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mechcree.oww
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rule("INITIALIZE NUMBER OF DOUBLE JUMPS IN (A)")
{
event
{
Ongoing - Each Player;
All;
All;
}
actions
{
Set Player Variable(Event Player, A, 1);
}
}
rule("ALLOW DOUBLE JUMP (B) IF YOU ARE > 0.8 ALTITUDE, NOT HOLDING JUMP BUTTON, AND HAVE DOUBLE JUMPS (A)")
{
event
{
Ongoing - Each Player;
All;
All;
}
conditions
{
Altitude Of(Event Player) > 0.800;
Is Button Held(Event Player, Jump) == False;
Player Variable(Event Player, A) > 0;
}
actions
{
Set Player Variable(Event Player, B, True);
}
}
rule("DISALLOW DOUBLE JUMP (B) IF YOU ARE OUT OF JUMPS (A)")
{
event
{
Ongoing - Each Player;
All;
All;
}
conditions
{
Player Variable(Event Player, A) <= 0;
}
actions
{
Set Player Variable(Event Player, B, False);
}
}
rule("IF YOU JUMP WHILE IN THE AIR AND DOUBLE JUMP IS ALLOWED (B), DOUBLE JUMP AND CONSUME A CHARGE (A)")
{
event
{
Ongoing - Each Player;
All;
All;
}
conditions
{
Player Variable(Event Player, B) == True;
Is Button Held(Event Player, Jump) == True;
}
actions
{
Apply Impulse(Event Player, Up, 10, To World, Cancel Contrary Motion);
Modify Player Variable(Event Player, A, Subtract, 1);
}
}
rule("TOUCHING THE GROUND RESETS YOUR JUMP COUNT (A) AND DISALLOWS DOUBLE JUMP (B)")
{
event
{
Ongoing - Each Player;
All;
All;
}
conditions
{
Is In Air(Event Player) != True;
}
actions
{
Set Player Variable(Event Player, A, 1);
Set Player Variable(Event Player, B, False);
}
}
rule("Fires Secondary if Primary fire is pressed")
{
event
{
Ongoing - Each Player;
All;
All;
}
conditions
{
Is Button Held(Event Player, Primary Fire) == True;
Is Button Held(Event Player, Crouch) == False;
}
actions
{
Set Secondary Fire Enabled(Event Player, True);
Press Button(Event Player, Secondary Fire);
}
}
rule("Use Roll while held")
{
event
{
Ongoing - Each Player;
All;
All;
}
conditions
{
Is Button Held(Event Player, Ability 1) == True;
}
actions
{
Press Button(Event Player, Ability 1);
}
}
rule("Make Player invisable if crouching")
{
event
{
Ongoing - Each Player;
All;
All;
}
conditions
{
Is Button Held(Event Player, Crouch) == True;
}
actions
{
Set Invisible(Event Player, Enemies);
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);
Create Effect(Event Player, Cloud, Purple, Event Player, 100, Visible To Position and Radius);
}
}
rule("Make player visable if not Crouching")
{
event
{
Ongoing - Each Player;
All;
All;
}
conditions
{
Is Button Held(Event Player, Crouch) == False;
}
actions
{
Set Invisible(Event Player, None);
Set Primary Fire Enabled(Event Player, False);
Set Secondary Fire Enabled(Event Player, True);
Set Ability 1 Enabled(Event Player, True);
Set Ability 2 Enabled(Event Player, True);
Destroy All Effects;
}
}