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Comparing difference between and

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  • einstellungen
  • settings
  • {
  • hauptregeln
  • main
  • {
  • Beschreibung: "Balance me! - Get stronger if you die by a player and weaker if you make eliminations. Code: HCBR2H"
  • Description: "Balance me! - Get stronger if you die by a player and weaker if you make eliminations. Code: TT6MT https://workshop.codes/TT6MT"
  • }
  • modi
  • modes
  • {
  • Angriff
  • Assault
  • {
  • Rollenbegrenzung: 2 jeder Rolle im Team
  • Limit Roles: 2 Of Each Role Per Team
  • }
  • Deathmatch
  • Eskorte
  • Control
  • {
  • Rollenbegrenzung: 2 jeder Rolle im Team
  • Limit Roles: 2 Of Each Role Per Team
  • }
  • Hybrid
  • Deathmatch
  • Escort
  • {
  • Rollenbegrenzung: 2 jeder Rolle im Team
  • Limit Roles: 2 Of Each Role Per Team
  • }
  • Kontrolle
  • Hybrid
  • {
  • Rollenbegrenzung: 2 jeder Rolle im Team
  • Limit Roles: 2 Of Each Role Per Team
  • }
  • Team-Deathmatch
  • Team Deathmatch
  • }
  • }
  • Variablen
  • variables
  • {
  • global:
  • 0: LimitTooStrong
  • 1: LimitTooWeak
  • player:
  • 0: DamageDealtModifier
  • 1: BaseHealthModifier
  • 2: HealingDealtModifier
  • 3: HealingReceivedModifier
  • }
  • deaktiviert regel("Create Dummy Bot")
  • disabled rule("Create Dummy Bot")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • bedingungen
  • conditions
  • {
  • Is Button Held(Players In Slot(0, Team 1), Button(Interact)) == True;
  • }
  • aktionen
  • actions
  • {
  • Create Dummy Bot(Hero(Roadhog), Team 1, -1, Players In Slot(0, Team 1), Vector(0, 0, 0));
  • Create Dummy Bot(Hero(Roadhog), Team 2, -1, Players In Slot(0, Team 1), Vector(0, 0, 0));
  • Wait(1.250, Ignore Condition);
  • Damage(All Players(Team 1), Null, 200);
  • disabled Wait(1.250, Ignore Condition);
  • disabled Damage(Filtered Array(All Players(All Teams), Current Array Element != Is Dummy Bot(Current Array Element)), Null, 200);
  • }
  • }
  • disabled rule("Teleport Players")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Is Button Held(Event Player, Button(Melee)) == True;
  • Is Button Held(Event Player, Button(Crouch)) == True;
  • }
  • actions
  • {
  • Teleport(All Players(Team 2), Event Player);
  • }
  • }
  • regel("Global Variables")
  • rule("Global Variables")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • aktionen
  • actions
  • {
  • Global.LimitTooStrong = Workshop Setting Integer(Custom String("Limit too strong"), Custom String(
  • "Set the limit in % for players who are getting too strong"), 50, 10, 100, 0);
  • Global.LimitTooWeak = Workshop Setting Integer(Custom String("Limit too weak"), Custom String(
  • "Set the limit in % for players who are getting too weak"), 50, 10, 90, 0) * -1;
  • }
  • }
  • regel("Player Variables")
  • rule("Player Variables")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • aktionen
  • actions
  • {
  • Event Player.DamageDealtModifier = 0;
  • Event Player.BaseHealthModifier = 0;
  • Event Player.HealingDealtModifier = 0;
  • Event Player.HealingReceivedModifier = 0;
  • }
  • }
  • regel("Reset Modifier when Game starts")
  • rule("Reset Modifier when Game starts")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • bedingungen
  • conditions
  • {
  • Is Game In Progress == True;
  • }
  • aktionen
  • actions
  • {
  • Event Player.DamageDealtModifier = 0;
  • Event Player.BaseHealthModifier = 0;
  • Event Player.HealingDealtModifier = 0;
  • }
  • }
  • regel("Player died")
  • rule("Player died")
  • {
  • event
  • {
  • Player Died;
  • All;
  • All;
  • }
  • bedingungen
  • conditions
  • {
  • Attacker != Event Player;
  • }
  • aktionen
  • actions
  • {
  • Skip If(Event Player.DamageDealtModifier >= Global.LimitTooStrong, 1);
  • Event Player.DamageDealtModifier = Event Player.DamageDealtModifier + 10;
  • Skip If(Event Player.HealingDealtModifier >= Global.LimitTooStrong, 1);
  • Event Player.HealingDealtModifier = Event Player.HealingDealtModifier + 10;
  • Skip If(Event Player.BaseHealthModifier >= Global.LimitTooStrong, 1);
  • Event Player.BaseHealthModifier = Event Player.BaseHealthModifier + 10;
  • Skip If(Event Player.HealingReceivedModifier >= Global.LimitTooStrong, 1);
  • Event Player.HealingReceivedModifier = Event Player.HealingReceivedModifier + 10;
  • Wait Until(Is Alive(Victim), 600);
  • Set Damage Dealt(Event Player, 100 + Event Player.DamageDealtModifier);
  • Set Healing Dealt(Event Player, 100 + Event Player.HealingDealtModifier);
  • Set Max Health(Event Player, 100 + Event Player.BaseHealthModifier);
  • Set Healing Received(Event Player, 100 + Event Player.HealingReceivedModifier);
  • Set Player Health(Event Player, Max Health(Event Player));
  • }
  • }
  • regel("Player killed")
  • rule("Player killed")
  • {
  • event
  • {
  • Player Dealt Final Blow;
  • All;
  • All;
  • }
  • aktionen
  • actions
  • {
  • Skip If(Event Player.DamageDealtModifier <= Global.LimitTooWeak, 1);
  • Event Player.DamageDealtModifier = Event Player.DamageDealtModifier - 10;
  • Skip If(Event Player.HealingDealtModifier <= Global.LimitTooWeak, 1);
  • Event Player.HealingDealtModifier = Event Player.HealingDealtModifier - 10;
  • Skip If(Event Player.BaseHealthModifier <= Global.LimitTooWeak, 1);
  • Event Player.BaseHealthModifier = Event Player.BaseHealthModifier - 10;
  • Skip If(Event Player.HealingReceivedModifier <= Global.LimitTooWeak, 1);
  • Event Player.HealingReceivedModifier = Event Player.HealingReceivedModifier - 10;
  • Set Damage Dealt(Event Player, 100 + Event Player.DamageDealtModifier);
  • Set Healing Dealt(Event Player, 100 + Event Player.HealingDealtModifier);
  • Set Max Health(Event Player, 100 + Event Player.BaseHealthModifier);
  • Set Healing Received(Event Player, 100 + Event Player.HealingReceivedModifier);
  • }
  • }
  • regel("HUD Global")
  • rule("HUD Global")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • aktionen
  • actions
  • {
  • Create HUD Text(All Players(All Teams), Null, Custom String(
  • "Eliminations makes you weaker | Getting eliminated makes you stronger"), Null, Top, 1, Color(White), Color(Yellow), Color(
  • White), Visible To and String, Default Visibility);
  • "Eliminations makes you weaker | Getting eliminated makes you stronger | Code TT6MT"), Null, Top, 1, Color(White), Color(
  • Yellow), Color(White), Visible To and String, Default Visibility);
  • Create HUD Text(All Players(All Teams), Null, Custom String("Limit Positive: {0} | Limit Negative: {1}", Global.LimitTooStrong,
  • Global.LimitTooWeak * -1), Null, Left, 0, Color(White), Color(Yellow), Color(White), Visible To and String,
  • Default Visibility);
  • Create HUD Text(All Players(All Teams), Null, Custom String("You can change the limits and more in the workshop options."), Null,
  • Left, 1, Color(White), Color(Yellow), Color(White), Visible To and String, Default Visibility);
  • }
  • }
  • regel("HUD Each Player")
  • rule("HUD Each Player")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • aktionen
  • actions
  • {
  • Create HUD Text(Event Player, Null, Custom String("Damage Modification: {0} %", Event Player.DamageDealtModifier), Null, Left, 2,
  • Color(White), Color(White), Color(White), Visible To and String, Default Visibility);
  • Create HUD Text(Event Player, Null, Custom String("Healing Modification: {0} %", Event Player.HealingDealtModifier), Null, Left, 3,
  • Color(White), Color(White), Color(White), Visible To and String, Default Visibility);
  • Create HUD Text(Event Player, Null, Custom String("Health Modification: {0} %", Event Player.BaseHealthModifier), Null, Left, 4,
  • Color(White), Color(White), Color(White), Visible To and String, Default Visibility);
  • Create HUD Text(Event Player, Null, Custom String("Healing Received Modification: {0} %", Event Player.HealingReceivedModifier),
  • Null, Left, 4, Color(White), Color(White), Color(White), Visible To and String, Default Visibility);
  • Create HUD Text(Event Player, Null, Custom String("Health Modification: {0} % | Max Health now {1}",
  • Event Player.BaseHealthModifier, Max Health(Event Player)), Null, Left, 5, Color(White), Color(White), Color(White),
  • Visible To and String, Default Visibility);
  • }
  • }
  • rule("HUD Above Head")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • actions
  • {
  • Create In-World Text(All Players(All Teams), Custom String("{0}%", Event Player.DamageDealtModifier), Event Player + Vector(0, 2,
  • 0), 1, Clip Against Surfaces, Visible To Position and String, Color(White), Default Visibility);
  • }
  • }
  • regel("Objective Description")
  • rule("Objective Description")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • aktionen
  • actions
  • {
  • Set Objective Description(All Players(All Teams), Custom String("Balance me! by NightKnight#2947 [EU] - Code: HCBR2H"),
  • Visible To and String);
  • }
  • }
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