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- settings
- {
- main
- {
Description: "Tryhard FFA 2.2.1 workshop.codes/D9977 Add me to find the lobby easier"
- Description: "Tryhard FFA 2.0.7 Last updated: 10.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
Match Voice Chat: Enabled
Max Spectators: 6
- Return To Lobby: Never
- }
- modes
- {
- Deathmatch
- {
- enabled maps
- {
- Château Guillard
- }
- }
- General
- {
- Game Mode Start: Immediately
Respawn Time Scalar: 59%
- 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
- }
Brigitte
- Doomfist
- {
Healing Dealt: 10%
Ultimate Ability Rally: Off
- 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
- }
Reaper
{
Ultimate Ability Death Blossom: Off
}
- Soldier: 76
- {
Healing Dealt: 75%
- Ultimate Ability Tactical Visor: Off
- }
- Sombra
- {
- Hack: Off
- Ultimate Ability EMP: Off
- }
- Torbjörn
- {
- Deploy Turret: Off
- Ultimate Ability Molten Core: Off
- }
- Widowmaker
- {
- Ultimate Ability Infra-Sight: Off
- }
- Zenyatta
- {
- Ultimate Ability Transcendence: Off
- }
- disabled heroes
- {
- Bastion
- Brigitte
- D.Va
- Junkrat
- Mercy
- Moira
- Orisa
- Reaper
- Reinhardt
- Roadhog
- Sigma
- Symmetra
- Winston
- Wrecking Ball
- Zarya
- }
- }
- }
- }
- variables
- {
- player:
0: destroy_hudtext_stats
1: goo_used
2: goo_hit
3: flash_used
4: flash_hit
5: threw_flash
6: helix_used
7: helix_hit
8: threw_helix
9: hammer_kill
10: pulse_hit
11: threw_pulse
12: sleep_used
13: sleep_hit
- 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
- }
- rule("Skip assembling heroes state & disable inspector recording")
- {
- event
- {
- Ongoing - Global;
- }
- conditions
- {
- Is Assembling Heroes == True;
- }
- actions
- {
- Disable Inspector Recording;
- Set Match Time(0);
- }
- }
rule("Ban this player: \"lilwyte\" reason hard locking in ffa lol")
- rule("Pause match time")
- {
- event
- {
- Ongoing - Global;
- }
- conditions
- {
- Is Game In Progress == True;
- }
- actions
- {
- Pause Match Time;
- }
- }
- rule("Disable and Enable stuff")
- {
- event
- {
- Ongoing - Global;
- }
- actions
- {
- Disable Built-In Game Mode Announcer;
- Enable Death Spectate Target HUD(All Players(All Teams));
- }
- }
- rule("If player spawned coast (176.960, 0.190, 51.520) respawn")
- {
- event
- {
- Ongoing - Each Player;
- All;
- All;
- }
- conditions
- {
Has Status(Event Player, Phased Out) == True;
Custom String("{0}", Event Player) == Custom String("lilwyte");
- Is Alive(Event Player) == True;
- }
- actions
- {
Big Message(Event Player, Custom String("get out"));
Wait(2, Ignore Condition);
Remove Player(Event Player);
- If(Distance Between(Event Player, Vector(176.960, 0.190, 51.520)) < 1);
- Respawn(Event Player);
- }
- }
- rule("Tracer 3 blinks every death")
- {
- event
- {
- Player Died;
- All;
- Tracer;
- }
- actions
- {
- Set Ability Charge(Event Player, Button(Ability 1), 3);
- }
- }
rule("Kick afk players")
- rule("Toggle Extra Scoreboard")
- {
- event
- {
- Ongoing - Each Player;
- All;
- All;
- }
- conditions
- {
Is Button Held(Event Player, Button(Primary Fire)) != True;
Is Button Held(Event Player, Button(Secondary Fire)) != True;
- Is Button Held(Event Player, Button(Crouch)) == True;
- Is Button Held(Event Player, Button(Melee)) == True;
- Is Button Held(Event Player, Button(Reload)) == True;
- }
- actions
- {
Wait(150, Abort When False);
Remove Player(Event Player);
- Wait(0.500, Abort When False);
- Event Player.HideGameModeHUD = !Event Player.HideGameModeHUD;
- If(Event Player.HideGameModeHUD);
- Disable Game Mode HUD(Event Player);
- Else;
- Enable Game Mode HUD(Event Player);
- }
- }
rule("Restart game after potg")
- rule("Toggle Stats")
- {
- event
- {
Ongoing - Global;
- Ongoing - Each Player;
- All;
- All;
- }
- conditions
- {
Is Game In Progress == False;
- Is Button Held(Event Player, Button(Interact)) == True;
- }
- actions
- {
Wait(21, Abort When False);
Restart Match;
- Wait(0.500, Abort When False);
- Event Player.HideStats = !Event Player.HideStats;
- }
- }
rule("skip assembling heroes")
- rule("Serverload for host HUD")
- {
- event
- {
- Ongoing - Global;
- }
- conditions
- {
Is Assembling Heroes == True;
- Workshop Setting Toggle(Custom String("General"), Custom String("Display serverload for host"), False, 0) == True;
- }
- actions
- {
Disable Inspector Recording;
Set Match Time(0);
- 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);
- }
- }
rule("init")
- rule("Ashe HUD")
- {
- event
- {
Ongoing - Global;
- Ongoing - Each Player;
- All;
- Ashe;
- }
conditions
- actions
- {
Is Game In Progress == True;
- "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((
- 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(
- 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}%",
- 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")
- {
- event
- {
- Ongoing - Each Player;
- All;
- Doomfist;
- }
- actions
- {
Pause Match Time;
Set Match Time(0.001);
Disable Built-In Game Mode Announcer;
Enable Death Spectate Target HUD(All Players(All Teams));
Create HUD Text(All Players(All Teams), Null, Custom String("{0}60hp everyone else 80hp", Hero Icon String(Hero(Tracer)),
Hero Icon String(Hero(Widowmaker))), Null, Left, 0, Color(White), Color(Green), Color(White), Visible To and String,
Visible Always);
Create HUD Text(Empty Array, Null, Custom String(
"Esc -> Show lobby to check if you are in queue to play\r\nLoad: {0}\r\nAvg: {1}\r\nPeak: {2}", Server Load,
Server Load Average, Server Load Peak), Null, Left, 2, Color(White), Color(White), Color(White), Visible To and String,
Visible Always);
Create HUD Text(All Players(All Teams), Null, Custom String(
" \r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n discord.gg/qtuEPEwfuh"),
Null, Left, 3, Null, Color(Aqua), Null, Visible To and String, Visible Always);
- "Heroicon: (Hero Damage Dealt) - (All Damage Taken) - (All Healing Received)"
- Create HUD Text(Event Player, Null, Event Player.HideStats == False ? Custom String(" \r\n \r\n \r\n \r\n {0} {1}",
- Hero Icon String(Hero(Doomfist)), Custom String("{0} - {1} - {2}", Round To Integer(Player Hero Stat(Event Player, Hero(
- Doomfist), Hero Damage Dealt), To Nearest), Round To Integer(Player Hero Stat(Event Player, Hero(Doomfist), Damage Taken),
- To Nearest), Round To Integer(Player Hero Stat(Event Player, Hero(Doomfist), Healing Received), To Nearest))) : Empty Array,
- Null, Left, 0, Color(White), Color(White), Color(White), Visible To and String, Visible Never);
- Event Player.DoomDestroy1 = Last Text ID;
- Create HUD Text(Event Player, Null, Event Player.HideStats == False ? Custom String(" Weapon acc: {0}%", Round To Integer(
- Player Hero Stat(Event Player, Hero(Doomfist), Weapon Accuracy) * 100, To Nearest)) : Empty Array, Null, Left, 1, Color(White),
- Color(White), Color(White), Visible To and String, Visible Never);
- Event Player.DoomDestroy2 = Last Text ID;
- Create HUD Text(Event Player, Null, Event Player.HideStats == False ? Custom String(" Critical hit acc: {0}%", Round To Integer(
- Player Hero Stat(Event Player, Hero(Doomfist), Critical Hit Accuracy) * 100, To Nearest)) : Empty Array, Null, Left, 1, Color(
- White), Color(White), Color(White), Visible To and String, Visible Never);
- Event Player.DoomDestroy3 = Last Text ID;
- Create HUD Text(Event Player, Null, Event Player.HideStats == False ? Custom String("{0}{1} Boop kills: {2}", Ability Icon String(
- Hero(Doomfist), Button(Melee)), Custom String("{0}{1}{2}", Ability Icon String(Hero(Doomfist), Button(Ability 1)),
- Ability Icon String(Hero(Doomfist), Button(Ability 2)), Ability Icon String(Hero(Doomfist), Button(Secondary Fire))),
- Player Hero Stat(Event Player, Hero(Doomfist), Environmental Kills)) : Empty Array, Null, Left, 3, Color(White), Color(White),
- Color(White), Visible To and String, Visible Never);
- Event Player.DoomDestroy4 = Last Text ID;
- }
- }
rule("create hud")
- rule("Echo HUD")
- {
- event
- {
- Ongoing - Each Player;
- All;
- Echo;
- }
- actions
- {
- "Heroicon: (Hero Damage Dealt) - (All Damage Taken) - (All Healing Received)"
- Create HUD Text(Event Player, Null, Event Player.HideStats == False ? Custom String(" \r\n \r\n \r\n \r\n {0} {1}",
- Hero Icon String(Hero(Echo)), Custom String("{0} - {1} - {2}", Round To Integer(Player Hero Stat(Event Player, Hero(Echo),
- Hero Damage Dealt), To Nearest), Round To Integer(Player Hero Stat(Event Player, Hero(Echo), Damage Taken), To Nearest),
- Round To Integer(Player Hero Stat(Event Player, Hero(Echo), Healing Received), To Nearest))) : Empty Array, Null, Left, 0,
- Color(White), Color(White), Color(White), Visible To and String, Visible Never);
- Event Player.EchoDestroy1 = Last Text ID;
- Create HUD Text(Event Player, Null, Event Player.HideStats == False ? Custom String(" Weapon acc: {0}%", Round To Integer(
- Player Hero Stat(Event Player, Hero(Echo), Weapon Accuracy) * 100, To Nearest)) : Empty Array, Null, Left, 1, Color(White),
- Color(White), Color(White), Visible To and String, Visible Never);
- Event Player.EchoDestroy2 = Last Text ID;
- Create HUD Text(Event Player, Null, Event Player.HideStats == False ? Custom String(" Critical hit acc: {0}%", Round To Integer(
- Player Hero Stat(Event Player, Hero(Echo), Critical Hit Accuracy) * 100, To Nearest)) : Empty Array, Null, Left, 2, Color(
- White), Color(White), Color(White), Visible To and String, Visible Never);
- Event Player.EchoDestroy3 = Last Text ID;
- Create HUD Text(Event Player, Null, Event Player.HideStats == False ? Custom String(" {0} Sticky direct hit acc: {1}%",
- Ability Icon String(Hero(Echo), Button(Secondary Fire)), Round To Integer(
- Event Player.StickybombHits / Event Player.StickybombsUsed * 100, To Nearest)) : Empty Array, Null, Left, 3, Color(White),
- Color(White), Color(White), Visible To and String, Visible Never);
- Event Player.EchoDestroy4 = Last Text ID;
- }
- }
- rule("Genji HUD")
- {
- event
- {
- Ongoing - Each Player;
- All;
- Genji;
- }
- actions
- {
Create HUD Text(Event Player, Null, Custom String(" \r\n \r\n \r\n{0}\r\n{1}\r\n{2}", Custom String("KDR: {0}\r\n{1}\r\n{2}",
Player Stat(Event Player, Deaths) == 0 ? Player Stat(Event Player, Final Blows) + Player Stat(Event Player,
Environmental Kills) : (Player Stat(Event Player, Final Blows) + Player Stat(Event Player, Environmental Kills)) / Player Stat(
Event Player, Deaths), Hero Of(Event Player) != Hero(Ashe) && Hero Of(Event Player) != Hero(Widowmaker) && Hero Of(
Event Player) != Hero(Ana) ? Custom String("Weapon acc: {0}%", Round To Integer(Player Hero Stat(Event Player, Hero Of(
Event Player), Weapon Accuracy) * 100, To Nearest)) : Custom String("Hipfire acc: {0}%", Round To Integer((Player Hero Stat(
Event Player, Hero Of(Event Player), Shots Hit) - Player Hero Stat(Event Player, Hero Of(Event Player), Scoped Hits)) / (
Player Hero Stat(Event Player, Hero Of(Event Player), Shots Fired) - Player Hero Stat(Event Player, Hero Of(Event Player),
Scoped Shots)) * 100, To Nearest)), Hero Of(Event Player) != Hero(Reinhardt) && Hero Of(Event Player) != Hero(Sigma)
&& Hero Of(Event Player) != Hero(Winston) && Hero Of(Event Player) != Hero(Zarya) && Hero Of(Event Player) != Hero(Ashe)
&& Hero Of(Event Player) != Hero(Junkrat) && Hero Of(Event Player) != Hero(Pharah) && Hero Of(Event Player) != Hero(Symmetra)
&& Hero Of(Event Player) != Hero(Widowmaker) && Hero Of(Event Player) != Hero(Ana) && Hero Of(Event Player) != Hero(Brigitte)
&& Hero Of(Event Player) != Hero(Moira) ? Custom String("Critical hit acc: {0}%", Round To Integer(Player Hero Stat(
Event Player, Hero Of(Event Player), Critical Hit Accuracy) * 100, To Nearest)) : (Hero Of(Event Player) == Hero(Pharah)
? Custom String("Environmental Kills: {0}", Player Hero Stat(Event Player, Hero Of(Event Player), Environmental Kills)) : (
Hero Of(Event Player) == Hero(Ashe) || Hero Of(Event Player) == Hero(Widowmaker) || Hero Of(Event Player) == Hero(Ana)
? Custom String("Scoped acc: {0}%", Round To Integer(Player Hero Stat(Event Player, Hero Of(Event Player), Scoped Accuracy)
* 100, To Nearest)) : Empty Array))), Hero Of(Event Player) == Hero(Ashe) || Hero Of(Event Player) == Hero(Widowmaker)
? Custom String("Scoped critical hit acc: {0}%", Round To Integer(Player Hero Stat(Event Player, Hero Of(Event Player),
Scoped Critical Hit Accuracy) * 100, To Nearest)) : (Hero Of(Event Player) == Hero(Doomfist) || Hero Of(Event Player) == Hero(
Lúcio) ? Custom String("Environmental Kills: {0}", Player Hero Stat(Event Player, Hero Of(Event Player), Environmental Kills))
: (Hero Of(Event Player) == Hero(Echo) ? Custom String("Sticky direct hit acc: {0}%", Round To Integer(
Event Player.goo_hit / Event Player.goo_used * 100, To Nearest)) : (Hero Of(Event Player) == Hero(McCree) ? Custom String(
"Flashbang hits: {0}/{1}", Event Player.flash_hit, Event Player.flash_used) : (Hero Of(Event Player) == Hero(Soldier: 76)
? Custom String("Helixrocket hits: {0}/{1}", Event Player.helix_hit, Event Player.helix_used) : (Hero Of(Event Player) == Hero(
Torbjörn) ? Custom String("Hammer kills: {0}", Event Player.hammer_kill) : (Hero Of(Event Player) == Hero(Tracer)
? Custom String("Pulsebombs attached: {0}/{1}", Event Player.pulse_hit, Player Hero Stat(Event Player, Hero Of(Event Player),
Ultimates Used)) : (Hero Of(Event Player) == Hero(Ana) ? Custom String("Sleepdart hits: {0}/{1}", Event Player.sleep_hit,
Event Player.sleep_used) : Empty Array))))))), Empty Array), Null, Left, 1, Color(White), Color(White), Color(White),
Visible To and String, Visible Never);
Event Player.destroy_hudtext_stats = Last Text ID;
- "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("destroy hud")
- rule("Mccree HUD")
- {
- event
- {
Player Left Match;
- Ongoing - Each Player;
- All;
- McCree;
- }
- actions
- {
- "Heroicon: (Hero Damage Dealt) - (All Damage Taken) - (All Healing Received)"
- Create HUD Text(Event Player, Null, Event Player.HideStats == False ? Custom String(" \r\n \r\n \r\n \r\n {0} {1}",
- Hero Icon String(Hero(McCree)), Custom String("{0} - {1} - {2}", Round To Integer(Player Hero Stat(Event Player, Hero(
- McCree), Hero Damage Dealt), To Nearest), Round To Integer(Player Hero Stat(Event Player, Hero(McCree), Damage Taken),
- To Nearest), Round To Integer(Player Hero Stat(Event Player, Hero(McCree), Healing Received), To Nearest))) : Empty Array,
- Null, Left, 0, Color(White), Color(White), Color(White), Visible To and String, Visible Never);
- Event Player.MccreeDestroy1 = Last Text ID;
- Create HUD Text(Event Player, Null, Event Player.HideStats == False ? Custom String(" Weapon acc: {0}%", Round To Integer(
- Player Hero Stat(Event Player, Hero(McCree), Weapon Accuracy) * 100, To Nearest)) : Empty Array, Null, Left, 1, Color(White),
- Color(White), Color(White), Visible To and String, Visible Never);
- Event Player.MccreeDestroy2 = Last Text ID;
- Create HUD Text(Event Player, Null, Event Player.HideStats == False ? Custom String(" Critical hit acc: {0}%", Round To Integer(
- Player Hero Stat(Event Player, Hero(McCree), Critical Hit Accuracy) * 100, To Nearest)) : Empty Array, Null, Left, 2, Color(
- White), Color(White), Color(White), Visible To and String, Visible Never);
- Event Player.MccreeDestroy3 = Last Text ID;
- Create HUD Text(Event Player, Null, Event Player.HideStats == False ? Custom String("{0} Flashbang hits: {1}/{2}",
- Ability Icon String(Hero(McCree), Button(Ability 2)), Event Player.FlashbangHits, Event Player.FlashbangsUsed) : Empty Array,
- Null, Left, 3, Color(White), Color(White), Color(White), Visible To and String, Visible Never);
- Event Player.MccreeDestroy4 = Last Text ID;
- }
- }
- rule("Mei HUD")
- {
- event
- {
- Ongoing - Each Player;
- All;
- Mei;
- }
- actions
- {
Destroy HUD Text(Event Player.destroy_hudtext_stats);
- "Heroicon: (Hero Damage Dealt) - (All Damage Taken) - (All Healing Received)"
- Create HUD Text(Event Player, Null, Event Player.HideStats == False ? Custom String(" \r\n \r\n \r\n \r\n {0} {1}",
- Hero Icon String(Hero(Mei)), Custom String("{0} - {1} - {2}", Round To Integer(Player Hero Stat(Event Player, Hero(Mei),
- Hero Damage Dealt), To Nearest), Round To Integer(Player Hero Stat(Event Player, Hero(Mei), Damage Taken), To Nearest),
- Round To Integer(Player Hero Stat(Event Player, Hero(Mei), Healing Received), To Nearest))) : Empty Array, Null, Left, 0,
- Color(White), Color(White), Color(White), Visible To and String, Visible Never);
- Event Player.MeiDestroy1 = Last Text ID;
- Create HUD Text(Event Player, Null, Event Player.HideStats == False ? Custom String(" Weapon acc: {0}%", Round To Integer(
- Player Hero Stat(Event Player, Hero(Mei), Weapon Accuracy) * 100, To Nearest)) : Empty Array, Null, Left, 1, Color(White),
- Color(White), Color(White), Visible To and String, Visible Never);
- Event Player.MeiDestroy2 = Last Text ID;
- Create HUD Text(Event Player, Null, Event Player.HideStats == False ? Custom String(" Critical hit acc: {0}%", Round To Integer(
- Player Hero Stat(Event Player, Hero(Mei), Critical Hit Accuracy) * 100, To Nearest)) : Empty Array, Null, Left, 2, Color(
- White), Color(White), Color(White), Visible To and String, Visible Never);
- Event Player.MeiDestroy3 = Last Text ID;
- }
- }
rule("heal on kill")
- rule("Pharah HUD")
- {
- event
- {
Player Dealt Final Blow;
- Ongoing - Each Player;
- All;
- Pharah;
- }
- actions
- {
- "Heroicon: (Hero Damage Dealt) - (All Damage Taken) - (All Healing Received)"
- Create HUD Text(Event Player, Null, Event Player.HideStats == False ? Custom String(" \r\n \r\n \r\n \r\n {0} {1}",
- Hero Icon String(Hero(Pharah)), Custom String("{0} - {1} - {2}", Round To Integer(Player Hero Stat(Event Player, Hero(
- Pharah), Hero Damage Dealt), To Nearest), Round To Integer(Player Hero Stat(Event Player, Hero(Pharah), Damage Taken),
- To Nearest), Round To Integer(Event Player.PharahAllHealingReceived, To Nearest))) : Empty Array, Null, Left, 0, Color(White),
- Color(White), Color(White), Visible To and String, Visible Never);
- Event Player.PharahDestroy1 = Last Text ID;
- Create HUD Text(Event Player, Null, Event Player.HideStats == False ? Custom String(" Weapon acc: {0}%", Round To Integer(
- Player Hero Stat(Event Player, Hero(Pharah), Weapon Accuracy) * 100, To Nearest)) : Empty Array, Null, Left, 3, Color(White),
- Color(White), Color(White), Visible To and String, Visible Never);
- Event Player.PharahDestroy2 = Last Text ID;
- Create HUD Text(Event Player, Null, Event Player.HideStats == False ? Custom String("{0}{1} Boop kills: {2}", Ability Icon String(
- Hero(Pharah), Button(Melee)), Ability Icon String(Hero(Pharah), Button(Ability 2)), Player Hero Stat(Event Player, Hero(
- Pharah), Environmental Kills)) : Empty Array, Null, Left, 4, Color(White), Color(White), Color(White), Visible To and String,
- Visible Never);
- Event Player.PharahDestroy3 = Last Text ID;
- }
- }
- rule("Soldier76 HUD")
- {
- event
- {
- Ongoing - Each Player;
- All;
- Soldier: 76;
- }
- actions
- {
Set Player Health(Event Player, Max Health(Event Player) < 175 ? Health(Event Player) + Max Health(Event Player)
/ 100 * 40 : Health(Event Player) + 80);
- "Heroicon: (Hero Damage Dealt) - (All Damage Taken) - (All Healing Received)"
- Create HUD Text(Event Player, Null, Event Player.HideStats == False ? Custom String(" \r\n \r\n \r\n \r\n {0} {1}",
- Hero Icon String(Hero(Soldier: 76)), Custom String("{0} - {1} - {2}", Round To Integer(Player Hero Stat(Event Player, Hero(
- Soldier: 76), Hero Damage Dealt), To Nearest), Round To Integer(Player Hero Stat(Event Player, Hero(Soldier: 76),
- Damage Taken), To Nearest), Round To Integer(Event Player.Soldier76AllHealingReceived, To Nearest))) : Empty Array, Null, Left,
- 0, Color(White), Color(White), Color(White), Visible To and String, Visible Never);
- Event Player.Soldier76Destroy1 = Last Text ID;
- Create HUD Text(Event Player, Null, Event Player.HideStats == False ? Custom String(" Weapon acc: {0}%", Round To Integer(
- Player Hero Stat(Event Player, Hero(Soldier: 76), Weapon Accuracy) * 100, To Nearest)) : Empty Array, Null, Left, 1, Color(
- White), Color(White), Color(White), Visible To and String, Visible Never);
- Event Player.Soldier76Destroy2 = Last Text ID;
- Create HUD Text(Event Player, Null, Event Player.HideStats == False ? Custom String(" Critical hit acc: {0}%", Round To Integer(
- Player Hero Stat(Event Player, Hero(Soldier: 76), Critical Hit Accuracy) * 100, To Nearest)) : Empty Array, Null, Left, 2,
- Color(White), Color(White), Color(White), Visible To and String, Visible Never);
- Event Player.Soldier76Destroy3 = Last Text ID;
- Create HUD Text(Event Player, Null, Event Player.HideStats == False ? Custom String(" {0}Helixrocket hits: {1}/{2}",
- Ability Icon String(Hero(Soldier: 76), Button(Secondary Fire)), Event Player.HelixrocketHits, Event Player.HelixrocketsUsed)
- : Empty Array, Null, Left, 3, Color(White), Color(White), Color(White), Visible To and String, Visible Never);
- Event Player.Soldier76Destroy4 = Last Text ID;
- }
- }
rule("reset cooldowns on respawn")
- rule("Sombra HUD")
- {
- event
- {
- Ongoing - Each Player;
- All;
- Sombra;
- }
- actions
- {
- "Heroicon: (Hero Damage Dealt) - (All Damage Taken) - (All Healing Received)"
- Create HUD Text(Event Player, Null, Event Player.HideStats == False ? Custom String(" \r\n \r\n \r\n \r\n {0} {1}",
- Hero Icon String(Hero(Sombra)), Custom String("{0} - {1} - {2}", Round To Integer(Player Hero Stat(Event Player, Hero(
- Sombra), Hero Damage Dealt), To Nearest), Round To Integer(Player Hero Stat(Event Player, Hero(Sombra), Damage Taken),
- To Nearest), Round To Integer(Player Hero Stat(Event Player, Hero(Sombra), Healing Received), To Nearest))) : Empty Array,
- Null, Left, 0, Color(White), Color(White), Color(White), Visible To and String, Visible Never);
- Event Player.SombraDestroy1 = Last Text ID;
- Create HUD Text(Event Player, Null, Event Player.HideStats == False ? Custom String(" Weapon acc: {0}%", Round To Integer(
- Player Hero Stat(Event Player, Hero(Sombra), Weapon Accuracy) * 100, To Nearest)) : Empty Array, Null, Left, 1, Color(White),
- Color(White), Color(White), Visible To and String, Visible Never);
- Event Player.SombraDestroy2 = Last Text ID;
- Create HUD Text(Event Player, Null, Event Player.HideStats == False ? Custom String(" Critical hit acc: {0}%", Round To Integer(
- Player Hero Stat(Event Player, Hero(Sombra), Critical Hit Accuracy) * 100, To Nearest)) : Empty Array, Null, Left, 2, Color(
- White), Color(White), Color(White), Visible To and String, Visible Never);
- Event Player.SombraDestroy3 = Last Text ID;
- }
- }
- rule("Torb HUD")
- {
- event
- {
- Ongoing - Each Player;
- All;
- Torbjörn;
- }
- actions
- {
- "Heroicon: (Hero Damage Dealt) - (All Damage Taken) - (All Healing Received)"
- Create HUD Text(Event Player, Null, Event Player.HideStats == False ? Custom String(" \r\n \r\n \r\n \r\n {0} {1}",
- Hero Icon String(Hero(Torbjörn)), Custom String("{0} - {1} - {2}", Round To Integer(Player Hero Stat(Event Player, Hero(
- Torbjörn), Hero Damage Dealt), To Nearest), Round To Integer(Player Hero Stat(Event Player, Hero(Torbjörn), Damage Taken),
- To Nearest), Round To Integer(Player Hero Stat(Event Player, Hero(Torbjörn), Healing Received)
- + Event Player.TemporaryArmorRecieved, To Nearest))) : Empty Array, Null, Left, 0, Color(White), Color(White), Color(White),
- Visible To and String, Visible Never);
- Event Player.TorbDestroy1 = Last Text ID;
- Create HUD Text(Event Player, Null, Event Player.HideStats == False ? Custom String(" Weapon acc: {0}%", Round To Integer(
- Player Hero Stat(Event Player, Hero(Torbjörn), Weapon Accuracy) * 100, To Nearest)) : Empty Array, Null, Left, 1, Color(White),
- Color(White), Color(White), Visible To and String, Visible Never);
- Event Player.TorbDestroy2 = Last Text ID;
- Create HUD Text(Event Player, Null, Event Player.HideStats == False ? Custom String(" Critical hit acc: {0}%", Round To Integer(
- Player Hero Stat(Event Player, Hero(Torbjörn), Critical Hit Accuracy) * 100, To Nearest)) : Empty Array, Null, Left, 2, Color(
- White), Color(White), Color(White), Visible To and String, Visible Never);
- Event Player.TorbDestroy3 = Last Text ID;
- Create HUD Text(Event Player, Null, Event Player.HideStats == False ? Custom String(" {0}{1} Hammer kills: {2}", Icon String(Flag),
- Icon String(Sad), Event Player.HammerKills) : Empty Array, Null, Left, 3, Color(White), Color(White), Color(White),
- Visible To and String, Visible Never);
- Event Player.TorbDestroy4 = Last Text ID;
- }
- }
- rule("Tracer HUD")
- {
- event
- {
- Ongoing - Each Player;
- All;
- Tracer;
- }
- actions
- {
- "Heroicon: (Hero Damage Dealt) - (All Damage Taken) - (All Healing Received)"
- Create HUD Text(Event Player, Null, Event Player.HideStats == False ? Custom String(" \r\n \r\n \r\n \r\n {0} {1}",
- Hero Icon String(Hero(Tracer)), Custom String("{0} - {1} - {2}", Round To Integer(Player Hero Stat(Event Player, Hero(
- Tracer), Hero Damage Dealt), To Nearest), Round To Integer(Player Hero Stat(Event Player, Hero(Tracer), Damage Taken),
- To Nearest), Round To Integer(Event Player.TracerAllHealingReceived + Player Hero Stat(Event Player, Hero(Tracer),
- Self Healing), To Nearest))) : Empty Array, Null, Left, 0, Color(White), Color(White), Color(White), Visible To and String,
- Visible Never);
- Event Player.TracerDestroy1 = Last Text ID;
- Create HUD Text(Event Player, Null, Event Player.HideStats == False ? Custom String(" Weapon acc: {0}%", Round To Integer(
- Player Hero Stat(Event Player, Hero(Tracer), Weapon Accuracy) * 100, To Nearest)) : Empty Array, Null, Left, 1, Color(White),
- Color(White), Color(White), Visible To and String, Visible Never);
- Event Player.TracerDestroy2 = Last Text ID;
- Create HUD Text(Event Player, Null, Event Player.HideStats == False ? Custom String(" Critical hit acc: {0}%", Round To Integer(
- Player Hero Stat(Event Player, Hero(Tracer), Critical Hit Accuracy) * 100, To Nearest)) : Empty Array, Null, Left, 2, Color(
- White), Color(White), Color(White), Visible To and String, Visible Never);
- Event Player.TracerDestroy3 = Last Text ID;
- Create HUD Text(Event Player, Null, Event Player.HideStats == False ? Custom String(" {0}Pulsebombs attached: {1}/{2}",
- Ability Icon String(Hero(Tracer), Button(Ultimate)), Event Player.PulsebombHits, Player Hero Stat(Event Player, Hero(Tracer),
- Ultimates Used)) : Empty Array, Null, Left, 3, Color(White), Color(White), Color(White), Visible To and String, Visible Never);
- Event Player.TracerDestroy4 = Last Text ID;
- }
- }
- rule("Widow HUD")
- {
- event
- {
- Ongoing - Each Player;
- All;
- Widowmaker;
- }
- actions
- {
- "Heroicon: (Hero Damage Dealt) - (All Damage Taken) - (All Healing Received)"
- Create HUD Text(Event Player, Null, Event Player.HideStats == False ? Custom String(" \r\n \r\n \r\n \r\n {0} {1}",
- Hero Icon String(Hero(Widowmaker)), Custom String("{0} - {1} - {2}", Round To Integer(Player Hero Stat(Event Player, Hero(
- Widowmaker), Hero Damage Dealt), To Nearest), Round To Integer(Player Hero Stat(Event Player, Hero(Widowmaker), Damage Taken),
- To Nearest), Round To Integer(Player Hero Stat(Event Player, Hero(Widowmaker), Healing Received), To Nearest))) : Empty Array,
- Null, Left, 0, Color(White), Color(White), Color(White), Visible To and String, Visible Never);
- Event Player.WidowDestroy1 = Last Text ID;
- Create HUD Text(Event Player, Null, Event Player.HideStats == False ? Custom String(" Hipfire acc: {0}%", Round To Integer((
- Player Hero Stat(Event Player, Hero(Widowmaker), Shots Hit) - Player Hero Stat(Event Player, Hero(Widowmaker), Scoped Hits))
- / (Player Hero Stat(Event Player, Hero(Widowmaker), Shots Fired) - Player Hero Stat(Event Player, Hero(Widowmaker),
- Scoped Shots)) * 100, To Nearest)) : Empty Array, Null, Left, 1, Color(White), Color(White), Color(White),
- Visible To and String, Visible Never);
- Event Player.WidowDestroy2 = Last Text ID;
- Create HUD Text(Event Player, Null, Event Player.HideStats == False ? Custom String(" Scoped acc: {0}%", Round To Integer(
- Player Hero Stat(Event Player, Hero(Widowmaker), Scoped Accuracy) * 100, To Nearest)) : Empty Array, Null, Left, 2, Color(
- White), Color(White), Color(White), Visible To and String, Visible Never);
- Event Player.WidowDestroy3 = Last Text ID;
- Create HUD Text(Event Player, Null, Event Player.HideStats == False ? Custom String(" Scoped critical hit acc: {0}%",
- Round To Integer(Player Hero Stat(Event Player, Hero(Widowmaker), Scoped Critical Hit Accuracy) * 100, To Nearest))
- : Empty Array, Null, Left, 3, Color(White), Color(White), Color(White), Visible To and String, Visible Never);
- Event Player.WidowDestroy4 = Last Text ID;
- }
- }
- 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),
- Color(White), Color(White), Visible To and String, Visible Never);
- Event Player.AnaDestroy3 = Last Text ID;
- Create HUD Text(Event Player, Null, Event Player.HideStats == False ? Custom String("{0}Sleepdart hits: {1}/{2}",
- Ability Icon String(Hero(Ana), Button(Ability 1)), Event Player.SleepdartHits, Event Player.SleepdartsUsed) : Empty Array,
- Null, Left, 3, Color(White), Color(White), Color(White), Visible To and String, Visible Never);
- Event Player.AnaDestroy4 = Last Text ID;
- }
- }
- rule("Bap HUD")
- {
- event
- {
- Ongoing - Each Player;
- All;
- Baptiste;
- }
- actions
- {
- "Heroicon: (Hero Damage Dealt) - (All Damage Taken) - (All Healing Received)"
- Create HUD Text(Event Player, Null, Event Player.HideStats == False ? Custom String(" \r\n \r\n \r\n \r\n {0} {1}",
- Hero Icon String(Hero(Baptiste)), Custom String("{0} - {1} - {2}", Round To Integer(Player Hero Stat(Event Player, Hero(
- Baptiste), Hero Damage Dealt), To Nearest), Round To Integer(Player Hero Stat(Event Player, Hero(Baptiste), Damage Taken),
- To Nearest), Round To Integer(Player Hero Stat(Event Player, Hero(Baptiste), Healing Received), To Nearest))) : Empty Array,
- Null, Left, 0, Color(White), Color(White), Color(White), Visible To and String, Visible Never);
- Event Player.BapDestroy1 = Last Text ID;
- Create HUD Text(Event Player, Null, Event Player.HideStats == False ? Custom String(" Weapon acc: {0}%", Round To Integer(
- Player Hero Stat(Event Player, Hero(Baptiste), Weapon Accuracy) * 100, To Nearest)) : Empty Array, Null, Left, 1, Color(White),
- Color(White), Color(White), Visible To and String, Visible Never);
- Event Player.BapDestroy2 = Last Text ID;
- Create HUD Text(Event Player, Null, Event Player.HideStats == False ? Custom String(" Critical hit acc: {0}%", Round To Integer(
- Player Hero Stat(Event Player, Hero(Baptiste), Critical Hit Accuracy) * 100, To Nearest)) : Empty Array, Null, Left, 2, Color(
- White), Color(White), Color(White), Visible To and String, Visible Never);
- Event Player.BapDestroy3 = Last Text ID;
- }
- }
- rule("Lucio HUD")
- {
- event
- {
- 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;
- }
- }
- rule("Zen HUD")
- {
- event
- {
- Ongoing - Each Player;
- All;
- Zenyatta;
- }
- 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;
- }
- }
- rule("Ashe Destroy Stats")
- {
- event
- {
- Ongoing - Each Player;
- All;
- All;
- }
- conditions
- {
Is Alive(Event Player) == True;
- Hero Of(Event Player) != Hero(Ashe);
- }
- actions
- {
Set Ability Charge(Event Player, Button(Ability 1), 3);
- Destroy HUD Text(Event Player.AsheHideStats);
- Destroy HUD Text(Event Player.AsheDestroy2);
- Destroy HUD Text(Event Player.AsheDestroy3);
- Destroy HUD Text(Event Player.AsheDestroy4);
- }
- }
- rule("Doom Destroy Stats")
- {
- event
- {
- Ongoing - Each Player;
- All;
- All;
- }
- conditions
- {
- Hero Of(Event Player) != Hero(Doomfist);
- }
- actions
- {
- Destroy HUD Text(Event Player.DoomDestroy1);
- Destroy HUD Text(Event Player.DoomDestroy2);
- Destroy HUD Text(Event Player.DoomDestroy3);
- Destroy HUD Text(Event Player.DoomDestroy4);
- }
- }
- rule("Echo Destroy Stats")
- {
- event
- {
- Ongoing - Each Player;
- All;
- All;
- }
- conditions
- {
- Hero Of(Event Player) != Hero(Echo);
- }
- actions
- {
- Destroy HUD Text(Event Player.EchoDestroy1);
- Destroy HUD Text(Event Player.EchoDestroy2);
- Destroy HUD Text(Event Player.EchoDestroy3);
- Destroy HUD Text(Event Player.EchoDestroy4);
- }
- }
- rule("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")
- {
- event
- {
- Ongoing - Each Player;
- All;
- All;
- }
- conditions
- {
- Hero Of(Event Player) != Hero(Hanzo);
- }
- actions
- {
- Destroy HUD Text(Event Player.HanzoDestroy1);
- Destroy HUD Text(Event Player.HanzoDestroy2);
- Destroy HUD Text(Event Player.HanzoDestroy3);
- }
- }
rule("[variable] goo_used")
- rule("Mccree Destroy Stats")
- {
- event
- {
- Ongoing - Each Player;
- All;
- All;
- }
- conditions
- {
- Hero Of(Event Player) != Hero(McCree);
- }
- actions
- {
- Destroy HUD Text(Event Player.MccreeDestroy1);
- Destroy HUD Text(Event Player.MccreeDestroy2);
- Destroy HUD Text(Event Player.MccreeDestroy3);
- Destroy HUD Text(Event Player.MccreeDestroy4);
- }
- }
- rule("Mei Destroy Stats")
- {
- event
- {
- Ongoing - Each Player;
- All;
- All;
- }
- conditions
- {
- Hero Of(Event Player) != Hero(Mei);
- }
- actions
- {
- Destroy HUD Text(Event Player.MeiDestroy1);
- Destroy HUD Text(Event Player.MeiDestroy2);
- Destroy HUD Text(Event Player.MeiDestroy3);
- }
- }
- rule("Pharah Destroy Stats")
- {
- event
- {
- Ongoing - Each Player;
- All;
- All;
- }
- conditions
- {
- Hero Of(Event Player) != Hero(Pharah);
- }
- actions
- {
- Destroy HUD Text(Event Player.PharahDestroy1);
- Destroy HUD Text(Event Player.PharahDestroy2);
- Destroy HUD Text(Event Player.PharahDestroy3);
- }
- }
- rule("Soldier76 Destroy Stats")
- {
- event
- {
- Ongoing - Each Player;
- All;
- All;
- }
- conditions
- {
- Hero Of(Event Player) != Hero(Soldier: 76);
- }
- actions
- {
- Destroy HUD Text(Event Player.Soldier76Destroy1);
- Destroy HUD Text(Event Player.Soldier76Destroy2);
- Destroy HUD Text(Event Player.Soldier76Destroy3);
- Destroy HUD Text(Event Player.Soldier76Destroy4);
- }
- }
- rule("Sombra Destroy Stats")
- {
- event
- {
- Ongoing - Each Player;
- All;
- All;
- }
- conditions
- {
- Hero Of(Event Player) != Hero(Sombra);
- }
- actions
- {
- Destroy HUD Text(Event Player.SombraDestroy1);
- Destroy HUD Text(Event Player.SombraDestroy2);
- Destroy HUD Text(Event Player.SombraDestroy3);
- }
- }
- rule("Torb Destroy Stats")
- {
- event
- {
- Ongoing - Each Player;
- All;
- All;
- }
- conditions
- {
- Hero Of(Event Player) != Hero(Torbjörn);
- }
- actions
- {
- Destroy HUD Text(Event Player.TorbDestroy1);
- Destroy HUD Text(Event Player.TorbDestroy2);
- Destroy HUD Text(Event Player.TorbDestroy3);
- Destroy HUD Text(Event Player.TorbDestroy4);
- }
- }
- rule("Tracer Destroy Stats")
- {
- event
- {
- Ongoing - Each Player;
- All;
- All;
- }
- conditions
- {
- Hero Of(Event Player) != Hero(Tracer);
- }
- actions
- {
- Destroy HUD Text(Event Player.TracerDestroy1);
- Destroy HUD Text(Event Player.TracerDestroy2);
- Destroy HUD Text(Event Player.TracerDestroy3);
- Destroy HUD Text(Event Player.TracerDestroy4);
- }
- }
- rule("Widow Destroy Stats")
- {
- event
- {
- Ongoing - Each Player;
- All;
- All;
- }
- conditions
- {
- Hero Of(Event Player) != Hero(Widowmaker);
- }
- actions
- {
- Destroy HUD Text(Event Player.WidowDestroy1);
- Destroy HUD Text(Event Player.WidowDestroy2);
- Destroy HUD Text(Event Player.WidowDestroy3);
- Destroy HUD Text(Event Player.WidowDestroy4);
- }
- }
- rule("Ana Destroy Stats")
- {
- event
- {
- Ongoing - Each Player;
- All;
- All;
- }
- conditions
- {
- Hero Of(Event Player) != Hero(Ana);
- }
- actions
- {
- Destroy HUD Text(Event Player.AnaDestroy1);
- Destroy HUD Text(Event Player.AnaDestroy2);
- Destroy HUD Text(Event Player.AnaDestroy3);
- Destroy HUD Text(Event Player.AnaDestroy4);
- }
- }
- rule("Bap Destroy Stats")
- {
- event
- {
- Ongoing - Each Player;
- All;
- All;
- }
- conditions
- {
- Hero Of(Event Player) != Hero(Baptiste);
- }
- actions
- {
- Destroy HUD Text(Event Player.BapDestroy1);
- Destroy HUD Text(Event Player.BapDestroy2);
- Destroy HUD Text(Event Player.BapDestroy3);
- }
- }
- rule("Lucio Destroy Stats")
- {
- event
- {
- Ongoing - Each Player;
- All;
- All;
- }
- conditions
- {
- Hero Of(Event Player) != Hero(Lúcio);
- }
- actions
- {
- Destroy HUD Text(Event Player.LucioDestroy1);
- Destroy HUD Text(Event Player.LucioDestroy2);
- Destroy HUD Text(Event Player.LucioDestroy3);
- Destroy HUD Text(Event Player.LucioDestroy4);
- }
- }
- rule("Zen Destroy Stats")
- {
- event
- {
- Ongoing - Each Player;
- All;
- All;
- }
- conditions
- {
- Hero Of(Event Player) != Hero(Zenyatta);
- }
- actions
- {
- Destroy HUD Text(Event Player.ZenDestroy1);
- Destroy HUD Text(Event Player.ZenDestroy2);
- Destroy HUD Text(Event Player.ZenDestroy3);
- }
- }
- rule("[Variable] Ashe All Healing Received (Needed to count hp that was lost to yourself to begin with as healing received)")
- {
- event
- {
- Player Received Healing;
- All;
- Ashe;
- }
- actions
- {
- Event Player.AsheAllHealingReceived += Event Healing;
- }
- }
- rule("[Variable] Echo All Healing Received (Needed to count hp that was lost to yourself to begin with as healing received)")
- {
- event
- {
- Player Received Healing;
- All;
- Echo;
- }
- actions
- {
- Event Player.EchoAllHealingReceived += Event Healing;
- }
- }
- rule("[Variable] Genji All Healing Received (Needed to count hp that was lost to yourself to begin with as healing received)")
- {
- event
- {
- Player Received Healing;
- All;
- Genji;
- }
- actions
- {
- Event Player.GenjiAllHealingReceived += Event Healing;
- }
- }
- rule("[Variable] Pharah All Healing Received (Needed to count hp that was lost to yourself to begin with as healing received)")
- {
- event
- {
- Player Received Healing;
- All;
- Pharah;
- }
- actions
- {
- Event Player.PharahAllHealingReceived += Event Healing;
- }
- }
- rule("[Variable] Soldier76 All Healing Received (Needed to count hp that was lost to yourself to begin with as healing received)")
- {
- event
- {
- Player Received Healing;
- All;
- Soldier: 76;
- }
- actions
- {
- Event Player.Soldier76AllHealingReceived += Event Healing;
- }
- }
- rule("[Variable] Tracer All Healing Received (Needed to count hp that was lost to yourself to begin with as healing received)")
- {
- event
- {
- Player Received Healing;
- All;
- Tracer;
- }
- actions
- {
- Event Player.TracerAllHealingReceived += Event Healing;
- }
- }
- rule("[Variable] Echo StickybombsUsed")
- {
- event
- {
- Ongoing - Each Player;
- All;
- Echo;
- }
- conditions
- {
- Is Firing Secondary(Event Player) == True;
- Is Dead(Event Player) != True;
- }
- actions
- {
- Wait(0.035, Abort When False);
Event Player.goo_used += 1;
- Event Player.StickybombsUsed += 1;
- Wait(0.060, Abort When False);
Event Player.goo_used += 1;
- Event Player.StickybombsUsed += 1;
- Wait(0.060, Abort When False);
Event Player.goo_used += 1;
- Event Player.StickybombsUsed += 1;
- Wait(0.060, Abort When False);
Event Player.goo_used += 1;
- Event Player.StickybombsUsed += 1;
- Wait(0.060, Abort When False);
Event Player.goo_used += 1;
- Event Player.StickybombsUsed += 1;
- Wait(0.060, Abort When False);
Event Player.goo_used += 1;
- Event Player.StickybombsUsed += 1;
- }
- }
rule("[variable] goo_hit 1")
- rule("[Variable] Echo StickybombHits")
- {
- event
- {
- Player Dealt Damage;
- All;
- Echo;
- }
- conditions
- {
(Event Damage == 2.500 || Event Damage == 5) == True;
- (Event Damage == 5 || Event Damage == 2.500) == True;
- Attacker != Victim;
- }
- actions
- {
Event Player.goo_hit += 1;
- Event Player.StickybombHits += 1;
- }
- }
rule("[variable] goo_hit 2")
- rule("[Variable] Echo also StickybombHits (Needed to count stickybombs that kill)")
- {
- event
- {
- Player Dealt Final Blow;
- All;
- Echo;
- }
- conditions
- {
(Event Ability == Button(Secondary Fire) && Event Damage < 5) == True;
- Event Ability == Is Firing Secondary(Event Player);
- Event Damage < 5;
- Attacker != Victim;
- }
- actions
- {
Event Player.goo_hit += 1;
- Event Player.StickybombHits += 1;
- }
- }
rule("[variable] flash_used")
- rule("[Variable] Mccree FlashbangsUsed")
- {
- event
- {
- Ongoing - Each Player;
- All;
- McCree;
- }
- conditions
- {
- Is Using Ability 2(Event Player) == True;
- }
- actions
- {
Event Player.flash_used += 1;
- Event Player.FlashbangsUsed += 1;
- }
- }
rule("[variable] flash_hit")
- rule("[Variable] Mccree ThrewFlashbang")
- {
- event
- {
Player Dealt Damage;
- Ongoing - Each Player;
- All;
- McCree;
- }
- conditions
- {
(Event Ability == Button(Ability 2) && Event Player.threw_flash == True) == True;
- Is Using Ability 2(Event Player) == True;
- }
- actions
- {
Event Player.flash_hit += 1;
Event Player.threw_flash = False;
Big Message(Event Player, Custom String("Nice shot!"));
- Event Player.ThrewFlashbang = True;
- Wait(0.350, Ignore Condition);
- Event Player.ThrewFlashbang = False;
- }
- }
rule("[variable] threw_flash")
- rule("[Variable] Mccree FlashbangHits")
- {
- event
- {
Ongoing - Each Player;
- Player Dealt Damage;
- All;
- McCree;
- }
- conditions
- {
- Is Using Ability 2(Event Player) == True;
- Event Player.ThrewFlashbang == True;
- }
- actions
- {
Event Player.threw_flash = True;
Wait(0.350, Ignore Condition);
Event Player.threw_flash = False;
- Event Player.FlashbangHits += 1;
- Event Player.ThrewFlashbang = False;
- }
- }
rule("[variable] helix_used")
- rule("[Variable] Soldier76 HelixrocketsUsed")
- {
- event
- {
- Ongoing - Each Player;
- All;
- Soldier: 76;
- }
- conditions
- {
- Is Firing Secondary(Event Player) == True;
- }
- actions
- {
Event Player.helix_used += 1;
- Event Player.HelixrocketsUsed += 1;
- }
- }
rule("[variable] helix_hit")
- rule("[Variable] Soldier76 FiredHelixrocket")
- {
- event
- {
Player Dealt Damage;
- Ongoing - Each Player;
- All;
- Soldier: 76;
- }
- conditions
- {
(Event Ability == Button(Secondary Fire) && Attacker != Victim && Event Player.threw_helix == True) == True;
- Is Firing Secondary(Event Player) == True;
- }
- actions
- {
Event Player.helix_hit += 1;
Event Player.threw_helix = False;
- Event Player.FiredHelixrocket = True;
- Wait(2, Ignore Condition);
- Event Player.FiredHelixrocket = False;
- }
- }
rule("[variable] threw_helix")
- rule("[Variable] Soldier76 HelixrocketHits")
- {
- event
- {
Ongoing - Each Player;
- Player Dealt Damage;
- All;
- Soldier: 76;
- }
- conditions
- {
Is Firing Secondary(Event Player) == True;
- Event Ability == Button(Secondary Fire);
- Attacker != Victim;
- Event Player.FiredHelixrocket == True;
- }
- actions
- {
Event Player.threw_helix = True;
Wait(1, Ignore Condition);
Event Player.threw_helix = False;
- Event Player.HelixrocketHits += 1;
- Event Player.FiredHelixrocket = False;
- }
- }
rule("[variable] hammer_kill")
- rule("[Variable] Soldier76 also HelixrocketHits (Needed to not count environmental kills twice)")
- {
- event
- {
- Player Dealt Final Blow;
- All;
- Soldier: 76;
- }
- conditions
- {
- Event Ability == Button(Secondary Fire);
- Event Was Environment == True;
- Event Player.FiredHelixrocket == True;
- }
- actions
- {
- Event Player.HelixrocketHits -= 1;
- }
- }
- rule("[Variable] Torb TemporaryArmorRecieved")
- {
- event
- {
- Ongoing - Each Player;
- All;
- Torbjörn;
- }
- conditions
- {
(Is In Alternate Form(Event Player) && Event Ability == Button(Primary Fire)) == True;
- Is Using Ability 2(Event Player) == True;
- }
- actions
- {
Event Player.hammer_kill += 1;
- Event Player.TemporaryArmorRecieved += 100;
- }
- }
rule("[variable] pulse_hit")
- rule("[Variable] Torb HammerKills")
- {
- event
- {
Player Dealt Damage;
- Player Dealt Final Blow;
- All;
Tracer;
- Torbjörn;
- }
- conditions
- {
(Event Ability == Button(Ultimate) && Event Player.threw_pulse == True) == True;
- Is In Alternate Form(Event Player) == True;
- Event Ability == Is Firing Primary(Event Player);
- }
- actions
- {
Event Player.pulse_hit += 1;
Event Player.threw_pulse = False;
- Event Player.HammerKills += 1;
- }
- }
rule("[variable] threw_pulse")
- rule("[Variable] Tracer ThrewPulsebomb")
- {
- event
- {
- Ongoing - Each Player;
- All;
- Tracer;
- }
- conditions
- {
- Is Using Ultimate(Event Player) == True;
- }
- actions
- {
Event Player.threw_pulse = True;
- Event Player.ThrewPulsebomb = True;
- Wait(1, Ignore Condition);
Event Player.threw_pulse = False;
- Event Player.ThrewPulsebomb = False;
- }
- }
- rule("[Variable] Tracer PulsebombHits")
- {
- event
- {
- Player Dealt Damage;
- All;
- Tracer;
- }
- conditions
- {
- Event Ability == Button(Ultimate);
- Attacker != Victim;
- Event Player.ThrewPulsebomb == True;
- }
- actions
- {
- Event Player.PulsebombHits += 1;
- Event Player.ThrewPulsebomb = False;
- }
- }
rule("[variable] sleep_used")
- rule("[Variable] Ana SleepdartsUsed")
- {
- event
- {
- Ongoing - Each Player;
- All;
- Ana;
- }
- conditions
- {
- Is Using Ability 1(Event Player) == True;
- }
- actions
- {
Event Player.sleep_used += 1;
- Event Player.SleepdartsUsed += 1;
- }
- }
rule("[variable] sleep_hit 1")
- rule("[Variable] Ana SleepdartHits")
- {
- event
- {
- Player Dealt Damage;
- All;
- Ana;
- }
- conditions
- {
- Event Ability == Button(Ability 1);
- }
- actions
- {
Event Player.sleep_hit += 1;
- Event Player.SleepdartHits += 1;
- }
- }
rule("[variable] sleep_hit 2")
- rule("[Variable] Ana also SleepdartHits (Needed to not count environmental kills twice)")
- {
- event
- {
- Player Dealt Final Blow;
- All;
- Ana;
- }
- conditions
- {
(Event Ability == Button(Ability 1) && Event Was Environment == True) == True;
- Event Ability == Button(Ability 1);
- Event Was Environment == True;
- }
- actions
- {
Event Player.sleep_hit -= 1;
- Event Player.SleepdartHits -= 1;
- }
- }