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settings
{
main
{
Description: "Tryhard FFA 2.3 Last updated: 26.Nov 2020 More info: www.workshop.codes/D9977 Do NOT click \"save settings\". Import D9977 instead. Stats on first line: DmgDealt - DmgTaken (SelfHeal/HealReceived)"
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)"
}
lobby
{
Allow Players Who Are In Queue: Yes
Max Spectators: 12
Max Spectators: 6
Return To Lobby: Never
}
modes
{
Deathmatch
{
Game Length In Minutes: 15
Game Mode Start: Immediately
Hero Limit: Off
Score To Win: 50
Spawn Health Packs: Enabled
enabled maps
{
Château Guillard
}
}
General
{
Game Mode Start: Immediately
Score To Win: 50
}
}
heroes
{
General
{
Ana
{
Ultimate Ability Nano Boost: Off
}
Ashe
{
Dynamite: Off
Ultimate Ability B.O.B.: Off
}
Baptiste
{
Immortality Field: Off
Ultimate Ability Amplification Matrix: Off
}
Doomfist
{
Ultimate Ability Meteor Strike: Off
}
Echo
{
Ultimate Ability Duplicate: Off
}
Genji
{
Ultimate Ability Dragonblade: Off
}
Hanzo
{
Ultimate Ability Dragonstrike: Off
}
Lúcio
{
Ultimate Ability Sound Barrier: Off
}
McCree
{
Secondary Fire: Off
Ultimate Ability Deadeye: Off
}
Mei
{
Cryo-Freeze: Off
Ice Wall: Off
Primary Fire: Off
Ultimate Ability Blizzard: Off
}
Pharah
{
Ultimate Ability Barrage: Off
}
Soldier: 76
{
Ultimate Ability Tactical Visor: Off
}
Sombra
{
Hack: Off
Ultimate Ability EMP: Off
}
Torbjörn
{
Deploy Turret: Off
Ultimate Ability Molten Core: Off
}
Widowmaker
{
Ultimate Ability Infra-Sight: Off
}
Zenyatta
{
Ultimate Ability Transcendence: Off
}
disabled heroes
{
Bastion
Brigitte
D.Va
Junkrat
Mercy
Moira
Orisa
Reaper
Reinhardt
Roadhog
Sigma
Symmetra
Winston
Wrecking Ball
Zarya
}
}
}
}
variables
{
player:
0: AsheHideStats
1: 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
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
}
rule("Heal on kill (250 instant)")
rule("Skip assembling heroes state & disable inspector recording")
{
event
{
Player Dealt Final Blow;
All;
All;
Ongoing - Global;
}
conditions
{
Is Assembling Heroes == True;
}
actions
{
Heal(Event Player, Null, 250);
Disable Inspector Recording;
Set Match Time(0);
}
}
rule("Skip assembling heroes state")
rule("Pause match time")
{
event
{
Ongoing - Global;
}
conditions
{
Is Assembling Heroes == True;
Is Game In Progress == True;
}
actions
{
Set Match Time(0);
Pause Match Time;
}
}
rule("Give Tracer 3 blinks every death")
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("Tracer 3 blinks every death")
{
event
{
Player Died;
All;
Tracer;
}
actions
{
Set Ability Charge(Event Player, Button(Ability 1), 3);
}
}
rule("Disable and Enable stuff")
rule("Toggle Extra Scoreboard")
{
event
{
Ongoing - Each Player;
All;
All;
}
conditions
{
Is Button Held(Event Player, Button(Crouch)) == True;
Is Button Held(Event Player, Button(Melee)) == True;
Is Button Held(Event Player, Button(Reload)) == True;
}
actions
{
Disable Built-In Game Mode Announcer;
Disable Game Mode HUD(Event Player);
Enable Death Spectate Target HUD(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("Tryhard FFA 2.3, Match Time, Hold interact to toggle stats HUD")
rule("Toggle Stats")
{
event
{
Ongoing - Each Player;
All;
All;
}
conditions
{
Is Button Held(Event Player, Button(Interact)) == True;
}
actions
{
Wait(0.500, Abort When False);
Event Player.HideStats = !Event Player.HideStats;
}
}
rule("Serverload for host HUD")
{
event
{
Ongoing - Global;
}
conditions
{
Workshop Setting Toggle(Custom String("General"), Custom String("Display serverload for host"), False, 0) == True;
}
actions
{
Create HUD Text(Filtered Array(All Players(All Teams), Match Time % 60 > 10), Null, Null, Custom String("{0}:{1}",
Round To Integer(Match Time / 60, Down), Match Time % 60), Top, -2, Color(White), Color(White), Color(White),
Visible To and String, Default Visibility);
Create HUD Text(Filtered Array(All Players(All Teams), Match Time % 60 < 10), Null, Null, Custom String("{0}:{2}{1}",
Round To Integer(Match Time / 60, Down), Match Time % 60), Top, -2, Color(White), Color(White), Color(White),
Visible To and String, Default Visibility);
Create HUD Text(All Players(All Teams), Null, Custom String("Hold Interact to toggle stats"), Null, Top, -1, Null, Color(Orange),
Null, Visible To and String, Visible Never);
Create HUD Text(All Players(All Teams), Null, Custom String("Tryhard FFA 2.3 code: D9977"), Null, Left, -1, Null, Custom Color(75,
255, 75, 255), Null, Visible To and String, Visible Never);
"Only reason for adding this is that it decreases server load"
Disable Inspector Recording;
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("Ashe HUD")
{
event
{
Ongoing - Each Player;
All;
Ashe;
}
actions
{
"DMG: DmgDealt - DmgTaken HP(AllHeal)"
Create HUD Text(Event Player, Null, Event Player.AsheHideStats == False ? Custom String(" \r \r\n \r\n \r\n {0} {1}",
Hero Icon String(Hero(Ashe)), Custom String("DMG: {0} - {1} HP({2})", Round To Integer(Player Hero Stat(Event Player, Hero(
Ashe), Hero Damage Dealt), To Nearest), Round To Integer(Player Hero Stat(Event Player, Hero(Ashe), Damage Taken), To Nearest),
Round To Integer(Player Hero Stat(Event Player, Hero(Ashe), Healing Received), To Nearest))) : Empty Array, Null, Left, 0,
Color(White), Color(White), Color(White), Visible To and String, Default Visibility);
Event Player.AsheDestroy1 = Last Text ID;
Create HUD Text(Event Player, Null, Event Player.AsheHideStats == False ? Custom String("Hipfire acc: {0}%", Round To Integer((
"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,
Default Visibility);
To Nearest)) : Empty Array, Null, Left, 1, Color(White), Color(White), Color(White), Visible To and String, Visible Never);
Event Player.AsheDestroy2 = Last Text ID;
Create HUD Text(Event Player, Null, Event Player.AsheHideStats == False ? Custom String("Scoped acc: {0}%", Round To Integer(
Create HUD Text(Event Player, Null, Event Player.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, Default Visibility);
Color(White), Color(White), Visible To and String, Visible Never);
Event Player.AsheDestroy3 = Last Text ID;
Create HUD Text(Event Player, Null, Event Player.AsheHideStats == False ? Custom String("Scoped critical hit acc: {0}%",
Create HUD Text(Event Player, Null, Event Player.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, Default Visibility);
Null, Left, 3, Color(White), Color(White), Color(White), Visible To and String, Visible Never);
Event Player.AsheDestroy4 = Last Text ID;
}
}
rule("Ashe Toggle Stats")
rule("Doom HUD")
{
event
{
Ongoing - Each Player;
All;
Ashe;
Doomfist;
}
conditions
actions
{
Is Button Held(Event Player, Button(Interact)) == 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(Doomfist)), Custom String("{0} - {1} - {2}", Round To Integer(Player Hero Stat(Event Player, Hero(
Doomfist), Hero Damage Dealt), To Nearest), Round To Integer(Player Hero Stat(Event Player, Hero(Doomfist), Damage Taken),
To Nearest), Round To Integer(Player Hero Stat(Event Player, Hero(Doomfist), Healing Received), To Nearest))) : Empty Array,
Null, Left, 0, Color(White), Color(White), Color(White), Visible To and String, Visible Never);
Event Player.DoomDestroy1 = Last Text ID;
Create HUD Text(Event Player, Null, Event Player.HideStats == False ? Custom String(" Weapon acc: {0}%", Round To Integer(
Player Hero Stat(Event Player, Hero(Doomfist), Weapon Accuracy) * 100, To Nearest)) : Empty Array, Null, Left, 1, Color(White),
Color(White), Color(White), Visible To and String, Visible Never);
Event Player.DoomDestroy2 = Last Text ID;
Create HUD Text(Event Player, Null, Event Player.HideStats == False ? Custom String(" Critical hit acc: {0}%", Round To Integer(
Player Hero Stat(Event Player, Hero(Doomfist), Critical Hit Accuracy) * 100, To Nearest)) : Empty Array, Null, Left, 1, Color(
White), Color(White), Color(White), Visible To and String, Visible Never);
Event Player.DoomDestroy3 = Last Text ID;
Create HUD Text(Event Player, Null, Event Player.HideStats == False ? Custom String("{0}{1} Boop kills: {2}", Ability Icon String(
Hero(Doomfist), Button(Melee)), Custom String("{0}{1}{2}", Ability Icon String(Hero(Doomfist), Button(Ability 1)),
Ability Icon String(Hero(Doomfist), Button(Ability 2)), Ability Icon String(Hero(Doomfist), Button(Secondary Fire))),
Player Hero Stat(Event Player, Hero(Doomfist), Environmental Kills)) : Empty Array, Null, Left, 3, Color(White), Color(White),
Color(White), Visible To and String, Visible Never);
Event Player.DoomDestroy4 = Last Text ID;
}
}
rule("Echo HUD")
{
event
{
Ongoing - Each Player;
All;
Echo;
}
actions
{
Wait(0.500, Abort When False);
Event Player.AsheHideStats = !Event Player.AsheHideStats;
"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("Ashe Destroy Stats")
rule("Genji HUD")
{
event
{
Ongoing - Each Player;
All;
Genji;
}
actions
{
"Heroicon: (Hero Damage Dealt) - (All Damage Taken) - (All Healing Received)"
Create HUD Text(Event Player, Null, Event Player.HideStats == False ? Custom String(" \r\n \r\n \r\n \r\n {0} {1}",
Hero Icon String(Hero(Genji)), Custom String("{0} - {1} - {2}", Round To Integer(Player Hero Stat(Event Player, Hero(
Genji), Hero Damage Dealt), To Nearest), Round To Integer(Player Hero Stat(Event Player, Hero(Genji), Damage Taken),
To Nearest), Round To Integer(Event Player.GenjiAllHealingReceived, To Nearest))) : Empty Array, Null, Left, 0, Color(White),
Color(White), Color(White), Visible To and String, Visible Never);
Event Player.GenjiDestroy1 = Last Text ID;
Create HUD Text(Event Player, Null, Event Player.HideStats == False ? Custom String(" Weapon acc: {0}%", Round To Integer(
Player Hero Stat(Event Player, Hero(Genji), Weapon Accuracy) * 100, To Nearest)) : Empty Array, Null, Left, 1, Color(White),
Color(White), Color(White), Visible To and String, Visible Never);
Event Player.GenjiDestroy2 = Last Text ID;
Create HUD Text(Event Player, Null, Event Player.HideStats == False ? Custom String(" Critical hit acc: {0}%", Round To Integer(
Player Hero Stat(Event Player, Hero(Genji), Critical Hit Accuracy) * 100, To Nearest)) : Empty Array, Null, Left, 2, Color(
White), Color(White), Color(White), Visible To and String, Visible Never);
Event Player.GenjiDestroy3 = Last Text ID;
}
}
rule("Hanzo HUD")
{
event
{
Ongoing - Each Player;
All;
Hanzo;
}
conditions
actions
{
Hero Of(Event Player) != Hero(Ashe);
"Heroicon: (Hero Damage Dealt) - (All Damage Taken) - (All Healing Received)"
Create HUD Text(Event Player, Null, Event Player.HideStats == False ? Custom String(" \r\n \r\n \r\n \r\n {0} {1}",
Hero Icon String(Hero(Hanzo)), Custom String("{0} - {1} - {2}", Round To Integer(Player Hero Stat(Event Player, Hero(
Hanzo), Hero Damage Dealt), To Nearest), Round To Integer(Player Hero Stat(Event Player, Hero(Hanzo), Damage Taken),
To Nearest), Round To Integer(Player Hero Stat(Event Player, Hero(Hanzo), Healing Received), To Nearest))) : Empty Array, Null,
Left, 0, Color(White), Color(White), Color(White), Visible To and String, Visible Never);
Event Player.HanzoDestroy1 = Last Text ID;
Create HUD Text(Event Player, Null, Event Player.HideStats == False ? Custom String(" Weapon acc: {0}%", Round To Integer(
Player Hero Stat(Event Player, Hero(Hanzo), Weapon Accuracy) * 100, To Nearest)) : Empty Array, Null, Left, 1, Color(White),
Color(White), Color(White), Visible To and String, Visible Never);
Event Player.HanzoDestroy2 = Last Text ID;
Create HUD Text(Event Player, Null, Event Player.HideStats == False ? Custom String(" Critical hit acc: {0}%", Round To Integer(
Player Hero Stat(Event Player, Hero(Hanzo), Critical Hit Accuracy) * 100, To Nearest)) : Empty Array, Null, Left, 2, Color(
White), Color(White), Color(White), Visible To and String, Visible Never);
Event Player.HanzoDestroy3 = Last Text ID;
}
}
rule("Mccree HUD")
{
event
{
Ongoing - Each Player;
All;
McCree;
}
actions
{
Destroy HUD Text(Event Player.AsheDestroy1);
Destroy HUD Text(Event Player.AsheDestroy2);
Destroy HUD Text(Event Player.AsheDestroy3);
Destroy HUD Text(Event Player.AsheDestroy4);
"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("Doom HUD")
rule("Mei HUD")
{
event
{
Ongoing - Each Player;
All;
Doomfist;
Mei;
}
actions
{
"DMG: DmgDealt - DmgTaken HP(AllHeal)"
Create HUD Text(Event Player, Null, Event Player.DoomHideStats == False ? Custom String(" \r \r\n \r\n \r\n {0}{1}",
Hero Icon String(Hero(Doomfist)), Custom String("DMG: {0} - {1} HP({2})", Round To Integer(Player Hero Stat(Event Player,
Hero(Doomfist), Hero Damage Dealt), To Nearest), Round To Integer(Player Hero Stat(Event Player, Hero(Doomfist), Damage Taken),
To Nearest), Round To Integer(Player Hero Stat(Event Player, Hero(Doomfist), Healing Received), To Nearest))) : Empty Array,
Null, Left, 0, Color(White), Color(White), Color(White), Visible To and String, Default Visibility);
Event Player.DoomDestroy1 = Last Text ID;
Create HUD Text(Event Player, Null, Event Player.DoomHideStats == False ? Custom String("Weapon acc: {0}%", Round To Integer(
Player Hero Stat(Event Player, Hero(Doomfist), Weapon Accuracy) * 100, To Nearest)) : Empty Array, Null, Left, 1, Color(White),
Color(White), Color(White), Visible To and String, Default Visibility);
Event Player.DoomDestroy2 = Last Text ID;
Create HUD Text(Event Player, Null, Event Player.DoomHideStats == False ? Custom String("Critical hit acc: {0}%", Round To Integer(
Player Hero Stat(Event Player, Hero(Doomfist), Critical Hit Accuracy) * 100, To Nearest)) : Empty Array, Null, Left, 2, Color(
White), Color(White), Color(White), Visible To and String, Default Visibility);
Event Player.DoomDestroy3 = Last Text ID;
Create HUD Text(Event Player, Empty Array, Event Player.DoomHideStats == False ? Custom String("{0}{1} Boop kills: {2}",
Ability Icon String(Hero(Doomfist), Button(Melee)), Custom String("{0}{1}{2}", Ability Icon String(Hero(Doomfist), Button(
Ability 1)), Ability Icon String(Hero(Doomfist), Button(Ability 2)), Ability Icon String(Hero(Doomfist), Button(
Secondary Fire))), Player Hero Stat(Event Player, Hero(Doomfist), Environmental Kills)) : Empty Array, Null, Left, 3, Color(
White), Color(White), Color(White), Visible To and String, Default Visibility);
Event Player.DoomDestroy4 = Last Text ID;
"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("Doom Toggle Stats")
rule("Pharah HUD")
{
event
{
Ongoing - Each Player;
All;
Doomfist;
Pharah;
}
actions
{
"Heroicon: (Hero Damage Dealt) - (All Damage Taken) - (All Healing Received)"
Create HUD Text(Event Player, Null, Event Player.HideStats == False ? Custom String(" \r\n \r\n \r\n \r\n {0} {1}",
Hero Icon String(Hero(Pharah)), Custom String("{0} - {1} - {2}", Round To Integer(Player Hero Stat(Event Player, Hero(
Pharah), Hero Damage Dealt), To Nearest), Round To Integer(Player Hero Stat(Event Player, Hero(Pharah), Damage Taken),
To Nearest), Round To Integer(Event Player.PharahAllHealingReceived, To Nearest))) : Empty Array, Null, Left, 0, Color(White),
Color(White), Color(White), Visible To and String, Visible Never);
Event Player.PharahDestroy1 = Last Text ID;
Create HUD Text(Event Player, Null, Event Player.HideStats == False ? Custom String(" Weapon acc: {0}%", Round To Integer(
Player Hero Stat(Event Player, Hero(Pharah), Weapon Accuracy) * 100, To Nearest)) : Empty Array, Null, Left, 3, Color(White),
Color(White), Color(White), Visible To and String, Visible Never);
Event Player.PharahDestroy2 = Last Text ID;
Create HUD Text(Event Player, Null, Event Player.HideStats == False ? Custom String("{0}{1} Boop kills: {2}", Ability Icon String(
Hero(Pharah), Button(Melee)), Ability Icon String(Hero(Pharah), Button(Ability 2)), Player Hero Stat(Event Player, Hero(
Pharah), Environmental Kills)) : Empty Array, Null, Left, 4, Color(White), Color(White), Color(White), Visible To and String,
Visible Never);
Event Player.PharahDestroy3 = Last Text ID;
}
}
rule("Soldier76 HUD")
{
event
{
Ongoing - Each Player;
All;
Soldier: 76;
}
actions
{
"Heroicon: (Hero Damage Dealt) - (All Damage Taken) - (All Healing Received)"
Create HUD Text(Event Player, Null, Event Player.HideStats == False ? Custom String(" \r\n \r\n \r\n \r\n {0} {1}",
Hero Icon String(Hero(Soldier: 76)), Custom String("{0} - {1} - {2}", Round To Integer(Player Hero Stat(Event Player, Hero(
Soldier: 76), Hero Damage Dealt), To Nearest), Round To Integer(Player Hero Stat(Event Player, Hero(Soldier: 76),
Damage Taken), To Nearest), Round To Integer(Event Player.Soldier76AllHealingReceived, To Nearest))) : Empty Array, Null, Left,
0, Color(White), Color(White), Color(White), Visible To and String, Visible Never);
Event Player.Soldier76Destroy1 = Last Text ID;
Create HUD Text(Event Player, Null, Event Player.HideStats == False ? Custom String(" Weapon acc: {0}%", Round To Integer(
Player Hero Stat(Event Player, Hero(Soldier: 76), Weapon Accuracy) * 100, To Nearest)) : Empty Array, Null, Left, 1, Color(
White), Color(White), Color(White), Visible To and String, Visible Never);
Event Player.Soldier76Destroy2 = Last Text ID;
Create HUD Text(Event Player, Null, Event Player.HideStats == False ? Custom String(" Critical hit acc: {0}%", Round To Integer(
Player Hero Stat(Event Player, Hero(Soldier: 76), Critical Hit Accuracy) * 100, To Nearest)) : Empty Array, Null, Left, 2,
Color(White), Color(White), Color(White), Visible To and String, Visible Never);
Event Player.Soldier76Destroy3 = Last Text ID;
Create HUD Text(Event Player, Null, Event Player.HideStats == False ? Custom String(" {0}Helixrocket hits: {1}/{2}",
Ability Icon String(Hero(Soldier: 76), Button(Secondary Fire)), Event Player.HelixrocketHits, Event Player.HelixrocketsUsed)
: Empty Array, Null, Left, 3, Color(White), Color(White), Color(White), Visible To and String, Visible Never);
Event Player.Soldier76Destroy4 = Last Text ID;
}
}
rule("Sombra HUD")
{
event
{
Ongoing - Each Player;
All;
Sombra;
}
actions
{
"Heroicon: (Hero Damage Dealt) - (All Damage Taken) - (All Healing Received)"
Create HUD Text(Event Player, Null, Event Player.HideStats == False ? Custom String(" \r\n \r\n \r\n \r\n {0} {1}",
Hero Icon String(Hero(Sombra)), Custom String("{0} - {1} - {2}", Round To Integer(Player Hero Stat(Event Player, Hero(
Sombra), Hero Damage Dealt), To Nearest), Round To Integer(Player Hero Stat(Event Player, Hero(Sombra), Damage Taken),
To Nearest), Round To Integer(Player Hero Stat(Event Player, Hero(Sombra), Healing Received), To Nearest))) : Empty Array,
Null, Left, 0, Color(White), Color(White), Color(White), Visible To and String, Visible Never);
Event Player.SombraDestroy1 = Last Text ID;
Create HUD Text(Event Player, Null, Event Player.HideStats == False ? Custom String(" Weapon acc: {0}%", Round To Integer(
Player Hero Stat(Event Player, Hero(Sombra), Weapon Accuracy) * 100, To Nearest)) : Empty Array, Null, Left, 1, Color(White),
Color(White), Color(White), Visible To and String, Visible Never);
Event Player.SombraDestroy2 = Last Text ID;
Create HUD Text(Event Player, Null, Event Player.HideStats == False ? Custom String(" Critical hit acc: {0}%", Round To Integer(
Player Hero Stat(Event Player, Hero(Sombra), Critical Hit Accuracy) * 100, To Nearest)) : Empty Array, Null, Left, 2, Color(
White), Color(White), Color(White), Visible To and String, Visible Never);
Event Player.SombraDestroy3 = Last Text ID;
}
}
rule("Torb HUD")
{
event
{
Ongoing - Each Player;
All;
Torbjörn;
}
actions
{
"Heroicon: (Hero Damage Dealt) - (All Damage Taken) - (All Healing Received)"
Create HUD Text(Event Player, Null, Event Player.HideStats == False ? Custom String(" \r\n \r\n \r\n \r\n {0} {1}",
Hero Icon String(Hero(Torbjörn)), Custom String("{0} - {1} - {2}", Round To Integer(Player Hero Stat(Event Player, Hero(
Torbjörn), Hero Damage Dealt), To Nearest), Round To Integer(Player Hero Stat(Event Player, Hero(Torbjörn), Damage Taken),
To Nearest), Round To Integer(Player Hero Stat(Event Player, Hero(Torbjörn), Healing Received)
+ Event Player.TemporaryArmorRecieved, To Nearest))) : Empty Array, Null, Left, 0, Color(White), Color(White), Color(White),
Visible To and String, Visible Never);
Event Player.TorbDestroy1 = Last Text ID;
Create HUD Text(Event Player, Null, Event Player.HideStats == False ? Custom String(" Weapon acc: {0}%", Round To Integer(
Player Hero Stat(Event Player, Hero(Torbjörn), Weapon Accuracy) * 100, To Nearest)) : Empty Array, Null, Left, 1, Color(White),
Color(White), Color(White), Visible To and String, Visible Never);
Event Player.TorbDestroy2 = Last Text ID;
Create HUD Text(Event Player, Null, Event Player.HideStats == False ? Custom String(" Critical hit acc: {0}%", Round To Integer(
Player Hero Stat(Event Player, Hero(Torbjörn), Critical Hit Accuracy) * 100, To Nearest)) : Empty Array, Null, Left, 2, Color(
White), Color(White), Color(White), Visible To and String, Visible Never);
Event Player.TorbDestroy3 = Last Text ID;
Create HUD Text(Event Player, Null, Event Player.HideStats == False ? Custom String(" {0}{1} Hammer kills: {2}", Icon String(Flag),
Icon String(Sad), Event Player.HammerKills) : Empty Array, Null, Left, 3, Color(White), Color(White), Color(White),
Visible To and String, Visible Never);
Event Player.TorbDestroy4 = Last Text ID;
}
}
rule("Tracer HUD")
{
event
{
Ongoing - Each Player;
All;
Tracer;
}
actions
{
"Heroicon: (Hero Damage Dealt) - (All Damage Taken) - (All Healing Received)"
Create HUD Text(Event Player, Null, Event Player.HideStats == False ? Custom String(" \r\n \r\n \r\n \r\n {0} {1}",
Hero Icon String(Hero(Tracer)), Custom String("{0} - {1} - {2}", Round To Integer(Player Hero Stat(Event Player, Hero(
Tracer), Hero Damage Dealt), To Nearest), Round To Integer(Player Hero Stat(Event Player, Hero(Tracer), Damage Taken),
To Nearest), Round To Integer(Event Player.TracerAllHealingReceived + Player Hero Stat(Event Player, Hero(Tracer),
Self Healing), To Nearest))) : Empty Array, Null, Left, 0, Color(White), Color(White), Color(White), Visible To and String,
Visible Never);
Event Player.TracerDestroy1 = Last Text ID;
Create HUD Text(Event Player, Null, Event Player.HideStats == False ? Custom String(" Weapon acc: {0}%", Round To Integer(
Player Hero Stat(Event Player, Hero(Tracer), Weapon Accuracy) * 100, To Nearest)) : Empty Array, Null, Left, 1, Color(White),
Color(White), Color(White), Visible To and String, Visible Never);
Event Player.TracerDestroy2 = Last Text ID;
Create HUD Text(Event Player, Null, Event Player.HideStats == False ? Custom String(" Critical hit acc: {0}%", Round To Integer(
Player Hero Stat(Event Player, Hero(Tracer), Critical Hit Accuracy) * 100, To Nearest)) : Empty Array, Null, Left, 2, Color(
White), Color(White), Color(White), Visible To and String, Visible Never);
Event Player.TracerDestroy3 = Last Text ID;
Create HUD Text(Event Player, Null, Event Player.HideStats == False ? Custom String(" {0}Pulsebombs attached: {1}/{2}",
Ability Icon String(Hero(Tracer), Button(Ultimate)), Event Player.PulsebombHits, Player Hero Stat(Event Player, Hero(Tracer),
Ultimates Used)) : Empty Array, Null, Left, 3, Color(White), Color(White), Color(White), Visible To and String, Visible Never);
Event Player.TracerDestroy4 = Last Text ID;
}
}
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 Button Held(Event Player, Button(Interact)) == True;
Hero Of(Event Player) != Hero(Ashe);
}
actions
{
Wait(0.500, Abort When False);
Event Player.DoomHideStats = !Event Player.DoomHideStats;
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 HUD")
rule("Echo Destroy Stats")
{
event
{
Ongoing - Each Player;
All;
Echo;
All;
}
conditions
{
Hero Of(Event Player) != Hero(Echo);
}
actions
{
"DMG: DmgDealt - DmgTaken HP(AllHeal)"
Create HUD Text(Event Player, Null, Event Player.EchoHideStats == False ? Custom String(" \r\n \r\n \r\n {0} {1}",
Hero Icon String(Hero(Echo)), Custom String("DMG: {0} - {1} HP({2})", Round To Integer(Player Hero Stat(Event Player, Hero(
Echo), Hero Damage Dealt), To Nearest), Round To Integer(Player Hero Stat(Event Player, Hero(Echo), Damage Taken), To Nearest),
Round To Integer(Player Hero Stat(Event Player, Hero(Echo), Healing Received), To Nearest))) : Empty Array, Null, Left, 0,
Color(White), Color(White), Color(White), Visible To and String, Default Visibility);
Event Player.EchoDestroy1 = Last Text ID;
Create HUD Text(Event Player, Null, Event Player.EchoHideStats == False ? Custom String("Weapon acc: {0}%", Round To Integer(
Player Hero Stat(Event Player, Hero(Echo), Weapon Accuracy) * 100, To Nearest)) : Empty Array, Null, Left, 1, Color(White),
Color(White), Color(White), Visible To and String, Default Visibility);
Event Player.EchoDestroy2 = Last Text ID;
Create HUD Text(Event Player, Null, Event Player.EchoHideStats == False ? Custom String("Critical hit acc: {0}%", Round To Integer(
Player Hero Stat(Event Player, Hero(Echo), Critical Hit Accuracy) * 100, To Nearest)) : Empty Array, Null, Left, 2, Color(
White), Color(White), Color(White), Visible To and String, Default Visibility);
Event Player.EchoDestroy3 = Last Text ID;
Create HUD Text(Event Player, Null, Event Player.EchoHideStats == False ? Custom String("{0} Sticky direct hit acc: {1}%",
Ability Icon String(Hero(Echo), Button(Secondary Fire)), Round To Integer(
Event Player.StickybombHits / Event Player.StickybombsUsed * 100, To Nearest)) : Empty Array, Null, Left, 3, Color(White),
Color(White), Color(White), Visible To and String, Default Visibility);
Event Player.EchoDestroy4 = Last Text ID;
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("Echo Toggle Stats")
rule("Genji Destroy Stats")
{
event
{
Ongoing - Each Player;
All;
Echo;
All;
}
conditions
{
Is Button Held(Event Player, Button(Interact)) == True;
Hero Of(Event Player) != Hero(Genji);
}
actions
{
Wait(0.500, Abort When False);
Event Player.EchoHideStats = !Event Player.EchoHideStats;
Destroy HUD Text(Event Player.GenjiDestroy1);
Destroy HUD Text(Event Player.GenjiDestroy2);
Destroy HUD Text(Event Player.GenjiDestroy3);
}
}
rule("Echo Destroy Stats")
rule("Hanzo Destroy Stats")
{
event
{
Ongoing - Each Player;
All;
All;
}
conditions
{
Hero Of(Event Player) != Hero(Echo);
Hero Of(Event Player) != Hero(Hanzo);
}
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);
Destroy HUD Text(Event Player.HanzoDestroy1);
Destroy HUD Text(Event Player.HanzoDestroy2);
Destroy HUD Text(Event Player.HanzoDestroy3);
}
}
rule("Genj HUD")
rule("Mccree Destroy Stats")
{
event
{
Ongoing - Each Player;
All;
Genji;
All;
}
conditions
{
Hero Of(Event Player) != Hero(McCree);
}
actions
{
"DMG: DmgDealt - DmgTaken HP(AllHeal)"
Create HUD Text(Event Player, Null, Event Player.GenjiHideStats == False ? Custom String(" \r \r\n \r\n \r\n {0} {1}",
Hero Icon String(Hero(Genji)), Custom String("DMG: {0} - {1} HP({2})", Round To Integer(Player Hero Stat(Event Player, Hero(
Genji), Hero Damage Dealt), To Nearest), Round To Integer(Player Hero Stat(Event Player, Hero(Genji), Damage Taken),
To Nearest), Round To Integer(Player Hero Stat(Event Player, Hero(Genji), Healing Received), To Nearest))) : Empty Array, Null,
Left, 0, Color(White), Color(White), Color(White), Visible To and String, Default Visibility);
Event Player.GenjiDestroy1 = Last Text ID;
Create HUD Text(Event Player, Null, Event Player.GenjiHideStats == False ? Custom String("Weapon acc: {0}%", Round To Integer(
Player Hero Stat(Event Player, Hero(Genji), Weapon Accuracy) * 100, To Nearest)) : Empty Array, Null, Left, 1, Color(White),
Color(White), Color(White), Visible To and String, Default Visibility);
Event Player.GenjiDestroy2 = Last Text ID;
Create HUD Text(Event Player, Null, Event Player.GenjiHideStats == False ? Custom String("Critical hit acc: {0}%",
Round To Integer(Player Hero Stat(Event Player, Hero(Genji), Critical Hit Accuracy) * 100, To Nearest)) : Empty Array, Null,
Left, 2, Color(White), Color(White), Color(White), Visible To and String, Default Visibility);
Event Player.GenjiDestroy3 = Last Text ID;
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("Genji Toggle Stats")
rule("Mei Destroy Stats")
{
event
{
Ongoing - Each Player;
All;
Genji;
All;
}
conditions
{
Is Button Held(Event Player, Button(Interact)) == True;
Hero Of(Event Player) != Hero(Mei);
}
actions
{
Wait(0.500, Abort When False);
Event Player.GenjiHideStats = !Event Player.GenjiHideStats;
Destroy HUD Text(Event Player.MeiDestroy1);
Destroy HUD Text(Event Player.MeiDestroy2);
Destroy HUD Text(Event Player.MeiDestroy3);
}
}
rule("Genji Destroy Stats")
rule("Pharah Destroy Stats")
{
event
{
Ongoing - Each Player;
All;
All;
}
conditions
{
Hero Of(Event Player) != Hero(Genji);
Hero Of(Event Player) != Hero(Pharah);
}
actions
{
Destroy HUD Text(Event Player.GenjiDestroy1);
Destroy HUD Text(Event Player.GenjiDestroy2);
Destroy HUD Text(Event Player.GenjiDestroy3);
Destroy HUD Text(Event Player.PharahDestroy1);
Destroy HUD Text(Event Player.PharahDestroy2);
Destroy HUD Text(Event Player.PharahDestroy3);
}
}
rule("Hanzo HUD")
rule("Soldier76 Destroy Stats")
{
event
{
Ongoing - Each Player;
All;
Hanzo;
All;
}
conditions
{
Hero Of(Event Player) != Hero(Soldier: 76);
}
actions
{
"DMG: DmgDealt - DmgTaken HP(AllHeal)"
Create HUD Text(Event Player, Null, Event Player.HanzoHideStats == False ? Custom String(" \r \r\n \r\n \r\n {0} {1}",
Hero Icon String(Hero(Hanzo)), Custom String("DMG: {0} - {1} HP({2})", Round To Integer(Player Hero Stat(Event Player, Hero(
Hanzo), Hero Damage Dealt), To Nearest), Round To Integer(Player Hero Stat(Event Player, Hero(Hanzo), Damage Taken),
To Nearest), Round To Integer(Player Hero Stat(Event Player, Hero(Hanzo), Healing Received), To Nearest))) : Empty Array, Null,
Left, 0, Color(White), Color(White), Color(White), Visible To and String, Default Visibility);
Event Player.HanzoDestroy1 = Last Text ID;
Create HUD Text(Event Player, Null, Event Player.HanzoHideStats == False ? Custom String("Weapon acc: {0}%", Round To Integer(
Player Hero Stat(Event Player, Hero(Hanzo), Weapon Accuracy) * 100, To Nearest)) : Empty Array, Null, Left, 1, Color(White),
Color(White), Color(White), Visible To and String, Default Visibility);
Event Player.HanzoDestroy2 = Last Text ID;
Create HUD Text(Event Player, Null, Event Player.HanzoHideStats == False ? Custom String("Critical hit acc: {0}%",
Round To Integer(Player Hero Stat(Event Player, Hero(Hanzo), Critical Hit Accuracy) * 100, To Nearest), Is Using Ability 2(
Event Player)) : Empty Array, Null, Left, 2, Color(White), Color(White), Color(White), Visible To and String,
Default Visibility);
Event Player.HanzoDestroy3 = Last Text ID;
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("Hanzo Toggle Stats")
rule("Sombra Destroy Stats")
{
event
{
Ongoing - Each Player;
All;
Hanzo;
All;
}
conditions
{
Is Button Held(Event Player, Button(Interact)) == True;
Hero Of(Event Player) != Hero(Sombra);
}
actions
{
Wait(0.500, Abort When False);
Event Player.HanzoHideStats = !Event Player.HanzoHideStats;
Destroy HUD Text(Event Player.SombraDestroy1);
Destroy HUD Text(Event Player.SombraDestroy2);
Destroy HUD Text(Event Player.SombraDestroy3);
}
}
rule("Hanzo Destroy Stats")
rule("Torb Destroy Stats")
{
event
{
Ongoing - Each Player;
All;
All;
}
conditions
{
Hero Of(Event Player) != Hero(Hanzo);
Hero Of(Event Player) != Hero(Torbjörn);
}
actions
{
Destroy HUD Text(Event Player.HanzoDestroy1);
Destroy HUD Text(Event Player.HanzoDestroy2);
Destroy HUD Text(Event Player.HanzoDestroy3);
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("Mccree HUD")
rule("Tracer Destroy Stats")
{
event
{
Ongoing - Each Player;
All;
McCree;
All;
}
conditions
{
Hero Of(Event Player) != Hero(Tracer);
}
actions
{
"DMG: DmgDealt - DmgTaken HP(AllHeal)"
Create HUD Text(Event Player, Null, Event Player.McCreeHideStats == False ? Custom String(" \r \r\n \r\n \r\n {0} {1}",
Hero Icon String(Hero(McCree)), Custom String("DMG: {0} - {1} HP({2})", Round To Integer(Player Hero Stat(Event Player, Hero(
McCree), Hero Damage Dealt), To Nearest), Round To Integer(Player Hero Stat(Event Player, Hero(McCree), Damage Taken),
To Nearest), Round To Integer(Player Hero Stat(Event Player, Hero(McCree), Healing Received), To Nearest))) : Empty Array,
Null, Left, 0, Color(White), Color(White), Color(White), Visible To and String, Default Visibility);
Event Player.MccreeDestroy1 = Last Text ID;
Create HUD Text(Event Player, Null, Event Player.McCreeHideStats == False ? Custom String("Weapon acc: {0}%", Round To Integer(
Player Hero Stat(Event Player, Hero(McCree), Weapon Accuracy) * 100, To Nearest)) : Empty Array, Null, Left, 1, Color(White),
Color(White), Color(White), Visible To and String, Default Visibility);
Event Player.MccreeDestroy2 = Last Text ID;
Create HUD Text(Event Player, Null, Event Player.McCreeHideStats == False ? Custom String("Critical hit acc: {0}%",
Round To Integer(Player Hero Stat(Event Player, Hero(McCree), Critical Hit Accuracy) * 100, To Nearest)) : Empty Array, Null,
Left, 2, Color(White), Color(White), Color(White), Visible To and String, Default Visibility);
Event Player.MccreeDestroy3 = Last Text ID;
Create HUD Text(Event Player, Null, Event Player.McCreeHideStats == False ? Custom String("{0} Flashbang hits: {1}/{2}",
Ability Icon String(Hero(McCree), Button(Ability 2)), Event Player.FlashbangHits, Event Player.FlashbangsUsed) : Empty Array,
Null, Left, 3, Color(White), Color(White), Color(White), Visible To and String, Default Visibility);
Event Player.MccreeDestroy4 = Last Text ID;
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("Mccree Toggle Stats")
rule("Widow Destroy Stats")
{
event
{
Ongoing - Each Player;
All;
McCree;
All;
}
conditions
{
Is Button Held(Event Player, Button(Interact)) == True;
Hero Of(Event Player) != Hero(Widowmaker);
}
actions
{
Wait(0.500, Abort When False);
Event Player.McCreeHideStats = !Event Player.McCreeHideStats;
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("Mccree Destroy Stats")
rule("Ana Destroy Stats")
{
event
{
Ongoing - Each Player;
All;
All;
}
conditions
{
Hero Of(Event Player) != Hero(McCree);
Hero Of(Event Player) != Hero(Ana);
}
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);
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("Mei HUD")
rule("Bap Destroy Stats")
{
event
{
Ongoing - Each Player;
All;
Mei;
All;
}
conditions
{
Hero Of(Event Player) != Hero(Baptiste);
}
actions
{
"DMG: DmgDealt - DmgTaken HP(AllHeal)"
Create HUD Text(Event Player, Null, Event Player.MeiHideStats == False ? Custom String(" \r \r\n \r\n \r\n {0} {1}",
Hero Icon String(Hero(Mei)), Custom String("DMG: {0} - {1} HP({2})", Round To Integer(Player Hero Stat(Event Player, Hero(
Mei), Hero Damage Dealt), To Nearest), Round To Integer(Player Hero Stat(Event Player, Hero(Mei), Damage Taken), To Nearest),
Round To Integer(Player Hero Stat(Event Player, Hero(Mei), Healing Received), To Nearest))) : Empty Array, Null, Left, 0,
Color(White), Color(White), Color(White), Visible To and String, Default Visibility);
Event Player.MeiDestroy1 = Last Text ID;
Create HUD Text(Event Player, Null, Event Player.MeiHideStats == False ? Custom String("Weapon acc: {0}%", Round To Integer(
Player Hero Stat(Event Player, Hero(Mei), Weapon Accuracy) * 100, To Nearest)) : Empty Array, Null, Left, 1, Color(White),
Color(White), Color(White), Visible To and String, Default Visibility);
Event Player.MeiDestroy2 = Last Text ID;
Create HUD Text(Event Player, Null, Event Player.MeiHideStats == False ? Custom String("Critical hit acc: {0}%", Round To Integer(
Player Hero Stat(Event Player, Hero(Mei), Critical Hit Accuracy) * 100, To Nearest)) : Empty Array, Null, Left, 2, Color(
White), Color(White), Color(White), Visible To and String, Default Visibility);
Event Player.MeiDestroy3 = Last Text ID;
Destroy HUD Text(Event Player.BapDestroy1);
Destroy HUD Text(Event Player.BapDestroy2);
Destroy HUD Text(Event Player.BapDestroy3);
}
}
rule("Mei Toggle Stats")
rule("Lucio Destroy Stats")
{
event
{
Ongoing - Each Player;
All;
Mei;
All;
}
conditions
{
Is Button Held(Event Player, Button(Interact)) == True;
Hero Of(Event Player) != Hero(Lúcio);
}
actions
{
Wait(0.500, Abort When False);
Event Player.MeiHideStats = !Event Player.MeiHideStats;
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("Mei Destroy Stats")
rule("Zen Destroy Stats")
{
event
{
Ongoing - Each Player;
All;
All;
}
conditions
{
Hero Of(Event Player) != Hero(Mei);
Hero Of(Event Player) != Hero(Zenyatta);
}
actions
{
Destroy HUD Text(Event Player.MeiDestroy1);
Destroy HUD Text(Event Player.MeiDestroy2);
Destroy HUD Text(Event Player.MeiDestroy3);
Destroy HUD Text(Event Player.ZenDestroy1);
Destroy HUD Text(Event Player.ZenDestroy2);
Destroy HUD Text(Event Player.ZenDestroy3);
}
}
rule("Pharah HUD")
rule("[Variable] Ashe All Healing Received (Needed to count hp that was lost to yourself to begin with as healing received)")
{
event
{
Ongoing - Each Player;
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
{
"DMG: DmgDealt - DmgTaken HP(AllHeal)"
Create HUD Text(Event Player, Null, Event Player.PharahHideStats == False ? Custom String(" \r \r\n \r\n \r\n {0} {1}",
Hero Icon String(Hero(Pharah)), Custom String("DMG: {0} - {1} HP({2})", Round To Integer(Player Hero Stat(Event Player, Hero(
Pharah), Hero Damage Dealt), To Nearest), Round To Integer(Player Hero Stat(Event Player, Hero(Pharah), Damage Taken),
To Nearest), Round To Integer(Player Hero Stat(Event Player, Hero(Pharah), Healing Received), To Nearest))) : Empty Array,
Null, Left, 0, Color(White), Color(White), Color(White), Visible To and String, Default Visibility);
Event Player.PharahDestroy1 = Last Text ID;
Create HUD Text(Event Player, Null, Event Player.PharahHideStats == False ? Custom String("Weapon acc: {0}%", Round To Integer(
Player Hero Stat(Event Player, Hero(Pharah), Weapon Accuracy) * 100, To Nearest)) : Empty Array, Null, Left, 1, Color(White),
Color(White), Color(White), Visible To and String, Default Visibility);
Event Player.PharahDestroy2 = Last Text ID;
Create HUD Text(Event Player, Empty Array, Event Player.PharahHideStats == False ? Custom String("{0}{1} Boop kills: {2}",
Ability Icon String(Hero(Pharah), Button(Melee)), Ability Icon String(Hero(Pharah), Button(Ability 2)), Player Hero Stat(
Event Player, Hero(Pharah), Environmental Kills)) : Empty Array, Null, Left, 2, Color(White), Color(White), Color(White),
Visible To and String, Default Visibility);
Event Player.PharahDestroy3 = Last Text ID;
Event Player.PharahAllHealingReceived += Event Healing;
}
}
rule("Pharah Toggle Stats")
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;
Pharah;
Echo;
}
conditions
{
Is Button Held(Event Player, Button(Interact)) == True;
Is Firing Secondary(Event Player) == True;
Is Dead(Event Player) != True;
}
actions
{
Wait(0.500, Abort When False);
Event Player.PharahHideStats = !Event Player.PharahHideStats;
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("Pharah Destroy Stats")
rule("[Variable] Echo StickybombHits")
{
event
{
Player Dealt Damage;
All;
Echo;
}
conditions
{
(Event Damage == 5 || Event Damage == 2.500) == True;
Attacker != Victim;
}
actions
{
Event Player.StickybombHits += 1;
}
}
rule("[Variable] Echo also StickybombHits (Needed to count stickybombs that kill)")
{
event
{
Player Dealt Final Blow;
All;
Echo;
}
conditions
{
Event Ability == Is Firing Secondary(Event Player);
Event Damage < 5;
Attacker != Victim;
}
actions
{
Event Player.StickybombHits += 1;
}
}
rule("[Variable] Mccree FlashbangsUsed")
{
event
{
Ongoing - Each Player;
All;
McCree;
}
conditions
{
Is Using Ability 2(Event Player) == True;
}
actions
{
Event Player.FlashbangsUsed += 1;
}
}
rule("[Variable] Mccree ThrewFlashbang")
{
event
{
Ongoing - Each Player;
All;
McCree;
}
conditions
{
Hero Of(Event Player) != Hero(Pharah);
Is Using Ability 2(Event Player) == True;
}
actions
{
Destroy HUD Text(Event Player.PharahDestroy1);
Destroy HUD Text(Event Player.PharahDestroy2);
Destroy HUD Text(Event Player.PharahDestroy3);
Event Player.ThrewFlashbang = True;
Wait(0.350, Ignore Condition);
Event Player.ThrewFlashbang = False;
}
}
rule("Soldier76 HUD")
rule("[Variable] Mccree FlashbangHits")
{
event
{
Player Dealt Damage;
All;
McCree;
}
conditions
{
Is Using Ability 2(Event Player) == True;
Event Player.ThrewFlashbang == True;
}
actions
{
Event Player.FlashbangHits += 1;
Event Player.ThrewFlashbang = False;
}
}
rule("[Variable] Soldier76 HelixrocketsUsed")
{
event
{
Ongoing - Each Player;
All;
Soldier: 76;
}
conditions
{
Is Firing Secondary(Event Player) == True;
}
actions
{
"DMG: DmgDealt - DmgTaken HP(SelfHeal/AllHeal)"
Create HUD Text(Event Player, Null, Event Player.Soldier76HideStats == False ? Custom String(" \r \r\n \r\n \r\n {0}DMG: {1}/{2})",
Hero Icon String(Hero(Soldier: 76)), Custom String("{0} - {1} HP({2}", Round To Integer(Player Hero Stat(Event Player, Hero(
Soldier: 76), Hero Damage Dealt), To Nearest), Round To Integer(Player Hero Stat(Event Player, Hero(Soldier: 76),
Damage Taken), To Nearest), Round To Integer(Player Hero Stat(Event Player, Hero(Soldier: 76), Self Healing), To Nearest)),
Round To Integer(Player Hero Stat(Event Player, Hero(Soldier: 76), Healing Received), To Nearest)) : Empty Array, Null, Left,
0, Color(White), Color(White), Color(White), Visible To and String, Default Visibility);
Event Player.Soldier76Destroy1 = Last Text ID;
Create HUD Text(Event Player, Null, Event Player.Soldier76HideStats == False ? Custom String("Weapon acc: {0}%", Round To Integer(
Player Hero Stat(Event Player, Hero(Soldier: 76), Weapon Accuracy) * 100, To Nearest)) : Empty Array, Null, Left, 1, Color(
White), Color(White), Color(White), Visible To and String, Default Visibility);
Event Player.Soldier76Destroy2 = Last Text ID;
Create HUD Text(Event Player, Null, Event Player.Soldier76HideStats == False ? Custom String("Critical hit acc: {0}%",
Round To Integer(Player Hero Stat(Event Player, Hero(Soldier: 76), Critical Hit Accuracy) * 100, To Nearest)) : Empty Array,
Null, Left, 2, Color(White), Color(White), Color(White), Visible To and String, Default Visibility);
Event Player.Soldier76Destroy3 = Last Text ID;
Create HUD Text(Event Player, Null, Event Player.Soldier76HideStats == False ? Custom String("{0}Helixrocket hits: {1}/{2}",
Ability Icon String(Hero(Soldier: 76), Button(Secondary Fire)), Event Player.HelixrocketHits, Event Player.HelixrocketsUsed)
: Empty Array, Null, Left, 3, Color(White), Color(White), Color(White), Visible To and String, Default Visibility);
Event Player.Soldier76Destroy4 = Last Text ID;
Event Player.HelixrocketsUsed += 1;
}
}
rule("Soldier76 Toggle Stats")
rule("[Variable] Soldier76 FiredHelixrocket")
{
event
{
Ongoing - Each Player;
All;
Soldier: 76;
}
conditions
{
Is Button Held(Event Player, Button(Interact)) == True;
Is Firing Secondary(Event Player) == True;
}
actions
{
Wait(0.500, Abort When False);
Event Player.Soldier76HideStats = !Event Player.Soldier76HideStats;
Event Player.FiredHelixrocket = True;
Wait(2, Ignore Condition);
Event Player.FiredHelixrocket = False;
}
}
rule("Soldier76 Destroy Stats")
rule("[Variable] Soldier76 HelixrocketHits")
{
event
{
Ongoing - Each Player;
Player Dealt Damage;
All;
Soldier: 76;
}
conditions
{
Event Ability == Button(Secondary Fire);
Attacker != Victim;
Event Player.FiredHelixrocket == True;
}
actions
{
Event Player.HelixrocketHits += 1;
Event Player.FiredHelixrocket = False;
}
}
rule("[Variable] Soldier76 also HelixrocketHits (Needed to not count environmental kills twice)")
{
event
{
Player Dealt Final Blow;
All;
Soldier: 76;
}
conditions
{
Hero Of(Event Player) != Hero(Soldier: 76);
Event Ability == Button(Secondary Fire);
Event Was Environment == True;
Event Player.FiredHelixrocket == 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);
Event Player.HelixrocketHits -= 1;
}
}
rule("Sombra HUD")
rule("[Variable] Torb TemporaryArmorRecieved")
{
event
{
Ongoing - Each Player;
All;
Sombra;
Torbjörn;
}
conditions
{
Is Using Ability 2(Event Player) == True;
}
actions
{
"DMG: DmgDealt - DmgTaken HP(AllHeal)"
Create HUD Text(Event Player, Null, Event Player.SombraHideStats == False ? Custom String(" \r \r\n \r\n \r\n {0} {1}",
Hero Icon String(Hero(Sombra)), Custom String("DMG: {0} - {1} HP({2})", Round To Integer(Player Hero Stat(Event Player, Hero(
Sombra), Hero Damage Dealt), To Nearest), Round To Integer(Player Hero Stat(Event Player, Hero(Sombra), Damage Taken),
To Nearest), Round To Integer(Player Hero Stat(Event Player, Hero(Sombra), Healing Received), To Nearest))) : Empty Array,
Null, Left, 0, Color(White), Color(White), Color(White), Visible To and String, Default Visibility);
Event Player.SombraDestroy1 = Last Text ID;
Create HUD Text(Event Player, Null, Event Player.SombraHideStats == False ? Custom String("Weapon acc: {0}%", Round To Integer(
Player Hero Stat(Event Player, Hero(Sombra), Weapon Accuracy) * 100, To Nearest)) : Empty Array, Null, Left, 1, Color(White),
Color(White), Color(White), Visible To and String, Default Visibility);
Event Player.SombraDestroy2 = Last Text ID;
Create HUD Text(Event Player, Null, Event Player.SombraHideStats == False ? Custom String("Critical hit acc: {0}%",
Round To Integer(Player Hero Stat(Event Player, Hero(Sombra), Critical Hit Accuracy) * 100, To Nearest)) : Empty Array, Null,
Left, 2, Color(White), Color(White), Color(White), Visible To and String, Default Visibility);
Event Player.SombraDestroy3 = Last Text ID;
Event Player.TemporaryArmorRecieved += 100;
}
}
rule("Sombra Toggle Stats")
rule("[Variable] Torb HammerKills")
{
event
{
Ongoing - Each Player;
Player Dealt Final Blow;
All;
Sombra;
Torbjörn;
}
conditions
{
Is Button Held(Event Player, Button(Interact)) == True;
Is In Alternate Form(Event Player) == True;
Event Ability == Is Firing Primary(Event Player);
}
actions
{
Wait(0.500, Abort When False);
Event Player.SombraHideStats = !Event Player.SombraHideStats;
Event Player.HammerKills += 1;
}
}
rule("Sombra Destroy Stats")
rule("[Variable] Tracer ThrewPulsebomb")
{
event
{
Ongoing - Each Player;
All;
Tracer;
}
conditions
{
Is Using Ultimate(Event Player) == True;
}
actions
{
Event Player.ThrewPulsebomb = True;
Wait(1, Ignore Condition);
Event Player.ThrewPulsebomb = False;
}
}
rule("[Variable] Tracer PulsebombHits")
{
event
{
Player Dealt Damage;
All;
Tracer;
}
conditions
{
Hero Of(Event Player) != Hero(Sombra);
Event Ability == Button(Ultimate);
Attacker != Victim;
Event Player.ThrewPulsebomb == True;
}
actions
{
Destroy HUD Text(Event Player.SombraDestroy1);
Destroy HUD Text(Event Player.SombraDestroy2);
Destroy HUD Text(Event Player.SombraDestroy3);
Event Player.PulsebombHits += 1;
Event Player.ThrewPulsebomb = False;
}
}
rule("Torb HUD")
rule("[Variable] Ana SleepdartsUsed")
{
event
{
Ongoing - Each Player;
All;
Torbjörn;
Ana;
}
conditions
{
Is Using Ability 1(Event Player) == True;
}
actions
{
"DMG: DmgDealt - DmgTaken HP(SelfHeal/AllHeal)"
Create HUD Text(Event Player, Null, Event Player.TorbHideStats == False ? Custom String(" \r \r\n \r\n \r\n {0} DMG: {1}/{2})",
Hero Icon String(Hero(Torbjörn)), Custom String("{0} - {1} HP({2}", Round To Integer(Player Hero Stat(Event Player, Hero(
Torbjörn), Hero Damage Dealt), To Nearest), Round To Integer(Player Hero Stat(Event Player, Hero(Torbjörn), Damage Taken),
To Nearest), Event Player.GenjiHideStats), Round To Integer(Player Hero Stat(Event Player, Hero(Torbjörn), Healing Received)
+ Event Player.GenjiHideStats, To Nearest)) : Empty Array, Null, Left, 0, Color(White), Color(White), Color(White),
Visible To and String, Default Visibility);
Event Player.TorbDestroy1 = Last Text ID;
Create HUD Text(Event Player, Null, Event Player.TorbHideStats == False ? Custom String("Weapon acc: {0}%", Round To Integer(
Player Hero Stat(Event Player, Hero(Torbjörn), Weapon Accuracy) * 100, To Nearest)) : Empty Array, Null, Left, 1, Color(White),
Color(White), Color(White), Visible To and String, Default Visibility);
Event Player.TorbDestroy2 = Last Text ID;
Create HUD Text(Event Player, Null, Event Player.TorbHideStats == False ? Custom String("Critical hit acc: {0}%", Round To Integer(
Player Hero Stat(Event Player, Hero(Torbjörn), Critical Hit Accuracy) * 100, To Nearest)) : Empty Array, Null, Left, 2, Color(
White), Color(White), Color(White), Visible To and String, Default Visibility);
Event Player.TorbDestroy3 = Last Text ID;
Create HUD Text(Event Player, Null, Event Player.TorbHideStats == False ? Custom String("{0}{1} Hammer kills: {2}", Icon String(
Flag), Icon String(Sad), Event Player.HammerKills) : Empty Array, Null, Left, 3, Color(White), Color(White), Color(White),
Visible To and String, Default Visibility);
Event Player.TorbDestroy4 = Last Text ID;
Event Player.SleepdartsUsed += 1;
}
}
rule("Torb Toggle Stats")
rule("[Variable] Ana SleepdartHits")
{
event
{
Player Dealt Damage;
All;
Ana;
}
conditions
{
Event Ability == Button(Ability 1);
}
actions
{
Event Player.SleepdartHits += 1;
}
}
rule("[Variable] Ana also SleepdartHits (Needed to not count environmental kills twice)")
{
event
{
Player Dealt Final Blow;
All;
Ana;
}
conditions
{
Event Ability == Button(Ability 1);
Event Was Environment == True;
}
actions
{
Event Player.SleepdartHits -= 1;
}
}
rule("Reeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeee")
{
event
{
Ongoing - Each Player;
All;
Torbjörn;
All;
}
conditions
{
Is Button Held(Event Player, Button(Interact)) == True;
Has Status(Event Player, Phased Out) == True;
Distance Between(Event Player, Vector(176.960, 0.190, 51.520)) < 1;
}
actions
{
Wait(0.500, Abort When False);
Event Player.TorbHideStats = !Event Player.TorbHideStats;
Respawn(Event Player);
Event Player.GotTheBadSpawn = True;
}
}
rule("Torb Destroy Stats")
rule("Set facing 0")
{
event
{
Ongoing - Each Player;
All;
All;
}
conditions
{
Hero Of(Event Player) != Hero(Torbjörn);
Has Status(Event Player, Phased Out) == True;
Distance Between(Event Player, Vector(215.755, 2.090, 92.842)) < 1;
Event Player.GotTheBadSpawn == True;
}
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);
Set Facing(Event Player, Direction Towards(Event Player, Vector(222.615, 2, 90)), To World);
Event Player.GotTheBadSpawn = False;
}
}
rule("Tracer HUD")
rule("Set facing 1")
{
event
{
Ongoing - Each Player;
All;
Tracer;
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;
}
actions
{
"DMG: DmgDealt - DmgTaken HP(SelfHeal/AllHeal)"
Create HUD Text(Event Player, Null, Event Player.TracerHideStats == False ? Custom String(" \r \r\n \r\n \r\n {0}DMG: {1}/{2})",
Hero Icon String(Hero(Tracer)), Custom String("{0} - {1} HP({2}", Round To Integer(Player Hero Stat(Event Player, Hero(
Tracer), Hero Damage Dealt), To Nearest), Round To Integer(Player Hero Stat(Event Player, Hero(Tracer), Damage Taken),
To Nearest), Round To Integer(Player Hero Stat(Event Player, Hero(Tracer), Self Healing), To Nearest)), Round To Integer(
Player Hero Stat(Event Player, Hero(Tracer), Healing Received) + Player Hero Stat(Event Player, Hero(Tracer), Self Healing),
To Nearest)) : Empty Array, Null, Left, 0, Color(White), Color(White), Color(White), Visible To and String,
Default Visibility);
Event Player.TracerDestroy1 = Last Text ID;
Create HUD Text(Event Player, Null, Event Player.TracerHideStats == False ? Custom String("Weapon acc: {0}%", Round To Integer(
Player Hero Stat(Event Player, Hero(Tracer), Weapon Accuracy) * 100, To Nearest)) : Empty Array, Null, Left, 1, Color(White),
Color(White), Color(White), Visible To and String, Default Visibility);
Event Player.TracerDestroy2 = Last Text ID;
Create HUD Text(Event Player, Null, Event Player.TracerHideStats == False ? Custom String("Critical hit acc: {0}%",
Round To Integer(Player Hero Stat(Event Player, Hero(Tracer), Critical Hit Accuracy) * 100, To Nearest)) : Empty Array, Null,
Left, 2, Color(White), Color(White), Color(White), Visible To and String, Default Visibility);
Event Player.TracerDestroy3 = Last Text ID;
Create HUD Text(Event Player, Null, Event Player.TracerHideStats == False ? Custom String("{0}Pulsebombs attached: {1}/{2}",
Ability Icon String(Hero(Tracer), Button(Ultimate)), Event Player.PulsebombHits, Event Player.PulsebombsUsed) : Empty Array,
Null, Left, 3, Color(White), Color(White), Color(White), Visible To and String, Default Visibility);
Event Player.TracerDestroy4 = Last Text ID;
Set Facing(Event Player, Direction Towards(Event Player, Vector(183.826, 9, 100.266)), To World);
Event Player.GotTheBadSpawn = False;
}
}
rule("Tracer Toggle Stats")
rule("Set facing 2")
{
event
{
Ongoing - Each Player;
All;
Tracer;
All;
}
conditions
{
Is Button Held(Event Player, Button(Interact)) == True;
Has Status(Event Player, Phased Out) == True;
Distance Between(Event Player, Vector(203.371, 0.190, 84.491)) < 1;
Event Player.GotTheBadSpawn == True;
}
actions
{
Wait(0.500, Abort When False);
Event Player.TracerHideStats = !Event Player.TracerHideStats;
Set Facing(Event Player, Direction Towards(Event Player, Vector(209.895, 0, 79.313)), To World);
Event Player.GotTheBadSpawn = False;
}
}
rule("Tracer Destroy Stats")
rule("Set facing 3")
{
event
{
Ongoing - Each Player;
All;
All;
}
conditions
{
Hero Of(Event Player) != Hero(Tracer);
Has Status(Event Player, Phased Out) == True;
Distance Between(Event Player, Vector(187.229, 1.090, 71.544)) < 1;
Event Player.GotTheBadSpawn == 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);
Set Facing(Event Player, Backward, To World);
Event Player.GotTheBadSpawn = False;
}
}
rule("Widow HUD")
rule("Set facing 4")
{
event
{
Ongoing - Each Player;
All;
Widowmaker;
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;
}
actions
{
"DMG: DmgDealt - DmgTaken HP(AllHeal)"
Create HUD Text(Event Player, Null, Event Player.WidowHideStats == False ? Custom String(" \r \r\n \r\n \r\n {0} {1}",
Hero Icon String(Hero(Widowmaker)), Custom String("DMG: {0} - {1} HP({2})", Round To Integer(Player Hero Stat(Event Player,
Hero(Widowmaker), Hero Damage Dealt), To Nearest), Round To Integer(Player Hero Stat(Event Player, Hero(Widowmaker),
Damage Taken), To Nearest), Round To Integer(Player Hero Stat(Event Player, Hero(Widowmaker), Healing Received), To Nearest)))
: Empty Array, Null, Left, 0, Color(White), Color(White), Color(White), Visible To and String, Default Visibility);
Event Player.WidowDestroy1 = Last Text ID;
Create HUD Text(Event Player, Null, Event Player.WidowHideStats == False ? Custom String("SMG acc: {0}%", Round To Integer((
Player Hero Stat(Event Player, Hero(Widowmaker), Shots Hit) - Player Hero Stat(Event Player, Hero(Widowmaker), Scoped Hits))
/ (Player Hero Stat(Event Player, Hero(Widowmaker), Shots Fired) - Player Hero Stat(Event Player, Hero(Widowmaker),
Scoped Shots)) * 100, To Nearest)) : Empty Array, Null, Left, 1, Color(White), Color(White), Color(White),
Visible To and String, Default Visibility);
Event Player.WidowDestroy2 = Last Text ID;
Create HUD Text(Event Player, Null, Event Player.WidowHideStats == False ? Custom String("Scoped acc: {0}%", Round To Integer(
Player Hero Stat(Event Player, Hero(Widowmaker), Scoped Accuracy) * 100, To Nearest)) : Empty Array, Null, Left, 2, Color(
White), Color(White), Color(White), Visible To and String, Default Visibility);
Event Player.WidowDestroy3 = Last Text ID;
Create HUD Text(Event Player, Null, Event Player.WidowHideStats == False ? Custom String("Scoped critical hit acc: {0}%",
Round To Integer(Player Hero Stat(Event Player, Hero(Widowmaker), Scoped Critical Hit Accuracy) * 100, To Nearest))
: Empty Array, Null, Left, 3, Color(White), Color(White), Color(White), Visible To and String, Default Visibility);
Event Player.WidowDestroy4 = Last Text ID;
Set Facing(Event Player, Direction Towards(Event Player, Vector(196.598, 8, 105.007)), To World);
Event Player.GotTheBadSpawn = False;
}
}
rule("Widow Toggle Stats")
rule("Set facing 5")
{
event
{
Ongoing - Each Player;
All;
Widowmaker;
All;
}
conditions
{
Is Button Held(Event Player, Button(Interact)) == True;
Has Status(Event Player, Phased Out) == True;
Distance Between(Event Player, Vector(233.823, 2.090, 100.215)) < 1;
Event Player.GotTheBadSpawn == True;
}
actions
{
Wait(0.500, Abort When False);
Event Player.WidowHideStats = !Event Player.WidowHideStats;
Set Facing(Event Player, Direction Towards(Event Player, Vector(226.219, 2, 89.396)), To World);
Event Player.GotTheBadSpawn = False;
}
}
rule("Widow Destroy Stats")
rule("Set facing 6")
{
event
{
Ongoing - Each Player;
All;
All;
}
conditions
{
Hero Of(Event Player) != Hero(Widowmaker);
Has Status(Event Player, Phased Out) == True;
Distance Between(Event Player, Vector(216.762, 6.090, 106.523)) < 1;
Event Player.GotTheBadSpawn == True;
}
actions
{
Destroy HUD Text(Event Player.WidowDestroy1);
Destroy HUD Text(Event Player.WidowDestroy2);
Destroy HUD Text(Event Player.WidowDestroy3);
Destroy HUD Text(Event Player.WidowDestroy4);
Set Facing(Event Player, Direction Towards(Event Player, Vector(220.518, 6, 102.767)), To World);
Event Player.GotTheBadSpawn = False;
}
}
rule("Ana HUD")
rule("Set facing 7")
{
event
{
Ongoing - Each Player;
All;
Ana;
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;
}
actions
{
"DMG: DmgDealt - DmgTaken HP(SelfHeal/AllHeal)"
Create HUD Text(Event Player, Null, Event Player.AnaHideStats == False ? Custom String(" \r \r\n \r\n \r\n {0} DMG: {1}/{2})",
Hero Icon String(Hero(Ana)), Custom String("{0} - {1} HP({2}", Round To Integer(Player Hero Stat(Event Player, Hero(Ana),
Hero Damage Dealt), To Nearest), Round To Integer(Player Hero Stat(Event Player, Hero(Ana), Damage Taken), To Nearest),
Round To Integer(Player Hero Stat(Event Player, Hero(Ana), Self Healing), To Nearest)), Round To Integer(Player Hero Stat(
Event Player, Hero(Ana), Healing Received), To Nearest)) : Empty Array, Null, Left, 0, Color(White), Color(White), Color(
White), Visible To and String, Default Visibility);
Event Player.AnaDestroy1 = Last Text ID;
Create HUD Text(Event Player, Null, Event Player.AnaHideStats == False ? Custom String("Unscoped acc: {0}%", Round To Integer((
Player Hero Stat(Event Player, Hero(Ana), Shots Hit) - Player Hero Stat(Event Player, Hero(Ana), Scoped Hits)) / (
Player Hero Stat(Event Player, Hero(Ana), Shots Fired) - Player Hero Stat(Event Player, Hero(Ana), Scoped Shots)) * 100,
To Nearest)) : Empty Array, Null, Left, 1, Color(White), Color(White), Color(White), Visible To and String,
Default Visibility);
Event Player.AnaDestroy2 = Last Text ID;
Create HUD Text(Event Player, Null, Event Player.AnaHideStats == False ? Custom String("Scoped acc: {0}%", Round To Integer(
Player Hero Stat(Event Player, Hero(Ana), Scoped Accuracy) * 100, To Nearest)) : Empty Array, Null, Left, 2, Color(White),
Color(White), Color(White), Visible To and String, Default Visibility);
Event Player.AnaDestroy3 = Last Text ID;
Create HUD Text(Event Player, Null, Event Player.AnaHideStats == False ? Custom String("{0}Sleepdart hits: {1}/{2}",
Ability Icon String(Hero(Ana), Button(Ability 1)), Event Player.SleepdartHits, Event Player.SleepdartsUsed) : Empty Array,
Null, Left, 3, Color(White), Color(White), Color(White), Visible To and String, Default Visibility);
Event Player.AnaDestroy4 = Last Text ID;
Set Facing(Event Player, Direction Towards(Event Player, Vector(217.448, 8, 85.524)), To World);
Event Player.GotTheBadSpawn = False;
}
}
rule("Ana Toggle Stats")
rule("Set facing 8")
{
event
{
Ongoing - Each Player;
All;
Ana;
All;
}
conditions
{
Is Button Held(Event Player, Button(Interact)) == True;
Has Status(Event Player, Phased Out) == True;
Distance Between(Event Player, Vector(238.157, 4.090, 108.018)) < 1;
Event Player.GotTheBadSpawn == True;
}
actions
{
Wait(0.500, Abort When False);
Event Player.AnaHideStats = !Event Player.AnaHideStats;
Set Facing(Event Player, Direction Towards(Event Player, Vector(229.550, 4, 107.029)), To World);
Event Player.GotTheBadSpawn = False;
}
}
rule("Ana Destroy Stats")
rule("Set facing 9")
{
event
{
Ongoing - Each Player;
All;
All;
}
conditions
{
Hero Of(Event Player) != Hero(Ana);
Has Status(Event Player, Phased Out) == True;
Distance Between(Event Player, Vector(169.883, 7.090, 69.419)) < 1;
Event Player.GotTheBadSpawn == True;
}
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);
Set Facing(Event Player, Direction Towards(Event Player, Vector(175.762, 7, 63.540)), To World);
Event Player.GotTheBadSpawn = False;
}
}
rule("Bap HUD")
rule("Set facing 10")
{
event
{
Ongoing - Each Player;
All;
Baptiste;
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;
}
actions
{
"DMG: DmgDealt - DmgTaken HP(SelfHeal/AllHeal)"
Create HUD Text(Event Player, Null, Event Player.BapHideStats == False ? Custom String(" \r \r\n \r\n \r\n {0}DMG: {1}/{2})",
Hero Icon String(Hero(Baptiste)), Custom String("{0} - {1} HP({2}", Round To Integer(Player Hero Stat(Event Player, Hero(
Baptiste), Hero Damage Dealt), To Nearest), Round To Integer(Player Hero Stat(Event Player, Hero(Baptiste), Damage Taken),
To Nearest), Round To Integer(Player Hero Stat(Event Player, Hero(Baptiste), Self Healing), To Nearest)), Round To Integer(
Player Hero Stat(Event Player, Hero(Baptiste), Healing Received), To Nearest)) : Empty Array, Null, Left, 0, Color(White),
Color(White), Color(White), Visible To and String, Default Visibility);
Event Player.BapDestroy1 = Last Text ID;
Create HUD Text(Event Player, Null, Event Player.BapHideStats == False ? Custom String("Weapon acc: {0}%", Round To Integer(
Player Hero Stat(Event Player, Hero(Baptiste), Weapon Accuracy) * 100, To Nearest)) : Empty Array, Null, Left, 1, Color(White),
Color(White), Color(White), Visible To and String, Default Visibility);
Event Player.BapDestroy2 = Last Text ID;
Create HUD Text(Event Player, Null, Event Player.BapHideStats == False ? Custom String("Critical hit acc: {0}%", Round To Integer(
Player Hero Stat(Event Player, Hero(Baptiste), Critical Hit Accuracy) * 100, To Nearest)) : Empty Array, Null, Left, 2, Color(
White), Color(White), Color(White), Visible To and String, Default Visibility);
Event Player.BapDestroy3 = Last Text ID;
Set Facing(Event Player, Right, To World);
Event Player.GotTheBadSpawn = False;
}
}
rule("Bap Toggle Stats")
rule("Set facing 11")
{
event
{
Ongoing - Each Player;
All;
Baptiste;
All;
}
conditions
{
Is Button Held(Event Player, Button(Interact)) == True;
Has Status(Event Player, Phased Out) == True;
Distance Between(Event Player, Vector(202.478, 8.380, 73.595)) < 1;
Event Player.GotTheBadSpawn == True;
}
actions
{
Wait(0.500, Abort When False);
Event Player.BapHideStats = !Event Player.BapHideStats;
Set Facing(Event Player, Direction Towards(Event Player, Vector(203.700, 8, 75.126)), To World);
Event Player.GotTheBadSpawn = False;
}
}
rule("Bap Destroy Stats")
rule("Set facing 12")
{
event
{
Ongoing - Each Player;
All;
All;
}
conditions
{
Hero Of(Event Player) != Hero(Baptiste);
Has Status(Event Player, Phased Out) == True;
Distance Between(Event Player, Vector(203.364, 0.190, 71.404)) < 1;
Event Player.GotTheBadSpawn == True;
}
actions
{
Destroy HUD Text(Event Player.BapDestroy1);
Destroy HUD Text(Event Player.BapDestroy2);
Destroy HUD Text(Event Player.BapDestroy3);
Set Facing(Event Player, Direction Towards(Event Player, Vector(210.680, 0, 80.733)), To World);
Event Player.GotTheBadSpawn = False;
}
}
rule("Lucio HUD")
rule("Set facing 13")
{
event
{
Ongoing - Each Player;
All;
Lúcio;
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;
}
actions
{
"DMG: DmgDealt - DmgTaken HP(SelfHeal/AllHeal)"
Create HUD Text(Event Player, Null, Event Player.LucioHideStats == False ? Custom String(" \r \r\n \r\n \r\n {0} DMG: {1}/{2})",
Hero Icon String(Hero(Lúcio)), Custom String("{0} - {1} HP({2}", Round To Integer(Player Hero Stat(Event Player, Hero(Lúcio),
Hero Damage Dealt), To Nearest), Round To Integer(Player Hero Stat(Event Player, Hero(Lúcio), Damage Taken), To Nearest),
Round To Integer(Player Hero Stat(Event Player, Hero(Lúcio), Self Healing), To Nearest)), Round To Integer(Player Hero Stat(
Event Player, Hero(Lúcio), Healing Received), To Nearest)) : Empty Array, Null, Left, 0, Color(White), Color(White), Color(
White), Visible To and String, Default Visibility);
Event Player.LucioDestroy1 = Last Text ID;
Create HUD Text(Event Player, Null, Event Player.LucioHideStats == False ? Custom String("Weapon acc: {0}%", Round To Integer(
Player Hero Stat(Event Player, Hero(Lúcio), Weapon Accuracy) * 100, To Nearest)) : Empty Array, Null, Left, 1, Color(White),
Color(White), Color(White), Visible To and String, Default Visibility);
Event Player.LucioDestroy2 = Last Text ID;
Create HUD Text(Event Player, Null, Event Player.LucioHideStats == False ? Custom String("Critical hit acc: {0}%",
Round To Integer(Player Hero Stat(Event Player, Hero(Lúcio), Critical Hit Accuracy) * 100, To Nearest)) : Empty Array, Null,
Left, 2, Color(White), Color(White), Color(White), Visible To and String, Default Visibility);
Event Player.LucioDestroy3 = Last Text ID;
Create HUD Text(Event Player, Empty Array, Event Player.LucioHideStats == False ? Custom String("{0}{1} Boop kills: {2}",
Ability Icon String(Hero(Lúcio), Button(Melee)), Ability Icon String(Hero(Lúcio), Button(Secondary Fire)), Player Hero Stat(
Event Player, Hero(Lúcio), Environmental Kills)) : Empty Array, Null, Left, 3, Color(White), Color(White), Color(White),
Visible To and String, Default Visibility);
Event Player.LucioDestroy4 = Last Text ID;
Set Facing(Event Player, Direction Towards(Event Player, Vector(204.809, 9, 78.998)), To World);
Event Player.GotTheBadSpawn = False;
}
}
rule("Lucio Toggle Stats")
rule("Set facing 15")
{
event
{
Ongoing - Each Player;
All;
Lúcio;
All;
}
conditions
{
Is Button Held(Event Player, Button(Interact)) == True;
Has Status(Event Player, Phased Out) == True;
Distance Between(Event Player, Vector(208.280, 9.140, 89.432)) < 1;
Event Player.GotTheBadSpawn == True;
}
actions
{
Wait(0.500, Abort When False);
Event Player.LucioHideStats = !Event Player.LucioHideStats;
Set Facing(Event Player, Direction Towards(Event Player, Vector(203.356, 9, 94.355)), To World);
Event Player.GotTheBadSpawn = False;
}
}
rule("Lucio Destroy Stats")
rule("Set facing 16")
{
event
{
Ongoing - Each Player;
All;
All;
}
conditions
{
Hero Of(Event Player) != Hero(Lúcio);
Has Status(Event Player, Phased Out) == True;
Distance Between(Event Player, Vector(222.458, 9.090, 63.665)) < 1;
Event Player.GotTheBadSpawn == True;
}
actions
{
Destroy HUD Text(Event Player.LucioDestroy1);
Destroy HUD Text(Event Player.LucioDestroy2);
Destroy HUD Text(Event Player.LucioDestroy3);
Destroy HUD Text(Event Player.LucioDestroy4);
Set Facing(Event Player, Direction Towards(Event Player, Vector(220.417, 9, 65.706)), To World);
Event Player.GotTheBadSpawn = False;
}
}
rule("Zen HUD")
rule("Set facing 17")
{
event
{
Ongoing - Each Player;
All;
Zenyatta;
All;
}
conditions
{
Has Status(Event Player, Phased Out) == True;
Distance Between(Event Player, Vector(216.939, 14.090, 65.950)) < 1;
Event Player.GotTheBadSpawn == True;
}
actions
{
"DMG: DmgDealt - DmgTaken HP(AllHeal)"
Create HUD Text(Event Player, Null, Event Player.ZenHideStats == False ? Custom String(" \r \r\n \r\n \r\n {0} {1}",
Hero Icon String(Hero(Zenyatta)), Custom String("DMG: {0} - {1} HP({2})", Round To Integer(Player Hero Stat(Event Player,
Hero(Zenyatta), Hero Damage Dealt), To Nearest), Round To Integer(Player Hero Stat(Event Player, Hero(Zenyatta), Damage Taken),
To Nearest), Round To Integer(Player Hero Stat(Event Player, Hero(Zenyatta), Healing Received), To Nearest))) : Empty Array,
Null, Left, 0, Color(White), Color(White), Color(White), Visible To and String, Default Visibility);
Event Player.ZenDestroy1 = Last Text ID;
Create HUD Text(Event Player, Null, Event Player.ZenHideStats == False ? Custom String("Weapon acc: {0}%", Round To Integer(
Player Hero Stat(Event Player, Hero(Zenyatta), Weapon Accuracy) * 100, To Nearest)) : Empty Array, Null, Left, 1, Color(White),
Color(White), Color(White), Visible To and String, Default Visibility);
Event Player.ZenDestroy2 = Last Text ID;
Create HUD Text(Event Player, Null, Event Player.ZenHideStats == False ? Custom String("Critical hit acc: {0}%", Round To Integer(
Player Hero Stat(Event Player, Hero(Zenyatta), Critical Hit Accuracy) * 100, To Nearest)) : Empty Array, Null, Left, 2, Color(
White), Color(White), Color(White), Visible To and String, Default Visibility);
Event Player.ZenDestroy3 = Last Text ID;
Set Facing(Event Player, Direction Towards(Event Player, Vector(215.407, 14, 64.419)), To World);
Event Player.GotTheBadSpawn = False;
}
}
rule("Zen Toggle Stats")
rule("Set facing 18")
{
event
{
Ongoing - Each Player;
All;
Zenyatta;
All;
}
conditions
{
Is Button Held(Event Player, Button(Interact)) == True;
Has Status(Event Player, Phased Out) == True;
Distance Between(Event Player, Vector(210.078, 0.190, 71.820)) < 1;
Event Player.GotTheBadSpawn == True;
}
actions
{
Wait(0.500, Abort When False);
Event Player.ZenHideStats = !Event Player.ZenHideStats;
Set Facing(Event Player, Direction Towards(Event Player, Vector(202.928, 0, 77.459)), To World);
Event Player.GotTheBadSpawn = False;
}
}
rule("Zen Destroy Stats")
rule("Set facing 19")
{
event
{
Ongoing - Each Player;
All;
All;
}
conditions
{
Hero Of(Event Player) != Hero(Zenyatta);
Has Status(Event Player, Phased Out) == True;
Distance Between(Event Player, Vector(189.584, 9.090, 109.866)) < 1;
Event Player.GotTheBadSpawn == True;
}
actions
{
Destroy HUD Text(Event Player.ZenDestroy1);
Destroy HUD Text(Event Player.ZenDestroy2);
Destroy HUD Text(Event Player.ZenDestroy3);
Set Facing(Event Player, Direction Towards(Event Player, Vector(198.786, 9, 110.178)), To World);
Event Player.GotTheBadSpawn = False;
}
}
rule("Variable Echo StickybombsUsed")
rule("Set facing 20")
{
event
{
Ongoing - Each Player;
All;
Echo;
All;
}
conditions
{
Is Firing Secondary(Event Player) == True;
Is Dead(Event Player) != True;
Has Status(Event Player, Phased Out) == True;
Distance Between(Event Player, Vector(203.095, 9.090, 83.352)) < 1;
Event Player.GotTheBadSpawn == 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;
Set Facing(Event Player, Direction Towards(Event Player, Vector(207.847, 9, 78.600)), To World);
Event Player.GotTheBadSpawn = False;
}
}
rule("Variable Echo StickybombHits")
rule("Set facing 21")
{
event
{
Player Dealt Damage;
Ongoing - Each Player;
All;
All;
Echo;
}
conditions
{
(Event Damage == 5 || Event Damage == 2.500) == True;
Attacker != Victim;
Has Status(Event Player, Phased Out) == True;
Distance Between(Event Player, Vector(212.428, 8.090, 47.112)) < 1;
Event Player.GotTheBadSpawn == True;
}
actions
{
Event Player.StickybombHits += 1;
Set Facing(Event Player, Direction Towards(Event Player, Vector(206.010, 8, 53.530)), To World);
Event Player.GotTheBadSpawn = False;
}
}
rule("Variable Echo also StickybombHits (Needed to count stickybombs that kill)")
rule("Set facing 22")
{
event
{
Player Dealt Final Blow;
Ongoing - Each Player;
All;
All;
Echo;
}
conditions
{
Event Ability == Is Firing Secondary(Event Player);
Event Damage < 5;
Attacker != Victim;
Has Status(Event Player, Phased Out) == True;
Distance Between(Event Player, Vector(224.388, 1.090, 80.719)) < 1;
Event Player.GotTheBadSpawn == True;
}
actions
{
Event Player.StickybombHits += 1;
Set Facing(Event Player, Direction Towards(Event Player, Vector(214.444, 1, 76.644)), To World);
Event Player.GotTheBadSpawn = False;
}
}
rule("Variable Mccree FlashbangsUsed")
rule("Set facing 23")
{
event
{
Ongoing - Each Player;
All;
McCree;
All;
}
conditions
{
Is Using Ability 2(Event Player) == True;
Has Status(Event Player, Phased Out) == True;
Distance Between(Event Player, Vector(237.922, 2.090, 86.308)) < 1;
Event Player.GotTheBadSpawn == True;
}
actions
{
Event Player.FlashbangsUsed += 1;
Set Facing(Event Player, Direction Towards(Event Player, Vector(229.106, 2, 95.125)), To World);
Event Player.GotTheBadSpawn = False;
}
}
rule("Variable Mccree ThrewFlashbang")
rule("Set facing 24")
{
event
{
Ongoing - Each Player;
All;
McCree;
All;
}
conditions
{
Is Using Ability 2(Event Player) == True;
Has Status(Event Player, Phased Out) == True;
Distance Between(Event Player, Vector(209.727, 8.380, 73.130)) < 1;
Event Player.GotTheBadSpawn == True;
}
actions
{
Event Player.ThrewFlashbang = True;
Wait(0.350, Ignore Condition);
Event Player.ThrewFlashbang = False;
Set Facing(Event Player, Direction Towards(Event Player, Vector(207.373, 8, 74.981)), To World);
Event Player.GotTheBadSpawn = False;
}
}
rule("Variable Mccree FlashbangHits")
rule("Set facing 25")
{
event
{
Player Dealt Damage;
Ongoing - Each Player;
All;
All;
McCree;
}
conditions
{
Is Using Ability 2(Event Player) == True;
Event Player.ThrewFlashbang == True;
Has Status(Event Player, Phased Out) == True;
Distance Between(Event Player, Vector(181.260, 1.090, 82.989)) < 1;
Event Player.GotTheBadSpawn == True;
}
actions
{
Event Player.FlashbangHits += 1;
Event Player.ThrewFlashbang = False;
Set Facing(Event Player, Direction Towards(Event Player, Vector(188.479, 1, 80.030)), To World);
Event Player.GotTheBadSpawn = False;
}
}
rule("Variable Soldier76 HelixrocketsUsed")
rule("Set facing 26")
{
event
{
Ongoing - Each Player;
All;
Soldier: 76;
All;
}
conditions
{
Is Firing Secondary(Event Player) == True;
Has Status(Event Player, Phased Out) == True;
Distance Between(Event Player, Vector(212.913, 9.090, 92.277)) < 1;
Event Player.GotTheBadSpawn == True;
}
actions
{
Event Player.HelixrocketsUsed += 1;
Set Facing(Event Player, Right, To World);
Event Player.GotTheBadSpawn = False;
}
}
rule("Variable Soldier76 FiredHelixrocket")
rule("Set facing 27")
{
event
{
Ongoing - Each Player;
All;
Soldier: 76;
All;
}
conditions
{
Is Firing Secondary(Event Player) == True;
Has Status(Event Player, Phased Out) == True;
Distance Between(Event Player, Vector(230.567, 4.090, 114.717)) < 1;
Event Player.GotTheBadSpawn == True;
}
actions
{
Event Player.FiredHelixrocket = True;
Wait(2, Ignore Condition);
Event Player.FiredHelixrocket = False;
Set Facing(Event Player, Backward, To World);
Event Player.GotTheBadSpawn = False;
}
}
rule("Variable Soldier76 HelixrocketHits")
rule("Set facing 28")
{
event
{
Player Dealt Damage;
Ongoing - Each Player;
All;
All;
Soldier: 76;
}
conditions
{
Event Ability == Button(Secondary Fire);
Attacker != Victim;
Event Player.FiredHelixrocket == True;
Has Status(Event Player, Phased Out) == True;
Distance Between(Event Player, Vector(167.623, 5.090, 76.956)) < 1;
Event Player.GotTheBadSpawn == True;
}
actions
{
Event Player.HelixrocketHits += 1;
Event Player.FiredHelixrocket = False;
Set Facing(Event Player, Direction Towards(Event Player, Vector(171.127, 5, 80.460)), To World);
Event Player.GotTheBadSpawn = False;
}
}
rule("Variable Soldier76 also HelixrocketHits (Needed to not count environmental kills twice)")
rule("Set facing 29")
{
event
{
Player Dealt Final Blow;
Ongoing - Each Player;
All;
All;
Soldier: 76;
}
conditions
{
Event Ability == Button(Secondary Fire);
Event Was Environment == True;
Event Player.FiredHelixrocket == True;
Has Status(Event Player, Phased Out) == True;
Distance Between(Event Player, Vector(209.773, 0.190, 84.495)) < 1;
Event Player.GotTheBadSpawn == True;
}
actions
{
Event Player.HelixrocketHits -= 1;
Set Facing(Event Player, Direction Towards(Event Player, Vector(202.178, 0, 74.865)), To World);
Event Player.GotTheBadSpawn = False;
}
}
rule("Variable Torb TemporaryArmorRecieved")
rule("Set facing 30")
{
event
{
Ongoing - Each Player;
All;
Torbjörn;
All;
}
conditions
{
Is Using Ability 2(Event Player) == True;
Has Status(Event Player, Phased Out) == True;
Distance Between(Event Player, Vector(228.218, 2.090, 99.046)) < 1;
Event Player.GotTheBadSpawn == True;
}
actions
{
Event Player.TemporaryArmorRecieved += 100;
Set Facing(Event Player, Direction Towards(Event Player, Vector(238.384, 2, 88.880)), To World);
Event Player.GotTheBadSpawn = False;
}
}
rule("Variable Torb HammerKills")
rule("Set facing 31")
{
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);
Has Status(Event Player, Phased Out) == True;
Distance Between(Event Player, Vector(231.068, 2.090, 84.783)) < 1;
Event Player.GotTheBadSpawn == True;
}
actions
{
Event Player.HammerKills += 1;
Set Facing(Event Player, Forward, To World);
Event Player.GotTheBadSpawn = False;
}
}
rule("Variable Tracer PulsebombsUsed")
rule("Set facing 32")
{
event
{
Ongoing - Each Player;
All;
Tracer;
All;
}
conditions
{
Is Using Ultimate(Event Player) == True;
Has Status(Event Player, Phased Out) == True;
Distance Between(Event Player, Vector(218.850, 12.090, 44.584)) < 1;
Event Player.GotTheBadSpawn == True;
}
actions
{
Event Player.PulsebombsUsed += 1;
Set Facing(Event Player, Direction Towards(Event Player, Vector(215.991, 12, 47.442)), To World);
Event Player.GotTheBadSpawn = False;
}
}
rule("Variable Tracer ThrewPulsebomb")
rule("Set facing 33")
{
event
{
Ongoing - Each Player;
All;
Tracer;
All;
}
conditions
{
Is Using Ultimate(Event Player) == True;
Has Status(Event Player, Phased Out) == True;
Distance Between(Event Player, Vector(172.298, 7.090, 56.345)) < 1;
Event Player.GotTheBadSpawn == True;
}
actions
{
Event Player.ThrewPulsebomb = True;
Wait(1, Ignore Condition);
Event Player.ThrewPulsebomb = False;
Set Facing(Event Player, Direction Towards(Event Player, Vector(175.901, 7, 59.948)), To World);
Event Player.GotTheBadSpawn = False;
}
}
rule("Variable Tracer PulsebombHits")
rule("Set facing 34")
{
event
{
Player Dealt Damage;
Ongoing - Each Player;
All;
All;
Tracer;
}
conditions
{
Event Ability == Button(Ultimate);
Attacker != Victim;
Event Player.ThrewPulsebomb == True;
Has Status(Event Player, Phased Out) == True;
Distance Between(Event Player, Vector(194.445, 1.090, 66.996)) < 1;
Event Player.GotTheBadSpawn == True;
}
actions
{
Event Player.PulsebombHits += 1;
Event Player.ThrewPulsebomb = False;
Set Facing(Event Player, Direction Towards(Event Player, Vector(191.381, 1, 70.060)), To World);
Event Player.GotTheBadSpawn = False;
}
}
rule("Variable Ana SleepdartsUsed")
rule("Set facing 35")
{
event
{
Ongoing - Each Player;
All;
Ana;
All;
}
conditions
{
Is Using Ability 1(Event Player) == True;
Has Status(Event Player, Phased Out) == True;
Distance Between(Event Player, Vector(204.152, 9.090, 89.382)) < 1;
Event Player.GotTheBadSpawn == True;
}
actions
{
Event Player.SleepdartsUsed += 1;
Set Facing(Event Player, Direction Towards(Event Player, Vector(209.504, 9, 94.743)), To World);
Event Player.GotTheBadSpawn = False;
}
}
rule("Variable Ana SleepdartHits")
rule("Set facing 36")
{
event
{
Player Dealt Damage;
Ongoing - Each Player;
All;
All;
Ana;
}
conditions
{
Event Ability == Button(Ability 1);
Has Status(Event Player, Phased Out) == True;
Distance Between(Event Player, Vector(224.592, 1.090, 75.273)) < 1;
Event Player.GotTheBadSpawn == True;
}
actions
{
Event Player.SleepdartHits += 1;
Set Facing(Event Player, Direction Towards(Event Player, Vector(214.295, 1, 79.492)), To World);
Event Player.GotTheBadSpawn = False;
}
}
rule("Variable Ana also SleepdartHits (Needed to not count environmental kills twice)")
rule("Set facing 37")
{
event
{
Player Dealt Final Blow;
Ongoing - Each Player;
All;
All;
Ana;
}
conditions
{
Event Ability == Button(Ability 1);
Event Was Environment == True;
Has Status(Event Player, Phased Out) == True;
Distance Between(Event Player, Vector(167.437, 5.090, 84.770)) < 1;
Event Player.GotTheBadSpawn == True;
}
actions
{
Event Player.SleepdartHits -= 1;
Set Facing(Event Player, Direction Towards(Event Player, Vector(171.129, 5, 81.078)), To World);
Event Player.GotTheBadSpawn = False;
}
}