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Mei Frozone

Category:
Custom game mode

Author:
Junker

Rating:
2

Version:
2.0.0

Posted:
4 months ago

Last updated:
7 days ago

Tags:
mei ice wall ice glide glides slides slide slip freeze fast

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[EN] Mei Frozone

  • The match is a 3x3 elimination. The team that wins three rounds wins the match.
  • The team that kills all players on the other team wins the round. It is not possible to revive in the same round.
  • It is only possible to kill with the melee attack. Mei has 50 health and each melee attack deals 30 damage.
  • The Cryo ability heals for a total of 30 health.
  • Hitting an enemy or taking damage will have a sound effect.
  • The ability to ski is better explained in the video.

[PT-BR] Mei Gelado

  • A partida é um modo eliminação 3x3. O time que ganhar três rounds ganha a partida.
  • Ganha o round o time que matar todos os jogadores do outro time. Não é possível reviver no mesmo round.
  • Só é possível matar com o soco. A Mei possui 50 de vida e cada soco dá 30 de dano.
  • A habilidade de criogenia da Mei cura no total 30 de vida.
  • Ao acertar um inimigo ou tomar dano, terá um efeito de som.
  • A habilidade de esquiar é melhor explicada no vídeo.

Discord Group: Junker

rule("(TIME) Remove Assembing Heroes TIME")
{
	event
	{
		Ongoing - Global;
	}

	conditions
	{
		Is Assembling Heroes == True;
	}

	actions
	{
		Set Match Time(0);
	}
}

rule("(DMG) Remove ability damage")
{
	event
	{
		Ongoing - Each Player;
		All;
		Mei;
	}

	actions
	{
		Set Damage Dealt(Event Player, 0.100);
	}
}

rule("( SPEED) Increase Mei's speed when ice skiing")
{
	event
	{
		Ongoing - Each Player;
		All;
		Mei;
	}

	conditions
	{
		disabled Hero Of(Event Player) == Hero(Mei);
		Is Firing Primary(Event Player) == True;
		Is On Ground(Event Player) == True;
		Speed Of In Direction(Event Player, Facing Direction Of(Event Player)) > 1;
		Vertical Facing Angle Of(Event Player) > 7;
	}

	actions
	{
		Set Move Speed(Event Player, 300);
	}
}

rule("(-SPEED) Back at Mei's normal speed")
{
	event
	{
		Ongoing - Each Player;
		All;
		Mei;
	}

	conditions
	{
		disabled Hero Of(Event Player) == Hero(Mei);
		Or(Or(Compare(Is Firing Primary(Event Player), ==, False), Compare(Speed Of In Direction(Event Player, Facing Direction Of(
			Event Player)), <=, 1)), Compare(Vertical Facing Angle Of(Event Player), <, 7)) == True;
		Is On Ground(Event Player) == True;
	}

	actions
	{
		Set Move Speed(Event Player, 100);
	}
}

rule("(DMG) Melee damage (=30)   sound effects")
{
	event
	{
		Player dealt damage;
		All;
		Mei;
	}

	conditions
	{
		Event Damage == 0.030;
	}

	actions
	{
		Damage(Victim, Event Player, 10000);
		Damage(Victim, Event Player, 10000);
		Damage(Victim, Event Player, 10000);
		Play Effect(Attacker, Buff Explosion Sound, White, Event Player, 200);
		Play Effect(Victim, Explosion Sound, White, Event Player, 200);
	}
}

Changelog

4 months ago 1.0.0

This revision contains no notes

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