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  • settings
  • {
  • main
  • {
  • Description: "Tryhard FFA 2.3 Last updated: 26.Nov 2020 More info: www.workshop.codes/D9977 Do NOT click \"save settings\". Import D9977 instead. Stats on first line: DmgDealt - DmgTaken (SelfHeal/HealReceived)"
  • Description: "Creator: xLuftwaffel#2312 Code: \"TFB7G\" More info: \"workshop.codes/tryhard-ffa\" Toggleable stats. 250 hp instant heal on kill. Only tracer, genji, pharah and widow ult enabled. No extra jumppads. No hero switching in the middle of fights. Normal spawns. Killcam on. Announcer is off."
  • }
  • lobby
  • {
  • Allow Players Who Are In Queue: Yes
  • Max Spectators: 12
  • Minimum Latency milliseconds: 50000000
  • Return To Lobby: Never
  • }
  • modes
  • {
  • Deathmatch
  • {
  • Game Length In Minutes: 15
  • Game Mode Start: Immediately
  • Hero Limit: Off
  • Score To Win: 50
  • Spawn Health Packs: Enabled
  • enabled maps
  • {
  • Château Guillard
  • }
  • }
  • General
  • {
  • Game Mode Start: Immediately
  • Hero Limit: Off
  • Spawn Health Packs: Enabled
  • }
  • }
  • heroes
  • {
  • General
  • {
  • Ana
  • {
  • Ultimate Ability Nano Boost: Off
  • }
  • Ashe
  • {
  • Dynamite: Off
  • Ultimate Ability B.O.B.: Off
  • }
  • Baptiste
  • {
  • Immortality Field: Off
  • Ultimate Ability Amplification Matrix: Off
  • }
  • Doomfist
  • {
  • Ultimate Ability Meteor Strike: Off
  • }
  • Echo
  • {
  • Ultimate Ability Duplicate: Off
  • }
  • Genji
  • {
  • Ultimate Ability Dragonblade: Off
  • }
  • Hanzo
  • {
  • Ultimate Ability Dragonstrike: Off
  • }
  • Lúcio
  • {
  • Ultimate Ability Sound Barrier: Off
  • }
  • McCree
  • {
  • Secondary Fire: Off
  • Ultimate Ability Deadeye: Off
  • }
  • Mei
  • {
  • Cryo-Freeze: Off
  • Ice Wall: Off
  • Primary Fire: Off
  • Ultimate Ability Blizzard: Off
  • }
  • Pharah
  • {
  • Ultimate Ability Barrage: Off
  • }
  • Soldier: 76
  • {
  • Ultimate Ability Tactical Visor: Off
  • }
  • Sombra
  • {
  • Ultimate Ability EMP: Off
  • }
  • Torbjörn
  • {
  • Deploy Turret: Off
  • Ultimate Ability Molten Core: Off
  • }
  • Widowmaker
  • {
  • Ultimate Ability Infra-Sight: Off
  • }
  • Zenyatta
  • {
  • Ultimate Ability Transcendence: Off
  • }
  • disabled heroes
  • {
  • Bastion
  • Brigitte
  • D.Va
  • Junkrat
  • Mercy
  • Moira
  • Orisa
  • Reaper
  • Reinhardt
  • Roadhog
  • Sigma
  • Symmetra
  • Winston
  • Wrecking Ball
  • Zarya
  • }
  • }
  • }
  • }
  • variables
  • {
  • global:
  • 0: CrouchPlusInteractToToggleStats
  • player:
  • 0: AsheHideStats
  • 1: DoomHideStats
  • 2: EchoHideStats
  • 3: GenjiHideStats
  • 4: HanzoHideStats
  • 5: McCreeHideStats
  • 6: MeiHideStats
  • 7: PharahHideStats
  • 8: Soldier76HideStats
  • 9: SombraHideStats
  • 10: TorbHideStats
  • 11: TracerHideStats
  • 12: WidowHideStats
  • 13: AnaHideStats
  • 14: BapHideStats
  • 15: LucioHideStats
  • 16: ZenHideStats
  • 17: AsheDestroy1
  • 18: AsheDestroy2
  • 19: AsheDestroy3
  • 20: AsheDestroy4
  • 21: DoomDestroy1
  • 22: DoomDestroy2
  • 23: DoomDestroy3
  • 24: DoomDestroy4
  • 25: EchoDestroy1
  • 26: EchoDestroy2
  • 27: EchoDestroy3
  • 28: EchoDestroy4
  • 29: GenjiDestroy1
  • 30: GenjiDestroy2
  • 31: GenjiDestroy3
  • 32: HanzoDestroy1
  • 33: HanzoDestroy2
  • 34: HanzoDestroy3
  • 35: MccreeDestroy1
  • 36: MccreeDestroy2
  • 37: MccreeDestroy3
  • 38: MccreeDestroy4
  • 39: MeiDestroy1
  • 40: MeiDestroy2
  • 41: MeiDestroy3
  • 42: PharahDestroy1
  • 43: PharahDestroy2
  • 44: PharahDestroy3
  • 45: Soldier76Destroy1
  • 46: Soldier76Destroy2
  • 47: Soldier76Destroy3
  • 48: Soldier76Destroy4
  • 49: SombraDestroy1
  • 50: SombraDestroy2
  • 51: SombraDestroy3
  • 52: TorbDestroy1
  • 53: TorbDestroy2
  • 54: TorbDestroy3
  • 55: TorbDestroy4
  • 56: TracerDestroy1
  • 57: TracerDestroy2
  • 58: TracerDestroy3
  • 59: TracerDestroy4
  • 60: WidowDestroy1
  • 61: WidowDestroy2
  • 62: WidowDestroy3
  • 63: WidowDestroy4
  • 64: AnaDestroy1
  • 65: AnaDestroy2
  • 66: AnaDestroy3
  • 67: AnaDestroy4
  • 68: BapDestroy1
  • 69: BapDestroy2
  • 70: BapDestroy3
  • 71: LucioDestroy1
  • 72: LucioDestroy2
  • 73: LucioDestroy3
  • 74: LucioDestroy4
  • 75: ZenDestroy1
  • 76: ZenDestroy2
  • 77: ZenDestroy3
  • 78: StickybombsUsed
  • 79: StickybombHits
  • 80: FlashbangsUsed
  • 81: FlashbangHits
  • 82: ThrewFlashbang
  • 83: HelixrocketsUsed
  • 84: HelixrocketHits
  • 85: FiredHelixrocket
  • 86: TemporaryArmorRecieved
  • 87: HammerKills
  • 88: PulsebombsUsed
  • 89: PulsebombHits
  • 90: ThrewPulsebomb
  • 91: SleepdartsUsed
  • 92: SleepdartHits
  • 0: FlashbangHits
  • 1: FlashbangsUsed
  • 2: ThrewFlashbang
  • 3: TemporaryArmorRecieved
  • 4: SleepdartHits
  • 5: SleepdartsUsed
  • 6: AsheHideStats
  • 7: DoomHideStats
  • 8: EchoHideStats
  • 9: GenjiHideStats
  • 10: HanzoHideStats
  • 11: McCreeHideStats
  • 12: MeiHideStats
  • 13: PharahHideStats
  • 14: Soldier76HideStats
  • 15: SombraHideStats
  • 16: TorbHideStats
  • 17: TracerHideStats
  • 18: WidowHideStats
  • 19: AnaHideStats
  • 20: BapHideStats
  • 21: LucioHideStats
  • 22: ZenHideStats
  • }
  • rule("Heal on kill (250 instant)")
  • {
  • event
  • {
  • Player Dealt Final Blow;
  • All;
  • All;
  • }
  • actions
  • {
  • Heal(Event Player, Null, 250);
  • }
  • }
  • rule("Skip assembling heroes state")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Is Assembling Heroes == True;
  • }
  • actions
  • {
  • Set Match Time(0);
  • }
  • }
  • rule("Give Tracer 3 blinks every death")
  • {
  • event
  • {
  • Player Died;
  • All;
  • Tracer;
  • }
  • actions
  • {
  • Set Ability Charge(Event Player, Button(Ability 1), 3);
  • }
  • }
  • rule("Disable and Enable stuff")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • actions
  • {
  • Disable Built-In Game Mode Announcer;
  • Disable Game Mode HUD(Event Player);
  • Enable Death Spectate All Players(Event Player);
  • Enable Death Spectate Target HUD(Event Player);
  • }
  • }
  • rule("Tryhard FFA 2.3, Match Time, Hold interact to toggle stats HUD")
  • rule("Match Time HUD")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Is Game In Progress == True;
  • }
  • actions
  • {
  • Create HUD Text(Filtered Array(All Players(All Teams), Match Time % 60 > 10), Null, Null, Custom String("{0}:{1}",
  • Round To Integer(Match Time / 60, Down), Match Time % 60), Top, -2, Color(White), Color(White), Color(White),
  • Round To Integer(Match Time / 60, Down), Match Time % 60), Top, -1, Color(White), Color(White), Color(White),
  • Visible To and String, Default Visibility);
  • Create HUD Text(Filtered Array(All Players(All Teams), Match Time % 60 < 10), Null, Null, Custom String("{0}:{2}{1}",
  • Round To Integer(Match Time / 60, Down), Match Time % 60), Top, -2, Color(White), Color(White), Color(White),
  • Round To Integer(Match Time / 60, Down), Match Time % 60), Top, -1, Color(White), Color(White), Color(White),
  • Visible To and String, Default Visibility);
  • Create HUD Text(All Players(All Teams), Null, Custom String("Hold Interact to toggle stats"), Null, Top, -1, Null, Color(Orange),
  • Null, Visible To and String, Visible Never);
  • Create HUD Text(All Players(All Teams), Null, Custom String("Tryhard FFA 2.3 code: D9977"), Null, Left, -1, Null, Custom Color(75,
  • 255, 75, 255), Null, Visible To and String, Visible Never);
  • "Only reason for adding this is that it decreases server load"
  • Disable Inspector Recording;
  • }
  • }
  • rule("Ashe HUD")
  • rule("Stats HUD")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Ashe;
  • All;
  • }
  • actions
  • {
  • "DMG: DmgDealt - DmgTaken HP(AllHeal)"
  • Create HUD Text(Event Player, Null, Event Player.AsheHideStats == False ? Custom String(" \r \r\n \r\n \r\n {0} {1}",
  • Hero Icon String(Hero(Ashe)), Custom String("DMG: {0} - {1} HP({2})", Round To Integer(Player Hero Stat(Event Player, Hero(
  • Ashe), Hero Damage Dealt), To Nearest), Round To Integer(Player Hero Stat(Event Player, Hero(Ashe), Damage Taken), To Nearest),
  • Round To Integer(Player Hero Stat(Event Player, Hero(Ashe), Healing Received), To Nearest))) : Empty Array, Null, Left, 0,
  • Color(White), Color(White), Color(White), Visible To and String, Default Visibility);
  • Event Player.AsheDestroy1 = Last Text ID;
  • Create HUD Text(Event Player, Null, Event Player.AsheHideStats == False ? Custom String("Hipfire acc: {0}%", Round To Integer((
  • Player Hero Stat(Event Player, Hero(Ashe), Shots Hit) - Player Hero Stat(Event Player, Hero(Ashe), Scoped Hits)) / (
  • Player Hero Stat(Event Player, Hero(Ashe), Shots Fired) - Player Hero Stat(Event Player, Hero(Ashe), Scoped Shots)) * 100,
  • To Nearest)) : Empty Array, Null, Left, 1, Color(White), Color(White), Color(White), Visible To and String,
  • "Ashe (Damage Dealt) - (Damage Taken) - (Healing Recieved)"
  • Create HUD Text(Filtered Array(Event Player, Hero Of(Event Player) == Hero(Ashe)), Null, Null,
  • Event Player.AsheHideStats == False ? Custom String("{0} {1}", Hero Icon String(Hero(Ashe)), Custom String(
  • "{0} - {1} - {2}", Round To Integer(Player Hero Stat(Event Player, Hero(Ashe), Hero Damage Dealt), To Nearest),
  • Round To Integer(Player Hero Stat(Event Player, Hero(Ashe), Damage Taken), To Nearest), Round To Integer(Player Hero Stat(
  • Event Player, Hero(Ashe), Healing Received), To Nearest))) : Empty Array, Left, 0, Color(White), Color(White), Color(White),
  • Visible To and String, Default Visibility);
  • Create HUD Text(Filtered Array(Event Player, Hero Of(Event Player) == Hero(Ashe)), Null, Null,
  • Event Player.AsheHideStats == False ? Custom String("Unscoped accuracy: {0}%", Round To Integer((Player Hero Stat(Event Player,
  • Hero(Ashe), Shots Hit) - Player Hero Stat(Event Player, Hero(Ashe), Scoped Hits)) / (Player Hero Stat(Event Player, Hero(Ashe),
  • Shots Fired) - Player Hero Stat(Event Player, Hero(Ashe), Scoped Shots)) * 100, To Nearest)) : Empty Array, Left, 1, Color(
  • White), Color(White), Color(White), Visible To and String, Default Visibility);
  • Create HUD Text(Filtered Array(Event Player, Hero Of(Event Player) == Hero(Ashe)), Null, Null,
  • Event Player.AsheHideStats == False ? Custom String("Scoped accuracy: {0}%", Round To Integer(Player Hero Stat(Event Player,
  • Hero(Ashe), Scoped Accuracy) * 100, To Nearest)) : Empty Array, Left, 2, Color(White), Color(White), Color(White),
  • Visible To and String, Default Visibility);
  • Create HUD Text(Filtered Array(Event Player, Hero Of(Event Player) == Hero(Ashe)), Null, Null,
  • Event Player.AsheHideStats == False ? Custom String("Scoped critical hit accuracy: {0}%", Round To Integer(Player Hero Stat(
  • Event Player, Hero(Ashe), Scoped Critical Hit Accuracy) * 100, To Nearest)) : Empty Array, Left, 3, Color(White), Color(White),
  • Color(White), Visible To and String, Default Visibility);
  • "Doom (Damage Dealt) - (Damage Taken) - (Healing Recieved)"
  • Create HUD Text(Filtered Array(Event Player, Hero Of(Event Player) == Hero(Doomfist)), Null, Null,
  • Event Player.DoomHideStats == False ? Custom String("{0} {1}", Hero Icon String(Hero(Doomfist)), Custom String(
  • "{0} - {1} - {2}", Round To Integer(Player Hero Stat(Event Player, Hero(Doomfist), Hero Damage Dealt), To Nearest),
  • Round To Integer(Player Hero Stat(Event Player, Hero(Doomfist), Damage Taken), To Nearest), Round To Integer(Player Hero Stat(
  • Event Player, Hero(Doomfist), Healing Received), To Nearest))) : Empty Array, Left, 0, Color(White), Color(White), Color(
  • White), Visible To and String, Default Visibility);
  • Create HUD Text(Filtered Array(Event Player, Hero Of(Event Player) == Hero(Doomfist)), Null, Null,
  • Event Player.DoomHideStats == False ? Custom String("Weapon accuracy: {0}%", Round To Integer(Player Hero Stat(Event Player,
  • Hero(Doomfist), Weapon Accuracy) * 100, To Nearest)) : Empty Array, Left, 1, Color(White), Color(White), Color(White),
  • Visible To and String, Default Visibility);
  • Create HUD Text(Filtered Array(Event Player, Hero Of(Event Player) == Hero(Doomfist)), Null, Null,
  • Event Player.DoomHideStats == False ? Custom String("Critical hit accuracy: {0}%", Round To Integer(Player Hero Stat(
  • Event Player, Hero(Doomfist), Critical Hit Accuracy) * 100, To Nearest)) : Empty Array, Left, 2, Color(White), Color(White),
  • Color(White), Visible To and String, Default Visibility);
  • Create HUD Text(Filtered Array(Event Player, Hero Of(Event Player) == Hero(Doomfist)), Null, Null,
  • Event Player.DoomHideStats == False ? Custom String("{0}{1} Environmental kills: {2}", Ability Icon String(Hero(Doomfist),
  • Button(Melee)), Custom String("{0}{1}{2}", Ability Icon String(Hero(Doomfist), Button(Ability 1)), Ability Icon String(Hero(
  • Doomfist), Button(Ability 2)), Ability Icon String(Hero(Doomfist), Button(Secondary Fire))), Player Hero Stat(Event Player,
  • Hero(Doomfist), Environmental Kills)) : Empty Array, Left, 3, Color(White), Color(White), Color(White), Visible To and String,
  • Default Visibility);
  • "Echo (Damage Dealt) - (Damage Taken) - (Healing Recieved)"
  • Create HUD Text(Filtered Array(Event Player, Hero Of(Event Player) == Hero(Echo)), Null, Null,
  • Event Player.EchoHideStats == False ? Custom String("{0} {1}", Hero Icon String(Hero(Echo)), Custom String(
  • "{0} - {1} - {2}", Round To Integer(Player Hero Stat(Event Player, Hero(Echo), Hero Damage Dealt), To Nearest),
  • Round To Integer(Player Hero Stat(Event Player, Hero(Echo), Damage Taken), To Nearest), Round To Integer(Player Hero Stat(
  • Event Player, Hero(Echo), Healing Received), To Nearest))) : Empty Array, Left, 0, Color(White), Color(White), Color(White),
  • Visible To and String, Default Visibility);
  • Create HUD Text(Filtered Array(Event Player, Hero Of(Event Player) == Hero(Echo)), Null, Null,
  • Event Player.EchoHideStats == False ? Custom String("Weapon accuracy: {0}%", Round To Integer(Player Hero Stat(Event Player,
  • Hero(Echo), Weapon Accuracy) * 100, To Nearest)) : Empty Array, Left, 1, Color(White), Color(White), Color(White),
  • Visible To and String, Default Visibility);
  • Create HUD Text(Filtered Array(Event Player, Hero Of(Event Player) == Hero(Echo)), Null, Null,
  • Event Player.EchoHideStats == False ? Custom String("Critical hit accuracy: {0}%", Round To Integer(Player Hero Stat(
  • Event Player, Hero(Echo), Critical Hit Accuracy) * 100, To Nearest)) : Empty Array, Left, 2, Color(White), Color(White), Color(
  • White), Visible To and String, Default Visibility);
  • "Genji (Damage Dealt) - (Damage Taken) - (Healing Recieved)"
  • Create HUD Text(Filtered Array(Event Player, Hero Of(Event Player) == Hero(Genji)), Null, Null,
  • Event Player.GenjiHideStats == False ? Custom String("{0} {1}", Hero Icon String(Hero(Genji)), Custom String(
  • "{0} - {1} - {2}", Round To Integer(Player Hero Stat(Event Player, Hero(Genji), Hero Damage Dealt), To Nearest),
  • Round To Integer(Player Hero Stat(Event Player, Hero(Genji), Damage Taken), To Nearest), Round To Integer(Player Hero Stat(
  • Event Player, Hero(Genji), Healing Received), To Nearest))) : Empty Array, Left, 0, Color(White), Color(White), Color(White),
  • Visible To and String, Default Visibility);
  • Create HUD Text(Filtered Array(Event Player, Hero Of(Event Player) == Hero(Genji)), Null, Null,
  • Event Player.GenjiHideStats == False ? Custom String("Weapon accuracy: {0}%", Round To Integer(Player Hero Stat(Event Player,
  • Hero(Genji), Weapon Accuracy) * 100, To Nearest)) : Empty Array, Left, 1, Color(White), Color(White), Color(White),
  • Visible To and String, Default Visibility);
  • Create HUD Text(Filtered Array(Event Player, Hero Of(Event Player) == Hero(Genji)), Null, Null,
  • Event Player.GenjiHideStats == False ? Custom String("Critical hit accuracy: {0}%", Round To Integer(Player Hero Stat(
  • Event Player, Hero(Genji), Critical Hit Accuracy) * 100, To Nearest)) : Empty Array, Left, 2, Color(White), Color(White),
  • Color(White), Visible To and String, Default Visibility);
  • "Hanzo (Damage Dealt) - (Damage Taken) - (Healing Recieved)"
  • Create HUD Text(Filtered Array(Event Player, Hero Of(Event Player) == Hero(Hanzo)), Null, Null,
  • Event Player.HanzoHideStats == False ? Custom String("{0} {1}", Hero Icon String(Hero(Hanzo)), Custom String(
  • "{0} - {1} - {2}", Round To Integer(Player Hero Stat(Event Player, Hero(Hanzo), Hero Damage Dealt), To Nearest),
  • Round To Integer(Player Hero Stat(Event Player, Hero(Hanzo), Damage Taken), To Nearest), Round To Integer(Player Hero Stat(
  • Event Player, Hero(Hanzo), Healing Received), To Nearest))) : Empty Array, Left, 0, Color(White), Color(White), Color(White),
  • Visible To and String, Default Visibility);
  • Create HUD Text(Filtered Array(Event Player, Hero Of(Event Player) == Hero(Hanzo)), Null, Null,
  • Event Player.HanzoHideStats == False ? Custom String("Weapon accuracy: {0}%", Round To Integer(Player Hero Stat(Event Player,
  • Hero(Hanzo), Weapon Accuracy) * 100, To Nearest)) : Empty Array, Left, 1, Color(White), Color(White), Color(White),
  • Visible To and String, Default Visibility);
  • Create HUD Text(Filtered Array(Event Player, Hero Of(Event Player) == Hero(Hanzo)), Null, Null,
  • Event Player.HanzoHideStats == False ? Custom String("Critical hit accuracy: {0}%", Round To Integer(Player Hero Stat(
  • Event Player, Hero(Hanzo), Critical Hit Accuracy) * 100, To Nearest)) : Empty Array, Left, 2, Color(White), Color(White),
  • Color(White), Visible To and String, Default Visibility);
  • "McCree (Damage Dealt) - (Damage Taken) - (Healing Recieved)"
  • Create HUD Text(Filtered Array(Event Player, Hero Of(Event Player) == Hero(McCree)), Null, Null,
  • Event Player.McCreeHideStats == False ? Custom String("{0} {1}", Hero Icon String(Hero(McCree)), Custom String(
  • "{0} - {1} - {2}", Round To Integer(Player Hero Stat(Event Player, Hero(McCree), Hero Damage Dealt), To Nearest),
  • Round To Integer(Player Hero Stat(Event Player, Hero(McCree), Damage Taken), To Nearest), Round To Integer(Player Hero Stat(
  • Event Player, Hero(McCree), Healing Received), To Nearest))) : Empty Array, Left, 0, Color(White), Color(White), Color(White),
  • Visible To and String, Default Visibility);
  • Create HUD Text(Filtered Array(Event Player, Hero Of(Event Player) == Hero(McCree)), Null, Null,
  • Event Player.McCreeHideStats == False ? Custom String("Weapon accuracy: {0}%", Round To Integer(Player Hero Stat(Event Player,
  • Hero(McCree), Weapon Accuracy) * 100, To Nearest)) : Empty Array, Left, 1, Color(White), Color(White), Color(White),
  • Visible To and String, Default Visibility);
  • Create HUD Text(Filtered Array(Event Player, Hero Of(Event Player) == Hero(McCree)), Null, Null,
  • Event Player.McCreeHideStats == False ? Custom String("Critical hit accuracy: {0}%", Round To Integer(Player Hero Stat(
  • Event Player, Hero(McCree), Critical Hit Accuracy) * 100, To Nearest)) : Empty Array, Left, 2, Color(White), Color(White),
  • Color(White), Visible To and String, Default Visibility);
  • Create HUD Text(Filtered Array(Event Player, Hero Of(Event Player) == Hero(McCree)), Null, Null,
  • Event Player.McCreeHideStats == False ? Custom String("{0} Flashbang hits: {1}/{2}", Ability Icon String(Hero(McCree), Button(
  • Ability 2)), Event Player.FlashbangHits, Event Player.FlashbangsUsed) : Empty Array, Left, 3, Color(White), Color(White),
  • Color(White), Visible To and String, Default Visibility);
  • "Mei (Damage Dealt) - (Damage Taken) - (Healing Recieved)"
  • Create HUD Text(Filtered Array(Event Player, Hero Of(Event Player) == Hero(Mei)), Null, Null,
  • Event Player.MeiHideStats == False ? Custom String("{0} {1}", Hero Icon String(Hero(Mei)), Custom String("{0} - {1} - {2}",
  • Round To Integer(Player Hero Stat(Event Player, Hero(Mei), Hero Damage Dealt), To Nearest), Round To Integer(Player Hero Stat(
  • Event Player, Hero(Mei), Damage Taken), To Nearest), Round To Integer(Player Hero Stat(Event Player, Hero(Mei),
  • Healing Received), To Nearest))) : Empty Array, Left, 0, Color(White), Color(White), Color(White), Visible To and String,
  • Default Visibility);
  • Create HUD Text(Filtered Array(Event Player, Hero Of(Event Player) == Hero(Mei)), Null, Null,
  • Event Player.MeiHideStats == False ? Custom String("Weapon accuracy: {0}%", Round To Integer(Player Hero Stat(Event Player,
  • Hero(Mei), Weapon Accuracy) * 100, To Nearest)) : Empty Array, Left, 1, Color(White), Color(White), Color(White),
  • Visible To and String, Default Visibility);
  • Create HUD Text(Filtered Array(Event Player, Hero Of(Event Player) == Hero(Mei)), Null, Null,
  • Event Player.MeiHideStats == False ? Custom String("Critical hit accuracy: {0}%", Round To Integer(Player Hero Stat(
  • Event Player, Hero(Mei), Critical Hit Accuracy) * 100, To Nearest)) : Empty Array, Left, 2, Color(White), Color(White), Color(
  • White), Visible To and String, Default Visibility);
  • "Pharah (Damage Dealt) - (Damage Taken) - (Healing Recieved)"
  • Create HUD Text(Filtered Array(Event Player, Hero Of(Event Player) == Hero(Pharah)), Null, Null,
  • Event Player.PharahHideStats == False ? Custom String("{0} {1}", Hero Icon String(Hero(Pharah)), Custom String(
  • "{0} - {1} - {2}", Round To Integer(Player Hero Stat(Event Player, Hero(Pharah), Hero Damage Dealt), To Nearest),
  • Round To Integer(Player Hero Stat(Event Player, Hero(Pharah), Damage Taken), To Nearest), Round To Integer(Player Hero Stat(
  • Event Player, Hero(Pharah), Healing Received), To Nearest))) : Empty Array, Left, 0, Color(White), Color(White), Color(White),
  • Visible To and String, Default Visibility);
  • Create HUD Text(Filtered Array(Event Player, Hero Of(Event Player) == Hero(Pharah)), Null, Null,
  • Event Player.PharahHideStats == False ? Custom String("Weapon accuracy: {0}%", Round To Integer(Player Hero Stat(Event Player,
  • Hero(Pharah), Weapon Accuracy) * 100, To Nearest)) : Empty Array, Left, 1, Color(White), Color(White), Color(White),
  • Visible To and String, Default Visibility);
  • Create HUD Text(Filtered Array(Event Player, Hero Of(Event Player) == Hero(Pharah)), Null, Null,
  • Event Player.PharahHideStats == False ? Custom String("{0}{1} Environmental kills: {2}", Ability Icon String(Hero(Pharah),
  • Button(Melee)), Ability Icon String(Hero(Pharah), Button(Ability 2)), Player Hero Stat(Event Player, Hero(Pharah),
  • Environmental Kills)) : Empty Array, Left, 3, Color(White), Color(White), Color(White), Visible To and String,
  • Default Visibility);
  • "Soldier 76 (Damage Dealt) - (Damage Taken) - (Self Heal)/(Healing Recieved)"
  • Create HUD Text(Filtered Array(Event Player, Hero Of(Event Player) == Hero(Soldier: 76)), Null, Null,
  • Event Player.Soldier76HideStats == False ? Custom String("{0} {1}/{2}", Hero Icon String(Hero(Soldier: 76)), Custom String(
  • "{0} - {1} - {2}", Round To Integer(Player Hero Stat(Event Player, Hero(Soldier: 76), Hero Damage Dealt), To Nearest),
  • Round To Integer(Player Hero Stat(Event Player, Hero(Soldier: 76), Damage Taken), To Nearest), Round To Integer(
  • Player Hero Stat(Event Player, Hero(Soldier: 76), Self Healing), To Nearest)), Round To Integer(Player Hero Stat(Event Player,
  • Hero(Soldier: 76), Healing Received), To Nearest)) : Empty Array, Left, 0, Color(White), Color(White), Color(White),
  • Visible To and String, Default Visibility);
  • Create HUD Text(Filtered Array(Event Player, Hero Of(Event Player) == Hero(Soldier: 76)), Null, Null,
  • Event Player.Soldier76HideStats == False ? Custom String("Weapon accuracy: {0}%", Round To Integer(Player Hero Stat(
  • Event Player, Hero(Soldier: 76), Weapon Accuracy) * 100, To Nearest)) : Empty Array, Left, 1, Color(White), Color(White),
  • Color(White), Visible To and String, Default Visibility);
  • Create HUD Text(Filtered Array(Event Player, Hero Of(Event Player) == Hero(Soldier: 76)), Null, Null,
  • Event Player.Soldier76HideStats == False ? Custom String("Critical hit accuracy: {0}%", Round To Integer(Player Hero Stat(
  • Event Player, Hero(Soldier: 76), Critical Hit Accuracy) * 100, To Nearest)) : Empty Array, Left, 2, Color(White), Color(White),
  • Color(White), Visible To and String, Default Visibility);
  • "Sombra (Damage Dealt) - (Damage Taken) - (Healing Recieved)"
  • Create HUD Text(Filtered Array(Event Player, Hero Of(Event Player) == Hero(Sombra)), Null, Null,
  • Event Player.SombraHideStats == False ? Custom String("{0} {1}", Hero Icon String(Hero(Sombra)), Custom String(
  • "{0} - {1} - {2}", Round To Integer(Player Hero Stat(Event Player, Hero(Sombra), Hero Damage Dealt), To Nearest),
  • Round To Integer(Player Hero Stat(Event Player, Hero(Sombra), Damage Taken), To Nearest), Round To Integer(Player Hero Stat(
  • Event Player, Hero(Sombra), Healing Received), To Nearest))) : Empty Array, Left, 0, Color(White), Color(White), Color(White),
  • Visible To and String, Default Visibility);
  • Create HUD Text(Filtered Array(Event Player, Hero Of(Event Player) == Hero(Sombra)), Null, Null,
  • Event Player.SombraHideStats == False ? Custom String("Weapon accuracy: {0}%", Round To Integer(Player Hero Stat(Event Player,
  • Hero(Sombra), Weapon Accuracy) * 100, To Nearest)) : Empty Array, Left, 1, Color(White), Color(White), Color(White),
  • Visible To and String, Default Visibility);
  • Create HUD Text(Filtered Array(Event Player, Hero Of(Event Player) == Hero(Sombra)), Null, Null,
  • Event Player.SombraHideStats == False ? Custom String("Critical hit accuracy: {0}%", Round To Integer(Player Hero Stat(
  • Event Player, Hero(Sombra), Critical Hit Accuracy) * 100, To Nearest)) : Empty Array, Left, 2, Color(White), Color(White),
  • Color(White), Visible To and String, Default Visibility);
  • "Torb (Damage Dealt) - (Damage Taken) - (Self Heal)/(Healing Recieved)"
  • Create HUD Text(Filtered Array(Event Player, Hero Of(Event Player) == Hero(Torbjörn)), Null, Null,
  • Event Player.TorbHideStats == False ? Custom String("{0} {1}/{2}", Hero Icon String(Hero(Torbjörn)), Custom String(
  • "{0} - {1} - {2}", Round To Integer(Player Hero Stat(Event Player, Hero(Torbjörn), Hero Damage Dealt), To Nearest),
  • Round To Integer(Player Hero Stat(Event Player, Hero(Torbjörn), Damage Taken), To Nearest),
  • Event Player.TemporaryArmorRecieved), Round To Integer(Player Hero Stat(Event Player, Hero(Torbjörn), Healing Received)
  • + Event Player.TemporaryArmorRecieved, To Nearest)) : Empty Array, Left, 0, Color(White), Color(White), Color(White),
  • Visible To and String, Default Visibility);
  • Create HUD Text(Filtered Array(Event Player, Hero Of(Event Player) == Hero(Torbjörn)), Null, Null,
  • Event Player.TorbHideStats == False ? Custom String("Weapon accuracy: {0}%", Round To Integer(Player Hero Stat(Event Player,
  • Hero(Torbjörn), Weapon Accuracy) * 100, To Nearest)) : Empty Array, Left, 1, Color(White), Color(White), Color(White),
  • Visible To and String, Default Visibility);
  • Create HUD Text(Filtered Array(Event Player, Hero Of(Event Player) == Hero(Torbjörn)), Null, Null,
  • Event Player.TorbHideStats == False ? Custom String("Critical hit accuracy: {0}%", Round To Integer(Player Hero Stat(
  • Event Player, Hero(Torbjörn), Critical Hit Accuracy) * 100, To Nearest)) : Empty Array, Left, 2, Color(White), Color(White),
  • Color(White), Visible To and String, Default Visibility);
  • "Tracer (Damage Dealt) - (Damage Taken) - (Self Heal)/(Healing Recieved)"
  • Create HUD Text(Filtered Array(Event Player, Hero Of(Event Player) == Hero(Tracer)), Null, Null,
  • Event Player.TracerHideStats == False ? Custom String("{0} {1}/{2}", Hero Icon String(Hero(Tracer)), Custom String(
  • "{0} - {1} - {2}", Round To Integer(Player Hero Stat(Event Player, Hero(Tracer), Hero Damage Dealt), To Nearest),
  • Round To Integer(Player Hero Stat(Event Player, Hero(Tracer), Damage Taken), To Nearest), Round To Integer(Player Hero Stat(
  • Event Player, Hero(Tracer), Self Healing), To Nearest)), Round To Integer(Player Hero Stat(Event Player, Hero(Tracer),
  • Healing Received) + Player Hero Stat(Event Player, Hero(Tracer), Self Healing), To Nearest)) : Empty Array, Left, 0, Color(
  • White), Color(White), Color(White), Visible To and String, Default Visibility);
  • Create HUD Text(Filtered Array(Event Player, Hero Of(Event Player) == Hero(Tracer)), Null, Null,
  • Event Player.TracerHideStats == False ? Custom String("Weapon accuracy: {0}%", Round To Integer(Player Hero Stat(Event Player,
  • Hero(Tracer), Weapon Accuracy) * 100, To Nearest)) : Empty Array, Left, 1, Color(White), Color(White), Color(White),
  • Visible To and String, Default Visibility);
  • Create HUD Text(Filtered Array(Event Player, Hero Of(Event Player) == Hero(Tracer)), Null, Null,
  • Event Player.TracerHideStats == False ? Custom String("Critical hit accuracy: {0}%", Round To Integer(Player Hero Stat(
  • Event Player, Hero(Tracer), Critical Hit Accuracy) * 100, To Nearest)) : Empty Array, Left, 2, Color(White), Color(White),
  • Color(White), Visible To and String, Default Visibility);
  • "Widow (Damage Dealt) - (Damage Taken) - (Healing Recieved)"
  • Create HUD Text(Filtered Array(Event Player, Hero Of(Event Player) == Hero(Widowmaker)), Null, Null,
  • Event Player.WidowHideStats == False ? Custom String("{0} {1}", Hero Icon String(Hero(Widowmaker)), Custom String(
  • "{0} - {1} - {2}", Round To Integer(Player Hero Stat(Event Player, Hero(Widowmaker), Hero Damage Dealt), To Nearest),
  • Round To Integer(Player Hero Stat(Event Player, Hero(Widowmaker), Damage Taken), To Nearest), Round To Integer(
  • Player Hero Stat(Event Player, Hero(Widowmaker), Healing Received), To Nearest))) : Empty Array, Left, 0, Color(White), Color(
  • White), Color(White), Visible To and String, Default Visibility);
  • Create HUD Text(Filtered Array(Event Player, Hero Of(Event Player) == Hero(Widowmaker)), Null, Null,
  • Event Player.WidowHideStats == False ? Custom String("Unscoped accuracy: {0}%", Round To Integer((Player Hero Stat(
  • Event Player, Hero(Widowmaker), Shots Hit) - Player Hero Stat(Event Player, Hero(Widowmaker), Scoped Hits)) / (
  • Player Hero Stat(Event Player, Hero(Widowmaker), Shots Fired) - Player Hero Stat(Event Player, Hero(Widowmaker), Scoped Shots))
  • * 100, To Nearest)) : Empty Array, Left, 1, Color(White), Color(White), Color(White), Visible To and String,
  • Default Visibility);
  • Event Player.AsheDestroy2 = Last Text ID;
  • Create HUD Text(Event Player, Null, Event Player.AsheHideStats == False ? Custom String("Scoped acc: {0}%", Round To Integer(
  • Player Hero Stat(Event Player, Hero(Ashe), Scoped Accuracy) * 100, To Nearest)) : Empty Array, Null, Left, 2, Color(White),
  • Color(White), Color(White), Visible To and String, Default Visibility);
  • Event Player.AsheDestroy3 = Last Text ID;
  • Create HUD Text(Event Player, Null, Event Player.AsheHideStats == False ? Custom String("Scoped critical hit acc: {0}%",
  • Round To Integer(Player Hero Stat(Event Player, Hero(Ashe), Scoped Critical Hit Accuracy) * 100, To Nearest)) : Empty Array,
  • Null, Left, 3, Color(White), Color(White), Color(White), Visible To and String, Default Visibility);
  • Event Player.AsheDestroy4 = Last Text ID;
  • Create HUD Text(Filtered Array(Event Player, Hero Of(Event Player) == Hero(Widowmaker)), Null, Null,
  • Event Player.WidowHideStats == False ? Custom String("Scoped accuracy: {0}%", Round To Integer(Player Hero Stat(Event Player,
  • Hero(Widowmaker), Scoped Accuracy) * 100, To Nearest)) : Empty Array, Left, 2, Color(White), Color(White), Color(White),
  • Visible To and String, Default Visibility);
  • Create HUD Text(Filtered Array(Event Player, Hero Of(Event Player) == Hero(Widowmaker)), Null, Null,
  • Event Player.WidowHideStats == False ? Custom String("Scoped critical hit accuracy: {0}%", Round To Integer(Player Hero Stat(
  • Event Player, Hero(Widowmaker), Scoped Critical Hit Accuracy) * 100, To Nearest)) : Empty Array, Left, 3, Color(White), Color(
  • White), Color(White), Visible To and String, Default Visibility);
  • "Ana (Damage Dealt) - (Damage Taken) - (Self Heal)/(Healing Recieved)"
  • Create HUD Text(Filtered Array(Event Player, Hero Of(Event Player) == Hero(Ana)), Null, Null,
  • Event Player.AnaHideStats == False ? Custom String("{0} {1}/{2}", Hero Icon String(Hero(Ana)), Custom String(
  • "{0} - {1} - {2}", Round To Integer(Player Hero Stat(Event Player, Hero(Ana), Hero Damage Dealt), To Nearest),
  • Round To Integer(Player Hero Stat(Event Player, Hero(Ana), Damage Taken), To Nearest), Round To Integer(Player Hero Stat(
  • Event Player, Hero(Ana), Self Healing), To Nearest)), Round To Integer(Player Hero Stat(Event Player, Hero(Ana),
  • Healing Received), To Nearest)) : Empty Array, Left, 0, Color(White), Color(White), Color(White), Visible To and String,
  • Default Visibility);
  • Create HUD Text(Filtered Array(Event Player, Hero Of(Event Player) == Hero(Ana)), Null, Null,
  • Event Player.AnaHideStats == False ? Custom String("Unscoped accuracy: {0}%", Round To Integer((Player Hero Stat(Event Player,
  • Hero(Ana), Shots Hit) - Player Hero Stat(Event Player, Hero(Ana), Scoped Hits)) / (Player Hero Stat(Event Player, Hero(Ana),
  • Shots Fired) - Player Hero Stat(Event Player, Hero(Ana), Scoped Shots)) * 100, To Nearest)) : Empty Array, Left, 1, Color(
  • White), Color(White), Color(White), Visible To and String, Default Visibility);
  • Create HUD Text(Filtered Array(Event Player, Hero Of(Event Player) == Hero(Ana)), Null, Null,
  • Event Player.AnaHideStats == False ? Custom String("Scoped accuracy: {0}%", Round To Integer(Player Hero Stat(Event Player,
  • Hero(Ana), Scoped Accuracy) * 100, To Nearest)) : Empty Array, Left, 2, Color(White), Color(White), Color(White),
  • Visible To and String, Default Visibility);
  • Create HUD Text(Filtered Array(Event Player, Hero Of(Event Player) == Hero(Ana)), Null, Null,
  • Event Player.AnaHideStats == False ? Custom String("{0}Sleepdart hits: {1}/{2}", Ability Icon String(Hero(Ana), Button(
  • Ability 1)), Event Player.SleepdartHits, Event Player.SleepdartsUsed) : Empty Array, Left, 3, Color(White), Color(White),
  • Color(White), Visible To and String, Default Visibility);
  • "Bap (Damage Dealt) - (Damage Taken) - (Self Heal)/(Healing Recieved)"
  • Create HUD Text(Filtered Array(Event Player, Hero Of(Event Player) == Hero(Baptiste)), Null, Null,
  • Event Player.BapHideStats == False ? Custom String("{0} {1}/{2}", Hero Icon String(Hero(Baptiste)), Custom String(
  • "{0} - {1} - {2}", Round To Integer(Player Hero Stat(Event Player, Hero(Baptiste), Hero Damage Dealt), To Nearest),
  • Round To Integer(Player Hero Stat(Event Player, Hero(Baptiste), Damage Taken), To Nearest), Round To Integer(Player Hero Stat(
  • Event Player, Hero(Baptiste), Self Healing), To Nearest)), Round To Integer(Player Hero Stat(Event Player, Hero(Baptiste),
  • Healing Received), To Nearest)) : Empty Array, Left, 0, Color(White), Color(White), Color(White), Visible To and String,
  • Default Visibility);
  • Create HUD Text(Filtered Array(Event Player, Hero Of(Event Player) == Hero(Baptiste)), Null, Null,
  • Event Player.BapHideStats == False ? Custom String("Weapon accuracy: {0}%", Round To Integer(Player Hero Stat(Event Player,
  • Hero(Baptiste), Weapon Accuracy) * 100, To Nearest)) : Empty Array, Left, 1, Color(White), Color(White), Color(White),
  • Visible To and String, Default Visibility);
  • Create HUD Text(Filtered Array(Event Player, Hero Of(Event Player) == Hero(Baptiste)), Null, Null,
  • Event Player.BapHideStats == False ? Custom String("Critical hit accuracy: {0}%", Round To Integer(Player Hero Stat(
  • Event Player, Hero(Baptiste), Critical Hit Accuracy) * 100, To Nearest)) : Empty Array, Left, 2, Color(White), Color(White),
  • Color(White), Visible To and String, Default Visibility);
  • "Lucio (Damage Dealt) - (Damage Taken) - (Self Heal)/(Healing Recieved)"
  • Create HUD Text(Filtered Array(Event Player, Hero Of(Event Player) == Hero(Lúcio)), Null, Null,
  • Event Player.LucioHideStats == False ? Custom String("{0} {1}/{2}", Hero Icon String(Hero(Lúcio)), Custom String(
  • "{0} - {1} - {2}", Round To Integer(Player Hero Stat(Event Player, Hero(Lúcio), Hero Damage Dealt), To Nearest),
  • Round To Integer(Player Hero Stat(Event Player, Hero(Lúcio), Damage Taken), To Nearest), Round To Integer(Player Hero Stat(
  • Event Player, Hero(Lúcio), Self Healing), To Nearest)), Round To Integer(Player Hero Stat(Event Player, Hero(Lúcio),
  • Healing Received), To Nearest)) : Empty Array, Left, 0, Color(White), Color(White), Color(White), Visible To and String,
  • Default Visibility);
  • Create HUD Text(Filtered Array(Event Player, Hero Of(Event Player) == Hero(Lúcio)), Null, Null,
  • Event Player.LucioHideStats == False ? Custom String("Weapon accuracy: {0}%", Round To Integer(Player Hero Stat(Event Player,
  • Hero(Lúcio), Weapon Accuracy) * 100, To Nearest)) : Empty Array, Left, 1, Color(White), Color(White), Color(White),
  • Visible To and String, Default Visibility);
  • Create HUD Text(Filtered Array(Event Player, Hero Of(Event Player) == Hero(Lúcio)), Null, Null,
  • Event Player.LucioHideStats == False ? Custom String("Critical hit accuracy: {0}%", Round To Integer(Player Hero Stat(
  • Event Player, Hero(Lúcio), Critical Hit Accuracy) * 100, To Nearest)) : Empty Array, Left, 2, Color(White), Color(White),
  • Color(White), Visible To and String, Default Visibility);
  • Create HUD Text(Filtered Array(Event Player, Hero Of(Event Player) == Hero(Lúcio)), Null, Null,
  • Event Player.LucioHideStats == False ? Custom String("{0}{1} Environmental kills: {2}", Ability Icon String(Hero(Lúcio),
  • Button(Melee)), Ability Icon String(Hero(Lúcio), Button(Secondary Fire)), Player Hero Stat(Event Player, Hero(Lúcio),
  • Environmental Kills)) : Empty Array, Left, 3, Color(White), Color(White), Color(White), Visible To and String,
  • Default Visibility);
  • "Zen (Damage Dealt) - (Damage Taken) - (Healing Recieved)"
  • Create HUD Text(Filtered Array(Event Player, Hero Of(Event Player) == Hero(Zenyatta)), Null, Null,
  • Event Player.ZenHideStats == False ? Custom String("{0} {1}", Hero Icon String(Hero(Zenyatta)), Custom String(
  • "{0} - {1} - {2}", Round To Integer(Player Hero Stat(Event Player, Hero(Zenyatta), Hero Damage Dealt), To Nearest),
  • Round To Integer(Player Hero Stat(Event Player, Hero(Zenyatta), Damage Taken), To Nearest), Round To Integer(Player Hero Stat(
  • Event Player, Hero(Zenyatta), Healing Received), To Nearest))) : Empty Array, Left, 0, Color(White), Color(White), Color(
  • White), Visible To and String, Default Visibility);
  • Create HUD Text(Filtered Array(Event Player, Hero Of(Event Player) == Hero(Zenyatta)), Null, Null,
  • Event Player.ZenHideStats == False ? Custom String("Weapon accuracy: {0}%", Round To Integer(Player Hero Stat(Event Player,
  • Hero(Zenyatta), Weapon Accuracy) * 100, To Nearest)) : Empty Array, Left, 1, Color(White), Color(White), Color(White),
  • Visible To and String, Default Visibility);
  • Create HUD Text(Filtered Array(Event Player, Hero Of(Event Player) == Hero(Zenyatta)), Null, Null,
  • Event Player.ZenHideStats == False ? Custom String("Critical hit accuracy: {0}%", Round To Integer(Player Hero Stat(
  • Event Player, Hero(Zenyatta), Critical Hit Accuracy) * 100, To Nearest)) : Empty Array, Left, 2, Color(White), Color(White),
  • Color(White), Visible To and String, Default Visibility);
  • }
  • }
  • rule("Ashe Toggle Stats")
  • rule("Crouch + Interact to toggle stats")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Ashe;
  • }
  • conditions
  • {
  • Is Button Held(Event Player, Button(Interact)) == True;
  • Ongoing - Global;
  • }
  • actions
  • {
  • Wait(0.500, Abort When False);
  • Event Player.AsheHideStats = !Event Player.AsheHideStats;
  • Create HUD Text(All Players(All Teams), Null, Custom String("Crouch + Interact to toggle stats"), Null, Top, 0, Null, Color(
  • Orange), Null, Visible To and String, Default Visibility);
  • Global.CrouchPlusInteractToToggleStats = Last Text ID;
  • Wait(20, Ignore Condition);
  • Destroy HUD Text(Global.CrouchPlusInteractToToggleStats);
  • }
  • }
  • rule("Ashe Destroy Stats")
  • rule("McCree Flashbangs used")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • McCree;
  • }
  • conditions
  • {
  • Hero Of(Event Player) != Hero(Ashe);
  • }
  • actions
  • {
  • Destroy HUD Text(Event Player.AsheDestroy1);
  • Destroy HUD Text(Event Player.AsheDestroy2);
  • Destroy HUD Text(Event Player.AsheDestroy3);
  • Destroy HUD Text(Event Player.AsheDestroy4);
  • }
  • }
  • rule("Doom HUD")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Doomfist;
  • Is Using Ability 2(Event Player) == True;
  • }
  • actions
  • {
  • "DMG: DmgDealt - DmgTaken HP(AllHeal)"
  • Create HUD Text(Event Player, Null, Event Player.DoomHideStats == False ? Custom String(" \r \r\n \r\n \r\n {0}{1}",
  • Hero Icon String(Hero(Doomfist)), Custom String("DMG: {0} - {1} HP({2})", Round To Integer(Player Hero Stat(Event Player,
  • Hero(Doomfist), Hero Damage Dealt), To Nearest), Round To Integer(Player Hero Stat(Event Player, Hero(Doomfist), Damage Taken),
  • To Nearest), Round To Integer(Player Hero Stat(Event Player, Hero(Doomfist), Healing Received), To Nearest))) : Empty Array,
  • Null, Left, 0, Color(White), Color(White), Color(White), Visible To and String, Default Visibility);
  • Event Player.DoomDestroy1 = Last Text ID;
  • Create HUD Text(Event Player, Null, Event Player.DoomHideStats == False ? Custom String("Weapon acc: {0}%", Round To Integer(
  • Player Hero Stat(Event Player, Hero(Doomfist), Weapon Accuracy) * 100, To Nearest)) : Empty Array, Null, Left, 1, Color(White),
  • Color(White), Color(White), Visible To and String, Default Visibility);
  • Event Player.DoomDestroy2 = Last Text ID;
  • Create HUD Text(Event Player, Null, Event Player.DoomHideStats == False ? Custom String("Critical hit acc: {0}%", Round To Integer(
  • Player Hero Stat(Event Player, Hero(Doomfist), Critical Hit Accuracy) * 100, To Nearest)) : Empty Array, Null, Left, 2, Color(
  • White), Color(White), Color(White), Visible To and String, Default Visibility);
  • Event Player.DoomDestroy3 = Last Text ID;
  • Create HUD Text(Event Player, Empty Array, Event Player.DoomHideStats == False ? Custom String("{0}{1} Boop kills: {2}",
  • Ability Icon String(Hero(Doomfist), Button(Melee)), Custom String("{0}{1}{2}", Ability Icon String(Hero(Doomfist), Button(
  • Ability 1)), Ability Icon String(Hero(Doomfist), Button(Ability 2)), Ability Icon String(Hero(Doomfist), Button(
  • Secondary Fire))), Player Hero Stat(Event Player, Hero(Doomfist), Environmental Kills)) : Empty Array, Null, Left, 3, Color(
  • White), Color(White), Color(White), Visible To and String, Default Visibility);
  • Event Player.DoomDestroy4 = Last Text ID;
  • Event Player.FlashbangsUsed += 1;
  • }
  • }
  • rule("Doom Toggle Stats")
  • rule("McCree Threw Flashbang")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Doomfist;
  • McCree;
  • }
  • conditions
  • {
  • Is Button Held(Event Player, Button(Interact)) == True;
  • Is Using Ability 2(Event Player) == True;
  • }
  • actions
  • {
  • Wait(0.500, Abort When False);
  • Event Player.DoomHideStats = !Event Player.DoomHideStats;
  • Event Player.ThrewFlashbang = True;
  • Wait(0.350, Ignore Condition);
  • Event Player.ThrewFlashbang = False;
  • }
  • }
  • rule("Doom Destroy Stats")
  • rule("McCree Hits a Flashbang")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Player Dealt Damage;
  • All;
  • McCree;
  • }
  • conditions
  • {
  • Hero Of(Event Player) != Hero(Doomfist);
  • }
  • actions
  • {
  • Destroy HUD Text(Event Player.DoomDestroy1);
  • Destroy HUD Text(Event Player.DoomDestroy2);
  • Destroy HUD Text(Event Player.DoomDestroy3);
  • Destroy HUD Text(Event Player.DoomDestroy4);
  • }
  • }
  • rule("Echo HUD")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Echo;
  • Is Using Ability 2(Event Player) == True;
  • Event Player.ThrewFlashbang == True;
  • }
  • actions
  • {
  • "DMG: DmgDealt - DmgTaken HP(AllHeal)"
  • Create HUD Text(Event Player, Null, Event Player.EchoHideStats == False ? Custom String(" \r\n \r\n \r\n {0} {1}",
  • Hero Icon String(Hero(Echo)), Custom String("DMG: {0} - {1} HP({2})", Round To Integer(Player Hero Stat(Event Player, Hero(
  • Echo), Hero Damage Dealt), To Nearest), Round To Integer(Player Hero Stat(Event Player, Hero(Echo), Damage Taken), To Nearest),
  • Round To Integer(Player Hero Stat(Event Player, Hero(Echo), Healing Received), To Nearest))) : Empty Array, Null, Left, 0,
  • Color(White), Color(White), Color(White), Visible To and String, Default Visibility);
  • Event Player.EchoDestroy1 = Last Text ID;
  • Create HUD Text(Event Player, Null, Event Player.EchoHideStats == False ? Custom String("Weapon acc: {0}%", Round To Integer(
  • Player Hero Stat(Event Player, Hero(Echo), Weapon Accuracy) * 100, To Nearest)) : Empty Array, Null, Left, 1, Color(White),
  • Color(White), Color(White), Visible To and String, Default Visibility);
  • Event Player.EchoDestroy2 = Last Text ID;
  • Create HUD Text(Event Player, Null, Event Player.EchoHideStats == False ? Custom String("Critical hit acc: {0}%", Round To Integer(
  • Player Hero Stat(Event Player, Hero(Echo), Critical Hit Accuracy) * 100, To Nearest)) : Empty Array, Null, Left, 2, Color(
  • White), Color(White), Color(White), Visible To and String, Default Visibility);
  • Event Player.EchoDestroy3 = Last Text ID;
  • Create HUD Text(Event Player, Null, Event Player.EchoHideStats == False ? Custom String("{0} Sticky direct hit acc: {1}%",
  • Ability Icon String(Hero(Echo), Button(Secondary Fire)), Round To Integer(
  • Event Player.StickybombHits / Event Player.StickybombsUsed * 100, To Nearest)) : Empty Array, Null, Left, 3, Color(White),
  • Color(White), Color(White), Visible To and String, Default Visibility);
  • Event Player.EchoDestroy4 = Last Text ID;
  • Event Player.FlashbangHits += 1;
  • Event Player.ThrewFlashbang = False;
  • }
  • }
  • rule("Echo Toggle Stats")
  • rule("Torb Temporary Armor Recieved")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Echo;
  • Torbjörn;
  • }
  • conditions
  • {
  • Is Button Held(Event Player, Button(Interact)) == True;
  • Is Using Ability 2(Event Player) == True;
  • }
  • actions
  • {
  • Wait(0.500, Abort When False);
  • Event Player.EchoHideStats = !Event Player.EchoHideStats;
  • Event Player.TemporaryArmorRecieved += 100;
  • }
  • }
  • rule("Echo Destroy Stats")
  • rule("Ana Sleepdarts used")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • Ana;
  • }
  • conditions
  • {
  • Hero Of(Event Player) != Hero(Echo);
  • }
  • actions
  • {
  • Destroy HUD Text(Event Player.EchoDestroy1);
  • Destroy HUD Text(Event Player.EchoDestroy2);
  • Destroy HUD Text(Event Player.EchoDestroy3);
  • Destroy HUD Text(Event Player.EchoDestroy4);
  • }
  • }
  • rule("Genj HUD")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Genji;
  • Is Using Ability 1(Event Player) == True;
  • }
  • actions
  • {
  • "DMG: DmgDealt - DmgTaken HP(AllHeal)"
  • Create HUD Text(Event Player, Null, Event Player.GenjiHideStats == False ? Custom String(" \r \r\n \r\n \r\n {0} {1}",
  • Hero Icon String(Hero(Genji)), Custom String("DMG: {0} - {1} HP({2})", Round To Integer(Player Hero Stat(Event Player, Hero(
  • Genji), Hero Damage Dealt), To Nearest), Round To Integer(Player Hero Stat(Event Player, Hero(Genji), Damage Taken),
  • To Nearest), Round To Integer(Player Hero Stat(Event Player, Hero(Genji), Healing Received), To Nearest))) : Empty Array, Null,
  • Left, 0, Color(White), Color(White), Color(White), Visible To and String, Default Visibility);
  • Event Player.GenjiDestroy1 = Last Text ID;
  • Create HUD Text(Event Player, Null, Event Player.GenjiHideStats == False ? Custom String("Weapon acc: {0}%", Round To Integer(
  • Player Hero Stat(Event Player, Hero(Genji), Weapon Accuracy) * 100, To Nearest)) : Empty Array, Null, Left, 1, Color(White),
  • Color(White), Color(White), Visible To and String, Default Visibility);
  • Event Player.GenjiDestroy2 = Last Text ID;
  • Create HUD Text(Event Player, Null, Event Player.GenjiHideStats == False ? Custom String("Critical hit acc: {0}%",
  • Round To Integer(Player Hero Stat(Event Player, Hero(Genji), Critical Hit Accuracy) * 100, To Nearest)) : Empty Array, Null,
  • Left, 2, Color(White), Color(White), Color(White), Visible To and String, Default Visibility);
  • Event Player.GenjiDestroy3 = Last Text ID;
  • Event Player.SleepdartsUsed += 1;
  • }
  • }
  • rule("Genji Toggle Stats")
  • rule("Ana Hits a Sleepdart")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Player Dealt Damage;
  • All;
  • Genji;
  • Ana;
  • }
  • conditions
  • {
  • Is Button Held(Event Player, Button(Interact)) == True;
  • Event Ability == Button(Ability 1);
  • }
  • actions
  • {
  • Wait(0.500, Abort When False);
  • Event Player.GenjiHideStats = !Event Player.GenjiHideStats;
  • Event Player.SleepdartHits += 1;
  • }
  • }
  • rule("Genji Destroy Stats")
  • rule("Ana Hits a Sleepdart and that player dies from falling off map (counts as 2 hits so -1 to only count 1 hit)")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Player Dealt Final Blow;
  • All;
  • Ana;
  • }
  • conditions
  • {
  • Hero Of(Event Player) != Hero(Genji);
  • }
  • actions
  • {
  • Destroy HUD Text(Event Player.GenjiDestroy1);
  • Destroy HUD Text(Event Player.GenjiDestroy2);
  • Destroy HUD Text(Event Player.GenjiDestroy3);
  • }
  • }
  • rule("Hanzo HUD")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Hanzo;
  • Event Ability == Button(Ability 1);
  • Event Was Environment == True;
  • }
  • actions
  • {
  • "DMG: DmgDealt - DmgTaken HP(AllHeal)"
  • Create HUD Text(Event Player, Null, Event Player.HanzoHideStats == False ? Custom String(" \r \r\n \r\n \r\n {0} {1}",
  • Hero Icon String(Hero(Hanzo)), Custom String("DMG: {0} - {1} HP({2})", Round To Integer(Player Hero Stat(Event Player, Hero(
  • Hanzo), Hero Damage Dealt), To Nearest), Round To Integer(Player Hero Stat(Event Player, Hero(Hanzo), Damage Taken),
  • To Nearest), Round To Integer(Player Hero Stat(Event Player, Hero(Hanzo), Healing Received), To Nearest))) : Empty Array, Null,
  • Left, 0, Color(White), Color(White), Color(White), Visible To and String, Default Visibility);
  • Event Player.HanzoDestroy1 = Last Text ID;
  • Create HUD Text(Event Player, Null, Event Player.HanzoHideStats == False ? Custom String("Weapon acc: {0}%", Round To Integer(
  • Player Hero Stat(Event Player, Hero(Hanzo), Weapon Accuracy) * 100, To Nearest)) : Empty Array, Null, Left, 1, Color(White),
  • Color(White), Color(White), Visible To and String, Default Visibility);
  • Event Player.HanzoDestroy2 = Last Text ID;
  • Create HUD Text(Event Player, Null, Event Player.HanzoHideStats == False ? Custom String("Critical hit acc: {0}%",
  • Round To Integer(Player Hero Stat(Event Player, Hero(Hanzo), Critical Hit Accuracy) * 100, To Nearest), Is Using Ability 2(
  • Event Player)) : Empty Array, Null, Left, 2, Color(White), Color(White), Color(White), Visible To and String,
  • Default Visibility);
  • Event Player.HanzoDestroy3 = Last Text ID;
  • Event Player.SleepdartHits -= 1;
  • }
  • }
  • rule("Hanzo Toggle Stats")
  • rule("Ashe Toggle All Stats")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Hanzo;
  • Ashe;
  • }
  • conditions
  • {
  • Is Button Held(Event Player, Button(Crouch)) == True;
  • Is Button Held(Event Player, Button(Interact)) == True;
  • }
  • actions
  • {
  • Wait(0.500, Abort When False);
  • Event Player.HanzoHideStats = !Event Player.HanzoHideStats;
  • Event Player.AsheHideStats = !Event Player.AsheHideStats;
  • }
  • }
  • rule("Hanzo Destroy Stats")
  • rule("Doom Toggle All Stats")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • Doomfist;
  • }
  • conditions
  • {
  • Hero Of(Event Player) != Hero(Hanzo);
  • }
  • actions
  • {
  • Destroy HUD Text(Event Player.HanzoDestroy1);
  • Destroy HUD Text(Event Player.HanzoDestroy2);
  • Destroy HUD Text(Event Player.HanzoDestroy3);
  • }
  • }
  • rule("Mccree HUD")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • McCree;
  • Is Button Held(Event Player, Button(Crouch)) == True;
  • Is Button Held(Event Player, Button(Interact)) == True;
  • }
  • actions
  • {
  • "DMG: DmgDealt - DmgTaken HP(AllHeal)"
  • Create HUD Text(Event Player, Null, Event Player.McCreeHideStats == False ? Custom String(" \r \r\n \r\n \r\n {0} {1}",
  • Hero Icon String(Hero(McCree)), Custom String("DMG: {0} - {1} HP({2})", Round To Integer(Player Hero Stat(Event Player, Hero(
  • McCree), Hero Damage Dealt), To Nearest), Round To Integer(Player Hero Stat(Event Player, Hero(McCree), Damage Taken),
  • To Nearest), Round To Integer(Player Hero Stat(Event Player, Hero(McCree), Healing Received), To Nearest))) : Empty Array,
  • Null, Left, 0, Color(White), Color(White), Color(White), Visible To and String, Default Visibility);
  • Event Player.MccreeDestroy1 = Last Text ID;
  • Create HUD Text(Event Player, Null, Event Player.McCreeHideStats == False ? Custom String("Weapon acc: {0}%", Round To Integer(
  • Player Hero Stat(Event Player, Hero(McCree), Weapon Accuracy) * 100, To Nearest)) : Empty Array, Null, Left, 1, Color(White),
  • Color(White), Color(White), Visible To and String, Default Visibility);
  • Event Player.MccreeDestroy2 = Last Text ID;
  • Create HUD Text(Event Player, Null, Event Player.McCreeHideStats == False ? Custom String("Critical hit acc: {0}%",
  • Round To Integer(Player Hero Stat(Event Player, Hero(McCree), Critical Hit Accuracy) * 100, To Nearest)) : Empty Array, Null,
  • Left, 2, Color(White), Color(White), Color(White), Visible To and String, Default Visibility);
  • Event Player.MccreeDestroy3 = Last Text ID;
  • Create HUD Text(Event Player, Null, Event Player.McCreeHideStats == False ? Custom String("{0} Flashbang hits: {1}/{2}",
  • Ability Icon String(Hero(McCree), Button(Ability 2)), Event Player.FlashbangHits, Event Player.FlashbangsUsed) : Empty Array,
  • Null, Left, 3, Color(White), Color(White), Color(White), Visible To and String, Default Visibility);
  • Event Player.MccreeDestroy4 = Last Text ID;
  • Event Player.DoomHideStats = !Event Player.DoomHideStats;
  • }
  • }
  • rule("Mccree Toggle Stats")
  • rule("Echo Toggle All Stats")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • McCree;
  • Echo;
  • }
  • conditions
  • {
  • Is Button Held(Event Player, Button(Crouch)) == True;
  • Is Button Held(Event Player, Button(Interact)) == True;
  • }
  • actions
  • {
  • Wait(0.500, Abort When False);
  • Event Player.McCreeHideStats = !Event Player.McCreeHideStats;
  • Event Player.EchoHideStats = !Event Player.EchoHideStats;
  • }
  • }
  • rule("Mccree Destroy Stats")
  • rule("Genji Toggle All Stats")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • Genji;
  • }
  • conditions
  • {
  • Hero Of(Event Player) != Hero(McCree);
  • }
  • actions
  • {
  • Destroy HUD Text(Event Player.MccreeDestroy1);
  • Destroy HUD Text(Event Player.MccreeDestroy2);
  • Destroy HUD Text(Event Player.MccreeDestroy3);
  • Destroy HUD Text(Event Player.MccreeDestroy4);
  • }
  • }
  • rule("Mei HUD")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Mei;
  • Is Button Held(Event Player, Button(Crouch)) == True;
  • Is Button Held(Event Player, Button(Interact)) == True;
  • }
  • actions
  • {
  • "DMG: DmgDealt - DmgTaken HP(AllHeal)"
  • Create HUD Text(Event Player, Null, Event Player.MeiHideStats == False ? Custom String(" \r \r\n \r\n \r\n {0} {1}",
  • Hero Icon String(Hero(Mei)), Custom String("DMG: {0} - {1} HP({2})", Round To Integer(Player Hero Stat(Event Player, Hero(
  • Mei), Hero Damage Dealt), To Nearest), Round To Integer(Player Hero Stat(Event Player, Hero(Mei), Damage Taken), To Nearest),
  • Round To Integer(Player Hero Stat(Event Player, Hero(Mei), Healing Received), To Nearest))) : Empty Array, Null, Left, 0,
  • Color(White), Color(White), Color(White), Visible To and String, Default Visibility);
  • Event Player.MeiDestroy1 = Last Text ID;
  • Create HUD Text(Event Player, Null, Event Player.MeiHideStats == False ? Custom String("Weapon acc: {0}%", Round To Integer(
  • Player Hero Stat(Event Player, Hero(Mei), Weapon Accuracy) * 100, To Nearest)) : Empty Array, Null, Left, 1, Color(White),
  • Color(White), Color(White), Visible To and String, Default Visibility);
  • Event Player.MeiDestroy2 = Last Text ID;
  • Create HUD Text(Event Player, Null, Event Player.MeiHideStats == False ? Custom String("Critical hit acc: {0}%", Round To Integer(
  • Player Hero Stat(Event Player, Hero(Mei), Critical Hit Accuracy) * 100, To Nearest)) : Empty Array, Null, Left, 2, Color(
  • White), Color(White), Color(White), Visible To and String, Default Visibility);
  • Event Player.MeiDestroy3 = Last Text ID;
  • Event Player.GenjiHideStats = !Event Player.GenjiHideStats;
  • }
  • }
  • rule("Mei Toggle Stats")
  • rule("Hanzo Toggle All Stats")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Mei;
  • Hanzo;
  • }
  • conditions
  • {
  • Is Button Held(Event Player, Button(Crouch)) == True;
  • Is Button Held(Event Player, Button(Interact)) == True;
  • }
  • actions
  • {
  • Wait(0.500, Abort When False);
  • Event Player.MeiHideStats = !Event Player.MeiHideStats;
  • Event Player.HanzoHideStats = !Event Player.HanzoHideStats;
  • }
  • }
  • rule("Mei Destroy Stats")
  • rule("McCree Toggle All Stats")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • McCree;
  • }
  • conditions
  • {
  • Hero Of(Event Player) != Hero(Mei);
  • }
  • actions
  • {
  • Destroy HUD Text(Event Player.MeiDestroy1);
  • Destroy HUD Text(Event Player.MeiDestroy2);
  • Destroy HUD Text(Event Player.MeiDestroy3);
  • }
  • }
  • rule("Pharah HUD")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Pharah;
  • Is Button Held(Event Player, Button(Crouch)) == True;
  • Is Button Held(Event Player, Button(Interact)) == True;
  • }
  • actions
  • {
  • "DMG: DmgDealt - DmgTaken HP(AllHeal)"
  • Create HUD Text(Event Player, Null, Event Player.PharahHideStats == False ? Custom String(" \r \r\n \r\n \r\n {0} {1}",
  • Hero Icon String(Hero(Pharah)), Custom String("DMG: {0} - {1} HP({2})", Round To Integer(Player Hero Stat(Event Player, Hero(
  • Pharah), Hero Damage Dealt), To Nearest), Round To Integer(Player Hero Stat(Event Player, Hero(Pharah), Damage Taken),
  • To Nearest), Round To Integer(Player Hero Stat(Event Player, Hero(Pharah), Healing Received), To Nearest))) : Empty Array,
  • Null, Left, 0, Color(White), Color(White), Color(White), Visible To and String, Default Visibility);
  • Event Player.PharahDestroy1 = Last Text ID;
  • Create HUD Text(Event Player, Null, Event Player.PharahHideStats == False ? Custom String("Weapon acc: {0}%", Round To Integer(
  • Player Hero Stat(Event Player, Hero(Pharah), Weapon Accuracy) * 100, To Nearest)) : Empty Array, Null, Left, 1, Color(White),
  • Color(White), Color(White), Visible To and String, Default Visibility);
  • Event Player.PharahDestroy2 = Last Text ID;
  • Create HUD Text(Event Player, Empty Array, Event Player.PharahHideStats == False ? Custom String("{0}{1} Boop kills: {2}",
  • Ability Icon String(Hero(Pharah), Button(Melee)), Ability Icon String(Hero(Pharah), Button(Ability 2)), Player Hero Stat(
  • Event Player, Hero(Pharah), Environmental Kills)) : Empty Array, Null, Left, 2, Color(White), Color(White), Color(White),
  • Visible To and String, Default Visibility);
  • Event Player.PharahDestroy3 = Last Text ID;
  • Event Player.McCreeHideStats = !Event Player.McCreeHideStats;
  • }
  • }
  • rule("Pharah Toggle Stats")
  • rule("Mei Toggle All Stats")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Pharah;
  • Mei;
  • }
  • conditions
  • {
  • Is Button Held(Event Player, Button(Crouch)) == True;
  • Is Button Held(Event Player, Button(Interact)) == True;
  • }
  • actions
  • {
  • Wait(0.500, Abort When False);
  • Event Player.PharahHideStats = !Event Player.PharahHideStats;
  • Event Player.MeiHideStats = !Event Player.MeiHideStats;
  • }
  • }
  • rule("Pharah Destroy Stats")
  • rule("Pharah Toggle All Stats")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • Pharah;
  • }
  • conditions
  • {
  • Hero Of(Event Player) != Hero(Pharah);
  • }
  • actions
  • {
  • Destroy HUD Text(Event Player.PharahDestroy1);
  • Destroy HUD Text(Event Player.PharahDestroy2);
  • Destroy HUD Text(Event Player.PharahDestroy3);
  • }
  • }
  • rule("Soldier76 HUD")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Soldier: 76;
  • Is Button Held(Event Player, Button(Crouch)) == True;
  • Is Button Held(Event Player, Button(Interact)) == True;
  • }
  • actions
  • {
  • "DMG: DmgDealt - DmgTaken HP(SelfHeal/AllHeal)"
  • Create HUD Text(Event Player, Null, Event Player.Soldier76HideStats == False ? Custom String(" \r \r\n \r\n \r\n {0}DMG: {1}/{2})",
  • Hero Icon String(Hero(Soldier: 76)), Custom String("{0} - {1} HP({2}", Round To Integer(Player Hero Stat(Event Player, Hero(
  • Soldier: 76), Hero Damage Dealt), To Nearest), Round To Integer(Player Hero Stat(Event Player, Hero(Soldier: 76),
  • Damage Taken), To Nearest), Round To Integer(Player Hero Stat(Event Player, Hero(Soldier: 76), Self Healing), To Nearest)),
  • Round To Integer(Player Hero Stat(Event Player, Hero(Soldier: 76), Healing Received), To Nearest)) : Empty Array, Null, Left,
  • 0, Color(White), Color(White), Color(White), Visible To and String, Default Visibility);
  • Event Player.Soldier76Destroy1 = Last Text ID;
  • Create HUD Text(Event Player, Null, Event Player.Soldier76HideStats == False ? Custom String("Weapon acc: {0}%", Round To Integer(
  • Player Hero Stat(Event Player, Hero(Soldier: 76), Weapon Accuracy) * 100, To Nearest)) : Empty Array, Null, Left, 1, Color(
  • White), Color(White), Color(White), Visible To and String, Default Visibility);
  • Event Player.Soldier76Destroy2 = Last Text ID;
  • Create HUD Text(Event Player, Null, Event Player.Soldier76HideStats == False ? Custom String("Critical hit acc: {0}%",
  • Round To Integer(Player Hero Stat(Event Player, Hero(Soldier: 76), Critical Hit Accuracy) * 100, To Nearest)) : Empty Array,
  • Null, Left, 2, Color(White), Color(White), Color(White), Visible To and String, Default Visibility);
  • Event Player.Soldier76Destroy3 = Last Text ID;
  • Create HUD Text(Event Player, Null, Event Player.Soldier76HideStats == False ? Custom String("{0}Helixrocket hits: {1}/{2}",
  • Ability Icon String(Hero(Soldier: 76), Button(Secondary Fire)), Event Player.HelixrocketHits, Event Player.HelixrocketsUsed)
  • : Empty Array, Null, Left, 3, Color(White), Color(White), Color(White), Visible To and String, Default Visibility);
  • Event Player.Soldier76Destroy4 = Last Text ID;
  • Event Player.PharahHideStats = !Event Player.PharahHideStats;
  • }
  • }
  • rule("Soldier76 Toggle Stats")
  • rule("Soldier 76 Toggle All Stats")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Soldier: 76;
  • }
  • conditions
  • {
  • Is Button Held(Event Player, Button(Crouch)) == True;
  • Is Button Held(Event Player, Button(Interact)) == True;
  • }
  • actions
  • {
  • Wait(0.500, Abort When False);
  • Event Player.Soldier76HideStats = !Event Player.Soldier76HideStats;
  • }
  • }
  • rule("Soldier76 Destroy Stats")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Hero Of(Event Player) != Hero(Soldier: 76);
  • }
  • actions
  • {
  • Destroy HUD Text(Event Player.Soldier76Destroy1);
  • Destroy HUD Text(Event Player.Soldier76Destroy2);
  • Destroy HUD Text(Event Player.Soldier76Destroy3);
  • Destroy HUD Text(Event Player.Soldier76Destroy4);
  • }
  • }
  • rule("Sombra HUD")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Sombra;
  • }
  • actions
  • {
  • "DMG: DmgDealt - DmgTaken HP(AllHeal)"
  • Create HUD Text(Event Player, Null, Event Player.SombraHideStats == False ? Custom String(" \r \r\n \r\n \r\n {0} {1}",
  • Hero Icon String(Hero(Sombra)), Custom String("DMG: {0} - {1} HP({2})", Round To Integer(Player Hero Stat(Event Player, Hero(
  • Sombra), Hero Damage Dealt), To Nearest), Round To Integer(Player Hero Stat(Event Player, Hero(Sombra), Damage Taken),
  • To Nearest), Round To Integer(Player Hero Stat(Event Player, Hero(Sombra), Healing Received), To Nearest))) : Empty Array,
  • Null, Left, 0, Color(White), Color(White), Color(White), Visible To and String, Default Visibility);
  • Event Player.SombraDestroy1 = Last Text ID;
  • Create HUD Text(Event Player, Null, Event Player.SombraHideStats == False ? Custom String("Weapon acc: {0}%", Round To Integer(
  • Player Hero Stat(Event Player, Hero(Sombra), Weapon Accuracy) * 100, To Nearest)) : Empty Array, Null, Left, 1, Color(White),
  • Color(White), Color(White), Visible To and String, Default Visibility);
  • Event Player.SombraDestroy2 = Last Text ID;
  • Create HUD Text(Event Player, Null, Event Player.SombraHideStats == False ? Custom String("Critical hit acc: {0}%",
  • Round To Integer(Player Hero Stat(Event Player, Hero(Sombra), Critical Hit Accuracy) * 100, To Nearest)) : Empty Array, Null,
  • Left, 2, Color(White), Color(White), Color(White), Visible To and String, Default Visibility);
  • Event Player.SombraDestroy3 = Last Text ID;
  • }
  • }
  • rule("Sombra Toggle Stats")
  • rule("Sombra Toggle All Stats")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Sombra;
  • }
  • conditions
  • {
  • Is Button Held(Event Player, Button(Crouch)) == True;
  • Is Button Held(Event Player, Button(Interact)) == True;
  • }
  • actions
  • {
  • Wait(0.500, Abort When False);
  • Event Player.SombraHideStats = !Event Player.SombraHideStats;
  • }
  • }
  • rule("Sombra Destroy Stats")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Hero Of(Event Player) != Hero(Sombra);
  • }
  • actions
  • {
  • Destroy HUD Text(Event Player.SombraDestroy1);
  • Destroy HUD Text(Event Player.SombraDestroy2);
  • Destroy HUD Text(Event Player.SombraDestroy3);
  • }
  • }
  • rule("Torb HUD")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Torbjörn;
  • }
  • actions
  • {
  • "DMG: DmgDealt - DmgTaken HP(SelfHeal/AllHeal)"
  • Create HUD Text(Event Player, Null, Event Player.TorbHideStats == False ? Custom String(" \r \r\n \r\n \r\n {0} DMG: {1}/{2})",
  • Hero Icon String(Hero(Torbjörn)), Custom String("{0} - {1} HP({2}", Round To Integer(Player Hero Stat(Event Player, Hero(
  • Torbjörn), Hero Damage Dealt), To Nearest), Round To Integer(Player Hero Stat(Event Player, Hero(Torbjörn), Damage Taken),
  • To Nearest), Event Player.GenjiHideStats), Round To Integer(Player Hero Stat(Event Player, Hero(Torbjörn), Healing Received)
  • + Event Player.GenjiHideStats, To Nearest)) : Empty Array, Null, Left, 0, Color(White), Color(White), Color(White),
  • Visible To and String, Default Visibility);
  • Event Player.TorbDestroy1 = Last Text ID;
  • Create HUD Text(Event Player, Null, Event Player.TorbHideStats == False ? Custom String("Weapon acc: {0}%", Round To Integer(
  • Player Hero Stat(Event Player, Hero(Torbjörn), Weapon Accuracy) * 100, To Nearest)) : Empty Array, Null, Left, 1, Color(White),
  • Color(White), Color(White), Visible To and String, Default Visibility);
  • Event Player.TorbDestroy2 = Last Text ID;
  • Create HUD Text(Event Player, Null, Event Player.TorbHideStats == False ? Custom String("Critical hit acc: {0}%", Round To Integer(
  • Player Hero Stat(Event Player, Hero(Torbjörn), Critical Hit Accuracy) * 100, To Nearest)) : Empty Array, Null, Left, 2, Color(
  • White), Color(White), Color(White), Visible To and String, Default Visibility);
  • Event Player.TorbDestroy3 = Last Text ID;
  • Create HUD Text(Event Player, Null, Event Player.TorbHideStats == False ? Custom String("{0}{1} Hammer kills: {2}", Icon String(
  • Flag), Icon String(Sad), Event Player.HammerKills) : Empty Array, Null, Left, 3, Color(White), Color(White), Color(White),
  • Visible To and String, Default Visibility);
  • Event Player.TorbDestroy4 = Last Text ID;
  • }
  • }
  • rule("Torb Toggle Stats")
  • rule("Torb Toggle All Stats")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Torbjörn;
  • }
  • conditions
  • {
  • Is Button Held(Event Player, Button(Crouch)) == True;
  • Is Button Held(Event Player, Button(Interact)) == True;
  • }
  • actions
  • {
  • Wait(0.500, Abort When False);
  • Event Player.TorbHideStats = !Event Player.TorbHideStats;
  • }
  • }
  • rule("Torb Destroy Stats")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Hero Of(Event Player) != Hero(Torbjörn);
  • }
  • actions
  • {
  • Destroy HUD Text(Event Player.TorbDestroy1);
  • Destroy HUD Text(Event Player.TorbDestroy2);
  • Destroy HUD Text(Event Player.TorbDestroy3);
  • Destroy HUD Text(Event Player.TorbDestroy4);
  • }
  • }
  • rule("Tracer HUD")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Tracer;
  • }
  • actions
  • {
  • "DMG: DmgDealt - DmgTaken HP(SelfHeal/AllHeal)"
  • Create HUD Text(Event Player, Null, Event Player.TracerHideStats == False ? Custom String(" \r \r\n \r\n \r\n {0}DMG: {1}/{2})",
  • Hero Icon String(Hero(Tracer)), Custom String("{0} - {1} HP({2}", Round To Integer(Player Hero Stat(Event Player, Hero(
  • Tracer), Hero Damage Dealt), To Nearest), Round To Integer(Player Hero Stat(Event Player, Hero(Tracer), Damage Taken),
  • To Nearest), Round To Integer(Player Hero Stat(Event Player, Hero(Tracer), Self Healing), To Nearest)), Round To Integer(
  • Player Hero Stat(Event Player, Hero(Tracer), Healing Received) + Player Hero Stat(Event Player, Hero(Tracer), Self Healing),
  • To Nearest)) : Empty Array, Null, Left, 0, Color(White), Color(White), Color(White), Visible To and String,
  • Default Visibility);
  • Event Player.TracerDestroy1 = Last Text ID;
  • Create HUD Text(Event Player, Null, Event Player.TracerHideStats == False ? Custom String("Weapon acc: {0}%", Round To Integer(
  • Player Hero Stat(Event Player, Hero(Tracer), Weapon Accuracy) * 100, To Nearest)) : Empty Array, Null, Left, 1, Color(White),
  • Color(White), Color(White), Visible To and String, Default Visibility);
  • Event Player.TracerDestroy2 = Last Text ID;
  • Create HUD Text(Event Player, Null, Event Player.TracerHideStats == False ? Custom String("Critical hit acc: {0}%",
  • Round To Integer(Player Hero Stat(Event Player, Hero(Tracer), Critical Hit Accuracy) * 100, To Nearest)) : Empty Array, Null,
  • Left, 2, Color(White), Color(White), Color(White), Visible To and String, Default Visibility);
  • Event Player.TracerDestroy3 = Last Text ID;
  • Create HUD Text(Event Player, Null, Event Player.TracerHideStats == False ? Custom String("{0}Pulsebombs attached: {1}/{2}",
  • Ability Icon String(Hero(Tracer), Button(Ultimate)), Event Player.PulsebombHits, Event Player.PulsebombsUsed) : Empty Array,
  • Null, Left, 3, Color(White), Color(White), Color(White), Visible To and String, Default Visibility);
  • Event Player.TracerDestroy4 = Last Text ID;
  • }
  • }
  • rule("Tracer Toggle Stats")
  • rule("Tracer Toggle All Stats")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Tracer;
  • }
  • conditions
  • {
  • Is Button Held(Event Player, Button(Crouch)) == True;
  • Is Button Held(Event Player, Button(Interact)) == True;
  • }
  • actions
  • {
  • Wait(0.500, Abort When False);
  • Event Player.TracerHideStats = !Event Player.TracerHideStats;
  • }
  • }
  • rule("Tracer Destroy Stats")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Hero Of(Event Player) != Hero(Tracer);
  • }
  • actions
  • {
  • Destroy HUD Text(Event Player.TracerDestroy1);
  • Destroy HUD Text(Event Player.TracerDestroy2);
  • Destroy HUD Text(Event Player.TracerDestroy3);
  • Destroy HUD Text(Event Player.TracerDestroy4);
  • }
  • }
  • rule("Widow HUD")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Widowmaker;
  • }
  • actions
  • {
  • "DMG: DmgDealt - DmgTaken HP(AllHeal)"
  • Create HUD Text(Event Player, Null, Event Player.WidowHideStats == False ? Custom String(" \r \r\n \r\n \r\n {0} {1}",
  • Hero Icon String(Hero(Widowmaker)), Custom String("DMG: {0} - {1} HP({2})", Round To Integer(Player Hero Stat(Event Player,
  • Hero(Widowmaker), Hero Damage Dealt), To Nearest), Round To Integer(Player Hero Stat(Event Player, Hero(Widowmaker),
  • Damage Taken), To Nearest), Round To Integer(Player Hero Stat(Event Player, Hero(Widowmaker), Healing Received), To Nearest)))
  • : Empty Array, Null, Left, 0, Color(White), Color(White), Color(White), Visible To and String, Default Visibility);
  • Event Player.WidowDestroy1 = Last Text ID;
  • Create HUD Text(Event Player, Null, Event Player.WidowHideStats == False ? Custom String("SMG acc: {0}%", Round To Integer((
  • Player Hero Stat(Event Player, Hero(Widowmaker), Shots Hit) - Player Hero Stat(Event Player, Hero(Widowmaker), Scoped Hits))
  • / (Player Hero Stat(Event Player, Hero(Widowmaker), Shots Fired) - Player Hero Stat(Event Player, Hero(Widowmaker),
  • Scoped Shots)) * 100, To Nearest)) : Empty Array, Null, Left, 1, Color(White), Color(White), Color(White),
  • Visible To and String, Default Visibility);
  • Event Player.WidowDestroy2 = Last Text ID;
  • Create HUD Text(Event Player, Null, Event Player.WidowHideStats == False ? Custom String("Scoped acc: {0}%", Round To Integer(
  • Player Hero Stat(Event Player, Hero(Widowmaker), Scoped Accuracy) * 100, To Nearest)) : Empty Array, Null, Left, 2, Color(
  • White), Color(White), Color(White), Visible To and String, Default Visibility);
  • Event Player.WidowDestroy3 = Last Text ID;
  • Create HUD Text(Event Player, Null, Event Player.WidowHideStats == False ? Custom String("Scoped critical hit acc: {0}%",
  • Round To Integer(Player Hero Stat(Event Player, Hero(Widowmaker), Scoped Critical Hit Accuracy) * 100, To Nearest))
  • : Empty Array, Null, Left, 3, Color(White), Color(White), Color(White), Visible To and String, Default Visibility);
  • Event Player.WidowDestroy4 = Last Text ID;
  • }
  • }
  • rule("Widow Toggle Stats")
  • rule("Widow Toggle All Stats")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Widowmaker;
  • }
  • conditions
  • {
  • Is Button Held(Event Player, Button(Crouch)) == True;
  • Is Button Held(Event Player, Button(Interact)) == True;
  • }
  • actions
  • {
  • Wait(0.500, Abort When False);
  • Event Player.WidowHideStats = !Event Player.WidowHideStats;
  • }
  • }
  • rule("Widow Destroy Stats")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Hero Of(Event Player) != Hero(Widowmaker);
  • }
  • actions
  • {
  • Destroy HUD Text(Event Player.WidowDestroy1);
  • Destroy HUD Text(Event Player.WidowDestroy2);
  • Destroy HUD Text(Event Player.WidowDestroy3);
  • Destroy HUD Text(Event Player.WidowDestroy4);
  • }
  • }
  • rule("Ana HUD")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Ana;
  • }
  • actions
  • {
  • "DMG: DmgDealt - DmgTaken HP(SelfHeal/AllHeal)"
  • Create HUD Text(Event Player, Null, Event Player.AnaHideStats == False ? Custom String(" \r \r\n \r\n \r\n {0} DMG: {1}/{2})",
  • Hero Icon String(Hero(Ana)), Custom String("{0} - {1} HP({2}", Round To Integer(Player Hero Stat(Event Player, Hero(Ana),
  • Hero Damage Dealt), To Nearest), Round To Integer(Player Hero Stat(Event Player, Hero(Ana), Damage Taken), To Nearest),
  • Round To Integer(Player Hero Stat(Event Player, Hero(Ana), Self Healing), To Nearest)), Round To Integer(Player Hero Stat(
  • Event Player, Hero(Ana), Healing Received), To Nearest)) : Empty Array, Null, Left, 0, Color(White), Color(White), Color(
  • White), Visible To and String, Default Visibility);
  • Event Player.AnaDestroy1 = Last Text ID;
  • Create HUD Text(Event Player, Null, Event Player.AnaHideStats == False ? Custom String("Unscoped acc: {0}%", Round To Integer((
  • Player Hero Stat(Event Player, Hero(Ana), Shots Hit) - Player Hero Stat(Event Player, Hero(Ana), Scoped Hits)) / (
  • Player Hero Stat(Event Player, Hero(Ana), Shots Fired) - Player Hero Stat(Event Player, Hero(Ana), Scoped Shots)) * 100,
  • To Nearest)) : Empty Array, Null, Left, 1, Color(White), Color(White), Color(White), Visible To and String,
  • Default Visibility);
  • Event Player.AnaDestroy2 = Last Text ID;
  • Create HUD Text(Event Player, Null, Event Player.AnaHideStats == False ? Custom String("Scoped acc: {0}%", Round To Integer(
  • Player Hero Stat(Event Player, Hero(Ana), Scoped Accuracy) * 100, To Nearest)) : Empty Array, Null, Left, 2, Color(White),
  • Color(White), Color(White), Visible To and String, Default Visibility);
  • Event Player.AnaDestroy3 = Last Text ID;
  • Create HUD Text(Event Player, Null, Event Player.AnaHideStats == False ? Custom String("{0}Sleepdart hits: {1}/{2}",
  • Ability Icon String(Hero(Ana), Button(Ability 1)), Event Player.SleepdartHits, Event Player.SleepdartsUsed) : Empty Array,
  • Null, Left, 3, Color(White), Color(White), Color(White), Visible To and String, Default Visibility);
  • Event Player.AnaDestroy4 = Last Text ID;
  • }
  • }
  • rule("Ana Toggle Stats")
  • rule("Ana Toggle All Stats")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Ana;
  • }
  • conditions
  • {
  • Is Button Held(Event Player, Button(Crouch)) == True;
  • Is Button Held(Event Player, Button(Interact)) == True;
  • }
  • actions
  • {
  • Wait(0.500, Abort When False);
  • Event Player.AnaHideStats = !Event Player.AnaHideStats;
  • }
  • }
  • rule("Ana Destroy Stats")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Hero Of(Event Player) != Hero(Ana);
  • }
  • actions
  • {
  • Destroy HUD Text(Event Player.AnaDestroy1);
  • Destroy HUD Text(Event Player.AnaDestroy2);
  • Destroy HUD Text(Event Player.AnaDestroy3);
  • Destroy HUD Text(Event Player.AnaDestroy4);
  • }
  • }
  • rule("Bap HUD")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Baptiste;
  • }
  • actions
  • {
  • "DMG: DmgDealt - DmgTaken HP(SelfHeal/AllHeal)"
  • Create HUD Text(Event Player, Null, Event Player.BapHideStats == False ? Custom String(" \r \r\n \r\n \r\n {0}DMG: {1}/{2})",
  • Hero Icon String(Hero(Baptiste)), Custom String("{0} - {1} HP({2}", Round To Integer(Player Hero Stat(Event Player, Hero(
  • Baptiste), Hero Damage Dealt), To Nearest), Round To Integer(Player Hero Stat(Event Player, Hero(Baptiste), Damage Taken),
  • To Nearest), Round To Integer(Player Hero Stat(Event Player, Hero(Baptiste), Self Healing), To Nearest)), Round To Integer(
  • Player Hero Stat(Event Player, Hero(Baptiste), Healing Received), To Nearest)) : Empty Array, Null, Left, 0, Color(White),
  • Color(White), Color(White), Visible To and String, Default Visibility);
  • Event Player.BapDestroy1 = Last Text ID;
  • Create HUD Text(Event Player, Null, Event Player.BapHideStats == False ? Custom String("Weapon acc: {0}%", Round To Integer(
  • Player Hero Stat(Event Player, Hero(Baptiste), Weapon Accuracy) * 100, To Nearest)) : Empty Array, Null, Left, 1, Color(White),
  • Color(White), Color(White), Visible To and String, Default Visibility);
  • Event Player.BapDestroy2 = Last Text ID;
  • Create HUD Text(Event Player, Null, Event Player.BapHideStats == False ? Custom String("Critical hit acc: {0}%", Round To Integer(
  • Player Hero Stat(Event Player, Hero(Baptiste), Critical Hit Accuracy) * 100, To Nearest)) : Empty Array, Null, Left, 2, Color(
  • White), Color(White), Color(White), Visible To and String, Default Visibility);
  • Event Player.BapDestroy3 = Last Text ID;
  • }
  • }
  • rule("Bap Toggle Stats")
  • rule("Bap Toggle All Stats")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Baptiste;
  • }
  • conditions
  • {
  • Is Button Held(Event Player, Button(Crouch)) == True;
  • Is Button Held(Event Player, Button(Interact)) == True;
  • }
  • actions
  • {
  • Wait(0.500, Abort When False);
  • Event Player.BapHideStats = !Event Player.BapHideStats;
  • }
  • }
  • rule("Bap Destroy Stats")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Hero Of(Event Player) != Hero(Baptiste);
  • }
  • actions
  • {
  • Destroy HUD Text(Event Player.BapDestroy1);
  • Destroy HUD Text(Event Player.BapDestroy2);
  • Destroy HUD Text(Event Player.BapDestroy3);
  • }
  • }
  • rule("Lucio HUD")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Lúcio;
  • }
  • actions
  • {
  • "DMG: DmgDealt - DmgTaken HP(SelfHeal/AllHeal)"
  • Create HUD Text(Event Player, Null, Event Player.LucioHideStats == False ? Custom String(" \r \r\n \r\n \r\n {0} DMG: {1}/{2})",
  • Hero Icon String(Hero(Lúcio)), Custom String("{0} - {1} HP({2}", Round To Integer(Player Hero Stat(Event Player, Hero(Lúcio),
  • Hero Damage Dealt), To Nearest), Round To Integer(Player Hero Stat(Event Player, Hero(Lúcio), Damage Taken), To Nearest),
  • Round To Integer(Player Hero Stat(Event Player, Hero(Lúcio), Self Healing), To Nearest)), Round To Integer(Player Hero Stat(
  • Event Player, Hero(Lúcio), Healing Received), To Nearest)) : Empty Array, Null, Left, 0, Color(White), Color(White), Color(
  • White), Visible To and String, Default Visibility);
  • Event Player.LucioDestroy1 = Last Text ID;
  • Create HUD Text(Event Player, Null, Event Player.LucioHideStats == False ? Custom String("Weapon acc: {0}%", Round To Integer(
  • Player Hero Stat(Event Player, Hero(Lúcio), Weapon Accuracy) * 100, To Nearest)) : Empty Array, Null, Left, 1, Color(White),
  • Color(White), Color(White), Visible To and String, Default Visibility);
  • Event Player.LucioDestroy2 = Last Text ID;
  • Create HUD Text(Event Player, Null, Event Player.LucioHideStats == False ? Custom String("Critical hit acc: {0}%",
  • Round To Integer(Player Hero Stat(Event Player, Hero(Lúcio), Critical Hit Accuracy) * 100, To Nearest)) : Empty Array, Null,
  • Left, 2, Color(White), Color(White), Color(White), Visible To and String, Default Visibility);
  • Event Player.LucioDestroy3 = Last Text ID;
  • Create HUD Text(Event Player, Empty Array, Event Player.LucioHideStats == False ? Custom String("{0}{1} Boop kills: {2}",
  • Ability Icon String(Hero(Lúcio), Button(Melee)), Ability Icon String(Hero(Lúcio), Button(Secondary Fire)), Player Hero Stat(
  • Event Player, Hero(Lúcio), Environmental Kills)) : Empty Array, Null, Left, 3, Color(White), Color(White), Color(White),
  • Visible To and String, Default Visibility);
  • Event Player.LucioDestroy4 = Last Text ID;
  • }
  • }
  • rule("Lucio Toggle Stats")
  • rule("Lucio Toggle All Stats")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Lúcio;
  • }
  • conditions
  • {
  • Is Button Held(Event Player, Button(Crouch)) == True;
  • Is Button Held(Event Player, Button(Interact)) == True;
  • }
  • actions
  • {
  • Wait(0.500, Abort When False);
  • Event Player.LucioHideStats = !Event Player.LucioHideStats;
  • }
  • }
  • rule("Lucio Destroy Stats")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Hero Of(Event Player) != Hero(Lúcio);
  • }
  • actions
  • {
  • Destroy HUD Text(Event Player.LucioDestroy1);
  • Destroy HUD Text(Event Player.LucioDestroy2);
  • Destroy HUD Text(Event Player.LucioDestroy3);
  • Destroy HUD Text(Event Player.LucioDestroy4);
  • }
  • }
  • rule("Zen HUD")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Zenyatta;
  • }
  • actions
  • {
  • "DMG: DmgDealt - DmgTaken HP(AllHeal)"
  • Create HUD Text(Event Player, Null, Event Player.ZenHideStats == False ? Custom String(" \r \r\n \r\n \r\n {0} {1}",
  • Hero Icon String(Hero(Zenyatta)), Custom String("DMG: {0} - {1} HP({2})", Round To Integer(Player Hero Stat(Event Player,
  • Hero(Zenyatta), Hero Damage Dealt), To Nearest), Round To Integer(Player Hero Stat(Event Player, Hero(Zenyatta), Damage Taken),
  • To Nearest), Round To Integer(Player Hero Stat(Event Player, Hero(Zenyatta), Healing Received), To Nearest))) : Empty Array,
  • Null, Left, 0, Color(White), Color(White), Color(White), Visible To and String, Default Visibility);
  • Event Player.ZenDestroy1 = Last Text ID;
  • Create HUD Text(Event Player, Null, Event Player.ZenHideStats == False ? Custom String("Weapon acc: {0}%", Round To Integer(
  • Player Hero Stat(Event Player, Hero(Zenyatta), Weapon Accuracy) * 100, To Nearest)) : Empty Array, Null, Left, 1, Color(White),
  • Color(White), Color(White), Visible To and String, Default Visibility);
  • Event Player.ZenDestroy2 = Last Text ID;
  • Create HUD Text(Event Player, Null, Event Player.ZenHideStats == False ? Custom String("Critical hit acc: {0}%", Round To Integer(
  • Player Hero Stat(Event Player, Hero(Zenyatta), Critical Hit Accuracy) * 100, To Nearest)) : Empty Array, Null, Left, 2, Color(
  • White), Color(White), Color(White), Visible To and String, Default Visibility);
  • Event Player.ZenDestroy3 = Last Text ID;
  • }
  • }
  • rule("Zen Toggle Stats")
  • rule("Zen Toggle All Stats")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Zenyatta;
  • }
  • conditions
  • {
  • Is Button Held(Event Player, Button(Crouch)) == True;
  • Is Button Held(Event Player, Button(Interact)) == True;
  • }
  • actions
  • {
  • Wait(0.500, Abort When False);
  • Event Player.ZenHideStats = !Event Player.ZenHideStats;
  • }
  • }
  • rule("Zen Destroy Stats")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Hero Of(Event Player) != Hero(Zenyatta);
  • }
  • actions
  • {
  • Destroy HUD Text(Event Player.ZenDestroy1);
  • Destroy HUD Text(Event Player.ZenDestroy2);
  • Destroy HUD Text(Event Player.ZenDestroy3);
  • }
  • }
  • rule("Variable Echo StickybombsUsed")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Echo;
  • }
  • conditions
  • {
  • Is Firing Secondary(Event Player) == True;
  • Is Dead(Event Player) != True;
  • }
  • actions
  • {
  • Wait(0.035, Abort When False);
  • Event Player.StickybombsUsed += 1;
  • Wait(0.060, Abort When False);
  • Event Player.StickybombsUsed += 1;
  • Wait(0.060, Abort When False);
  • Event Player.StickybombsUsed += 1;
  • Wait(0.060, Abort When False);
  • Event Player.StickybombsUsed += 1;
  • Wait(0.060, Abort When False);
  • Event Player.StickybombsUsed += 1;
  • Wait(0.060, Abort When False);
  • Event Player.StickybombsUsed += 1;
  • }
  • }
  • rule("Variable Echo StickybombHits")
  • {
  • event
  • {
  • Player Dealt Damage;
  • All;
  • Echo;
  • }
  • conditions
  • {
  • (Event Damage == 5 || Event Damage == 2.500) == True;
  • Attacker != Victim;
  • }
  • actions
  • {
  • Event Player.StickybombHits += 1;
  • }
  • }
  • rule("Variable Echo also StickybombHits (Needed to count stickybombs that kill)")
  • {
  • event
  • {
  • Player Dealt Final Blow;
  • All;
  • Echo;
  • }
  • conditions
  • {
  • Event Ability == Is Firing Secondary(Event Player);
  • Event Damage < 5;
  • Attacker != Victim;
  • }
  • actions
  • {
  • Event Player.StickybombHits += 1;
  • }
  • }
  • rule("Variable Mccree FlashbangsUsed")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • McCree;
  • }
  • conditions
  • {
  • Is Using Ability 2(Event Player) == True;
  • }
  • actions
  • {
  • Event Player.FlashbangsUsed += 1;
  • }
  • }
  • rule("Variable Mccree ThrewFlashbang")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • McCree;
  • }
  • conditions
  • {
  • Is Using Ability 2(Event Player) == True;
  • }
  • actions
  • {
  • Event Player.ThrewFlashbang = True;
  • Wait(0.350, Ignore Condition);
  • Event Player.ThrewFlashbang = False;
  • }
  • }
  • rule("Variable Mccree FlashbangHits")
  • {
  • event
  • {
  • Player Dealt Damage;
  • All;
  • McCree;
  • }
  • conditions
  • {
  • Is Using Ability 2(Event Player) == True;
  • Event Player.ThrewFlashbang == True;
  • }
  • actions
  • {
  • Event Player.FlashbangHits += 1;
  • Event Player.ThrewFlashbang = False;
  • }
  • }
  • rule("Variable Soldier76 HelixrocketsUsed")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Soldier: 76;
  • }
  • conditions
  • {
  • Is Firing Secondary(Event Player) == True;
  • }
  • actions
  • {
  • Event Player.HelixrocketsUsed += 1;
  • }
  • }
  • rule("Variable Soldier76 FiredHelixrocket")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Soldier: 76;
  • }
  • conditions
  • {
  • Is Firing Secondary(Event Player) == True;
  • }
  • actions
  • {
  • Event Player.FiredHelixrocket = True;
  • Wait(2, Ignore Condition);
  • Event Player.FiredHelixrocket = False;
  • }
  • }
  • rule("Variable Soldier76 HelixrocketHits")
  • {
  • event
  • {
  • Player Dealt Damage;
  • All;
  • Soldier: 76;
  • }
  • conditions
  • {
  • Event Ability == Button(Secondary Fire);
  • Attacker != Victim;
  • Event Player.FiredHelixrocket == True;
  • }
  • actions
  • {
  • Event Player.HelixrocketHits += 1;
  • Event Player.FiredHelixrocket = False;
  • }
  • }
  • rule("Variable Soldier76 also HelixrocketHits (Needed to not count environmental kills twice)")
  • {
  • event
  • {
  • Player Dealt Final Blow;
  • All;
  • Soldier: 76;
  • }
  • conditions
  • {
  • Event Ability == Button(Secondary Fire);
  • Event Was Environment == True;
  • Event Player.FiredHelixrocket == True;
  • }
  • actions
  • {
  • Event Player.HelixrocketHits -= 1;
  • }
  • }
  • rule("Variable Torb TemporaryArmorRecieved")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Torbjörn;
  • }
  • conditions
  • {
  • Is Using Ability 2(Event Player) == True;
  • }
  • actions
  • {
  • Event Player.TemporaryArmorRecieved += 100;
  • }
  • }
  • rule("Variable Torb HammerKills")
  • {
  • event
  • {
  • Player Dealt Final Blow;
  • All;
  • Torbjörn;
  • }
  • conditions
  • {
  • Is In Alternate Form(Event Player) == True;
  • Event Ability == Is Firing Primary(Event Player);
  • }
  • actions
  • {
  • Event Player.HammerKills += 1;
  • }
  • }
  • rule("Variable Tracer PulsebombsUsed")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Tracer;
  • }
  • conditions
  • {
  • Is Using Ultimate(Event Player) == True;
  • }
  • actions
  • {
  • Event Player.PulsebombsUsed += 1;
  • }
  • }
  • rule("Variable Tracer ThrewPulsebomb")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Tracer;
  • }
  • conditions
  • {
  • Is Using Ultimate(Event Player) == True;
  • }
  • actions
  • {
  • Event Player.ThrewPulsebomb = True;
  • Wait(1, Ignore Condition);
  • Event Player.ThrewPulsebomb = False;
  • }
  • }
  • rule("Variable Tracer PulsebombHits")
  • {
  • event
  • {
  • Player Dealt Damage;
  • All;
  • Tracer;
  • }
  • conditions
  • {
  • Event Ability == Button(Ultimate);
  • Attacker != Victim;
  • Event Player.ThrewPulsebomb == True;
  • }
  • actions
  • {
  • Event Player.PulsebombHits += 1;
  • Event Player.ThrewPulsebomb = False;
  • }
  • }
  • rule("Variable Ana SleepdartsUsed")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Ana;
  • }
  • conditions
  • {
  • Is Using Ability 1(Event Player) == True;
  • }
  • actions
  • {
  • Event Player.SleepdartsUsed += 1;
  • }
  • }
  • rule("Variable Ana SleepdartHits")
  • {
  • event
  • {
  • Player Dealt Damage;
  • All;
  • Ana;
  • }
  • conditions
  • {
  • Event Ability == Button(Ability 1);
  • }
  • actions
  • {
  • Event Player.SleepdartHits += 1;
  • }
  • }
  • rule("Variable Ana also SleepdartHits (Needed to not count environmental kills twice)")
  • {
  • event
  • {
  • Player Dealt Final Blow;
  • All;
  • Ana;
  • }
  • conditions
  • {
  • Event Ability == Button(Ability 1);
  • Event Was Environment == True;
  • }
  • actions
  • {
  • Event Player.SleepdartHits -= 1;
  • }
  • }
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