Create
Return to post

Comparing difference between and

View raw
  • settings
  • {
  • lobby
  • {
  • Map Rotation: Paused
  • Max Spectators: 1
  • Max Team 1 Players: 1
  • Max Team 2 Players: 0
  • Return To Lobby: Never
  • }
  • modes
  • {
  • Team Deathmatch
  • {
  • enabled maps
  • {
  • Château Guillard Halloween
  • }
  • }
  • General
  • {
  • Enemy Health Bars: Off
  • Game Mode Start: Manual
  • Hero Limit: Off
  • Kill Cam: Off
  • Kill Feed: Off
  • Spawn Health Packs: Disabled
  • }
  • }
  • heroes
  • {
  • General
  • {
  • D.Va
  • {
  • Spawn Without Mech: On
  • }
  • Moira
  • {
  • Damage Dealt: 250%
  • }
  • Orisa
  • {
  • Damage Received: 200%
  • }
  • Reaper
  • {
  • Damage Dealt: 250%
  • }
  • Reinhardt
  • {
  • Damage Received: 200%
  • }
  • Roadhog
  • {
  • Damage Received: 200%
  • }
  • Sigma
  • {
  • Damage Received: 200%
  • }
  • Winston
  • {
  • Damage Received: 200%
  • }
  • Wrecking Ball
  • {
  • Damage Received: 200%
  • }
  • Zarya
  • {
  • Damage Received: 200%
  • }
  • }
  • }
  • extensions
  • {
  • Debuff Status Effects
  • Buff and Debuff Sounds
  • Energy Explosion Effects
  • }
  • }
  • variables
  • {
  • global:
  • 0: WinstonMusicBox
  • 1: Time
  • 2: WinstonMusicBoxProgressBarColor
  • 3: ReaperAttacks
  • player:
  • 0: CurrentCamera
  • }
  • subroutines
  • {
  • 0: MoiraAttacks
  • 1: SombraAttacks
  • 2: ReaperAttacks
  • }
  • rule("A")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • actions
  • {
  • Disable Built-In Game Mode Completion;
  • Disable Built-In Game Mode Music;
  • Disable Built-In Game Mode Announcer;
  • Disable Hero HUD(All Players(All Teams));
  • Global.WinstonMusicBox = 100;
  • }
  • }
  • rule("B")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Has Spawned(Event Player) == True;
  • Is Dummy Bot(Event Player) == False;
  • }
  • actions
  • {
  • Disable Hero HUD(Event Player);
  • Disable Game Mode HUD(Event Player);
  • Teleport(Event Player, Vector(179.173, 10.830, 100.709));
  • Set Ability 1 Enabled(Event Player, False);
  • Set Primary Fire Enabled(Event Player, False);
  • Set Ultimate Ability Enabled(Event Player, False);
  • Set Ability 2 Enabled(Event Player, False);
  • Set Secondary Fire Enabled(Event Player, False);
  • Create In-World Text(Filtered Array(All Players(All Teams), Distance Between(Ray Cast Hit Position(Eye Position(
  • Current Array Element), Eye Position(Current Array Element) + Facing Direction Of(Current Array Element), Null, Event Player,
  • False), Vector(176.665, 10.500, 102)) <= 3 && Has Status(Current Array Element, Hacked)
  • == False && Current Array Element.CurrentCamera == 0), Custom String("Press {0} To View Cameras", Input Binding String(Button(
  • Interact))), Vector(176.665, 10.500, 102), 1, Clip Against Surfaces, Visible To and String, Color(White), Default Visibility);
  • Create Dummy Bot(Hero(Winston), Team 2, 0, Vector(206.437, 1.289, 72.052), Vector(0, 0, 0));
  • Create HUD Text(Filtered Array(All Players(All Teams), Event Player.CurrentCamera >= 1), Null, Custom String(
  • "Press {0} To Stop Watching The Cameras", Input Binding String(Button(Melee))), Null, Top, 0, Color(White), Color(White),
  • Color(White), Visible To and String, Default Visibility);
  • Chase Global Variable At Rate(WinstonMusicBox, 0, 3, Destination and Rate);
  • Create Progress Bar In-World Text(All Players(All Teams), Global.WinstonMusicBox, Custom String(
  • "Hold {0} To Wind Up Winston's Music Box", Input Binding String(Button(Reload))), Vector(208.410, 1, 77.786), 1,
  • Clip Against Surfaces, Global.WinstonMusicBoxProgressBarColor, Color(Purple), Visible To Position Values and Color,
  • Default Visibility);
  • Set Melee Enabled(Event Player, False);
  • Create HUD Text(Event Player, Custom String("{0} AM", Global.Time), Null, Null, Top, 0, Color(White), Color(White), Color(White),
  • Visible To and String, Default Visibility);
  • Global.Time = 12;
  • Create Dummy Bot(Hero(Moira), Team 2, 1, Vector(207.432, 9.700, 110.215), Vector(0, 0, 0));
  • Create Dummy Bot(Hero(Sombra), Team 2, 2, Vector(179.289, 6.954, 78.076), Direction Towards(Eye Position(Event Player), Vector(
  • 174.623, 7.800, 73.327)));
  • Create In-World Text(Filtered Array(All Players(All Teams), Has Status(Event Player, Hacked) == True), Custom String(
  • "You Are Hacked! Cannot Use The Cameras!", Input Binding String(Button(Interact))), Vector(176.665, 10.500, 102), 1,
  • Clip Against Surfaces, Visible To and String, Color(Red), Default Visibility);
  • Disallow Button(Event Player, Button(Jump));
  • Create HUD Text(Filtered Array(All Players(All Teams), Event Player.CurrentCamera >= 1), Null, Custom String("{0}: Next Camera",
  • Input Binding String(Button(Interact))), Null, Right, 0, Color(White), Color(White), Color(White), Visible To and String,
  • Default Visibility);
  • Create HUD Text(Filtered Array(All Players(All Teams), Event Player.CurrentCamera >= 1), Null, Custom String(
  • "{0}: Previous Camera", Input Binding String(Button(Crouch))), Null, Left, 0, Color(White), Color(White), Color(White),
  • Visible To and String, Default Visibility);
  • Create Dummy Bot(Hero(Reaper), Team 2, 3, Vector(180.916, 10.350, 101.955), Vector(0, 0, 0));
  • Disable Nameplates(All Players(All Teams), All Players(All Teams));
  • Start Forcing Player Outlines(All Players(All Teams), All Players(All Teams), False, Color(White), Default);
  • Create Effect(All Players(All Teams), Ring, Color(Yellow), Vector(183.900, 10.176, 107.958), 2.500,
  • Visible To Position and Radius);
  • Create HUD Text(Filtered Array(All Players(All Teams), Distance Between(Position Of(Current Array Element), Vector(183.900, 10.176,
  • 107.958)) <= 2.500), Custom String("Safe From Reaper!"), Null, Null, Top, 0, Color(Yellow), Color(White), Color(White),
  • Visible To and String, Default Visibility);
  • Create In-World Text(Filtered Array(All Players(All Teams), Current Array Element.CurrentCamera == 0), Custom String("{0}",
  • Icon String(Bolt)), Vector(183.900, 10.176, 107.958), 1, Do Not Clip, Visible To, Color(White), Default Visibility);
  • Create Effect(Filtered Array(All Players(All Teams), Distance Between(Position Of(Current Array Element), Vector(183.900, 10.176,
  • 107.958)) <= 2.500), Winston Tesla Cannon Target Effect, Color(Team 1), Players In Slot(3, Team 2), 1,
  • Visible To Position and Radius);
  • Set Healing Received(Event Player, 0);
  • }
  • }
  • rule("Prevent Player From Leaving Office")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Is Dummy Bot(Event Player) == False;
  • Distance Between(Position Of(Event Player), Vector(186.158, 9.955, 101.864)) <= 4.500;
  • }
  • actions
  • {
  • Apply Impulse(Event Player, Direction Towards(Vector(186.158, 9.955, 101.864), Position Of(Event Player)), 1, To World,
  • Cancel Contrary Motion);
  • Wait(0.016, Ignore Condition);
  • Loop If Condition Is True;
  • }
  • }
  • rule("Prevent Player From Leaving Office")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Is Dummy Bot(Event Player) == False;
  • Distance Between(Position Of(Event Player), Vector(179.173, 11.545, 95.806)) <= 2;
  • }
  • actions
  • {
  • Apply Impulse(Event Player, Direction Towards(Position Of(Event Player), Vector(179.613, 9.936, 101.286)), 1, To World,
  • Cancel Contrary Motion);
  • Wait(0.016, Ignore Condition);
  • Loop If Condition Is True;
  • }
  • }
  • disabled rule("CAMERAS")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • }
  • rule("Go To Next Camera")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Is Button Held(Event Player, Button(Interact)) == True;
  • Distance Between(Ray Cast Hit Position(Eye Position(Event Player), Eye Position(Event Player) + Facing Direction Of(Event Player)
  • * 3, Null, Event Player, True), Vector(176.665, 10.500, 102)) <= 3;
  • Event Player.CurrentCamera <= 3;
  • Has Status(Event Player, Hacked) == False;
  • }
  • actions
  • {
  • Event Player.CurrentCamera += 1;
  • }
  • }
  • rule("Go To Previous Camera")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Is Button Held(Event Player, Button(Crouch)) == True;
  • Event Player.CurrentCamera >= 2;
  • }
  • actions
  • {
  • Event Player.CurrentCamera -= 1;
  • }
  • }
  • rule("Stop Watching Cameras")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Is Button Held(Event Player, Button(Melee)) == True;
  • }
  • actions
  • {
  • Event Player.CurrentCamera = 0;
  • }
  • }
  • rule("Not Watching Cameras")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Event Player.CurrentCamera == 0;
  • Is Button Held(Players In Slot(1, Team 2), Button(Secondary Fire)) == False;
  • }
  • actions
  • {
  • Stop Camera(Event Player);
  • Clear Status(Event Player, Rooted);
  • }
  • }
  • rule("Root When Watching Cameras")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Event Player.CurrentCamera >= 1;
  • }
  • actions
  • {
  • Set Status(Event Player, Null, Rooted, 9999);
  • }
  • }
  • rule("Camera 1")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Event Player.CurrentCamera == 1;
  • }
  • actions
  • {
  • Start Camera(Event Player, Vector(209.502, 1.250, 81.261), Closest Player To(Vector(209.502, 1.250, 81.261), All Teams), 0);
  • }
  • }
  • rule("Camera 2")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Event Player.CurrentCamera == 2;
  • }
  • actions
  • {
  • Start Camera(Event Player, Vector(187.776, 11.032, 109.122), Vector(198.944, 10.300, 110.410), 0);
  • }
  • }
  • rule("Camera 3")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Event Player.CurrentCamera == 3;
  • }
  • actions
  • {
  • Start Camera(Event Player, Vector(174.634, 7.788, 72.606), Vector(176.607, 6.450, 94.233), 0);
  • }
  • }
  • rule("Camera 4")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Event Player.CurrentCamera == 4;
  • }
  • actions
  • {
  • Start Camera(Event Player, Eye Position(Players In Slot(3, Team 2)) + Vector(0, 5, 0), Eye Position(Players In Slot(3, Team 2)),
  • 0);
  • }
  • }
  • disabled rule("Victory And Defeat Conditions")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • }
  • rule("Time")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Global.Time == 12;
  • }
  • actions
  • {
  • Wait(60, Ignore Condition);
  • Global.Time = 1;
  • Wait(60, Ignore Condition);
  • Global.Time = 2;
  • Wait(60, Ignore Condition);
  • Global.Time = 3;
  • Wait(60, Ignore Condition);
  • Global.Time = 4;
  • Wait(60, Ignore Condition);
  • Global.Time = 5;
  • Wait(60, Ignore Condition);
  • Global.Time = 6;
  • Wait(1, Ignore Condition);
  • Declare Team Victory(Team 1);
  • }
  • }
  • rule("Player Died - Lose")
  • {
  • event
  • {
  • Player Died;
  • All;
  • All;
  • }
  • conditions
  • {
  • Is Dummy Bot(Event Player) == False;
  • }
  • actions
  • {
  • Wait(0.500, Ignore Condition);
  • Declare Team Victory(Opposite Team Of(Team Of(Event Player)));
  • }
  • }
  • disabled rule("Animatronics")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • }
  • rule("Winston")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Winston;
  • }
  • conditions
  • {
  • Is Dummy Bot(Event Player) == True;
  • Has Spawned(Event Player) == True;
  • }
  • actions
  • {
  • Set Facing(Event Player, Direction Towards(Position Of(Event Player), Vector(209.572, 1.300, 79.781)), To World);
  • Wait(1, Ignore Condition);
  • Set Status(Event Player, Null, Knocked Down, 9999);
  • Set Ultimate Charge(Event Player, 100);
  • }
  • }
  • rule("Wind Up Music Box")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Event Player.CurrentCamera == 1;
  • Is Button Held(Event Player, Button(Reload)) == True;
  • Global.WinstonMusicBox < 100;
  • }
  • actions
  • {
  • Global.WinstonMusicBox += 1;
  • Wait(0.016, Ignore Condition);
  • Loop If Condition Is True;
  • }
  • }
  • rule("Player Doesn't Wind Up The Music Box")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Winston;
  • }
  • conditions
  • {
  • Global.WinstonMusicBox == 0;
  • Is Dummy Bot(Event Player) == True;
  • }
  • actions
  • {
  • Wait(0.250, Abort When False);
  • Clear Status(All Players(All Teams), Knocked Down);
  • Destroy All Progress Bar In-World Text;
  • Destroy All HUD Text;
  • Destroy All In-World Text;
  • Teleport(Filtered Array(All Players(All Teams), Is Dummy Bot(Current Array Element) == False), Vector(206.317, 1.579, 76.041));
  • Disallow Button(All Players(Team 1), Button(Interact));
  • Stop Camera(All Players(All Teams));
  • Wait(1, Ignore Condition);
  • Press Button(Event Player, Button(Ultimate));
  • Wait(0.250, Ignore Condition);
  • Kill(All Players(Opposite Team Of(Team Of(Event Player))), Event Player);
  • }
  • }
  • rule("Look At Winston")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Distance Between(Position Of(Event Player), Players In Slot(0, Team 2)) <= 5;
  • Global.WinstonMusicBox == 0;
  • Is Dummy Bot(Event Player) == False;
  • }
  • actions
  • {
  • Start Facing(Event Player, Direction Towards(Eye Position(Event Player), Eye Position(Closest Player To(Event Player,
  • Opposite Team Of(Team Of(Event Player))))), 360, To World, Direction and Turn Rate);
  • }
  • }
  • rule("Progress Bar Color - Music Box Higher Than 50%")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Global.WinstonMusicBox > 50;
  • }
  • actions
  • {
  • Global.WinstonMusicBoxProgressBarColor = Color(Green);
  • }
  • }
  • rule("Progress Bar Color - Music Box Lower Than 50%")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Global.WinstonMusicBox <= 50;
  • Global.WinstonMusicBox > 25;
  • }
  • actions
  • {
  • Global.WinstonMusicBoxProgressBarColor = Custom Color(255, 85, 0, 255);
  • }
  • }
  • rule("Progress Bar Color - Music Box Lower Than 25%")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Global.WinstonMusicBox <= 25;
  • }
  • actions
  • {
  • Global.WinstonMusicBoxProgressBarColor = Color(Red);
  • }
  • }
  • rule("Trigger Moira Attack Subroutine")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Moira;
  • }
  • conditions
  • {
  • Is Dummy Bot(Event Player) == True;
  • Has Spawned(Event Player) == True;
  • Has Status(Event Player, Knocked Down) == False;
  • }
  • actions
  • {
  • Call Subroutine(MoiraAttacks);
  • }
  • }
  • rule("Moira Attacks Subroutine")
  • {
  • event
  • {
  • Subroutine;
  • MoiraAttacks;
  • }
  • actions
  • {
  • Wait(Random Integer(15, 30), Ignore Condition);
  • Start Throttle In Direction(Event Player, Direction Towards(Position Of(Event Player), Vector(189.734, 10.700, 109.330)), 1,
  • To World, Replace existing throttle, Direction and Magnitude);
  • Start Facing(Event Player, Direction Towards(Eye Position(Event Player), Eye Position(Players In Slot(0, Team 1))), 100, To World,
  • Direction and Turn Rate);
  • Wait(3.750, Ignore Condition);
  • Stop Throttle In Direction(Event Player);
  • Start Facing(Event Player, Direction Towards(Eye Position(Event Player), Vector(187.555, 10.831, 109.492)), 360, To World,
  • Direction and Turn Rate);
  • Wait(Random Integer(10, 20), Ignore Condition);
  • Set Invisible(Event Player, All);
  • Play Effect(All Players(All Teams), Moira Fade Disappear Effect, Color(Team 1), Eye Position(Event Player), 1);
  • Wait(Random Integer(10, 15), Ignore Condition);
  • Teleport(Event Player, Vector(188.197, 9.349, 102.064));
  • Wait(0.250, Ignore Condition);
  • Play Effect(All Players(All Teams), Moira Fade Reappear Effect, Color(White), Eye Position(Event Player), 1);
  • Set Invisible(Event Player, None);
  • Start Facing(Event Player, Direction Towards(Eye Position(Event Player), Eye Position(Players In Slot(0, Team 1))), 100, To World,
  • Direction and Turn Rate);
  • Wait(4, Ignore Condition);
  • If(Is In Line of Sight(Eye Position(Event Player), Position Of(Players In Slot(0, Team 1)), Barriers Do Not Block LOS) == False);
  • Wait(0.500, Ignore Condition);
  • Teleport(Event Player, Vector(207.432, 9.700, 110.215));
  • Set Status(Event Player, Null, Knocked Down, 0.100);
  • Else;
  • Destroy All HUD Text;
  • Destroy All In-World Text;
  • Destroy All Progress Bar In-World Text;
  • Disallow Button(All Players(Team 1), Button(Interact));
  • Stop Camera(All Players(All Teams));
  • Teleport(All Players(Team 1), Vector(182.230, 10.350, 101.743));
  • Start Facing(Players In Slot(0, Team 1), Direction Towards(Eye Position(Players In Slot(0, Team 1)), Eye Position(Event Player)),
  • 360, To World, Direction and Turn Rate);
  • Start Holding Button(Event Player, Button(Secondary Fire));
  • }
  • }
  • rule("Trigger Sombra Attack Subroutine")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Sombra;
  • }
  • conditions
  • {
  • Is Dummy Bot(Event Player) == True;
  • Has Status(Event Player, Knocked Down) == False;
  • }
  • actions
  • {
  • Call Subroutine(SombraAttacks);
  • }
  • }
  • rule("Sombra Attacks Subroutine")
  • {
  • event
  • {
  • Subroutine;
  • SombraAttacks;
  • }
  • actions
  • {
  • Wait(60, Ignore Condition);
  • Wait(Random Integer(10, 30), Ignore Condition);
  • Teleport(Event Player, Vector(168.330, 6.600, 85.597));
  • Wait(Random Integer(10, 20), Ignore Condition);
  • Teleport(Event Player, Vector(168.330, 6.600, 85.597));
  • Wait(Random Integer(10, 15), Ignore Condition);
  • Teleport(Event Player, Vector(171.779, 9.263, 94.464));
  • Start Facing(Event Player, Direction Towards(Eye Position(Event Player), Eye Position(Players In Slot(0, Team 1))), 360, To World,
  • Direction and Turn Rate);
  • Wait(Random Integer(10, 15), Ignore Condition);
  • Teleport(Event Player, Vector(179.207, 11.509, 95.715));
  • Set Ultimate Charge(Event Player, 100);
  • Wait(2, Ignore Condition);
  • Skip If(Players In Slot(0, Team 1).CurrentCamera == 0, 3);
  • Start Holding Button(Event Player, Button(Secondary Fire));
  • Wait Until(Has Status(Players In Slot(0, Team 1), Hacked) == True, 99999);
  • Stop Holding Button(Event Player, Button(Secondary Fire));
  • Teleport(Event Player, Vector(179.289, 6.954, 78.076));
  • Set Status(Event Player, Null, Knocked Down, 0.100);
  • Stop Facing(Event Player);
  • Set Facing(Event Player, Direction Towards(Eye Position(Event Player), Vector(174.623, 7.800, 73.327)), To World);
  • }
  • }
  • rule("Trigger Reaper Attack Subroutine")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Reaper;
  • }
  • conditions
  • {
  • Is Dummy Bot(Event Player) == True;
  • Has Status(Event Player, Stunned) == False;
  • }
  • actions
  • {
  • Call Subroutine(ReaperAttacks);
  • }
  • }
  • rule("Reaper Attacks Subroutine")
  • {
  • event
  • {
  • Subroutine;
  • ReaperAttacks;
  • }
  • actions
  • {
  • Wait Until(Global.Time != 12 && Global.Time >= 3, 99999);
  • Destroy Effect(Last Created Entity);
  • Global.ReaperAttacks = False;
  • Wait(Random Integer(30, 40), Ignore Condition);
  • Wait(Random Integer(25, 30), Ignore Condition);
  • Start Facing(Event Player, Direction Towards(Eye Position(Event Player), Eye Position(Players In Slot(0, Team 1))), 360, To World,
  • Direction and Turn Rate);
  • Global.ReaperAttacks = True;
  • Set Ultimate Charge(Event Player, 100);
  • Wait(Random Integer(10, 15), Ignore Condition);
  • Press Button(Event Player, Button(Ultimate));
  • }
  • }
  • rule("If Player Is Hacked")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Is Dummy Bot(Event Player) == False;
  • Has Status(Event Player, Hacked) == True;
  • }
  • actions
  • {
  • Set Status(Event Player, Players In Slot(2, Team 2), Hacked, 10);
  • Set Status(Event Player, Players In Slot(2, Team 2), Hacked, 15);
  • Event Player.CurrentCamera = 0;
  • }
  • }
  • rule("Reaper Visible In Cameras When About To Attack")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Reaper;
  • }
  • conditions
  • {
  • Is Dummy Bot(Event Player) == True;
  • Global.ReaperAttacks == True;
  • Players In Slot(0, Team 1).CurrentCamera >= 1;
  • }
  • actions
  • {
  • Set Invisible(Event Player, None);
  • }
  • }
  • rule("Reaper Invisible When Player Is Not Using Cameras")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Reaper;
  • }
  • conditions
  • {
  • Is Dummy Bot(Event Player) == True;
  • Players In Slot(0, Team 1).CurrentCamera == 0;
  • }
  • actions
  • {
  • Set Invisible(Event Player, All);
  • }
  • }
  • rule("Reaper Invisible When He's Not About To Attack")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Reaper;
  • }
  • conditions
  • {
  • Is Dummy Bot(Event Player) == True;
  • Global.ReaperAttacks == False;
  • }
  • actions
  • {
  • Set Invisible(Event Player, All);
  • }
  • }
  • rule("Reaper Visible When Ulting")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Reaper;
  • }
  • conditions
  • {
  • Is Using Ultimate(Event Player) == True;
  • Is Dummy Bot(Event Player) == True;
  • }
  • actions
  • {
  • Set Invisible(Event Player, None);
  • Wait(0.250, Ignore Condition);
  • Loop If Condition Is True;
  • }
  • }
  • rule("Reaper Phased Out When Not Ulting")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Reaper;
  • }
  • conditions
  • {
  • Is Using Ultimate(Event Player) == False;
  • Is Dummy Bot(Event Player) == True;
  • }
  • actions
  • {
  • Set Status(Event Player, Null, Phased Out, 9999);
  • Wait Until(Is Using Ultimate(Event Player) == True, 99999);
  • Clear Status(Event Player, Phased Out);
  • }
  • }
  • rule("Use Controlled Shock On Reaper")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Reaper;
  • }
  • conditions
  • {
  • Is Using Ultimate(Event Player) == True;
  • Is Dummy Bot(Event Player) == True;
  • Distance Between(Position Of(Players In Slot(0, Team 1)), Vector(183.900, 10.176, 107.958)) <= 2.500;
  • }
  • actions
  • {
  • Set Status(Event Player, Null, Stunned, 1);
  • Create Effect(All Players(All Teams), Winston Tesla Cannon Target Sound, Color(Team 1), Event Player, 100,
  • Visible To Position and Radius);
  • }
  • }
  • rule("Player Safe When In Controlled Shock Zone")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Is Dummy Bot(Event Player) == False;
  • Distance Between(Position Of(Event Player), Vector(183.900, 10.176, 107.958)) <= 2.500;
  • }
  • actions
  • {
  • Set Damage Received(Event Player, 0);
  • }
  • }
  • rule("Player Unsafe Out Of Controlled Shock Zone")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Is Dummy Bot(Event Player) == False;
  • Distance Between(Position Of(Event Player), Vector(183.900, 10.176, 107.958)) > 2.500;
  • }
  • actions
  • {
  • Set Damage Received(Event Player, 100);
  • }
  • }
  • rule("Moira Attacks - Root Player")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Moira;
  • }
  • conditions
  • {
  • Is Dummy Bot(Event Player) == True;
  • Is Firing Secondary(Event Player) == True;
  • Has Status(Players In Slot(0, Team 1), Rooted) == False;
  • }
  • actions
  • {
  • Set Status(All Players(Team 1), Null, Rooted, 9999);
  • }
  • }
  • rule("Player Took Damage")
  • {
  • event
  • {
  • Player Took Damage;
  • All;
  • All;
  • }
  • conditions
  • {
  • Is Dummy Bot(Event Player) == False;
  • }
  • actions
  • {
  • Event Player.CurrentCamera = 0;
  • }
  • }
Join the Workshop.codes Discord