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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
  • 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
  • {
  • 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
  • 23: AsheDestroy1
  • 24: AsheDestroy2
  • 25: AsheDestroy3
  • 26: AsheDestroy4
  • 27: DoomDestroy1
  • 28: DoomDestroy2
  • 29: DoomDestroy3
  • 30: DoomDestroy4
  • 31: EchoDestroy1
  • 32: EchoDestroy2
  • 33: EchoDestroy3
  • 34: GenjiDestroy1
  • 35: GenjiDestroy2
  • 36: GenjiDestroy3
  • 37: HanzoDestroy1
  • 38: HanzoDestroy2
  • 39: HanzoDestroy3
  • 40: MccreeDestroy1
  • 41: MccreeDestroy2
  • 42: MccreeDestroy3
  • 43: MccreeDestroy4
  • 44: MeiDestroy1
  • 45: MeiDestroy2
  • 46: MeiDestroy3
  • 47: PharahDestroy1
  • 48: PharahDestroy2
  • 49: PharahDestroy3
  • 50: Soldier76Destroy1
  • 51: Soldier76Destroy2
  • 52: Soldier76Destroy3
  • 53: SombraDestroy1
  • 54: SombraDestroy2
  • 55: SombraDestroy3
  • 56: TorbDestroy1
  • 57: TorbDestroy2
  • 58: TorbDestroy3
  • 59: TracerDestroy1
  • 60: TracerDestroy2
  • 61: TracerDestroy3
  • 62: WidowDestroy1
  • 63: WidowDestroy2
  • 64: WidowDestroy3
  • 65: WidowDestroy4
  • 66: AnaDestroy1
  • 67: AnaDestroy2
  • 68: AnaDestroy3
  • 69: AnaDestroy4
  • 70: BapDestroy1
  • 71: BapDestroy2
  • 72: BapDestroy3
  • 73: LucioDestroy1
  • 74: LucioDestroy2
  • 75: LucioDestroy3
  • 76: LucioDestroy4
  • 77: ZenDestroy1
  • 78: ZenDestroy2
  • 79: ZenDestroy3
  • }
  • 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("HUD Interact to toggle stats")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • actions
  • {
  • Create HUD Text(All Players(All Teams), Null, Custom String("Interact to toggle stats"), Null, Top, -1, Null, Color(Orange), Null,
  • Visible To and String, Default Visibility);
  • }
  • }
  • rule("HUD Match Time")
  • {
  • 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),
  • 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),
  • 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("Variable FlashbangsUsed")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Ashe;
  • McCree;
  • }
  • conditions
  • {
  • Is Using Ability 2(Event Player) == True;
  • }
  • 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.FlashbangsUsed += 1;
  • }
  • }
  • rule("Variable 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 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 TemporaryArmorRecieved")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Torbjörn;
  • }
  • conditions
  • {
  • Is Using Ability 2(Event Player) == True;
  • }
  • actions
  • {
  • Event Player.TemporaryArmorRecieved += 100;
  • }
  • }
  • rule("Variable SleepdartsUsed")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Ana;
  • }
  • conditions
  • {
  • Is Using Ability 1(Event Player) == True;
  • }
  • actions
  • {
  • Event Player.SleepdartsUsed += 1;
  • }
  • }
  • rule("Variable SleepdartHits")
  • {
  • event
  • {
  • Player Dealt Damage;
  • All;
  • Ana;
  • }
  • conditions
  • {
  • Event Ability == Button(Ability 1);
  • }
  • actions
  • {
  • Event Player.SleepdartHits += 1;
  • }
  • }
  • rule("Variable 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;
  • }
  • }
  • rule("Ashe Stats")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Hero Of(Event Player) == Hero(Ashe);
  • }
  • actions
  • {
  • "Ashe DMG: Damage Dealt - Damage Taken HP(Healing Recieved)"
  • Create HUD Text(Event Player, Null, Event Player.AsheHideStats == False ? Custom String("{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,
  • 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;
  • }
  • }
  • rule("Ashe Toggle Stats")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Ashe;
  • }
  • conditions
  • {
  • Is Button Held(Event Player, Button(Interact)) == True;
  • }
  • actions
  • {
  • Wait(0.500, Abort When False);
  • Event Player.AsheHideStats = !Event Player.AsheHideStats;
  • }
  • }
  • rule("Ashe Destroy Stats")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • 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")
  • rule("Doom Stats")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Doomfist;
  • All;
  • }
  • conditions
  • {
  • Hero Of(Event Player) == Hero(Doomfist);
  • }
  • 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);
  • "Doom DMG: Damage Dealt - Damage Taken HP(Healing Recieved)"
  • Create HUD Text(Event Player, Null, Event Player.DoomHideStats == False ? Custom String("{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;
  • }
  • }
  • rule("Doom Toggle Stats")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Doomfist;
  • }
  • conditions
  • {
  • Is Button Held(Event Player, Button(Interact)) == True;
  • }
  • actions
  • {
  • Wait(0.500, Abort When False);
  • Event Player.DoomHideStats = !Event Player.DoomHideStats;
  • }
  • }
  • rule("Doom Destroy Stats")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • 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")
  • rule("Echo Stats")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Echo;
  • All;
  • }
  • conditions
  • {
  • Hero Of(Event Player) == Hero(Echo);
  • }
  • 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);
  • "Echo DMG: Damage Dealt - Damage Taken HP(Healing Recieved)"
  • Create HUD Text(Event Player, Null, Event Player.EchoHideStats == False ? Custom String("{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;
  • }
  • }
  • rule("Echo Toggle Stats")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Echo;
  • }
  • conditions
  • {
  • Is Button Held(Event Player, Button(Interact)) == True;
  • }
  • actions
  • {
  • Wait(0.500, Abort When False);
  • Event Player.EchoHideStats = !Event Player.EchoHideStats;
  • }
  • }
  • rule("Echo Destroy Stats")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • 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;
  • All;
  • }
  • conditions
  • {
  • Hero Of(Event Player) == Hero(Genji);
  • }
  • 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);
  • "Genji DMG: Damage Dealt - Damage Taken HP(Healing Recieved)"
  • Create HUD Text(Event Player, Null, Event Player.GenjiHideStats == False ? Custom String("{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;
  • }
  • }
  • rule("Genji Toggle Stats")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Genji;
  • }
  • conditions
  • {
  • Is Button Held(Event Player, Button(Interact)) == True;
  • }
  • actions
  • {
  • Wait(0.500, Abort When False);
  • Event Player.GenjiHideStats = !Event Player.GenjiHideStats;
  • }
  • }
  • rule("Genji Destroy Stats")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • 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;
  • All;
  • }
  • conditions
  • {
  • Hero Of(Event Player) == Hero(Hanzo);
  • }
  • 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);
  • "Hanzo DMG: Damage Dealt - Damage Taken HP(Healing Recieved)"
  • Create HUD Text(Event Player, Null, Event Player.HanzoHideStats == False ? Custom String("{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);
  • Round To Integer(Player Hero Stat(Event Player, Hero(Hanzo), 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.HanzoDestroy3 = Last Text ID;
  • }
  • }
  • rule("Hanzo Toggle Stats")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Hanzo;
  • }
  • conditions
  • {
  • Is Button Held(Event Player, Button(Interact)) == True;
  • }
  • actions
  • {
  • Wait(0.500, Abort When False);
  • Event Player.HanzoHideStats = !Event Player.HanzoHideStats;
  • }
  • }
  • rule("Hanzo Destroy Stats")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • 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;
  • All;
  • }
  • conditions
  • {
  • Hero Of(Event Player) == Hero(McCree);
  • }
  • 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);
  • "McCree DMG: Damage Dealt - Damage Taken HP(Healing Recieved)"
  • Create HUD Text(Event Player, Null, Event Player.McCreeHideStats == False ? Custom String("{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;
  • }
  • }
  • rule("Mccree Toggle Stats")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • McCree;
  • }
  • conditions
  • {
  • Is Button Held(Event Player, Button(Interact)) == True;
  • }
  • actions
  • {
  • Wait(0.500, Abort When False);
  • Event Player.McCreeHideStats = !Event Player.McCreeHideStats;
  • }
  • }
  • rule("Mccree Destroy Stats")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • 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;
  • All;
  • }
  • conditions
  • {
  • Hero Of(Event Player) == Hero(Mei);
  • }
  • 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);
  • "Mei DMG: Damage Dealt - Damage Taken HP(Healing Recieved)"
  • Create HUD Text(Event Player, Null, Event Player.MeiHideStats == False ? Custom String("{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;
  • }
  • }
  • rule("Mei Toggle Stats")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Mei;
  • }
  • conditions
  • {
  • Is Button Held(Event Player, Button(Interact)) == True;
  • }
  • actions
  • {
  • Wait(0.500, Abort When False);
  • Event Player.MeiHideStats = !Event Player.MeiHideStats;
  • }
  • }
  • rule("Mei Destroy Stats")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • 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;
  • All;
  • }
  • conditions
  • {
  • Hero Of(Event Player) == Hero(Pharah);
  • }
  • 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);
  • "Pharah DMG: Damage Dealt - Damage Taken HP(Healing Recieved)"
  • Create HUD Text(Event Player, Null, Event Player.PharahHideStats == False ? Custom String("{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),
  • Event Player, Hero(Pharah), Environmental Kills)) : Empty Array, Null, Left, 3, Color(White), Color(White), Color(White),
  • Visible To and String, Default Visibility);
  • Event Player.PharahDestroy3 = Last Text ID;
  • }
  • }
  • rule("Pharah Toggle Stats")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Pharah;
  • }
  • conditions
  • {
  • Is Button Held(Event Player, Button(Interact)) == True;
  • }
  • actions
  • {
  • Wait(0.500, Abort When False);
  • Event Player.PharahHideStats = !Event Player.PharahHideStats;
  • }
  • }
  • rule("Pharah Destroy Stats")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • 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;
  • All;
  • }
  • conditions
  • {
  • Hero Of(Event Player) == Hero(Soldier: 76);
  • }
  • 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);
  • "Soldier 76 DMG: Damage Dealt - Damage Taken HP(Self Heal/Healing Recieved)"
  • Create HUD Text(Event Player, Null, Event Player.Soldier76HideStats == False ? Custom String("{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;
  • }
  • }
  • rule("Soldier76 Toggle Stats")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Soldier: 76;
  • }
  • conditions
  • {
  • 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;
  • All;
  • }
  • conditions
  • {
  • Hero Of(Event Player) == Hero(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);
  • "Sombra DMG: Damage Dealt - Damage Taken HP(Healing Recieved)"
  • Create HUD Text(Event Player, Null, Event Player.SombraHideStats == False ? Custom String("{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")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Sombra;
  • }
  • conditions
  • {
  • 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;
  • All;
  • }
  • conditions
  • {
  • Hero Of(Event Player) == Hero(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),
  • "Torb DMG: Damage Dealt - Damage Taken HP(Self Heal/Healing Recieved)"
  • Create HUD Text(Event Player, Null, Event Player.TorbHideStats == False ? Custom String("{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.TemporaryArmorRecieved), Round To Integer(Player Hero Stat(Event Player, Hero(Torbjörn), Healing Received)
  • + Event Player.TemporaryArmorRecieved, 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")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Torbjörn;
  • }
  • conditions
  • {
  • 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;
  • All;
  • }
  • conditions
  • {
  • Hero Of(Event Player) == Hero(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);
  • "Tracer DMG: Damage Dealt - Damage Taken HP(Self Heal/Healing Recieved)"
  • Create HUD Text(Event Player, Null, Event Player.TracerHideStats == False ? Custom String("{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")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Tracer;
  • }
  • conditions
  • {
  • 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;
  • All;
  • }
  • conditions
  • {
  • Hero Of(Event Player) == Hero(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);
  • "Widow DMG: Damage Dealt - Damage Taken HP(Healing Recieved)"
  • Create HUD Text(Event Player, Null, Event Player.WidowHideStats == False ? Custom String("{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")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Widowmaker;
  • }
  • conditions
  • {
  • 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;
  • All;
  • }
  • conditions
  • {
  • Hero Of(Event Player) == Hero(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);
  • "Ana DMG: Damage Dealt - Damage Taken HP(Self Heal/Healing Recieved)"
  • Create HUD Text(Event Player, Null, Event Player.AnaHideStats == False ? Custom String("{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")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Ana;
  • }
  • conditions
  • {
  • 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;
  • All;
  • }
  • conditions
  • {
  • Hero Of(Event Player) == Hero(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);
  • "Bap DMG: Damage Dealt - Damage Taken HP(Self Heal/Healing Recieved)"
  • Create HUD Text(Event Player, Null, Event Player.BapHideStats == False ? Custom String("{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")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Baptiste;
  • }
  • conditions
  • {
  • 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;
  • All;
  • }
  • conditions
  • {
  • Hero Of(Event Player) == Hero(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),
  • "Lucio DMG: Damage Dealt - Damage Taken HP(Self Heal/Healing Recieved)"
  • Create HUD Text(Event Player, Null, Event Player.LucioHideStats == False ? Custom String("{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")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Lúcio;
  • }
  • conditions
  • {
  • 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;
  • All;
  • }
  • conditions
  • {
  • Hero Of(Event Player) == Hero(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);
  • "Zen DMG: Damage Dealt - Damage Taken HP(Healing Recieved)"
  • Create HUD Text(Event Player, Null, Event Player.ZenHideStats == False ? Custom String("{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")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Zenyatta;
  • }
  • conditions
  • {
  • 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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