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@Js41637
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("")
{
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("")
{
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("")
{
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("")
{
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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