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Category:
Training / Drills / Tools

Author:
Gecktendo

Rating:
0

Version:
1.2.0

Posted:
10 days ago

Last updated:
8 days ago

Tags:
chill kill hero selection status editor gecko's mod

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Chill Kill mode with hero selector and status editor. Hold Interact to open the editor menu and switch between parameters using the left shift or E key. Pressing primary or secondary fire will toggle settings allowing users to have the experience they want in a chill / kill server.

variables
{
	global:
		0: Hero_List

	player:
		0: State_Selected
		1: Status_List
		2: HUD
		3: Anti_Ult_Spam
}

rule("Gecko's Mod V.1.2.0 - Coded by Gecktendo#1446")
{
	event
	{
		Ongoing - Global;
	}
}

disabled rule("Setup")
{
	event
	{
		Ongoing - Global;
	}
}

rule("Global Variable Setup")
{
	event
	{
		Ongoing - Global;
	}

	actions
	{
		Set Global Variable(Hero_List, All Heroes);
	}
}

rule("Player Variable Setup")
{
	event
	{
		Ongoing - Each Player;
		All;
		All;
	}

	actions
	{
		Set Player Variable(Event Player, State_Selected, 0);
		Set Player Variable(Event Player, Status_List, Empty Array);
		Modify Player Variable(Event Player, Status_List, Append To Array, 0);
		Modify Player Variable(Event Player, Status_List, Append To Array, 100);
		Modify Player Variable(Event Player, Status_List, Append To Array, 100);
		Modify Player Variable(Event Player, Status_List, Append To Array, 100);
		Modify Player Variable(Event Player, Status_List, Append To Array, 100);
		Modify Player Variable(Event Player, Status_List, Append To Array, False);
		Modify Player Variable(Event Player, Status_List, Append To Array, False);
		Modify Player Variable(Event Player, Status_List, Append To Array, False);
		Modify Player Variable(Event Player, Status_List, Append To Array, False);
		Modify Player Variable(Event Player, Status_List, Append To Array, False);
		Modify Player Variable(Event Player, Status_List, Append To Array, False);
		Modify Player Variable(Event Player, Status_List, Append To Array, False);
		Modify Player Variable(Event Player, Status_List, Append To Array, False);
		Modify Player Variable(Event Player, Status_List, Append To Array, False);
		Modify Player Variable(Event Player, Status_List, Append To Array, False);
		Modify Player Variable(Event Player, Status_List, Append To Array, False);
		Modify Player Variable(Event Player, Status_List, Append To Array, False);
		Modify Player Variable(Event Player, Status_List, Append To Array, False);
		Set Player Variable(Event Player, HUD, Empty Array);
	}
}

rule("Set Player Hero Selection")
{
	event
	{
		Ongoing - Each Player;
		All;
		All;
	}

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

	actions
	{
		Set Player Variable At Index(Event Player, Status_List, 0, Index Of Array Value(Global Variable(Hero_List), Hero Of(
			Event Player)));
	}
}

disabled rule("Menu: Player Status Editor")
{
	event
	{
		Ongoing - Global;
	}
}

rule("Right HUD: Status Editor Controls")
{
	event
	{
		Ongoing - Global;
	}

	actions
	{
		Create HUD Text(All Players(All Teams), Null, Null, Custom String("Mod Controls", Null, Null, Null), Right, 0, White, White,
			Turquoise, Visible To and String, Default Visibility);
		Create HUD Text(All Players(All Teams), Null, Custom String("Hold Interact (F) - Show Status Editor HUD", Icon String(Arrow: Down),
			Null, Null), Null, Right, 1, White, White, White, Visible To and String, Default Visibility);
		Create HUD Text(All Players(All Teams), Null, Custom String("Interact (F)   Ability 1 (L.Shift) - Previous Parameter", Icon String(
			Arrow: Down), Null, Null), Null, Right, 2, White, White, White, Visible To and String, Default Visibility);
		Create HUD Text(All Players(All Teams), Null, Custom String("Interact (F)   Ability 2 (E) - Next Parameter", Null, Null, Null),
			Null, Right, 3, White, White, White, Visible To and String, Default Visibility);
		Create HUD Text(All Players(All Teams), Null, Custom String("Interact (F)   Primary - Set to False", Null, Null, Null), Null,
			Right, 4, White, White, White, Visible To and String, Default Visibility);
		Create HUD Text(All Players(All Teams), Null, Custom String("Interact (F)   Secondary - Set to True", Null, Null, Null), Null,
			Right, 5, White, White, White, Visible To and String, Default Visibility);
	}
}

rule("Interact (ON): Show Player Status Settings & Disable Controls")
{
	event
	{
		Ongoing - Each Player;
		All;
		All;
	}

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

	actions
	{
		Create HUD Text(Event Player, Null, Null, Custom String("Player Settings", Null, Null, Null), Top, 1, White, White, Turquoise,
			Visible To and String, Default Visibility);
		Modify Player Variable(Event Player, HUD, Append To Array, Last Text ID);
		Create HUD Text(Filtered Array(Event Player, Compare(Player Variable(Event Player, State_Selected), ==, 0)), Null, Custom String(
			"Hero: {0} {1}", Value In Array(Global Variable(Hero_List), Value In Array(Player Variable(Event Player, Status_List), 0)),
			Hero Icon String(Value In Array(Global Variable(Hero_List), Value In Array(Player Variable(Event Player, Status_List), 0))),
			Null), Null, Top, 2, White, White, White, Visible To and String, Default Visibility);
		Modify Player Variable(Event Player, HUD, Append To Array, Last Text ID);
		Create HUD Text(Filtered Array(Event Player, Compare(Player Variable(Event Player, State_Selected), !=, 0)), Null, Custom String(
			"Hero: {0} {1}", Value In Array(Global Variable(Hero_List), Value In Array(Player Variable(Event Player, Status_List), 0)),
			Hero Icon String(Value In Array(Global Variable(Hero_List), Value In Array(Player Variable(Event Player, Status_List), 0))),
			Null), Null, Top, 2, White, Turquoise, White, Visible To and String, Default Visibility);
		Modify Player Variable(Event Player, HUD, Append To Array, Last Text ID);
		Create HUD Text(Filtered Array(Event Player, Compare(Player Variable(Event Player, State_Selected), ==, 1)), Null, Custom String(
			"Player Speed: {0}%", Value In Array(Player Variable(Event Player, Status_List), 1), Null, Null), Null, Top, 3, White, White,
			White, Visible To and String, Default Visibility);
		Modify Player Variable(Event Player, HUD, Append To Array, Last Text ID);
		Create HUD Text(Filtered Array(Event Player, Compare(Player Variable(Event Player, State_Selected), !=, 1)), Null, Custom String(
			"Player Speed: {0}%", Value In Array(Player Variable(Event Player, Status_List), 1), Null, Null), Null, Top, 3, White,
			Turquoise, White, Visible To and String, Default Visibility);
		Modify Player Variable(Event Player, HUD, Append To Array, Last Text ID);
		Create HUD Text(Filtered Array(Event Player, Compare(Player Variable(Event Player, State_Selected), ==, 2)), Null, Custom String(
			"Player Gravity: {0}%", Value In Array(Player Variable(Event Player, Status_List), 2), Null, Null), Null, Top, 4, White, White,
			White, Visible To and String, Default Visibility);
		Modify Player Variable(Event Player, HUD, Append To Array, Last Text ID);
		Create HUD Text(Filtered Array(Event Player, Compare(Player Variable(Event Player, State_Selected), !=, 2)), Null, Custom String(
			"Player Gravity: {0}%", Value In Array(Player Variable(Event Player, Status_List), 2), Null, Null), Null, Top, 4, White,
			Turquoise, White, Visible To and String, Default Visibility);
		Modify Player Variable(Event Player, HUD, Append To Array, Last Text ID);
		Create HUD Text(Filtered Array(Event Player, Compare(Player Variable(Event Player, State_Selected), ==, 3)), Null, Custom String(
			"Projectile Speed: {0}%", Value In Array(Player Variable(Event Player, Status_List), 3), Null, Null), Null, Top, 5, White,
			White, White, Visible To and String, Default Visibility);
		Modify Player Variable(Event Player, HUD, Append To Array, Last Text ID);
		Create HUD Text(Filtered Array(Event Player, Compare(Player Variable(Event Player, State_Selected), !=, 3)), Null, Custom String(
			"Projectile Speed: {0}%", Value In Array(Player Variable(Event Player, Status_List), 3), Null, Null), Null, Top, 5, White,
			Turquoise, White, Visible To and String, Default Visibility);
		Modify Player Variable(Event Player, HUD, Append To Array, Last Text ID);
		Create HUD Text(Filtered Array(Event Player, Compare(Player Variable(Event Player, State_Selected), ==, 4)), Null, Custom String(
			"Projectile Gravity: {0}%", Value In Array(Player Variable(Event Player, Status_List), 4), Null, Null), Null, Top, 6, White,
			White, White, Visible To and String, Default Visibility);
		Modify Player Variable(Event Player, HUD, Append To Array, Last Text ID);
		Create HUD Text(Filtered Array(Event Player, Compare(Player Variable(Event Player, State_Selected), !=, 4)), Null, Custom String(
			"Projectile Gravity: {0}%", Value In Array(Player Variable(Event Player, Status_List), 4), Null, Null), Null, Top, 6, White,
			Turquoise, White, Visible To and String, Default Visibility);
		Modify Player Variable(Event Player, HUD, Append To Array, Last Text ID);
		Create HUD Text(Filtered Array(Event Player, Compare(Player Variable(Event Player, State_Selected), ==, 5)), Null, Custom String(
			"Hacked: {0}", Value In Array(Player Variable(Event Player, Status_List), 5), Null, Null), Null, Top, 7, White, White, White,
			Visible To and String, Default Visibility);
		Modify Player Variable(Event Player, HUD, Append To Array, Last Text ID);
		Create HUD Text(Filtered Array(Event Player, Compare(Player Variable(Event Player, State_Selected), !=, 5)), Null, Custom String(
			"Hacked: {0}", Value In Array(Player Variable(Event Player, Status_List), 5), Null, Null), Null, Top, 7, White, Turquoise,
			White, Visible To and String, Default Visibility);
		Modify Player Variable(Event Player, HUD, Append To Array, Last Text ID);
		Create HUD Text(Filtered Array(Event Player, Compare(Player Variable(Event Player, State_Selected), ==, 6)), Null, Custom String(
			"Burning: {0}", Value In Array(Player Variable(Event Player, Status_List), 6), Null, Null), Null, Top, 8, White, White, White,
			Visible To and String, Default Visibility);
		Modify Player Variable(Event Player, HUD, Append To Array, Last Text ID);
		Create HUD Text(Filtered Array(Event Player, Compare(Player Variable(Event Player, State_Selected), !=, 6)), Null, Custom String(
			"Burning: {0}", Value In Array(Player Variable(Event Player, Status_List), 6), Null, Null), Null, Top, 8, White, Turquoise,
			White, Visible To and String, Default Visibility);
		Modify Player Variable(Event Player, HUD, Append To Array, Last Text ID);
		Create HUD Text(Filtered Array(Event Player, Compare(Player Variable(Event Player, State_Selected), ==, 7)), Null, Custom String(
			"Knocked Down: {0}", Value In Array(Player Variable(Event Player, Status_List), 7), Null, Null), Null, Top, 9, White, White,
			White, Visible To and String, Default Visibility);
		Modify Player Variable(Event Player, HUD, Append To Array, Last Text ID);
		Create HUD Text(Filtered Array(Event Player, Compare(Player Variable(Event Player, State_Selected), !=, 7)), Null, Custom String(
			"Knocked Down: {0}", Value In Array(Player Variable(Event Player, Status_List), 7), Null, Null), Null, Top, 9, White,
			Turquoise, White, Visible To and String, Default Visibility);
		Modify Player Variable(Event Player, HUD, Append To Array, Last Text ID);
		Create HUD Text(Filtered Array(Event Player, Compare(Player Variable(Event Player, State_Selected), ==, 8)), Null, Custom String(
			"Asleep: {0}", Value In Array(Player Variable(Event Player, Status_List), 8), Null, Null), Null, Top, 10, White, White, White,
			Visible To and String, Default Visibility);
		Modify Player Variable(Event Player, HUD, Append To Array, Last Text ID);
		Create HUD Text(Filtered Array(Event Player, Compare(Player Variable(Event Player, State_Selected), !=, 8)), Null, Custom String(
			"Asleep: {0}", Value In Array(Player Variable(Event Player, Status_List), 8), Null, Null), Null, Top, 10, White, Turquoise,
			White, Visible To and String, Default Visibility);
		Modify Player Variable(Event Player, HUD, Append To Array, Last Text ID);
		Create HUD Text(Filtered Array(Event Player, Compare(Player Variable(Event Player, State_Selected), ==, 9)), Null, Custom String(
			"Frozen: {0}", Value In Array(Player Variable(Event Player, Status_List), 9), Null, Null), Null, Top, 11, White, White, White,
			Visible To and String, Default Visibility);
		Modify Player Variable(Event Player, HUD, Append To Array, Last Text ID);
		Create HUD Text(Filtered Array(Event Player, Compare(Player Variable(Event Player, State_Selected), !=, 9)), Null, Custom String(
			"Frozen: {0}", Value In Array(Player Variable(Event Player, Status_List), 9), Null, Null), Null, Top, 11, White, Turquoise,
			White, Visible To and String, Default Visibility);
		Modify Player Variable(Event Player, HUD, Append To Array, Last Text ID);
		Create HUD Text(Filtered Array(Event Player, Compare(Player Variable(Event Player, State_Selected), ==, 10)), Null, Custom String(
			"Unkillable: {0}", Value In Array(Player Variable(Event Player, Status_List), 10), Null, Null), Null, Top, 12, White, White,
			White, Visible To and String, Default Visibility);
		Modify Player Variable(Event Player, HUD, Append To Array, Last Text ID);
		Create HUD Text(Filtered Array(Event Player, Compare(Player Variable(Event Player, State_Selected), !=, 10)), Null, Custom String(
			"Unkillable: {0}", Value In Array(Player Variable(Event Player, Status_List), 10), Null, Null), Null, Top, 12, White,
			Turquoise, White, Visible To and String, Default Visibility);
		Modify Player Variable(Event Player, HUD, Append To Array, Last Text ID);
		Create HUD Text(Filtered Array(Event Player, Compare(Player Variable(Event Player, State_Selected), ==, 11)), Null, Custom String(
			"Invincible: {0}", Value In Array(Player Variable(Event Player, Status_List), 11), Null, Null), Null, Top, 13, White, White,
			White, Visible To and String, Default Visibility);
		Modify Player Variable(Event Player, HUD, Append To Array, Last Text ID);
		Create HUD Text(Filtered Array(Event Player, Compare(Player Variable(Event Player, State_Selected), !=, 11)), Null, Custom String(
			"Invincible: {0}", Value In Array(Player Variable(Event Player, Status_List), 11), Null, Null), Null, Top, 13, White,
			Turquoise, White, Visible To and String, Default Visibility);
		Modify Player Variable(Event Player, HUD, Append To Array, Last Text ID);
		Create HUD Text(Filtered Array(Event Player, Compare(Player Variable(Event Player, State_Selected), ==, 12)), Null, Custom String(
			"Phased Out: {0}", Value In Array(Player Variable(Event Player, Status_List), 12), Null, Null), Null, Top, 14, White, White,
			White, Visible To and String, Default Visibility);
		Modify Player Variable(Event Player, HUD, Append To Array, Last Text ID);
		Create HUD Text(Filtered Array(Event Player, Compare(Player Variable(Event Player, State_Selected), !=, 12)), Null, Custom String(
			"Phased Out: {0}", Value In Array(Player Variable(Event Player, Status_List), 12), Null, Null), Null, Top, 14, White,
			Turquoise, White, Visible To and String, Default Visibility);
		Modify Player Variable(Event Player, HUD, Append To Array, Last Text ID);
		Create HUD Text(Filtered Array(Event Player, Compare(Player Variable(Event Player, State_Selected), ==, 13)), Null, Custom String(
			"Rooted: {0}", Value In Array(Player Variable(Event Player, Status_List), 13), Null, Null), Null, Top, 15, White, White, White,
			Visible To and String, Default Visibility);
		Modify Player Variable(Event Player, HUD, Append To Array, Last Text ID);
		Create HUD Text(Filtered Array(Event Player, Compare(Player Variable(Event Player, State_Selected), !=, 13)), Null, Custom String(
			"Rooted: {0}", Value In Array(Player Variable(Event Player, Status_List), 13), Null, Null), Null, Top, 15, White, Turquoise,
			White, Visible To and String, Default Visibility);
		Modify Player Variable(Event Player, HUD, Append To Array, Last Text ID);
		Create HUD Text(Filtered Array(Event Player, Compare(Player Variable(Event Player, State_Selected), ==, 14)), Null, Custom String(
			"Stunned: {0}", Value In Array(Player Variable(Event Player, Status_List), 14), Null, Null), Null, Top, 16, White, White,
			White, Visible To and String, Default Visibility);
		Modify Player Variable(Event Player, HUD, Append To Array, Last Text ID);
		Create HUD Text(Filtered Array(Event Player, Compare(Player Variable(Event Player, State_Selected), !=, 14)), Null, Custom String(
			"Stunned: {0}", Value In Array(Player Variable(Event Player, Status_List), 14), Null, Null), Null, Top, 16, White, Turquoise,
			White, Visible To and String, Default Visibility);
		Modify Player Variable(Event Player, HUD, Append To Array, Last Text ID);
		Create HUD Text(Filtered Array(Event Player, Compare(Player Variable(Event Player, State_Selected), ==, 15)), Null, Custom String(
			"Killed: {0}", Value In Array(Player Variable(Event Player, Status_List), 15), Null, Null), Null, Top, 17, White, White, White,
			Visible To and String, Default Visibility);
		Modify Player Variable(Event Player, HUD, Append To Array, Last Text ID);
		Create HUD Text(Filtered Array(Event Player, Compare(Player Variable(Event Player, State_Selected), !=, 15)), Null, Custom String(
			"Killed: {0}", Value In Array(Player Variable(Event Player, Status_List), 15), Null, Null), Null, Top, 17, White, Turquoise,
			White, Visible To and String, Default Visibility);
		Modify Player Variable(Event Player, HUD, Append To Array, Last Text ID);
		Create HUD Text(Filtered Array(Event Player, Compare(Player Variable(Event Player, State_Selected), ==, 16)), Null, Custom String(
			"NoClip: {0}", Value In Array(Player Variable(Event Player, Status_List), 16), Null, Null), Null, Top, 18, White, White, White,
			Visible To and String, Default Visibility);
		Modify Player Variable(Event Player, HUD, Append To Array, Last Text ID);
		Create HUD Text(Filtered Array(Event Player, Compare(Player Variable(Event Player, State_Selected), !=, 16)), Null, Custom String(
			"NoClip: {0}", Value In Array(Player Variable(Event Player, Status_List), 16), Null, Null), Null, Top, 18, White, Turquoise,
			White, Visible To and String, Default Visibility);
		Modify Player Variable(Event Player, HUD, Append To Array, Last Text ID);
		Set Primary Fire Enabled(Event Player, False);
		Set Secondary Fire Enabled(Event Player, False);
		Set Ability 1 Enabled(Event Player, False);
		Set Ability 2 Enabled(Event Player, False);
	}
}

rule("Interact (OFF): Clear Status Hud & Enable Controls")
{
	event
	{
		Ongoing - Each Player;
		All;
		All;
	}

	conditions
	{
		Is Button Held(Event Player, Interact) == False;
	}

	actions
	{
		Set Primary Fire Enabled(Event Player, True);
		Set Secondary Fire Enabled(Event Player, True);
		Set Ability 1 Enabled(Event Player, True);
		Set Ability 2 Enabled(Event Player, True);
		Destroy HUD Text(Value In Array(Player Variable(Event Player, HUD), 0));
		Modify Player Variable(Event Player, HUD, Remove From Array By Index, 0);
		Destroy HUD Text(Value In Array(Player Variable(Event Player, HUD), 0));
		Modify Player Variable(Event Player, HUD, Remove From Array By Index, 0);
		Destroy HUD Text(Value In Array(Player Variable(Event Player, HUD), 0));
		Modify Player Variable(Event Player, HUD, Remove From Array By Index, 0);
		Destroy HUD Text(Value In Array(Player Variable(Event Player, HUD), 0));
		Modify Player Variable(Event Player, HUD, Remove From Array By Index, 0);
		Destroy HUD Text(Value In Array(Player Variable(Event Player, HUD), 0));
		Modify Player Variable(Event Player, HUD, Remove From Array By Index, 0);
		Destroy HUD Text(Value In Array(Player Variable(Event Player, HUD), 0));
		Modify Player Variable(Event Player, HUD, Remove From Array By Index, 0);
		Destroy HUD Text(Value In Array(Player Variable(Event Player, HUD), 0));
		Modify Player Variable(Event Player, HUD, Remove From Array By Index, 0);
		Destroy HUD Text(Value In Array(Player Variable(Event Player, HUD), 0));
		Modify Player Variable(Event Player, HUD, Remove From Array By Index, 0);
		Destroy HUD Text(Value In Array(Player Variable(Event Player, HUD), 0));
		Modify Player Variable(Event Player, HUD, Remove From Array By Index, 0);
		Destroy HUD Text(Value In Array(Player Variable(Event Player, HUD), 0));
		Modify Player Variable(Event Player, HUD, Remove From Array By Index, 0);
		Destroy HUD Text(Value In Array(Player Variable(Event Player, HUD), 0));
		Modify Player Variable(Event Player, HUD, Remove From Array By Index, 0);
		Destroy HUD Text(Value In Array(Player Variable(Event Player, HUD), 0));
		Modify Player Variable(Event Player, HUD, Remove From Array By Index, 0);
		Destroy HUD Text(Value In Array(Player Variable(Event Player, HUD), 0));
		Modify Player Variable(Event Player, HUD, Remove From Array By Index, 0);
		Destroy HUD Text(Value In Array(Player Variable(Event Player, HUD), 0));
		Modify Player Variable(Event Player, HUD, Remove From Array By Index, 0);
		Destroy HUD Text(Value In Array(Player Variable(Event Player, HUD), 0));
		Modify Player Variable(Event Player, HUD, Remove From Array By Index, 0);
		Destroy HUD Text(Value In Array(Player Variable(Event Player, HUD), 0));
		Modify Player Variable(Event Player, HUD, Remove From Array By Index, 0);
		Destroy HUD Text(Value In Array(Player Variable(Event Player, HUD), 0));
		Modify Player Variable(Event Player, HUD, Remove From Array By Index, 0);
		Destroy HUD Text(Value In Array(Player Variable(Event Player, HUD), 0));
		Modify Player Variable(Event Player, HUD, Remove From Array By Index, 0);
		Destroy HUD Text(Value In Array(Player Variable(Event Player, HUD), 0));
		Modify Player Variable(Event Player, HUD, Remove From Array By Index, 0);
		Destroy HUD Text(Value In Array(Player Variable(Event Player, HUD), 0));
		Modify Player Variable(Event Player, HUD, Remove From Array By Index, 0);
		Destroy HUD Text(Value In Array(Player Variable(Event Player, HUD), 0));
		Modify Player Variable(Event Player, HUD, Remove From Array By Index, 0);
		Destroy HUD Text(Value In Array(Player Variable(Event Player, HUD), 0));
		Modify Player Variable(Event Player, HUD, Remove From Array By Index, 0);
		Destroy HUD Text(Value In Array(Player Variable(Event Player, HUD), 0));
		Modify Player Variable(Event Player, HUD, Remove From Array By Index, 0);
		Destroy HUD Text(Value In Array(Player Variable(Event Player, HUD), 0));
		Modify Player Variable(Event Player, HUD, Remove From Array By Index, 0);
		Destroy HUD Text(Value In Array(Player Variable(Event Player, HUD), 0));
		Modify Player Variable(Event Player, HUD, Remove From Array By Index, 0);
		Destroy HUD Text(Value In Array(Player Variable(Event Player, HUD), 0));
		Modify Player Variable(Event Player, HUD, Remove From Array By Index, 0);
		Destroy HUD Text(Value In Array(Player Variable(Event Player, HUD), 0));
		Modify Player Variable(Event Player, HUD, Remove From Array By Index, 0);
		Destroy HUD Text(Value In Array(Player Variable(Event Player, HUD), 0));
		Modify Player Variable(Event Player, HUD, Remove From Array By Index, 0);
		Destroy HUD Text(Value In Array(Player Variable(Event Player, HUD), 0));
		Modify Player Variable(Event Player, HUD, Remove From Array By Index, 0);
		Destroy HUD Text(Value In Array(Player Variable(Event Player, HUD), 0));
		Modify Player Variable(Event Player, HUD, Remove From Array By Index, 0);
		Destroy HUD Text(Value In Array(Player Variable(Event Player, HUD), 0));
		Modify Player Variable(Event Player, HUD, Remove From Array By Index, 0);
		Destroy HUD Text(Value In Array(Player Variable(Event Player, HUD), 0));
		Modify Player Variable(Event Player, HUD, Remove From Array By Index, 0);
		Destroy HUD Text(Value In Array(Player Variable(Event Player, HUD), 0));
		Modify Player Variable(Event Player, HUD, Remove From Array By Index, 0);
		Destroy HUD Text(Value In Array(Player Variable(Event Player, HUD), 0));
		Modify Player Variable(Event Player, HUD, Remove From Array By Index, 0);
		Destroy HUD Text(Value In Array(Player Variable(Event Player, HUD), 0));
		Modify Player Variable(Event Player, HUD, Remove From Array By Index, 0);
	}
}

rule("Interact   Ability 1: Previous Parameter")
{
	event
	{
		Ongoing - Each Player;
		All;
		All;
	}

	conditions
	{
		Is Button Held(Event Player, Interact) == True;
		Is Button Held(Event Player, Ability 1) == True;
	}

	actions
	{
		Set Player Variable(Event Player, State_Selected, Modulo(Add(Subtract(Player Variable(Event Player, State_Selected), 1), 17), 17));
	}
}

rule("Interact   Ability 2: Next Parameter")
{
	event
	{
		Ongoing - Each Player;
		All;
		All;
	}

	conditions
	{
		Is Button Held(Event Player, Interact) == True;
		Is Button Held(Event Player, Ability 2) == True;
	}

	actions
	{
		Set Player Variable(Event Player, State_Selected, Modulo(Add(Player Variable(Event Player, State_Selected), 1), 17));
	}
}

rule("Interact   Primary: Set Selected Status to False")
{
	event
	{
		Ongoing - Each Player;
		All;
		All;
	}

	conditions
	{
		Is Button Held(Event Player, Interact) == True;
		Is Button Held(Event Player, Primary Fire) == True;
		Player Variable(Event Player, State_Selected) > 4;
	}

	actions
	{
		Set Player Variable At Index(Event Player, Status_List, Player Variable(Event Player, State_Selected), False);
	}
}

rule("Interact   Secondary: Set Selected Status to True")
{
	event
	{
		Ongoing - Each Player;
		All;
		All;
	}

	conditions
	{
		Is Button Held(Event Player, Interact) == True;
		Is Button Held(Event Player, Secondary Fire) == True;
		Player Variable(Event Player, State_Selected) > 4;
	}

	actions
	{
		Set Player Variable At Index(Event Player, Status_List, Player Variable(Event Player, State_Selected), True);
	}
}

rule("Status 0: Hero")
{
	event
	{
		Ongoing - Each Player;
		All;
		All;
	}

	conditions
	{
		Is Button Held(Event Player, Interact) == True;
		Player Variable(Event Player, State_Selected) == 0;
	}

	actions
	{
		Skip If(Compare(Is Button Held(Event Player, Primary Fire), !=, True), 2);
		Set Player Variable At Index(Event Player, Status_List, 0, Modulo(Add(Subtract(Value In Array(Player Variable(Event Player,
			Status_List), 0), 1), Count Of(Global Variable(Hero_List))), Count Of(Global Variable(Hero_List))));
		Wait(0.250, Ignore Condition);
		Skip If(Compare(Is Button Held(Event Player, Secondary Fire), !=, True), 2);
		Set Player Variable At Index(Event Player, Status_List, 0, Modulo(Add(Value In Array(Player Variable(Event Player, Status_List),
			0), 1), Count Of(Global Variable(Hero_List))));
		Wait(0.250, Ignore Condition);
		Wait(0.016, Ignore Condition);
		Loop If Condition Is True;
		Skip If(Compare(Index Of Array Value(Global Variable(Hero_List), Hero Of(Event Player)), ==, Value In Array(Player Variable(
			Event Player, Status_List), 0)), 2);
		Stop Forcing Player To Be Hero(Event Player);
		Start Forcing Player To Be Hero(Event Player, Value In Array(Global Variable(Hero_List), Value In Array(Player Variable(
			Event Player, Status_List), 0)));
	}
}

rule("Status 1: Player Speed")
{
	event
	{
		Ongoing - Each Player;
		All;
		All;
	}

	conditions
	{
		Is Button Held(Event Player, Interact) == True;
		Player Variable(Event Player, State_Selected) == 1;
	}

	actions
	{
		Skip If(Compare(Is Button Held(Event Player, Primary Fire), !=, True), 2);
		Skip If(Compare(Value In Array(Player Variable(Event Player, Status_List), 1), <=, 0), 1);
		Modify Player Variable At Index(Event Player, Status_List, 1, Subtract, 1);
		Skip If(Compare(Is Button Held(Event Player, Secondary Fire), !=, True), 1);
		Modify Player Variable At Index(Event Player, Status_List, 1, Add, 1);
		Wait(0.025, Ignore Condition);
		Loop If Condition Is True;
		Set Move Speed(Event Player, Value In Array(Player Variable(Event Player, Status_List), 1));
	}
}

rule("Status 2: Player Gravity")
{
	event
	{
		Ongoing - Each Player;
		All;
		All;
	}

	conditions
	{
		Is Button Held(Event Player, Interact) == True;
		Player Variable(Event Player, State_Selected) == 2;
	}

	actions
	{
		Skip If(Compare(Is Button Held(Event Player, Primary Fire), !=, True), 2);
		Skip If(Compare(Value In Array(Player Variable(Event Player, Status_List), 2), <=, 0), 1);
		Modify Player Variable At Index(Event Player, Status_List, 2, Subtract, 1);
		Skip If(Compare(Is Button Held(Event Player, Secondary Fire), !=, True), 1);
		Modify Player Variable At Index(Event Player, Status_List, 2, Add, 1);
		Wait(0.025, Ignore Condition);
		Loop If Condition Is True;
		Set Gravity(Event Player, Value In Array(Player Variable(Event Player, Status_List), 2));
	}
}

rule("Status 3: Projectile Speed")
{
	event
	{
		Ongoing - Each Player;
		All;
		All;
	}

	conditions
	{
		Is Button Held(Event Player, Interact) == True;
		Player Variable(Event Player, State_Selected) == 3;
	}

	actions
	{
		Skip If(Compare(Is Button Held(Event Player, Primary Fire), !=, True), 2);
		Skip If(Compare(Value In Array(Player Variable(Event Player, Status_List), 3), <=, 0), 1);
		Modify Player Variable At Index(Event Player, Status_List, 3, Subtract, 1);
		Skip If(Compare(Is Button Held(Event Player, Secondary Fire), !=, True), 1);
		Modify Player Variable At Index(Event Player, Status_List, 3, Add, 1);
		Wait(0.025, Ignore Condition);
		Loop If Condition Is True;
		Set Projectile Speed(Event Player, Value In Array(Player Variable(Event Player, Status_List), 3));
	}
}

rule("Status 4: Projectile Gravity")
{
	event
	{
		Ongoing - Each Player;
		All;
		All;
	}

	conditions
	{
		Is Button Held(Event Player, Interact) == True;
		Player Variable(Event Player, State_Selected) == 4;
	}

	actions
	{
		Skip If(Compare(Is Button Held(Event Player, Primary Fire), !=, True), 2);
		Skip If(Compare(Value In Array(Player Variable(Event Player, Status_List), 4), <=, 0), 1);
		Modify Player Variable At Index(Event Player, Status_List, 4, Subtract, 1);
		Skip If(Compare(Is Button Held(Event Player, Secondary Fire), !=, True), 1);
		Modify Player Variable At Index(Event Player, Status_List, 4, Add, 1);
		Wait(0.025, Ignore Condition);
		Loop If Condition Is True;
		Set Projectile Gravity(Event Player, Value In Array(Player Variable(Event Player, Status_List), 4));
	}
}

rule("Status 5: Hacked")
{
	event
	{
		Ongoing - Each Player;
		All;
		All;
	}

	conditions
	{
		Is Button Held(Event Player, Interact) == False;
	}

	actions
	{
		Skip If(Compare(Value In Array(Player Variable(Event Player, Status_List), 5), ==, False), 2);
		Set Status(Event Player, Null, Hacked, 9999);
		Skip(1);
		Clear Status(Event Player, Hacked);
	}
}

rule("Status 6: Burning")
{
	event
	{
		Ongoing - Each Player;
		All;
		All;
	}

	conditions
	{
		Is Button Held(Event Player, Interact) == False;
	}

	actions
	{
		Skip If(Compare(Value In Array(Player Variable(Event Player, Status_List), 6), ==, False), 2);
		Set Status(Event Player, Null, Burning, 9999);
		Skip(1);
		Clear Status(Event Player, Burning);
	}
}

rule("Status 7: Knocked Down")
{
	event
	{
		Ongoing - Each Player;
		All;
		All;
	}

	conditions
	{
		Is Button Held(Event Player, Interact) == False;
	}

	actions
	{
		Skip If(Compare(Value In Array(Player Variable(Event Player, Status_List), 7), ==, False), 2);
		Set Status(Event Player, Null, Knocked Down, 9999);
		Skip(1);
		Clear Status(Event Player, Knocked Down);
	}
}

rule("Status 8: Asleep")
{
	event
	{
		Ongoing - Each Player;
		All;
		All;
	}

	conditions
	{
		Is Button Held(Event Player, Interact) == False;
	}

	actions
	{
		Skip If(Compare(Value In Array(Player Variable(Event Player, Status_List), 8), ==, False), 2);
		Set Status(Event Player, Null, Asleep, 9999);
		Skip(1);
		Clear Status(Event Player, Asleep);
	}
}

rule("Status 9: Frozen")
{
	event
	{
		Ongoing - Each Player;
		All;
		All;
	}

	conditions
	{
		Is Button Held(Event Player, Interact) == False;
	}

	actions
	{
		Skip If(Compare(Value In Array(Player Variable(Event Player, Status_List), 9), ==, False), 2);
		Set Status(Event Player, Null, Frozen, 9999);
		Skip(1);
		Clear Status(Event Player, Frozen);
	}
}

rule("Status 10: Unkillable")
{
	event
	{
		Ongoing - Each Player;
		All;
		All;
	}

	conditions
	{
		Is Button Held(Event Player, Interact) == False;
	}

	actions
	{
		Skip If(Compare(Value In Array(Player Variable(Event Player, Status_List), 10), ==, False), 2);
		Set Status(Event Player, Null, Unkillable, 9999);
		Skip(1);
		Clear Status(Event Player, Unkillable);
	}
}

rule("Status 11: Invincible")
{
	event
	{
		Ongoing - Each Player;
		All;
		All;
	}

	conditions
	{
		Is Button Held(Event Player, Interact) == False;
	}

	actions
	{
		Skip If(Compare(Value In Array(Player Variable(Event Player, Status_List), 11), ==, False), 2);
		Set Status(Event Player, Null, Invincible, 9999);
		Skip(1);
		Clear Status(Event Player, Invincible);
	}
}

rule("Status 12: Phased Out")
{
	event
	{
		Ongoing - Each Player;
		All;
		All;
	}

	conditions
	{
		Is Button Held(Event Player, Interact) == False;
	}

	actions
	{
		Skip If(Compare(Value In Array(Player Variable(Event Player, Status_List), 12), ==, False), 2);
		Set Status(Event Player, Null, Phased Out, 9999);
		Skip(1);
		Clear Status(Event Player, Phased Out);
	}
}

rule("Status 13: Rooted")
{
	event
	{
		Ongoing - Each Player;
		All;
		All;
	}

	conditions
	{
		Is Button Held(Event Player, Interact) == False;
	}

	actions
	{
		Skip If(Compare(Value In Array(Player Variable(Event Player, Status_List), 13), ==, False), 2);
		Set Status(Event Player, Null, Rooted, 9999);
		Skip(1);
		Clear Status(Event Player, Rooted);
	}
}

rule("Status 14: Stunned")
{
	event
	{
		Ongoing - Each Player;
		All;
		All;
	}

	conditions
	{
		Is Button Held(Event Player, Interact) == False;
	}

	actions
	{
		Skip If(Compare(Value In Array(Player Variable(Event Player, Status_List), 14), ==, False), 2);
		Set Status(Event Player, Null, Stunned, 9999);
		Skip(1);
		Clear Status(Event Player, Stunned);
	}
}

rule("Status 15: Killed")
{
	event
	{
		Ongoing - Each Player;
		All;
		All;
	}

	conditions
	{
		Is Button Held(Event Player, Interact) == False;
	}

	actions
	{
		Skip If(Compare(Value In Array(Player Variable(Event Player, Status_List), 15), ==, False), 3);
		Kill(Event Player, Null);
		Disable Built-In Game Mode Respawning(Event Player);
		Skip(2);
		Enable Built-In Game Mode Respawning(Event Player);
		Resurrect(Event Player);
	}
}

rule("Status 16: NoClip")
{
	event
	{
		Ongoing - Each Player;
		All;
		All;
	}

	conditions
	{
		Value In Array(Player Variable(Event Player, Status_List), 16) == True;
		Is Moving(Event Player) == True;
		Distance Between(Eye Position(Event Player), Ray Cast Hit Position(Eye Position(Event Player), Add(Eye Position(Event Player),
			Multiply(Facing Direction Of(Event Player), 10)), Empty Array, Empty Array, False)) <= Divide(Horizontal Speed Of(
			Event Player), 4);
	}

	actions
	{
		Teleport(Event Player, World Vector Of(Vector(0, 0, Divide(Horizontal Speed Of(Event Player), 2)), Event Player,
			Rotation And Translation));
		Wait(0.500, Ignore Condition);
		Loop If Condition Is True;
	}
}

rule("Reset Ultimate Charge")
{
	event
	{
		Ongoing - Each Player;
		All;
		All;
	}

	conditions
	{
		Ultimate Charge Percent(Event Player) != 100;
		Has Spawned(Event Player) == True;
		Hero Of(Event Player) != Hero(Junkrat);
	}

	actions
	{
		Set Ultimate Charge(Event Player, 100);
		Wait(0.016, Ignore Condition);
		Loop If Condition Is True;
	}
}

rule("Reset Ultimate Charge")
{
	event
	{
		Ongoing - Each Player;
		All;
		All;
	}

	conditions
	{
		Ultimate Charge Percent(Event Player) != 100;
		Has Spawned(Event Player) == True;
		Is Using Ultimate(Event Player) != True;
		Hero Of(Event Player) == Hero(Junkrat);
	}

	actions
	{
		Set Ultimate Charge(Event Player, 100);
		Wait(0.016, Ignore Condition);
		Loop If Condition Is True;
	}
}

rule("Ult Spam Counter")
{
	event
	{
		Ongoing - Each Player;
		All;
		All;
	}

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

	actions
	{
		Modify Player Variable(Event Player, Anti_Ult_Spam, Add, 1);
	}
}

rule("Ult Spam Upper Limit")
{
	event
	{
		Ongoing - Each Player;
		All;
		All;
	}

	conditions
	{
		Player Variable(Event Player, Anti_Ult_Spam) > 10;
	}

	actions
	{
		Set Player Variable(Event Player, Anti_Ult_Spam, 10);
	}
}

rule("Ult Cooldown")
{
	event
	{
		Ongoing - Each Player;
		All;
		All;
	}

	conditions
	{
		Player Variable(Event Player, Anti_Ult_Spam) != 0;
		Player Variable(Event Player, Anti_Ult_Spam) > 4;
	}

	actions
	{
		Chase Player Variable At Rate(Event Player, Anti_Ult_Spam, 0, 0.500, Destination and Rate);
	}
}

rule("Allow Ult")
{
	event
	{
		Ongoing - Each Player;
		All;
		All;
	}

	conditions
	{
		Player Variable(Event Player, Anti_Ult_Spam) <= 4;
	}

	actions
	{
		Set Ultimate Ability Enabled(Event Player, True);
	}
}

rule("Block Ult")
{
	event
	{
		Ongoing - Each Player;
		All;
		All;
	}

	conditions
	{
		Player Variable(Event Player, Anti_Ult_Spam) > 4;
	}

	actions
	{
		Set Ultimate Ability Enabled(Event Player, False);
	}
}

Changelog

8 days ago 1.2.0

  • Added player speed, player gravity, projectile speed, and projectile gravity to the adjustable parameter list.

X2QVD
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10 days ago 1.1.0

-Added a NoClip Toggle

P5DW9
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10 days ago 1.0.0

This revision contains no notes

0ZPYD
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