WaveSchedule { // adding in bases with extendedupgrades breaks everything im actually going to cry // RAFMOD BEGIN PointTemplates { PackTemplate // cause i dont want extra melee speed. LITE MADE THIS. ALL CREDIT FOR THIS PART GOES TO LITE. https://steamcommunity.com/profiles/76561198300633951 { OnSpawnOutput { Target !activator Action RunScriptCode Param " local hPack; for (local hWearable = self.FirstMoveChild(); hWearable != null; hWearable = hWearable.NextMovePeer()) { if(NetProps.GetPropInt(hWearable, `m_AttributeManager.m_Item.m_iItemDefinitionIndex`) == 642) { hPack = hWearable; break; } } if(hPack && hPack.IsValid()) { hPack.ValidateScriptScope(); local hPackScope = hPack.GetScriptScope(); hPackScope.hOwner <- hPack.GetOwner(); hPackScope.PackThink <- function() { local hWeapon = hOwner.GetActiveWeapon(); if(hWeapon && hWeapon.GetSlot() == 0) { hOwner.AddCustomAttribute(`reload time increased hidden`, 0.3, 0.1); hOwner.AddCustomAttribute(`fire rate penalty HIDDEN`, 0.8, 0.1); } return -1; } `PopExtUtil` in getroottable() ? PopExtUtil.AddThinkToEnt(hPack, `PackThink`) : AddThinkToEnt(hPack, `PackThink`) } " } } LilShieldTemplate // Royal told me that this would work. (it does) { OnSpawnOutput { Target popscript Action $PersonalProjectileShieldPurchase } OnParentKilledOutput { Target popscript Action $PersonalProjectileShieldRefunded } } } // weapons by randomguy CustomWeapon // Many pellet go brrrrr... Based off of the Super Shotgun from Doom 2. { Name "The Super Shotgun" OriginalItemName "The Force-a-Nature" "special item description" "[INFO] Shoots 20 pellets. Has halved ammo and clip size." "bullets per shot bonus" 2.1 // DEFIES MATH, NO CLUE WHY. // "mod ammo per shot" 2 "maxammo primary reduced" 0.5 "clip size penalty" 0.17 "reload time decreased" 0.85 // fixed_shot_pattern 1 // "reload time increased" 1.2 // "fire rate bonus" 1 // remove FaN's fire rate bonus. // "hand scale" 1.5 // hear me out... // "damage bonus" 1.25 "add attributes when active" "hand scale|1.5" // Now shouldn't be passive. } CustomWeapon // Blacky gave me this idea. { Name "The Carpet Bomber" OriginalItemName "The Air Strike" "special item description" "[INFO] Increased fire and reload rate and double ammo. Rockets are smaller and deal less damage with a smaller explosion radius." "damage penalty" 0.7 // 0.6 "blast radius decreased" 0.65 // 0.7 // 0.6 "projectile spread angle penalty" 3 "hidden primary max ammo bonus" 2 "clip size bonus" 2 "mult projectile scale" 0.5 "fire rate bonus hidden" 0.7 "reload time increased hidden" 0.7 paintkit_proto_def_index 420 set_item_texture_wear 0 } CustomWeapon // Pyro's Phlogistinator but banner effects. { Name "The Flagbearer's Flogistinator" OriginalItemName "The Phlogistinator" "special item description" "[INFO] Banner Phlogistinator, acts like the phlogistinator but grants you Soldier's banner effects instead of crits." "effect cond override" 1711376 // buffbanner (normal) + concheror (x256) + battalions (x65536) } CustomWeapon // demo hitscan lol { Name "The Shotgun For Demoman" OriginalItemName TF_WEAPON_SHOTGUN_HWG "special item description" "[INFO] Explosive Shells." "explosive bullets" 100 "no self effect" 1 // for fire upgrade "CARD: damage bonus" 2 } // DisallowUpgrade // { // Upgrade "projectile penetration" // ItemName "The Shotgun For Demoman" // } CustomWeapon // was originally just a Bison Minigun, PDA Expert gave me ideas for a rework when that ended as horribly as you could imagine. { Name "The Handheld Tesla" OriginalItemName "Upgradeable TF_WEAPON_MINIGUN" "special item description" "[INFO] Tesla Minigun, shoots very short ranged, homing laser projectiles. Does 20% damage to buildings or tanks. Minicrits instead of crits." "custom kill icon" righteous_bison set_item_texture_wear 0 // Factory New paintkit_proto_def_index 408 // Hypergon, kinda inspired by gg humbridge exp, as in i only know this skin exists cause of that. "attach particle effect" 704 "override projectile type" 13 "energy weapon penetration" 1 "dmg penalty vs players" 0.33 "projectile spread angle penalty" 5 // big rework ahead! "mod projectile heat seek power" 50 // homing stuff "mod projectile heat aim error" 360 // homing stuff "mod projectile heat aim time" 1 // homing stuff "mod projectile heat aim start time" 0 // homing stuff "set item tint rgb" 5322826 // Noble Hatte Violet at Blacky's suggestion. Pinkish to show homing but darker to intrude on visiblity less. "projectile lifetime" .5 // less than 1 second lifespan cope "dmg penalty vs buildings" 0.2 // 0.2x building damage. // "mult dmg vs tanks" 0.2 // 0.2x tank damage. //player dmg penalty already trolls tanks. //this took too long to figure out. // im mad. crits_become_minicrits 1 // energy weapon } DisallowUpgrade // Already penetrates. { Upgrade "projectile penetration heavy" ItemName "The Handheld Tesla" } CustomWeapon // Pre-JI GRU. Inspured by Drcactus overclocks. { Name "The Gloves of Running Urgently 2015-16 (Pre-JI)" // OriginalItemName "Gloves of Running Urgently MvM" // Caused inspect issues. OriginalItemName "Gloves of Running Urgently" "special item description" "[INFO] Old GRU. No health drain, mark for death. Damage penalty." "self mark for death" 3 "provide on active" 1 "damage penalty" 0.75 mod_maxhealth_drain_rate 0 } CustomWeapon // Smoll shield medigun. { Name "The Battering Ram" OriginalItemName "Upgradeable TF_WEAPON_MEDIGUN" "special item description" "[INFO] Ubercharge provides minicrits. Free mini-shield with double duration and 1/3 faster charge rate." "special item description 2" "[TIP] Look downward or upwards to bring your shield closer, allowing you to bodyblock!" set_item_texture_wear 0 // Factory New paintkit_proto_def_index 232 // Alien Tech. Looks cool. "effect cond override" 16 // this cond is buffbanner minicrits. "generate rage on heal" 2 // shield. "increase buff duration" 2 // 2x shield duration. "rage receive scale" 1.33 // 33% faster shield charge rate. "cannot giftwrap" 2 // Lua magic. } PrecacheModel models/props_mvm/mvm_comically_small_player_shield.mdl // for smol shield medigun. Model by Lite. LuaScriptFile scripts/small_shield_overclock.lua // for smol shield medigun. by Royal. PlayerItemEquipSpawnTemplate { Name LilShieldTemplate ItemName "The Battering Ram" } CustomWeapon // Engineer passive for more aggressive play { Name "The Frontier's Aggressor" OriginalItemName "The Cozy Camper" "ammo regen" 0.33 "health regen" 10 // "reload time increased hidden" 0.3 // "fire rate penalty HIDDEN" 0.7 "custom item model" models/workshop/player/items/engineer/dec15_winter_backup/dec15_winter_backup.mdl "special item description" "[INFO] Aggressive playstyle. Increases primary firing speed by 20%, reload speed by 70% and provides health/ammo regeneration." } PlayerItemEquipSpawnTemplate { Name PackTemplate ItemName "The Frontier's Aggressor" } // weapon concepts by PDA Expert (used with permission) // CustomWeapon // "op but fun" - blacky // { // Name "The Follower" // OriginalItemName "Upgradeable TF_WEAPON_ROCKETLAUNCHER" // "special item description" "[INFO] Hold alt-fire to shoot rockets that home in to your crosshair instead. These rockets will deal full damage." // "no damage falloff" 1 // "projectile speed decreased" 0.55 // "mod projectile heat seek power" 225 // "mod projectile heat aim error" 50 // "mod projectile heat aim time" 3.25 // "mod projectile heat aim start time" 0.25 // "damage penalty" 0.8 // "blast radius decreased" 0.7 // "mod projectile heat no predict target speed" 1 // "alt fire attributes" "mod projectile heat follow crosshair|1|damage bonus hidden|1.25" // paintkit_proto_def_index 420 // set_item_texture_wear 0 // "custom weapon fire sound" =60|weapons/ar2/npc_ar2_altfire.wav // "custom weapon reload sound" =80|weapons/ar2/ar2_reload_push.wav // "custom impact sound" =90|weapons/air_burster_explode2.wav // "projectile trail particle" eyeboss_projectile // "alt fire attack" 1 // } // ^ you're getting replaced. CustomWeapon { Name "The Blast Handcannon" OriginalItemName "The Detonator" "special item description" "[INFO] Shoots fireballs instead of flares." "blast dmg to self increased" 5 "damage penalty" 1 "damage bonus" 2 // 2.5 //cuz i added dmg upgrade to it. "weapon burn time reduced" 0.25 "fire rate penalty" 1.2 "reload time increased" 1.35 "override projectile type" 2 paintkit_proto_def_index 414 "projectile trail particle" spell_fireball_small_red "custom projectile model" models/weapons/w_models/w_drg_ball.mdl "custom kill icon" spellbook_fireball "explosion particle" halloween_explosion "Set DamageType Ignite" 1 "Projectile speed decreased" 1.25 // changed to not conflict with upgrade set_item_texture_wear 0 "minicrit vs burning player" 1 // 0 //hmmm, may have had this disabled for a reason. Oh well! "no damage falloff" 1 "custom weapon fire sound" =30|weapons/flaregun/fire.wav "custom impact sound" =80|weapons/explode4.wav } CustomWeapon { Name "The Beggar's Bomber" OriginalItemName "The Iron Bomber" "special item description" "[INFO] Beggars-Like burst fire Iron Bomber." "fuse bonus" 0.8 // beggarsing now // 1.6 // "projectile speed decreased" 0.6 // "grenade bounce speed" 1.15 // "grenade bounce damage" 0.112 // 0.01 // 0.112 // "damage penalty" 0.95 // 0.8 // 0.9 // "fire rate bonus" 0.1 // "reload time increased hidden" 3 // 6 //changed cause i removed clip upgrade // "reload full clip at once" 1 // changing this to beggars style now. "fire rate bonus HIDDEN" 0.3 "auto fires full clip" 1 // "can overload" 1 "reload time increased hidden" 1.2 // "projectile spread angle penalty" // 3 nvm you suck // 5 // haha paintkit_proto_def_index 226 set_item_texture_wear 1 // 0 // "mult projectile scale" 1.66 "blast radius decreased" 0.8 // beggars like rework //0.4 // "explosion particle" ExplosionCore_sapperdestroyed // "projectile trail particle" rockettrail_airstrike_line // "custom projectile model" models/weapons/c_models/c_xms_festive_ornament.mdl // "custom kill icon" deflect_promode // "custom weapon reload sound" =65|weapons/cow_mangler_reload.wav // _final.wav } // DisallowUpgrade // OP/too hard to balance // { // Upgrade "clip size upgrade atomic" // ItemName "The Marble Zone" // } // CustomWeapon // { // Name "Signal Sterilizer" // OriginalItemName "The Detonator" // "special item description" "[INFO] Shoots tracer rounds, aim at your sentry's target to deal triple damage." // "blast dmg to self increased" 1 // "damage bonus" 3 // 1.5 //wild buff but hear me out. // "damage penalty" 1 // "damage bonus bullet vs sentry target" 3 // "minicrit vs burning player" 0 // "set damagetype ignite" 0 // "mvm sentry ammo" 1.5 // "mark for death" 1 // "reload time increased" 1.66 // "use original class weapon animations" 1 // paintkit_proto_def_index 232 // set_item_texture_wear 0 // "override projectile type" 1 // "sniper fires tracer hidden" 1 // "custom weapon fire sound" =70|weapons/shooting_star_shoot.wav // } // you kinda smell to balance. out. CustomWeapon { Name "The Stasis Shock" OriginalItemName "Upgradeable TF_WEAPON_BONESAW" "special item description" "[INFO] 100% chance to stun non-giant or non-semigiant robots. Can mark multiple enemies for death." "custom item model" models/workshop/player/items/medic/tauntdoctors_defibrillators/tauntdoctors_defibrillators.mdl "fire rate penalty" 1.5 "damage penalty" 0.385 // 25 dmg. "custom hit sound" =125|ambient/energy/weld2.wav "ragdolls become ash" 1 "add cond on hit" 12338 "stun on damage" 60 "melee range multiplier" 1.33 "add cond on hit duration" 3 "damage all connected" 1 "custom kill icon" obj_attachment_sapper } CustomWeapon { Name "The Plasma Bow" OriginalItemName "The Huntsman" "custom projectile model" models/weapons/w_models/w_drg_ball.mdl "special item description" "[INFO] Arrows bounce, can hit the same enemy multiple times." "reset arrow hits on bounce" 1 "grenade bounce speed" 1 "projectile lifetime" 3 "projectile penetration" 1 "dmg penalty vs players" 0.85 "dmg penalty vs buildings" 0.85 // "fire rate bonus" 0.5 //t'was a bit overtuned. Not egregious though. "ragdolls plasma effect" 1 "projectile trail particle" ~drg_cow_rockettrail_normal "custom weapon fire sound" =70|weapons/capper_shoot.wav "custom hit sound" =50|weapons/fx/rics/bison_projectile_impact_flesh.wav "custom impact sound" =50|weapons/fx/rics/ric4.wav // "custom item model" models/weapons/c_models/c_astral_assassin/c_bow.mdl //looks weird. "custom kill icon" cow_mangler crits_become_minicrits 1 "mult crit dmg" 1.25 "hidden primary max ammo bonus" 0.8 "mult dmg vs tanks" 0.8 // 0.5 // kinda does shred tanks a BIT more than i'd like tbh } CustomWeapon { Name "The Wild Revolver" OriginalItemName "Upgradeable TF_WEAPON_REVOLVER" "special item description" "[INFO] Beggars style revolver. Damage can be upgraded. Innate 50% damage bonus. CRITS HAVE FALLOFF." "auto fires full clip" 1 "auto fires when full" 1 // "spread penalty" 2.2 // atrocity "fire rate penalty hidden" 0.66 "reload time increased hidden" 1.2 // 1.1 // 1.3 Paintkit_proto_def_index 403 Set_item_texture_wear 0 "crit mod disabled" 0 crit_dmg_falloff 1 "clip size penalty" 0.5 // zooks idea. "damage bonus HIDDEN" 1.5 // zooks idea. "custom weapon fire sound" =85|weapons/357_fire2.wav "custom weapon reload sound" =80|weapons/357/357_reload3.wav } ExtraLoadoutItems { AllowEquipOutsideSpawn 1 // Allow equipping items outside spawn Scout { // Primary "Baby Face's Blaster 2012 (OG)" Primary "The Super Shotgun" } Soldier { Primary "The Carpet Bomber" } Pyro // he gets two because uhhh umm well... { Primary "The Flagbearer's Flogistinator" Secondary "The Blast Handcannon" } Demoman { Primary "The Beggar's Bomber" // R.I.P Marble Zone Secondary "The Shotgun For Demoman" } HeavyWeapons // he gets two because GRU is already in the game { Primary "The Handheld Tesla" Melee "The Gloves of Running Urgently 2015-16 (Pre-JI)" } Engineer { Secondary "The Frontier's Aggressor" } Medic { Secondary "The Battering Ram" Melee "The Stasis Shock" } Sniper { Primary "The Plasma Bow" } Spy { Secondary "The Wild Revolver" } } ExtendedUpgrades { Supershotty_INeedMoreBoolets { Name "+25% Bullets Per Shot" Attribute "bullets per shot bonus" Cap 3.1 // 2.5 Increment 0.25 Cost 400 AllowedWeapons { ItemName "The Super Shotgun" } } Handcannon_damage { Name "+25% Damage Bonus" Attribute "damage bonus HIDDEN" Cap 2 Increment 0.25 Cost 300 AllowedWeapons { ItemName "The Blast Handcannon" } } Handcannon_projspeed { Name "+25% Projectile Speed" Attribute "projectile speed increased" Cap 2 Increment 0.25 Cost 150 AllowedWeapons { ItemName "The Blast Handcannon" } } Demoshotgun_Burn { Name "Ignite On Hit" Description "NOTE: Also ignites self." Attribute "Set DamageType Ignite" Cap 1 Increment 1 Cost 600 AllowedWeapons { ItemName "The Shotgun For Demoman" } } // Scrapped upgrade cause I ended up not liking how you can just snipe with it. // Railgun_Range // 0.5 normal, 0.1 is 20% // { // Name "+20% Projectile Lifetime" // Attribute "reload time increased HIDDEN" // Cap 1.5 // Increment 0.1 // Cost 250 // Children Railgun_Range_JankFix // SecondaryAttributes // { // "projectile lifetime" 1.1 // } // AllowedWeapons // { // ItemName "The Railgun" // } // } // Railgun_Range_JankFix // 0.5 normal, 0.1 is 20% // { // Name "you shouldn't see this" // see this is a technically a paper mario reference so any mission with this is giga based // Attribute "projectile lifetime" // Cap -9 // Increment -1 // Cost 0 // Hidden 1 // AllowedWeapons // { // ItemName "The Railgun" // } // } BatteringRam_Damage // dmg vs p's increases shield damage. { Name "+15% Shield Damage Vs Bots and Tanks" Attribute "dmg penalty vs players" Cap 1.6 Increment 0.15 Cost 400 AllowedWeapons { ItemName "The Battering Ram" } } Wildrevolver_Damage { Name "+25% Damage Bonus" Attribute "damage bonus" Cap 2 Increment 0.25 Cost 400 // 300 AllowedWeapons { ItemName "The Wild Revolver" } } // Wildrevolver_Special // { // Name "[SPECIAL] High Noon" // Attribute "killstreak tier" // Description "Last shot always crits, damage increased by 35%." // Cap 2 // Increment 2 // Cost 650 // AllowedWeapons // { // ItemName "The Wild Revolver" // } // SecondaryAttributes // { // "killstreak idleeffect" 2 // "CARD: damage bonus" 0.35 // "last shot crits" 1 // } // RequiredUpgrade // { // Upgrade Wildrevolver_Damage // Level 4 // } // OnApply // { // OutPut "!activator,$giveitem,Texas Ten Gallon,0,0" // } // OnUpgrade // { // Output !activator,$playsoundtoself,weapons/saxxy_impact_gen_06.wav,0 // Output !activator,speakresponseconcept,TLK_MVM_LOOT_RARE,1.5 // OutPut "!activator,$giveitem,Texas Ten Gallon,0,0" // } // } } // RAFMOD END }