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Comparing difference between and

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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
  • Horizon Lunar Colony
  • 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);
  • 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(
  • disabled 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);
  • Create In-World Text(Event Player.countdown > 0 ? All Players(All Teams) : Null, Event Player.countdown, Update Every Frame(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);
  • disabled Create In-World Text(Event Player.countdown > 0 ? All Players(All Teams) : Null, Event Player.countdown, Update Every Frame(
  • Position Of(Event Player)), 2, Do Not Clip, Visible To Position and String, Color(White), Default Visibility);
  • }
  • }
  • 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);
  • disabled Start Facing(Event Player, Direction Towards(Eye Position(Event Player), Eye Position(Event Player.target)), Max(50,
  • Distance Between(Facing Direction Of(Event Player), Direction Towards(Eye Position(Event Player), Eye Position(
  • Event Player.target))) * 250), To World, Direction and Turn Rate);
  • Start Facing(Event Player, Direction Towards(Eye Position(Event Player), Eye Position(Event Player.target)), Distance Between(
  • Facing Direction Of(Event Player), Direction Towards(Eye Position(Event Player), Eye Position(Event Player.target))) * 250,
  • 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);
  • Set Move Speed(Event Player, 100);
  • Event Player.countdown = 2;
  • disabled Small Message(Event Player, Custom String("2"));
  • Wait(1, Ignore Condition);
  • Event Player.countdown = 1;
  • Wait(0.500, Ignore Condition);
  • Stop Facing(Event Player);
  • Start Facing(Event Player, Update Every Frame(Direction Towards(Eye Position(Event Player), Eye Position(Event Player.target))),
  • 100, To World, Direction and Turn Rate);
  • Set Move Speed(Event Player, 50);
  • Wait(0.500, Ignore Condition);
  • disabled Small Message(Event Player, Custom String("1"));
  • Wait(1, Ignore Condition);
  • Event Player.countdown = 0;
  • 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);
  • Wait Until(!(Is Firing Primary(Event Player) || Is Using Ability 1(Event Player) || Is Using Ability 2(Event Player)), 3);
  • Wait((Event Player.choice == Button(Primary Fire)) * 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, 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;
  • 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(Event Player, Eye Position(Event Player.target) + Facing Direction Of(
  • Event Player.target)), (1 - Event Player.shrinksize) * 20, To World, Cancel Contrary Motion);
  • Apply Impulse(Event Player, Direction Towards(Event Player, World Vector Of(Vector(0, 2, 1), Event Player.target,
  • Rotation And Translation)), (1 - Event Player.shrinksize) * 50, 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,
  • Melee)), String("Start")), Custom String(""), Right, -12, Color(White), Color(White), Color(White), Visible To and String,
  • Default Visibility);
  • Create HUD Text(All Players(All Teams), Null, Custom String("Moonjump [{1}] || Float [{0}]", Input Binding String(Button(
  • Secondary Fire)), Input Binding String(Button(Jump))), 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")
  • rule("Retrieve barrier")
  • {
  • 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;
  • }
  • }
  • disabled rule("outlines")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Current Game Mode == Game Mode(Deathmatch);
  • }
  • actions
  • {
  • Start Forcing Player Outlines(All Players(All Teams), All Players(All Teams), True, Color(Red), Always);
  • }
  • }
  • rule("Death Do Us Part")
  • {
  • event
  • {
  • Player Dealt Final Blow;
  • All;
  • All;
  • }
  • conditions
  • {
  • Victim == Event Player.target;
  • }
  • actions
  • {
  • Stop Facing(Event Player);
  • Set Move Speed(Event Player, 100);
  • }
  • }
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