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- settings
- {
- main
- {
Description: "Bounty Hunter - By Waitedboat4#2760 - RELEASE"
- Description: "Bounty Hunter - By Waitedboat4#2760 - v1.1: Lose Bounty"
- }
- lobby
- {
- Max FFA Players: 6
- Return To Lobby: Never
- }
- modes
- {
- Deathmatch
- {
- Score To Win: 5000
- disabled maps
- {
- Ilios Lighthouse
- Ilios Ruins
- Lijiang Control Center
- Lijiang Control Center Lunar New Year
- Lijiang Garden
- Lijiang Garden Lunar New Year
- Lijiang Night Market
- Lijiang Night Market Lunar New Year
- Nepal Sanctum
- Nepal Shrine
- Nepal Village
- Oasis City Center
- Oasis Gardens
- Oasis University
- Workshop Chamber
- Workshop Expanse
- Workshop Expanse Night
- Workshop Green Screen
- Workshop Island
- Workshop Island Night
- }
- }
- General
- {
- Limit Roles: 2 Of Each Role Per Team
- }
- }
- }
- variables
- {
- global:
- 0: Bounty
- player:
- 1: Icon
- 2: HUD
- 3: HasKilled
- }
- rule("Me")
- {
- event
- {
- Ongoing - Global;
- }
- actions
- {
- Create HUD Text(All Players(All Teams), Null, Null, Custom String("Created by Waitedboat4#2760"), Right, 0, Color(White), Color(
- White), Color(Green), Visible To and String, Default Visibility);
- Create HUD Text(All Players(All Teams), Null, Custom String("https://workshop.codes/bountyhunter"), Null, Right, 0, Color(White),
- Color(Green), Color(Green), Visible To and String, Default Visibility);
- }
- }
- rule("Disable - Global")
- {
- event
- {
- Ongoing - Global;
- }
- actions
- {
- Disable Built-In Game Mode Completion;
- Disable Built-In Game Mode Scoring;
- }
- }
- rule("Create Bounty Effect")
- {
- event
- {
- Ongoing - Each Player;
- All;
- All;
- }
- conditions
- {
- Global.Bounty == Event Player;
- Is Game In Progress == True;
- }
- actions
- {
- Big Message(Event Player, Custom String("YOU HAVE A BOUNTY"));
- Set Player Health(Event Player, Max Health(Event Player));
- Set Ultimate Charge(Event Player, 100);
- Start Forcing Player Outlines(Event Player, All Players(All Teams), True, Color(Yellow), Always);
- Set Status(Event Player, Null, Burning, 9999);
- Create Icon(All Players(All Teams), Event Player, Bolt, Visible To and Position, Color(Red), False);
- Event Player.Icon = Last Created Entity;
- Create HUD Text(All Players(All Teams), Custom String("{0} {1} {2}", Icon String(Bolt), Hero Icon String(Hero Of(Event Player)),
- Event Player), Null, Null, Top, 1, Color(Red), Color(White), Color(White), Visible To and String, Default Visibility);
- Event Player.HUD = Last Text ID;
- Set Move Speed(Event Player, 110);
- Set Damage Dealt(Event Player, 110);
- }
- }
- rule("Destroy Bounty Effect")
- {
- event
- {
- Ongoing - Each Player;
- All;
- All;
- }
- conditions
- {
- Global.Bounty != Event Player;
- Is Game In Progress == True;
- }
- actions
- {
- Stop Forcing Player Outlines(Event Player, All Players(All Teams));
- Clear Status(Event Player, Burning);
- Destroy Icon(Event Player.Icon);
- Destroy HUD Text(Event Player.HUD);
- Set Move Speed(Event Player, 100);
- Set Damage Dealt(Event Player, 100);
- }
- }
- rule("Give Bounty to first killer")
- {
- event
- {
- Player Dealt Final Blow;
- All;
- All;
- }
- conditions
- {
- Global.Bounty == 0;
- Is Game In Progress == True;
- }
- actions
- {
- Global.Bounty = Event Player;
- }
- }
- rule("Money Sound Effect + Scoring")
- {
- event
- {
- Player Dealt Final Blow;
- All;
- All;
- }
- conditions
- {
- Is Game In Progress == True;
- }
- actions
- {
- If(Global.Bounty != Event Player);
- If(Global.Bounty == Victim);
- Modify Player Score(Event Player, 300);
- Play Effect(Event Player, Buff Explosion Sound, Color(White), Event Player, 200);
- Wait(0.250, Ignore Condition);
- Play Effect(Event Player, Buff Explosion Sound, Color(White), Event Player, 200);
- Wait(0.250, Ignore Condition);
- Play Effect(Event Player, Buff Explosion Sound, Color(White), Event Player, 200);
- Else;
- Modify Player Score(Event Player, 100);
- Play Effect(Event Player, Buff Explosion Sound, Color(White), Event Player, 200);
Else If(Global.Bounty == Event Player);
Modify Player Score(Event Player, 300);
Play Effect(Event Player, Buff Explosion Sound, Color(White), Event Player, 200);
Wait(0.250, Ignore Condition);
Play Effect(Event Player, Buff Explosion Sound, Color(White), Event Player, 200);
Wait(0.250, Ignore Condition);
Play Effect(Event Player, Buff Explosion Sound, Color(White), Event Player, 200);
- End;
- Else If(Global.Bounty == Event Player);
- Modify Player Score(Event Player, 300);
- Play Effect(Event Player, Buff Explosion Sound, Color(White), Event Player, 200);
- Wait(0.250, Ignore Condition);
- Play Effect(Event Player, Buff Explosion Sound, Color(White), Event Player, 200);
- Wait(0.250, Ignore Condition);
- Play Effect(Event Player, Buff Explosion Sound, Color(White), Event Player, 200);
- }
- }
- rule("Claim Bounty")
- {
- event
- {
- Player Dealt Final Blow;
- All;
- All;
- }
- conditions
- {
- Global.Bounty == Victim;
- Is Game In Progress == True;
- }
- actions
- {
- Global.Bounty = Event Player;
- }
- }
- rule("Fell off map")
- {
- event
- {
- Player Died;
- All;
- All;
- }
- conditions
- {
- Attacker == Event Player;
- Global.Bounty == Event Player;
- }
- actions
- {
- Global.Bounty = 0;
- }
- }
- rule("Timer")
- {
- event
- {
- Ongoing - Each Player;
- All;
- All;
- }
- conditions
- {
- Global.Bounty == Event Player;
- Event Player.HasKilled == False;
- }
- actions
- {
- Wait(40, Abort When False);
- Global.Bounty = 0;
- }
- }
- rule("Reset Timer")
- {
- event
- {
- Player Dealt Final Blow;
- All;
- All;
- }
- conditions
- {
- Global.Bounty == Event Player;
- }
- actions
- {
Global.Bounty = Random Value In Array(All Living Players(All Teams));
- Event Player.HasKilled = True;
- Wait(0.500, Ignore Condition);
- Event Player.HasKilled = False;
- }
- }
- rule("Win")
- {
- event
- {
- Ongoing - Each Player;
- All;
- All;
- }
- conditions
- {
- Score Of(Event Player) >= 4000;
- Is Game In Progress == True;
- }
- actions
- {
- Declare Player Victory(Event Player);
- }
- }