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settings
{
main
{
Description: "Tryhard FFA 2.1.1 Last updated: 28.Dec 2020 www.workshop.codes/D9977 250hp instant heal on kill default setting"
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
}
}
}
workshop
{
Heal on kill: [1]
}
}
variables
{
global:
0: HealOnKillSetting
player:
0: AsheDestroyHUD
1: DoomDestroyHUD
2: EchoDestroyHUD
3: GenjiDestroyHUD
4: HanzoDestroyHUD
5: MccreeDestroyHUD
6: MeiDestroyHUD
7: PharahDestroyHUD
8: Soldier76DestroyHUD
9: SombraDestroyHUD
10: TorbDestroyHUD
11: TracerDestroyHUD
12: WidowDestroyHUD
13: AnaDestroyHUD
14: BapDestroyHUD
15: LucioDestroyHUD
16: ZenDestroyHUD
17: HideGamemodeHUD
18: HideStats
19: StickybombsUsed
20: StickybombHits
21: FlashbangsUsed
22: FlashbangHits
23: ThrewFlashbang
24: HelixrocketsUsed
25: HelixrocketHits
26: ThrewHelixrocket
27: TemporaryArmorRecieved
28: HammerKills
29: PulsebombHits
30: ThrewPulsebomb
31: SleepdartsUsed
32: SleepdartHits
0: AsheHideStats
1: DoomHideStats
2: EchoHideStats
3: GenjiHideStats
4: HanzoHideStats
5: McCreeHideStats
6: MeiHideStats
7: PharahHideStats
8: Soldier76HideStats
9: SombraHideStats
10: TorbHideStats
11: TracerHideStats
12: WidowHideStats
13: AnaHideStats
14: BapHideStats
15: LucioHideStats
16: ZenHideStats
17: AsheDestroy1
18: AsheDestroy2
19: AsheDestroy3
20: AsheDestroy4
21: DoomDestroy1
22: DoomDestroy2
23: DoomDestroy3
24: DoomDestroy4
25: EchoDestroy1
26: EchoDestroy2
27: EchoDestroy3
28: EchoDestroy4
29: GenjiDestroy1
30: GenjiDestroy2
31: GenjiDestroy3
32: HanzoDestroy1
33: HanzoDestroy2
34: HanzoDestroy3
35: MccreeDestroy1
36: MccreeDestroy2
37: MccreeDestroy3
38: MccreeDestroy4
39: MeiDestroy1
40: MeiDestroy2
41: MeiDestroy3
42: PharahDestroy1
43: PharahDestroy2
44: PharahDestroy3
45: Soldier76Destroy1
46: Soldier76Destroy2
47: Soldier76Destroy3
48: Soldier76Destroy4
49: SombraDestroy1
50: SombraDestroy2
51: SombraDestroy3
52: TorbDestroy1
53: TorbDestroy2
54: TorbDestroy3
55: TorbDestroy4
56: TracerDestroy1
57: TracerDestroy2
58: TracerDestroy3
59: TracerDestroy4
60: WidowDestroy1
61: WidowDestroy2
62: WidowDestroy3
63: WidowDestroy4
64: AnaDestroy1
65: AnaDestroy2
66: AnaDestroy3
67: AnaDestroy4
68: BapDestroy1
69: BapDestroy2
70: BapDestroy3
71: LucioDestroy1
72: LucioDestroy2
73: LucioDestroy3
74: LucioDestroy4
75: ZenDestroy1
76: ZenDestroy2
77: ZenDestroy3
78: StickybombsUsed
79: StickybombHits
80: FlashbangsUsed
81: FlashbangHits
82: ThrewFlashbang
83: HelixrocketsUsed
84: HelixrocketHits
85: FiredHelixrocket
86: TemporaryArmorRecieved
87: HammerKills
88: PulsebombsUsed
89: PulsebombHits
90: ThrewPulsebomb
91: SleepdartsUsed
92: SleepdartHits
}
rule("Heal on kill (250 instant)")
{
event
{
Player Dealt Final Blow;
All;
All;
}
actions
{
Heal(Event Player, Null, 250);
}
}
rule("Skip assembling heroes")
rule("Skip assembling heroes state")
{
event
{
Ongoing - Global;
}
conditions
{
Is Assembling Heroes == True;
}
actions
{
Disable Inspector Recording;
Set Match Time(0);
}
}
rule("Pause match time")
rule("Give Tracer 3 blinks every death")
{
event
{
Ongoing - Global;
}
conditions
{
Is Game In Progress == True;
Player Died;
All;
Tracer;
}
actions
{
Pause Match Time;
Disable Built-In Game Mode Announcer;
Enable Death Spectate Target HUD(All Players(All Teams));
Global.HealOnKillSetting = Array(0, 250)[Workshop Setting Combo(Custom String("General"), Custom String("Heal on kill"), 0, Array(
Custom String("No heal on kill"), Custom String("250hp instant")), 0)];
Create HUD Text(All Players(All Teams), Null, Global.HealOnKillSetting > 0 ? Custom String(" {0}hp instant heal on kill",
Global.HealOnKillSetting) : Custom String(" No heal on kill"), Null, Left, -1, Color(White),
Global.HealOnKillSetting > 0 ? Color(Orange) : Color(Green), Color(White), Visible To String and Color, Visible Always);
Create HUD Text(Empty Array, Null, Custom String(
" Esc -> Show lobby to check if you are in queue to play\r\n Load: {0}\r\n Avg: {1}\r\n Peak: {2}", Server Load,
Server Load Average, Server Load Peak), Null, Left, 1, Color(White), Color(White), Color(White), Visible To and String,
Visible Always);
Set Ability Charge(Event Player, Button(Ability 1), 3);
}
}
rule("Heal on kill")
rule("Disable and Enable stuff")
{
event
{
Player Dealt Final Blow;
Ongoing - Each Player;
All;
All;
}
conditions
actions
{
Global.HealOnKillSetting > 0;
Disable Built-In Game Mode Announcer;
Disable Game Mode HUD(Event Player);
Enable Death Spectate Target HUD(Event Player);
}
}
rule("Tryhard FFA 2.3, Match Time, Hold interact to toggle stats HUD")
{
event
{
Ongoing - Global;
}
actions
{
Set Player Health(Event Player, Health(Event Player) + Global.HealOnKillSetting);
Create Effect(All Players(All Teams), Good Aura, Color(Yellow), Event Player, 0.500, Visible To Position and Radius);
Wait(0.075, Ignore Condition);
Destroy Effect(Last Created Entity);
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("Give tracer 3 blinks on respawn")
rule("Ashe HUD")
{
event
{
Player Died;
Ongoing - Each Player;
All;
Tracer;
Ashe;
}
actions
{
Set Ability Charge(Event Player, Button(Ability 1), 3);
"DMG: DmgDealt - DmgTaken HP(AllHeal)"
Create HUD Text(Event Player, Null, Event Player.AsheHideStats == False ? Custom String(" \r \r\n \r\n \r\n {0} {1}",
Hero Icon String(Hero(Ashe)), Custom String("DMG: {0} - {1} HP({2})", Round To Integer(Player Hero Stat(Event Player, Hero(
Ashe), Hero Damage Dealt), To Nearest), Round To Integer(Player Hero Stat(Event Player, Hero(Ashe), Damage Taken), To Nearest),
Round To Integer(Player Hero Stat(Event Player, Hero(Ashe), Healing Received), To Nearest))) : Empty Array, Null, Left, 0,
Color(White), Color(White), Color(White), Visible To and String, Default Visibility);
Event Player.AsheDestroy1 = Last Text ID;
Create HUD Text(Event Player, Null, Event Player.AsheHideStats == False ? Custom String("Hipfire acc: {0}%", Round To Integer((
Player Hero Stat(Event Player, Hero(Ashe), Shots Hit) - Player Hero Stat(Event Player, Hero(Ashe), Scoped Hits)) / (
Player Hero Stat(Event Player, Hero(Ashe), Shots Fired) - Player Hero Stat(Event Player, Hero(Ashe), Scoped Shots)) * 100,
To Nearest)) : Empty Array, Null, Left, 1, Color(White), Color(White), Color(White), Visible To and String,
Default Visibility);
Event Player.AsheDestroy2 = Last Text ID;
Create HUD Text(Event Player, Null, Event Player.AsheHideStats == False ? Custom String("Scoped acc: {0}%", Round To Integer(
Player Hero Stat(Event Player, Hero(Ashe), Scoped Accuracy) * 100, To Nearest)) : Empty Array, Null, Left, 2, Color(White),
Color(White), Color(White), Visible To and String, Default Visibility);
Event Player.AsheDestroy3 = Last Text ID;
Create HUD Text(Event Player, Null, Event Player.AsheHideStats == False ? Custom String("Scoped critical hit acc: {0}%",
Round To Integer(Player Hero Stat(Event Player, Hero(Ashe), Scoped Critical Hit Accuracy) * 100, To Nearest)) : Empty Array,
Null, Left, 3, Color(White), Color(White), Color(White), Visible To and String, Default Visibility);
Event Player.AsheDestroy4 = Last Text ID;
}
}
rule("[Toggle] Extra Scoreboard")
rule("Ashe Toggle Stats")
{
event
{
Ongoing - Each Player;
All;
All;
Ashe;
}
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;
Is Button Held(Event Player, Button(Interact)) == 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);
Event Player.AsheHideStats = !Event Player.AsheHideStats;
}
}
rule("[Toggle] HUD")
rule("Ashe Destroy Stats")
{
event
{
Ongoing - Each Player;
All;
All;
}
conditions
{
Is Button Held(Event Player, Button(Interact)) == True;
Hero Of(Event Player) != Hero(Ashe);
}
actions
{
Wait(0.500, Abort When False);
Event Player.HideStats = !Event Player.HideStats;
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("[HUD] Ashe Create")
rule("Doom HUD")
{
event
{
Ongoing - Each Player;
All;
Ashe;
Doomfist;
}
actions
{
Create HUD Text(Event Player, Null, Event Player.HideStats == False ? Custom String(
" \r\n \r\n \r\n {0}\r\n Scoped acc: {1}%\r\n Scoped critical hit acc: {2}%", Custom String(
"{0} KDR: {1}\r\n Hipfire acc: {2}%", Hero Icon String(Hero Of(Event Player)), Player Hero Stat(Event Player, Hero Of(
Event Player), Deaths) == 0 ? Player Hero Stat(Event Player, Hero Of(Event Player), Final Blows) + Player Hero Stat(
Event Player, Hero Of(Event Player), Environmental Kills) : (Player Hero Stat(Event Player, Hero Of(Event Player), Final Blows)
+ Player Hero Stat(Event Player, Hero Of(Event Player), Environmental Kills)) / Player Hero Stat(Event Player, Hero Of(
Event Player), Deaths), Round To Integer((Player Hero Stat(Event Player, Hero Of(Event Player), Shots Hit) - Player Hero Stat(
Event Player, Hero Of(Event Player), Scoped Hits)) / (Player Hero Stat(Event Player, Hero Of(Event Player), Shots Fired)
- Player Hero Stat(Event Player, Hero Of(Event Player), Scoped Shots)) * 100, To Nearest)), Round To Integer(Player Hero Stat(
Event Player, Hero Of(Event Player), Scoped Accuracy) * 100, To Nearest), Round To Integer(Player Hero Stat(Event Player,
Hero Of(Event Player), Scoped Critical Hit Accuracy) * 100, To Nearest)) : Empty Array, Null, Left, 0, Color(White), Color(
White), Color(White), Visible To and String, Visible Never);
Event Player.AsheDestroyHUD = 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("[HUD] Ashe Destroy")
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.AsheDestroyHUD);
Wait(0.500, Abort When False);
Event Player.DoomHideStats = !Event Player.DoomHideStats;
}
}
rule("[HUD] Doom Create")
rule("Doom Destroy Stats")
{
event
{
Ongoing - Each Player;
All;
Doomfist;
All;
}
conditions
{
Hero Of(Event Player) != Hero(Doomfist);
}
actions
{
Create HUD Text(Event Player, Null, Event Player.HideStats == False ? Custom String(
" \r\n \r\n \r\n {0}\r\n Critical hit acc: {1}%\r\n {2}", Custom String("{0} KDR: {1} \r\n Weapon acc: {2}%",
Hero Icon String(Hero Of(Event Player)), Player Hero Stat(Event Player, Hero Of(Event Player), Deaths) == 0 ? Player Hero Stat(
Event Player, Hero Of(Event Player), Final Blows) + Player Hero Stat(Event Player, Hero Of(Event Player), Environmental Kills)
: (Player Hero Stat(Event Player, Hero Of(Event Player), Final Blows) + Player Hero Stat(Event Player, Hero Of(Event Player),
Environmental Kills)) / Player Hero Stat(Event Player, Hero Of(Event Player), Deaths), Round To Integer(Player Hero Stat(
Event Player, Hero Of(Event Player), Weapon Accuracy) * 100, To Nearest)), Round To Integer(Player Hero Stat(Event Player,
Hero Of(Event Player), Critical Hit Accuracy) * 100, To Nearest), Custom String("{0} Boop kills: {1}", Custom String(
"{0}{1}{2}", Ability Icon String(Hero Of(Event Player), Button(Ability 1)), Ability Icon String(Hero Of(Event Player), Button(
Ability 2)), Ability Icon String(Hero Of(Event Player), Button(Secondary Fire))), Player Hero Stat(Event Player, Hero Of(
Event Player), Environmental Kills))) : Empty Array, Null, Left, 0, Color(White), Color(White), Color(White),
Visible To and String, Visible Never);
Event Player.DoomDestroyHUD = Last Text ID;
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("[HUD] Doom Destroy")
rule("Echo HUD")
{
event
{
Ongoing - Each Player;
All;
All;
}
conditions
{
Hero Of(Event Player) != Hero(Doomfist);
Echo;
}
actions
{
Destroy HUD Text(Event Player.DoomDestroyHUD);
"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("[HUD] Echo Create")
rule("Echo Toggle Stats")
{
event
{
Ongoing - Each Player;
All;
Echo;
}
conditions
{
Is Button Held(Event Player, Button(Interact)) == True;
}
actions
{
Create HUD Text(Event Player, Null, Event Player.HideStats == False ? Custom String(
" \r\n \r\n \r\n{0}\r\n Critical hit acc: {1}%\r\n {2}", Custom String("{0} KDR: {1}\r\n Weapon acc: {2}%",
Hero Icon String(Hero Of(Event Player)), Player Hero Stat(Event Player, Hero Of(Event Player), Deaths) == 0 ? Player Hero Stat(
Event Player, Hero Of(Event Player), Final Blows) + Player Hero Stat(Event Player, Hero Of(Event Player), Environmental Kills)
: (Player Hero Stat(Event Player, Hero Of(Event Player), Final Blows) + Player Hero Stat(Event Player, Hero Of(Event Player),
Environmental Kills)) / Player Hero Stat(Event Player, Hero Of(Event Player), Deaths), Round To Integer(Player Hero Stat(
Event Player, Hero Of(Event Player), Weapon Accuracy) * 100, To Nearest)), Round To Integer(Player Hero Stat(Event Player,
Hero Of(Event Player), Critical Hit Accuracy) * 100, To Nearest), Custom String("{0} Sticky direct hit acc: {1}%",
Ability Icon String(Hero Of(Event Player), Button(Secondary Fire)), Round To Integer(
Event Player.StickybombHits / Event Player.StickybombsUsed * 100, To Nearest))) : Empty Array, Null, Left, 0, Color(White),
Color(White), Color(White), Visible To and String, Visible Never);
Event Player.EchoDestroyHUD = Last Text ID;
Wait(0.500, Abort When False);
Event Player.EchoHideStats = !Event Player.EchoHideStats;
}
}
rule("[HUD] Echo Destroy")
rule("Echo Destroy Stats")
{
event
{
Ongoing - Each Player;
All;
All;
}
conditions
{
Hero Of(Event Player) != Hero(Echo);
}
actions
{
Destroy HUD Text(Event Player.EchoDestroyHUD);
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("[HUD] Genji Create")
rule("Genj HUD")
{
event
{
Ongoing - Each Player;
All;
Genji;
}
actions
{
Create HUD Text(Event Player, Null, Event Player.HideStats == False ? Custom String(
" \r\n \r\n \r\n {0}\r\n Critical hit acc: {1}%", Custom String("{0} KDR: {1}\r\n Weapon acc: {2}%", Hero Icon String(
Hero Of(Event Player)), Player Hero Stat(Event Player, Hero Of(Event Player), Deaths) == 0 ? Player Hero Stat(Event Player,
Hero Of(Event Player), Final Blows) + Player Hero Stat(Event Player, Hero Of(Event Player), Environmental Kills) : (
Player Hero Stat(Event Player, Hero Of(Event Player), Final Blows) + Player Hero Stat(Event Player, Hero Of(Event Player),
Environmental Kills)) / Player Hero Stat(Event Player, Hero Of(Event Player), Deaths), Round To Integer(Player Hero Stat(
Event Player, Hero Of(Event Player), Weapon Accuracy) * 100, To Nearest)), Round To Integer(Player Hero Stat(Event Player,
Hero Of(Event Player), Critical Hit Accuracy) * 100, To Nearest)) : Empty Array, Null, Left, 0, Color(White), Color(White),
Color(White), Visible To and String, Visible Never);
Event Player.GenjiDestroyHUD = Last Text ID;
"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("[HUD] Genji Destroy")
rule("Genji Toggle Stats")
{
event
{
Ongoing - Each Player;
All;
Genji;
}
conditions
{
Is Button Held(Event Player, Button(Interact)) == True;
}
actions
{
Wait(0.500, Abort When False);
Event Player.GenjiHideStats = !Event Player.GenjiHideStats;
}
}
rule("Genji Destroy Stats")
{
event
{
Ongoing - Each Player;
All;
All;
}
conditions
{
Hero Of(Event Player) != Hero(Genji);
}
actions
{
Destroy HUD Text(Event Player.GenjiDestroyHUD);
Destroy HUD Text(Event Player.GenjiDestroy1);
Destroy HUD Text(Event Player.GenjiDestroy2);
Destroy HUD Text(Event Player.GenjiDestroy3);
}
}
rule("Hanzo HUD")
{
event
{
Ongoing - Each Player;
All;
Hanzo;
}
actions
{
"DMG: DmgDealt - DmgTaken HP(AllHeal)"
Create HUD Text(Event Player, Null, Event Player.HanzoHideStats == False ? Custom String(" \r \r\n \r\n \r\n {0} {1}",
Hero Icon String(Hero(Hanzo)), Custom String("DMG: {0} - {1} HP({2})", Round To Integer(Player Hero Stat(Event Player, Hero(
Hanzo), Hero Damage Dealt), To Nearest), Round To Integer(Player Hero Stat(Event Player, Hero(Hanzo), Damage Taken),
To Nearest), Round To Integer(Player Hero Stat(Event Player, Hero(Hanzo), Healing Received), To Nearest))) : Empty Array, Null,
Left, 0, Color(White), Color(White), Color(White), Visible To and String, Default Visibility);
Event Player.HanzoDestroy1 = Last Text ID;
Create HUD Text(Event Player, Null, Event Player.HanzoHideStats == False ? Custom String("Weapon acc: {0}%", Round To Integer(
Player Hero Stat(Event Player, Hero(Hanzo), Weapon Accuracy) * 100, To Nearest)) : Empty Array, Null, Left, 1, Color(White),
Color(White), Color(White), Visible To and String, Default Visibility);
Event Player.HanzoDestroy2 = Last Text ID;
Create HUD Text(Event Player, Null, Event Player.HanzoHideStats == False ? Custom String("Critical hit acc: {0}%",
Round To Integer(Player Hero Stat(Event Player, Hero(Hanzo), Critical Hit Accuracy) * 100, To Nearest), Is Using Ability 2(
Event Player)) : Empty Array, Null, Left, 2, Color(White), Color(White), Color(White), Visible To and String,
Default Visibility);
Event Player.HanzoDestroy3 = Last Text ID;
}
}
rule("[HUD] Hanzo Create")
rule("Hanzo Toggle Stats")
{
event
{
Ongoing - Each Player;
All;
Hanzo;
}
conditions
{
Is Button Held(Event Player, Button(Interact)) == True;
}
actions
{
Create HUD Text(Event Player, Null, Event Player.HideStats == False ? Custom String(
" \r\n \r\n \r\n {0}\r\n Critical hit acc: {1}%", Custom String("{0} KDR: {1}\r\n Weapon acc: {2}%", Hero Icon String(
Hero Of(Event Player)), Player Hero Stat(Event Player, Hero Of(Event Player), Deaths) == 0 ? Player Hero Stat(Event Player,
Hero Of(Event Player), Final Blows) + Player Hero Stat(Event Player, Hero Of(Event Player), Environmental Kills) : (
Player Hero Stat(Event Player, Hero Of(Event Player), Final Blows) + Player Hero Stat(Event Player, Hero Of(Event Player),
Environmental Kills)) / Player Hero Stat(Event Player, Hero Of(Event Player), Deaths), Round To Integer(Player Hero Stat(
Event Player, Hero Of(Event Player), Weapon Accuracy) * 100, To Nearest)), Round To Integer(Player Hero Stat(Event Player,
Hero Of(Event Player), Critical Hit Accuracy) * 100, To Nearest)) : Empty Array, Null, Left, 0, Color(White), Color(White),
Color(White), Visible To and String, Visible Never);
Event Player.HanzoDestroyHUD = Last Text ID;
Wait(0.500, Abort When False);
Event Player.HanzoHideStats = !Event Player.HanzoHideStats;
}
}
rule("[HUD] Hanzo Destroy")
rule("Hanzo Destroy Stats")
{
event
{
Ongoing - Each Player;
All;
All;
}
conditions
{
Hero Of(Event Player) != Hero(Hanzo);
}
actions
{
Destroy HUD Text(Event Player.HanzoDestroyHUD);
Destroy HUD Text(Event Player.HanzoDestroy1);
Destroy HUD Text(Event Player.HanzoDestroy2);
Destroy HUD Text(Event Player.HanzoDestroy3);
}
}
rule("Mccree HUD")
{
event
{
Ongoing - Each Player;
All;
McCree;
}
actions
{
"DMG: DmgDealt - DmgTaken HP(AllHeal)"
Create HUD Text(Event Player, Null, Event Player.McCreeHideStats == False ? Custom String(" \r \r\n \r\n \r\n {0} {1}",
Hero Icon String(Hero(McCree)), Custom String("DMG: {0} - {1} HP({2})", Round To Integer(Player Hero Stat(Event Player, Hero(
McCree), Hero Damage Dealt), To Nearest), Round To Integer(Player Hero Stat(Event Player, Hero(McCree), Damage Taken),
To Nearest), Round To Integer(Player Hero Stat(Event Player, Hero(McCree), Healing Received), To Nearest))) : Empty Array,
Null, Left, 0, Color(White), Color(White), Color(White), Visible To and String, Default Visibility);
Event Player.MccreeDestroy1 = Last Text ID;
Create HUD Text(Event Player, Null, Event Player.McCreeHideStats == False ? Custom String("Weapon acc: {0}%", Round To Integer(
Player Hero Stat(Event Player, Hero(McCree), Weapon Accuracy) * 100, To Nearest)) : Empty Array, Null, Left, 1, Color(White),
Color(White), Color(White), Visible To and String, Default Visibility);
Event Player.MccreeDestroy2 = Last Text ID;
Create HUD Text(Event Player, Null, Event Player.McCreeHideStats == False ? Custom String("Critical hit acc: {0}%",
Round To Integer(Player Hero Stat(Event Player, Hero(McCree), Critical Hit Accuracy) * 100, To Nearest)) : Empty Array, Null,
Left, 2, Color(White), Color(White), Color(White), Visible To and String, Default Visibility);
Event Player.MccreeDestroy3 = Last Text ID;
Create HUD Text(Event Player, Null, Event Player.McCreeHideStats == False ? Custom String("{0} Flashbang hits: {1}/{2}",
Ability Icon String(Hero(McCree), Button(Ability 2)), Event Player.FlashbangHits, Event Player.FlashbangsUsed) : Empty Array,
Null, Left, 3, Color(White), Color(White), Color(White), Visible To and String, Default Visibility);
Event Player.MccreeDestroy4 = Last Text ID;
}
}
rule("[HUD] Mccree Create")
rule("Mccree Toggle Stats")
{
event
{
Ongoing - Each Player;
All;
McCree;
}
conditions
{
Is Button Held(Event Player, Button(Interact)) == True;
}
actions
{
Create HUD Text(Event Player, Null, Event Player.HideStats == False ? Custom String(
" \r\n \r\n \r\n {0}\r\n Critical hit acc: {1}%\r\n {2}", Custom String("{0} KDR: {1}\r\n Weapon acc: {2}%",
Hero Icon String(Hero Of(Event Player)), Player Hero Stat(Event Player, Hero Of(Event Player), Deaths) == 0 ? Player Hero Stat(
Event Player, Hero Of(Event Player), Final Blows) + Player Hero Stat(Event Player, Hero Of(Event Player), Environmental Kills)
: (Player Hero Stat(Event Player, Hero Of(Event Player), Final Blows) + Player Hero Stat(Event Player, Hero Of(Event Player),
Environmental Kills)) / Player Hero Stat(Event Player, Hero Of(Event Player), Deaths), Round To Integer(Player Hero Stat(
Event Player, Hero Of(Event Player), Weapon Accuracy) * 100, To Nearest)), Round To Integer(Player Hero Stat(Event Player,
Hero Of(Event Player), Critical Hit Accuracy) * 100, To Nearest), Custom String("{0} Flashbang hits: {1}/{2}",
Ability Icon String(Hero Of(Event Player), Button(Ability 2)), Event Player.FlashbangHits, Event Player.FlashbangsUsed))
: Empty Array, Null, Left, 0, Color(White), Color(White), Color(White), Visible To and String, Visible Never);
Event Player.MccreeDestroyHUD = Last Text ID;
Wait(0.500, Abort When False);
Event Player.McCreeHideStats = !Event Player.McCreeHideStats;
}
}
rule("[HUD] Mccree Destroy")
rule("Mccree Destroy Stats")
{
event
{
Ongoing - Each Player;
All;
All;
}
conditions
{
Hero Of(Event Player) != Hero(McCree);
}
actions
{
Destroy HUD Text(Event Player.MccreeDestroyHUD);
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("[HUD] Mei Create")
rule("Mei HUD")
{
event
{
Ongoing - Each Player;
All;
Mei;
}
actions
{
Create HUD Text(Event Player, Null, Event Player.HideStats == False ? Custom String(
" \r\n \r\n \r\n {0}\r\n Critical hit acc: {1}%", Custom String("{0} KDR: {1}\r\n Weapon acc: {2}%", Hero Icon String(
Hero Of(Event Player)), Player Hero Stat(Event Player, Hero Of(Event Player), Deaths) == 0 ? Player Hero Stat(Event Player,
Hero Of(Event Player), Final Blows) + Player Hero Stat(Event Player, Hero Of(Event Player), Environmental Kills) : (
Player Hero Stat(Event Player, Hero Of(Event Player), Final Blows) + Player Hero Stat(Event Player, Hero Of(Event Player),
Environmental Kills)) / Player Hero Stat(Event Player, Hero Of(Event Player), Deaths), Round To Integer(Player Hero Stat(
Event Player, Hero Of(Event Player), Weapon Accuracy) * 100, To Nearest)), Round To Integer(Player Hero Stat(Event Player,
Hero Of(Event Player), Critical Hit Accuracy) * 100, To Nearest)) : Empty Array, Null, Left, 0, Color(White), Color(White),
Color(White), Visible To and String, Visible Never);
Event Player.MeiDestroyHUD = Last Text ID;
"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("[HUD] Mei Destroy")
rule("Mei Toggle Stats")
{
event
{
Ongoing - Each Player;
All;
Mei;
}
conditions
{
Is Button Held(Event Player, Button(Interact)) == True;
}
actions
{
Wait(0.500, Abort When False);
Event Player.MeiHideStats = !Event Player.MeiHideStats;
}
}
rule("Mei Destroy Stats")
{
event
{
Ongoing - Each Player;
All;
All;
}
conditions
{
Hero Of(Event Player) != Hero(Mei);
}
actions
{
Destroy HUD Text(Event Player.MeiDestroyHUD);
Destroy HUD Text(Event Player.MeiDestroy1);
Destroy HUD Text(Event Player.MeiDestroy2);
Destroy HUD Text(Event Player.MeiDestroy3);
}
}
rule("[HUD] Pharah Create")
rule("Pharah HUD")
{
event
{
Ongoing - Each Player;
All;
Pharah;
}
actions
{
Create HUD Text(Event Player, Null, Event Player.HideStats == False ? Custom String(" \r\n \r\n \r\n {0}\r\n {1}", Custom String(
"{0} KDR: {1}\r\n Weapon acc: {2}%", Hero Icon String(Hero Of(Event Player)), Player Hero Stat(Event Player, Hero Of(
Event Player), Deaths) == 0 ? Player Hero Stat(Event Player, Hero Of(Event Player), Final Blows) + Player Hero Stat(
Event Player, Hero Of(Event Player), Environmental Kills) : (Player Hero Stat(Event Player, Hero Of(Event Player), Final Blows)
+ Player Hero Stat(Event Player, Hero Of(Event Player), Environmental Kills)) / Player Hero Stat(Event Player, Hero Of(
Event Player), Deaths), Round To Integer(Player Hero Stat(Event Player, Hero Of(Event Player), Weapon Accuracy) * 100,
To Nearest)), Custom String("{0} Boop kills: {1}", Ability Icon String(Hero Of(Event Player), Button(Ability 2)),
Player Hero Stat(Event Player, Hero Of(Event Player), Environmental Kills))) : Empty Array, Null, Left, 0, Color(White), Color(
White), Color(White), Visible To and String, Visible Never);
Event Player.PharahDestroyHUD = Last Text ID;
"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("[HUD] Pharah Destroy")
rule("Pharah Toggle Stats")
{
event
{
Ongoing - Each Player;
All;
Pharah;
}
conditions
{
Is Button Held(Event Player, Button(Interact)) == True;
}
actions
{
Wait(0.500, Abort When False);
Event Player.PharahHideStats = !Event Player.PharahHideStats;
}
}
rule("Pharah Destroy Stats")
{
event
{
Ongoing - Each Player;
All;
All;
}
conditions
{
Hero Of(Event Player) != Hero(Pharah);
}
actions
{
Destroy HUD Text(Event Player.PharahDestroyHUD);
Destroy HUD Text(Event Player.PharahDestroy1);
Destroy HUD Text(Event Player.PharahDestroy2);
Destroy HUD Text(Event Player.PharahDestroy3);
}
}
rule("[HUD] Soldier76 Create")
rule("Soldier76 HUD")
{
event
{
Ongoing - Each Player;
All;
Soldier: 76;
}
actions
{
Create HUD Text(Event Player, Null, Event Player.HideStats == False ? Custom String(
" \r\n \r\n \r\n {0}\r\n Critical hit acc: {1}%\r\n {2}", Custom String("{0} KDR: {1}\r\n Weapon acc: {2}%",
Hero Icon String(Hero Of(Event Player)), Player Hero Stat(Event Player, Hero Of(Event Player), Deaths) == 0 ? Player Hero Stat(
Event Player, Hero Of(Event Player), Final Blows) + Player Hero Stat(Event Player, Hero Of(Event Player), Environmental Kills)
: (Player Hero Stat(Event Player, Hero Of(Event Player), Final Blows) + Player Hero Stat(Event Player, Hero Of(Event Player),
Environmental Kills)) / Player Hero Stat(Event Player, Hero Of(Event Player), Deaths), Round To Integer(Player Hero Stat(
Event Player, Hero Of(Event Player), Weapon Accuracy) * 100, To Nearest)), Round To Integer(Player Hero Stat(Event Player,
Hero Of(Event Player), Critical Hit Accuracy) * 100, To Nearest), Custom String("{0} Helixrocket hits: {1}/{2}",
Ability Icon String(Hero Of(Event Player), Button(Secondary Fire)), Event Player.HelixrocketHits,
Event Player.HelixrocketsUsed)) : Empty Array, Null, Left, 0, Color(White), Color(White), Color(White), Visible To and String,
Visible Never);
Event Player.Soldier76DestroyHUD = Last Text ID;
"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("[HUD] Soldier76 Destroy")
rule("Soldier76 Toggle Stats")
{
event
{
Ongoing - Each Player;
All;
Soldier: 76;
}
conditions
{
Is Button Held(Event Player, Button(Interact)) == True;
}
actions
{
Wait(0.500, Abort When False);
Event Player.Soldier76HideStats = !Event Player.Soldier76HideStats;
}
}
rule("Soldier76 Destroy Stats")
{
event
{
Ongoing - Each Player;
All;
All;
}
conditions
{
Hero Of(Event Player) != Hero(Soldier: 76);
}
actions
{
Destroy HUD Text(Event Player.Soldier76DestroyHUD);
Destroy HUD Text(Event Player.Soldier76Destroy1);
Destroy HUD Text(Event Player.Soldier76Destroy2);
Destroy HUD Text(Event Player.Soldier76Destroy3);
Destroy HUD Text(Event Player.Soldier76Destroy4);
}
}
rule("Sombra HUD")
{
event
{
Ongoing - Each Player;
All;
Sombra;
}
actions
{
"DMG: DmgDealt - DmgTaken HP(AllHeal)"
Create HUD Text(Event Player, Null, Event Player.SombraHideStats == False ? Custom String(" \r \r\n \r\n \r\n {0} {1}",
Hero Icon String(Hero(Sombra)), Custom String("DMG: {0} - {1} HP({2})", Round To Integer(Player Hero Stat(Event Player, Hero(
Sombra), Hero Damage Dealt), To Nearest), Round To Integer(Player Hero Stat(Event Player, Hero(Sombra), Damage Taken),
To Nearest), Round To Integer(Player Hero Stat(Event Player, Hero(Sombra), Healing Received), To Nearest))) : Empty Array,
Null, Left, 0, Color(White), Color(White), Color(White), Visible To and String, Default Visibility);
Event Player.SombraDestroy1 = Last Text ID;
Create HUD Text(Event Player, Null, Event Player.SombraHideStats == False ? Custom String("Weapon acc: {0}%", Round To Integer(
Player Hero Stat(Event Player, Hero(Sombra), Weapon Accuracy) * 100, To Nearest)) : Empty Array, Null, Left, 1, Color(White),
Color(White), Color(White), Visible To and String, Default Visibility);
Event Player.SombraDestroy2 = Last Text ID;
Create HUD Text(Event Player, Null, Event Player.SombraHideStats == False ? Custom String("Critical hit acc: {0}%",
Round To Integer(Player Hero Stat(Event Player, Hero(Sombra), Critical Hit Accuracy) * 100, To Nearest)) : Empty Array, Null,
Left, 2, Color(White), Color(White), Color(White), Visible To and String, Default Visibility);
Event Player.SombraDestroy3 = Last Text ID;
}
}
rule("[HUD] Sombra Create")
rule("Sombra Toggle Stats")
{
event
{
Ongoing - Each Player;
All;
Sombra;
}
conditions
{
Is Button Held(Event Player, Button(Interact)) == True;
}
actions
{
Create HUD Text(Event Player, Null, Event Player.HideStats == False ? Custom String(
" \r\n \r\n \r\n {0}\r\n Critical hit acc: {1}%", Custom String("{0} KDR: {1}\r\n Weapon acc: {2}%", Hero Icon String(
Hero Of(Event Player)), Player Hero Stat(Event Player, Hero Of(Event Player), Deaths) == 0 ? Player Hero Stat(Event Player,
Hero Of(Event Player), Final Blows) + Player Hero Stat(Event Player, Hero Of(Event Player), Environmental Kills) : (
Player Hero Stat(Event Player, Hero Of(Event Player), Final Blows) + Player Hero Stat(Event Player, Hero Of(Event Player),
Environmental Kills)) / Player Hero Stat(Event Player, Hero Of(Event Player), Deaths), Round To Integer(Player Hero Stat(
Event Player, Hero Of(Event Player), Weapon Accuracy) * 100, To Nearest)), Round To Integer(Player Hero Stat(Event Player,
Hero Of(Event Player), Critical Hit Accuracy) * 100, To Nearest)) : Empty Array, Null, Left, 0, Color(White), Color(White),
Color(White), Visible To and String, Visible Never);
Event Player.SombraDestroyHUD = Last Text ID;
Wait(0.500, Abort When False);
Event Player.SombraHideStats = !Event Player.SombraHideStats;
}
}
rule("[HUD] Sombra Destroy")
rule("Sombra Destroy Stats")
{
event
{
Ongoing - Each Player;
All;
All;
}
conditions
{
Hero Of(Event Player) != Hero(Sombra);
}
actions
{
Destroy HUD Text(Event Player.SombraDestroyHUD);
Destroy HUD Text(Event Player.SombraDestroy1);
Destroy HUD Text(Event Player.SombraDestroy2);
Destroy HUD Text(Event Player.SombraDestroy3);
}
}
rule("Torb HUD")
{
event
{
Ongoing - Each Player;
All;
Torbjörn;
}
actions
{
"DMG: DmgDealt - DmgTaken HP(SelfHeal/AllHeal)"
Create HUD Text(Event Player, Null, Event Player.TorbHideStats == False ? Custom String(" \r \r\n \r\n \r\n {0} DMG: {1}/{2})",
Hero Icon String(Hero(Torbjörn)), Custom String("{0} - {1} HP({2}", Round To Integer(Player Hero Stat(Event Player, Hero(
Torbjörn), Hero Damage Dealt), To Nearest), Round To Integer(Player Hero Stat(Event Player, Hero(Torbjörn), Damage Taken),
To Nearest), Event Player.GenjiHideStats), Round To Integer(Player Hero Stat(Event Player, Hero(Torbjörn), Healing Received)
+ Event Player.GenjiHideStats, To Nearest)) : Empty Array, Null, Left, 0, Color(White), Color(White), Color(White),
Visible To and String, Default Visibility);
Event Player.TorbDestroy1 = Last Text ID;
Create HUD Text(Event Player, Null, Event Player.TorbHideStats == False ? Custom String("Weapon acc: {0}%", Round To Integer(
Player Hero Stat(Event Player, Hero(Torbjörn), Weapon Accuracy) * 100, To Nearest)) : Empty Array, Null, Left, 1, Color(White),
Color(White), Color(White), Visible To and String, Default Visibility);
Event Player.TorbDestroy2 = Last Text ID;
Create HUD Text(Event Player, Null, Event Player.TorbHideStats == False ? Custom String("Critical hit acc: {0}%", Round To Integer(
Player Hero Stat(Event Player, Hero(Torbjörn), Critical Hit Accuracy) * 100, To Nearest)) : Empty Array, Null, Left, 2, Color(
White), Color(White), Color(White), Visible To and String, Default Visibility);
Event Player.TorbDestroy3 = Last Text ID;
Create HUD Text(Event Player, Null, Event Player.TorbHideStats == False ? Custom String("{0}{1} Hammer kills: {2}", Icon String(
Flag), Icon String(Sad), Event Player.HammerKills) : Empty Array, Null, Left, 3, Color(White), Color(White), Color(White),
Visible To and String, Default Visibility);
Event Player.TorbDestroy4 = Last Text ID;
}
}
rule("[HUD] Torb Create")
rule("Torb Toggle Stats")
{
event
{
Ongoing - Each Player;
All;
Torbjörn;
}
conditions
{
Is Button Held(Event Player, Button(Interact)) == True;
}
actions
{
Create HUD Text(Event Player, Null, Event Player.HideStats == False ? Custom String(
" \r\n \r\n \r\n {0}\r\n Critical hit acc: {1}%\r\n {2}", Custom String("{0} KDR: {1}\r\n Weapon acc: {2}%",
Hero Icon String(Hero Of(Event Player)), Player Hero Stat(Event Player, Hero Of(Event Player), Deaths) == 0 ? Player Hero Stat(
Event Player, Hero Of(Event Player), Final Blows) + Player Hero Stat(Event Player, Hero Of(Event Player), Environmental Kills)
: (Player Hero Stat(Event Player, Hero Of(Event Player), Final Blows) + Player Hero Stat(Event Player, Hero Of(Event Player),
Environmental Kills)) / Player Hero Stat(Event Player, Hero Of(Event Player), Deaths), Round To Integer(Player Hero Stat(
Event Player, Hero Of(Event Player), Weapon Accuracy) * 100, To Nearest)), Round To Integer(Player Hero Stat(Event Player,
Hero Of(Event Player), Critical Hit Accuracy) * 100, To Nearest), Custom String("{0}{1} Hammer kills: {2}", Icon String(Flag),
Icon String(Sad), Event Player.HammerKills)) : Empty Array, Null, Left, 0, Color(White), Color(White), Color(White),
Visible To and String, Visible Never);
Event Player.TorbDestroyHUD = Last Text ID;
Wait(0.500, Abort When False);
Event Player.TorbHideStats = !Event Player.TorbHideStats;
}
}
rule("[HUD] Torb Destroy")
rule("Torb Destroy Stats")
{
event
{
Ongoing - Each Player;
All;
All;
}
conditions
{
Hero Of(Event Player) != Hero(Torbjörn);
}
actions
{
Destroy HUD Text(Event Player.TorbDestroyHUD);
Destroy HUD Text(Event Player.TorbDestroy1);
Destroy HUD Text(Event Player.TorbDestroy2);
Destroy HUD Text(Event Player.TorbDestroy3);
Destroy HUD Text(Event Player.TorbDestroy4);
}
}
rule("Tracer HUD")
{
event
{
Ongoing - Each Player;
All;
Tracer;
}
actions
{
"DMG: DmgDealt - DmgTaken HP(SelfHeal/AllHeal)"
Create HUD Text(Event Player, Null, Event Player.TracerHideStats == False ? Custom String(" \r \r\n \r\n \r\n {0}DMG: {1}/{2})",
Hero Icon String(Hero(Tracer)), Custom String("{0} - {1} HP({2}", Round To Integer(Player Hero Stat(Event Player, Hero(
Tracer), Hero Damage Dealt), To Nearest), Round To Integer(Player Hero Stat(Event Player, Hero(Tracer), Damage Taken),
To Nearest), Round To Integer(Player Hero Stat(Event Player, Hero(Tracer), Self Healing), To Nearest)), Round To Integer(
Player Hero Stat(Event Player, Hero(Tracer), Healing Received) + Player Hero Stat(Event Player, Hero(Tracer), Self Healing),
To Nearest)) : Empty Array, Null, Left, 0, Color(White), Color(White), Color(White), Visible To and String,
Default Visibility);
Event Player.TracerDestroy1 = Last Text ID;
Create HUD Text(Event Player, Null, Event Player.TracerHideStats == False ? Custom String("Weapon acc: {0}%", Round To Integer(
Player Hero Stat(Event Player, Hero(Tracer), Weapon Accuracy) * 100, To Nearest)) : Empty Array, Null, Left, 1, Color(White),
Color(White), Color(White), Visible To and String, Default Visibility);
Event Player.TracerDestroy2 = Last Text ID;
Create HUD Text(Event Player, Null, Event Player.TracerHideStats == False ? Custom String("Critical hit acc: {0}%",
Round To Integer(Player Hero Stat(Event Player, Hero(Tracer), Critical Hit Accuracy) * 100, To Nearest)) : Empty Array, Null,
Left, 2, Color(White), Color(White), Color(White), Visible To and String, Default Visibility);
Event Player.TracerDestroy3 = Last Text ID;
Create HUD Text(Event Player, Null, Event Player.TracerHideStats == False ? Custom String("{0}Pulsebombs attached: {1}/{2}",
Ability Icon String(Hero(Tracer), Button(Ultimate)), Event Player.PulsebombHits, Event Player.PulsebombsUsed) : Empty Array,
Null, Left, 3, Color(White), Color(White), Color(White), Visible To and String, Default Visibility);
Event Player.TracerDestroy4 = Last Text ID;
}
}
rule("[HUD] Tracer Create")
rule("Tracer Toggle Stats")
{
event
{
Ongoing - Each Player;
All;
Tracer;
}
conditions
{
Is Button Held(Event Player, Button(Interact)) == True;
}
actions
{
Create HUD Text(Event Player, Null, Event Player.HideStats == False ? Custom String(
" \r\n \r\n \r\n {0}\r\n Critical hit acc: {1}%\r\n {2}", Custom String("{0} KDR: {1}\r\n Weapon acc: {2}%",
Hero Icon String(Hero Of(Event Player)), Player Hero Stat(Event Player, Hero Of(Event Player), Deaths) == 0 ? Player Hero Stat(
Event Player, Hero Of(Event Player), Final Blows) + Player Hero Stat(Event Player, Hero Of(Event Player), Environmental Kills)
: (Player Hero Stat(Event Player, Hero Of(Event Player), Final Blows) + Player Hero Stat(Event Player, Hero Of(Event Player),
Environmental Kills)) / Player Hero Stat(Event Player, Hero Of(Event Player), Deaths), Round To Integer(Player Hero Stat(
Event Player, Hero Of(Event Player), Weapon Accuracy) * 100, To Nearest)), Round To Integer(Player Hero Stat(Event Player,
Hero Of(Event Player), Critical Hit Accuracy) * 100, To Nearest), Custom String("{0} Pulsebombs attached: {1}/{2}",
Ability Icon String(Hero Of(Event Player), Button(Ultimate)), Event Player.PulsebombHits, Player Hero Stat(Event Player,
Hero Of(Event Player), Ultimates Used))) : Empty Array, Null, Left, 0, Color(White), Color(White), Color(White),
Visible To and String, Visible Never);
Event Player.TracerDestroyHUD = Last Text ID;
Wait(0.500, Abort When False);
Event Player.TracerHideStats = !Event Player.TracerHideStats;
}
}
rule("[HUD] Tracer Destroy")
rule("Tracer Destroy Stats")
{
event
{
Ongoing - Each Player;
All;
All;
}
conditions
{
Hero Of(Event Player) != Hero(Tracer);
}
actions
{
Destroy HUD Text(Event Player.TracerDestroyHUD);
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("[HUD] Widow Create")
rule("Widow HUD")
{
event
{
Ongoing - Each Player;
All;
Widowmaker;
}
actions
{
Create HUD Text(Event Player, Null, Event Player.HideStats == False ? Custom String(
" \r\n \r\n \r\n {0}\r\n Scoped acc: {1}%\r\n Scoped critical hit acc: {2}%", Custom String(
"{0} KDR: {1}\r\n Hipfire acc: {2}%", Hero Icon String(Hero Of(Event Player)), Player Hero Stat(Event Player, Hero Of(
Event Player), Deaths) == 0 ? Player Hero Stat(Event Player, Hero Of(Event Player), Final Blows) + Player Hero Stat(
Event Player, Hero Of(Event Player), Environmental Kills) : (Player Hero Stat(Event Player, Hero Of(Event Player), Final Blows)
+ Player Hero Stat(Event Player, Hero Of(Event Player), Environmental Kills)) / Player Hero Stat(Event Player, Hero Of(
Event Player), Deaths), Round To Integer((Player Hero Stat(Event Player, Hero Of(Event Player), Shots Hit) - Player Hero Stat(
Event Player, Hero Of(Event Player), Scoped Hits)) / (Player Hero Stat(Event Player, Hero Of(Event Player), Shots Fired)
- Player Hero Stat(Event Player, Hero Of(Event Player), Scoped Shots)) * 100, To Nearest)), Round To Integer(Player Hero Stat(
Event Player, Hero Of(Event Player), Scoped Accuracy) * 100, To Nearest), Round To Integer(Player Hero Stat(Event Player,
Hero Of(Event Player), Scoped Critical Hit Accuracy) * 100, To Nearest)) : Empty Array, Null, Left, 0, Color(White), Color(
White), Color(White), Visible To and String, Visible Never);
Event Player.WidowDestroyHUD = Last Text ID;
"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("[HUD] Widow Destroy")
rule("Widow Toggle Stats")
{
event
{
Ongoing - Each Player;
All;
Widowmaker;
}
conditions
{
Is Button Held(Event Player, Button(Interact)) == True;
}
actions
{
Wait(0.500, Abort When False);
Event Player.WidowHideStats = !Event Player.WidowHideStats;
}
}
rule("Widow Destroy Stats")
{
event
{
Ongoing - Each Player;
All;
All;
}
conditions
{
Hero Of(Event Player) != Hero(Widowmaker);
}
actions
{
Destroy HUD Text(Event Player.WidowDestroyHUD);
Destroy HUD Text(Event Player.WidowDestroy1);
Destroy HUD Text(Event Player.WidowDestroy2);
Destroy HUD Text(Event Player.WidowDestroy3);
Destroy HUD Text(Event Player.WidowDestroy4);
}
}
rule("Ana HUD")
{
event
{
Ongoing - Each Player;
All;
Ana;
}
actions
{
"DMG: DmgDealt - DmgTaken HP(SelfHeal/AllHeal)"
Create HUD Text(Event Player, Null, Event Player.AnaHideStats == False ? Custom String(" \r \r\n \r\n \r\n {0} DMG: {1}/{2})",
Hero Icon String(Hero(Ana)), Custom String("{0} - {1} HP({2}", Round To Integer(Player Hero Stat(Event Player, Hero(Ana),
Hero Damage Dealt), To Nearest), Round To Integer(Player Hero Stat(Event Player, Hero(Ana), Damage Taken), To Nearest),
Round To Integer(Player Hero Stat(Event Player, Hero(Ana), Self Healing), To Nearest)), Round To Integer(Player Hero Stat(
Event Player, Hero(Ana), Healing Received), To Nearest)) : Empty Array, Null, Left, 0, Color(White), Color(White), Color(
White), Visible To and String, Default Visibility);
Event Player.AnaDestroy1 = Last Text ID;
Create HUD Text(Event Player, Null, Event Player.AnaHideStats == False ? Custom String("Unscoped acc: {0}%", Round To Integer((
Player Hero Stat(Event Player, Hero(Ana), Shots Hit) - Player Hero Stat(Event Player, Hero(Ana), Scoped Hits)) / (
Player Hero Stat(Event Player, Hero(Ana), Shots Fired) - Player Hero Stat(Event Player, Hero(Ana), Scoped Shots)) * 100,
To Nearest)) : Empty Array, Null, Left, 1, Color(White), Color(White), Color(White), Visible To and String,
Default Visibility);
Event Player.AnaDestroy2 = Last Text ID;
Create HUD Text(Event Player, Null, Event Player.AnaHideStats == False ? Custom String("Scoped acc: {0}%", Round To Integer(
Player Hero Stat(Event Player, Hero(Ana), Scoped Accuracy) * 100, To Nearest)) : Empty Array, Null, Left, 2, Color(White),
Color(White), Color(White), Visible To and String, Default Visibility);
Event Player.AnaDestroy3 = Last Text ID;
Create HUD Text(Event Player, Null, Event Player.AnaHideStats == False ? Custom String("{0}Sleepdart hits: {1}/{2}",
Ability Icon String(Hero(Ana), Button(Ability 1)), Event Player.SleepdartHits, Event Player.SleepdartsUsed) : Empty Array,
Null, Left, 3, Color(White), Color(White), Color(White), Visible To and String, Default Visibility);
Event Player.AnaDestroy4 = Last Text ID;
}
}
rule("[HUD] Ana Create")
rule("Ana Toggle Stats")
{
event
{
Ongoing - Each Player;
All;
Ana;
}
conditions
{
Is Button Held(Event Player, Button(Interact)) == True;
}
actions
{
Create HUD Text(Event Player, Null, Event Player.HideStats == False ? Custom String(
" \r\n \r\n \r\n {0}\r\n Scoped acc: {1}%\r\n {2}", Custom String("{0} KDR: {1}\r\n Hipfire acc: {2}%", Hero Icon String(
Hero Of(Event Player)), Player Hero Stat(Event Player, Hero Of(Event Player), Deaths) == 0 ? Player Hero Stat(Event Player,
Hero Of(Event Player), Final Blows) + Player Hero Stat(Event Player, Hero Of(Event Player), Environmental Kills) : (
Player Hero Stat(Event Player, Hero Of(Event Player), Final Blows) + Player Hero Stat(Event Player, Hero Of(Event Player),
Environmental Kills)) / Player Hero Stat(Event Player, Hero Of(Event Player), Deaths), Round To Integer((Player Hero Stat(
Event Player, Hero Of(Event Player), Shots Hit) - Player Hero Stat(Event Player, Hero Of(Event Player), Scoped Hits)) / (
Player Hero Stat(Event Player, Hero Of(Event Player), Shots Fired) - Player Hero Stat(Event Player, Hero Of(Event Player),
Scoped Shots)) * 100, To Nearest)), Round To Integer(Player Hero Stat(Event Player, Hero Of(Event Player), Scoped Accuracy)
* 100, To Nearest), Custom String("{0}Sleepdart hits: {1}/{2}", Ability Icon String(Hero Of(Event Player), Button(Ability 1)),
Event Player.SleepdartHits, Event Player.SleepdartsUsed)) : Empty Array, Null, Left, 0, Color(White), Color(White), Color(
White), Visible To and String, Visible Never);
Event Player.AnaDestroyHUD = Last Text ID;
Wait(0.500, Abort When False);
Event Player.AnaHideStats = !Event Player.AnaHideStats;
}
}
rule("[HUD] Ana Destroy")
rule("Ana Destroy Stats")
{
event
{
Ongoing - Each Player;
All;
All;
}
conditions
{
Hero Of(Event Player) != Hero(Ana);
}
actions
{
Destroy HUD Text(Event Player.AnaDestroyHUD);
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("[HUD] Bap Create")
rule("Bap HUD")
{
event
{
Ongoing - Each Player;
All;
Baptiste;
}
actions
{
Create HUD Text(Event Player, Null, Event Player.HideStats == False ? Custom String(
" \r\n \r\n \r\n {0}\r\n Critical hit acc: {1}%", Custom String(" {0} KDR: {1}\r\n Weapon acc: {2}%", Hero Icon String(
Hero Of(Event Player)), Player Hero Stat(Event Player, Hero Of(Event Player), Deaths) == 0 ? Player Hero Stat(Event Player,
Hero Of(Event Player), Final Blows) + Player Hero Stat(Event Player, Hero Of(Event Player), Environmental Kills) : (
Player Hero Stat(Event Player, Hero Of(Event Player), Final Blows) + Player Hero Stat(Event Player, Hero Of(Event Player),
Environmental Kills)) / Player Hero Stat(Event Player, Hero Of(Event Player), Deaths), Round To Integer(Player Hero Stat(
Event Player, Hero Of(Event Player), Weapon Accuracy) * 100, To Nearest)), Round To Integer(Player Hero Stat(Event Player,
Hero Of(Event Player), Critical Hit Accuracy) * 100, To Nearest)) : Empty Array, Null, Left, 0, Color(White), Color(White),
Color(White), Visible To and String, Visible Never);
Event Player.BapDestroyHUD = Last Text ID;
"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("[HUD] Bap Destroy")
rule("Bap Toggle Stats")
{
event
{
Ongoing - Each Player;
All;
Baptiste;
}
conditions
{
Is Button Held(Event Player, Button(Interact)) == True;
}
actions
{
Wait(0.500, Abort When False);
Event Player.BapHideStats = !Event Player.BapHideStats;
}
}
rule("Bap Destroy Stats")
{
event
{
Ongoing - Each Player;
All;
All;
}
conditions
{
Hero Of(Event Player) != Hero(Baptiste);
}
actions
{
Destroy HUD Text(Event Player.BapDestroyHUD);
Destroy HUD Text(Event Player.BapDestroy1);
Destroy HUD Text(Event Player.BapDestroy2);
Destroy HUD Text(Event Player.BapDestroy3);
}
}
rule("Lucio HUD")
{
event
{
Ongoing - Each Player;
All;
Lúcio;
}
actions
{
"DMG: DmgDealt - DmgTaken HP(SelfHeal/AllHeal)"
Create HUD Text(Event Player, Null, Event Player.LucioHideStats == False ? Custom String(" \r \r\n \r\n \r\n {0} DMG: {1}/{2})",
Hero Icon String(Hero(Lúcio)), Custom String("{0} - {1} HP({2}", Round To Integer(Player Hero Stat(Event Player, Hero(Lúcio),
Hero Damage Dealt), To Nearest), Round To Integer(Player Hero Stat(Event Player, Hero(Lúcio), Damage Taken), To Nearest),
Round To Integer(Player Hero Stat(Event Player, Hero(Lúcio), Self Healing), To Nearest)), Round To Integer(Player Hero Stat(
Event Player, Hero(Lúcio), Healing Received), To Nearest)) : Empty Array, Null, Left, 0, Color(White), Color(White), Color(
White), Visible To and String, Default Visibility);
Event Player.LucioDestroy1 = Last Text ID;
Create HUD Text(Event Player, Null, Event Player.LucioHideStats == False ? Custom String("Weapon acc: {0}%", Round To Integer(
Player Hero Stat(Event Player, Hero(Lúcio), Weapon Accuracy) * 100, To Nearest)) : Empty Array, Null, Left, 1, Color(White),
Color(White), Color(White), Visible To and String, Default Visibility);
Event Player.LucioDestroy2 = Last Text ID;
Create HUD Text(Event Player, Null, Event Player.LucioHideStats == False ? Custom String("Critical hit acc: {0}%",
Round To Integer(Player Hero Stat(Event Player, Hero(Lúcio), Critical Hit Accuracy) * 100, To Nearest)) : Empty Array, Null,
Left, 2, Color(White), Color(White), Color(White), Visible To and String, Default Visibility);
Event Player.LucioDestroy3 = Last Text ID;
Create HUD Text(Event Player, Empty Array, Event Player.LucioHideStats == False ? Custom String("{0}{1} Boop kills: {2}",
Ability Icon String(Hero(Lúcio), Button(Melee)), Ability Icon String(Hero(Lúcio), Button(Secondary Fire)), Player Hero Stat(
Event Player, Hero(Lúcio), Environmental Kills)) : Empty Array, Null, Left, 3, Color(White), Color(White), Color(White),
Visible To and String, Default Visibility);
Event Player.LucioDestroy4 = Last Text ID;
}
}
rule("[HUD] Lucio Create")
rule("Lucio Toggle Stats")
{
event
{
Ongoing - Each Player;
All;
Lúcio;
}
conditions
{
Is Button Held(Event Player, Button(Interact)) == True;
}
actions
{
Create HUD Text(Event Player, Null, Event Player.HideStats == False ? Custom String(
" \r\n \r\n \r\n {0}\r\n Critical hit acc: {1}%\r\n {2}", Custom String("{0} KDR: {1} \r\n Weapon acc: {2}%",
Hero Icon String(Hero Of(Event Player)), Player Hero Stat(Event Player, Hero Of(Event Player), Deaths) == 0 ? Player Hero Stat(
Event Player, Hero Of(Event Player), Final Blows) + Player Hero Stat(Event Player, Hero Of(Event Player), Environmental Kills)
: (Player Hero Stat(Event Player, Hero Of(Event Player), Final Blows) + Player Hero Stat(Event Player, Hero Of(Event Player),
Environmental Kills)) / Player Hero Stat(Event Player, Hero Of(Event Player), Deaths), Round To Integer(Player Hero Stat(
Event Player, Hero Of(Event Player), Weapon Accuracy) * 100, To Nearest)), Round To Integer(Player Hero Stat(Event Player,
Hero Of(Event Player), Critical Hit Accuracy) * 100, To Nearest), Custom String("{0} Boop kills: {1}", Ability Icon String(
Hero Of(Event Player), Button(Secondary Fire)), Player Hero Stat(Event Player, Hero Of(Event Player), Environmental Kills)))
: Empty Array, Null, Left, 0, Color(White), Color(White), Color(White), Visible To and String, Visible Never);
Event Player.LucioDestroyHUD = Last Text ID;
Wait(0.500, Abort When False);
Event Player.LucioHideStats = !Event Player.LucioHideStats;
}
}
rule("[HUD] Lucio Destroy")
rule("Lucio Destroy Stats")
{
event
{
Ongoing - Each Player;
All;
All;
}
conditions
{
Hero Of(Event Player) != Hero(Lúcio);
}
actions
{
Destroy HUD Text(Event Player.LucioDestroyHUD);
Destroy HUD Text(Event Player.LucioDestroy1);
Destroy HUD Text(Event Player.LucioDestroy2);
Destroy HUD Text(Event Player.LucioDestroy3);
Destroy HUD Text(Event Player.LucioDestroy4);
}
}
rule("Zen HUD")
{
event
{
Ongoing - Each Player;
All;
Zenyatta;
}
actions
{
"DMG: DmgDealt - DmgTaken HP(AllHeal)"
Create HUD Text(Event Player, Null, Event Player.ZenHideStats == False ? Custom String(" \r \r\n \r\n \r\n {0} {1}",
Hero Icon String(Hero(Zenyatta)), Custom String("DMG: {0} - {1} HP({2})", Round To Integer(Player Hero Stat(Event Player,
Hero(Zenyatta), Hero Damage Dealt), To Nearest), Round To Integer(Player Hero Stat(Event Player, Hero(Zenyatta), Damage Taken),
To Nearest), Round To Integer(Player Hero Stat(Event Player, Hero(Zenyatta), Healing Received), To Nearest))) : Empty Array,
Null, Left, 0, Color(White), Color(White), Color(White), Visible To and String, Default Visibility);
Event Player.ZenDestroy1 = Last Text ID;
Create HUD Text(Event Player, Null, Event Player.ZenHideStats == False ? Custom String("Weapon acc: {0}%", Round To Integer(
Player Hero Stat(Event Player, Hero(Zenyatta), Weapon Accuracy) * 100, To Nearest)) : Empty Array, Null, Left, 1, Color(White),
Color(White), Color(White), Visible To and String, Default Visibility);
Event Player.ZenDestroy2 = Last Text ID;
Create HUD Text(Event Player, Null, Event Player.ZenHideStats == False ? Custom String("Critical hit acc: {0}%", Round To Integer(
Player Hero Stat(Event Player, Hero(Zenyatta), Critical Hit Accuracy) * 100, To Nearest)) : Empty Array, Null, Left, 2, Color(
White), Color(White), Color(White), Visible To and String, Default Visibility);
Event Player.ZenDestroy3 = Last Text ID;
}
}
rule("[HUD] Zen Create")
rule("Zen Toggle Stats")
{
event
{
Ongoing - Each Player;
All;
Zenyatta;
}
conditions
{
Is Button Held(Event Player, Button(Interact)) == True;
}
actions
{
Create HUD Text(Event Player, Null, Event Player.HideStats == False ? Custom String(
" \r\n \r\n \r\n {0}\r\n Critical hit acc: {1}%", Custom String("{0} KDR: {1}\r\n Weapon acc: {2}%", Hero Icon String(
Hero Of(Event Player)), Player Hero Stat(Event Player, Hero Of(Event Player), Deaths) == 0 ? Player Hero Stat(Event Player,
Hero Of(Event Player), Final Blows) + Player Hero Stat(Event Player, Hero Of(Event Player), Environmental Kills) : (
Player Hero Stat(Event Player, Hero Of(Event Player), Final Blows) + Player Hero Stat(Event Player, Hero Of(Event Player),
Environmental Kills)) / Player Hero Stat(Event Player, Hero Of(Event Player), Deaths), Round To Integer(Player Hero Stat(
Event Player, Hero Of(Event Player), Weapon Accuracy) * 100, To Nearest)), Round To Integer(Player Hero Stat(Event Player,
Hero Of(Event Player), Critical Hit Accuracy) * 100, To Nearest)) : Empty Array, Null, Left, 0, Color(White), Color(White),
Color(White), Visible To and String, Visible Never);
Event Player.ZenDestroyHUD = Last Text ID;
Wait(0.500, Abort When False);
Event Player.ZenHideStats = !Event Player.ZenHideStats;
}
}
rule("[HUD] Zen Destroy")
rule("Zen Destroy Stats")
{
event
{
Ongoing - Each Player;
All;
All;
}
conditions
{
Hero Of(Event Player) != Hero(Zenyatta);
}
actions
{
Destroy HUD Text(Event Player.ZenDestroyHUD);
Destroy HUD Text(Event Player.ZenDestroy1);
Destroy HUD Text(Event Player.ZenDestroy2);
Destroy HUD Text(Event Player.ZenDestroy3);
}
}
rule("[Variable] Echo StickybombsUsed")
rule("Variable Echo StickybombsUsed")
{
event
{
Ongoing - Each Player;
All;
Echo;
}
conditions
{
Is Firing Secondary(Event Player) == True;
Is Dead(Event Player) != True;
}
actions
{
Wait(0.035, Abort When False);
Event Player.StickybombsUsed += 1;
Wait(0.060, Abort When False);
Event Player.StickybombsUsed += 1;
Wait(0.060, Abort When False);
Event Player.StickybombsUsed += 1;
Wait(0.060, Abort When False);
Event Player.StickybombsUsed += 1;
Wait(0.060, Abort When False);
Event Player.StickybombsUsed += 1;
Wait(0.060, Abort When False);
Event Player.StickybombsUsed += 1;
}
}
rule("[Variable] Echo StickybombHits")
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)")
rule("Variable Echo also StickybombHits (Needed to count stickybombs that kill)")
{
event
{
Player Dealt Final Blow;
All;
Echo;
}
conditions
{
Event Ability == Is Firing Secondary(Event Player);
Event Damage < 5;
Attacker != Victim;
}
actions
{
Event Player.StickybombHits += 1;
}
}
rule("[Variable] Mccree FlashbangsUsed")
rule("Variable Mccree FlashbangsUsed")
{
event
{
Ongoing - Each Player;
All;
McCree;
}
conditions
{
Is Using Ability 2(Event Player) == True;
}
actions
{
Event Player.FlashbangsUsed += 1;
}
}
rule("[Variable] Mccree FlashbangHits")
rule("Variable Mccree ThrewFlashbang")
{
event
{
Player Dealt Damage;
Ongoing - Each Player;
All;
McCree;
}
conditions
{
Is Using Ability 2(Event Player) == True;
Event Player.ThrewFlashbang == True;
}
actions
{
Event Player.FlashbangHits += 1;
Event Player.ThrewFlashbang = True;
Wait(0.350, Ignore Condition);
Event Player.ThrewFlashbang = False;
}
}
rule("[Variable] Mccree ThrewFlashbang")
rule("Variable Mccree FlashbangHits")
{
event
{
Ongoing - Each Player;
Player Dealt Damage;
All;
McCree;
}
conditions
{
Is Using Ability 2(Event Player) == True;
Event Player.ThrewFlashbang == True;
}
actions
{
Event Player.ThrewFlashbang = True;
Wait(0.350, Ignore Condition);
Event Player.FlashbangHits += 1;
Event Player.ThrewFlashbang = False;
}
}
rule("[Variable] Soldier76 HelixrocketsUsed")
rule("Variable Soldier76 HelixrocketsUsed")
{
event
{
Ongoing - Each Player;
All;
Soldier: 76;
}
conditions
{
Is Firing Secondary(Event Player) == True;
}
actions
{
Event Player.HelixrocketsUsed += 1;
}
}
rule("[Variable] Soldier76 HelixrocketHits")
rule("Variable Soldier76 FiredHelixrocket")
{
event
{
Player Dealt Damage;
Ongoing - Each Player;
All;
Soldier: 76;
}
conditions
{
Event Ability == Button(Secondary Fire);
Attacker != Victim;
Event Player.ThrewHelixrocket == True;
Is Firing Secondary(Event Player) == True;
}
actions
{
Event Player.HelixrocketHits += 1;
Event Player.ThrewHelixrocket = False;
Event Player.FiredHelixrocket = True;
Wait(2, Ignore Condition);
Event Player.FiredHelixrocket = False;
}
}
rule("[Variable] Soldier76 also HelixrocketHits (Needed to not count environmental kills twice)")
rule("Variable Soldier76 HelixrocketHits")
{
event
{
Player Dealt Final Blow;
Player Dealt Damage;
All;
Soldier: 76;
}
conditions
{
Event Ability == Button(Secondary Fire);
Event Was Environment == True;
Event Player.ThrewHelixrocket == True;
Attacker != Victim;
Event Player.FiredHelixrocket == True;
}
actions
{
Event Player.HelixrocketHits -= 1;
Event Player.HelixrocketHits += 1;
Event Player.FiredHelixrocket = False;
}
}
rule("[Variable] Soldier76 ThrewHelixrocket")
rule("Variable Soldier76 also HelixrocketHits (Needed to not count environmental kills twice)")
{
event
{
Ongoing - Each Player;
Player Dealt Final Blow;
All;
Soldier: 76;
}
conditions
{
Is Firing Secondary(Event Player) == True;
Event Ability == Button(Secondary Fire);
Event Was Environment == True;
Event Player.FiredHelixrocket == True;
}
actions
{
Event Player.ThrewHelixrocket = True;
Wait(0.100, Ignore Condition);
Event Player.ThrewHelixrocket = False;
Event Player.HelixrocketHits -= 1;
}
}
rule("[Variable] Torb TemporaryArmorRecieved")
rule("Variable Torb TemporaryArmorRecieved")
{
event
{
Ongoing - Each Player;
All;
Torbjörn;
}
conditions
{
Is Using Ability 2(Event Player) == True;
}
actions
{
Event Player.TemporaryArmorRecieved += 100;
}
}
rule("[Variable] Torb HammerKills")
rule("Variable Torb HammerKills")
{
event
{
Player Dealt Final Blow;
All;
Torbjörn;
}
conditions
{
Is In Alternate Form(Event Player) == True;
Event Ability == Is Firing Primary(Event Player);
}
actions
{
Event Player.HammerKills += 1;
}
}
rule("[Variable] Tracer PulsebombHits")
rule("Variable Tracer PulsebombsUsed")
{
event
{
Player Dealt Damage;
Ongoing - Each Player;
All;
Tracer;
}
conditions
{
Event Ability == Button(Ultimate);
Attacker != Victim;
Event Player.ThrewPulsebomb == True;
Is Using Ultimate(Event Player) == True;
}
actions
{
Event Player.PulsebombHits += 1;
Event Player.ThrewPulsebomb = False;
Event Player.PulsebombsUsed += 1;
}
}
rule("[Variable] Tracer ThrewPulsebomb")
rule("Variable Tracer ThrewPulsebomb")
{
event
{
Ongoing - Each Player;
All;
Tracer;
}
conditions
{
Is Using Ultimate(Event Player) == True;
}
actions
{
Event Player.ThrewPulsebomb = True;
Wait(1, Ignore Condition);
Event Player.ThrewPulsebomb = False;
}
}
rule("[Variable] Ana SleepdartsUsed")
rule("Variable Tracer PulsebombHits")
{
event
{
Player Dealt Damage;
All;
Tracer;
}
conditions
{
Event Ability == Button(Ultimate);
Attacker != Victim;
Event Player.ThrewPulsebomb == True;
}
actions
{
Event Player.PulsebombHits += 1;
Event Player.ThrewPulsebomb = False;
}
}
rule("Variable Ana SleepdartsUsed")
{
event
{
Ongoing - Each Player;
All;
Ana;
}
conditions
{
Is Using Ability 1(Event Player) == True;
}
actions
{
Event Player.SleepdartsUsed += 1;
}
}
rule("[Variable] Ana SleepdartHits")
rule("Variable Ana SleepdartHits")
{
event
{
Player Dealt Damage;
All;
Ana;
}
conditions
{
Event Ability == Button(Ability 1);
}
actions
{
Event Player.SleepdartHits += 1;
}
}
rule("[Variable] Ana also SleepdartHits (Needed to not count environmental kills twice)")
rule("Variable Ana also SleepdartHits (Needed to not count environmental kills twice)")
{
event
{
Player Dealt Final Blow;
All;
Ana;
}
conditions
{
Event Ability == Button(Ability 1);
Event Was Environment == True;
}
actions
{
Event Player.SleepdartHits -= 1;
}
}