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settings
{
main
{
Description: "Rock, Paper, Sigma. Use Primary Fire, Ability 1, or Ability 2 to queue up that ability. Melee an enemy to 1v1 them - both your abilities are unleashed after 3 seconds, the winner survives: Spheres beat Rock, Rock beats Grasp, Grasp beats Spheres. Designed for DM but works in any mode; try Elimination for a tourney or Control/CTF for madness. Mode by Puppetsquid. Code: D1VM2"
}
lobby
{
Return To Lobby: Never
}
modes
{
Deathmatch
{
enabled maps
{
Hollywood
Lijiang Control Center
Lijiang Garden
}
}
General
{
Game Mode Start: Immediately
Hero Limit: Off
}
}
heroes
{
General
{
Sigma
{
Accretion Cooldown Time: 0%
Experimental Barrier Cooldown Time: 0%
Kinetic Grasp Cooldown Time: 0%
Ultimate Generation - Combat Gravitic Flux: 0%
Ultimate Generation - Passive Gravitic Flux: 0%
Ultimate Generation Gravitic Flux: 10%
}
enabled heroes
{
Sigma
}
}
}
}
variables
{
player:
0: target
1: choice
2: damageMod
3: isAttacking
4: countdown
5: shrinksize
6: worldTexts
7: succd
8: dir
9: icons
}
rule("Skip Assemble")
{
event
{
Ongoing - Global;
}
conditions
{
Is Assembling Heroes == True;
}
actions
{
Set Match Time(1);
}
}
rule("Force Sigma on Join")
{
event
{
Ongoing - Each Player;
All;
All;
}
actions
{
Start Forcing Player To Be Hero(Event Player, Hero(Sigma));
}
}
rule("Sigma Setup")
{
event
{
Ongoing - Each Player;
All;
Sigma;
}
actions
{
Event Player.target = String("Hello");
disabled Set Secondary Fire Enabled(Event Player, False);
Set Ultimate Ability Enabled(Event Player, False);
Start Damage Modification(All Players(All Teams), Event Player, 0.001, Receivers Damagers and Damage Percent);
Event Player.damageMod = Last Damage Modification ID;
Set Max Health(Event Player, 1.250);
Set Melee Enabled(Event Player, False);
Event Player.choice = Button(Ability 2);
Disallow Button(Event Player, Button(Primary Fire));
Disallow Button(Event Player, Button(Ability 1));
Disallow Button(Event Player, Button(Ability 2));
Create In-World Text(Event Player, Ability Icon String(Hero(Sigma), Event Player.choice), Update Every Frame(Eye Position(
Event Player) + Direction From Angles(Horizontal Facing Angle Of(Event Player), Vertical Facing Angle Of(Event Player) + 10)),
2, Do Not Clip, Visible To Position and String, Color(White), Default Visibility);
Event Player.worldTexts = Last Created Entity;
Create In-World Text(Event Player.target, Ability Icon String(Hero(Sigma), Event Player.choice), Eye Position(Event Player), 2,
Do Not Clip, Visible To Position and String, Color(Red), Default Visibility);
Modify Player Variable(Event Player, worldTexts, Append To Array, Last Created Entity);
Set Move Speed(Event Player, 130);
Create Icon(Event Player.target != String("Hello") ? Remove From Array(All Players(All Teams), Append To Array(Event Player,
Event Player.target)) : Null, Event Player, Recycle, Visible To and Position, Color(White), False);
Event Player.icons = Last Created Entity;
Start Scaling Barriers(Event Player, 0.100, True);
Create In-World Text(Event Player.countdown > 0 ? All Players(All Teams) : Null, Event Player.countdown, (Position Of(Event Player)
disabled Create In-World Text(Event Player.countdown > 0 ? All Players(All Teams) : Null, Event Player.countdown, (Position Of(Event Player)
+ Position Of(Event Player.target)) * 0.500, 1, Do Not Clip, Visible To Position and String, Color(White), Default Visibility);
Create In-World Text(Event Player.countdown > 0 ? All Players(All Teams) : Null, Event Player.countdown, Up + (Position Of(
Event Player) + Position Of(Event Player.target)) * 0.500, 2, Do Not Clip, Visible To Position and String, Color(White),
Default Visibility);
Modify Player Variable(Event Player, worldTexts, Append To Array, Last Created Entity);
}
}
rule("Option choosing 0")
{
event
{
Ongoing - Each Player;
All;
Sigma;
}
conditions
{
Event Player.isAttacking != True;
Is Button Held(Event Player, Button(Primary Fire)) == True;
}
actions
{
Event Player.choice = Button(Primary Fire);
If(Event Player.target == String("Hello"));
Set Melee Enabled(Event Player, True);
Press Button(Event Player, Button(Melee));
Wait(0.250, Ignore Condition);
Set Melee Enabled(Event Player, False);
End;
}
}
rule("Option choosing 1")
{
event
{
Ongoing - Each Player;
All;
Sigma;
}
conditions
{
Event Player.isAttacking != True;
Is Button Held(Event Player, Button(Ability 1)) == True;
}
actions
{
Set Ability Cooldown(Event Player, Button(Ability 1), 0);
Event Player.choice = Button(Ability 1);
If(Event Player.target == String("Hello"));
Set Melee Enabled(Event Player, True);
Press Button(Event Player, Button(Melee));
Wait(0.250, Ignore Condition);
Set Melee Enabled(Event Player, False);
End;
}
}
rule("Option choosing 2")
{
event
{
Ongoing - Each Player;
All;
Sigma;
}
conditions
{
Event Player.isAttacking != True;
Is Button Held(Event Player, Button(Ability 2)) == True;
}
actions
{
Set Ability Cooldown(Event Player, Button(Ability 2), 0);
Event Player.choice = Button(Ability 2);
If(Event Player.target == String("Hello"));
Set Melee Enabled(Event Player, True);
Press Button(Event Player, Button(Melee));
Wait(0.250, Ignore Condition);
Set Melee Enabled(Event Player, False);
End;
}
}
rule("Start 1v1")
{
event
{
Player Dealt Knockback;
All;
Sigma;
}
conditions
{
Event Ability == Button(Melee);
Event Player.target == String("Hello");
Victim.target == String("Hello");
}
actions
{
Event Player.target = Victim;
Victim.target = Event Player;
}
}
rule("Enter 1v1")
{
event
{
Ongoing - Each Player;
All;
All;
}
conditions
{
Event Player.target != String("Hello");
Has Spawned(Event Player) == True;
Is Alive(Event Player) == True;
}
actions
{
Set Secondary Fire Enabled(Event Player, False);
Set Move Speed(Event Player, 100);
Start Facing(Event Player, Direction Towards(Eye Position(Event Player), Eye Position(Event Player.target)), 200, To World,
Direction and Turn Rate);
Wait(0.500, Ignore Condition);
Communicate(Event Player, Countdown);
Event Player.countdown = 3;
disabled Small Message(Event Player, Custom String("3"));
Wait(1, Ignore Condition);
Event Player.countdown = 2;
disabled Small Message(Event Player, Custom String("2"));
Wait(1, Ignore Condition);
Event Player.countdown = 1;
disabled Small Message(Event Player, Custom String("1"));
Wait(1, Ignore Condition);
Event Player.countdown = 0;
Set Move Speed(Event Player, 50);
disabled Set Move Speed(Event Player, 50);
Event Player.isAttacking = True;
If(Event Player.choice == Event Player.target.choice);
Set Status(Event Player, Event Player.target, Stunned, 0.500);
Set Status(Event Player.target, Event Player, Stunned, 0.500);
Else;
Wait((Event Player.choice == Button(Primary Fire)) * 0.125, Ignore Condition);
Allow Button(Event Player, Event Player.choice);
Press Button(Event Player, Event Player.choice);
Wait(1, Ignore Condition);
Disallow Button(Event Player, Event Player.choice);
End;
Event Player.isAttacking = False;
Set Ability Cooldown(Event Player, Button(Ability 1), 0);
Set Ability Cooldown(Event Player, Button(Ability 2), 0);
Stop Facing(Event Player);
Event Player.target = String("Hello");
Event Player.target.target = String("Hello");
If(Player Carrying Flag(Team Of(Event Player)) == Event Player);
Set Move Speed(Event Player, 130);
Else;
Set Move Speed(Event Player, 120);
Else;
Set Move Speed(Event Player, 130);
End;
Set Secondary Fire Enabled(Event Player, True);
}
}
rule("Death By Ability")
{
event
{
Player Received Knockback;
All;
All;
}
conditions
{
Attacker != Event Player;
Attacker == Event Player.target;
Event Ability != Button(Melee);
}
actions
{
Kill(Event Player, Attacker);
}
}
rule("Death By Succ")
{
event
{
Ongoing - Each Player;
All;
All;
}
conditions
{
Event Player.target != String("Hello");
Is Firing Primary(Event Player) == True;
Is Using Ability 1(Event Player.target) == True;
disabled Is In Line of Sight(Eye Position(Event Player), Eye Position(Event Player.target), Barriers Do Not Block LOS) == True;
}
actions
{
Event Player.succd = True;
Wait(0.500, Ignore Condition);
Event Player.shrinksize = 1;
Start Scaling Player(Event Player, Event Player.shrinksize, True);
Chase Player Variable At Rate(Event Player, shrinksize, 0.100, 2, Destination and Rate);
While(Event Player.shrinksize > 0.100);
Apply Impulse(Event Player.target, Direction Towards(Eye Position(Event Player.target), Eye Position(Event Player)
+ Facing Direction Of(Event Player)), (1 - Event Player.shrinksize) * 20, To World, Cancel Contrary Motion);
Apply Impulse(Event Player.target, Direction Towards(Event Player, Eye Position(Event Player.target) + Facing Direction Of(
Event Player.target)), (1 - Event Player.shrinksize) * 20, To World, Cancel Contrary Motion);
Wait(0.016, Ignore Condition);
End;
Kill(Event Player, Event Player.target);
Wait(1, Ignore Condition);
Stop Scaling Player(Event Player);
Event Player.succd = False;
disabled Event Player.shrinksize = Max(0.100, Event Player.shrinksize - 0.100);
}
}
rule("Clear Effects On Leave")
{
event
{
Player Left Match;
All;
All;
}
actions
{
Destroy In-World Text(Event Player.worldTexts[2]);
Destroy In-World Text(Event Player.worldTexts[1]);
Destroy In-World Text(Event Player.worldTexts[0]);
Stop Damage Modification(Event Player.damageMod);
Destroy Icon(Event Player.icons);
}
}
rule("Moon Jump")
{
event
{
Ongoing - Each Player;
All;
All;
}
conditions
{
Is Button Held(Event Player, Button(Jump)) == True;
Is Button Held(Event Player, Button(Crouch)) != True;
}
actions
{
While(Is Button Held(Event Player, Button(Jump)));
Apply Impulse(Event Player, Vector(0, 1, 0), 0.300, To World, Incorporate Contrary Motion);
disabled Apply Impulse(Event Player, Vector(0, 1, 0), Max(0.100 - Absolute Value(Vertical Speed Of(Event Player)) * 0.100, 0), To World,
Cancel Contrary Motion);
Wait(0.025, Ignore Condition);
End;
}
}
rule("Self Flux")
{
event
{
Ongoing - Each Player;
All;
Sigma;
}
conditions
{
Event Player.succd != True;
disabled Is On Ground(Event Player) != True;
Is Firing Secondary(Event Player) == True;
Has Status(Event Player, Knocked Down) != True;
disabled Is Jumping(Event Player) != True;
}
actions
{
If(Is On Ground(Event Player));
Apply Impulse(Event Player, Up, 10, To World, Cancel Contrary Motion);
Wait(0.500, Abort When False);
End;
disabled Set Move Speed(Event Player, 50);
disabled Skip If(Is Button Held(Event Player, Button(Jump)), 3);
disabled Abort If Condition Is False;
disabled Wait(0.025, Ignore Condition);
disabled Loop If Condition Is True;
While(Is Button Held(Event Player, Button(Secondary Fire)));
Event Player.dir = Normalize(Vector(Speed Of In Direction(Event Player, Left), 0, Speed Of In Direction(Event Player, Forward)));
Apply Impulse(Event Player, Event Player.dir * -1, Min(0.200, Speed Of In Direction(Event Player, Event Player.dir)), To World,
Incorporate Contrary Motion);
disabled Apply Impulse(Event Player, Left, Speed Of In Direction(Event Player, Left) * -0.500, To World, Incorporate Contrary Motion);
disabled Apply Impulse(Event Player, Forward, Speed Of In Direction(Event Player, Forward) * -0.100, To World, Incorporate Contrary Motion);
Apply Impulse(Event Player, Up, Speed Of In Direction(Event Player, Up) * -0.250, To World, Incorporate Contrary Motion);
Wait(0.016, Ignore Condition);
Abort If Condition Is False;
End;
disabled Set Move Speed(Event Player, 100);
disabled Abort If(Is On Ground(Event Player));
}
}
rule("General GUI")
{
event
{
Ongoing - Global;
}
actions
{
Create HUD Text(All Players(All Teams), Null, Null, Custom String("Rock, Paper, Sigma"), Right, -13, Color(White), Color(White),
Color(White), Visible To and String, Default Visibility);
Create HUD Text(All Players(All Teams), Null, Custom String("1v1 battles: {0} to {1}", Ability Icon String(Hero(Sigma), Button(
Melee)), String("Start")), Custom String(""), Right, -11, Color(White), Color(White), Color(White), Visible To and String,
Default Visibility);
Create HUD Text(All Players(All Teams), Null, Null, Custom String("----------------------------------------"), Right, -9, Color(
White), Color(White), Color(White), Visible To and String, Default Visibility);
Create HUD Text(All Players(All Teams), Null, Null, Custom String("{0} > {1} > {2} > {0}", Ability Icon String(Hero(Sigma), Button(
Primary Fire)), Ability Icon String(Hero(Sigma), Button(Ability 2)), Ability Icon String(Hero(Sigma), Button(Ability 1))),
Right, -8, Color(White), Color(White), Color(White), Visible To and String, Default Visibility);
Create HUD Text(All Players(All Teams), Null, Null, Custom String("----------------------------------------"), Right, -6, Color(
White), Color(White), Color(White), Visible To and String, Default Visibility);
Create HUD Text(All Players(All Teams), Null, Custom String("-- Mode by Puppetsquid --"), Null, Right, -5, Color(White), Color(
White), Color(White), Visible To and String, Default Visibility);
}
}
rule("Melee Jump")
{
event
{
Ongoing - Each Player;
All;
All;
}
conditions
{
Is Meleeing(Event Player) == True;
Player Carrying Flag(Team Of(Event Player)) != Event Player;
}
actions
{
Apply Impulse(Event Player, Facing Direction Of(Event Player), 10, To World, Incorporate Contrary Motion);
}
}
disabled rule("double jump")
{
event
{
Ongoing - Each Player;
All;
All;
}
conditions
{
Is In Air(Event Player) == True;
}
actions
{
While(Is Button Held(Event Player, Button(Jump)));
Wait(0.100, Ignore Condition);
Abort If(Is On Ground(Event Player));
End;
While(!Is Button Held(Event Player, Button(Jump)));
Wait(0.100, Ignore Condition);
Abort If(Is On Ground(Event Player));
End;
Apply Impulse(Event Player, Normalize(Vector(Speed Of In Direction(Event Player, Left), 0.250, Speed Of In Direction(Event Player,
Forward))) + 0, 12, To World, Cancel Contrary Motion);
}
}
rule("Remove Movespeed on Flag")
{
event
{
Ongoing - Each Player;
All;
All;
}
conditions
{
Player Carrying Flag(Team Of(Event Player)) == Event Player;
}
actions
{
Set Move Speed(Event Player, 120);
Set Secondary Fire Enabled(Event Player, False);
}
}
rule("Rule 19")
{
event
{
Ongoing - Each Player;
All;
All;
}
conditions
{
Is Firing Secondary(Event Player) == True;
}
actions
{
Wait Until(!Is Firing Secondary(Event Player), 99999);
Wait(0.250, Ignore Condition);
Press Button(Event Player, Button(Secondary Fire));
}
}
disabled rule("Rule 20")
{
event
{
Ongoing - Global;
}
}
rule("Remove Movespeed on Flag")
{
event
{
Ongoing - Each Player;
All;
All;
}
conditions
{
Player Carrying Flag(Team Of(Event Player)) != Event Player;
}
actions
{
Set Move Speed(Event Player, 130);
Set Secondary Fire Enabled(Event Player, True);
}
}
rule("Moon Jump")
{
event
{
Ongoing - Each Player;
All;
All;
}
conditions
{
Is Button Held(Event Player, Button(Jump)) != True;
Is Button Held(Event Player, Button(Crouch)) == True;
Altitude Of(Event Player) > 2;
}
actions
{
Apply Impulse(Event Player, Vector(0, 1, 0), -0.300, To World, Incorporate Contrary Motion);
Wait(0.025, Ignore Condition);
Loop If Condition Is True;
}
}