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Comparing difference between and

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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 2.2.4 workshop.codes/D9977 Add me to find the lobby easier"
  • }
  • lobby
  • {
  • Allow Players Who Are In Queue: Yes
  • Match Voice Chat: Enabled
  • Max Spectators: 6
  • Max Spectators: 4
  • 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
  • {
  • Ashe
  • {
  • Dynamite: Off
  • Ultimate Ability B.O.B.: Off
  • }
  • Baptiste
  • {
  • Immortality Field: Off
  • }
  • Brigitte
  • {
  • Healing Dealt: 10%
  • Ultimate Ability Rally: Off
  • }
  • Echo
  • {
  • Ultimate Ability Duplicate: Off
  • }
  • Hanzo
  • {
  • Ultimate Ability Dragonstrike: Off
  • }
  • McCree
  • {
  • Secondary Fire: Off
  • Ultimate Ability Deadeye: Off
  • }
  • Mei
  • {
  • 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
  • }
  • disabled heroes
  • {
  • Bastion
  • D.Va
  • Junkrat
  • Mercy
  • Moira
  • Orisa
  • Reinhardt
  • Roadhog
  • Sigma
  • Symmetra
  • Winston
  • Wrecking Ball
  • Zarya
  • }
  • }
  • }
  • }
  • variables
  • {
  • global:
  • 0: number_of_afk_players
  • 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
  • 14: is_afk
  • 15: enter_10_times
  • 16: afk_mode_on
  • 17: move_to_resume
  • }
  • rule("skip assembling heroes")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Is Assembling Heroes == True;
  • }
  • actions
  • {
  • Disable Inspector Recording;
  • Set Match Time(5);
  • }
  • }
  • rule("init")
  • {
  • event
  • {
  • Ongoing - Global;
  • }
  • conditions
  • {
  • Is Game In Progress == True;
  • }
  • 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("host: {0} afk players: {1}", Host Player,
  • Global.number_of_afk_players), 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, Null, Custom String("discord.gg/qtuEPEwfuh"), Top, 1, Null, Null, Color(Black),
  • Visible To and String, Visible Always);
  • }
  • }
  • rule("interact to enter hero select from afk mode")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Event Player.is_afk == True;
  • Is Button Held(Event Player, Button(Interact)) == True;
  • }
  • actions
  • {
  • Set Player Allowed Heroes(Event Player, Remove From Array(All Heroes, Hero Of(Event Player)));
  • Reset Player Hero Availability(Event Player);
  • }
  • }
  • rule("enter afk mode")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • (Event Player.is_afk != True && Has Spawned(Event Player) == True && Is Button Held(Event Player, Button(Primary Fire))
  • != True && Is Button Held(Event Player, Button(Secondary Fire)) != True && Is Button Held(Event Player, Button(Ability 1))
  • != True && Is Button Held(Event Player, Button(Ability 2)) != True && Is Button Held(Event Player, Button(Ultimate))
  • != True && Is Button Held(Event Player, Button(Interact)) != True && Is Button Held(Event Player, Button(Jump))
  • != True && Is Button Held(Event Player, Button(Crouch)) != True && Is Button Held(Event Player, Button(Melee))
  • != True && Is Button Held(Event Player, Button(Reload)) != True) == True;
  • }
  • actions
  • {
  • Wait(15, Abort When False);
  • Set Status(Event Player, Null, Phased Out, 9999);
  • Set Invisible(Event Player, Enemies);
  • Teleport(Event Player, Spawn Points(All Teams)[14]);
  • Set Facing(Event Player, Direction From Angles(83.450, 0), To World);
  • Disallow Button(Event Player, Button(Primary Fire));
  • Disallow Button(Event Player, Button(Secondary Fire));
  • Disallow Button(Event Player, Button(Ability 1));
  • Disallow Button(Event Player, Button(Ability 2));
  • Disallow Button(Event Player, Button(Ultimate));
  • Disallow Button(Event Player, Button(Melee));
  • Event Player.is_afk = True;
  • Global.number_of_afk_players += 1;
  • Create HUD Text(Event Player, Null, Null, Custom String(" \r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n "), Top, 2, Color(White), Color(White),
  • Color(White), Visible To and String, Default Visibility);
  • Event Player.enter_10_times = Last Text ID;
  • Create HUD Text(Event Player, Custom String("afk mode on"), Null, Null, Top, 3, Color(Yellow), Color(White), Color(White),
  • Visible To and String, Default Visibility);
  • Event Player.afk_mode_on = Last Text ID;
  • Create HUD Text(Event Player, Null, Null, Custom String("move to resume"), Top, 4, Color(White), Color(White), Color(White),
  • Visible To and String, Default Visibility);
  • Event Player.move_to_resume = Last Text ID;
  • }
  • }
  • rule("exit afk mode")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • (Event Player.is_afk == True && Is Moving(Event Player)) == True;
  • }
  • actions
  • {
  • Respawn(Event Player);
  • Set Invisible(Event Player, None);
  • Clear Status(Event Player, Phased Out);
  • Allow Button(Event Player, Button(Primary Fire));
  • Allow Button(Event Player, Button(Secondary Fire));
  • Allow Button(Event Player, Button(Ability 1));
  • Allow Button(Event Player, Button(Ability 2));
  • Allow Button(Event Player, Button(Ultimate));
  • Allow Button(Event Player, Button(Melee));
  • Event Player.is_afk = False;
  • Global.number_of_afk_players -= 1;
  • Destroy HUD Text(Event Player.enter_10_times);
  • Destroy HUD Text(Event Player.afk_mode_on);
  • Destroy HUD Text(Event Player.move_to_resume);
  • }
  • }
  • rule("Ban this player: \"lilwyte\" reason hard locking in ffa lol")
  • rule("kick afk players after 2.5 min")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Has Status(Event Player, Phased Out) == True;
  • Custom String("{0}", Event Player) == Custom String("lilwyte");
  • (Number Of Players(All Teams) >= 12 && Event Player.is_afk) == True;
  • }
  • actions
  • {
  • Big Message(Event Player, Custom String("get out"));
  • Wait(2, Ignore Condition);
  • Wait(135, Abort When False);
  • Remove Player(Event Player);
  • Global.number_of_afk_players -= 1;
  • }
  • }
  • rule("Kick afk players")
  • rule("kick players who kill themself 5 times")
  • {
  • 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;
  • Score Of(Event Player) <= -5;
  • }
  • actions
  • {
  • Wait(150, Abort When False);
  • Big Message(Event Player, Custom String("why are you killing yourself?"));
  • Wait(3, Ignore Condition);
  • Remove Player(Event Player);
  • }
  • }
  • rule("Restart game after potg")
  • rule("kick invis sombras after 60 seconds")
  • {
  • event
  • {
  • Ongoing - Global;
  • Ongoing - Each Player;
  • All;
  • Sombra;
  • }
  • conditions
  • {
  • Is Game In Progress == False;
  • Is Using Ability 2(Event Player) == True;
  • }
  • actions
  • {
  • Wait(21, Abort When False);
  • Restart Match;
  • Wait(60, Abort When False);
  • Remove Player(Event Player);
  • }
  • }
  • rule("skip assembling heroes")
  • rule("cancel dynamite burn dmg")
  • {
  • event
  • {
  • Ongoing - Global;
  • Player Took Damage;
  • All;
  • All;
  • }
  • conditions
  • {
  • Is Assembling Heroes == True;
  • (Event Damage < 6 && Hero Of(Attacker) == Hero(Ashe) && Event Ability == Button(Ability 2)) == True;
  • }
  • actions
  • {
  • Disable Inspector Recording;
  • Set Match Time(0);
  • Set Player Health(Event Player, Health(Event Player) + Event Damage);
  • }
  • }
  • rule("init")
  • rule("reset cooldowns on respawn")
  • {
  • event
  • {
  • Ongoing - Global;
  • Ongoing - Each Player;
  • All;
  • Tracer;
  • }
  • conditions
  • {
  • Is Game In Progress == True;
  • Is Alive(Event Player) == True;
  • }
  • 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);
  • Set Ability Charge(Event Player, Button(Ability 1), 3);
  • }
  • }
  • rule("heal on kill")
  • {
  • event
  • {
  • Player Dealt Final Blow;
  • All;
  • All;
  • }
  • actions
  • {
  • Heal(Event Player, Null, Max Health(Event Player) == 150 ? 60 : 80);
  • }
  • }
  • rule("create hud")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • actions
  • {
  • Create HUD Text(Event Player, Null, Custom String(" \r\n \r\n \r\n{0}\r\n{1}\r\n{2}", Custom String("KDR: {0}\r\n{1}\r\n{2}",
  • Player Stat(Event Player, Deaths) == 0 ? Player Stat(Event Player, Final Blows) + Player Stat(Event Player,
  • Environmental Kills) : (Player Stat(Event Player, Final Blows) + Player Stat(Event Player, Environmental Kills)) / Player Stat(
  • Event Player, Deaths), Hero Of(Event Player) != Hero(Ashe) && Hero Of(Event Player) != Hero(Widowmaker) && Hero Of(
  • Event Player) != Hero(Ana) ? Custom String("Weapon acc: {0}%", Round To Integer(Player Hero Stat(Event Player, Hero Of(
  • Event Player), Weapon Accuracy) * 100, To Nearest)) : Custom String("Hipfire acc: {0}%", Round To Integer((Player Hero Stat(
  • Event Player, Hero Of(Event Player), Shots Hit) - Player Hero Stat(Event Player, Hero Of(Event Player), Scoped Hits)) / (
  • Player Hero Stat(Event Player, Hero Of(Event Player), Shots Fired) - Player Hero Stat(Event Player, Hero Of(Event Player),
  • Scoped Shots)) * 100, To Nearest)), Hero Of(Event Player) != Hero(Reinhardt) && Hero Of(Event Player) != Hero(Sigma)
  • && Hero Of(Event Player) != Hero(Winston) && Hero Of(Event Player) != Hero(Zarya) && Hero Of(Event Player) != Hero(Ashe)
  • && Hero Of(Event Player) != Hero(Junkrat) && Hero Of(Event Player) != Hero(Pharah) && Hero Of(Event Player) != Hero(Symmetra)
  • && Hero Of(Event Player) != Hero(Widowmaker) && Hero Of(Event Player) != Hero(Ana) && Hero Of(Event Player) != Hero(Brigitte)
  • && Hero Of(Event Player) != Hero(Moira) ? Custom String("Critical hit acc: {0}%", Round To Integer(Player Hero Stat(
  • Event Player, Hero Of(Event Player), Critical Hit Accuracy) * 100, To Nearest)) : (Hero Of(Event Player) == Hero(Pharah)
  • ? Custom String("Environmental Kills: {0}", Player Hero Stat(Event Player, Hero Of(Event Player), Environmental Kills)) : (
  • Hero Of(Event Player) == Hero(Ashe) || Hero Of(Event Player) == Hero(Widowmaker) || Hero Of(Event Player) == Hero(Ana)
  • ? Custom String("Scoped acc: {0}%", Round To Integer(Player Hero Stat(Event Player, Hero Of(Event Player), Scoped Accuracy)
  • * 100, To Nearest)) : Empty Array))), Hero Of(Event Player) == Hero(Ashe) || Hero Of(Event Player) == Hero(Widowmaker)
  • ? Custom String("Scoped critical hit acc: {0}%", Round To Integer(Player Hero Stat(Event Player, Hero Of(Event Player),
  • Scoped Critical Hit Accuracy) * 100, To Nearest)) : (Hero Of(Event Player) == Hero(Doomfist) || Hero Of(Event Player) == Hero(
  • Lúcio) ? Custom String("Environmental Kills: {0}", Player Hero Stat(Event Player, Hero Of(Event Player), Environmental Kills))
  • : (Hero Of(Event Player) == Hero(Echo) ? Custom String("Sticky direct hit acc: {0}%", Round To Integer(
  • Event Player.goo_hit / Event Player.goo_used * 100, To Nearest)) : (Hero Of(Event Player) == Hero(McCree) ? Custom String(
  • "Flashbang hits: {0}/{1}", Event Player.flash_hit, Event Player.flash_used) : (Hero Of(Event Player) == Hero(Soldier: 76)
  • ? Custom String("Helixrocket hits: {0}/{1}", Event Player.helix_hit, Event Player.helix_used) : (Hero Of(Event Player) == Hero(
  • Torbjörn) ? Custom String("Hammer kills: {0}", Event Player.hammer_kill) : (Hero Of(Event Player) == Hero(Tracer)
  • ? Custom String("Pulsebombs attached: {0}/{1}", Event Player.pulse_hit, Player Hero Stat(Event Player, Hero Of(Event Player),
  • Ultimates Used)) : (Hero Of(Event Player) == Hero(Ana) ? Custom String("Sleepdart hits: {0}/{1}", Event Player.sleep_hit,
  • Event Player.sleep_used) : Empty Array))))))), Empty Array), Null, Left, 1, Color(White), Color(White), Color(White),
  • Visible To and String, Visible Never);
  • Event Player.destroy_hudtext_stats = Last Text ID;
  • }
  • }
  • rule("destroy hud")
  • rule("player left match")
  • {
  • event
  • {
  • Player Left Match;
  • All;
  • All;
  • }
  • actions
  • {
  • Destroy HUD Text(Event Player.destroy_hudtext_stats);
  • }
  • }
  • rule("heal on kill")
  • {
  • event
  • {
  • Player Dealt Final Blow;
  • All;
  • All;
  • }
  • actions
  • {
  • Set Player Health(Event Player, Max Health(Event Player) < 175 ? Health(Event Player) + Max Health(Event Player)
  • / 100 * 40 : Health(Event Player) + 80);
  • }
  • }
  • rule("reset cooldowns on respawn")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Tracer;
  • }
  • conditions
  • {
  • Is Alive(Event Player) == True;
  • }
  • actions
  • {
  • Set Ability Charge(Event Player, Button(Ability 1), 3);
  • }
  • }
  • rule("[variable] goo_used")
  • {
  • 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;
  • 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("[variable] goo_hit 1")
  • {
  • event
  • {
  • Player Dealt Damage;
  • All;
  • Echo;
  • }
  • conditions
  • {
  • (Event Damage == 2.500 || Event Damage == 5) == True;
  • }
  • actions
  • {
  • Event Player.goo_hit += 1;
  • }
  • }
  • rule("[variable] goo_hit 2")
  • {
  • event
  • {
  • Player Dealt Final Blow;
  • All;
  • Echo;
  • }
  • conditions
  • {
  • (Event Ability == Button(Secondary Fire) && Event Damage < 5) == True;
  • }
  • actions
  • {
  • Event Player.goo_hit += 1;
  • }
  • }
  • rule("[variable] flash_used")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • McCree;
  • }
  • conditions
  • {
  • Is Using Ability 2(Event Player) == True;
  • }
  • actions
  • {
  • Event Player.flash_used += 1;
  • }
  • }
  • rule("[variable] flash_hit")
  • {
  • event
  • {
  • Player Dealt Damage;
  • All;
  • McCree;
  • }
  • conditions
  • {
  • (Event Ability == Button(Ability 2) && Event Player.threw_flash == True) == True;
  • }
  • actions
  • {
  • Event Player.flash_hit += 1;
  • Event Player.threw_flash = False;
  • Big Message(Event Player, Custom String("Nice shot!"));
  • }
  • }
  • rule("[variable] threw_flash")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • McCree;
  • }
  • conditions
  • {
  • Is Using Ability 2(Event Player) == True;
  • }
  • actions
  • {
  • Event Player.threw_flash = True;
  • Wait(0.350, Ignore Condition);
  • Event Player.threw_flash = False;
  • }
  • }
  • rule("[variable] helix_used")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Soldier: 76;
  • }
  • conditions
  • {
  • Is Firing Secondary(Event Player) == True;
  • }
  • actions
  • {
  • Event Player.helix_used += 1;
  • }
  • }
  • rule("[variable] helix_hit")
  • {
  • event
  • {
  • Player Dealt Damage;
  • All;
  • Soldier: 76;
  • }
  • conditions
  • {
  • (Event Ability == Button(Secondary Fire) && Attacker != Victim && Event Player.threw_helix == True) == True;
  • }
  • actions
  • {
  • Event Player.helix_hit += 1;
  • Event Player.threw_helix = False;
  • }
  • }
  • rule("[variable] threw_helix")
  • {
  • 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;
  • }
  • }
  • rule("[variable] hammer_kill")
  • {
  • event
  • {
  • Player Dealt Final Blow;
  • All;
  • Torbjörn;
  • }
  • conditions
  • {
  • (Is In Alternate Form(Event Player) && Event Ability == Button(Primary Fire)) == True;
  • }
  • actions
  • {
  • Event Player.hammer_kill += 1;
  • }
  • }
  • rule("[variable] pulse_hit")
  • {
  • event
  • {
  • Player Dealt Damage;
  • All;
  • Tracer;
  • }
  • conditions
  • {
  • (Event Ability == Button(Ultimate) && Event Player.threw_pulse == True) == True;
  • }
  • actions
  • {
  • Event Player.pulse_hit += 1;
  • Event Player.threw_pulse = False;
  • }
  • }
  • rule("[variable] threw_pulse")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Tracer;
  • }
  • conditions
  • {
  • Is Using Ultimate(Event Player) == True;
  • }
  • actions
  • {
  • Event Player.threw_pulse = True;
  • Wait(1, Ignore Condition);
  • Event Player.threw_pulse = False;
  • }
  • }
  • rule("[variable] sleep_used")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • Ana;
  • }
  • conditions
  • {
  • Is Using Ability 1(Event Player) == True;
  • }
  • actions
  • {
  • Event Player.sleep_used += 1;
  • }
  • }
  • rule("[variable] sleep_hit 1")
  • {
  • event
  • {
  • Player Dealt Damage;
  • All;
  • Ana;
  • }
  • conditions
  • {
  • Event Ability == Button(Ability 1);
  • }
  • actions
  • {
  • Event Player.sleep_hit += 1;
  • }
  • }
  • rule("[variable] sleep_hit 2")
  • {
  • event
  • {
  • Player Dealt Final Blow;
  • All;
  • Ana;
  • }
  • conditions
  • {
  • (Event Ability == Button(Ability 1) && Event Was Environment == True) == True;
  • }
  • actions
  • {
  • Event Player.sleep_hit -= 1;
  • }
  • }
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