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UpgradeShop.owpy
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UpgradeShop.owpy
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%BigHud(loc, text, color)
Hud
Visible_To: Event Player
Header: text
Subheader: Null
Text: Null
Location: loc
Sort_Order: 0
Header_Color: color
Subheader_Color: White
Text_Color: White
Reevaluation: Visible To And String
%SmallHud(loc, text, color)
Hud
Visible_To: Event Player
Header: Null
Subheader: Null
Text: text
Location: loc
Sort_Order: 999
Header_Color: White
Subheader_Color: White
Text_Color: color
Reevaluation: Visible To And String
%PlayEffect(positionv, type, effectcolor)
Play Effect
Visible_To: Event Player
Type: type
Color: effectcolor
Position: positionv
Radius: 1.5
%CreateEffect(pos, type, color)
Create Effect
Visible_To: Everyone
Type: type
Color: color
Position: pos
Radius: 1.5
Reevaluation: Visible To
%GameText(who, text, pos, scale)
World Text
Visible_To: who
Header: text
Position: pos
Scale: scale
Clipping: Clip Against Surfaces
Reevaluation: Visible To And String
%ResetPlayerUI(player_)
BigHud(Top, `Credits: {}`(pvar money), White)
BigHud(Top, `Diamonds: {}`(pvar diamonds), White)
BigHud(Left, `Projectile Speed: {}%`(pvar projectileBoost), White)
BigHud(Left, `Run Speed: {}%`(pvar speedBoost), White)
BigHud(Left, `Damage: {}%`(pvar damageBoost), White)
BigHud(Left, `Max Life: {}%`(pvar healthBoost), White)
BigHud(Left, `Healing Over Time: {}`(pvar healthTime), White)
BigHud(Left, `Credits On Kill: {}`(pvar moneyElim), White)
BigHud(Left, `Credits Over Time: {}`(pvar moneyTime), White)
// Create game texts per player.
GameText(Event Player, pvar gmoneyTime[3], (pvar gmoneyTime[0] + Up), 1.5)
GameText(Event Player, pvar gmoneyElim[3], (pvar gmoneyElim[0] + Up), 1.5)
GameText(Event Player, pvar gdamageBoost[3], (pvar gdamageBoost[0] + Up), 1.5)
GameText(Event Player, pvar gprojectileBoost[3], (pvar gprojectileBoost[0] + Up), 1.5)
GameText(Event Player, pvar ghealthBoost[3], (pvar ghealthBoost[0] + Up), 1.5)
GameText(Event Player, pvar ghealthTime[3], (pvar ghealthTime[0] + Up), 1.5)
GameText(Event Player, pvar gspeedBoost[3], (pvar gspeedBoost[0] + Up), 1.5)
%CreateBuyCircle(location, color, text)
CreateEffect(location, ring, color)
%CreateBuyCirclePlayer(location, color, text)
Create Effect
Visible_To: Event Player
Type: ring
Color: color
Position: location
Radius: 1.5
Reevaluation: Visible To
//GameText(Everyone, text, (location + Up), 1.5)
Rule "Upgrade Shop By Zencep#1489. Join us at discord.gg/5GhnRJy to keep up to date."
Event
On Global
Rule "More information on the Overwatch forum post: bit.ly/FtoUpgradePost"
Event
On Global
Rule "Setup Global"
Event
On Global
Actions
if get_map() == Havana:
gvar shopTeleportLocation = <-15, 6, -80>
gvar exitPortalLocation = <-4.5, 6, -79.25>
gvar buyMultiplierLocation = <-2, 6, -92>
gvar gcommitSuicideLocation = <-8, 6, -92>
gvar gmoneyTimeLocation = <-18, 5.85, -77.25>
gvar gmoneyElimLocation = <-22, 5.85, -77.25>
gvar gdamageBoostLocation = <-26, 5.85, -77.25>
gvar gprojectileBoostLocation = <-30, 5.85, -77.25>
gvar ghealthBoostLocation = <-18, 5.85, -81.25>
gvar ghealthTimeLocation = <-22, 5.85, -81.25>
gvar gspeedBoostLocation = <-26, 5.85, -81.25>
gvar gunlockAbilityOneLocation = <-16, 6.03, -66.5>
gvar gunlockUltimateLocation = <-20, 6.03, -66.5>
gvar gunlockAbilityTwoLocation = <-24, 6.03, -66.5>
gvar gunlockLowGravityLocation = <-8, 6.03, -66.5>
gvar gunlockAimbotLocation = <0, 6.03, -66.5>
elif get_map() == Hollywood:
gvar shopTeleportLocation = <-13, 1.6, 5>
gvar exitPortalLocation = <-8.5, 1.6, -4>
gvar buyMultiplierLocation = <-26, 1.75, -14>
gvar gcommitSuicideLocation = <-23.5, 7.75, 10.5>
gvar gmoneyTimeLocation = <-20, 1.6, 6>
gvar gmoneyElimLocation = <-24, 1.6, 3.6>
gvar gdamageBoostLocation = <-28, 1.6, 1.2>
gvar gprojectileBoostLocation = <-32, 1.6, -1.2>
gvar ghealthBoostLocation = <-16.2, 1.6, -1>
gvar ghealthTimeLocation = <-20.2, 1.6, -3.5>
gvar gspeedBoostLocation = <-24.2, 1.6, -6>
GameText(Everyone, `Abilities Here`, <-20.36, 7, -7.22>, 1.5)
gvar gunlockAbilityOneLocation = <-14.3, 1.75, -15>
gvar gunlockUltimateLocation = <-16.35, 1.75, -11.2>
gvar gunlockAbilityTwoLocation = <-18.4, 1.6, -8.1>
gvar gunlockLowGravityLocation = <-20.8, 5.75, -14.75>
gvar gunlockAimbotLocation = <-17.3, 5.75, -12.5>
elif get_map() == Eichenwalde:
gvar shopTeleportLocation = <114.52, 10.72, -23.6>
gvar exitPortalLocation = <112.71, 8.72, -31.96>
gvar buyMultiplierLocation = <129.23, 8.72, -38.12>
gvar gcommitSuicideLocation = <130.22, 14.74, -36.14>
gvar gmoneyTimeLocation = <121, 8.72, -27.5>
gvar gmoneyElimLocation = <120, 8.72, -31.5>
gvar gdamageBoostLocation = <119, 8.72, -35.5>
gvar gprojectileBoostLocation = <118, 8.72, -39.5>
gvar ghealthBoostLocation = <126, 8.72, -28.75>
gvar ghealthTimeLocation = <125, 8.72, -32.75>
gvar gspeedBoostLocation = <124, 8.72, -36.75>
GameText(Everyone, `Abilities Here`, <115.12, 13, -13.67>, 1.5)
gvar gunlockAbilityOneLocation = <132, 10.72, 7.25>
gvar gunlockUltimateLocation = <128, 10.72, 8.5>
gvar gunlockAbilityTwoLocation = <124, 10.72, 9.75>
gvar gunlockLowGravityLocation = <137, 10.72, 0>
gvar gunlockAimbotLocation = <138.25, 10.72, 4>
/*
Zerod Locations for new maps..
gvar shopTeleportLocation = <0, 0, 0>
gvar exitPortalLocation = <0, 0, 0>
gvar buyMultiplierLocation = <0, 0, 0>
gvar gcommitSuicideLocation = <0, 0, 0>
gvar gmoneyTimeLocation = <0, 0, 0>
gvar gmoneyElimLocation = <0, 0, 0>
gvar gdamageBoostLocation = <0, 0, 0>
gvar gprojectileBoostLocation = <0, 0, 0>
gvar ghealthBoostLocation = <0, 0, 0>
gvar ghealthTimeLocation = <0, 0, 0>
gvar gspeedBoostLocation = <0, 0, 0>
gvar gunlockAbilityOneLocation = <0, 0, 0>
gvar gunlockUltimateLocation = <0, 0, 0>
gvar gunlockAbilityTwoLocation = <0, 0, 0>
gvar gunlockLowGravityLocation = <0, 0, 0>
gvar gunlockAimbotLocation = <0, 0, 0>
*/
gvar matchTimeSeconds = 0
gvar matchTimeMultiplier = 1
gvar gameStopping = false
gvar gunlockAbilityOne = [gunlockAbilityOneLocation, Purple, 350, `Unlock Ability 1: {}`(350)]
gvar gunlockUltimate = [gunlockUltimateLocation, Purple, 700, `Unlock Ultimate Ability: {}`(700)]
gvar gunlockAbilityTwo = [gunlockAbilityTwoLocation, Purple, 350, `Unlock Ability 2: {}`(350)]
gvar gcommitSuicide = [gcommitSuicideLocation, Red, 500, `Die Here: {}`(500)]
gvar gunlockLowGravity = [gunlockLowGravityLocation, Yellow, 0, `Slow Fall: {}`(1500000), 1]
gvar gunlockAimbot = [gunlockAimbotLocation, Red, 0, `Banned Attack: {}`(10000000), 1]
/*
[
0 => location
1 => color
2 => price
3 => text
4 => prestige/level minimum
]
*/
Rule "Setup Store Locations"
Event
On Global
Actions
CreateBuyCircle(gunlockAbilityOne[0], gunlockAbilityOne[1], gunlockAbilityOne[3])
GameText(Everyone, gunlockAbilityOne[3], (gunlockAbilityOne[0] + Up), 1.5)
CreateBuyCircle(gunlockUltimate[0], gunlockUltimate[1], gunlockUltimate[3])
GameText(Everyone, gunlockUltimate[3], (gunlockUltimate[0] + Up), 1.5)
CreateBuyCircle(gunlockAbilityTwo[0], gunlockAbilityTwo[1], gunlockAbilityTwo[3])
GameText(Everyone, gunlockAbilityTwo[3], (gunlockAbilityTwo[0] + Up), 1.5)
CreateBuyCircle(gcommitSuicide[0], gcommitSuicide[1], gcommitSuicide[3])
GameText(Everyone, gcommitSuicide[3], (gcommitSuicide[0] + Up), 1.5)
CreateBuyCircle(gunlockLowGravity[0], gunlockLowGravity[1], gunlockLowGravity[3])
GameText(Everyone, gunlockLowGravity[3], (gunlockLowGravity[0] + Up), 1.5)
CreateBuyCircle(gunlockAimbot[0], gunlockAimbot[1], gunlockAimbot[3])
GameText(Everyone, gunlockAimbot[3], (gunlockAimbot[0] + Up), 1.5)
CreateEffect(exitPortalLocation, light shaft, Red)
GameText(Everyone, `Exit`, (exitPortalLocation + Up), 1.5)
CreateEffect(buyMultiplierLocation, ring, Blue)
GameText(Everyone, `Buy More On Upgrade`, (buyMultiplierLocation + Up), 1.5)
Rule "Setup Player"
Event
On Each Player
All
All
Actions
Wait(0.016, Ignore Condition)
Set Ability 1 Enabled
Event Player
false
Set Ability 2 Enabled
Event Player
false
Set Ultimate Ability Enabled
Event Player
false
pvar money = (10 * gvar matchTimeMultiplier) * gvar matchTimeSeconds
pvar diamonds = 0
pvar moneyTime = 10
pvar moneyElim = 15
pvar healthBoost = 0
pvar healthTime = 0
pvar damageBoost = 0
pvar speedBoost = 0
pvar projectileBoost = 0
pvar unlockedAbilityOne = false
pvar unlockedAbilityTwo = false
pvar unlockedUltimate = false
pvar unlockedLowGravity = false
pvar unlockedAimbot = false
pvar shopOnCooldown = false
pvar shopCooldownTimer = 0
pvar shopCooldownTimerTextId = 0
pvar playerInShop = false
pvar playerShopConnectingTimer = 0
pvar holdingTeleportKey = false
pvar takenDamage = false
pvar isMoving = false
pvar buyMultiplier = 1
pvar lowGravityEnabled = false
pvar aimbotEnabled = false
pvar gmoneyTime = [gmoneyTimeLocation, White, 100, `{}: {}`(`{} {}`("Upgrade", `{} {}`("Money", "Time")), 100 * pvar buyMultiplier)]
pvar gmoneyElim = [gmoneyElimLocation, White, 100, `{}: {}`(`{} {}`("Upgrade", `{} {} {}`("Money", "On", "Kill")), 100 * pvar buyMultiplier)]
pvar gdamageBoost = [gdamageBoostLocation, Red, 70, `Upgrade Damage: {}`(70 * pvar buyMultiplier)]
pvar gprojectileBoost = [gprojectileBoostLocation, Blue, 50, `Upgrade Projectile Speed: {}`(50 * pvar buyMultiplier)]
pvar ghealthBoost = [ghealthBoostLocation, White, 50, `Upgrade Life: {}`(50 * pvar buyMultiplier)]
pvar ghealthTime = [ghealthTimeLocation, White, 150, `Upgrade Healing: {}`(150 * pvar buyMultiplier)]
pvar gspeedBoost = [gspeedBoostLocation, Green, 750, `Upgrade Run Speed: {}`(750 * pvar buyMultiplier)]
CreateBuyCircle(pvar gmoneyTime[0], pvar gmoneyTime[1], pvar gmoneyTime[3])
CreateBuyCircle(pvar gmoneyElim[0], pvar gmoneyElim[1], pvar gmoneyElim[3])
CreateBuyCircle(pvar gdamageBoost[0], pvar gdamageBoost[1], pvar gdamageBoost[3])
CreateBuyCircle(pvar gprojectileBoost[0], pvar gprojectileBoost[1], pvar gprojectileBoost[3])
CreateBuyCircle(pvar ghealthBoost[0], pvar ghealthBoost[1], pvar ghealthBoost[3])
CreateBuyCircle(pvar ghealthTime[0], pvar ghealthTime[1], pvar ghealthTime[3])
CreateBuyCircle(pvar gspeedBoost[0], pvar gspeedBoost[1], pvar gspeedBoost[3])
ResetPlayerUI(Event Player)
// Shop Methods and Loops
Rule "Enter Shop" // Modify this will teleport code after upgrades
Event
On Each Player
All
All
Conditions
Event Player.interacting
pvar shopOnCooldown == false
pvar playerInShop == false
pvar playerShopConnectingTimer >= 3
Actions
Set Status
Event Player
Null
Invincible
9999
Set Status
Event Player
Null
Phased Out
9999
Set Damage Dealt
Event Player
0
Wait(0.25, Ignore Condition)
Teleport
Event Player
shopTeleportLocation
pvar playerInShop = true
pvar playerShopConnectingTimer = 0
pvar holdingTeleportKey = false
%ExitLogic
Clear Status
Event Player
Invincible
Clear Status
Event Player
Phased Out
Set Damage Dealt
Event Player
100 + pvar damageBoost
pvar shopOnCooldown = true
pvar playerInShop = false
BigHud(Left, `Cooldown: {}`(16 - pvar shopCooldownTimer), Red)
pvar shopCooldownTimerTextId = Last Text Id
Rule "Exit Shop"
Event
On Each Player
All
All
Conditions
Distance Between
Event Player
gvar exitPortalLocation
<= 1.5
Actions
ExitLogic()
Respawn(Event Player)
Rule "Shop Loop - Cooldown Timer"
Event
On Each Player
All
All
Conditions
pvar shopOnCooldown
Actions
pvar shopCooldownTimer += 1
Wait(1s, Ignore Condition)
Loop If Condition Is True
Rule "Shop - Reset Cooldown State"
Event
On Each Player
All
All
Conditions
pvar shopCooldownTimer > 15
Actions
pvar shopOnCooldown = false
pvar shopCooldownTimer = 0
Destroy HUD Text
pvar shopCooldownTimerTextId
Rule "Shop Loop - Hold Interact Counter"
Event
On Each Player
All
All
Conditions
Event Player.interacting
Event Player.moving == false
pvar shopOnCooldown == false
pvar playerInShop == false
Is Alive(Event Player)
Actions
Msg(Event Player, `Shop Connecting: {}`(3 - pvar playerShopConnectingTimer))
pvar holdingTeleportKey = true
Wait(1s, Ignore Condition)
pvar playerShopConnectingTimer += 1
Loop If Condition Is True
Rule "Shop - Interact No Longer Held"
Event
On Each Player
All
All
Conditions
pvar holdingTeleportKey
Event Player.interacting == false
Actions
pvar playerShopConnectingTimer = 0
pvar holdingTeleportKey = false
Rule "Shop Loop - Holding Interact In Combat"
Event
Player Took Damage
All
All
Conditions
pvar holdingTeleportKey
pvar takenDamage
Actions
pvar playerShopConnectingTimer = 0
pvar holdingTeleportKey = false
Msg(Event Player, `Shop Connect Stopped`)
// Looping Events
Rule "Loop (Global) - Autorestart"
Event
On Global
Conditions
Is Game In Progress
gvar gameStopping != true
gvar matchTimeSeconds > 2500
Actions
if gvar matchTimeSeconds == 2700:
Big Msg(Everyone, `{} {} M`("Next Game", 5))
elif gvar matchTimeSeconds == 2880:
Big Msg(Everyone, `{} {} M`("Next Game", 2))
elif gvar matchTimeSeconds >= 3000:
gvar gameStopping = true
Set Match Time
5
Enable Built-In Game Mode Scoring
Declare Match Draw
Wait(0.016s, Ignore Condition)
Loop If Condition Is True
Rule "Loop - Damage Boost"
Event
On Each Player
All
All
Conditions
pvar damageBoost > 0
Actions
Set Damage Dealt
Event Player
100 + pvar damageBoost
Rule "Loop - Money Generator"
Event
On Each Player
All
All
Conditions
pvar playerInShop != true
Actions
pvar money += pvar moneyTime
Wait(3, Ignore Condition)
Loop
Rule "Loop - Money On Player Kill"
Event
Player Earned Elimination
All
All
Conditions
Attacker != Victim
Actions
pvar money += pvar moneyElim
Rule "Loop - Money On Player Final Hit"
Event
Player Dealt Final Blow
All
All
Conditions
Attacker != Victim
Actions
pvar money += (50 + pvar moneyElim)
Rule "Loop - Money on Damage Dealt"
Event
Player Dealt Damage
All
All
Conditions
Attacker != Victim
Actions
pvar money += (Event Damage * 0.25);
Rule "Loop - Late Joins Money Generator"
Event
On Global
Conditions
Is Game In Progress
Actions
gvar matchTimeSeconds += 1
if gvar matchTimeSeconds % 120 == 0:
gvar matchTimeMultiplier += 1
Wait(1s, Ignore Condition)
Loop If Condition Is True
Rule "Loop - Disable Global Variables"
Event
On Global
Conditions
Is Game In Progress
gvar gameStopping != true
Actions
Set Match Time
10000
Disable Built-In Game Mode Scoring
Rule "Loop - Disable Player Variables"
Event
On Each Player
All
All
Conditions
Is Game In Progress
Actions
Modify Player Score
Event Player
0
Set Match Time
3600
Rule "Loop - Check Player In Combat (Took)"
Event
Player Took Damage
All
All
Actions
pvar takenDamage = true
Rule "Loop - Check Player In Combat (Dealt)"
Event
Player Dealt Damage
All
All
Actions
pvar takenDamage = true
Rule "Loop - Check Player Out Of Combat"
Event
On Each Player
All
All
Conditions
pvar takenDamage
Actions
Wait(1s, Ignore Condition)
pvar takenDamage = false
Rule "Loop - Check Player Is Moving"
Event
On Each Player
All
All
Conditions
Event Player.moving
Actions
pvar isMoving = true
Rule "Loop - Check Player Is Not Moving"
Event
On Each Player
All
All
Conditions
Event Player.moving == false
Actions
pvar isMoving = false
%GenBuyEvent
Event
On Each Player
All
All
%GenBuyConditions(price, pos)
Event Player.interacting == true
Distance Between
Event Player
pos
<= 1.25
pvar money >= price
// Maybe add check for playerInShop?
%GenBuyBaseActionsPre(price, pos, color)
pvar money -= price
Msg(Event Player, `{} {}`("Upgrade", "Bought"))
Play Effect
Visible_To: Everyone
Type: ring explosion
Color: color
Position: pos
Radius: 3
%GenBuyBaseActionsPost
Skip If(Event Player.crouching != true, 2)
Wait(0.016, Ignore Condition)
Loop If Condition Is True
// Buy Rules
Rule "Buy Money / Time"
GenBuyEvent()
Conditions
GenBuyConditions((pvar gmoneyTime[2] * pvar buyMultiplier), pvar gmoneyTime[0])
pvar moneyTime < 4500
Actions
GenBuyBaseActionsPre((pvar gmoneyTime[2] * pvar buyMultiplier), pvar gmoneyTime[0], pvar gmoneyTime[1])
pvar moneyTime += (2 * pvar buyMultiplier)
GenBuyBaseActionsPost()
Rule "Buy Money On Kill"
GenBuyEvent()
Conditions
GenBuyConditions((pvar gmoneyElim[2] * pvar buyMultiplier), pvar gmoneyElim[0])
Actions
GenBuyBaseActionsPre((pvar gmoneyElim[2] * pvar buyMultiplier), pvar gmoneyElim[0], pvar gmoneyElim[1])
pvar moneyElim += (15 * pvar buyMultiplier)
GenBuyBaseActionsPost()
Rule "Buy Health Boost"
GenBuyEvent()
Conditions
GenBuyConditions((pvar ghealthBoost[2] * pvar buyMultiplier), pvar ghealthBoost[0])
Actions
GenBuyBaseActionsPre((pvar ghealthBoost[2] * pvar buyMultiplier), pvar ghealthBoost[0], pvar ghealthBoost[1])
pvar healthBoost += (2 * pvar buyMultiplier)
Set Max Health
Event Player
100 + pvar healthBoost
Heal
Event Player
Null
Max Health(Event Player)
GenBuyBaseActionsPost()
Rule "Buy Health Regen"
GenBuyEvent()
Conditions
GenBuyConditions((pvar ghealthTime[2] * pvar buyMultiplier), pvar ghealthTime[0])
Actions
GenBuyBaseActionsPre((pvar ghealthTime[2] * pvar buyMultiplier), pvar ghealthTime[0], pvar ghealthTime[1])
pvar healthTime += (2 * pvar buyMultiplier)
Stop Heal Over Time
Last Heal Over Time ID
Start Heal Over Time
Event Player
Event Player
9999
pvar healthTime
GenBuyBaseActionsPost()
Rule "Buy Damage Boost"
GenBuyEvent()
Conditions
GenBuyConditions((pvar gdamageBoost[2] * pvar buyMultiplier), pvar gdamageBoost[0])
Actions
GenBuyBaseActionsPre((pvar gdamageBoost[2] * pvar buyMultiplier), pvar gdamageBoost[0], pvar gdamageBoost[1])
pvar damageBoost += (2 * pvar buyMultiplier)
GenBuyBaseActionsPost()
Rule "Buy Speed Boost"
GenBuyEvent()
Conditions
GenBuyConditions((pvar gspeedBoost[2] * pvar buyMultiplier), pvar gspeedBoost[0])
pvar speedBoost < 100
Actions
GenBuyBaseActionsPre((pvar gspeedBoost[2] * pvar buyMultiplier), pvar gspeedBoost[0], pvar gspeedBoost[1])
pvar speedBoost += (1 * pvar buyMultiplier)
Set Move Speed
Event Player
100 + pvar speedBoost
GenBuyBaseActionsPost()
Rule "Buy Projectile Speed"
GenBuyEvent()
Conditions
GenBuyConditions((pvar gprojectileBoost[2] * pvar buyMultiplier), pvar gprojectileBoost[0])
Actions
GenBuyBaseActionsPre((pvar gprojectileBoost[2] * pvar buyMultiplier), pvar gprojectileBoost[0], pvar gprojectileBoost[1])
pvar projectileBoost += (2 * pvar buyMultiplier)
Set Projectile Speed
Event Player
100 + pvar projectileBoost
GenBuyBaseActionsPost()
Rule "Buy Ability One"
GenBuyEvent()
Conditions
GenBuyConditions(gunlockAbilityOne[2], gunlockAbilityOne[0])
pvar unlockedAbilityOne != true
Actions
GenBuyBaseActionsPre(gunlockAbilityOne[2], gunlockAbilityOne[0], gunlockAbilityOne[1])
pvar unlockedAbilityOne = true
Set Ability 1 Enabled
Event Player
True
GenBuyBaseActionsPost()
Rule "Buy Ability Two"
GenBuyEvent()
Conditions
GenBuyConditions(gunlockAbilityTwo[2], gunlockAbilityTwo[0])
pvar unlockedAbilityTwo != true
Actions
GenBuyBaseActionsPre(gunlockAbilityTwo[2], gunlockAbilityTwo[0], gunlockAbilityTwo[1])
pvar unlockedAbilityTwo = true
Set Ability 2 Enabled
Event Player
True
GenBuyBaseActionsPost()
Rule "Buy Ultimate Ability"
GenBuyEvent()
Conditions
GenBuyConditions(gunlockUltimate[2], gunlockUltimate[0])
pvar unlockedUltimate != true
Actions
GenBuyBaseActionsPre(gunlockUltimate[2], gunlockUltimate[0], gunlockUltimate[1])
pvar unlockedUltimate = true
Set Ultimate Ability Enabled
Event Player
True
GenBuyBaseActionsPost()
Rule "Buy Self Kill"
GenBuyEvent()
Conditions
GenBuyConditions(gcommitSuicide[2], gcommitSuicide[0])
Actions
GenBuyBaseActionsPre(gcommitSuicide[2], gcommitSuicide[0], gcommitSuicide[1])
Kill
Event Player
Null
ExitLogic()
GenBuyBaseActionsPost()
Rule "Buy Low Gravity"
GenBuyEvent()
Conditions
GenBuyConditions(gunlockLowGravity[2], gunlockLowGravity[0])
pvar unlockedLowGravity != true
Actions
GenBuyBaseActionsPre(gunlockLowGravity[2], gunlockLowGravity[0], gunlockLowGravity[1])
pvar unlockedLowGravity = true
pvar lowGravityEnabled = true
Set Gravity
Event Player
50
Rule "Buy Aimbot"
GenBuyEvent()
Conditions
GenBuyConditions(gunlockAimbot[2], gunlockAimbot[0])
pvar unlockedAimbot != true
Actions
GenBuyBaseActionsPre(gunlockAimbot[2], gunlockAimbot[0], gunlockAimbot[1])
pvar unlockedAimbot = true
BigHud(Left, `Banned Attack On: {}`(pvar aimbotEnabled), White)
Rule "Aimbot - Start"
Event
On Each Player
All
All
Conditions
pvar unlockedAimbot
Is Button Held(Event Player, Primary Fire)
Event Player.crouching
Actions
pvar aimbotEnabled = true
Rule "Aimbot - Stop"
Event
On Each Player
All
All
Conditions
pvar unlockedAimbot
Is Button Held(Event Player, Secondary Fire)
Event Player.crouching
Actions
pvar aimbotEnabled = false
Rule "Loop - Aimbot On Fire"
Event
On Each Player
All
All
Conditions
pvar unlockedAimbot
pvar aimbotEnabled
Is Button Held(Event Player, Primary Fire)
Is Alive(Player Closest To Reticle(Event Player, All Teams))
Actions
Start Facing
Event Player
Direction Towards
Event Player
Player Closest To Reticle(Event Player, All Teams)
100000
To World
Direction and Turn Rate
Rule "Loop - Aimbot On Not Firing"
Event
On Each Player
All
All
Conditions
pvar unlockedAimbot
pvar aimbotEnabled != true
not Is Button Held(Event Player, Primary Fire)
Actions
Stop Facing
Event Player
Rule "Buy Multiplier"
GenBuyEvent()
Conditions
Event Player.interacting == true
Distance Between
Event Player
gvar buyMultiplierLocation
<= 1.25
Actions
if pvar buyMultiplier == 1:
pvar buyMultiplier = 10
elif pvar buyMultiplier == 10:
pvar buyMultiplier = 100
elif pvar buyMultiplier == 100:
pvar buyMultiplier = 1
Msg(Event Player, `Buy Fast: {}`(pvar buyMultiplier))
/*
rule("Buy Multiplier") {
Event {
Ongoing - Each Player;
All;
All;
}
Conditions {
Compare(Is Button Held(Event Player, Interact), ==, True) == True;
Compare(Distance Between(Event Player, Value In Array(Global Variable(A), 3)), <=, 1.25) == True;
}
Actions {
Skip If(Not(Compare(Value In Array(Player Variable(Event Player, A), 21), ==, 1)), 2);
Set Player Variable At Index(Event Player, A, 21, 10);
Skip(5);
Skip If(Not(Compare(Value In Array(Player Variable(Event Player, A), 21), ==, 10)), 2);
Set Player Variable At Index(Event Player, A, 21, 100);
Skip(2);
Skip If(Not(Compare(Value In Array(Player Variable(Event Player, A), 21), ==, 100)), 1);
Set Player Variable At Index(Event Player, A, 21, 1);
Small Message(Event Player, String("{0}: {1}", String("{0} {1}", String("Buy", Null, Null, Null), String("Fast", Null, Null, Null), Null), Value In Array(Player Variable(Event Player, A), 20), Null));
}
}
*/
/*
Rule "Buy Base"
GenBuyEvent()
Conditions
GenBuyConditions(gvar[2], gvar[0])
Actions
GenBuyBaseActionsPre(gvar[2], gvar[0], gvar[1])
GenBuyBaseActionsPost()
*/
Disabled Rule "Hax"
Event
On Each Player
All
Slot 0
Conditions
Is Button Held(Event Player, Primary Fire)
Is Button Held(Event Player, Ability 1)
Is Button Held(Event Player, Ultimate)
Actions
pvar money += 100000
Rule "Debug Coordinates"
Event
On Each Player
All
All
Conditions
Event Player.crouching
Event Player.interacting
Is Firing Primary(Event Player)
Actions
Msg(Event Player, `You: {}`(Position Of(Event Player)))
Disabled Rule "Coordinate Viewer"
Event
On Each Player
All
All
Conditions
Has Spawned(Event Player)
Event Player.moving
Event Player.crouching
Is Communicating Any Voice Line(Event Player)
Actions
Create Effect
Visible_To: Event Player
Type: Sphere
Color: White
Pos: Event Player.facing + Event Player.eyepos
Radius: 0.20
Reevaluation: Visible To
Create Hud Text
Visible_To: Event Player
Header: Null
Subheader: Null
Text: Event Player.facing + Event Player.eyepos
Location: Left
Sort_Order: Null
Header_Color: White
Subheader_Color: White
Text_Color: White
Reevaluation: Visible To And String
%GenerateBuyRule(pos, color, price, name_)
Rule "Buy Upgrade"
Event
On Each Player
All
All
Conditions
Event Player.interacting
//pvar money >= price
Distance Between(Event Player, pos) <= 1.25
Actions
//pvar money -= price
Msg(Event Player, `{} {}`("Upgrade", "Bought"))
Play Effect
Visible_To: Event Player
Type: ring explosion
Color: color
Position: pos
Radius: 3