Having not actually played around with Reborn, I'm not certain of this solution, and I don't have it installed so can't test this (plus don't have a great deal of time atm), but...
What about using the Reborn event system to check for player deaths, which I know grabs the attacker and the victim?
So, for example, you'd register the event at every map start in a script:
Code:
local.result = registerev kill global/example.scr::kill
And then in "global/example.scr" file you have:
Code:
kill local.attacker local.damage local.inflictor local.position local.direction local.normal local.knockback local.damageflags local.meansofdeath local.location local.player:
local.attacker thread UpdateKDCounter // add to this player's kills
local.player thread UpdateKDCounter // add to this player's deaths
end
UpdateKDCounter:
local.player_kills = self getkills
local.player_deaths = self getdeaths
// huddraw code here using player_deaths and player_kills
end
Something like that? And I guess use a connection or spawn event to start the counter at 0 / 0.
Probably best for RyBack to respond with his solution though, as I think he agreed to help out and he'll know Reborn better than me.