Created
May 25, 2020 11:29
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subroutines | |
{ | |
0: on | |
1: off | |
} | |
rule("spellist") | |
{ | |
event | |
{ | |
Ongoing - Global; | |
} | |
actions | |
{ | |
Create HUD Text(All Players(All Teams), Custom String("Harry potter mod V0.10"), Null, Null, Top, -7, Turquoise, White, White, | |
Visible To and String, Default Visibility); | |
Create HUD Text(All Players(All Teams), Null, Null, Custom String("Youtube: 비슬산흑곰의 워크샵 동굴"), Top, -6, White, White, White, | |
Visible To and String, Default Visibility); | |
Create HUD Text(Filtered Array(All Players(All Teams), Current Array Element.L == 0), Custom String("Spell list-Reload"), Null, | |
Null, Right, 0, White, White, White, Visible To and String, Default Visibility); | |
Pause Match Time; | |
Create HUD Text(All Players(All Teams), Custom String("WASD=↑←↓→\r\nR=RMB L=LMB"), Null, Null, Left, 10, White, White, White, | |
Visible To and String, Default Visibility); | |
Create HUD Text(Filtered Array(All Players(All Teams), Current Array Element.L == 1), Custom String("Ascendio"), Custom String( | |
"Shoot the caster high."), Custom String("→← ↑↓↑ R"), Right, -10.100, Sky Blue, White, Yellow, Visible To and String, | |
Default Visibility); | |
Create HUD Text(Filtered Array(All Players(All Teams), Current Array Element.L == 1), Custom String("Diffindo"), Custom String( | |
"inflict 35 damage on the right target."), Custom String("←←↑↑ L"), Right, -10.200, Sky Blue, White, Yellow, | |
Visible To and String, Default Visibility); | |
Create HUD Text(Filtered Array(All Players(All Teams), Current Array Element.L == 1), Custom String("Episkey"), Custom String( | |
"Increase the speed of the caster\r\nby 300% for 7 seconds."), Custom String("→→↓↓ R"), Right, -10.300, Sky Blue, White, | |
Yellow, Visible To and String, Default Visibility); | |
Create HUD Text(Filtered Array(All Players(All Teams), Current Array Element.L == 1), Custom String("Strength"), Custom String( | |
"The caster increases attack power\r\nby 25% for 7 seconds."), Custom String("↓↓→→ R"), Right, -10.400, Sky Blue, White, | |
Yellow, Visible To and String, Default Visibility); | |
Create HUD Text(Filtered Array(All Players(All Teams), Current Array Element.L == 1), Custom String("Protego"), Custom String( | |
"The caster's defense increases\r\nby 25% for 7 seconds."), Custom String("↑↑→→ R"), Right, -10.500, Sky Blue, White, Yellow, | |
Visible To and String, Default Visibility); | |
Create HUD Text(Filtered Array(All Players(All Teams), Current Array Element.L == 1), Custom String("Incendio"), Custom String( | |
"Burn target to cause damage of 40\r\nfor 5 seconds.(spread)"), Custom String("→← ↑ ←→ L"), Right, -10.600, Sky Blue, White, | |
Yellow, Visible To and String, Default Visibility); | |
Create HUD Text(Filtered Array(All Players(All Teams), Current Array Element.L == 1), Custom String("Immobulus"), Custom String( | |
"Freeze the hit target for 4 seconds."), Custom String("←↓↑→↓ R"), Right, -10.800, Sky Blue, White, Yellow, | |
Visible To and String, Default Visibility); | |
Create HUD Text(Filtered Array(All Players(All Teams), Current Array Element.L == 1), Custom String("Lightening"), Custom String( | |
"Increase the speed of the caster\r\nby 300% for 7 seconds."), Custom String("←→ ↑↓↑ R"), Right, -10.700, Sky Blue, White, | |
Yellow, Visible To and String, Default Visibility); | |
Create HUD Text(Filtered Array(All Players(All Teams), Current Array Element.L == 1), Custom String("Teleport"), Custom String( | |
"Teleport the caster 13M forward."), Custom String("←←→→↑ R"), Right, -10.900, Sky Blue, White, Yellow, Visible To and String, | |
Default Visibility); | |
Create HUD Text(Filtered Array(All Players(All Teams), Current Array Element.L == 2), Custom String("Bombarda"), Custom String( | |
"Explode the target in five seconds, causing 60 damage.(spread)"), Custom String("←→← ←→← L"), Right, -10.100, Orange, White, | |
Yellow, Visible To and String, Default Visibility); | |
Create HUD Text(Filtered Array(All Players(All Teams), Current Array Element.L == 2), Custom String("Riddikulus"), Custom String( | |
"Transform the target into a wrekking ball for 4 seconds."), Custom String("↑↑ ↓↓↓ ↑ R"), Right, -10.300, Orange, White, | |
Yellow, Visible To and String, Default Visibility); | |
Create HUD Text(Filtered Array(All Players(All Teams), Current Array Element.L == 2), Custom String("Expelliarmus"), Custom String( | |
"Hacking targets for 5 seconds to disable magic."), Custom String("→↓↑↓↑ R"), Right, -10.200, Orange, White, Yellow, | |
Visible To and String, Default Visibility); | |
Create HUD Text(Filtered Array(All Players(All Teams), Current Array Element.L == 2), Custom String("Stupefy"), Custom String( | |
"Deal 40 damage to the target and knock it over."), Custom String("←→←→↑↑ L"), Right, -10.400, Orange, White, Yellow, | |
Visible To and String, Default Visibility); | |
Create HUD Text(Filtered Array(All Players(All Teams), Current Array Element.L == 2), Custom String("Vulnera Sanentur"), | |
Custom String("Heal the target 250 for 5 seconds."), Custom String("←→← ↓↑ R"), Right, -10.500, Orange, White, Yellow, | |
Visible To and String, Default Visibility); | |
Create HUD Text(Filtered Array(All Players(All Teams), Current Array Element.L == 2), Custom String("Impedimenta"), Custom String( | |
"Slows the target's aiming speed very slowly."), Custom String("→↓← ↑↓↓ R"), Right, -10.600, Orange, White, Yellow, | |
Visible To and String, Default Visibility); | |
Create HUD Text(Filtered Array(All Players(All Teams), Current Array Element.L == 2), Custom String("Exumai"), Custom String( | |
"Push the player in the hit area."), Custom String("↑↑ ←→ ↑↑ R"), Right, -10.700, Orange, White, Yellow, Visible To and String, | |
Default Visibility); | |
Create HUD Text(Filtered Array(All Players(All Teams), Current Array Element.L == 3), Custom String("Accio"), Custom String( | |
"Pull the player in the hit area."), Custom String("↓↓ ←→ ↓↓ R"), Right, -10.400, Orange, White, Yellow, Visible To and String, | |
Default Visibility); | |
Create HUD Text(Filtered Array(All Players(All Teams), Current Array Element.L == 3), Custom String("Obscuro"), Custom String( | |
"Disturb the target's view for 5 seconds."), Custom String("↑↓↑ ↓←→ R"), Right, -10.200, Orange, White, Yellow, | |
Visible To and String, Default Visibility); | |
Create HUD Text(Filtered Array(All Players(All Teams), Current Array Element.L == 3), Custom String("Alarte Ascendare"), | |
Custom String("Highly shoot the target."), Custom String("→←→ ↓↑↑ R"), Right, -10.300, Orange, White, Yellow, | |
Visible To and String, Default Visibility); | |
Create HUD Text(Filtered Array(All Players(All Teams), Current Array Element.L == 3), Custom String("Portkey"), Custom String( | |
"After placement, go to the place\r\nthat you placed when using any emote."), Custom String("(crouching)↓↓ →← ↑↑ R"), Right, | |
-10.100, Orange, White, Yellow, Visible To and String, Default Visibility); | |
Create HUD Text(Filtered Array(All Players(All Teams), Current Array Element.L == 3), Custom String("Revelio"), Custom String( | |
"Reveal enemy position for 10 seconds."), Custom String("↑↓ ←→ →←↓ R"), Right, -10.500, Orange, White, Yellow, | |
Visible To and String, Default Visibility); | |
Create HUD Text(Filtered Array(All Players(All Teams), Current Array Element.L == 3), Custom String("nebulous"), Custom String( | |
"Summon the fog that hides caster for 8 seconds."), Custom String("↑↑ ↓↑ →← R"), Right, -10.600, Orange, White, Yellow, | |
Visible To and String, Default Visibility); | |
Create HUD Text(Filtered Array(All Players(All Teams), Current Array Element.L == 3), Custom String("Tarantallegra"), | |
Custom String("Rotate the target for 3.5 seconds."), Custom String("→←←→→← R"), Right, -10.700, Orange, White, Yellow, | |
Visible To and String, Default Visibility); | |
Create HUD Text(Filtered Array(All Players(All Teams), Current Array Element.L == 3), Custom String("Alarte Descendare"), | |
Custom String("Fasterly drop the target."), Custom String("←→← ↑↓↓ R"), Right, -10.800, Orange, White, Yellow, | |
Visible To and String, Default Visibility); | |
Create HUD Text(Filtered Array(All Players(All Teams), Current Array Element.L == 4), Custom String("crucio"), Custom String( | |
"Deal 450 damage to the target for 30 seconds."), Custom String("→↑←↓ ←↑→↓↓ L"), Right, -10.400, Green, White, Yellow, | |
Visible To and String, Default Visibility); | |
Create HUD Text(Filtered Array(All Players(All Teams), Current Array Element.L == 4), Custom String("Confringo"), Custom String( | |
"Deal 60 damage to the hit area."), Custom String("←→↑↑ →←↓↑ L"), Right, -10.200, Green, White, Yellow, Visible To and String, | |
Default Visibility); | |
Create HUD Text(Filtered Array(All Players(All Teams), Current Array Element.L == 4), Custom String("Protego macima"), | |
Custom String("create a shield and immune\r\nto damage for five seconds."), Custom String("↓↓→← ↑↓←→ R"), Right, -9.800, Green, | |
White, Yellow, Visible To and String, Default Visibility); | |
Create HUD Text(Filtered Array(All Players(All Teams), Current Array Element.L == 4), Custom String("Sectumsempra"), Custom String( | |
"Every 1.5 seconds, 20 damage \r\nand fall until death or full recovery."), Custom String("←↓→ →↑← ←↑→ L"), Right, -10, Green, | |
White, Yellow, Visible To and String, Default Visibility); | |
Create HUD Text(Filtered Array(All Players(All Teams), Current Array Element.L == 4), Custom String("Paradox"), Custom String( | |
"Change target position and self position."), Custom String("↓↑↓ →← ↓↑↑ R"), Right, -10.100, Green, White, Yellow, | |
Visible To and String, Default Visibility); | |
Create HUD Text(Filtered Array(All Players(All Teams), Current Array Element.L == 4), Custom String("Finite Incantatem"), | |
Custom String("Release the frozen, asleep, \r\nwrekking ball, doomfist, and bubble"), Custom String("L L R L R R L R"), Right, | |
-9.900, Green, White, Yellow, Visible To and String, Default Visibility); | |
Create HUD Text(Filtered Array(All Players(All Teams), Current Array Element.L == 5), Custom String("Avada Kedavra"), | |
Custom String("Eliminate the target immediately."), Custom String("←↓→↑ →↓←↓ ↑↓→ L"), Right, -10.400, Purple, White, Yellow, | |
Visible To and String, Default Visibility); | |
Create HUD Text(Filtered Array(All Players(All Teams), Current Array Element.L == 5), Custom String("Arresto Momentum"), | |
Custom String("Remove the gravitational pull of \r\na wide range of players from yourself."), Custom String("↓→← ↓↑← ↓↑→↑ R"), | |
Right, -9.900, Purple, White, Yellow, Visible To and String, Default Visibility); | |
Create HUD Text(Filtered Array(All Players(All Teams), Current Array Element.L == 5), Custom String("Obliviate"), Custom String( | |
"Let the target sleep for six seconds \r\nand hold for four seconds, then it returns to base."), Custom String( | |
"↓↓←← →→↑↑ L L R"), Right, -10, Purple, White, Yellow, Visible To and String, Default Visibility); | |
Create HUD Text(Filtered Array(All Players(All Teams), Current Array Element.L == 5), Custom String("Imperio"), Custom String( | |
"Manipulate target for 6 seconds."), Custom String("R ↑↓←→ L ↑↓←→ R"), Right, -9.700, Purple, White, Yellow, | |
Visible To and String, Default Visibility); | |
Create HUD Text(Filtered Array(All Players(All Teams), Current Array Element.L == 5), Custom String("Bubbliantok"), Custom String( | |
"Lock the target in the bubble for 6 seconds."), Custom String("→↑←↓ →↑←↓ ↑↓ R"), Right, -10.200, Purple, White, Yellow, | |
Visible To and String, Default Visibility); | |
Create HUD Text(Filtered Array(All Players(All Teams), Current Array Element.L == 5), Custom String("Protego diabilica"), | |
Custom String("Summon up to six devil's flames."), Custom String("↓↓→ RR ↓↑↓←→ R"), Right, -10.300, Purple, White, Yellow, | |
Visible To and String, Default Visibility); | |
Create HUD Text(Filtered Array(All Players(All Teams), Current Array Element.L == 6), Custom String("Blizzard"), Custom String( | |
"Summon a snowstorm that lasts for 10 seconds."), Custom String("R L ↓←↑→↓ L ↓↓↑ L R ↑ L"), Right, -10.100, Red, White, Yellow, | |
Visible To and String, Default Visibility); | |
Create HUD Text(Filtered Array(All Players(All Teams), Current Array Element.L == 6), Custom String("meteor"), Custom String( | |
"Drop a large meteorite in the target area."), Custom String("L ↑ R ←←↓↓ ↑↓→↑ R L ↓ L"), Right, -10.200, Red, White, Yellow, | |
Visible To and String, Default Visibility); | |
Create HUD Text(Filtered Array(All Players(All Teams), Current Array Element.L == 6), Custom String("Pukinio Doompista"), | |
Custom String("transforms into The incarnation of Voldoomort for 10 seconds"), Custom String("→↑ L ← R ↓↑←↓ R ↑→ R ↑ R"), | |
Right, -9.900, Red, White, Yellow, Visible To and String, Default Visibility); | |
Create HUD Text(Filtered Array(All Players(All Teams), Current Array Element.L == 6), Custom String("nebulio grabingous"), | |
Custom String("Hold target with invisible hands for 6 seconds."), Custom String("↓L ↓L ↑RR ↑→ RLR ↓← R"), Right, -10, Red, | |
White, Yellow, Visible To and String, Default Visibility); | |
Create HUD Text(Filtered Array(All Players(All Teams), Current Array Element.L == 2), Custom String("Reducto"), Custom String( | |
"inflict 0.1 to 60 random damage to the target area.\r\n(Range and Stunned depending on the damage)"), Custom String( | |
"→←↓↑↑→ L "), Right, -9.900, Orange, White, Yellow, Visible To and String, Default Visibility); | |
} | |
} | |
rule("spellist next") | |
{ | |
event | |
{ | |
Ongoing - Each Player; | |
All; | |
All; | |
} | |
conditions | |
{ | |
Is Button Held(Event Player, Reload) == True; | |
} | |
actions | |
{ | |
Event Player.L += 1; | |
} | |
} | |
rule("spell list next reset") | |
{ | |
event | |
{ | |
Ongoing - Each Player; | |
All; | |
All; | |
} | |
conditions | |
{ | |
Event Player.L == 7; | |
} | |
actions | |
{ | |
Event Player.L = 0; | |
} | |
} | |
rule("low spell") | |
{ | |
event | |
{ | |
Ongoing - Global; | |
} | |
actions | |
{ | |
Disable Inspector Recording; | |
Global.A = Empty Array; | |
Modify Global Variable(A, Append To Array, 1); | |
Modify Global Variable(A, Append To Array, 1); | |
Modify Global Variable(A, Append To Array, 3); | |
Modify Global Variable(A, Append To Array, 3); | |
Modify Global Variable(A, Append To Array, 5); | |
Modify Global Variable(A, Append To Array, 2); | |
Modify Global Variable(A, Append To Array, 2); | |
Modify Global Variable(A, Append To Array, 4); | |
Modify Global Variable(A, Append To Array, 4); | |
Modify Global Variable(A, Append To Array, 6); | |
Modify Global Variable(A, Append To Array, 4); | |
Modify Global Variable(A, Append To Array, 4); | |
Modify Global Variable(A, Append To Array, 2); | |
Modify Global Variable(A, Append To Array, 2); | |
Modify Global Variable(A, Append To Array, 6); | |
Modify Global Variable(A, Append To Array, 3); | |
Modify Global Variable(A, Append To Array, 3); | |
Modify Global Variable(A, Append To Array, 2); | |
Modify Global Variable(A, Append To Array, 2); | |
Modify Global Variable(A, Append To Array, 6); | |
Modify Global Variable(A, Append To Array, 2); | |
Modify Global Variable(A, Append To Array, 1); | |
Modify Global Variable(A, Append To Array, 3); | |
Modify Global Variable(A, Append To Array, 4); | |
Modify Global Variable(A, Append To Array, 3); | |
Modify Global Variable(A, Append To Array, 6); | |
Modify Global Variable(A, Append To Array, 2); | |
Modify Global Variable(A, Append To Array, 1); | |
Modify Global Variable(A, Append To Array, 3); | |
Modify Global Variable(A, Append To Array, 1); | |
Modify Global Variable(A, Append To Array, 2); | |
Modify Global Variable(A, Append To Array, 5); | |
Modify Global Variable(A, Append To Array, 1); | |
Modify Global Variable(A, Append To Array, 2); | |
Modify Global Variable(A, Append To Array, 3); | |
Modify Global Variable(A, Append To Array, 4); | |
Modify Global Variable(A, Append To Array, 3); | |
Modify Global Variable(A, Append To Array, 6); | |
Modify Global Variable(A, Append To Array, 1); | |
Modify Global Variable(A, Append To Array, 1); | |
Modify Global Variable(A, Append To Array, 2); | |
Modify Global Variable(A, Append To Array, 2); | |
Modify Global Variable(A, Append To Array, 3); | |
Modify Global Variable(A, Append To Array, 6); | |
} | |
} | |
rule("middle spell") | |
{ | |
event | |
{ | |
Ongoing - Global; | |
} | |
actions | |
{ | |
Global.B = Empty Array; | |
Modify Global Variable(B, Append To Array, 1); | |
Modify Global Variable(B, Append To Array, 2); | |
Modify Global Variable(B, Append To Array, 1); | |
Modify Global Variable(B, Append To Array, 1); | |
Modify Global Variable(B, Append To Array, 2); | |
Modify Global Variable(B, Append To Array, 1); | |
Modify Global Variable(B, Append To Array, 5); | |
Modify Global Variable(B, Append To Array, 3); | |
Modify Global Variable(B, Append To Array, 3); | |
Modify Global Variable(B, Append To Array, 4); | |
Modify Global Variable(B, Append To Array, 4); | |
Modify Global Variable(B, Append To Array, 4); | |
Modify Global Variable(B, Append To Array, 3); | |
Modify Global Variable(B, Append To Array, 6); | |
Modify Global Variable(B, Append To Array, 1); | |
Modify Global Variable(B, Append To Array, 4); | |
Modify Global Variable(B, Append To Array, 3); | |
Modify Global Variable(B, Append To Array, 2); | |
Modify Global Variable(B, Append To Array, 4); | |
Modify Global Variable(B, Append To Array, 6); | |
Modify Global Variable(B, Append To Array, 2); | |
Modify Global Variable(B, Append To Array, 4); | |
Modify Global Variable(B, Append To Array, 3); | |
Modify Global Variable(B, Append To Array, 4); | |
Modify Global Variable(B, Append To Array, 3); | |
Modify Global Variable(B, Append To Array, 6); | |
Modify Global Variable(B, Append To Array, 1); | |
Modify Global Variable(B, Append To Array, 2); | |
Modify Global Variable(B, Append To Array, 1); | |
Modify Global Variable(B, Append To Array, 2); | |
Modify Global Variable(B, Append To Array, 3); | |
Modify Global Variable(B, Append To Array, 3); | |
Modify Global Variable(B, Append To Array, 5); | |
Modify Global Variable(B, Append To Array, 1); | |
Modify Global Variable(B, Append To Array, 2); | |
Modify Global Variable(B, Append To Array, 1); | |
Modify Global Variable(B, Append To Array, 4); | |
Modify Global Variable(B, Append To Array, 3); | |
Modify Global Variable(B, Append To Array, 6); | |
Modify Global Variable(B, Append To Array, 2); | |
Modify Global Variable(B, Append To Array, 4); | |
Modify Global Variable(B, Append To Array, 1); | |
Modify Global Variable(B, Append To Array, 3); | |
Modify Global Variable(B, Append To Array, 4); | |
Modify Global Variable(B, Append To Array, 4); | |
Modify Global Variable(B, Append To Array, 6); | |
Modify Global Variable(B, Append To Array, 3); | |
Modify Global Variable(B, Append To Array, 3); | |
Modify Global Variable(B, Append To Array, 1); | |
Modify Global Variable(B, Append To Array, 2); | |
Modify Global Variable(B, Append To Array, 3); | |
Modify Global Variable(B, Append To Array, 3); | |
Modify Global Variable(B, Append To Array, 6); | |
Modify Global Variable(B, Append To Array, 4); | |
Modify Global Variable(B, Append To Array, 4); | |
Modify Global Variable(B, Append To Array, 1); | |
Modify Global Variable(B, Append To Array, 2); | |
Modify Global Variable(B, Append To Array, 4); | |
Modify Global Variable(B, Append To Array, 4); | |
Modify Global Variable(B, Append To Array, 6); | |
Modify Global Variable(B, Append To Array, 3); | |
Modify Global Variable(B, Append To Array, 4); | |
Modify Global Variable(B, Append To Array, 3); | |
Modify Global Variable(B, Append To Array, 4); | |
Modify Global Variable(B, Append To Array, 1); | |
Modify Global Variable(B, Append To Array, 2); | |
Modify Global Variable(B, Append To Array, 6); | |
Modify Global Variable(B, Append To Array, 2); | |
Modify Global Variable(B, Append To Array, 1); | |
Modify Global Variable(B, Append To Array, 2); | |
Modify Global Variable(B, Append To Array, 4); | |
Modify Global Variable(B, Append To Array, 3); | |
Modify Global Variable(B, Append To Array, 3); | |
Modify Global Variable(B, Append To Array, 6); | |
Modify Global Variable(B, Append To Array, 4); | |
Modify Global Variable(B, Append To Array, 4); | |
Modify Global Variable(B, Append To Array, 2); | |
Modify Global Variable(B, Append To Array, 1); | |
Modify Global Variable(B, Append To Array, 3); | |
Modify Global Variable(B, Append To Array, 3); | |
Modify Global Variable(B, Append To Array, 6); | |
Modify Global Variable(B, Append To Array, 3); | |
Modify Global Variable(B, Append To Array, 4); | |
Modify Global Variable(B, Append To Array, 1); | |
Modify Global Variable(B, Append To Array, 2); | |
Modify Global Variable(B, Append To Array, 2); | |
Modify Global Variable(B, Append To Array, 1); | |
Modify Global Variable(B, Append To Array, 4); | |
Modify Global Variable(B, Append To Array, 6); | |
Modify Global Variable(B, Append To Array, 2); | |
Modify Global Variable(B, Append To Array, 1); | |
Modify Global Variable(B, Append To Array, 1); | |
Modify Global Variable(B, Append To Array, 2); | |
Modify Global Variable(B, Append To Array, 2); | |
Modify Global Variable(B, Append To Array, 1); | |
Modify Global Variable(B, Append To Array, 6); | |
Modify Global Variable(B, Append To Array, 3); | |
Modify Global Variable(B, Append To Array, 3); | |
Modify Global Variable(B, Append To Array, 4); | |
Modify Global Variable(B, Append To Array, 3); | |
Modify Global Variable(B, Append To Array, 2); | |
Modify Global Variable(B, Append To Array, 1); | |
Modify Global Variable(B, Append To Array, 6); | |
Modify Global Variable(B, Append To Array, 1); | |
Modify Global Variable(B, Append To Array, 2); | |
Modify Global Variable(B, Append To Array, 1); | |
Modify Global Variable(B, Append To Array, 3); | |
Modify Global Variable(B, Append To Array, 4); | |
Modify Global Variable(B, Append To Array, 4); | |
Modify Global Variable(B, Append To Array, 6); | |
Modify Global Variable(B, Append To Array, 2); | |
Modify Global Variable(B, Append To Array, 1); | |
Modify Global Variable(B, Append To Array, 4); | |
Modify Global Variable(B, Append To Array, 3); | |
Modify Global Variable(B, Append To Array, 3); | |
Modify Global Variable(B, Append To Array, 2); | |
Modify Global Variable(B, Append To Array, 5); | |
} | |
} | |
rule("high spell") | |
{ | |
event | |
{ | |
Ongoing - Global; | |
} | |
actions | |
{ | |
Global.C = Empty Array; | |
Modify Global Variable(C, Append To Array, 2); | |
Modify Global Variable(C, Append To Array, 3); | |
Modify Global Variable(C, Append To Array, 1); | |
Modify Global Variable(C, Append To Array, 4); | |
Modify Global Variable(C, Append To Array, 1); | |
Modify Global Variable(C, Append To Array, 3); | |
Modify Global Variable(C, Append To Array, 2); | |
Modify Global Variable(C, Append To Array, 4); | |
Modify Global Variable(C, Append To Array, 4); | |
Modify Global Variable(C, Append To Array, 5); | |
Modify Global Variable(C, Append To Array, 1); | |
Modify Global Variable(C, Append To Array, 2); | |
Modify Global Variable(C, Append To Array, 3); | |
Modify Global Variable(C, Append To Array, 3); | |
Modify Global Variable(C, Append To Array, 2); | |
Modify Global Variable(C, Append To Array, 1); | |
Modify Global Variable(C, Append To Array, 4); | |
Modify Global Variable(C, Append To Array, 3); | |
Modify Global Variable(C, Append To Array, 5); | |
Modify Global Variable(C, Append To Array, 4); | |
Modify Global Variable(C, Append To Array, 4); | |
Modify Global Variable(C, Append To Array, 2); | |
Modify Global Variable(C, Append To Array, 1); | |
Modify Global Variable(C, Append To Array, 3); | |
Modify Global Variable(C, Append To Array, 4); | |
Modify Global Variable(C, Append To Array, 1); | |
Modify Global Variable(C, Append To Array, 2); | |
Modify Global Variable(C, Append To Array, 6); | |
Modify Global Variable(C, Append To Array, 4); | |
Modify Global Variable(C, Append To Array, 3); | |
Modify Global Variable(C, Append To Array, 4); | |
Modify Global Variable(C, Append To Array, 2); | |
Modify Global Variable(C, Append To Array, 1); | |
Modify Global Variable(C, Append To Array, 4); | |
Modify Global Variable(C, Append To Array, 3); | |
Modify Global Variable(C, Append To Array, 3); | |
Modify Global Variable(C, Append To Array, 6); | |
Modify Global Variable(C, Append To Array, 3); | |
Modify Global Variable(C, Append To Array, 4); | |
Modify Global Variable(C, Append To Array, 5); | |
Modify Global Variable(C, Append To Array, 6); | |
Modify Global Variable(C, Append To Array, 2); | |
Modify Global Variable(C, Append To Array, 3); | |
Modify Global Variable(C, Append To Array, 4); | |
Modify Global Variable(C, Append To Array, 5); | |
Modify Global Variable(C, Append To Array, 6); | |
Modify Global Variable(C, Append To Array, 1); | |
Modify Global Variable(C, Append To Array, 4); | |
Modify Global Variable(C, Append To Array, 2); | |
Modify Global Variable(C, Append To Array, 2); | |
Modify Global Variable(C, Append To Array, 3); | |
Modify Global Variable(C, Append To Array, 1); | |
Modify Global Variable(C, Append To Array, 1); | |
Modify Global Variable(C, Append To Array, 3); | |
Modify Global Variable(C, Append To Array, 2); | |
Modify Global Variable(C, Append To Array, 5); | |
} | |
} | |
rule("Ultrahigh spell") | |
{ | |
event | |
{ | |
Ongoing - Global; | |
} | |
actions | |
{ | |
Global.D = Empty Array; | |
Modify Global Variable(D, Append To Array, 1); | |
Modify Global Variable(D, Append To Array, 4); | |
Modify Global Variable(D, Append To Array, 2); | |
Modify Global Variable(D, Append To Array, 3); | |
Modify Global Variable(D, Append To Array, 2); | |
Modify Global Variable(D, Append To Array, 4); | |
Modify Global Variable(D, Append To Array, 1); | |
Modify Global Variable(D, Append To Array, 4); | |
Modify Global Variable(D, Append To Array, 3); | |
Modify Global Variable(D, Append To Array, 4); | |
Modify Global Variable(D, Append To Array, 2); | |
Modify Global Variable(D, Append To Array, 5); | |
Modify Global Variable(D, Append To Array, 4); | |
Modify Global Variable(D, Append To Array, 2); | |
Modify Global Variable(D, Append To Array, 1); | |
Modify Global Variable(D, Append To Array, 4); | |
Modify Global Variable(D, Append To Array, 3); | |
Modify Global Variable(D, Append To Array, 1); | |
Modify Global Variable(D, Append To Array, 4); | |
Modify Global Variable(D, Append To Array, 3); | |
Modify Global Variable(D, Append To Array, 2); | |
Modify Global Variable(D, Append To Array, 3); | |
Modify Global Variable(D, Append To Array, 6); | |
Modify Global Variable(D, Append To Array, 6); | |
Modify Global Variable(D, Append To Array, 3); | |
Modify Global Variable(D, Append To Array, 4); | |
Modify Global Variable(D, Append To Array, 1); | |
Modify Global Variable(D, Append To Array, 2); | |
Modify Global Variable(D, Append To Array, 5); | |
Modify Global Variable(D, Append To Array, 3); | |
Modify Global Variable(D, Append To Array, 4); | |
Modify Global Variable(D, Append To Array, 1); | |
Modify Global Variable(D, Append To Array, 2); | |
Modify Global Variable(D, Append To Array, 6); | |
Modify Global Variable(D, Append To Array, 4); | |
Modify Global Variable(D, Append To Array, 4); | |
Modify Global Variable(D, Append To Array, 1); | |
Modify Global Variable(D, Append To Array, 1); | |
Modify Global Variable(D, Append To Array, 2); | |
Modify Global Variable(D, Append To Array, 2); | |
Modify Global Variable(D, Append To Array, 3); | |
Modify Global Variable(D, Append To Array, 3); | |
Modify Global Variable(D, Append To Array, 5); | |
Modify Global Variable(D, Append To Array, 5); | |
Modify Global Variable(D, Append To Array, 6); | |
Modify Global Variable(D, Append To Array, 2); | |
Modify Global Variable(D, Append To Array, 3); | |
Modify Global Variable(D, Append To Array, 1); | |
Modify Global Variable(D, Append To Array, 4); | |
Modify Global Variable(D, Append To Array, 2); | |
Modify Global Variable(D, Append To Array, 3); | |
Modify Global Variable(D, Append To Array, 1); | |
Modify Global Variable(D, Append To Array, 4); | |
Modify Global Variable(D, Append To Array, 3); | |
Modify Global Variable(D, Append To Array, 4); | |
Modify Global Variable(D, Append To Array, 6); | |
Modify Global Variable(D, Append To Array, 4); | |
Modify Global Variable(D, Append To Array, 4); | |
Modify Global Variable(D, Append To Array, 2); | |
Modify Global Variable(D, Append To Array, 6); | |
Modify Global Variable(D, Append To Array, 6); | |
Modify Global Variable(D, Append To Array, 4); | |
Modify Global Variable(D, Append To Array, 3); | |
Modify Global Variable(D, Append To Array, 4); | |
Modify Global Variable(D, Append To Array, 1); | |
Modify Global Variable(D, Append To Array, 2); | |
Modify Global Variable(D, Append To Array, 6); | |
Modify Global Variable(D, Append To Array, 5); | |
Modify Global Variable(D, Append To Array, 5); | |
Modify Global Variable(D, Append To Array, 6); | |
Modify Global Variable(D, Append To Array, 5); | |
Modify Global Variable(D, Append To Array, 6); | |
Modify Global Variable(D, Append To Array, 6); | |
Modify Global Variable(D, Append To Array, 5); | |
Modify Global Variable(D, Append To Array, 6); | |
} | |
} | |
rule("Extrahigh spell") | |
{ | |
event | |
{ | |
Ongoing - Global; | |
} | |
actions | |
{ | |
Global.G = Empty Array; | |
Modify Global Variable(G, Append To Array, 6); | |
Modify Global Variable(G, Append To Array, 5); | |
Modify Global Variable(G, Append To Array, 4); | |
Modify Global Variable(G, Append To Array, 1); | |
Modify Global Variable(G, Append To Array, 3); | |
Modify Global Variable(G, Append To Array, 2); | |
Modify Global Variable(G, Append To Array, 4); | |
Modify Global Variable(G, Append To Array, 5); | |
Modify Global Variable(G, Append To Array, 4); | |
Modify Global Variable(G, Append To Array, 4); | |
Modify Global Variable(G, Append To Array, 3); | |
Modify Global Variable(G, Append To Array, 5); | |
Modify Global Variable(G, Append To Array, 6); | |
Modify Global Variable(G, Append To Array, 3); | |
Modify Global Variable(G, Append To Array, 5); | |
Modify Global Variable(G, Append To Array, 5); | |
Modify Global Variable(G, Append To Array, 3); | |
Modify Global Variable(G, Append To Array, 6); | |
Modify Global Variable(G, Append To Array, 1); | |
Modify Global Variable(G, Append To Array, 1); | |
Modify Global Variable(G, Append To Array, 4); | |
Modify Global Variable(G, Append To Array, 4); | |
Modify Global Variable(G, Append To Array, 3); | |
Modify Global Variable(G, Append To Array, 4); | |
Modify Global Variable(G, Append To Array, 2); | |
Modify Global Variable(G, Append To Array, 3); | |
Modify Global Variable(G, Append To Array, 6); | |
Modify Global Variable(G, Append To Array, 5); | |
Modify Global Variable(G, Append To Array, 4); | |
Modify Global Variable(G, Append To Array, 5); | |
Modify Global Variable(G, Append To Array, 2); | |
Modify Global Variable(G, Append To Array, 3); | |
Modify Global Variable(G, Append To Array, 5); | |
Modify Global Variable(G, Append To Array, 1); | |
Modify Global Variable(G, Append To Array, 6); | |
Modify Global Variable(G, Append To Array, 4); | |
Modify Global Variable(G, Append To Array, 3); | |
Modify Global Variable(G, Append To Array, 1); | |
Modify Global Variable(G, Append To Array, 4); | |
Modify Global Variable(G, Append To Array, 6); | |
Modify Global Variable(G, Append To Array, 3); | |
Modify Global Variable(G, Append To Array, 2); | |
Modify Global Variable(G, Append To Array, 6); | |
Modify Global Variable(G, Append To Array, 3); | |
Modify Global Variable(G, Append To Array, 6); | |
Modify Global Variable(G, Append To Array, 4); | |
Modify Global Variable(G, Append To Array, 5); | |
Modify Global Variable(G, Append To Array, 4); | |
Modify Global Variable(G, Append To Array, 5); | |
Modify Global Variable(G, Append To Array, 3); | |
Modify Global Variable(G, Append To Array, 6); | |
Modify Global Variable(G, Append To Array, 6); | |
Modify Global Variable(G, Append To Array, 3); | |
Modify Global Variable(G, Append To Array, 2); | |
Modify Global Variable(G, Append To Array, 6); | |
Modify Global Variable(G, Append To Array, 5); | |
Modify Global Variable(G, Append To Array, 6); | |
Modify Global Variable(G, Append To Array, 4); | |
Modify Global Variable(G, Append To Array, 1); | |
Modify Global Variable(G, Append To Array, 6); | |
} | |
} | |
rule("reset Ef") | |
{ | |
event | |
{ | |
Ongoing - Each Player; | |
All; | |
All; | |
} | |
conditions | |
{ | |
Is Moving(Event Player) == False; | |
} | |
actions | |
{ | |
Wait(2.500, Abort When False); | |
Event Player.C = Empty Array; | |
} | |
} | |
rule("EF dead `22 do not 10 not used 13 5 16") | |
{ | |
event | |
{ | |
Ongoing - Each Player; | |
All; | |
All; | |
} | |
conditions | |
{ | |
Has Spawned(Event Player) == True; | |
Is Dead(Event Player) == True; | |
} | |
actions | |
{ | |
Event Player.E[0] = False; | |
Event Player.E[1] = False; | |
Event Player.E[2] = False; | |
Event Player.E[3] = False; | |
Event Player.E[4] = False; | |
Event Player.E[5] = False; | |
Event Player.E[6] = False; | |
Event Player.E[7] = False; | |
Event Player.E[8] = False; | |
Event Player.E[9] = False; | |
Event Player.E[11] = False; | |
Event Player.E[12] = False; | |
Event Player.E[13] = False; | |
Event Player.E[14] = False; | |
Event Player.E[15] = False; | |
Event Player.E[16] = False; | |
Event Player.E[17] = False; | |
Event Player.E[18] = False; | |
Event Player.E[19] = False; | |
Event Player.E[20] = False; | |
Event Player.E[21] = False; | |
Event Player.E[22] = False; | |
Event Player.E[23] = False; | |
} | |
} | |
rule("EF reset do not 10 not used 13 5 16") | |
{ | |
event | |
{ | |
Ongoing - Each Player; | |
All; | |
All; | |
} | |
conditions | |
{ | |
Has Spawned(Event Player) == True; | |
Is Alive(Event Player) == True; | |
} | |
actions | |
{ | |
Set Status(Event Player, Null, Phased Out, 3); | |
Event Player.E[0] = False; | |
Event Player.E[1] = False; | |
Event Player.E[2] = False; | |
Event Player.E[3] = False; | |
Event Player.E[4] = False; | |
Event Player.E[5] = False; | |
Event Player.E[6] = False; | |
Event Player.E[7] = False; | |
Event Player.E[8] = False; | |
Event Player.E[9] = False; | |
Event Player.E[11] = False; | |
Event Player.E[12] = False; | |
Event Player.E[13] = False; | |
Event Player.E[14] = False; | |
Event Player.E[15] = False; | |
Event Player.E[16] = False; | |
Event Player.E[17] = False; | |
Event Player.E[18] = False; | |
Event Player.E[19] = False; | |
Event Player.E[20] = False; | |
Event Player.E[21] = False; | |
Event Player.E[22] = False; | |
Event Player.E[23] = False; | |
} | |
} | |
rule("좌") | |
{ | |
event | |
{ | |
Ongoing - Each Player; | |
All; | |
Mercy; | |
} | |
conditions | |
{ | |
X Component Of(Throttle Of(Event Player)) == 1; | |
} | |
actions | |
{ | |
Modify Player Variable(Event Player, C, Append To Array, 1); | |
} | |
} | |
rule("우") | |
{ | |
event | |
{ | |
Ongoing - Each Player; | |
All; | |
Mercy; | |
} | |
conditions | |
{ | |
X Component Of(Throttle Of(Event Player)) == -1; | |
} | |
actions | |
{ | |
Modify Player Variable(Event Player, C, Append To Array, 2); | |
} | |
} | |
rule("전") | |
{ | |
event | |
{ | |
Ongoing - Each Player; | |
All; | |
Mercy; | |
} | |
conditions | |
{ | |
Z Component Of(Throttle Of(Event Player)) == 1; | |
} | |
actions | |
{ | |
Modify Player Variable(Event Player, C, Append To Array, 3); | |
} | |
} | |
rule("후") | |
{ | |
event | |
{ | |
Ongoing - Each Player; | |
All; | |
Mercy; | |
} | |
conditions | |
{ | |
Z Component Of(Throttle Of(Event Player)) == -1; | |
} | |
actions | |
{ | |
Modify Player Variable(Event Player, C, Append To Array, 4); | |
} | |
} | |
rule("좌클") | |
{ | |
event | |
{ | |
Ongoing - Each Player; | |
All; | |
All; | |
} | |
conditions | |
{ | |
Is Button Held(Event Player, Primary Fire) == True; | |
Has Status(Event Player, Hacked) == False; | |
} | |
actions | |
{ | |
Modify Player Variable(Event Player, C, Append To Array, 5); | |
} | |
} | |
rule("우클") | |
{ | |
event | |
{ | |
Ongoing - Each Player; | |
All; | |
All; | |
} | |
conditions | |
{ | |
Is Button Held(Event Player, Secondary Fire) == True; | |
Has Status(Event Player, Hacked) == False; | |
} | |
actions | |
{ | |
Modify Player Variable(Event Player, C, Append To Array, 6); | |
} | |
} | |
rule("Winner`s Wings GC37`46") | |
{ | |
event | |
{ | |
Ongoing - Each Player; | |
All; | |
Mercy; | |
} | |
conditions | |
{ | |
Array Slice(Event Player.C, Count Of(Event Player.C) - 9, 9) == Array Slice(Global.C, 37, 9); | |
} | |
actions | |
{ | |
Event Player.C = Empty Array; | |
Abort If(Event Player.Y == 2); | |
Play Effect(Event Player, Buff Explosion Sound, White, Event Player, 70); | |
Wait(1, Ignore Condition); | |
Abort If(Is Button Held(Event Player, Primary Fire) == False); | |
Play Effect(Event Player, Buff Explosion Sound, White, Event Player, 70); | |
Wait(1, Ignore Condition); | |
Abort If(Is Button Held(Event Player, Ultimate) == False); | |
Play Effect(Event Player, Buff Explosion Sound, White, Event Player, 70); | |
Wait(1, Ignore Condition); | |
Abort If(Is Button Held(Event Player, Ability 2) == False); | |
Play Effect(Event Player, Buff Explosion Sound, White, Event Player, 70); | |
Wait(1, Ignore Condition); | |
Abort If(Is Button Held(Event Player, Ultimate) == False); | |
Play Effect(Event Player, Buff Explosion Sound, White, Event Player, 70); | |
Wait(1, Ignore Condition); | |
Abort If(Is Button Held(Event Player, Secondary Fire) == False); | |
Play Effect(Event Player, Buff Explosion Sound, White, Event Player, 70); | |
Wait(1, Ignore Condition); | |
Skip If(Event Player.Y == 0, 2); | |
Call Subroutine(on); | |
Skip(1); | |
Call Subroutine(off); | |
} | |
} | |
rule("Abadacadabra EFnone GD0`11") | |
{ | |
event | |
{ | |
Ongoing - Each Player; | |
All; | |
Mercy; | |
} | |
conditions | |
{ | |
Array Slice(Event Player.C, Count Of(Event Player.C) - 12, 12) == Array Slice(Global.D, 0, 12); | |
} | |
actions | |
{ | |
Event Player.C = Empty Array; | |
Create Beam Effect(All Players(All Teams), Bad Beam, Event Player, Ray Cast Hit Position(Eye Position(Event Player), Eye Position( | |
Event Player) + Facing Direction Of(Event Player) * 50, All Players(All Teams), Event Player, True), Green, None); | |
Event Player.D = Last Created Entity; | |
Play Effect(All Players(All Teams), Ring Explosion, Green, Ray Cast Hit Position(Eye Position(Event Player), Eye Position( | |
Event Player) + Facing Direction Of(Event Player) * 50, All Players(All Teams), Event Player, True), 10); | |
Create Effect(All Players(All Teams), Energy Sound, White, Event Player, 200, None); | |
Event Player.S = Last Created Entity; | |
Kill(Ray Cast Hit Player(Eye Position(Event Player), Eye Position(Event Player) + Facing Direction Of(Event Player) * 50, | |
All Players(All Teams), Event Player, True), Event Player); | |
Wait(0.180, Ignore Condition); | |
Destroy Effect(Event Player.D); | |
Destroy Effect(Event Player.S); | |
} | |
} | |
rule("bombrda EF1") | |
{ | |
event | |
{ | |
Ongoing - Each Player; | |
All; | |
Mercy; | |
} | |
conditions | |
{ | |
Array Slice(Event Player.C, Count Of(Event Player.C) - 7, 7) == Array Slice(Global.B, 0, 7); | |
} | |
actions | |
{ | |
Event Player.C = Empty Array; | |
Create Beam Effect(All Players(All Teams), Good Beam, Event Player, Ray Cast Hit Position(Eye Position(Event Player), Eye Position( | |
Event Player) + Facing Direction Of(Event Player) * 50, All Players(All Teams), Event Player, True), Red, None); | |
Event Player.D = Last Created Entity; | |
Ray Cast Hit Player(Eye Position(Event Player), Eye Position(Event Player) + Facing Direction Of(Event Player) * 50, All Players( | |
All Teams), Event Player, True).E[1] = True; | |
Play Effect(All Players(All Teams), Ring Explosion Sound, White, Event Player, 200); | |
Wait(0.180, Ignore Condition); | |
Destroy Effect(Event Player.D); | |
} | |
} | |
rule("bombarda true") | |
{ | |
event | |
{ | |
Ongoing - Each Player; | |
All; | |
All; | |
} | |
conditions | |
{ | |
Event Player.E[1] == True; | |
} | |
actions | |
{ | |
Play Effect(All Players(All Teams), Ring Explosion, Red, Event Player, 10); | |
Set Status(Event Player, Null, Burning, 5); | |
Wait(1, Ignore Condition); | |
Play Effect(All Players(All Teams), Ring Explosion, Red, Event Player, 7); | |
Play Effect(All Players(All Teams), Buff Impact Sound, White, Event Player, 100); | |
Wait(1, Abort When False); | |
Play Effect(All Players(All Teams), Buff Impact Sound, White, Event Player, 100); | |
Play Effect(All Players(All Teams), Ring Explosion, Red, Event Player, 7); | |
Wait(1, Abort When False); | |
Play Effect(All Players(All Teams), Ring Explosion, Red, Event Player, 7); | |
Play Effect(All Players(All Teams), Buff Impact Sound, White, Event Player, 100); | |
Wait(1, Abort When False); | |
Play Effect(All Players(All Teams), Buff Impact Sound, White, Event Player, 100); | |
Play Effect(All Players(All Teams), Ring Explosion, Red, Event Player, 7); | |
Wait(1, Abort When False); | |
Play Effect(All Players(All Teams), Ring Explosion Sound, White, Event Player, 100); | |
Damage(Players Within Radius(Event Player, 7, All Teams, Off), Null, 60); | |
Set Status(Players Within Radius(Event Player, 7, All Teams, Off), Null, Burning, 3); | |
Play Effect(All Players(All Teams), Bad Explosion, Red, Event Player, 7); | |
Event Player.E[1] = False; | |
Remove From Array(Players Within Radius(Event Player, 7, All Teams, Off), Event Player).E[1] = True; | |
} | |
} | |
rule("ridiculus EF2 GB7") | |
{ | |
event | |
{ | |
Ongoing - Each Player; | |
All; | |
Mercy; | |
} | |
conditions | |
{ | |
Array Slice(Event Player.C, Count Of(Event Player.C) - 7, 7) == Array Slice(Global.B, 7, 7); | |
} | |
actions | |
{ | |
Event Player.C = Empty Array; | |
Create Beam Effect(All Players(All Teams), Bad Beam, Event Player, Ray Cast Hit Position(Eye Position(Event Player), Eye Position( | |
Event Player) + Facing Direction Of(Event Player) * 50, All Players(All Teams), Event Player, True), Yellow, None); | |
Event Player.D = Last Created Entity; | |
Ray Cast Hit Player(Eye Position(Event Player), Eye Position(Event Player) + Facing Direction Of(Event Player) * 50, All Players( | |
All Teams), Event Player, True).E[2] = True; | |
Play Effect(All Players(All Teams), Debuff Impact Sound, White, Event Player, 100); | |
Wait(0.180, Ignore Condition); | |
Destroy Effect(Event Player.D); | |
} | |
} | |
rule("ridiculus true") | |
{ | |
event | |
{ | |
Ongoing - Each Player; | |
All; | |
All; | |
} | |
conditions | |
{ | |
Event Player.E[2] == True; | |
Is Alive(Event Player) == True; | |
} | |
actions | |
{ | |
Destroy Effect(Event Player.D); | |
Destroy Effect(Event Player.S); | |
Play Effect(All Players(All Teams), Ring Explosion, Yellow, Event Player, 10); | |
Play Effect(All Players(All Teams), Bad Pickup Effect, White, Event Player, 50); | |
Start Forcing Player To Be Hero(Event Player, Hero(Wrecking Ball)); | |
Wait(4, Abort When False); | |
Stop Forcing Player To Be Hero(Event Player); | |
Event Player.E[2] = False; | |
Destroy Effect(Event Player.D); | |
Destroy Effect(Event Player.S); | |
} | |
} | |
rule("ridiculus false") | |
{ | |
event | |
{ | |
Ongoing - Each Player; | |
All; | |
All; | |
} | |
conditions | |
{ | |
Event Player.E[2] == False; | |
Is Alive(Event Player) == True; | |
} | |
actions | |
{ | |
Start Forcing Player To Be Hero(Event Player, Hero(Mercy)); | |
Stop Forcing Player To Be Hero(Event Player); | |
Event Player.E[2] = False; | |
Destroy Effect(Event Player.D); | |
Destroy Effect(Event Player.S); | |
} | |
} | |
rule("acendio EFnone") | |
{ | |
event | |
{ | |
Ongoing - Each Player; | |
All; | |
Mercy; | |
} | |
conditions | |
{ | |
Array Slice(Event Player.C, Count Of(Event Player.C) - 6, 6) == Array Slice(Global.A, 20, 6); | |
} | |
actions | |
{ | |
Event Player.C = Empty Array; | |
Apply Impulse(Event Player, Vector(0, 1, 0), 20, To Player, Cancel Contrary Motion); | |
Play Effect(All Players(All Teams), Explosion Sound, White, Event Player, 60); | |
} | |
} | |
rule("crucio EF3 GC0`9") | |
{ | |
event | |
{ | |
Ongoing - Each Player; | |
All; | |
Mercy; | |
} | |
conditions | |
{ | |
Array Slice(Event Player.C, Count Of(Event Player.C) - 10, 10) == Array Slice(Global.C, 0, 10); | |
} | |
actions | |
{ | |
Event Player.C = Empty Array; | |
Damage(Ray Cast Hit Player(Eye Position(Event Player), Eye Position(Event Player) + Facing Direction Of(Event Player) * 50, | |
All Players(All Teams), Event Player, True), Event Player, 0.500); | |
Create Beam Effect(All Players(All Teams), Good Beam, Event Player, Ray Cast Hit Position(Eye Position(Event Player), Eye Position( | |
Event Player) + Facing Direction Of(Event Player) * 50, All Players(All Teams), Event Player, True), Green, None); | |
Event Player.D = Last Created Entity; | |
Ray Cast Hit Player(Eye Position(Event Player), Eye Position(Event Player) + Facing Direction Of(Event Player) * 50, All Players( | |
All Teams), Event Player, True).E[3] = True; | |
Create Effect(All Players(All Teams), Energy Sound, White, Event Player, 200, None); | |
Event Player.S = Last Created Entity; | |
Wait(0.180, Ignore Condition); | |
Destroy Effect(Event Player.D); | |
Destroy Effect(Event Player.S); | |
} | |
} | |
rule("crucio true") | |
{ | |
event | |
{ | |
Ongoing - Each Player; | |
All; | |
All; | |
} | |
conditions | |
{ | |
Event Player.E[3] == True; | |
Is Alive(Event Player) == True; | |
} | |
actions | |
{ | |
Destroy Icon(Event Player.I[1]); | |
Play Effect(All Players(All Teams), Ring Explosion, Green, Event Player, 10); | |
Play Effect(All Players(All Teams), Explosion Sound, White, Event Player, 50); | |
Create Icon(All Players(All Teams), Event Player, Poison, Position, Green, True); | |
Event Player.I[1] = Last Created Entity; | |
Start Damage Over Time(Event Player, Null, 30, 15); | |
Event Player.O[0] = Last Damage Over Time ID; | |
Wait(30, Abort When False); | |
Event Player.E[3] = False; | |
Stop Damage Over Time(Event Player.O[0]); | |
Destroy Icon(Event Player.I[1]); | |
} | |
} | |
rule("crucio false") | |
{ | |
event | |
{ | |
Ongoing - Each Player; | |
All; | |
All; | |
} | |
conditions | |
{ | |
Event Player.E[3] == False; | |
Is Alive(Event Player) == False; | |
} | |
actions | |
{ | |
Destroy Icon(Event Player.I[1]); | |
Stop Damage Over Time(Event Player.O[0]); | |
Event Player.E[3] = False; | |
} | |
} | |
rule("expeliarmus EFnone GB20") | |
{ | |
event | |
{ | |
Ongoing - Each Player; | |
All; | |
Mercy; | |
} | |
conditions | |
{ | |
Array Slice(Event Player.C, Count Of(Event Player.C) - 6, 6) == Array Slice(Global.B, 20, 6); | |
} | |
actions | |
{ | |
Event Player.C = Empty Array; | |
Create Beam Effect(All Players(All Teams), Bad Beam, Event Player, Ray Cast Hit Position(Eye Position(Event Player), Eye Position( | |
Event Player) + Facing Direction Of(Event Player) * 50, All Players(All Teams), Event Player, True), Turquoise, None); | |
Event Player.D = Last Created Entity; | |
Skip If(Has Status(Ray Cast Hit Player(Eye Position(Event Player), Eye Position(Event Player) + Facing Direction Of(Event Player) | |
* 50, All Players(All Teams), Event Player, True), Hacked) == True, 1); | |
Set Status(Ray Cast Hit Player(Eye Position(Event Player), Eye Position(Event Player) + Facing Direction Of(Event Player) * 50, | |
All Players(All Teams), Event Player, True), Event Player, Hacked, 5); | |
Play Effect(All Players(All Teams), Ring Explosion Sound, White, Event Player, 100); | |
Play Effect(All Players(All Teams), Ring Explosion, Turquoise, Ray Cast Hit Position(Eye Position(Event Player), Eye Position( | |
Event Player) + Facing Direction Of(Event Player) * 50, All Players(All Teams), Event Player, True), 10); | |
Wait(0.180, Ignore Condition); | |
Destroy Effect(Event Player.D); | |
} | |
} | |
rule("stupefy EFnone GB26") | |
{ | |
event | |
{ | |
Ongoing - Each Player; | |
All; | |
Mercy; | |
} | |
conditions | |
{ | |
Array Slice(Event Player.C, Count Of(Event Player.C) - 7, 7) == Array Slice(Global.B, 26, 7); | |
} | |
actions | |
{ | |
Event Player.C = Empty Array; | |
Create Beam Effect(All Players(All Teams), Bad Beam, Event Player, Ray Cast Hit Position(Eye Position(Event Player), Eye Position( | |
Event Player) + Facing Direction Of(Event Player) * 50, All Players(All Teams), Event Player, True), Aqua, None); | |
Event Player.D = Last Created Entity; | |
Set Status(Ray Cast Hit Player(Eye Position(Event Player), Eye Position(Event Player) + Facing Direction Of(Event Player) * 50, | |
All Players(All Teams), Event Player, True), Null, Knocked Down, 0.500); | |
Damage(Ray Cast Hit Player(Eye Position(Event Player), Eye Position(Event Player) + Facing Direction Of(Event Player) * 50, | |
All Players(All Teams), Event Player, True), Event Player, 40); | |
Play Effect(All Players(All Teams), Buff Explosion Sound, White, Event Player, 100); | |
Wait(0.180, Ignore Condition); | |
Destroy Effect(Event Player.D); | |
} | |
} | |
rule("impedimenta EF6 GB39`45") | |
{ | |
event | |
{ | |
Ongoing - Each Player; | |
All; | |
Mercy; | |
} | |
conditions | |
{ | |
Array Slice(Event Player.C, Count Of(Event Player.C) - 7, 7) == Array Slice(Global.B, 39, 7); | |
} | |
actions | |
{ | |
Event Player.C = Empty Array; | |
Create Beam Effect(All Players(All Teams), Bad Beam, Event Player, Ray Cast Hit Position(Eye Position(Event Player), Eye Position( | |
Event Player) + Facing Direction Of(Event Player) * 50, All Players(All Teams), Event Player, True), Orange, None); | |
Event Player.D = Last Created Entity; | |
Ray Cast Hit Player(Eye Position(Event Player), Eye Position(Event Player) + Facing Direction Of(Event Player) * 50, All Players( | |
All Teams), Event Player, True).E[6] = True; | |
Play Effect(All Players(All Teams), Debuff Impact Sound, White, Event Player, 100); | |
Wait(0.180, Ignore Condition); | |
Destroy Effect(Event Player.D); | |
} | |
} | |
rule("impedimenta true") | |
{ | |
event | |
{ | |
Ongoing - Each Player; | |
All; | |
All; | |
} | |
conditions | |
{ | |
Event Player.E[6] == True; | |
} | |
actions | |
{ | |
Play Effect(All Players(All Teams), Ring Explosion, Orange, Event Player, 10); | |
Set Aim Speed(Event Player, 0.100); | |
Wait(5, Ignore Condition); | |
Set Aim Speed(Event Player, 100); | |
Event Player.E[6] = False; | |
} | |
} | |
rule("impedimenta false") | |
{ | |
event | |
{ | |
Ongoing - Each Player; | |
All; | |
All; | |
} | |
conditions | |
{ | |
Event Player.E[6] == False; | |
} | |
actions | |
{ | |
Set Aim Speed(Event Player, 100); | |
} | |
} | |
rule("vulnera sanentur EFnone GB33 T19") | |
{ | |
event | |
{ | |
Ongoing - Each Player; | |
All; | |
Mercy; | |
} | |
conditions | |
{ | |
Array Slice(Event Player.C, Count Of(Event Player.C) - 6, 6) == Array Slice(Global.B, 33, 6); | |
} | |
actions | |
{ | |
Stop Heal Over Time(Event Player.T[19]); | |
Wait(0.050, Ignore Condition); | |
Event Player.C = Empty Array; | |
Create Beam Effect(All Players(All Teams), Good Beam, Event Player, Ray Cast Hit Position(Eye Position(Event Player), Eye Position( | |
Event Player) + Facing Direction Of(Event Player) * 50, All Players(All Teams), Event Player, True), Green, None); | |
Event Player.D = Last Created Entity; | |
Start Heal Over Time(Ray Cast Hit Player(Eye Position(Event Player), Eye Position(Event Player) + Facing Direction Of(Event Player) | |
* 50, All Players(All Teams), Event Player, True), Event Player, 5, 50); | |
Event Player.T[19] = Last Heal Over Time ID; | |
Play Effect(All Players(All Teams), Good Pickup Effect, Green, Ray Cast Hit Position(Eye Position(Event Player), Eye Position( | |
Event Player) + Facing Direction Of(Event Player) * 50, All Players(All Teams), Event Player, True), 3); | |
Play Effect(All Players(All Teams), Buff Impact Sound, White, Event Player, 70); | |
Wait(0.180, Ignore Condition); | |
Destroy Effect(Event Player.D); | |
} | |
} | |
rule("confringo Efnone GC10`18") | |
{ | |
event | |
{ | |
Ongoing - Each Player; | |
All; | |
Mercy; | |
} | |
conditions | |
{ | |
Array Slice(Event Player.C, Count Of(Event Player.C) - 9, 9) == Array Slice(Global.C, 10, 9); | |
} | |
actions | |
{ | |
Event Player.C = Empty Array; | |
Create Beam Effect(All Players(All Teams), Good Beam, Event Player, Ray Cast Hit Position(Eye Position(Event Player), Eye Position( | |
Event Player) + Facing Direction Of(Event Player) * 50, All Players(All Teams), Event Player, True), Red, None); | |
Event Player.D = Last Created Entity; | |
Damage(Players Within Radius(Ray Cast Hit Position(Eye Position(Event Player), Eye Position(Event Player) + Facing Direction Of( | |
Event Player) * 50, All Players(All Teams), Event Player, True), 5, All Teams, Off), Event Player, 60); | |
Play Effect(All Players(All Teams), Bad Explosion, Red, Ray Cast Hit Position(Eye Position(Event Player), Eye Position( | |
Event Player) + Facing Direction Of(Event Player) * 50, All Players(All Teams), Event Player, True), 6); | |
Play Effect(All Players(All Teams), Ring Explosion Sound, Red, Event Player, 70); | |
Wait(0.180, Ignore Condition); | |
Destroy Effect(Event Player.D); | |
} | |
} | |
rule("expulso EFnone GB46`52") | |
{ | |
event | |
{ | |
Ongoing - Each Player; | |
All; | |
Mercy; | |
} | |
conditions | |
{ | |
Array Slice(Event Player.C, Count Of(Event Player.C) - 7, 7) == Array Slice(Global.B, 46, 7); | |
} | |
actions | |
{ | |
Event Player.C = Empty Array; | |
Create Beam Effect(All Players(All Teams), Bad Beam, Event Player, Ray Cast Hit Position(Eye Position(Event Player), Eye Position( | |
Event Player) + Facing Direction Of(Event Player) * 50, All Players(All Teams), Event Player, True), Lime Green, None); | |
Event Player.D = Last Created Entity; | |
Apply Impulse(Players Within Radius(Ray Cast Hit Position(Eye Position(Event Player), Eye Position(Event Player) | |
+ Facing Direction Of(Event Player) * 50, All Players(All Teams), Event Player, True), 5, All Teams, Off), Facing Direction Of( | |
Event Player), 50, To World, Cancel Contrary Motion); | |
Play Effect(All Players(All Teams), Bad Explosion, Lime Green, Ray Cast Hit Position(Eye Position(Event Player), Eye Position( | |
Event Player) + Facing Direction Of(Event Player) * 50, All Players(All Teams), Event Player, True), 6); | |
Play Effect(All Players(All Teams), Explosion Sound, Red, Event Player, 70); | |
Wait(0.180, Ignore Condition); | |
Destroy Effect(Event Player.D); | |
} | |
} | |
rule("protego EFnone T0 1 GC19`27") | |
{ | |
event | |
{ | |
Ongoing - Each Player; | |
All; | |
All; | |
} | |
conditions | |
{ | |
Array Slice(Event Player.C, Count Of(Event Player.C) - 9, 9) == Array Slice(Global.C, 19, 9); | |
} | |
actions | |
{ | |
Event Player.C = Empty Array; | |
Destroy Effect(Event Player.T[0]); | |
Destroy Effect(Event Player.T[1]); | |
Wait(0.050, Ignore Condition); | |
Play Effect(All Players(All Teams), Buff Impact Sound, White, Event Player, 70); | |
Play Effect(All Players(All Teams), Good Pickup Effect, Sky Blue, Event Player, 5); | |
Set Status(Event Player, Null, Phased Out, 3); | |
Create Effect(All Players(All Teams), Good Aura, Sky Blue, Event Player, 2, Visible To Position and Radius); | |
Event Player.T[0] = Last Created Entity; | |
Create Effect(All Players(All Teams), Ring, Sky Blue, Event Player, 2, Visible To Position and Radius); | |
Event Player.T[1] = Last Created Entity; | |
Wait(3, Ignore Condition); | |
Destroy Effect(Event Player.T[0]); | |
Destroy Effect(Event Player.T[1]); | |
} | |
} | |
rule("achio EFnone GB53`59") | |
{ | |
event | |
{ | |
Ongoing - Each Player; | |
All; | |
Mercy; | |
} | |
conditions | |
{ | |
Array Slice(Event Player.C, Count Of(Event Player.C) - 7, 7) == Array Slice(Global.B, 53, 7); | |
} | |
actions | |
{ | |
Event Player.C = Empty Array; | |
Create Beam Effect(All Players(All Teams), Good Beam, Event Player, Ray Cast Hit Position(Eye Position(Event Player), Eye Position( | |
Event Player) + Facing Direction Of(Event Player) * 50, All Players(All Teams), Event Player, True), Sky Blue, None); | |
Event Player.D = Last Created Entity; | |
Apply Impulse(Players Within Radius(Ray Cast Hit Position(Eye Position(Event Player), Eye Position(Event Player) | |
+ Facing Direction Of(Event Player) * 50, All Players(All Teams), Event Player, True), 5, All Teams, Off), | |
-1 * Facing Direction Of(Event Player), 50, To World, Cancel Contrary Motion); | |
Play Effect(All Players(All Teams), Bad Explosion, Sky Blue, Ray Cast Hit Position(Eye Position(Event Player), Eye Position( | |
Event Player) + Facing Direction Of(Event Player) * 50, All Players(All Teams), Event Player, True), 3); | |
Play Effect(All Players(All Teams), Explosion Sound, Red, Event Player, 70); | |
Wait(0.180, Ignore Condition); | |
Destroy Effect(Event Player.D); | |
} | |
} | |
rule("obscuro EFnone GB60`66") | |
{ | |
event | |
{ | |
Ongoing - Each Player; | |
All; | |
Mercy; | |
} | |
conditions | |
{ | |
Array Slice(Event Player.C, Count Of(Event Player.C) - 7, 7) == Array Slice(Global.B, 60, 7); | |
} | |
actions | |
{ | |
Event Player.C = Empty Array; | |
Create Beam Effect(All Players(All Teams), Bad Beam, Event Player, Ray Cast Hit Position(Eye Position(Event Player), Eye Position( | |
Event Player) + Facing Direction Of(Event Player) * 50, All Players(All Teams), Event Player, True), Purple, None); | |
Event Player.D = Last Created Entity; | |
Ray Cast Hit Player(Eye Position(Event Player), Eye Position(Event Player) + Facing Direction Of(Event Player) * 50, All Players( | |
All Teams), Event Player, True).E[0] = True; | |
Create Effect(All Players(All Teams), Energy Sound, White, Event Player, 200, None); | |
Event Player.S = Last Created Entity; | |
Wait(0.180, Ignore Condition); | |
Destroy Effect(Event Player.D); | |
Destroy Effect(Event Player.S); | |
} | |
} | |
rule("obscuro true") | |
{ | |
event | |
{ | |
Ongoing - Each Player; | |
All; | |
All; | |
} | |
conditions | |
{ | |
Event Player.E[0] == True; | |
Is Alive(Event Player) == True; | |
} | |
actions | |
{ | |
Create Beam Effect(All Players(All Teams), Grapple Beam, World Vector Of(Vector(0.300, 1.350, 0.300), Event Player, | |
Rotation And Translation), World Vector Of(Vector(-0.300, 1.350, 0.300), Event Player, Rotation And Translation), White, | |
Visible To Position and Radius); | |
Event Player.T[5] = Last Created Entity; | |
Create Beam Effect(All Players(All Teams), Grapple Beam, World Vector Of(Vector(0.300, 1.450, 0.300), Event Player, | |
Rotation And Translation), World Vector Of(Vector(-0.300, 1.450, 0.300), Event Player, Rotation And Translation), White, | |
Visible To Position and Radius); | |
Event Player.T[6] = Last Created Entity; | |
Create Beam Effect(All Players(All Teams), Grapple Beam, World Vector Of(Vector(0.300, 1.300, 0.300), Event Player, | |
Rotation And Translation), World Vector Of(Vector(-0.300, 1.300, 0.300), Event Player, Rotation And Translation), White, | |
Visible To Position and Radius); | |
Event Player.T[7] = Last Created Entity; | |
Create Beam Effect(All Players(All Teams), Grapple Beam, World Vector Of(Vector(0.300, 1.400, 0.300), Event Player, | |
Rotation And Translation), World Vector Of(Vector(-0.300, 1.400, 0.300), Event Player, Rotation And Translation), White, | |
Visible To Position and Radius); | |
Event Player.T[8] = Last Created Entity; | |
Wait(5, Ignore Condition); | |
Event Player.E[0] = False; | |
Destroy Effect(Event Player.T[5]); | |
Destroy Effect(Event Player.T[6]); | |
Destroy Effect(Event Player.T[7]); | |
Destroy Effect(Event Player.T[8]); | |
} | |
} | |
rule("obscuro false") | |
{ | |
event | |
{ | |
Ongoing - Each Player; | |
All; | |
All; | |
} | |
conditions | |
{ | |
Event Player.E[0] == False; | |
} | |
actions | |
{ | |
Destroy Effect(Event Player.T[5]); | |
Destroy Effect(Event Player.T[6]); | |
Destroy Effect(Event Player.T[7]); | |
Destroy Effect(Event Player.T[8]); | |
} | |
} | |
rule("diffindo Efnone") | |
{ | |
event | |
{ | |
Ongoing - Each Player; | |
All; | |
Mercy; | |
} | |
conditions | |
{ | |
Array Slice(Event Player.C, Count Of(Event Player.C) - 5, 5) == Array Slice(Global.A, 0, 5); | |
} | |
actions | |
{ | |
Event Player.C = Empty Array; | |
Create Beam Effect(All Players(All Teams), Good Beam, Event Player, Ray Cast Hit Position(Eye Position(Event Player), Eye Position( | |
Event Player) + Facing Direction Of(Event Player) * 50, All Players(All Teams), Event Player, True), White, None); | |
Event Player.D = Last Created Entity; | |
Damage(Ray Cast Hit Player(Eye Position(Event Player), Eye Position(Event Player) + Facing Direction Of(Event Player) * 50, | |
All Players(All Teams), Event Player, True), Event Player, 35); | |
Play Effect(All Players(All Teams), Bad Explosion, White, Ray Cast Hit Position(Eye Position(Event Player), Eye Position( | |
Event Player) + Facing Direction Of(Event Player) * 50, All Players(All Teams), Event Player, True), 1); | |
Play Effect(All Players(All Teams), Explosion Sound, Red, Event Player, 70); | |
Wait(0.180, Ignore Condition); | |
Destroy Effect(Event Player.D); | |
} | |
} | |
rule("eppiski Efnone T18") | |
{ | |
event | |
{ | |
Ongoing - Each Player; | |
All; | |
Mercy; | |
} | |
conditions | |
{ | |
Array Slice(Event Player.C, Count Of(Event Player.C) - 5, 5) == Array Slice(Global.A, 5, 5); | |
} | |
actions | |
{ | |
Stop Heal Over Time(Event Player.T[18]); | |
Wait(0.050, Ignore Condition); | |
Event Player.C = Empty Array; | |
Play Effect(All Players(All Teams), Good Pickup Effect, Green, Event Player, 3); | |
Start Heal Over Time(Event Player, Event Player, 10, 15); | |
Event Player.T[18] = Last Heal Over Time ID; | |
Play Effect(All Players(All Teams), Buff Explosion Sound, White, Event Player, 50); | |
} | |
} | |
rule("strength EFnone GA10`14 T10") | |
{ | |
event | |
{ | |
Ongoing - Each Player; | |
All; | |
All; | |
} | |
conditions | |
{ | |
Array Slice(Event Player.C, Count Of(Event Player.C) - 5, 5) == Array Slice(Global.A, 10, 5); | |
} | |
actions | |
{ | |
Destroy Effect(Event Player.T[10]); | |
Wait(0.050, Ignore Condition); | |
Event Player.C = Empty Array; | |
Create Effect(All Players(All Teams), Sparkles, Orange, Event Player, 2, Visible To Position and Radius); | |
Event Player.T[10] = Last Created Entity; | |
Play Effect(All Players(All Teams), Good Pickup Effect, Orange, Event Player, 3); | |
Set Damage Dealt(Event Player, 125); | |
Play Effect(All Players(All Teams), Buff Explosion Sound, White, Event Player, 50); | |
Wait(7, Ignore Condition); | |
Set Damage Dealt(Event Player, 100); | |
Destroy Effect(Event Player.T[10]); | |
} | |
} | |
rule("ironbody Efnone T11") | |
{ | |
event | |
{ | |
Ongoing - Each Player; | |
All; | |
All; | |
} | |
conditions | |
{ | |
Array Slice(Event Player.C, Count Of(Event Player.C) - 5, 5) == Array Slice(Global.A, 15, 5); | |
} | |
actions | |
{ | |
Destroy Effect(Event Player.T[11]); | |
Wait(0.050, Ignore Condition); | |
Event Player.C = Empty Array; | |
Create Effect(All Players(All Teams), Sparkles, Blue, Event Player, 2, Visible To Position and Radius); | |
Event Player.T[11] = Last Created Entity; | |
Play Effect(All Players(All Teams), Good Pickup Effect, Blue, Event Player, 3); | |
Set Damage Received(Event Player, 75); | |
Play Effect(All Players(All Teams), Buff Explosion Sound, White, Event Player, 50); | |
Wait(10, Ignore Condition); | |
Set Damage Received(Event Player, 100); | |
Destroy Effect(Event Player.T[11]); | |
} | |
} | |
rule("alarteascndare EFnone GB67`73") | |
{ | |
event | |
{ | |
Ongoing - Each Player; | |
All; | |
Mercy; | |
} | |
conditions | |
{ | |
Array Slice(Event Player.C, Count Of(Event Player.C) - 7, 7) == Array Slice(Global.B, 67, 7); | |
} | |
actions | |
{ | |
Event Player.C = Empty Array; | |
Create Beam Effect(All Players(All Teams), Grapple Beam, Event Player, Ray Cast Hit Position(Eye Position(Event Player), | |
Eye Position(Event Player) + Facing Direction Of(Event Player) * 50, All Players(All Teams), Event Player, True), White, None); | |
Event Player.D = Last Created Entity; | |
Apply Impulse(Ray Cast Hit Player(Eye Position(Event Player), Eye Position(Event Player) + Facing Direction Of(Event Player) * 50, | |
All Players(All Teams), Event Player, True), Vector(0, 1, 0), 20, To Player, Cancel Contrary Motion); | |
Play Effect(All Players(All Teams), Good Explosion, White, Ray Cast Hit Position(Eye Position(Event Player), Eye Position( | |
Event Player) + Facing Direction Of(Event Player) * 50, All Players(All Teams), Event Player, True), 1); | |
Play Effect(All Players(All Teams), Explosion Sound, Red, Event Player, 70); | |
Wait(0.180, Ignore Condition); | |
Destroy Effect(Event Player.D); | |
} | |
} | |
rule("paradox EFnone GC28`36 T21 22") | |
{ | |
event | |
{ | |
Ongoing - Each Player; | |
All; | |
Mercy; | |
} | |
conditions | |
{ | |
Array Slice(Event Player.C, Count Of(Event Player.C) - 9, 9) == Array Slice(Global.C, 28, 9); | |
} | |
actions | |
{ | |
Event Player.C = Empty Array; | |
Create Beam Effect(All Players(All Teams), Bad Beam, Event Player, Ray Cast Hit Position(Eye Position(Event Player), Eye Position( | |
Event Player) + Facing Direction Of(Event Player) * 50, All Players(All Teams), Event Player, True), Lime Green, None); | |
Event Player.D = Last Created Entity; | |
Play Effect(All Players(All Teams), Explosion Sound, Red, Event Player, 70); | |
Event Player.S = Ray Cast Hit Player(Eye Position(Event Player), Eye Position(Event Player) + Facing Direction Of(Event Player) | |
* 50, All Players(All Teams), Event Player, True); | |
Event Player.T[22] = Position Of(Event Player); | |
Event Player.T[21] = Position Of(Event Player.S); | |
Skip If(Event Player.S == Null, 4); | |
Teleport(Event Player.S, Event Player.T[22]); | |
Teleport(Event Player, Event Player.T[21]); | |
Play Effect(All Players(All Teams), Good Pickup Effect, Sky Blue, Position Of(Event Player), 2); | |
Play Effect(All Players(All Teams), Good Pickup Effect, Lime Green, Event Player, 2); | |
Wait(0.180, Ignore Condition); | |
Destroy Effect(Event Player.D); | |
} | |
} | |
rule("portkey EF10") | |
{ | |
event | |
{ | |
Ongoing - Each Player; | |
All; | |
Mercy; | |
} | |
conditions | |
{ | |
Is Crouching(Event Player) == True; | |
Array Slice(Event Player.C, Count Of(Event Player.C) - 7, 7) == Array Slice(Global.B, 74, 7); | |
} | |
actions | |
{ | |
Event Player.C = Empty Array; | |
Destroy Effect(Event Player.T[16]); | |
Wait(0.050, Ignore Condition); | |
Event Player.E[10] = True; | |
Play Effect(All Players(All Teams), Explosion Sound, Red, Event Player, 70); | |
Create Effect(All Players(All Teams), Light Shaft, Blue, Event Player.B[1], 1, Visible To Position and Radius); | |
Event Player.T[16] = Last Created Entity; | |
Event Player.B[1] = Position Of(Event Player); | |
} | |
} | |
rule("portkey true B1 T16") | |
{ | |
event | |
{ | |
Ongoing - Each Player; | |
All; | |
All; | |
} | |
conditions | |
{ | |
Event Player.E[10] == True; | |
} | |
actions | |
{ | |
Event Player.B[1] = Position Of(Event Player); | |
} | |
} | |
rule("portkey true use") | |
{ | |
event | |
{ | |
Ongoing - Each Player; | |
All; | |
All; | |
} | |
conditions | |
{ | |
Event Player.E[10] == True; | |
Is Communicating Any Emote(Event Player) == True; | |
} | |
actions | |
{ | |
Wait(1.500, Abort When False); | |
Play Effect(All Players(All Teams), Ring Explosion, Aqua, Position Of(Event Player), 5); | |
Play Effect(All Players(All Teams), Ring Explosion Sound, Aqua, Position Of(Event Player), 40); | |
Destroy Effect(Event Player.T[16]); | |
Event Player.E[10] = False; | |
Teleport(Event Player, Event Player.B[1]); | |
} | |
} | |
rule("arresto momentum EF11 GD12`22") | |
{ | |
event | |
{ | |
Ongoing - Each Player; | |
All; | |
Mercy; | |
} | |
conditions | |
{ | |
Array Slice(Event Player.C, Count Of(Event Player.C) - 11, 11) == Array Slice(Global.D, 12, 11); | |
} | |
actions | |
{ | |
Event Player.C = Empty Array; | |
Players Within Radius(Event Player, 60, All Teams, Off).E[11] = True; | |
Play Effect(All Players(All Teams), Ring Explosion, Aqua, Event Player, 100); | |
Play Effect(All Players(All Teams), Ring Explosion Sound, Red, Event Player, 100); | |
} | |
} | |
rule("arresto momentum true") | |
{ | |
event | |
{ | |
Ongoing - Each Player; | |
All; | |
All; | |
} | |
conditions | |
{ | |
Is Alive(Event Player) == True; | |
Event Player.E[11] == True; | |
} | |
actions | |
{ | |
Set Gravity(Event Player, 0.100); | |
Wait(8, Ignore Condition); | |
Set Gravity(Event Player, 100); | |
Event Player.E[11] = False; | |
} | |
} | |
rule("arresto momentum false") | |
{ | |
event | |
{ | |
Ongoing - Each Player; | |
All; | |
All; | |
} | |
conditions | |
{ | |
Event Player.E[11] == False; | |
Is Alive(Event Player) == False; | |
} | |
actions | |
{ | |
Event Player.E[11] = False; | |
Set Gravity(Event Player, 100); | |
} | |
} | |
rule("blizard EF4 GG0`14") | |
{ | |
event | |
{ | |
Ongoing - Each Player; | |
All; | |
Mercy; | |
} | |
conditions | |
{ | |
Event Player.E[4] == False; | |
Array Slice(Event Player.C, Count Of(Event Player.C) - 15, 15) == Array Slice(Global.G, 0, 15); | |
} | |
actions | |
{ | |
Event Player.E[4] = False; | |
Wait(0.050, Ignore Condition); | |
Event Player.C = Empty Array; | |
Play Effect(All Players(All Teams), Explosion Sound, Red, Event Player, 200); | |
Event Player.B[2] = Ray Cast Hit Position(Eye Position(Event Player), Eye Position(Event Player) + Facing Direction Of( | |
Event Player) * 50, Null, Event Player, True); | |
Create Beam Effect(All Players(All Teams), Good Beam, Event Player, Ray Cast Hit Position(Eye Position(Event Player), Eye Position( | |
Event Player) + Facing Direction Of(Event Player) * 50, All Players(All Teams), Event Player, True), Aqua, None); | |
Event Player.D = Last Created Entity; | |
Event Player.E[4] = True; | |
Wait(0.180, Ignore Condition); | |
Destroy Effect(Event Player.D); | |
} | |
} | |
rule("blizard trueB2 T17 23") | |
{ | |
event | |
{ | |
Ongoing - Each Player; | |
All; | |
All; | |
} | |
conditions | |
{ | |
Event Player.E[4] == True; | |
} | |
actions | |
{ | |
Destroy Effect(Event Player.T[23]); | |
Destroy Effect(Event Player.T[17]); | |
Wait(0.050, Ignore Condition); | |
Create Effect(All Players(All Teams), Bad Aura, Aqua, Event Player.B[2], 13, Visible To Position and Radius); | |
Event Player.T[17] = Last Created Entity; | |
Create Effect(All Players(All Teams), Sparkles, Aqua, Event Player.B[2], 12, Visible To Position and Radius); | |
Event Player.T[23] = Last Created Entity; | |
Wait(10, Ignore Condition); | |
Destroy Effect(Event Player.T[17]); | |
Destroy Effect(Event Player.T[23]); | |
Event Player.E[4] = False; | |
} | |
} | |
rule("blizard trueEF B2") | |
{ | |
event | |
{ | |
Ongoing - Each Player; | |
All; | |
All; | |
} | |
conditions | |
{ | |
Event Player.E[4] == True; | |
} | |
actions | |
{ | |
Set Status(Players Within Radius(Event Player.B[2], 12, All Teams, Off), Event Player, Frozen, 0.550); | |
Damage(Players Within Radius(Event Player.B[2], 12, All Teams, Off), Event Player, 15); | |
Play Effect(All Players(All Teams), Bad Explosion, Aqua, Event Player.B[2], 12); | |
Play Effect(All Players(All Teams), Ring Explosion, Aqua, Event Player.B[2], 22); | |
Play Effect(All Players(All Teams), Debuff Impact Sound, White, Event Player.B[2], 60); | |
Wait(1, Abort When False); | |
Loop If Condition Is True; | |
} | |
} | |
rule("meteor EF12 B3 GG15`29") | |
{ | |
event | |
{ | |
Ongoing - Each Player; | |
All; | |
Mercy; | |
} | |
conditions | |
{ | |
Event Player.E[12] == False; | |
Array Slice(Event Player.C, Count Of(Event Player.C) - 15, 15) == Array Slice(Global.G, 15, 15); | |
} | |
actions | |
{ | |
Event Player.C = Empty Array; | |
Event Player.E[12] = True; | |
Play Effect(All Players(All Teams), Bad Pickup Effect, Red, Ray Cast Hit Position(Eye Position(Event Player), Eye Position( | |
Event Player) + Facing Direction Of(Event Player) * 50, Null, Event Player, True), 15); | |
Play Effect(All Players(All Teams), Explosion Sound, Red, Event Player, 200); | |
Event Player.B[3] = Ray Cast Hit Position(Eye Position(Event Player), Eye Position(Event Player) + Facing Direction Of( | |
Event Player) * 50, Null, Event Player, True); | |
Create Beam Effect(All Players(All Teams), Good Beam, Event Player, Ray Cast Hit Position(Eye Position(Event Player), Eye Position( | |
Event Player) + Facing Direction Of(Event Player) * 50, Null, Event Player, True), Red, None); | |
Event Player.D = Last Created Entity; | |
Wait(0.180, Ignore Condition); | |
Destroy Effect(Event Player.D); | |
} | |
} | |
rule("meteor trueB3 T12") | |
{ | |
event | |
{ | |
Ongoing - Each Player; | |
All; | |
All; | |
} | |
conditions | |
{ | |
Event Player.E[12] == True; | |
} | |
actions | |
{ | |
Destroy Effect(Event Player.T[12]); | |
Wait(0.050, Ignore Condition); | |
Create Effect(All Players(All Teams), Ring, Red, Event Player.B[3], 15, None); | |
Event Player.T[12] = Last Created Entity; | |
Wait(5, Ignore Condition); | |
Event Player.E[12] = False; | |
Destroy Effect(Event Player.T[12]); | |
} | |
} | |
rule("meteor trueEF B3 T13 14 15") | |
{ | |
event | |
{ | |
Ongoing - Each Player; | |
All; | |
All; | |
} | |
conditions | |
{ | |
Event Player.E[12] == True; | |
} | |
actions | |
{ | |
Destroy Effect(Event Player.T[13]); | |
Destroy Effect(Event Player.T[14]); | |
Destroy Effect(Event Player.T[15]); | |
Stop Chasing Player Variable(Event Player, M); | |
Event Player.M = Position Of(Event Player) + Vector(0, 100, 0); | |
Create Effect(All Players(All Teams), Sphere, Red, Event Player.M, 5, Position and Radius); | |
Event Player.T[13] = Last Created Entity; | |
Create Effect(All Players(All Teams), Bad Aura, Red, Event Player.M, 7, Position and Radius); | |
Event Player.T[14] = Last Created Entity; | |
Create Effect(All Players(All Teams), Good Aura, Red, Event Player.M, 5, Position and Radius); | |
Event Player.T[15] = Last Created Entity; | |
Chase Player Variable At Rate(Event Player, M, Event Player.B[3], Distance Between(Event Player.M, Event Player.B[3]) / 3, None); | |
Wait(3, Ignore Condition); | |
Play Effect(All Players(All Teams), Bad Explosion, Red, Event Player.B[3], 20); | |
Play Effect(All Players(All Teams), Ring Explosion, Red, Event Player.B[3], 20); | |
Play Effect(All Players(All Teams), Ring Explosion Sound, Red, Event Player.B[3], 100); | |
Damage(Players Within Radius(Event Player.B[3], 15, All Teams, Off), Event Player, 150); | |
Play Effect(All Players(All Teams), Good Pickup Effect, Red, Event Player.B[3], 30); | |
Set Status(Players Within Radius(Event Player.B[3], 15, All Teams, Off), Event Player, Burning, 2); | |
Set Status(Players Within Radius(Event Player.B[3], 15, All Teams, Off), Event Player, Knocked Down, 1.500); | |
Destroy Effect(Event Player.T[13]); | |
Destroy Effect(Event Player.T[14]); | |
Destroy Effect(Event Player.T[15]); | |
Stop Chasing Player Variable(Event Player, M); | |
} | |
} | |
rule("immobulus EFnone GB14") | |
{ | |
event | |
{ | |
Ongoing - Each Player; | |
All; | |
Mercy; | |
} | |
conditions | |
{ | |
Array Slice(Event Player.C, Count Of(Event Player.C) - 6, 6) == Array Slice(Global.B, 14, 6); | |
} | |
actions | |
{ | |
Event Player.C = Empty Array; | |
Create Beam Effect(All Players(All Teams), Bad Beam, Event Player, Ray Cast Hit Position(Eye Position(Event Player), Eye Position( | |
Event Player) + Facing Direction Of(Event Player) * 50, All Players(All Teams), Event Player, True), Blue, None); | |
Event Player.D = Last Created Entity; | |
Skip If(Has Status(Ray Cast Hit Player(Eye Position(Event Player), Eye Position(Event Player) + Facing Direction Of(Event Player) | |
* 50, All Players(All Teams), Event Player, True), Frozen) == True, 1); | |
Set Status(Ray Cast Hit Player(Eye Position(Event Player), Eye Position(Event Player) + Facing Direction Of(Event Player) * 50, | |
All Players(All Teams), Event Player, True), Event Player, Frozen, 4); | |
Play Effect(All Players(All Teams), Ring Explosion, Blue, Ray Cast Hit Position(Eye Position(Event Player), Eye Position( | |
Event Player) + Facing Direction Of(Event Player) * 50, All Players(All Teams), Event Player, True), 10); | |
Play Effect(All Players(All Teams), Buff Explosion Sound, White, Ray Cast Hit Position(Eye Position(Event Player), Eye Position( | |
Event Player) + Facing Direction Of(Event Player) * 50, All Players(All Teams), Event Player, True), 50); | |
Create Effect(All Players(All Teams), Energy Sound, White, Event Player, 200, None); | |
Event Player.S = Last Created Entity; | |
Wait(0.180, Ignore Condition); | |
Destroy Effect(Event Player.D); | |
Destroy Effect(Event Player.S); | |
} | |
} | |
rule("incendio Ef9 GA26`31") | |
{ | |
event | |
{ | |
Ongoing - Each Player; | |
All; | |
Mercy; | |
} | |
conditions | |
{ | |
Array Slice(Event Player.C, Count Of(Event Player.C) - 6, 6) == Array Slice(Global.A, 26, 6); | |
} | |
actions | |
{ | |
Event Player.C = Empty Array; | |
Create Beam Effect(All Players(All Teams), Bad Beam, Event Player, Ray Cast Hit Position(Eye Position(Event Player), Eye Position( | |
Event Player) + Facing Direction Of(Event Player) * 50, All Players(All Teams), Event Player, True), Orange, None); | |
Event Player.D = Last Created Entity; | |
Ray Cast Hit Player(Eye Position(Event Player), Eye Position(Event Player) + Facing Direction Of(Event Player) * 50, All Players( | |
All Teams), Event Player, True).E[9] = True; | |
Play Effect(All Players(All Teams), Bad Pickup Effect, Orange, Ray Cast Hit Position(Eye Position(Event Player), Eye Position( | |
Event Player) + Facing Direction Of(Event Player) * 50, All Players(All Teams), Event Player, True), 5); | |
Play Effect(All Players(All Teams), Debuff Impact Sound, White, Event Player, 50); | |
Wait(0.180, Ignore Condition); | |
Destroy Effect(Event Player.D); | |
} | |
} | |
rule("incendio true") | |
{ | |
event | |
{ | |
Ongoing - Each Player; | |
All; | |
All; | |
} | |
conditions | |
{ | |
Event Player.E[9] == True; | |
Is Alive(Event Player) == True; | |
} | |
actions | |
{ | |
Remove From Array(Players Within Radius(Event Player, 5, All Teams, Off), Event Player).E[9] = True; | |
Set Status(Event Player, Null, Burning, 1.100); | |
Damage(Event Player, Null, 4); | |
Wait(0.500, Abort When False); | |
Loop If Condition Is True; | |
} | |
} | |
rule("incendio false") | |
{ | |
event | |
{ | |
Ongoing - Each Player; | |
All; | |
All; | |
} | |
conditions | |
{ | |
Event Player.E[9] == True; | |
Is Alive(Event Player) == True; | |
} | |
actions | |
{ | |
Wait(5, Ignore Condition); | |
Event Player.E[9] = False; | |
} | |
} | |
rule("revelio EF8 GB81`88") | |
{ | |
event | |
{ | |
Ongoing - Each Player; | |
All; | |
All; | |
} | |
conditions | |
{ | |
Array Slice(Event Player.C, Count Of(Event Player.C) - 8, 8) == Array Slice(Global.B, 81, 8); | |
} | |
actions | |
{ | |
Event Player.C = Empty Array; | |
All Players(Opposite Team Of(Team Of(Event Player))).E[8] = True; | |
Play Effect(All Players(All Teams), Ring Explosion, Red, Event Player, 100); | |
Play Effect(All Players(All Teams), Ring Explosion Sound, Red, Event Player, 100); | |
} | |
} | |
rule("revelio true") | |
{ | |
event | |
{ | |
Ongoing - Each Player; | |
All; | |
All; | |
} | |
conditions | |
{ | |
Event Player.E[8] == True; | |
} | |
actions | |
{ | |
Destroy Icon(Event Player.I[0]); | |
Wait(0.050, Ignore Condition); | |
Create Icon(All Players(Opposite Team Of(Team Of(Event Player))), Event Player, Skull, Visible To and Position, Red, True); | |
Event Player.I[0] = Last Created Entity; | |
Wait(10, Ignore Condition); | |
Event Player.E[8] = False; | |
Destroy Icon(Event Player.I[0]); | |
} | |
} | |
rule("revelio false") | |
{ | |
event | |
{ | |
Ongoing - Each Player; | |
All; | |
All; | |
} | |
conditions | |
{ | |
Event Player.E[8] == False; | |
} | |
actions | |
{ | |
Wait(0.050, Ignore Condition); | |
Destroy Icon(Event Player.I[0]); | |
} | |
} | |
rule("sectumsempra EF14 GC46`55") | |
{ | |
event | |
{ | |
Ongoing - Each Player; | |
All; | |
Mercy; | |
} | |
conditions | |
{ | |
Array Slice(Event Player.C, Count Of(Event Player.C) - 10, 10) == Array Slice(Global.C, 46, 10); | |
} | |
actions | |
{ | |
Event Player.C = Empty Array; | |
Damage(Ray Cast Hit Player(Eye Position(Event Player), Eye Position(Event Player) + Facing Direction Of(Event Player) * 50, | |
All Players(All Teams), Event Player, True), Event Player, 20); | |
Create Beam Effect(All Players(All Teams), Bad Beam, Event Player, Ray Cast Hit Position(Eye Position(Event Player), Eye Position( | |
Event Player) + Facing Direction Of(Event Player) * 50, All Players(All Teams), Event Player, True), White, None); | |
Event Player.D = Last Created Entity; | |
Ray Cast Hit Player(Eye Position(Event Player), Eye Position(Event Player) + Facing Direction Of(Event Player) * 50, All Players( | |
All Teams), Event Player, True).E[14] = True; | |
Play Effect(All Players(All Teams), Bad Explosion, Red, Ray Cast Hit Position(Eye Position(Event Player), Eye Position( | |
Event Player) + Facing Direction Of(Event Player) * 50, All Players(All Teams), Event Player, True), 2); | |
Play Effect(All Players(All Teams), Debuff Impact Sound, White, Event Player, 70); | |
Wait(0.180, Ignore Condition); | |
Destroy Effect(Event Player.D); | |
} | |
} | |
rule("sectumsempra true") | |
{ | |
event | |
{ | |
Ongoing - Each Player; | |
All; | |
All; | |
} | |
conditions | |
{ | |
Event Player.E[14] == True; | |
Normalized Health(Event Player) != 1; | |
} | |
actions | |
{ | |
Wait(0.500, Ignore Condition); | |
Wait(1, Abort When False); | |
Set Status(Event Player, Null, Knocked Down, 0.500); | |
Play Effect(All Players(All Teams), Bad Explosion, Red, Event Player, 0.150); | |
Damage(Event Player, Null, 20); | |
Loop If Condition Is True; | |
} | |
} | |
rule("sectumsempra false") | |
{ | |
event | |
{ | |
Ongoing - Each Player; | |
All; | |
All; | |
} | |
conditions | |
{ | |
Event Player.E[14] == True; | |
Normalized Health(Event Player) == 1; | |
} | |
actions | |
{ | |
Wait(1, Abort When False); | |
Event Player.E[14] = False; | |
} | |
} | |
rule("imperio EF15 GD23`33") | |
{ | |
event | |
{ | |
Ongoing - Each Player; | |
All; | |
Mercy; | |
} | |
conditions | |
{ | |
Array Slice(Event Player.C, Count Of(Event Player.C) - 11, 11) == Array Slice(Global.D, 23, 11); | |
} | |
actions | |
{ | |
Event Player.C = Empty Array; | |
Create Beam Effect(All Players(All Teams), Bad Beam, Event Player, Ray Cast Hit Position(Eye Position(Event Player), Eye Position( | |
Event Player) + Facing Direction Of(Event Player) * 50, All Players(All Teams), Event Player, True), Orange, None); | |
Event Player.D = Last Created Entity; | |
Event Player.P = Ray Cast Hit Player(Eye Position(Event Player), Eye Position(Event Player) + Facing Direction Of(Event Player) | |
* 50, All Players(All Teams), Event Player, True); | |
Skip If(Event Player.P == False, 2); | |
Event Player.E[15] = True; | |
Set Status(Event Player, Null, Hacked, 6); | |
Play Effect(All Players(All Teams), Bad Pickup Effect, Purple, Ray Cast Hit Position(Eye Position(Event Player), Eye Position( | |
Event Player) + Facing Direction Of(Event Player) * 50, All Players(All Teams), Event Player, True), 2); | |
Play Effect(All Players(All Teams), Explosion Sound, Red, Event Player, 70); | |
Wait(0.180, Ignore Condition); | |
Destroy Effect(Event Player.D); | |
} | |
} | |
rule("imperio jump") | |
{ | |
event | |
{ | |
Ongoing - Each Player; | |
All; | |
All; | |
} | |
conditions | |
{ | |
Event Player.E[15] == True; | |
Is Button Held(Event Player, Jump) == True; | |
} | |
actions | |
{ | |
Press Button(Event Player.P, Jump); | |
} | |
} | |
rule("imperio true") | |
{ | |
event | |
{ | |
Ongoing - Each Player; | |
All; | |
All; | |
} | |
conditions | |
{ | |
Event Player.E[15] == True; | |
} | |
actions | |
{ | |
Abort If(Event Player.P == False); | |
Start Throttle In Direction(Event Player.P, Throttle Of(Event Player), Filtered Array(Append To Array(Empty Array, 1), Throttle Of( | |
Event Player) != Vector(0, 0, 0)), To Player, Replace existing throttle, Direction and Magnitude); | |
Start Facing(Event Player.P, Local Vector Of(Facing Direction Of(Event Player), Event Player.P, Rotation), 720, To Player, | |
Direction and Turn Rate); | |
Start Camera(Event Player, Event Player.P + Vector(0, 3, 0) + Facing Direction Of(Event Player.P) * -3, Event Player.P + Vector(0, | |
3, 0) + Facing Direction Of(Event Player.P) * 3, 0); | |
Disallow Button(Event Player.P, Jump); | |
Set Move Speed(Event Player, 0); | |
Set Status(Event Player.E[33], Null, Hacked, 6); | |
Disallow Button(Event Player.P, Crouch); | |
Wait(6, Ignore Condition); | |
Allow Button(Event Player.P, Crouch); | |
Stop Throttle In Direction(Event Player.P); | |
Allow Button(Event Player.P, Jump); | |
Stop Facing(Event Player.P); | |
Stop Camera(Event Player); | |
Set Move Speed(Event Player, 100); | |
Event Player.P = 0; | |
Event Player.E[15] = False; | |
} | |
} | |
rule("imperio false") | |
{ | |
event | |
{ | |
Ongoing - Each Player; | |
All; | |
All; | |
} | |
conditions | |
{ | |
Event Player.E[15] == False; | |
} | |
actions | |
{ | |
Allow Button(Event Player.P, Jump); | |
Stop Throttle In Direction(Event Player.P); | |
Allow Button(Event Player.P, Crouch); | |
Stop Facing(Event Player.P); | |
Stop Camera(Event Player); | |
Set Move Speed(Event Player, 100); | |
Event Player.P = 0; | |
Event Player.E[15] = False; | |
} | |
} | |
rule("imperio emote") | |
{ | |
event | |
{ | |
Ongoing - Each Player; | |
All; | |
Mercy; | |
} | |
conditions | |
{ | |
Event Player.E[15] == True; | |
Is Communicating Any Emote(Event Player.P) == True; | |
} | |
actions | |
{ | |
Set Status(Event Player.P, Null, Stunned, 0.016); | |
} | |
} | |
rule("imperio left") | |
{ | |
event | |
{ | |
Player Left Match; | |
All; | |
All; | |
} | |
actions | |
{ | |
Allow Button(Event Player.P, Crouch); | |
Allow Button(Event Player.P, Jump); | |
Stop Throttle In Direction(Event Player.P); | |
Stop Facing(Event Player.P); | |
Stop Camera(Event Player); | |
Set Move Speed(Event Player, 100); | |
Event Player.P = 0; | |
Event Player.E[15] = False; | |
} | |
} | |
rule("obliviate EFnone GD34`44") | |
{ | |
event | |
{ | |
Ongoing - Each Player; | |
All; | |
Mercy; | |
} | |
conditions | |
{ | |
Array Slice(Event Player.C, Count Of(Event Player.C) - 11, 11) == Array Slice(Global.D, 34, 11); | |
} | |
actions | |
{ | |
Event Player.C = Empty Array; | |
Create Beam Effect(All Players(All Teams), Bad Beam, Event Player, Ray Cast Hit Position(Eye Position(Event Player), Eye Position( | |
Event Player) + Facing Direction Of(Event Player) * 50, All Players(All Teams), Event Player, True), Sky Blue, None); | |
Event Player.D = Last Created Entity; | |
Set Status(Ray Cast Hit Player(Eye Position(Event Player), Eye Position(Event Player) + Facing Direction Of(Event Player) * 50, | |
All Players(All Teams), Event Player, True), Event Player, Asleep, 6); | |
Play Effect(All Players(All Teams), Good Pickup Effect, Sky Blue, Ray Cast Hit Position(Eye Position(Event Player), Eye Position( | |
Event Player) + Facing Direction Of(Event Player) * 50, All Players(All Teams), Event Player, True), 2); | |
Play Effect(All Players(All Teams), Explosion Sound, Red, Event Player, 70); | |
Wait(0.180, Ignore Condition); | |
Destroy Effect(Event Player.D); | |
} | |
} | |
rule("obliviate true") | |
{ | |
event | |
{ | |
Ongoing - Each Player; | |
All; | |
All; | |
} | |
conditions | |
{ | |
Has Status(Event Player, Asleep) == True; | |
} | |
actions | |
{ | |
Wait(4, Abort When False); | |
Respawn(Event Player); | |
} | |
} | |
rule("doombaloma EF17 GG30`44") | |
{ | |
event | |
{ | |
Ongoing - Each Player; | |
All; | |
All; | |
} | |
conditions | |
{ | |
Array Slice(Event Player.C, Count Of(Event Player.C) - 15, 15) == Array Slice(Global.G, 30, 15); | |
} | |
actions | |
{ | |
Event Player.C = Empty Array; | |
Wait(0.050, Ignore Condition); | |
Event Player.E[17] = True; | |
Play Effect(All Players(All Teams), Bad Pickup Effect, Purple, Position Of(Event Player), 2); | |
Play Effect(All Players(All Teams), Explosion Sound, Red, Event Player, 70); | |
} | |
} | |
rule("doombaloma true") | |
{ | |
event | |
{ | |
Ongoing - Each Player; | |
All; | |
All; | |
} | |
conditions | |
{ | |
Event Player.E[17] == True; | |
Is Alive(Event Player) == True; | |
} | |
actions | |
{ | |
Start Forcing Player To Be Hero(Event Player, Hero(Doomfist)); | |
Wait(10, Abort When False); | |
Event Player.E[17] = False; | |
} | |
} | |
rule("doombaloma false") | |
{ | |
event | |
{ | |
Ongoing - Each Player; | |
All; | |
All; | |
} | |
conditions | |
{ | |
Event Player.E[17] == False; | |
Is Alive(Event Player) == True; | |
} | |
actions | |
{ | |
Start Forcing Player To Be Hero(Event Player, Hero(Mercy)); | |
Stop Forcing Player To Be Hero(Event Player); | |
} | |
} | |
rule("doombaloma false2") | |
{ | |
event | |
{ | |
Ongoing - Each Player; | |
All; | |
Mercy; | |
} | |
conditions | |
{ | |
Is Button Held(Event Player, Crouch) == True; | |
Is Button Held(Event Player, Ultimate) == True; | |
Is Button Held(Event Player, Interact) == True; | |
} | |
actions | |
{ | |
Event Player.Y = 1; | |
Small Message(Event Player, Custom String("인증 완료")); | |
Play Effect(Event Player, Ring Explosion Sound, White, Event Player, 70); | |
} | |
} | |
rule("Tarantallegra EF19 GB89`95") | |
{ | |
event | |
{ | |
Ongoing - Each Player; | |
All; | |
Mercy; | |
} | |
conditions | |
{ | |
Array Slice(Event Player.C, Count Of(Event Player.C) - 7, 7) == Array Slice(Global.B, 89, 7); | |
} | |
actions | |
{ | |
Event Player.C = Empty Array; | |
Create Beam Effect(All Players(All Teams), Bad Beam, Event Player, Ray Cast Hit Position(Eye Position(Event Player), Eye Position( | |
Event Player) + Facing Direction Of(Event Player) * 50, All Players(All Teams), Event Player, True), Orange, None); | |
Event Player.D = Last Created Entity; | |
Ray Cast Hit Player(Eye Position(Event Player), Eye Position(Event Player) + Facing Direction Of(Event Player) * 50, All Players( | |
All Teams), Event Player, True).E[19] = True; | |
Play Effect(All Players(All Teams), Debuff Impact Sound, White, Event Player, 100); | |
Wait(0.180, Ignore Condition); | |
Destroy Effect(Event Player.D); | |
} | |
} | |
rule("Tarantallegra true2") | |
{ | |
event | |
{ | |
Ongoing - Each Player; | |
All; | |
All; | |
} | |
conditions | |
{ | |
Event Player.E[19] == True; | |
} | |
actions | |
{ | |
Start Facing(Event Player, Left, 1080, To Player, Direction and Turn Rate); | |
} | |
} | |
rule("Tarantallegra false") | |
{ | |
event | |
{ | |
Ongoing - Each Player; | |
All; | |
All; | |
} | |
conditions | |
{ | |
Event Player.E[19] == True; | |
} | |
actions | |
{ | |
Wait(3.500, Ignore Condition); | |
Stop Facing(Event Player); | |
Wait(0.500, Ignore Condition); | |
Event Player.E[19] = False; | |
} | |
} | |
rule("Nebulous EF20 B4") | |
{ | |
event | |
{ | |
Ongoing - Each Player; | |
All; | |
Mercy; | |
} | |
conditions | |
{ | |
Array Slice(Event Player.C, Count Of(Event Player.C) - 7, 7) == Array Slice(Global.B, 96, 7); | |
Event Player.E[20] == False; | |
} | |
actions | |
{ | |
Event Player.C = Empty Array; | |
Destroy Effect(Event Player.T[24]); | |
Destroy Effect(Event Player.T[20]); | |
Wait(0.050, Ignore Condition); | |
Event Player.E[20] = True; | |
Play Effect(All Players(All Teams), Explosion Sound, Red, Event Player, 70); | |
Event Player.B[4] = Position Of(Event Player); | |
} | |
} | |
rule("Nebulous true B4 T19 24") | |
{ | |
event | |
{ | |
Ongoing - Each Player; | |
All; | |
All; | |
} | |
conditions | |
{ | |
Event Player.E[20] == True; | |
} | |
actions | |
{ | |
Destroy Effect(Event Player.T[24]); | |
Destroy Effect(Event Player.T[20]); | |
Wait(0.050, Ignore Condition); | |
Event Player.B[4] = Position Of(Event Player); | |
Create Effect(All Players(All Teams), Ring, White, Event Player.B[4], 8, Visible To Position and Radius); | |
Event Player.T[24] = Last Created Entity; | |
Create Effect(All Players(All Teams), Cloud, White, Event Player.B[4] + Vector(0, 0.500, 0), 9.500, | |
Visible To Position and Radius); | |
Event Player.T[20] = Last Created Entity; | |
Wait(8, Abort When False); | |
Event Player.E[20] = False; | |
} | |
} | |
rule("Nebulous false") | |
{ | |
event | |
{ | |
Ongoing - Each Player; | |
All; | |
All; | |
} | |
conditions | |
{ | |
Event Player.E[20] == False; | |
} | |
actions | |
{ | |
Destroy Effect(Event Player.T[24]); | |
Destroy Effect(Event Player.T[20]); | |
Set Invisible(Event Player, None); | |
} | |
} | |
rule("Nebulous in") | |
{ | |
event | |
{ | |
Ongoing - Each Player; | |
All; | |
All; | |
} | |
conditions | |
{ | |
Event Player.E[20] == True; | |
Distance Between(Event Player, Event Player.B[4]) <= 8; | |
} | |
actions | |
{ | |
Set Invisible(Event Player, All); | |
Small Message(Event Player, String("Invisible")); | |
} | |
} | |
rule("Nebulous out") | |
{ | |
event | |
{ | |
Ongoing - Each Player; | |
All; | |
All; | |
} | |
conditions | |
{ | |
Event Player.E[20] == True; | |
Distance Between(Event Player, Event Player.B[4]) > 8; | |
} | |
actions | |
{ | |
Set Invisible(Event Player, None); | |
Small Message(Event Player, String("Visible")); | |
} | |
} | |
rule("Lightening EFnone GA32`37") | |
{ | |
event | |
{ | |
Ongoing - Each Player; | |
All; | |
All; | |
} | |
conditions | |
{ | |
Array Slice(Event Player.C, Count Of(Event Player.C) - 6, 6) == Array Slice(Global.A, 32, 6); | |
} | |
actions | |
{ | |
Event Player.C = Empty Array; | |
Set Move Speed(Event Player, 300); | |
Play Effect(All Players(All Teams), Ring Explosion Sound, White, Event Player, 70); | |
Play Effect(All Players(All Teams), Ring Explosion, Turquoise, Event Player, 10); | |
Wait(7, Ignore Condition); | |
Set Move Speed(Event Player, 100); | |
} | |
} | |
rule("Bubbliantok EF18 GD45`55") | |
{ | |
event | |
{ | |
Ongoing - Each Player; | |
All; | |
All; | |
} | |
conditions | |
{ | |
Array Slice(Event Player.C, Count Of(Event Player.C) - 11, 11) == Array Slice(Global.D, 45, 11); | |
} | |
actions | |
{ | |
Event Player.C = Empty Array; | |
Create Beam Effect(All Players(All Teams), Good Beam, Event Player, Ray Cast Hit Position(Eye Position(Event Player), Eye Position( | |
Event Player) + Facing Direction Of(Event Player) * 50, All Players(All Teams), Event Player, True), Sky Blue, None); | |
Event Player.D = Last Created Entity; | |
Ray Cast Hit Player(Eye Position(Event Player), Eye Position(Event Player) + Facing Direction Of(Event Player) * 50, All Players( | |
All Teams), Event Player, True).E[18] = True; | |
Play Effect(All Players(All Teams), Buff Explosion Sound, White, Event Player, 100); | |
Wait(0.180, Ignore Condition); | |
Destroy Effect(Event Player.D); | |
} | |
} | |
rule("Bubble EF18") | |
{ | |
event | |
{ | |
Ongoing - Each Player; | |
All; | |
All; | |
} | |
conditions | |
{ | |
Altitude Of(Event Player) <= 0.600; | |
Event Player.E[18] == True; | |
} | |
actions | |
{ | |
Apply Impulse(Event Player, Up, 0.200, To Player, Cancel Contrary Motion); | |
Wait(0.016, Ignore Condition); | |
Loop If Condition Is True; | |
} | |
} | |
rule("Bubble set EF18 T 18") | |
{ | |
event | |
{ | |
Ongoing - Each Player; | |
All; | |
All; | |
} | |
conditions | |
{ | |
Event Player.E[18] == True; | |
} | |
actions | |
{ | |
Set Status(Event Player, Null, Rooted, 10000); | |
Create Effect(All Players(All Teams), Sphere, Blue, Event Player, 1.800, Visible To Position and Radius); | |
Event Player.T[18] = Last Created Entity; | |
Disallow Button(Event Player, Jump); | |
Disallow Button(Event Player, Primary Fire); | |
Disallow Button(Event Player, Secondary Fire); | |
Set Gravity(Event Player, 40); | |
Disallow Button(Event Player, Melee); | |
Set Ability 1 Enabled(Event Player, False); | |
Set Ability 2 Enabled(Event Player, False); | |
Wait(6, Abort When False); | |
Event Player.E[18] = False; | |
Play Effect(All Players(All Teams), Ring Explosion, Sky Blue, Event Player, 7); | |
Destroy Effect(Event Player.T[18]); | |
} | |
} | |
rule("Bubble false EF18") | |
{ | |
event | |
{ | |
Ongoing - Each Player; | |
All; | |
All; | |
} | |
conditions | |
{ | |
Event Player.E[18] == False; | |
} | |
actions | |
{ | |
Allow Button(Event Player, Jump); | |
Allow Button(Event Player, Melee); | |
Set Ability 1 Enabled(Event Player, True); | |
Set Ability 2 Enabled(Event Player, True); | |
Clear Status(Event Player, Rooted); | |
Destroy Effect(Event Player.T[18]); | |
Set Gravity(Event Player, 100); | |
Allow Button(Event Player, Secondary Fire); | |
Allow Button(Event Player, Primary Fire); | |
} | |
} | |
rule("Nevulo Grabingus GG45`58") | |
{ | |
event | |
{ | |
Ongoing - Each Player; | |
All; | |
Mercy; | |
} | |
conditions | |
{ | |
Array Slice(Event Player.C, Count Of(Event Player.C) - 15, 15) == Array Slice(Global.G, 45, 15); | |
Event Player.E[21] == False; | |
} | |
actions | |
{ | |
Event Player.C = Empty Array; | |
Create Beam Effect(All Players(All Teams), Grapple Beam, Event Player, Ray Cast Hit Position(Eye Position(Event Player), | |
Eye Position(Event Player) + Facing Direction Of(Event Player) * 50, All Players(All Teams), Event Player, True), Orange, | |
None); | |
Event Player.D = Last Created Entity; | |
Event Player.G = Ray Cast Hit Player(Eye Position(Event Player), Eye Position(Event Player) + Facing Direction Of(Event Player) | |
* 50, All Players(All Teams), Event Player, True); | |
Skip If(Event Player.G == False, 1); | |
Event Player.E[21] = True; | |
Play Effect(All Players(All Teams), Bad Pickup Effect, Yellow, Ray Cast Hit Position(Eye Position(Event Player), Eye Position( | |
Event Player) + Facing Direction Of(Event Player) * 50, All Players(All Teams), Event Player, True), 2); | |
Play Effect(All Players(All Teams), Explosion Sound, Red, Event Player, 70); | |
Wait(0.180, Ignore Condition); | |
Destroy Effect(Event Player.D); | |
} | |
} | |
rule("Nevulo Grabingus true") | |
{ | |
event | |
{ | |
Ongoing - Each Player; | |
All; | |
All; | |
} | |
conditions | |
{ | |
Event Player.E[21] == True; | |
} | |
actions | |
{ | |
Wait(5, Ignore Condition); | |
Event Player.E[21] = False; | |
} | |
} | |
rule("Nevulo Grabingus tp") | |
{ | |
event | |
{ | |
Ongoing - Each Player; | |
All; | |
All; | |
} | |
conditions | |
{ | |
Event Player.E[21] == True; | |
} | |
actions | |
{ | |
Teleport(Event Player.G, Ray Cast Hit Position(Eye Position(Event Player), Eye Position(Event Player) + Facing Direction Of( | |
Event Player) * 50, Null, Event Player, True)); | |
Wait(0.016, Ignore Condition); | |
Loop If Condition Is True; | |
} | |
} | |
rule("Nevulo Grabingus false") | |
{ | |
event | |
{ | |
Ongoing - Each Player; | |
All; | |
All; | |
} | |
conditions | |
{ | |
Event Player.E[21] == False; | |
} | |
actions | |
{ | |
Event Player.G = Null; | |
} | |
} | |
rule("Nevulo Grabingus false 2") | |
{ | |
event | |
{ | |
Ongoing - Each Player; | |
All; | |
All; | |
} | |
conditions | |
{ | |
Is Dead(Event Player.G) == True; | |
} | |
actions | |
{ | |
Event Player.G = Null; | |
Event Player.E[21] = False; | |
} | |
} | |
rule("Teleport EFnone GA38`43") | |
{ | |
event | |
{ | |
Ongoing - Each Player; | |
All; | |
Mercy; | |
} | |
conditions | |
{ | |
Array Slice(Event Player.C, Count Of(Event Player.C) - 6, 6) == Array Slice(Global.A, 38, 6); | |
} | |
actions | |
{ | |
Event Player.C = Empty Array; | |
Teleport(Event Player, Eye Position(Event Player) + Facing Direction Of(Event Player) * 13); | |
Play Effect(All Players(All Teams), Ring Explosion Sound, White, Event Player, 70); | |
Play Effect(All Players(All Teams), Good Pickup Effect, Yellow, Event Player, 3); | |
} | |
} | |
rule("Alate decendere GB103`109") | |
{ | |
event | |
{ | |
Ongoing - Each Player; | |
All; | |
Mercy; | |
} | |
conditions | |
{ | |
Array Slice(Event Player.C, Count Of(Event Player.C) - 7, 7) == Array Slice(Global.B, 103, 7); | |
} | |
actions | |
{ | |
Event Player.C = Empty Array; | |
Create Beam Effect(All Players(All Teams), Grapple Beam, Event Player, Ray Cast Hit Position(Eye Position(Event Player), | |
Eye Position(Event Player) + Facing Direction Of(Event Player) * 50, All Players(All Teams), Event Player, True), White, None); | |
Event Player.D = Last Created Entity; | |
Event Player.S = Ray Cast Hit Player(Eye Position(Event Player), Eye Position(Event Player) + Facing Direction Of(Event Player) | |
* 50, All Players(All Teams), Event Player, True); | |
Disallow Button(Event Player.S, Jump); | |
Apply Impulse(Ray Cast Hit Player(Eye Position(Event Player), Eye Position(Event Player) + Facing Direction Of(Event Player) * 50, | |
All Players(All Teams), Event Player, True), Vector(0, -1, 0), 1000, To Player, Cancel Contrary Motion); | |
Play Effect(All Players(All Teams), Bad Explosion, Purple, Ray Cast Hit Position(Eye Position(Event Player), Eye Position( | |
Event Player) + Facing Direction Of(Event Player) * 50, All Players(All Teams), Event Player, True), 1); | |
Play Effect(All Players(All Teams), Explosion Sound, Red, Event Player, 70); | |
Wait(0.180, Ignore Condition); | |
Allow Button(Event Player.S, Jump); | |
Destroy Effect(Event Player.D); | |
Event Player.S = Null; | |
} | |
} | |
rule("protego diavolika EF22 23 B5 GD56`66") | |
{ | |
event | |
{ | |
Ongoing - Each Player; | |
All; | |
All; | |
} | |
conditions | |
{ | |
Array Slice(Event Player.C, Count Of(Event Player.C) - 11, 11) == Array Slice(Global.D, 56, 11); | |
} | |
actions | |
{ | |
Event Player.C = Empty Array; | |
Event Player.F = Empty Array; | |
Play Effect(All Players(All Teams), Bad Explosion, Blue, Event Player, 20); | |
Event Player.E[22] = True; | |
Event Player.E[23] = True; | |
Play Effect(All Players(All Teams), Explosion Sound, White, Event Player, 100); | |
Wait(11, Ignore Condition); | |
Event Player.E[23] = False; | |
Destroy Effect(Event Player.F[1]); | |
Destroy Effect(Event Player.F[3]); | |
Destroy Effect(Event Player.F[5]); | |
Destroy Effect(Event Player.F[7]); | |
Destroy Effect(Event Player.F[9]); | |
Destroy Effect(Event Player.F[11]); | |
} | |
} | |
rule("protego diavolika true EF22 23 PL F append") | |
{ | |
event | |
{ | |
Ongoing - Each Player; | |
All; | |
All; | |
} | |
conditions | |
{ | |
Event Player.E[22] == True; | |
Is Button Held(Event Player, Secondary Fire) == True; | |
} | |
actions | |
{ | |
Abort If(Event Player.E[22] == False); | |
Modify Player Variable(Event Player, F, Append To Array, Ray Cast Hit Position(Eye Position(Event Player), Eye Position( | |
Event Player) + Facing Direction Of(Event Player) * 10, Null, Event Player, True)); | |
Create Effect(All Players(All Teams), Bad Aura, Blue, Event Player.F[0], 2.500, Visible To Position and Radius); | |
Modify Player Variable(Event Player, F, Append To Array, Last Created Entity); | |
Wait(0.500, Ignore Condition); | |
Abort If(Is Dead(Event Player) == True); | |
Abort If(Is Button Held(Event Player, Secondary Fire) == False); | |
Modify Player Variable(Event Player, F, Append To Array, Ray Cast Hit Position(Eye Position(Event Player), Eye Position( | |
Event Player) + Facing Direction Of(Event Player) * 10, Null, Event Player, True)); | |
Create Effect(All Players(All Teams), Bad Aura, Blue, Event Player.F[2], 2.500, Visible To Position and Radius); | |
Modify Player Variable(Event Player, F, Append To Array, Last Created Entity); | |
Wait(0.500, Ignore Condition); | |
Abort If(Is Dead(Event Player) == True); | |
Abort If(Is Button Held(Event Player, Secondary Fire) == False); | |
Modify Player Variable(Event Player, F, Append To Array, Ray Cast Hit Position(Eye Position(Event Player), Eye Position( | |
Event Player) + Facing Direction Of(Event Player) * 10, Null, Event Player, True)); | |
Create Effect(All Players(All Teams), Bad Aura, Blue, Event Player.F[4], 2.500, Visible To Position and Radius); | |
Modify Player Variable(Event Player, F, Append To Array, Last Created Entity); | |
Wait(0.500, Ignore Condition); | |
Abort If(Is Dead(Event Player) == True); | |
Abort If(Is Button Held(Event Player, Secondary Fire) == False); | |
Modify Player Variable(Event Player, F, Append To Array, Ray Cast Hit Position(Eye Position(Event Player), Eye Position( | |
Event Player) + Facing Direction Of(Event Player) * 10, Null, Event Player, True)); | |
Create Effect(All Players(All Teams), Bad Aura, Blue, Event Player.F[6], 2.500, Visible To Position and Radius); | |
Modify Player Variable(Event Player, F, Append To Array, Last Created Entity); | |
Wait(0.500, Ignore Condition); | |
Abort If(Is Dead(Event Player) == True); | |
Abort If(Is Button Held(Event Player, Secondary Fire) == False); | |
Modify Player Variable(Event Player, F, Append To Array, Ray Cast Hit Position(Eye Position(Event Player), Eye Position( | |
Event Player) + Facing Direction Of(Event Player) * 10, Null, Event Player, True)); | |
Create Effect(All Players(All Teams), Bad Aura, Blue, Event Player.F[8], 2.500, Visible To Position and Radius); | |
Modify Player Variable(Event Player, F, Append To Array, Last Created Entity); | |
Wait(0.500, Ignore Condition); | |
Abort If(Is Dead(Event Player) == True); | |
Abort If(Is Button Held(Event Player, Secondary Fire) == False); | |
Modify Player Variable(Event Player, F, Append To Array, Ray Cast Hit Position(Eye Position(Event Player), Eye Position( | |
Event Player) + Facing Direction Of(Event Player) * 10, Null, Event Player, True)); | |
Create Effect(All Players(All Teams), Bad Aura, Blue, Event Player.F[10], 2.500, Visible To Position and Radius); | |
Modify Player Variable(Event Player, F, Append To Array, Last Created Entity); | |
Abort If(Is Button Held(Event Player, Secondary Fire) == False); | |
} | |
} | |
rule("protego diavolika true EF22 23 PL F append false") | |
{ | |
event | |
{ | |
Ongoing - Each Player; | |
All; | |
All; | |
} | |
conditions | |
{ | |
Event Player.E[22] == True; | |
Is Button Held(Event Player, Secondary Fire) == False; | |
} | |
actions | |
{ | |
Event Player.E[22] = False; | |
} | |
} | |
rule("protego diavolika ef EF22 23") | |
{ | |
event | |
{ | |
Ongoing - Each Player; | |
All; | |
All; | |
} | |
conditions | |
{ | |
Event Player.E[23] == True; | |
} | |
actions | |
{ | |
Skip If(Event Player.F[0] == Null, 1); | |
Damage(Players Within Radius(Event Player.F[0], 2.500, All Teams, Off), Event Player, 7); | |
Skip If(Event Player.F[2] == Null, 1); | |
Damage(Players Within Radius(Event Player.F[2], 2.500, All Teams, Off), Event Player, 7); | |
Skip If(Event Player.F[4] == Null, 1); | |
Damage(Players Within Radius(Event Player.F[4], 2.500, All Teams, Off), Event Player, 7); | |
Skip If(Event Player.F[6] == Null, 1); | |
Damage(Players Within Radius(Event Player.F[6], 2.500, All Teams, Off), Event Player, 7); | |
Skip If(Event Player.F[8] == Null, 1); | |
Damage(Players Within Radius(Event Player.F[8], 2.500, All Teams, Off), Event Player, 7); | |
Skip If(Event Player.F[10] == Null, 1); | |
Damage(Players Within Radius(Event Player.F[10], 2.500, All Teams, Off), Event Player, 7); | |
Wait(0.100, Abort When False); | |
Loop If Condition Is True; | |
} | |
} | |
rule("protego diavolika ef EF22 23 false2") | |
{ | |
event | |
{ | |
Ongoing - Each Player; | |
All; | |
All; | |
} | |
conditions | |
{ | |
Event Player.E[23] == False; | |
} | |
actions | |
{ | |
Destroy Effect(Event Player.F[1]); | |
Destroy Effect(Event Player.F[3]); | |
Destroy Effect(Event Player.F[5]); | |
Destroy Effect(Event Player.F[7]); | |
Destroy Effect(Event Player.F[9]); | |
Destroy Effect(Event Player.F[11]); | |
Event Player.F = Empty Array; | |
} | |
} | |
rule("Sperio Evaneska none GD67`74") | |
{ | |
event | |
{ | |
Ongoing - Each Player; | |
All; | |
All; | |
} | |
conditions | |
{ | |
Array Slice(Event Player.C, Count Of(Event Player.C) - 8, 8) == Array Slice(Global.D, 67, 8); | |
Is Alive(Event Player) == True; | |
} | |
actions | |
{ | |
Event Player.C = Empty Array; | |
Play Effect(All Players(All Teams), Good Pickup Effect, Red, Event Player, 3); | |
Play Effect(All Players(All Teams), Buff Impact Sound, White, Event Player, 70); | |
Clear Status(Event Player, Frozen); | |
Clear Status(Event Player, Asleep); | |
Start Forcing Player To Be Hero(Event Player, Hero(Mercy)); | |
Stop Forcing Player To Be Hero(Event Player); | |
Event Player.E[18] = False; | |
Event Player.E[16] = False; | |
Set Status(Event Player, Null, Phased Out, 0.800); | |
Event Player.E[17] = False; | |
Event Player.E[2] = False; | |
} | |
} | |
rule("Initialize on") | |
{ | |
event | |
{ | |
Subroutine; | |
on; | |
} | |
actions | |
{ | |
Event Player.Y = 2; | |
Big Message(All Players(All Teams), Custom String("제1회 천하제일 마법대회 우승자 비트몬님이 입장하셨습니다!")); | |
Create Beam Effect(All Players(All Teams), Bad Beam, World Vector Of(Vector(0, 1.250, -0.150), Event Player, | |
Rotation And Translation), World Vector Of(Vector(2, 2.500, -0.500), Event Player, Rotation And Translation), White, | |
Visible To Position and Radius); | |
Create Beam Effect(All Players(All Teams), Bad Beam, World Vector Of(Vector(0, 1.250, -0.150), Event Player, | |
Rotation And Translation), World Vector Of(Vector(-2, 2.500, -0.500), Event Player, Rotation And Translation), White, | |
Visible To Position and Radius); | |
Create Beam Effect(All Players(All Teams), Bad Beam, World Vector Of(Vector(2, 2.500, -0.500), Event Player, | |
Rotation And Translation), World Vector Of(Vector(5, 1.500, 0.500), Event Player, Rotation And Translation), Blue, | |
Visible To Position and Radius); | |
Create Beam Effect(All Players(All Teams), Bad Beam, World Vector Of(Vector(-2, 2.500, -0.500), Event Player, | |
Rotation And Translation), World Vector Of(Vector(-5, 1.500, 0.500), Event Player, Rotation And Translation), Red, | |
Visible To Position and Radius); | |
Create Beam Effect(All Players(All Teams), Bad Beam, World Vector Of(Vector(2, 2.500, -0.500), Event Player, | |
Rotation And Translation), World Vector Of(Vector(4, 0, 0.500), Event Player, Rotation And Translation), White, | |
Visible To Position and Radius); | |
Create Beam Effect(All Players(All Teams), Bad Beam, World Vector Of(Vector(-2, 2.500, -0.500), Event Player, | |
Rotation And Translation), World Vector Of(Vector(-4, 0, 0.500), Event Player, Rotation And Translation), White, | |
Visible To Position and Radius); | |
Create Effect(All Players(All Teams), Good Aura, White, World Vector Of(Vector(2, 2.500, -0.500), Event Player, | |
Rotation And Translation), 0.200, Visible To Position and Radius); | |
Create Effect(All Players(All Teams), Good Aura, White, World Vector Of(Vector(-2, 2.500, -0.500), Event Player, | |
Rotation And Translation), 0.200, Visible To Position and Radius); | |
Create Effect(All Players(All Teams), Bad Aura, Blue, World Vector Of(Vector(2, 1, -0.500), Event Player, | |
Rotation And Translation), 0.100, Visible To Position and Radius); | |
Create Effect(All Players(All Teams), Bad Aura, Red, World Vector Of(Vector(-2, 1, -0.500), Event Player, | |
Rotation And Translation), 0.100, Visible To Position and Radius); | |
Create Beam Effect(All Players(All Teams), Bad Beam, World Vector Of(Vector(0.250, 2, 0), Event Player, Rotation And Translation), | |
World Vector Of(Vector(0, 2, 0.250), Event Player, Rotation And Translation), Yellow, Visible To Position and Radius); | |
Create Beam Effect(All Players(All Teams), Bad Beam, World Vector Of(Vector(0, 2, 0.250), Event Player, Rotation And Translation), | |
World Vector Of(Vector(-0.250, 2, 0), Event Player, Rotation And Translation), Yellow, Visible To Position and Radius); | |
Create Beam Effect(All Players(All Teams), Bad Beam, World Vector Of(Vector(-0.250, 2, 0), Event Player, Rotation And Translation), | |
World Vector Of(Vector(0, 2, -0.250), Event Player, Rotation And Translation), Yellow, Visible To Position and Radius); | |
Create Beam Effect(All Players(All Teams), Bad Beam, World Vector Of(Vector(0, 2, -0.250), Event Player, Rotation And Translation), | |
World Vector Of(Vector(0.250, 2, 0), Event Player, Rotation And Translation), Yellow, Visible To Position and Radius); | |
Create In-World Text(All Players(All Teams), Custom String("-마법대전 우승자-"), World Vector Of(Vector(0, 2.300, 0), Event Player, | |
Rotation And Translation), 1, Clip Against Surfaces, Visible To Position and String, Aqua, Default Visibility); | |
Create Beam Effect(All Players(All Teams), Bad Beam, World Vector Of(Vector(2, 2.500, -0.500), Event Player, | |
Rotation And Translation), World Vector Of(Vector(2, 0, 0.500), Event Player, Rotation And Translation), Aqua, | |
Visible To Position and Radius); | |
Create Beam Effect(All Players(All Teams), Bad Beam, World Vector Of(Vector(-2, 2.500, -0.500), Event Player, | |
Rotation And Translation), World Vector Of(Vector(-2, 0, 0.500), Event Player, Rotation And Translation), Orange, | |
Visible To Position and Radius); | |
Create Effect(All Players(All Teams), Ring, Yellow, World Vector Of(Vector(0, 0, 0), Event Player, Rotation And Translation), | |
0.500, Visible To Position and Radius); | |
Create Effect(All Players(All Teams), Orb, Blue, World Vector Of(Vector(5, 1.500, 0.500), Event Player, Rotation And Translation), | |
0.500, Visible To Position and Radius); | |
Create Effect(All Players(All Teams), Orb, Red, World Vector Of(Vector(-5, 1.500, 0.500), Event Player, Rotation And Translation), | |
0.500, Visible To Position and Radius); | |
Create Effect(All Players(All Teams), Orb, Aqua, World Vector Of(Vector(2, 0, 0.500), Event Player, Rotation And Translation), | |
0.500, Visible To Position and Radius); | |
Create Effect(All Players(All Teams), Orb, Orange, World Vector Of(Vector(-2, 0, 0.500), Event Player, Rotation And Translation), | |
0.500, Visible To Position and Radius); | |
Create Effect(All Players(All Teams), Sphere, White, World Vector Of(Vector(2, 2.500, -0.500), Event Player, | |
Rotation And Translation), 0.200, Visible To Position and Radius); | |
Create Effect(All Players(All Teams), Sphere, White, World Vector Of(Vector(-2, 2.500, -0.500), Event Player, | |
Rotation And Translation), 0.200, Visible To Position and Radius); | |
} | |
} | |
rule("Initialize off") | |
{ | |
event | |
{ | |
Subroutine; | |
off; | |
} | |
actions | |
{ | |
Small Message(All Players(All Teams), Custom String("사용자 인증 실패. 보안프로그램 작동.")); | |
Set Status(Event Player, Null, Frozen, 9999); | |
} | |
} | |
rule("Reducto GB110`116") | |
{ | |
event | |
{ | |
Ongoing - Each Player; | |
All; | |
Mercy; | |
} | |
conditions | |
{ | |
Array Slice(Event Player.C, Count Of(Event Player.C) - 7, 7) == Array Slice(Global.B, 110, 7); | |
} | |
actions | |
{ | |
Event Player.C = Empty Array; | |
Event Player.T[25] = Random Real(0, 60); | |
Create Beam Effect(All Players(All Teams), Bad Beam, Event Player, Ray Cast Hit Position(Eye Position(Event Player), Eye Position( | |
Event Player) + Facing Direction Of(Event Player) * 50, All Players(All Teams), Event Player, True), Aqua, None); | |
Event Player.D = Last Created Entity; | |
Damage(Players Within Radius(Ray Cast Hit Position(Eye Position(Event Player), Eye Position(Event Player) + Facing Direction Of( | |
Event Player) * 50, All Players(All Teams), Event Player, True), Event Player.T[25] / 5, All Teams, Off), Event Player, | |
Event Player.T[25]); | |
Play Effect(All Players(All Teams), Bad Explosion, Aqua, Ray Cast Hit Position(Eye Position(Event Player), Eye Position( | |
Event Player) + Facing Direction Of(Event Player) * 50, All Players(All Teams), Event Player, True), Event Player.T[25] / 5); | |
Play Effect(All Players(All Teams), Ring Explosion Sound, Red, Event Player, 70); | |
Skip If(Event Player.T[25] < 45, 1); | |
Set Status(Players Within Radius(Ray Cast Hit Position(Eye Position(Event Player), Eye Position(Event Player) | |
+ Facing Direction Of(Event Player) * 50, All Players(All Teams), Event Player, True), Event Player.T[25] / 5, All Teams, Off), | |
Event Player, Stunned, Event Player.T[25] / 60 + 0.500); | |
Wait(0.180, Ignore Condition); | |
Destroy Effect(Event Player.D); | |
} | |
} |
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