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Comparing difference between and

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  • settings
  • {
  • main
  • {
  • Description: "Among Drip Deathmatch by SpaceJester#11380. Share Code: Y06FY v1.1"
  • }
  • modes
  • {
  • Deathmatch
  • {
  • enabled maps
  • {
  • Château Guillard
  • Château Guillard Halloween
  • Kanezaka
  • Petra
  • }
  • }
  • General
  • {
  • Game Mode Start: Immediately
  • Hero Limit: Off
  • Skins: Off
  • }
  • }
  • heroes
  • {
  • General
  • {
  • Ammunition Clip Size Scalar: 25%
  • Damage Dealt: 225%
  • Reaper
  • {
  • Ultimate Generation - Combat Death Blossom: 200%
  • Ultimate Generation - Passive Death Blossom: 200%
  • Wraith Form: Off
  • }
  • }
  • }
  • }
  • variables
  • {
  • global:
  • 0: CrewmateColors
  • 1: BloodPositions
  • 2: BloodVelocities
  • 3: BloodDespawnTime
  • 25: Index
  • player:
  • 0: CrewmateColor
  • 1: WalkingTimer
  • 2: HasAirpodShotty
  • 3: AirpodShottyEffects
  • 4: DripBlossomTexts
  • 5: CanSeeCrewmateSelf
  • 6: ThirdPersonActive
  • 7: OutOfCombat
  • 8: JustDealtDamage
  • 9: JustTookDamage
  • 25: Index
  • }
  • rule("Global INIT")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • actions
  • {
  • Global.CrewmateColors = Array(Color(White), Color(Yellow), Color(Green), Color(Purple), Color(Red), Color(Blue), Color(Sky Blue),
  • Color(Orange), Color(Turquoise), Color(Lime Green), Color(Black), Color(Rose), Color(Violet), Color(Gray));
  • Disable Inspector Recording;
  • }
  • }
  • rule("Skip Assemble Heroes")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Is Assembling Heroes == True;
  • }
  • actions
  • {
  • Set Match Time(0);
  • }
  • }
  • rule("Crewmate Creation")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • actions
  • {
  • Wait(0.032, Ignore Condition);
  • Set Invisible(Event Player, All);
  • Event Player.CrewmateColor = Random Value In Array(Global.CrewmateColors);
  • Chase Player Variable At Rate(Event Player, WalkingTimer, 100000000, Horizontal Speed Of(Event Player), Destination and Rate);
  • "Right Foot"
  • Create Effect(Is Alive(Event Player) ? Remove From Array(All Players(All Teams), Event Player) : Empty Array, Sphere,
  • Create Effect(Event Player.CanSeeCrewmateSelf ? All Players(All Teams) : Remove From Array(All Players(All Teams), Event Player),
  • Sphere, Event Player.CrewmateColor, World Vector Of(Vector(-0.300, 0.225, 0), Event Player, Rotation And Translation)
  • + Normalize(Velocity Of(Event Player) * Vector(1, 0, 1)) * Sine From Radians(Event Player.WalkingTimer * 3.333) * Min(
  • Horizontal Speed Of(Event Player) / 5.500, 1) * 0.300 + Vector(0, Max(Cosine From Radians(Event Player.WalkingTimer * 3.333)
  • * Min(Horizontal Speed Of(Event Player) / 5.500, 1) * 0.200, 0), 0), 0.225, Visible To Position Radius and Color);
  • "Left Foot"
  • Create Effect(Event Player.CanSeeCrewmateSelf ? All Players(All Teams) : Remove From Array(All Players(All Teams), Event Player),
  • Sphere, Event Player.CrewmateColor, World Vector Of(Vector(0.300, 0.225, 0), Event Player, Rotation And Translation)
  • + Normalize(Velocity Of(Event Player) * Vector(1, 0, 1)) * Sine From Radians(Event Player.WalkingTimer * 3.333 + 3.142) * Min(
  • Horizontal Speed Of(Event Player) / 5.500, 1) * 0.300 + Vector(0, Max(Cosine From Radians(
  • Event Player.WalkingTimer * 3.333 + 3.142) * Min(Horizontal Speed Of(Event Player) / 5.500, 1) * 0.200, 0), 0), 0.225,
  • Visible To Position Radius and Color);
  • "Bottom Body"
  • Create Effect(Event Player.CanSeeCrewmateSelf ? All Players(All Teams) : Remove From Array(All Players(All Teams), Event Player),
  • Sphere, Event Player.CrewmateColor, World Vector Of(Vector(0, 0.750, 0), Event Player, Rotation And Translation), 0.600,
  • Visible To Position Radius and Color);
  • "Backpack Bottom"
  • Create Effect(Event Player.CanSeeCrewmateSelf ? All Players(All Teams) : Remove From Array(All Players(All Teams), Event Player),
  • Sphere, Event Player.CrewmateColor, World Vector Of(Vector(0, 0.900, -0.600), Event Player, Rotation And Translation), 0.375,
  • Visible To Position Radius and Color);
  • "Backpack Top"
  • Create Effect(Event Player.CanSeeCrewmateSelf ? All Players(All Teams) : Remove From Array(All Players(All Teams), Event Player),
  • Sphere, Event Player.CrewmateColor, World Vector Of(Vector(0, 1.050, -0.600), Event Player, Rotation And Translation), 0.375,
  • Visible To Position Radius and Color);
  • "Top Body/Bone Middle"
  • Create Effect(Event Player.CanSeeCrewmateSelf ? All Players(All Teams) : Remove From Array(All Players(All Teams), Event Player),
  • Sphere, Is Alive(Event Player) ? Event Player.CrewmateColor : Color(White), Is Alive(Event Player) ? World Vector Of(Vector(0,
  • 1.200, 0), Event Player, Rotation And Translation) : World Vector Of(Vector(0, 1.400, 0), Event Player,
  • Rotation And Translation), Is Alive(Event Player) ? 0.600 : 0.150, Visible To Position Radius and Color);
  • "Visor Right/Bone Right"
  • Create Effect(Event Player.CanSeeCrewmateSelf ? All Players(All Teams) : Remove From Array(All Players(All Teams), Event Player),
  • Sphere, Is Alive(Event Player) ? Color(Aqua) : Color(White), Is Alive(Event Player) ? World Vector Of(Vector(-0.075, 1.200,
  • 0.525), Event Player, Rotation And Translation) : World Vector Of(Vector(-0.110, 1.650, 0), Event Player,
  • Rotation And Translation), Is Alive(Event Player) ? 0.300 : 0.150, Visible To Position Radius and Color);
  • "Visor Left/Bone Left"
  • Create Effect(Event Player.CanSeeCrewmateSelf ? All Players(All Teams) : Remove From Array(All Players(All Teams), Event Player),
  • Sphere, Is Alive(Event Player) ? Color(Aqua) : Color(White), Is Alive(Event Player) ? World Vector Of(Vector(0.075, 1.200,
  • 0.525), Event Player, Rotation And Translation) : World Vector Of(Vector(0.110, 1.650, 0), Event Player,
  • Rotation And Translation), Is Alive(Event Player) ? 0.300 : 0.150, Visible To Position Radius and Color);
  • "Right Foot"
  • disabled Create Effect(Is Alive(Event Player) ? Remove From Array(All Players(All Teams), Event Player) : Empty Array, Sphere,
  • Event Player.CrewmateColor, World Vector Of(Vector(-0.300, 0.225, 0), Event Player, Rotation And Translation) + Normalize(
  • Velocity Of(Event Player) * Vector(1, 0, 1)) * Sine From Radians(Event Player.WalkingTimer * 3.333) * Min(Horizontal Speed Of(
  • Event Player) / 5.500, 1) * 0.300 + Vector(0, Max(Cosine From Radians(Event Player.WalkingTimer * 3.333) * Min(
  • Horizontal Speed Of(Event Player) / 5.500, 1) * 0.200, 0), 0), 0.225, Visible To Position Radius and Color);
  • "Left Foot"
  • Create Effect(Is Alive(Event Player) ? Remove From Array(All Players(All Teams), Event Player) : Empty Array, Sphere,
  • disabled Create Effect(Is Alive(Event Player) ? Remove From Array(All Players(All Teams), Event Player) : Empty Array, Sphere,
  • Event Player.CrewmateColor, World Vector Of(Vector(0.300, 0.225, 0), Event Player, Rotation And Translation) + Normalize(
  • Velocity Of(Event Player) * Vector(1, 0, 1)) * Sine From Radians(Event Player.WalkingTimer * 3.333 + 3.142) * Min(
  • Horizontal Speed Of(Event Player) / 5.500, 1) * 0.300 + Vector(0, Max(Cosine From Radians(
  • Event Player.WalkingTimer * 3.333 + 3.142) * Min(Horizontal Speed Of(Event Player) / 5.500, 1) * 0.200, 0), 0), 0.225,
  • Visible To Position Radius and Color);
  • "Bottom Body"
  • Create Effect(Is Alive(Event Player) ? Remove From Array(All Players(All Teams), Event Player) : Empty Array, Sphere,
  • disabled Create Effect(Is Alive(Event Player) ? Remove From Array(All Players(All Teams), Event Player) : Empty Array, Sphere,
  • Event Player.CrewmateColor, World Vector Of(Vector(0, 0.750, 0), Event Player, Rotation And Translation), 0.600,
  • Visible To Position Radius and Color);
  • "Top Body"
  • Create Effect(Is Alive(Event Player) ? Remove From Array(All Players(All Teams), Event Player) : Empty Array, Sphere,
  • Event Player.CrewmateColor, World Vector Of(Vector(0, 1.200, 0), Event Player, Rotation And Translation), 0.600,
  • Visible To Position Radius and Color);
  • "Backpack Bottom"
  • Create Effect(Is Alive(Event Player) ? Remove From Array(All Players(All Teams), Event Player) : Empty Array, Sphere,
  • disabled Create Effect(Is Alive(Event Player) ? Remove From Array(All Players(All Teams), Event Player) : Empty Array, Sphere,
  • Event Player.CrewmateColor, World Vector Of(Vector(0, 0.900, -0.600), Event Player, Rotation And Translation), 0.375,
  • Visible To Position Radius and Color);
  • "Backpack Top"
  • Create Effect(Is Alive(Event Player) ? Remove From Array(All Players(All Teams), Event Player) : Empty Array, Sphere,
  • disabled Create Effect(Is Alive(Event Player) ? Remove From Array(All Players(All Teams), Event Player) : Empty Array, Sphere,
  • Event Player.CrewmateColor, World Vector Of(Vector(0, 1.050, -0.600), Event Player, Rotation And Translation), 0.375,
  • Visible To Position Radius and Color);
  • "Top Body"
  • disabled Create Effect(Is Alive(Event Player) ? Remove From Array(All Players(All Teams), Event Player) : Empty Array, Sphere,
  • Event Player.CrewmateColor, World Vector Of(Vector(0, 1.200, 0), Event Player, Rotation And Translation), 0.600,
  • Visible To Position Radius and Color);
  • "Visor Right"
  • Create Effect(Is Alive(Event Player) ? Remove From Array(All Players(All Teams), Event Player) : Empty Array, Sphere, Color(Aqua),
  • disabled Create Effect(Is Alive(Event Player) ? Remove From Array(All Players(All Teams), Event Player) : Empty Array, Sphere, Color(Aqua),
  • World Vector Of(Vector(-0.075, 1.200, 0.525), Event Player, Rotation And Translation), 0.300,
  • Visible To Position Radius and Color);
  • "Visor Left"
  • Create Effect(Is Alive(Event Player) ? Remove From Array(All Players(All Teams), Event Player) : Empty Array, Sphere, Color(Aqua),
  • disabled Create Effect(Is Alive(Event Player) ? Remove From Array(All Players(All Teams), Event Player) : Empty Array, Sphere, Color(Aqua),
  • World Vector Of(Vector(0.075, 1.200, 0.525), Event Player, Rotation And Translation), 0.300,
  • Visible To Position Radius and Color);
  • }
  • }
  • rule("Reset Walking Timer")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Horizontal Speed Of(Event Player) == 0;
  • }
  • actions
  • {
  • Event Player.WalkingTimer = 0;
  • }
  • }
  • rule("Change Color")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Is Button Held(Event Player, Button(Interact)) == True;
  • Is Dead(Event Player) == True;
  • (Event Player.OutOfCombat || Is Dead(Event Player)) == True;
  • }
  • actions
  • {
  • Event Player.CrewmateColor = Global.CrewmateColors[(Index Of Array Value(Global.CrewmateColors, Event Player.CrewmateColor) + 1)
  • % Count Of(Global.CrewmateColors)];
  • Wait(1, Ignore Condition);
  • }
  • }
  • rule("Player Init")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • actions
  • {
  • Event Player.HasAirpodShotty = True;
  • Create HUD Text(Event Player, Null, Custom String("Press {0} to change your crewmate color while dead", Input Binding String(
  • Button(Interact))), Custom String("Current Color: {0}", Event Player.CrewmateColor), Top, 1, Color(White), Color(White),
  • Create HUD Text(Event Player, Null, Event Player.OutOfCombat || Is Dead(Event Player) ? Custom String(
  • "Press {0} to change your crewmate color while out of combat or dead", Input Binding String(Button(Interact))) : String(""),
  • Custom String("Current Color: {0}", Event Player.CrewmateColor), Top, 1, Color(White), Color(White),
  • Event Player.CrewmateColor, Visible To String and Color, Default Visibility);
  • Set Healing Dealt(Event Player, 0);
  • "HP bar"
  • Create Progress Bar In-World Text(Is Alive(Event Player) ? Remove From Array(Players Within Radius(Event Player, 10, All Teams,
  • Off), Event Player) : Empty Array, Update Every Frame(Normalized Health(Event Player) * 100), Custom String(""),
  • Update Every Frame(Position Of(Event Player) + Vector(0, 2, 0)), 0.500, Clip Against Surfaces, Custom Color((
  • 1 - Normalized Health(Event Player)) * 255, Normalized Health(Event Player) * 255, 0, 255), Color(White),
  • Visible To Position Values and Color, Default Visibility);
  • Event Player.OutOfCombat = True;
  • }
  • }
  • rule("Can See Crewmate Self")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • (Is Dead(Event Player) || Is Using Ability 2(Event Player) || Is Using Ultimate(Event Player) || Event Player.ThirdPersonActive)
  • == True;
  • }
  • actions
  • {
  • Event Player.CanSeeCrewmateSelf = True;
  • }
  • }
  • rule("Cannot See Crewmate Self")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Is Dead(Event Player) != True;
  • Is Using Ability 2(Event Player) != True;
  • Is Using Ultimate(Event Player) != True;
  • Event Player.ThirdPersonActive != True;
  • }
  • actions
  • {
  • Event Player.CanSeeCrewmateSelf = False;
  • }
  • }
  • rule("Lose Airpod Shotty")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Event Player.HasAirpodShotty != True;
  • }
  • actions
  • {
  • Start Forcing Player To Be Hero(Event Player, Hero(Brigitte));
  • Destroy Effect(Event Player.AirpodShottyEffects[0]);
  • Destroy Effect(Event Player.AirpodShottyEffects[1]);
  • }
  • }
  • rule("Obtain Airpod Shotty")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Event Player.HasAirpodShotty == True;
  • }
  • actions
  • {
  • Start Forcing Player To Be Hero(Event Player, Hero(Reaper));
  • Create Beam Effect(Is Alive(Event Player) ? All Players(All Teams) : Empty Array, Good Beam, World Vector Of(Vector(-0.600, 0.800,
  • 0.400), Event Player, Rotation And Translation), World Vector Of(Vector(-0.600, 1.200, 1.200), Event Player,
  • Rotation And Translation), Color(White), Visible To Position and Radius);
  • Event Player.AirpodShottyEffects[0] = Last Created Entity;
  • Create Beam Effect(Is Alive(Event Player) ? All Players(All Teams) : Empty Array, Good Beam, World Vector Of(Vector(-0.600, 1.200,
  • 1.200), Event Player, Rotation And Translation), World Vector Of(Vector(-0.600, 1.200, 2.500), Event Player,
  • Rotation And Translation), Color(White), Visible To Position and Radius);
  • Event Player.AirpodShottyEffects[1] = Last Created Entity;
  • }
  • }
  • rule("Airpod Shotty Muzzle Flash")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Update Every Frame(Is Firing Primary(Event Player)) == True;
  • }
  • actions
  • {
  • Play Effect(All Players(All Teams), Bad Explosion, Color(Orange), World Vector Of(Vector(-0.600, 1.200, 2.500), Event Player,
  • Rotation And Translation), 0.750);
  • Wait(0.500, Abort When False);
  • Loop If Condition Is True;
  • }
  • }
  • rule("Passive Heal")
  • {
  • event
  • {
  • Player Took Damage;
  • All;
  • All;
  • }
  • actions
  • {
  • Event Player.OutOfCombat = False;
  • Stop All Heal Over Time(Event Player);
  • Wait(4, Restart When True);
  • Event Player.OutOfCombat = True;
  • Start Heal Over Time(Event Player, Null, 9999, 50);
  • }
  • }
  • rule("Death Effect")
  • rule("Just Dealt Damage")
  • {
  • event
  • {
  • Player Dealt Damage;
  • All;
  • All;
  • }
  • actions
  • {
  • Event Player.JustDealtDamage = True;
  • Wait(0.016, Restart When True);
  • Event Player.JustDealtDamage = False;
  • }
  • }
  • rule("Just Took Damage")
  • {
  • event
  • {
  • Player Took Damage;
  • All;
  • All;
  • }
  • actions
  • {
  • Event Player.JustTookDamage = True;
  • Wait(0.016, Restart When True);
  • Event Player.JustTookDamage = False;
  • }
  • }
  • rule("Out of Combat")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • (Event Player.JustDealtDamage || Event Player.JustTookDamage) == True;
  • }
  • actions
  • {
  • Event Player.OutOfCombat = False;
  • Wait(4, Restart When True);
  • Event Player.OutOfCombat = True;
  • }
  • }
  • rule("Death Effect (Blood)")
  • {
  • event
  • {
  • Player Died;
  • All;
  • All;
  • }
  • actions
  • {
  • Play Effect(All Players(All Teams), Bad Explosion, Color(Red), Position Of(Event Player) + Vector(0, 1, 0), 1.250);
  • Play Effect(All Players(All Teams), Bad Explosion, Color(Red), Victim + Vector(0, 1.400, 0), 1.250);
  • For Player Variable(Event Player, Index, 0, 3, 1);
  • Modify Global Variable(BloodPositions, Append To Array, Position Of(Victim) + Vector(0, 1.400, 0));
  • Modify Global Variable(BloodVelocities, Append To Array, Direction From Angles(Victim.Index * 120 + Random Real(-60, 60),
  • Random Real(-75, -15)) * Random Real(3, 5));
  • Modify Global Variable(BloodDespawnTime, Append To Array, Total Time Elapsed + 2);
  • End;
  • }
  • }
  • rule("Venting")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Is Using Ability 2(Event Player) == True;
  • }
  • actions
  • {
  • Small Message(Event Player, Custom String("Venting..."));
  • While(Is Using Ability 2(Event Player));
  • Play Effect(All Players(All Teams), Ring Explosion, Color(Gray), Position Of(Event Player), 2);
  • Wait(0.200, Ignore Condition);
  • End;
  • }
  • }
  • rule("Drip Blossom is Ready")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Ultimate Charge Percent(Event Player) >= 100;
  • }
  • actions
  • {
  • Small Message(Event Player, Custom String("Drip Blossom is Ready!"));
  • }
  • }
  • rule("Drip Blossom")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Is Using Ultimate(Event Player) == True;
  • }
  • actions
  • {
  • Set Invisible(Event Player, None);
  • Create In-World Text(All Players(All Teams), Custom String("▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒\r\n▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒\r\n▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒"),
  • Update Every Frame(Position Of(Event Player) + Vector(0, 0.500, 0) + Direction From Angles(Total Time Elapsed * 120, 5.739)
  • * 5), 1, Clip Against Surfaces, Visible To Position and String, Custom Color(255, 0, 0, 255), Default Visibility);
  • Event Player.DripBlossomTexts[0] = Last Text ID;
  • Create In-World Text(All Players(All Teams), Custom String("Supreme"), Update Every Frame(Position Of(Event Player) + Vector(0,
  • 0.500, 0) + Direction From Angles(Total Time Elapsed * 120, 5.739) * 5), 4.500, Clip Against Surfaces,
  • Visible To Position and String, Color(White), Default Visibility);
  • Event Player.DripBlossomTexts[1] = Last Text ID;
  • Create In-World Text(All Players(All Teams), Custom String("▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒\r\n▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒\r\n▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒"),
  • Update Every Frame(Position Of(Event Player) + Vector(0, 0.500, 0) + Direction From Angles(Total Time Elapsed * 120 + 120,
  • 5.739) * 5), 1, Clip Against Surfaces, Visible To Position and String, Custom Color(255, 0, 0, 255), Default Visibility);
  • Event Player.DripBlossomTexts[2] = Last Text ID;
  • Create In-World Text(All Players(All Teams), Custom String("Supreme"), Update Every Frame(Position Of(Event Player) + Vector(0,
  • 0.500, 0) + Direction From Angles(Total Time Elapsed * 120 + 120, 5.739) * 5), 4.500, Clip Against Surfaces,
  • Visible To Position and String, Color(White), Default Visibility);
  • Event Player.DripBlossomTexts[3] = Last Text ID;
  • Create In-World Text(All Players(All Teams), Custom String("▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒\r\n▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒\r\n▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒"),
  • Update Every Frame(Position Of(Event Player) + Vector(0, 0.500, 0) + Direction From Angles(Total Time Elapsed * 120 + 240,
  • 5.739) * 5), 1, Clip Against Surfaces, Visible To Position and String, Custom Color(255, 0, 0, 255), Default Visibility);
  • Event Player.DripBlossomTexts[4] = Last Text ID;
  • Create In-World Text(All Players(All Teams), Custom String("Supreme"), Update Every Frame(Position Of(Event Player) + Vector(0,
  • 0.500, 0) + Direction From Angles(Total Time Elapsed * 120 + 240, 5.739) * 5), 4.500, Clip Against Surfaces,
  • Visible To Position and String, Color(White), Default Visibility);
  • Event Player.DripBlossomTexts[5] = Last Text ID;
  • Wait Until(!Is Using Ultimate(Event Player), 99999);
  • Set Invisible(Event Player, All);
  • Destroy In-World Text(Event Player.DripBlossomTexts[0]);
  • Destroy In-World Text(Event Player.DripBlossomTexts[1]);
  • Destroy In-World Text(Event Player.DripBlossomTexts[2]);
  • Destroy In-World Text(Event Player.DripBlossomTexts[3]);
  • Destroy In-World Text(Event Player.DripBlossomTexts[4]);
  • Destroy In-World Text(Event Player.DripBlossomTexts[5]);
  • }
  • }
  • rule("Third Person Toggle")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Is Button Held(Event Player, Button(Ability 1)) == True;
  • }
  • actions
  • {
  • Event Player.ThirdPersonActive = !Event Player.ThirdPersonActive;
  • }
  • }
  • rule("Third Person Activate/Deactivate")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Event Player.ThirdPersonActive == True;
  • }
  • actions
  • {
  • Start Camera(Event Player, Update Every Frame(Ray Cast Hit Position(Eye Position(Event Player), Eye Position(Event Player)
  • + Facing Direction Of(Event Player) * -3, Null, Null, False)), Update Every Frame(Eye Position(Event Player)), 0);
  • Wait Until(!Event Player.ThirdPersonActive, 99999);
  • Stop Camera(Event Player);
  • }
  • }
  • rule("Update Blood \"Particles\"")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • actions
  • {
  • For Global Variable(Index, 0, Count Of(Global.BloodPositions), 1);
  • Play Effect(All Players(All Teams), Bad Explosion, Color(Red), Global.BloodPositions[Global.Index], 0.100);
  • "despawn"
  • If(Total Time Elapsed > Global.BloodDespawnTime[Global.Index]);
  • Global.BloodPositions[Global.Index] = Null;
  • Global.BloodVelocities[Global.Index] = Null;
  • Global.BloodDespawnTime[Global.Index] = Null;
  • Else;
  • Global.BloodPositions[Global.Index] += Global.BloodVelocities[Global.Index] / 30;
  • "gravity"
  • Global.BloodVelocities[Global.Index] += Vector(0, -0.327, 0);
  • End;
  • End;
  • Global.BloodPositions = Filtered Array(Global.BloodPositions, Current Array Element);
  • Global.BloodVelocities = Filtered Array(Global.BloodVelocities, Current Array Element);
  • Global.BloodDespawnTime = Filtered Array(Global.BloodDespawnTime, Current Array Element);
  • Wait(0.032, Ignore Condition);
  • Loop;
  • }
  • }
  • rule("Objective")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Is Game In Progress == True;
  • }
  • actions
  • {
  • Set Objective Description(All Players(All Teams), Custom String("DRIP TOO HARD"), Visible To and String);
  • }
  • }
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