// Assign attribs to groups // Assign items to groups // upgrades.txt "upgrades" { // ITEM UPGRADES // Attributes generated by these will be attached to the chosen item. // This means the player can potentially invest in the same attribute on multiple items. // Best to not use passives that affect player stats, because they'll stack on the player. "ItemUpgrades" { } // PLAYER UPGRADES // Attributes generated by these will be attached to the player. "PlayerUpgrades" { "1" { "attribute" "dmg taken from fire reduced" "icon" "mvm/upgradeicons/upgrade_resistance_fire" "increment" "-0.25" // 15% reduction "cap" "0.25" // 75% reduction max (.41 because of float rounding when comparing) "cost" "150" } "2" { "attribute" "dmg taken from blast reduced" "icon" "achievements/tf_demoman_kill_x_heavies_fullhp_onedet" "increment" "-0.25" "cap" "0.25" "cost" "150" } "3" { "attribute" "dmg taken from bullets reduced" "icon" "mvm/upgradeicons/upgrade_resistance_bullet" "increment" "-0.25" "cap" "0.25" "cost" "150" } "4" { "attribute" "dmg taken from crit reduced" "icon" "achievements/tf_soldier_shoot_mult_crits" "increment" "-0.3" "cap" "0.1" "cost" "150" } "4" { "attribute" "mult dmgtaken from melee" "icon" "achievements/tf_demoman_crit_sword_kill" "increment" "-0.25" "cap" "0.1" "cost" "150" } "5" { "attribute" "move speed bonus" "icon" "achievements/tf_scout_long_distance_runner" "increment" "0.1" "cap" "1.3" "cost" "500" } "6" { "attribute" "health regen" "icon" "achievements/tf_pyro_burn_medicpair" "increment" "2" "cap" "10.0" "cost" "500" } "8" { "attribute" "metal regen" "icon" "achievements/tf_engineer_dispenser_extinguish" "increment" "5" "cap" "25" "cost" "125" } "11" { "attribute" "increased jump height" "icon" "achievements/tf_scout_double_jumps" "increment" "0.1" "cap" "1.6" "cost" "250" } } }