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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 2.1.1 Last updated: 28.Dec 2020 www.workshop.codes/D9977 250hp instant heal on kill default setting"
  • }
  • 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
  • }
  • }
  • }
  • workshop
  • {
  • Heal on kill: [1]
  • }
  • }
  • 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("Ban this player: \"lilwyte\" reason hard locking in ffa lol")
  • rule("Pause match time")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Is Game In Progress == True;
  • }
  • actions
  • {
  • Pause Match Time;
  • Disable Built-In Game Mode Announcer;
  • Enable Death Spectate Target HUD(All Players(All Teams));
  • Global.HealOnKillSetting = Array(0, 250)[Workshop Setting Combo(Custom String("General"), Custom String("Heal on kill"), 0, Array(
  • Custom String("No heal on kill"), Custom String("250hp 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("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("create hud")
  • rule("[HUD] Mccree Destroy")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Hero Of(Event Player) != Hero(McCree);
  • }
  • 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.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("[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
  • {
  • 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
  • {
  • Set Player Health(Event Player, Max Health(Event Player) < 175 ? Health(Event Player) + Max Health(Event Player)
  • / 100 * 40 : Health(Event Player) + 80);
  • Destroy HUD Text(Event Player.BapDestroyHUD);
  • }
  • }
  • rule("reset cooldowns on respawn")
  • rule("[HUD] Lucio Create")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Tracer;
  • Lúcio;
  • }
  • 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}", 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("[HUD] Lucio Destroy")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • 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("[variable] goo_used")
  • 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] 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.helix_hit += 1;
  • Event Player.threw_helix = False;
  • Event Player.HelixrocketHits += 1;
  • Event Player.ThrewHelixrocket = False;
  • }
  • }
  • rule("[variable] threw_helix")
  • 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.HelixrocketHits -= 1;
  • }
  • }
  • 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;
  • }
  • }
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