event Player.P_HostTools[1]) == 4);
  • Else If(Index Of Array Value(Global.Menus, Event Player.P_HostTools[1]) == 4);
  • Event Player.P_HostTools[0].P_HealthPools[Index Of Array Value(Global.L_HealthPools, Event Player.P_HostTools[2])
  • ] = Event Player.S_HealthPools[Index Of Array Value(Global.L_HealthPools, Event Player.P_HostTools[2])];
  • Event Player.P_HostTools[0].Menu_Index = Array(4, Index Of Array Value(Global.L_Menu, Event Player.P_HostTools[1]),
  • Event Player.P_HostTools[0].Menu_Index = Array(4, Index Of Array Value(Global.Menus, Event Player.P_HostTools[1]),
  • Index Of Array Value(Global.L_HealthPools, Event Player.P_HostTools[2]));
  • Else If(Index Of Array Value(Global.L_Menu, Event Player.P_HostTools[1]) == 5);
  • Else If(Index Of Array Value(Global.Menus, Event Player.P_HostTools[1]) == 5);
  • Event Player.P_HostTools[0].P_AbilitySettings[Index Of Array Value(Global.L_AbilitySettings, Event Player.P_HostTools[2])
  • ] = Event Player.S_AbilitySettings[Index Of Array Value(Global.L_AbilitySettings, Event Player.P_HostTools[2])];
  • Event Player.P_HostTools[0].Menu_Index = Array(4, Index Of Array Value(Global.L_Menu, Event Player.P_HostTools[1]),
  • Event Player.P_HostTools[0].Menu_Index = Array(4, Index Of Array Value(Global.Menus, Event Player.P_HostTools[1]),
  • Index Of Array Value(Global.L_AbilitySettings, Event Player.P_HostTools[2]));
  • Else If(Index Of Array Value(Global.L_Menu, Event Player.P_HostTools[1]) == 6);
  • Else If(Index Of Array Value(Global.Menus, Event Player.P_HostTools[1]) == 6);
  • Event Player.P_HostTools[0].P_StatusEffects[Index Of Array Value(Global.L_StatusEffects, Event Player.P_HostTools[2])
  • ] = Event Player.S_StatusEffects[Index Of Array Value(Global.L_StatusEffects, Event Player.P_HostTools[2])];
  • Event Player.P_HostTools[0].Menu_Index = Array(4, Index Of Array Value(Global.L_Menu, Event Player.P_HostTools[1]),
  • Event Player.P_HostTools[0].Menu_Index = Array(4, Index Of Array Value(Global.Menus, Event Player.P_HostTools[1]),
  • Index Of Array Value(Global.L_StatusEffects, Event Player.P_HostTools[2]));
  • End;
  • Wait(0.100, Ignore Condition);
  • Event Player.P_HostTools[0].Menu_Index[0] = 0;
  • End;
  • Else If(Event Player.Menu_Index[2] == 4);
  • If(Event Player.P_HostTools[0] == Custom String("All Non Host Players"));
  • Remove From Array(All Players(All Teams), Event Player).P_BasicSettings = Event Player.S_BasicSettings;
  • Remove From Array(All Players(All Teams), Event Player).P_VisualEffects = Event Player.S_VisualEffects;
  • Remove From Array(All Players(All Teams), Event Player).P_AdvancedSettings = Event Player.S_AdvancedSettings;
  • Remove From Array(All Players(All Teams), Event Player).P_CombatModifiers = Event Player.S_CombatModifiers;
  • Remove From Array(All Players(All Teams), Event Player).P_HealthPools = Event Player.S_HealthPools;
  • Remove From Array(All Players(All Teams), Event Player).P_AbilitySettings = Event Player.S_AbilitySettings;
  • Remove From Array(All Players(All Teams), Event Player).P_StatusEffects = Event Player.S_StatusEffects;
  • Remove From Array(All Players(All Teams), Event Player).Menu_Index = Array(4, 7, 1);
  • Else If(Event Player.P_HostTools[0] != Custom String("All Non Host Players"));
  • Event Player.P_HostTools[0].P_BasicSettings = Event Player.S_BasicSettings;
  • Event Player.P_HostTools[0].P_VisualEffects = Event Player.S_VisualEffects;
  • Event Player.P_HostTools[0].P_AdvancedSettings = Event Player.S_AdvancedSettings;
  • Event Player.P_HostTools[0].P_CombatModifiers = Event Player.S_CombatModifiers;
  • Event Player.P_HostTools[0].P_HealthPools = Event Player.S_HealthPools;
  • Event Player.P_HostTools[0].P_AbilitySettings = Event Player.S_AbilitySettings;
  • Event Player.P_HostTools[0].P_StatusEffects = Event Player.S_StatusEffects;
  • Event Player.P_HostTools[0].Menu_Index = Array(4, 7, 1);
  • End;
  • Else If(Event Player.Menu_Index[2] == 5);
  • If(Event Player.P_HostTools[Event Player.Menu_Index[2]] == False);
  • If(Event Player.P_HostTools[0] == Custom String("All Non Host Players"));
  • Remove From Array(All Players(All Teams), Event Player).Menu_Index = Array(0, 0, 0);
  • Else If(Event Player.P_HostTools[0] != Custom String("All Non Host Players"));
  • Global.L_HostTools[0].Menu_Index = Array(0, 0, 0);
  • End;
  • End;
  • Else If(Event Player.Menu_Index[2] == 6);
  • If(Event Player.P_HostTools[0] == Custom String("All Non Host Players"));
  • Teleport(Remove From Array(All Players(All Teams), Event Player), Ray Cast Hit Position(Eye Position(Event Player), Eye Position(
  • Event Player) + Facing Direction Of(Event Player) * 100, Null, Null, False));
  • Else If(Event Player.P_HostTools[0] != Custom String("All Non Host Players"));
  • Teleport(Event Player.P_HostTools[0], Ray Cast Hit Position(Eye Position(Event Player), Eye Position(Event Player)
  • + Facing Direction Of(Event Player) * 100, Null, Null, False));
  • End;
  • Else If(Event Player.Menu_Index[2] == 7);
  • Set Slow Motion(Event Player.P_HostTools[7]);
  • Else If(Event Player.Menu_Index[2] == 8);
  • Else If(Event Player.Menu_Index[2] == 9);
  • Else If(Event Player.Menu_Index[2] == 10);
  • If(Event Player.P_HostTools[9] == Custom String("Free For All"));
  • Create Dummy Bot(Event Player.P_HostTools[8], All Teams, -1, Ray Cast Hit Position(Eye Position(Event Player), Eye Position(
  • Event Player) + Facing Direction Of(Event Player) * 100, Null, Null, False), Vector Towards(Ray Cast Hit Position(Eye Position(
  • Event Player), Eye Position(Event Player) + Facing Direction Of(Event Player) * 100, Null, Null, False), Eye Position(
  • Event Player)));
  • Else If(Event Player.P_HostTools[9] == Custom String("Team 1"));
  • Create Dummy Bot(Event Player.P_HostTools[8], Team 1, -1, Ray Cast Hit Position(Eye Position(Event Player), Eye Position(
  • Event Player) + Facing Direction Of(Event Player) * 100, Null, Null, False), Vector Towards(Ray Cast Hit Position(Eye Position(
  • Event Player), Eye Position(Event Player) + Facing Direction Of(Event Player) * 100, Null, Null, False), Eye Position(
  • Event Player)));
  • Else If(Event Player.P_HostTools[9] == Custom String("Team 2"));
  • Create Dummy Bot(Event Player.P_HostTools[8], Team 2, -1, Ray Cast Hit Position(Eye Position(Event Player), Eye Position(
  • Event Player) + Facing Direction Of(Event Player) * 100, Null, Null, False), Vector Towards(Ray Cast Hit Position(Eye Position(
  • Event Player), Eye Position(Event Player) + Facing Direction Of(Event Player) * 100, Null, Null, False), Eye Position(
  • Event Player)));
  • End;
  • Else If(Event Player.Menu_Index[2] == 11);
  • Destroy All Dummy Bots;
  • Else If(Event Player.Menu_Index[2] == 12);
  • Go To Assemble Heroes;
  • Else If(Event Player.Menu_Index[2] == 13);
  • Set Match Time(Event Player.P_HostTools[Event Player.Menu_Index[2]] * 60);
  • End;
  • }
  • }
  • rule("SUB: Button Toggle")
  • {
  • event
  • {
  • Subroutine;
  • S_Button_Toggle;
  • }
  • actions
  • {
  • If(Event Player.Menu_Index[0] == 0);
  • Allow Button(Event Player, Button(Primary Fire));
  • Allow Button(Event Player, Button(Secondary Fire));
  • Allow Button(Event Player, Button(Interact));
  • Allow Button(Event Player, Button(Melee));
  • Allow Button(Event Player, Button(Reload));
  • Else;
  • Disallow Button(Event Player, Button(Primary Fire));
  • Disallow Button(Event Player, Button(Secondary Fire));
  • Disallow Button(Event Player, Button(Interact));
  • Disallow Button(Event Player, Button(Melee));
  • Disallow Button(Event Player, Button(Reload));
  • End;
  • }
  • }
  • rule("SUB: Set Visual")
  • {
  • event
  • {
  • Subroutine;
  • S_Visual;
  • }
  • actions
  • {
  • "Orbiting Comet"
  • If(Event Player.P_VisualEffects[Event Player.Menu_Index[2]] == Custom String("Orbiting Comet"));
  • Create Effect(All Players(All Teams), Sphere, Event Player.ID_Palette[0], Eye Position(Event Player) + Vector(Sine From Degrees((
  • Event Player.C_Effect + 1) * 360) * 0.750, Sine From Degrees((Event Player.C_Effect + 1) * 216) * 0.600, Cosine From Degrees((
  • Event Player.C_Effect + 1) * 360) * 1) * Distance Between(Eye Position(Event Player), Position Of(Event Player)),
  • 0.150 * Distance Between(Eye Position(Event Player), Position Of(Event Player)), Position Radius and Color);
  • Event Player.ID_Visual_Effect[0] = Last Created Entity;
  • Create Effect(All Players(All Teams), Good Aura, Event Player.ID_Palette[1], Eye Position(Event Player) + Vector(
  • Sine From Degrees((Event Player.C_Effect + 0.950) * 360) * 0.750, Sine From Degrees((Event Player.C_Effect + 0.950) * 216)
  • * 0.600, Cosine From Degrees((Event Player.C_Effect + 0.950) * 360) * 1) * Distance Between(Eye Position(Event Player),
  • Position Of(Event Player)), 0.090 * Distance Between(Eye Position(Event Player), Position Of(Event Player)),
  • Position Radius and Color);
  • Event Player.ID_Visual_Effect[1] = Last Created Entity;
  • Create Effect(All Players(All Teams), Good Aura, Event Player.ID_Palette[2], Eye Position(Event Player) + Vector(
  • Sine From Degrees((Event Player.C_Effect + 0.900) * 360) * 0.750, Sine From Degrees((Event Player.C_Effect + 0.900) * 216)
  • * 0.600, Cosine From Degrees((Event Player.C_Effect + 0.900) * 360) * 1) * Distance Between(Eye Position(Event Player),
  • Position Of(Event Player)), 0.080 * Distance Between(Eye Position(Event Player), Position Of(Event Player)),
  • Position Radius and Color);
  • Event Player.ID_Visual_Effect[2] = Last Created Entity;
  • Create Effect(All Players(All Teams), Good Aura, Event Player.ID_Palette[3], Eye Position(Event Player) + Vector(
  • Sine From Degrees((Event Player.C_Effect + 0.850) * 360) * 0.750, Sine From Degrees((Event Player.C_Effect + 0.850) * 216)
  • * 0.600, Cosine From Degrees((Event Player.C_Effect + 0.850) * 360) * 1) * Distance Between(Eye Position(Event Player),
  • Position Of(Event Player)), 0.070 * Distance Between(Eye Position(Event Player), Position Of(Event Player)),
  • Position Radius and Color);
  • Event Player.ID_Visual_Effect[3] = Last Created Entity;
  • Create Effect(All Players(All Teams), Good Aura, Event Player.ID_Palette[4], Eye Position(Event Player) + Vector(
  • Sine From Degrees((Event Player.C_Effect + 0.800) * 360) * 0.750, Sine From Degrees((Event Player.C_Effect + 0.800) * 216)
  • * 0.600, Cosine From Degrees((Event Player.C_Effect + 0.800) * 360) * 1) * Distance Between(Eye Position(Event Player),
  • Position Of(Event Player)), 0.060 * Distance Between(Eye Position(Event Player), Position Of(Event Player)),
  • Position Radius and Color);
  • Event Player.ID_Visual_Effect[4] = Last Created Entity;
  • Create Effect(All Players(All Teams), Good Aura, Event Player.ID_Palette[5], Eye Position(Event Player) + Vector(
  • Sine From Degrees((Event Player.C_Effect + 0.750) * 360) * 0.750, Sine From Degrees((Event Player.C_Effect + 0.750) * 216)
  • * 0.600, Cosine From Degrees((Event Player.C_Effect + 0.750) * 360) * 1) * Distance Between(Eye Position(Event Player),
  • Position Of(Event Player)), 0.050 * Distance Between(Eye Position(Event Player), Position Of(Event Player)),
  • Position Radius and Color);
  • Event Player.ID_Visual_Effect[5] = Last Created Entity;
  • Create Effect(All Players(All Teams), Good Aura, Event Player.ID_Palette[6], Eye Position(Event Player) + Vector(
  • Sine From Degrees((Event Player.C_Effect + 0.700) * 360) * 0.750, Sine From Degrees((Event Player.C_Effect + 0.700) * 216)
  • * 0.600, Cosine From Degrees((Event Player.C_Effect + 0.700) * 360) * 1) * Distance Between(Eye Position(Event Player),
  • Position Of(Event Player)), 0.040 * Distance Between(Eye Position(Event Player), Position Of(Event Player)),
  • Position Radius and Color);
  • Event Player.ID_Visual_Effect[6] = Last Created Entity;
  • Create Effect(All Players(All Teams), Good Aura, Event Player.ID_Palette[7], Eye Position(Event Player) + Vector(
  • Sine From Degrees((Event Player.C_Effect + 0.650) * 360) * 0.750, Sine From Degrees((Event Player.C_Effect + 0.650) * 216)
  • * 0.600, Cosine From Degrees((Event Player.C_Effect + 0.650) * 360) * 1) * Distance Between(Eye Position(Event Player),
  • Position Of(Event Player)), 0.030 * Distance Between(Eye Position(Event Player), Position Of(Event Player)),
  • Position Radius and Color);
  • Event Player.ID_Visual_Effect[7] = Last Created Entity;
  • Create Effect(All Players(All Teams), Good Aura, Event Player.ID_Palette[8], Eye Position(Event Player) + Vector(
  • Sine From Degrees((Event Player.C_Effect + 0.600) * 360) * 0.750, Sine From Degrees((Event Player.C_Effect + 0.600) * 216)
  • * 0.600, Cosine From Degrees((Event Player.C_Effect + 0.600) * 360) * 1) * Distance Between(Eye Position(Event Player),
  • Position Of(Event Player)), 0.020 * Distance Between(Eye Position(Event Player), Position Of(Event Player)),
  • Position Radius and Color);
  • Event Player.ID_Visual_Effect[8] = Last Created Entity;
  • Create Effect(All Players(All Teams), Good Aura, Event Player.ID_Palette[9], Eye Position(Event Player) + Vector(
  • Sine From Degrees((Event Player.C_Effect + 0.550) * 360) * 0.750, Sine From Degrees((Event Player.C_Effect + 0.550) * 216)
  • * 0.600, Cosine From Degrees((Event Player.C_Effect + 0.550) * 360) * 1) * Distance Between(Eye Position(Event Player),
  • Position Of(Event Player)), 0.010 * Distance Between(Eye Position(Event Player), Position Of(Event Player)),
  • Position Radius and Color);
  • Event Player.ID_Visual_Effect[9] = Last Created Entity;
  • "Groovy Bloom"
  • Else If(Event Player.P_VisualEffects[Event Player.Menu_Index[2]] == Custom String("Groovy Bloom"));
  • Create Effect(All Players(All Teams), Good Aura, Event Player.ID_Palette[0], Eye Position(Event Player), (
  • Event Player.C_Effect + 0) % 1 * Distance Between(Eye Position(Event Player), Position Of(Event Player)),
  • Position Radius and Color);
  • Event Player.ID_Visual_Effect[0] = Last Created Entity;
  • Create Effect(All Players(All Teams), Good Aura, Event Player.ID_Palette[1], Eye Position(Event Player), (
  • Event Player.C_Effect + 0.900) % 1 * Distance Between(Eye Position(Event Player), Position Of(Event Player)),
  • Position Radius and Color);
  • Event Player.ID_Visual_Effect[1] = Last Created Entity;
  • Create Effect(All Players(All Teams), Good Aura, Event Player.ID_Palette[2], Eye Position(Event Player), (
  • Event Player.C_Effect + 0.800) % 1 * Distance Between(Eye Position(Event Player), Position Of(Event Player)),
  • Position Radius and Color);
  • Event Player.ID_Visual_Effect[2] = Last Created Entity;
  • Create Effect(All Players(All Teams), Good Aura, Event Player.ID_Palette[3], Eye Position(Event Player), (
  • Event Player.C_Effect + 0.700) % 1 * Distance Between(Eye Position(Event Player), Position Of(Event Player)),
  • Position Radius and Color);
  • Event Player.ID_Visual_Effect[3] = Last Created Entity;
  • Create Effect(All Players(All Teams), Good Aura, Event Player.ID_Palette[4], Eye Position(Event Player), (
  • Event Player.C_Effect + 0.600) % 1 * Distance Between(Eye Position(Event Player), Position Of(Event Player)),
  • Position Radius and Color);
  • Event Player.ID_Visual_Effect[4] = Last Created Entity;
  • Create Effect(All Players(All Teams), Good Aura, Event Player.ID_Palette[5], Eye Position(Event Player), (
  • Event Player.C_Effect + 0.500) % 1 * Distance Between(Eye Position(Event Player), Position Of(Event Player)),
  • Position Radius and Color);
  • Event Player.ID_Visual_Effect[5] = Last Created Entity;
  • Create Effect(All Players(All Teams), Good Aura, Event Player.ID_Palette[6], Eye Position(Event Player), (
  • Event Player.C_Effect + 0.400) % 1 * Distance Between(Eye Position(Event Player), Position Of(Event Player)),
  • Position Radius and Color);
  • Event Player.ID_Visual_Effect[6] = Last Created Entity;
  • Create Effect(All Players(All Teams), Good Aura, Event Player.ID_Palette[7], Eye Position(Event Player), (
  • Event Player.C_Effect + 0.300) % 1 * Distance Between(Eye Position(Event Player), Position Of(Event Player)),
  • Position Radius and Color);
  • Event Player.ID_Visual_Effect[7] = Last Created Entity;
  • Create Effect(All Players(All Teams), Good Aura, Event Player.ID_Palette[8], Eye Position(Event Player), (
  • Event Player.C_Effect + 0.200) % 1 * Distance Between(Eye Position(Event Player), Position Of(Event Player)),
  • Position Radius and Color);
  • Event Player.ID_Visual_Effect[8] = Last Created Entity;
  • Create Effect(All Players(All Teams), Good Aura, Event Player.ID_Palette[9], Eye Position(Event Player), (
  • Event Player.C_Effect + 0.100) % 1 * Distance Between(Eye Position(Event Player), Position Of(Event Player)),
  • Position Radius and Color);
  • Event Player.ID_Visual_Effect[9] = Last Created Entity;
  • "Spotlights"
  • Else If(Event Player.P_VisualEffects[Event Player.Menu_Index[2]] == Custom String("Spotlights"));
  • Create Effect(All Players(All Teams), Light Shaft, Event Player.ID_Palette[0], Position Of(Event Player) + Vector(
  • Sine From Degrees((Event Player.C_Effect + 1) * 360), 0, Cosine From Degrees((Event Player.C_Effect + 1) * 360))
  • * Distance Between(Eye Position(Event Player), Position Of(Event Player)) * Sine From Degrees(Event Player.C_Effect * 180),
  • 0.500 * Distance Between(Eye Position(Event Player), Position Of(Event Player)), Position Radius and Color);
  • Event Player.ID_Visual_Effect[0] = Last Created Entity;
  • Create Effect(All Players(All Teams), Light Shaft, Event Player.ID_Palette[1], Position Of(Event Player) + Vector(
  • Sine From Degrees((Event Player.C_Effect + 0.900) * 360), 0, Cosine From Degrees((Event Player.C_Effect + 0.900) * 360))
  • * Distance Between(Eye Position(Event Player), Position Of(Event Player)) * Sine From Degrees(Event Player.C_Effect * 180),
  • 0.500 * Distance Between(Eye Position(Event Player), Position Of(Event Player)), Position Radius and Color);
  • Event Player.ID_Visual_Effect[1] = Last Created Entity;
  • Create Effect(All Players(All Teams), Light Shaft, Event Player.ID_Palette[2], Position Of(Event Player) + Vector(
  • Sine From Degrees((Event Player.C_Effect + 0.800) * 360), 0, Cosine From Degrees((Event Player.C_Effect + 0.800) * 360))
  • * Distance Between(Eye Position(Event Player), Position Of(Event Player)) * Sine From Degrees(Event Player.C_Effect * 180),
  • 0.500 * Distance Between(Eye Position(Event Player), Position Of(Event Player)), Position Radius and Color);
  • Event Player.ID_Visual_Effect[2] = Last Created Entity;
  • Create Effect(All Players(All Teams), Light Shaft, Event Player.ID_Palette[3], Position Of(Event Player) + Vector(
  • Sine From Degrees((Event Player.C_Effect + 0.700) * 360), 0, Cosine From Degrees((Event Player.C_Effect + 0.700) * 360))
  • * Distance Between(Eye Position(Event Player), Position Of(Event Player)) * Sine From Degrees(Event Player.C_Effect * 180),
  • 0.500 * Distance Between(Eye Position(Event Player), Position Of(Event Player)), Position Radius and Color);
  • Event Player.ID_Visual_Effect[3] = Last Created Entity;
  • Create Effect(All Players(All Teams), Light Shaft, Event Player.ID_Palette[4], Position Of(Event Player) + Vector(
  • Sine From Degrees((Event Player.C_Effect + 0.600) * 360), 0, Cosine From Degrees((Event Player.C_Effect + 0.600) * 360))
  • * Distance Between(Eye Position(Event Player), Position Of(Event Player)) * Sine From Degrees(Event Player.C_Effect * 180),
  • 0.500 * Distance Between(Eye Position(Event Player), Position Of(Event Player)), Position Radius and Color);
  • Event Player.ID_Visual_Effect[4] = Last Created Entity;
  • Create Effect(All Players(All Teams), Light Shaft, Event Player.ID_Palette[5], Position Of(Event Player) + Vector(
  • Sine From Degrees((Event Player.C_Effect + 0.500) * 360), 0, Cosine From Degrees((Event Player.C_Effect + 0.500) * 360))
  • * Distance Between(Eye Position(Event Player), Position Of(Event Player)) * Sine From Degrees(Event Player.C_Effect * 180),
  • 0.500 * Distance Between(Eye Position(Event Player), Position Of(Event Player)), Position Radius and Color);
  • Event Player.ID_Visual_Effect[5] = Last Created Entity;
  • Create Effect(All Players(All Teams), Light Shaft, Event Player.ID_Palette[6], Position Of(Event Player) + Vector(
  • Sine From Degrees((Event Player.C_Effect + 0.400) * 360), 0, Cosine From Degrees((Event Player.C_Effect + 0.400) * 360))
  • * Distance Between(Eye Position(Event Player), Position Of(Event Player)) * Sine From Degrees(Event Player.C_Effect * 180),
  • 0.500 * Distance Between(Eye Position(Event Player), Position Of(Event Player)), Position Radius and Color);
  • Event Player.ID_Visual_Effect[6] = Last Created Entity;
  • Create Effect(All Players(All Teams), Light Shaft, Event Player.ID_Palette[7], Position Of(Event Player) + Vector(
  • Sine From Degrees((Event Player.C_Effect + 0.300) * 360), 0, Cosine From Degrees((Event Player.C_Effect + 0.300) * 360))
  • * Distance Between(Eye Position(Event Player), Position Of(Event Player)) * Sine From Degrees(Event Player.C_Effect * 180),
  • 0.500 * Distance Between(Eye Position(Event Player), Position Of(Event Player)), Position Radius and Color);
  • Event Player.ID_Visual_Effect[7] = Last Created Entity;
  • Create Effect(All Players(All Teams), Light Shaft, Event Player.ID_Palette[8], Position Of(Event Player) + Vector(
  • Sine From Degrees((Event Player.C_Effect + 0.200) * 360), 0, Cosine From Degrees((Event Player.C_Effect + 0.200) * 360))
  • * Distance Between(Eye Position(Event Player), Position Of(Event Player)) * Sine From Degrees(Event Player.C_Effect * 180),
  • 0.500 * Distance Between(Eye Position(Event Player), Position Of(Event Player)), Position Radius and Color);
  • Event Player.ID_Visual_Effect[8] = Last Created Entity;
  • Create Effect(All Players(All Teams), Light Shaft, Event Player.ID_Palette[9], Position Of(Event Player) + Vector(
  • Sine From Degrees((Event Player.C_Effect + 0.100) * 360), 0, Cosine From Degrees((Event Player.C_Effect + 0.100) * 360))
  • * Distance Between(Eye Position(Event Player), Position Of(Event Player)) * Sine From Degrees(Event Player.C_Effect * 180),
  • 0.500 * Distance Between(Eye Position(Event Player), Position Of(Event Player)), Position Radius and Color);
  • Event Player.ID_Visual_Effect[9] = Last Created Entity;
  • "Atomic Power"
  • Else If(Event Player.P_VisualEffects[Event Player.Menu_Index[2]] == Custom String("Atomic Power"));
  • Create Effect(All Players(All Teams), Sphere, Event Player.ID_Palette[0], Eye Position(Event Player) + Vector(0, Distance Between(
  • Eye Position(Event Player), Position Of(Event Player)), 0), 0.125 * Distance Between(Eye Position(Event Player), Position Of(
  • Event Player)), Position Radius and Color);
  • Event Player.ID_Visual_Effect[0] = Last Created Entity;
  • Create Effect(All Players(All Teams), Sphere, Event Player.ID_Palette[1], Eye Position(Event Player) + Vector(Sine From Degrees((
  • Event Player.C_Effect + 0.100) * 360) * Sine From Degrees(-45), Sine From Degrees((Event Player.C_Effect + 0.100) * 360)
  • * Cosine From Degrees(-45), Cosine From Degrees((Event Player.C_Effect + 0.100) * 360) * Cosine From Degrees(70))
  • * Distance Between(Eye Position(Event Player), Position Of(Event Player)) + Vector(0, Distance Between(Eye Position(
  • Event Player), Position Of(Event Player)), 0), 0.050 * Distance Between(Eye Position(Event Player), Position Of(Event Player)),
  • Position Radius and Color);
  • Event Player.ID_Visual_Effect[1] = Last Created Entity;
  • Create Effect(All Players(All Teams), Sphere, Event Player.ID_Palette[2], Eye Position(Event Player) + Vector(Sine From Degrees((
  • Event Player.C_Effect + 0.400) * 360) * Sine From Degrees(0), Sine From Degrees((Event Player.C_Effect + 0.400) * 360)
  • * Cosine From Degrees(0), Cosine From Degrees((Event Player.C_Effect + 0.400) * 360) * Cosine From Degrees(70))
  • * Distance Between(Eye Position(Event Player), Position Of(Event Player)) + Vector(0, Distance Between(Eye Position(
  • Event Player), Position Of(Event Player)), 0), 0.050 * Distance Between(Eye Position(Event Player), Position Of(Event Player)),
  • Position Radius and Color);
  • Event Player.ID_Visual_Effect[2] = Last Created Entity;
  • Create Effect(All Players(All Teams), Sphere, Event Player.ID_Palette[3], Eye Position(Event Player) + Vector(Sine From Degrees((
  • Event Player.C_Effect + 0.700) * 360) * Sine From Degrees(45), Sine From Degrees((Event Player.C_Effect + 0.700) * 360)
  • * Cosine From Degrees(45), Cosine From Degrees((Event Player.C_Effect + 0.700) * 360) * Cosine From Degrees(70))
  • * Distance Between(Eye Position(Event Player), Position Of(Event Player)) + Vector(0, Distance Between(Eye Position(
  • Event Player), Position Of(Event Player)), 0), 0.050 * Distance Between(Eye Position(Event Player), Position Of(Event Player)),
  • Position Radius and Color);
  • Event Player.ID_Visual_Effect[3] = Last Created Entity;
  • Create Effect(All Players(All Teams), Sphere, Event Player.ID_Palette[4], Eye Position(Event Player) + Vector(Sine From Degrees((
  • Event Player.C_Effect + 0.200) * 360) * Cosine From Degrees(-45), Cosine From Degrees((Event Player.C_Effect + 0.200) * 360)
  • * Cosine From Degrees(70), Sine From Degrees((Event Player.C_Effect + 0.200) * 360) * Sine From Degrees(-45))
  • * Distance Between(Eye Position(Event Player), Position Of(Event Player)) + Vector(0, Distance Between(Eye Position(
  • Event Player), Position Of(Event Player)), 0), 0.050 * Distance Between(Eye Position(Event Player), Position Of(Event Player)),
  • Position Radius and Color);
  • Event Player.ID_Visual_Effect[4] = Last Created Entity;
  • Create Effect(All Players(All Teams), Sphere, Event Player.ID_Palette[5], Eye Position(Event Player) + Vector(Sine From Degrees((
  • Event Player.C_Effect + 0.500) * 360) * Cosine From Degrees(0), Cosine From Degrees((Event Player.C_Effect + 0.500) * 360)
  • * Cosine From Degrees(70), Sine From Degrees((Event Player.C_Effect + 0.500) * 360) * Sine From Degrees(0)) * Distance Between(
  • Eye Position(Event Player), Position Of(Event Player)) + Vector(0, Distance Between(Eye Position(Event Player), Position Of(
  • Event Player)), 0), 0.050 * Distance Between(Eye Position(Event Player), Position Of(Event Player)),
  • Position Radius and Color);
  • Event Player.ID_Visual_Effect[5] = Last Created Entity;
  • Create Effect(All Players(All Teams), Sphere, Event Player.ID_Palette[6], Eye Position(Event Player) + Vector(Sine From Degrees((
  • Event Player.C_Effect + 0.800) * 360) * Cosine From Degrees(45), Cosine From Degrees((Event Player.C_Effect + 0.800) * 360)
  • * Cosine From Degrees(70), Sine From Degrees((Event Player.C_Effect + 0.800) * 360) * Sine From Degrees(45))
  • * Distance Between(Eye Position(Event Player), Position Of(Event Player)) + Vector(0, Distance Between(Eye Position(
  • Event Player), Position Of(Event Player)), 0), 0.050 * Distance Between(Eye Position(Event Player), Position Of(Event Player)),
  • Position Radius and Color);
  • Event Player.ID_Visual_Effect[6] = Last Created Entity;
  • Create Effect(All Players(All Teams), Sphere, Event Player.ID_Palette[7], Eye Position(Event Player) + Vector(Cosine From Degrees((
  • Event Player.C_Effect + 0.300) * 360) * Cosine From Degrees(70), Sine From Degrees((Event Player.C_Effect + 0.300) * 360)
  • * Sine From Degrees(-45), Sine From Degrees((Event Player.C_Effect + 0.300) * 360) * Cosine From Degrees(-45))
  • * Distance Between(Eye Position(Event Player), Position Of(Event Player)) + Vector(0, Distance Between(Eye Position(
  • Event Player), Position Of(Event Player)), 0), 0.050 * Distance Between(Eye Position(Event Player), Position Of(Event Player)),
  • Position Radius and Color);
  • Event Player.ID_Visual_Effect[7] = Last Created Entity;
  • Create Effect(All Players(All Teams), Sphere, Event Player.ID_Palette[8], Eye Position(Event Player) + Vector(Cosine From Degrees((
  • Event Player.C_Effect + 0.600) * 360) * Cosine From Degrees(70), Sine From Degrees((Event Player.C_Effect + 0.600) * 360)
  • * Sine From Degrees(0), Sine From Degrees((Event Player.C_Effect + 0.600) * 360) * Cosine From Degrees(0)) * Distance Between(
  • Eye Position(Event Player), Position Of(Event Player)) + Vector(0, Distance Between(Eye Position(Event Player), Position Of(
  • Event Player)), 0), 0.050 * Distance Between(Eye Position(Event Player), Position Of(Event Player)),
  • Position Radius and Color);
  • Event Player.ID_Visual_Effect[8] = Last Created Entity;
  • Create Effect(All Players(All Teams), Sphere, Event Player.ID_Palette[9], Eye Position(Event Player) + Vector(Cosine From Degrees((
  • Event Player.C_Effect + 0.900) * 360) * Cosine From Degrees(70), Sine From Degrees((Event Player.C_Effect + 0.900) * 360)
  • * Sine From Degrees(45), Sine From Degrees((Event Player.C_Effect + 0.900) * 360) * Cosine From Degrees(45))
  • * Distance Between(Eye Position(Event Player), Position Of(Event Player)) + Vector(0, Distance Between(Eye Position(
  • Event Player), Position Of(Event Player)), 0), 0.050 * Distance Between(Eye Position(Event Player), Position Of(Event Player)),
  • Position Radius and Color);
  • Event Player.ID_Visual_Effect[9] = Last Created Entity;
  • "All Seeing Eye"
  • Else If(Event Player.P_VisualEffects[Event Player.Menu_Index[2]] == Custom String("All Seeing Eye"));
  • Create Effect(All Players(All Teams), Sphere, Event Player.ID_Palette[0], Eye Position(Event Player) + Vector(0, 0.700, 0)
  • * Distance Between(Eye Position(Event Player), Position Of(Event Player)), 0.125 * Distance Between(Eye Position(Event Player),
  • Position Of(Event Player)), Position Radius and Color);
  • Event Player.ID_Visual_Effect[0] = Last Created Entity;
  • Create Effect(All Players(All Teams), Bad Aura, Event Player.ID_Palette[1], Eye Position(Event Player) + Vector(0, 0.700, 0)
  • * Distance Between(Eye Position(Event Player), Position Of(Event Player)), 0.125 * Distance Between(Eye Position(Event Player),
  • Position Of(Event Player)), Position Radius and Color);
  • Event Player.ID_Visual_Effect[1] = Last Created Entity;
  • Create Beam Effect(All Players(All Teams), Good Beam, Eye Position(Event Player) + Vector(0, 1, 0) * Distance Between(Eye Position(
  • Event Player), Position Of(Event Player)), Eye Position(Event Player) + Vector(Sine From Degrees((Event Player.C_Effect + 0)
  • * 360) * 0.500, 0.500, Cosine From Degrees((Event Player.C_Effect + 0) * 360) * 0.500) * Distance Between(Eye Position(
  • Event Player), Position Of(Event Player)), Event Player.ID_Palette[2], Visible To Position Radius and Color);
  • Event Player.ID_Visual_Effect[2] = Last Created Entity;
  • Create Beam Effect(All Players(All Teams), Good Beam, Eye Position(Event Player) + Vector(0, 1, 0) * Distance Between(Eye Position(
  • Event Player), Position Of(Event Player)), Eye Position(Event Player) + Vector(Sine From Degrees((
  • Event Player.C_Effect + 0.250) * 360) * 0.500, 0.500, Cosine From Degrees((Event Player.C_Effect + 0.250) * 360) * 0.500)
  • * Distance Between(Eye Position(Event Player), Position Of(Event Player)), Event Player.ID_Palette[3],
  • Visible To Position Radius and Color);
  • Event Player.ID_Visual_Effect[3] = Last Created Entity;
  • Create Beam Effect(All Players(All Teams), Good Beam, Eye Position(Event Player) + Vector(0, 1, 0) * Distance Between(Eye Position(
  • Event Player), Position Of(Event Player)), Eye Position(Event Player) + Vector(Sine From Degrees((
  • Event Player.C_Effect + 0.500) * 360) * 0.500, 0.500, Cosine From Degrees((Event Player.C_Effect + 0.500) * 360) * 0.500)
  • * Distance Between(Eye Position(Event Player), Position Of(Event Player)), Event Player.ID_Palette[4],
  • Visible To Position Radius and Color);
  • Event Player.ID_Visual_Effect[4] = Last Created Entity;
  • Create Beam Effect(All Players(All Teams), Good Beam, Eye Position(Event Player) + Vector(0, 1, 0) * Distance Between(Eye Position(
  • Event Player), Position Of(Event Player)), Eye Position(Event Player) + Vector(Sine From Degrees((
  • Event Player.C_Effect + 0.750) * 360) * 0.500, 0.500, Cosine From Degrees((Event Player.C_Effect + 0.750) * 360) * 0.500)
  • * Distance Between(Eye Position(Event Player), Position Of(Event Player)), Event Player.ID_Palette[5],
  • Visible To Position Radius and Color);
  • Event Player.ID_Visual_Effect[5] = Last Created Entity;
  • Create Beam Effect(All Players(All Teams), Good Beam, Eye Position(Event Player) + Vector(Sine From Degrees((
  • Event Player.C_Effect + 0) * 360) * 0.500, 0.500, Cosine From Degrees((Event Player.C_Effect + 0) * 360) * 0.500)
  • * Distance Between(Eye Position(Event Player), Position Of(Event Player)), Eye Position(Event Player) + Vector(
  • Sine From Degrees((Event Player.C_Effect + 0.250) * 360) * 0.500, 0.500, Cosine From Degrees((Event Player.C_Effect + 0.250)
  • * 360) * 0.500) * Distance Between(Eye Position(Event Player), Position Of(Event Player)), Event Player.ID_Palette[6],
  • Visible To Position Radius and Color);
  • Event Player.ID_Visual_Effect[6] = Last Created Entity;
  • Create Beam Effect(All Players(All Teams), Good Beam, Eye Position(Event Player) + Vector(Sine From Degrees((
  • Event Player.C_Effect + 0.250) * 360) * 0.500, 0.500, Cosine From Degrees((Event Player.C_Effect + 0.250) * 360) * 0.500)
  • * Distance Between(Eye Position(Event Player), Position Of(Event Player)), Eye Position(Event Player) + Vector(
  • Sine From Degrees((Event Player.C_Effect + 0.500) * 360) * 0.500, 0.500, Cosine From Degrees((Event Player.C_Effect + 0.500)
  • * 360) * 0.500) * Distance Between(Eye Position(Event Player), Position Of(Event Player)), Event Player.ID_Palette[7],
  • Visible To Position Radius and Color);
  • Event Player.ID_Visual_Effect[7] = Last Created Entity;
  • Create Beam Effect(All Players(All Teams), Good Beam, Eye Position(Event Player) + Vector(Sine From Degrees((
  • Event Player.C_Effect + 0.500) * 360) * 0.500, 0.500, Cosine From Degrees((Event Player.C_Effect + 0.500) * 360) * 0.500)
  • * Distance Between(Eye Position(Event Player), Position Of(Event Player)), Eye Position(Event Player) + Vector(
  • Sine From Degrees((Event Player.C_Effect + 0.750) * 360) * 0.500, 0.500, Cosine From Degrees((Event Player.C_Effect + 0.750)
  • * 360) * 0.500) * Distance Between(Eye Position(Event Player), Position Of(Event Player)), Event Player.ID_Palette[8],
  • Visible To Position Radius and Color);
  • Event Player.ID_Visual_Effect[8] = Last Created Entity;
  • Create Beam Effect(All Players(All Teams), Good Beam, Eye Position(Event Player) + Vector(Sine From Degrees((
  • Event Player.C_Effect + 0.750) * 360) * 0.500, 0.500, Cosine From Degrees((Event Player.C_Effect + 0.750) * 360) * 0.500)
  • * Distance Between(Eye Position(Event Player), Position Of(Event Player)), Eye Position(Event Player) + Vector(
  • Sine From Degrees((Event Player.C_Effect + 0) * 360) * 0.500, 0.500, Cosine From Degrees((Event Player.C_Effect + 0) * 360)
  • * 0.500) * Distance Between(Eye Position(Event Player), Position Of(Event Player)), Event Player.ID_Palette[9],
  • Visible To Position Radius and Color);
  • Event Player.ID_Visual_Effect[9] = Last Created Entity;
  • "Dazzling Orb"
  • Else If(Event Player.P_VisualEffects[Event Player.Menu_Index[2]] == Custom String("Dazzling Orb"));
  • Create Effect(All Players(All Teams), Sphere, Event Player.ID_Palette[0], Eye Position(Event Player) + Vector(0, 0.700, 0)
  • * Distance Between(Eye Position(Event Player), Position Of(Event Player)), (Event Player.C_Effect + 0) % 1 * Distance Between(
  • Eye Position(Event Player), Position Of(Event Player)) * 0.400, Position Radius and Color);
  • Event Player.ID_Visual_Effect[0] = Last Created Entity;
  • Create Effect(All Players(All Teams), Sphere, Event Player.ID_Palette[1], Eye Position(Event Player) + Vector(0, 0.700, 0)
  • * Distance Between(Eye Position(Event Player), Position Of(Event Player)), (Event Player.C_Effect + 0.900)
  • % 1 * Distance Between(Eye Position(Event Player), Position Of(Event Player)) * 0.400, Position Radius and Color);
  • Event Player.ID_Visual_Effect[1] = Last Created Entity;
  • Create Effect(All Players(All Teams), Sphere, Event Player.ID_Palette[2], Eye Position(Event Player) + Vector(0, 0.700, 0)
  • * Distance Between(Eye Position(Event Player), Position Of(Event Player)), (Event Player.C_Effect + 0.800)
  • % 1 * Distance Between(Eye Position(Event Player), Position Of(Event Player)) * 0.400, Position Radius and Color);
  • Event Player.ID_Visual_Effect[2] = Last Created Entity;
  • Create Effect(All Players(All Teams), Sphere, Event Player.ID_Palette[3], Eye Position(Event Player) + Vector(0, 0.700, 0)
  • * Distance Between(Eye Position(Event Player), Position Of(Event Player)), (Event Player.C_Effect + 0.700)
  • % 1 * Distance Between(Eye Position(Event Player), Position Of(Event Player)) * 0.400, Position Radius and Color);
  • Event Player.ID_Visual_Effect[3] = Last Created Entity;
  • Create Effect(All Players(All Teams), Sphere, Event Player.ID_Palette[4], Eye Position(Event Player) + Vector(0, 0.700, 0)
  • * Distance Between(Eye Position(Event Player), Position Of(Event Player)), (Event Player.C_Effect + 0.600)
  • % 1 * Distance Between(Eye Position(Event Player), Position Of(Event Player)) * 0.400, Position Radius and Color);
  • Event Player.ID_Visual_Effect[4] = Last Created Entity;
  • Create Effect(All Players(All Teams), Sphere, Event Player.ID_Palette[5], Eye Position(Event Player) + Vector(0, 0.700, 0)
  • * Distance Between(Eye Position(Event Player), Position Of(Event Player)), (Event Player.C_Effect + 0.500)
  • % 1 * Distance Between(Eye Position(Event Player), Position Of(Event Player)) * 0.400, Position Radius and Color);
  • Event Player.ID_Visual_Effect[5] = Last Created Entity;
  • Create Effect(All Players(All Teams), Sphere, Event Player.ID_Palette[6], Eye Position(Event Player) + Vector(0, 0.700, 0)
  • * Distance Between(Eye Position(Event Player), Position Of(Event Player)), (Event Player.C_Effect + 0.400)
  • % 1 * Distance Between(Eye Position(Event Player), Position Of(Event Player)) * 0.400, Position Radius and Color);
  • Event Player.ID_Visual_Effect[6] = Last Created Entity;
  • Create Effect(All Players(All Teams), Sphere, Event Player.ID_Palette[7], Eye Position(Event Player) + Vector(0, 0.700, 0)
  • * Distance Between(Eye Position(Event Player), Position Of(Event Player)), (Event Player.C_Effect + 0.300)
  • % 1 * Distance Between(Eye Position(Event Player), Position Of(Event Player)) * 0.400, Position Radius and Color);
  • Event Player.ID_Visual_Effect[7] = Last Created Entity;
  • Create Effect(All Players(All Teams), Sphere, Event Player.ID_Palette[8], Eye Position(Event Player) + Vector(0, 0.700, 0)
  • * Distance Between(Eye Position(Event Player), Position Of(Event Player)), (Event Player.C_Effect + 0.200)
  • % 1 * Distance Between(Eye Position(Event Player), Position Of(Event Player)) * 0.400, Position Radius and Color);
  • Event Player.ID_Visual_Effect[8] = Last Created Entity;
  • Create Effect(All Players(All Teams), Sphere, Event Player.ID_Palette[9], Eye Position(Event Player) + Vector(0, 0.700, 0)
  • * Distance Between(Eye Position(Event Player), Position Of(Event Player)), (Event Player.C_Effect + 0.100)
  • % 1 * Distance Between(Eye Position(Event Player), Position Of(Event Player)) * 0.400, Position Radius and Color);
  • Event Player.ID_Visual_Effect[9] = Last Created Entity;
  • "Neon Hero"
  • Else If(Event Player.P_VisualEffects[Event Player.Menu_Index[2]] == Custom String("Neon Hero"));
  • Create Effect(All Players(All Teams), Ring, Event Player.ID_Palette[0], Event Player, (Event Player.C_Effect + 0)
  • % 1 * Distance Between(Eye Position(Event Player), Position Of(Event Player)), Position Radius and Color);
  • Event Player.ID_Visual_Effect[0] = Last Created Entity;
  • Create Effect(All Players(All Teams), Ring, Event Player.ID_Palette[1], Event Player, (Event Player.C_Effect + 0.900)
  • % 1 * Distance Between(Eye Position(Event Player), Position Of(Event Player)), Position Radius and Color);
  • Event Player.ID_Visual_Effect[1] = Last Created Entity;
  • Create Effect(All Players(All Teams), Ring, Event Player.ID_Palette[2], Event Player, (Event Player.C_Effect + 0.800)
  • % 1 * Distance Between(Eye Position(Event Player), Position Of(Event Player)), Position Radius and Color);
  • Event Player.ID_Visual_Effect[2] = Last Created Entity;
  • Create Effect(All Players(All Teams), Ring, Event Player.ID_Palette[3], Event Player, (Event Player.C_Effect + 0.700)
  • % 1 * Distance Between(Eye Position(Event Player), Position Of(Event Player)), Position Radius and Color);
  • Event Player.ID_Visual_Effect[3] = Last Created Entity;
  • Create Effect(All Players(All Teams), Ring, Event Player.ID_Palette[4], Event Player, (Event Player.C_Effect + 0.600)
  • % 1 * Distance Between(Eye Position(Event Player), Position Of(Event Player)), Position Radius and Color);
  • Event Player.ID_Visual_Effect[4] = Last Created Entity;
  • Create Effect(All Players(All Teams), Ring, Event Player.ID_Palette[5], Event Player, (Event Player.C_Effect + 0.500)
  • % 1 * Distance Between(Eye Position(Event Player), Position Of(Event Player)), Position Radius and Color);
  • Event Player.ID_Visual_Effect[5] = Last Created Entity;
  • Create Effect(All Players(All Teams), Ring, Event Player.ID_Palette[6], Event Player, (Event Player.C_Effect + 0.400)
  • % 1 * Distance Between(Eye Position(Event Player), Position Of(Event Player)), Position Radius and Color);
  • Event Player.ID_Visual_Effect[6] = Last Created Entity;
  • Create Effect(All Players(All Teams), Ring, Event Player.ID_Palette[7], Event Player, (Event Player.C_Effect + 0.300)
  • % 1 * Distance Between(Eye Position(Event Player), Position Of(Event Player)), Position Radius and Color);
  • Event Player.ID_Visual_Effect[7] = Last Created Entity;
  • Create Effect(All Players(All Teams), Ring, Event Player.ID_Palette[8], Event Player, (Event Player.C_Effect + 0.200)
  • % 1 * Distance Between(Eye Position(Event Player), Position Of(Event Player)), Position Radius and Color);
  • Event Player.ID_Visual_Effect[8] = Last Created Entity;
  • Create Effect(All Players(All Teams), Ring, Event Player.ID_Palette[9], Event Player, (Event Player.C_Effect + 0.100)
  • % 1 * Distance Between(Eye Position(Event Player), Position Of(Event Player)), Position Radius and Color);
  • Event Player.ID_Visual_Effect[9] = Last Created Entity;
  • "Spirits"
  • Else If(Event Player.P_VisualEffects[Event Player.Menu_Index[2]] == Custom String("Spirits"));
  • Create Effect(All Players(All Teams), Sphere, Event Player.ID_Palette[0], Eye Position(Event Player) + Vector(Sine From Degrees((
  • Event Player.C_Effect + 1) * 360) * 1, Tangent From Degrees((Event Player.C_Effect + 1) * 135) * 1, Cosine From Degrees((
  • Event Player.C_Effect + 1) * 360) * 1) * Distance Between(Eye Position(Event Player), Position Of(Event Player)),
  • 0.200 * Distance Between(Eye Position(Event Player), Position Of(Event Player)), Position Radius and Color);
  • Event Player.ID_Visual_Effect[0] = Last Created Entity;
  • Create Effect(All Players(All Teams), Sphere, Event Player.ID_Palette[1], Eye Position(Event Player) + Vector(Sine From Degrees((
  • Event Player.C_Effect + 0.950) * 360) * 1, Tangent From Degrees((Event Player.C_Effect + 0.950) * 135) * 1,
  • Cosine From Degrees((Event Player.C_Effect + 0.950) * 360) * 1) * Distance Between(Eye Position(Event Player), Position Of(
  • Event Player)), 0.180 * Distance Between(Eye Position(Event Player), Position Of(Event Player)), Position Radius and Color);
  • Event Player.ID_Visual_Effect[1] = Last Created Entity;
  • Create Effect(All Players(All Teams), Sphere, Event Player.ID_Palette[2], Eye Position(Event Player) + Vector(Sine From Degrees((
  • Event Player.C_Effect + 0.900) * 360) * 1, Tangent From Degrees((Event Player.C_Effect + 0.900) * 135) * 1,
  • Cosine From Degrees((Event Player.C_Effect + 0.900) * 360) * 1) * Distance Between(Eye Position(Event Player), Position Of(
  • Event Player)), 0.160 * Distance Between(Eye Position(Event Player), Position Of(Event Player)), Position Radius and Color);
  • Event Player.ID_Visual_Effect[2] = Last Created Entity;
  • Create Effect(All Players(All Teams), Sphere, Event Player.ID_Palette[3], Eye Position(Event Player) + Vector(Sine From Degrees((
  • Event Player.C_Effect + 0.850) * 360) * 1, Tangent From Degrees((Event Player.C_Effect + 0.850) * 135) * 1,
  • Cosine From Degrees((Event Player.C_Effect + 0.850) * 360) * 1) * Distance Between(Eye Position(Event Player), Position Of(
  • Event Player)), 0.140 * Distance Between(Eye Position(Event Player), Position Of(Event Player)), Position Radius and Color);
  • Event Player.ID_Visual_Effect[3] = Last Created Entity;
  • Create Effect(All Players(All Teams), Sphere, Event Player.ID_Palette[4], Eye Position(Event Player) + Vector(Sine From Degrees((
  • Event Player.C_Effect + 0.800) * 360) * 1, Tangent From Degrees((Event Player.C_Effect + 0.800) * 135) * 1,
  • Cosine From Degrees((Event Player.C_Effect + 0.800) * 360) * 1) * Distance Between(Eye Position(Event Player), Position Of(
  • Event Player)), 0.120 * Distance Between(Eye Position(Event Player), Position Of(Event Player)), Position Radius and Color);
  • Event Player.ID_Visual_Effect[4] = Last Created Entity;
  • Create Effect(All Players(All Teams), Sphere, Event Player.ID_Palette[5], Eye Position(Event Player) + Vector(Sine From Degrees((
  • Event Player.C_Effect + 0.750) * 360) * 1, Tangent From Degrees((Event Player.C_Effect + 0.750) * 135) * 1,
  • Cosine From Degrees((Event Player.C_Effect + 0.750) * 360) * 1) * Distance Between(Eye Position(Event Player), Position Of(
  • Event Player)), 0.100 * Distance Between(Eye Position(Event Player), Position Of(Event Player)), Position Radius and Color);
  • Event Player.ID_Visual_Effect[5] = Last Created Entity;
  • Create Effect(All Players(All Teams), Sphere, Event Player.ID_Palette[6], Eye Position(Event Player) + Vector(Sine From Degrees((
  • Event Player.C_Effect + 0.700) * 360) * 1, Tangent From Degrees((Event Player.C_Effect + 0.700) * 135) * 1,
  • Cosine From Degrees((Event Player.C_Effect + 0.700) * 360) * 1) * Distance Between(Eye Position(Event Player), Position Of(
  • Event Player)), 0.080 * Distance Between(Eye Position(Event Player), Position Of(Event Player)), Position Radius and Color);
  • Event Player.ID_Visual_Effect[6] = Last Created Entity;
  • Create Effect(All Players(All Teams), Sphere, Event Player.ID_Palette[7], Eye Position(Event Player) + Vector(Sine From Degrees((
  • Event Player.C_Effect + 0.650) * 360) * 1, Tangent From Degrees((Event Player.C_Effect + 0.650) * 135) * 1,
  • Cosine From Degrees((Event Player.C_Effect + 0.650) * 360) * 1) * Distance Between(Eye Position(Event Player), Position Of(
  • Event Player)), 0.060 * Distance Between(Eye Position(Event Player), Position Of(Event Player)), Position Radius and Color);
  • Event Player.ID_Visual_Effect[7] = Last Created Entity;
  • Create Effect(All Players(All Teams), Sphere, Event Player.ID_Palette[8], Eye Position(Event Player) + Vector(Sine From Degrees((
  • Event Player.C_Effect + 0.600) * 360) * 1, Tangent From Degrees((Event Player.C_Effect + 0.600) * 135) * 1,
  • Cosine From Degrees((Event Player.C_Effect + 0.600) * 360) * 1) * Distance Between(Eye Position(Event Player), Position Of(
  • Event Player)), 0.040 * Distance Between(Eye Position(Event Player), Position Of(Event Player)), Position Radius and Color);
  • Event Player.ID_Visual_Effect[8] = Last Created Entity;
  • Create Effect(All Players(All Teams), Sphere, Event Player.ID_Palette[9], Eye Position(Event Player) + Vector(Sine From Degrees((
  • Event Player.C_Effect + 0.550) * 360) * 1, Tangent From Degrees((Event Player.C_Effect + 0.550) * 135) * 1,
  • Cosine From Degrees((Event Player.C_Effect + 0.550) * 360) * 1) * Distance Between(Eye Position(Event Player), Position Of(
  • Event Player)), 0.020 * Distance Between(Eye Position(Event Player), Position Of(Event Player)), Position Radius and Color);
  • Event Player.ID_Visual_Effect[9] = Last Created Entity;
  • End;
  • }
  • }
  • rule("SUB: Set Palette")
  • {
  • event
  • {
  • Subroutine;
  • S_Palette;
  • }
  • actions
  • {
  • "Red Green Blue"
  • If(Event Player.P_VisualEffects[Event Player.Menu_Index[2]] == Custom String("Red Green Blue"));
  • Event Player.ID_Palette = Array(Global.RGBA[Index Of Array Value(Global.Colors, Custom String("Red"))],
  • Global.RGBA[Index Of Array Value(Global.Colors, Custom String("Red"))], Global.RGBA[Index Of Array Value(Global.Colors,
  • Custom String("Red"))], Global.RGBA[Index Of Array Value(Global.Colors, Custom String("Green"))],
  • Global.RGBA[Index Of Array Value(Global.Colors, Custom String("Green"))], Global.RGBA[Index Of Array Value(Global.Colors,
  • Custom String("Green"))], Global.RGBA[Index Of Array Value(Global.Colors, Custom String("Green"))],
  • Global.RGBA[Index Of Array Value(Global.Colors, Custom String("Blue"))], Global.RGBA[Index Of Array Value(Global.Colors,
  • Custom String("Blue"))], Global.RGBA[Index Of Array Value(Global.Colors, Custom String("Blue"))]);
  • "Red White Blue"
  • Else If(Event Player.P_VisualEffects[Event Player.Menu_Index[2]] == Custom String("Red White Blue"));
  • Event Player.ID_Palette = Array(Global.RGBA[Index Of Array Value(Global.Colors, Custom String("Red"))],
  • Global.RGBA[Index Of Array Value(Global.Colors, Custom String("Red"))], Global.RGBA[Index Of Array Value(Global.Colors,
  • Custom String("Red"))], Global.RGBA[Index Of Array Value(Global.Colors, Custom String("White"))],
  • Global.RGBA[Index Of Array Value(Global.Colors, Custom String("White"))], Global.RGBA[Index Of Array Value(Global.Colors,
  • Custom String("White"))], Global.RGBA[Index Of Array Value(Global.Colors, Custom String("White"))],
  • Global.RGBA[Index Of Array Value(Global.Colors, Custom String("Blue"))], Global.RGBA[Index Of Array Value(Global.Colors,
  • Custom String("Blue"))], Global.RGBA[Index Of Array Value(Global.Colors, Custom String("Blue"))]);
  • "Red White Green"
  • Else If(Event Player.P_VisualEffects[Event Player.Menu_Index[2]] == Custom String("Red White Green"));
  • Event Player.ID_Palette = Array(Global.RGBA[Index Of Array Value(Global.Colors, Custom String("Red"))],
  • Global.RGBA[Index Of Array Value(Global.Colors, Custom String("Red"))], Global.RGBA[Index Of Array Value(Global.Colors,
  • Custom String("Red"))], Global.RGBA[Index Of Array Value(Global.Colors, Custom String("White"))],
  • Global.RGBA[Index Of Array Value(Global.Colors, Custom String("White"))], Global.RGBA[Index Of Array Value(Global.Colors,
  • Custom String("White"))], Global.RGBA[Index Of Array Value(Global.Colors, Custom String("White"))],
  • Global.RGBA[Index Of Array Value(Global.Colors, Custom String("Green"))], Global.RGBA[Index Of Array Value(Global.Colors,
  • Custom String("Green"))], Global.RGBA[Index Of Array Value(Global.Colors, Custom String("Green"))]);
  • "Red White Black"
  • Else If(Event Player.P_VisualEffects[Event Player.Menu_Index[2]] == Custom String("Red White Black"));
  • Event Player.ID_Palette = Array(Global.RGBA[Index Of Array Value(Global.Colors, Custom String("Red"))],
  • Global.RGBA[Index Of Array Value(Global.Colors, Custom String("Red"))], Global.RGBA[Index Of Array Value(Global.Colors,
  • Custom String("Red"))], Global.RGBA[Index Of Array Value(Global.Colors, Custom String("White"))],
  • Global.RGBA[Index Of Array Value(Global.Colors, Custom String("White"))], Global.RGBA[Index Of Array Value(Global.Colors,
  • Custom String("White"))], Global.RGBA[Index Of Array Value(Global.Colors, Custom String("White"))],
  • Global.RGBA[Index Of Array Value(Global.Colors, Custom String("Black"))], Global.RGBA[Index Of Array Value(Global.Colors,
  • Custom String("Black"))], Global.RGBA[Index Of Array Value(Global.Colors, Custom String("Black"))]);
  • "Black Red Yellow"
  • Else If(Event Player.P_VisualEffects[Event Player.Menu_Index[2]] == Custom String("Black Red Yellow"));
  • Event Player.ID_Palette = Array(Global.RGBA[Index Of Array Value(Global.Colors, Custom String("Black"))],
  • Global.RGBA[Index Of Array Value(Global.Colors, Custom String("Black"))], Global.RGBA[Index Of Array Value(Global.Colors,
  • Custom String("Black"))], Global.RGBA[Index Of Array Value(Global.Colors, Custom String("Red"))],
  • Global.RGBA[Index Of Array Value(Global.Colors, Custom String("Red"))], Global.RGBA[Index Of Array Value(Global.Colors,
  • Custom String("Red"))], Global.RGBA[Index Of Array Value(Global.Colors, Custom String("Red"))],
  • Global.RGBA[Index Of Array Value(Global.Colors, Custom String("Yellow"))], Global.RGBA[Index Of Array Value(Global.Colors,
  • Custom String("Yellow"))], Global.RGBA[Index Of Array Value(Global.Colors, Custom String("Yellow"))]);
  • "Green White Orange"
  • Else If(Event Player.P_VisualEffects[Event Player.Menu_Index[2]] == Custom String("Green White Orange"));
  • Event Player.ID_Palette = Array(Global.RGBA[Index Of Array Value(Global.Colors, Custom String("Green"))],
  • Global.RGBA[Index Of Array Value(Global.Colors, Custom String("Green"))], Global.RGBA[Index Of Array Value(Global.Colors,
  • Custom String("Green"))], Global.RGBA[Index Of Array Value(Global.Colors, Custom String("White"))],
  • Global.RGBA[Index Of Array Value(Global.Colors, Custom String("White"))], Global.RGBA[Index Of Array Value(Global.Colors,
  • Custom String("White"))], Global.RGBA[Index Of Array Value(Global.Colors, Custom String("White"))],
  • Global.RGBA[Index Of Array Value(Global.Colors, Custom String("Orange"))], Global.RGBA[Index Of Array Value(Global.Colors,
  • Custom String("Orange"))], Global.RGBA[Index Of Array Value(Global.Colors, Custom String("Orange"))]);
  • "Blue Black White"
  • Else If(Event Player.P_VisualEffects[Event Player.Menu_Index[2]] == Custom String("Blue Black White"));
  • Event Player.ID_Palette = Array(Global.RGBA[Index Of Array Value(Global.Colors, Custom String("Blue"))],
  • Global.RGBA[Index Of Array Value(Global.Colors, Custom String("Blue"))], Global.RGBA[Index Of Array Value(Global.Colors,
  • Custom String("Blue"))], Global.RGBA[Index Of Array Value(Global.Colors, Custom String("Black"))],
  • Global.RGBA[Index Of Array Value(Global.Colors, Custom String("Black"))], Global.RGBA[Index Of Array Value(Global.Colors,
  • Custom String("Black"))], Global.RGBA[Index Of Array Value(Global.Colors, Custom String("Black"))],
  • Global.RGBA[Index Of Array Value(Global.Colors, Custom String("White"))], Global.RGBA[Index Of Array Value(Global.Colors,
  • Custom String("White"))], Global.RGBA[Index Of Array Value(Global.Colors, Custom String("White"))]);
  • "Reds"
  • Else If(Event Player.P_VisualEffects[Event Player.Menu_Index[2]] == Custom String("Reds"));
  • Event Player.ID_Palette = Array(Global.RGBA[Index Of Array Value(Global.Colors, Custom String("White"))],
  • Global.RGBA[Index Of Array Value(Global.Colors, Custom String("White"))], Global.RGBA[Index Of Array Value(Global.Colors,
  • Custom String("White"))], Global.RGBA[Index Of Array Value(Global.Colors, Custom String("Rose"))],
  • Global.RGBA[Index Of Array Value(Global.Colors, Custom String("Rose"))], Global.RGBA[Index Of Array Value(Global.Colors,
  • Custom String("Rose"))], Global.RGBA[Index Of Array Value(Global.Colors, Custom String("Rose"))],
  • Global.RGBA[Index Of Array Value(Global.Colors, Custom String("Red"))], Global.RGBA[Index Of Array Value(Global.Colors,
  • Custom String("Red"))], Global.RGBA[Index Of Array Value(Global.Colors, Custom String("Red"))]);
  • "Greens"
  • Else If(Event Player.P_VisualEffects[Event Player.Menu_Index[2]] == Custom String("Greens"));
  • Event Player.ID_Palette = Array(Global.RGBA[Index Of Array Value(Global.Colors, Custom String("White"))],
  • Global.RGBA[Index Of Array Value(Global.Colors, Custom String("White"))], Global.RGBA[Index Of Array Value(Global.Colors,
  • Custom String("White"))], Global.RGBA[Index Of Array Value(Global.Colors, Custom String("Lime Green"))],
  • Global.RGBA[Index Of Array Value(Global.Colors, Custom String("Lime Green"))], Global.RGBA[Index Of Array Value(Global.Colors,
  • Custom String("Lime Green"))], Global.RGBA[Index Of Array Value(Global.Colors, Custom String("Lime Green"))],
  • Global.RGBA[Index Of Array Value(Global.Colors, Custom String("Green"))], Global.RGBA[Index Of Array Value(Global.Colors,
  • Custom String("Green"))], Global.RGBA[Index Of Array Value(Global.Colors, Custom String("Green"))]);
  • "Blues"
  • Else If(Event Player.P_VisualEffects[Event Player.Menu_Index[2]] == Custom String("Blues"));
  • Event Player.ID_Palette = Array(Global.RGBA[Index Of Array Value(Global.Colors, Custom String("White"))],
  • Global.RGBA[Index Of Array Value(Global.Colors, Custom String("White"))], Global.RGBA[Index Of Array Value(Global.Colors,
  • Custom String("White"))], Global.RGBA[Index Of Array Value(Global.Colors, Custom String("Sky Blue"))],
  • Global.RGBA[Index Of Array Value(Global.Colors, Custom String("Sky Blue"))], Global.RGBA[Index Of Array Value(Global.Colors,
  • Custom String("Sky Blue"))], Global.RGBA[Index Of Array Value(Global.Colors, Custom String("Sky Blue"))],
  • Global.RGBA[Index Of Array Value(Global.Colors, Custom String("Blue"))], Global.RGBA[Index Of Array Value(Global.Colors,
  • Custom String("Blue"))], Global.RGBA[Index Of Array Value(Global.Colors, Custom String("Blue"))]);
  • "Grays"
  • Else If(Event Player.P_VisualEffects[Event Player.Menu_Index[2]] == Custom String("Grays"));
  • Event Player.ID_Palette = Array(Global.RGBA[Index Of Array Value(Global.Colors, Custom String("White"))],
  • Global.RGBA[Index Of Array Value(Global.Colors, Custom String("White"))], Global.RGBA[Index Of Array Value(Global.Colors,
  • Custom String("White"))], Global.RGBA[Index Of Array Value(Global.Colors, Custom String("Gray"))],
  • Global.RGBA[Index Of Array Value(Global.Colors, Custom String("Gray"))], Global.RGBA[Index Of Array Value(Global.Colors,
  • Custom String("Gray"))], Global.RGBA[Index Of Array Value(Global.Colors, Custom String("Gray"))],
  • Global.RGBA[Index Of Array Value(Global.Colors, Custom String("Black"))], Global.RGBA[Index Of Array Value(Global.Colors,
  • Custom String("Black"))], Global.RGBA[Index Of Array Value(Global.Colors, Custom String("Black"))]);
  • "Warm"
  • Else If(Event Player.P_VisualEffects[Event Player.Menu_Index[2]] == Custom String("Warm"));
  • Event Player.ID_Palette = Array(Global.RGBA[Index Of Array Value(Global.Colors, Custom String("Red"))],
  • Global.RGBA[Index Of Array Value(Global.Colors, Custom String("Red"))], Global.RGBA[Index Of Array Value(Global.Colors,
  • Custom String("Red"))], Global.RGBA[Index Of Array Value(Global.Colors, Custom String("Orange"))],
  • Global.RGBA[Index Of Array Value(Global.Colors, Custom String("Orange"))], Global.RGBA[Index Of Array Value(Global.Colors,
  • Custom String("Yellow"))], Global.RGBA[Index Of Array Value(Global.Colors, Custom String("Yellow"))],
  • Global.RGBA[Index Of Array Value(Global.Colors, Custom String("Yellow"))], Global.RGBA[Index Of Array Value(Global.Colors,
  • Custom String("Lime Green"))], Global.RGBA[Index Of Array Value(Global.Colors, Custom String("Lime Green"))]);
  • "Cool"
  • Else If(Event Player.P_VisualEffects[Event Player.Menu_Index[2]] == Custom String("Cool"));
  • Event Player.ID_Palette = Array(Global.RGBA[Index Of Array Value(Global.Colors, Custom String("White"))],
  • Global.RGBA[Index Of Array Value(Global.Colors, Custom String("White"))], Global.RGBA[Index Of Array Value(Global.Colors,
  • Custom String("Sky Blue"))], Global.RGBA[Index Of Array Value(Global.Colors, Custom String("Sky Blue"))],
  • Global.RGBA[Index Of Array Value(Global.Colors, Custom String("Blue"))], Global.RGBA[Index Of Array Value(Global.Colors,
  • Custom String("Blue"))], Global.RGBA[Index Of Array Value(Global.Colors, Custom String("Violet"))],
  • Global.RGBA[Index Of Array Value(Global.Colors, Custom String("Violet"))], Global.RGBA[Index Of Array Value(Global.Colors,
  • Custom String("Purple"))], Global.RGBA[Index Of Array Value(Global.Colors, Custom String("Purple"))]);
  • "Vaporwave"
  • Else If(Event Player.P_VisualEffects[Event Player.Menu_Index[2]] == Custom String("Vaporwave"));
  • Event Player.ID_Palette = Array(Global.RGBA[Index Of Array Value(Global.Colors, Custom String("Orange"))],
  • Global.RGBA[Index Of Array Value(Global.Colors, Custom String("Orange"))], Global.RGBA[Index Of Array Value(Global.Colors,
  • Custom String("Rose"))], Global.RGBA[Index Of Array Value(Global.Colors, Custom String("Rose"))],
  • Global.RGBA[Index Of Array Value(Global.Colors, Custom String("Purple"))], Global.RGBA[Index Of Array Value(Global.Colors,
  • Custom String("Purple"))], Global.RGBA[Index Of Array Value(Global.Colors, Custom String("Violet"))],
  • Global.RGBA[Index Of Array Value(Global.Colors, Custom String("Violet"))], Global.RGBA[Index Of Array Value(Global.Colors,
  • Custom String("Blue"))], Global.RGBA[Index Of Array Value(Global.Colors, Custom String("Blue"))]);
  • "Spooky"
  • Else If(Event Player.P_VisualEffects[Event Player.Menu_Index[2]] == Custom String("Spooky"));
  • Event Player.ID_Palette = Array(Global.RGBA[Index Of Array Value(Global.Colors, Custom String("Orange"))],
  • Global.RGBA[Index Of Array Value(Global.Colors, Custom String("Orange"))], Global.RGBA[Index Of Array Value(Global.Colors,
  • Custom String("Green"))], Global.RGBA[Index Of Array Value(Global.Colors, Custom String("Green"))],
  • Global.RGBA[Index Of Array Value(Global.Colors, Custom String("Black"))], Global.RGBA[Index Of Array Value(Global.Colors,
  • Custom String("Black"))], Global.RGBA[Index Of Array Value(Global.Colors, Custom String("Purple"))],
  • Global.RGBA[Index Of Array Value(Global.Colors, Custom String("Purple"))], Global.RGBA[Index Of Array Value(Global.Colors,
  • Custom String("Violet"))], Global.RGBA[Index Of Array Value(Global.Colors, Custom String("Violet"))]);
  • "Oceanic"
  • Else If(Event Player.P_VisualEffects[Event Player.Menu_Index[2]] == Custom String("Oceanic"));
  • Event Player.ID_Palette = Array(Global.RGBA[Index Of Array Value(Global.Colors, Custom String("Turquoise"))],
  • Global.RGBA[Index Of Array Value(Global.Colors, Custom String("Turquoise"))], Global.RGBA[Index Of Array Value(Global.Colors,
  • Custom String("Aqua"))], Global.RGBA[Index Of Array Value(Global.Colors, Custom String("Aqua"))],
  • Global.RGBA[Index Of Array Value(Global.Colors, Custom String("Sky Blue"))], Global.RGBA[Index Of Array Value(Global.Colors,
  • Custom String("Sky Blue"))], Global.RGBA[Index Of Array Value(Global.Colors, Custom String("Blue"))],
  • Global.RGBA[Index Of Array Value(Global.Colors, Custom String("Blue"))], Global.RGBA[Index Of Array Value(Global.Colors,
  • Custom String("Violet"))], Global.RGBA[Index Of Array Value(Global.Colors, Custom String("Violet"))]);
  • "LGBT"
  • Else If(Event Player.P_VisualEffects[Event Player.Menu_Index[2]] == Custom String("LGBT"));
  • Event Player.ID_Palette = Array(Global.RGBA[Index Of Array Value(Global.Colors, Custom String("Red"))],
  • Global.RGBA[Index Of Array Value(Global.Colors, Custom String("Orange"))], Global.RGBA[Index Of Array Value(Global.Colors,
  • Custom String("Yellow"))], Global.RGBA[Index Of Array Value(Global.Colors, Custom String("Lime Green"))],
  • Global.RGBA[Index Of Array Value(Global.Colors, Custom String("Green"))], Global.RGBA[Index Of Array Value(Global.Colors,
  • Custom String("Turquoise"))], Global.RGBA[Index Of Array Value(Global.Colors, Custom String("Aqua"))],
  • Global.RGBA[Index Of Array Value(Global.Colors, Custom String("Blue"))], Global.RGBA[Index Of Array Value(Global.Colors,
  • Custom String("Violet"))], Global.RGBA[Index Of Array Value(Global.Colors, Custom String("Rose"))]);
  • "Gay"
  • Else If(Event Player.P_VisualEffects[Event Player.Menu_Index[2]] == Custom String("Gay"));
  • Event Player.ID_Palette = Array(Global.RGBA[Index Of Array Value(Global.Colors, Custom String("Turquoise"))],
  • Global.RGBA[Index Of Array Value(Global.Colors, Custom String("Turquoise"))], Global.RGBA[Index Of Array Value(Global.Colors,
  • Custom String("Turquoise"))], Global.RGBA[Index Of Array Value(Global.Colors, Custom String("White"))],
  • Global.RGBA[Index Of Array Value(Global.Colors, Custom String("White"))], Global.RGBA[Index Of Array Value(Global.Colors,
  • Custom String("White"))], Global.RGBA[Index Of Array Value(Global.Colors, Custom String("White"))],
  • Global.RGBA[Index Of Array Value(Global.Colors, Custom String("Blue"))], Global.RGBA[Index Of Array Value(Global.Colors,
  • Custom String("Blue"))], Global.RGBA[Index Of Array Value(Global.Colors, Custom String("Blue"))]);
  • "Lesbian"
  • Else If(Event Player.P_VisualEffects[Event Player.Menu_Index[2]] == Custom String("Lesbian"));
  • Event Player.ID_Palette = Array(Global.RGBA[Index Of Array Value(Global.Colors, Custom String("Red"))],
  • Global.RGBA[Index Of Array Value(Global.Colors, Custom String("Red"))], Global.RGBA[Index Of Array Value(Global.Colors,
  • Custom String("Red"))], Global.RGBA[Index Of Array Value(Global.Colors, Custom String("White"))],
  • Global.RGBA[Index Of Array Value(Global.Colors, Custom String("White"))], Global.RGBA[Index Of Array Value(Global.Colors,
  • Custom String("White"))], Global.RGBA[Index Of Array Value(Global.Colors, Custom String("White"))],
  • Global.RGBA[Index Of Array Value(Global.Colors, Custom String("Rose"))], Global.RGBA[Index Of Array Value(Global.Colors,
  • Custom String("Rose"))], Global.RGBA[Index Of Array Value(Global.Colors, Custom String("Rose"))]);
  • "Bisexual"
  • Else If(Event Player.P_VisualEffects[Event Player.Menu_Index[2]] == Custom String("Bisexual"));
  • Event Player.ID_Palette = Array(Global.RGBA[Index Of Array Value(Global.Colors, Custom String("Rose"))],
  • Global.RGBA[Index Of Array Value(Global.Colors, Custom String("Rose"))], Global.RGBA[Index Of Array Value(Global.Colors,
  • Custom String("Rose"))], Global.RGBA[Index Of Array Value(Global.Colors, Custom String("Rose"))],
  • Global.RGBA[Index Of Array Value(Global.Colors, Custom String("Violet"))], Global.RGBA[Index Of Array Value(Global.Colors,
  • Custom String("Violet"))], Global.RGBA[Index Of Array Value(Global.Colors, Custom String("Blue"))],
  • Global.RGBA[Index Of Array Value(Global.Colors, Custom String("Blue"))], Global.RGBA[Index Of Array Value(Global.Colors,
  • Custom String("Blue"))], Global.RGBA[Index Of Array Value(Global.Colors, Custom String("Blue"))]);
  • "Pansexual"
  • Else If(Event Player.P_VisualEffects[Event Player.Menu_Index[2]] == Custom String("Pansexual"));
  • Event Player.ID_Palette = Array(Global.RGBA[Index Of Array Value(Global.Colors, Custom String("Rose"))],
  • Global.RGBA[Index Of Array Value(Global.Colors, Custom String("Rose"))], Global.RGBA[Index Of Array Value(Global.Colors,
  • Custom String("Rose"))], Global.RGBA[Index Of Array Value(Global.Colors, Custom String("Yellow"))],
  • Global.RGBA[Index Of Array Value(Global.Colors, Custom String("Yellow"))], Global.RGBA[Index Of Array Value(Global.Colors,
  • Custom String("Yellow"))], Global.RGBA[Index Of Array Value(Global.Colors, Custom String("Yellow"))],
  • Global.RGBA[Index Of Array Value(Global.Colors, Custom String("Aqua"))], Global.RGBA[Index Of Array Value(Global.Colors,
  • Custom String("Aqua"))], Global.RGBA[Index Of Array Value(Global.Colors, Custom String("Aqua"))]);
  • "Polysexual"
  • Else If(Event Player.P_VisualEffects[Event Player.Menu_Index[2]] == Custom String("Polysexual"));
  • Event Player.ID_Palette = Array(Global.RGBA[Index Of Array Value(Global.Colors, Custom String("Rose"))],
  • Global.RGBA[Index Of Array Value(Global.Colors, Custom String("Rose"))], Global.RGBA[Index Of Array Value(Global.Colors,
  • Custom String("Rose"))], Global.RGBA[Index Of Array Value(Global.Colors, Custom String("Turquoise"))],
  • Global.RGBA[Index Of Array Value(Global.Colors, Custom String("Turquoise"))], Global.RGBA[Index Of Array Value(Global.Colors,
  • Custom String("Turquoise"))], Global.RGBA[Index Of Array Value(Global.Colors, Custom String("Turquoise"))],
  • Global.RGBA[Index Of Array Value(Global.Colors, Custom String("Aqua"))], Global.RGBA[Index Of Array Value(Global.Colors,
  • Custom String("Aqua"))], Global.RGBA[Index Of Array Value(Global.Colors, Custom String("Aqua"))]);
  • "Asexual"
  • Else If(Event Player.P_VisualEffects[Event Player.Menu_Index[2]] == Custom String("Asexual"));
  • Event Player.ID_Palette = Array(Global.RGBA[Index Of Array Value(Global.Colors, Custom String("Black"))],
  • Global.RGBA[Index Of Array Value(Global.Colors, Custom String("Black"))], Global.RGBA[Index Of Array Value(Global.Colors,
  • Custom String("Gray"))], Global.RGBA[Index Of Array Value(Global.Colors, Custom String("Gray"))],
  • Global.RGBA[Index Of Array Value(Global.Colors, Custom String("Gray"))], Global.RGBA[Index Of Array Value(Global.Colors,
  • Custom String("White"))], Global.RGBA[Index Of Array Value(Global.Colors, Custom String("White"))],
  • Global.RGBA[Index Of Array Value(Global.Colors, Custom String("Violet"))], Global.RGBA[Index Of Array Value(Global.Colors,
  • Custom String("Violet"))], Global.RGBA[Index Of Array Value(Global.Colors, Custom String("Violet"))]);
  • "Aromantic"
  • Else If(Event Player.P_VisualEffects[Event Player.Menu_Index[2]] == Custom String("Aromantic"));
  • Event Player.ID_Palette = Array(Global.RGBA[Index Of Array Value(Global.Colors, Custom String("Green"))],
  • Global.RGBA[Index Of Array Value(Global.Colors, Custom String("Green"))], Global.RGBA[Index Of Array Value(Global.Colors,
  • Custom String("Lime Green"))], Global.RGBA[Index Of Array Value(Global.Colors, Custom String("Lime Green"))],
  • Global.RGBA[Index Of Array Value(Global.Colors, Custom String("White"))], Global.RGBA[Index Of Array Value(Global.Colors,
  • Custom String("White"))], Global.RGBA[Index Of Array Value(Global.Colors, Custom String("Gray"))],
  • Global.RGBA[Index Of Array Value(Global.Colors, Custom String("Gray"))], Global.RGBA[Index Of Array Value(Global.Colors,
  • Custom String("Black"))], Global.RGBA[Index Of Array Value(Global.Colors, Custom String("Black"))]);
  • "Aroace"
  • Else If(Event Player.P_VisualEffects[Event Player.Menu_Index[2]] == Custom String("Aroace"));
  • Event Player.ID_Palette = Array(Global.RGBA[Index Of Array Value(Global.Colors, Custom String("Orange"))],
  • Global.RGBA[Index Of Array Value(Global.Colors, Custom String("Orange"))], Global.RGBA[Index Of Array Value(Global.Colors,
  • Custom String("Yellow"))], Global.RGBA[Index Of Array Value(Global.Colors, Custom String("Yellow"))],
  • Global.RGBA[Index Of Array Value(Global.Colors, Custom String("White"))], Global.RGBA[Index Of Array Value(Global.Colors,
  • Custom String("White"))], Global.RGBA[Index Of Array Value(Global.Colors, Custom String("Aqua"))],
  • Global.RGBA[Index Of Array Value(Global.Colors, Custom String("Aqua"))], Global.RGBA[Index Of Array Value(Global.Colors,
  • Custom String("Blue"))], Global.RGBA[Index Of Array Value(Global.Colors, Custom String("Blue"))]);
  • "Transgender"
  • Else If(Event Player.P_VisualEffects[Event Player.Menu_Index[2]] == Custom String("Transgender"));
  • Event Player.ID_Palette = Array(Global.RGBA[Index Of Array Value(Global.Colors, Custom String("Aqua"))],
  • Global.RGBA[Index Of Array Value(Global.Colors, Custom String("Aqua"))], Global.RGBA[Index Of Array Value(Global.Colors,
  • Custom String("Rose"))], Global.RGBA[Index Of Array Value(Global.Colors, Custom String("Rose"))],
  • Global.RGBA[Index Of Array Value(Global.Colors, Custom String("White"))], Global.RGBA[Index Of Array Value(Global.Colors,
  • Custom String("White"))], Global.RGBA[Index Of Array Value(Global.Colors, Custom String("Rose"))],
  • Global.RGBA[Index Of Array Value(Global.Colors, Custom String("Rose"))], Global.RGBA[Index Of Array Value(Global.Colors,
  • Custom String("Aqua"))], Global.RGBA[Index Of Array Value(Global.Colors, Custom String("Aqua"))]);
  • "Genderqueer"
  • Else If(Event Player.P_VisualEffects[Event Player.Menu_Index[2]] == Custom String("Genderqueer"));
  • Event Player.ID_Palette = Array(Global.RGBA[Index Of Array Value(Global.Colors, Custom String("Violet"))],
  • Global.RGBA[Index Of Array Value(Global.Colors, Custom String("Violet"))], Global.RGBA[Index Of Array Value(Global.Colors,
  • Custom String("Violet"))], Global.RGBA[Index Of Array Value(Global.Colors, Custom String("White"))],
  • Global.RGBA[Index Of Array Value(Global.Colors, Custom String("White"))], Global.RGBA[Index Of Array Value(Global.Colors,
  • Custom String("White"))], Global.RGBA[Index Of Array Value(Global.Colors, Custom String("White"))],
  • Global.RGBA[Index Of Array Value(Global.Colors, Custom String("Green"))], Global.RGBA[Index Of Array Value(Global.Colors,
  • Custom String("Green"))], Global.RGBA[Index Of Array Value(Global.Colors, Custom String("Green"))]);
  • "Nonbinary"
  • Else If(Event Player.P_VisualEffects[Event Player.Menu_Index[2]] == Custom String("Nonbinary"));
  • Event Player.ID_Palette = Array(Global.RGBA[Index Of Array Value(Global.Colors, Custom String("Yellow"))],
  • Global.RGBA[Index Of Array Value(Global.Colors, Custom String("Yellow"))], Global.RGBA[Index Of Array Value(Global.Colors,
  • Custom String("Yellow"))], Global.RGBA[Index Of Array Value(Global.Colors, Custom String("White"))],
  • Global.RGBA[Index Of Array Value(Global.Colors, Custom String("White"))], Global.RGBA[Index Of Array Value(Global.Colors,
  • Custom String("Violet"))], Global.RGBA[Index Of Array Value(Global.Colors, Custom String("Violet"))],
  • Global.RGBA[Index Of Array Value(Global.Colors, Custom String("Violet"))], Global.RGBA[Index Of Array Value(Global.Colors,
  • Custom String("Black"))], Global.RGBA[Index Of Array Value(Global.Colors, Custom String("Black"))]);
  • "Genderfluid"
  • Else If(Event Player.P_VisualEffects[Event Player.Menu_Index[2]] == Custom String("Genderfluid"));
  • Event Player.ID_Palette = Array(Global.RGBA[Index Of Array Value(Global.Colors, Custom String("Rose"))],
  • Global.RGBA[Index Of Array Value(Global.Colors, Custom String("Rose"))], Global.RGBA[Index Of Array Value(Global.Colors,
  • Custom String("White"))], Global.RGBA[Index Of Array Value(Global.Colors, Custom String("White"))],
  • Global.RGBA[Index Of Array Value(Global.Colors, Custom String("Violet"))], Global.RGBA[Index Of Array Value(Global.Colors,
  • Custom String("Violet"))], Global.RGBA[Index Of Array Value(Global.Colors, Custom String("Black"))],
  • Global.RGBA[Index Of Array Value(Global.Colors, Custom String("Black"))], Global.RGBA[Index Of Array Value(Global.Colors,
  • Custom String("Blue"))], Global.RGBA[Index Of Array Value(Global.Colors, Custom String("Blue"))]);
  • "Intersex"
  • Else If(Event Player.P_VisualEffects[Event Player.Menu_Index[2]] == Custom String("Intersex"));
  • Event Player.ID_Palette = Array(Global.RGBA[Index Of Array Value(Global.Colors, Custom String("Violet"))],
  • Global.RGBA[Index Of Array Value(Global.Colors, Custom String("Yellow"))], Global.RGBA[Index Of Array Value(Global.Colors,
  • Custom String("Yellow"))], Global.RGBA[Index Of Array Value(Global.Colors, Custom String("Yellow"))],
  • Global.RGBA[Index Of Array Value(Global.Colors, Custom String("Yellow"))], Global.RGBA[Index Of Array Value(Global.Colors,
  • Custom String("Yellow"))], Global.RGBA[Index Of Array Value(Global.Colors, Custom String("Yellow"))],
  • Global.RGBA[Index Of Array Value(Global.Colors, Custom String("Yellow"))], Global.RGBA[Index Of Array Value(Global.Colors,
  • Custom String("Yellow"))], Global.RGBA[Index Of Array Value(Global.Colors, Custom String("Yellow"))]);
  • End;
  • }
  • }
  • disabled rule("Copy Movements")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • }
  • rule("Primary On")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Event Player.Menu_Index[0] == 0;
  • Event Player.P_AdvancedSettings[17].Menu_Index[0] == 0;
  • Is Button Held(Event Player.P_AdvancedSettings[17], Button(Primary Fire)) == True;
  • Event Player.P_AdvancedSettings[17] != Custom String("Off");
  • Event Player.P_AdvancedSettings[17] != Event Player;
  • }
  • actions
  • {
  • Start Holding Button(Event Player, Button(Primary Fire));
  • }
  • }
  • rule("Primary Off")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Event Player.Menu_Index[0] == 0;
  • Event Player.P_AdvancedSettings[17].Menu_Index[0] == 0;
  • Is Button Held(Event Player.P_AdvancedSettings[17], Button(Primary Fire)) == False;
  • Event Player.P_AdvancedSettings[17] != Custom String("Off");
  • Event Player.P_AdvancedSettings[17] != Event Player;
  • }
  • actions
  • {
  • Stop Holding Button(Event Player, Button(Primary Fire));
  • }
  • }
  • rule("Secondary On")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Event Player.Menu_Index[0] == 0;
  • Event Player.P_AdvancedSettings[17].Menu_Index[0] == 0;
  • Is Button Held(Event Player.P_AdvancedSettings[17], Button(Secondary Fire)) == True;
  • Event Player.P_AdvancedSettings[17] != Custom String("Off");
  • Event Player.P_AdvancedSettings[17] != Event Player;
  • }
  • actions
  • {
  • Start Holding Button(Event Player, Button(Secondary Fire));
  • }
  • }
  • rule("Secondary Off")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Event Player.Menu_Index[0] == 0;
  • Event Player.P_AdvancedSettings[17].Menu_Index[0] == 0;
  • Is Button Held(Event Player.P_AdvancedSettings[17], Button(Primary Fire)) == False;
  • Event Player.P_AdvancedSettings[17] != Custom String("Off");
  • Event Player.P_AdvancedSettings[17] != Event Player;
  • }
  • actions
  • {
  • Stop Holding Button(Event Player, Button(Secondary Fire));
  • }
  • }
  • rule("Ability 1 On")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Event Player.Menu_Index[0] == 0;
  • Event Player.P_AdvancedSettings[17].Menu_Index[0] == 0;
  • Is Button Held(Event Player.P_AdvancedSettings[17], Button(Ability 1)) == True;
  • Event Player.P_AdvancedSettings[17] != Custom String("Off");
  • Event Player.P_AdvancedSettings[17] != Event Player;
  • }
  • actions
  • {
  • Start Holding Button(Event Player, Button(Ability 1));
  • }
  • }
  • rule("Ability 1 Off")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Event Player.Menu_Index[0] == 0;
  • Event Player.P_AdvancedSettings[17].Menu_Index[0] == 0;
  • Is Button Held(Event Player.P_AdvancedSettings[17], Button(Ability 1)) == False;
  • Event Player.P_AdvancedSettings[17] != Custom String("Off");
  • Event Player.P_AdvancedSettings[17] != Event Player;
  • }
  • actions
  • {
  • Stop Holding Button(Event Player, Button(Ability 1));
  • }
  • }
  • rule("Ability 2 On")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Event Player.Menu_Index[0] == 0;
  • Event Player.P_AdvancedSettings[17].Menu_Index[0] == 0;
  • Is Button Held(Event Player.P_AdvancedSettings[17], Button(Ability 2)) == True;
  • Event Player.P_AdvancedSettings[17] != Custom String("Off");
  • Event Player.P_AdvancedSettings[17] != Event Player;
  • }
  • actions
  • {
  • Start Holding Button(Event Player, Button(Ability 2));
  • }
  • }
  • rule("Ability 2 Off")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Event Player.Menu_Index[0] == 0;
  • Event Player.P_AdvancedSettings[17].Menu_Index[0] == 0;
  • Is Button Held(Event Player.P_AdvancedSettings[17], Button(Ability 2)) == False;
  • Event Player.P_AdvancedSettings[17] != Custom String("Off");
  • Event Player.P_AdvancedSettings[17] != Event Player;
  • }
  • actions
  • {
  • Stop Holding Button(Event Player, Button(Ability 2));
  • }
  • }
  • rule("Ultimate On")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Event Player.Menu_Index[0] == 0;
  • Event Player.P_AdvancedSettings[17].Menu_Index[0] == 0;
  • Is Button Held(Event Player.P_AdvancedSettings[17], Button(Ultimate)) == True;
  • Event Player.P_AdvancedSettings[17] != Custom String("Off");
  • Event Player.P_AdvancedSettings[17] != Event Player;
  • }
  • actions
  • {
  • Start Holding Button(Event Player, Button(Ultimate));
  • }
  • }
  • rule("Ultimate Off")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Event Player.Menu_Index[0] == 0;
  • Event Player.P_AdvancedSettings[17].Menu_Index[0] == 0;
  • Is Button Held(Event Player.P_AdvancedSettings[17], Button(Ultimate)) == False;
  • Event Player.P_AdvancedSettings[17] != Custom String("Off");
  • Event Player.P_AdvancedSettings[17] != Event Player;
  • }
  • actions
  • {
  • Stop Holding Button(Event Player, Button(Ultimate));
  • }
  • }
  • rule("Jump On")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Event Player.Menu_Index[0] == 0;
  • Event Player.P_AdvancedSettings[17].Menu_Index[0] == 0;
  • Is Button Held(Event Player.P_AdvancedSettings[17], Button(Jump)) == True;
  • Event Player.P_AdvancedSettings[17] != Custom String("Off");
  • Event Player.P_AdvancedSettings[17] != Event Player;
  • }
  • actions
  • {
  • Start Holding Button(Event Player, Button(Jump));
  • }
  • }
  • rule("Jump Off")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Event Player.Menu_Index[0] == 0;
  • Event Player.P_AdvancedSettings[17].Menu_Index[0] == 0;
  • Is Button Held(Event Player.P_AdvancedSettings[17], Button(Jump)) == False;
  • Event Player.P_AdvancedSettings[17] != Custom String("Off");
  • Event Player.P_AdvancedSettings[17] != Event Player;
  • }
  • actions
  • {
  • Stop Holding Button(Event Player, Button(Jump));
  • }
  • }
  • rule("Crouch On")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Event Player.Menu_Index[0] == 0;
  • Event Player.P_AdvancedSettings[17].Menu_Index[0] == 0;
  • Is Button Held(Event Player.P_AdvancedSettings[17], Button(Crouch)) == True;
  • Event Player.P_AdvancedSettings[17] != Custom String("Off");
  • Event Player.P_AdvancedSettings[17] != Event Player;
  • }
  • actions
  • {
  • Start Holding Button(Event Player, Button(Crouch));
  • }
  • }
  • rule("Crouch Off")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Event Player.Menu_Index[0] == 0;
  • Event Player.P_AdvancedSettings[17].Menu_Index[0] == 0;
  • Is Button Held(Event Player.P_AdvancedSettings[17], Button(Crouch)) == False;
  • Event Player.P_AdvancedSettings[17] != Custom String("Off");
  • Event Player.P_AdvancedSettings[17] != Event Player;
  • }
  • actions
  • {
  • Stop Holding Button(Event Player, Button(Crouch));
  • }
  • }
  • rule("Melee On")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Event Player.Menu_Index[0] == 0;
  • Event Player.P_AdvancedSettings[17].Menu_Index[0] == 0;
  • Is Button Held(Event Player.P_AdvancedSettings[17], Button(Melee)) == True;
  • Event Player.P_AdvancedSettings[17] != Custom String("Off");
  • Event Player.P_AdvancedSettings[17] != Event Player;
  • }
  • actions
  • {
  • Start Holding Button(Event Player, Button(Melee));
  • }
  • }
  • rule("Melee Off")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Event Player.Menu_Index[0] == 0;
  • Event Player.P_AdvancedSettings[17].Menu_Index[0] == 0;
  • Is Button Held(Event Player.P_AdvancedSettings[17], Button(Melee)) == False;
  • Event Player.P_AdvancedSettings[17] != Custom String("Off");
  • Event Player.P_AdvancedSettings[17] != Event Player;
  • }
  • actions
  • {
  • Stop Holding Button(Event Player, Button(Melee));
  • }
  • }
  • rule("Reload On")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Event Player.Menu_Index[0] == 0;
  • Event Player.P_AdvancedSettings[17].Menu_Index[0] == 0;
  • Is Button Held(Event Player.P_AdvancedSettings[17], Button(Reload)) == True;
  • Event Player.P_AdvancedSettings[17] != Custom String("Off");
  • Event Player.P_AdvancedSettings[17] != Event Player;
  • }
  • actions
  • {
  • Start Holding Button(Event Player, Button(Reload));
  • }
  • }
  • rule("Reload Off")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Event Player.Menu_Index[0] == 0;
  • Event Player.P_AdvancedSettings[17].Menu_Index[0] == 0;
  • Is Button Held(Event Player.P_AdvancedSettings[17], Button(Reload)) == False;
  • Event Player.P_AdvancedSettings[17] != Custom String("Off");
  • Event Player.P_AdvancedSettings[17] != Event Player;
  • }
  • actions
  • {
  • Stop Holding Button(Event Player, Button(Reload));
  • }
  • }
  • rule("Facing")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Event Player.Menu_Index[0] == 0;
  • Event Player.P_AdvancedSettings[17].Menu_Index[0] == 0;
  • Event Player.P_AdvancedSettings[17] != Custom String("Off");
  • Event Player.P_AdvancedSettings[17] != Event Player;
  • }
  • actions
  • {
  • Set Facing(Event Player, Facing Direction Of(Event Player.P_AdvancedSettings[17]), To World);
  • Wait(0.016, Ignore Condition);
  • Loop If Condition Is True;
  • Start Facing(Event Player, Vector(0, 0, 0), 10000, To World, Direction and Turn Rate);
  • Stop Facing(Event Player);
  • }
  • }
  • disabled rule("Miscellaneous")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • }
  • rule("Disable Game Settings")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • actions
  • {
  • Disable Built-In Game Mode Announcer;
  • Disable Built-In Game Mode Completion;
  • Disable Built-In Game Mode Music;
  • disabled Disable Built-In Game Mode Scoring;
  • }
  • }
  • rule("Assembling Heros Time Limit")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Is Assembling Heroes == True;
  • }
  • actions
  • {
  • Set Match Time(30);
  • Set Match Time(15);
  • }
  • }
  • rule("Skip Setup Phase")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Is In Setup == True;
  • }
  • actions
  • {
  • Set Match Time(0);
  • }
  • }
  • rule("End Game When Match Time is 0")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Is Game In Progress == True;
  • Match Time == 0;
  • }
  • actions
  • {
  • Enable Built-In Game Mode Completion;
  • }
  • }
  • rule("Reset Effect Chaser")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Event Player.C_Effect == 100000000;
  • }
  • actions
  • {
  • Event Player.C_Effect = 0;
  • }
  • }
  • rule("Flight Mode")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Event Player.P_BasicSettings[3] == True;
  • }
  • actions
  • {
  • Set Gravity(Event Player, 0);
  • Disable Movement Collision With Environment(Event Player, True);
  • While(Event Player.P_BasicSettings[3] == True);
  • If(Throttle Of(Event Player) != Vector(Empty Array, Empty Array, Empty Array));
  • Apply Impulse(Event Player, Cross Product(Up, Normalize(World Vector Of(Throttle Of(Event Player), Event Player, Rotation))),
  • 0.001, To World, Cancel Contrary Motion);
  • Apply Impulse(Event Player, Cross Product(Down, Normalize(World Vector Of(Throttle Of(Event Player), Event Player, Rotation))),
  • 0.001, To World, Cancel Contrary Motion);
  • Apply Impulse(Event Player, Direction Towards(Eye Position(Event Player), Eye Position(Event Player) + Normalize(World Vector Of(
  • Throttle Of(Event Player), Event Player, Rotation))), 5.500 * (Event Player.P_CombatModifiers[9] / 100), To World,
  • Cancel Contrary Motion);
  • If(!Is Button Held(Event Player, Crouch));
  • If(!Is Button Held(Event Player, Button(Crouch)));
  • Apply Impulse(Event Player, Up, 0.001, To World, Cancel Contrary Motion);
  • End;
  • If(!Is Button Held(Event Player, Jump));
  • If(!Is Button Held(Event Player, Button(Jump)));
  • Apply Impulse(Event Player, Down, 0.001, To World, Cancel Contrary Motion);
  • End;
  • Else;
  • If(Speed Of(Event Player) > 0.010);
  • Apply Impulse(Event Player, Left, 0.001, To World, Cancel Contrary Motion);
  • Apply Impulse(Event Player, Right, 0.001, To World, Cancel Contrary Motion);
  • Apply Impulse(Event Player, Forward, 0.001, To World, Cancel Contrary Motion);
  • Apply Impulse(Event Player, Backward, 0.001, To World, Cancel Contrary Motion);
  • If(!Is Button Held(Event Player, Crouch));
  • If(!Is Button Held(Event Player, Button(Crouch)));
  • Apply Impulse(Event Player, Up, 0.001, To World, Cancel Contrary Motion);
  • End;
  • If(!Is Button Held(Event Player, Jump));
  • If(!Is Button Held(Event Player, Button(Jump)));
  • Apply Impulse(Event Player, Down, 0.001, To World, Cancel Contrary Motion);
  • End;
  • End;
  • End;
  • If(Is Button Held(Event Player, Jump));
  • If(Is Button Held(Event Player, Button(Jump)));
  • Apply Impulse(Event Player, Up, 5.500 * (Event Player.P_CombatModifiers[9] / 100), To World, Cancel Contrary Motion);
  • Else If(Is Button Held(Event Player, Crouch));
  • Else If(Is Button Held(Event Player, Button(Crouch)));
  • Apply Impulse(Event Player, Down, 5.500 * (Event Player.P_CombatModifiers[9] / 100), To World, Cancel Contrary Motion);
  • End;
  • Wait(0.016, Ignore Condition);
  • End;
  • Set Gravity(Event Player, Event Player.P_CombatModifiers[8]);
  • Enable Movement Collision With Environment(Event Player);
  • }
  • }
  • rule("Turbo Mode")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Event Player.Menu_Index[0] == 0;
  • Event Player.P_AdvancedSettings[2] == True;
  • Is Button Held(Event Player, Reload) == True;
  • Event Player.P_AdvancedSettings[1] == True;
  • Is Button Held(Event Player, Button(Reload)) == True;
  • }
  • actions
  • {
  • If(Event Player.P_AdvancedSettings[3] == Custom String("Primary Fire"));
  • While(Is Button Held(Event Player, Reload) == True);
  • If(Event Player.P_AdvancedSettings[2] == Custom String("Primary Fire"));
  • While(Is Button Held(Event Player, Button(Reload)) == True);
  • Set Ability Cooldown(Event Player, Button(Primary Fire), 0);
  • Cancel Primary Action(Event Player);
  • Press Button(Event Player, Primary Fire);
  • Wait(Event Player.P_AdvancedSettings[4], Ignore Condition);
  • Press Button(Event Player, Button(Primary Fire));
  • Wait(Event Player.P_AdvancedSettings[3], Ignore Condition);
  • End;
  • Else If(Event Player.P_AdvancedSettings[3] == Custom String("Secondary Fire"));
  • While(Is Button Held(Event Player, Reload) == True);
  • Else If(Event Player.P_AdvancedSettings[2] == Custom String("Secondary Fire"));
  • While(Is Button Held(Event Player, Button(Reload)) == True);
  • Set Ability Cooldown(Event Player, Button(Secondary Fire), 0);
  • Cancel Primary Action(Event Player);
  • Press Button(Event Player, Secondary Fire);
  • Wait(Event Player.P_AdvancedSettings[4], Ignore Condition);
  • Press Button(Event Player, Button(Secondary Fire));
  • Wait(Event Player.P_AdvancedSettings[3], Ignore Condition);
  • End;
  • Else If(Event Player.P_AdvancedSettings[3] == Custom String("Ability 1"));
  • While(Is Button Held(Event Player, Reload) == True);
  • Else If(Event Player.P_AdvancedSettings[2] == Custom String("Ability 1"));
  • While(Is Button Held(Event Player, Button(Reload)) == True);
  • Set Ability Cooldown(Event Player, Button(Ability 1), 0);
  • Cancel Primary Action(Event Player);
  • Press Button(Event Player, Ability 1);
  • Wait(Event Player.P_AdvancedSettings[4], Ignore Condition);
  • Press Button(Event Player, Button(Ability 1));
  • Wait(Event Player.P_AdvancedSettings[3], Ignore Condition);
  • End;
  • Else If(Event Player.P_AdvancedSettings[3] == Custom String("Ability 2"));
  • While(Is Button Held(Event Player, Reload) == True);
  • Else If(Event Player.P_AdvancedSettings[2] == Custom String("Ability 2"));
  • While(Is Button Held(Event Player, Button(Reload)) == True);
  • Set Ability Cooldown(Event Player, Button(Ability 2), 0);
  • Cancel Primary Action(Event Player);
  • Press Button(Event Player, Ability 2);
  • Wait(Event Player.P_AdvancedSettings[4], Ignore Condition);
  • Press Button(Event Player, Button(Ability 2));
  • Wait(Event Player.P_AdvancedSettings[3], Ignore Condition);
  • End;
  • Else If(Event Player.P_AdvancedSettings[3] == Custom String("Ultimate"));
  • While(Is Button Held(Event Player, Reload) == True);
  • Else If(Event Player.P_AdvancedSettings[2] == Custom String("Ultimate"));
  • While(Is Button Held(Event Player, Button(Reload)) == True);
  • Set Ultimate Charge(Event Player, 100);
  • Cancel Primary Action(Event Player);
  • Press Button(Event Player, Ultimate);
  • Wait(Event Player.P_AdvancedSettings[4], Ignore Condition);
  • Press Button(Event Player, Button(Ultimate));
  • Wait(Event Player.P_AdvancedSettings[3], Ignore Condition);
  • End;
  • Else If(Event Player.P_AdvancedSettings[3] == Custom String("Jump"));
  • While(Is Button Held(Event Player, Reload) == True);
  • Else If(Event Player.P_AdvancedSettings[2] == Custom String("Jump"));
  • While(Is Button Held(Event Player, Button(Reload)) == True);
  • Set Ability Cooldown(Event Player, Button(Jump), 0);
  • Cancel Primary Action(Event Player);
  • Press Button(Event Player, Jump);
  • Wait(Event Player.P_AdvancedSettings[4], Ignore Condition);
  • Press Button(Event Player, Button(Jump));
  • Wait(Event Player.P_AdvancedSettings[3], Ignore Condition);
  • End;
  • Else If(Event Player.P_AdvancedSettings[3] == Custom String("Crouch"));
  • While(Is Button Held(Event Player, Reload) == True);
  • Else If(Event Player.P_AdvancedSettings[2] == Custom String("Crouch"));
  • While(Is Button Held(Event Player, Button(Reload)) == True);
  • Set Ability Cooldown(Event Player, Button(Crouch), 0);
  • Cancel Primary Action(Event Player);
  • Press Button(Event Player, Crouch);
  • Wait(Event Player.P_AdvancedSettings[4], Ignore Condition);
  • Press Button(Event Player, Button(Crouch));
  • Wait(Event Player.P_AdvancedSettings[3], Ignore Condition);
  • End;
  • Else If(Event Player.P_AdvancedSettings[3] == Custom String("Melee"));
  • While(Is Button Held(Event Player, Reload) == True);
  • Else If(Event Player.P_AdvancedSettings[2] == Custom String("Melee"));
  • While(Is Button Held(Event Player, Button(Reload)) == True);
  • Set Ability Cooldown(Event Player, Button(Melee), 0);
  • Cancel Primary Action(Event Player);
  • Press Button(Event Player, Melee);
  • Wait(Event Player.P_AdvancedSettings[4], Ignore Condition);
  • Press Button(Event Player, Button(Melee));
  • Wait(Event Player.P_AdvancedSettings[3], Ignore Condition);
  • End;
  • End;
  • }
  • }
  • rule("Rapid Fire Mode")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Event Player.Menu_Index[0] == 0;
  • Event Player.P_AdvancedSettings[0] == True;
  • Is Button Held(Event Player, Button(Primary Fire)) == True;
  • }
  • actions
  • {
  • While(Is Button Held(Event Player, Button(Primary Fire)) == True);
  • Set Projectile Speed(Event Player, Event Player.P_CombatModifiers[11]);
  • Wait(0.016, Ignore Condition);
  • End;
  • }
  • }
  • rule("Gecko's Tips")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • actions
  • {
  • Wait(20, Ignore Condition);
  • Small Message(All Players(All Teams), Custom String("Gecko's Tip 1: Changing the projectile speed & projectile gravity to 0%"));
  • Wait(3, Ignore Condition);
  • Small Message(All Players(All Teams), Custom String("Gecko's Tip 1: will cause your bullets to suspend in air."));
  • Wait(37, Ignore Condition);
  • Small Message(All Players(All Teams), Custom String(
  • "Gecko's Tip 2: If you are being griefed by other players, set \"Phased Out\""));
  • "Gecko's Tip 2: If you are being griefed by other players, set \"Chill Mode\""));
  • Wait(3, Ignore Condition);
  • Small Message(All Players(All Teams), Custom String("Gecko's Tip 2: to false and they won't be able to stun lock you."));
  • Small Message(All Players(All Teams), Custom String("Gecko's Tip 2: to true and they won't be able to grief you anymore."));
  • Wait(37, Ignore Condition);
  • Small Message(All Players(All Teams), Custom String("Gecko's Tip 3: Large characters can crash the server on regular maps"));
  • Small Message(All Players(All Teams), Custom String("Gecko's Tip 3: Large characters get easily stuck on regular maps."));
  • Wait(3, Ignore Condition);
  • Small Message(All Players(All Teams), Custom String("Gecko's Tip 3: turning environmental collisions to false fixes this..."));
  • Small Message(All Players(All Teams), Custom String(
  • "Gecko's Tip 3: This can be fixed by turning environmental collisions to false..."));
  • Wait(3, Ignore Condition);
  • Small Message(All Players(All Teams), Custom String("Gecko's Tip 3: but you will frequently fall out of the map."));
  • Wait(34, Ignore Condition);
  • Small Message(All Players(All Teams), Custom String(
  • "Gecko's Tip 4: Scaling rate for barriers, characters and voice line pitch is adjustable"));
  • Wait(3, Ignore Condition);
  • Small Message(All Players(All Teams), Custom String("Gecko's Tip 4: 100 units equates to 100% per second."));
  • Wait(37, Ignore Condition);
  • Small Message(All Players(All Teams), Custom String(
  • "Gecko's Tip 5: You can create new player health pools by turning main health to 1%"));
  • Wait(3, Ignore Condition);
  • Small Message(All Players(All Teams), Custom String(
  • "Gecko's Tip 5: and then replenish the health with whatever health pool type you want."));
  • Wait(37, Ignore Condition);
  • Small Message(All Players(All Teams), Custom String(
  • "Gecko's Tip 6: If you are stuck in the skybox you can toggle Floor Collisions to false..."));
  • "Gecko's Tip 6: Turbo mode lets you rapidly use an ability. The turbo's interval"));
  • Wait(3, Ignore Condition);
  • Small Message(All Players(All Teams), Custom String(
  • "Gecko's Tip 6: just remember to flip it back to true so you can stay on the map after."));
  • Small Message(All Players(All Teams), Custom String("Gecko's Tip 6: is the frequency the button is pressed."));
  • Wait(37, Ignore Condition);
  • Small Message(All Players(All Teams), Custom String("Gecko's Tip 7: Character selection is turned off for the spawn rooms."));
  • Wait(3, Ignore Condition);
  • Small Message(All Players(All Teams), Custom String(
  • "Gecko's Tip 7: You can switch characters with the first parameter under General Settings."));
  • "Gecko's Tip 7: Visual flairs have an adjustable animation speed and palette."));
  • Wait(3, Ignore Condition);
  • Small Message(All Players(All Teams), Custom String("Gecko's Tip 7: Lower numbers cause the animation to be faster."));
  • Wait(37, Ignore Condition);
  • Small Message(All Players(All Teams), Custom String(
  • "Gecko's Tip 8: Orisa can draw pictures using her gun by turning projectile speed"));
  • Wait(3, Ignore Condition);
  • Small Message(All Players(All Teams), Custom String(
  • "Gecko's Tip 8: to 0% since her bullets last for minutes when suspended in air."));
  • disabled Wait(37, Ignore Condition);
  • disabled Small Message(All Players(All Teams), Custom String("Gecko's Tip 9: The game host can teleport all players to their position"));
  • disabled Wait(3, Ignore Condition);
  • disabled Small Message(All Players(All Teams), Custom String("Gecko's Tip 9: by using the \"Group Up\" voice line."));
  • Wait(37, Ignore Condition);
  • Small Message(All Players(All Teams), Custom String(
  • "Gecko's Tip 9: The game host can teleport players, create dummy bots, and can change the game clock."));
  • Wait(3, Ignore Condition);
  • Small Message(All Players(All Teams), Custom String("Gecko's Tip 9: They can also change other players mod settings."));
  • Wait(17, Ignore Condition);
  • Loop;
  • }
  • }
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