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settings
{
main
{
Description: "Tryhard FFA 2.2.1 workshop.codes/D9977 Add me to find the lobby easier"
Description: "Tryhard FFA 2.1.0 Last updated: 24.Dec 2020 www.workshop.codes/D9977 Heal on kill setting with visible effect that still heals when antinaded There is a message top left that always shows what the setting is currently"
}
lobby
{
Allow Players Who Are In Queue: Yes
Match Voice Chat: Enabled
Max Spectators: 6
Return To Lobby: Never
}
modes
{
Deathmatch
{
enabled maps
{
Château Guillard
}
}
General
{
Game Mode Start: Immediately
Respawn Time Scalar: 59%
Score To Win: 50
}
}
heroes
{
General
{
Ana
{
Ultimate Ability Nano Boost: Off
}
Ashe
{
Dynamite: Off
Ultimate Ability B.O.B.: Off
}
Baptiste
{
Immortality Field: Off
Ultimate Ability Amplification Matrix: Off
}
Brigitte
Doomfist
{
Healing Dealt: 10%
Ultimate Ability Rally: Off
Ultimate Ability Meteor Strike: Off
}
Echo
{
Ultimate Ability Duplicate: Off
}
Genji
{
Ultimate Ability Dragonblade: Off
}
Hanzo
{
Ultimate Ability Dragonstrike: Off
}
Lúcio
{
Ultimate Ability Sound Barrier: Off
}
McCree
{
Secondary Fire: Off
Ultimate Ability Deadeye: Off
}
Mei
{
Cryo-Freeze: Off
Ice Wall: Off
Primary Fire: Off
Ultimate Ability Blizzard: Off
}
Pharah
{
Ultimate Ability Barrage: Off
}
Reaper
{
Ultimate Ability Death Blossom: Off
}
Soldier: 76
{
Healing Dealt: 75%
Ultimate Ability Tactical Visor: Off
}
Sombra
{
Hack: Off
Ultimate Ability EMP: Off
}
Torbjörn
{
Deploy Turret: Off
Ultimate Ability Molten Core: Off
}
Widowmaker
{
Ultimate Ability Infra-Sight: Off
}
Zenyatta
{
Ultimate Ability Transcendence: Off
}
disabled heroes
{
Bastion
Brigitte
D.Va
Junkrat
Mercy
Moira
Orisa
Reaper
Reinhardt
Roadhog
Sigma
Symmetra
Winston
Wrecking Ball
Zarya
}
}
}
}
variables
{
global:
0: HealOnKillSetting
player:
0: destroy_hudtext_stats
1: goo_used
2: goo_hit
3: flash_used
4: flash_hit
5: threw_flash
6: helix_used
7: helix_hit
8: threw_helix
9: hammer_kill
10: pulse_hit
11: threw_pulse
12: sleep_used
13: sleep_hit
0: AsheDestroyHUD
1: DoomDestroyHUD
2: EchoDestroyHUD
3: GenjiDestroyHUD
4: HanzoDestroyHUD
5: MccreeDestroyHUD
6: MeiDestroyHUD
7: PharahDestroyHUD
8: Soldier76DestroyHUD
9: SombraDestroyHUD
10: TorbDestroyHUD
11: TracerDestroyHUD
12: WidowDestroyHUD
13: AnaDestroyHUD
14: BapDestroyHUD
15: LucioDestroyHUD
16: ZenDestroyHUD
17: HideGamemodeHUD
18: HideStats
19: StickybombsUsed
20: StickybombHits
21: FlashbangsUsed
22: FlashbangHits
23: ThrewFlashbang
24: HelixrocketsUsed
25: HelixrocketHits
26: ThrewHelixrocket
27: TemporaryArmorRecieved
28: HammerKills
29: PulsebombHits
30: ThrewPulsebomb
31: SleepdartsUsed
32: SleepdartHits
}
rule("Skip assembling heroes")
{
event
{
Ongoing - Global;
}
conditions
{
Is Assembling Heroes == True;
}
actions
{
Disable Inspector Recording;
Set Match Time(0);
}
}
rule("Pause match time")
{
event
{
Ongoing - Global;
}
conditions
{
Is Game In Progress == True;
}
actions
{
Pause Match Time;
Disable Built-In Game Mode Announcer;
Enable Death Spectate Target HUD(All Players(All Teams));
Global.HealOnKillSetting = Array(0, 70)[Workshop Setting Combo(Custom String("General"), Custom String("Heal on kill"), 0, Array(
Custom String("No heal on kill"), Custom String("70hp instant")), 0)];
Create HUD Text(All Players(All Teams), Null, Global.HealOnKillSetting > 0 ? Custom String(" {0}hp instant heal on kill",
Global.HealOnKillSetting) : Custom String(" No heal on kill"), Null, Left, -1, Color(White),
Global.HealOnKillSetting > 0 ? Color(Orange) : Color(Green), Color(White), Visible To String and Color, Visible Always);
Create HUD Text(Empty Array, Null, Custom String(
" Esc -> Show lobby to check if you are in queue to play\r\n Load: {0}\r\n Avg: {1}\r\n Peak: {2}", Server Load,
Server Load Average, Server Load Peak), Null, Left, 1, Color(White), Color(White), Color(White), Visible To and String,
Visible Always);
}
}
rule("Heal on kill")
{
event
{
Player Dealt Final Blow;
All;
All;
}
conditions
{
Global.HealOnKillSetting > 0;
}
actions
{
Set Player Health(Event Player, Health(Event Player) + Global.HealOnKillSetting);
Create Effect(All Players(All Teams), Good Aura, Color(Yellow), Event Player, 0.500, Visible To Position and Radius);
Wait(0.075, Ignore Condition);
Destroy Effect(Last Created Entity);
}
}
rule("Ban this player: \"lilwyte\" reason hard locking in ffa lol")
rule("Give tracer 3 blinks on respawn")
{
event
{
Player Died;
All;
Tracer;
}
actions
{
Set Ability Charge(Event Player, Button(Ability 1), 3);
}
}
rule("[Toggle] Extra Scoreboard")
{
event
{
Ongoing - Each Player;
All;
All;
}
conditions
{
Has Status(Event Player, Phased Out) == True;
Custom String("{0}", Event Player) == Custom String("lilwyte");
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
{
Big Message(Event Player, Custom String("get out"));
Wait(2, Ignore Condition);
Remove Player(Event Player);
Wait(0.500, Abort When False);
Event Player.HideGamemodeHUD = !Event Player.HideGamemodeHUD;
If(Event Player.HideGamemodeHUD);
Disable Game Mode HUD(Event Player);
Else;
Enable Game Mode HUD(Event Player);
}
}
rule("Kick afk players")
rule("[Toggle] HUD")
{
event
{
Ongoing - Each Player;
All;
All;
}
conditions
{
Is Button Held(Event Player, Button(Primary Fire)) != True;
Is Button Held(Event Player, Button(Secondary Fire)) != True;
Is Button Held(Event Player, Button(Interact)) == True;
}
actions
{
Wait(150, Abort When False);
Remove Player(Event Player);
Wait(0.500, Abort When False);
Event Player.HideStats = !Event Player.HideStats;
}
}
rule("Restart game after potg")
rule("[HUD] Ashe Create")
{
event
{
Ongoing - Global;
Ongoing - Each Player;
All;
Ashe;
}
actions
{
Create HUD Text(Event Player, Null, Event Player.HideStats == False ? Custom String(
" \r\n \r\n \r\n {0}\r\n Scoped acc: {1}%\r\n Scoped critical hit acc: {2}%", Custom String(
"{0} KDR: {1}\r\n Hipfire acc: {2}%", Hero Icon String(Hero Of(Event Player)), Player Hero Stat(Event Player, Hero Of(
Event Player), Deaths) == 0 ? Player Hero Stat(Event Player, Hero Of(Event Player), Final Blows) + Player Hero Stat(
Event Player, Hero Of(Event Player), Environmental Kills) : (Player Hero Stat(Event Player, Hero Of(Event Player), Final Blows)
+ Player Hero Stat(Event Player, Hero Of(Event Player), Environmental Kills)) / Player Hero Stat(Event Player, Hero Of(
Event Player), Deaths), Round To Integer((Player Hero Stat(Event Player, Hero Of(Event Player), Shots Hit) - Player Hero Stat(
Event Player, Hero Of(Event Player), Scoped Hits)) / (Player Hero Stat(Event Player, Hero Of(Event Player), Shots Fired)
- Player Hero Stat(Event Player, Hero Of(Event Player), Scoped Shots)) * 100, To Nearest)), Round To Integer(Player Hero Stat(
Event Player, Hero Of(Event Player), Scoped Accuracy) * 100, To Nearest), Round To Integer(Player Hero Stat(Event Player,
Hero Of(Event Player), Scoped Critical Hit Accuracy) * 100, To Nearest)) : Empty Array, Null, Left, 0, Color(White), Color(
White), Color(White), Visible To and String, Visible Never);
Event Player.AsheDestroyHUD = Last Text ID;
}
}
rule("[HUD] Ashe Destroy")
{
event
{
Ongoing - Each Player;
All;
All;
}
conditions
{
Is Game In Progress == False;
Hero Of(Event Player) != Hero(Ashe);
}
actions
{
Wait(21, Abort When False);
Restart Match;
Destroy HUD Text(Event Player.AsheDestroyHUD);
}
}
rule("skip assembling heroes")
rule("[HUD] Doom Create")
{
event
{
Ongoing - Global;
Ongoing - Each Player;
All;
Doomfist;
}
actions
{
Create HUD Text(Event Player, Null, Event Player.HideStats == False ? Custom String(
" \r\n \r\n \r\n {0}\r\n Critical hit acc: {1}%\r\n {2}", Custom String("{0} KDR: {1} \r\n Weapon acc: {2}%",
Hero Icon String(Hero Of(Event Player)), Player Hero Stat(Event Player, Hero Of(Event Player), Deaths) == 0 ? Player Hero Stat(
Event Player, Hero Of(Event Player), Final Blows) + Player Hero Stat(Event Player, Hero Of(Event Player), Environmental Kills)
: (Player Hero Stat(Event Player, Hero Of(Event Player), Final Blows) + Player Hero Stat(Event Player, Hero Of(Event Player),
Environmental Kills)) / Player Hero Stat(Event Player, Hero Of(Event Player), Deaths), Round To Integer(Player Hero Stat(
Event Player, Hero Of(Event Player), Weapon Accuracy) * 100, To Nearest)), Round To Integer(Player Hero Stat(Event Player,
Hero Of(Event Player), Critical Hit Accuracy) * 100, To Nearest), Custom String("{0} Boop kills: {1}", Custom String(
"{0}{1}{2}", Ability Icon String(Hero Of(Event Player), Button(Ability 1)), Ability Icon String(Hero Of(Event Player), Button(
Ability 2)), Ability Icon String(Hero Of(Event Player), Button(Secondary Fire))), Player Hero Stat(Event Player, Hero Of(
Event Player), Environmental Kills))) : Empty Array, Null, Left, 0, Color(White), Color(White), Color(White),
Visible To and String, Visible Never);
Event Player.DoomDestroyHUD = Last Text ID;
}
}
rule("[HUD] Doom Destroy")
{
event
{
Ongoing - Each Player;
All;
All;
}
conditions
{
Is Assembling Heroes == True;
Hero Of(Event Player) != Hero(Doomfist);
}
actions
{
Disable Inspector Recording;
Set Match Time(0);
Destroy HUD Text(Event Player.DoomDestroyHUD);
}
}
rule("init")
rule("[HUD] Echo Create")
{
event
{
Ongoing - Global;
Ongoing - Each Player;
All;
Echo;
}
actions
{
Create HUD Text(Event Player, Null, Event Player.HideStats == False ? Custom String(
" \r\n \r\n \r\n{0}\r\n Critical hit acc: {1}%\r\n {2}", Custom String("{0} KDR: {1}\r\n Weapon acc: {2}%",
Hero Icon String(Hero Of(Event Player)), Player Hero Stat(Event Player, Hero Of(Event Player), Deaths) == 0 ? Player Hero Stat(
Event Player, Hero Of(Event Player), Final Blows) + Player Hero Stat(Event Player, Hero Of(Event Player), Environmental Kills)
: (Player Hero Stat(Event Player, Hero Of(Event Player), Final Blows) + Player Hero Stat(Event Player, Hero Of(Event Player),
Environmental Kills)) / Player Hero Stat(Event Player, Hero Of(Event Player), Deaths), Round To Integer(Player Hero Stat(
Event Player, Hero Of(Event Player), Weapon Accuracy) * 100, To Nearest)), Round To Integer(Player Hero Stat(Event Player,
Hero Of(Event Player), Critical Hit Accuracy) * 100, To Nearest), Custom String("{0} Sticky direct hit acc: {1}%",
Ability Icon String(Hero Of(Event Player), Button(Secondary Fire)), Round To Integer(
Event Player.StickybombHits / Event Player.StickybombsUsed * 100, To Nearest))) : Empty Array, Null, Left, 0, Color(White),
Color(White), Color(White), Visible To and String, Visible Never);
Event Player.EchoDestroyHUD = Last Text ID;
}
}
rule("[HUD] Echo Destroy")
{
event
{
Ongoing - Each Player;
All;
All;
}
conditions
{
Is Game In Progress == True;
Hero Of(Event Player) != Hero(Echo);
}
actions
{
Pause Match Time;
Set Match Time(0.001);
Disable Built-In Game Mode Announcer;
Enable Death Spectate Target HUD(All Players(All Teams));
Create HUD Text(All Players(All Teams), Null, Custom String("{0}60hp everyone else 80hp", Hero Icon String(Hero(Tracer)),
Hero Icon String(Hero(Widowmaker))), Null, Left, 0, Color(White), Color(Green), Color(White), Visible To and String,
Visible Always);
Create HUD Text(Empty Array, Null, Custom String(
"Esc -> Show lobby to check if you are in queue to play\r\nLoad: {0}\r\nAvg: {1}\r\nPeak: {2}", Server Load,
Server Load Average, Server Load Peak), Null, Left, 2, Color(White), Color(White), Color(White), Visible To and String,
Visible Always);
Create HUD Text(All Players(All Teams), Null, Custom String(
" \r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n discord.gg/qtuEPEwfuh"),
Null, Left, 3, Null, Color(Aqua), Null, Visible To and String, Visible Always);
Destroy HUD Text(Event Player.EchoDestroyHUD);
}
}
rule("[HUD] Genji Create")
{
event
{
Ongoing - Each Player;
All;
Genji;
}
actions
{
Create HUD Text(Event Player, Null, Event Player.HideStats == False ? Custom String(
" \r\n \r\n \r\n {0}\r\n Critical hit acc: {1}%", Custom String("{0} KDR: {1}\r\n Weapon acc: {2}%", Hero Icon String(
Hero Of(Event Player)), Player Hero Stat(Event Player, Hero Of(Event Player), Deaths) == 0 ? Player Hero Stat(Event Player,
Hero Of(Event Player), Final Blows) + Player Hero Stat(Event Player, Hero Of(Event Player), Environmental Kills) : (
Player Hero Stat(Event Player, Hero Of(Event Player), Final Blows) + Player Hero Stat(Event Player, Hero Of(Event Player),
Environmental Kills)) / Player Hero Stat(Event Player, Hero Of(Event Player), Deaths), Round To Integer(Player Hero Stat(
Event Player, Hero Of(Event Player), Weapon Accuracy) * 100, To Nearest)), Round To Integer(Player Hero Stat(Event Player,
Hero Of(Event Player), Critical Hit Accuracy) * 100, To Nearest)) : Empty Array, Null, Left, 0, Color(White), Color(White),
Color(White), Visible To and String, Visible Never);
Event Player.GenjiDestroyHUD = Last Text ID;
}
}
rule("[HUD] Genji Destroy")
{
event
{
Ongoing - Each Player;
All;
All;
}
conditions
{
Hero Of(Event Player) != Hero(Genji);
}
actions
{
Destroy HUD Text(Event Player.GenjiDestroyHUD);
}
}
rule("[HUD] Hanzo Create")
{
event
{
Ongoing - Each Player;
All;
Hanzo;
}
actions
{
Create HUD Text(Event Player, Null, Event Player.HideStats == False ? Custom String(
" \r\n \r\n \r\n {0}\r\n Critical hit acc: {1}%", Custom String("{0} KDR: {1}\r\n Weapon acc: {2}%", Hero Icon String(
Hero Of(Event Player)), Player Hero Stat(Event Player, Hero Of(Event Player), Deaths) == 0 ? Player Hero Stat(Event Player,
Hero Of(Event Player), Final Blows) + Player Hero Stat(Event Player, Hero Of(Event Player), Environmental Kills) : (
Player Hero Stat(Event Player, Hero Of(Event Player), Final Blows) + Player Hero Stat(Event Player, Hero Of(Event Player),
Environmental Kills)) / Player Hero Stat(Event Player, Hero Of(Event Player), Deaths), Round To Integer(Player Hero Stat(
Event Player, Hero Of(Event Player), Weapon Accuracy) * 100, To Nearest)), Round To Integer(Player Hero Stat(Event Player,
Hero Of(Event Player), Critical Hit Accuracy) * 100, To Nearest)) : Empty Array, Null, Left, 0, Color(White), Color(White),
Color(White), Visible To and String, Visible Never);
Event Player.HanzoDestroyHUD = Last Text ID;
}
}
rule("[HUD] Hanzo Destroy")
{
event
{
Ongoing - Each Player;
All;
All;
}
conditions
{
Hero Of(Event Player) != Hero(Hanzo);
}
actions
{
Destroy HUD Text(Event Player.HanzoDestroyHUD);
}
}
rule("[HUD] Mccree Create")
{
event
{
Ongoing - Each Player;
All;
McCree;
}
actions
{
Create HUD Text(Event Player, Null, Event Player.HideStats == False ? Custom String(
" \r\n \r\n \r\n {0}\r\n Critical hit acc: {1}%\r\n {2}", Custom String("{0} KDR: {1}\r\n Weapon acc: {2}%",
Hero Icon String(Hero Of(Event Player)), Player Hero Stat(Event Player, Hero Of(Event Player), Deaths) == 0 ? Player Hero Stat(
Event Player, Hero Of(Event Player), Final Blows) + Player Hero Stat(Event Player, Hero Of(Event Player), Environmental Kills)
: (Player Hero Stat(Event Player, Hero Of(Event Player), Final Blows) + Player Hero Stat(Event Player, Hero Of(Event Player),
Environmental Kills)) / Player Hero Stat(Event Player, Hero Of(Event Player), Deaths), Round To Integer(Player Hero Stat(
Event Player, Hero Of(Event Player), Weapon Accuracy) * 100, To Nearest)), Round To Integer(Player Hero Stat(Event Player,
Hero Of(Event Player), Critical Hit Accuracy) * 100, To Nearest), Custom String("{0} Flashbang hits: {1}/{2}",
Ability Icon String(Hero Of(Event Player), Button(Ability 2)), Event Player.FlashbangHits, Event Player.FlashbangsUsed))
: Empty Array, Null, Left, 0, Color(White), Color(White), Color(White), Visible To and String, Visible Never);
Event Player.MccreeDestroyHUD = Last Text ID;
}
}
rule("[HUD] Mccree Destroy")
{
event
{
Ongoing - Each Player;
All;
All;
}
conditions
{
Hero Of(Event Player) != Hero(McCree);
}
actions
{
Destroy HUD Text(Event Player.MccreeDestroyHUD);
}
}
rule("[HUD] Mei Create")
{
event
{
Ongoing - Each Player;
All;
Mei;
}
actions
{
Create HUD Text(Event Player, Null, Event Player.HideStats == False ? Custom String(
" \r\n \r\n \r\n {0}\r\n Critical hit acc: {1}%", Custom String("{0} KDR: {1}\r\n Weapon acc: {2}%", Hero Icon String(
Hero Of(Event Player)), Player Hero Stat(Event Player, Hero Of(Event Player), Deaths) == 0 ? Player Hero Stat(Event Player,
Hero Of(Event Player), Final Blows) + Player Hero Stat(Event Player, Hero Of(Event Player), Environmental Kills) : (
Player Hero Stat(Event Player, Hero Of(Event Player), Final Blows) + Player Hero Stat(Event Player, Hero Of(Event Player),
Environmental Kills)) / Player Hero Stat(Event Player, Hero Of(Event Player), Deaths), Round To Integer(Player Hero Stat(
Event Player, Hero Of(Event Player), Weapon Accuracy) * 100, To Nearest)), Round To Integer(Player Hero Stat(Event Player,
Hero Of(Event Player), Critical Hit Accuracy) * 100, To Nearest)) : Empty Array, Null, Left, 0, Color(White), Color(White),
Color(White), Visible To and String, Visible Never);
Event Player.MeiDestroyHUD = Last Text ID;
}
}
rule("[HUD] Mei Destroy")
{
event
{
Ongoing - Each Player;
All;
All;
}
conditions
{
Hero Of(Event Player) != Hero(Mei);
}
actions
{
Destroy HUD Text(Event Player.MeiDestroyHUD);
}
}
rule("[HUD] Pharah Create")
{
event
{
Ongoing - Each Player;
All;
Pharah;
}
actions
{
Create HUD Text(Event Player, Null, Event Player.HideStats == False ? Custom String(" \r\n \r\n \r\n {0}\r\n {1}", Custom String(
"{0} KDR: {1}\r\n Weapon acc: {2}%", Hero Icon String(Hero Of(Event Player)), Player Hero Stat(Event Player, Hero Of(
Event Player), Deaths) == 0 ? Player Hero Stat(Event Player, Hero Of(Event Player), Final Blows) + Player Hero Stat(
Event Player, Hero Of(Event Player), Environmental Kills) : (Player Hero Stat(Event Player, Hero Of(Event Player), Final Blows)
+ Player Hero Stat(Event Player, Hero Of(Event Player), Environmental Kills)) / Player Hero Stat(Event Player, Hero Of(
Event Player), Deaths), Round To Integer(Player Hero Stat(Event Player, Hero Of(Event Player), Weapon Accuracy) * 100,
To Nearest)), Custom String("{0} Boop kills: {1}", Ability Icon String(Hero Of(Event Player), Button(Ability 2)),
Player Hero Stat(Event Player, Hero Of(Event Player), Environmental Kills))) : Empty Array, Null, Left, 0, Color(White), Color(
White), Color(White), Visible To and String, Visible Never);
Event Player.PharahDestroyHUD = Last Text ID;
}
}
rule("[HUD] Pharah Destroy")
{
event
{
Ongoing - Each Player;
All;
All;
}
conditions
{
Hero Of(Event Player) != Hero(Pharah);
}
actions
{
Destroy HUD Text(Event Player.PharahDestroyHUD);
}
}
rule("[HUD] Soldier76 Create")
{
event
{
Ongoing - Each Player;
All;
Soldier: 76;
}
actions
{
Create HUD Text(Event Player, Null, Event Player.HideStats == False ? Custom String(
" \r\n \r\n \r\n {0}\r\n Critical hit acc: {1}%\r\n {2}", Custom String("{0} KDR: {1}\r\n Weapon acc: {2}%",
Hero Icon String(Hero Of(Event Player)), Player Hero Stat(Event Player, Hero Of(Event Player), Deaths) == 0 ? Player Hero Stat(
Event Player, Hero Of(Event Player), Final Blows) + Player Hero Stat(Event Player, Hero Of(Event Player), Environmental Kills)
: (Player Hero Stat(Event Player, Hero Of(Event Player), Final Blows) + Player Hero Stat(Event Player, Hero Of(Event Player),
Environmental Kills)) / Player Hero Stat(Event Player, Hero Of(Event Player), Deaths), Round To Integer(Player Hero Stat(
Event Player, Hero Of(Event Player), Weapon Accuracy) * 100, To Nearest)), Round To Integer(Player Hero Stat(Event Player,
Hero Of(Event Player), Critical Hit Accuracy) * 100, To Nearest), Custom String("{0} Helixrocket hits: {1}/{2}",
Ability Icon String(Hero Of(Event Player), Button(Secondary Fire)), Event Player.HelixrocketHits,
Event Player.HelixrocketsUsed)) : Empty Array, Null, Left, 0, Color(White), Color(White), Color(White), Visible To and String,
Visible Never);
Event Player.Soldier76DestroyHUD = Last Text ID;
}
}
rule("[HUD] Soldier76 Destroy")
{
event
{
Ongoing - Each Player;
All;
All;
}
conditions
{
Hero Of(Event Player) != Hero(Soldier: 76);
}
actions
{
Destroy HUD Text(Event Player.Soldier76DestroyHUD);
}
}
rule("[HUD] Sombra Create")
{
event
{
Ongoing - Each Player;
All;
Sombra;
}
actions
{
Create HUD Text(Event Player, Null, Event Player.HideStats == False ? Custom String(
" \r\n \r\n \r\n {0}\r\n Critical hit acc: {1}%", Custom String("{0} KDR: {1}\r\n Weapon acc: {2}%", Hero Icon String(
Hero Of(Event Player)), Player Hero Stat(Event Player, Hero Of(Event Player), Deaths) == 0 ? Player Hero Stat(Event Player,
Hero Of(Event Player), Final Blows) + Player Hero Stat(Event Player, Hero Of(Event Player), Environmental Kills) : (
Player Hero Stat(Event Player, Hero Of(Event Player), Final Blows) + Player Hero Stat(Event Player, Hero Of(Event Player),
Environmental Kills)) / Player Hero Stat(Event Player, Hero Of(Event Player), Deaths), Round To Integer(Player Hero Stat(
Event Player, Hero Of(Event Player), Weapon Accuracy) * 100, To Nearest)), Round To Integer(Player Hero Stat(Event Player,
Hero Of(Event Player), Critical Hit Accuracy) * 100, To Nearest)) : Empty Array, Null, Left, 0, Color(White), Color(White),
Color(White), Visible To and String, Visible Never);
Event Player.SombraDestroyHUD = Last Text ID;
}
}
rule("[HUD] Sombra Destroy")
{
event
{
Ongoing - Each Player;
All;
All;
}
conditions
{
Hero Of(Event Player) != Hero(Sombra);
}
actions
{
Destroy HUD Text(Event Player.SombraDestroyHUD);
}
}
rule("create hud")
rule("[HUD] Torb Create")
{
event
{
Ongoing - Each Player;
All;
Torbjörn;
}
actions
{
Create HUD Text(Event Player, Null, Event Player.HideStats == False ? Custom String(
" \r\n \r\n \r\n {0}\r\n Critical hit acc: {1}%\r\n {2}", Custom String("{0} KDR: {1}\r\n Weapon acc: {2}%",
Hero Icon String(Hero Of(Event Player)), Player Hero Stat(Event Player, Hero Of(Event Player), Deaths) == 0 ? Player Hero Stat(
Event Player, Hero Of(Event Player), Final Blows) + Player Hero Stat(Event Player, Hero Of(Event Player), Environmental Kills)
: (Player Hero Stat(Event Player, Hero Of(Event Player), Final Blows) + Player Hero Stat(Event Player, Hero Of(Event Player),
Environmental Kills)) / Player Hero Stat(Event Player, Hero Of(Event Player), Deaths), Round To Integer(Player Hero Stat(
Event Player, Hero Of(Event Player), Weapon Accuracy) * 100, To Nearest)), Round To Integer(Player Hero Stat(Event Player,
Hero Of(Event Player), Critical Hit Accuracy) * 100, To Nearest), Custom String("{0}{1} Hammer kills: {2}", Icon String(Flag),
Icon String(Sad), Event Player.HammerKills)) : Empty Array, Null, Left, 0, Color(White), Color(White), Color(White),
Visible To and String, Visible Never);
Event Player.TorbDestroyHUD = Last Text ID;
}
}
rule("[HUD] Torb Destroy")
{
event
{
Ongoing - Each Player;
All;
All;
}
conditions
{
Hero Of(Event Player) != Hero(Torbjörn);
}
actions
{
Create HUD Text(Event Player, Null, Custom String(" \r\n \r\n \r\n{0}\r\n{1}\r\n{2}", Custom String("KDR: {0}\r\n{1}\r\n{2}",
Player Stat(Event Player, Deaths) == 0 ? Player Stat(Event Player, Final Blows) + Player Stat(Event Player,
Environmental Kills) : (Player Stat(Event Player, Final Blows) + Player Stat(Event Player, Environmental Kills)) / Player Stat(
Event Player, Deaths), Hero Of(Event Player) != Hero(Ashe) && Hero Of(Event Player) != Hero(Widowmaker) && Hero Of(
Event Player) != Hero(Ana) ? Custom String("Weapon acc: {0}%", Round To Integer(Player Hero Stat(Event Player, Hero Of(
Event Player), Weapon Accuracy) * 100, To Nearest)) : Custom String("Hipfire acc: {0}%", Round To Integer((Player Hero Stat(
Destroy HUD Text(Event Player.TorbDestroyHUD);
}
}
rule("[HUD] Tracer Create")
{
event
{
Ongoing - Each Player;
All;
Tracer;
}
actions
{
Create HUD Text(Event Player, Null, Event Player.HideStats == False ? Custom String(
" \r\n \r\n \r\n {0}\r\n Critical hit acc: {1}%\r\n {2}", Custom String("{0} KDR: {1}\r\n Weapon acc: {2}%",
Hero Icon String(Hero Of(Event Player)), Player Hero Stat(Event Player, Hero Of(Event Player), Deaths) == 0 ? Player Hero Stat(
Event Player, Hero Of(Event Player), Final Blows) + Player Hero Stat(Event Player, Hero Of(Event Player), Environmental Kills)
: (Player Hero Stat(Event Player, Hero Of(Event Player), Final Blows) + Player Hero Stat(Event Player, Hero Of(Event Player),
Environmental Kills)) / Player Hero Stat(Event Player, Hero Of(Event Player), Deaths), Round To Integer(Player Hero Stat(
Event Player, Hero Of(Event Player), Weapon Accuracy) * 100, To Nearest)), Round To Integer(Player Hero Stat(Event Player,
Hero Of(Event Player), Critical Hit Accuracy) * 100, To Nearest), Custom String("{0} Pulsebombs attached: {1}/{2}",
Ability Icon String(Hero Of(Event Player), Button(Ultimate)), Event Player.PulsebombHits, Player Hero Stat(Event Player,
Hero Of(Event Player), Ultimates Used))) : Empty Array, Null, Left, 0, Color(White), Color(White), Color(White),
Visible To and String, Visible Never);
Event Player.TracerDestroyHUD = Last Text ID;
}
}
rule("[HUD] Tracer Destroy")
{
event
{
Ongoing - Each Player;
All;
All;
}
conditions
{
Hero Of(Event Player) != Hero(Tracer);
}
actions
{
Destroy HUD Text(Event Player.TracerDestroyHUD);
}
}
rule("[HUD] Widow Create")
{
event
{
Ongoing - Each Player;
All;
Widowmaker;
}
actions
{
Create HUD Text(Event Player, Null, Event Player.HideStats == False ? Custom String(
" \r\n \r\n \r\n {0}\r\n Scoped acc: {1}%\r\n Scoped critical hit acc: {2}%", Custom String(
"{0} KDR: {1}\r\n Hipfire acc: {2}%", Hero Icon String(Hero Of(Event Player)), Player Hero Stat(Event Player, Hero Of(
Event Player), Deaths) == 0 ? Player Hero Stat(Event Player, Hero Of(Event Player), Final Blows) + Player Hero Stat(
Event Player, Hero Of(Event Player), Environmental Kills) : (Player Hero Stat(Event Player, Hero Of(Event Player), Final Blows)
+ Player Hero Stat(Event Player, Hero Of(Event Player), Environmental Kills)) / Player Hero Stat(Event Player, Hero Of(
Event Player), Deaths), Round To Integer((Player Hero Stat(Event Player, Hero Of(Event Player), Shots Hit) - Player Hero Stat(
Event Player, Hero Of(Event Player), Scoped Hits)) / (Player Hero Stat(Event Player, Hero Of(Event Player), Shots Fired)
- Player Hero Stat(Event Player, Hero Of(Event Player), Scoped Shots)) * 100, To Nearest)), Round To Integer(Player Hero Stat(
Event Player, Hero Of(Event Player), Scoped Accuracy) * 100, To Nearest), Round To Integer(Player Hero Stat(Event Player,
Hero Of(Event Player), Scoped Critical Hit Accuracy) * 100, To Nearest)) : Empty Array, Null, Left, 0, Color(White), Color(
White), Color(White), Visible To and String, Visible Never);
Event Player.WidowDestroyHUD = Last Text ID;
}
}
rule("[HUD] Widow Destroy")
{
event
{
Ongoing - Each Player;
All;
All;
}
conditions
{
Hero Of(Event Player) != Hero(Widowmaker);
}
actions
{
Destroy HUD Text(Event Player.WidowDestroyHUD);
}
}
rule("[HUD] Ana Create")
{
event
{
Ongoing - Each Player;
All;
Ana;
}
actions
{
Create HUD Text(Event Player, Null, Event Player.HideStats == False ? Custom String(
" \r\n \r\n \r\n {0}\r\n Scoped acc: {1}%\r\n {2}", Custom String("{0} KDR: {1}\r\n Hipfire acc: {2}%", Hero Icon String(
Hero Of(Event Player)), Player Hero Stat(Event Player, Hero Of(Event Player), Deaths) == 0 ? Player Hero Stat(Event Player,
Hero Of(Event Player), Final Blows) + Player Hero Stat(Event Player, Hero Of(Event Player), Environmental Kills) : (
Player Hero Stat(Event Player, Hero Of(Event Player), Final Blows) + Player Hero Stat(Event Player, Hero Of(Event Player),
Environmental Kills)) / Player Hero Stat(Event Player, Hero Of(Event Player), Deaths), Round To Integer((Player Hero Stat(
Event Player, Hero Of(Event Player), Shots Hit) - Player Hero Stat(Event Player, Hero Of(Event Player), Scoped Hits)) / (
Player Hero Stat(Event Player, Hero Of(Event Player), Shots Fired) - Player Hero Stat(Event Player, Hero Of(Event Player),
Scoped Shots)) * 100, To Nearest)), Hero Of(Event Player) != Hero(Reinhardt) && Hero Of(Event Player) != Hero(Sigma)
&& Hero Of(Event Player) != Hero(Winston) && Hero Of(Event Player) != Hero(Zarya) && Hero Of(Event Player) != Hero(Ashe)
&& Hero Of(Event Player) != Hero(Junkrat) && Hero Of(Event Player) != Hero(Pharah) && Hero Of(Event Player) != Hero(Symmetra)
&& Hero Of(Event Player) != Hero(Widowmaker) && Hero Of(Event Player) != Hero(Ana) && Hero Of(Event Player) != Hero(Brigitte)
&& Hero Of(Event Player) != Hero(Moira) ? Custom String("Critical hit acc: {0}%", Round To Integer(Player Hero Stat(
Event Player, Hero Of(Event Player), Critical Hit Accuracy) * 100, To Nearest)) : (Hero Of(Event Player) == Hero(Pharah)
? Custom String("Environmental Kills: {0}", Player Hero Stat(Event Player, Hero Of(Event Player), Environmental Kills)) : (
Hero Of(Event Player) == Hero(Ashe) || Hero Of(Event Player) == Hero(Widowmaker) || Hero Of(Event Player) == Hero(Ana)
? Custom String("Scoped acc: {0}%", Round To Integer(Player Hero Stat(Event Player, Hero Of(Event Player), Scoped Accuracy)
* 100, To Nearest)) : Empty Array))), Hero Of(Event Player) == Hero(Ashe) || Hero Of(Event Player) == Hero(Widowmaker)
? Custom String("Scoped critical hit acc: {0}%", Round To Integer(Player Hero Stat(Event Player, Hero Of(Event Player),
Scoped Critical Hit Accuracy) * 100, To Nearest)) : (Hero Of(Event Player) == Hero(Doomfist) || Hero Of(Event Player) == Hero(
Lúcio) ? Custom String("Environmental Kills: {0}", Player Hero Stat(Event Player, Hero Of(Event Player), Environmental Kills))
: (Hero Of(Event Player) == Hero(Echo) ? Custom String("Sticky direct hit acc: {0}%", Round To Integer(
Event Player.goo_hit / Event Player.goo_used * 100, To Nearest)) : (Hero Of(Event Player) == Hero(McCree) ? Custom String(
"Flashbang hits: {0}/{1}", Event Player.flash_hit, Event Player.flash_used) : (Hero Of(Event Player) == Hero(Soldier: 76)
? Custom String("Helixrocket hits: {0}/{1}", Event Player.helix_hit, Event Player.helix_used) : (Hero Of(Event Player) == Hero(
Torbjörn) ? Custom String("Hammer kills: {0}", Event Player.hammer_kill) : (Hero Of(Event Player) == Hero(Tracer)
? Custom String("Pulsebombs attached: {0}/{1}", Event Player.pulse_hit, Player Hero Stat(Event Player, Hero Of(Event Player),
Ultimates Used)) : (Hero Of(Event Player) == Hero(Ana) ? Custom String("Sleepdart hits: {0}/{1}", Event Player.sleep_hit,
Event Player.sleep_used) : Empty Array))))))), Empty Array), Null, Left, 1, Color(White), Color(White), Color(White),
Visible To and String, Visible Never);
Event Player.destroy_hudtext_stats = Last Text ID;
Scoped Shots)) * 100, To Nearest)), Round To Integer(Player Hero Stat(Event Player, Hero Of(Event Player), Scoped Accuracy)
* 100, To Nearest), Custom String("{0}Sleepdart hits: {1}/{2}", Ability Icon String(Hero Of(Event Player), Button(Ability 1)),
Event Player.SleepdartHits, Event Player.SleepdartsUsed)) : Empty Array, Null, Left, 0, Color(White), Color(White), Color(
White), Visible To and String, Visible Never);
Event Player.AnaDestroyHUD = Last Text ID;
}
}
rule("destroy hud")
rule("[HUD] Ana Destroy")
{
event
{
Player Left Match;
Ongoing - Each Player;
All;
All;
}
conditions
{
Hero Of(Event Player) != Hero(Ana);
}
actions
{
Destroy HUD Text(Event Player.destroy_hudtext_stats);
Destroy HUD Text(Event Player.AnaDestroyHUD);
}
}
rule("heal on kill")
rule("[HUD] Bap Create")
{
event
{
Player Dealt Final Blow;
Ongoing - Each Player;
All;
Baptiste;
}
actions
{
Create HUD Text(Event Player, Null, Event Player.HideStats == False ? Custom String(
" \r\n \r\n \r\n {0}\r\n Critical hit acc: {1}%", Custom String(" {0} KDR: {1}\r\n Weapon acc: {2}%", Hero Icon String(
Hero Of(Event Player)), Player Hero Stat(Event Player, Hero Of(Event Player), Deaths) == 0 ? Player Hero Stat(Event Player,
Hero Of(Event Player), Final Blows) + Player Hero Stat(Event Player, Hero Of(Event Player), Environmental Kills) : (
Player Hero Stat(Event Player, Hero Of(Event Player), Final Blows) + Player Hero Stat(Event Player, Hero Of(Event Player),
Environmental Kills)) / Player Hero Stat(Event Player, Hero Of(Event Player), Deaths), Round To Integer(Player Hero Stat(
Event Player, Hero Of(Event Player), Weapon Accuracy) * 100, To Nearest)), Round To Integer(Player Hero Stat(Event Player,
Hero Of(Event Player), Critical Hit Accuracy) * 100, To Nearest)) : Empty Array, Null, Left, 0, Color(White), Color(White),
Color(White), Visible To and String, Visible Never);
Event Player.BapDestroyHUD = Last Text ID;
}
}
rule("[HUD] Bap Destroy")
{
event
{
Ongoing - Each Player;
All;
All;
}
conditions
{
Hero Of(Event Player) != Hero(Baptiste);
}
actions
{
Destroy HUD Text(Event Player.BapDestroyHUD);
}
}
rule("[HUD] Lucio Create")
{
event
{
Ongoing - Each Player;
All;
Lúcio;
}
actions
{
Set Player Health(Event Player, Max Health(Event Player) < 175 ? Health(Event Player) + Max Health(Event Player)
/ 100 * 40 : Health(Event Player) + 80);
Create HUD Text(Event Player, Null, Event Player.HideStats == False ? Custom String(
" \r\n \r\n \r\n {0}\r\n Critical hit acc: {1}%\r\n {2}", Custom String("{0} KDR: {1} \r\n Weapon acc: {2}%",
Hero Icon String(Hero Of(Event Player)), Player Hero Stat(Event Player, Hero Of(Event Player), Deaths) == 0 ? Player Hero Stat(
Event Player, Hero Of(Event Player), Final Blows) + Player Hero Stat(Event Player, Hero Of(Event Player), Environmental Kills)
: (Player Hero Stat(Event Player, Hero Of(Event Player), Final Blows) + Player Hero Stat(Event Player, Hero Of(Event Player),
Environmental Kills)) / Player Hero Stat(Event Player, Hero Of(Event Player), Deaths), Round To Integer(Player Hero Stat(
Event Player, Hero Of(Event Player), Weapon Accuracy) * 100, To Nearest)), Round To Integer(Player Hero Stat(Event Player,
Hero Of(Event Player), Critical Hit Accuracy) * 100, To Nearest), Custom String("{0} Boop kills: {1}", Ability Icon String(
Hero Of(Event Player), Button(Secondary Fire)), Player Hero Stat(Event Player, Hero Of(Event Player), Environmental Kills)))
: Empty Array, Null, Left, 0, Color(White), Color(White), Color(White), Visible To and String, Visible Never);
Event Player.LucioDestroyHUD = Last Text ID;
}
}
rule("reset cooldowns on respawn")
rule("[HUD] Lucio Destroy")
{
event
{
Ongoing - Each Player;
All;
Tracer;
All;
}
conditions
{
Is Alive(Event Player) == True;
Hero Of(Event Player) != Hero(Lúcio);
}
actions
{
Set Ability Charge(Event Player, Button(Ability 1), 3);
Destroy HUD Text(Event Player.LucioDestroyHUD);
}
}
rule("[HUD] Zen Create")
{
event
{
Ongoing - Each Player;
All;
Zenyatta;
}
actions
{
Create HUD Text(Event Player, Null, Event Player.HideStats == False ? Custom String(
" \r\n \r\n \r\n {0}\r\n Critical hit acc: {1}%", Custom String("{0} KDR: {1}\r\n Weapon acc: {2}%", Hero Icon String(
Hero Of(Event Player)), Player Hero Stat(Event Player, Hero Of(Event Player), Deaths) == 0 ? Player Hero Stat(Event Player,
Hero Of(Event Player), Final Blows) + Player Hero Stat(Event Player, Hero Of(Event Player), Environmental Kills) : (
Player Hero Stat(Event Player, Hero Of(Event Player), Final Blows) + Player Hero Stat(Event Player, Hero Of(Event Player),
Environmental Kills)) / Player Hero Stat(Event Player, Hero Of(Event Player), Deaths), Round To Integer(Player Hero Stat(
Event Player, Hero Of(Event Player), Weapon Accuracy) * 100, To Nearest)), Round To Integer(Player Hero Stat(Event Player,
Hero Of(Event Player), Critical Hit Accuracy) * 100, To Nearest)) : Empty Array, Null, Left, 0, Color(White), Color(White),
Color(White), Visible To and String, Visible Never);
Event Player.ZenDestroyHUD = Last Text ID;
}
}
rule("[HUD] Zen Destroy")
{
event
{
Ongoing - Each Player;
All;
All;
}
conditions
{
Hero Of(Event Player) != Hero(Zenyatta);
}
actions
{
Destroy HUD Text(Event Player.ZenDestroyHUD);
}
}
rule("[variable] goo_used")
rule("[Variable] Echo StickybombsUsed")
{
event
{
Ongoing - Each Player;
All;
Echo;
}
conditions
{
Is Firing Secondary(Event Player) == True;
Is Dead(Event Player) != True;
}
actions
{
Wait(0.035, Abort When False);
Event Player.goo_used += 1;
Event Player.StickybombsUsed += 1;
Wait(0.060, Abort When False);
Event Player.goo_used += 1;
Event Player.StickybombsUsed += 1;
Wait(0.060, Abort When False);
Event Player.goo_used += 1;
Event Player.StickybombsUsed += 1;
Wait(0.060, Abort When False);
Event Player.goo_used += 1;
Event Player.StickybombsUsed += 1;
Wait(0.060, Abort When False);
Event Player.goo_used += 1;
Event Player.StickybombsUsed += 1;
Wait(0.060, Abort When False);
Event Player.goo_used += 1;
Event Player.StickybombsUsed += 1;
}
}
rule("[variable] goo_hit 1")
rule("[Variable] Echo StickybombHits")
{
event
{
Player Dealt Damage;
All;
Echo;
}
conditions
{
(Event Damage == 2.500 || Event Damage == 5) == True;
(Event Damage == 5 || Event Damage == 2.500) == True;
Attacker != Victim;
}
actions
{
Event Player.goo_hit += 1;
Event Player.StickybombHits += 1;
}
}
rule("[variable] goo_hit 2")
rule("[Variable] Echo also StickybombHits (Needed to count stickybombs that kill)")
{
event
{
Player Dealt Final Blow;
All;
Echo;
}
conditions
{
(Event Ability == Button(Secondary Fire) && Event Damage < 5) == True;
Event Ability == Is Firing Secondary(Event Player);
Event Damage < 5;
Attacker != Victim;
}
actions
{
Event Player.goo_hit += 1;
Event Player.StickybombHits += 1;
}
}
rule("[variable] flash_used")
rule("[Variable] Mccree FlashbangsUsed")
{
event
{
Ongoing - Each Player;
All;
McCree;
}
conditions
{
Is Using Ability 2(Event Player) == True;
}
actions
{
Event Player.flash_used += 1;
Event Player.FlashbangsUsed += 1;
}
}
rule("[variable] flash_hit")
rule("[Variable] Mccree FlashbangHits")
{
event
{
Player Dealt Damage;
All;
McCree;
}
conditions
{
(Event Ability == Button(Ability 2) && Event Player.threw_flash == True) == True;
Is Using Ability 2(Event Player) == True;
Event Player.ThrewFlashbang == True;
}
actions
{
Event Player.flash_hit += 1;
Event Player.threw_flash = False;
Big Message(Event Player, Custom String("Nice shot!"));
Event Player.FlashbangHits += 1;
Event Player.ThrewFlashbang = False;
}
}
rule("[variable] threw_flash")
rule("[Variable] Mccree ThrewFlashbang")
{
event
{
Ongoing - Each Player;
All;
McCree;
}
conditions
{
Is Using Ability 2(Event Player) == True;
}
actions
{
Event Player.threw_flash = True;
Event Player.ThrewFlashbang = True;
Wait(0.350, Ignore Condition);
Event Player.threw_flash = False;
Event Player.ThrewFlashbang = False;
}
}
rule("[variable] helix_used")
rule("[Variable] Soldier76 HelixrocketsUsed")
{
event
{
Ongoing - Each Player;
All;
Soldier: 76;
}
conditions
{
Is Firing Secondary(Event Player) == True;
}
actions
{
Event Player.helix_used += 1;
Event Player.HelixrocketsUsed += 1;
}
}
rule("[variable] helix_hit")
rule("[Variable] Soldier76 HelixrocketHits")
{
event
{
Player Dealt Damage;
All;
Soldier: 76;
}
conditions
{
(Event Ability == Button(Secondary Fire) && Attacker != Victim && Event Player.threw_helix == True) == True;
Event Ability == Button(Secondary Fire);
Attacker != Victim;
Event Player.ThrewHelixrocket == True;
}
actions
{
Event Player.HelixrocketHits += 1;
Event Player.ThrewHelixrocket = False;
}
}
rule("[Variable] Soldier76 also HelixrocketHits (Needed to not count environmental kills twice)")
{
event
{
Player Dealt Final Blow;
All;
Soldier: 76;
}
conditions
{
Event Ability == Button(Secondary Fire);
Event Was Environment == True;
Event Player.ThrewHelixrocket == True;
}
actions
{
Event Player.helix_hit += 1;
Event Player.threw_helix = False;
Event Player.HelixrocketHits -= 1;
}
}
rule("[variable] threw_helix")
rule("[Variable] Soldier76 ThrewHelixrocket")
{
event
{
Ongoing - Each Player;
All;
Soldier: 76;
}
conditions
{
Is Firing Secondary(Event Player) == True;
}
actions
{
Event Player.threw_helix = True;
Wait(1, Ignore Condition);
Event Player.threw_helix = False;
Event Player.ThrewHelixrocket = True;
Wait(0.100, Ignore Condition);
Event Player.ThrewHelixrocket = False;
}
}
rule("[Variable] Torb TemporaryArmorRecieved")
{
event
{
Ongoing - Each Player;
All;
Torbjörn;
}
conditions
{
Is Using Ability 2(Event Player) == True;
}
actions
{
Event Player.TemporaryArmorRecieved += 100;
}
}
rule("[variable] hammer_kill")
rule("[Variable] Torb HammerKills")
{
event
{
Player Dealt Final Blow;
All;
Torbjörn;
}
conditions
{
(Is In Alternate Form(Event Player) && Event Ability == Button(Primary Fire)) == True;
Is In Alternate Form(Event Player) == True;
Event Ability == Is Firing Primary(Event Player);
}
actions
{
Event Player.hammer_kill += 1;
Event Player.HammerKills += 1;
}
}
rule("[variable] pulse_hit")
rule("[Variable] Tracer PulsebombHits")
{
event
{
Player Dealt Damage;
All;
Tracer;
}
conditions
{
(Event Ability == Button(Ultimate) && Event Player.threw_pulse == True) == True;
Event Ability == Button(Ultimate);
Attacker != Victim;
Event Player.ThrewPulsebomb == True;
}
actions
{
Event Player.pulse_hit += 1;
Event Player.threw_pulse = False;
Event Player.PulsebombHits += 1;
Event Player.ThrewPulsebomb = False;
}
}
rule("[variable] threw_pulse")
rule("[Variable] Tracer ThrewPulsebomb")
{
event
{
Ongoing - Each Player;
All;
Tracer;
}
conditions
{
Is Using Ultimate(Event Player) == True;
}
actions
{
Event Player.threw_pulse = True;
Event Player.ThrewPulsebomb = True;
Wait(1, Ignore Condition);
Event Player.threw_pulse = False;
Event Player.ThrewPulsebomb = False;
}
}
rule("[variable] sleep_used")
rule("[Variable] Ana SleepdartsUsed")
{
event
{
Ongoing - Each Player;
All;
Ana;
}
conditions
{
Is Using Ability 1(Event Player) == True;
}
actions
{
Event Player.sleep_used += 1;
Event Player.SleepdartsUsed += 1;
}
}
rule("[variable] sleep_hit 1")
rule("[Variable] Ana SleepdartHits")
{
event
{
Player Dealt Damage;
All;
Ana;
}
conditions
{
Event Ability == Button(Ability 1);
}
actions
{
Event Player.sleep_hit += 1;
Event Player.SleepdartHits += 1;
}
}
rule("[variable] sleep_hit 2")
rule("[Variable] Ana also SleepdartHits (Needed to not count environmental kills twice)")
{
event
{
Player Dealt Final Blow;
All;
Ana;
}
conditions
{
(Event Ability == Button(Ability 1) && Event Was Environment == True) == True;
Event Ability == Button(Ability 1);
Event Was Environment == True;
}
actions
{
Event Player.sleep_hit -= 1;
Event Player.SleepdartHits -= 1;
}
}