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Comparing difference between and

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  • settings
  • {
  • main
  • {
  • Description: "Tryhard FFA 2.2.1 workshop.codes/D9977 Add me to find the lobby easier"
  • 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
  • Match Voice Chat: Enabled
  • Max Spectators: 6
  • Max Spectators: 12
  • Minimum Latency milliseconds: 50000000
  • Return To Lobby: Never
  • }
  • modes
  • {
  • Deathmatch
  • {
  • Game Length In Minutes: 15
  • Score To Win: 50
  • enabled maps
  • {
  • Château Guillard
  • }
  • }
  • General
  • {
  • Game Mode Start: Immediately
  • Respawn Time Scalar: 59%
  • Score To Win: 50
  • 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
  • }
  • Brigitte
  • Doomfist
  • {
  • Healing Dealt: 10%
  • Ultimate Ability Rally: Off
  • Ultimate Ability Meteor Strike: Off
  • }
  • Echo
  • {
  • Ultimate Ability Duplicate: 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
  • }
  • Reaper
  • {
  • Ultimate Ability Death Blossom: Off
  • }
  • Soldier: 76
  • {
  • Healing Dealt: 75%
  • Ultimate Ability Tactical Visor: Off
  • }
  • Sombra
  • {
  • Hack: Off
  • Ultimate Ability EMP: Off
  • }
  • Torbjörn
  • {
  • Deploy Turret: Off
  • Ultimate Ability Molten Core: 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: destroy_hudtext_stats
  • 1: goo_used
  • 2: goo_hit
  • 3: flash_used
  • 4: flash_hit
  • 5: threw_flash
  • 6: helix_used
  • 7: helix_hit
  • 8: threw_helix
  • 9: hammer_kill
  • 10: pulse_hit
  • 11: threw_pulse
  • 12: sleep_used
  • 13: sleep_hit
  • 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("Ban this player: \"lilwyte\" reason hard locking in ffa lol")
  • rule("Heal on kill (250 instant)")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Player Dealt Final Blow;
  • All;
  • All;
  • }
  • actions
  • {
  • Heal(Event Player, Null, 250);
  • }
  • }
  • rule("Skip assembling heroes state")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Has Status(Event Player, Phased Out) == True;
  • Custom String("{0}", Event Player) == Custom String("lilwyte");
  • Is Assembling Heroes == True;
  • }
  • actions
  • {
  • Big Message(Event Player, Custom String("get out"));
  • Wait(2, Ignore Condition);
  • Remove Player(Event Player);
  • 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("Kick afk players")
  • 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("Match Time HUD")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Is Button Held(Event Player, Button(Primary Fire)) != True;
  • Is Button Held(Event Player, Button(Secondary Fire)) != True;
  • Is Game In Progress == True;
  • }
  • actions
  • {
  • Wait(150, Abort When False);
  • Remove Player(Event Player);
  • 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, -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, -1, Color(White), Color(White), Color(White),
  • Visible To and String, Default Visibility);
  • }
  • }
  • rule("Restart game after potg")
  • rule("Stats HUD")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • actions
  • {
  • "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);
  • 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("Crouch + Interact to toggle stats")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • actions
  • {
  • 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("McCree Flashbangs used")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • McCree;
  • }
  • conditions
  • {
  • Is Game In Progress == False;
  • Is Using Ability 2(Event Player) == True;
  • }
  • actions
  • {
  • Wait(21, Abort When False);
  • Restart Match;
  • Event Player.FlashbangsUsed += 1;
  • }
  • }
  • rule("skip assembling heroes")
  • rule("McCree Threw Flashbang")
  • {
  • event
  • {
  • Ongoing - Global;
  • Ongoing - Each Player;
  • All;
  • McCree;
  • }
  • conditions
  • {
  • Is Assembling Heroes == True;
  • Is Using Ability 2(Event Player) == True;
  • }
  • actions
  • {
  • Disable Inspector Recording;
  • Set Match Time(0);
  • Event Player.ThrewFlashbang = True;
  • Wait(0.350, Ignore Condition);
  • Event Player.ThrewFlashbang = False;
  • }
  • }
  • rule("init")
  • rule("McCree Hits a Flashbang")
  • {
  • event
  • {
  • Ongoing - Global;
  • Player Dealt Damage;
  • All;
  • McCree;
  • }
  • conditions
  • {
  • Is Game In Progress == True;
  • Is Using Ability 2(Event Player) == True;
  • Event Player.ThrewFlashbang == True;
  • }
  • actions
  • {
  • Pause Match Time;
  • Set Match Time(0.001);
  • Disable Built-In Game Mode Announcer;
  • Enable Death Spectate Target HUD(All Players(All Teams));
  • Create HUD Text(All Players(All Teams), Null, Custom String("{0}60hp everyone else 80hp", Hero Icon String(Hero(Tracer)),
  • Hero Icon String(Hero(Widowmaker))), Null, Left, 0, Color(White), Color(Green), Color(White), Visible To and String,
  • Visible Always);
  • Create HUD Text(Empty Array, Null, Custom String(
  • "Esc -> Show lobby to check if you are in queue to play\r\nLoad: {0}\r\nAvg: {1}\r\nPeak: {2}", Server Load,
  • Server Load Average, Server Load Peak), Null, Left, 2, Color(White), Color(White), Color(White), Visible To and String,
  • Visible Always);
  • Create HUD Text(All Players(All Teams), Null, Custom String(
  • " \r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n discord.gg/qtuEPEwfuh"),
  • Null, Left, 3, Null, Color(Aqua), Null, Visible To and String, Visible Always);
  • Event Player.FlashbangHits += 1;
  • Event Player.ThrewFlashbang = False;
  • }
  • }
  • rule("create hud")
  • rule("Torb Temporary Armor Recieved")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • Torbjörn;
  • }
  • conditions
  • {
  • Is Using Ability 2(Event Player) == True;
  • }
  • actions
  • {
  • Create HUD Text(Event Player, Null, Custom String(" \r\n \r\n \r\n{0}\r\n{1}\r\n{2}", Custom String("KDR: {0}\r\n{1}\r\n{2}",
  • Player Stat(Event Player, Deaths) == 0 ? Player Stat(Event Player, Final Blows) + Player Stat(Event Player,
  • Environmental Kills) : (Player Stat(Event Player, Final Blows) + Player Stat(Event Player, Environmental Kills)) / Player Stat(
  • Event Player, Deaths), Hero Of(Event Player) != Hero(Ashe) && Hero Of(Event Player) != Hero(Widowmaker) && Hero Of(
  • Event Player) != Hero(Ana) ? Custom String("Weapon acc: {0}%", Round To Integer(Player Hero Stat(Event Player, Hero Of(
  • Event Player), Weapon Accuracy) * 100, To Nearest)) : Custom String("Hipfire acc: {0}%", Round To Integer((Player Hero Stat(
  • Event Player, Hero Of(Event Player), Shots Hit) - Player Hero Stat(Event Player, Hero Of(Event Player), Scoped Hits)) / (
  • Player Hero Stat(Event Player, Hero Of(Event Player), Shots Fired) - Player Hero Stat(Event Player, Hero Of(Event Player),
  • Scoped Shots)) * 100, To Nearest)), Hero Of(Event Player) != Hero(Reinhardt) && Hero Of(Event Player) != Hero(Sigma)
  • && Hero Of(Event Player) != Hero(Winston) && Hero Of(Event Player) != Hero(Zarya) && Hero Of(Event Player) != Hero(Ashe)
  • && Hero Of(Event Player) != Hero(Junkrat) && Hero Of(Event Player) != Hero(Pharah) && Hero Of(Event Player) != Hero(Symmetra)
  • && Hero Of(Event Player) != Hero(Widowmaker) && Hero Of(Event Player) != Hero(Ana) && Hero Of(Event Player) != Hero(Brigitte)
  • && Hero Of(Event Player) != Hero(Moira) ? Custom String("Critical hit acc: {0}%", Round To Integer(Player Hero Stat(
  • Event Player, Hero Of(Event Player), Critical Hit Accuracy) * 100, To Nearest)) : (Hero Of(Event Player) == Hero(Pharah)
  • ? Custom String("Environmental Kills: {0}", Player Hero Stat(Event Player, Hero Of(Event Player), Environmental Kills)) : (
  • Hero Of(Event Player) == Hero(Ashe) || Hero Of(Event Player) == Hero(Widowmaker) || Hero Of(Event Player) == Hero(Ana)
  • ? Custom String("Scoped acc: {0}%", Round To Integer(Player Hero Stat(Event Player, Hero Of(Event Player), Scoped Accuracy)
  • * 100, To Nearest)) : Empty Array))), Hero Of(Event Player) == Hero(Ashe) || Hero Of(Event Player) == Hero(Widowmaker)
  • ? Custom String("Scoped critical hit acc: {0}%", Round To Integer(Player Hero Stat(Event Player, Hero Of(Event Player),
  • Scoped Critical Hit Accuracy) * 100, To Nearest)) : (Hero Of(Event Player) == Hero(Doomfist) || Hero Of(Event Player) == Hero(
  • Lúcio) ? Custom String("Environmental Kills: {0}", Player Hero Stat(Event Player, Hero Of(Event Player), Environmental Kills))
  • : (Hero Of(Event Player) == Hero(Echo) ? Custom String("Sticky direct hit acc: {0}%", Round To Integer(
  • Event Player.goo_hit / Event Player.goo_used * 100, To Nearest)) : (Hero Of(Event Player) == Hero(McCree) ? Custom String(
  • "Flashbang hits: {0}/{1}", Event Player.flash_hit, Event Player.flash_used) : (Hero Of(Event Player) == Hero(Soldier: 76)
  • ? Custom String("Helixrocket hits: {0}/{1}", Event Player.helix_hit, Event Player.helix_used) : (Hero Of(Event Player) == Hero(
  • Torbjörn) ? Custom String("Hammer kills: {0}", Event Player.hammer_kill) : (Hero Of(Event Player) == Hero(Tracer)
  • ? Custom String("Pulsebombs attached: {0}/{1}", Event Player.pulse_hit, Player Hero Stat(Event Player, Hero Of(Event Player),
  • Ultimates Used)) : (Hero Of(Event Player) == Hero(Ana) ? Custom String("Sleepdart hits: {0}/{1}", Event Player.sleep_hit,
  • Event Player.sleep_used) : Empty Array))))))), Empty Array), Null, Left, 1, Color(White), Color(White), Color(White),
  • Visible To and String, Visible Never);
  • Event Player.destroy_hudtext_stats = Last Text ID;
  • Event Player.TemporaryArmorRecieved += 100;
  • }
  • }
  • rule("destroy hud")
  • rule("Ana Sleepdarts used")
  • {
  • event
  • {
  • Player Left Match;
  • Ongoing - Each Player;
  • All;
  • Ana;
  • }
  • conditions
  • {
  • Is Using Ability 1(Event Player) == True;
  • }
  • actions
  • {
  • Event Player.SleepdartsUsed += 1;
  • }
  • }
  • rule("Ana Hits a Sleepdart")
  • {
  • event
  • {
  • Player Dealt Damage;
  • All;
  • Ana;
  • }
  • conditions
  • {
  • Event Ability == Button(Ability 1);
  • }
  • actions
  • {
  • Destroy HUD Text(Event Player.destroy_hudtext_stats);
  • Event Player.SleepdartHits += 1;
  • }
  • }
  • rule("heal on kill")
  • 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
  • {
  • Player Dealt Final Blow;
  • All;
  • All;
  • Ana;
  • }
  • conditions
  • {
  • Event Ability == Button(Ability 1);
  • Event Was Environment == True;
  • }
  • actions
  • {
  • Set Player Health(Event Player, Max Health(Event Player) < 175 ? Health(Event Player) + Max Health(Event Player)
  • / 100 * 40 : Health(Event Player) + 80);
  • Event Player.SleepdartHits -= 1;
  • }
  • }
  • rule("reset cooldowns on respawn")
  • rule("Ashe Toggle All Stats")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Tracer;
  • Ashe;
  • }
  • conditions
  • {
  • Is Alive(Event Player) == True;
  • Is Button Held(Event Player, Button(Crouch)) == True;
  • Is Button Held(Event Player, Button(Interact)) == True;
  • }
  • actions
  • {
  • Set Ability Charge(Event Player, Button(Ability 1), 3);
  • Event Player.AsheHideStats = !Event Player.AsheHideStats;
  • }
  • }
  • rule("[variable] goo_used")
  • rule("Doom Toggle All Stats")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Echo;
  • Doomfist;
  • }
  • conditions
  • {
  • Is Firing Secondary(Event Player) == True;
  • Is Dead(Event Player) != True;
  • Is Button Held(Event Player, Button(Crouch)) == True;
  • Is Button Held(Event Player, Button(Interact)) == True;
  • }
  • actions
  • {
  • Wait(0.035, Abort When False);
  • Event Player.goo_used += 1;
  • Wait(0.060, Abort When False);
  • Event Player.goo_used += 1;
  • Wait(0.060, Abort When False);
  • Event Player.goo_used += 1;
  • Wait(0.060, Abort When False);
  • Event Player.goo_used += 1;
  • Wait(0.060, Abort When False);
  • Event Player.goo_used += 1;
  • Wait(0.060, Abort When False);
  • Event Player.goo_used += 1;
  • Event Player.DoomHideStats = !Event Player.DoomHideStats;
  • }
  • }
  • rule("[variable] goo_hit 1")
  • rule("Echo Toggle All Stats")
  • {
  • event
  • {
  • Player Dealt Damage;
  • Ongoing - Each Player;
  • All;
  • Echo;
  • }
  • conditions
  • {
  • (Event Damage == 2.500 || Event Damage == 5) == True;
  • Is Button Held(Event Player, Button(Crouch)) == True;
  • Is Button Held(Event Player, Button(Interact)) == True;
  • }
  • actions
  • {
  • Event Player.goo_hit += 1;
  • Event Player.EchoHideStats = !Event Player.EchoHideStats;
  • }
  • }
  • rule("[variable] goo_hit 2")
  • rule("Genji Toggle All Stats")
  • {
  • event
  • {
  • Player Dealt Final Blow;
  • Ongoing - Each Player;
  • All;
  • Echo;
  • Genji;
  • }
  • conditions
  • {
  • (Event Ability == Button(Secondary Fire) && Event Damage < 5) == True;
  • Is Button Held(Event Player, Button(Crouch)) == True;
  • Is Button Held(Event Player, Button(Interact)) == True;
  • }
  • actions
  • {
  • Event Player.goo_hit += 1;
  • Event Player.GenjiHideStats = !Event Player.GenjiHideStats;
  • }
  • }
  • rule("[variable] flash_used")
  • rule("Hanzo Toggle All Stats")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • McCree;
  • Hanzo;
  • }
  • conditions
  • {
  • Is Using Ability 2(Event Player) == True;
  • Is Button Held(Event Player, Button(Crouch)) == True;
  • Is Button Held(Event Player, Button(Interact)) == True;
  • }
  • actions
  • {
  • Event Player.flash_used += 1;
  • Event Player.HanzoHideStats = !Event Player.HanzoHideStats;
  • }
  • }
  • rule("[variable] flash_hit")
  • rule("McCree Toggle All Stats")
  • {
  • event
  • {
  • Player Dealt Damage;
  • Ongoing - Each Player;
  • All;
  • McCree;
  • }
  • conditions
  • {
  • (Event Ability == Button(Ability 2) && Event Player.threw_flash == True) == True;
  • Is Button Held(Event Player, Button(Crouch)) == True;
  • Is Button Held(Event Player, Button(Interact)) == True;
  • }
  • actions
  • {
  • Event Player.flash_hit += 1;
  • Event Player.threw_flash = False;
  • Big Message(Event Player, Custom String("Nice shot!"));
  • Event Player.McCreeHideStats = !Event Player.McCreeHideStats;
  • }
  • }
  • rule("[variable] threw_flash")
  • rule("Mei Toggle All Stats")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • McCree;
  • Mei;
  • }
  • conditions
  • {
  • Is Using Ability 2(Event Player) == True;
  • Is Button Held(Event Player, Button(Crouch)) == True;
  • Is Button Held(Event Player, Button(Interact)) == True;
  • }
  • actions
  • {
  • Event Player.threw_flash = True;
  • Wait(0.350, Ignore Condition);
  • Event Player.threw_flash = False;
  • Event Player.MeiHideStats = !Event Player.MeiHideStats;
  • }
  • }
  • rule("[variable] helix_used")
  • rule("Pharah Toggle All Stats")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Soldier: 76;
  • Pharah;
  • }
  • conditions
  • {
  • Is Firing Secondary(Event Player) == True;
  • Is Button Held(Event Player, Button(Crouch)) == True;
  • Is Button Held(Event Player, Button(Interact)) == True;
  • }
  • actions
  • {
  • Event Player.helix_used += 1;
  • Event Player.PharahHideStats = !Event Player.PharahHideStats;
  • }
  • }
  • rule("[variable] helix_hit")
  • rule("Soldier 76 Toggle All Stats")
  • {
  • event
  • {
  • Player Dealt Damage;
  • Ongoing - Each Player;
  • All;
  • Soldier: 76;
  • }
  • conditions
  • {
  • (Event Ability == Button(Secondary Fire) && Attacker != Victim && Event Player.threw_helix == True) == True;
  • Is Button Held(Event Player, Button(Crouch)) == True;
  • Is Button Held(Event Player, Button(Interact)) == True;
  • }
  • actions
  • {
  • Event Player.helix_hit += 1;
  • Event Player.threw_helix = False;
  • Event Player.Soldier76HideStats = !Event Player.Soldier76HideStats;
  • }
  • }
  • rule("[variable] threw_helix")
  • rule("Sombra Toggle All Stats")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Soldier: 76;
  • Sombra;
  • }
  • conditions
  • {
  • Is Firing Secondary(Event Player) == True;
  • Is Button Held(Event Player, Button(Crouch)) == True;
  • Is Button Held(Event Player, Button(Interact)) == True;
  • }
  • actions
  • {
  • Event Player.threw_helix = True;
  • Wait(1, Ignore Condition);
  • Event Player.threw_helix = False;
  • Event Player.SombraHideStats = !Event Player.SombraHideStats;
  • }
  • }
  • rule("[variable] hammer_kill")
  • rule("Torb Toggle All Stats")
  • {
  • event
  • {
  • Player Dealt Final Blow;
  • Ongoing - Each Player;
  • All;
  • Torbjörn;
  • }
  • conditions
  • {
  • (Is In Alternate Form(Event Player) && Event Ability == Button(Primary Fire)) == True;
  • Is Button Held(Event Player, Button(Crouch)) == True;
  • Is Button Held(Event Player, Button(Interact)) == True;
  • }
  • actions
  • {
  • Event Player.hammer_kill += 1;
  • Event Player.TorbHideStats = !Event Player.TorbHideStats;
  • }
  • }
  • rule("[variable] pulse_hit")
  • rule("Tracer Toggle All Stats")
  • {
  • event
  • {
  • Player Dealt Damage;
  • Ongoing - Each Player;
  • All;
  • Tracer;
  • }
  • conditions
  • {
  • (Event Ability == Button(Ultimate) && Event Player.threw_pulse == True) == True;
  • Is Button Held(Event Player, Button(Crouch)) == True;
  • Is Button Held(Event Player, Button(Interact)) == True;
  • }
  • actions
  • {
  • Event Player.pulse_hit += 1;
  • Event Player.threw_pulse = False;
  • Event Player.TracerHideStats = !Event Player.TracerHideStats;
  • }
  • }
  • rule("[variable] threw_pulse")
  • rule("Widow Toggle All Stats")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Tracer;
  • Widowmaker;
  • }
  • conditions
  • {
  • Is Using Ultimate(Event Player) == True;
  • Is Button Held(Event Player, Button(Crouch)) == True;
  • Is Button Held(Event Player, Button(Interact)) == True;
  • }
  • actions
  • {
  • Event Player.threw_pulse = True;
  • Wait(1, Ignore Condition);
  • Event Player.threw_pulse = False;
  • Event Player.WidowHideStats = !Event Player.WidowHideStats;
  • }
  • }
  • rule("[variable] sleep_used")
  • rule("Ana Toggle All Stats")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Ana;
  • }
  • conditions
  • {
  • Is Using Ability 1(Event Player) == True;
  • Is Button Held(Event Player, Button(Crouch)) == True;
  • Is Button Held(Event Player, Button(Interact)) == True;
  • }
  • actions
  • {
  • Event Player.sleep_used += 1;
  • Event Player.AnaHideStats = !Event Player.AnaHideStats;
  • }
  • }
  • rule("[variable] sleep_hit 1")
  • rule("Bap Toggle All Stats")
  • {
  • event
  • {
  • Player Dealt Damage;
  • Ongoing - Each Player;
  • All;
  • Ana;
  • Baptiste;
  • }
  • conditions
  • {
  • Event Ability == Button(Ability 1);
  • Is Button Held(Event Player, Button(Crouch)) == True;
  • Is Button Held(Event Player, Button(Interact)) == True;
  • }
  • actions
  • {
  • Event Player.sleep_hit += 1;
  • Event Player.BapHideStats = !Event Player.BapHideStats;
  • }
  • }
  • rule("[variable] sleep_hit 2")
  • rule("Lucio Toggle All Stats")
  • {
  • event
  • {
  • Player Dealt Final Blow;
  • Ongoing - Each Player;
  • All;
  • Ana;
  • Lúcio;
  • }
  • conditions
  • {
  • Is Button Held(Event Player, Button(Crouch)) == True;
  • Is Button Held(Event Player, Button(Interact)) == True;
  • }
  • actions
  • {
  • Event Player.LucioHideStats = !Event Player.LucioHideStats;
  • }
  • }
  • rule("Zen Toggle All Stats")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Zenyatta;
  • }
  • conditions
  • {
  • (Event Ability == Button(Ability 1) && Event Was Environment == True) == True;
  • Is Button Held(Event Player, Button(Crouch)) == True;
  • Is Button Held(Event Player, Button(Interact)) == True;
  • }
  • actions
  • {
  • Event Player.sleep_hit -= 1;
  • Event Player.ZenHideStats = !Event Player.ZenHideStats;
  • }
  • }
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