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settings
{
main
{
Description: "n/a"
}
lobby
{
Allow Players Who Are In Queue: Yes
Map Rotation: After A Game
Match Voice Chat: Enabled
Max FFA Players: 10
Return To Lobby: Never
}
modes
{
Deathmatch
{
enabled maps
{
Blizzard World
Eichenwalde
Hanamura Winter
Kanezaka
Lijiang Control Center Lunar New Year
Lijiang Garden Lunar New Year
}
}
General
{
Game Mode Start: Manual
Health Pack Respawn Time Scalar: 150%
Hero Limit: Off
Spawn Health Packs: Enabled
}
}
heroes
{
General
{
Spawn With Ultimate Ready: On
Ultimate Generation: 150%
Ultimate Generation - Combat: 145%
Ultimate Generation - Passive: 5%
Ana
{
Health: 125%
Ultimate Generation Nano Boost: 90%
}
Ashe
{
Health: 125%
Ultimate Generation B.O.B.: 85%
}
Baptiste
{
Health: 125%
Regenerative Burst Cooldown Time: 90%
}
Bastion
{
Self-Repair Recharge Rate: 50%
}
Brigitte
{
Barrier Shield Recharge Rate: 50%
}
D.Va
{
Boosters Knockback Scalar: 90%
Defense Matrix Maximum Time: 75%
Defense Matrix Recharge Rate: 50%
Health: 85%
Ultimate Generation Self-Destruct: 80%
}
Doomfist
{
Damage Dealt: 95%
Meteor Strike Knockback Scalar: 75%
Rising Uppercut Knockback Scalar: 75%
Rocket Punch Cooldown Time: 150%
Rocket Punch Knockback Scalar: 75%
Ultimate Generation Meteor Strike: 90%
}
Genji
{
Ammunition Clip Size Scalar: 60%
Ultimate Duration: 117%
Ultimate Generation Dragonblade: 110%
}
Hanzo
{
Health: 95%
Storm Arrows Quantity: 4
}
Junkrat
{
Damage Dealt: 90%
}
Lúcio
{
Amp It Up Cooldown Time: 150%
Healing Received: 70%
}
McCree
{
Damage Dealt: 85%
}
Mei
{
Blizzard Freeze Minimum: 75%
Blizzard Freeze Rate Scalar: 25%
Cryo-Freeze Cooldown Time: 84%
Ultimate Generation Blizzard: 85%
Weapon Freeze Duration Scalar: 76%
Weapon Freeze Minimum: 20%
Weapon Freeze Rate Scalar: 70%
}
Mercy
{
Damage Dealt: 110%
Ultimate Generation Valkyrie: 90%
}
Moira
{
Biotic Orb Cooldown Time: 125%
}
Orisa
{
Fortify Cooldown Time: 75%
}
Pharah
{
Damage Dealt: 84%
}
Reaper
{
Damage Dealt: 92%
Healing Received: 50%
Ultimate Generation Death Blossom: 90%
Wraith Form Cooldown Time: 150%
}
Reinhardt
{
Barrier Field Recharge Rate: 200%
}
Roadhog
{
Damage Dealt: 85%
Healing Received: 67%
Health: 85%
Take a Breather Cooldown Time: 150%
Ultimate Generation Whole Hog: 85%
}
Soldier: 76
{
Healing Received: 49%
}
Sombra
{
Damage Dealt: 105%
Hack Cooldown Time: 125%
Stealth Cooldown Time: 100%
Translocator Cooldown Time: 167%
}
Torbjörn
{
Weapons Enabled: Rivet Gun Only
}
Tracer
{
Blink Cooldown Time: 167%
Health: 110%
Ultimate Generation Pulse Bomb: 90%
}
Widowmaker
{
Grappling Hook Cooldown Time: 83%
Ultimate Duration: 67%
Ultimate Generation Infra-Sight: 200%
Venom Mine Cooldown Time: 67%
}
Winston
{
Ammunition Clip Size Scalar: 60%
Barrier Projector Cooldown Time: 77%
Damage Dealt: 117%
Health: 90%
}
Wrecking Ball
{
Adaptive Shield Cooldown Time: 120%
Ammunition Clip Size Scalar: 63%
Health: 80%
}
disabled heroes
{
Sigma
Symmetra
Zarya
Zenyatta
}
}
}
extensions
{
Buff Status Effects
Debuff Status Effects
Buff and Debuff Sounds
}
}
variables {
global:
0: Zone_Center
1: Zone_Close
2: Zone_Effect
3: Zone_Damage
player:
0: PreGameJoinPass
1: DefaultGenjiBladeChargeValue
2: GenjiBladeChargeValue
3: GenjiChargeSpeed
4: GenjiMaximumBladeChargeValue
8: SombraStealthDecayRate
9: SombraStealthRegenRate
10: SombraStealthValue
11: StartingSombraStealthValue
12: MaximumSombraStealthValue
13: SombraStealthRegenDelayTime
14: SombraStealthed
15: SombraStealthedDelayed
25: Z
}
rule ("Position Testing") {
event {
Ongoing - Global;
}
conditions {
Host Player == True;
}
actions {
Create HUD Text(Host Player, Position Of(Host Player), Null, Null, Left, 1, Color(White), Null, Null, Visible To and String, Default Visibility);
}
}
rule ("Players Remaining Counter") {
event {
Ongoing - Each Player;
All;
All;
}
conditions {
Is Game In Progress == True;
}
actions {
Create HUD Text(Event Player, Null, Custom String(" ", Null, Null, Null), Null, Left, -9, Null, Color(White), Null, Visible To and String, Default Visibility);
Create HUD Text(Event Player, String("{0}: {1}", Custom String("Players Remaining", Null, Null, Null), Number Of Living Players(All Teams), Null), Null, Null, Left, -8, Color(White), Null, Null, Visible To and String, Default Visibility);
}
}
rule ("Current Zone Size") {
event {
Ongoing - Each Player;
All;
All;
}
conditions {
Is Game In Progress == True;
}
actions {
Create HUD Text(Event Player, Custom String("{0} {1}", Custom String("Current Zone Size:", Null, Null, Null), Global.Zone_Close, Null), Null, Null, Top, -10, Color(Purple), Null, Null, Visible To and String, Default Visibility);
}
}
rule ("Change Log") {
event {
Ongoing - Each Player;
All;
All;
}
conditions {
Is Game In Progress == True;
}
actions {
Create HUD Text(Event Player, Null, Custom String(" ", Null, Null, Null), Null, Left, -7, Null, Color(White), Null, Visible To and String, Default Visibility);
Create HUD Text(Event Player, Custom String("Change Log v1.1!!!", Null, Null, Null), Null, Null, Left, -6, Color(White), Null, Null, Visible To and String, Default Visibility);
Create HUD Text(Event Player, Null, Custom String(" ", Null, Null, Null), Null, Left, -5, Null, Color(White), Null, Visible To and String, Default Visibility);
}
}
rule ("Ana Information HUD") {
event {
Ongoing - Each Player;
All;
All;
}
conditions {
Hero Of(Event Player) == Hero(Ana);
Is Game In Progress == True;
}
actions {
Create HUD Text(Event Player, Custom String("{0} {1}", Hero Icon String(Hero(Ana)), Custom String(" ANA CHANGES", Null, Null, Null), Null), Null, Null, Right, -11, Custom Color(22, 124, 246, 255), Null, Null, Visible To and String, Default Visibility);
Create HUD Text(Event Player, Null, Custom String(" ", Null, Null, Null), Null, Right, -10, Null, Color(White), Null, Visible To and String, Default Visibility);
"Base"
Create HUD Text(Event Player, Custom String("{0} {1}", Icon String(Plus), Custom String(" Base", Null, Null, Null), Null), Null, Null, Right, -9, Custom Color(22, 124, 246, 255), Null, Null, Visible To and String, Default Visibility);
Create HUD Text(Event Player, Null, Custom String("Ana Health Increased from 200 to 250", Null, Null, Null), Null, Right, -8, Null, Color(White), Null, Visible To and String, Default Visibility);
Create HUD Text(Event Player, Null, Custom String(" ", Null, Null, Null), Null, Right, -7, Null, Color(White), Null, Visible To and String, Default Visibility);
"Nano-Boost"
Create HUD Text(Event Player, Custom String("{0} {1}", Ability Icon String(Hero(Ana), Button(Ultimate)), Custom String(" Ultimate | Nano-Boost", Null, Null, Null), Null), Null, Null, Right, -6, Custom Color(22, 124, 246, 255), Null, Null, Visible To and String, Default Visibility);
Create HUD Text(Event Player, Null, Custom String("Ultimate Generation Decreased by 10%", Null, Null, Null), Null, Right, -5, Null, Color(White), Null, Visible To and String, Default Visibility);
}
}
rule ("Ashe Information HUD") {
event {
Ongoing - Each Player;
All;
All;
}
conditions {
Hero Of(Event Player) == Hero(Ashe);
Is Game In Progress == True;
}
actions {
Create HUD Text(Event Player, Custom String("{0} {1}", Hero Icon String(Hero(Ashe)), Custom String(" ASHE CHANGES", Null, Null, Null), Null), Null, Null, Right, -11, Custom Color(238, 238, 238, 255), Null, Null, Visible To and String, Default Visibility);
Create HUD Text(Event Player, Null, Custom String(" ", Null, Null, Null), Null, Right, -10, Null, Color(White), Null, Visible To and String, Default Visibility);
"Base"
Create HUD Text(Event Player, Custom String("{0} {1}", Icon String(Plus), Custom String(" Base", Null, Null, Null), Null), Null, Null, Right, -9, Custom Color(238, 238, 238, 255), Null, Null, Visible To and String, Default Visibility);
Create HUD Text(Event Player, Null, Custom String("Ashe Health Increased from 200 to 250", Null, Null, Null), Null, Right, -8, Null, Color(White), Null, Visible To and String, Default Visibility);
Create HUD Text(Event Player, Null, Custom String(" ", Null, Null, Null), Null, Right, -7, Null, Color(White), Null, Visible To and String, Default Visibility);
"B.O.B."
Create HUD Text(Event Player, Custom String("{0} {1}", Ability Icon String(Hero(Ashe), Button(Ultimate)), Custom String(" Ultimate | B.O.B.", Null, Null, Null), Null), Null, Null, Right, -6, Custom Color(238, 238, 238, 255), Null, Null, Visible To and String, Default Visibility);
Create HUD Text(Event Player, Null, Custom String("Ultimate Generation Decreased by 15%", Null, Null, Null), Null, Right, -5, Null, Color(White), Null, Visible To and String, Default Visibility);
}
}
rule ("Baptiste Information HUD") {
event {
Ongoing - Each Player;
All;
All;
}
conditions {
Hero Of(Event Player) == Hero(Baptiste);
Is Game In Progress == True;
}
actions {
Create HUD Text(Event Player, Custom String("{0} {1}", Hero Icon String(Hero(Baptiste)), Custom String(" BAPTISTE CHANGES", Null, Null, Null), Null), Null, Null, Right, -11, Custom Color(33, 77, 84, 255), Null, Null, Visible To and String, Default Visibility);
Create HUD Text(Event Player, Null, Custom String(" ", Null, Null, Null), Null, Right, -10, Null, Color(White), Null, Visible To and String, Default Visibility);
"Base"
Create HUD Text(Event Player, Custom String("{0} {1}", Icon String(Plus), Custom String(" Base", Null, Null, Null), Null), Null, Null, Right, -9, Custom Color(33, 77, 84, 255), Null, Null, Visible To and String, Default Visibility);
Create HUD Text(Event Player, Null, Custom String("Baptiste Health Increased from 200 to 250", Null, Null, Null), Null, Right, -8, Null, Color(White), Null, Visible To and String, Default Visibility);
Create HUD Text(Event Player, Null, Custom String(" ", Null, Null, Null), Null, Right, -7, Null, Color(White), Null, Visible To and String, Default Visibility);
"Regenerative Burst"
Create HUD Text(Event Player, Custom String("{0} {1}", Ability Icon String(Hero(Baptiste), Button(Ability 1)), Custom String(" Ability 1 | Regenerative Burst", Null, Null, Null), Null), Null, Null, Right, -6, Custom Color(33, 77, 84, 255), Null, Null, Visible To and String, Default Visibility);
Create HUD Text(Event Player, Null, Custom String("Regenerative Burst Cooldown Reduced from 13 seconds to 11.7 seconds", Null, Null, Null), Null, Right, -5, Null, Color(White), Null, Visible To and String, Default Visibility);
Create HUD Text(Event Player, Null, Custom String(" ", Null, Null, Null), Null, Right, -4, Null, Color(White), Null, Visible To and String, Default Visibility);
"Immortality Field"
Create HUD Text(Event Player, Custom String("{0} {1}", Ability Icon String(Hero(Baptiste), Button(Ability 2)), Custom String(" Ability 2 | Immortality Field", Null, Null, Null), Null), Null, Null, Right, -3, Custom Color(33, 77, 84, 255), Null, Null, Visible To and String, Default Visibility);
Create HUD Text(Event Player, Null, Custom String("Can be used once throughout the entire round", Null, Null, Null), Null, Right, -2, Null, Color(White), Null, Visible To and String, Default Visibility);
}
}
rule ("Bastion Information HUD") {
event {
Ongoing - Each Player;
All;
All;
}
conditions {
Hero Of(Event Player) == Hero(Bastion);
Is Game In Progress == True;
}
actions {
Create HUD Text(Event Player, Custom String("{0} {1}", Hero Icon String(Hero(Bastion)), Custom String(" BASTION CHANGES", Null, Null, Null), Null), Null, Null, Right, -11, Custom Color(142, 144, 148, 255), Null, Null, Visible To and String, Default Visibility);
Create HUD Text(Event Player, Null, Custom String(" ", Null, Null, Null), Null, Right, -10, Null, Color(White), Null, Visible To and String, Default Visibility);
"Self-Repair"
Create HUD Text(Event Player, Custom String("{0} {1}", Icon String(Recycle), Custom String(" Secondary | Self-Repair", Null, Null, Null), Null), Null, Null, Right, -9, Custom Color(142, 144, 148, 255), Null, Null, Visible To and String, Default Visibility);
Create HUD Text(Event Player, Null, Custom String("Self-Repair Regeneration Rate Decreased by 50%", Null, Null, Null), Null, Right, -8, Null, Color(White), Null, Visible To and String, Default Visibility);
}
}
rule ("Brigitte Information HUD") {
event {
Ongoing - Each Player;
All;
All;
}
conditions {
Hero Of(Event Player) == Hero(Brigitte);
Is Game In Progress == True;
}
actions {
Create HUD Text(Event Player, Custom String("{0} {1}", Hero Icon String(Hero(Brigitte)), Custom String(" BRIGITTE CHANGES", Null, Null, Null), Null), Null, Null, Right, -11, Custom Color(123, 70, 42, 255), Null, Null, Visible To and String, Default Visibility);
Create HUD Text(Event Player, Null, Custom String(" ", Null, Null, Null), Null, Right, -10, Null, Color(White), Null, Visible To and String, Default Visibility);
"Barrier Shield"
Create HUD Text(Event Player, Custom String("{0} {1}", Ability Icon String(Hero(Brigitte), Button(Secondary Fire)), Custom String(" Secondary | Barrier Shield", Null, Null, Null), Null), Null, Null, Right, -9, Custom Color(123, 70, 42, 255), Null, Null, Visible To and String, Default Visibility);
Create HUD Text(Event Player, Null, Custom String("Barrier Shield Recharge Rate Decreased from 85 per second to 42.5 per second", Null, Null, Null), Null, Right, -8, Null, Color(White), Null, Visible To and String, Default Visibility);
}
}
rule ("D.Va Information HUD") {
event {
Ongoing - Each Player;
All;
All;
}
conditions {
Hero Of(Event Player) == Hero(D.Va);
Is Game In Progress == True;
}
actions {
Create HUD Text(Event Player, Custom String("{0} {1}", Hero Icon String(Hero(D.Va)), Custom String(" D.Va CHANGES", Null, Null, Null), Null), Null, Null, Right, -11, Custom Color(208, 108, 151, 255), Null, Null, Visible To and String, Default Visibility);
Create HUD Text(Event Player, Null, Custom String(" ", Null, Null, Null), Null, Right, -10, Null, Color(White), Null, Visible To and String, Default Visibility);
"Base"
Create HUD Text(Event Player, Custom String("{0} {1}", Icon String(Plus), Custom String(" Base", Null, Null, Null), Null), Null, Null, Right, -9, Custom Color(208, 108, 151, 255), Null, Null, Visible To and String, Default Visibility);
Create HUD Text(Event Player, Null, Custom String("D.Va Health Decreased from 600-150 to 510-128", Null, Null, Null), Null, Right, -8, Null, Color(White), Null, Visible To and String, Default Visibility);
Create HUD Text(Event Player, Null, Custom String(" ", Null, Null, Null), Null, Right, -7, Null, Color(White), Null, Visible To and String, Default Visibility);
"Defense Matrix"
Create HUD Text(Event Player, Custom String("{0} {1}", Ability Icon String(Hero(D.Va), Button(Secondary Fire)), Custom String(" Secondary | Defense Matrix", Null, Null, Null), Null), Null, Null, Right, -6, Custom Color(208, 108, 151, 255), Null, Null, Visible To and String, Default Visibility);
Create HUD Text(Event Player, Null, Custom String("Defense Matrix Max Duration Decreased from 2.0 seconds to 1.5 seconds", Null, Null, Null), Null, Right, -5, Null, Color(White), Null, Visible To and String, Default Visibility);
Create HUD Text(Event Player, Null, Custom String("Defense Matrix Recharge Rate Decreased by 50%", Null, Null, Null), Null, Right, -4, Null, Color(White), Null, Visible To and String, Default Visibility);
Create HUD Text(Event Player, Null, Custom String(" ", Null, Null, Null), Null, Right, -3, Null, Color(White), Null, Visible To and String, Default Visibility);
"Boosters"
Create HUD Text(Event Player, Custom String("{0} {1}", Ability Icon String(Hero(D.Va), Button(Ability 1)), Custom String(" Ability 1 | Boosters", Null, Null, Null), Null), Null, Null, Right, -2, Custom Color(208, 108, 151, 255), Null, Null, Visible To and String, Default Visibility);
Create HUD Text(Event Player, Null, Custom String("Booster Knockback Decreased by 10%", Null, Null, Null), Null, Right, -1, Null, Color(White), Null, Visible To and String, Default Visibility);
}
}
rule ("Doomfist Information HUD") {
event {
Ongoing - Each Player;
All;
All;
}
conditions {
Hero Of(Event Player) == Hero(Doomfist);
Is Game In Progress == True;
}
actions {
Create HUD Text(Event Player, Custom String("{0} {1}", Hero Icon String(Hero(Doomfist)), Custom String(" DOOMFIST CHANGES", Null, Null, Null), Null), Null, Null, Right, -11, Custom Color(68, 54, 50, 255), Null, Null, Visible To and String, Default Visibility);
Create HUD Text(Event Player, Null, Custom String(" ", Null, Null, Null), Null, Right, -10, Null, Color(White), Null, Visible To and String, Default Visibility);
"Hand Cannon"
Create HUD Text(Event Player, Custom String("{0} {1}", Ability Icon String(Hero(Doomfist), Button(Primary Fire)), Custom String(" Primary Weapon | Hand Cannon", Null, Null, Null), Null), Null, Null, Right, -9, Custom Color(68, 54, 50, 255), Null, Null, Visible To and String, Default Visibility);
Create HUD Text(Event Player, Null, Custom String("Hand Cannon Damage Decreased from 1.8-6 to 1.71-5.7 per pellet", Null, Null, Null), Null, Right, -8, Null, Color(White), Null, Visible To and String, Default Visibility);
Create HUD Text(Event Player, Null, Custom String(" ", Null, Null, Null), Null, Right, -7, Null, Color(White), Null, Visible To and String, Default Visibility);
"Rocket Punch"
Create HUD Text(Event Player, Custom String("{0} {1}", Ability Icon String(Hero(Doomfist), Button(Secondary Fire)), Custom String(" Secondary | Rocket Punch", Null, Null, Null), Null), Null, Null, Right, -6, Custom Color(68, 54, 50, 255), Null, Null, Visible To and String, Default Visibility);
Create HUD Text(Event Player, Null, Custom String("Rocket Punch Damage Decreased from 50-100/50-150 to 47.5-95/47.5-142.5", Null, Null, Null), Null, Right, -5, Null, Color(White), Null, Visible To and String, Default Visibility);
Create HUD Text(Event Player, Null, Custom String("Rocket Punch Cooldown Increased from 4.0 seconds to 6.0 seconds", Null, Null, Null), Null, Right, -4, Null, Color(White), Null, Visible To and String, Default Visibility);
Create HUD Text(Event Player, Null, Custom String("Rocket Punch Knockback Decreased by 25%", Null, Null, Null), Null, Right, -3, Null, Color(White), Null, Visible To and String, Default Visibility);
Create HUD Text(Event Player, Null, Custom String(" ", Null, Null, Null), Null, Right, -2, Null, Color(White), Null, Visible To and String, Default Visibility);
"Rising Uppercut"
Create HUD Text(Event Player, Custom String("{0} {1}", Ability Icon String(Hero(Doomfist), Button(Ability 1)), Custom String(" Ability 1 | Rising Uppercut", Null, Null, Null), Null), Null, Null, Right, -1, Custom Color(68, 54, 50, 255), Null, Null, Visible To and String, Default Visibility);
Create HUD Text(Event Player, Null, Custom String("Rising Uppercut Damage Decreased from 50 to 47.5", Null, Null, Null), Null, Right, -0.9, Null, Color(White), Null, Visible To and String, Default Visibility);
Create HUD Text(Event Player, Null, Custom String("Rising Uppercut Knockback Decreased by 25%", Null, Null, Null), Null, Right, -0.8, Null, Color(White), Null, Visible To and String, Default Visibility);
Create HUD Text(Event Player, Null, Custom String(" ", Null, Null, Null), Null, Right, -0.7, Null, Color(White), Null, Visible To and String, Default Visibility);
"Seismic Slam"
Create HUD Text(Event Player, Custom String("{0} {1}", Ability Icon String(Hero(Doomfist), Button(Ability 2)), Custom String(" Ability 2 | Seismic Slam", Null, Null, Null), Null), Null, Null, Right, -0.6, Custom Color(68, 54, 50, 255), Null, Null, Visible To and String, Default Visibility);
Create HUD Text(Event Player, Null, Custom String("Rising Uppercut Damage Decreased from 49-125 to 46.55-118.75", Null, Null, Null), Null, Right, -0.5, Null, Color(White), Null, Visible To and String, Default Visibility);
Create HUD Text(Event Player, Null, Custom String(" ", Null, Null, Null), Null, Right, -0.4, Null, Color(White), Null, Visible To and String, Default Visibility);
"Meteor Strike"
Create HUD Text(Event Player, Custom String("{0} {1}", Ability Icon String(Hero(Doomfist), Button(Ultimate)), Custom String(" Ultimate | Meteor Strike", Null, Null, Null), Null), Null, Null, Right, -0.3, Custom Color(68, 54, 50, 255), Null, Null, Visible To and String, Default Visibility);
Create HUD Text(Event Player, Null, Custom String("Meteor Strike Damage Decreased from 15-200/300 to 14.25-190/285", Null, Null, Null), Null, Right, -0.2, Null, Color(White), Null, Visible To and String, Default Visibility);
Create HUD Text(Event Player, Null, Custom String("Meteor Strike Knockback Decreased by 25%", Null, Null, Null), Null, Right, -0.1, Null, Color(White), Null, Visible To and String, Default Visibility);
Create HUD Text(Event Player, Null, Custom String("Ultimate Generation Reduced by 10%", Null, Null, Null), Null, Right, -0.09, Null, Color(White), Null, Visible To and String, Default Visibility);
}
}
rule ("Echo Information HUD") {
event {
Ongoing - Each Player;
All;
All;
}
conditions {
Hero Of(Event Player) == Hero(Echo);
Is Game In Progress == True;
}
actions {
Create HUD Text(Event Player, Custom String("{0} {1}", Hero Icon String(Hero(Echo)), Custom String(" ECHO CHANGES", Null, Null, Null), Null), Null, Null, Right, -11, Custom Color(100, 220, 250, 255), Null, Null, Visible To and String, Default Visibility);
Create HUD Text(Event Player, Null, Custom String("No Changes", Null, Null, Null), Null, Right, -10, Null, Color(White), Null, Visible To and String, Default Visibility);
}
}
rule ("Genji Information HUD") {
event {
Ongoing - Each Player;
All;
All;
}
conditions {
Hero Of(Event Player) == Hero(Genji);
Is Game In Progress == True;
}
actions {
Create HUD Text(Event Player, Custom String("{0} {1}", Hero Icon String(Hero(Genji)), Custom String(" GENJI CHANGES", Null, Null, Null), Null), Null, Null, Right, -11, Custom Color(117, 241, 0, 255), Null, Null, Visible To and String, Default Visibility);
Create HUD Text(Event Player, Null, Custom String(" ", Null, Null, Null), Null, Right, -10, Null, Color(White), Null, Visible To and String, Default Visibility);
"Shurikens"
Create HUD Text(Event Player, Custom String("{0} {1}", Ability Icon String(Hero(Genji), Button(Primary Fire)), Custom String(" Primary Weapon | Shurikens", Null, Null, Null), Null), Null, Null, Right, -9, Custom Color(117, 241, 0, 255), Null, Null, Visible To and String, Default Visibility);
Create HUD Text(Event Player, Null, Custom String("Shurikens Clip Size Decreased from 30 to 18", Null, Null, Null), Null, Right, -8, Null, Color(White), Null, Visible To and String, Default Visibility);
Create HUD Text(Event Player, Null, Custom String(" ", Null, Null, Null), Null, Right, -7, Null, Color(White), Null, Visible To and String, Default Visibility);
"Dragonblade"
Create HUD Text(Event Player, Custom String("{0} {1}", Ability Icon String(Hero(Genji), Button(Ultimate)), Custom String(" Ultimate | Dragonblade", Null, Null, Null), Null), Null, Null, Right, -6, Custom Color(117, 241, 0, 255), Null, Null, Visible To and String, Default Visibility);
Create HUD Text(Event Player, Null, Custom String("Dragonblade Duration Increased from 6.0 seconds to 7.02 seconds", Null, Null, Null), Null, Right, -5, Null, Color(White), Null, Visible To and String, Default Visibility);
Create HUD Text(Event Player, Null, Custom String("Ultimate Generation Increased by 10%", Null, Null, Null), Null, Right, -4, Null, Color(White), Null, Visible To and String, Default Visibility);
Create HUD Text(Event Player, Null, Custom String("Dragonblade Charges Up The Longer You Hold onto it (making it stronger)", Null, Null, Null), Null, Right, -3, Null, Color(White), Null, Visible To and String, Default Visibility);
}
}
rule ("Hanzo Information HUD") {
event {
Ongoing - Each Player;
All;
All;
}
conditions {
Hero Of(Event Player) == Hero(Hanzo);
Is Game In Progress == True;
}
actions {
Create HUD Text(Event Player, Custom String("{0} {1}", Hero Icon String(Hero(Hanzo)), Custom String(" HANZO CHANGES", Null, Null, Null), Null), Null, Null, Right, -11, Custom Color(31, 136, 188, 255), Null, Null, Visible To and String, Default Visibility);
Create HUD Text(Event Player, Null, Custom String(" ", Null, Null, Null), Null, Right, -10, Null, Color(White), Null, Visible To and String, Default Visibility);
"Base"
Create HUD Text(Event Player, Custom String("{0} {1}", Icon String(Plus), Custom String(" Base", Null, Null, Null), Null), Null, Null, Right, -9, Custom Color(31, 136, 188, 255), Null, Null, Visible To and String, Default Visibility);
Create HUD Text(Event Player, Null, Custom String("Hanzo Health Decreased from 200 to 190", Null, Null, Null), Null, Right, -8, Null, Color(White), Null, Visible To and String, Default Visibility);
Create HUD Text(Event Player, Null, Custom String(" ", Null, Null, Null), Null, Right, -7, Null, Color(White), Null, Visible To and String, Default Visibility);
"Storm Arrows"
Create HUD Text(Event Player, Custom String("{0} {1}", Ability Icon String(Hero(Hanzo), Button(Ability 2)), Custom String(" Ability 2 | Storm Arrows", Null, Null, Null), Null), Null, Null, Right, -6, Custom Color(31, 136, 188, 255), Null, Null, Visible To and String, Default Visibility);
Create HUD Text(Event Player, Null, Custom String("Storm Arrows Quantity Decreased from 5 to 4", Null, Null, Null), Null, Right, -5, Null, Color(White), Null, Visible To and String, Default Visibility);
}
}
rule ("Junkrat Information HUD") {
event {
Ongoing - Each Player;
All;
All;
}
conditions {
Hero Of(Event Player) == Hero(Junkrat);
Is Game In Progress == True;
}
actions {
Create HUD Text(Event Player, Custom String("{0} {1}", Hero Icon String(Hero(Junkrat)), Custom String(" JUNKRAT CHANGES", Null, Null, Null), Null), Null, Null, Right, -11, Custom Color(194, 166, 123, 255), Null, Null, Visible To and String, Default Visibility);
Create HUD Text(Event Player, Null, Custom String(" ", Null, Null, Null), Null, Right, -10, Null, Color(White), Null, Visible To and String, Default Visibility);
"Frag Launcher"
Create HUD Text(Event Player, Custom String("{0} {1}", Ability Icon String(Hero(Junkrat), Button(Primary Fire)), Custom String(" Frag Launcher", Null, Null, Null), Null), Null, Null, Right, -9, Custom Color(194, 166, 123, 255), Null, Null, Visible To and String, Default Visibility);
Create HUD Text(Event Player, Null, Custom String("Damage Decreased from 120/10-80 to 108/9-72", Null, Null, Null), Null, Right, -8, Null, Color(White), Null, Visible To and String, Default Visibility);
Create HUD Text(Event Player, Null, Custom String(" ", Null, Null, Null), Null, Right, -7, Null, Color(White), Null, Visible To and String, Default Visibility);
"Concussion Mine"
Create HUD Text(Event Player, Custom String("{0} {1}", Ability Icon String(Hero(Junkrat), Button(Ability 1)), Custom String(" Ability 1 | Concussion Mine", Null, Null, Null), Null), Null, Null, Right, -6, Custom Color(194, 166, 123, 255), Null, Null, Visible To and String, Default Visibility);
Create HUD Text(Event Player, Null, Custom String("Concussion Mine Damage Decreased from 30-120 to 27-108", Null, Null, Null), Null, Right, -5, Null, Color(White), Null, Visible To and String, Default Visibility);
Create HUD Text(Event Player, Null, Custom String(" ", Null, Null, Null), Null, Right, -4, Null, Color(White), Null, Visible To and String, Default Visibility);
"Steel Trap"
Create HUD Text(Event Player, Custom String("{0} {1}", Ability Icon String(Hero(Junkrat), Button(Ability 2)), Custom String(" Ability 2 | Steel Trap", Null, Null, Null), Null), Null, Null, Right, -3, Custom Color(194, 166, 123, 255), Null, Null, Visible To and String, Default Visibility);
Create HUD Text(Event Player, Null, Custom String("Steel Trap Damage Decreased from 80 to 72", Null, Null, Null), Null, Right, -2, Null, Color(White), Null, Visible To and String, Default Visibility);
Create HUD Text(Event Player, Null, Custom String(" ", Null, Null, Null), Null, Right, -1, Null, Color(White), Null, Visible To and String, Default Visibility);
"RIP-Tire"
Create HUD Text(Event Player, Custom String("{0} {1}", Ability Icon String(Hero(Junkrat), Button(Ultimate)), Custom String(" Ultimate | RIP-Tire", Null, Null, Null), Null), Null, Null, Right, -0.9, Custom Color(194, 166, 123, 255), Null, Null, Visible To and String, Default Visibility);
Create HUD Text(Event Player, Null, Custom String("Damage Decreased from 50-600 to 45-540", Null, Null, Null), Null, Right, -0.8, Null, Color(White), Null, Visible To and String, Default Visibility);
}
}
rule ("Start Game With 2 Players") {
event {
Ongoing - Global;
}
conditions {
Number Of Players(All Teams) >= 2;
Is Game In Progress == False;
}
actions {
Start Game Mode;
}
}
rule ("Joined Pre-Game Variable Assignment") {
event {
Ongoing - Each Player;
All;
All;
}
conditions {
Has Spawned(Event Player) == True;
Global.Zone_Close >= 72;
}
actions {
Set Player Variable(Event Player, PreGameJoinPass, True);
}
}
rule ("Joined Mid-Game Eliminate") {
event {
Ongoing - Each Player;
All;
All;
}
conditions {
Global.Zone_Close < 72;
Has Spawned(Event Player) == True;
(Event Player).PreGameJoinPass != True;
}
actions {
Kill(Event Player, Null);
Big Message(Event Player, Custom String("JOINED MID-MATCH | YOU'LL BE SPAWNED IN NEXT ROUND", Null, Null, Null));
}
}
rule ("Joined Mid Game") {
event {
Ongoing - Each Player;
All;
All;
}
conditions {
Global.Zone_Close < 72;
Has Spawned(Event Player) == True;
(Event Player).PreGameJoinPass != True;
}
actions {
Kill(Event Player, Null);
Big Message(Event Player, Custom String("JOINED MID-MATCH | YOU'LL BE SPAWNED IN NEXT ROUND", Null, Null, Null));
}
}
rule ("Not Choosing Hero Mid Game") {
event {
Ongoing - Each Player;
All;
All;
}
conditions {
Global.Zone_Close < 72;
Has Spawned(Event Player) == False;
}
actions {
Kill(Event Player, Null);
Big Message(Event Player, Custom String("JOINED MID-MATCH | YOU'LL BE SPAWNED IN NEXT ROUND", Null, Null, Null));
}
}
rule ("Set Base/1st Zone Damage") {
event {
Ongoing - Global;
}
conditions {
Is Game In Progress == True;
}
actions {
Set Global Variable(Zone_Damage, 20);
Create HUD Text(All Players(All Teams), Custom String("Created by: Ender2520", Null, Null, Null), Null, Null, Left, -10, Color(Violet), Null, Null, Visible To and String, Default Visibility);
}
}
rule ("2nd Zone Close") {
event {
Ongoing - Global;
}
conditions {
Global.Zone_Close == 72;
}
actions {
Wait(20, Ignore Condition);
Chase Global Variable At Rate(Zone_Close, 36, 2, Destination and Rate);
Set Global Variable(Zone_Damage, 13.333);
Big Message(All Players(All Teams), Custom String("2nd Zone is closing!", Null, Null, Null));
}
}
rule ("3rd Zone Close") {
event {
Ongoing - Global;
}
conditions {
Global.Zone_Close == 36;
}
actions {
Wait(30, Ignore Condition);
Chase Global Variable At Rate(Zone_Close, 18, 1.25, Destination and Rate);
Set Global Variable(Zone_Damage, 13.333);
Big Message(All Players(All Teams), Custom String("3rd Zone is closing!", Null, Null, Null));
}
}
rule ("4th Zone Close") {
event {
Ongoing - Global;
}
conditions {
Global.Zone_Close == 18;
}
actions {
Wait(20, Ignore Condition);
Chase Global Variable At Rate(Zone_Close, 9, 0.75, Destination and Rate);
Set Global Variable(Zone_Damage, 11.111);
Big Message(All Players(All Teams), Custom String("4th Zone is closing!", Null, Null, Null));
}
}
rule ("Final Zone Close") {
event {
Ongoing - Global;
}
conditions {
Global.Zone_Close == 9;
}
actions {
Wait(15, Ignore Condition);
Chase Global Variable At Rate(Zone_Close, 0, 0.25, Destination and Rate);
Set Global Variable(Zone_Damage, 11.111);
Big Message(All Players(All Teams), Custom String("Final Zone is closing!", Null, Null, Null));
Destroy Effect(Last Created Entity);
Create Effect(All Players(All Teams), Sphere, Color(Red), Global.Zone_Center, Global.Zone_Close, Visible To Position and Radius);
}
}
rule ("Zone Damage Applier") {
event {
Ongoing - Each Player;
All;
All;
}
conditions {
Is Game In Progress == True;
Distance Between(Global.Zone_Center, Position Of(Event Player)) > Global.Zone_Close;
}
actions {
Damage(Event Player, Null, Divide(Max Health(Event Player), Global.Zone_Damage));
Set Healing Received(Event Player, 0);
Create Effect(All Players(All Teams), Ana Biotic Grenade No Healing Effect, Color(Team 2), Event Player, 1, Visible To Position and Radius);
Wait(1, Ignore Condition);
Set Healing Received(Event Player, 100);
Destroy Effect(Last Created Entity);
Loop If Condition Is True;
}
}
rule ("Zone Location: Lijiang Garden") {
event {
Ongoing - Global;
}
conditions {
Current Map == Map(Lijiang Garden Lunar New Year);
Is Game In Progress == True;
}
actions {
Set Global Variable(Zone_Center, Randomized Array(Array(Vector(-35.934, 95, 149.822), Vector(0.01, 93, 129.98), Vector(28.529, 94, 172.063), Vector(-0.055, 94, 180.183))));
Set Global Variable(Zone_Close, 150);
Create Effect(All Players(All Teams), Sphere, Color(Purple), Global.Zone_Center, Global.Zone_Close, Visible To Position and Radius);
Set Global Variable(Zone_Effect, Last Created Entity);
}
}
rule ("Zone Closing: Lijiang Garden") {
event {
Ongoing - Global;
}
conditions {
Is Game In Progress == True;
Current Map == Map(Lijiang Garden Lunar New Year);
}
actions {
Wait(15, Ignore Condition);
Big Message(All Players(All Teams), Custom String("Zone is now closing!", Null, Null, Null));
Chase Global Variable At Rate(Zone_Close, 72, 3, Destination and Rate);
Wait Until(Compare(Global.Zone_Close, ==, 72), 300);
}
}
rule ("Zone Location: Eichenwalde") {
event {
Ongoing - Global;
}
conditions {
Current Map == Map(Eichenwalde);
Is Game In Progress == True;
}
actions {
Set Global Variable(Zone_Center, Random Value In Array(Array(Vector(93.551, 15, -105.584), Vector(42.363, 8, -94.75), Vector(66.304, 16, -61.979))));
Set Global Variable(Zone_Close, 150);
Create Effect(All Players(All Teams), Sphere, Color(Purple), Global.Zone_Center, Global.Zone_Close, Visible To Position and Radius);
Set Global Variable(Zone_Effect, Last Created Entity);
}
}
rule ("Zone Closing: Eichenwalde") {
event {
Ongoing - Global;
}
conditions {
Is Game In Progress == True;
Current Map == Map(Eichenwalde);
}
actions {
Wait(15, Ignore Condition);
Big Message(All Players(All Teams), Custom String("Zone is now closing!", Null, Null, Null));
Chase Global Variable At Rate(Zone_Close, 72, 3, Destination and Rate);
Wait Until(Compare(Global.Zone_Close, ==, 72), 300);
}
}
rule ("Zone Location: Hanamura") {
event {
Ongoing - Global;
}
conditions {
Current Map == Map(Hanamura Winter);
Is Game In Progress == True;
}
actions {
Set Global Variable(Zone_Center, Random Value In Array(Array(Vector(-3.962, 3, 16.269), Vector(27.423, 2, -19.492), Vector(4.603, -1, -69.192))));
Set Global Variable(Zone_Close, 150);
Create Effect(All Players(All Teams), Sphere, Color(Purple), Global.Zone_Center, Global.Zone_Close, Visible To Position and Radius);
Set Global Variable(Zone_Effect, Last Created Entity);
}
}
rule ("Zone Closing: Hanamura") {
event {
Ongoing - Global;
}
conditions {
Is Game In Progress == True;
Current Map == Map(Hanamura Winter);
}
actions {
Wait(15, Ignore Condition);
Big Message(All Players(All Teams), Custom String("Zone is now closing!", Null, Null, Null));
Chase Global Variable At Rate(Zone_Close, 72, 3, Destination and Rate);
Wait Until(Compare(Global.Zone_Close, ==, 72), 300);
}
}
rule ("Zone Location: Kanezaka") {
event {
Ongoing - Global;
}
conditions {
Current Map == Map(Kanezaka);
Is Game In Progress == True;
}
actions {
Set Global Variable(Zone_Center, Random Value In Array(Array(Vector(2.67, 7, -22.708), Vector(-42.071, 11, -41.216), Vector(-30.431, 6, 30.702))));
Set Global Variable(Zone_Close, 150);
Create Effect(All Players(All Teams), Sphere, Color(Purple), Global.Zone_Center, Global.Zone_Close, Visible To Position and Radius);
Set Global Variable(Zone_Effect, Last Created Entity);
}
}
rule ("Zone Closing: Kanezaka") {
event {
Ongoing - Global;
}
conditions {
Is Game In Progress == True;
Current Map == Map(Kanezaka);
}
actions {
Wait(15, Ignore Condition);
Big Message(All Players(All Teams), Custom String("Zone is now closing!", Null, Null, Null));
Chase Global Variable At Rate(Zone_Close, 72, 3, Destination and Rate);
Wait Until(Compare(Global.Zone_Close, ==, 72), 300);
}
}
rule ("Zone Location: Lijiang Tower") {
event {
Ongoing - Global;
}
conditions {
Current Map == Map(Lijiang Control Center Lunar New Year);
Is Game In Progress == True;
}
actions {
Set Global Variable(Zone_Center, Randomized Array(Array(Vector(-25.239, 267, 282.8), Vector(0.198, 270, 302.162), Vector(-0.023, 278, 323.994), Vector(45.833, 268, 348.993))));
Set Global Variable(Zone_Close, 150);
Create Effect(All Players(All Teams), Sphere, Color(Purple), Global.Zone_Center, Global.Zone_Close, Visible To Position and Radius);
Set Global Variable(Zone_Effect, Last Created Entity);
}
}
rule ("Zone Closing: Lijiang Tower") {
event {
Ongoing - Global;
}
conditions {
Is Game In Progress == True;
Current Map == Map(Lijiang Control Center Lunar New Year);
}
actions {
Wait(15, Ignore Condition);
Big Message(All Players(All Teams), Custom String("Zone is now closing!", Null, Null, Null));
Chase Global Variable At Rate(Zone_Close, 72, 3, Destination and Rate);
Wait Until(Compare(Global.Zone_Close, ==, 72), 300);
}
}
rule ("Zone Location: B lizzard World") {
event {
Ongoing - Global;
}
conditions {
Current Map == Map(Blizzard World);
Is Game In Progress == True;
}
actions {
Set Global Variable(Zone_Center, Randomized Array(Array(Vector(-62.443, 1, 136.691), Vector(-31.024, 6, 99.964), Vector(-77.396, 5, 66.182), Vector(-49.917, 5, 96.417))));
Set Global Variable(Zone_Close, 150);
Create Effect(All Players(All Teams), Sphere, Color(Purple), Global.Zone_Center, Global.Zone_Close, Visible To Position and Radius);
Set Global Variable(Zone_Effect, Last Created Entity);
}
}
rule ("Zone Closing: B lizzard World") {
event {
Ongoing - Global;
}
conditions {
Is Game In Progress == True;
Current Map == Map(Blizzard World);
}
actions {
Wait(15, Ignore Condition);
Big Message(All Players(All Teams), Custom String("Zone is now closing!", Null, Null, Null));
Chase Global Variable At Rate(Zone_Close, 72, 3, Destination and Rate);
Wait Until(Compare(Global.Zone_Close, ==, 72), 300);
}
}
rule ("Player Setup") {
event {
Ongoing - Each Player;
All;
All;
}
conditions {
Is Alive(Event Player) == True;
Is Game In Progress == True;
}
actions {
Disable Built-In Game Mode Respawning(Event Player);
Disable Game Mode HUD(Event Player);
Wait Until(Is Dead(Event Player), 99999);
Enable Death Spectate All Players(Event Player);
Enable Game Mode HUD(Event Player);
Enable Death Spectate Target HUD(Event Player);
}
}
rule ("Player Temporary Shields on Kill (25%)") {
event {
Player Earned Elimination;
All;
All;
}
actions {
Add Health Pool To Player(Event Player, Shields, Divide(Add(Max Health Of Type(Event Player, Health), Max Health Of Type(Event Player, Armor)), 4), False, True);
}
}
rule ("**Player Took Damage / Shield Removal") {
event {
Player Took Damage;
All;
All;
}
actions {
Set Player Variable(Event Player, Z, True);
Wait(10, Restart When True);
Set Player Variable(Event Player, Z, False);
}
}
rule ("**Start Shield Removal") {
event {
Ongoing - Each Player;
All;
All;
}
conditions {
(Event Player).Z == False;
"@Condition eventPlayer.Y == false"
Add(Add(Max Health Of Type(Event Player, Health), Max Health Of Type(Event Player, Armor)), Max Health Of Type(Event Player, Shields)) > Add(Max Health Of Type(Event Player, Health), Max Health Of Type(Event Player, Armor));
}
actions {
Damage(Event Player, Null, 5);
Wait(0.1, Ignore Condition);
Loop If Condition Is True;
}
}
rule ("Torbjorn Turret Detect") {
event {
Ongoing - Each Player;
All;
All;
}
conditions {
Hero Of(Event Player) == Hero(Torbjörn);
Ability Cooldown(Event Player, Button(Ability 1)) > 0;
}
actions {
Set Ability 1 Enabled(Event Player, False);
}
}
rule ("Torbjorn Turret Activate") {
event {
Ongoing - Each Player;
All;
All;
}
conditions {
Is Game In Progress == True;
}
actions {
Set Ability 1 Enabled(Event Player, True);
}
}
rule ("Baptiste Field Detect") {
event {
Ongoing - Each Player;
All;
All;
}
conditions {
Hero Of(Event Player) == Hero(Baptiste);
Ability Cooldown(Event Player, Button(Ability 2)) > 0;
}
actions {
Set Ability 2 Enabled(Event Player, False);
}
}
rule ("Baptiste Field Activate") {
event {
Ongoing - Each Player;
All;
All;
}
conditions {
Is Game In Progress == True;
}
actions {
Set Ability 2 Enabled(Event Player, True);
}
}
rule ("Tracer 7.5% Size Increase") {
event {
Ongoing - Each Player;
All;
All;
}
conditions {
Is Game In Progress == True;
Hero Of(Event Player) == Hero(Tracer);
}
actions {
Start Scaling Player(Event Player, 1.075, True);
}
}
rule ("Genji Charge Up Process") {
event {
Ongoing - Each Player;
All;
All;
}
conditions {
Ultimate Charge Percent(Event Player) == 100;
Hero Of(Event Player) == Hero(Genji);
Is Game In Progress == True;
(Event Player).GenjiBladeChargeValue < (Event Player).GenjiMaximumBladeChargeValue;
}
actions {
Modify Player Variable(Event Player, GenjiBladeChargeValue, Add, Divide((Event Player).GenjiChargeSpeed, 10));
Wait(0.1, Ignore Condition);
Loop If Condition Is True;
}
}
rule ("Genji Charge Up Damage Multiplier") {
event {
Ongoing - Each Player;
All;
All;
}
conditions {
Is Using Ultimate(Event Player) == True;
Hero Of(Event Player) == Hero(Genji);
Is Game In Progress == True;
}
actions {
Set Damage Dealt(Event Player, (Event Player).GenjiBladeChargeValue);
Wait Until(Not(Is Using Ultimate(Event Player)), 99999);
Set Player Variable(Event Player, GenjiBladeChargeValue, (Event Player).DefaultGenjiBladeChargeValue);
}
}
rule ("Genji Charge Up HUD Effect") {
event {
Ongoing - Each Player;
All;
All;
}
conditions {
Hero Of(Event Player) == Hero(Genji);
Is Game In Progress == True;
}
actions {
Create HUD Text(Event Player, Null, Custom String(" ", Null, Null, Null), Null, Top, -9, Null, Color(White), Null, Visible To and String, Default Visibility);
Create HUD Text(Event Player, Custom String("{0} {1}", Ability Icon String(Hero(Genji), Button(Ultimate)), Custom String("{0} {1} {2}", Custom String("Dragonblade Charge =", Null, Null, Null), (Event Player).GenjiBladeChargeValue, Custom String("%", Null, Null, Null)), Null), Null, Null, Top, -8, Custom Color(117, 241, 0, 255), Null, Null, Visible To and String, Default Visibility);
Create HUD Text(Event Player, Null, Custom String("{0} {1} {2}", Custom String("Charge Speed set to", Null, Null, Null), (Event Player).GenjiChargeSpeed, Custom String("per second", Null, Null, Null)), Null, Top, -7, Null, Color(White), Null, Visible To and String, Default Visibility);
Create HUD Text(Event Player, Null, Custom String("{0} {1} {2}", Custom String("Maximum Charge set to", Null, Null, Null), (Event Player).GenjiMaximumBladeChargeValue, Custom String("%", Null, Null, Null)), Null, Top, -6, Null, Color(White), Null, Visible To and String, Default Visibility);
Create HUD Text(Event Player, Null, Custom String("{0} {1} {2}", Custom String("Default Charge set to", Null, Null, Null), (Event Player).DefaultGenjiBladeChargeValue, Custom String("%", Null, Null, Null)), Null, Top, -5, Null, Color(White), Null, Visible To and String, Default Visibility);
}
}
rule ("Genji Charge Value Default") {
event {
Ongoing - Each Player;
All;
All;
}
conditions {
Hero Of(Event Player) == Hero(Genji);
Has Spawned(Event Player) == True;
}
actions {
Set Player Variable(Event Player, GenjiBladeChargeValue, (Event Player).DefaultGenjiBladeChargeValue);
}
}
rule ("Genji Prevent Above Maximum Charge") {
event {
Ongoing - Each Player;
All;
All;
}
conditions {
Hero Of(Event Player) == Hero(Genji);
Is Game In Progress == True;
(Event Player).GenjiBladeChargeValue > (Event Player).GenjiMaximumBladeChargeValue;
}
actions {
Set Player Variable(Event Player, GenjiBladeChargeValue, (Event Player).GenjiMaximumBladeChargeValue);
}
}
rule ("Sombra Stealth HUD Message") {
event {
Ongoing - Each Player;
All;
All;
}
conditions {
Hero Of(Event Player) == Hero(Sombra);
Is Game In Progress == True;
}
actions {
Create HUD Text(Event Player, Null, Custom String(" ", Null, Null, Null), Null, Top, -9, Null, Color(White), Null, Visible To and String, Default Visibility);
Create HUD Text(Event Player, Custom String("{0} {1} {2}", Ability Icon String(Hero(Sombra), Button(Ability 1)), Custom String(" Stealth Amount =", Null, Null, Null), Round To Integer((Event Player).SombraStealthValue, Up)), Null, Null, Top, -8, Custom Color(180, 94, 244, 255), Null, Null, Visible To and String, Default Visibility);
Create HUD Text(Event Player, Null, Custom String("{0} {1} {2}", Custom String("Stealth Regeneration Rate set to", Null, Null, Null), (Event Player).SombraStealthRegenRate, Custom String("per second", Null, Null, Null)), Null, Top, -7, Null, Color(White), Null, Visible To and String, Default Visibility);
Create HUD Text(Event Player, Null, Custom String("{0} {1} {2}", Custom String("Stealth Decay Rate set to", Null, Null, Null), (Event Player).SombraStealthDecayRate, Custom String("per second", Null, Null, Null)), Null, Top, -6, Null, Color(White), Null, Visible To and String, Default Visibility);
Create HUD Text(Event Player, Null, Custom String("{0} {1}", Custom String("Maximum Stealth Amount set to", Null, Null, Null), (Event Player).MaximumSombraStealthValue, Null), Null, Top, -5, Null, Color(White), Null, Visible To and String, Default Visibility);
Create HUD Text(Event Player, Null, Custom String("{0} {1} {2}", Custom String("Stealth Regen Delay set to", Null, Null, Null), (Event Player).SombraStealthRegenDelayTime, Custom String("seconds", Null, Null, Null)), Null, Top, -4, Null, Color(White), Null, Visible To and String, Default Visibility);
}
}
rule ("Sombra Set Starting Value") {
event {
Ongoing - Each Player;
All;
All;
}
conditions {
Is Game In Progress == True;
Hero Of(Event Player) == Hero(Sombra);
}
actions {
Set Player Variable(Event Player, SombraStealthValue, (Event Player).StartingSombraStealthValue);
}
}
rule ("Sombra In Stealth") {
event {
Ongoing - Each Player;
All;
All;
}
conditions {
Hero Of(Event Player) == Hero(Sombra);
Has Spawned(Event Player) == True;
Is Using Ability 1(Event Player) == True;
}
actions {
Set Player Variable(Event Player, SombraStealthed, True);
Set Player Variable(Event Player, SombraStealthedDelayed, True);
}
}
rule ("Sombra Not In Stealth") {
event {
Ongoing - Each Player;
All;
All;
}
conditions {
Hero Of(Event Player) == Hero(Sombra);
Has Spawned(Event Player) == True;
Is Using Ability 1(Event Player) == False;
}
actions {
Set Player Variable(Event Player, SombraStealthed, False);
Wait((Event Player).SombraStealthRegenDelayTime, Ignore Condition);
Set Player Variable(Event Player, SombraStealthedDelayed, False);
}
}
rule ("Sombra Decay Logic") {
event {
Ongoing - Each Player;
All;
All;
}
conditions {
(Event Player).SombraStealthed == True;
(Event Player).SombraStealthValue >= 0;
}
actions {
Modify Player Variable(Event Player, SombraStealthValue, Subtract, Divide((Event Player).SombraStealthDecayRate, 10));
Wait(0.1, Ignore Condition);
Loop If Condition Is True;
}
}
rule ("Sombra Regeneration Logic") {
event {
Ongoing - Each Player;
All;
All;
}
conditions {
(Event Player).SombraStealthedDelayed == False;
(Event Player).SombraStealthValue < 100;
}
actions {
Modify Player Variable(Event Player, SombraStealthValue, Add, Divide((Event Player).SombraStealthRegenRate, 10));
Wait(0.1, Ignore Condition);
Loop If Condition Is True;
}
}
rule ("Exit Stealth on 0 Stealth Amount") {
event {
Ongoing - Each Player;
All;
All;
}
conditions {
(Event Player).SombraStealthValue <= 0;
}
actions {
Set Player Variable(Event Player, SombraStealthValue, 0);
Damage(Event Player, Null, 0.001);
Wait(0.1, Ignore Condition);
Heal(Event Player, Null, 0.001);
}
}
rule ("DefaultGenjiBladeChargeValue - Integer") {
event {
Ongoing - Each Player;
All;
All;
}
actions {
Set Player Variable(Event Player, DefaultGenjiBladeChargeValue, Workshop Setting Integer(Custom String("Genji Custom Settings", Null, Null, Null), Custom String("Genji Default Charge Amount", Null, Null, Null), 50, 0, 500, -10));
}
}
rule ("GenjiChargeSpeed - Real") {
event {
Ongoing - Each Player;
All;
All;
}
actions {
Set Player Variable(Event Player, GenjiChargeSpeed, Workshop Setting Real(Custom String("Genji Custom Settings", Null, Null, Null), Custom String("Genji Charge Speed (per second)", Null, Null, Null), 1.25, 0, 100, -9));
}
}
rule ("GenjiMaximumBladeChargeValue - Integer") {
event {
Ongoing - Each Player;
All;
All;
}
actions {
Set Player Variable(Event Player, GenjiMaximumBladeChargeValue, Workshop Setting Integer(Custom String("Genji Custom Settings", Null, Null, Null), Custom String("Genji Maximum Charge", Null, Null, Null), 150, 0, 500, -8));
}
}
rule ("StartingSombraStealthValue - Integer") {
event {
Ongoing - Each Player;
All;
All;
}
actions {
Set Player Variable(Event Player, StartingSombraStealthValue, Workshop Setting Integer(Custom String("Sombra Custom Settings", Null, Null, Null), Custom String("Sombra Starting Stealth Value", Null, Null, Null), 50, 0, 500, -10));
}
}
rule ("SombraStealthDecayRate - Real") {
event {
Ongoing - Each Player;
All;
All;
}
actions {
Set Player Variable(Event Player, SombraStealthDecayRate, Workshop Setting Real(Custom String("Sombra Custom Settings", Null, Null, Null), Custom String("Sombra Stealth Decay Rate (per second)", Null, Null, Null), 5, 0, 100, -9));
}
}
rule ("SombraStealthRegenRate - Real") {
event {
Ongoing - Each Player;
All;
All;
}
actions {
Set Player Variable(Event Player, SombraStealthRegenRate, Workshop Setting Real(Custom String("Sombra Custom Settings", Null, Null, Null), Custom String("Sombra Stealth Regeneration Rate (per second)", Null, Null, Null), 4, 0, 100, -8));
}
}
rule ("SombraStealthRegenDelayTime - Real") {
event {
Ongoing - Each Player;
All;
All;
}
actions {
Set Player Variable(Event Player, SombraStealthRegenDelayTime, Workshop Setting Real(Custom String("Sombra Custom Settings", Null, Null, Null), Custom String("Sombra Stealth Regeneration Delay (in seconds)", Null, Null, Null), 2.5, 0, 60, -7));
}
}
rule ("MaximumSombraStealthValue - Integer") {
event {
Ongoing - Each Player;
All;
All;
}
actions {
Set Player Variable(Event Player, MaximumSombraStealthValue, Workshop Setting Integer(Custom String("Sombra Custom Settings", Null, Null, Null), Custom String("Sombra Maximum Stealth Value", Null, Null, Null), 100, 1, 500, -6));
}
}