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settings
{
main
{
Description: "Multi-function AI targets aim practice (7 functions). Feedback QQ group 714635295. Made by sombra#51137."
}

lobby
{
Allow Players Who Are In Queue: Yes
Max Team 1 Players: 0
Max Team 2 Players: 6
}

modes
{
Skirmish
{
enabled maps
{
Havana 972777519512068154
}
}

General
{
Hero Limit: Off
Respawn Time Scalar: 0%
}
}

heroes
{
Team 1
{
Mercy
{
Guardian Angel Cooldown Time: 0%
Weapons Enabled: Caduceus Staff Only
}
}

General
{
Ana
{
Spawn With Ultimate Ready: On
Ultimate Generation - Combat Nano Boost: 500%
Ultimate Generation - Passive Nano Boost: 500%
Ultimate Generation Nano Boost: 500%
}

Ashe
{
Ammunition Clip Size Scalar: 500%
No Ammunition Requirement: On
}

Bastion
{
Health: 95%
}

Cassidy
{
No Ammunition Requirement: On
}

D.Va
{
Health: 50%
}

Genji
{
No Ammunition Requirement: On
}

Orisa
{
Health: 50%
}

Pharah
{
Hover Jets: Off
}

Reinhardt
{
Health: 50%
}

Roadhog
{
Health: 50%
}

Sigma
{
Health: 50%
}

Tracer
{
Blink Cooldown Time: 27%
Recall Cooldown Time: 29%
}

Widowmaker
{
No Ammunition Requirement: On
}

Winston
{
Health: 50%
}

Zarya
{
Health: 50%
}

disabled heroes
{
Illari
}
}
}
}
variables {
global:
0: note
1: Iiii
2: MM
3: JJ
4: noteoffon
5: note
one
6: score

player:
0: LLLL
1: sore
2: note
}

rule("全局")
{
event
{
Ongoing - Global;
}

actions
{
Global.note = Empty Array;
Global.Iiii = Empty Array;
Create HUD Text(All Players(All Teams), Custom String("★영웅교체를위해새로고침\r\n★Hold Reload to Swap"), Null, Custom String(
"◆作者:sombra#51137\r\n★反馈|建议及自定义交流Q群:714635295"), Left, -3, Color(White), Color(White), Color(White), Visible To and String,
Default Visibility);
Create HUD Text(Global.note, Custom String(
"●多功能活靶人机练枪\r\n★进入菜单列表后,左键/右键切换,互动键开启或\r\n关闭功能。\r\n★功能列表仅房主可用。\r\n★功能列表内各个功能见下边文本。\r\n★显示天使美照为功能开启中。\r\n★反馈|建议自定义Q群:714635295"),
Null, Custom String(
"●一剪梅\r\n◆明:唐寅.唐伯虎\r\n★雨打梨花深闭门,忘了青春,误了青春。 \r\n★赏心乐事共谁论?花下销魂,月下销魂。\r\n★愁聚眉峰尽日颦,千点啼痕,万点啼痕。 \r\n★晓看天色暮看云,行也思君,坐也思君。"), Top, 6,
Color(White), Color(White), Color(White), Visible To and String, Default Visibility);
Create HUD Text(Global.note, Custom String(
"★添加一名队友:生成一名与你英雄相同的队友\r\n★添加一名敌人:生成一名与你英雄相同的敌人\r\n★开启无限大招:开启后无限大招\r\n★死亡不换英雄:开启后ai死亡不切换英雄\r\n★开启十倍伤害:开启后伤害提高十倍\r\n★人机移动方式:挑选人机移动类型(共5种)"),
Null, Custom String("★移除所有电脑:移除所有电脑\r\n★强制敌方更换:强制敌方换为你当前所用英雄"), Top, 10, Color(White), Color(White), Color(White),
Visible To and String, Default Visibility);
}
}

rule("玩家开局")
{
event
{
Ongoing - Each Player;
All;
All;
}

conditions
{
Has Spawned(Event Player) == True;
}

actions
{
Skip If(!Is Dummy Bot(Event Player), 2);
Disable Built-In Game Mode Respawning(Event Player);
Start Facing(Event Player, Direction Towards(Eye Position(Event Player), Eye Position(Closest Player To(Event Player,
Opposite Team Of(Team Of(Event Player))))), 1000, To World, Direction and Turn Rate);
Skip If(Team Of(Event Player) != Team 1, 1);
Teleport(Event Player, Vector(212.938, 28.949, -28.076));
Skip If(Team Of(Event Player) != Team 2, 1);
Teleport(Event Player, Vector(214.334, 28.949, -56.506));
Set Facing(Event Player, Event Player.T[997], To World);
Event Player.T[250] = 0;
Destroy In-World Text(Event Player.T[520]);
Set Ultimate Charge(Event Player, Event Player.T[100]);
Skip If(Is Dummy Bot(Event Player) || Array Contains(Global.Iiii, Event Player), 1);
Modify Global Variable(Iiii, Append To Array, Event Player);
}
}

rule("玩家传送")
{
event
{
Ongoing - Each Player;
Team 2;
All;
}

conditions
{
Is In Spawn Room(Event Player) == True;
}

actions
{
Teleport(Event Player, Vector(213.301, 28.999, -58.802));
}
}

rule("消灭")
{
event
{
Player Earned Elimination;
All;
All;
}

actions
{
Event Player.AB += 1;
}
}

rule("最后一击")
{
event
{
Player Dealt Final Blow;
All;
All;
}

actions
{
Event Player.AC += 1;
}
}

rule("消灭文本")
{
event
{
Ongoing - Each Player;
Team 2;
All;
}

actions
{
Create HUD Text(All Players(All Teams), Custom String("{0} {1}", Hero Icon String(Hero Of(Event Player)), Event Player), Null,
Custom String("{0} {1}", Custom String("{0} {1}", Custom String("参与消灭"), Event Player.AB), Custom String("{0} {1}",
Custom String("最后一击"), Event Player.AC)), Left, 0, Color(White), Color(White), Color(White), Visible To and String,
Default Visibility);
}
}

rule("机器人")
{
event
{
Ongoing - Global;
}

actions
{
Create Dummy Bot(Hero(Kiriko), Team 1, 1, Vector(0, 0, 0), Vector(0, 0, 0));
Create Dummy Bot(Hero(Kiriko), Team 1, 2, Vector(0, 0, 0), Vector(0, 0, 0));
Create Dummy Bot(Hero(Kiriko), Team 1, 3, Vector(0, 0, 0), Vector(0, 0, 0));
Create Dummy Bot(Hero(Kiriko), Team 1, 4, Vector(0, 0, 0), Vector(0, 0, 0));
Create Dummy Bot(Hero(Kiriko), Team 1, 5, Vector(0, 0, 0), Vector(0, 0, 0));
Create Dummy Bot(Hero(Kiriko), Team 1, 0, Vector(0, 0, 0), Vector(0, 0, 0));
}
}

rule("机器人传送")
{
event
{
Player Died;
All;
All;
}

conditions
{
Is Dummy Bot(Event Player) == True;
}

actions
{
Wait(0.100, Ignore Condition);
Teleport(Event Player, Vector(209.256, 28.949, -31.080) + Vector(Random Real(-7, 7), Random Real(0.500, 3), Random Real(-7, 7)));
Skip If(Team Of(Event Player) == Team 2, 2);
Skip If(Global.MM == 1, 1);
Start Forcing Player To Be Hero(Event Player, Random Value In Array(All Heroes));
Resurrect(Event Player);
}
}

rule("源氏二段跳")
{
event
{
Ongoing - Each Player;
All;
All;
}

conditions
{
Is Dummy Bot(Event Player) == True;
Hero Of(Event Player) == Hero(Genji);
}

actions
{
Press Button(Event Player, Button(Jump));
Wait(0.250, Ignore Condition);
Loop If Condition Is True;
}
}

rule("法拉飞天")
{
event
{
Ongoing - Each Player;
All;
All;
}

conditions
{
Is Dummy Bot(Event Player) == True;
Hero Of(Event Player) == Hero(Pharah);
}

actions
{
Press Button(Event Player, Button(Ability 1));
Start Holding Button(Event Player, Button(Jump));
Wait(0.500, Ignore Condition);
Stop Holding Button(Event Player, Button(Jump));
Wait(0.250, Ignore Condition);
Loop If Condition Is True;
}
}

rule("天使绑定法拉队伍1")
{
event
{
Ongoing - Each Player;
Team 1;
All;
}

conditions
{
Is Dummy Bot(Event Player) == True;
Is Hero Being Played(Hero(Pharah), Team Of(Event Player)) == True;
Hero Of(Event Player) == Hero(Mercy);
}

actions
{
Start Facing(Event Player, Direction Towards(Eye Position(Event Player), Eye Position(Players On Hero(Hero(Pharah), Team Of(
Event Player)))), 1000, To World, Direction and Turn Rate);
Start Holding Button(Event Player, Button(Primary Fire));
Start Holding Button(Event Player, Button(Ability 1));
Start Holding Button(Event Player, Button(Jump));
Wait(6.250, Ignore Condition);
Loop If Condition Is True;
Start Facing(Event Player, Direction Towards(Eye Position(Event Player), Eye Position(Closest Player To(Event Player,
Opposite Team Of(Team Of(Event Player))))), 1000, To World, Direction and Turn Rate);
Stop Holding Button(Event Player, Button(Jump));
Stop Holding Button(Event Player, Button(Ability 1));
Stop Holding Button(Event Player, Button(Primary Fire));
}
}

rule("ai交流")
{
event
{
Ongoing - Each Player;
All;
All;
}

conditions
{
Is Communicating(Closest Player To(Event Player, All Teams), Voice Line Up) == True;
Is Dummy Bot(Event Player) == True;
}

actions
{
Communicate(Event Player, Hello);
}
}

rule("队伍2绑定天使")
{
event
{
Ongoing - Each Player;
Team 2;
Mercy;
}

conditions
{
Is Dummy Bot(Event Player) == True;
Event Player.LLLL == 0;
}

actions
{
Skip If(Event Player.LLLL != 0, 1);
Event Player.LLLL = Random Value In Array(Global.Iiii);
Start Facing(Event Player, Direction Towards(Eye Position(Event Player), Eye Position(Event Player.LLLL)), 1000, To World,
Direction and Turn Rate);
Start Holding Button(Event Player, Button(Ability 1));
Skip If(Array Contains(Players Within Radius(Event Player, 5, All Teams, Off), Event Player.LLLL), 1);
Start Throttle In Direction(Event Player, Forward, 1, To Player, Replace existing throttle, Direction and Magnitude);
Skip If(!Array Contains(Players Within Radius(Event Player, 5, All Teams, Off), Event Player.LLLL), 1);
Stop Throttle In Direction(Event Player);
Skip If(!Is In Air(Event Player), 1);
Start Holding Button(Event Player, Button(Jump));
Skip If(Health(Event Player.LLLL) >= Max Health(Event Player.LLLL), 2);
Stop Holding Button(Event Player, Button(Secondary Fire));
Start Holding Button(Event Player, Button(Primary Fire));
Skip If(Health(Event Player.LLLL) < Max Health(Event Player.LLLL), 2);
Stop Holding Button(Event Player, Button(Primary Fire));
Start Holding Button(Event Player, Button(Secondary Fire));
Wait(2, Ignore Condition);
Loop If(Has Spawned(Event Player.LLLL));
Wait(0.250, Ignore Condition);
Event Player.LLLL = 0;
}
}

rule("队伍2天使动作")
{
event
{
Ongoing - Each Player;
Team 2;
Mercy;
}

conditions
{
Is Dummy Bot(Event Player) == True;
Is Button Held(Event Player.LLLL, Button(Jump)) == True;
Is On Ground(Event Player) == True;
}

actions
{
Stop Holding Button(Event Player, Button(Jump));
Press Button(Event Player, Button(Jump));
}
}

rule("队伍2天使动作")
{
event
{
Ongoing - Each Player;
Team 2;
Mercy;
}

conditions
{
Is Dummy Bot(Event Player) == True;
Is Button Held(Event Player.LLLL, Button(Crouch)) == False;
Is On Ground(Event Player) == True;
}

actions
{
Stop Holding Button(Event Player, Button(Crouch));
}
}

rule("队伍2天使动作")
{
event
{
Ongoing - Each Player;
Team 2;
Mercy;
}

conditions
{
Is Dummy Bot(Event Player) == True;
Is Button Held(Event Player.LLLL, Button(Crouch)) == True;
Is On Ground(Event Player) == True;
}

actions
{
Start Holding Button(Event Player, Button(Crouch));
}
}

rule("队伍2安娜")
{
event
{
Ongoing - Each Player;
Team 2;
Ana;
}

conditions
{
Is Dummy Bot(Event Player) == True;
Ultimate Charge Percent(Event Player) == 100;
}

actions
{
Event Player.LLLL = Random Value In Array(Global.Iiii);
Skip If(Array Contains(Players Within Radius(Event Player, 5, All Teams, Off), Event Player.LLLL), 1);
Start Throttle In Direction(Event Player, Forward, 1, To Player, Replace existing throttle, Direction and Magnitude);
Skip If(!Array Contains(Players Within Radius(Event Player, 5, All Teams, Off), Event Player.LLLL), 1);
Stop Throttle In Direction(Event Player);
Start Facing(Event Player, Direction Towards(Eye Position(Event Player), Eye Position(Event Player.LLLL)), 10000, To World,
Direction and Turn Rate);
Skip If(Is Using Ultimate(Event Player), 1);
Press Button(Event Player, Button(Ultimate));
Wait(1, Ignore Condition);
Loop If Condition Is True;
Start Facing(Event Player, Direction Towards(Eye Position(Event Player), Eye Position(Closest Player To(Event Player,
Opposite Team Of(Team Of(Event Player))))), 1000, To World, Direction and Turn Rate);
Event Player.LLLL = 0;
Stop Throttle In Direction(Event Player);
}
}

rule("换英雄")
{
event
{
Ongoing - Each Player;
All;
All;
}

conditions
{
Has Spawned(Event Player) == True;
Is Communicating(Event Player, Need Healing) == True;
}

actions
{
Event Player.T[100] = Ultimate Charge Percent(Event Player);
Event Player.T[250] = 1;
Event Player.T[999] = Position Of(Event Player);
Event Player.T[997] = Facing Direction Of(Event Player);
Event Player.T[996] = Normalized Health(Event Player);
Set Player Allowed Heroes(Event Player, Remove From Array(All Heroes, Hero Of(Event Player)));
Create In-World Text(All Players(Team Of(Event Player)), Event Player, Event Player.T[999], 1.500, Do Not Clip,
Visible To Position and String, Color(White), Default Visibility);
Event Player.T[520] = Last Text ID;
Wait(1.500, Ignore Condition);
Set Player Allowed Heroes(Event Player, All Heroes);
}
}

rule("无限大招")
{
event
{
Ongoing - Each Player;
All;
All;
}

conditions
{
Is Button Held(Event Player, Button(Ultimate)) == True;
Global.JJ == 1;
}

actions
{
Set Ultimate Charge(Event Player, 100);
}
}

rule("机器人动作1")
{
event
{
Ongoing - Each Player;
All;
All;
}

conditions
{
Is Dummy Bot(Event Player) == True;
Global.note_offon[8] == 1;
Event Player.LLLL == 0;
}

actions
{
Start Throttle In Direction(Event Player, Left, 1, To Player, Replace existing throttle, Direction and Magnitude);
Wait(Random Real(0.100, 1.500), Ignore Condition);
Start Throttle In Direction(Event Player, Right, 1, To Player, Replace existing throttle, Direction and Magnitude);
Wait(Random Real(0.100, 1.500), Ignore Condition);
Skip If(Random Integer(1, 100) >= 33, 1);
Press Button(Event Player, Button(Jump));
Skip If(Random Integer(1, 100) >= 33, 1);
Press Button(Event Player, Button(Crouch));
Loop If Condition Is True;
}
}

rule("机器人动作2")
{
event
{
Ongoing - Each Player;
All;
All;
}

conditions
{
Is Dummy Bot(Event Player) == True;
Event Player.LLLL == 0;
Global.note_offon[8] == 2;
}

actions
{
Skip If(Random Integer(1, 100) >= 33, 2);
Start Throttle In Direction(Event Player, Left, 1, To Player, Replace existing throttle, Direction and Magnitude);
Wait(Random Real(0.100, 1), Ignore Condition);
Skip If(Random Integer(1, 100) >= 33, 2);
Start Throttle In Direction(Event Player, Right, 1, To Player, Replace existing throttle, Direction and Magnitude);
Wait(Random Real(0.100, 1), Ignore Condition);
Skip If(Random Integer(1, 100) >= 33, 1);
Press Button(Event Player, Button(Jump));
Skip If(Random Integer(1, 100) >= 33, 1);
Press Button(Event Player, Button(Crouch));
Wait(0.001, Ignore Condition);
Loop If Condition Is True;
}
}

rule("机器人动作3")
{
event
{
Ongoing - Each Player;
All;
All;
}

conditions
{
Is Dummy Bot(Event Player) == True;
Event Player.LLLL == 0;
Global.note_offon[8] == 3;
}

actions
{
Start Throttle In Direction(Event Player, Left, 1, To Player, Replace existing throttle, Direction and Magnitude);
Wait(0.600, Ignore Condition);
Start Throttle In Direction(Event Player, Right, 1, To Player, Replace existing throttle, Direction and Magnitude);
Wait(0.600, Ignore Condition);
Skip If(Random Integer(1, 100) >= 33, 1);
Press Button(Event Player, Button(Jump));
Skip If(Random Integer(1, 100) >= 33, 1);
Press Button(Event Player, Button(Crouch));
Loop If Condition Is True;
}
}

rule("机器人动作4")
{
event
{
Ongoing - Each Player;
All;
All;
}

conditions
{
Is Dummy Bot(Event Player) == True;
Event Player.LLLL == 0;
Global.note_offon[8] == 4;
}

actions
{
Skip If(Random Integer(1, 100) >= 33, 2);
Start Throttle In Direction(Event Player, Left, 1, To Player, Replace existing throttle, Direction and Magnitude);
Wait(0.600, Ignore Condition);
Skip If(Random Integer(1, 100) >= 33, 2);
Start Throttle In Direction(Event Player, Right, 1, To Player, Replace existing throttle, Direction and Magnitude);
Wait(0.600, Ignore Condition);
Skip If(Random Integer(1, 100) >= 33, 1);
Press Button(Event Player, Button(Jump));
Skip If(Random Integer(1, 100) >= 33, 1);
Press Button(Event Player, Button(Crouch));
Wait(0.001, Ignore Condition);
Loop If Condition Is True;
}
}

rule("机器人动作5")
{
event
{
Ongoing - Each Player;
All;
All;
}

conditions
{
Is Dummy Bot(Event Player) == True;
Event Player.LLLL == 0;
Global.note_offon[8] == 5;
}

actions
{
Stop Throttle In Direction(Event Player);
Wait(0.250, Ignore Condition);
Stop Throttle In Direction(Event Player);
Wait(0.250, Ignore Condition);
Stop Throttle In Direction(Event Player);
}
}

rule("开启、关闭菜单")
{
event
{
Ongoing - Each Player;
All;
All;
}

conditions
{
Is Button Held(Event Player, Button(Ultimate)) == True;
Is Button Held(Event Player, Button(Crouch)) == True;
}

actions
{
Skip If(Array Contains(Global.note, Event Player), 4);
Modify Global Variable At Index(noteone, Event Player.sore, Append To Array, Event Player);
Modify Global Variable(note, Append To Array, Event Player);
Event Player.note = Event Player;
Abort;
Modify Global Variable(note, Remove From Array By Value, Event Player);
Event Player.note = 0;
Modify Global Variable At Index(note
one, Event Player.sore, Remove From Array By Value, Event Player);
}
}

rule("菜单列表")
{
event
{
Ongoing - Global;
}

actions
{
Global.note = Empty Array;
Create HUD Text(Remove From Array(Global.note, Global.noteone[1]), Custom String("{0} {1}", Custom String("添加一名队"),
Number Of Players(Team 2)), Null, Null, Right, 1, Color(White), Null, Null, Visible To and String, Default Visibility);
Create HUD Text(Global.note
one[1], Custom String("{0} {1}", Custom String("添加一名队"), Number Of Players(Team 2)), Null, Null, Right,
1, Color(Blue), Null, Null, Visible To and String, Default Visibility);
Create HUD Text(Remove From Array(Global.note, Global.noteone[2]), Custom String("{0} {1}", Custom String("添加一名敌"),
Number Of Players(Team 1)), Null, Null, Right, 2, Color(White), Null, Null, Visible To and String, Default Visibility);
Create HUD Text(Global.note
one[2], Custom String("{0} {1}", Custom String("添加一名敌"), Number Of Players(Team 1)), Null, Null, Right,
2, Color(Blue), Null, Null, Visible To and String, Default Visibility);
Create HUD Text(Remove From Array(Global.note, Global.noteone[3]), Custom String("({0})", Custom String("移除所有电")), Null, Null,
Right, 3, Color(White), Null, Null, Visible To and String, Default Visibility);
Create HUD Text(Global.note
one[3], Custom String("({0})", Custom String("移除所有电")), Null, Null, Right, 3, Color(Blue), Null, Null,
Visible To and String, Default Visibility);
Create HUD Text(Remove From Array(Global.note, Global.noteone[4]), Custom String("({0})", Custom String("强制敌方更")), Null, Null,
Right, 4, Color(White), Null, Null, Visible To and String, Default Visibility);
Create HUD Text(Global.note
one[4], Custom String("({0})", Custom String("强制敌方更")), Null, Null, Right, 4, Color(Blue), Null, Null,
Visible To and String, Default Visibility);
Create HUD Text(Remove From Array(Global.note, Global.noteone[5]), Custom String("{0} {1}", Custom String("开启无限大"),
Hero Icon String(Global.note
offon[5])), Null, Null, Right, 5, Color(White), Null, Null, Visible To and String,
Default Visibility);
Create HUD Text(Global.noteone[5], Custom String("{0} {1}", Custom String("开启无限大"), Hero Icon String(Global.noteoffon[5])), Null,
Null, Right, 5, Color(Blue), Null, Null, Visible To and String, Default Visibility);
Create HUD Text(Remove From Array(Global.note, Global.noteone[6]), Custom String("{0} {1}", Custom String("开启十倍伤"),
Hero Icon String(Global.note
offon[6])), Null, Null, Right, 6, Color(White), Null, Null, Visible To and String,
Default Visibility);
Create HUD Text(Global.noteone[6], Custom String("{0} {1}", Custom String("开启十倍伤"), Hero Icon String(Global.noteoffon[6])), Null,
Null, Right, 6, Color(Blue), Null, Null, Visible To and String, Default Visibility);
Create HUD Text(Remove From Array(Global.note, Global.noteone[7]), Custom String("{0} {1}", Custom String("死亡不换英"),
Hero Icon String(Global.note
offon[7])), Null, Null, Right, 7, Color(White), Null, Null, Visible To and String,
Default Visibility);
Create HUD Text(Global.noteone[7], Custom String("{0} {1}", Custom String("死亡不换英"), Hero Icon String(Global.noteoffon[7])), Null,
Null, Right, 7, Color(Blue), Null, Null, Visible To and String, Default Visibility);
Create HUD Text(Remove From Array(Global.note, Global.noteone[8]), Custom String("{0} {1}", Custom String("人机移动方"),
Global.note
offon[8]), Null, Null, Right, 8, Color(White), Null, Null, Visible To and String, Default Visibility);
Create HUD Text(Global.noteone[8], Custom String("{0} {1}", Custom String("人机移动方"), Global.noteoffon[8]), Null, Null, Right, 8,
Color(Blue), Null, Null, Visible To and String, Default Visibility);
Create HUD Text(Remove From Array(Global.note, Global.noteone[9]), Custom String("({0})", Custom String("待添")), Null, Null, Right,
9, Color(White), Null, Null, Visible To and String, Default Visibility);
Create HUD Text(Global.note
one[9], Custom String("({0})", Custom String("待添")), Null, Null, Right, 9, Color(Blue), Null, Null,
Visible To and String, Default Visibility);
Create HUD Text(Remove From Array(Global.note, Global.noteone[10]), Custom String("({0})", Custom String("待添")), Null, Null,
Right, 10, Color(White), Null, Null, Visible To and String, Default Visibility);
Create HUD Text(Global.note
one[10], Custom String("({0})", Custom String("待添")), Null, Null, Right, 10, Color(Blue), Null, Null,
Visible To and String, Default Visibility);
Create HUD Text(Remove From Array(Global.note, Global.noteone[11]), Custom String("({0})", Custom String("待添")), Null, Null,
Right, 11, Color(White), Null, Null, Visible To and String, Default Visibility);
Create HUD Text(Global.note
one[11], Custom String("({0})", Custom String("待添")), Null, Null, Right, 11, Color(Blue), Null, Null,
Visible To and String, Default Visibility);
}
}

rule("选取功能")
{
event
{
Ongoing - Each Player;
All;
All;
}

conditions
{
(Is Button Held(Event Player, Button(Primary Fire)) || Is Button Held(Event Player, Button(Secondary Fire))) == True;
Array Contains(Global.note, Event Player) == True;
Event Player == Host Player;
}

actions
{
Skip If(!Is Button Held(Event Player, Button(Primary Fire)) || Event Player.sore >= 11, 3);
Modify Global Variable At Index(noteone, Event Player.sore, Remove From Array By Value, Event Player);
Event Player.sore += 1;
Modify Global Variable At Index(note
one, Event Player.sore, Append To Array, Event Player);
Skip If(!Is Button Held(Event Player, Button(Secondary Fire)) || Event Player.sore <= 1, 3);
Modify Global Variable At Index(noteone, Event Player.sore, Remove From Array By Value, Event Player);
Event Player.sore -= 1;
Modify Global Variable At Index(note
one, Event Player.sore, Append To Array, Event Player);
}
}

rule("开启功能(1-5)")
{
event
{
Ongoing - Each Player;
All;
All;
}

conditions
{
Is Button Held(Event Player, Button(Interact)) == True;
Array Contains(Global.note, Event Player) == True;
Event Player.sore >= 1;
Event Player.sore <= 5;
Event Player == Host Player;
}

actions
{
Play Effect(All Players(All Teams), Buff Explosion Sound, Color(White), Event Player, 200);
Play Effect(All Players(All Teams), Buff Explosion Sound, Color(White), Event Player, 200);
Play Effect(All Players(All Teams), Buff Explosion Sound, Color(White), Event Player, 200);
Skip If(Event Player.sore != 1, 3);
Big Message(All Players(All Teams), Custom String("{0} {1} {2}", Event Player, Custom String("生成一名队"), Hero Of(Event Player)));
Create Dummy Bot(Hero Of(Event Player), Team Of(Event Player), -1, Position Of(Event Player), Vector(0, 0, 0));
Abort;
Skip If(Event Player.sore != 2, 3);
Big Message(All Players(All Teams), Custom String("{0} {1} {2}", Event Player, Custom String("生成一名敌"), Hero Of(Event Player)));
Create Dummy Bot(Hero Of(Event Player), Opposite Team Of(Team Of(Event Player)), -1, Vector(214.922, 28.849, -29.814), Vector(0, 0,
0));
Abort;
Skip If(Event Player.sore != 3, 3);
Big Message(All Players(All Teams), Custom String("{0} {1}", Event Player, Custom String("移除所有电")));
Destroy All Dummy Bots;
Abort;
Skip If(Event Player.sore != 4, 3);
Start Forcing Player To Be Hero(All Players(Opposite Team Of(Team Of(Event Player))), Hero Of(Event Player));
Big Message(All Players(All Teams), Custom String("{0} {1} {2}", Event Player, Custom String("强制敌方切换"), Hero Of(Event Player)));
Abort;
Skip If(Event Player.sore != 5, 10);
Skip If(Global.noteoffon[5] != 0, 5);
Global.note
offon[5] = Hero(Mercy);
Global.JJ = 1;
Set Ultimate Charge(All Players(All Teams), 100);
Big Message(All Players(All Teams), Custom String("{0} {1}", Event Player, Custom String("开启无限大,按Q充能立即充")));
Abort;
Global.note_offon[5] = 0;
Global.JJ = 0;
Big Message(All Players(All Teams), Custom String("{0} {1}", Event Player, Custom String("关闭无限")));
Abort;
}
}

rule("开启功能(6-8)")
{
event
{
Ongoing - Each Player;
All;
All;
}

conditions
{
Is Button Held(Event Player, Button(Interact)) == True;
Array Contains(Global.note, Event Player) == True;
Event Player.sore >= 6;
Event Player.sore <= 11;
Event Player == Host Player;
}

actions
{
Play Effect(All Players(All Teams), Buff Explosion Sound, Color(White), Event Player, 200);
Play Effect(All Players(All Teams), Buff Explosion Sound, Color(White), Event Player, 200);
Play Effect(All Players(All Teams), Buff Explosion Sound, Color(White), Event Player, 200);
Skip If(Event Player.sore != 6, 9);
Skip If(Global.noteoffon[6] != 0, 4);
Big Message(All Players(All Teams), Custom String("{0} {1}", Event Player, Custom String("开启十倍伤害,伤害提高十")));
Global.note
offon[6] = Hero(Mercy);
Set Damage Dealt(All Players(All Teams), 1000);
Abort;
Big Message(All Players(All Teams), Custom String("{0} {1}", Event Player, Custom String("关闭十倍伤")));
Global.noteoffon[6] = 0;
Set Damage Dealt(All Players(All Teams), 100);
Abort;
Skip If(Event Player.sore != 7, 9);
Skip If(Global.note
offon[7] != 0, 4);
Global.noteoffon[7] = Hero(Mercy);
Global.MM = 1;
Big Message(All Players(All Teams), Custom String("{0} {1}", Event Player, Custom String("开启固定英雄,敌方死亡不再切换英")));
Abort;
Global.note
offon[7] = 0;
Global.MM = 0;
Big Message(All Players(All Teams), Custom String("{0} {1}", Event Player, Custom String("关闭固定英雄,敌方死亡随机切换英")));
Abort;
Skip If(Event Player.sore != 8, 6);
Small Message(All Players(All Teams), Custom String("{0} {1}", Event Player, Custom String("改变电脑移动方")));
Skip If(Global.noteoffon[8] >= 5, 2);
Global.note
offon[8] += 1;
Abort;
Global.note_offon[8] = 1;
Abort;
}
}

rule("菜单变量设置")
{
event
{
Ongoing - Global;
}

conditions
{
Global.score <= 11;
}

actions
{
Global.noteone[Global.AA] = Empty Array;
Global.score += 1;
Wait(0.016, Ignore Condition);
Loop If Condition Is True;
Global.note
offon[8] = 1;
}
}

rule("转移ai")
{
event
{
Ongoing - Each Player;
Team 2;
Mercy;
}

conditions
{
Is Dummy Bot(Event Player) == True;
Is Communicating(Event Player.LLLL, Thanks) == True;
}

actions
{
Event Player.LLLL = Player Closest To Reticle(Event Player.LLLL, Team Of(Event Player));
Wait(3, Ignore Condition);
Skip If(!Is Dummy Bot(Event Player.LLLL), 1);
Event Player.LLLL = 0;
}
}

rule("Rule 33")
{
event
{
Player Dealt Damage;
All;
All;
}

actions
{
Set Ultimate Charge(Event Player, 100);
}
}

rule("Rule 34")
{
event
{
Ongoing - Each Player;
All;
All;
}

conditions
{
Is Using Ultimate(Players On Hero(Hero(Genji), All Teams)) == True;
}

actions
{
Set Damage Dealt(Event Player, 150);
}
}

rule("Rule 35")
{
event
{
Ongoing - Each Player;
All;
All;
}

conditions
{
Is Using Ultimate(Event Player) == False;
}

actions
{
Set Damage Dealt(Event Player, 100);
}
}

rule("On reload, send player to hero select")
{
event
{
Ongoing - Each Player;
All;
All;
}

conditions
{
Is Button Held(Event Player, Button(Reload)) == True;
}

actions
{
Wait(1, Abort When False);
Set Player Allowed Heroes(Event Player, Remove From Array(Allowed Heroes(Event Player), Hero Of(Event Player)));
Reset Player Hero Availability(Event Player);
}
}

Players | 1 - 6
Categories: Team Deathmatch
Heroes: Zarya, Sojourn, Kiriko
Maps: Havana
Created at:
Last updated:

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