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  • settings
  • {
  • main
  • {
  • Description: "Tryhard FFA 2.0.5 Last updated: 28.Nov 2020 More info: www.workshop.codes/D9977 Do NOT click \"save settings\". Import D9977 instead. Stats on 1st line: DmgDealt - DmgTaken (SelfHeal/HealReceived)"
  • Description: "Tryhard FFA 2.0.6 Last updated: 02.Dec 2020 More info: www.workshop.codes/D9977 Do NOT click \"save settings\". Import D9977 instead. Heroicon: (HeroDamageDealt) - (AllDamageTaken) - (AllHealingReceived)"
  • }
  • lobby
  • {
  • Allow Players Who Are In Queue: Yes
  • Max Spectators: 12
  • Return To Lobby: Never
  • }
  • modes
  • {
  • Deathmatch
  • {
  • Game Length In Minutes: 15
  • Game Mode Start: Immediately
  • Hero Limit: Off
  • Score To Win: 50
  • Spawn Health Packs: Enabled
  • enabled maps
  • {
  • Château Guillard
  • }
  • }
  • }
  • heroes
  • {
  • General
  • {
  • Ana
  • {
  • Ultimate Ability Nano Boost: Off
  • }
  • Ashe
  • {
  • Dynamite: Off
  • Ultimate Ability B.O.B.: Off
  • }
  • Baptiste
  • {
  • Immortality Field: Off
  • Ultimate Ability Amplification Matrix: Off
  • }
  • Doomfist
  • {
  • Ultimate Ability Meteor Strike: Off
  • }
  • Echo
  • {
  • Ultimate Ability Duplicate: Off
  • }
  • Genji
  • {
  • Ultimate Ability Dragonblade: Off
  • }
  • Hanzo
  • {
  • Ultimate Ability Dragonstrike: Off
  • }
  • Lúcio
  • {
  • Ultimate Ability Sound Barrier: Off
  • }
  • McCree
  • {
  • Secondary Fire: Off
  • Ultimate Ability Deadeye: Off
  • }
  • Mei
  • {
  • Cryo-Freeze: Off
  • Ice Wall: Off
  • Primary Fire: Off
  • Ultimate Ability Blizzard: Off
  • }
  • Pharah
  • {
  • Ultimate Ability Barrage: Off
  • }
  • Soldier: 76
  • {
  • Ultimate Ability Tactical Visor: Off
  • }
  • Sombra
  • {
  • Ultimate Ability EMP: Off
  • }
  • Torbjörn
  • {
  • Deploy Turret: Off
  • Ultimate Ability Molten Core: Off
  • }
  • Widowmaker
  • {
  • Ultimate Ability Infra-Sight: Off
  • Venom Mine: Off
  • }
  • Zenyatta
  • {
  • Ultimate Ability Transcendence: Off
  • }
  • disabled heroes
  • {
  • Bastion
  • Brigitte
  • D.Va
  • Junkrat
  • Mercy
  • Moira
  • Orisa
  • Reaper
  • Reinhardt
  • Roadhog
  • Sigma
  • Symmetra
  • Winston
  • Wrecking Ball
  • Zarya
  • }
  • }
  • }
  • }
  • variables
  • {
  • player:
  • 0: AsheHideStats
  • 1: DoomHideStats
  • 2: EchoHideStats
  • 3: GenjiHideStats
  • 4: HanzoHideStats
  • 5: McCreeHideStats
  • 6: MeiHideStats
  • 7: PharahHideStats
  • 8: Soldier76HideStats
  • 9: SombraHideStats
  • 10: TorbHideStats
  • 11: TracerHideStats
  • 12: WidowHideStats
  • 13: AnaHideStats
  • 14: BapHideStats
  • 15: LucioHideStats
  • 16: ZenHideStats
  • 17: AsheDestroy1
  • 18: AsheDestroy2
  • 19: AsheDestroy3
  • 20: AsheDestroy4
  • 21: DoomDestroy1
  • 22: DoomDestroy2
  • 23: DoomDestroy3
  • 24: DoomDestroy4
  • 25: EchoDestroy1
  • 26: EchoDestroy2
  • 27: EchoDestroy3
  • 28: EchoDestroy4
  • 29: GenjiDestroy1
  • 30: GenjiDestroy2
  • 31: GenjiDestroy3
  • 32: HanzoDestroy1
  • 33: HanzoDestroy2
  • 34: HanzoDestroy3
  • 35: MccreeDestroy1
  • 36: MccreeDestroy2
  • 37: MccreeDestroy3
  • 38: MccreeDestroy4
  • 39: MeiDestroy1
  • 40: MeiDestroy2
  • 41: MeiDestroy3
  • 42: PharahDestroy1
  • 43: PharahDestroy2
  • 44: PharahDestroy3
  • 45: Soldier76Destroy1
  • 46: Soldier76Destroy2
  • 47: Soldier76Destroy3
  • 48: Soldier76Destroy4
  • 49: SombraDestroy1
  • 50: SombraDestroy2
  • 51: SombraDestroy3
  • 52: TorbDestroy1
  • 53: TorbDestroy2
  • 54: TorbDestroy3
  • 55: TorbDestroy4
  • 56: TracerDestroy1
  • 57: TracerDestroy2
  • 58: TracerDestroy3
  • 59: TracerDestroy4
  • 60: WidowDestroy1
  • 61: WidowDestroy2
  • 62: WidowDestroy3
  • 63: WidowDestroy4
  • 64: AnaDestroy1
  • 65: AnaDestroy2
  • 66: AnaDestroy3
  • 67: AnaDestroy4
  • 68: BapDestroy1
  • 69: BapDestroy2
  • 70: BapDestroy3
  • 71: LucioDestroy1
  • 72: LucioDestroy2
  • 73: LucioDestroy3
  • 74: LucioDestroy4
  • 75: ZenDestroy1
  • 76: ZenDestroy2
  • 77: ZenDestroy3
  • 78: StickybombsUsed
  • 79: StickybombHits
  • 80: FlashbangsUsed
  • 81: FlashbangHits
  • 82: ThrewFlashbang
  • 83: HelixrocketsUsed
  • 84: HelixrocketHits
  • 85: FiredHelixrocket
  • 86: TemporaryArmorRecieved
  • 87: HammerKills
  • 88: PulsebombsUsed
  • 89: PulsebombHits
  • 90: ThrewPulsebomb
  • 91: SleepdartsUsed
  • 92: SleepdartHits
  • 93: AsheAllHealingReceived
  • 94: EchoAllHealingReceived
  • 95: GenjiAllHealingReceived
  • 96: PharahAllHealingReceived
  • 97: Soldier76AllHealingReceived
  • 98: TracerAllHealingReceived
  • }
  • rule("Heal on kill (250 instant)")
  • {
  • event
  • {
  • Player Dealt Final Blow;
  • All;
  • All;
  • }
  • actions
  • {
  • Heal(Event Player, Null, 250);
  • Heal(Event Player, Event Player, 250);
  • }
  • }
  • rule("Skip assembling heroes state")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Is Assembling Heroes == True;
  • }
  • actions
  • {
  • Set Match Time(0);
  • }
  • }
  • rule("Give Tracer 3 blinks every death")
  • {
  • event
  • {
  • Player Died;
  • All;
  • Tracer;
  • }
  • actions
  • {
  • Set Ability Charge(Event Player, Button(Ability 1), 3);
  • }
  • }
  • rule("Disable and Enable stuff")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • actions
  • {
  • Disable Built-In Game Mode Announcer;
  • Disable Game Mode HUD(Event Player);
  • Enable Death Spectate Target HUD(Event Player);
  • }
  • }
  • rule("Disable the worst spawn on chateu (176.960, 0.190, 51.520)")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Is Alive(Event Player) == True;
  • }
  • actions
  • {
  • While(Distance Between(Vector(176.959, 0.190, 51.520), Event Player) < 1);
  • Respawn(Event Player);
  • Wait(0.016, Ignore Condition);
  • Respawn(Event Player);
  • }
  • }
  • rule("Display serverload for host 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);
  • Server Load Peak), Null, Left, 4, Color(White), Color(White), Color(White), Visible To and String, Visible Always);
  • }
  • }
  • rule("Tryhard FFA Code, Match Time, Hold interact to toggle stats HUD")
  • rule("Match Time, Hold interact to toggle stats, Code HUD")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • actions
  • {
  • Disable Inspector Recording;
  • 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, Null, Match Time % 60 < 10 ? Custom String("{0}:{1}{2}", Round To Integer(
  • Match Time / 60, Down), Null, Round To Integer(Match Time % 60, Down)) : Custom String("{0}:{1}", Round To Integer(
  • Match Time / 60, Down), Round To Integer(Match Time % 60, Down)), Top, -2, Color(White), Color(White), Color(White),
  • Visible To and String, Visible Always);
  • Create HUD Text(All Players(All Teams), Null, Custom String("Hold {0} to toggle stats", Input Binding String(Button(Interact))),
  • Null, Top, -1, Null, Color(Orange), Null, Visible To and String, Visible Never);
  • Create HUD Text(All Players(All Teams), Null, Custom String("Code: D9977 Version 2.0.5"), Null, Left, -1, Null, Custom Color(75,
  • 255, 75, 255), Null, Visible To and String, Visible Never);
  • Create HUD Text(All Players(All Teams), Null, Custom String(" Tryhard FFA 2.0.6"), Null, Left, -2, Null, Custom Color(75, 255, 75,
  • 255), Null, Visible To and String, Visible Always);
  • Create HUD Text(All Players(All Teams), Null, Custom String(" \r\n \r\n \r\n Code: D9977"), Null, Left, -1, Null, Custom Color(75,
  • 255, 75, 255), Null, Visible To and String, Visible Always);
  • }
  • }
  • rule("Ashe HUD")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Ashe;
  • }
  • actions
  • {
  • "DMG: DmgDealt - DmgTaken HP(AllHeal)"
  • Create HUD Text(Event Player, Null, Event Player.AsheHideStats == False ? Custom String(" \r \r\n \r\n \r\n {0} {1}",
  • Hero Icon String(Hero(Ashe)), Custom String("DMG: {0} - {1} HP({2})", Round To Integer(Player Hero Stat(Event Player, Hero(
  • Ashe), Hero Damage Dealt), To Nearest), Round To Integer(Player Hero Stat(Event Player, Hero(Ashe), Damage Taken), To Nearest),
  • Round To Integer(Player Hero Stat(Event Player, Hero(Ashe), Healing Received), To Nearest))) : Empty Array, Null, Left, 0,
  • Color(White), Color(White), Color(White), Visible To and String, Default Visibility);
  • "Heroicon: (Hero Damage Dealt) - (All Damage Taken) - (All Healing Received)"
  • Create HUD Text(Event Player, Null, Event Player.AsheHideStats == False ? Custom String(" {0} {1}", Hero Icon String(Hero(Ashe)),
  • Custom String("{0} - {1} - {2}", Round To Integer(Player Hero Stat(Event Player, Hero(Ashe), Hero Damage Dealt),
  • To Nearest), Round To Integer(Player Hero Stat(Event Player, Hero(Ashe), Damage Taken), To Nearest), Round To Integer(
  • Event Player.AsheAllHealingReceived, To Nearest))) : Empty Array, Null, Left, 0, Color(White), Color(White), Color(White),
  • Visible To and String, Visible Never);
  • Event Player.AsheDestroy1 = Last Text ID;
  • Create HUD Text(Event Player, Null, Event Player.AsheHideStats == False ? Custom String("Hipfire acc: {0}%", Round To Integer((
  • 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);
  • To Nearest)) : Empty Array, Null, Left, 1, Color(White), Color(White), Color(White), Visible To and String, Visible Never);
  • Event Player.AsheDestroy2 = Last Text ID;
  • Create HUD Text(Event Player, Null, Event Player.AsheHideStats == 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, Default Visibility);
  • Color(White), Color(White), Visible To and String, Visible Never);
  • Event Player.AsheDestroy3 = Last Text ID;
  • Create HUD Text(Event Player, Null, Event Player.AsheHideStats == 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, Default Visibility);
  • Null, Left, 3, Color(White), Color(White), Color(White), Visible To and String, Visible Never);
  • Event Player.AsheDestroy4 = Last Text ID;
  • }
  • }
  • rule("Ashe Toggle Stats")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Ashe;
  • }
  • conditions
  • {
  • Is Button Held(Event Player, Button(Interact)) == True;
  • }
  • actions
  • {
  • Wait(0.500, Abort When False);
  • Event Player.AsheHideStats = !Event Player.AsheHideStats;
  • }
  • }
  • rule("Ashe Destroy Stats")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Hero Of(Event Player) != Hero(Ashe);
  • }
  • actions
  • {
  • Destroy HUD Text(Event Player.AsheDestroy1);
  • Destroy HUD Text(Event Player.AsheDestroy2);
  • Destroy HUD Text(Event Player.AsheDestroy3);
  • Destroy HUD Text(Event Player.AsheDestroy4);
  • }
  • }
  • rule("Doom HUD")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Doomfist;
  • }
  • actions
  • {
  • "DMG: DmgDealt - DmgTaken HP(AllHeal)"
  • Create HUD Text(Event Player, Null, Event Player.DoomHideStats == False ? Custom String(" \r \r\n \r\n \r\n {0}{1}",
  • Hero Icon String(Hero(Doomfist)), Custom String("DMG: {0} - {1} HP({2})", Round To Integer(Player Hero Stat(Event Player,
  • Hero(Doomfist), Hero Damage Dealt), To Nearest), Round To Integer(Player Hero Stat(Event Player, Hero(Doomfist), Damage Taken),
  • To Nearest), Round To Integer(Player Hero Stat(Event Player, Hero(Doomfist), Healing Received), To Nearest))) : Empty Array,
  • Null, Left, 0, Color(White), Color(White), Color(White), Visible To and String, Default Visibility);
  • "Heroicon: (Hero Damage Dealt) - (All Damage Taken) - (All Healing Received)"
  • Create HUD Text(Event Player, Null, Event Player.DoomHideStats == False ? Custom String(" {0} {1}", Hero Icon String(Hero(
  • Doomfist)), Custom String("{0} - {1} - {2}", Round To Integer(Player Hero Stat(Event Player, Hero(Doomfist),
  • Hero Damage Dealt), To Nearest), Round To Integer(Player Hero Stat(Event Player, Hero(Doomfist), Damage Taken), To Nearest),
  • Round To Integer(Player Hero Stat(Event Player, Hero(Doomfist), Healing Received), To Nearest))) : Empty Array, 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.DoomHideStats == False ? Custom String("Weapon acc: {0}%", Round To Integer(
  • 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);
  • Color(White), Color(White), Visible To and String, Visible Never);
  • 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);
  • 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, Visible Never);
  • 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);
  • White), Color(White), Color(White), Visible To and String, Visible Never);
  • Event Player.DoomDestroy4 = Last Text ID;
  • }
  • }
  • rule("Doom Toggle Stats")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Doomfist;
  • }
  • conditions
  • {
  • Is Button Held(Event Player, Button(Interact)) == True;
  • }
  • actions
  • {
  • Wait(0.500, Abort When False);
  • Event Player.DoomHideStats = !Event Player.DoomHideStats;
  • }
  • }
  • rule("Doom Destroy Stats")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Hero Of(Event Player) != Hero(Doomfist);
  • }
  • actions
  • {
  • Destroy HUD Text(Event Player.DoomDestroy1);
  • Destroy HUD Text(Event Player.DoomDestroy2);
  • Destroy HUD Text(Event Player.DoomDestroy3);
  • Destroy HUD Text(Event Player.DoomDestroy4);
  • }
  • }
  • rule("Echo HUD")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Echo;
  • }
  • actions
  • {
  • "DMG: DmgDealt - DmgTaken HP(AllHeal)"
  • Create HUD Text(Event Player, Null, Event Player.EchoHideStats == False ? Custom String(" \r\n \r\n \r\n {0} {1}",
  • Hero Icon String(Hero(Echo)), Custom String("DMG: {0} - {1} HP({2})", Round To Integer(Player Hero Stat(Event Player, Hero(
  • Echo), Hero Damage Dealt), To Nearest), Round To Integer(Player Hero Stat(Event Player, Hero(Echo), Damage Taken), To Nearest),
  • Round To Integer(Player Hero Stat(Event Player, Hero(Echo), Healing Received), To Nearest))) : Empty Array, Null, Left, 0,
  • Color(White), Color(White), Color(White), Visible To and String, Default Visibility);
  • "Heroicon: (Hero Damage Dealt) - (All Damage Taken) - (All Healing Received)"
  • Create HUD Text(Event Player, Null, Event Player.EchoHideStats == False ? Custom String("{0} {1}", Hero Icon String(Hero(Echo)),
  • Custom String("{0} - {1} - {2}", Round To Integer(Player Hero Stat(Event Player, Hero(Echo), Hero Damage Dealt),
  • To Nearest), Round To Integer(Player Hero Stat(Event Player, Hero(Echo), Damage Taken), To Nearest), Round To Integer(
  • Event Player.EchoAllHealingReceived, 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.EchoHideStats == False ? Custom String("Weapon acc: {0}%", Round To Integer(
  • 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);
  • Color(White), Color(White), Visible To and String, Visible Never);
  • 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);
  • 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, Visible Never);
  • Event Player.EchoDestroy3 = Last Text ID;
  • Create HUD Text(Event Player, Null, Event Player.EchoHideStats == False ? Custom String("{0} Sticky direct hit acc: {1}%",
  • 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);
  • Color(White), Color(White), Visible To and String, Visible Never);
  • Event Player.EchoDestroy4 = Last Text ID;
  • }
  • }
  • rule("Echo Toggle Stats")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Echo;
  • }
  • conditions
  • {
  • Is Button Held(Event Player, Button(Interact)) == True;
  • }
  • actions
  • {
  • Wait(0.500, Abort When False);
  • Event Player.EchoHideStats = !Event Player.EchoHideStats;
  • }
  • }
  • rule("Echo Destroy Stats")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Hero Of(Event Player) != Hero(Echo);
  • }
  • actions
  • {
  • Destroy HUD Text(Event Player.EchoDestroy1);
  • Destroy HUD Text(Event Player.EchoDestroy2);
  • Destroy HUD Text(Event Player.EchoDestroy3);
  • Destroy HUD Text(Event Player.EchoDestroy4);
  • }
  • }
  • rule("Genj HUD")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Genji;
  • }
  • actions
  • {
  • "DMG: DmgDealt - DmgTaken HP(AllHeal)"
  • Create HUD Text(Event Player, Null, Event Player.GenjiHideStats == False ? Custom String(" \r \r\n \r\n \r\n {0} {1}",
  • Hero Icon String(Hero(Genji)), Custom String("DMG: {0} - {1} HP({2})", Round To Integer(Player Hero Stat(Event Player, Hero(
  • Genji), Hero Damage Dealt), To Nearest), Round To Integer(Player Hero Stat(Event Player, Hero(Genji), Damage Taken),
  • To Nearest), Round To Integer(Player Hero Stat(Event Player, Hero(Genji), Healing Received), To Nearest))) : Empty Array, Null,
  • Left, 0, Color(White), Color(White), Color(White), Visible To and String, Default Visibility);
  • "Heroicon: (Hero Damage Dealt) - (All Damage Taken) - (All Healing Received)"
  • Create HUD Text(Event Player, Null, Event Player.GenjiHideStats == False ? Custom String(" {0} {1}", Hero Icon String(Hero(
  • Genji)), Custom String("{0} - {1} - {2}", Round To Integer(Player Hero Stat(Event Player, Hero(Genji), Hero Damage Dealt),
  • To Nearest), Round To Integer(Player Hero Stat(Event Player, Hero(Genji), Damage Taken), To Nearest), Round To Integer(
  • 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.GenjiHideStats == False ? Custom String("Weapon acc: {0}%", Round To Integer(
  • 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);
  • Color(White), Color(White), Visible To and String, Visible Never);
  • Event Player.GenjiDestroy2 = Last Text ID;
  • Create HUD Text(Event Player, Null, Event Player.GenjiHideStats == False ? Custom String("Critical hit acc: {0}%",
  • 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);
  • Left, 2, Color(White), Color(White), Color(White), Visible To and String, Visible Never);
  • Event Player.GenjiDestroy3 = Last Text ID;
  • }
  • }
  • rule("Genji Toggle Stats")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Genji;
  • }
  • conditions
  • {
  • Is Button Held(Event Player, Button(Interact)) == True;
  • }
  • actions
  • {
  • Wait(0.500, Abort When False);
  • Event Player.GenjiHideStats = !Event Player.GenjiHideStats;
  • }
  • }
  • rule("Genji Destroy Stats")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Hero Of(Event Player) != Hero(Genji);
  • }
  • actions
  • {
  • Destroy HUD Text(Event Player.GenjiDestroy1);
  • Destroy HUD Text(Event Player.GenjiDestroy2);
  • Destroy HUD Text(Event Player.GenjiDestroy3);
  • }
  • }
  • rule("Hanzo HUD")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Hanzo;
  • }
  • 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);
  • "Heroicon: (Hero Damage Dealt) - (All Damage Taken) - (All Healing Received)"
  • Create HUD Text(Event Player, Null, Event Player.HanzoHideStats == False ? Custom String("{0} {1}", Hero Icon String(Hero(Hanzo)),
  • Custom String("{0} - {1} - {2}", Round To Integer(Player Hero Stat(Event Player, Hero(Hanzo), Hero Damage Dealt),
  • To Nearest), Round To Integer(Player Hero Stat(Event Player, Hero(Hanzo), Damage Taken), To Nearest), Round To Integer(
  • Player Hero Stat(Event Player, Hero(Hanzo), Healing Received), To Nearest))) : Empty Array, 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.HanzoHideStats == False ? Custom String("Weapon acc: {0}%", Round To Integer(
  • 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);
  • Color(White), Color(White), Visible To and String, Visible Never);
  • Event Player.HanzoDestroy2 = Last Text ID;
  • Create HUD Text(Event Player, Null, Event Player.HanzoHideStats == False ? Custom String("Critical hit acc: {0}%",
  • 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)) : Empty Array, Null, Left, 2, Color(White), Color(White), Color(White), Visible To and String, Visible Never);
  • Event Player.HanzoDestroy3 = Last Text ID;
  • }
  • }
  • rule("Hanzo Toggle Stats")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Hanzo;
  • }
  • conditions
  • {
  • Is Button Held(Event Player, Button(Interact)) == True;
  • }
  • actions
  • {
  • Wait(0.500, Abort When False);
  • Event Player.HanzoHideStats = !Event Player.HanzoHideStats;
  • }
  • }
  • rule("Hanzo Destroy Stats")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Hero Of(Event Player) != Hero(Hanzo);
  • }
  • actions
  • {
  • Destroy HUD Text(Event Player.HanzoDestroy1);
  • Destroy HUD Text(Event Player.HanzoDestroy2);
  • Destroy HUD Text(Event Player.HanzoDestroy3);
  • }
  • }
  • rule("Mccree HUD")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • McCree;
  • }
  • 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);
  • "Heroicon: (Hero Damage Dealt) - (All Damage Taken) - (All Healing Received)"
  • Create HUD Text(Event Player, Null, Event Player.McCreeHideStats == False ? Custom String(" {0} {1}", Hero Icon String(Hero(
  • McCree)), Custom String("{0} - {1} - {2}", Round To Integer(Player Hero Stat(Event Player, Hero(McCree),
  • Hero Damage Dealt), To Nearest), Round To Integer(Player Hero Stat(Event Player, Hero(McCree), Damage Taken), To Nearest),
  • Round To Integer(Player Hero Stat(Event Player, Hero(McCree), Healing Received), To Nearest))) : Empty Array, 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.McCreeHideStats == False ? Custom String("Weapon acc: {0}%", Round To Integer(
  • 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);
  • Color(White), Color(White), Visible To and String, Visible Never);
  • Event Player.MccreeDestroy2 = Last Text ID;
  • Create HUD Text(Event Player, Null, Event Player.McCreeHideStats == False ? Custom String("Critical hit acc: {0}%",
  • 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);
  • 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.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);
  • Null, Left, 3, Color(White), Color(White), Color(White), Visible To and String, Visible Never);
  • Event Player.MccreeDestroy4 = Last Text ID;
  • }
  • }
  • rule("Mccree Toggle Stats")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • McCree;
  • }
  • conditions
  • {
  • Is Button Held(Event Player, Button(Interact)) == True;
  • }
  • actions
  • {
  • Wait(0.500, Abort When False);
  • Event Player.McCreeHideStats = !Event Player.McCreeHideStats;
  • }
  • }
  • rule("Mccree Destroy Stats")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Hero Of(Event Player) != Hero(McCree);
  • }
  • actions
  • {
  • Destroy HUD Text(Event Player.MccreeDestroy1);
  • Destroy HUD Text(Event Player.MccreeDestroy2);
  • Destroy HUD Text(Event Player.MccreeDestroy3);
  • Destroy HUD Text(Event Player.MccreeDestroy4);
  • }
  • }
  • rule("Mei HUD")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Mei;
  • }
  • actions
  • {
  • "DMG: DmgDealt - DmgTaken HP(AllHeal)"
  • Create HUD Text(Event Player, Null, Event Player.MeiHideStats == False ? Custom String(" \r \r\n \r\n \r\n {0} {1}",
  • Hero Icon String(Hero(Mei)), Custom String("DMG: {0} - {1} HP({2})", Round To Integer(Player Hero Stat(Event Player, Hero(
  • Mei), Hero Damage Dealt), To Nearest), Round To Integer(Player Hero Stat(Event Player, Hero(Mei), Damage Taken), To Nearest),
  • Round To Integer(Player Hero Stat(Event Player, Hero(Mei), Healing Received), To Nearest))) : Empty Array, Null, Left, 0,
  • Color(White), Color(White), Color(White), Visible To and String, Default Visibility);
  • "Heroicon: (Hero Damage Dealt) - (All Damage Taken) - (All Healing Received)"
  • Create HUD Text(Event Player, Null, Event Player.MeiHideStats == False ? Custom String(" {0} {1}", Hero Icon String(Hero(Mei)),
  • Custom String("{0} - {1} - {2}", Round To Integer(Player Hero Stat(Event Player, Hero(Mei), Hero Damage Dealt),
  • To Nearest), Round To Integer(Player Hero Stat(Event Player, Hero(Mei), Damage Taken), To Nearest), Round To Integer(
  • Player Hero Stat(Event Player, Hero(Mei), Healing Received), To Nearest))) : Empty Array, 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.MeiHideStats == False ? Custom String("Weapon acc: {0}%", Round To Integer(
  • 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);
  • Color(White), Color(White), Visible To and String, Visible Never);
  • 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(
  • 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);
  • White), Color(White), Color(White), Visible To and String, Visible Never);
  • Event Player.MeiDestroy3 = Last Text ID;
  • }
  • }
  • rule("Mei Toggle Stats")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Mei;
  • }
  • conditions
  • {
  • Is Button Held(Event Player, Button(Interact)) == True;
  • }
  • actions
  • {
  • Wait(0.500, Abort When False);
  • Event Player.MeiHideStats = !Event Player.MeiHideStats;
  • }
  • }
  • rule("Mei Destroy Stats")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Hero Of(Event Player) != Hero(Mei);
  • }
  • actions
  • {
  • Destroy HUD Text(Event Player.MeiDestroy1);
  • Destroy HUD Text(Event Player.MeiDestroy2);
  • Destroy HUD Text(Event Player.MeiDestroy3);
  • }
  • }
  • rule("Pharah HUD")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Pharah;
  • }
  • actions
  • {
  • "DMG: DmgDealt - DmgTaken HP(AllHeal)"
  • Create HUD Text(Event Player, Null, Event Player.PharahHideStats == False ? Custom String(" \r \r\n \r\n \r\n {0} {1}",
  • Hero Icon String(Hero(Pharah)), Custom String("DMG: {0} - {1} HP({2})", Round To Integer(Player Hero Stat(Event Player, Hero(
  • Pharah), Hero Damage Dealt), To Nearest), Round To Integer(Player Hero Stat(Event Player, Hero(Pharah), Damage Taken),
  • To Nearest), Round To Integer(Player Hero Stat(Event Player, Hero(Pharah), Healing Received), To Nearest))) : Empty Array,
  • Null, Left, 0, Color(White), Color(White), Color(White), Visible To and String, Default Visibility);
  • "Heroicon: (Hero Damage Dealt) - (All Damage Taken) - (All Healing Received)"
  • Create HUD Text(Event Player, Null, Event Player.PharahHideStats == False ? Custom String(" {0} {1}", Hero Icon String(Hero(
  • Pharah)), Custom String("{0} - {1} - {2}", Round To Integer(Player Hero Stat(Event Player, Hero(Pharah),
  • Hero Damage Dealt), To Nearest), Round To Integer(Player Hero Stat(Event Player, Hero(Pharah), Damage Taken), To Nearest),
  • Round To Integer(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.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);
  • 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, 3, Color(White),
  • Color(White), Color(White), Visible To and String, Visible Never);
  • 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, 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("Pharah Toggle Stats")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Pharah;
  • }
  • conditions
  • {
  • Is Button Held(Event Player, Button(Interact)) == True;
  • }
  • actions
  • {
  • Wait(0.500, Abort When False);
  • Event Player.PharahHideStats = !Event Player.PharahHideStats;
  • }
  • }
  • rule("Pharah Destroy Stats")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Hero Of(Event Player) != Hero(Pharah);
  • }
  • actions
  • {
  • Destroy HUD Text(Event Player.PharahDestroy1);
  • Destroy HUD Text(Event Player.PharahDestroy2);
  • Destroy HUD Text(Event Player.PharahDestroy3);
  • }
  • }
  • rule("Soldier76 HUD")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Soldier: 76;
  • }
  • actions
  • {
  • "DMG: DmgDealt - DmgTaken HP(SelfHeal/AllHeal)"
  • Create HUD Text(Event Player, Null, Event Player.Soldier76HideStats == False ? Custom String(" \r \r\n \r\n \r\n {0}DMG: {1}/{2})",
  • Hero Icon String(Hero(Soldier: 76)), Custom String("{0} - {1} HP({2}", Round To Integer(Player Hero Stat(Event Player, Hero(
  • Soldier: 76), Hero Damage Dealt), To Nearest), Round To Integer(Player Hero Stat(Event Player, Hero(Soldier: 76),
  • Damage Taken), To Nearest), Round To Integer(Player Hero Stat(Event Player, Hero(Soldier: 76), Self Healing), To Nearest)),
  • Round To Integer(Player Hero Stat(Event Player, Hero(Soldier: 76), Healing Received), To Nearest)) : Empty Array, Null, Left,
  • 0, Color(White), Color(White), Color(White), Visible To and String, Default Visibility);
  • "Heroicon: (Hero Damage Dealt) - (All Damage Taken) - (All Healing Received)"
  • Create HUD Text(Event Player, Null, Event Player.Soldier76HideStats == False ? Custom String(" {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.Soldier76HideStats == False ? Custom String("Weapon acc: {0}%", Round To Integer(
  • 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);
  • 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.Soldier76HideStats == False ? Custom String("Critical hit acc: {0}%",
  • 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);
  • 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.Soldier76HideStats == False ? Custom String("{0}Helixrocket hits: {1}/{2}",
  • 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);
  • : Empty Array, Null, Left, 3, Color(White), Color(White), Color(White), Visible To and String, Visible Never);
  • Event Player.Soldier76Destroy4 = Last Text ID;
  • }
  • }
  • rule("Soldier76 Toggle Stats")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Soldier: 76;
  • }
  • conditions
  • {
  • Is Button Held(Event Player, Button(Interact)) == True;
  • }
  • actions
  • {
  • Wait(0.500, Abort When False);
  • Event Player.Soldier76HideStats = !Event Player.Soldier76HideStats;
  • }
  • }
  • rule("Soldier76 Destroy Stats")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Hero Of(Event Player) != Hero(Soldier: 76);
  • }
  • actions
  • {
  • Destroy HUD Text(Event Player.Soldier76Destroy1);
  • Destroy HUD Text(Event Player.Soldier76Destroy2);
  • Destroy HUD Text(Event Player.Soldier76Destroy3);
  • Destroy HUD Text(Event Player.Soldier76Destroy4);
  • }
  • }
  • rule("Sombra HUD")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Sombra;
  • }
  • 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);
  • "Heroicon: (Hero Damage Dealt) - (All Damage Taken) - (All Healing Received)"
  • Create HUD Text(Event Player, Null, Event Player.SombraHideStats == False ? Custom String(" {0} {1}", Hero Icon String(Hero(
  • Sombra)), Custom String("{0} - {1} - {2}", Round To Integer(Player Hero Stat(Event Player, Hero(Sombra),
  • Hero Damage Dealt), To Nearest), Round To Integer(Player Hero Stat(Event Player, Hero(Sombra), Damage Taken), To Nearest),
  • Round To Integer(Player Hero Stat(Event Player, Hero(Sombra), Healing Received), To Nearest))) : Empty Array, 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.SombraHideStats == False ? Custom String("Weapon acc: {0}%", Round To Integer(
  • 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);
  • Color(White), Color(White), Visible To and String, Visible Never);
  • Event Player.SombraDestroy2 = Last Text ID;
  • Create HUD Text(Event Player, Null, Event Player.SombraHideStats == False ? Custom String("Critical hit acc: {0}%",
  • 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);
  • Left, 2, Color(White), Color(White), Color(White), Visible To and String, Visible Never);
  • Event Player.SombraDestroy3 = Last Text ID;
  • }
  • }
  • rule("Sombra Toggle Stats")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Sombra;
  • }
  • conditions
  • {
  • Is Button Held(Event Player, Button(Interact)) == True;
  • }
  • actions
  • {
  • Wait(0.500, Abort When False);
  • Event Player.SombraHideStats = !Event Player.SombraHideStats;
  • }
  • }
  • rule("Sombra Destroy Stats")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Hero Of(Event Player) != Hero(Sombra);
  • }
  • actions
  • {
  • Destroy HUD Text(Event Player.SombraDestroy1);
  • Destroy HUD Text(Event Player.SombraDestroy2);
  • Destroy HUD Text(Event Player.SombraDestroy3);
  • }
  • }
  • rule("Torb HUD")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Torbjörn;
  • }
  • 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);
  • "Heroicon: (Hero Damage Dealt) - (All Damage Taken) - (All Healing Received)"
  • Create HUD Text(Event Player, Null, Event Player.TorbHideStats == False ? Custom String(" {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.TorbHideStats == False ? Custom String("Weapon acc: {0}%", Round To Integer(
  • 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);
  • Color(White), Color(White), Visible To and String, Visible Never);
  • 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);
  • 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, Visible Never);
  • 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(
  • 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);
  • Visible To and String, Visible Never);
  • Event Player.TorbDestroy4 = Last Text ID;
  • }
  • }
  • rule("Torb Toggle Stats")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Torbjörn;
  • }
  • conditions
  • {
  • Is Button Held(Event Player, Button(Interact)) == True;
  • }
  • actions
  • {
  • Wait(0.500, Abort When False);
  • Event Player.TorbHideStats = !Event Player.TorbHideStats;
  • }
  • }
  • rule("Torb Destroy Stats")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Hero Of(Event Player) != Hero(Torbjörn);
  • }
  • actions
  • {
  • Destroy HUD Text(Event Player.TorbDestroy1);
  • Destroy HUD Text(Event Player.TorbDestroy2);
  • Destroy HUD Text(Event Player.TorbDestroy3);
  • Destroy HUD Text(Event Player.TorbDestroy4);
  • }
  • }
  • rule("Tracer HUD")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Tracer;
  • }
  • 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);
  • "Heroicon: (Hero Damage Dealt) - (All Damage Taken) - (All Healing Received)"
  • Create HUD Text(Event Player, Null, Event Player.TracerHideStats == False ? Custom String(" {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.TracerHideStats == False ? Custom String("Weapon acc: {0}%", Round To Integer(
  • 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);
  • Color(White), Color(White), Visible To and String, Visible Never);
  • Event Player.TracerDestroy2 = Last Text ID;
  • Create HUD Text(Event Player, Null, Event Player.TracerHideStats == False ? Custom String("Critical hit acc: {0}%",
  • 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);
  • 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.TracerHideStats == False ? Custom String("{0}Pulsebombs attached: {1}/{2}",
  • 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);
  • Null, Left, 3, Color(White), Color(White), Color(White), Visible To and String, Visible Never);
  • Event Player.TracerDestroy4 = Last Text ID;
  • }
  • }
  • rule("Tracer Toggle Stats")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Tracer;
  • }
  • conditions
  • {
  • Is Button Held(Event Player, Button(Interact)) == True;
  • }
  • actions
  • {
  • Wait(0.500, Abort When False);
  • Event Player.TracerHideStats = !Event Player.TracerHideStats;
  • }
  • }
  • rule("Tracer Destroy Stats")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Hero Of(Event Player) != Hero(Tracer);
  • }
  • actions
  • {
  • Destroy HUD Text(Event Player.TracerDestroy1);
  • Destroy HUD Text(Event Player.TracerDestroy2);
  • Destroy HUD Text(Event Player.TracerDestroy3);
  • Destroy HUD Text(Event Player.TracerDestroy4);
  • }
  • }
  • rule("Widow HUD")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Widowmaker;
  • }
  • actions
  • {
  • "DMG: DmgDealt - DmgTaken HP(AllHeal)"
  • Create HUD Text(Event Player, Null, Event Player.WidowHideStats == False ? Custom String(" \r \r\n \r\n \r\n {0} {1}",
  • Hero Icon String(Hero(Widowmaker)), Custom String("DMG: {0} - {1} HP({2})", Round To Integer(Player Hero Stat(Event Player,
  • Hero(Widowmaker), Hero Damage Dealt), To Nearest), Round To Integer(Player Hero Stat(Event Player, Hero(Widowmaker),
  • Damage Taken), To Nearest), Round To Integer(Player Hero Stat(Event Player, Hero(Widowmaker), Healing Received), To Nearest)))
  • : Empty Array, Null, Left, 0, Color(White), Color(White), Color(White), Visible To and String, Default Visibility);
  • "Heroicon: (Hero Damage Dealt) - (All Damage Taken) - (All Healing Received)"
  • Create HUD Text(Event Player, Null, Event Player.WidowHideStats == False ? Custom String("{0} {1}", Hero Icon String(Hero(
  • Widowmaker)), Custom String("{0} - {1} - {2}", Round To Integer(Player Hero Stat(Event Player, Hero(Widowmaker),
  • Hero Damage Dealt), To Nearest), Round To Integer(Player Hero Stat(Event Player, Hero(Widowmaker), Damage Taken), To Nearest),
  • Round To Integer(Player Hero Stat(Event Player, Hero(Widowmaker), Healing Received), To Nearest))) : Empty Array, 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.WidowHideStats == False ? Custom String("SMG acc: {0}%", Round To Integer((
  • 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);
  • Visible To and String, Visible Never);
  • Event Player.WidowDestroy2 = Last Text ID;
  • Create HUD Text(Event Player, Null, Event Player.WidowHideStats == False ? Custom String("Scoped acc: {0}%", Round To Integer(
  • 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);
  • 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.WidowHideStats == False ? Custom String("Scoped critical hit acc: {0}%",
  • 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);
  • : Empty Array, Null, Left, 3, Color(White), Color(White), Color(White), Visible To and String, Visible Never);
  • Event Player.WidowDestroy4 = Last Text ID;
  • }
  • }
  • rule("Widow Toggle Stats")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Widowmaker;
  • }
  • conditions
  • {
  • Is Button Held(Event Player, Button(Interact)) == True;
  • }
  • actions
  • {
  • Wait(0.500, Abort When False);
  • Event Player.WidowHideStats = !Event Player.WidowHideStats;
  • }
  • }
  • rule("Widow Destroy Stats")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Hero Of(Event Player) != Hero(Widowmaker);
  • }
  • actions
  • {
  • Destroy HUD Text(Event Player.WidowDestroy1);
  • Destroy HUD Text(Event Player.WidowDestroy2);
  • Destroy HUD Text(Event Player.WidowDestroy3);
  • Destroy HUD Text(Event Player.WidowDestroy4);
  • }
  • }
  • rule("Ana HUD")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Ana;
  • }
  • 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);
  • "Heroicon: (Hero Damage Dealt) - (All Damage Taken) - (All Healing Received)"
  • Create HUD Text(Event Player, Null, Event Player.AnaHideStats == False ? Custom String(" {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.AnaHideStats == False ? Custom String("Unscoped acc: {0}%", Round To Integer((
  • Create HUD Text(Event Player, Null, Event Player.AnaHideStats == 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,
  • Default Visibility);
  • 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.AnaHideStats == False ? Custom String("Scoped acc: {0}%", Round To Integer(
  • 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);
  • Color(White), Color(White), Visible To and String, Visible Never);
  • 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);
  • Null, Left, 3, Color(White), Color(White), Color(White), Visible To and String, Visible Never);
  • Event Player.AnaDestroy4 = Last Text ID;
  • }
  • }
  • rule("Ana Toggle Stats")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Ana;
  • }
  • conditions
  • {
  • Is Button Held(Event Player, Button(Interact)) == True;
  • }
  • actions
  • {
  • Wait(0.500, Abort When False);
  • Event Player.AnaHideStats = !Event Player.AnaHideStats;
  • }
  • }
  • rule("Ana Destroy Stats")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Hero Of(Event Player) != Hero(Ana);
  • }
  • actions
  • {
  • Destroy HUD Text(Event Player.AnaDestroy1);
  • Destroy HUD Text(Event Player.AnaDestroy2);
  • Destroy HUD Text(Event Player.AnaDestroy3);
  • Destroy HUD Text(Event Player.AnaDestroy4);
  • }
  • }
  • rule("Bap HUD")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Baptiste;
  • }
  • actions
  • {
  • "DMG: DmgDealt - DmgTaken HP(SelfHeal/AllHeal)"
  • Create HUD Text(Event Player, Null, Event Player.BapHideStats == False ? Custom String(" \r \r\n \r\n \r\n {0}DMG: {1}/{2})",
  • Hero Icon String(Hero(Baptiste)), Custom String("{0} - {1} HP({2}", Round To Integer(Player Hero Stat(Event Player, Hero(
  • Baptiste), Hero Damage Dealt), To Nearest), Round To Integer(Player Hero Stat(Event Player, Hero(Baptiste), Damage Taken),
  • To Nearest), Round To Integer(Player Hero Stat(Event Player, Hero(Baptiste), Self Healing), To Nearest)), Round To Integer(
  • Player Hero Stat(Event Player, Hero(Baptiste), Healing Received), To Nearest)) : Empty Array, Null, Left, 0, Color(White),
  • Color(White), Color(White), Visible To and String, Default Visibility);
  • "Heroicon: (Hero Damage Dealt) - (All Damage Taken) - (All Healing Received)"
  • Create HUD Text(Event Player, Null, Event Player.BapHideStats == False ? Custom String(" {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.BapHideStats == False ? Custom String("Weapon acc: {0}%", Round To Integer(
  • 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);
  • Color(White), Color(White), Visible To and String, Visible Never);
  • 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(
  • 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);
  • White), Color(White), Color(White), Visible To and String, Visible Never);
  • Event Player.BapDestroy3 = Last Text ID;
  • }
  • }
  • rule("Bap Toggle Stats")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Baptiste;
  • }
  • conditions
  • {
  • Is Button Held(Event Player, Button(Interact)) == True;
  • }
  • actions
  • {
  • Wait(0.500, Abort When False);
  • Event Player.BapHideStats = !Event Player.BapHideStats;
  • }
  • }
  • rule("Bap Destroy Stats")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Hero Of(Event Player) != Hero(Baptiste);
  • }
  • actions
  • {
  • Destroy HUD Text(Event Player.BapDestroy1);
  • Destroy HUD Text(Event Player.BapDestroy2);
  • Destroy HUD Text(Event Player.BapDestroy3);
  • }
  • }
  • rule("Lucio HUD")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Lúcio;
  • }
  • 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);
  • "Heroicon: (Hero Damage Dealt) - (All Damage Taken) - (All Healing Received)"
  • Create HUD Text(Event Player, Null, Event Player.LucioHideStats == False ? Custom String(" {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.LucioHideStats == False ? Custom String("Weapon acc: {0}%", Round To Integer(
  • 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);
  • Color(White), Color(White), Visible To and String, Visible Never);
  • Event Player.LucioDestroy2 = Last Text ID;
  • Create HUD Text(Event Player, Null, Event Player.LucioHideStats == False ? Custom String("Critical hit acc: {0}%",
  • 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);
  • 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, Empty Array, Event Player.LucioHideStats == False ? Custom String("{0}{1} Boop kills: {2}",
  • 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);
  • Visible To and String, Visible Never);
  • Event Player.LucioDestroy4 = Last Text ID;
  • }
  • }
  • rule("Lucio Toggle Stats")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Lúcio;
  • }
  • conditions
  • {
  • Is Button Held(Event Player, Button(Interact)) == True;
  • }
  • actions
  • {
  • Wait(0.500, Abort When False);
  • Event Player.LucioHideStats = !Event Player.LucioHideStats;
  • }
  • }
  • rule("Lucio Destroy Stats")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Hero Of(Event Player) != Hero(Lúcio);
  • }
  • actions
  • {
  • Destroy HUD Text(Event Player.LucioDestroy1);
  • Destroy HUD Text(Event Player.LucioDestroy2);
  • Destroy HUD Text(Event Player.LucioDestroy3);
  • Destroy HUD Text(Event Player.LucioDestroy4);
  • }
  • }
  • rule("Zen HUD")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Zenyatta;
  • }
  • 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);
  • "Heroicon: (Hero Damage Dealt) - (All Damage Taken) - (All Healing Received)"
  • Create HUD Text(Event Player, Null, Event Player.ZenHideStats == False ? Custom String(" {0} {1}", Hero Icon String(Hero(
  • Zenyatta)), Custom String("{0} - {1} - {2}", Round To Integer(Player Hero Stat(Event Player, Hero(Zenyatta),
  • Hero Damage Dealt), To Nearest), Round To Integer(Player Hero Stat(Event Player, Hero(Zenyatta), Damage Taken), To Nearest),
  • Round To Integer(Player Hero Stat(Event Player, Hero(Zenyatta), Healing Received), To Nearest))) : Empty Array, 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.ZenHideStats == False ? Custom String("Weapon acc: {0}%", Round To Integer(
  • 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);
  • Color(White), Color(White), Visible To and String, Visible Never);
  • 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(
  • 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);
  • White), Color(White), Color(White), Visible To and String, Visible Never);
  • Event Player.ZenDestroy3 = Last Text ID;
  • }
  • }
  • rule("Zen Toggle Stats")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Zenyatta;
  • }
  • conditions
  • {
  • Is Button Held(Event Player, Button(Interact)) == True;
  • }
  • actions
  • {
  • Wait(0.500, Abort When False);
  • Event Player.ZenHideStats = !Event Player.ZenHideStats;
  • }
  • }
  • rule("Zen Destroy Stats")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Hero Of(Event Player) != Hero(Zenyatta);
  • }
  • actions
  • {
  • Destroy HUD Text(Event Player.ZenDestroy1);
  • Destroy HUD Text(Event Player.ZenDestroy2);
  • Destroy HUD Text(Event Player.ZenDestroy3);
  • }
  • }
  • rule("[Variable] Echo StickybombsUsed")
  • rule("[PlayerVariable] Ashe All Healing Received")
  • {
  • event
  • {
  • Player Received Healing;
  • All;
  • Ashe;
  • }
  • actions
  • {
  • Event Player.AsheAllHealingReceived += Event Healing;
  • }
  • }
  • rule("[PlayerVariable] Echo All Healing Received")
  • {
  • event
  • {
  • Player Received Healing;
  • All;
  • Echo;
  • }
  • actions
  • {
  • Event Player.EchoAllHealingReceived += Event Healing;
  • }
  • }
  • rule("[PlayerVariable] 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("[PlayerVariable] 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("[PlayerVariable] 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("[PlayerVariable] Genji All Healing Received")
  • {
  • event
  • {
  • Player Received Healing;
  • All;
  • Genji;
  • }
  • actions
  • {
  • Event Player.GenjiAllHealingReceived += Event Healing;
  • }
  • }
  • rule("[PlayerVariable] Mccree FlashbangsUsed")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • McCree;
  • }
  • conditions
  • {
  • Is Using Ability 2(Event Player) == True;
  • }
  • actions
  • {
  • Event Player.FlashbangsUsed += 1;
  • }
  • }
  • rule("[Variable] Mccree ThrewFlashbang")
  • rule("[PlayerVariable] Mccree ThrewFlashbang")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • McCree;
  • }
  • conditions
  • {
  • Is Using Ability 2(Event Player) == True;
  • }
  • actions
  • {
  • Event Player.ThrewFlashbang = True;
  • Wait(0.350, Ignore Condition);
  • Event Player.ThrewFlashbang = False;
  • }
  • }
  • rule("[Variable] Mccree FlashbangHits")
  • rule("[PlayerVariable] Mccree FlashbangHits")
  • {
  • event
  • {
  • Player Dealt Damage;
  • All;
  • McCree;
  • }
  • conditions
  • {
  • Is Using Ability 2(Event Player) == True;
  • Event Player.ThrewFlashbang == True;
  • }
  • actions
  • {
  • Event Player.FlashbangHits += 1;
  • Event Player.ThrewFlashbang = False;
  • Disallow Button(Event Player, Button(Secondary Fire));
  • Wait(0.800, Ignore Condition);
  • Allow Button(Event Player, Button(Secondary Fire));
  • }
  • }
  • rule("[Variable] Soldier76 HelixrocketsUsed")
  • rule("[PlayerVariable] Pharah All Healing Received")
  • {
  • event
  • {
  • Player Received Healing;
  • All;
  • Pharah;
  • }
  • actions
  • {
  • Event Player.PharahAllHealingReceived += Event Healing;
  • }
  • }
  • rule("[PlayerVariable] Soldier76 All Healing Received")
  • {
  • event
  • {
  • Player Received Healing;
  • All;
  • Soldier: 76;
  • }
  • actions
  • {
  • Event Player.Soldier76AllHealingReceived += Event Healing;
  • }
  • }
  • rule("[PlayerVariable] Soldier76 HelixrocketsUsed")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Soldier: 76;
  • }
  • conditions
  • {
  • Is Firing Secondary(Event Player) == True;
  • }
  • actions
  • {
  • Event Player.HelixrocketsUsed += 1;
  • }
  • }
  • rule("[Variable] Soldier76 FiredHelixrocket")
  • rule("[PlayerVariable] Soldier76 FiredHelixrocket")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Soldier: 76;
  • }
  • conditions
  • {
  • Is Firing Secondary(Event Player) == True;
  • }
  • actions
  • {
  • Event Player.FiredHelixrocket = True;
  • Wait(2, Ignore Condition);
  • Event Player.FiredHelixrocket = False;
  • }
  • }
  • rule("[Variable] Soldier76 HelixrocketHits")
  • rule("[PlayerVariable] 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)")
  • rule("[PlayerVariable] Soldier76 also HelixrocketHits (Needed to not count environmental kills twice)")
  • {
  • event
  • {
  • Player Dealt Final Blow;
  • All;
  • Soldier: 76;
  • }
  • conditions
  • {
  • Event Ability == Button(Secondary Fire);
  • Event Was Environment == True;
  • Event Player.FiredHelixrocket == True;
  • }
  • actions
  • {
  • Event Player.HelixrocketHits -= 1;
  • }
  • }
  • rule("[Variable] Torb TemporaryArmorRecieved")
  • rule("[PlayerVariable] 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("[PlayerVariable] Torb HammerKills")
  • {
  • event
  • {
  • Player Dealt Final Blow;
  • All;
  • Torbjörn;
  • }
  • conditions
  • {
  • Is In Alternate Form(Event Player) == True;
  • Event Ability == Is Firing Primary(Event Player);
  • }
  • actions
  • {
  • Event Player.HammerKills += 1;
  • }
  • }
  • rule("[Variable] Tracer PulsebombsUsed")
  • rule("[PlayerVariable] Tracer All Healing Received")
  • {
  • event
  • {
  • Player Received Healing;
  • All;
  • Tracer;
  • }
  • actions
  • {
  • Event Player.TracerAllHealingReceived += Event Healing;
  • }
  • }
  • rule("[PlayerVariable] Tracer PulsebombsUsed")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Tracer;
  • }
  • conditions
  • {
  • Is Using Ultimate(Event Player) == True;
  • }
  • actions
  • {
  • Event Player.PulsebombsUsed += 1;
  • }
  • }
  • rule("[Variable] Tracer ThrewPulsebomb")
  • rule("[PlayerVariable] Tracer ThrewPulsebomb")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Tracer;
  • }
  • conditions
  • {
  • Is Using Ultimate(Event Player) == True;
  • }
  • actions
  • {
  • Event Player.ThrewPulsebomb = True;
  • Wait(1, Ignore Condition);
  • Event Player.ThrewPulsebomb = False;
  • }
  • }
  • rule("[Variable] Tracer PulsebombHits")
  • rule("[PlayerVariable] 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")
  • rule("[PlayerVariable] 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("[PlayerVariable] 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("[PlayerVariable] Ana also SleepdartHits (Needed to not count environmental kills twice)")
  • {
  • event
  • {
  • Player Dealt Final Blow;
  • All;
  • Ana;
  • }
  • conditions
  • {
  • Event Ability == Button(Ability 1);
  • Event Was Environment == True;
  • }
  • actions
  • {
  • Event Player.SleepdartHits -= 1;
  • }
  • }
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