Create
Return to post

Comparing difference between and

View raw
  • settings
  • {
  • main
  • {
  • Description: "Creator: xLuftwaffel#2312 Code: \"TFB7G\" More info: \"workshop.codes/tryhard-ffa\" Toggleable stats. 250 hp instant heal on kill. Only tracer, genji, pharah and widow ult enabled. No extra jumppads. No hero switching in the middle of fights. Normal spawns. Killcam on. Announcer is off."
  • Description: "Tryhard FFA 2.2.1 workshop.codes/D9977 Add me to find the lobby easier"
  • }
  • lobby
  • {
  • Allow Players Who Are In Queue: Yes
  • Max Spectators: 12
  • Match Voice Chat: Enabled
  • Max Spectators: 6
  • Return To Lobby: Never
  • }
  • modes
  • {
  • Deathmatch
  • {
  • Game Length In Minutes: 15
  • Score To Win: 50
  • enabled maps
  • {
  • Château Guillard
  • }
  • }
  • General
  • {
  • Game Mode Start: Immediately
  • Hero Limit: Off
  • Spawn Health Packs: Enabled
  • 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
  • }
  • Doomfist
  • Brigitte
  • {
  • Ultimate Ability Meteor Strike: Off
  • Healing Dealt: 10%
  • Ultimate Ability Rally: Off
  • }
  • Echo
  • {
  • Ultimate Ability Duplicate: 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
  • }
  • 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: FlashbangHits
  • 1: FlashbangsUsed
  • 2: ThrewFlashbang
  • 3: TemporaryArmorRecieved
  • 4: SleepdartHits
  • 5: SleepdartsUsed
  • 6: AsheHideStats
  • 7: DoomHideStats
  • 8: EchoHideStats
  • 9: GenjiHideStats
  • 10: HanzoHideStats
  • 11: McCreeHideStats
  • 12: MeiHideStats
  • 13: PharahHideStats
  • 14: Soldier76HideStats
  • 15: SombraHideStats
  • 16: TorbHideStats
  • 17: TracerHideStats
  • 18: WidowHideStats
  • 19: AnaHideStats
  • 20: BapHideStats
  • 21: LucioHideStats
  • 22: ZenHideStats
  • 23: AsheDestroy1
  • 24: AsheDestroy2
  • 25: AsheDestroy3
  • 26: AsheDestroy4
  • 27: DoomDestroy1
  • 28: DoomDestroy2
  • 29: DoomDestroy3
  • 30: DoomDestroy4
  • 31: EchoDestroy1
  • 32: EchoDestroy2
  • 33: EchoDestroy3
  • 34: GenjiDestroy1
  • 35: GenjiDestroy2
  • 36: GenjiDestroy3
  • 37: HanzoDestroy1
  • 38: HanzoDestroy2
  • 39: HanzoDestroy3
  • 40: MccreeDestroy1
  • 41: MccreeDestroy2
  • 42: MccreeDestroy3
  • 43: MccreeDestroy4
  • 44: MeiDestroy1
  • 45: MeiDestroy2
  • 46: MeiDestroy3
  • 47: PharahDestroy1
  • 48: PharahDestroy2
  • 49: PharahDestroy3
  • 50: Soldier76Destroy1
  • 51: Soldier76Destroy2
  • 52: Soldier76Destroy3
  • 53: SombraDestroy1
  • 54: SombraDestroy2
  • 55: SombraDestroy3
  • 56: TorbDestroy1
  • 57: TorbDestroy2
  • 58: TorbDestroy3
  • 59: TracerDestroy1
  • 60: TracerDestroy2
  • 61: TracerDestroy3
  • 62: WidowDestroy1
  • 63: WidowDestroy2
  • 64: WidowDestroy3
  • 65: WidowDestroy4
  • 66: AnaDestroy1
  • 67: AnaDestroy2
  • 68: AnaDestroy3
  • 69: AnaDestroy4
  • 70: BapDestroy1
  • 71: BapDestroy2
  • 72: BapDestroy3
  • 73: LucioDestroy1
  • 74: LucioDestroy2
  • 75: LucioDestroy3
  • 76: LucioDestroy4
  • 77: ZenDestroy1
  • 78: ZenDestroy2
  • 79: ZenDestroy3
  • }
  • rule("Heal on kill (250 instant)")
  • {
  • event
  • {
  • Player Dealt Final Blow;
  • All;
  • All;
  • }
  • actions
  • {
  • Heal(Event Player, Null, 250);
  • }
  • }
  • rule("Skip assembling heroes state")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Is Assembling Heroes == True;
  • }
  • actions
  • {
  • Set Match Time(0);
  • }
  • }
  • rule("Give 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")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • actions
  • {
  • Disable Built-In Game Mode Announcer;
  • Disable Game Mode HUD(Event Player);
  • Enable Death Spectate All Players(Event Player);
  • Enable Death Spectate Target HUD(Event Player);
  • }
  • }
  • rule("HUD Interact to toggle stats")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • actions
  • {
  • Create HUD Text(All Players(All Teams), Null, Custom String("Interact to toggle stats"), Null, Top, -1, Null, Color(Orange), Null,
  • Visible To and String, Default Visibility);
  • }
  • }
  • rule("HUD Match Time")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Is Game In Progress == 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);
  • }
  • 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
  • }
  • rule("Variable FlashbangsUsed")
  • rule("Ban this player: \"lilwyte\" reason hard locking in ffa lol")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • McCree;
  • }
  • conditions
  • {
  • Is Using Ability 2(Event Player) == True;
  • }
  • actions
  • {
  • Event Player.FlashbangsUsed += 1;
  • }
  • }
  • rule("Variable ThrewFlashbang")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • McCree;
  • }
  • conditions
  • {
  • Is Using Ability 2(Event Player) == True;
  • }
  • actions
  • {
  • Event Player.ThrewFlashbang = True;
  • Wait(0.350, Ignore Condition);
  • Event Player.ThrewFlashbang = False;
  • }
  • }
  • rule("Variable 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 TemporaryArmorRecieved")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Torbjörn;
  • }
  • conditions
  • {
  • Is Using Ability 2(Event Player) == True;
  • Has Status(Event Player, Phased Out) == True;
  • Custom String("{0}", Event Player) == Custom String("lilwyte");
  • }
  • actions
  • {
  • Event Player.TemporaryArmorRecieved += 100;
  • Big Message(Event Player, Custom String("get out"));
  • Wait(2, Ignore Condition);
  • Remove Player(Event Player);
  • }
  • }
  • rule("Variable SleepdartsUsed")
  • rule("Kick afk players")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Ana;
  • }
  • conditions
  • {
  • Is Using Ability 1(Event Player) == True;
  • }
  • actions
  • {
  • Event Player.SleepdartsUsed += 1;
  • }
  • }
  • rule("Variable SleepdartHits")
  • {
  • event
  • {
  • Player Dealt Damage;
  • All;
  • Ana;
  • }
  • conditions
  • {
  • Event Ability == Button(Ability 1);
  • Is Button Held(Event Player, Button(Primary Fire)) != True;
  • Is Button Held(Event Player, Button(Secondary Fire)) != True;
  • }
  • actions
  • {
  • Event Player.SleepdartHits += 1;
  • Wait(150, Abort When False);
  • Remove Player(Event Player);
  • }
  • }
  • rule("Variable also SleepdartHits (Needed to not count environmental kills twice)")
  • rule("Restart game after potg")
  • {
  • event
  • {
  • Player Dealt Final Blow;
  • All;
  • Ana;
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Event Ability == Button(Ability 1);
  • Event Was Environment == True;
  • Is Game In Progress == False;
  • }
  • actions
  • {
  • Event Player.SleepdartHits -= 1;
  • Wait(21, Abort When False);
  • Restart Match;
  • }
  • }
  • rule("Ashe Stats")
  • rule("skip assembling heroes")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Hero Of(Event Player) == Hero(Ashe);
  • Is Assembling Heroes == True;
  • }
  • actions
  • {
  • "Ashe DMG: Damage Dealt - Damage Taken HP(Healing Recieved)"
  • Create HUD Text(Event Player, Null, Event Player.AsheHideStats == False ? Custom String("{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((
  • 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);
  • Event Player.AsheDestroy2 = Last Text ID;
  • Create HUD Text(Event Player, Null, Event Player.AsheHideStats == False ? Custom String("Scoped acc: {0}%", Round To Integer(
  • Player Hero Stat(Event Player, Hero(Ashe), Scoped Accuracy) * 100, To Nearest)) : Empty Array, Null, Left, 2, Color(White),
  • Color(White), Color(White), Visible To and String, Default Visibility);
  • Event Player.AsheDestroy3 = Last Text ID;
  • Create HUD Text(Event Player, Null, Event Player.AsheHideStats == False ? Custom String("Scoped critical hit acc: {0}%",
  • Round To Integer(Player Hero Stat(Event Player, Hero(Ashe), Scoped Critical Hit Accuracy) * 100, To Nearest)) : Empty Array,
  • Null, Left, 3, Color(White), Color(White), Color(White), Visible To and String, Default Visibility);
  • Event Player.AsheDestroy4 = Last Text ID;
  • Disable Inspector Recording;
  • Set Match Time(0);
  • }
  • }
  • rule("Ashe Toggle Stats")
  • rule("init")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Ashe;
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Is Button Held(Event Player, Button(Interact)) == True;
  • Is Game In Progress == True;
  • }
  • actions
  • {
  • Event Player.AsheHideStats = !Event Player.AsheHideStats;
  • 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);
  • }
  • }
  • rule("Ashe Destroy Stats")
  • rule("create hud")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Hero Of(Event Player) != Hero(Ashe);
  • }
  • 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);
  • Create HUD Text(Event Player, Null, Custom String(" \r\n \r\n \r\n{0}\r\n{1}\r\n{2}", Custom String("KDR: {0}\r\n{1}\r\n{2}",
  • Player Stat(Event Player, Deaths) == 0 ? Player Stat(Event Player, Final Blows) + Player Stat(Event Player,
  • Environmental Kills) : (Player Stat(Event Player, Final Blows) + Player Stat(Event Player, Environmental Kills)) / Player Stat(
  • Event Player, Deaths), Hero Of(Event Player) != Hero(Ashe) && Hero Of(Event Player) != Hero(Widowmaker) && Hero Of(
  • Event Player) != Hero(Ana) ? Custom String("Weapon acc: {0}%", Round To Integer(Player Hero Stat(Event Player, Hero Of(
  • Event Player), Weapon Accuracy) * 100, To Nearest)) : Custom String("Hipfire acc: {0}%", Round To Integer((Player Hero Stat(
  • Event Player, Hero Of(Event Player), Shots Hit) - Player Hero Stat(Event Player, Hero Of(Event Player), Scoped Hits)) / (
  • Player Hero Stat(Event Player, Hero Of(Event Player), Shots Fired) - Player Hero Stat(Event Player, Hero Of(Event Player),
  • Scoped Shots)) * 100, To Nearest)), Hero Of(Event Player) != Hero(Reinhardt) && Hero Of(Event Player) != Hero(Sigma)
  • && Hero Of(Event Player) != Hero(Winston) && Hero Of(Event Player) != Hero(Zarya) && Hero Of(Event Player) != Hero(Ashe)
  • && Hero Of(Event Player) != Hero(Junkrat) && Hero Of(Event Player) != Hero(Pharah) && Hero Of(Event Player) != Hero(Symmetra)
  • && Hero Of(Event Player) != Hero(Widowmaker) && Hero Of(Event Player) != Hero(Ana) && Hero Of(Event Player) != Hero(Brigitte)
  • && Hero Of(Event Player) != Hero(Moira) ? Custom String("Critical hit acc: {0}%", Round To Integer(Player Hero Stat(
  • Event Player, Hero Of(Event Player), Critical Hit Accuracy) * 100, To Nearest)) : (Hero Of(Event Player) == Hero(Pharah)
  • ? Custom String("Environmental Kills: {0}", Player Hero Stat(Event Player, Hero Of(Event Player), Environmental Kills)) : (
  • Hero Of(Event Player) == Hero(Ashe) || Hero Of(Event Player) == Hero(Widowmaker) || Hero Of(Event Player) == Hero(Ana)
  • ? Custom String("Scoped acc: {0}%", Round To Integer(Player Hero Stat(Event Player, Hero Of(Event Player), Scoped Accuracy)
  • * 100, To Nearest)) : Empty Array))), Hero Of(Event Player) == Hero(Ashe) || Hero Of(Event Player) == Hero(Widowmaker)
  • ? Custom String("Scoped critical hit acc: {0}%", Round To Integer(Player Hero Stat(Event Player, Hero Of(Event Player),
  • Scoped Critical Hit Accuracy) * 100, To Nearest)) : (Hero Of(Event Player) == Hero(Doomfist) || Hero Of(Event Player) == Hero(
  • Lúcio) ? Custom String("Environmental Kills: {0}", Player Hero Stat(Event Player, Hero Of(Event Player), Environmental Kills))
  • : (Hero Of(Event Player) == Hero(Echo) ? Custom String("Sticky direct hit acc: {0}%", Round To Integer(
  • Event Player.goo_hit / Event Player.goo_used * 100, To Nearest)) : (Hero Of(Event Player) == Hero(McCree) ? Custom String(
  • "Flashbang hits: {0}/{1}", Event Player.flash_hit, Event Player.flash_used) : (Hero Of(Event Player) == Hero(Soldier: 76)
  • ? Custom String("Helixrocket hits: {0}/{1}", Event Player.helix_hit, Event Player.helix_used) : (Hero Of(Event Player) == Hero(
  • Torbjörn) ? Custom String("Hammer kills: {0}", Event Player.hammer_kill) : (Hero Of(Event Player) == Hero(Tracer)
  • ? Custom String("Pulsebombs attached: {0}/{1}", Event Player.pulse_hit, Player Hero Stat(Event Player, Hero Of(Event Player),
  • Ultimates Used)) : (Hero Of(Event Player) == Hero(Ana) ? Custom String("Sleepdart hits: {0}/{1}", Event Player.sleep_hit,
  • Event Player.sleep_used) : Empty Array))))))), Empty Array), Null, Left, 1, Color(White), Color(White), Color(White),
  • Visible To and String, Visible Never);
  • Event Player.destroy_hudtext_stats = Last Text ID;
  • }
  • }
  • rule("Doom Stats")
  • rule("destroy hud")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Player Left Match;
  • All;
  • All;
  • }
  • conditions
  • {
  • Hero Of(Event Player) == Hero(Doomfist);
  • }
  • actions
  • {
  • "Doom DMG: Damage Dealt - Damage Taken HP(Healing Recieved)"
  • Create HUD Text(Event Player, Null, Event Player.DoomHideStats == False ? Custom String("{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;
  • Destroy HUD Text(Event Player.destroy_hudtext_stats);
  • }
  • }
  • rule("Doom Toggle Stats")
  • rule("heal on kill")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Doomfist;
  • }
  • conditions
  • {
  • Is Button Held(Event Player, Button(Interact)) == True;
  • }
  • actions
  • {
  • Event Player.DoomHideStats = !Event Player.DoomHideStats;
  • }
  • }
  • rule("Doom Destroy Stats")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Player Dealt Final Blow;
  • 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);
  • Set Player Health(Event Player, Max Health(Event Player) < 175 ? Health(Event Player) + Max Health(Event Player)
  • / 100 * 40 : Health(Event Player) + 80);
  • }
  • }
  • rule("Echo Stats")
  • rule("reset cooldowns on respawn")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • Tracer;
  • }
  • conditions
  • {
  • Hero Of(Event Player) == Hero(Echo);
  • Is Alive(Event Player) == True;
  • }
  • actions
  • {
  • "Echo DMG: Damage Dealt - Damage Taken HP(Healing Recieved)"
  • Create HUD Text(Event Player, Null, Event Player.EchoHideStats == False ? Custom String("{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;
  • Set Ability Charge(Event Player, Button(Ability 1), 3);
  • }
  • }
  • rule("Echo Toggle Stats")
  • rule("[variable] goo_used")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Echo;
  • }
  • conditions
  • {
  • Is Button Held(Event Player, Button(Interact)) == True;
  • }
  • actions
  • {
  • Event Player.EchoHideStats = !Event Player.EchoHideStats;
  • }
  • }
  • rule("Echo Destroy Stats")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Hero Of(Event Player) != Hero(Echo);
  • Is Firing Secondary(Event Player) == True;
  • Is Dead(Event Player) != True;
  • }
  • actions
  • {
  • Destroy HUD Text(Event Player.EchoDestroy1);
  • Destroy HUD Text(Event Player.EchoDestroy2);
  • Destroy HUD Text(Event Player.EchoDestroy3);
  • Wait(0.035, Abort When False);
  • Event Player.goo_used += 1;
  • Wait(0.060, Abort When False);
  • Event Player.goo_used += 1;
  • Wait(0.060, Abort When False);
  • Event Player.goo_used += 1;
  • Wait(0.060, Abort When False);
  • Event Player.goo_used += 1;
  • Wait(0.060, Abort When False);
  • Event Player.goo_used += 1;
  • Wait(0.060, Abort When False);
  • Event Player.goo_used += 1;
  • }
  • }
  • rule("Genj HUD")
  • rule("[variable] goo_hit 1")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Hero Of(Event Player) == Hero(Genji);
  • }
  • actions
  • {
  • "Genji DMG: Damage Dealt - Damage Taken HP(Healing Recieved)"
  • Create HUD Text(Event Player, Null, Event Player.GenjiHideStats == False ? Custom String("{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;
  • }
  • }
  • rule("Genji Toggle Stats")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Genji;
  • }
  • conditions
  • {
  • Is Button Held(Event Player, Button(Interact)) == True;
  • }
  • actions
  • {
  • Event Player.GenjiHideStats = !Event Player.GenjiHideStats;
  • }
  • }
  • rule("Genji Destroy Stats")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Hero Of(Event Player) != Hero(Genji);
  • }
  • actions
  • {
  • Destroy HUD Text(Event Player.GenjiDestroy1);
  • Destroy HUD Text(Event Player.GenjiDestroy2);
  • Destroy HUD Text(Event Player.GenjiDestroy3);
  • }
  • }
  • rule("Hanzo HUD")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Hero Of(Event Player) == Hero(Hanzo);
  • }
  • actions
  • {
  • "Hanzo DMG: Damage Dealt - Damage Taken HP(Healing Recieved)"
  • Create HUD Text(Event Player, Null, Event Player.HanzoHideStats == False ? Custom String("{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)) : Empty Array, Null,
  • Left, 2, Color(White), Color(White), Color(White), Visible To and String, Default Visibility);
  • Event Player.HanzoDestroy3 = Last Text ID;
  • }
  • }
  • rule("Hanzo Toggle Stats")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Hanzo;
  • }
  • conditions
  • {
  • Is Button Held(Event Player, Button(Interact)) == True;
  • }
  • actions
  • {
  • Event Player.HanzoHideStats = !Event Player.HanzoHideStats;
  • }
  • }
  • rule("Hanzo Destroy Stats")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Player Dealt Damage;
  • All;
  • Echo;
  • }
  • conditions
  • {
  • Hero Of(Event Player) != Hero(Hanzo);
  • (Event Damage == 2.500 || Event Damage == 5) == True;
  • }
  • actions
  • {
  • Destroy HUD Text(Event Player.HanzoDestroy1);
  • Destroy HUD Text(Event Player.HanzoDestroy2);
  • Destroy HUD Text(Event Player.HanzoDestroy3);
  • Event Player.goo_hit += 1;
  • }
  • }
  • rule("Mccree HUD")
  • rule("[variable] goo_hit 2")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Player Dealt Final Blow;
  • All;
  • Echo;
  • }
  • conditions
  • {
  • Hero Of(Event Player) == Hero(McCree);
  • (Event Ability == Button(Secondary Fire) && Event Damage < 5) == True;
  • }
  • actions
  • {
  • "McCree DMG: Damage Dealt - Damage Taken HP(Healing Recieved)"
  • Create HUD Text(Event Player, Null, Event Player.McCreeHideStats == False ? Custom String("{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;
  • Event Player.goo_hit += 1;
  • }
  • }
  • rule("Mccree Toggle Stats")
  • rule("[variable] flash_used")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • McCree;
  • }
  • conditions
  • {
  • Is Button Held(Event Player, Button(Interact)) == True;
  • }
  • actions
  • {
  • Event Player.McCreeHideStats = !Event Player.McCreeHideStats;
  • }
  • }
  • rule("Mccree Destroy Stats")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Hero Of(Event Player) != Hero(McCree);
  • }
  • actions
  • {
  • Destroy HUD Text(Event Player.MccreeDestroy1);
  • Destroy HUD Text(Event Player.MccreeDestroy2);
  • Destroy HUD Text(Event Player.MccreeDestroy3);
  • Destroy HUD Text(Event Player.MccreeDestroy4);
  • }
  • }
  • rule("Mei HUD")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Hero Of(Event Player) == Hero(Mei);
  • }
  • actions
  • {
  • "Mei DMG: Damage Dealt - Damage Taken HP(Healing Recieved)"
  • Create HUD Text(Event Player, Null, Event Player.MeiHideStats == False ? Custom String("{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;
  • }
  • }
  • rule("Mei Toggle Stats")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Mei;
  • }
  • conditions
  • {
  • Is Button Held(Event Player, Button(Interact)) == True;
  • }
  • actions
  • {
  • Event Player.MeiHideStats = !Event Player.MeiHideStats;
  • }
  • }
  • rule("Mei Destroy Stats")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Hero Of(Event Player) != Hero(Mei);
  • }
  • actions
  • {
  • Destroy HUD Text(Event Player.MeiDestroy1);
  • Destroy HUD Text(Event Player.MeiDestroy2);
  • Destroy HUD Text(Event Player.MeiDestroy3);
  • }
  • }
  • rule("Pharah HUD")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Hero Of(Event Player) == Hero(Pharah);
  • }
  • actions
  • {
  • "Pharah DMG: Damage Dealt - Damage Taken HP(Healing Recieved)"
  • Create HUD Text(Event Player, Null, Event Player.PharahHideStats == False ? Custom String("{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, 3, Color(White), Color(White), Color(White),
  • Visible To and String, Default Visibility);
  • Event Player.PharahDestroy3 = Last Text ID;
  • }
  • }
  • rule("Pharah Toggle Stats")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Pharah;
  • }
  • conditions
  • {
  • Is Button Held(Event Player, Button(Interact)) == True;
  • Is Using Ability 2(Event Player) == True;
  • }
  • actions
  • {
  • Event Player.PharahHideStats = !Event Player.PharahHideStats;
  • Event Player.flash_used += 1;
  • }
  • }
  • rule("Pharah Destroy Stats")
  • rule("[variable] flash_hit")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Player Dealt Damage;
  • All;
  • McCree;
  • }
  • conditions
  • {
  • Hero Of(Event Player) != Hero(Pharah);
  • (Event Ability == Button(Ability 2) && Event Player.threw_flash == True) == True;
  • }
  • actions
  • {
  • Destroy HUD Text(Event Player.PharahDestroy1);
  • Destroy HUD Text(Event Player.PharahDestroy2);
  • Destroy HUD Text(Event Player.PharahDestroy3);
  • Event Player.flash_hit += 1;
  • Event Player.threw_flash = False;
  • Big Message(Event Player, Custom String("Nice shot!"));
  • }
  • }
  • rule("Soldier76 HUD")
  • rule("[variable] threw_flash")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • McCree;
  • }
  • conditions
  • {
  • Hero Of(Event Player) == Hero(Soldier: 76);
  • Is Using Ability 2(Event Player) == True;
  • }
  • actions
  • {
  • "Soldier 76 DMG: Damage Dealt - Damage Taken HP(Self Heal/Healing Recieved)"
  • Create HUD Text(Event Player, Null, Event Player.Soldier76HideStats == False ? Custom String("{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;
  • Event Player.threw_flash = True;
  • Wait(0.350, Ignore Condition);
  • Event Player.threw_flash = False;
  • }
  • }
  • rule("Soldier76 Toggle Stats")
  • rule("[variable] helix_used")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Soldier: 76;
  • }
  • conditions
  • {
  • Is Button Held(Event Player, Button(Interact)) == True;
  • }
  • actions
  • {
  • Event Player.Soldier76HideStats = !Event Player.Soldier76HideStats;
  • }
  • }
  • rule("Soldier76 Destroy Stats")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Hero Of(Event Player) != Hero(Soldier: 76);
  • }
  • actions
  • {
  • Destroy HUD Text(Event Player.Soldier76Destroy1);
  • Destroy HUD Text(Event Player.Soldier76Destroy2);
  • Destroy HUD Text(Event Player.Soldier76Destroy3);
  • }
  • }
  • rule("Sombra HUD")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Hero Of(Event Player) == Hero(Sombra);
  • Is Firing Secondary(Event Player) == True;
  • }
  • actions
  • {
  • "Sombra DMG: Damage Dealt - Damage Taken HP(Healing Recieved)"
  • Create HUD Text(Event Player, Null, Event Player.SombraHideStats == False ? Custom String("{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.helix_used += 1;
  • }
  • }
  • rule("Sombra Toggle Stats")
  • rule("[variable] helix_hit")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Sombra;
  • }
  • conditions
  • {
  • Is Button Held(Event Player, Button(Interact)) == True;
  • }
  • actions
  • {
  • Event Player.SombraHideStats = !Event Player.SombraHideStats;
  • }
  • }
  • rule("Sombra Destroy Stats")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Player Dealt Damage;
  • All;
  • Soldier: 76;
  • }
  • conditions
  • {
  • Hero Of(Event Player) != Hero(Sombra);
  • (Event Ability == Button(Secondary Fire) && Attacker != Victim && Event Player.threw_helix == True) == True;
  • }
  • actions
  • {
  • Destroy HUD Text(Event Player.SombraDestroy1);
  • Destroy HUD Text(Event Player.SombraDestroy2);
  • Destroy HUD Text(Event Player.SombraDestroy3);
  • Event Player.helix_hit += 1;
  • Event Player.threw_helix = False;
  • }
  • }
  • rule("Torb HUD")
  • rule("[variable] threw_helix")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • Soldier: 76;
  • }
  • conditions
  • {
  • Hero Of(Event Player) == Hero(Torbjörn);
  • Is Firing Secondary(Event Player) == True;
  • }
  • actions
  • {
  • "Torb DMG: Damage Dealt - Damage Taken HP(Self Heal/Healing Recieved)"
  • Create HUD Text(Event Player, Null, Event Player.TorbHideStats == False ? Custom String("{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.TemporaryArmorRecieved), 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, 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;
  • Event Player.threw_helix = True;
  • Wait(1, Ignore Condition);
  • Event Player.threw_helix = False;
  • }
  • }
  • rule("Torb Toggle Stats")
  • rule("[variable] hammer_kill")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Player Dealt Final Blow;
  • All;
  • Torbjörn;
  • }
  • conditions
  • {
  • Is Button Held(Event Player, Button(Interact)) == True;
  • }
  • actions
  • {
  • Event Player.TorbHideStats = !Event Player.TorbHideStats;
  • }
  • }
  • rule("Torb Destroy Stats")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Hero Of(Event Player) != Hero(Torbjörn);
  • }
  • actions
  • {
  • Destroy HUD Text(Event Player.TorbDestroy1);
  • Destroy HUD Text(Event Player.TorbDestroy2);
  • Destroy HUD Text(Event Player.TorbDestroy3);
  • }
  • }
  • rule("Tracer HUD")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Hero Of(Event Player) == Hero(Tracer);
  • (Is In Alternate Form(Event Player) && Event Ability == Button(Primary Fire)) == True;
  • }
  • actions
  • {
  • "Tracer DMG: Damage Dealt - Damage Taken HP(Self Heal/Healing Recieved)"
  • Create HUD Text(Event Player, Null, Event Player.TracerHideStats == False ? Custom String("{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;
  • Event Player.hammer_kill += 1;
  • }
  • }
  • rule("Tracer Toggle Stats")
  • rule("[variable] pulse_hit")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Player Dealt Damage;
  • All;
  • Tracer;
  • }
  • conditions
  • {
  • Is Button Held(Event Player, Button(Interact)) == True;
  • (Event Ability == Button(Ultimate) && Event Player.threw_pulse == True) == True;
  • }
  • actions
  • {
  • Event Player.TracerHideStats = !Event Player.TracerHideStats;
  • Event Player.pulse_hit += 1;
  • Event Player.threw_pulse = False;
  • }
  • }
  • rule("Tracer Destroy Stats")
  • rule("[variable] threw_pulse")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Hero Of(Event Player) != Hero(Tracer);
  • }
  • actions
  • {
  • Destroy HUD Text(Event Player.TracerDestroy1);
  • Destroy HUD Text(Event Player.TracerDestroy2);
  • Destroy HUD Text(Event Player.TracerDestroy3);
  • }
  • }
  • rule("Widow HUD")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Hero Of(Event Player) == Hero(Widowmaker);
  • }
  • actions
  • {
  • "Widow DMG: Damage Dealt - Damage Taken HP(Healing Recieved)"
  • Create HUD Text(Event Player, Null, Event Player.WidowHideStats == False ? Custom String("{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;
  • }
  • }
  • rule("Widow Toggle Stats")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Widowmaker;
  • }
  • conditions
  • {
  • Is Button Held(Event Player, Button(Interact)) == True;
  • }
  • actions
  • {
  • Event Player.WidowHideStats = !Event Player.WidowHideStats;
  • }
  • }
  • rule("Widow Destroy Stats")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Hero Of(Event Player) != Hero(Widowmaker);
  • }
  • actions
  • {
  • Destroy HUD Text(Event Player.WidowDestroy1);
  • Destroy HUD Text(Event Player.WidowDestroy2);
  • Destroy HUD Text(Event Player.WidowDestroy3);
  • Destroy HUD Text(Event Player.WidowDestroy4);
  • }
  • }
  • rule("Ana HUD")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • Tracer;
  • }
  • conditions
  • {
  • Hero Of(Event Player) == Hero(Ana);
  • Is Using Ultimate(Event Player) == True;
  • }
  • actions
  • {
  • "Ana DMG: Damage Dealt - Damage Taken HP(Self Heal/Healing Recieved)"
  • Create HUD Text(Event Player, Null, Event Player.AnaHideStats == False ? Custom String("{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;
  • Event Player.threw_pulse = True;
  • Wait(1, Ignore Condition);
  • Event Player.threw_pulse = False;
  • }
  • }
  • rule("Ana Toggle Stats")
  • rule("[variable] sleep_used")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Ana;
  • }
  • conditions
  • {
  • Is Button Held(Event Player, Button(Interact)) == True;
  • }
  • actions
  • {
  • Event Player.AnaHideStats = !Event Player.AnaHideStats;
  • }
  • }
  • rule("Ana Destroy Stats")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Hero Of(Event Player) != Hero(Ana);
  • }
  • actions
  • {
  • Destroy HUD Text(Event Player.AnaDestroy1);
  • Destroy HUD Text(Event Player.AnaDestroy2);
  • Destroy HUD Text(Event Player.AnaDestroy3);
  • Destroy HUD Text(Event Player.AnaDestroy4);
  • }
  • }
  • rule("Bap HUD")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Hero Of(Event Player) == Hero(Baptiste);
  • }
  • actions
  • {
  • "Bap DMG: Damage Dealt - Damage Taken HP(Self Heal/Healing Recieved)"
  • Create HUD Text(Event Player, Null, Event Player.BapHideStats == False ? Custom String("{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;
  • }
  • }
  • rule("Bap Toggle Stats")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Baptiste;
  • }
  • conditions
  • {
  • Is Button Held(Event Player, Button(Interact)) == True;
  • }
  • actions
  • {
  • Event Player.BapHideStats = !Event Player.BapHideStats;
  • }
  • }
  • rule("Bap Destroy Stats")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Hero Of(Event Player) != Hero(Baptiste);
  • }
  • actions
  • {
  • Destroy HUD Text(Event Player.BapDestroy1);
  • Destroy HUD Text(Event Player.BapDestroy2);
  • Destroy HUD Text(Event Player.BapDestroy3);
  • }
  • }
  • rule("Lucio HUD")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Hero Of(Event Player) == Hero(Lúcio);
  • }
  • actions
  • {
  • "Lucio DMG: Damage Dealt - Damage Taken HP(Self Heal/Healing Recieved)"
  • Create HUD Text(Event Player, Null, Event Player.LucioHideStats == False ? Custom String("{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;
  • }
  • }
  • rule("Lucio Toggle Stats")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Lúcio;
  • }
  • conditions
  • {
  • Is Button Held(Event Player, Button(Interact)) == True;
  • }
  • actions
  • {
  • Event Player.LucioHideStats = !Event Player.LucioHideStats;
  • }
  • }
  • rule("Lucio Destroy Stats")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Hero Of(Event Player) != Hero(Lúcio);
  • }
  • actions
  • {
  • Destroy HUD Text(Event Player.LucioDestroy1);
  • Destroy HUD Text(Event Player.LucioDestroy2);
  • Destroy HUD Text(Event Player.LucioDestroy3);
  • Destroy HUD Text(Event Player.LucioDestroy4);
  • }
  • }
  • rule("Zen HUD")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Hero Of(Event Player) == Hero(Zenyatta);
  • Is Using Ability 1(Event Player) == True;
  • }
  • actions
  • {
  • "Zen DMG: Damage Dealt - Damage Taken HP(Healing Recieved)"
  • Create HUD Text(Event Player, Null, Event Player.ZenHideStats == False ? Custom String("{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;
  • Event Player.sleep_used += 1;
  • }
  • }
  • rule("Zen Toggle Stats")
  • rule("[variable] sleep_hit 1")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • Player Dealt Damage;
  • All;
  • Zenyatta;
  • Ana;
  • }
  • conditions
  • {
  • Is Button Held(Event Player, Button(Interact)) == True;
  • Event Ability == Button(Ability 1);
  • }
  • actions
  • {
  • Event Player.ZenHideStats = !Event Player.ZenHideStats;
  • Event Player.sleep_hit += 1;
  • }
  • }
  • rule("Zen Destroy Stats")
  • rule("[variable] sleep_hit 2")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Player Dealt Final Blow;
  • All;
  • Ana;
  • }
  • conditions
  • {
  • Hero Of(Event Player) != Hero(Zenyatta);
  • (Event Ability == Button(Ability 1) && Event Was Environment == True) == True;
  • }
  • actions
  • {
  • Destroy HUD Text(Event Player.ZenDestroy1);
  • Destroy HUD Text(Event Player.ZenDestroy2);
  • Destroy HUD Text(Event Player.ZenDestroy3);
  • Event Player.sleep_hit -= 1;
  • }
  • }
Join the Workshop.codes Discord