rule("Brig Shield Move speed")
{
event
{
Ongoing - Each Player;
All;
Brigitte;
}
conditions
{
Is Firing Secondary(Event Player) == True;
}
actions
{
Event Player.MoveSpeed = Event Player.MoveSpeed * 1.214;
Set Move Speed(Event Player, Event Player.MoveSpeed);
Wait Until(!Is Firing Secondary(Event Player), 99999);
Event Player.MoveSpeed = Event Player.MoveSpeed / 1.214;
Set Move Speed(Event Player, Event Player.MoveSpeed);
}
}
You’re playing Brigitte, just executed this Rule.
This Rule is now waiting for you to no longer Secondary Fire, let’s say instead of not holding Secondary Fire your Hero is being changed.
This Rule would stop dead in its track and never execute
Event Player.MoveSpeed = Event Player.MoveSpeed / 1.214;
Set Move Speed(Event Player, Event Player.MoveSpeed);
Resulting in you having higher Default movement speed in this case than you’re supposed to.
rule("Brig Shield Move speed")
{
event
{
Ongoing - Each Player;
All;
All;
}
conditions
{
Hero Of(Event Player) == Hero(Brigitte)
Is Firing Secondary(Event Player) == True;
}
actions
{
Event Player.MoveSpeed = Event Player.MoveSpeed * 1.214;
Set Move Speed(Event Player, Event Player.MoveSpeed);
Wait Until(!Is Firing Secondary(Event Player), 99999);
Event Player.MoveSpeed = Event Player.MoveSpeed / 1.214;
Set Move Speed(Event Player, Event Player.MoveSpeed);
}
}
Allowing the Player to execute this Rule on All Heroes but only Start it on the Hero Brigitte allows the Rule to finish it’s Actions even after Selecting another Hero, resulting in you having the intended Movement Speed.
The second option would also allow you to cut down on your Duplicate Rules as you can simply change the Hero Condition to
Hero(Brigitte) == (Is Duplicating(Event Player) ? Hero Being Duplicated(Event Player) : Hero Of(Event Player));
Tough it might increase Server Load as every Player reevaluates every Rule they can not just the ones their Hero can actually execute.
But all that only matters if you can change Hero by some other mean; i.e. Workshop Script or Spawnrooms
Also you can scratch the it’s Armors fault part, it’s the passive heal.
Did the same test 5 times every time same result:
I shot a hog as Zen
5 out of 5 times his health went from 274.99 → 235.63
Follow up shots, after the Hog was fully healed however had different Results every time
274.99 → 243.55
274.99 → 239.59
274.99 → 240.91
274.99 → 237.61
It’s the passive Heal that’s causing the inconsistent Damage.