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settings
{
main
{
Description: "Tryhard FFA 2.0.7 Last updated: 15.Dec 2020 More info: www.workshop.codes/D9977 Do NOT click \"save settings\". Import D9977 instead. Heroicon: (HeroDamageDealt) - (AllDamageTaken) - (AllHealingReceived)"
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: 6
Max Spectators: 12
Return To Lobby: Never
}
modes
{
Deathmatch
{
Game Length In Minutes: 15
Game Mode Start: Immediately
Hero Limit: Off
Score To Win: 50
Spawn Health Packs: Enabled
enabled maps
{
Château Guillard
}
}
General
{
Game Mode Start: Immediately
Score To Win: 50
}
}
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
{
Hack: Off
Ultimate Ability EMP: Off
}
Torbjörn
{
Deploy Turret: Off
Ultimate Ability Molten Core: Off
}
Widowmaker
{
Ultimate Ability Infra-Sight: Off
}
Zenyatta
{
Ultimate Ability Transcendence: Off
}
disabled heroes
{
Bastion
Brigitte
D.Va
Junkrat
Mercy
Moira
Orisa
Reaper
Reinhardt
Roadhog
Sigma
Symmetra
Winston
Wrecking Ball
Zarya
}
}
}
}
variables
{
player:
0: AsheHideStats
1: AsheDestroy2
2: AsheDestroy3
3: AsheDestroy4
4: DoomDestroy1
5: DoomDestroy2
6: DoomDestroy3
7: DoomDestroy4
8: EchoDestroy1
9: EchoDestroy2
10: EchoDestroy3
11: EchoDestroy4
12: GenjiDestroy1
13: GenjiDestroy2
14: GenjiDestroy3
15: HanzoDestroy1
16: HanzoDestroy2
17: HanzoDestroy3
18: MccreeDestroy1
19: MccreeDestroy2
20: MccreeDestroy3
21: MccreeDestroy4
22: MeiDestroy1
23: MeiDestroy2
24: MeiDestroy3
25: PharahDestroy1
26: PharahDestroy2
27: PharahDestroy3
28: Soldier76Destroy1
29: Soldier76Destroy2
30: Soldier76Destroy3
31: Soldier76Destroy4
32: SombraDestroy1
33: SombraDestroy2
34: SombraDestroy3
35: TorbDestroy1
36: TorbDestroy2
37: TorbDestroy3
38: TorbDestroy4
39: TracerDestroy1
40: TracerDestroy2
41: TracerDestroy3
42: TracerDestroy4
43: WidowDestroy1
44: WidowDestroy2
45: WidowDestroy3
46: WidowDestroy4
47: AnaDestroy1
48: AnaDestroy2
49: AnaDestroy3
50: AnaDestroy4
51: BapDestroy1
52: BapDestroy2
53: BapDestroy3
54: LucioDestroy1
55: LucioDestroy2
56: LucioDestroy3
57: LucioDestroy4
58: ZenDestroy1
59: ZenDestroy2
60: ZenDestroy3
61: AsheAllHealingReceived
62: EchoAllHealingReceived
63: GenjiAllHealingReceived
64: PharahAllHealingReceived
65: Soldier76AllHealingReceived
66: TracerAllHealingReceived
67: StickybombsUsed
68: StickybombHits
69: FlashbangsUsed
70: FlashbangHits
71: ThrewFlashbang
72: HelixrocketsUsed
73: HelixrocketHits
74: FiredHelixrocket
75: TemporaryArmorRecieved
76: HammerKills
77: PulsebombHits
78: ThrewPulsebomb
79: SleepdartsUsed
80: SleepdartHits
81: HideGameModeHUD
82: HideStats
100: GotTheBadSpawn
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("Skip assembling heroes state & disable inspector recording")
rule("Heal on kill (250 instant)")
{
event
{
Ongoing - Global;
}
conditions
{
Is Assembling Heroes == True;
Player Dealt Final Blow;
All;
All;
}
actions
{
Disable Inspector Recording;
Set Match Time(0);
Heal(Event Player, Null, 250);
}
}
rule("Pause match time")
rule("Skip assembling heroes state")
{
event
{
Ongoing - Global;
}
conditions
{
Is Game In Progress == True;
}
actions
{
Pause Match Time;
}
}
rule("Disable and Enable stuff")
{
event
{
Ongoing - Global;
Is Assembling Heroes == True;
}
actions
{
Disable Built-In Game Mode Announcer;
Enable Death Spectate Target HUD(All Players(All Teams));
Set Match Time(0);
}
}
rule("Tracer 3 blinks every death")
rule("Give Tracer 3 blinks every death")
{
event
{
Player Died;
All;
Tracer;
}
actions
{
Set Ability Charge(Event Player, Button(Ability 1), 3);
}
}
rule("Toggle Extra Scoreboard")
{
event
{
Ongoing - Each Player;
All;
All;
}
conditions
{
Is Button Held(Event Player, Button(Crouch)) == True;
Is Button Held(Event Player, Button(Melee)) == True;
Is Button Held(Event Player, Button(Reload)) == True;
}
actions
{
Wait(0.500, Abort When False);
Event Player.HideGameModeHUD = !Event Player.HideGameModeHUD;
If(Event Player.HideGameModeHUD);
Disable Game Mode HUD(Event Player);
Else;
Enable Game Mode HUD(Event Player);
}
}
rule("Toggle Stats")
rule("Disable and Enable stuff")
{
event
{
Ongoing - Each Player;
All;
All;
}
conditions
{
Is Button Held(Event Player, Button(Interact)) == True;
}
actions
{
Wait(0.500, Abort When False);
Event Player.HideStats = !Event Player.HideStats;
Disable Built-In Game Mode Announcer;
Disable Game Mode HUD(Event Player);
Enable Death Spectate Target HUD(Event Player);
}
}
rule("Serverload for host HUD")
rule("Tryhard FFA 2.3, Match Time, Hold interact to toggle stats HUD")
{
event
{
Ongoing - Global;
}
conditions
{
Workshop Setting Toggle(Custom String("General"), Custom String("Display serverload for host"), False, 0) == True;
}
actions
{
Create HUD Text(Host Player, Null, Custom String(" Load: {0} Avg: {1} Peak: {2}", Server Load, Server Load Average,
Server Load Peak), Null, Left, 4, 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}:{1}",
Round To Integer(Match Time / 60, Down), Match Time % 60), Top, -2, Color(White), Color(White), Color(White),
Visible To and String, Default Visibility);
Create HUD Text(Filtered Array(All Players(All Teams), Match Time % 60 < 10), Null, Null, Custom String("{0}:{2}{1}",
Round To Integer(Match Time / 60, Down), Match Time % 60), Top, -2, Color(White), Color(White), Color(White),
Visible To and String, Default Visibility);
Create HUD Text(All Players(All Teams), Null, Custom String("Hold Interact to toggle stats"), Null, Top, -1, Null, Color(Orange),
Null, Visible To and String, Visible Never);
Create HUD Text(All Players(All Teams), Null, Custom String("Tryhard FFA 2.3 code: D9977"), Null, Left, -1, Null, Custom Color(75,
255, 75, 255), Null, Visible To and String, Visible Never);
"Only reason for adding this is that it decreases server load"
Disable Inspector Recording;
}
}
rule("Ashe HUD")
{
event
{
Ongoing - Each Player;
All;
Ashe;
}
actions
{
"Heroicon: (Hero Damage Dealt) - (All Damage Taken) - (All Healing Received)"
Create HUD Text(Event Player, Null, Event Player.HideStats == False ? Custom String(" \r\n \r\n \r\n \r\n {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(Event Player.AsheAllHealingReceived, To Nearest))) : Empty Array, Null, Left, 0, Color(White), Color(White),
Color(White), Visible To and String, Visible Never);
Event Player.AsheHideStats = Last Text ID;
Create HUD Text(Event Player, Null, Event Player.HideStats == False ? Custom String(" Hipfire acc: {0}%", Round To Integer((
"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, Visible Never);
To Nearest)) : Empty Array, Null, Left, 1, Color(White), Color(White), Color(White), Visible To and String,
Default Visibility);
Event Player.AsheDestroy2 = Last Text ID;
Create HUD Text(Event Player, Null, Event Player.HideStats == False ? Custom String(" Scoped acc: {0}%", Round To Integer(
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, Visible Never);
Color(White), Color(White), Visible To and String, Default Visibility);
Event Player.AsheDestroy3 = Last Text ID;
Create HUD Text(Event Player, Null, Event Player.HideStats == False ? Custom String(" Scoped critical hit acc: {0}%",
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, Visible Never);
Null, Left, 3, Color(White), Color(White), Color(White), Visible To and String, Default Visibility);
Event Player.AsheDestroy4 = Last Text ID;
}
}
rule("Doom HUD")
rule("Ashe Toggle Stats")
{
event
{
Ongoing - Each Player;
All;
Doomfist;
}
actions
{
"Heroicon: (Hero Damage Dealt) - (All Damage Taken) - (All Healing Received)"
Create HUD Text(Event Player, Null, Event Player.HideStats == False ? Custom String(" \r\n \r\n \r\n \r\n {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,
Null, Left, 0, Color(White), Color(White), Color(White), Visible To and String, Visible Never);
Event Player.DoomDestroy1 = Last Text ID;
Create HUD Text(Event Player, Null, Event Player.HideStats == 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, Visible Never);
Event Player.DoomDestroy2 = Last Text ID;
Create HUD Text(Event Player, Null, Event Player.HideStats == 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, 1, Color(
White), Color(White), Color(White), Visible To and String, Visible Never);
Event Player.DoomDestroy3 = Last Text ID;
Create HUD Text(Event Player, Null, Event Player.HideStats == 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, Visible Never);
Event Player.DoomDestroy4 = Last Text ID;
}
}
rule("Echo HUD")
{
event
{
Ongoing - Each Player;
All;
Echo;
}
actions
{
"Heroicon: (Hero Damage Dealt) - (All Damage Taken) - (All Healing Received)"
Create HUD Text(Event Player, Null, Event Player.HideStats == False ? Custom String(" \r\n \r\n \r\n \r\n {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, Null, Left, 0,
Color(White), Color(White), Color(White), Visible To and String, Visible Never);
Event Player.EchoDestroy1 = Last Text ID;
Create HUD Text(Event Player, Null, Event Player.HideStats == 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, Visible Never);
Event Player.EchoDestroy2 = Last Text ID;
Create HUD Text(Event Player, Null, Event Player.HideStats == 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, Visible Never);
Event Player.EchoDestroy3 = Last Text ID;
Create HUD Text(Event Player, Null, Event Player.HideStats == 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, Visible Never);
Event Player.EchoDestroy4 = Last Text ID;
}
}
rule("Genji HUD")
{
event
{
Ongoing - Each Player;
All;
Genji;
}
actions
{
"Heroicon: (Hero Damage Dealt) - (All Damage Taken) - (All Healing Received)"
Create HUD Text(Event Player, Null, Event Player.HideStats == False ? Custom String(" \r\n \r\n \r\n \r\n {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(Event Player.GenjiAllHealingReceived, To Nearest))) : Empty Array, Null, Left, 0, Color(White),
Color(White), Color(White), Visible To and String, Visible Never);
Event Player.GenjiDestroy1 = Last Text ID;
Create HUD Text(Event Player, Null, Event Player.HideStats == 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, Visible Never);
Event Player.GenjiDestroy2 = Last Text ID;
Create HUD Text(Event Player, Null, Event Player.HideStats == 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, Visible Never);
Event Player.GenjiDestroy3 = Last Text ID;
}
}
rule("Hanzo HUD")
{
event
{
Ongoing - Each Player;
All;
Hanzo;
}
actions
{
"Heroicon: (Hero Damage Dealt) - (All Damage Taken) - (All Healing Received)"
Create HUD Text(Event Player, Null, Event Player.HideStats == False ? Custom String(" \r\n \r\n \r\n \r\n {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, Null,
Left, 0, Color(White), Color(White), Color(White), Visible To and String, Visible Never);
Event Player.HanzoDestroy1 = Last Text ID;
Create HUD Text(Event Player, Null, Event Player.HideStats == 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, Visible Never);
Event Player.HanzoDestroy2 = Last Text ID;
Create HUD Text(Event Player, Null, Event Player.HideStats == False ? Custom String(" Critical hit acc: {0}%", Round To Integer(
Player Hero Stat(Event Player, Hero(Hanzo), Critical Hit Accuracy) * 100, To Nearest)) : Empty Array, Null, Left, 2, Color(
White), Color(White), Color(White), Visible To and String, Visible Never);
Event Player.HanzoDestroy3 = Last Text ID;
}
}
rule("Mccree HUD")
{
event
{
Ongoing - Each Player;
All;
McCree;
}
actions
{
"Heroicon: (Hero Damage Dealt) - (All Damage Taken) - (All Healing Received)"
Create HUD Text(Event Player, Null, Event Player.HideStats == False ? Custom String(" \r\n \r\n \r\n \r\n {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,
Null, Left, 0, Color(White), Color(White), Color(White), Visible To and String, Visible Never);
Event Player.MccreeDestroy1 = Last Text ID;
Create HUD Text(Event Player, Null, Event Player.HideStats == 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, Visible Never);
Event Player.MccreeDestroy2 = Last Text ID;
Create HUD Text(Event Player, Null, Event Player.HideStats == 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, Visible Never);
Event Player.MccreeDestroy3 = Last Text ID;
Create HUD Text(Event Player, Null, Event Player.HideStats == 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, Visible Never);
Event Player.MccreeDestroy4 = Last Text ID;
}
}
rule("Mei HUD")
{
event
{
Ongoing - Each Player;
All;
Mei;
}
actions
{
"Heroicon: (Hero Damage Dealt) - (All Damage Taken) - (All Healing Received)"
Create HUD Text(Event Player, Null, Event Player.HideStats == False ? Custom String(" \r\n \r\n \r\n \r\n {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, Null, Left, 0,
Color(White), Color(White), Color(White), Visible To and String, Visible Never);
Event Player.MeiDestroy1 = Last Text ID;
Create HUD Text(Event Player, Null, Event Player.HideStats == 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, Visible Never);
Event Player.MeiDestroy2 = Last Text ID;
Create HUD Text(Event Player, Null, Event Player.HideStats == 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, Visible Never);
Event Player.MeiDestroy3 = Last Text ID;
}
}
rule("Pharah HUD")
{
event
{
Ongoing - Each Player;
All;
Pharah;
}
actions
{
"Heroicon: (Hero Damage Dealt) - (All Damage Taken) - (All Healing Received)"
Create HUD Text(Event Player, Null, Event Player.HideStats == False ? Custom String(" \r\n \r\n \r\n \r\n {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(Event Player.PharahAllHealingReceived, To Nearest))) : Empty Array, Null, Left, 0, Color(White),
Color(White), Color(White), Visible To and String, Visible Never);
Event Player.PharahDestroy1 = Last Text ID;
Create HUD Text(Event Player, Null, Event Player.HideStats == 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, 3, Color(White),
Color(White), Color(White), Visible To and String, Visible Never);
Event Player.PharahDestroy2 = Last Text ID;
Create HUD Text(Event Player, Null, Event Player.HideStats == 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, 4, Color(White), Color(White), Color(White), Visible To and String,
Visible Never);
Event Player.PharahDestroy3 = Last Text ID;
}
}
rule("Soldier76 HUD")
{
event
{
Ongoing - Each Player;
All;
Soldier: 76;
}
actions
{
"Heroicon: (Hero Damage Dealt) - (All Damage Taken) - (All Healing Received)"
Create HUD Text(Event Player, Null, Event Player.HideStats == False ? Custom String(" \r\n \r\n \r\n \r\n {0} {1}",
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(Event Player.Soldier76AllHealingReceived, To Nearest))) : Empty Array, Null, Left,
0, Color(White), Color(White), Color(White), Visible To and String, Visible Never);
Event Player.Soldier76Destroy1 = Last Text ID;
Create HUD Text(Event Player, Null, Event Player.HideStats == 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, Visible Never);
Event Player.Soldier76Destroy2 = Last Text ID;
Create HUD Text(Event Player, Null, Event Player.HideStats == 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, Visible Never);
Event Player.Soldier76Destroy3 = Last Text ID;
Create HUD Text(Event Player, Null, Event Player.HideStats == 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, Visible Never);
Event Player.Soldier76Destroy4 = Last Text ID;
}
}
rule("Sombra HUD")
{
event
{
Ongoing - Each Player;
All;
Sombra;
}
actions
{
"Heroicon: (Hero Damage Dealt) - (All Damage Taken) - (All Healing Received)"
Create HUD Text(Event Player, Null, Event Player.HideStats == False ? Custom String(" \r\n \r\n \r\n \r\n {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,
Null, Left, 0, Color(White), Color(White), Color(White), Visible To and String, Visible Never);
Event Player.SombraDestroy1 = Last Text ID;
Create HUD Text(Event Player, Null, Event Player.HideStats == 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, Visible Never);
Event Player.SombraDestroy2 = Last Text ID;
Create HUD Text(Event Player, Null, Event Player.HideStats == 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, Visible Never);
Event Player.SombraDestroy3 = Last Text ID;
}
}
rule("Torb HUD")
{
event
{
Ongoing - Each Player;
All;
Torbjörn;
}
actions
{
"Heroicon: (Hero Damage Dealt) - (All Damage Taken) - (All Healing Received)"
Create HUD Text(Event Player, Null, Event Player.HideStats == False ? Custom String(" \r\n \r\n \r\n \r\n {0} {1}",
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), Round To Integer(Player Hero Stat(Event Player, Hero(Torbjörn), Healing Received)
+ Event Player.TemporaryArmorRecieved, To Nearest))) : Empty Array, Null, Left, 0, Color(White), Color(White), Color(White),
Visible To and String, Visible Never);
Event Player.TorbDestroy1 = Last Text ID;
Create HUD Text(Event Player, Null, Event Player.HideStats == 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, Visible Never);
Event Player.TorbDestroy2 = Last Text ID;
Create HUD Text(Event Player, Null, Event Player.HideStats == 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, Visible Never);
Event Player.TorbDestroy3 = Last Text ID;
Create HUD Text(Event Player, Null, Event Player.HideStats == 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, Visible Never);
Event Player.TorbDestroy4 = Last Text ID;
}
}
rule("Tracer HUD")
{
event
{
Ongoing - Each Player;
All;
Tracer;
}
actions
{
"Heroicon: (Hero Damage Dealt) - (All Damage Taken) - (All Healing Received)"
Create HUD Text(Event Player, Null, Event Player.HideStats == False ? Custom String(" \r\n \r\n \r\n \r\n {0} {1}",
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(Event Player.TracerAllHealingReceived + 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,
Visible Never);
Event Player.TracerDestroy1 = Last Text ID;
Create HUD Text(Event Player, Null, Event Player.HideStats == 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, Visible Never);
Event Player.TracerDestroy2 = Last Text ID;
Create HUD Text(Event Player, Null, Event Player.HideStats == 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, Visible Never);
Event Player.TracerDestroy3 = Last Text ID;
Create HUD Text(Event Player, Null, Event Player.HideStats == False ? Custom String(" {0}Pulsebombs attached: {1}/{2}",
Ability Icon String(Hero(Tracer), Button(Ultimate)), Event Player.PulsebombHits, Player Hero Stat(Event Player, Hero(Tracer),
Ultimates Used)) : Empty Array, Null, Left, 3, Color(White), Color(White), Color(White), Visible To and String, Visible Never);
Event Player.TracerDestroy4 = Last Text ID;
Ashe;
}
}
rule("Widow HUD")
{
event
conditions
{
Ongoing - Each Player;
All;
Widowmaker;
Is Button Held(Event Player, Button(Interact)) == True;
}
actions
{
"Heroicon: (Hero Damage Dealt) - (All Damage Taken) - (All Healing Received)"
Create HUD Text(Event Player, Null, Event Player.HideStats == False ? Custom String(" \r\n \r\n \r\n \r\n {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,
Null, Left, 0, Color(White), Color(White), Color(White), Visible To and String, Visible Never);
Event Player.WidowDestroy1 = Last Text ID;
Create HUD Text(Event Player, Null, Event Player.HideStats == False ? Custom String(" Hipfire 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, Visible Never);
Event Player.WidowDestroy2 = Last Text ID;
Create HUD Text(Event Player, Null, Event Player.HideStats == 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, Visible Never);
Event Player.WidowDestroy3 = Last Text ID;
Create HUD Text(Event Player, Null, Event Player.HideStats == 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, Visible Never);
Event Player.WidowDestroy4 = Last Text ID;
Wait(0.500, Abort When False);
Event Player.AsheHideStats = !Event Player.AsheHideStats;
}
}
rule("Ana HUD")
rule("Ashe Destroy Stats")
{
event
{
Ongoing - Each Player;
All;
Ana;
}
actions
{
"Heroicon: (Hero Damage Dealt) - (All Damage Taken) - (All Healing Received)"
Create HUD Text(Event Player, Null, Event Player.HideStats == False ? Custom String(" \r\n \r\n \r\n \r\n {0} {1}",
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), Healing Received), To Nearest))) : Empty Array, Null, Left, 0,
Color(White), Color(White), Color(White), Visible To and String, Visible Never);
Event Player.AnaDestroy1 = Last Text ID;
Create HUD Text(Event Player, Null, Event Player.HideStats == False ? Custom String(" Hipfire 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, Visible Never);
Event Player.AnaDestroy2 = Last Text ID;
Create HUD Text(Event Player, Null, Event Player.HideStats == 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, Visible Never);
Event Player.AnaDestroy3 = Last Text ID;
Create HUD Text(Event Player, Null, Event Player.HideStats == 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, Visible Never);
Event Player.AnaDestroy4 = Last Text ID;
}
}
rule("Bap HUD")
{
event
{
Ongoing - Each Player;
All;
Baptiste;
}
actions
{
"Heroicon: (Hero Damage Dealt) - (All Damage Taken) - (All Healing Received)"
Create HUD Text(Event Player, Null, Event Player.HideStats == False ? Custom String(" \r\n \r\n \r\n \r\n {0} {1}",
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), Healing Received), To Nearest))) : Empty Array,
Null, Left, 0, Color(White), Color(White), Color(White), Visible To and String, Visible Never);
Event Player.BapDestroy1 = Last Text ID;
Create HUD Text(Event Player, Null, Event Player.HideStats == 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, Visible Never);
Event Player.BapDestroy2 = Last Text ID;
Create HUD Text(Event Player, Null, Event Player.HideStats == 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, Visible Never);
Event Player.BapDestroy3 = Last Text ID;
}
}
rule("Lucio HUD")
{
event
conditions
{
Ongoing - Each Player;
All;
Lúcio;
Hero Of(Event Player) != Hero(Ashe);
}
actions
{
"Heroicon: (Hero Damage Dealt) - (All Damage Taken) - (All Healing Received)"
Create HUD Text(Event Player, Null, Event Player.HideStats == False ? Custom String(" \r\n \r\n \r\n \r\n {0} {1}",
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), Healing Received), To Nearest))) : Empty Array, Null,
Left, 0, Color(White), Color(White), Color(White), Visible To and String, Visible Never);
Event Player.LucioDestroy1 = Last Text ID;
Create HUD Text(Event Player, Null, Event Player.HideStats == 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, Visible Never);
Event Player.LucioDestroy2 = Last Text ID;
Create HUD Text(Event Player, Null, Event Player.HideStats == 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, Visible Never);
Event Player.LucioDestroy3 = Last Text ID;
Create HUD Text(Event Player, Null, Event Player.HideStats == 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,
Visible Never);
Event Player.LucioDestroy4 = Last Text ID;
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("Zen HUD")
rule("Doom HUD")
{
event
{
Ongoing - Each Player;
All;
Zenyatta;
Doomfist;
}
actions
{
"Heroicon: (Hero Damage Dealt) - (All Damage Taken) - (All Healing Received)"
Create HUD Text(Event Player, Null, Event Player.HideStats == False ? Custom String(" \r\n \r\n \r\n \r\n {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,
Null, Left, 0, Color(White), Color(White), Color(White), Visible To and String, Visible Never);
Event Player.ZenDestroy1 = Last Text ID;
Create HUD Text(Event Player, Null, Event Player.HideStats == 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, Visible Never);
Event Player.ZenDestroy2 = Last Text ID;
Create HUD Text(Event Player, Null, Event Player.HideStats == 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, Visible Never);
Event Player.ZenDestroy3 = Last Text ID;
"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("Ashe Destroy Stats")
rule("Doom Toggle Stats")
{
event
{
Ongoing - Each Player;
All;
All;
Doomfist;
}
conditions
{
Hero Of(Event Player) != Hero(Ashe);
Is Button Held(Event Player, Button(Interact)) == True;
}
actions
{
Destroy HUD Text(Event Player.AsheHideStats);
Destroy HUD Text(Event Player.AsheDestroy2);
Destroy HUD Text(Event Player.AsheDestroy3);
Destroy HUD Text(Event Player.AsheDestroy4);
Wait(0.500, Abort When False);
Event Player.DoomHideStats = !Event Player.DoomHideStats;
}
}
rule("Doom Destroy Stats")
{
event
{
Ongoing - Each Player;
All;
All;
}
conditions
{
Hero Of(Event Player) != Hero(Doomfist);
}
actions
{
Destroy HUD Text(Event Player.DoomDestroy1);
Destroy HUD Text(Event Player.DoomDestroy2);
Destroy HUD Text(Event Player.DoomDestroy3);
Destroy HUD Text(Event Player.DoomDestroy4);
}
}
rule("Echo Destroy Stats")
rule("Echo HUD")
{
event
{
Ongoing - Each Player;
All;
All;
}
conditions
{
Hero Of(Event Player) != Hero(Echo);
Echo;
}
actions
{
Destroy HUD Text(Event Player.EchoDestroy1);
Destroy HUD Text(Event Player.EchoDestroy2);
Destroy HUD Text(Event Player.EchoDestroy3);
Destroy HUD Text(Event Player.EchoDestroy4);
"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("Genji Destroy Stats")
rule("Echo Toggle Stats")
{
event
{
Ongoing - Each Player;
All;
All;
Echo;
}
conditions
{
Hero Of(Event Player) != Hero(Genji);
Is Button Held(Event Player, Button(Interact)) == True;
}
actions
{
Destroy HUD Text(Event Player.GenjiDestroy1);
Destroy HUD Text(Event Player.GenjiDestroy2);
Destroy HUD Text(Event Player.GenjiDestroy3);
Wait(0.500, Abort When False);
Event Player.EchoHideStats = !Event Player.EchoHideStats;
}
}
rule("Hanzo Destroy Stats")
rule("Echo Destroy Stats")
{
event
{
Ongoing - Each Player;
All;
All;
}
conditions
{
Hero Of(Event Player) != Hero(Hanzo);
Hero Of(Event Player) != Hero(Echo);
}
actions
{
Destroy HUD Text(Event Player.HanzoDestroy1);
Destroy HUD Text(Event Player.HanzoDestroy2);
Destroy HUD Text(Event Player.HanzoDestroy3);
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("Mccree Destroy Stats")
rule("Genj HUD")
{
event
{
Ongoing - Each Player;
All;
All;
}
conditions
{
Hero Of(Event Player) != Hero(McCree);
Genji;
}
actions
{
Destroy HUD Text(Event Player.MccreeDestroy1);
Destroy HUD Text(Event Player.MccreeDestroy2);
Destroy HUD Text(Event Player.MccreeDestroy3);
Destroy HUD Text(Event Player.MccreeDestroy4);
"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("Mei Destroy Stats")
rule("Genji Toggle Stats")
{
event
{
Ongoing - Each Player;
All;
All;
Genji;
}
conditions
{
Hero Of(Event Player) != Hero(Mei);
Is Button Held(Event Player, Button(Interact)) == True;
}
actions
{
Destroy HUD Text(Event Player.MeiDestroy1);
Destroy HUD Text(Event Player.MeiDestroy2);
Destroy HUD Text(Event Player.MeiDestroy3);
Wait(0.500, Abort When False);
Event Player.GenjiHideStats = !Event Player.GenjiHideStats;
}
}
rule("Pharah Destroy Stats")
rule("Genji Destroy Stats")
{
event
{
Ongoing - Each Player;
All;
All;
}
conditions
{
Hero Of(Event Player) != Hero(Pharah);
Hero Of(Event Player) != Hero(Genji);
}
actions
{
Destroy HUD Text(Event Player.PharahDestroy1);
Destroy HUD Text(Event Player.PharahDestroy2);
Destroy HUD Text(Event Player.PharahDestroy3);
Destroy HUD Text(Event Player.GenjiDestroy1);
Destroy HUD Text(Event Player.GenjiDestroy2);
Destroy HUD Text(Event Player.GenjiDestroy3);
}
}
rule("Soldier76 Destroy Stats")
rule("Hanzo HUD")
{
event
{
Ongoing - Each Player;
All;
All;
}
conditions
{
Hero Of(Event Player) != Hero(Soldier: 76);
Hanzo;
}
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);
"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("Sombra Destroy Stats")
rule("Hanzo Toggle Stats")
{
event
{
Ongoing - Each Player;
All;
All;
Hanzo;
}
conditions
{
Hero Of(Event Player) != Hero(Sombra);
Is Button Held(Event Player, Button(Interact)) == True;
}
actions
{
Destroy HUD Text(Event Player.SombraDestroy1);
Destroy HUD Text(Event Player.SombraDestroy2);
Destroy HUD Text(Event Player.SombraDestroy3);
Wait(0.500, Abort When False);
Event Player.HanzoHideStats = !Event Player.HanzoHideStats;
}
}
rule("Torb Destroy Stats")
rule("Hanzo Destroy Stats")
{
event
{
Ongoing - Each Player;
All;
All;
}
conditions
{
Hero Of(Event Player) != Hero(Torbjörn);
Hero Of(Event Player) != Hero(Hanzo);
}
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);
Destroy HUD Text(Event Player.HanzoDestroy1);
Destroy HUD Text(Event Player.HanzoDestroy2);
Destroy HUD Text(Event Player.HanzoDestroy3);
}
}
rule("Tracer Destroy Stats")
rule("Mccree HUD")
{
event
{
Ongoing - Each Player;
All;
All;
}
conditions
{
Hero Of(Event Player) != Hero(Tracer);
McCree;
}
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);
"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("Widow Destroy Stats")
rule("Mccree Toggle Stats")
{
event
{
Ongoing - Each Player;
All;
All;
McCree;
}
conditions
{
Hero Of(Event Player) != Hero(Widowmaker);
Is Button Held(Event Player, Button(Interact)) == True;
}
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);
Wait(0.500, Abort When False);
Event Player.McCreeHideStats = !Event Player.McCreeHideStats;
}
}
rule("Ana Destroy Stats")
rule("Mccree Destroy Stats")
{
event
{
Ongoing - Each Player;
All;
All;
}
conditions
{
Hero Of(Event Player) != Hero(Ana);
Hero Of(Event Player) != Hero(McCree);
}
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);
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("Bap Destroy Stats")
rule("Mei HUD")
{
event
{
Ongoing - Each Player;
All;
All;
}
conditions
{
Hero Of(Event Player) != Hero(Baptiste);
Mei;
}
actions
{
Destroy HUD Text(Event Player.BapDestroy1);
Destroy HUD Text(Event Player.BapDestroy2);
Destroy HUD Text(Event Player.BapDestroy3);
"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("Lucio Destroy Stats")
rule("Mei Toggle Stats")
{
event
{
Ongoing - Each Player;
All;
All;
Mei;
}
conditions
{
Hero Of(Event Player) != Hero(Lúcio);
Is Button Held(Event Player, Button(Interact)) == True;
}
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);
Wait(0.500, Abort When False);
Event Player.MeiHideStats = !Event Player.MeiHideStats;
}
}
rule("Zen Destroy Stats")
rule("Mei 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] Ashe All Healing Received (Needed to count hp that was lost to yourself to begin with as healing received)")
{
event
{
Player Received Healing;
All;
Ashe;
}
actions
{
Event Player.AsheAllHealingReceived += Event Healing;
}
}
rule("[Variable] Echo All Healing Received (Needed to count hp that was lost to yourself to begin with as healing received)")
{
event
{
Player Received Healing;
All;
Echo;
}
actions
{
Event Player.EchoAllHealingReceived += Event Healing;
}
}
rule("[Variable] Genji All Healing Received (Needed to count hp that was lost to yourself to begin with as healing received)")
{
event
{
Player Received Healing;
All;
Genji;
}
actions
{
Event Player.GenjiAllHealingReceived += Event Healing;
}
}
rule("[Variable] Pharah All Healing Received (Needed to count hp that was lost to yourself to begin with as healing received)")
{
event
{
Player Received Healing;
All;
Pharah;
}
actions
{
Event Player.PharahAllHealingReceived += Event Healing;
}
}
rule("[Variable] Soldier76 All Healing Received (Needed to count hp that was lost to yourself to begin with as healing received)")
{
event
{
Player Received Healing;
All;
Soldier: 76;
}
actions
{
Event Player.Soldier76AllHealingReceived += Event Healing;
}
}
rule("[Variable] Tracer All Healing Received (Needed to count hp that was lost to yourself to begin with as healing received)")
{
event
{
Player Received Healing;
All;
Tracer;
Hero Of(Event Player) != Hero(Mei);
}
actions
{
Event Player.TracerAllHealingReceived += Event Healing;
Destroy HUD Text(Event Player.MeiDestroy1);
Destroy HUD Text(Event Player.MeiDestroy2);
Destroy HUD Text(Event Player.MeiDestroy3);
}
}
rule("[Variable] Echo StickybombsUsed")
rule("Pharah HUD")
{
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;
Pharah;
}
actions
{
Event Player.StickybombHits += 1;
"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("[Variable] Mccree FlashbangsUsed")
rule("Pharah Toggle Stats")
{
event
{
Ongoing - Each Player;
All;
McCree;
Pharah;
}
conditions
{
Is Using Ability 2(Event Player) == True;
Is Button Held(Event Player, Button(Interact)) == True;
}
actions
{
Event Player.FlashbangsUsed += 1;
Wait(0.500, Abort When False);
Event Player.PharahHideStats = !Event Player.PharahHideStats;
}
}
rule("[Variable] Mccree ThrewFlashbang")
rule("Pharah Destroy Stats")
{
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;
Hero Of(Event Player) != Hero(Pharah);
}
actions
{
Event Player.FlashbangHits += 1;
Event Player.ThrewFlashbang = False;
Destroy HUD Text(Event Player.PharahDestroy1);
Destroy HUD Text(Event Player.PharahDestroy2);
Destroy HUD Text(Event Player.PharahDestroy3);
}
}
rule("[Variable] Soldier76 HelixrocketsUsed")
rule("Soldier76 HUD")
{
event
{
Ongoing - Each Player;
All;
Soldier: 76;
}
conditions
{
Is Firing Secondary(Event Player) == True;
}
actions
{
Event Player.HelixrocketsUsed += 1;
"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("[Variable] Soldier76 FiredHelixrocket")
rule("Soldier76 Toggle Stats")
{
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;
Is Button Held(Event Player, Button(Interact)) == True;
}
actions
{
Event Player.HelixrocketHits -= 1;
Wait(0.500, Abort When False);
Event Player.Soldier76HideStats = !Event Player.Soldier76HideStats;
}
}
rule("[Variable] Torb TemporaryArmorRecieved")
rule("Soldier76 Destroy Stats")
{
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);
Hero Of(Event Player) != Hero(Soldier: 76);
}
actions
{
Event Player.HammerKills += 1;
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("[Variable] Tracer ThrewPulsebomb")
rule("Sombra HUD")
{
event
{
Ongoing - Each Player;
All;
Tracer;
}
conditions
{
Is Using Ultimate(Event Player) == True;
Sombra;
}
actions
{
Event Player.ThrewPulsebomb = True;
Wait(1, Ignore Condition);
Event Player.ThrewPulsebomb = False;
"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("[Variable] Tracer PulsebombHits")
rule("Sombra Toggle Stats")
{
event
{
Player Dealt Damage;
Ongoing - Each Player;
All;
Tracer;
Sombra;
}
conditions
{
Event Ability == Button(Ultimate);
Attacker != Victim;
Event Player.ThrewPulsebomb == True;
Is Button Held(Event Player, Button(Interact)) == True;
}
actions
{
Event Player.PulsebombHits += 1;
Event Player.ThrewPulsebomb = False;
Wait(0.500, Abort When False);
Event Player.SombraHideStats = !Event Player.SombraHideStats;
}
}
rule("[Variable] Ana SleepdartsUsed")
rule("Sombra Destroy Stats")
{
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);
Hero Of(Event Player) != Hero(Sombra);
}
actions
{
Event Player.SleepdartHits += 1;
Destroy HUD Text(Event Player.SombraDestroy1);
Destroy HUD Text(Event Player.SombraDestroy2);
Destroy HUD Text(Event Player.SombraDestroy3);
}
}
rule("[Variable] Ana also SleepdartHits (Needed to not count environmental kills twice)")
rule("Torb HUD")
{
event
{
Player Dealt Final Blow;
Ongoing - Each Player;
All;
Ana;
}
conditions
{
Event Ability == Button(Ability 1);
Event Was Environment == True;
Torbjörn;
}
actions
{
Event Player.SleepdartHits -= 1;
"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("Reeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeee")
rule("Torb Toggle Stats")
{
event
{
Ongoing - Each Player;
All;
All;
Torbjörn;
}
conditions
{
Has Status(Event Player, Phased Out) == True;
Distance Between(Event Player, Vector(176.960, 0.190, 51.520)) < 1;
Is Button Held(Event Player, Button(Interact)) == True;
}
actions
{
Respawn(Event Player);
Event Player.GotTheBadSpawn = True;
Wait(0.500, Abort When False);
Event Player.TorbHideStats = !Event Player.TorbHideStats;
}
}
rule("Set facing 0")
rule("Torb Destroy Stats")
{
event
{
Ongoing - Each Player;
All;
All;
}
conditions
{
Has Status(Event Player, Phased Out) == True;
Distance Between(Event Player, Vector(215.755, 2.090, 92.842)) < 1;
Event Player.GotTheBadSpawn == True;
Hero Of(Event Player) != Hero(Torbjörn);
}
actions
{
Set Facing(Event Player, Direction Towards(Event Player, Vector(222.615, 2, 90)), To World);
Event Player.GotTheBadSpawn = False;
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("Set facing 1")
rule("Tracer HUD")
{
event
{
Ongoing - Each Player;
All;
All;
}
conditions
{
Has Status(Event Player, Phased Out) == True;
Distance Between(Event Player, Vector(176.387, 9.090, 107.705)) < 1;
Event Player.GotTheBadSpawn == True;
Tracer;
}
actions
{
Set Facing(Event Player, Direction Towards(Event Player, Vector(183.826, 9, 100.266)), To World);
Event Player.GotTheBadSpawn = False;
"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("Set facing 2")
rule("Tracer Toggle Stats")
{
event
{
Ongoing - Each Player;
All;
All;
Tracer;
}
conditions
{
Has Status(Event Player, Phased Out) == True;
Distance Between(Event Player, Vector(203.371, 0.190, 84.491)) < 1;
Event Player.GotTheBadSpawn == True;
Is Button Held(Event Player, Button(Interact)) == True;
}
actions
{
Set Facing(Event Player, Direction Towards(Event Player, Vector(209.895, 0, 79.313)), To World);
Event Player.GotTheBadSpawn = False;
Wait(0.500, Abort When False);
Event Player.TracerHideStats = !Event Player.TracerHideStats;
}
}
rule("Set facing 3")
rule("Tracer Destroy Stats")
{
event
{
Ongoing - Each Player;
All;
All;
}
conditions
{
Has Status(Event Player, Phased Out) == True;
Distance Between(Event Player, Vector(187.229, 1.090, 71.544)) < 1;
Event Player.GotTheBadSpawn == True;
Hero Of(Event Player) != Hero(Tracer);
}
actions
{
Set Facing(Event Player, Backward, To World);
Event Player.GotTheBadSpawn = False;
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("Set facing 4")
rule("Widow HUD")
{
event
{
Ongoing - Each Player;
All;
All;
}
conditions
{
Has Status(Event Player, Phased Out) == True;
Distance Between(Event Player, Vector(189.096, 8.090, 97.505)) < 1;
Event Player.GotTheBadSpawn == True;
Widowmaker;
}
actions
{
Set Facing(Event Player, Direction Towards(Event Player, Vector(196.598, 8, 105.007)), To World);
Event Player.GotTheBadSpawn = False;
"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("Set facing 5")
rule("Widow Toggle Stats")
{
event
{
Ongoing - Each Player;
All;
All;
Widowmaker;
}
conditions
{
Has Status(Event Player, Phased Out) == True;
Distance Between(Event Player, Vector(233.823, 2.090, 100.215)) < 1;
Event Player.GotTheBadSpawn == True;
Is Button Held(Event Player, Button(Interact)) == True;
}
actions
{
Set Facing(Event Player, Direction Towards(Event Player, Vector(226.219, 2, 89.396)), To World);
Event Player.GotTheBadSpawn = False;
Wait(0.500, Abort When False);
Event Player.WidowHideStats = !Event Player.WidowHideStats;
}
}
rule("Set facing 6")
rule("Widow Destroy Stats")
{
event
{
Ongoing - Each Player;
All;
All;
}
conditions
{
Has Status(Event Player, Phased Out) == True;
Distance Between(Event Player, Vector(216.762, 6.090, 106.523)) < 1;
Event Player.GotTheBadSpawn == True;
Hero Of(Event Player) != Hero(Widowmaker);
}
actions
{
Set Facing(Event Player, Direction Towards(Event Player, Vector(220.518, 6, 102.767)), To World);
Event Player.GotTheBadSpawn = False;
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("Set facing 7")
rule("Ana HUD")
{
event
{
Ongoing - Each Player;
All;
All;
}
conditions
{
Has Status(Event Player, Phased Out) == True;
Distance Between(Event Player, Vector(222.605, 8.090, 85.524)) < 1;
Event Player.GotTheBadSpawn == True;
Ana;
}
actions
{
Set Facing(Event Player, Direction Towards(Event Player, Vector(217.448, 8, 85.524)), To World);
Event Player.GotTheBadSpawn = False;
"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("Set facing 8")
rule("Ana Toggle Stats")
{
event
{
Ongoing - Each Player;
All;
All;
Ana;
}
conditions
{
Has Status(Event Player, Phased Out) == True;
Distance Between(Event Player, Vector(238.157, 4.090, 108.018)) < 1;
Event Player.GotTheBadSpawn == True;
Is Button Held(Event Player, Button(Interact)) == True;
}
actions
{
Set Facing(Event Player, Direction Towards(Event Player, Vector(229.550, 4, 107.029)), To World);
Event Player.GotTheBadSpawn = False;
Wait(0.500, Abort When False);
Event Player.AnaHideStats = !Event Player.AnaHideStats;
}
}
rule("Set facing 9")
rule("Ana Destroy Stats")
{
event
{
Ongoing - Each Player;
All;
All;
}
conditions
{
Has Status(Event Player, Phased Out) == True;
Distance Between(Event Player, Vector(169.883, 7.090, 69.419)) < 1;
Event Player.GotTheBadSpawn == True;
Hero Of(Event Player) != Hero(Ana);
}
actions
{
Set Facing(Event Player, Direction Towards(Event Player, Vector(175.762, 7, 63.540)), To World);
Event Player.GotTheBadSpawn = False;
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("Set facing 10")
rule("Bap HUD")
{
event
{
Ongoing - Each Player;
All;
All;
}
conditions
{
Has Status(Event Player, Phased Out) == True;
Distance Between(Event Player, Vector(238.068, 2.090, 96.783)) < 1;
Event Player.GotTheBadSpawn == True;
Baptiste;
}
actions
{
Set Facing(Event Player, Right, To World);
Event Player.GotTheBadSpawn = False;
"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("Set facing 11")
rule("Bap Toggle Stats")
{
event
{
Ongoing - Each Player;
All;
All;
Baptiste;
}
conditions
{
Has Status(Event Player, Phased Out) == True;
Distance Between(Event Player, Vector(202.478, 8.380, 73.595)) < 1;
Event Player.GotTheBadSpawn == True;
Is Button Held(Event Player, Button(Interact)) == True;
}
actions
{
Set Facing(Event Player, Direction Towards(Event Player, Vector(203.700, 8, 75.126)), To World);
Event Player.GotTheBadSpawn = False;
Wait(0.500, Abort When False);
Event Player.BapHideStats = !Event Player.BapHideStats;
}
}
rule("Set facing 12")
rule("Bap Destroy Stats")
{
event
{
Ongoing - Each Player;
All;
All;
}
conditions
{
Has Status(Event Player, Phased Out) == True;
Distance Between(Event Player, Vector(203.364, 0.190, 71.404)) < 1;
Event Player.GotTheBadSpawn == True;
Hero Of(Event Player) != Hero(Baptiste);
}
actions
{
Set Facing(Event Player, Direction Towards(Event Player, Vector(210.680, 0, 80.733)), To World);
Event Player.GotTheBadSpawn = False;
Destroy HUD Text(Event Player.BapDestroy1);
Destroy HUD Text(Event Player.BapDestroy2);
Destroy HUD Text(Event Player.BapDestroy3);
}
}
rule("Set facing 13")
rule("Lucio HUD")
{
event
{
Ongoing - Each Player;
All;
All;
}
conditions
{
Has Status(Event Player, Phased Out) == True;
Distance Between(Event Player, Vector(209.183, 9.240, 83.372)) < 1;
Event Player.GotTheBadSpawn == True;
Lúcio;
}
actions
{
Set Facing(Event Player, Direction Towards(Event Player, Vector(204.809, 9, 78.998)), To World);
Event Player.GotTheBadSpawn = False;
"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("Set facing 15")
rule("Lucio Toggle Stats")
{
event
{
Ongoing - Each Player;
All;
All;
Lúcio;
}
conditions
{
Has Status(Event Player, Phased Out) == True;
Distance Between(Event Player, Vector(208.280, 9.140, 89.432)) < 1;
Event Player.GotTheBadSpawn == True;
Is Button Held(Event Player, Button(Interact)) == True;
}
actions
{
Set Facing(Event Player, Direction Towards(Event Player, Vector(203.356, 9, 94.355)), To World);
Event Player.GotTheBadSpawn = False;
Wait(0.500, Abort When False);
Event Player.LucioHideStats = !Event Player.LucioHideStats;
}
}
rule("Set facing 16")
rule("Lucio Destroy Stats")
{
event
{
Ongoing - Each Player;
All;
All;
}
conditions
{
Has Status(Event Player, Phased Out) == True;
Distance Between(Event Player, Vector(222.458, 9.090, 63.665)) < 1;
Event Player.GotTheBadSpawn == True;
Hero Of(Event Player) != Hero(Lúcio);
}
actions
{
Set Facing(Event Player, Direction Towards(Event Player, Vector(220.417, 9, 65.706)), To World);
Event Player.GotTheBadSpawn = False;
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("Set facing 17")
rule("Zen HUD")
{
event
{
Ongoing - Each Player;
All;
All;
}
conditions
{
Has Status(Event Player, Phased Out) == True;
Distance Between(Event Player, Vector(216.939, 14.090, 65.950)) < 1;
Event Player.GotTheBadSpawn == True;
Zenyatta;
}
actions
{
Set Facing(Event Player, Direction Towards(Event Player, Vector(215.407, 14, 64.419)), To World);
Event Player.GotTheBadSpawn = False;
"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("Set facing 18")
rule("Zen Toggle Stats")
{
event
{
Ongoing - Each Player;
All;
All;
Zenyatta;
}
conditions
{
Has Status(Event Player, Phased Out) == True;
Distance Between(Event Player, Vector(210.078, 0.190, 71.820)) < 1;
Event Player.GotTheBadSpawn == True;
Is Button Held(Event Player, Button(Interact)) == True;
}
actions
{
Set Facing(Event Player, Direction Towards(Event Player, Vector(202.928, 0, 77.459)), To World);
Event Player.GotTheBadSpawn = False;
Wait(0.500, Abort When False);
Event Player.ZenHideStats = !Event Player.ZenHideStats;
}
}
rule("Set facing 19")
rule("Zen Destroy Stats")
{
event
{
Ongoing - Each Player;
All;
All;
}
conditions
{
Has Status(Event Player, Phased Out) == True;
Distance Between(Event Player, Vector(189.584, 9.090, 109.866)) < 1;
Event Player.GotTheBadSpawn == True;
Hero Of(Event Player) != Hero(Zenyatta);
}
actions
{
Set Facing(Event Player, Direction Towards(Event Player, Vector(198.786, 9, 110.178)), To World);
Event Player.GotTheBadSpawn = False;
Destroy HUD Text(Event Player.ZenDestroy1);
Destroy HUD Text(Event Player.ZenDestroy2);
Destroy HUD Text(Event Player.ZenDestroy3);
}
}
rule("Set facing 20")
rule("Variable Echo StickybombsUsed")
{
event
{
Ongoing - Each Player;
All;
All;
Echo;
}
conditions
{
Has Status(Event Player, Phased Out) == True;
Distance Between(Event Player, Vector(203.095, 9.090, 83.352)) < 1;
Event Player.GotTheBadSpawn == True;
Is Firing Secondary(Event Player) == True;
Is Dead(Event Player) != True;
}
actions
{
Set Facing(Event Player, Direction Towards(Event Player, Vector(207.847, 9, 78.600)), To World);
Event Player.GotTheBadSpawn = False;
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("Set facing 21")
rule("Variable Echo StickybombHits")
{
event
{
Ongoing - Each Player;
All;
Player Dealt Damage;
All;
Echo;
}
conditions
{
Has Status(Event Player, Phased Out) == True;
Distance Between(Event Player, Vector(212.428, 8.090, 47.112)) < 1;
Event Player.GotTheBadSpawn == True;
(Event Damage == 5 || Event Damage == 2.500) == True;
Attacker != Victim;
}
actions
{
Set Facing(Event Player, Direction Towards(Event Player, Vector(206.010, 8, 53.530)), To World);
Event Player.GotTheBadSpawn = False;
Event Player.StickybombHits += 1;
}
}
rule("Set facing 22")
rule("Variable Echo also StickybombHits (Needed to count stickybombs that kill)")
{
event
{
Ongoing - Each Player;
All;
Player Dealt Final Blow;
All;
Echo;
}
conditions
{
Has Status(Event Player, Phased Out) == True;
Distance Between(Event Player, Vector(224.388, 1.090, 80.719)) < 1;
Event Player.GotTheBadSpawn == True;
Event Ability == Is Firing Secondary(Event Player);
Event Damage < 5;
Attacker != Victim;
}
actions
{
Set Facing(Event Player, Direction Towards(Event Player, Vector(214.444, 1, 76.644)), To World);
Event Player.GotTheBadSpawn = False;
Event Player.StickybombHits += 1;
}
}
rule("Set facing 23")
rule("Variable Mccree FlashbangsUsed")
{
event
{
Ongoing - Each Player;
All;
All;
McCree;
}
conditions
{
Has Status(Event Player, Phased Out) == True;
Distance Between(Event Player, Vector(237.922, 2.090, 86.308)) < 1;
Event Player.GotTheBadSpawn == True;
Is Using Ability 2(Event Player) == True;
}
actions
{
Set Facing(Event Player, Direction Towards(Event Player, Vector(229.106, 2, 95.125)), To World);
Event Player.GotTheBadSpawn = False;
Event Player.FlashbangsUsed += 1;
}
}
rule("Set facing 24")
rule("Variable Mccree ThrewFlashbang")
{
event
{
Ongoing - Each Player;
All;
All;
McCree;
}
conditions
{
Has Status(Event Player, Phased Out) == True;
Distance Between(Event Player, Vector(209.727, 8.380, 73.130)) < 1;
Event Player.GotTheBadSpawn == True;
Is Using Ability 2(Event Player) == True;
}
actions
{
Set Facing(Event Player, Direction Towards(Event Player, Vector(207.373, 8, 74.981)), To World);
Event Player.GotTheBadSpawn = False;
Event Player.ThrewFlashbang = True;
Wait(0.350, Ignore Condition);
Event Player.ThrewFlashbang = False;
}
}
rule("Set facing 25")
rule("Variable Mccree FlashbangHits")
{
event
{
Ongoing - Each Player;
All;
Player Dealt Damage;
All;
McCree;
}
conditions
{
Has Status(Event Player, Phased Out) == True;
Distance Between(Event Player, Vector(181.260, 1.090, 82.989)) < 1;
Event Player.GotTheBadSpawn == True;
Is Using Ability 2(Event Player) == True;
Event Player.ThrewFlashbang == True;
}
actions
{
Set Facing(Event Player, Direction Towards(Event Player, Vector(188.479, 1, 80.030)), To World);
Event Player.GotTheBadSpawn = False;
Event Player.FlashbangHits += 1;
Event Player.ThrewFlashbang = False;
}
}
rule("Set facing 26")
rule("Variable Soldier76 HelixrocketsUsed")
{
event
{
Ongoing - Each Player;
All;
All;
Soldier: 76;
}
conditions
{
Has Status(Event Player, Phased Out) == True;
Distance Between(Event Player, Vector(212.913, 9.090, 92.277)) < 1;
Event Player.GotTheBadSpawn == True;
Is Firing Secondary(Event Player) == True;
}
actions
{
Set Facing(Event Player, Right, To World);
Event Player.GotTheBadSpawn = False;
Event Player.HelixrocketsUsed += 1;
}
}
rule("Set facing 27")
rule("Variable Soldier76 FiredHelixrocket")
{
event
{
Ongoing - Each Player;
All;
All;
Soldier: 76;
}
conditions
{
Has Status(Event Player, Phased Out) == True;
Distance Between(Event Player, Vector(230.567, 4.090, 114.717)) < 1;
Event Player.GotTheBadSpawn == True;
Is Firing Secondary(Event Player) == True;
}
actions
{
Set Facing(Event Player, Backward, To World);
Event Player.GotTheBadSpawn = False;
Event Player.FiredHelixrocket = True;
Wait(2, Ignore Condition);
Event Player.FiredHelixrocket = False;
}
}
rule("Set facing 28")
rule("Variable Soldier76 HelixrocketHits")
{
event
{
Ongoing - Each Player;
All;
Player Dealt Damage;
All;
Soldier: 76;
}
conditions
{
Has Status(Event Player, Phased Out) == True;
Distance Between(Event Player, Vector(167.623, 5.090, 76.956)) < 1;
Event Player.GotTheBadSpawn == True;
Event Ability == Button(Secondary Fire);
Attacker != Victim;
Event Player.FiredHelixrocket == True;
}
actions
{
Set Facing(Event Player, Direction Towards(Event Player, Vector(171.127, 5, 80.460)), To World);
Event Player.GotTheBadSpawn = False;
Event Player.HelixrocketHits += 1;
Event Player.FiredHelixrocket = False;
}
}
rule("Set facing 29")
rule("Variable Soldier76 also HelixrocketHits (Needed to not count environmental kills twice)")
{
event
{
Ongoing - Each Player;
All;
Player Dealt Final Blow;
All;
Soldier: 76;
}
conditions
{
Has Status(Event Player, Phased Out) == True;
Distance Between(Event Player, Vector(209.773, 0.190, 84.495)) < 1;
Event Player.GotTheBadSpawn == True;
Event Ability == Button(Secondary Fire);
Event Was Environment == True;
Event Player.FiredHelixrocket == True;
}
actions
{
Set Facing(Event Player, Direction Towards(Event Player, Vector(202.178, 0, 74.865)), To World);
Event Player.GotTheBadSpawn = False;
Event Player.HelixrocketHits -= 1;
}
}
rule("Set facing 30")
rule("Variable Torb TemporaryArmorRecieved")
{
event
{
Ongoing - Each Player;
All;
All;
Torbjörn;
}
conditions
{
Has Status(Event Player, Phased Out) == True;
Distance Between(Event Player, Vector(228.218, 2.090, 99.046)) < 1;
Event Player.GotTheBadSpawn == True;
Is Using Ability 2(Event Player) == True;
}
actions
{
Set Facing(Event Player, Direction Towards(Event Player, Vector(238.384, 2, 88.880)), To World);
Event Player.GotTheBadSpawn = False;
Event Player.TemporaryArmorRecieved += 100;
}
}
rule("Set facing 31")
rule("Variable Torb HammerKills")
{
event
{
Ongoing - Each Player;
All;
Player Dealt Final Blow;
All;
Torbjörn;
}
conditions
{
Has Status(Event Player, Phased Out) == True;
Distance Between(Event Player, Vector(231.068, 2.090, 84.783)) < 1;
Event Player.GotTheBadSpawn == True;
Is In Alternate Form(Event Player) == True;
Event Ability == Is Firing Primary(Event Player);
}
actions
{
Set Facing(Event Player, Forward, To World);
Event Player.GotTheBadSpawn = False;
Event Player.HammerKills += 1;
}
}
rule("Set facing 32")
rule("Variable Tracer PulsebombsUsed")
{
event
{
Ongoing - Each Player;
All;
All;
Tracer;
}
conditions
{
Has Status(Event Player, Phased Out) == True;
Distance Between(Event Player, Vector(218.850, 12.090, 44.584)) < 1;
Event Player.GotTheBadSpawn == True;
Is Using Ultimate(Event Player) == True;
}
actions
{
Set Facing(Event Player, Direction Towards(Event Player, Vector(215.991, 12, 47.442)), To World);
Event Player.GotTheBadSpawn = False;
Event Player.PulsebombsUsed += 1;
}
}
rule("Set facing 33")
rule("Variable Tracer ThrewPulsebomb")
{
event
{
Ongoing - Each Player;
All;
All;
Tracer;
}
conditions
{
Has Status(Event Player, Phased Out) == True;
Distance Between(Event Player, Vector(172.298, 7.090, 56.345)) < 1;
Event Player.GotTheBadSpawn == True;
Is Using Ultimate(Event Player) == True;
}
actions
{
Set Facing(Event Player, Direction Towards(Event Player, Vector(175.901, 7, 59.948)), To World);
Event Player.GotTheBadSpawn = False;
Event Player.ThrewPulsebomb = True;
Wait(1, Ignore Condition);
Event Player.ThrewPulsebomb = False;
}
}
rule("Set facing 34")
rule("Variable Tracer PulsebombHits")
{
event
{
Ongoing - Each Player;
All;
Player Dealt Damage;
All;
Tracer;
}
conditions
{
Has Status(Event Player, Phased Out) == True;
Distance Between(Event Player, Vector(194.445, 1.090, 66.996)) < 1;
Event Player.GotTheBadSpawn == True;
Event Ability == Button(Ultimate);
Attacker != Victim;
Event Player.ThrewPulsebomb == True;
}
actions
{
Set Facing(Event Player, Direction Towards(Event Player, Vector(191.381, 1, 70.060)), To World);
Event Player.GotTheBadSpawn = False;
Event Player.PulsebombHits += 1;
Event Player.ThrewPulsebomb = False;
}
}
rule("Set facing 35")
rule("Variable Ana SleepdartsUsed")
{
event
{
Ongoing - Each Player;
All;
All;
Ana;
}
conditions
{
Has Status(Event Player, Phased Out) == True;
Distance Between(Event Player, Vector(204.152, 9.090, 89.382)) < 1;
Event Player.GotTheBadSpawn == True;
Is Using Ability 1(Event Player) == True;
}
actions
{
Set Facing(Event Player, Direction Towards(Event Player, Vector(209.504, 9, 94.743)), To World);
Event Player.GotTheBadSpawn = False;
Event Player.SleepdartsUsed += 1;
}
}
rule("Set facing 36")
rule("Variable Ana SleepdartHits")
{
event
{
Ongoing - Each Player;
All;
Player Dealt Damage;
All;
Ana;
}
conditions
{
Has Status(Event Player, Phased Out) == True;
Distance Between(Event Player, Vector(224.592, 1.090, 75.273)) < 1;
Event Player.GotTheBadSpawn == True;
Event Ability == Button(Ability 1);
}
actions
{
Set Facing(Event Player, Direction Towards(Event Player, Vector(214.295, 1, 79.492)), To World);
Event Player.GotTheBadSpawn = False;
Event Player.SleepdartHits += 1;
}
}
rule("Set facing 37")
rule("Variable Ana also SleepdartHits (Needed to not count environmental kills twice)")
{
event
{
Ongoing - Each Player;
All;
Player Dealt Final Blow;
All;
Ana;
}
conditions
{
Has Status(Event Player, Phased Out) == True;
Distance Between(Event Player, Vector(167.437, 5.090, 84.770)) < 1;
Event Player.GotTheBadSpawn == True;
Event Ability == Button(Ability 1);
Event Was Environment == True;
}
actions
{
Set Facing(Event Player, Direction Towards(Event Player, Vector(171.129, 5, 81.078)), To World);
Event Player.GotTheBadSpawn = False;
Event Player.SleepdartHits -= 1;
}
}