Return to post
- settings
- {
- main
- {
Description: "Tryhard FFA 2.0.7 Last updated: 15.Dec 2020 More info: www.workshop.codes/D9977 Do NOT click \"save settings\". Import D9977 instead. Heroicon: (HeroDamageDealt) - (AllDamageTaken) - (AllHealingReceived)"
- Description: "Tryhard FFA 2.0.6 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: 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
- 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: AsheDestroy2
2: AsheDestroy3
3: AsheDestroy4
4: DoomDestroy1
5: DoomDestroy2
6: DoomDestroy3
7: DoomDestroy4
8: EchoDestroy1
9: EchoDestroy2
10: EchoDestroy3
11: EchoDestroy4
12: GenjiDestroy1
13: GenjiDestroy2
14: GenjiDestroy3
15: HanzoDestroy1
16: HanzoDestroy2
17: HanzoDestroy3
18: MccreeDestroy1
19: MccreeDestroy2
20: MccreeDestroy3
21: MccreeDestroy4
22: MeiDestroy1
23: MeiDestroy2
24: MeiDestroy3
25: PharahDestroy1
26: PharahDestroy2
27: PharahDestroy3
28: Soldier76Destroy1
29: Soldier76Destroy2
30: Soldier76Destroy3
31: Soldier76Destroy4
32: SombraDestroy1
33: SombraDestroy2
34: SombraDestroy3
35: TorbDestroy1
36: TorbDestroy2
37: TorbDestroy3
38: TorbDestroy4
39: TracerDestroy1
40: TracerDestroy2
41: TracerDestroy3
42: TracerDestroy4
43: WidowDestroy1
44: WidowDestroy2
45: WidowDestroy3
46: WidowDestroy4
47: AnaDestroy1
48: AnaDestroy2
49: AnaDestroy3
50: AnaDestroy4
51: BapDestroy1
52: BapDestroy2
53: BapDestroy3
54: LucioDestroy1
55: LucioDestroy2
56: LucioDestroy3
57: LucioDestroy4
58: ZenDestroy1
59: ZenDestroy2
60: ZenDestroy3
61: AsheAllHealingReceived
62: EchoAllHealingReceived
63: GenjiAllHealingReceived
64: PharahAllHealingReceived
65: Soldier76AllHealingReceived
66: TracerAllHealingReceived
67: StickybombsUsed
68: StickybombHits
69: FlashbangsUsed
70: FlashbangHits
71: ThrewFlashbang
72: HelixrocketsUsed
73: HelixrocketHits
74: FiredHelixrocket
75: TemporaryArmorRecieved
76: HammerKills
77: PulsebombHits
78: ThrewPulsebomb
79: SleepdartsUsed
80: SleepdartHits
81: HideGameModeHUD
82: HideStats
100: GotTheBadSpawn
- 1: DoomHideStats
- 2: EchoHideStats
- 3: GenjiHideStats
- 4: HanzoHideStats
- 5: McCreeHideStats
- 6: MeiHideStats
- 7: PharahHideStats
- 8: Soldier76HideStats
- 9: SombraHideStats
- 10: TorbHideStats
- 11: TracerHideStats
- 12: WidowHideStats
- 13: AnaHideStats
- 14: BapHideStats
- 15: LucioHideStats
- 16: ZenHideStats
- 17: AsheDestroy1
- 18: AsheDestroy2
- 19: AsheDestroy3
- 20: AsheDestroy4
- 21: DoomDestroy1
- 22: DoomDestroy2
- 23: DoomDestroy3
- 24: DoomDestroy4
- 25: EchoDestroy1
- 26: EchoDestroy2
- 27: EchoDestroy3
- 28: EchoDestroy4
- 29: GenjiDestroy1
- 30: GenjiDestroy2
- 31: GenjiDestroy3
- 32: HanzoDestroy1
- 33: HanzoDestroy2
- 34: HanzoDestroy3
- 35: MccreeDestroy1
- 36: MccreeDestroy2
- 37: MccreeDestroy3
- 38: MccreeDestroy4
- 39: MeiDestroy1
- 40: MeiDestroy2
- 41: MeiDestroy3
- 42: PharahDestroy1
- 43: PharahDestroy2
- 44: PharahDestroy3
- 45: Soldier76Destroy1
- 46: Soldier76Destroy2
- 47: Soldier76Destroy3
- 48: Soldier76Destroy4
- 49: SombraDestroy1
- 50: SombraDestroy2
- 51: SombraDestroy3
- 52: TorbDestroy1
- 53: TorbDestroy2
- 54: TorbDestroy3
- 55: TorbDestroy4
- 56: TracerDestroy1
- 57: TracerDestroy2
- 58: TracerDestroy3
- 59: TracerDestroy4
- 60: WidowDestroy1
- 61: WidowDestroy2
- 62: WidowDestroy3
- 63: WidowDestroy4
- 64: AnaDestroy1
- 65: AnaDestroy2
- 66: AnaDestroy3
- 67: AnaDestroy4
- 68: BapDestroy1
- 69: BapDestroy2
- 70: BapDestroy3
- 71: LucioDestroy1
- 72: LucioDestroy2
- 73: LucioDestroy3
- 74: LucioDestroy4
- 75: ZenDestroy1
- 76: ZenDestroy2
- 77: ZenDestroy3
- 78: StickybombsUsed
- 79: StickybombHits
- 80: FlashbangsUsed
- 81: FlashbangHits
- 82: ThrewFlashbang
- 83: HelixrocketsUsed
- 84: HelixrocketHits
- 85: FiredHelixrocket
- 86: TemporaryArmorRecieved
- 87: HammerKills
- 88: PulsebombsUsed
- 89: PulsebombHits
- 90: ThrewPulsebomb
- 91: SleepdartsUsed
- 92: SleepdartHits
- 93: AsheAllHealingReceived
- 94: EchoAllHealingReceived
- 95: GenjiAllHealingReceived
- 96: PharahAllHealingReceived
- 97: Soldier76AllHealingReceived
- 98: TracerAllHealingReceived
- }
rule("Skip assembling heroes state & disable inspector recording")
- rule("Heal on kill (250 instant)")
- {
- event
- {
Ongoing - Global;
}
conditions
{
Is Assembling Heroes == True;
- Player Dealt Final Blow;
- All;
- All;
- }
- actions
- {
Disable Inspector Recording;
Set Match Time(0);
- Heal(Event Player, Event Player, 250);
- }
- }
rule("Pause match time")
- rule("Skip assembling heroes state")
- {
- event
- {
- Ongoing - Global;
- }
- conditions
- {
Is Game In Progress == True;
- Is Assembling Heroes == True;
- }
- actions
- {
Pause Match Time;
- Set Match Time(0);
- }
- }
rule("Disable and Enable stuff")
- rule("Give Tracer 3 blinks every death")
- {
- event
- {
Ongoing - Global;
- Player Died;
- All;
- Tracer;
- }
- actions
- {
Disable Built-In Game Mode Announcer;
Enable Death Spectate Target HUD(All Players(All Teams));
- Set Ability Charge(Event Player, Button(Ability 1), 3);
- }
- }
rule("Tracer 3 blinks every death")
- rule("Disable and Enable stuff")
- {
- event
- {
Player Died;
- Ongoing - Each Player;
- All;
- All;
Tracer;
- }
- actions
- {
Set Ability Charge(Event Player, Button(Ability 1), 3);
- Disable Built-In Game Mode Announcer;
- Disable Game Mode HUD(Event Player);
- Enable Death Spectate Target HUD(Event Player);
- }
- }
rule("Toggle Extra Scoreboard")
- rule("Disable the worst spawn on chateu (176.960, 0.190, 51.520)")
- {
- event
- {
- Ongoing - Each Player;
- All;
- All;
- }
- conditions
- {
Is Button Held(Event Player, Button(Crouch)) == True;
Is Button Held(Event Player, Button(Melee)) == True;
Is Button Held(Event Player, Button(Reload)) == True;
- Is Alive(Event Player) == 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);
- While(Distance Between(Vector(176.959, 0.190, 51.520), Event Player) < 1);
- Wait(0.016, Ignore Condition);
- Respawn(Event Player);
- }
- }
rule("Toggle Stats")
- rule("Display serverload for host HUD")
- {
- event
- {
Ongoing - Each Player;
All;
All;
- Ongoing - Global;
- }
- conditions
- {
Is Button Held(Event Player, Button(Interact)) == True;
- Workshop Setting Toggle(Custom String("General"), Custom String("Display serverload for host"), False, 0) == True;
- }
- actions
- {
Wait(0.500, Abort When False);
Event Player.HideStats = !Event Player.HideStats;
- 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, Visible Always);
- }
- }
rule("Serverload for host HUD")
- rule("Match Time, Hold interact to toggle stats, Code 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);
- Disable Inspector Recording;
- 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(" 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
- {
- "Heroicon: (Hero Damage Dealt) - (All Damage Taken) - (All Healing Received)"
Create HUD Text(Event Player, Null, Event Player.HideStats == False ? Custom String(" \r\n \r\n \r\n \r\n {0} {1}",
Hero Icon String(Hero(Ashe)), Custom String("{0} - {1} - {2}", Round To Integer(Player Hero Stat(Event Player, Hero(Ashe),
Hero Damage Dealt), To Nearest), Round To Integer(Player Hero Stat(Event Player, Hero(Ashe), Damage Taken), To Nearest),
Round To Integer(Event Player.AsheAllHealingReceived, To Nearest))) : Empty Array, Null, Left, 0, Color(White), Color(White),
Color(White), Visible To and String, Visible Never);
Event Player.AsheHideStats = Last Text ID;
Create HUD Text(Event Player, Null, Event Player.HideStats == False ? Custom String(" Hipfire acc: {0}%", Round To Integer((
- 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((
- Player Hero Stat(Event Player, Hero(Ashe), Shots Hit) - Player Hero Stat(Event Player, Hero(Ashe), Scoped Hits)) / (
- Player Hero Stat(Event Player, Hero(Ashe), Shots Fired) - Player Hero Stat(Event Player, Hero(Ashe), Scoped Shots)) * 100,
- To Nearest)) : Empty Array, Null, Left, 1, Color(White), Color(White), Color(White), Visible To and String, Visible Never);
- Event Player.AsheDestroy2 = Last Text ID;
Create HUD Text(Event Player, Null, Event Player.HideStats == False ? Custom String(" Scoped acc: {0}%", Round To Integer(
- Create HUD Text(Event Player, Null, Event Player.AsheHideStats == False ? Custom String(" Scoped acc: {0}%", Round To Integer(
- Player Hero Stat(Event Player, Hero(Ashe), Scoped Accuracy) * 100, To Nearest)) : Empty Array, Null, Left, 2, Color(White),
- Color(White), Color(White), Visible To and String, Visible Never);
- Event Player.AsheDestroy3 = Last Text ID;
Create HUD Text(Event Player, Null, Event Player.HideStats == False ? Custom String(" Scoped critical hit acc: {0}%",
- Create HUD Text(Event Player, Null, Event Player.AsheHideStats == False ? Custom String(" Scoped critical hit acc: {0}%",
- Round To Integer(Player Hero Stat(Event Player, Hero(Ashe), Scoped Critical Hit Accuracy) * 100, To Nearest)) : Empty Array,
- Null, Left, 3, Color(White), Color(White), Color(White), Visible To and String, Visible Never);
- Event Player.AsheDestroy4 = Last Text ID;
- }
- }
rule("Doom HUD")
- rule("Ashe Toggle Stats")
- {
- event
- {
- Ongoing - Each Player;
- All;
Doomfist;
}
actions
{
"Heroicon: (Hero Damage Dealt) - (All Damage Taken) - (All Healing Received)"
Create HUD Text(Event Player, Null, Event Player.HideStats == False ? Custom String(" \r\n \r\n \r\n \r\n {0} {1}",
Hero Icon String(Hero(Doomfist)), Custom String("{0} - {1} - {2}", Round To Integer(Player Hero Stat(Event Player, Hero(
Doomfist), Hero Damage Dealt), To Nearest), Round To Integer(Player Hero Stat(Event Player, Hero(Doomfist), Damage Taken),
To Nearest), Round To Integer(Player Hero Stat(Event Player, Hero(Doomfist), Healing Received), To Nearest))) : Empty Array,
Null, Left, 0, Color(White), Color(White), Color(White), Visible To and String, Visible Never);
Event Player.DoomDestroy1 = Last Text ID;
Create HUD Text(Event Player, Null, Event Player.HideStats == False ? Custom String(" Weapon acc: {0}%", Round To Integer(
Player Hero Stat(Event Player, Hero(Doomfist), Weapon Accuracy) * 100, To Nearest)) : Empty Array, Null, Left, 1, Color(White),
Color(White), Color(White), Visible To and String, Visible Never);
Event Player.DoomDestroy2 = Last Text ID;
Create HUD Text(Event Player, Null, Event Player.HideStats == False ? Custom String(" Critical hit acc: {0}%", Round To Integer(
Player Hero Stat(Event Player, Hero(Doomfist), Critical Hit Accuracy) * 100, To Nearest)) : Empty Array, Null, Left, 1, Color(
White), Color(White), Color(White), Visible To and String, Visible Never);
Event Player.DoomDestroy3 = Last Text ID;
Create HUD Text(Event Player, Null, Event Player.HideStats == False ? Custom String("{0}{1} Boop kills: {2}", Ability Icon String(
Hero(Doomfist), Button(Melee)), Custom String("{0}{1}{2}", Ability Icon String(Hero(Doomfist), Button(Ability 1)),
Ability Icon String(Hero(Doomfist), Button(Ability 2)), Ability Icon String(Hero(Doomfist), Button(Secondary Fire))),
Player Hero Stat(Event Player, Hero(Doomfist), Environmental Kills)) : Empty Array, Null, Left, 3, Color(White), Color(White),
Color(White), Visible To and String, Visible Never);
Event Player.DoomDestroy4 = Last Text ID;
- Ashe;
- }
}
rule("Echo HUD")
{
event
- conditions
- {
Ongoing - Each Player;
All;
Echo;
- Is Button Held(Event Player, Button(Interact)) == True;
- }
- actions
- {
"Heroicon: (Hero Damage Dealt) - (All Damage Taken) - (All Healing Received)"
Create HUD Text(Event Player, Null, Event Player.HideStats == False ? Custom String(" \r\n \r\n \r\n \r\n {0} {1}",
Hero Icon String(Hero(Echo)), Custom String("{0} - {1} - {2}", Round To Integer(Player Hero Stat(Event Player, Hero(Echo),
Hero Damage Dealt), To Nearest), Round To Integer(Player Hero Stat(Event Player, Hero(Echo), Damage Taken), To Nearest),
Round To Integer(Player Hero Stat(Event Player, Hero(Echo), Healing Received), To Nearest))) : Empty Array, Null, Left, 0,
Color(White), Color(White), Color(White), Visible To and String, Visible Never);
Event Player.EchoDestroy1 = Last Text ID;
Create HUD Text(Event Player, Null, Event Player.HideStats == False ? Custom String(" Weapon acc: {0}%", Round To Integer(
Player Hero Stat(Event Player, Hero(Echo), Weapon Accuracy) * 100, To Nearest)) : Empty Array, Null, Left, 1, Color(White),
Color(White), Color(White), Visible To and String, Visible Never);
Event Player.EchoDestroy2 = Last Text ID;
Create HUD Text(Event Player, Null, Event Player.HideStats == False ? Custom String(" Critical hit acc: {0}%", Round To Integer(
Player Hero Stat(Event Player, Hero(Echo), Critical Hit Accuracy) * 100, To Nearest)) : Empty Array, Null, Left, 2, Color(
White), Color(White), Color(White), Visible To and String, Visible Never);
Event Player.EchoDestroy3 = Last Text ID;
Create HUD Text(Event Player, Null, Event Player.HideStats == False ? Custom String(" {0} Sticky direct hit acc: {1}%",
Ability Icon String(Hero(Echo), Button(Secondary Fire)), Round To Integer(
Event Player.StickybombHits / Event Player.StickybombsUsed * 100, To Nearest)) : Empty Array, Null, Left, 3, Color(White),
Color(White), Color(White), Visible To and String, Visible Never);
Event Player.EchoDestroy4 = Last Text ID;
- Wait(0.500, Abort When False);
- Event Player.AsheHideStats = !Event Player.AsheHideStats;
- }
- }
rule("Genji HUD")
- rule("Ashe Destroy Stats")
- {
- event
- {
- Ongoing - Each Player;
- All;
Genji;
}
actions
{
"Heroicon: (Hero Damage Dealt) - (All Damage Taken) - (All Healing Received)"
Create HUD Text(Event Player, Null, Event Player.HideStats == False ? Custom String(" \r\n \r\n \r\n \r\n {0} {1}",
Hero Icon String(Hero(Genji)), Custom String("{0} - {1} - {2}", Round To Integer(Player Hero Stat(Event Player, Hero(
Genji), Hero Damage Dealt), To Nearest), Round To Integer(Player Hero Stat(Event Player, Hero(Genji), Damage Taken),
To Nearest), Round To Integer(Event Player.GenjiAllHealingReceived, To Nearest))) : Empty Array, Null, Left, 0, Color(White),
Color(White), Color(White), Visible To and String, Visible Never);
Event Player.GenjiDestroy1 = Last Text ID;
Create HUD Text(Event Player, Null, Event Player.HideStats == False ? Custom String(" Weapon acc: {0}%", Round To Integer(
Player Hero Stat(Event Player, Hero(Genji), Weapon Accuracy) * 100, To Nearest)) : Empty Array, Null, Left, 1, Color(White),
Color(White), Color(White), Visible To and String, Visible Never);
Event Player.GenjiDestroy2 = Last Text ID;
Create HUD Text(Event Player, Null, Event Player.HideStats == False ? Custom String(" Critical hit acc: {0}%", Round To Integer(
Player Hero Stat(Event Player, Hero(Genji), Critical Hit Accuracy) * 100, To Nearest)) : Empty Array, Null, Left, 2, Color(
White), Color(White), Color(White), Visible To and String, Visible Never);
Event Player.GenjiDestroy3 = Last Text ID;
}
}
rule("Hanzo HUD")
{
event
{
Ongoing - Each Player;
- All;
Hanzo;
}
actions
{
"Heroicon: (Hero Damage Dealt) - (All Damage Taken) - (All Healing Received)"
Create HUD Text(Event Player, Null, Event Player.HideStats == False ? Custom String(" \r\n \r\n \r\n \r\n {0} {1}",
Hero Icon String(Hero(Hanzo)), Custom String("{0} - {1} - {2}", Round To Integer(Player Hero Stat(Event Player, Hero(
Hanzo), Hero Damage Dealt), To Nearest), Round To Integer(Player Hero Stat(Event Player, Hero(Hanzo), Damage Taken),
To Nearest), Round To Integer(Player Hero Stat(Event Player, Hero(Hanzo), Healing Received), To Nearest))) : Empty Array, Null,
Left, 0, Color(White), Color(White), Color(White), Visible To and String, Visible Never);
Event Player.HanzoDestroy1 = Last Text ID;
Create HUD Text(Event Player, Null, Event Player.HideStats == False ? Custom String(" Weapon acc: {0}%", Round To Integer(
Player Hero Stat(Event Player, Hero(Hanzo), Weapon Accuracy) * 100, To Nearest)) : Empty Array, Null, Left, 1, Color(White),
Color(White), Color(White), Visible To and String, Visible Never);
Event Player.HanzoDestroy2 = Last Text ID;
Create HUD Text(Event Player, Null, Event Player.HideStats == False ? Custom String(" Critical hit acc: {0}%", Round To Integer(
Player Hero Stat(Event Player, Hero(Hanzo), Critical Hit Accuracy) * 100, To Nearest)) : Empty Array, Null, Left, 2, Color(
White), Color(White), Color(White), Visible To and String, Visible Never);
Event Player.HanzoDestroy3 = Last Text ID;
- }
}
rule("Mccree HUD")
{
event
- conditions
- {
Ongoing - Each Player;
All;
McCree;
- Hero Of(Event Player) != Hero(Ashe);
- }
- actions
- {
"Heroicon: (Hero Damage Dealt) - (All Damage Taken) - (All Healing Received)"
Create HUD Text(Event Player, Null, Event Player.HideStats == False ? Custom String(" \r\n \r\n \r\n \r\n {0} {1}",
Hero Icon String(Hero(McCree)), Custom String("{0} - {1} - {2}", Round To Integer(Player Hero Stat(Event Player, Hero(
McCree), Hero Damage Dealt), To Nearest), Round To Integer(Player Hero Stat(Event Player, Hero(McCree), Damage Taken),
To Nearest), Round To Integer(Player Hero Stat(Event Player, Hero(McCree), Healing Received), To Nearest))) : Empty Array,
Null, Left, 0, Color(White), Color(White), Color(White), Visible To and String, Visible Never);
Event Player.MccreeDestroy1 = Last Text ID;
Create HUD Text(Event Player, Null, Event Player.HideStats == False ? Custom String(" Weapon acc: {0}%", Round To Integer(
Player Hero Stat(Event Player, Hero(McCree), Weapon Accuracy) * 100, To Nearest)) : Empty Array, Null, Left, 1, Color(White),
Color(White), Color(White), Visible To and String, Visible Never);
Event Player.MccreeDestroy2 = Last Text ID;
Create HUD Text(Event Player, Null, Event Player.HideStats == False ? Custom String(" Critical hit acc: {0}%", Round To Integer(
Player Hero Stat(Event Player, Hero(McCree), Critical Hit Accuracy) * 100, To Nearest)) : Empty Array, Null, Left, 2, Color(
White), Color(White), Color(White), Visible To and String, Visible Never);
Event Player.MccreeDestroy3 = Last Text ID;
Create HUD Text(Event Player, Null, Event Player.HideStats == False ? Custom String("{0} Flashbang hits: {1}/{2}",
Ability Icon String(Hero(McCree), Button(Ability 2)), Event Player.FlashbangHits, Event Player.FlashbangsUsed) : Empty Array,
Null, Left, 3, Color(White), Color(White), Color(White), Visible To and String, Visible Never);
Event Player.MccreeDestroy4 = Last Text ID;
- 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("Mei HUD")
- rule("Doom HUD")
- {
- event
- {
- Ongoing - Each Player;
- All;
Mei;
- Doomfist;
- }
- actions
- {
- "Heroicon: (Hero Damage Dealt) - (All Damage Taken) - (All Healing Received)"
Create HUD Text(Event Player, Null, Event Player.HideStats == False ? Custom String(" \r\n \r\n \r\n \r\n {0} {1}",
Hero Icon String(Hero(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,
- 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.MeiDestroy1 = Last Text ID;
Create HUD Text(Event Player, Null, Event Player.HideStats == False ? Custom String(" Weapon acc: {0}%", Round To Integer(
Player Hero Stat(Event Player, Hero(Mei), Weapon Accuracy) * 100, To Nearest)) : Empty Array, Null, Left, 1, Color(White),
- 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, Visible Never);
Event Player.MeiDestroy2 = Last Text ID;
Create HUD Text(Event Player, Null, Event Player.HideStats == False ? Custom String(" Critical hit acc: {0}%", Round To Integer(
Player Hero Stat(Event Player, Hero(Mei), Critical Hit Accuracy) * 100, To Nearest)) : Empty Array, Null, Left, 2, Color(
- 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, 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, Visible Never);
Event Player.MeiDestroy3 = Last Text ID;
- Event Player.DoomDestroy4 = Last Text ID;
- }
- }
rule("Pharah HUD")
- rule("Doom Toggle Stats")
- {
- event
- {
- Ongoing - Each Player;
- All;
Pharah;
}
actions
{
"Heroicon: (Hero Damage Dealt) - (All Damage Taken) - (All Healing Received)"
Create HUD Text(Event Player, Null, Event Player.HideStats == False ? Custom String(" \r\n \r\n \r\n \r\n {0} {1}",
Hero Icon String(Hero(Pharah)), Custom String("{0} - {1} - {2}", Round To Integer(Player Hero Stat(Event Player, Hero(
Pharah), Hero Damage Dealt), To Nearest), Round To Integer(Player Hero Stat(Event Player, Hero(Pharah), Damage Taken),
To Nearest), Round To Integer(Event Player.PharahAllHealingReceived, To Nearest))) : Empty Array, Null, Left, 0, Color(White),
Color(White), Color(White), Visible To and String, Visible Never);
Event Player.PharahDestroy1 = Last Text ID;
Create HUD Text(Event Player, Null, Event Player.HideStats == False ? Custom String(" Weapon acc: {0}%", Round To Integer(
Player Hero Stat(Event Player, Hero(Pharah), Weapon Accuracy) * 100, To Nearest)) : Empty Array, Null, Left, 3, Color(White),
Color(White), Color(White), Visible To and String, Visible Never);
Event Player.PharahDestroy2 = Last Text ID;
Create HUD Text(Event Player, Null, Event Player.HideStats == False ? Custom String("{0}{1} Boop kills: {2}", Ability Icon String(
Hero(Pharah), Button(Melee)), Ability Icon String(Hero(Pharah), Button(Ability 2)), Player Hero Stat(Event Player, Hero(
Pharah), Environmental Kills)) : Empty Array, Null, Left, 4, Color(White), Color(White), Color(White), Visible To and String,
Visible Never);
Event Player.PharahDestroy3 = Last Text ID;
- Doomfist;
- }
}
rule("Soldier76 HUD")
{
event
- conditions
- {
Ongoing - Each Player;
All;
Soldier: 76;
- Is Button Held(Event Player, Button(Interact)) == True;
- }
- actions
- {
"Heroicon: (Hero Damage Dealt) - (All Damage Taken) - (All Healing Received)"
Create HUD Text(Event Player, Null, Event Player.HideStats == False ? Custom String(" \r\n \r\n \r\n \r\n {0} {1}",
Hero Icon String(Hero(Soldier: 76)), Custom String("{0} - {1} - {2}", Round To Integer(Player Hero Stat(Event Player, Hero(
Soldier: 76), Hero Damage Dealt), To Nearest), Round To Integer(Player Hero Stat(Event Player, Hero(Soldier: 76),
Damage Taken), To Nearest), Round To Integer(Event Player.Soldier76AllHealingReceived, To Nearest))) : Empty Array, Null, Left,
0, Color(White), Color(White), Color(White), Visible To and String, Visible Never);
Event Player.Soldier76Destroy1 = Last Text ID;
Create HUD Text(Event Player, Null, Event Player.HideStats == False ? Custom String(" Weapon acc: {0}%", Round To Integer(
Player Hero Stat(Event Player, Hero(Soldier: 76), Weapon Accuracy) * 100, To Nearest)) : Empty Array, Null, Left, 1, Color(
White), Color(White), Color(White), Visible To and String, Visible Never);
Event Player.Soldier76Destroy2 = Last Text ID;
Create HUD Text(Event Player, Null, Event Player.HideStats == False ? Custom String(" Critical hit acc: {0}%", Round To Integer(
Player Hero Stat(Event Player, Hero(Soldier: 76), Critical Hit Accuracy) * 100, To Nearest)) : Empty Array, Null, Left, 2,
Color(White), Color(White), Color(White), Visible To and String, Visible Never);
Event Player.Soldier76Destroy3 = Last Text ID;
Create HUD Text(Event Player, Null, Event Player.HideStats == False ? Custom String(" {0}Helixrocket hits: {1}/{2}",
Ability Icon String(Hero(Soldier: 76), Button(Secondary Fire)), Event Player.HelixrocketHits, Event Player.HelixrocketsUsed)
: Empty Array, Null, Left, 3, Color(White), Color(White), Color(White), Visible To and String, Visible Never);
Event Player.Soldier76Destroy4 = Last Text ID;
- Wait(0.500, Abort When False);
- Event Player.DoomHideStats = !Event Player.DoomHideStats;
- }
- }
rule("Sombra HUD")
- rule("Doom Destroy Stats")
- {
- event
- {
- Ongoing - Each Player;
- All;
Sombra;
}
actions
{
"Heroicon: (Hero Damage Dealt) - (All Damage Taken) - (All Healing Received)"
Create HUD Text(Event Player, Null, Event Player.HideStats == False ? Custom String(" \r\n \r\n \r\n \r\n {0} {1}",
Hero Icon String(Hero(Sombra)), Custom String("{0} - {1} - {2}", Round To Integer(Player Hero Stat(Event Player, Hero(
Sombra), Hero Damage Dealt), To Nearest), Round To Integer(Player Hero Stat(Event Player, Hero(Sombra), Damage Taken),
To Nearest), Round To Integer(Player Hero Stat(Event Player, Hero(Sombra), Healing Received), To Nearest))) : Empty Array,
Null, Left, 0, Color(White), Color(White), Color(White), Visible To and String, Visible Never);
Event Player.SombraDestroy1 = Last Text ID;
Create HUD Text(Event Player, Null, Event Player.HideStats == False ? Custom String(" Weapon acc: {0}%", Round To Integer(
Player Hero Stat(Event Player, Hero(Sombra), Weapon Accuracy) * 100, To Nearest)) : Empty Array, Null, Left, 1, Color(White),
Color(White), Color(White), Visible To and String, Visible Never);
Event Player.SombraDestroy2 = Last Text ID;
Create HUD Text(Event Player, Null, Event Player.HideStats == False ? Custom String(" Critical hit acc: {0}%", Round To Integer(
Player Hero Stat(Event Player, Hero(Sombra), Critical Hit Accuracy) * 100, To Nearest)) : Empty Array, Null, Left, 2, Color(
White), Color(White), Color(White), Visible To and String, Visible Never);
Event Player.SombraDestroy3 = Last Text ID;
}
}
rule("Torb HUD")
{
event
{
Ongoing - Each Player;
- All;
Torbjörn;
}
actions
{
"Heroicon: (Hero Damage Dealt) - (All Damage Taken) - (All Healing Received)"
Create HUD Text(Event Player, Null, Event Player.HideStats == False ? Custom String(" \r\n \r\n \r\n \r\n {0} {1}",
Hero Icon String(Hero(Torbjörn)), Custom String("{0} - {1} - {2}", Round To Integer(Player Hero Stat(Event Player, Hero(
Torbjörn), Hero Damage Dealt), To Nearest), Round To Integer(Player Hero Stat(Event Player, Hero(Torbjörn), Damage Taken),
To Nearest), Round To Integer(Player Hero Stat(Event Player, Hero(Torbjörn), Healing Received)
+ Event Player.TemporaryArmorRecieved, To Nearest))) : Empty Array, Null, Left, 0, Color(White), Color(White), Color(White),
Visible To and String, Visible Never);
Event Player.TorbDestroy1 = Last Text ID;
Create HUD Text(Event Player, Null, Event Player.HideStats == False ? Custom String(" Weapon acc: {0}%", Round To Integer(
Player Hero Stat(Event Player, Hero(Torbjörn), Weapon Accuracy) * 100, To Nearest)) : Empty Array, Null, Left, 1, Color(White),
Color(White), Color(White), Visible To and String, Visible Never);
Event Player.TorbDestroy2 = Last Text ID;
Create HUD Text(Event Player, Null, Event Player.HideStats == False ? Custom String(" Critical hit acc: {0}%", Round To Integer(
Player Hero Stat(Event Player, Hero(Torbjörn), Critical Hit Accuracy) * 100, To Nearest)) : Empty Array, Null, Left, 2, Color(
White), Color(White), Color(White), Visible To and String, Visible Never);
Event Player.TorbDestroy3 = Last Text ID;
Create HUD Text(Event Player, Null, Event Player.HideStats == False ? Custom String(" {0}{1} Hammer kills: {2}", Icon String(Flag),
Icon String(Sad), Event Player.HammerKills) : Empty Array, Null, Left, 3, Color(White), Color(White), Color(White),
Visible To and String, Visible Never);
Event Player.TorbDestroy4 = Last Text ID;
- }
}
rule("Tracer HUD")
{
event
- conditions
- {
Ongoing - Each Player;
All;
Tracer;
- Hero Of(Event Player) != Hero(Doomfist);
- }
- actions
- {
"Heroicon: (Hero Damage Dealt) - (All Damage Taken) - (All Healing Received)"
Create HUD Text(Event Player, Null, Event Player.HideStats == False ? Custom String(" \r\n \r\n \r\n \r\n {0} {1}",
Hero Icon String(Hero(Tracer)), Custom String("{0} - {1} - {2}", Round To Integer(Player Hero Stat(Event Player, Hero(
Tracer), Hero Damage Dealt), To Nearest), Round To Integer(Player Hero Stat(Event Player, Hero(Tracer), Damage Taken),
To Nearest), Round To Integer(Event Player.TracerAllHealingReceived + Player Hero Stat(Event Player, Hero(Tracer),
Self Healing), To Nearest))) : Empty Array, Null, Left, 0, Color(White), Color(White), Color(White), Visible To and String,
Visible Never);
Event Player.TracerDestroy1 = Last Text ID;
Create HUD Text(Event Player, Null, Event Player.HideStats == False ? Custom String(" Weapon acc: {0}%", Round To Integer(
Player Hero Stat(Event Player, Hero(Tracer), Weapon Accuracy) * 100, To Nearest)) : Empty Array, Null, Left, 1, Color(White),
Color(White), Color(White), Visible To and String, Visible Never);
Event Player.TracerDestroy2 = Last Text ID;
Create HUD Text(Event Player, Null, Event Player.HideStats == False ? Custom String(" Critical hit acc: {0}%", Round To Integer(
Player Hero Stat(Event Player, Hero(Tracer), Critical Hit Accuracy) * 100, To Nearest)) : Empty Array, Null, Left, 2, Color(
White), Color(White), Color(White), Visible To and String, Visible Never);
Event Player.TracerDestroy3 = Last Text ID;
Create HUD Text(Event Player, Null, Event Player.HideStats == False ? Custom String(" {0}Pulsebombs attached: {1}/{2}",
Ability Icon String(Hero(Tracer), Button(Ultimate)), Event Player.PulsebombHits, Player Hero Stat(Event Player, Hero(Tracer),
Ultimates Used)) : Empty Array, Null, Left, 3, Color(White), Color(White), Color(White), Visible To and String, Visible Never);
Event Player.TracerDestroy4 = Last Text ID;
- 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("Widow HUD")
- rule("Echo HUD")
- {
- event
- {
- Ongoing - Each Player;
- All;
Widowmaker;
- Echo;
- }
- actions
- {
- "Heroicon: (Hero Damage Dealt) - (All Damage Taken) - (All Healing Received)"
Create HUD Text(Event Player, Null, Event Player.HideStats == False ? Custom String(" \r\n \r\n \r\n \r\n {0} {1}",
Hero Icon String(Hero(Widowmaker)), Custom String("{0} - {1} - {2}", Round To Integer(Player Hero Stat(Event Player, Hero(
Widowmaker), Hero Damage Dealt), To Nearest), Round To Integer(Player Hero Stat(Event Player, Hero(Widowmaker), Damage Taken),
To Nearest), Round To Integer(Player Hero Stat(Event Player, Hero(Widowmaker), Healing Received), To Nearest))) : Empty Array,
Null, Left, 0, Color(White), Color(White), Color(White), Visible To and String, Visible Never);
Event Player.WidowDestroy1 = Last Text ID;
Create HUD Text(Event Player, Null, Event Player.HideStats == False ? Custom String(" Hipfire acc: {0}%", Round To Integer((
Player Hero Stat(Event Player, Hero(Widowmaker), Shots Hit) - Player Hero Stat(Event Player, Hero(Widowmaker), Scoped Hits))
/ (Player Hero Stat(Event Player, Hero(Widowmaker), Shots Fired) - Player Hero Stat(Event Player, Hero(Widowmaker),
Scoped Shots)) * 100, To Nearest)) : Empty Array, Null, Left, 1, Color(White), Color(White), Color(White),
- 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.WidowDestroy2 = Last Text ID;
Create HUD Text(Event Player, Null, Event Player.HideStats == False ? Custom String(" Scoped acc: {0}%", Round To Integer(
Player Hero Stat(Event Player, Hero(Widowmaker), Scoped Accuracy) * 100, To Nearest)) : Empty Array, Null, Left, 2, Color(
White), Color(White), Color(White), Visible To and String, Visible Never);
Event Player.WidowDestroy3 = Last Text ID;
Create HUD Text(Event Player, Null, Event Player.HideStats == False ? Custom String(" Scoped critical hit acc: {0}%",
Round To Integer(Player Hero Stat(Event Player, Hero(Widowmaker), Scoped Critical Hit Accuracy) * 100, To Nearest))
: Empty Array, Null, Left, 3, Color(White), Color(White), Color(White), Visible To and String, Visible Never);
Event Player.WidowDestroy4 = Last Text ID;
}
}
rule("Ana HUD")
{
event
{
Ongoing - Each Player;
All;
Ana;
}
actions
{
"Heroicon: (Hero Damage Dealt) - (All Damage Taken) - (All Healing Received)"
Create HUD Text(Event Player, Null, Event Player.HideStats == False ? Custom String(" \r\n \r\n \r\n \r\n {0} {1}",
Hero Icon String(Hero(Ana)), Custom String("{0} - {1} - {2}", Round To Integer(Player Hero Stat(Event Player, Hero(Ana),
Hero Damage Dealt), To Nearest), Round To Integer(Player Hero Stat(Event Player, Hero(Ana), Damage Taken), To Nearest),
Round To Integer(Player Hero Stat(Event Player, Hero(Ana), Healing Received), To Nearest))) : Empty Array, Null, Left, 0,
Color(White), Color(White), Color(White), Visible To and String, Visible Never);
Event Player.AnaDestroy1 = Last Text ID;
Create HUD Text(Event Player, Null, Event Player.HideStats == False ? Custom String(" Hipfire acc: {0}%", Round To Integer((
Player Hero Stat(Event Player, Hero(Ana), Shots Hit) - Player Hero Stat(Event Player, Hero(Ana), Scoped Hits)) / (
Player Hero Stat(Event Player, Hero(Ana), Shots Fired) - Player Hero Stat(Event Player, Hero(Ana), Scoped Shots)) * 100,
To Nearest)) : Empty Array, Null, Left, 1, Color(White), Color(White), Color(White), Visible To and String, Visible Never);
Event Player.AnaDestroy2 = Last Text ID;
Create HUD Text(Event Player, Null, Event Player.HideStats == False ? Custom String(" Scoped acc: {0}%", Round To Integer(
Player Hero Stat(Event Player, Hero(Ana), Scoped Accuracy) * 100, To Nearest)) : Empty Array, Null, Left, 2, Color(White),
- 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, Visible Never);
Event Player.AnaDestroy3 = Last Text ID;
Create HUD Text(Event Player, Null, Event Player.HideStats == False ? Custom String("{0}Sleepdart hits: {1}/{2}",
Ability Icon String(Hero(Ana), Button(Ability 1)), Event Player.SleepdartHits, Event Player.SleepdartsUsed) : Empty Array,
Null, Left, 3, Color(White), Color(White), Color(White), Visible To and String, Visible Never);
Event Player.AnaDestroy4 = Last Text ID;
}
}
rule("Bap HUD")
{
event
{
Ongoing - Each Player;
All;
Baptiste;
}
actions
{
"Heroicon: (Hero Damage Dealt) - (All Damage Taken) - (All Healing Received)"
Create HUD Text(Event Player, Null, Event Player.HideStats == False ? Custom String(" \r\n \r\n \r\n \r\n {0} {1}",
Hero Icon String(Hero(Baptiste)), Custom String("{0} - {1} - {2}", Round To Integer(Player Hero Stat(Event Player, Hero(
Baptiste), Hero Damage Dealt), To Nearest), Round To Integer(Player Hero Stat(Event Player, Hero(Baptiste), Damage Taken),
To Nearest), Round To Integer(Player Hero Stat(Event Player, Hero(Baptiste), Healing Received), To Nearest))) : Empty Array,
Null, Left, 0, Color(White), Color(White), Color(White), Visible To and String, Visible Never);
Event Player.BapDestroy1 = Last Text ID;
Create HUD Text(Event Player, Null, Event Player.HideStats == False ? Custom String(" Weapon acc: {0}%", Round To Integer(
Player Hero Stat(Event Player, Hero(Baptiste), Weapon Accuracy) * 100, To Nearest)) : Empty Array, Null, Left, 1, Color(White),
- 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, 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}%",
- Ability Icon String(Hero(Echo), Button(Secondary Fire)), Round To Integer(
- Event Player.StickybombHits / Event Player.StickybombsUsed * 100, To Nearest)) : Empty Array, Null, Left, 3, Color(White),
- Color(White), Color(White), Visible To and String, Visible Never);
Event Player.BapDestroy2 = Last Text ID;
Create HUD Text(Event Player, Null, Event Player.HideStats == False ? Custom String(" Critical hit acc: {0}%", Round To Integer(
Player Hero Stat(Event Player, Hero(Baptiste), Critical Hit Accuracy) * 100, To Nearest)) : Empty Array, Null, Left, 2, Color(
White), Color(White), Color(White), Visible To and String, Visible Never);
Event Player.BapDestroy3 = Last Text ID;
- Event Player.EchoDestroy4 = Last Text ID;
- }
- }
rule("Lucio HUD")
- rule("Echo Toggle Stats")
- {
- event
- {
- Ongoing - Each Player;
- All;
Lúcio;
}
actions
{
"Heroicon: (Hero Damage Dealt) - (All Damage Taken) - (All Healing Received)"
Create HUD Text(Event Player, Null, Event Player.HideStats == False ? Custom String(" \r\n \r\n \r\n \r\n {0} {1}",
Hero Icon String(Hero(Lúcio)), Custom String("{0} - {1} - {2}", Round To Integer(Player Hero Stat(Event Player, Hero(
Lúcio), Hero Damage Dealt), To Nearest), Round To Integer(Player Hero Stat(Event Player, Hero(Lúcio), Damage Taken),
To Nearest), Round To Integer(Player Hero Stat(Event Player, Hero(Lúcio), Healing Received), To Nearest))) : Empty Array, Null,
Left, 0, Color(White), Color(White), Color(White), Visible To and String, Visible Never);
Event Player.LucioDestroy1 = Last Text ID;
Create HUD Text(Event Player, Null, Event Player.HideStats == False ? Custom String(" Weapon acc: {0}%", Round To Integer(
Player Hero Stat(Event Player, Hero(Lúcio), Weapon Accuracy) * 100, To Nearest)) : Empty Array, Null, Left, 1, Color(White),
Color(White), Color(White), Visible To and String, Visible Never);
Event Player.LucioDestroy2 = Last Text ID;
Create HUD Text(Event Player, Null, Event Player.HideStats == False ? Custom String(" Critical hit acc: {0}%", Round To Integer(
Player Hero Stat(Event Player, Hero(Lúcio), Critical Hit Accuracy) * 100, To Nearest)) : Empty Array, Null, Left, 2, Color(
White), Color(White), Color(White), Visible To and String, Visible Never);
Event Player.LucioDestroy3 = Last Text ID;
Create HUD Text(Event Player, Null, Event Player.HideStats == False ? Custom String(" {0}{1} Boop kills: {2}", Ability Icon String(
Hero(Lúcio), Button(Melee)), Ability Icon String(Hero(Lúcio), Button(Secondary Fire)), Player Hero Stat(Event Player, Hero(
Lúcio), Environmental Kills)) : Empty Array, Null, Left, 3, Color(White), Color(White), Color(White), Visible To and String,
Visible Never);
Event Player.LucioDestroy4 = Last Text ID;
- Echo;
- }
}
rule("Zen HUD")
{
event
- conditions
- {
Ongoing - Each Player;
All;
Zenyatta;
- Is Button Held(Event Player, Button(Interact)) == True;
- }
- actions
- {
"Heroicon: (Hero Damage Dealt) - (All Damage Taken) - (All Healing Received)"
Create HUD Text(Event Player, Null, Event Player.HideStats == False ? Custom String(" \r\n \r\n \r\n \r\n {0} {1}",
Hero Icon String(Hero(Zenyatta)), Custom String("{0} - {1} - {2}", Round To Integer(Player Hero Stat(Event Player, Hero(
Zenyatta), Hero Damage Dealt), To Nearest), Round To Integer(Player Hero Stat(Event Player, Hero(Zenyatta), Damage Taken),
To Nearest), Round To Integer(Player Hero Stat(Event Player, Hero(Zenyatta), Healing Received), To Nearest))) : Empty Array,
Null, Left, 0, Color(White), Color(White), Color(White), Visible To and String, Visible Never);
Event Player.ZenDestroy1 = Last Text ID;
Create HUD Text(Event Player, Null, Event Player.HideStats == False ? Custom String(" Weapon acc: {0}%", Round To Integer(
Player Hero Stat(Event Player, Hero(Zenyatta), Weapon Accuracy) * 100, To Nearest)) : Empty Array, Null, Left, 1, Color(White),
Color(White), Color(White), Visible To and String, Visible Never);
Event Player.ZenDestroy2 = Last Text ID;
Create HUD Text(Event Player, Null, Event Player.HideStats == False ? Custom String(" Critical hit acc: {0}%", Round To Integer(
Player Hero Stat(Event Player, Hero(Zenyatta), Critical Hit Accuracy) * 100, To Nearest)) : Empty Array, Null, Left, 2, Color(
White), Color(White), Color(White), Visible To and String, Visible Never);
Event Player.ZenDestroy3 = Last Text ID;
- Wait(0.500, Abort When False);
- Event Player.EchoHideStats = !Event Player.EchoHideStats;
- }
- }
rule("Ashe Destroy Stats")
- rule("Echo Destroy Stats")
- {
- event
- {
- Ongoing - Each Player;
- All;
- All;
- }
- conditions
- {
Hero Of(Event Player) != Hero(Ashe);
- Hero Of(Event Player) != Hero(Echo);
- }
- actions
- {
Destroy HUD Text(Event Player.AsheHideStats);
Destroy HUD Text(Event Player.AsheDestroy2);
Destroy HUD Text(Event Player.AsheDestroy3);
Destroy HUD Text(Event Player.AsheDestroy4);
- 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("Doom Destroy Stats")
- rule("Genj HUD")
- {
- event
- {
- Ongoing - Each Player;
- All;
All;
}
conditions
{
Hero Of(Event Player) != Hero(Doomfist);
- Genji;
- }
- 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);
- "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(
- Player Hero Stat(Event Player, Hero(Genji), Weapon Accuracy) * 100, To Nearest)) : Empty Array, Null, Left, 1, Color(White),
- Color(White), Color(White), Visible To and String, Visible Never);
- Event Player.GenjiDestroy2 = Last Text ID;
- Create HUD Text(Event Player, Null, Event Player.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, Visible Never);
- Event Player.GenjiDestroy3 = Last Text ID;
- }
- }
rule("Echo Destroy Stats")
- rule("Genji Toggle Stats")
- {
- event
- {
- Ongoing - Each Player;
- All;
All;
- Genji;
- }
- conditions
- {
Hero Of(Event Player) != Hero(Echo);
- Is Button Held(Event Player, Button(Interact)) == True;
- }
- 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);
- 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 Destroy Stats")
- rule("Hanzo HUD")
- {
- event
- {
- Ongoing - Each Player;
- All;
All;
}
conditions
{
Hero Of(Event Player) != Hero(Hanzo);
- Hanzo;
- }
- actions
- {
Destroy HUD Text(Event Player.HanzoDestroy1);
Destroy HUD Text(Event Player.HanzoDestroy2);
Destroy HUD Text(Event Player.HanzoDestroy3);
- "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(
- Player Hero Stat(Event Player, Hero(Hanzo), Weapon Accuracy) * 100, To Nearest)) : Empty Array, Null, Left, 1, Color(White),
- Color(White), Color(White), Visible To and String, Visible Never);
- Event Player.HanzoDestroy2 = Last Text ID;
- Create HUD Text(Event Player, Null, Event Player.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, Visible Never);
- Event Player.HanzoDestroy3 = Last Text ID;
- }
- }
rule("Mccree Destroy Stats")
- rule("Hanzo Toggle Stats")
- {
- event
- {
- Ongoing - Each Player;
- All;
All;
- Hanzo;
- }
- conditions
- {
Hero Of(Event Player) != Hero(McCree);
- Is Button Held(Event Player, Button(Interact)) == True;
- }
- 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);
- Wait(0.500, Abort When False);
- Event Player.HanzoHideStats = !Event Player.HanzoHideStats;
- }
- }
rule("Mei Destroy Stats")
- rule("Hanzo Destroy Stats")
- {
- event
- {
- Ongoing - Each Player;
- All;
- All;
- }
- conditions
- {
Hero Of(Event Player) != Hero(Mei);
- Hero Of(Event Player) != Hero(Hanzo);
- }
- actions
- {
Destroy HUD Text(Event Player.MeiDestroy1);
Destroy HUD Text(Event Player.MeiDestroy2);
Destroy HUD Text(Event Player.MeiDestroy3);
- Destroy HUD Text(Event Player.HanzoDestroy1);
- Destroy HUD Text(Event Player.HanzoDestroy2);
- Destroy HUD Text(Event Player.HanzoDestroy3);
- }
- }
rule("Pharah Destroy Stats")
- rule("Mccree HUD")
- {
- event
- {
- Ongoing - Each Player;
- All;
All;
}
conditions
{
Hero Of(Event Player) != Hero(Pharah);
- McCree;
- }
- actions
- {
Destroy HUD Text(Event Player.PharahDestroy1);
Destroy HUD Text(Event Player.PharahDestroy2);
Destroy HUD Text(Event Player.PharahDestroy3);
- "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(
- Player Hero Stat(Event Player, Hero(McCree), Weapon Accuracy) * 100, To Nearest)) : Empty Array, Null, Left, 1, Color(White),
- Color(White), Color(White), Visible To and String, Visible Never);
- Event Player.MccreeDestroy2 = Last Text ID;
- Create HUD Text(Event Player, Null, Event Player.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, 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, Visible Never);
- Event Player.MccreeDestroy4 = Last Text ID;
- }
- }
rule("Soldier76 Destroy Stats")
- rule("Mccree Toggle Stats")
- {
- event
- {
- Ongoing - Each Player;
- All;
All;
- McCree;
- }
- conditions
- {
Hero Of(Event Player) != Hero(Soldier: 76);
- Is Button Held(Event Player, Button(Interact)) == True;
- }
- 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);
- Wait(0.500, Abort When False);
- Event Player.McCreeHideStats = !Event Player.McCreeHideStats;
- }
- }
rule("Sombra Destroy Stats")
- rule("Mccree Destroy Stats")
- {
- event
- {
- Ongoing - Each Player;
- All;
- All;
- }
- conditions
- {
Hero Of(Event Player) != Hero(Sombra);
- Hero Of(Event Player) != Hero(McCree);
- }
- actions
- {
Destroy HUD Text(Event Player.SombraDestroy1);
Destroy HUD Text(Event Player.SombraDestroy2);
Destroy HUD Text(Event Player.SombraDestroy3);
- 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("Torb Destroy Stats")
- rule("Mei HUD")
- {
- event
- {
- Ongoing - Each Player;
- All;
All;
}
conditions
{
Hero Of(Event Player) != Hero(Torbjörn);
- Mei;
- }
- 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);
- "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(
- Player Hero Stat(Event Player, Hero(Mei), Weapon Accuracy) * 100, To Nearest)) : Empty Array, Null, Left, 1, Color(White),
- Color(White), Color(White), Visible To and String, Visible Never);
- Event Player.MeiDestroy2 = Last Text ID;
- Create HUD Text(Event Player, Null, Event Player.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, Visible Never);
- Event Player.MeiDestroy3 = Last Text ID;
- }
- }
rule("Tracer Destroy Stats")
- rule("Mei Toggle Stats")
- {
- event
- {
- Ongoing - Each Player;
- All;
All;
- Mei;
- }
- conditions
- {
Hero Of(Event Player) != Hero(Tracer);
- Is Button Held(Event Player, Button(Interact)) == True;
- }
- 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);
- Wait(0.500, Abort When False);
- Event Player.MeiHideStats = !Event Player.MeiHideStats;
- }
- }
rule("Widow Destroy Stats")
- rule("Mei Destroy Stats")
- {
- event
- {
- Ongoing - Each Player;
- All;
- All;
- }
- conditions
- {
Hero Of(Event Player) != Hero(Widowmaker);
- Hero Of(Event Player) != Hero(Mei);
- }
- 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);
- Destroy HUD Text(Event Player.MeiDestroy1);
- Destroy HUD Text(Event Player.MeiDestroy2);
- Destroy HUD Text(Event Player.MeiDestroy3);
- }
- }
rule("Ana Destroy Stats")
- rule("Pharah HUD")
- {
- event
- {
- Ongoing - Each Player;
- All;
All;
}
conditions
{
Hero Of(Event Player) != Hero(Ana);
- Pharah;
- }
- 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);
- "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, 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, 4, Color(White), Color(White), Color(White),
- Visible To and String, Visible Never);
- Event Player.PharahDestroy3 = Last Text ID;
- }
- }
rule("Bap Destroy Stats")
- rule("Pharah Toggle Stats")
- {
- event
- {
- Ongoing - Each Player;
- All;
All;
- Pharah;
- }
- conditions
- {
Hero Of(Event Player) != Hero(Baptiste);
- Is Button Held(Event Player, Button(Interact)) == True;
- }
- actions
- {
Destroy HUD Text(Event Player.BapDestroy1);
Destroy HUD Text(Event Player.BapDestroy2);
Destroy HUD Text(Event Player.BapDestroy3);
- Wait(0.500, Abort When False);
- Event Player.PharahHideStats = !Event Player.PharahHideStats;
- }
- }
rule("Lucio Destroy Stats")
- rule("Pharah Destroy Stats")
- {
- event
- {
- Ongoing - Each Player;
- All;
- All;
- }
- conditions
- {
Hero Of(Event Player) != Hero(Lúcio);
- Hero Of(Event Player) != Hero(Pharah);
- }
- 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);
- Destroy HUD Text(Event Player.PharahDestroy1);
- Destroy HUD Text(Event Player.PharahDestroy2);
- Destroy HUD Text(Event Player.PharahDestroy3);
- }
- }
rule("Zen Destroy Stats")
- rule("Soldier76 HUD")
- {
- event
- {
- Ongoing - Each Player;
- All;
All;
}
conditions
{
Hero Of(Event Player) != Hero(Zenyatta);
}
actions
{
Destroy HUD Text(Event Player.ZenDestroy1);
Destroy HUD Text(Event Player.ZenDestroy2);
Destroy HUD Text(Event Player.ZenDestroy3);
}
}
rule("[Variable] Ashe All Healing Received (Needed to count hp that was lost to yourself to begin with as healing received)")
{
event
{
Player Received Healing;
All;
Ashe;
}
actions
{
Event Player.AsheAllHealingReceived += Event Healing;
}
}
rule("[Variable] Echo All Healing Received (Needed to count hp that was lost to yourself to begin with as healing received)")
{
event
{
Player Received Healing;
All;
Echo;
}
actions
{
Event Player.EchoAllHealingReceived += Event Healing;
}
}
rule("[Variable] Genji All Healing Received (Needed to count hp that was lost to yourself to begin with as healing received)")
{
event
{
Player Received Healing;
All;
Genji;
}
actions
{
Event Player.GenjiAllHealingReceived += Event Healing;
}
}
rule("[Variable] Pharah All Healing Received (Needed to count hp that was lost to yourself to begin with as healing received)")
{
event
{
Player Received Healing;
All;
Pharah;
}
actions
{
Event Player.PharahAllHealingReceived += Event Healing;
}
}
rule("[Variable] Soldier76 All Healing Received (Needed to count hp that was lost to yourself to begin with as healing received)")
{
event
{
Player Received Healing;
All;
- Soldier: 76;
- }
- actions
- {
Event Player.Soldier76AllHealingReceived += Event Healing;
}
}
rule("[Variable] Tracer All Healing Received (Needed to count hp that was lost to yourself to begin with as healing received)")
{
event
{
Player Received Healing;
All;
Tracer;
}
actions
{
Event Player.TracerAllHealingReceived += Event Healing;
- "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(
- Player Hero Stat(Event Player, Hero(Soldier: 76), Weapon Accuracy) * 100, To Nearest)) : Empty Array, Null, Left, 1, Color(
- White), Color(White), Color(White), Visible To and String, Visible Never);
- Event Player.Soldier76Destroy2 = Last Text ID;
- Create HUD Text(Event Player, Null, Event Player.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, 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}",
- Ability Icon String(Hero(Soldier: 76), Button(Secondary Fire)), Event Player.HelixrocketHits, Event Player.HelixrocketsUsed)
- : Empty Array, Null, Left, 3, Color(White), Color(White), Color(White), Visible To and String, Visible Never);
- Event Player.Soldier76Destroy4 = Last Text ID;
- }
- }
rule("[Variable] Echo StickybombsUsed")
- rule("Soldier76 Toggle Stats")
- {
- event
- {
- Ongoing - Each Player;
- All;
Echo;
}
conditions
{
Is Firing Secondary(Event Player) == True;
Is Dead(Event Player) != True;
}
actions
{
Wait(0.035, Abort When False);
Event Player.StickybombsUsed += 1;
Wait(0.060, Abort When False);
Event Player.StickybombsUsed += 1;
Wait(0.060, Abort When False);
Event Player.StickybombsUsed += 1;
Wait(0.060, Abort When False);
Event Player.StickybombsUsed += 1;
Wait(0.060, Abort When False);
Event Player.StickybombsUsed += 1;
Wait(0.060, Abort When False);
Event Player.StickybombsUsed += 1;
}
}
rule("[Variable] Echo StickybombHits")
{
event
{
Player Dealt Damage;
All;
Echo;
}
conditions
{
(Event Damage == 5 || Event Damage == 2.500) == True;
Attacker != Victim;
}
actions
{
Event Player.StickybombHits += 1;
}
}
rule("[Variable] Echo also StickybombHits (Needed to count stickybombs that kill)")
{
event
{
Player Dealt Final Blow;
All;
Echo;
- Soldier: 76;
- }
- conditions
- {
Event Ability == Is Firing Secondary(Event Player);
Event Damage < 5;
Attacker != Victim;
- Is Button Held(Event Player, Button(Interact)) == True;
- }
- actions
- {
Event Player.StickybombHits += 1;
- Wait(0.500, Abort When False);
- Event Player.Soldier76HideStats = !Event Player.Soldier76HideStats;
- }
- }
rule("[Variable] Mccree FlashbangsUsed")
- rule("Soldier76 Destroy Stats")
- {
- event
- {
- Ongoing - Each Player;
- All;
McCree;
}
conditions
{
Is Using Ability 2(Event Player) == True;
}
actions
{
Event Player.FlashbangsUsed += 1;
}
}
rule("[Variable] Mccree ThrewFlashbang")
{
event
{
Ongoing - Each Player;
- All;
McCree;
- }
- conditions
- {
Is Using Ability 2(Event Player) == True;
- Hero Of(Event Player) != Hero(Soldier: 76);
- }
- actions
- {
Event Player.ThrewFlashbang = True;
Wait(0.350, Ignore Condition);
Event Player.ThrewFlashbang = False;
- Destroy HUD Text(Event Player.Soldier76Destroy1);
- Destroy HUD Text(Event Player.Soldier76Destroy2);
- Destroy HUD Text(Event Player.Soldier76Destroy3);
- Destroy HUD Text(Event Player.Soldier76Destroy4);
- }
- }
rule("[Variable] Mccree FlashbangHits")
- rule("Sombra HUD")
- {
- event
- {
Player Dealt Damage;
- Ongoing - Each Player;
- All;
McCree;
}
conditions
{
Is Using Ability 2(Event Player) == True;
Event Player.ThrewFlashbang == True;
- Sombra;
- }
- actions
- {
Event Player.FlashbangHits += 1;
Event Player.ThrewFlashbang = False;
- "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(
- Player Hero Stat(Event Player, Hero(Sombra), Weapon Accuracy) * 100, To Nearest)) : Empty Array, Null, Left, 1, Color(White),
- Color(White), Color(White), Visible To and String, Visible Never);
- Event Player.SombraDestroy2 = Last Text ID;
- Create HUD Text(Event Player, Null, Event Player.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, Visible Never);
- Event Player.SombraDestroy3 = Last Text ID;
- }
- }
rule("[Variable] Soldier76 HelixrocketsUsed")
- rule("Sombra Toggle Stats")
- {
- event
- {
- Ongoing - Each Player;
- All;
Soldier: 76;
- Sombra;
- }
- conditions
- {
Is Firing Secondary(Event Player) == True;
- Is Button Held(Event Player, Button(Interact)) == True;
- }
- actions
- {
Event Player.HelixrocketsUsed += 1;
- Wait(0.500, Abort When False);
- Event Player.SombraHideStats = !Event Player.SombraHideStats;
- }
- }
rule("[Variable] Soldier76 FiredHelixrocket")
- rule("Sombra Destroy Stats")
- {
- event
- {
- Ongoing - Each Player;
- All;
Soldier: 76;
}
conditions
{
Is Firing Secondary(Event Player) == True;
}
actions
{
Event Player.FiredHelixrocket = True;
Wait(2, Ignore Condition);
Event Player.FiredHelixrocket = False;
}
}
rule("[Variable] Soldier76 HelixrocketHits")
{
event
{
Player Dealt Damage;
- All;
Soldier: 76;
- }
- conditions
- {
Event Ability == Button(Secondary Fire);
Attacker != Victim;
Event Player.FiredHelixrocket == True;
- Hero Of(Event Player) != Hero(Sombra);
- }
- actions
- {
Event Player.HelixrocketHits += 1;
Event Player.FiredHelixrocket = False;
- Destroy HUD Text(Event Player.SombraDestroy1);
- Destroy HUD Text(Event Player.SombraDestroy2);
- Destroy HUD Text(Event Player.SombraDestroy3);
- }
- }
rule("[Variable] Soldier76 also HelixrocketHits (Needed to not count environmental kills twice)")
- rule("Torb HUD")
- {
- event
- {
Player Dealt Final Blow;
- Ongoing - Each Player;
- All;
Soldier: 76;
}
conditions
{
Event Ability == Button(Secondary Fire);
Event Was Environment == True;
Event Player.FiredHelixrocket == True;
- Torbjörn;
- }
- actions
- {
Event Player.HelixrocketHits -= 1;
- "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(
- Player Hero Stat(Event Player, Hero(Torbjörn), Weapon Accuracy) * 100, To Nearest)) : Empty Array, Null, Left, 1, Color(White),
- Color(White), Color(White), Visible To and String, Visible Never);
- Event Player.TorbDestroy2 = Last Text ID;
- Create HUD Text(Event Player, Null, Event Player.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(
- Flag), Icon String(Sad), Event Player.HammerKills) : Empty Array, Null, Left, 3, Color(White), Color(White), Color(White),
- Visible To and String, Visible Never);
- Event Player.TorbDestroy4 = Last Text ID;
- }
- }
rule("[Variable] Torb TemporaryArmorRecieved")
- rule("Torb Toggle Stats")
- {
- event
- {
- Ongoing - Each Player;
- All;
- Torbjörn;
- }
- conditions
- {
Is Using Ability 2(Event Player) == True;
- Is Button Held(Event Player, Button(Interact)) == True;
- }
- actions
- {
Event Player.TemporaryArmorRecieved += 100;
- Wait(0.500, Abort When False);
- Event Player.TorbHideStats = !Event Player.TorbHideStats;
- }
- }
rule("[Variable] Torb HammerKills")
- rule("Torb Destroy Stats")
- {
- event
- {
Player Dealt Final Blow;
- Ongoing - Each Player;
- All;
- All;
Torbjörn;
- }
- conditions
- {
Is In Alternate Form(Event Player) == True;
Event Ability == Is Firing Primary(Event Player);
- Hero Of(Event Player) != Hero(Torbjörn);
- }
- actions
- {
Event Player.HammerKills += 1;
- 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("[Variable] Tracer ThrewPulsebomb")
- rule("Tracer HUD")
- {
- 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;
- "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(
- Player Hero Stat(Event Player, Hero(Tracer), Weapon Accuracy) * 100, To Nearest)) : Empty Array, Null, Left, 1, Color(White),
- Color(White), Color(White), Visible To and String, Visible Never);
- Event Player.TracerDestroy2 = Last Text ID;
- Create HUD Text(Event Player, Null, Event Player.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, 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}",
- 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, Visible Never);
- Event Player.TracerDestroy4 = Last Text ID;
- }
- }
rule("[Variable] Tracer PulsebombHits")
- rule("Tracer Toggle Stats")
- {
- event
- {
Player Dealt Damage;
- Ongoing - Each Player;
- All;
- Tracer;
- }
- conditions
- {
Event Ability == Button(Ultimate);
Attacker != Victim;
Event Player.ThrewPulsebomb == True;
- Is Button Held(Event Player, Button(Interact)) == True;
- }
- actions
- {
Event Player.PulsebombHits += 1;
Event Player.ThrewPulsebomb = False;
- Wait(0.500, Abort When False);
- Event Player.TracerHideStats = !Event Player.TracerHideStats;
- }
- }
rule("[Variable] Ana SleepdartsUsed")
- rule("Tracer Destroy Stats")
- {
- event
- {
- Ongoing - Each Player;
- All;
Ana;
}
conditions
{
Is Using Ability 1(Event Player) == True;
}
actions
{
Event Player.SleepdartsUsed += 1;
}
}
rule("[Variable] Ana SleepdartHits")
{
event
{
Player Dealt Damage;
- All;
Ana;
- }
- conditions
- {
Event Ability == Button(Ability 1);
- Hero Of(Event Player) != Hero(Tracer);
- }
- actions
- {
Event Player.SleepdartHits += 1;
- 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("[Variable] Ana also SleepdartHits (Needed to not count environmental kills twice)")
- rule("Widow HUD")
- {
- event
- {
Player Dealt Final Blow;
- Ongoing - Each Player;
- All;
Ana;
}
conditions
{
Event Ability == Button(Ability 1);
Event Was Environment == True;
- Widowmaker;
- }
- actions
- {
Event Player.SleepdartHits -= 1;
- "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((
- Player Hero Stat(Event Player, Hero(Widowmaker), Shots Hit) - Player Hero Stat(Event Player, Hero(Widowmaker), Scoped Hits))
- / (Player Hero Stat(Event Player, Hero(Widowmaker), Shots Fired) - Player Hero Stat(Event Player, Hero(Widowmaker),
- Scoped Shots)) * 100, To Nearest)) : Empty Array, Null, Left, 1, Color(White), Color(White), Color(White),
- Visible To and String, Visible Never);
- Event Player.WidowDestroy2 = Last Text ID;
- Create HUD Text(Event Player, Null, Event Player.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, 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}%",
- Round To Integer(Player Hero Stat(Event Player, Hero(Widowmaker), Scoped Critical Hit Accuracy) * 100, To Nearest))
- : Empty Array, Null, Left, 3, Color(White), Color(White), Color(White), Visible To and String, Visible Never);
- Event Player.WidowDestroy4 = Last Text ID;
- }
- }
rule("Reeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeee")
- rule("Widow Toggle Stats")
- {
- event
- {
- Ongoing - Each Player;
- All;
All;
- Widowmaker;
- }
- conditions
- {
Has Status(Event Player, Phased Out) == True;
Distance Between(Event Player, Vector(176.960, 0.190, 51.520)) < 1;
- Is Button Held(Event Player, Button(Interact)) == True;
- }
- actions
- {
Respawn(Event Player);
Event Player.GotTheBadSpawn = True;
- Wait(0.500, Abort When False);
- Event Player.WidowHideStats = !Event Player.WidowHideStats;
- }
- }
rule("Set facing 0")
- rule("Widow Destroy Stats")
- {
- event
- {
- Ongoing - Each Player;
- All;
- All;
- }
- conditions
- {
Has Status(Event Player, Phased Out) == True;
Distance Between(Event Player, Vector(215.755, 2.090, 92.842)) < 1;
Event Player.GotTheBadSpawn == True;
- Hero Of(Event Player) != Hero(Widowmaker);
- }
- actions
- {
Set Facing(Event Player, Direction Towards(Event Player, Vector(222.615, 2, 90)), To World);
Event Player.GotTheBadSpawn = False;
- Destroy HUD Text(Event Player.WidowDestroy1);
- Destroy HUD Text(Event Player.WidowDestroy2);
- Destroy HUD Text(Event Player.WidowDestroy3);
- Destroy HUD Text(Event Player.WidowDestroy4);
- }
- }
rule("Set facing 1")
- rule("Ana HUD")
- {
- event
- {
- Ongoing - Each Player;
- All;
All;
}
conditions
{
Has Status(Event Player, Phased Out) == True;
Distance Between(Event Player, Vector(176.387, 9.090, 107.705)) < 1;
Event Player.GotTheBadSpawn == True;
- Ana;
- }
- actions
- {
Set Facing(Event Player, Direction Towards(Event Player, Vector(183.826, 9, 100.266)), To World);
Event Player.GotTheBadSpawn = False;
- "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(" Hipfire acc: {0}%", Round To Integer((
- Player Hero Stat(Event Player, Hero(Ana), Shots Hit) - Player Hero Stat(Event Player, Hero(Ana), Scoped Hits)) / (
- Player Hero Stat(Event Player, Hero(Ana), Shots Fired) - Player Hero Stat(Event Player, Hero(Ana), Scoped Shots)) * 100,
- To Nearest)) : Empty Array, Null, Left, 1, Color(White), Color(White), Color(White), Visible To and String, Visible Never);
- Event Player.AnaDestroy2 = Last Text ID;
- Create HUD Text(Event Player, Null, Event Player.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, 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, Visible Never);
- Event Player.AnaDestroy4 = Last Text ID;
- }
- }
rule("Set facing 2")
- rule("Ana Toggle Stats")
- {
- event
- {
- Ongoing - Each Player;
- All;
All;
- Ana;
- }
- conditions
- {
Has Status(Event Player, Phased Out) == True;
Distance Between(Event Player, Vector(203.371, 0.190, 84.491)) < 1;
Event Player.GotTheBadSpawn == True;
- Is Button Held(Event Player, Button(Interact)) == True;
- }
- actions
- {
Set Facing(Event Player, Direction Towards(Event Player, Vector(209.895, 0, 79.313)), To World);
Event Player.GotTheBadSpawn = False;
- Wait(0.500, Abort When False);
- Event Player.AnaHideStats = !Event Player.AnaHideStats;
- }
- }
rule("Set facing 3")
- rule("Ana Destroy Stats")
- {
- event
- {
- Ongoing - Each Player;
- All;
- All;
- }
- conditions
- {
Has Status(Event Player, Phased Out) == True;
Distance Between(Event Player, Vector(187.229, 1.090, 71.544)) < 1;
Event Player.GotTheBadSpawn == True;
- Hero Of(Event Player) != Hero(Ana);
- }
- actions
- {
Set Facing(Event Player, Backward, To World);
Event Player.GotTheBadSpawn = False;
- Destroy HUD Text(Event Player.AnaDestroy1);
- Destroy HUD Text(Event Player.AnaDestroy2);
- Destroy HUD Text(Event Player.AnaDestroy3);
- Destroy HUD Text(Event Player.AnaDestroy4);
- }
- }
rule("Set facing 4")
- rule("Bap HUD")
- {
- event
- {
- Ongoing - Each Player;
- All;
All;
}
conditions
{
Has Status(Event Player, Phased Out) == True;
Distance Between(Event Player, Vector(189.096, 8.090, 97.505)) < 1;
Event Player.GotTheBadSpawn == True;
- Baptiste;
- }
- actions
- {
Set Facing(Event Player, Direction Towards(Event Player, Vector(196.598, 8, 105.007)), To World);
Event Player.GotTheBadSpawn = False;
- "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(
- Player Hero Stat(Event Player, Hero(Baptiste), Weapon Accuracy) * 100, To Nearest)) : Empty Array, Null, Left, 1, Color(White),
- Color(White), Color(White), Visible To and String, Visible Never);
- Event Player.BapDestroy2 = Last Text ID;
- Create HUD Text(Event Player, Null, Event Player.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, Visible Never);
- Event Player.BapDestroy3 = Last Text ID;
- }
- }
rule("Set facing 5")
- rule("Bap Toggle Stats")
- {
- event
- {
- Ongoing - Each Player;
- All;
All;
- Baptiste;
- }
- conditions
- {
Has Status(Event Player, Phased Out) == True;
Distance Between(Event Player, Vector(233.823, 2.090, 100.215)) < 1;
Event Player.GotTheBadSpawn == True;
- Is Button Held(Event Player, Button(Interact)) == True;
- }
- actions
- {
Set Facing(Event Player, Direction Towards(Event Player, Vector(226.219, 2, 89.396)), To World);
Event Player.GotTheBadSpawn = False;
- Wait(0.500, Abort When False);
- Event Player.BapHideStats = !Event Player.BapHideStats;
- }
- }
rule("Set facing 6")
- rule("Bap Destroy Stats")
- {
- event
- {
- Ongoing - Each Player;
- All;
- All;
- }
- conditions
- {
Has Status(Event Player, Phased Out) == True;
Distance Between(Event Player, Vector(216.762, 6.090, 106.523)) < 1;
Event Player.GotTheBadSpawn == True;
- Hero Of(Event Player) != Hero(Baptiste);
- }
- actions
- {
Set Facing(Event Player, Direction Towards(Event Player, Vector(220.518, 6, 102.767)), To World);
Event Player.GotTheBadSpawn = False;
- Destroy HUD Text(Event Player.BapDestroy1);
- Destroy HUD Text(Event Player.BapDestroy2);
- Destroy HUD Text(Event Player.BapDestroy3);
- }
- }
rule("Set facing 7")
- rule("Lucio HUD")
- {
- event
- {
- Ongoing - Each Player;
- All;
All;
}
conditions
{
Has Status(Event Player, Phased Out) == True;
Distance Between(Event Player, Vector(222.605, 8.090, 85.524)) < 1;
Event Player.GotTheBadSpawn == True;
- Lúcio;
- }
- actions
- {
Set Facing(Event Player, Direction Towards(Event Player, Vector(217.448, 8, 85.524)), To World);
Event Player.GotTheBadSpawn = False;
- "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(
- Player Hero Stat(Event Player, Hero(Lúcio), Weapon Accuracy) * 100, To Nearest)) : Empty Array, Null, Left, 1, Color(White),
- Color(White), Color(White), Visible To and String, Visible Never);
- Event Player.LucioDestroy2 = Last Text ID;
- Create HUD Text(Event Player, Null, Event Player.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, 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}",
- Ability Icon String(Hero(Lúcio), Button(Melee)), Ability Icon String(Hero(Lúcio), Button(Secondary Fire)), Player Hero Stat(
- Event Player, Hero(Lúcio), Environmental Kills)) : Empty Array, Null, Left, 3, Color(White), Color(White), Color(White),
- Visible To and String, Visible Never);
- Event Player.LucioDestroy4 = Last Text ID;
- }
- }
rule("Set facing 8")
- rule("Lucio Toggle Stats")
- {
- event
- {
- Ongoing - Each Player;
- All;
All;
- Lúcio;
- }
- conditions
- {
Has Status(Event Player, Phased Out) == True;
Distance Between(Event Player, Vector(238.157, 4.090, 108.018)) < 1;
Event Player.GotTheBadSpawn == True;
- Is Button Held(Event Player, Button(Interact)) == True;
- }
- actions
- {
Set Facing(Event Player, Direction Towards(Event Player, Vector(229.550, 4, 107.029)), To World);
Event Player.GotTheBadSpawn = False;
- Wait(0.500, Abort When False);
- Event Player.LucioHideStats = !Event Player.LucioHideStats;
- }
- }
rule("Set facing 9")
- rule("Lucio Destroy Stats")
- {
- event
- {
- Ongoing - Each Player;
- All;
- All;
- }
- conditions
- {
Has Status(Event Player, Phased Out) == True;
Distance Between(Event Player, Vector(169.883, 7.090, 69.419)) < 1;
Event Player.GotTheBadSpawn == True;
- Hero Of(Event Player) != Hero(Lúcio);
- }
- actions
- {
Set Facing(Event Player, Direction Towards(Event Player, Vector(175.762, 7, 63.540)), To World);
Event Player.GotTheBadSpawn = False;
- Destroy HUD Text(Event Player.LucioDestroy1);
- Destroy HUD Text(Event Player.LucioDestroy2);
- Destroy HUD Text(Event Player.LucioDestroy3);
- Destroy HUD Text(Event Player.LucioDestroy4);
- }
- }
rule("Set facing 10")
- rule("Zen HUD")
- {
- event
- {
- Ongoing - Each Player;
- All;
All;
}
conditions
{
Has Status(Event Player, Phased Out) == True;
Distance Between(Event Player, Vector(238.068, 2.090, 96.783)) < 1;
Event Player.GotTheBadSpawn == True;
- Zenyatta;
- }
- actions
- {
Set Facing(Event Player, Right, To World);
Event Player.GotTheBadSpawn = False;
- "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(
- Player Hero Stat(Event Player, Hero(Zenyatta), Weapon Accuracy) * 100, To Nearest)) : Empty Array, Null, Left, 1, Color(White),
- Color(White), Color(White), Visible To and String, Visible Never);
- Event Player.ZenDestroy2 = Last Text ID;
- Create HUD Text(Event Player, Null, Event Player.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, Visible Never);
- Event Player.ZenDestroy3 = Last Text ID;
- }
- }
rule("Set facing 11")
- rule("Zen Toggle Stats")
- {
- event
- {
- Ongoing - Each Player;
- All;
All;
- Zenyatta;
- }
- conditions
- {
Has Status(Event Player, Phased Out) == True;
Distance Between(Event Player, Vector(202.478, 8.380, 73.595)) < 1;
Event Player.GotTheBadSpawn == True;
- Is Button Held(Event Player, Button(Interact)) == True;
- }
- actions
- {
Set Facing(Event Player, Direction Towards(Event Player, Vector(203.700, 8, 75.126)), To World);
Event Player.GotTheBadSpawn = False;
- Wait(0.500, Abort When False);
- Event Player.ZenHideStats = !Event Player.ZenHideStats;
- }
- }
rule("Set facing 12")
- rule("Zen Destroy Stats")
- {
- event
- {
- Ongoing - Each Player;
- All;
- All;
- }
- conditions
- {
Has Status(Event Player, Phased Out) == True;
Distance Between(Event Player, Vector(203.364, 0.190, 71.404)) < 1;
Event Player.GotTheBadSpawn == True;
- Hero Of(Event Player) != Hero(Zenyatta);
- }
- actions
- {
Set Facing(Event Player, Direction Towards(Event Player, Vector(210.680, 0, 80.733)), To World);
Event Player.GotTheBadSpawn = False;
- Destroy HUD Text(Event Player.ZenDestroy1);
- Destroy HUD Text(Event Player.ZenDestroy2);
- Destroy HUD Text(Event Player.ZenDestroy3);
- }
- }
rule("Set facing 13")
- rule("[PlayerVariable] Ashe All Healing Received")
- {
- event
- {
Ongoing - Each Player;
All;
- Player Received Healing;
- All;
}
conditions
{
Has Status(Event Player, Phased Out) == True;
Distance Between(Event Player, Vector(209.183, 9.240, 83.372)) < 1;
Event Player.GotTheBadSpawn == True;
- Ashe;
- }
- actions
- {
Set Facing(Event Player, Direction Towards(Event Player, Vector(204.809, 9, 78.998)), To World);
Event Player.GotTheBadSpawn = False;
- Event Player.AsheAllHealingReceived += Event Healing;
- }
- }
rule("Set facing 15")
- rule("[PlayerVariable] Echo All Healing Received")
- {
- event
- {
Ongoing - Each Player;
All;
- Player Received Healing;
- All;
}
conditions
{
Has Status(Event Player, Phased Out) == True;
Distance Between(Event Player, Vector(208.280, 9.140, 89.432)) < 1;
Event Player.GotTheBadSpawn == True;
- Echo;
- }
- actions
- {
Set Facing(Event Player, Direction Towards(Event Player, Vector(203.356, 9, 94.355)), To World);
Event Player.GotTheBadSpawn = False;
- Event Player.EchoAllHealingReceived += Event Healing;
- }
- }
rule("Set facing 16")
- rule("[PlayerVariable] Echo StickybombsUsed")
- {
- event
- {
- Ongoing - Each Player;
- All;
All;
- Echo;
- }
- conditions
- {
Has Status(Event Player, Phased Out) == True;
Distance Between(Event Player, Vector(222.458, 9.090, 63.665)) < 1;
Event Player.GotTheBadSpawn == True;
- Is Firing Secondary(Event Player) == True;
- Is Dead(Event Player) != True;
- }
- actions
- {
Set Facing(Event Player, Direction Towards(Event Player, Vector(220.417, 9, 65.706)), To World);
Event Player.GotTheBadSpawn = False;
- Wait(0.035, Abort When False);
- Event Player.StickybombsUsed += 1;
- Wait(0.060, Abort When False);
- Event Player.StickybombsUsed += 1;
- Wait(0.060, Abort When False);
- Event Player.StickybombsUsed += 1;
- Wait(0.060, Abort When False);
- Event Player.StickybombsUsed += 1;
- Wait(0.060, Abort When False);
- Event Player.StickybombsUsed += 1;
- Wait(0.060, Abort When False);
- Event Player.StickybombsUsed += 1;
- }
- }
rule("Set facing 17")
- rule("[PlayerVariable] Echo StickybombHits")
- {
- event
- {
Ongoing - Each Player;
All;
- Player Dealt Damage;
- All;
- Echo;
- }
- conditions
- {
Has Status(Event Player, Phased Out) == True;
Distance Between(Event Player, Vector(216.939, 14.090, 65.950)) < 1;
Event Player.GotTheBadSpawn == True;
- (Event Damage == 5 || Event Damage == 2.500) == True;
- Attacker != Victim;
- }
- actions
- {
Set Facing(Event Player, Direction Towards(Event Player, Vector(215.407, 14, 64.419)), To World);
Event Player.GotTheBadSpawn = False;
- Event Player.StickybombHits += 1;
- }
- }
rule("Set facing 18")
- rule("[PlayerVariable] Echo also StickybombHits (Needed to count stickybombs that kill)")
- {
- event
- {
Ongoing - Each Player;
All;
- Player Dealt Final Blow;
- All;
- Echo;
- }
- conditions
- {
Has Status(Event Player, Phased Out) == True;
Distance Between(Event Player, Vector(210.078, 0.190, 71.820)) < 1;
Event Player.GotTheBadSpawn == True;
- Event Ability == Is Firing Secondary(Event Player);
- Event Damage < 5;
- Attacker != Victim;
- }
- actions
- {
Set Facing(Event Player, Direction Towards(Event Player, Vector(202.928, 0, 77.459)), To World);
Event Player.GotTheBadSpawn = False;
- Event Player.StickybombHits += 1;
- }
- }
rule("Set facing 19")
- rule("[PlayerVariable] Genji All Healing Received")
- {
- event
- {
Ongoing - Each Player;
All;
- Player Received Healing;
- All;
}
conditions
{
Has Status(Event Player, Phased Out) == True;
Distance Between(Event Player, Vector(189.584, 9.090, 109.866)) < 1;
Event Player.GotTheBadSpawn == True;
- Genji;
- }
- actions
- {
Set Facing(Event Player, Direction Towards(Event Player, Vector(198.786, 9, 110.178)), To World);
Event Player.GotTheBadSpawn = False;
- Event Player.GenjiAllHealingReceived += Event Healing;
- }
- }
rule("Set facing 20")
- rule("[PlayerVariable] Mccree FlashbangsUsed")
- {
- event
- {
- Ongoing - Each Player;
- All;
All;
- McCree;
- }
- conditions
- {
Has Status(Event Player, Phased Out) == True;
Distance Between(Event Player, Vector(203.095, 9.090, 83.352)) < 1;
Event Player.GotTheBadSpawn == True;
- Is Using Ability 2(Event Player) == True;
- }
- actions
- {
Set Facing(Event Player, Direction Towards(Event Player, Vector(207.847, 9, 78.600)), To World);
Event Player.GotTheBadSpawn = False;
- Event Player.FlashbangsUsed += 1;
- }
- }
rule("Set facing 21")
- rule("[PlayerVariable] Mccree ThrewFlashbang")
- {
- event
- {
- Ongoing - Each Player;
- All;
All;
- McCree;
- }
- conditions
- {
Has Status(Event Player, Phased Out) == True;
Distance Between(Event Player, Vector(212.428, 8.090, 47.112)) < 1;
Event Player.GotTheBadSpawn == True;
- Is Using Ability 2(Event Player) == True;
- }
- actions
- {
Set Facing(Event Player, Direction Towards(Event Player, Vector(206.010, 8, 53.530)), To World);
Event Player.GotTheBadSpawn = False;
- Event Player.ThrewFlashbang = True;
- Wait(0.350, Ignore Condition);
- Event Player.ThrewFlashbang = False;
- }
- }
rule("Set facing 22")
- rule("[PlayerVariable] Mccree FlashbangHits")
- {
- event
- {
Ongoing - Each Player;
All;
- Player Dealt Damage;
- All;
- McCree;
- }
- conditions
- {
Has Status(Event Player, Phased Out) == True;
Distance Between(Event Player, Vector(224.388, 1.090, 80.719)) < 1;
Event Player.GotTheBadSpawn == True;
- Is Using Ability 2(Event Player) == True;
- Event Player.ThrewFlashbang == True;
- }
- actions
- {
Set Facing(Event Player, Direction Towards(Event Player, Vector(214.444, 1, 76.644)), To World);
Event Player.GotTheBadSpawn = False;
- 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("Set facing 23")
- rule("[PlayerVariable] Pharah All Healing Received")
- {
- event
- {
Ongoing - Each Player;
All;
- Player Received Healing;
- All;
}
conditions
{
Has Status(Event Player, Phased Out) == True;
Distance Between(Event Player, Vector(237.922, 2.090, 86.308)) < 1;
Event Player.GotTheBadSpawn == True;
- Pharah;
- }
- actions
- {
Set Facing(Event Player, Direction Towards(Event Player, Vector(229.106, 2, 95.125)), To World);
Event Player.GotTheBadSpawn = False;
- Event Player.PharahAllHealingReceived += Event Healing;
- }
- }
rule("Set facing 24")
- rule("[PlayerVariable] Soldier76 All Healing Received")
- {
- event
- {
Ongoing - Each Player;
All;
- Player Received Healing;
- All;
}
conditions
{
Has Status(Event Player, Phased Out) == True;
Distance Between(Event Player, Vector(209.727, 8.380, 73.130)) < 1;
Event Player.GotTheBadSpawn == True;
- Soldier: 76;
- }
- actions
- {
Set Facing(Event Player, Direction Towards(Event Player, Vector(207.373, 8, 74.981)), To World);
Event Player.GotTheBadSpawn = False;
- Event Player.Soldier76AllHealingReceived += Event Healing;
- }
- }
rule("Set facing 25")
- rule("[PlayerVariable] Soldier76 HelixrocketsUsed")
- {
- event
- {
- Ongoing - Each Player;
- All;
All;
- Soldier: 76;
- }
- conditions
- {
Has Status(Event Player, Phased Out) == True;
Distance Between(Event Player, Vector(181.260, 1.090, 82.989)) < 1;
Event Player.GotTheBadSpawn == True;
- Is Firing Secondary(Event Player) == True;
- }
- actions
- {
Set Facing(Event Player, Direction Towards(Event Player, Vector(188.479, 1, 80.030)), To World);
Event Player.GotTheBadSpawn = False;
- Event Player.HelixrocketsUsed += 1;
- }
- }
rule("Set facing 26")
- rule("[PlayerVariable] Soldier76 FiredHelixrocket")
- {
- event
- {
- Ongoing - Each Player;
- All;
All;
- Soldier: 76;
- }
- conditions
- {
Has Status(Event Player, Phased Out) == True;
Distance Between(Event Player, Vector(212.913, 9.090, 92.277)) < 1;
Event Player.GotTheBadSpawn == True;
- Is Firing Secondary(Event Player) == True;
- }
- actions
- {
Set Facing(Event Player, Right, To World);
Event Player.GotTheBadSpawn = False;
- Event Player.FiredHelixrocket = True;
- Wait(2, Ignore Condition);
- Event Player.FiredHelixrocket = False;
- }
- }
rule("Set facing 27")
- rule("[PlayerVariable] Soldier76 HelixrocketHits")
- {
- event
- {
Ongoing - Each Player;
All;
- Player Dealt Damage;
- All;
- Soldier: 76;
- }
- conditions
- {
Has Status(Event Player, Phased Out) == True;
Distance Between(Event Player, Vector(230.567, 4.090, 114.717)) < 1;
Event Player.GotTheBadSpawn == True;
- Event Ability == Button(Secondary Fire);
- Attacker != Victim;
- Event Player.FiredHelixrocket == True;
- }
- actions
- {
Set Facing(Event Player, Backward, To World);
Event Player.GotTheBadSpawn = False;
- Event Player.HelixrocketHits += 1;
- Event Player.FiredHelixrocket = False;
- }
- }
rule("Set facing 28")
- rule("[PlayerVariable] Soldier76 also HelixrocketHits (Needed to not count environmental kills twice)")
- {
- event
- {
Ongoing - Each Player;
All;
- Player Dealt Final Blow;
- All;
- Soldier: 76;
- }
- conditions
- {
Has Status(Event Player, Phased Out) == True;
Distance Between(Event Player, Vector(167.623, 5.090, 76.956)) < 1;
Event Player.GotTheBadSpawn == True;
- Event Ability == Button(Secondary Fire);
- Event Was Environment == True;
- Event Player.FiredHelixrocket == True;
- }
- actions
- {
Set Facing(Event Player, Direction Towards(Event Player, Vector(171.127, 5, 80.460)), To World);
Event Player.GotTheBadSpawn = False;
- Event Player.HelixrocketHits -= 1;
- }
- }
rule("Set facing 29")
- rule("[PlayerVariable] Torb TemporaryArmorRecieved")
- {
- event
- {
- Ongoing - Each Player;
- All;
All;
- Torbjörn;
- }
- conditions
- {
Has Status(Event Player, Phased Out) == True;
Distance Between(Event Player, Vector(209.773, 0.190, 84.495)) < 1;
Event Player.GotTheBadSpawn == True;
- Is Using Ability 2(Event Player) == True;
- }
- actions
- {
Set Facing(Event Player, Direction Towards(Event Player, Vector(202.178, 0, 74.865)), To World);
Event Player.GotTheBadSpawn = False;
- Event Player.TemporaryArmorRecieved += 100;
- }
- }
rule("Set facing 30")
- rule("[PlayerVariable] Torb HammerKills")
- {
- event
- {
Ongoing - Each Player;
All;
- Player Dealt Final Blow;
- All;
- Torbjörn;
- }
- conditions
- {
Has Status(Event Player, Phased Out) == True;
Distance Between(Event Player, Vector(228.218, 2.090, 99.046)) < 1;
Event Player.GotTheBadSpawn == True;
- Is In Alternate Form(Event Player) == True;
- Event Ability == Is Firing Primary(Event Player);
- }
- actions
- {
Set Facing(Event Player, Direction Towards(Event Player, Vector(238.384, 2, 88.880)), To World);
Event Player.GotTheBadSpawn = False;
- Event Player.HammerKills += 1;
- }
- }
rule("Set facing 31")
- rule("[PlayerVariable] Tracer All Healing Received")
- {
- event
- {
Ongoing - Each Player;
All;
- Player Received Healing;
- All;
}
conditions
{
Has Status(Event Player, Phased Out) == True;
Distance Between(Event Player, Vector(231.068, 2.090, 84.783)) < 1;
Event Player.GotTheBadSpawn == True;
- Tracer;
- }
- actions
- {
Set Facing(Event Player, Forward, To World);
Event Player.GotTheBadSpawn = False;
- Event Player.TracerAllHealingReceived += Event Healing;
- }
- }
rule("Set facing 32")
- rule("[PlayerVariable] Tracer PulsebombsUsed")
- {
- event
- {
- Ongoing - Each Player;
- All;
All;
- Tracer;
- }
- conditions
- {
Has Status(Event Player, Phased Out) == True;
Distance Between(Event Player, Vector(218.850, 12.090, 44.584)) < 1;
Event Player.GotTheBadSpawn == True;
- Is Using Ultimate(Event Player) == True;
- }
- actions
- {
Set Facing(Event Player, Direction Towards(Event Player, Vector(215.991, 12, 47.442)), To World);
Event Player.GotTheBadSpawn = False;
- Event Player.PulsebombsUsed += 1;
- }
- }
rule("Set facing 33")
- rule("[PlayerVariable] Tracer ThrewPulsebomb")
- {
- event
- {
- Ongoing - Each Player;
- All;
All;
- Tracer;
- }
- conditions
- {
Has Status(Event Player, Phased Out) == True;
Distance Between(Event Player, Vector(172.298, 7.090, 56.345)) < 1;
Event Player.GotTheBadSpawn == True;
- Is Using Ultimate(Event Player) == True;
- }
- actions
- {
Set Facing(Event Player, Direction Towards(Event Player, Vector(175.901, 7, 59.948)), To World);
Event Player.GotTheBadSpawn = False;
- Event Player.ThrewPulsebomb = True;
- Wait(1, Ignore Condition);
- Event Player.ThrewPulsebomb = False;
- }
- }
rule("Set facing 34")
- rule("[PlayerVariable] Tracer PulsebombHits")
- {
- event
- {
Ongoing - Each Player;
All;
- Player Dealt Damage;
- All;
- Tracer;
- }
- conditions
- {
Has Status(Event Player, Phased Out) == True;
Distance Between(Event Player, Vector(194.445, 1.090, 66.996)) < 1;
Event Player.GotTheBadSpawn == True;
- Event Ability == Button(Ultimate);
- Attacker != Victim;
- Event Player.ThrewPulsebomb == True;
- }
- actions
- {
Set Facing(Event Player, Direction Towards(Event Player, Vector(191.381, 1, 70.060)), To World);
Event Player.GotTheBadSpawn = False;
- Event Player.PulsebombHits += 1;
- Event Player.ThrewPulsebomb = False;
- }
- }
rule("Set facing 35")
- rule("[PlayerVariable] Ana SleepdartsUsed")
- {
- event
- {
- Ongoing - Each Player;
- All;
All;
- Ana;
- }
- conditions
- {
Has Status(Event Player, Phased Out) == True;
Distance Between(Event Player, Vector(204.152, 9.090, 89.382)) < 1;
Event Player.GotTheBadSpawn == True;
- Is Using Ability 1(Event Player) == True;
- }
- actions
- {
Set Facing(Event Player, Direction Towards(Event Player, Vector(209.504, 9, 94.743)), To World);
Event Player.GotTheBadSpawn = False;
- Event Player.SleepdartsUsed += 1;
- }
- }
rule("Set facing 36")
- rule("[PlayerVariable] Ana SleepdartHits")
- {
- event
- {
Ongoing - Each Player;
All;
- Player Dealt Damage;
- All;
- Ana;
- }
- conditions
- {
Has Status(Event Player, Phased Out) == True;
Distance Between(Event Player, Vector(224.592, 1.090, 75.273)) < 1;
Event Player.GotTheBadSpawn == True;
- Event Ability == Button(Ability 1);
- }
- actions
- {
Set Facing(Event Player, Direction Towards(Event Player, Vector(214.295, 1, 79.492)), To World);
Event Player.GotTheBadSpawn = False;
- Event Player.SleepdartHits += 1;
- }
- }
rule("Set facing 37")
- rule("[PlayerVariable] Ana also SleepdartHits (Needed to not count environmental kills twice)")
- {
- event
- {
Ongoing - Each Player;
All;
- Player Dealt Final Blow;
- All;
- Ana;
- }
- conditions
- {
Has Status(Event Player, Phased Out) == True;
Distance Between(Event Player, Vector(167.437, 5.090, 84.770)) < 1;
Event Player.GotTheBadSpawn == True;
- Event Ability == Button(Ability 1);
- Event Was Environment == True;
- }
- actions
- {
Set Facing(Event Player, Direction Towards(Event Player, Vector(171.129, 5, 81.078)), To World);
Event Player.GotTheBadSpawn = False;
- Event Player.SleepdartHits -= 1;
- }
- }