WaveSchedule { //AllowCivilianClass 2 LuaScriptFile "scripts/charge_back_on_hit.lua" LuaScriptFile "scripts/pomsonemphit.lua" LuaScriptFile "scripts/launcher_reload_on_kill.lua" LuaScriptFile "scripts/charge_back_on_kill.lua" LuaScriptFile "scripts/direct_hit_hesh.lua" LuaScriptFile "scripts/virus_knife.lua" LuaScriptFile "scripts/manmelter_extinguish_on_hit.lua" luascriptfile "scripts/scroob_custom_upgrade_hurt_listener.lua" PrecacheSound "shrapnelgun_fire.mp3" PrecacheSound "metal_popper_giant_mode_active_1.mp3" PrecacheSound "metal_popper_giant_mode_active_2.mp3" PrecacheSound "metal_popper_giant_mode_active_3.mp3" PrecacheSound "metal_popper_giant_mode_active_4.mp3" PrecacheSound "metal_popper_giant_mode_active_5.mp3" //remember to precache these and all the arm models OverrideSounds { "Civilian.MVM_Death" "Soldier.MVM_Death" "Civilian.MVM_CritDeath" "Soldier.MVM_CritDeath" "Civilian.MVM_MeleeDeath" "Soldier.MVM_MeleeDeath" "Civilian.MVM_ExplosionDeath" "Breakable.Metal" } ItemAttributes { SimilarToItem "Rocket Jumper" "special item description" "Has custom upgrades" } ItemAttributes { SimilarToItem "The Splendid Screen" Classname "tf_weapon_grenadelauncher" ItemName "The Loch-n-Load" ItemName "The Iron Bomber" ItemName "The Loose Cannon" SimilarToItem "The Eyelander" SimilarToItem "The Scottish Handshake" SimilarToItem "The Half-Zatoichi" SimilarToItem "The Ullapool Caber" SimilarToItem "Nessie's Nine Iron" SimilarToItem "The Pain Train" SimilarToItem "The Persian Persuader" SimilarToItem "The Claidheamohmor" SimilarToItem "The Horseless Headless Horseman's Headtaker" SimilarToItem "TF_WEAPON_BOTTLE" SimilarToItem "The Scotsman's Skullcutter" //ItemName "the direct hit" ItemName "The Air Strike" SimilarToItem "Upgradeable TF_WEAPON_SHOTGUN_PRIMARY" SimilarToItem "The Reserve Shooter" SimilarToItem "Panic Attack Shotgun" SimilarToItem "The Righteous Bison" ItemName "The Mantreads" ItemName "The Market Gardener" SimilarToItem "TF_WEAPON_PISTOL" ItemName "The Cow mangler 5000" ClassName TF_WEAPON_SHOTGUN_PRIMARY ItemName "The Pomson 6000" SimilarToItem "The Gunslinger" SimilarToItem "The Frontier Justice" SimilarToItem "The Flare Gun" SimilarToItem "The Manmelter" SimilarToItem "The Machina" SimilarToItem "The Flying Guillotine" SimilarToItem "The Dalokohs Bar" SimilarToItem "Tomislav" ItemName "The Huo Long Heatmaker" SimilarToItem "The Backburner" ItemName "The Axtinguisher" SimilarToItem "TF_WEAPON_INVIS" SimilarToItem "The Cloak and Dagger" SimilarToItem "The Big Earner" SimilarToItem "L'Etranger" SimilarToItem "TF_WEAPON_ROCKETLAUNCHER" SimilarToItem "The Original" ItemName "the liberty launcher" "special item description" "Has custom upgrades" } ItemAttributes { SimilarToItem "TF_WEAPON_ROCKETLAUNCHER" "special item description" "Has custom upgrades" } ItemAttributes { SimilarToItem "L'Etranger" "special item description" "Has custom upgrades" } ItemAttributes { SimilarToItem "The Big Earner" "special item description" "Has custom upgrades" } ItemAttributes { SimilarToItem "The Cloak and Dagger" "special item description" "Has custom upgrades" } ItemAttributes { SimilarToItem "TF_WEAPON_INVIS" "special item description" "Has custom upgrades" } ItemAttributes { ItemName "The Axtinguisher" "special item description" "Has custom upgrades" } ItemAttributes { SimilarToItem "The Backburner" "special item description" "Has custom upgrades" } ItemAttributes { ItemName "The Huo Long Heatmaker" "special item description" "Has custom upgrades" } ItemAttributes { SimilarToItem "Tomislav" "special item description" "Has custom upgrades" } ItemAttributes { SimilarToItem "Tomislav" "special item description" "Has custom upgrades" } ItemAttributes { SimilarToItem "The Dalokohs Bar" "special item description" "Has custom upgrades" } ItemAttributes { SimilarToItem "The Flying Guillotine" "special item description" "Has custom upgrades" } ItemAttributes { SimilarToItem "The Machina" "special item description" "Has custom upgrades" } ItemAttributes { SimilarToItem "The Manmelter" "special item description" "Has custom upgrades" } ItemAttributes { SimilarToItem "The Flare Gun" "special item description" "Has custom upgrades" } ItemAttributes { SimilarToItem "The Frontier Justice" "special item description" "Has custom upgrades" } ItemAttributes { SimilarToItem "The Gunslinger" "special item description" "Has custom upgrades" } ItemAttributes { ItemName "The Pomson 6000" "special item description" "Has custom upgrades" } ItemAttributes { ClassName TF_WEAPON_SHOTGUN_PRIMARY "special item description" "Has custom upgrades" } ItemAttributes { ItemName "The Cow mangler 5000" "special item description" "Has custom upgrades" } ItemAttributes { SimilarToItem "TF_WEAPON_PISTOL" "special item description" "Has custom upgrades" } ItemAttributes { ItemName "The Market Gardener" "special item description" "Has custom upgrades" } ItemAttributes { ItemName "The Mantreads" "special item description" "Has custom upgrades" } ItemAttributes { SimilarToItem "The Righteous Bison" "special item description" "Has custom upgrades" } ItemAttributes { SimilarToItem "Panic Attack Shotgun" "special item description" "Has custom upgrades" } ItemAttributes { SimilarToItem "The Reserve Shooter" "special item description" "Has custom upgrades" } ItemAttributes { SimilarToItem "Upgradeable TF_WEAPON_SHOTGUN_PRIMARY" "special item description" "Has custom upgrades" } ItemAttributes { ItemName "The Air Strike" "special item description" "Has custom upgrades" } ItemAttributes { ItemName "the direct hit" "special item description" "Has custom upgrades" } ItemAttributes { SimilarToItem "The Scotsman's Skullcutter" "special item description" "Has custom upgrades" } ItemAttributes { SimilarToItem "TF_WEAPON_BOTTLE" "special item description" "Has custom upgrades" } ItemAttributes { SimilarToItem "The Horseless Headless Horseman's Headtaker" "special item description" "Has custom upgrades" } ItemAttributes { SimilarToItem "The Claidheamohmor" "special item description" "Has custom upgrades" } ItemAttributes { SimilarToItem "The Persian Persuader" "special item description" "Has custom upgrades" } ItemAttributes { SimilarToItem "The Pain Train" "special item description" "Has custom upgrades" } ItemAttributes { SimilarToItem "Nessie's Nine Iron" "special item description" "Has custom upgrades" } ItemAttributes { SimilarToItem "The Ullapool Caber" "special item description" "Has custom upgrades" } ItemAttributes { SimilarToItem "The Half-Zatoichi" "special item description" "Has custom upgrades" } ItemAttributes { SimilarToItem "The Scottish Handshake" "special item description" "Has custom upgrades" } ItemAttributes { SimilarToItem "The Eyelander" "special item description" "Has custom upgrades" } ItemAttributes { ItemName "The Loose Cannon" "special item description" "Has custom upgrades" } ItemAttributes { ItemName "The Iron Bomber" "special item description" "Has custom upgrades" } ItemAttributes { ItemName "The Loch-n-Load" "special item description" "Has custom upgrades" } ItemAttributes { Classname "tf_weapon_grenadelauncher" "special item description" "Has custom upgrades" } ItemAttributes { SimilarToItem "The Splendid Screen" "special item description" "Has custom upgrades" } CustomWeapon { "SHRAPNEL_GUN" { OriginalItemName "TF_WEAPON_SCATTERGUN" "custom weapon fire sound" "=40|shrapnelgun_fire.mp3" "bleeding duration" 1.5 "projectile penetration" 1 "sniper fires tracer HIDDEN" 1 "bullets per shot bonus" 3 "mult dmg vs tanks" 0.10 "mult dmg vs giants" 0.01 "mult bleeding dmg" 0.5 "weapon spread bonus" 2 "damage bonus" 0.1 "penetration damage penalty" 200 } } CustomWeapon { "The Diplomat" { OriginalItemName "Upgradeable TF_WEAPON_SHOTGUN_PRIMARY" "special item description" "Fires slug rounds instead of a spread of pellets" "special item description 3" "On Kill, 50% faster reload rate for 2 seconds" "special item description 4" "On Kill, Drop a small ammo pack on victim" "fire input on kill" "popscript^$scoutAmmoOnKill^" "fire rate bonus" 0.5 "damage bonus" 1.5 "weapon spread bonus" 0 "paintkit_proto_def_index" 412 "no damage falloff" 1 "set_item_texture_wear" 0 "add attributes on kill" "Reload time increased|0.5|2" } } CustomWeapon { "The Silver Salvo" { OriginalItemName "Upgradeable TF_WEAPON_ROCKETLAUNCHER" "fire rate bonus" 0.5 "paintkit_proto_def_index" 420 "set_item_texture_wear" 0 "clip size upgrade atomic" 4.0 "passive reload" 1 "Projectile speed decreased" 0.75 "add attributes when active" "Reload time increased|1.5" "damage penalty" 0.7 "projectile trail particle" "eyeboss_projectile" "mod projectile heat follow crosshair" 1 "mod projectile heat seek power" 250 "mod projectile heat aim time" 4 "mod projectile heat aim start time" 0 "mod projectile heat aim error" 5 "special item description 4" "Passive reload ignores reload rate penalties" "single wep deploy time increased" 1.50 "maxammo primary reduced" 0.75 } } CustomWeapon { "The Metal Popper" { OriginalItemName "The Soda Popper" //mechanized monster "paintkit_proto_def_index" 420 "set_item_texture_wear" 0 //panic attack //for whatever reason, not having this with scales consecutive forces random bullets spread on "fixed_shot_pattern" 1 "bullets per shot bonus" 1.25 //"mult credit collect range" 0.60 "fire input on effect" "popscript^$scoutMechPrimaryCall^" "fire input on kill" "popscript^$scoutAmmoOnKill^" "fire rate bonus" 1.0 "Reload time decreased" 1.0 //useless cond to delete hype "effect cond override" "12" //projectile pen was too cracked without this "penetration damage penalty" 0.5 "special item description" "Hype is replaced with GIANT MODE, turns you into an extremely powerful giant on activation" "special item description 2" "Taunting during hype will end hype early" "special item description 3" "On Hype End, launch user into the air, make user invulnerable for 2 seconds, and detonate past body for 150 damage, explosion scales with damage upgrades" "special item description 4" "Drops a small ammo kit on kill" } } CustomWeapon { "The Flashbang Launcher" { OriginalItemName "Upgradeable TF_WEAPON_GRENADELAUNCHER" "damage penalty" 0.35 "clip size penalty" 0.25 "stun on hit" 4 "stun on hit type" movement "stun on hit slow" 0.35 "add cond on hit" 30 "add cond on hit duration" 4 "grenade no spin" 1 "grenade no bounce" 1 "reload time increased" 1.35 "special item description" "Marks and slows enemies on hit for 4 seconds" "special item description 2" "Marked enemies take 100% more damage from melee sources" "special item description 3" "Intended to function as a secondary weapon, swords have an upgrade that bypasses the reload speed penalty on this gun" "add attributes on hit" "mult dmgtaken from melee|2|4" "deploy time increased" 0.5 "fuse bonus" 0.65 "self dmg push force increased" 1.5 "blast dmg to self increased" 0.5 "Blast radius increased" 1.35 //hazard warning "paintkit_proto_def_index" 226 "set_item_texture_wear" 0 } } CustomWeapon { "The Reconfigurer" { OriginalItemName "Upgradeable TF_WEAPON_KNIFE" "fire input on kill" "popscript^$virusKnifeKill^" "mult dmg vs giants" 0.5 "attach particle effect" 65 "weapon always gib" 1 "paintkit_proto_def_index" 414 "set_item_texture_wear" 0 "fire rate bonus" 0.65 "damage penalty" 0.65 "add cond when active" 114 "max health additive penalty" -25 "special item description 2" "On kill by knife or spawned bot, victim explodes into an allied spy bot that will live for 14 seconds" "special item description 4" "While active, see teammate outlines through walls. Useful for finding enemy spies and tracking your bots" } } CustomWeapon { "The Decoy Watch" { OriginalItemName "TF_WEAPON_INVIS" "mult cloak meter consume rate" 0.0 //script handles this "mod_cloak_no_regen_from_items" 1 "mult cloak meter regen rate" 0.65 "fire input on effect" "popscript^$decoyWatchActivate^" "special item description 2" "Spawn an invincible, immobile, and harmless sniper bot on your position that lives for 10 seconds, consumes and requires full cloak to do so. No longer functions as an invis watch" } "The Parry Watch" { OriginalItemName "TF_WEAPON_INVIS" "mult cloak meter consume rate" 6.5 //"mod_cloak_no_regen_from_items" 1 "mult cloak meter regen rate" 0.7 "effect cond override" "52" "special item description 2" "Grants an extremely short uber duration on use. No longer functions as an invis watch" } } CustomWeapon { "L'égaliseur" { OriginalItemName "Upgradeable TF_WEAPON_KNIFE" "paintkit_proto_def_index" 411 "set_item_texture_wear" 1 "special item description 2" "Do 50% more damage and move 25% faster when low on health, hit 50% less hard at high health. Much like the old equalizer." "dmg penalty while half alive" 0.5 "health from healers reduced" 0.5 "mult dmg with reduced health" 1.5 "move speed as health decreases" 1.25 } // "The Reprogrammer" //{ // OriginalItemName "Upgradeable TF_WEAPON_KNIFE" // "fire input on hit" "popscript^$reprogKnife^" // "dmg penalty vs players" 0.01 //} } //Civ weapons CustomWeapon { "Burst Grenade Launcher" { OriginalItemName "Upgradeable TF_WEAPON_GRENADELAUNCHER" "Reload time increased" 2.5 "clip size penalty" 0.25 "projectile spread angle penalty" 3 "mult projectile count" 3 "custom view model" "models/weapons/c_models/c_demo_bot_arms.mdl" "use original class weapon animations" 1 "use original class player animations" 1 } } CustomWeapon { "Robot Black Box" { OriginalItemName "The Black Box" "damage penalty" 0.4 "clip size upgrade atomic" -2 "faster reload rate" 0.3 "blast radius increased" 1.25 //"Projectile speed increased" 0.4 "projectile spread angle penalty" 2 "heal on hit for rapidfire" 60 "mult projectile count" 3 "custom view model" "models/weapons/c_models/c_soldier_bot_arms.mdl" "use original class weapon animations" 1 } } CustomWeapon { "The Thermal Paster" { OriginalItemName "Upgradeable TF_WEAPON_ROCKETLAUNCHER" "damage penalty" 0.5 "blast radius increased" 1.2 "Set DamageType Ignite" 1 "weapon burn dmg increased" 2 "projectile gravity" 300 "custom view model" "models/weapons/c_models/c_soldier_bot_arms.mdl" "use original class weapon animations" 1 } } CustomWeapon { "The Mag Frag" { OriginalItemName "Upgradeable TF_WEAPON_GRENADELAUNCHER" "damage penalty" 0.75 "Blast radius decreased" 0.75 "bleeding duration" 6 "mult bleeding dmg" 1.50 "mult bleeding delay" 0.8 "mod projectile heat follow crosshair" 1 "mod projectile heat seek power" 10 "mod projectile heat aim time" 4 "mod projectile heat aim start time" 0 "mod projectile heat aim error" 5 //steel brushed, beat up "paintkit_proto_def_index" 411 "set_item_texture_wear" 1 "custom view model" "models/weapons/c_models/c_demo_bot_arms.mdl" "use original class weapon animations" 1 "use original class player animations" 1 } } CustomWeapon { "The Power Overwhelming" { OriginalItemName "The Huntsman" "damage penalty" 0.75 "sniper no headshots" 1 "stun on hit" 2.5 "stun on hit type" "movement" "stun on hit slow" 0.35 "minicrit on cond" 15 "self add attributes on hit" "halloween reload time decreased|0.25|1" //add a lightning particle to the arrows here somewhere "custom view model" "models/weapons/c_models/c_sniper_bot_arms.mdl" "use original class weapon animations" 1 "use original class player animations" 1 } } // CustomWeapon { "Defector's Cola" { OriginalItemName "Crit-a-Cola" "special item description" "Grants the effect to your clones on use." "custom view model" "models/weapons/c_models/c_scout_bot_arms.mdl" "use original class weapon animations" 1 "use original class player animations" 1 } } CustomWeapon { "Leaping Sandman" { OriginalItemName "The Sandman" "increased jump height" 2 "custom view model" "models/weapons/c_models/c_scout_bot_arms.mdl" "use original class weapon animations" 1 "use original class player animations" 1 } } CustomWeapon { "Defector's Shotgun" { OriginalItemName "TF_WEAPON_SHOTGUN_SOLDIER" "custom view model" "models/weapons/c_models/c_soldier_bot_arms.mdl" "bullets per shot bonus" 3 "damage bonus" 0.33 "passive reload" 1 //mechanized monster "paintkit_proto_def_index" 420 "set_item_texture_wear" 0 "use original class weapon animations" 1 "use original class player animations" 1 } } CustomWeapon { "The Circuit Breaker" { OriginalItemName "The Detonator" "custom view model" "models/weapons/c_models/c_pyro_bot_arms.mdl" "use original class weapon animations" 1 "weapon burn time increased" -1 "remove damage type" 8 "lunchbox adds minicrits" 0 //turns off detonator functionality "minicrits become crits" 1 "crit on cond" "25|15|50|71|27" //afterburn is absent because flare functionality will handle that //hazard warning "paintkit_proto_def_index" 226 "set_item_texture_wear" 0 "use original class player animations" 1 } } CustomWeapon { "Metal Meets Metal" { OriginalItemName "The Hot Hand" "damage bonus" 2.325 //65 "speed_boost_on_hit_enemy" 0 "fire rate bonus" 1.5 "taunt attack time mult" 2 "custom item model" "models/empty.mdl" //fix for robo arms "custom view model" "models/weapons/c_models/c_soldier_bot_arms.mdl" "use original class weapon animations" 1 "use original class player animations" 1 } } CustomWeapon { "The Overclocker" { OriginalItemName "The Escape Plan" "custom item model" "models/empty.mdl" "provide on active" 1 "fire input on effect" "!activator^igniteplayer^7.5" "effect cond override" "32" "move speed as health decreases" 2 "move speed bonus" 1.25 "custom view model" "models/weapons/c_models/c_soldier_bot_arms.mdl" "use original class weapon animations" 1 "attach particle effect" 65 "use original class player animations" 1 } } CustomWeapon { "The Disciplinary Action for Defector" { OriginalItemName "The Disciplinary Action" "custom view model" "models/weapons/c_models/c_soldier_bot_arms.mdl" } } CustomWeapon { "Samurai Demo Sword" { OriginalItemName "The Half-Zatoichi" "provide on active" 1 "move speed penalty" 0.70 "fire rate penalty" 0.8 "melee range multiplier" 1.3 "hand scale" 1.3 "damage bonus" 1.5 "custom view model" "models/weapons/c_models/c_soldier_bot_arms.mdl" "use original class weapon animations" 1 } } PointTemplates { civilian_init { logic_relay { "targetname" "civilian_hello" "onspawn" "!parent,$displaytextcenter,READ THIS READ THIS READ THIS READ THIS,0,-1" "onspawn" "!parent,$displaytextcenter,cl_hud_playerclass_use_playermodel 0 to avoid crashing in the upgrade station,2,-1" "onspawn" "!parent,$displaytextcenter,DO NOT ATTEMPT TO OPEN CHARACTER LOADOUT,7,-1" "onspawn" "!parent,$displaytextcenter,Deal damage to spawn clones of yourself.,13,-1" "onspawn" "!parent,$displaytextcenter,Dying with a clone active will have you take over their body,17,-1" } OnSpawnOutput { Target !activator Action SetCustomModelVisibleToSelf Param 1 } OnSpawnOutput { Target !parent Action SetCustomModelWithClassAnimations Param "models/bots/soldier/bot_soldier.mdl" } OnSpawnOutput { Target !parent Action $setprop$m_nBotSkill Param 2 } OnSpawnOutput //fix speed glitch { Target !activator Action $addcond Param "32 0.1" } OnParentKilledOutput { Target !activator Action SetCustomModelVisibleToSelf Param 0 } } } PlayerAttributes { Civilian { "no resupply" 1 //civilian hacks "voice pitch scale" 0 } } ClassLimit //bot limit is a concern { Civilian 2 } PlayerSpawnTemplate { Name "civilian_init" Class Civilian } HandModelOverride { Civilian "models/weapons/c_models/c_soldier_bot_arms.mdl" } ExtraLoadoutItems { Spy { Melee "The Reconfigurer" PDA2 "The Decoy Watch" PDA2 "The Parry Watch" } Scout { //Primary "SHRAPNEL_GUN" Primary "The Metal Popper" } Engineer { Primary "The Diplomat" } Demoman { Primary "The Flashbang Launcher" } Soldier { Primary "The Silver Salvo" } //Civilian //{ //Primary "Burst Grenade Launcher" //Primary "Robot Black Box" //Primary "The Power Overwhelming" //Primary "The Thermal Paster" //Primary "The Mag Frag" //Secondary "Defector's Cola" //Secondary "Defector's Shotgun" //Secondary "The Circuit Breaker" //Melee "Metal Meets Metal" //Melee "The Overclocker" //Melee "Leaping Sandman" //Melee "Samurai Demo Sword" //Melee "The Disciplinary Action for Defector" //} } DisallowUpgrade //rocket compression { Upgrade "fire full clip at once" // Upgrade name. In case of extended upgrades, the name of the attribute MaxLevel 0 // Maximum allowed level IfUpgradePresent // Other upgrades that should not be present { "fire rate bonus" 1 // "clip size upgrade atomic" at level 1 or more blocks this upgrade } } DisallowUpgrade //rocket compression { Upgrade "fire rate bonus" // Upgrade name. In case of extended upgrades, the name of the attribute MaxLevel 0 // Maximum allowed level IfUpgradePresent // Other upgrades that should not be present { "fire full clip at once" 1 // "damage bonus hidden" at level 1 or more blocks this upgrade } } ExtendedUpgrades { splendid_unstoppable { Name "Unstoppable Charge" Attribute "Attack not cancel charge" Description "While charging, any robots you touch will be flinged back and damaged, and you take 65% less damage." Cap 1 Increment 1 Cost 200 AllowedWeapons { SimilarToItem "The Splendid Screen" } SecondaryAttributes { "effect add attributes" "stomp player damage|30|stomp player force|60|dmg taken increased|0.35" "throwable detonation time" 6 "mult dmg vs giants" 0.5 "fire input on hit" "popscript^$chargeBackOnHit^" } } demo_refill_charge_on_kill_primary { Name "Refill Charge on Kill" Attribute "mult airblast refire time" Description "Refill 20*Increment% of your charge for every grenade launcher kill" Cap 5 Increment 1 Cost 50 AllowedWeapons { Classname "tf_weapon_grenadelauncher" ItemName "The Loch-n-Load" ItemName "The Iron Bomber" ItemName "The Loose Cannon" } SecondaryAttributes { "fire input on kill" "popscript^$chargeBackOnKill^" } RequiredWeapons { SimilarToItem "The Chargin' Targe" SimilarToItem "The Tide Turner" SimilarToItem "The Splendid Screen" } } //demo_flashbang_passive_reload //{ // Name "Passive reload" // Attribute "passive reload" // Description "Reloads while inactive" // Cap 1 // Increment 1 // Cost 100 // AllowedWeapons // { // ItemName "The Flashbang Launcher" // } // RequiredWeapons // { // SimilarToItem "The Chargin' Targe" // SimilarToItem "The Tide Turner" // SimilarToItem "The Splendid Screen" // } //} //demo_flashbang_switch_speed //{ // Name "Faster Global Switch Speed" // Attribute "deploy time increased" // Cap 0.05 // Increment -0.15 // Cost 100 // AllowedWeapons // { // ItemName "The Flashbang Launcher" // } // RequiredWeapons // { // SimilarToItem "The Chargin' Targe" // SimilarToItem "The Tide Turner" // SimilarToItem "The Splendid Screen" // } //} demo_loose_cannon_superdonk { Name "Superdonk" Attribute "tool needs giftwrap" Description "Double donks now effectively crit (third hit that does 180 damage that scales with damage upgrades)" Cap 1 Increment 1 Cost 400 AllowedWeapons { ItemName "The Loose Cannon" } } demo_reload_primary_on_kill { Name "Reload Primary On Hit" Attribute "preserve ubercharge" Description "Reloads one projectile per increment of your primary weapon on hit" Cap 4 Increment 1 Cost 300 AllowPlayerClass Demoman AllowedWeapons { SimilarToItem "The Eyelander" SimilarToItem "The Scottish Handshake" SimilarToItem "The Half-Zatoichi" SimilarToItem "The Ullapool Caber" SimilarToItem "Nessie's Nine Iron" SimilarToItem "The Pain Train" SimilarToItem "The Persian Persuader" SimilarToItem "The Claidheamohmor" SimilarToItem "The Horseless Headless Horseman's Headtaker" SimilarToItem "TF_WEAPON_BOTTLE" SimilarToItem "The Scotsman's Skullcutter" SimilarToItem "TF_WEAPON_SHOTGUN_SOLDIER" } SecondaryAttributes { "fire input on hit" "popscript^$launcherReloadOnKill^" } RequiredWeapons { Classname "tf_weapon_grenadelauncher" ItemName "The Loch-n-Load" ItemName "The Iron Bomber" ItemName "The Loose Cannon" } } //direct_hit_hesh //{ // Name "Squash Head Payload" // Attribute "tool needs giftwrap" // Description "On hit, create a cloud of devastating shrapnel ahead of the rocket that annihilates commons but does little damage to giants and tanks." // Cap 1 // Increment 1 // Cost 400 // AllowedWeapons // { // ItemName "the direct hit" // } // SecondaryAttributes // { // "fire input on hit" "popscript^$directHitHESH^" // } //} liberty_launcher_support { Name "Support Launcher Package" Attribute "mod soldier buff range" Description "Increases the effect radius of all banners on wearer by 50%, slow robots by 50% on hit for 2 seconds (applies to splash)" Cap 1.5 Increment 0.5 Cost 400 AllowedWeapons { ItemName "the liberty launcher" } SecondaryAttributes { "stun on hit type" movement "stun on hit slow" 0.5 "stun on hit" 2 } } airstrike_ignite { Name "Napalm" Attribute "Set DamageType Ignite" Description "Light enemies on fire, minicrit burning" Cap 1 Increment 1 Cost 500 AllowedWeapons { ItemName "The Air Strike" } SecondaryAttributes { "minicrit vs burning player" 1 "no self effect" 1 } } airstrike_ignite_mastery { Name "Napalm Mastery" Attribute "afterburn duration bonus" Description "Raises afterburn damage by 10% and duration by 25%" Cap 2 Increment 0.25 Cost 350 AllowedWeapons { ItemName "The Air Strike" } SecondaryAttributes { "weapon burn dmg increased" 0.10 } RequiredUpgrade { Upgrade "airstrike_ignite" // Name of the upgrade, as specified in the outer block Level 1 // Minimum level after which the upgrade becomes enabled (Default: 1) } } soldier_reload_primary_on_kill { Name "Reload Primary On Kill" Attribute "preserve ubercharge" Description "Reloads one projectile per increment of your primary weapon on kill" Cap 4 Increment 1 Cost 50 AllowPlayerClass Soldier AllowedWeapons { SimilarToItem "Upgradeable TF_WEAPON_SHOTGUN_PRIMARY" SimilarToItem "The Reserve Shooter" SimilarToItem "Panic Attack Shotgun" } SecondaryAttributes { "fire input on kill" "popscript^$launcherReloadOnKill^" } } soldier_bison_reload_on_hit_first_tick { Name "Reload Primary On Hit" Attribute "preserve ubercharge" Description "Reloads one ammo of your primary weapon on hit, note that the bison often hits its target 3 times with one projectile" Cap 1 Increment 1 Cost 500 AllowedWeapons { SimilarToItem "The Righteous Bison" } SecondaryAttributes { "fire input on hit" "popscript^$launcherReloadOnKill^" "maxammo primary reduced" -0.30 "no primary ammo from dispensers while active" 1 } } soldier_bison_reload_on_hit { Name "Reload More" Attribute "preserve ubercharge" Description "Reload more per hit" Cap 4 Increment 1 Cost 300 AllowedWeapons { SimilarToItem "The Righteous Bison" } RequiredUpgrade { Upgrade "soldier_bison_reload_on_hit_first_tick" // Name of the upgrade, as specified in the outer block Level 1 // Minimum level after which the upgrade becomes enabled (Default: 1) } } soldier_conch_on_kill { Name "Stable Mod: Conch Buff On Kill" Attribute "add cond on kill" Description "Gives a banner buff to yourself on kill for 10 seconds. +35% Damage Bonus" Cap 29 Increment 29 Cost 0 AllowPlayerClass Soldier AllowedWeapons { SimilarToItem "Upgradeable TF_WEAPON_SHOTGUN_PRIMARY" SimilarToItem "The Reserve Shooter" SimilarToItem "Panic Attack Shotgun" SimilarToItem "The Righteous Bison" } SecondaryAttributes { "add cond on kill duration" "10" "damage bonus" 0.35 } DisallowedUpgrade { Upgrade soldier_buff_on_kill // Name of the upgrade, as specified in the outer block Level 1 // Minimum level after which the upgrade becomes disabled (Default: 1) } DisallowedUpgrade { Upgrade soldier_batts_on_kill // Name of the upgrade, as specified in the outer block Level 1 // Minimum level after which the upgrade becomes disabled (Default: 1) } } soldier_buff_on_kill { Name "Stable Mod: Banner Buff On Kill" Attribute "add cond on kill" Description "Gives a banner buff to yourself on kill for 10 seconds. +35% Damage Bonus" Cap 16 Increment 16 Cost 100 AllowPlayerClass Soldier AllowedWeapons { SimilarToItem "Upgradeable TF_WEAPON_SHOTGUN_PRIMARY" SimilarToItem "The Reserve Shooter" SimilarToItem "Panic Attack Shotgun" SimilarToItem "The Righteous Bison" } SecondaryAttributes { "add cond on kill duration" "10" "damage bonus" 0.35 } DisallowedUpgrade { Upgrade soldier_conch_on_kill // Name of the upgrade, as specified in the outer block Level 1 // Minimum level after which the upgrade becomes disabled (Default: 1) } DisallowedUpgrade { Upgrade soldier_batts_on_kill // Name of the upgrade, as specified in the outer block Level 1 // Minimum level after which the upgrade becomes disabled (Default: 1) } } soldier_batts_on_kill { Name "Stable Mod: Battalion's Buff On Kill" Attribute "add cond on kill" Description "Gives a banner buff to yourself on kill for 10 seconds. +35% Damage Bonus" Cap 26 Increment 26 Cost 0 AllowPlayerClass Soldier AllowedWeapons { SimilarToItem "Upgradeable TF_WEAPON_SHOTGUN_PRIMARY" SimilarToItem "The Reserve Shooter" SimilarToItem "Panic Attack Shotgun" SimilarToItem "The Righteous Bison" } SecondaryAttributes { "add cond on kill duration" "10" "damage bonus" 0.35 } DisallowedUpgrade { Upgrade soldier_conch_on_kill // Name of the upgrade, as specified in the outer block Level 1 // Minimum level after which the upgrade becomes disabled (Default: 1) } DisallowedUpgrade { Upgrade soldier_buff_on_kill // Name of the upgrade, as specified in the outer block Level 1 // Minimum level after which the upgrade becomes disabled (Default: 1) } } reserve_passive_reload { Name "Passive Reload" Attribute "passive reload" Description "Weapon reloads while it isn't active" Cap 1 Increment 1 Cost 100 AllowedWeapons { ItemName "The Reserve Shooter" } } reserve_rocket_spec { Name "Flechette Specialist" Attribute "stun on hit" Description "25% increase in damage, no falloff or rampup, stuns like rocket specialist" Cap 0.5 Increment 0.5 Cost 250 AllowedWeapons { ItemName "The Reserve Shooter" } SecondaryAttributes { "dmg penalty vs players" 0.25 "stun on hit type" movement "stun on hit slow" 1 "no damage falloff" 1 } } mantreads_fall_damage_negate { Name "Heavy Soles" Attribute "dmg from ranged reduced" Description "Negate Fall Damage, do double stomp damage to enemies" Cap 20 Increment 20 Cost 100 SecondaryAttributes { "dmg penalty vs players" 1 "dmg taken increased" -0.99 "mult dmgtaken from melee" 100 "dmg taken from fire increased" 100 "dmg taken from bullets increased" 100 "dmg taken from blast increased" 100 "special item description" "Don't worry about the scary red text, it is due to unresolvable spaghetti. You will not take 10,000% more damage" } AllowedWeapons { ItemName "The Mantreads" } } market_gardener_medic_deleter { Name "All players connected via Mediguns are hit" Attribute "damage all connected" Cap 1 Increment 1 Cost 250 AllowedWeapons { ItemName "The Market Gardener" } } market_gardener_armor_pen { Name "Armor Piercing" Attribute "mult dmg vs giants" Description "+25% damage vs giants, +25% damage vs tanks" Cap 2 Increment 0.25 Cost 250 SecondaryAttributes { "mult dmg vs tanks" 0.25 } AllowedWeapons { ItemName "The Market Gardener" } } market_gardener_damage_bonus { Name "+25% Damage Bonus" Attribute "damage bonus" Description "" Cap 2 Increment 0.25 Cost 300 AllowedWeapons { ItemName "The Market Gardener" } } pistol_minicrit_on_kill { Name "+2 Seconds Minicrit on Kill" Description "Also gives +15% damage bonus per point" Cap 8 Increment 2 Attribute "minicritboost on kill" Cost 50 AllowedWeapons { SimilarToItem "TF_WEAPON_PISTOL" } SecondaryAttributes { "damage bonus" 0.15 } } pistol_extra_disposables { Name "+1 Additional Disposable Sentries" Attribute "engy disposable sentries" Cap 1 Increment 1 Cost 200 Description "One extra disposable sentry, stacks with the upgrade bought from the default menu" Allowplayerclass Engineer AllowedWeapons { SimilarToItem TF_WEAPON_PISTOL } } pistol_building_health { Name "+50% Building Health" Attribute "engy building health bonus" Cap 3 Increment 0.5 Cost 150 Description "Stacks with the upgrade bought from the default menu" Allowplayerclass Engineer AllowedWeapons { SimilarToItem TF_WEAPON_PISTOL } } panic_attack_bullets_per_shot { Name "+25% Bullets Per Shot" Attribute "bullets per shot bonus" Cap 2.5 Increment 0.25 Cost 200 AllowedWeapons { SimilarToItem "Panic Attack Shotgun" } DisallowedUpgrade { Upgrade panic_attack_accuracy // Name of the upgrade, as specified in the outer block Level 1 // Minimum level after which the upgrade becomes disabled (Default: 1) } } panic_attack_accuracy { Name "Accuracy Mastery" Attribute "weapon spread bonus" Description "Tightens your spread by 15% and increases your damage by 10% per point" Cap 0.4 Increment -0.15 Cost 200 AllowedWeapons { ItemName "Panic Attack Shotgun" } SecondaryAttributes //Secondary attributes applied when upgrade is applied, for each upgrade level { "damage bonus" 0.10 } DisallowedUpgrade { Upgrade panic_attack_bullets_per_shot // Name of the upgrade, as specified in the outer block Level 1 // Minimum level after which the upgrade becomes disabled (Default: 1) } } cowmangler_stun { Name "EMP Pulse" Attribute "disguise speed penalty" Description "Non-Giant robots dropped below 50% health by your weapon will be stunned for half of a second. Stun can be reapplied while active." Cap 0.25 Increment 0.25 Cost 500 AllowedWeapons { ItemName "The Cow mangler 5000" } SecondaryAttributes { "fire input on hit" "popscript^$pomsonEMPhit^" } } //thank you cactus general_shotgun_minicrit_on_kill { Name "Combo Shells" Attribute "minicritboost on kill" Cap 5 Increment 5 Cost 0 Description "+On Kill: 5 seconds of mini-crits +35% damage bonus. Visiting upgrade from Cactus Overclocks" Tier 1 SecondaryAttributes { "damage bonus" 0.35 } Allowplayerclass Engineer Allowplayerclass Heavyweapons Allowplayerclass Pyro Allowplayerclass Spy AllowedWeapons { ClassName TF_WEAPON_SHOTGUN_PRIMARY } DisallowedWeapons // Disallow those weapons { ItemName "The Frontier Justice" ItemName "The Pomson 6000" ItemName "The Rescue Ranger" ItemName "The Widowmaker" } } pomson_stun { Name "Stable Mod: Sapping Bolts" Attribute "disguise speed penalty" Description "On hit, bleed for four seconds (procs uber drain), 50% base damage bonus. Uses bison projectile instead of the pomson one." Cap 1 Increment 1 Cost 0 AllowedWeapons { ItemName "The Pomson 6000" } SecondaryAttributes { "bleeding duration" 4 "mult bleeding dmg" 1 "energy weapon penetration" 1 "damage bonus" 0.5 "disable buildings on hit" 4 } } gunslinger_extra_disposables { Name "+1 Additional Disposable Sentries" Attribute "engy disposable sentries" Cap 2 Increment 1 Cost 200 Description "One extra disposable sentry, stacks with the upgrade bought from the default menu" AllowedWeapons { SimilarToItem "The Gunslinger" } } gunslinger_giga_engie { Name "The Natural Conclusion" Attribute "model scale" Cap 1.25 Increment 0.25 Cost 500 Description "Become a heavily armored robot, gain 15% more movespeed, 375 extra health, 50% extra melee damage, 40% knockback resistance, and a 300% better jawline!" SecondaryAttributes { "max health additive bonus" 350 "move speed bonus" 0.15 "voice pitch scale" -0.35 "head scale" -0.35 "damage bonus" 0.5 //You are big, so you punch harder "damage force reduction" -0.6 //you are big, so you are fatter and harder to move "airblast vulnerability multiplier" -0.6 "airblast vertical vulnerability multiplier" -0.2 "SET BONUS: special dsp" 38 "use robot voice" 1 } AllowedWeapons { SimilarToItem "The Gunslinger" } OnApply { Output "!activator,SetCustomModelWithClassAnimations,models/bots/engineer/bot_engineer.mdl,0" } OnDowngrade { Output "!activator,SetCustomModelWithClassAnimations,models/player/engineer.mdl,0" } } frontier_crit_boost { Name "+25% Crit Damage Bonus" Description "Increases the damage that all critical hits deal." Cap 2 Increment 0.25 Attribute "mult crit dmg" Cost 300 AllowedWeapons { SimilarToItem "The Frontier Justice" } } flare_crit_boost { Name "+25% Crit Damage Bonus" Description "Increases the damage that all critical hits deal." Cap 2 Increment 0.25 Attribute "mult crit dmg" Cost 400 AllowedWeapons { SimilarToItem "The Flare Gun" } } flare_mark { Name "Signal Flare" Description "Marks a single target for death on hit, like the Fan O'War. Also undisguises spies on hit" Cap 1 Increment 1 Attribute "mark for death" Cost 300 SecondaryAttributes { "reveal disguised victim on hit" 1 } AllowedWeapons { SimilarToItem "The Flare Gun" } } manmelter_not_suck { Name "Enhanced Extinguisher" Description "Gains a stored crit and extinguishes afterburn on hit with any burning player. Ignores damage resistances" Cap 1 Increment 1 Attribute "dmg pierces resists absorbs" Cost 150 SecondaryAttributes { "fire input on hit" "popscript^$manmelterExtinguish^" "fire input on attack" "popscript^$manmelterUnfuckCrit^" "weapon burn time increased" -1 "remove damage type" 8 } AllowedWeapons { SimilarToItem "The Manmelter" } } machina_giga { Name "Maximum Penetration" Description "Penetrates up to 3 targets regardless of charge, penetrates damage resistances, fully charged damage bonus is now 67%. Max ammo is halved and the rifle charges 50% slower" Cap 1 Increment 1 Attribute "dmg pierces resists absorbs" Cost 300 SecondaryAttributes { "sniper full charge damage bonus" 0.517 "projectile penetration heavy" 3 "sniper penetrate players when charged" -1 "hidden primary max ammo bonus" -0.5 "sniper charge per sec" -0.5 } AllowedWeapons { SimilarToItem "The Machina" } } guillotine_annihilation { Name "Heavy Cleaver" Description "300% damage bonus, 40% projectile speed decrease, delete medics and light classes at your leisure!" Cap 3 Increment 3 Attribute "dmg penalty vs players" Cost 300 SecondaryAttributes { "Projectile speed decreased" -0.4 "hand scale" 0.35 "mult projectile scale" 0.35 } AllowedWeapons { SimilarToItem "The Flying Guillotine" } } guillotine_penetration { Name "Projectile Penetration" Cap 1 Increment 1 Attribute "projectile penetration" Cost 300 AllowedWeapons { SimilarToItem "The Flying Guillotine" } } chocolate_batts_on_eat { Name "Batts on consume" Description "Gives you 6 seconds of batts when eaten" Cap 1 Increment 1 Attribute "dmg pierces resists absorbs" Cost 200 SecondaryAttributes { "fire input on taunt" "popscript^$dalokasEat^" } AllowedWeapons { SimilarToItem "The Dalokohs Bar" } } tomislav_accuracy { Name "+15% More Accurate" Description "Reduces spread, good for fighting from further away" Cap 0.2 Increment -0.15 Attribute "weapon spread bonus" Cost 200 AllowedWeapons { SimilarToItem "Tomislav" } } heater_explode_on_kill { Name "Explode On Kill" Attribute "throwable damage" Description "On kill, victim explodes and ignites all enemies nearby for full afterburn." Cap 1 Increment 1 Cost 250 AllowedWeapons { ItemName "The Huo Long Heatmaker" } SecondaryAttributes { "fire input on kill" "popscript^$heaterExplodeOnKill^" } } degreaser_dash { Name "Airblast Dash" Description "Airblast pushes you forward" Cap 1 Increment 1 Attribute "airblast dashes" Cost 250 AllowedWeapons { SimilarToItem "The Backburner" } } axtinguisher_explode { Name "Explosive Axtinguish" Attribute "tool needs giftwrap" Description "On hit with burning enemy, every enemy within a 300hu radius of the victim will also be hit. Pulling out the axtinguisher right before a crit flare hits a victim will trigger this effect at range" Cap 1 Increment 1 Cost 250 AllowedWeapons { ItemName "The Axtinguisher" } } axtinguisher_damage { Name "+25% Damage Bonus" Attribute "damage bonus" Cap 2 Increment 0.25 Cost 300 AllowedWeapons { ItemName "The Axtinguisher" } } stock_invis_decloak { Name "15% Faster Decloak" Description "Airblast pushes you forward" Cap 0.2 Increment -0.15 Attribute "mult decloak rate" Cost 150 AllowedWeapons { SimilarToItem "TF_WEAPON_INVIS" } } stock_ignored_by_bots { Name "Sensor Jammer" Description "Forcefully stops bots from noticing you while cloaking and decloaking" Cap 1 Increment 1 Attribute "apply z velocity on damage" Cost 300 SecondaryAttributes { "effect add attributes" "ignored by bots|1" } AllowedWeapons { SimilarToItem "TF_WEAPON_INVIS" } } cloakndagger_cloak_armor { Name "Cloak Armor" Description "Makes you take 15% less damage while cloaked per tick, on top of existing base cloak armor" Cap 3 Increment 1 Attribute "apply z velocity on damage" Cost 200 SecondaryAttributes { "effect add attributes" "dmg taken increased |-0.15" } AllowedWeapons { SimilarToItem "The Cloak and Dagger" } } bigearner_cash_vaccum { Name "Earn Big" Description "Makes you collect money like a scout, 15 HP per credit pack" Cap 3 Increment 2 Attribute "mult credit collect range" Cost 500 SecondaryAttributes { "health from credits" 30 } AllowedWeapons { SimilarToItem "The Big Earner" } } letranger_speed_boost_on_hit { Name "Speed boost on hit" Description "Grants a speed boost when you shoot someone, lasts for 2 seconds by default" Cap 32 Increment 32 Attribute "self add cond on hit" Cost 250 SecondaryAttributes { "self add cond on hit duration" 2 } AllowedWeapons { SimilarToItem "L'Etranger" } } letranger_speed_boost_on_hit_duration { Name "Speed boost duration" Description "Increases speed boost duration by 2 seconds per tick" Cap 10 Increment 2 Attribute "self add cond on hit duration" Cost 100 AllowedWeapons { SimilarToItem "L'Etranger" } RequiredUpgrade { Upgrade "letranger_speed_boost_on_hit" // Name of the upgrade, as specified in the outer block Level 1 // Minimum level after which the upgrade becomes enabled (Default: 1) } } stock_rocket_launcher_burstfire { Name "Extreme Rocket Compression" Description "launch full clip as one giga rocket. Mind the self damage with higher clip sizes. 35% damage penalty" Cap 1 Increment 1 Attribute "fire full clip at once" Cost 500 SecondaryAttributes { "ignores other projectiles" 1 "damage penalty" 0.50 "rocket jump damage reduction" -0.35 } AllowedWeapons { SimilarToItem "TF_WEAPON_ROCKETLAUNCHER" SimilarToItem "The Original" } } rocket_jumper_cash_vaccum { Name "Collect Cash Like a Scout" Description "Makes you collect money like a scout, 15 HP per credit pack" Cap 3 Increment 2 Attribute "mult credit collect range" Cost 250 SecondaryAttributes { "health from credits" 30 } AllowedWeapons { SimilarToItem "Rocket Jumper" } } } }