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Comparing difference between and

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  • settings
  • {
  • main
  • {
  • 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."
  • 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)"
  • }
  • lobby
  • {
  • Allow Players Who Are In Queue: Yes
  • Max Spectators: 12
  • Minimum Latency milliseconds: 50000000
  • Return To Lobby: Never
  • }
  • modes
  • {
  • Deathmatch
  • {
  • Game Length In Minutes: 15
  • Game Mode Start: Immediately
  • Hero Limit: Off
  • Score To Win: 50
  • Spawn Health Packs: Enabled
  • enabled maps
  • {
  • Château Guillard
  • }
  • }
  • General
  • {
  • Game Mode Start: Immediately
  • Hero Limit: Off
  • Spawn Health Packs: Enabled
  • }
  • }
  • heroes
  • {
  • General
  • {
  • Ana
  • {
  • Ultimate Ability Nano Boost: Off
  • }
  • Ashe
  • {
  • Dynamite: Off
  • Ultimate Ability B.O.B.: Off
  • }
  • Baptiste
  • {
  • Immortality Field: Off
  • Ultimate Ability Amplification Matrix: Off
  • }
  • Doomfist
  • {
  • Ultimate Ability Meteor Strike: Off
  • }
  • Echo
  • {
  • Ultimate Ability Duplicate: Off
  • }
  • Genji
  • {
  • Ultimate Ability Dragonblade: Off
  • }
  • Hanzo
  • {
  • Ultimate Ability Dragonstrike: Off
  • }
  • Lúcio
  • {
  • Ultimate Ability Sound Barrier: Off
  • }
  • McCree
  • {
  • Secondary Fire: Off
  • Ultimate Ability Deadeye: Off
  • }
  • Mei
  • {
  • Cryo-Freeze: Off
  • Ice Wall: Off
  • Primary Fire: Off
  • Ultimate Ability Blizzard: Off
  • }
  • Pharah
  • {
  • Ultimate Ability Barrage: Off
  • }
  • Soldier: 76
  • {
  • Ultimate Ability Tactical Visor: Off
  • }
  • Sombra
  • {
  • Ultimate Ability EMP: Off
  • }
  • Torbjörn
  • {
  • Deploy Turret: Off
  • Ultimate Ability Molten Core: Off
  • }
  • Widowmaker
  • {
  • Ultimate Ability Infra-Sight: Off
  • }
  • Zenyatta
  • {
  • Ultimate Ability Transcendence: Off
  • }
  • disabled heroes
  • {
  • Bastion
  • Brigitte
  • D.Va
  • Junkrat
  • Mercy
  • Moira
  • Orisa
  • Reaper
  • Reinhardt
  • Roadhog
  • Sigma
  • Symmetra
  • Winston
  • Wrecking Ball
  • Zarya
  • }
  • }
  • }
  • }
  • variables
  • {
  • global:
  • 0: CrouchPlusInteractToToggleStats
  • player:
  • 0: 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
  • 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
  • }
  • 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("Match Time HUD")
  • rule("Tryhard FFA 2.3, Match Time, Hold interact to toggle stats HUD")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Is Game In Progress == True;
  • }
  • actions
  • {
  • Create HUD Text(Filtered Array(All Players(All Teams), Match Time % 60 > 10), Null, Null, Custom String("{0}:{1}",
  • Round To Integer(Match Time / 60, Down), Match Time % 60), Top, -1, Color(White), Color(White), Color(White),
  • 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, -1, Color(White), Color(White), Color(White),
  • 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("Stats HUD")
  • rule("Ashe HUD")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • Ashe;
  • }
  • 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,
  • "DMG: DmgDealt - DmgTaken HP(AllHeal)"
  • Create HUD Text(Event Player, Null, Event Player.AsheHideStats == False ? Custom String(" \r \r\n \r\n \r\n {0} {1}",
  • Hero Icon String(Hero(Ashe)), Custom String("DMG: {0} - {1} HP({2})", Round To Integer(Player Hero Stat(Event Player, Hero(
  • Ashe), Hero Damage Dealt), To Nearest), Round To Integer(Player Hero Stat(Event Player, Hero(Ashe), Damage Taken), To Nearest),
  • Round To Integer(Player Hero Stat(Event Player, Hero(Ashe), Healing Received), To Nearest))) : Empty Array, Null, Left, 0,
  • Color(White), Color(White), Color(White), Visible To and String, Default Visibility);
  • Event Player.AsheDestroy1 = Last Text ID;
  • Create HUD Text(Event Player, Null, Event Player.AsheHideStats == False ? Custom String("Hipfire acc: {0}%", Round To Integer((
  • Player Hero Stat(Event Player, Hero(Ashe), Shots Hit) - Player Hero Stat(Event Player, Hero(Ashe), Scoped Hits)) / (
  • Player Hero Stat(Event Player, Hero(Ashe), Shots Fired) - Player Hero Stat(Event Player, Hero(Ashe), Scoped Shots)) * 100,
  • To Nearest)) : Empty Array, Null, Left, 1, Color(White), Color(White), Color(White), Visible To and String,
  • 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);
  • 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("Crouch + Interact to toggle stats")
  • rule("Ashe Toggle Stats")
  • {
  • event
  • {
  • Ongoing - Global;
  • Ongoing - Each Player;
  • All;
  • Ashe;
  • }
  • conditions
  • {
  • Is Button Held(Event Player, Button(Interact)) == True;
  • }
  • 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);
  • Wait(0.500, Abort When False);
  • Event Player.AsheHideStats = !Event Player.AsheHideStats;
  • }
  • }
  • rule("McCree Flashbangs used")
  • rule("Ashe Destroy Stats")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • McCree;
  • All;
  • }
  • conditions
  • {
  • Is Using Ability 2(Event Player) == True;
  • Hero Of(Event Player) != Hero(Ashe);
  • }
  • actions
  • {
  • Event Player.FlashbangsUsed += 1;
  • 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("McCree Threw Flashbang")
  • rule("Doom HUD")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • McCree;
  • 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);
  • 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 Using Ability 2(Event Player) == True;
  • Is Button Held(Event Player, Button(Interact)) == True;
  • }
  • actions
  • {
  • Event Player.ThrewFlashbang = True;
  • Wait(0.350, Ignore Condition);
  • Event Player.ThrewFlashbang = False;
  • Wait(0.500, Abort When False);
  • Event Player.DoomHideStats = !Event Player.DoomHideStats;
  • }
  • }
  • rule("McCree Hits a Flashbang")
  • rule("Doom Destroy Stats")
  • {
  • event
  • {
  • Player Dealt Damage;
  • Ongoing - Each Player;
  • All;
  • All;
  • McCree;
  • }
  • conditions
  • {
  • Is Using Ability 2(Event Player) == True;
  • Event Player.ThrewFlashbang == True;
  • Hero Of(Event Player) != Hero(Doomfist);
  • }
  • actions
  • {
  • Event Player.FlashbangHits += 1;
  • Event Player.ThrewFlashbang = False;
  • 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("Torb Temporary Armor Recieved")
  • rule("Echo HUD")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Torbjörn;
  • 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);
  • 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 Using Ability 2(Event Player) == True;
  • Is Button Held(Event Player, Button(Interact)) == True;
  • }
  • actions
  • {
  • Event Player.TemporaryArmorRecieved += 100;
  • Wait(0.500, Abort When False);
  • Event Player.EchoHideStats = !Event Player.EchoHideStats;
  • }
  • }
  • rule("Ana Sleepdarts used")
  • rule("Echo Destroy Stats")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Ana;
  • All;
  • }
  • conditions
  • {
  • Is Using Ability 1(Event Player) == True;
  • Hero Of(Event Player) != Hero(Echo);
  • }
  • actions
  • {
  • Event Player.SleepdartsUsed += 1;
  • 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("Ana Hits a Sleepdart")
  • rule("Genj HUD")
  • {
  • event
  • {
  • Player Dealt Damage;
  • Ongoing - Each Player;
  • All;
  • Ana;
  • 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);
  • 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
  • {
  • Event Ability == Button(Ability 1);
  • Is Button Held(Event Player, Button(Interact)) == True;
  • }
  • actions
  • {
  • Event Player.SleepdartHits += 1;
  • Wait(0.500, Abort When False);
  • Event Player.GenjiHideStats = !Event Player.GenjiHideStats;
  • }
  • }
  • rule("Ana Hits a Sleepdart and that player dies from falling off map (counts as 2 hits so -1 to only count 1 hit)")
  • rule("Genji Destroy Stats")
  • {
  • event
  • {
  • Player Dealt Final Blow;
  • Ongoing - Each Player;
  • All;
  • All;
  • Ana;
  • }
  • conditions
  • {
  • Event Ability == Button(Ability 1);
  • Event Was Environment == True;
  • Hero Of(Event Player) != Hero(Genji);
  • }
  • actions
  • {
  • Event Player.SleepdartHits -= 1;
  • Destroy HUD Text(Event Player.GenjiDestroy1);
  • Destroy HUD Text(Event Player.GenjiDestroy2);
  • Destroy HUD Text(Event Player.GenjiDestroy3);
  • }
  • }
  • rule("Ashe Toggle All Stats")
  • rule("Hanzo HUD")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Ashe;
  • 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);
  • Event Player.HanzoDestroy1 = Last Text ID;
  • Create HUD Text(Event Player, Null, Event Player.HanzoHideStats == False ? Custom String("Weapon acc: {0}%", Round To Integer(
  • Player Hero Stat(Event Player, Hero(Hanzo), Weapon Accuracy) * 100, To Nearest)) : Empty Array, Null, Left, 1, Color(White),
  • Color(White), Color(White), Visible To and String, Default Visibility);
  • Event Player.HanzoDestroy2 = Last Text ID;
  • Create HUD Text(Event Player, Null, Event Player.HanzoHideStats == False ? Custom String("Critical hit acc: {0}%",
  • Round To Integer(Player Hero Stat(Event Player, Hero(Hanzo), Critical Hit Accuracy) * 100, To Nearest), Is Using Ability 2(
  • Event Player)) : Empty Array, Null, Left, 2, Color(White), Color(White), Color(White), Visible To and String,
  • Default Visibility);
  • Event Player.HanzoDestroy3 = Last Text ID;
  • }
  • }
  • rule("Hanzo Toggle Stats")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Hanzo;
  • }
  • conditions
  • {
  • Is Button Held(Event Player, Button(Crouch)) == True;
  • Is Button Held(Event Player, Button(Interact)) == True;
  • }
  • actions
  • {
  • Event Player.AsheHideStats = !Event Player.AsheHideStats;
  • Wait(0.500, Abort When False);
  • Event Player.HanzoHideStats = !Event Player.HanzoHideStats;
  • }
  • }
  • rule("Doom Toggle All Stats")
  • rule("Hanzo Destroy Stats")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Doomfist;
  • All;
  • }
  • conditions
  • {
  • Is Button Held(Event Player, Button(Crouch)) == True;
  • Is Button Held(Event Player, Button(Interact)) == True;
  • Hero Of(Event Player) != Hero(Hanzo);
  • }
  • actions
  • {
  • Event Player.DoomHideStats = !Event Player.DoomHideStats;
  • Destroy HUD Text(Event Player.HanzoDestroy1);
  • Destroy HUD Text(Event Player.HanzoDestroy2);
  • Destroy HUD Text(Event Player.HanzoDestroy3);
  • }
  • }
  • rule("Echo Toggle All Stats")
  • rule("Mccree HUD")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Echo;
  • 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);
  • 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(Crouch)) == True;
  • Is Button Held(Event Player, Button(Interact)) == True;
  • }
  • actions
  • {
  • Event Player.EchoHideStats = !Event Player.EchoHideStats;
  • Wait(0.500, Abort When False);
  • Event Player.McCreeHideStats = !Event Player.McCreeHideStats;
  • }
  • }
  • rule("Genji Toggle All Stats")
  • rule("Mccree Destroy Stats")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Genji;
  • All;
  • }
  • conditions
  • {
  • Is Button Held(Event Player, Button(Crouch)) == True;
  • Is Button Held(Event Player, Button(Interact)) == True;
  • Hero Of(Event Player) != Hero(McCree);
  • }
  • actions
  • {
  • Event Player.GenjiHideStats = !Event Player.GenjiHideStats;
  • 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("Hanzo Toggle All Stats")
  • rule("Mei HUD")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Hanzo;
  • 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);
  • 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(Crouch)) == True;
  • Is Button Held(Event Player, Button(Interact)) == True;
  • }
  • actions
  • {
  • Event Player.HanzoHideStats = !Event Player.HanzoHideStats;
  • Wait(0.500, Abort When False);
  • Event Player.MeiHideStats = !Event Player.MeiHideStats;
  • }
  • }
  • rule("McCree Toggle All Stats")
  • rule("Mei Destroy Stats")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • McCree;
  • All;
  • }
  • conditions
  • {
  • Is Button Held(Event Player, Button(Crouch)) == True;
  • Is Button Held(Event Player, Button(Interact)) == True;
  • Hero Of(Event Player) != Hero(Mei);
  • }
  • actions
  • {
  • Event Player.McCreeHideStats = !Event Player.McCreeHideStats;
  • Destroy HUD Text(Event Player.MeiDestroy1);
  • Destroy HUD Text(Event Player.MeiDestroy2);
  • Destroy HUD Text(Event Player.MeiDestroy3);
  • }
  • }
  • rule("Mei Toggle All Stats")
  • rule("Pharah HUD")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Mei;
  • 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);
  • Event Player.PharahDestroy1 = Last Text ID;
  • Create HUD Text(Event Player, Null, Event Player.PharahHideStats == False ? Custom String("Weapon acc: {0}%", Round To Integer(
  • Player Hero Stat(Event Player, Hero(Pharah), Weapon Accuracy) * 100, To Nearest)) : Empty Array, Null, Left, 1, Color(White),
  • Color(White), Color(White), Visible To and String, Default Visibility);
  • Event Player.PharahDestroy2 = Last Text ID;
  • Create HUD Text(Event Player, Empty Array, Event Player.PharahHideStats == False ? Custom String("{0}{1} Boop kills: {2}",
  • Ability Icon String(Hero(Pharah), Button(Melee)), Ability Icon String(Hero(Pharah), Button(Ability 2)), Player Hero Stat(
  • Event Player, Hero(Pharah), Environmental Kills)) : Empty Array, Null, Left, 2, Color(White), Color(White), Color(White),
  • Visible To and String, Default Visibility);
  • Event Player.PharahDestroy3 = Last Text ID;
  • }
  • }
  • rule("Pharah Toggle Stats")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Pharah;
  • }
  • conditions
  • {
  • Is Button Held(Event Player, Button(Crouch)) == True;
  • Is Button Held(Event Player, Button(Interact)) == True;
  • }
  • actions
  • {
  • Event Player.MeiHideStats = !Event Player.MeiHideStats;
  • Wait(0.500, Abort When False);
  • Event Player.PharahHideStats = !Event Player.PharahHideStats;
  • }
  • }
  • rule("Pharah Toggle All Stats")
  • rule("Pharah Destroy Stats")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Pharah;
  • All;
  • }
  • conditions
  • {
  • Is Button Held(Event Player, Button(Crouch)) == True;
  • Is Button Held(Event Player, Button(Interact)) == True;
  • Hero Of(Event Player) != Hero(Pharah);
  • }
  • actions
  • {
  • Event Player.PharahHideStats = !Event Player.PharahHideStats;
  • Destroy HUD Text(Event Player.PharahDestroy1);
  • Destroy HUD Text(Event Player.PharahDestroy2);
  • Destroy HUD Text(Event Player.PharahDestroy3);
  • }
  • }
  • rule("Soldier 76 Toggle All Stats")
  • rule("Soldier76 HUD")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • 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);
  • 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(Crouch)) == True;
  • Is Button Held(Event Player, Button(Interact)) == True;
  • }
  • actions
  • {
  • Wait(0.500, Abort When False);
  • Event Player.Soldier76HideStats = !Event Player.Soldier76HideStats;
  • }
  • }
  • rule("Sombra Toggle All Stats")
  • rule("Soldier76 Destroy Stats")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Hero Of(Event Player) != Hero(Soldier: 76);
  • }
  • actions
  • {
  • Destroy HUD Text(Event Player.Soldier76Destroy1);
  • Destroy HUD Text(Event Player.Soldier76Destroy2);
  • Destroy HUD Text(Event Player.Soldier76Destroy3);
  • Destroy HUD Text(Event Player.Soldier76Destroy4);
  • }
  • }
  • rule("Sombra HUD")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Sombra;
  • }
  • actions
  • {
  • "DMG: DmgDealt - DmgTaken HP(AllHeal)"
  • Create HUD Text(Event Player, Null, Event Player.SombraHideStats == False ? Custom String(" \r \r\n \r\n \r\n {0} {1}",
  • Hero Icon String(Hero(Sombra)), Custom String("DMG: {0} - {1} HP({2})", Round To Integer(Player Hero Stat(Event Player, Hero(
  • Sombra), Hero Damage Dealt), To Nearest), Round To Integer(Player Hero Stat(Event Player, Hero(Sombra), Damage Taken),
  • To Nearest), Round To Integer(Player Hero Stat(Event Player, Hero(Sombra), Healing Received), To Nearest))) : Empty Array,
  • Null, Left, 0, Color(White), Color(White), Color(White), Visible To and String, Default Visibility);
  • Event Player.SombraDestroy1 = Last Text ID;
  • Create HUD Text(Event Player, Null, Event Player.SombraHideStats == False ? Custom String("Weapon acc: {0}%", Round To Integer(
  • Player Hero Stat(Event Player, Hero(Sombra), Weapon Accuracy) * 100, To Nearest)) : Empty Array, Null, Left, 1, Color(White),
  • Color(White), Color(White), Visible To and String, Default Visibility);
  • Event Player.SombraDestroy2 = Last Text ID;
  • Create HUD Text(Event Player, Null, Event Player.SombraHideStats == False ? Custom String("Critical hit acc: {0}%",
  • Round To Integer(Player Hero Stat(Event Player, Hero(Sombra), Critical Hit Accuracy) * 100, To Nearest)) : Empty Array, Null,
  • Left, 2, Color(White), Color(White), Color(White), Visible To and String, Default Visibility);
  • Event Player.SombraDestroy3 = Last Text ID;
  • }
  • }
  • rule("Sombra Toggle Stats")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Sombra;
  • }
  • conditions
  • {
  • Is Button Held(Event Player, Button(Crouch)) == True;
  • Is Button Held(Event Player, Button(Interact)) == True;
  • }
  • actions
  • {
  • Wait(0.500, Abort When False);
  • Event Player.SombraHideStats = !Event Player.SombraHideStats;
  • }
  • }
  • rule("Torb Toggle All Stats")
  • rule("Sombra Destroy Stats")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Hero Of(Event Player) != Hero(Sombra);
  • }
  • actions
  • {
  • Destroy HUD Text(Event Player.SombraDestroy1);
  • Destroy HUD Text(Event Player.SombraDestroy2);
  • Destroy HUD Text(Event Player.SombraDestroy3);
  • }
  • }
  • rule("Torb HUD")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Torbjörn;
  • }
  • actions
  • {
  • "DMG: DmgDealt - DmgTaken HP(SelfHeal/AllHeal)"
  • Create HUD Text(Event Player, Null, Event Player.TorbHideStats == False ? Custom String(" \r \r\n \r\n \r\n {0} DMG: {1}/{2})",
  • Hero Icon String(Hero(Torbjörn)), Custom String("{0} - {1} HP({2}", Round To Integer(Player Hero Stat(Event Player, Hero(
  • Torbjörn), Hero Damage Dealt), To Nearest), Round To Integer(Player Hero Stat(Event Player, Hero(Torbjörn), Damage Taken),
  • To Nearest), Event Player.GenjiHideStats), Round To Integer(Player Hero Stat(Event Player, Hero(Torbjörn), Healing Received)
  • + Event Player.GenjiHideStats, To Nearest)) : Empty Array, Null, Left, 0, Color(White), Color(White), Color(White),
  • Visible To and String, Default Visibility);
  • Event Player.TorbDestroy1 = Last Text ID;
  • Create HUD Text(Event Player, Null, Event Player.TorbHideStats == False ? Custom String("Weapon acc: {0}%", Round To Integer(
  • Player Hero Stat(Event Player, Hero(Torbjörn), Weapon Accuracy) * 100, To Nearest)) : Empty Array, Null, Left, 1, Color(White),
  • Color(White), Color(White), Visible To and String, Default Visibility);
  • Event Player.TorbDestroy2 = Last Text ID;
  • Create HUD Text(Event Player, Null, Event Player.TorbHideStats == False ? Custom String("Critical hit acc: {0}%", Round To Integer(
  • Player Hero Stat(Event Player, Hero(Torbjörn), Critical Hit Accuracy) * 100, To Nearest)) : Empty Array, Null, Left, 2, Color(
  • White), Color(White), Color(White), Visible To and String, Default Visibility);
  • Event Player.TorbDestroy3 = Last Text ID;
  • Create HUD Text(Event Player, Null, Event Player.TorbHideStats == False ? Custom String("{0}{1} Hammer kills: {2}", Icon String(
  • Flag), Icon String(Sad), Event Player.HammerKills) : Empty Array, Null, Left, 3, Color(White), Color(White), Color(White),
  • Visible To and String, Default Visibility);
  • Event Player.TorbDestroy4 = Last Text ID;
  • }
  • }
  • rule("Torb Toggle Stats")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Torbjörn;
  • }
  • conditions
  • {
  • Is Button Held(Event Player, Button(Crouch)) == True;
  • Is Button Held(Event Player, Button(Interact)) == True;
  • }
  • actions
  • {
  • Wait(0.500, Abort When False);
  • Event Player.TorbHideStats = !Event Player.TorbHideStats;
  • }
  • }
  • rule("Tracer Toggle All Stats")
  • rule("Torb Destroy Stats")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Hero Of(Event Player) != Hero(Torbjörn);
  • }
  • actions
  • {
  • Destroy HUD Text(Event Player.TorbDestroy1);
  • Destroy HUD Text(Event Player.TorbDestroy2);
  • Destroy HUD Text(Event Player.TorbDestroy3);
  • Destroy HUD Text(Event Player.TorbDestroy4);
  • }
  • }
  • rule("Tracer HUD")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Tracer;
  • }
  • actions
  • {
  • "DMG: DmgDealt - DmgTaken HP(SelfHeal/AllHeal)"
  • Create HUD Text(Event Player, Null, Event Player.TracerHideStats == False ? Custom String(" \r \r\n \r\n \r\n {0}DMG: {1}/{2})",
  • Hero Icon String(Hero(Tracer)), Custom String("{0} - {1} HP({2}", Round To Integer(Player Hero Stat(Event Player, Hero(
  • Tracer), Hero Damage Dealt), To Nearest), Round To Integer(Player Hero Stat(Event Player, Hero(Tracer), Damage Taken),
  • To Nearest), Round To Integer(Player Hero Stat(Event Player, Hero(Tracer), Self Healing), To Nearest)), Round To Integer(
  • Player Hero Stat(Event Player, Hero(Tracer), Healing Received) + Player Hero Stat(Event Player, Hero(Tracer), Self Healing),
  • To Nearest)) : Empty Array, Null, Left, 0, Color(White), Color(White), Color(White), Visible To and String,
  • Default Visibility);
  • Event Player.TracerDestroy1 = Last Text ID;
  • Create HUD Text(Event Player, Null, Event Player.TracerHideStats == False ? Custom String("Weapon acc: {0}%", Round To Integer(
  • Player Hero Stat(Event Player, Hero(Tracer), Weapon Accuracy) * 100, To Nearest)) : Empty Array, Null, Left, 1, Color(White),
  • Color(White), Color(White), Visible To and String, Default Visibility);
  • Event Player.TracerDestroy2 = Last Text ID;
  • Create HUD Text(Event Player, Null, Event Player.TracerHideStats == False ? Custom String("Critical hit acc: {0}%",
  • Round To Integer(Player Hero Stat(Event Player, Hero(Tracer), Critical Hit Accuracy) * 100, To Nearest)) : Empty Array, Null,
  • Left, 2, Color(White), Color(White), Color(White), Visible To and String, Default Visibility);
  • Event Player.TracerDestroy3 = Last Text ID;
  • Create HUD Text(Event Player, Null, Event Player.TracerHideStats == False ? Custom String("{0}Pulsebombs attached: {1}/{2}",
  • Ability Icon String(Hero(Tracer), Button(Ultimate)), Event Player.PulsebombHits, Event Player.PulsebombsUsed) : Empty Array,
  • Null, Left, 3, Color(White), Color(White), Color(White), Visible To and String, Default Visibility);
  • Event Player.TracerDestroy4 = Last Text ID;
  • }
  • }
  • rule("Tracer Toggle Stats")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Tracer;
  • }
  • conditions
  • {
  • Is Button Held(Event Player, Button(Crouch)) == True;
  • Is Button Held(Event Player, Button(Interact)) == True;
  • }
  • actions
  • {
  • Wait(0.500, Abort When False);
  • Event Player.TracerHideStats = !Event Player.TracerHideStats;
  • }
  • }
  • rule("Widow Toggle All Stats")
  • rule("Tracer Destroy Stats")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Hero Of(Event Player) != Hero(Tracer);
  • }
  • actions
  • {
  • Destroy HUD Text(Event Player.TracerDestroy1);
  • Destroy HUD Text(Event Player.TracerDestroy2);
  • Destroy HUD Text(Event Player.TracerDestroy3);
  • Destroy HUD Text(Event Player.TracerDestroy4);
  • }
  • }
  • rule("Widow HUD")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Widowmaker;
  • }
  • actions
  • {
  • "DMG: DmgDealt - DmgTaken HP(AllHeal)"
  • Create HUD Text(Event Player, Null, Event Player.WidowHideStats == False ? Custom String(" \r \r\n \r\n \r\n {0} {1}",
  • Hero Icon String(Hero(Widowmaker)), Custom String("DMG: {0} - {1} HP({2})", Round To Integer(Player Hero Stat(Event Player,
  • Hero(Widowmaker), Hero Damage Dealt), To Nearest), Round To Integer(Player Hero Stat(Event Player, Hero(Widowmaker),
  • Damage Taken), To Nearest), Round To Integer(Player Hero Stat(Event Player, Hero(Widowmaker), Healing Received), To Nearest)))
  • : Empty Array, Null, Left, 0, Color(White), Color(White), Color(White), Visible To and String, Default Visibility);
  • Event Player.WidowDestroy1 = Last Text ID;
  • Create HUD Text(Event Player, Null, Event Player.WidowHideStats == False ? Custom String("SMG acc: {0}%", Round To Integer((
  • Player Hero Stat(Event Player, Hero(Widowmaker), Shots Hit) - Player Hero Stat(Event Player, Hero(Widowmaker), Scoped Hits))
  • / (Player Hero Stat(Event Player, Hero(Widowmaker), Shots Fired) - Player Hero Stat(Event Player, Hero(Widowmaker),
  • Scoped Shots)) * 100, To Nearest)) : Empty Array, Null, Left, 1, Color(White), Color(White), Color(White),
  • Visible To and String, Default Visibility);
  • Event Player.WidowDestroy2 = Last Text ID;
  • Create HUD Text(Event Player, Null, Event Player.WidowHideStats == False ? Custom String("Scoped acc: {0}%", Round To Integer(
  • Player Hero Stat(Event Player, Hero(Widowmaker), Scoped Accuracy) * 100, To Nearest)) : Empty Array, Null, Left, 2, Color(
  • White), Color(White), Color(White), Visible To and String, Default Visibility);
  • Event Player.WidowDestroy3 = Last Text ID;
  • Create HUD Text(Event Player, Null, Event Player.WidowHideStats == False ? Custom String("Scoped critical hit acc: {0}%",
  • Round To Integer(Player Hero Stat(Event Player, Hero(Widowmaker), Scoped Critical Hit Accuracy) * 100, To Nearest))
  • : Empty Array, Null, Left, 3, Color(White), Color(White), Color(White), Visible To and String, Default Visibility);
  • Event Player.WidowDestroy4 = Last Text ID;
  • }
  • }
  • rule("Widow Toggle Stats")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Widowmaker;
  • }
  • conditions
  • {
  • Is Button Held(Event Player, Button(Crouch)) == True;
  • Is Button Held(Event Player, Button(Interact)) == True;
  • }
  • actions
  • {
  • Wait(0.500, Abort When False);
  • Event Player.WidowHideStats = !Event Player.WidowHideStats;
  • }
  • }
  • rule("Ana Toggle All Stats")
  • rule("Widow Destroy Stats")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Hero Of(Event Player) != Hero(Widowmaker);
  • }
  • actions
  • {
  • Destroy HUD Text(Event Player.WidowDestroy1);
  • Destroy HUD Text(Event Player.WidowDestroy2);
  • Destroy HUD Text(Event Player.WidowDestroy3);
  • Destroy HUD Text(Event Player.WidowDestroy4);
  • }
  • }
  • rule("Ana HUD")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Ana;
  • }
  • actions
  • {
  • "DMG: DmgDealt - DmgTaken HP(SelfHeal/AllHeal)"
  • Create HUD Text(Event Player, Null, Event Player.AnaHideStats == False ? Custom String(" \r \r\n \r\n \r\n {0} DMG: {1}/{2})",
  • Hero Icon String(Hero(Ana)), Custom String("{0} - {1} HP({2}", Round To Integer(Player Hero Stat(Event Player, Hero(Ana),
  • Hero Damage Dealt), To Nearest), Round To Integer(Player Hero Stat(Event Player, Hero(Ana), Damage Taken), To Nearest),
  • Round To Integer(Player Hero Stat(Event Player, Hero(Ana), Self Healing), To Nearest)), Round To Integer(Player Hero Stat(
  • Event Player, Hero(Ana), Healing Received), To Nearest)) : Empty Array, Null, Left, 0, Color(White), Color(White), Color(
  • White), Visible To and String, Default Visibility);
  • Event Player.AnaDestroy1 = Last Text ID;
  • Create HUD Text(Event Player, Null, Event Player.AnaHideStats == False ? Custom String("Unscoped acc: {0}%", Round To Integer((
  • Player Hero Stat(Event Player, Hero(Ana), Shots Hit) - Player Hero Stat(Event Player, Hero(Ana), Scoped Hits)) / (
  • Player Hero Stat(Event Player, Hero(Ana), Shots Fired) - Player Hero Stat(Event Player, Hero(Ana), Scoped Shots)) * 100,
  • To Nearest)) : Empty Array, Null, Left, 1, Color(White), Color(White), Color(White), Visible To and String,
  • Default Visibility);
  • Event Player.AnaDestroy2 = Last Text ID;
  • Create HUD Text(Event Player, Null, Event Player.AnaHideStats == False ? Custom String("Scoped acc: {0}%", Round To Integer(
  • Player Hero Stat(Event Player, Hero(Ana), Scoped Accuracy) * 100, To Nearest)) : Empty Array, Null, Left, 2, Color(White),
  • Color(White), Color(White), Visible To and String, Default Visibility);
  • Event Player.AnaDestroy3 = Last Text ID;
  • Create HUD Text(Event Player, Null, Event Player.AnaHideStats == False ? Custom String("{0}Sleepdart hits: {1}/{2}",
  • Ability Icon String(Hero(Ana), Button(Ability 1)), Event Player.SleepdartHits, Event Player.SleepdartsUsed) : Empty Array,
  • Null, Left, 3, Color(White), Color(White), Color(White), Visible To and String, Default Visibility);
  • Event Player.AnaDestroy4 = Last Text ID;
  • }
  • }
  • rule("Ana Toggle Stats")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Ana;
  • }
  • conditions
  • {
  • Is Button Held(Event Player, Button(Crouch)) == True;
  • Is Button Held(Event Player, Button(Interact)) == True;
  • }
  • actions
  • {
  • Wait(0.500, Abort When False);
  • Event Player.AnaHideStats = !Event Player.AnaHideStats;
  • }
  • }
  • rule("Bap Toggle All Stats")
  • rule("Ana Destroy Stats")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Hero Of(Event Player) != Hero(Ana);
  • }
  • actions
  • {
  • Destroy HUD Text(Event Player.AnaDestroy1);
  • Destroy HUD Text(Event Player.AnaDestroy2);
  • Destroy HUD Text(Event Player.AnaDestroy3);
  • Destroy HUD Text(Event Player.AnaDestroy4);
  • }
  • }
  • rule("Bap HUD")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Baptiste;
  • }
  • actions
  • {
  • "DMG: DmgDealt - DmgTaken HP(SelfHeal/AllHeal)"
  • Create HUD Text(Event Player, Null, Event Player.BapHideStats == False ? Custom String(" \r \r\n \r\n \r\n {0}DMG: {1}/{2})",
  • Hero Icon String(Hero(Baptiste)), Custom String("{0} - {1} HP({2}", Round To Integer(Player Hero Stat(Event Player, Hero(
  • Baptiste), Hero Damage Dealt), To Nearest), Round To Integer(Player Hero Stat(Event Player, Hero(Baptiste), Damage Taken),
  • To Nearest), Round To Integer(Player Hero Stat(Event Player, Hero(Baptiste), Self Healing), To Nearest)), Round To Integer(
  • Player Hero Stat(Event Player, Hero(Baptiste), Healing Received), To Nearest)) : Empty Array, Null, Left, 0, Color(White),
  • Color(White), Color(White), Visible To and String, Default Visibility);
  • Event Player.BapDestroy1 = Last Text ID;
  • Create HUD Text(Event Player, Null, Event Player.BapHideStats == False ? Custom String("Weapon acc: {0}%", Round To Integer(
  • Player Hero Stat(Event Player, Hero(Baptiste), Weapon Accuracy) * 100, To Nearest)) : Empty Array, Null, Left, 1, Color(White),
  • Color(White), Color(White), Visible To and String, Default Visibility);
  • Event Player.BapDestroy2 = Last Text ID;
  • Create HUD Text(Event Player, Null, Event Player.BapHideStats == False ? Custom String("Critical hit acc: {0}%", Round To Integer(
  • Player Hero Stat(Event Player, Hero(Baptiste), Critical Hit Accuracy) * 100, To Nearest)) : Empty Array, Null, Left, 2, Color(
  • White), Color(White), Color(White), Visible To and String, Default Visibility);
  • Event Player.BapDestroy3 = Last Text ID;
  • }
  • }
  • rule("Bap Toggle Stats")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Baptiste;
  • }
  • conditions
  • {
  • Is Button Held(Event Player, Button(Crouch)) == True;
  • Is Button Held(Event Player, Button(Interact)) == True;
  • }
  • actions
  • {
  • Wait(0.500, Abort When False);
  • Event Player.BapHideStats = !Event Player.BapHideStats;
  • }
  • }
  • rule("Lucio Toggle All Stats")
  • rule("Bap Destroy Stats")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Hero Of(Event Player) != Hero(Baptiste);
  • }
  • actions
  • {
  • Destroy HUD Text(Event Player.BapDestroy1);
  • Destroy HUD Text(Event Player.BapDestroy2);
  • Destroy HUD Text(Event Player.BapDestroy3);
  • }
  • }
  • rule("Lucio HUD")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Lúcio;
  • }
  • actions
  • {
  • "DMG: DmgDealt - DmgTaken HP(SelfHeal/AllHeal)"
  • Create HUD Text(Event Player, Null, Event Player.LucioHideStats == False ? Custom String(" \r \r\n \r\n \r\n {0} DMG: {1}/{2})",
  • Hero Icon String(Hero(Lúcio)), Custom String("{0} - {1} HP({2}", Round To Integer(Player Hero Stat(Event Player, Hero(Lúcio),
  • Hero Damage Dealt), To Nearest), Round To Integer(Player Hero Stat(Event Player, Hero(Lúcio), Damage Taken), To Nearest),
  • Round To Integer(Player Hero Stat(Event Player, Hero(Lúcio), Self Healing), To Nearest)), Round To Integer(Player Hero Stat(
  • Event Player, Hero(Lúcio), Healing Received), To Nearest)) : Empty Array, Null, Left, 0, Color(White), Color(White), Color(
  • White), Visible To and String, Default Visibility);
  • Event Player.LucioDestroy1 = Last Text ID;
  • Create HUD Text(Event Player, Null, Event Player.LucioHideStats == False ? Custom String("Weapon acc: {0}%", Round To Integer(
  • Player Hero Stat(Event Player, Hero(Lúcio), Weapon Accuracy) * 100, To Nearest)) : Empty Array, Null, Left, 1, Color(White),
  • Color(White), Color(White), Visible To and String, Default Visibility);
  • Event Player.LucioDestroy2 = Last Text ID;
  • Create HUD Text(Event Player, Null, Event Player.LucioHideStats == False ? Custom String("Critical hit acc: {0}%",
  • Round To Integer(Player Hero Stat(Event Player, Hero(Lúcio), Critical Hit Accuracy) * 100, To Nearest)) : Empty Array, Null,
  • Left, 2, Color(White), Color(White), Color(White), Visible To and String, Default Visibility);
  • Event Player.LucioDestroy3 = Last Text ID;
  • Create HUD Text(Event Player, Empty Array, Event Player.LucioHideStats == False ? Custom String("{0}{1} Boop kills: {2}",
  • Ability Icon String(Hero(Lúcio), Button(Melee)), Ability Icon String(Hero(Lúcio), Button(Secondary Fire)), Player Hero Stat(
  • Event Player, Hero(Lúcio), Environmental Kills)) : Empty Array, Null, Left, 3, Color(White), Color(White), Color(White),
  • Visible To and String, Default Visibility);
  • Event Player.LucioDestroy4 = Last Text ID;
  • }
  • }
  • rule("Lucio Toggle Stats")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Lúcio;
  • }
  • conditions
  • {
  • Is Button Held(Event Player, Button(Crouch)) == True;
  • Is Button Held(Event Player, Button(Interact)) == True;
  • }
  • actions
  • {
  • Wait(0.500, Abort When False);
  • Event Player.LucioHideStats = !Event Player.LucioHideStats;
  • }
  • }
  • rule("Zen Toggle All Stats")
  • rule("Lucio Destroy Stats")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Hero Of(Event Player) != Hero(Lúcio);
  • }
  • actions
  • {
  • Destroy HUD Text(Event Player.LucioDestroy1);
  • Destroy HUD Text(Event Player.LucioDestroy2);
  • Destroy HUD Text(Event Player.LucioDestroy3);
  • Destroy HUD Text(Event Player.LucioDestroy4);
  • }
  • }
  • rule("Zen HUD")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Zenyatta;
  • }
  • actions
  • {
  • "DMG: DmgDealt - DmgTaken HP(AllHeal)"
  • Create HUD Text(Event Player, Null, Event Player.ZenHideStats == False ? Custom String(" \r \r\n \r\n \r\n {0} {1}",
  • Hero Icon String(Hero(Zenyatta)), Custom String("DMG: {0} - {1} HP({2})", Round To Integer(Player Hero Stat(Event Player,
  • Hero(Zenyatta), Hero Damage Dealt), To Nearest), Round To Integer(Player Hero Stat(Event Player, Hero(Zenyatta), Damage Taken),
  • To Nearest), Round To Integer(Player Hero Stat(Event Player, Hero(Zenyatta), Healing Received), To Nearest))) : Empty Array,
  • Null, Left, 0, Color(White), Color(White), Color(White), Visible To and String, Default Visibility);
  • Event Player.ZenDestroy1 = Last Text ID;
  • Create HUD Text(Event Player, Null, Event Player.ZenHideStats == False ? Custom String("Weapon acc: {0}%", Round To Integer(
  • Player Hero Stat(Event Player, Hero(Zenyatta), Weapon Accuracy) * 100, To Nearest)) : Empty Array, Null, Left, 1, Color(White),
  • Color(White), Color(White), Visible To and String, Default Visibility);
  • Event Player.ZenDestroy2 = Last Text ID;
  • Create HUD Text(Event Player, Null, Event Player.ZenHideStats == False ? Custom String("Critical hit acc: {0}%", Round To Integer(
  • Player Hero Stat(Event Player, Hero(Zenyatta), Critical Hit Accuracy) * 100, To Nearest)) : Empty Array, Null, Left, 2, Color(
  • White), Color(White), Color(White), Visible To and String, Default Visibility);
  • Event Player.ZenDestroy3 = Last Text ID;
  • }
  • }
  • rule("Zen Toggle Stats")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Zenyatta;
  • }
  • conditions
  • {
  • Is Button Held(Event Player, Button(Crouch)) == True;
  • Is Button Held(Event Player, Button(Interact)) == True;
  • }
  • actions
  • {
  • Wait(0.500, Abort When False);
  • Event Player.ZenHideStats = !Event Player.ZenHideStats;
  • }
  • }
  • rule("Zen Destroy Stats")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Hero Of(Event Player) != Hero(Zenyatta);
  • }
  • actions
  • {
  • Destroy HUD Text(Event Player.ZenDestroy1);
  • Destroy HUD Text(Event Player.ZenDestroy2);
  • Destroy HUD Text(Event Player.ZenDestroy3);
  • }
  • }
  • rule("Variable Echo StickybombsUsed")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Echo;
  • }
  • conditions
  • {
  • Is Firing Secondary(Event Player) == True;
  • Is Dead(Event Player) != True;
  • }
  • actions
  • {
  • Wait(0.035, Abort When False);
  • Event Player.StickybombsUsed += 1;
  • Wait(0.060, Abort When False);
  • Event Player.StickybombsUsed += 1;
  • Wait(0.060, Abort When False);
  • Event Player.StickybombsUsed += 1;
  • Wait(0.060, Abort When False);
  • Event Player.StickybombsUsed += 1;
  • Wait(0.060, Abort When False);
  • Event Player.StickybombsUsed += 1;
  • Wait(0.060, Abort When False);
  • Event Player.StickybombsUsed += 1;
  • }
  • }
  • rule("Variable Echo StickybombHits")
  • {
  • event
  • {
  • Player Dealt Damage;
  • All;
  • Echo;
  • }
  • conditions
  • {
  • (Event Damage == 5 || Event Damage == 2.500) == True;
  • Attacker != Victim;
  • }
  • actions
  • {
  • Event Player.StickybombHits += 1;
  • }
  • }
  • rule("Variable Echo also StickybombHits (Needed to count stickybombs that kill)")
  • {
  • event
  • {
  • Player Dealt Final Blow;
  • All;
  • Echo;
  • }
  • conditions
  • {
  • Event Ability == Is Firing Secondary(Event Player);
  • Event Damage < 5;
  • Attacker != Victim;
  • }
  • actions
  • {
  • Event Player.StickybombHits += 1;
  • }
  • }
  • rule("Variable Mccree FlashbangsUsed")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • McCree;
  • }
  • conditions
  • {
  • Is Using Ability 2(Event Player) == True;
  • }
  • actions
  • {
  • Event Player.FlashbangsUsed += 1;
  • }
  • }
  • rule("Variable Mccree ThrewFlashbang")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • McCree;
  • }
  • conditions
  • {
  • Is Using Ability 2(Event Player) == True;
  • }
  • actions
  • {
  • Event Player.ThrewFlashbang = True;
  • Wait(0.350, Ignore Condition);
  • Event Player.ThrewFlashbang = False;
  • }
  • }
  • rule("Variable Mccree FlashbangHits")
  • {
  • event
  • {
  • Player Dealt Damage;
  • All;
  • McCree;
  • }
  • conditions
  • {
  • Is Using Ability 2(Event Player) == True;
  • Event Player.ThrewFlashbang == True;
  • }
  • actions
  • {
  • Event Player.FlashbangHits += 1;
  • Event Player.ThrewFlashbang = False;
  • }
  • }
  • rule("Variable Soldier76 HelixrocketsUsed")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Soldier: 76;
  • }
  • conditions
  • {
  • Is Firing Secondary(Event Player) == True;
  • }
  • actions
  • {
  • Event Player.HelixrocketsUsed += 1;
  • }
  • }
  • rule("Variable Soldier76 FiredHelixrocket")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Soldier: 76;
  • }
  • conditions
  • {
  • Is Firing Secondary(Event Player) == True;
  • }
  • actions
  • {
  • Event Player.FiredHelixrocket = True;
  • Wait(2, Ignore Condition);
  • Event Player.FiredHelixrocket = False;
  • }
  • }
  • rule("Variable Soldier76 HelixrocketHits")
  • {
  • event
  • {
  • Player Dealt Damage;
  • All;
  • Soldier: 76;
  • }
  • conditions
  • {
  • Event Ability == Button(Secondary Fire);
  • Attacker != Victim;
  • Event Player.FiredHelixrocket == True;
  • }
  • actions
  • {
  • Event Player.HelixrocketHits += 1;
  • Event Player.FiredHelixrocket = False;
  • }
  • }
  • rule("Variable Soldier76 also HelixrocketHits (Needed to not count environmental kills twice)")
  • {
  • event
  • {
  • Player Dealt Final Blow;
  • All;
  • Soldier: 76;
  • }
  • conditions
  • {
  • Event Ability == Button(Secondary Fire);
  • Event Was Environment == True;
  • Event Player.FiredHelixrocket == True;
  • }
  • actions
  • {
  • Event Player.HelixrocketHits -= 1;
  • }
  • }
  • rule("Variable Torb TemporaryArmorRecieved")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Torbjörn;
  • }
  • conditions
  • {
  • Is Using Ability 2(Event Player) == True;
  • }
  • actions
  • {
  • Event Player.TemporaryArmorRecieved += 100;
  • }
  • }
  • rule("Variable Torb HammerKills")
  • {
  • event
  • {
  • Player Dealt Final Blow;
  • All;
  • Torbjörn;
  • }
  • conditions
  • {
  • Is In Alternate Form(Event Player) == True;
  • Event Ability == Is Firing Primary(Event Player);
  • }
  • actions
  • {
  • Event Player.HammerKills += 1;
  • }
  • }
  • rule("Variable Tracer PulsebombsUsed")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Tracer;
  • }
  • conditions
  • {
  • Is Using Ultimate(Event Player) == True;
  • }
  • actions
  • {
  • Event Player.PulsebombsUsed += 1;
  • }
  • }
  • rule("Variable Tracer ThrewPulsebomb")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Tracer;
  • }
  • conditions
  • {
  • Is Using Ultimate(Event Player) == True;
  • }
  • actions
  • {
  • Event Player.ThrewPulsebomb = True;
  • Wait(1, Ignore Condition);
  • Event Player.ThrewPulsebomb = False;
  • }
  • }
  • rule("Variable Tracer PulsebombHits")
  • {
  • event
  • {
  • Player Dealt Damage;
  • All;
  • Tracer;
  • }
  • conditions
  • {
  • Event Ability == Button(Ultimate);
  • Attacker != Victim;
  • Event Player.ThrewPulsebomb == True;
  • }
  • actions
  • {
  • Event Player.PulsebombHits += 1;
  • Event Player.ThrewPulsebomb = False;
  • }
  • }
  • rule("Variable Ana SleepdartsUsed")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Ana;
  • }
  • conditions
  • {
  • Is Using Ability 1(Event Player) == True;
  • }
  • actions
  • {
  • Event Player.SleepdartsUsed += 1;
  • }
  • }
  • rule("Variable Ana SleepdartHits")
  • {
  • event
  • {
  • Player Dealt Damage;
  • All;
  • Ana;
  • }
  • conditions
  • {
  • Event Ability == Button(Ability 1);
  • }
  • actions
  • {
  • Event Player.SleepdartHits += 1;
  • }
  • }
  • rule("Variable Ana also SleepdartHits (Needed to not count environmental kills twice)")
  • {
  • event
  • {
  • Player Dealt Final Blow;
  • All;
  • Ana;
  • }
  • conditions
  • {
  • Event Ability == Button(Ability 1);
  • Event Was Environment == True;
  • }
  • actions
  • {
  • Event Player.SleepdartHits -= 1;
  • }
  • }
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