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Comparing difference between and

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  • variables
  • {
  • global:
  • 0: ElimsName
  • 1: ElimsNo
  • 2: DeathsName
  • 3: DeathsNo
  • 7: KillstreakNo
  • 26: TextID
  • player:
  • 0: Elims
  • 1: Deaths
  • 2: Resurrects
  • 5: lastActionTime
  • 6: LastKiller
  • 26: KillStreak
  • 27: ElimsSinceDeath
  • 28: InvisTeamate
  • 29: DiscordedTarget
  • 39: DisallowMakingMoreHud
  • 54: HudTextMade
  • 55: DestroyedHud
  • }
  • rule("Initialization")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • actions
  • {
  • Event Player.Elims = 0;
  • Event Player.Deaths = 0;
  • Event Player.Resurrects = 0;
  • }
  • }
  • disabled rule("Kill upon taking damage (Rule will insta kill in situations it shouldn't)")
  • {
  • event
  • {
  • Player Dealt Damage;
  • All;
  • All;
  • }
  • conditions
  • {
  • "These variables ensure that players can not get kills for suicides."
  • !Event Was Environment == True;
  • Victim != Attacker;
  • }
  • actions
  • {
  • Kill(Victim, Attacker);
  • }
  • }
  • rule("Zen harmony invisibility")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Zenyatta;
  • }
  • conditions
  • {
  • "Trigger"
  • Is Button Held(Event Player, Button(Ability 1)) == True;
  • "Enables trigger"
  • Ability Cooldown(Event Player, Button(Ability 1)) == 0;
  • "Checks to see if the player closest to recticle is in LOS"
  • Is In Line of Sight(Event Player, Player Closest To Reticle(Event Player, Team Of(Event Player)), Barriers Do Not Block LOS)
  • == True;
  • }
  • actions
  • {
  • Abort If Condition Is False;
  • Event Player.InvisTeamate = Player Closest To Reticle(Event Player, Team Of(Event Player));
  • Set Invisible(Event Player.InvisTeamate, All);
  • Set Ability Cooldown(Event Player, Button(Ability 1), 8);
  • Wait Until(False, 3);
  • Set Invisible(Event Player.InvisTeamate, None);
  • }
  • }
  • rule("Sombra invisibility ult gain")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Sombra;
  • }
  • conditions
  • {
  • Is Using Ability 1(Event Player) == True;
  • }
  • actions
  • {
  • "Cancels ult charge gain out of stealth"
  • Abort If(!Is Using Ability 1(Event Player));
  • Set Ultimate Charge(Event Player, Ultimate Charge Percent(Event Player) + 3);
  • Wait(0.500, Ignore Condition);
  • Loop If Condition Is True;
  • }
  • }
  • rule("Zen discord knockback")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Zenyatta;
  • }
  • conditions
  • {
  • "Trigger"
  • Is Using Ability 2(Event Player) == True;
  • "Enables trigger"
  • Ability Cooldown(Event Player, Button(Ability 2)) == 0;
  • "Checks to see if the player closest to recticle is in LOS"
  • Is In Line of Sight(Event Player, Player Closest To Reticle(Event Player, Opposite Team Of(Team Of(Event Player))),
  • Barriers Do Not Block LOS) == True;
  • "Makes it to where if you're dead you can't teleport"
  • Is Alive(Event Player) == True;
  • }
  • actions
  • {
  • Abort If Condition Is False;
  • Event Player.DiscordedTarget = Player Closest To Reticle(Event Player, Opposite Team Of(Team Of(Event Player)));
  • Set Status(Event Player.DiscordedTarget, Event Player, Knocked Down, 0.450);
  • Disallow Button(Event Player, Button(Ability 2));
  • Wait(7.500, Ignore Condition);
  • Allow Button(Event Player, Button(Ability 2));
  • "Change colors once possible to red"
  • Small Message(Event Player, Custom String("Discord ready!"));
  • }
  • }
  • rule("Ult reset")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Is Using Ultimate(Event Player) == True;
  • }
  • actions
  • {
  • Set Ultimate Charge(Event Player, 0);
  • }
  • }
  • rule("Sym turret disable, and make the turrets start at 0.")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Symmetra;
  • }
  • conditions
  • {
  • (True ? Null : False) == Null;
  • }
  • actions
  • {
  • Set Ability Charge(Event Player, Button(Ability 1), 0);
  • Disallow Button(Event Player, Button(Ability 1));
  • }
  • }
  • rule("Sym teleport turret HUD and (broken) variable")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Symmetra;
  • }
  • actions
  • {
  • Create HUD Text(Event Player, Null, Null, Custom String("Turret teleports you to the nearest ally!"), Left, 0, Color(White), Color(
  • White), Color(Sky Blue), Visible To and String, Default Visibility);
  • Global.TextID = Last Text ID;
  • "This is like hanzo's old teleport"
  • disabled Event Player.Resurrects = Closest Player To(Event Player, Team Of(Event Player));
  • }
  • }
  • rule("Sym teleportation ability")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Symmetra;
  • }
  • conditions
  • {
  • Is Button Held(Event Player, Button(Ability 1)) == True;
  • Ability Charge(Event Player, Button(Ability 1)) >= 1;
  • !Entity Exists(Closest Player To(Event Player, Team Of(Event Player))) == False;
  • Closest Player To(Event Player, Team Of(Event Player)) != Is Assembling Heroes;
  • }
  • actions
  • {
  • Abort If Condition Is False;
  • Teleport(Event Player, Closest Player To(Event Player, Team Of(Event Player)));
  • "Uses up a teleportation turret"
  • Set Ability Charge(Event Player, Button(Ability 1), Ability Charge(Event Player, Button(Ability 1)) - 1);
  • }
  • }
  • rule("D.va damage disable in booster")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • D.Va;
  • }
  • conditions
  • {
  • Is Using Ability 1(Event Player) == True;
  • }
  • actions
  • {
  • Set Damage Dealt(Event Player, 0);
  • }
  • }
  • rule("D.va damage enable out of booster")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • D.Va;
  • }
  • conditions
  • {
  • !Is Using Ability 1(Event Player) == True;
  • }
  • actions
  • {
  • Set Damage Dealt(Event Player, 100);
  • }
  • }
  • disabled rule("Debug to see local vector")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • actions
  • {
  • Create HUD Text(All Players(All Teams), Null, Local Vector Of(Event Player, Event Player, Rotation), Null, Top, 0, Color(White),
  • Color(Orange), Color(White), Visible To and String, Default Visibility);
  • }
  • }
  • rule("Allow ability one when not on symmetra")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Hero Of(Event Player) != Hero(Symmetra);
  • }
  • actions
  • {
  • Allow Button(Event Player, Button(Ability 1));
  • }
  • }
  • rule("Configure HUD (making toggleable HUD)")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • disabled Is Button Held(Event Player, Button(Crouch)) == True;
  • disabled Is Button Held(Event Player, Button(Reload)) == True;
  • disabled Event Player.HudTextMade != True;
  • disabled Is Button Held(Event Player, Button(Secondary Fire)) == True;
  • disabled Event Player.DestroyedHud == False;
  • disabled Event Player.DisallowMakingMoreHud != True;
  • }
  • actions
  • {
  • If(!False);
  • Create HUD Text(Event Player, Null, String("{0} {1}", String(""), String("")), Null, Left, 0.500, Color(White), Color(White),
  • Color(White), Visible To and String, Default Visibility);
  • Create HUD Text(Event Player, Icon String(Poison), Custom String("Most Elims:"), String("{0} - {1}", Global.ElimsName,
  • Global.ElimsNo), Left, 1, Color(Lime Green), Color(Lime Green), Color(White), Visible To and String, Default Visibility);
  • Create HUD Text(Event Player, Null, String("{0} {1}", String(""), String("")), Null, Left, 1.500, Color(White), Color(White),
  • Color(White), Visible To and String, Default Visibility);
  • Create HUD Text(Event Player, Icon String(Trashcan), Custom String("Most Deaths:"), String("{0} - {1}", Global.DeathsName,
  • Global.DeathsNo), Left, 3, Color(Violet), Color(Violet), Color(White), Visible To and String, Default Visibility);
  • Create HUD Text(Event Player, Null, String("{0} {1}", String(""), String("")), Null, Left, 3.500, Color(White), Color(White),
  • Color(White), Visible To and String, Default Visibility);
  • disabled Event Player.HudTextMade = True;
  • disabled Wait(6, Ignore Condition);
  • disabled If(Event Player.DestroyedHud);
  • disabled Else If(Event Player.DestroyedHud);
  • disabled Event Player.HudTextMade = False;
  • Event Player.DisallowMakingMoreHud = True;
  • }
  • }
  • rule("Deaths Counter")
  • {
  • event
  • {
  • Player Died;
  • All;
  • All;
  • }
  • conditions
  • {
  • disabled Is Between Rounds == False;
  • Is Game In Progress == True;
  • }
  • actions
  • {
  • Victim.Deaths += 1;
  • Event Player.LastKiller = Attacker;
  • Event Player.ElimsSinceDeath = 0;
  • Global.KillstreakNo = 0;
  • disabled Event Player.lastActionTime = 0;
  • Event Player.KillStreak = 0;
  • }
  • }
  • rule("Display Deaths")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • disabled Is Game In Progress == True;
  • }
  • actions
  • {
  • Global.DeathsName = Last Of(Sorted Array(All Players(All Teams), Current Array Element.Deaths));
  • Global.DeathsNo = Global.DeathsName.Deaths;
  • Wait(1, Ignore Condition);
  • Loop;
  • }
  • }
  • rule("Revenge Check")
  • {
  • event
  • {
  • Player Earned Elimination;
  • All;
  • All;
  • }
  • conditions
  • {
  • Victim == Event Player.LastKiller;
  • }
  • actions
  • {
  • Small Message(All Players(All Teams), String("{0} {1} {2}", Attacker, Custom String("got revenge on "), Victim));
  • }
  • }
  • rule("Revenge Reset")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Is Between Rounds == True;
  • }
  • actions
  • {
  • Event Player.LastKiller = Null;
  • }
  • }
  • rule("Assemble heroes time")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Is Assembling Heroes == True;
  • }
  • actions
  • {
  • Set Match Time(15.300);
  • }
  • }
  • rule("Start 3rd perosn")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Is Button Held(Event Player, Button(Interact)) == True;
  • }
  • actions
  • {
  • Start Camera(Event Player, Event Player + World Vector Of(Vector(0, 0.399, -0.700), Event Player, Rotation)
  • + Up * 1.500 + Facing Direction Of(Event Player) * -2, Event Player + Facing Direction Of(Event Player) * 100, 50);
  • }
  • }
  • rule("Stop third person")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Is Button Held(Event Player, Button(Interact)) == True;
  • }
  • actions
  • {
  • Stop Camera(Event Player);
  • Wait(0.250, Ignore Condition);
  • Abort If Condition Is True;
  • Wait(2, Ignore Condition);
  • }
  • }
  • rule("Display Elims")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • disabled Is Game In Progress == True;
  • }
  • actions
  • {
  • Global.ElimsName = Last Of(Sorted Array(All Players(All Teams), Current Array Element.Elims));
  • Global.ElimsNo = Global.ElimsName.Elims;
  • Wait(1, Ignore Condition);
  • Loop;
  • }
  • }
  • rule("First round assemble heroes")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • disabled Match Round == 1;
  • Is In Setup == True;
  • }
  • actions
  • {
  • Go To Assemble Heroes;
  • }
  • }
  • rule("After first round assemble hereos")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Match Round > 1;
  • Is Assembling Heroes == True;
  • }
  • actions
  • {
  • Set Match Time(0);
  • }
  • }
  • rule("Elims Counter")
  • {
  • event
  • {
  • Player Earned Elimination;
  • All;
  • All;
  • }
  • conditions
  • {
  • Is Game In Progress == True;
  • }
  • actions
  • {
  • Attacker.Elims += 1;
  • Event Player.ElimsSinceDeath += 1;
  • Global.KillstreakNo += 1;
  • }
  • }
  • rule("Allow ability 2 debug")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Hero Of(Event Player) != Hero(Zenyatta);
  • }
  • actions
  • {
  • Allow Button(Event Player, Button(Ability 2));
  • }
  • }
  • Lol you thought
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