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- rule("Damage Dealt (Player D[dealt, taken]) - 4")
- {
- event
- {
- Player Dealt Damage;
- All;
- All;
- }
- conditions
- {
- Value In Array(Player Variable(Event Player, I), 0) == 4;
- Victim != Event Player;
- }
- actions
- {
- Modify Player Variable At Index(Event Player, D, 0, Add, Event Damage);
- Set Player Variable At Index(Event Player, F, 4, 2);
- Skip If(Compare(Value In Array(Player Variable(Event Player, H), 4), ==, 0), 1);
- Destroy In-World Text(Value In Array(Player Variable(Event Player, H), 4));
- disabled Skip If(Compare(Event Was Critical Hit, ==, True), 1);
- Create In-World Text(Event Player, Event Damage, Position Of(Victim), 2, Do Not Clip, Visible To and String, White,
- Default Visibility);
- disabled Create In-World Text(Event Player, Event Damage, Vector(X Component Of(Position Of(Victim)), Add(Y Component Of(Position Of(
- Victim)), Value In Array(Player Variable(Event Player, F), 4)), Z Component Of(Position Of(Victim))), 2, Do Not Clip,
- Visible To Position and String, White, Default Visibility);
- disabled Create In-World Text(Event Player, Event Damage, Vector(X Component Of(Position Of(Victim)), Add(Y Component Of(Position Of(
- Victim)), Value In Array(Player Variable(Event Player, F), 4)), Z Component Of(Position Of(Victim))), 3, Do Not Clip,
- Visible To Position and String, White, Default Visibility);
- Set Player Variable At Index(Event Player, H, 4, Last Text ID);
- Modify Player Variable At Index(Event Player, I, 0, Add, 1);
- }
- }
- rule("Damage Dealt (Player D[dealt, taken]) - 3")
- {
- event
- {
- Player Dealt Damage;
- All;
- All;
- }
- conditions
- {
- Value In Array(Player Variable(Event Player, I), 0) == 3;
- Victim != Event Player;
- }
- actions
- {
- Modify Player Variable At Index(Event Player, D, 0, Add, Event Damage);
- Set Player Variable At Index(Event Player, F, 3, 2);
- Skip If(Compare(Value In Array(Player Variable(Event Player, H), 3), ==, 0), 1);
- Destroy In-World Text(Value In Array(Player Variable(Event Player, H), 3));
- disabled Skip If(Compare(Event Was Critical Hit, ==, True), 1);
- Create In-World Text(Event Player, Event Damage, Position Of(Victim), 2, Do Not Clip, Visible To and String, White,
- Default Visibility);
- disabled Create In-World Text(Event Player, Event Damage, Vector(X Component Of(Position Of(Victim)), Add(Y Component Of(Position Of(
- Victim)), Value In Array(Player Variable(Event Player, F), 3)), Z Component Of(Position Of(Victim))), 3, Do Not Clip,
- Visible To Position and String, White, Default Visibility);
- Set Player Variable At Index(Event Player, H, 3, Last Text ID);
- Modify Player Variable At Index(Event Player, I, 0, Add, 1);
- }
- }
- rule("Damage Dealt (Player D[dealt, taken]) - 2")
- {
- event
- {
- Player Dealt Damage;
- All;
- All;
- }
- conditions
- {
- Value In Array(Player Variable(Event Player, I), 0) == 2;
- Victim != Event Player;
- }
- actions
- {
- Modify Player Variable At Index(Event Player, D, 0, Add, Event Damage);
- Set Player Variable At Index(Event Player, F, 2, 2);
- Skip If(Compare(Value In Array(Player Variable(Event Player, H), 2), ==, 0), 1);
- Destroy In-World Text(Value In Array(Player Variable(Event Player, H), 2));
- disabled Skip If(Compare(Event Was Critical Hit, ==, True), 1);
- Create In-World Text(Event Player, Event Damage, Position Of(Victim), 2, Do Not Clip, Visible To and String, White,
- Default Visibility);
- disabled Create In-World Text(Event Player, Event Damage, Vector(X Component Of(Position Of(Victim)), Add(Y Component Of(Position Of(
- Victim)), Value In Array(Player Variable(Event Player, F), 2)), Z Component Of(Position Of(Victim))), 2, Do Not Clip,
- Visible To Position and String, White, Default Visibility);
- disabled Create In-World Text(Event Player, Event Damage, Vector(X Component Of(Position Of(Victim)), Add(Y Component Of(Position Of(
- Victim)), Value In Array(Player Variable(Event Player, F), 2)), Z Component Of(Position Of(Victim))), 3, Do Not Clip,
- Visible To Position and String, White, Default Visibility);
- Set Player Variable At Index(Event Player, H, 2, Last Text ID);
- Modify Player Variable At Index(Event Player, I, 0, Add, 1);
- }
- }
- rule("Damage Dealt (Player D[dealt, taken]) - 1")
- {
- event
- {
- Player Dealt Damage;
- All;
- All;
- }
- conditions
- {
- Value In Array(Player Variable(Event Player, I), 0) == 1;
- Victim != Event Player;
- }
- actions
- {
- Modify Player Variable At Index(Event Player, D, 0, Add, Event Damage);
- Set Player Variable At Index(Event Player, F, 1, 2);
- Skip If(Compare(Value In Array(Player Variable(Event Player, H), 1), ==, 0), 1);
- Destroy In-World Text(Value In Array(Player Variable(Event Player, H), 1));
- disabled Skip If(Compare(Event Was Critical Hit, ==, True), 1);
- Create In-World Text(Event Player, Event Damage, Position Of(Victim), 2, Do Not Clip, Visible To and String, White,
- Default Visibility);
- disabled Create In-World Text(Event Player, Event Damage, Vector(X Component Of(Position Of(Victim)), Add(Y Component Of(Position Of(
- Victim)), Value In Array(Player Variable(Event Player, F), 1)), Z Component Of(Position Of(Victim))), 2, Do Not Clip,
- Visible To Position and String, White, Default Visibility);
- disabled Create In-World Text(Event Player, Event Damage, Vector(X Component Of(Position Of(Victim)), Add(Y Component Of(Position Of(
- Victim)), Value In Array(Player Variable(Event Player, F), 1)), Z Component Of(Position Of(Victim))), 3, Do Not Clip,
- Visible To Position and String, White, Default Visibility);
- Set Player Variable At Index(Event Player, H, 1, Last Text ID);
- Modify Player Variable At Index(Event Player, I, 0, Add, 1);
- }
- }
- rule("Damage Dealt (Player D[dealt, taken]) - 0 or 4")
- {
- event
- {
- Player Dealt Damage;
- All;
- All;
- }
- conditions
- {
- Or(Compare(Value In Array(Player Variable(Event Player, I), 0), ==, 0), Compare(Value In Array(Player Variable(Event Player, I),
- 0), ==, 5)) == True;
- Victim != Event Player;
- }
- actions
- {
- Skip If(Compare(Value In Array(Player Variable(Event Player, I), 0), !=, 5), 2);
- Set Player Variable At Index(Event Player, I, 0, 0);
- Abort;
- Modify Player Variable At Index(Event Player, D, 0, Add, Event Damage);
- Set Player Variable At Index(Event Player, F, 0, 2);
- Skip If(Compare(Value In Array(Player Variable(Event Player, H), 0), ==, 0), 1);
- Destroy In-World Text(Value In Array(Player Variable(Event Player, H), 0));
- disabled Skip If(Compare(Event Was Critical Hit, ==, True), 1);
- Create In-World Text(Event Player, Event Damage, Position Of(Victim), 2, Do Not Clip, Visible To and String, White,
- Default Visibility);
- disabled Create In-World Text(Event Player, Event Damage, Vector(X Component Of(Position Of(Victim)), Add(Y Component Of(Position Of(
- Victim)), Value In Array(Player Variable(Event Player, F), 0)), Z Component Of(Position Of(Victim))), 2, Do Not Clip,
- Visible To Position and String, White, Default Visibility);
- disabled Create In-World Text(Event Player, Event Damage, Vector(X Component Of(Position Of(Victim)), Add(Y Component Of(Position Of(
- Victim)), Value In Array(Player Variable(Event Player, F), 0)), Z Component Of(Position Of(Victim))), 3, Do Not Clip,
- Visible To Position and String, White, Default Visibility);
- Set Player Variable At Index(Event Player, H, 0, Last Text ID);
- Modify Player Variable At Index(Event Player, I, 0, Add, 1);
- }
- }
- rule("Process floating damage if they exist in player var (H) array")
- {
- event
- {
- Player Dealt Damage;
- All;
- All;
- }
- conditions
- {
- Count Of(Filtered Array(Player Variable(Event Player, H), Compare(Current Array Element, >, 0))) >= 1;
- }
- actions
- {
- Set Player Variable(Event Player, S, 0.032);
- disabled Set Player Variable(Event Player, F, Append To Array(Append To Array(Append To Array(Append To Array(Append To Array(Add(
- Value In Array(Player Variable(Event Player, F), 0), Player Variable(Event Player, S)), Add(Value In Array(Player Variable(
- Event Player, F), 1), Player Variable(Event Player, S))), Add(Value In Array(Player Variable(Event Player, F), 2),
- Player Variable(Event Player, S))), Add(Value In Array(Player Variable(Event Player, F), 3), Player Variable(Event Player,
- S))), Add(Value In Array(Player Variable(Event Player, F), 4), Player Variable(Event Player, S))), Empty Array));
- Skip If(Compare(Value In Array(Player Variable(Event Player, F), 0), ==, 0), 1);
- Set Player Variable At Index(Event Player, F, 0, Add(Value In Array(Player Variable(Event Player, F), 0), Player Variable(
- Event Player, S)));
- Skip If(Compare(Value In Array(Player Variable(Event Player, F), 1), ==, 0), 1);
- Set Player Variable At Index(Event Player, F, 1, Add(Value In Array(Player Variable(Event Player, F), 1), Player Variable(
- Event Player, S)));
- Skip If(Compare(Value In Array(Player Variable(Event Player, F), 2), ==, 0), 1);
- Set Player Variable At Index(Event Player, F, 2, Add(Value In Array(Player Variable(Event Player, F), 2), Player Variable(
- Event Player, S)));
- Skip If(Compare(Value In Array(Player Variable(Event Player, F), 3), ==, 0), 1);
- Set Player Variable At Index(Event Player, F, 3, Add(Value In Array(Player Variable(Event Player, F), 3), Player Variable(
- Event Player, S)));
- Skip If(Compare(Value In Array(Player Variable(Event Player, F), 4), ==, 0), 1);
- Set Player Variable At Index(Event Player, F, 4, Add(Value In Array(Player Variable(Event Player, F), 4), Player Variable(
- Event Player, S)));
- Skip If(Compare(Count Of(Filtered Array(Player Variable(Event Player, F), Compare(Current Array Element, >, 4))), <, 1), 3);
- Set Player Variable(Event Player, R, Append To Array(Player Variable(Event Player, R), Value In Array(Player Variable(Event Player,
- H), Index Of Array Value(Player Variable(Event Player, F), First Of(Filtered Array(Player Variable(Event Player, F), Compare(
- Current Array Element, >, 4)))))));
- Set Player Variable At Index(Event Player, H, Index Of Array Value(Player Variable(Event Player, F), First Of(Filtered Array(
- Player Variable(Event Player, F), Compare(Current Array Element, >, 4)))), 0);
- Set Player Variable At Index(Event Player, F, Index Of Array Value(Player Variable(Event Player, F), Value In Array(Filtered Array(
- Player Variable(Event Player, F), Compare(Current Array Element, >, 4)), 0)), -10000);
- Wait(0.016, Ignore Condition);
- Loop If Condition Is True;
- }
- }
- rule("Damage Taken (Player D[dealt,taken])")
- {
- event
- {
- Player Took Damage;
- All;
- All;
- }
- conditions
- {
- Attacker != Event Player;
- }
- actions
- {
- Modify Player Variable At Index(Event Player, D, 1, Add, Event Damage);
- }
- }
- rule("Clean up text")
- {
- event
- {
- Ongoing - Each Player;
- All;
- All;
- }
- conditions
- {
- Count Of(Filtered Array(Player Variable(Event Player, R), Compare(Current Array Element, !=, 0))) >= 1;
- }
- actions
- {
- disabled Set Player Variable At Index(Event Player, H, Index Of Array Value(Player Variable(Event Player, H), First Of(Sorted Array(
- Player Variable(Event Player, R), Current Array Element))), 0);
- Destroy In-World Text(First Of(Sorted Array(Player Variable(Event Player, R), Current Array Element)));
- Set Player Variable(Event Player, R, Filtered Array(Sorted Array(Player Variable(Event Player, R), Current Array Element), Compare(
- Index Of Array Value(Player Variable(Event Player, R), Current Array Element), >, 0)));
- Wait(0.001, Abort When False);
- Loop If Condition Is True;
- }
- }
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