Rainmaker

*(Updated for 2.0.0.0)*

*Rainmaker* is one one the gamemodes in PaintSquad. It revolves around carrying a bazooka-type weapon shaped like a golden fish far into the enemy base to win.

## Objective

*Rainmaker* can be confusing to new players at first. Your primary goal is to carry the objective, known as "The Rainmaker," into the enemy's side of the map. Somewhere near their spawn point, you will find a podium, labeled **Goal**. Upon moving closer to the goal, you start to score points, up to 100 if you are able to bring the Rainmaker onto the podium. Before you travel to the podium however, you must first reach and capture the **Checkpoint**, by hovering within its radius for a short moment. Once done, the Rainmaker will disintegrate out of your hands, and shortly respawn above the checkpoint.

## The Rainmaker

The Rainmaker itself is a powerful weapon, but at first, it's protected by a shield. Players of either team are able to damage the shield, causing it to slowly grow larger in their color. Upon dealing **750 HP** of damage to the Rainmaker Shield, it will explode, and splat any enemy player within its radius. Once the shield is down, any player of either team can pick up the Rainmaker. If it is left out of its shield for longer than **30 seconds**, it will reset back to the middle of the map (regardless of if it's already there or not), and its shield will reform.

Due to the Rainmaker's weight, the player carrying it will have a their swim and run speed reduced by **50%**. You're also unable to use both your sub and special weapon, and super jump, while carrying the Rainmaker. You are able to fire the Rainmaker by charging up a shot (using *Right Click* by default), and you can release the shot by letting go. A fully charged shot doesn't travel too far, but it explodes after a second upon hitting a surface (excluding players), and deals up to **200 damage**.

If the player holding the Rainmaker gets splatted, it is dropped and will respawn on the last point the carrier was on the ground after **3 seconds**. It's barrier will also reform, requiring it to be popped again before the Rainmaker can be captured. Additionally, if the Rainmaker holder doesn't make it to the goal (or checkpoint if it hasn't been captured) within **60 seconds**, the Rainmaker will explode, splatting them and any teammates nearby the explosion. If you have the Rainmaker, you're able to see how long until the Rainmaker self-destructs in your actionbar. Any other player is unable to see this timer.

## The Checkpoint

Only one checkpoint appears on every map around the halfway point between mid and the goal. This checkpoint is required to be captured in order to knockout. Going past the checkpoint will not score the team any points, the highest score you can obtain before capturing the checkpoint is **49 points (51 remaining)**. In order to capture the checkpoint, you must stand within its roughly 2-block radius for **5 seconds** without leaving or getting splatted. Once done, your score is set to 50 points, and you no longer have to capture the checkpoint, and can go directly to the goal from any direction. If the user leaves or is splatted while the checkpoint is being captured, the capture progress will **not** be saved. As an additional note: the checkpoint does not pause the Rainmaker timer, meaning if you begin capturing the checkpoint with less than 5 seconds left on the Rainmaker timer, it will self-destruct.

## Overtime

If neither team has knocked out within **5 minutes**, then Overtime will start if:

* The Rainmaker is not in the winning team's possession

Overtime will end when:

* The losing team takes the lead.
* The losing team loses the Rainmaker and can't pick it up again within **15 seconds**.
* **1 minute passes**, and the losing team hasn't taken the lead.
	+ This timer is reset if the losing team captures the checkpoint (if it hasn't been captured already). They will then have 15 seconds to pick up the Rainmaker again, as if they had been splatted.