// 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" { "2.3" { ///////////Ultimate///////////// "attribute" "fire rate bonus" // attrib to hook "icon" "achievements/tf_scout_dodge_damage" "increment" "-0.05" // percent "cap" "0.0" // percent "cost" "1500" // first tier points/credits cost } "2.1" { ///////////Ultimate///////////// "attribute" "fire rate bonus" // attrib to hook "icon" "achievements/tf_scout_dodge_damage" "increment" "-0.05" // percent "cap" "0.0" // percent "cost" "1000" "quality" "1" // allows varying usage cases without cloning attributes // 1 = low, 2 = normal (default), 3 = high } "33" { ///////////Ultimate///////////// "attribute" "faster reload rate" // attrib to hook "icon" "achievements/tf_heavy_survive_crocket" "increment" "-0.05" // percent "cap" "0.0" // percent "cost" "1500" // first tier points/credits cost } "51" { "attribute" "minicrits become crits" "icon" "achievements/TF_SOLDIER_GIB_GRIND" "increment" "1" "cap" "1" "cost" "2500" } "52" { "attribute" "minicrit vs burning player" "icon" "achievements/TF_PYRO_IGNITE_PLAYER_BEING_FLIPPED" "increment" "1" "cap" "1" "cost" "1000" } ///////////////////////////////////////////////////// "11" { "attribute" "slow enemy on hit major" "icon" "achievements/TF_HEAVY_FIRST_TO_CAP" "increment" "5" // 15% reduction "cap" "5" // 75% reduction max (.41 because of float rounding when comparing) "cost" "400" } "6" { "attribute" "heal on hit for rapidfire" "icon" "achievements/TF_HEAVY_EARN_MEDIC_DOMINATION" "increment" "1" // 15% reduction "cap" "30" // 75% reduction max (.41 because of float rounding when comparing) "cost" "200" } "6" { "attribute" "Set DamageType Ignite" "icon" "achievements/TF_PYRO_BURN_RJ_SOLDIER" "increment" "1" // 15% reduction "cap" "1" // 75% reduction max (.41 because of float rounding when comparing) "cost" "500" } "5" { "attribute" "minicritboost on kill" "icon" "achievements/TF_SOLDIER_BUFF_FRIENDS" "increment" "10" // 15% reduction "cap" "10" // 75% reduction max (.41 because of float rounding when comparing) "cost" "1500" } "1" { "attribute" "speed_boost_on_kill" "icon" "achievements/TF_SCOUT_THREE_FLAGCAPS" "increment" "5" // 15% reduction "cap" "5" // 75% reduction max (.41 because of float rounding when comparing) "cost" "300" } "1" { "attribute" "damage bonus vs burning" "icon" "achievements/TF_PYRO_KILL_CARRIERS" "increment" "0.25" // 15% reduction "cap" "10.0" // 75% reduction max (.41 because of float rounding when comparing) "cost" "250" } "1" { "attribute" "dmg pierces resists absorbs" "icon" "achievements/TF_ENGINEER_MANUAL_CLOAKED_SPY_KILL" "increment" "1" // 15% reduction "cap" "1" // 75% reduction max (.41 because of float rounding when comparing) "cost" "1000" } "1" { "attribute" "dmg bonus vs buildings" "icon" "achievements/TF_ENGINEER_SHOTGUN_KILL_PREV_SENTRY_TARGET" "increment" "0.25" // 15% reduction "cap" "10.0" // 75% reduction max (.41 because of float rounding when comparing) "cost" "100" } "1" { "attribute" "mod mini-crit airborne" "icon" "achievements/TF_SOLDIER_PARACHUTE_KILL_PARACHUTE" "increment" "1" // 15% reduction "cap" "1" // 75% reduction max (.41 because of float rounding when comparing) "cost" "150" } "1" { "attribute" "crit vs wet players" "icon" "achievements/TF_PYRO_KILL_UNDERWATER" "increment" "1" // 15% reduction "cap" "1" // 75% reduction max (.41 because of float rounding when comparing) "cost" "400" } "1" { "attribute" "stun enemies wielding same weapon" "icon" "achievements/TF_ENGINEER_HELP_BUILD_STRUCTURE" "increment" "1" // 15% reduction "cap" "1" // 75% reduction max (.41 because of float rounding when comparing) "cost" "400" } "1" { "attribute" "mod stun waist high airborne" "icon" "achievements/TF_SCOUT_KILL_STUNNED" "increment" "1" // 15% reduction "cap" "1" // 75% reduction max (.41 because of float rounding when comparing) "cost" "1000" } "4" { "attribute" "subtract victim medigun charge on hit" "icon" "achievements/TF_PYRO_CAMP_TELEPORTERS" "increment" "10" // 15% reduction "cap" "200" // 75% reduction max (.41 because of float rounding when comparing) "cost" "100" } "5" { "attribute" "subtract victim cloak on hit" "icon" "achievements/TF_PYRO_CAMP_TELEPORTERS" "increment" "10" // 15% reduction "cap" "200" // 75% reduction max (.41 because of float rounding when comparing) "cost" "100" } "1" { "attribute" "damage all connected" "icon" "achievements/TF_MEDIC_CHARGE_FRIENDS" "increment" "1" // 15% reduction "cap" "1" // 75% reduction max (.41 because of float rounding when comparing) "cost" "300" } "1" { "attribute" "restore health on kill" "icon" "achievements/TF_HEAVY_RECEIVE_UBER_GRIND" "increment" "25" // 15% reduction "cap" "25" // 75% reduction max (.41 because of float rounding when comparing) "cost" "750" } "6" { "attribute" "reload time decreased while healed" "icon" "achievements/TF_MAPS_POWERHOUSE_PUSH_BACK_AND_WIN" "increment" "-0.5" // 15% reduction "cap" "0.5" // 75% reduction max (.41 because of float rounding when comparing) "cost" "250" } //////////////////////////////////////////////////////////////// "53" { "attribute" "dmg taken from bullets reduced" "icon" "mvm/upgradeicons/upgrade_resistance_bullet" "increment" "0.0" "cap" "0.0" "cost" "30" "ui_group" "2" // 2 = power up bottle } "54" { "attribute" "dmg taken from blast reduced" "icon" "achievements/tf_demoman_kill_x_heavies_fullhp_onedet" "increment" "0.0" "cap" "0.0" "cost" "30" "ui_group" "2" // 2 = power up bottle } "55" { "attribute" "dmg taken from fire reduced" "icon" "mvm/upgradeicons/upgrade_resistance_fire" "increment" "0.0" "cap" "0.0" "cost" "30" "ui_group" "2" // 2 = power up bottle } "56" { "attribute" "health regen" "icon" "achievements/tf_pyro_burn_medicpair" "increment" "100" "cap" "100" "cost" "25" "ui_group" "2" // 2 = power up bottle } "57" { "attribute" "dmg taken from crit reduced" "icon" "achievements/tf_soldier_shoot_mult_crits" "increment" "-0.5" "cap" "-0.5" "cost" "30" "ui_group" "2" // 2 = power up bottle } "19" { "attribute" "recall" "icon" "mvm/upgradeicons/bottle_teleport" "increment" "1" // binary on/off "cap" "1" // "cost" "10" "ui_group" "2" // 2 = power up bottle } "19" { "attribute" "drop health pack on kill" "icon" "achievements/TF_MEDIC_HEAL_HUGE" "increment" "1" // binary on/off "cap" "1" // "cost" "10" "ui_group" "2" // 2 = power up bottle } "19" { "attribute" "max health additive bonus" "icon" "achievements/TF_MEDIC_CHARGE_BLOCKER" "increment" "500" // binary on/off "cap" "500" // "cost" "50" "ui_group" "2" // 2 = power up bottle } "7" { "attribute" "damage force reduction" "icon" "achievements/TF_MEDIC_ASSIST_MEDIC" "increment" "0.0" // 15% reduction "cap" "0.0" // 75% reduction max (.41 because of float rounding when comparing) "cost" "10" "ui_group" "2" } } /////////////////////////////////////////////////////////////////////////////////// // PLAYER UPGRADES // Attributes generated by these will be attached to the player. "PlayerUpgrades" { "1" { "attribute" "deploy time decreased" "icon" "achievements/TF_SOLDIER_BOUNCE_THEN_SHOTGUN" "increment" "-0.05" // 15% reduction "cap" "0.05" // 75% reduction max (.41 because of float rounding when comparing) "cost" "50" } "2.1" { "attribute" "powerup max charges" "icon" "achievements/TF_MVM_USE_BUILD_BOTTLE" "increment" "1" "cap" "3" "cost" "200" } "3" { "attribute" "dmg from ranged reduced" "icon" "achievements/tf_demoman_kill_x_defending" "increment" "-0.05" "cap" "0.05" "cost" "300" } "4" { "attribute" "health from packs increased" "icon" "achievements/TF_MEDIC_EXTINGUISH_TEAMMATES" "increment" "1.0" "cap" "2.0" "cost" "400" } "6" { "attribute" "max health additive bonus" "icon" "achievements/TF_MEDIC_CHARGE_BLOCKER" "increment" "50" "cap" "1900" "cost" "350" } "8" { "attribute" "ammo regen" "icon" "achievements/TF_PYRO_KILL_FROM_BEHIND" "increment" "0.1" "cap" "0.50" "cost" "1000" } "12" { "attribute" "gesture speed increase" "icon" "achievements/TF_HEAVY_KILL_TAUNT" "increment" "0.1" "cap" "4.5" "cost" "25" } /////////////////////////////////////////////////////////////////////////////////// "4" { "attribute" "cannot be backstabbed" "icon" "achievements/TF_SPY_REVENGE_WITH_BACKSTAB" "increment" "1" // 15% reduction "cap" "1" // 75% reduction max (.41 because of float rounding when comparing) "cost" "1500" } "1" { "attribute" "mod see enemy health" "icon" "achievements/TF_MEDIC_KILL_WHILE_CHARGED" "increment" "1" // 15% reduction "cap" "1" // 75% reduction max (.41 because of float rounding when comparing) "cost" "250" } "7" { "attribute" "damage force reduction" "icon" "achievements/TF_MEDIC_ASSIST_MEDIC" "increment" "-0.05" // 15% reduction "cap" "0.05" // 75% reduction max (.41 because of float rounding when comparing) "cost" "50" } "4" { "attribute" "health from healers increased" "icon" "achievements/TF_ENGINEER_DISPENSER_HEAL_GROUP" "increment" "0.25" "cap" "10.0" "cost" "100" } "4" { "attribute" "drop health pack on kill" "icon" "achievements/TF_MEDIC_HEAL_HUGE" "increment" "1" "cap" "1" "cost" "1000" } "4" { "attribute" "increased air control" "icon" "achievements/TF_PLAY_GAME_EVERYMAP" "increment" "0.5" "cap" "10.0" "cost" "10" } "28" { "attribute" "increase buff duration" "icon" "achievements/tf_soldier_buff_teammates" "increment" "0.25" // percent "cap" "5.0" // percent "cost" "300" // first tier points/credits cost } } }