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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);
  • }
  • }
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