WaveSchedule { LuaScriptFile "scripts/deflect_rage_airblast.lua" PrecacheModel "models/props_mvm/mvm_comically_small_player_shield.mdl" LuaScriptFile "scripts/shield_sentry_oc.lua" LuaScriptFile "scripts/holdfireuntilfullupgrade.lua" LuaScriptFile "scripts/lua_knockback_rage_cactus.lua" LuaScriptFile "scripts/cowmangler_charge_shot_attribute.lua" LuaScriptFile "scripts/small_shield_overclock.lua" DisallowUpgrade //RPG { Upgrade "projectile gravity" // 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 { "clip size upgrade atomic" 1 // "clip size upgrade atomic" at level 1 or more blocks this upgrade } } DisallowUpgrade //RPG { Upgrade "clip size upgrade atomic" // 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 { "projectile gravity" 1 // "damage bonus hidden" at level 1 or more blocks this upgrade } } DisallowUpgrade //Xbow { Upgrade "reload 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 { "faster reload rate" 1 // "damage bonus hidden" at level 1 or more blocks this upgrade } } DisallowUpgrade //Xbow { Upgrade "faster reload rate" // 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 { "reload full clip at once" 1 // "damage bonus hidden" at level 1 or more blocks this upgrade } } ExtendedUpgrades { MaxUpgradesTier { 1 1 // Max 2 upgrades on tier 1 } ///// SCOUT PRIMARIES Dummy1 { Name "Welcome to Overclock Upgrades!" Attribute "max health additive bonus" Cap 0 Increment 0 Cost 0 Description "Every class has access to special weapon overclocks! Check them out!" Tier 1 PlayerUpgrade 1 } Dummy2 { Name "Clean Overclock Explanation" Attribute "max health additive bonus" Cap 0 Increment 0 Cost 0 Description "Clean Overclock mods provide no downsides and only somewhat useful upsides" Tier 1 PlayerUpgrade 1 } Dummy3 { Name "Balanced Overclock Explanation" Attribute "max health additive bonus" Cap 0 Increment 0 Cost 0 Description "Balanced Overclock mods provide some downsides in exchange for better upsides" Tier 1 PlayerUpgrade 1 } Dummy4 { Name "Unstable Overclock Explanation" Attribute "max health additive bonus" Cap 0 Increment 0 Cost 0 Description "Unstable Overclock mods provide harsher downsides in exchange for even better upsides" Tier 1 PlayerUpgrade 1 } ScattergunA { Name "Balanced Mod: Mini Shells" Attribute "clip size penalty HIDDEN" Cap 2 Increment 1 Cost 400 Description "+Slow enemy on hit | +100% clip size | +30% reload speed | +Destroy projectiles | -40% damage penalty" Tier 1 SecondaryAttributes { "provide on active" 1 "halloween reload time decreased" -0.3 "attack projectiles" 1 "damage penalty" -0.4 "hidden primary max ammo bonus" 1 "slow enemy on hit" 1 } AllowPlayerClass Scout AllowedWeapons { SimilarToItem "TF_WEAPON_SCATTERGUN" } DisallowedWeapons // Disallow those weapons { ItemName "Baby Face's Blaster" ItemName "The Back Scatter" } } ScattergunB { Name "Balanced Mod: Compressed Shells" Attribute "bullets per shot bonus" Cap 1.4 Increment 0.4 Cost 300 Description "+40% bullets per shot | -15% slower reload" Tier 1 SecondaryAttributes { "Reload time increased" 0.15 } AllowPlayerClass Scout AllowedWeapons { SimilarToItem "TF_WEAPON_SCATTERGUN" } DisallowedWeapons // Disallow those weapons { ItemName "Baby Face's Blaster" ItemName "The Back Scatter" } } ScattergunC { Name "Unstable Mod: Slug Rounds" Attribute "damage bonus HIDDEN" Cap 1.25 Increment 0.25 Cost 500 Description "+25% damage bonus | +25% additional damage bonus vs giants | -25% slower fire rate | -Weapon spread increases as health decreases, up to 45%" Tier 1 SecondaryAttributes { "mult dmg vs giants" 1.25 "fire rate bonus HIDDEN" 1.25 "weapon spread bonus" -0.25 "panic_attack_negative" -1.45 } AllowPlayerClass Scout AllowedWeapons { SimilarToItem "TF_WEAPON_SCATTERGUN" } DisallowedWeapons // Disallow those weapons { ItemName "Baby Face's Blaster" ItemName "The Back Scatter" } } BabyFace { Name "Unstable Mod: Vintage Model" Attribute "no double jump" Cap 1 Increment 1 Cost 400 SecondaryAttributes { "weapon spread bonus" -0.4 "lose hype on take damage" -4 "move speed penalty" -0.1 } Description "+Boost remains permenantly | +40% more accurate | -10% move speed | -No double jump" Tier 1 AllowedWeapons { ItemName "Baby Face's Blaster" } } BabyFace_b { Name "Balanced Mod: Mega Magnet" Attribute "mult credit collect range" Cap 1.5 Increment 0.5 Cost 300 SecondaryAttributes { "healing received penalty" -0.25 "move speed penalty" 0.05 } Description "+50% credit pickup range | +5% movement speed | -25% healing from all sources" Tier 1 AllowedWeapons { ItemName "Baby Face's Blaster" } } BabyFace_c { Name "Balanced Mod: Blood Money" Attribute "mult credit collect range" Cap 1.5 Increment -0.5 Cost 300 SecondaryAttributes { "add attributes on kill" "mult credit collect range|2.50|5|health from credits|25|5" } Description "+Credit collection radius is increased to 1.5x on kill for 5 seconds | -Credit collection radius is set to 0.5x" Tier 1 AllowedWeapons { ItemName "Baby Face's Blaster" } } Backscatter { Name "Unstable Mod: Expanded Crit Module" Attribute "crit from behind" Cap 1 Increment 1 Cost 250 SecondaryAttributes { "spread penalty" 0.46 "Reload time increased" 0.25 } Description "+Crits from behind | -46% accuracy | -25% reload speed" Tier 1 AllowedWeapons { ItemName "The Back Scatter" } } Backscatter // new wow epic { Name "Unstable Mod: Lever Action" Attribute "weapon spread bonus" Cap 0.5 Increment -0.5 Cost 500 SecondaryAttributes { "can headshot" 1 // "clip size penalty" -0.41 "headshot damage increase" 1 "fire rate penalty" 0.25 "bullets per shot bonus" -0.75 "CARD: damage bonus" 1 } Description "+Can headshot | +50% more accurate | -25% firing speed | -75% bullets per shot" Tier 1 AllowedWeapons { ItemName "The Back Scatter" } } Shortstop { Name "Clean Mod: Hollow Point Rounds" Attribute "damage bonus" Cap 1.1 Increment 0.1 Cost 400 SecondaryAttributes { "reload time increased hidden" -0.46 } Description "+50% faster reload | +10% damage bonus" Tier 1 AllowPlayerClass Scout AllowedWeapons { ItemName "The Shortstop" } } Shortstop_b { Name "Unstable Mod: Dairy Mags" Attribute "add cond on hit" SecondaryAttributes { "add cond on hit duration" 2.0 "fire rate penalty HIDDEN" 0.75 "damage penalty" -0.2 } Cap 27 Increment 27 Cost 300 Description "+Mad Milk on hit | -75% firing speed | -20% damage penalty" Tier 1 AllowPlayerClass Scout AllowedWeapons { ItemName "The Shortstop" } } FaNB { Name "Unstable Mod: Slim Slugs" Attribute "weapon spread bonus" Cap 0.8 Increment -0.2 Cost 350 SecondaryAttributes //Secondary attributes applied when upgrade is applied, for each upgrade level { "scattergun has knockback" -1 "Reload time increased" 0.15 } Description "+20% more accurate | -No special knockback | -15% slower reload" Tier 1 AllowPlayerClass Scout AllowedWeapons { ItemName "The Force-a-Nature" ItemName "Festive Force-a-Nature" } } ///// SCOUT SECONDARIES PistolCoK { Name "Clean Mod: Combo Bullets" Attribute "critboost on kill" Cap 4.0 Increment 4.0 Cost 500 SecondaryAttributes //Secondary attributes applied when upgrade is applied, for each upgrade level { "deploy time decreased" -0.5 } Description "+On Kill: 4 seconds of critical hits | +50% faster switch speed" Tier 1 AllowPlayerClass Scout AllowedWeapons { ClassName tf_weapon_handgun_scout_secondary ClassName TF_WEAPON_PISTOL_SCOUT ItemName "The C.A.P.P.E.R" } } PistolMilk { Name "Unstable Mod: Dairy Mags" Attribute "add cond on hit" SecondaryAttributes //Secondary attributes applied when upgrade is applied, for each upgrade level { "add cond on hit duration" 3.5 "fire rate penalty HIDDEN" 0.75 } Cap 27 Increment 27 Cost 300 Description "+Mad Milk on hit | -75% firing speed" Tier 1 AllowPlayerClass Scout AllowedWeapons { ClassName tf_weapon_handgun_scout_secondary ClassName TF_WEAPON_PISTOL_SCOUT ItemName "The C.A.P.P.E.R" } } //// SCOUT MISC SECONDARIES BonkSoda { Name "Unstable Mod: Sugar Rush" Attribute "effect cond override" Cap 8271 Increment 8271 Cost 200 Description "+Can attack during the effect | +25% longer effect duration | -Replaces invicibility with a 75% chance for attacks to miss" Tier 1 SecondaryAttributes //Secondary attributes applied when upgrade is applied, for each upgrade level { "mult effect duration" 1.25 } AllowedWeapons { ItemName "Bonk! Atomic Punch" ItemName "Festive Bonk 2014" } } Cleaver { Name "Clean Mod: Hot Knife" Attribute "Set DamageType Ignite" Cap 1 Increment 1 Cost 400 Description "+Projectile ignites | +200% bleed strength" Tier 1 SecondaryAttributes { "mult bleeding delay" -0.5 "mult bleeding dmg" 2 } AllowedWeapons { ItemName "The Flying Guillotine" } } Cleaver_b { Name "Clean Mod: Biohazard Blade" Attribute "add cond on hit" Cap 24 Increment 24 Cost 400 Description "+Jarate on hit | +Drain 5% uber per bleed tick" Tier 1 SecondaryAttributes { "subtract victim medigun charge on hit" 5 "add cond on hit duration" 2 } AllowedWeapons { ItemName "The Flying Guillotine" } } //// SCOUT MELEES BatA { Name "Clean Mod: Direct Deposit" Attribute "collect currency on kill" Cap 1 Increment 1 Cost 250 Description "+On Kill: Robot drops red money (automatically collected)" Tier 1 Allowplayerclass Scout AllowedWeapons { Slot "Melee" } } BatB ///includes Fish { Name "Clean Mod: Stronger Force" Attribute "damage bonus" Cap 1.5 Increment 0.5 Cost 250 Description "+Scout decides to put more force into his bat swings which results in a 50% damage bonus" Tier 1 AllowedWeapons { ClassName TF_WEAPON_BAT ItemName "The Holy Mackerel" ItemName "Festive Bat 2011" ItemName "Festive Holy Mackerel" } DisallowedWeapons // Disallow those weapons { ItemName "The Fan O'War" ItemName "The Wrap Assassin" ItemName "The Sandman" ItemName "The Boston Basher" ItemName "The Candy Cane" ItemName "Sun-on-a-Stick" ItemName "The Atomizer" } } basher_a { Name "Clean Mod: Biohazard Tip" Attribute "hit self on miss" Cap 0 Increment -1 Cost 300 Tier 1 Description "+On hit: coat enemy in jarate | +Cannot apply debuff/bleed on self" SecondaryAttributes { "add cond on hit" 24 "add cond on hit duration" 1 } AllowedWeapons { ItemName "The Boston Basher" ItemName "Three-Rune Blade" } } basher_b { Name "Balanced Mod: Sharpened Tips" Attribute "damage bonus" Cap 2 Increment 1 Cost 300 Tier 1 Description "+100% damage bonus | +200% bleed strength | -Increased self hit vulnerability" SecondaryAttributes { "mult bleeding delay" -0.5 "mult bleeding dmg" 2 "no self effect" 1 } AllowedWeapons { ItemName "The Boston Basher" ItemName "Three-Rune Blade" } } SandmanA { Name "Clean Mod: FaN Module" Attribute "damage causes airblast" Cap 1 Increment 1 Cost 500 Description "Melee swings knock back enemies on hit | +50% damage per swing" Tier 1 SecondaryAttributes { "damage bonus" 1.5 } AllowedWeapons { ItemName "The Sandman" } } SandmanA { Name "Clean Mod: Craftsman's Bat" Attribute "melee attack rate bonus" Cap 0.6 Increment -0.4 Cost 300 Description "+15 max health | +40% faster swing speed" Tier 1 SecondaryAttributes { "max health additive bonus" 15 } AllowedWeapons { ItemName "The Sandman" } } CandyCaneA { Name "Balanced Mod: Sugar Shock" Attribute "add cond on hit" Cap 27 Increment 27 Cost 350 Description "+Applies Mad Milk on hit for 4 seconds | -10 max health" Tier 1 SecondaryAttributes { "add cond on hit duration" 4 "max health additive penalty" -10 } AllowedWeapons { ItemName "The Candy Cane" } } CandyCaneB { Name "Balanced Mod: Peppermint Pummel" Attribute "mark for death" Cap 1 Increment 1 Cost 350 Description "+Mark-For-Death on hit | +On hit: speedboost for 5 seconds | -15% slower movement" Tier 1 SecondaryAttributes { "speed_boost_on_hit_enemy" 5 "move speed bonus" 1.18 } AllowedWeapons { ItemName "The Candy Cane" } } SunOnAStickA { Name "Clean Mod: Magma Armor" Attribute "afterburn immunity" Cap 1 Increment 1 Cost 500 Description "+When active: Immunity to afterburn | +The 25% fire resistance is now passive" SecondaryAttributes //Secondary attributes applied when upgrade is applied, for each upgrade level { "dmg taken from fire reduced" 0.25 "dmg taken from fire reduced on active" 0.25 } AllowedWeapons { ItemName "Sun-on-a-Stick" } } SunOnAStickB { Name "Unstable Mod: Soul Scorcher" Attribute "damage bonus vs burning" Cap 4 Increment 4 Cost 250 Description "+300% damage to burning enemies | -75% damage to non-burning targets" Tier 1 SecondaryAttributes //Secondary attributes applied when upgrade is applied, for each upgrade level { "dmg penalty vs nonburning" -0.75 } AllowedWeapons { ItemName "Sun-on-a-Stick" } } SunOnAStickC { Name "Unstable Mod: Infernal Hex" Attribute "crit vs burning players" Cap 0 Increment -1 Cost 250 Description "+Ignites on Hit | +Mark-For-Death | -No longer crits burning players" Tier 1 SecondaryAttributes //Secondary attributes applied when upgrade is applied, for each upgrade level { "add cond on hit" 123 "mark for death" 1 } AllowedWeapons { ItemName "Sun-on-a-Stick" } } AtomizerA { Name "Balanced Mod: Heavy Material" Attribute "dmg from ranged reduced" Cap 0.5 Increment -0.5 Cost 300 SecondaryAttributes { "move speed penalty" -0.15 "provide on active" 1 "mark for death" 1 } Description "(i)Resistance applies only when melee is active | +Marks Target | +Resist all ranged damage by 50% | -15% slower move speed" Tier 1 AllowedWeapons { ItemName "The Atomizer" } } AtomizerB { Name "Clean Mod: Lightweight Material" Attribute "move speed bonus" Cap 1.1 Increment 0.1 Cost 300 SecondaryAttributes { "halloween increased jump height" 0.25 "crit from behind" 1 "provide on active" 1 "dmg penalty vs players" -0.15 } Description "+5% faster movement speed | +25% jump height | +Crits from behind" Tier 1 AllowedWeapons { ItemName "The Atomizer" } } ///// SOLDIER PRIMARIES RocketA { Name "Unstable Mod: RPG Module" Attribute "projectile gravity" Cap 600 Increment 600 Cost 500 SecondaryAttributes { "damage bonus HIDDEN" 0.25 "clip size penalty" -0.75 "Blast radius increased" 0.5 "reload time increased hidden" 0.75 // "fire rate penalty HIDDEN" 0.2 "projectile no deflect" 1 } Description "(i)Rockets now arc | +25% damage bonus | +50% blast radius | -75% clip size | -75% reload speed" Tier 1 AllowedWeapons { ClassName TF_WEAPON_ROCKETLAUNCHER ItemName "Festive Rocket Launcher 2011" ItemName "The Original" } DisallowedWeapons // Disallow those weapons { ItemName "Rocket Jumper" ItemName "The Cow Mangler 5000" ItemName "The Air Strike" ItemName "The Direct Hit" ItemName "The Liberty Launcher" ItemName "The Black Box" ItemName "Festive Black Box" ItemName "The Beggar's Bazooka" } } RocketJumperA { Name "Clean Mod: Money Jumper" Attribute "mult credit collect range" Cap 2.25 Increment 1.25 Cost 400 SecondaryAttributes //Secondary attributes applied when upgrade is applied, for each upgrade level { "health from credits" 25 } Description "+25% credit collection range | +Heals from credit collected" Tier 1 AllowedWeapons { ItemName "Rocket Jumper" } } RocketJumperB { Name "Clean Mod: Bottomless Clip" Attribute "mult credit collect range" Cap 1.1 Increment 0.1 Cost 400 SecondaryAttributes { "mod max primary clip override" -1 "deploy time decreased" 0.35 "self add cond on hit" 34 "damage penalty" 0.001 "self add cond on hit duration" 2 } Description "+Does not need to reload | +On hit: Crits for 2 seconds" Tier 1 AllowedWeapons { ItemName "Rocket Jumper" } } DirectHitA { Name "Unstable Mod: Stronger Boom" Attribute "projectile no deflect" Cap 1 Increment 1 Cost 350 SecondaryAttributes //Secondary attributes applied when upgrade is applied, for each upgrade level { "CARD: damage bonus" 0.35 "Blast radius decreased" -0.3 "dmg pierces resists absorbs" 1 } Description "+35% damage bonus | +Attacks pierce damage resistances | -Blast damage is non-existant" Tier 1 AllowedWeapons { ItemName "The Direct Hit" } } DirectHitB { Name "Unstable Mod: Loaded Payload" Attribute "projectile no deflect" Cap 1 Increment 1 Cost 350 SecondaryAttributes //Secondary attributes applied when upgrade is applied, for each upgrade level { "Blast radius decreased" 0.45 "clip size penalty HIDDEN" -0.25 } Description "+45% blast radius | -25% clip size" Tier 1 AllowedWeapons { ItemName "The Direct Hit" } } BlackBoxA { Name "Unstable Mod: Bionic Box" Attribute "cannot giftwrap" // attribute is irrelevant Cap 1 Increment 1 Cost 300 SecondaryAttributes //Secondary attributes applied when upgrade is applied, for each upgrade level { "Projectile speed decreased" -0.25 "heal on hit for rapidfire" 15 "health on radius damage" -20 "damage penalty" -0.6 "fire rate bonus" -0.99 "halloween reload time decreased" -0.1 "projectile spread angle penalty" 3 "heal on hit for rapidfire" 40 "hidden primary max ammo bonus" 1.0 } Description "Mimics the Black Box used by robots | +100% max ammo | -Cannot fire until full reload" Tier 1 AllowedWeapons { ItemName "The Black Box" ItemName "Festive Black Box" } OnApply { Output "popscript,$EnableHoldFire,,0" } OnDowngrade { Output "popscript,$DisableHoldFire,,0" } } BlackBoxB { Name "Balanced Mod: Tank Buster" Attribute "mult dmg vs tanks" Cap 1.6 Increment 0.6 Cost 300 SecondaryAttributes //Secondary attributes applied when upgrade is applied, for each upgrade level { "Projectile speed decreased" -0.2 "damage penalty" 0.9 } Description "+50% damage vs. tanks | -20% projectile speed | -10% damage penalty" Tier 1 AllowedWeapons { ItemName "The Black Box" ItemName "Festive Black Box" } } CowManglerMastery { Name "Clean Mod: Charged Shot Mastery" Description "-50% charge shot cost + charge shot marks for death" Attribute "throwable fire speed" Increment 1 Cap 1 Cost 800 AllowedWeapons { ItemName "The Cow Mangler 5000" } SecondaryAttributes { // override charged shot cost "throwable damage" 2 } OnApply { Output "popscript,$CustomChargeShotStart,,0" } OnDowngrade { Output "popscript,$CustomChargeShotStop,,0" } } LibertyLauncher { Name "Clean Mod: Jump Module" Attribute "fire rate bonus HIDDEN" Cap 0.6 Increment -0.4 Cost 500 SecondaryAttributes //Secondary attributes applied when upgrade is applied, for each upgrade level { "rocket jump damage reduction" -0.7 } Description "+70% rocket jump reistance | +40% faster fire speed" Tier 1 AllowedWeapons { ItemName "The Liberty Launcher" } } AirstrikeA { Name "Unstable Mod: Mega Missles" Attribute "rocket jump damage reduction" Cap 1 Increment 0.15 Cost 500 SecondaryAttributes //Secondary attributes applied when upgrade is applied, for each upgrade level { "Projectile speed decreased" -0.25 "mult dmg while midair" 1.25 "mod projectile heat follow crosshair" 1 "mod projectile heat seek power" 360 } Description "(i)Rockets will follow your crosshair | +25% damage bonus while midair | -25% projectile speed" Tier 1 AllowedWeapons { ItemName "The Air Strike" } } AirstrikeB { Name "Unstable Mod: Carpet Bomber" Attribute "rocket jump damage reduction" Cap 1 Increment 0.15 Cost 500 SecondaryAttributes //Secondary attributes applied when upgrade is applied, for each upgrade level { "blast radius increased" 0.15 "clip size bonus" 0.5 "damage penalty" -0.2 "no damage falloff" 1 "add damage per target" 0.05 "midair accuracy mult" 1.25 } Description "+25% faster firing speed while midair | +5% damage per enemy caught in the blast radius | +15% blast radius | -20% damage penalty" Tier 1 AllowedWeapons { ItemName "The Air Strike" } } ///// SOLDIER SECONDARIES ShotgunMark { Name "Balanced Mod: Debuff Rounds" Attribute "Mark for death" Cap 1 Increment 1 Cost 250 Description "+Mark-For-Death on hit | +20% faster reload | -35% damage bonus" SecondaryAttributes { "Reload time decreased" -0.2 "fire rate bonus HIDDEN" -0.3 "damage penalty" -0.35 "add cond on hit" 24 "add cond on hit duration" 2 } Tier 1 AllowedWeapons { ClassName TF_WEAPON_SHOTGUN_SOLDIER } DisallowedWeapons // Disallow those weapons { ItemName "The Reserve Shooter" } } ShotgunA { Name "Balanced Mod: Hollow Point Bullets" Attribute "damage bonus" Cap 1.5 Increment 0.5 Cost 250 Description "+50% damage bonus | +20% faster firing speed | -25% clip size" SecondaryAttributes { "fire rate bonus HIDDEN" 0.2 "clip size penalty" -0.25 } Tier 1 AllowedWeapons { ClassName TF_WEAPON_SHOTGUN_SOLDIER } DisallowedWeapons // Disallow those weapons { ItemName "The Reserve Shooter" } } ReserveA { Name "Balanced Mod: Air-Raid Rounds" Attribute "mod crit while airborne" Cap 1 Increment 1 Cost 400 SecondaryAttributes //Secondary attributes applied when upgrade is applied, for each upgrade level { "rocketjump attackrate bonus" -0.5 "fire rate penalty HIDDEN" 0.5 "parachute attribute" 1 "weapon spread bonus" -0.5 } Description "+Deals crits and fires 40% faster while rocket jumping | +50% accuracy | -50% slower firing speed" Tier 1 Allowplayerclass Soldier AllowedWeapons { ItemName "The Reserve Shooter" } } ReserveB { Name "Unstable Mod: Explosive Shells" Attribute "mult dmg vs airborne" Cap 11 Increment 10 Cost 400 SecondaryAttributes { "damage causes airblast" 1 "explosive bullets" 10 "explosion particle" "merasmus_bomb_explosion" "explosion particle on direct hit" "merasmus_bomb_explosion" "bullets per shot bonus" -0.8 "damage bonus" 0.5 "Reload time increased" 0.2 "mult dmg vs giants" 10 "mult dmg vs tanks" 10 "fire rate penalty HIDDEN" 0.4 } Description "+Bullets are replaced with explosive rounds | +Deals massive damage to airborne targets | +Applies knockback on hit | -20% slower reload | -50% damage bonus" Tier 1 AllowedWeapons { ItemName "The Reserve Shooter" } } BisonA { Name "Unstable Mod: AI Assist" Attribute "mod projectile heat aim time" Cap 2 Increment 2 Cost 300 SecondaryAttributes { "mod projectile heat aim start time" 0.5 "mod projectile heat seek power" 360 "damage penalty" 0.7 } Description "+Projectile will home-in on enemies for 2 seconds | -30% damage" Tier 1 AllowedWeapons { ItemName "The Righteous Bison" } } BisonB { Name "Unstable Mod: Overloaded Core" Attribute "damage bonus" Cap 1.25 Increment 0.25 Cost 300 SecondaryAttributes { "Reload time increased" 0.5 "projectile lifetime" 0.5 "Set DamageType Ignite" 1 "fire rate bonus HIDDEN" -0.2 "Projectile speed increased" 1.5 } Description "(i)Projectiles last for 0.5 seconds and travel very quickly | +25% damage bonus | +20% firing speed | +Ignite on hit | -50% reload speed" Tier 1 AllowedWeapons { ItemName "The Righteous Bison" ItemName "The Pomson 6000" } } GunboatsA { Name "Clean Mod: Titanium Soles" Attribute "mult credit collect range" Cap 3.25 Increment 2.25 Cost 300 SecondaryAttributes { "cancel falling damage" 1 } Description "+125% increased collection range | +fall damage immunity" Tier 1 AllowedWeapons { ItemName "The Gunboats" } } GunboatsB { Name "Clean Mod: Extra Inventory Space" Attribute "maxammo primary increased" Cap 2.0 Increment 1.0 Cost 300 Description "+100% primary ammo | +20% rocket jump resistance" SecondaryAttributes { "rocket jump damage reduction" -0.2 } Tier 1 AllowedWeapons { ItemName "The Gunboats" } } BaseJumper { Name "Clean Mod: Improved Materials" Attribute "increased air control" Cap 3 Increment 3 Cost 350 SecondaryAttributes //Secondary attributes applied when upgrade is applied, for each upgrade level { "parachute redeploy" 1 "maxammo primary increased" 0.5 } Description "Increased air control and can re-deploy | +50% max primary ammo" Tier 1 Allowplayerclass Soldier Allowplayerclass Demoman AllowedWeapons { ItemName "The B.A.S.E. Jumper" } } Mantreads { Name "Clean Mod: Heavy Duty Boots" Attribute "move speed bonus" Cap 1.1 Increment 0.1 Cost 350 SecondaryAttributes //Secondary attributes applied when upgrade is applied, for each upgrade level { "kb fall min velocity" 150 "kb fall radius" 75 "kb fall force" 100 "kb fall damage" 175 "kb fall stun time" -1 } Description "+175 additional stomp damage" Tier 1 AllowedWeapons { ItemName "The Mantreads" } } Banners { Name "Clean Mod: Stronger Influence" Attribute "mod soldier buff range" Cap 1.5 Increment 0.5 Cost 150 Description "+50% wider banner range" Tier 1 AllowedWeapons { ItemName "The Buff Banner" ItemName "The Concheror" ItemName "The Battalion's Backup" } } Panic { Name "Clean Mod: Vintage Model" Attribute "damage penalty" Cap 1 Increment 0.2 Cost 400 SecondaryAttributes //Secondary attributes applied when upgrade is applied, for each upgrade level { "panic_attack" 1 "bullets per shot bonus" -0.5 "auto fires full clip" 1 "Reload time decreased" -0.34 "clip size penalty" -0.25 "fire rate bonus with reduced health" -0.5 } Description "(i)Weapon now mimics its original version | +50% faster fire rate when below 50% health" Tier 1 Allowplayerclass Engineer Allowplayerclass Heavyweapons Allowplayerclass Soldier Allowplayerclass Pyro AllowedWeapons { ItemName "Panic Attack Shotgun" } } PanicB { Name "Clean Mod: Combo Slugs" Attribute "minicritboost on kill" Cap 5 Increment 5 Cost 400 Description "+On Kill: 5 seconds of mini-crits | +25% damage bonus" Tier 1 SecondaryAttributes { "CARD: damage bonus" 0.75 } Allowplayerclass Engineer Allowplayerclass Heavyweapons Allowplayerclass Pyro Allowplayerclass Spy AllowedWeapons { ItemName "Panic Attack Shotgun" ItemName "The Family Business" ClassName TF_WEAPON_SHOTGUN_HWG ClassName TF_WEAPON_SHOTGUN_PRIMARY ItemName "The Family Business" SimilarToItem "Festive Revolver 2014" ClassName TF_WEAPON_SHOTGUN_PYRO } DisallowedWeapons // Disallow those weapons { ItemName "The Frontier Justice" ItemName "The Pomson 6000" ItemName "The Rescue Ranger" ItemName "The Widowmaker" ItemName "The Enforcer" ItemName "Festive Ambassador" ItemName "The Ambassador" ItemName "The Reserve Shooter" } } ///// SOLDIER MELEES ShovelA { Name "Clean Mod: Support Beacon" Attribute "mod soldier buff range" Cap 2.0 Increment 1.0 Cost 150 Allowplayerclass Soldier SecondaryAttributes //Secondary attributes applied when upgrade is applied, for each upgrade level { //"increase buff duration" 1.5 "provide on active" 1 "damage bonus" 0.5 } Description "(i)When active: +100% buff range | +50% damage bonus" Tier 1 AllowedWeapons { ClassName TF_WEAPON_SHOVEL } DisallowedWeapons // Disallow those weapons { ItemName "The Market Gardener" ItemName "The Escape Plan" ItemName "The Equalizer" } } PainTrain { Name "Unstable Mod: Magnetic Spike" Attribute "melee range multiplier" Cap 2.5 Increment 1.5 Cost 150 SecondaryAttributes //Secondary attributes applied when upgrade is applied, for each upgrade level { "mult credit collect range" 1 // "damage bonus" 0.35 "dmg taken from bullets increased" 0.8 } Description "+Increased credit collection radius | +100% melee range | -20% bullet vulnerability" Tier 1 AllowedWeapons { ItemName "The Pain Train" } } MemeSpoon { Name "Balanced Mod: Titanic Toppler" Attribute "damage all connected" Cap 1 Increment 1 Cost 200 SecondaryAttributes //Secondary attributes applied when upgrade is applied, for each upgrade level { "mult dmg vs giants" 2 "fire rate penalty" 0.15 "melee range multiplier" 0.5 } Description "+Damages all enemies connected via medi-beam | +100% damage to giant robots | -15% slower swing speed" Tier 1 AllowedWeapons { ItemName "The Market Gardener" } } MemeSpoonB { Name "Balanced Mod: Channeled Critboost" Attribute "critboost on kill" Cap 4 Increment 4 Cost 200 SecondaryAttributes //Secondary attributes applied when upgrade is applied, for each upgrade level { "melee range multiplier" 1 "fire rate penalty" 0.1 } Description "+On Kill: 4 seconds of critical hits | -10% swing speed" Tier 1 AllowedWeapons { ItemName "The Market Gardener" } } Equalizer { Name "Clean Mod: Survival Training" Attribute "damage bonus" Cap 1.25 Increment 0.25 Cost 200 SecondaryAttributes //Secondary attributes applied when upgrade is applied, for each upgrade level { "dmg from ranged reduced" -0.35 } Description "+25% damage | +Resist all ranged damage by 35%" Tier 1 AllowedWeapons { ItemName "The Equalizer" } } ZatSoldierA { Name "Balanced Mod: Samurai Spirit" Attribute "provide on active" Cap 1 Increment 1 Cost 200 Allowplayerclass Soldier SecondaryAttributes //Secondary attributes applied when upgrade is applied, for each upgrade level { "minicritboost on kill" 2.5 "move speed bonus" 0.1 "fire rate bonus" -0.2 "maxammo secondary reduced" -0.35 "maxammo primary reduced" -0.35 } Description "+On Kill: Minicrit for 2 seconds | +100% buff duration and radius | +20% swing speed | -35% ammo penalty" Tier 1 AllowedWeapons { ItemName "The Half-Zatoichi" } } ///// PYRO PRIMARIES FlameThrowerA { Name "Unstable Mod: Acidic Compound" Attribute "dmg pierces resists absorbs" Cap 1 Increment 1 Cost 500 SecondaryAttributes { "damage penalty" 0.1 "weapon burn dmg increased" 2 "maxammo primary reduced" -0.75 "SPELL: Halloween green flames" 1 } Description "+Acid pierces fire resistance | +200% afterburn damage | -90% damage penalty | -75% ammo penalty" Tier 1 AllowedWeapons { ClassName TF_WEAPON_FLAMETHROWER ItemName "Festive Flamethrower 2011" } DisallowedWeapons // Disallow those weapons { ItemName "The Phlogistinator" ItemName "The Backburner" ItemName "The Dragon's Fury" ItemName "The Degreaser" } } FlameThrowerB { Name "Balanced Mod: Fire Breath" Attribute "CARD: damage bonus" Cap -0.4 Increment -0.2 Cost 250 SecondaryAttributes { "flame_drag" 6.9 } Description "+390% longer flame reach | -20% damage penalty" Tier 1 AllowedWeapons { ClassName TF_WEAPON_FLAMETHROWER ItemName "Festive Flamethrower 2011" } DisallowedWeapons // Disallow those weapons { ItemName "The Phlogistinator" ItemName "The Backburner" ItemName "The Dragon's Fury" ItemName "The Degreaser" } } Backburner { Name "Unstable Mod: Caustic Fumes" Attribute "add cond on hit" Cap 123 Increment 123 Cost 400 SecondaryAttributes { //"bleeding duration" 3 "airblast_pushback_disabled" 1 "slow enemy on hit" 1 "flame_speed" 5400 "flame_drag" 4.75 } Description "+Ignite non-ignitable targets | +100% chance to slow target | +35% flamethrower range | -Airblast no longer pushes back robots" Tier 1 AllowedWeapons { ItemName "The Backburner" ItemName "Festive Backburner 2014" } } DragonA { Name "Balanced Mod: Leech Valve" Attribute "heal on hit for rapidfire" Cap 15 Increment 15 Cost 300 Tier 1 SecondaryAttributes { "weapon burn dmg increased" 2 "weapon burn time increased" 2 "add cond on hit" 123 "mult_item_meter_charge_rate" 0.2 } Description "+15 health per hit | +200% burn damage | -20% slower re-pressurization" AllowedWeapons { ItemName "The Dragon's Fury" } } Phlog { Name "Clean Mod: Leap of Faith" Attribute "firing forward pull" Cap 1000 Increment 1000 Cost 300 Tier 1 SecondaryAttributes { "effect cond override" 1056026 //"maxammo primary reduced" -0.25 } Description "+Firing your primary pulls you forwards | +MMMPH is replaced with triple banner effects" AllowedWeapons { ItemName "The Phlogistinator" } } Degreaser { Name "Unstable Mod: GASSY JOCKEY!" Attribute "move speed bonus" Cap 1.15 Increment 0.15 Cost 400 SecondaryAttributes { "dmg pierces resists absorbs" 1 "damage penalty" -0.15 "airblast_pushback_disabled" 1 "mult airblast refire time" -0.5 "flame_speed" 5400 "flame_drag" 4.75 } Description "+15% move speed | +50% faster airblast | +35% flamethrower range | +Attacks pierce resistances | -15% damage penalty | -Airblast no longer pushes back" Tier 1 AllowedWeapons { ItemName "The Degreaser" } } ///// PYRO SECONDARIES FlaregunA { Name "Balanced Mod: Heavy Duty Flare" Attribute "damage bonus" Cap 1.5 Increment 0.5 Cost 250 SecondaryAttributes //Secondary attributes applied when upgrade is applied, for each upgrade level { "weapon burn time reduced" -0.25 "maxammo primary reduced" -0.5 } Description "+50% damage bonus | -25% afterburn time | -50% primary ammo" Tier 1 AllowedWeapons { ItemName "The Flare Gun" ItemName "Festive Flare Gun" } } FlaregunB { Name "Clean Mod: Premium Rounds" Attribute "damage bonus" Cap 1.15 Increment 0.15 Cost 250 SecondaryAttributes //Secondary attributes applied when upgrade is applied, for each upgrade level { "mult afterburn delay" 0.66 } Description "+15% damage bonus | +66% faster burn" Tier 1 AllowedWeapons { ItemName "The Flare Gun" ItemName "Festive Flare Gun" } } Det_A { Name "Unstable Mod: Winger Mechanism" Attribute "halloween increased jump height" Cap 1.3 Increment 0.3 Cost 200 SecondaryAttributes //Secondary attributes applied when upgrade is applied, for each upgrade level { "boots falling stomp" 1 "weapon burn time reduced" -0.9 "maxammo secondary reduced" -0.75 "provide on active" 1 } Description "+30% extra jump height | +Gain the mantreads stomp ability | -90% afterburn time | -75% secondary ammo" Tier 1 AllowedWeapons { ItemName "The Detonator" ItemName "The Scorch Shot" } } Det_B { Name "Balanced Mod: Volcanic Compound" Attribute "Blast radius increased" Cap 1.35 Increment 0.35 Cost 200 SecondaryAttributes //Secondary attributes applied when upgrade is applied, for each upgrade level { "Projectile speed decreased" -0.2 "mult afterburn delay" 0.5 "damage penalty" -0.25 } Description "+35% explosion radius | +50% faster afterburn | -20% slower projectile speed | -25% damage penalty" Tier 1 AllowedWeapons { ItemName "The Detonator" ItemName "The Scorch Shot" } } Scorch { Name "Unstable Mod: Magma Payload" Attribute "Blast radius decreased" Cap 0.5 Increment -0.5 Cost 300 SecondaryAttributes //Secondary attributes applied when upgrade is applied, for each upgrade level { "stun on hit" "0.5" "stun on hit slow" 0.6 "stun on hit type" "movement" "mod flaregun fires pellets with knockback" -1 "weapon burn time reduced" -1 } Description "+Afterburn slows enemy by 60% | -No afterburn" Tier 1 AllowedWeapons { ItemName "The Scorch Shot" } } ManMelter_A { Name "Unstable Mod: Radiation lens" Attribute "subtract victim medigun charge on hit" Cap 25 Increment 25 Cost 250 SecondaryAttributes //Secondary attributes applied when upgrade is applied, for each upgrade level { "weapon burn time reduced" -1 "heal on hit for rapidfire" 20 "mark for death" 1 } Description "+Mark-For-Death on hit | +Drain 25% medigun charge per hit | +20 health per hit | -No Afterburn" Tier 1 AllowedWeapons { ItemName "The Manmelter" } } ManMelter_B { Name "Unstable Mod: Condensed Core" Attribute "add cond on hit" Cap 123 Increment 123 Cost 250 SecondaryAttributes //Secondary attributes applied when upgrade is applied, for each upgrade level { "weapon burn dmg increased" 1 "weapon burn time increased" 1 "add cond on hit duration" 4 "mult projectile count" 2 "ignores other projectiles" 1 "damage penalty" -0.25 } Description "+Applies Gas on hit | +100% burn damage | +Fires 2 condensed projectiles | -25% damage penalty" Tier 1 AllowedWeapons { ItemName "The Manmelter" } } Thermal { Name "Balanced Mod: Titanium Soles" Attribute "mult credit collect range" Cap 3 Increment 2 Cost 0 SecondaryAttributes { "maxammo primary increased" 0.5 } Description "+increased cash collection range +50% Primary Ammo" Tier 1 AllowedWeapons { ItemName "The Thermal Thruster" } } ReservePyro { Name "Unstable Mod: Trench Gun" Attribute "Set DamageType Ignite" Cap 5 Increment 5 Cost 250 SecondaryAttributes //Secondary attributes applied when upgrade is applied, for each upgrade level { "bullets per shot bonus" 0.5 "spread penalty" 0.35 "mult afterburn delay" 0.5 } Description "+Weapon ignites targets | +50% bullets per shot | -35% less accurate" Tier 1 AllowPlayerClass Pyro AllowedWeapons { ItemName "The Reserve Shooter" ClassName TF_WEAPON_SHOTGUN_PYRO } DisallowedWeapons // Disallow those weapons { ItemName "Panic Attack Shotgun" } } GasA { Name "Balanced Mod: Australian Gas" Attribute "provide on active" Cap 1 Increment 1 Cost 300 SecondaryAttributes //Secondary attributes applied when upgrade is applied, for each upgrade level { "effect cond override" 24 "mult effect duration" -0.6 } Description "Gas Effect now coats robots in jarate | -60% effect duration" Tier 1 AllowPlayerClass Pyro AllowedWeapons { ItemName "The Gas Passer" } } ////PYRO MELEES Homewrecker { Name "Balanced Mod: Heavy Mallet" Attribute "dmg taken from bullets reduced" Cap 0.5 Increment -0.5 Cost 250 SecondaryAttributes //Secondary attributes applied when upgrade is applied, for each upgrade level { "provide on active" 1 "damage force reduction" -0.9 "dmg penalty vs players" -0.25 } Description "(i)When active: +50% bullet resistance and +90% resistant to knockback | -25% damage vs. players" Tier 1 AllowedWeapons { ItemName "The Homewrecker" ItemName "The Maul" } } Powerjack { Name "Unstable Mod Exposed Battery" Attribute "critboost on kill" Cap 2 Increment 2 Cost 250 SecondaryAttributes //Secondary attributes applied when upgrade is applied, for each upgrade level { "damage penalty" -0.2 "move speed bonus" -0.15 "heal on kill" -25 "provide on active" -1 "increase buff duration" -0.35 } Description "+2 seconds of critical hits on kill | -20% damage penalty | -35% MMMPH duration" Tier 1 AllowedWeapons { ItemName "The Powerjack" } } Neon { Name "Balanced Mod: Gordbort Capacitor" Attribute "damage all connected" Cap 1 Increment 1 Cost 200 Description "+Damage all robots connected via medibeam | -20% slower swing speed" SecondaryAttributes { "fire rate penalty" 0.2 } Tier 1 AllowedWeapons { ItemName "The Neon Annihilator" } } PyroMeleeA { Name "Clean Mod: Extra Supplies" Attribute "maxammo primary increased" Cap 1.5 Increment 0.5 Cost 300 SecondaryAttributes { "maxammo secondary increased" 2 } Description "+50% primary Ammo | +100% secondary ammo" Tier 1 Allowplayerclass Pyro AllowedWeapons { SimilarToItem "TF_WEAPON_FIREAXE" } DisallowedWeapons // Disallow those weapons { ItemName "The Back Scratcher" ItemName "The Third Degree" ItemName "The Hot Hand" ItemName "The Neon Annihilator" ItemName "The Powerjack" } } PyroMeleeB { Name "Clean Mod: Armor Breaking" Attribute "damage bonus" Cap 1.2 Increment 0.2 Cost 200 SecondaryAttributes { "mult dmg vs giants" 1.35 "mult dmg vs tanks" 1.35 "fire rate penalty" 0.2 } Description "+35% bonus damage against tanks and giants" Tier 1 Allowplayerclass Pyro AllowedWeapons { SimilarToItem "TF_WEAPON_FIREAXE" } DisallowedWeapons // Disallow those weapons { ItemName "The Back Scratcher" ItemName "The Third Degree" ItemName "The Hot Hand" ItemName "The Neon Annihilator" ItemName "The Powerjack" SimilarToItem "The Axtinguisher" } } Axtinguisher { Name "Unstable Mod: Serrated Axe" Attribute "crit vs burning players" Cap 1 Increment 1 Cost 200 SecondaryAttributes { "dmg penalty vs nonburning" -0.75 "attack_minicrits_and_consumes_burning" -1 "melee range multiplier" 0.5 "melee bounds multiplier" 0.55 } Description "+Crits vs burning players | +No longer extinguishes target | -75% damage to non-burning players" Tier 1 AllowedWeapons { SimilarToItem "The Axtinguisher" } } AxtinguisherB { Name "Unstable Mod: Feudal Fire Axe" Attribute "restore health on kill" Cap 50 Increment 50 Cost 200 SecondaryAttributes { "honorbound" 1 "melee range multiplier" 0.5 "melee bounds multiplier" 0.55 } Description "+On Kill: Restore 50% of base health | -Weapon is honorbound" Tier 1 AllowedWeapons { SimilarToItem "The Axtinguisher" } } ThirdDegree { Name "Clean Mod: Spine Zapper" Attribute "crit from behind" Cap 1 Increment 1 Cost 300 SecondaryAttributes { "subtract victim medigun charge on hit" 20 } Description "+Crit from behind | +Drain 20% uber" Tier 1 AllowedWeapons { ItemName "The Third Degree" } } Rake { Name "Balanced Mod: Premium Rake" Attribute "melee cleave attack" Cap 1 Increment 1 Cost 200 SecondaryAttributes //Secondary attributes applied when upgrade is applied, for each upgrade level { "health from healers reduced" 0.5 "health from packs increased" -0.5 } Description "+25% health from healers | +Weapon cleaves | -No bonus health from packs" Tier 1 AllowedWeapons { ItemName "The Back Scratcher" } } Rake_b { Name "Clean Mod: Back Breaker" Attribute "crit from behind" Cap 1 Increment 1 Cost 250 SecondaryAttributes //Secondary attributes applied when upgrade is applied, for each upgrade level { "damage bonus" 0.15 } Description "+15% damage bonus| +Crit from behind" Tier 1 AllowedWeapons { ItemName "The Back Scratcher" } } VolcanoFragment { Name "Balanced Mod: Hell-Forged Heal" Attribute "heal on hit for rapidfire" Cap 25 Increment 25 Cost 200 SecondaryAttributes //Secondary attributes applied when upgrade is applied, for each upgrade level { "mult afterburn delay" 1.5 "damage penalty" -0.2 } Description "+On Hit: Heal 25health | +150% faster afterburn | -20% damage penalty" Tier 1 AllowedWeapons { ItemName "Sharpened Volcano Fragment" } } HotHand { Name "Clean Mod: Team Bonding" Attribute "speed buff ally" Cap 5 Increment 5 Cost 250 Description "+70% melee range | +85% damage bonus | +On ally hit: gives both players a speed bonus for 5 seconds" Tier 1 AllowedWeapons { ItemName "The Hot Hand" } SecondaryAttributes { "melee range multiplier" 0.7 "melee bounds multiplier" 0.55 "damage penalty" 0.2 "damage bonus" 0.65 } } ///// DEMOMAN PRIMARIES GrenadeLauncherA { Name "Balanced Mod: Mortar Mode" Attribute "can overload" Cap 1 Increment 1 Cost 300 SecondaryAttributes { "fire rate bonus HIDDEN" -0.3 "auto fires full clip" 1 "projectile spread angle penalty" 3 } Description "(i)Beggars Style Reload | +30% faster firing speed | +35% splash radius | -2 degrees of deviation" Tier 1 AllowedWeapons { ClassName TF_WEAPON_GRENADELAUNCHER ItemName "Festive Grenade Launcher" } DisallowedWeapons // Disallow those weapons { ItemName "The Loch-n-Load" } } GrenadeLauncherB { Name "Balanced Mod: Big Bertha" Attribute "mult projectile scale" Cap 1.5 Increment 0.5 Cost 300 SecondaryAttributes { "fire rate bonus HIDDEN" 0.2 "blast radius increased" 0.5 "Projectile speed decreased" -0.4 "CARD: damage bonus" 0.15 "Reload time increased" 0.2 } Description "+50% explosion radius | +15% damage bonus | -40% projectile speed | -20% reload speed & firing speed" Tier 1 AllowedWeapons { ClassName TF_WEAPON_GRENADELAUNCHER ItemName "Festive Grenade Launcher" } DisallowedWeapons // Disallow those weapons { ItemName "The Loch-n-Load" } } IronBomber { Name "Unstable Mod: Tsar Bomba" Attribute "grenade explode on impact" Cap 1 Increment 1 Cost 750 SecondaryAttributes { "provide on active" 1 "clip size penalty HIDDEN" -0.25 "damage bonus" 2 "fire rate bonus" 2.5 "dmg falloff decreased" 0.5 "maxammo primary reduced" -0.9 "blast dmg to self increased" 42 "penetrate teammates" 1 "Blast radius increased" 3 "self dmg push force decreased" 0.15 "no primary ammo from dispensers while active" 1 "single wep holster time increased" 1.75 "single wep deploy time increased" 1.75 "paintkit_proto_def_index" 413 //sky stallion "set_item_texture_wear" 0 //factory new "explosion particle" hightower_explosion "custom projectile model" "models\weapons\w_models\w_atomball.mdl" "custom impact sound" "misc/doomsday_missile_explosion.wav" "custom weapon fire sound" MVM.GiantSoldierRocketShoot "grenade no spin" 1 //prevent model spin because it looks goofy //"cannot be upgraded" 1 } Description "+Grenades are replaced with mini nuclear warheads | -Ammo is practically nonexistent | -75% slower holster and deploy speed" Tier 1 AllowedWeapons { ItemName "The Iron Bomber" } } Loch { Name "Unstable Mod: Burst Chamber" Attribute "mult projectile count" Cap 2 Increment 1 Cost 250 SecondaryAttributes { "projectile spread angle penalty" 3 "sticky air burst mode" -1 "grenade damage reduction on world contact" -0.5 "fuse bonus" -0.8 "Blast radius decreased" -0.5 "clip size penalty" -0.5 } Description "+Fires 2 bomb at a time | +Pipes do not shatter | -80% shorter fuse time | -50% blast radius" Tier 1 AllowedWeapons { ItemName "The Loch-n-Load" } } Loose { Name "Unstable Mod: Blunderbuss" Attribute "grenade explode on impact" Cap 1 Increment 1 Cost 300 SecondaryAttributes { "clip size penalty HIDDEN" -0.5 "charge meter on hit" 0.75 // "add cond on kill duration" 4 // "add cond on kill" 7450 "rocket jump damage reduction" -0.75 "minicritboost on kill" 5 "grenade launcher mortar mode" 0 "CARD: damage bonus" 0.2 } Description "+On Hit: Refill 75% Shield | +Explode on Impact | +20% damage bonus | -50% clip size" Tier 1 AllowedWeapons { ItemName "The Loose Cannon" } } ///// DEMO SECONDARIES (STICKYBOMB LAUNCHERS) StickyStockA { Name "Clean Mod: Extra Adhesives" Attribute "stickybomb stick to enemies" Cap 1 Increment 1 Cost 400 SecondaryAttributes { "stickybomb stick to enemies" 1 } Description "+Bombs stick to enemies" Tier 1 AllowedWeapons { ClassName TF_WEAPON_PIPEBOMBLAUNCHER ItemName "Festive Stickybomb Launcher 2011" } DisallowedWeapons // Disallow those weapons { ItemName "The Scottish Resistance" ItemName "The Quickiebomb Launcher" ItemName "Stickybomb Jumper" } } ScottishResistance { Name "Unstable Mod: Crowd Control" Attribute "crits_become_minicrits" Cap 1 Increment 1 Cost 300 SecondaryAttributes { "add damage per target" 0.1 } Description "+10% damage bonus per each additional target hit by an explosion | -Crits turn to mini-crits" Tier 1 AllowedWeapons { ItemName "The Scottish Resistance" } } Quickie { Name "Unstable Mod: Prototype Sensor" Attribute "stickybomb fizzle time" Cap 1.5 Increment 1.5 Cost 300 SecondaryAttributes { "clip size penalty" 0.25 "stickybomb_charge_damage_increase" 0.15 "mult projectile scale" 1.0 "stickybomb charge rate" -0.15 "stickybomb stick to enemies" 1 } Description "+15% faster stickybomb arm-time | +15% damage at full charge | +15% stickybomb charge speed | -Stickies fizzle after 1.5 seconds" Tier 1 AllowedWeapons { ItemName "The Quickiebomb Launcher" } } ///// DEMO SECONDARIES (SHIELDS + BOOTS) Shoes { Name "Unstable Mod: Cash Magnet" Attribute "stickybomb stick to enemies" Cap 1 Increment 1 Cost 200 SecondaryAttributes { "maxammo secondary reduced" -0.5 "halloween reload time decreased" 0.75 "mult credit collect range" 3 } Description "+300% cash collection range | -50% sticky ammo | -75% secondary reload" Tier 1 AllowedWeapons { ItemName "Ali Baba's Wee Booties" ItemName "The Bootlegger" } } Shoes_b { Name "Balanced Mod: Speed Shoes" Attribute "stickybomb stick to enemies" Cap 1 Increment 1 Cost 200 SecondaryAttributes { "max health additive penalty" -25 "move speed bonus shield required" 0.2 "kill refills meter" 0.5 "mult charge turn control" 3.0 } Description "+2x all passive stats | -25 max health" Tier 1 AllowedWeapons { ItemName "Ali Baba's Wee Booties" ItemName "The Bootlegger" } } Shield_Generic { Name "Balanced Mod: Clash Combo" Attribute "add cond on kill" Cap 34 Increment 34 Cost 250 SecondaryAttributes { "halloween reload time decreased" 0.2 "add cond on kill duration" 4 "maxammo primary increased" 0.5 } Description "+On Shield Kill: 4 seconds of crits | +50% max primary ammo | -20% primary reload" Tier 1 AllowedWeapons { ItemName "The Splendid Screen" } } Targe_A { Name "Unstable Mod: Pocket Incinerator" Attribute "stickybomb stick to enemies" //arbitrary attribute for the sake of having one, doesnt do anything on shield Cap 1 Increment 1 Cost 200 SecondaryAttributes { "halloween reload time decreased" 0.5 "health from credits" 40 } Description "+Heal from credits collected | -50% primary reload" Tier 1 AllowedWeapons { ItemName "Festive Targe 2014" ItemName "The Chargin' Targe" } } Targe_B { Name "Unstable Mod: Heavy Duty Shield" Attribute "stickybomb stick to enemies" //arbitrary attribute for the sake of having one, doesnt do anything on shield Cap 1 Increment 1 Cost 200 SecondaryAttributes { "halloween reload time decreased" 0.2 "mult dmgtaken from melee" -0.4 "dmg taken from bullets reduced" -0.3 } Description "+40% melee resistance | +30% bullet resistance | -20% primary reload speed" Tier 1 AllowedWeapons { ItemName "Festive Targe 2014" ItemName "The Chargin' Targe" } } Splendid_A { Name "Balanced Mod: Money Extraordinaire" Attribute "stickybomb stick to enemies" //arbitrary attribute for the sake of having one, doesnt do anything on shield Cap 1 Increment 1 Cost 200 SecondaryAttributes { "halloween reload time decreased" 0.5 "health from credits" 15 } Description "+Heal from credits collected | -50% reload" Tier 1 AllowedWeapons { ItemName "The Splendid Screen" } } Tide_A { Name "Unstable Mod: Money Extraordinaire" Attribute "stickybomb stick to enemies" //arbitrary attribute for the sake of having one, doesnt do anything on shield Cap 1 Increment 1 Cost 200 SecondaryAttributes { "halloween reload time decreased" 0.5 "health from credits" 15 } Description "+Heal from credits collected | -50% reload" Tier 1 AllowedWeapons { ItemName "The Tide Turner" } } ///// DEMOMAN MELEES Bottle { Name "Unstable Mod: Gardener Module" Attribute "mod crit while airborne" Cap 1 Increment 1 Cost 200 AllowPlayerClass Demoman SecondaryAttributes { "damage bonus" 0.25 "fire rate penalty" 0.1 "melee range multiplier" 0.25 } Description "+Crits while blast jumping | +25% damage bonus | -10% slower swing speed" AllowedWeapons { ItemName "The Scottish Handshake" ClassName "TF_WEAPON_BOTTLE" } } CaberA { Name "Clean Mod: Cushioned Explosive" Attribute "provide on active" Cap 1 Increment 1 Cost 250 SecondaryAttributes { "self dmg push force decreased" -3 "blast dmg to self increased" -0.55 } Description "+No self-knockback | +55% damage resistance from the caber explosion" Tier 1 AllowedWeapons { ItemName "The Ullapool Caber" } } CaberB { Name "Clean Mod: Extra Gunpowder" Attribute "provide on active" Cap 1 Increment 1 Cost 250 SecondaryAttributes { "damage bonus" 4 } Description "+300% damage bonus" Tier 1 AllowedWeapons { ItemName "The Ullapool Caber" } } Claid { Name "Balanced Mod: Scottish Steel" Attribute "fire rate penalty" Cap 1.2 Increment 0.2 Cost 250 SecondaryAttributes { "dmg taken increased" -0.15 "charge time increased" 1.5 "crit from behind" 1 } Description "+1.5s charge duration | +15% damage resistance | +Crit from behind | -20% Swing Speed" Tier 1 AllowedWeapons { ItemName "The Claidheamohmor" } } Sword_Crit { Name "Balanced Mod: Critical Edge" Attribute "crit mod disabled" Cap 2 Increment 1 Cost 200 SecondaryAttributes { "fire rate penalty" 0.1 } Description "+Weapon can now random crit | -10% swing speed" Tier 1 AllowedWeapons { ItemName "The Eyelander" ItemName "Festive Eyelander" ItemName "The Persian Persuader" ItemName "The Horseless Headless Horseman's Headtaker" ItemName "The Claidheamohmor" } } Persian { Name "Unstable Mod: Shield Slam" Attribute "charge impact damage increased" Cap 3 Increment 2 Cost 250 SecondaryAttributes { "fire rate penalty" 0.2 "maxammo primary reduced" 0.8 "maxammo secondary reduced" 0.8 } Description "+200% impact damage | +80% primary and secondary ammo | -20% slower swing speed" Tier 1 AllowedWeapons { ItemName "The Persian Persuader" } } ///// HEAVY PRIMARIES Heavy_stock_a { Name "Clean Mod: Thinned Drum Walls" Description "+10% faster spinup | +Can swap weapons while spun up" AllowPlayerClass HeavyWeapons AllowedWeapons { SimilarToItem "Festive Minigun 2011" } Cost 300 Attribute "mod minigun can holster while spinning" Increment 1 Cap 1 Tier 1 SecondaryAttributes { "minigun spinup time decreased" -0.1 } } Heavy_stock_b { Name "Unstable Mod: Exhaust Vectoring" Description "+10% damage bonus -50% less accurate spread" AllowPlayerClass HeavyWeapons AllowedWeapons { SimilarToItem "Festive Minigun 2011" } Cost 300 Attribute "damage bonus" Increment 0.1 Cap 1.1 Tier 1 SecondaryAttributes { "spread penalty" 0.5 } } HeavyBrass { Name "Unstable Mod: Defense Framework" Description "+30% resistance while spun-up | +50 max health | +Spin-up speed penalty is removed | -Cannot move or jump while spun-up | -No overheal" AllowPlayerClass HeavyWeapons AllowedWeapons { ItemName "The Brass Beast" } Cost 400 Attribute "mod minigun can holster while spinning" Increment 1 Cap 1 SecondaryAttributes { "spunup_damage_resistance" -0.3 // 35% total damage resistance while spun up "minigun spinup time increased" -0.5 // stock spin-up time "aiming movespeed decreased" -0.395 // 99% total move speed penalty while spun up "no_jump" 1 // no jumping "dmg taken from crit reduced" -0.5 "mult_patient_overheal_penalty_active" -1.0 //"mult_health_fromhealers_penalty_active" -0.2 "max health additive bonus" 50 } } HeavyNatty { Name "Unstable Mod: Leadstorm" Attribute "cannot giftwrap" Cap 1 Increment 1 Cost 500 SecondaryAttributes { "fire rate bonus" -0.5 "spunup_push_force_immunity" 1.0 "hidden primary max ammo bonus" 0.5 "slow enemy on hit" -1 "damage bonus HIDDEN" 1.5 } Description "+200% faster fire speed | +50% ammo capacity | -No slow-down effect on hit" Tier 1 AllowedWeapons { ItemName "Natascha" } } HeavyTommy { Name "Balanced Mod: Optimized Barrel" Attribute "cannot giftwrap" Cap 1 Increment 1 Cost 300 SecondaryAttributes { //"dmg pierces resists absorbs" 1 "aiming movespeed increased" 1.5 "hidden primary max ammo bonus" -0.5 "tool needs giftwrap" 1 } Description "+No movement penalty when spun-up | +Rage now pierces resistances and increases accuracy | -50% max ammo" Tier 1 AllowedWeapons { ItemName "Tomislav" } OnApply { Output "popscript,$KnockbackRageStart,,0.1" } OnDowngrade { Output "popscript,$KnockbackRageStop,,0" } } Huo { Name "Unstable Mod: Bigger Bullets" Attribute "mod minigun can holster while spinning" Cap 1 Increment 1 Cost 300 SecondaryAttributes { "uses ammo while aiming" 3 "damage penalty" 0.1 "throwable fire speed" 1 } Description "+10% damage bonus | +Rage now applies afterburn | -30% faster ammo drain" Tier 1 AllowedWeapons { ItemName "The Huo Long Heatmaker" } OnApply { Output "popscript,$KnockbackRageStart,,0.1" } OnDowngrade { Output "popscript,$KnockbackRageStop,,0" } } FamilyBusiness { Name "Balanced Mod: Defensive Blast" Attribute "damage returns as health" Cap 1.25 Increment 0.25 Cost 500 Description "+On Hit: 25% of all damage returned as health | +Destroy Projectiles" Tier 1 SecondaryAttributes { "attack projectiles" 2 } AllowedWeapons { ItemName "The Family Business" } } ///// HEAVY STEAK Steak { Name "Balanced Mod: Mannly Meal" Attribute "effect cond override" Cap 2694416 Increment 2694416 Cost 300 SecondaryAttributes { "gesture speed increase" 1.75 } Description "+175% faster eating speed | +Steak also gives conch effect" Tier 1 AllowedWeapons { ItemName "The Buffalo Steak Sandvich" } } ///// HEAVY MELEES Fists { Name "Clean Mod: More Storage Space" Attribute "maxammo primary increased" Cap 1.5 Increment 0.5 Cost 500 SecondaryAttributes { "deploy time decreased" -0.35 "maxammo secondary increased" 1 } Description "+35% faster switch speed | +50% minigun ammo | +100% shotgun ammo" Tier 1 AllowPlayerClass Heavyweapons AllowedWeapons { Slot "Melee" } DisallowedWeapons // Disallow those weapons { ItemName "Gloves of Running Urgently" ItemName "Festive Gloves of Running Urgently" ItemName "The Bread Bite" ItemName "The Eviction Notice" ItemName "Warrior's Spirit" ItemName "Fists of Steel" ItemName "The Killing Gloves of Boxing" ItemName "The Holiday Punch" } } GRU { Name "Balanced Mod: Blast from the Past" Attribute "self mark for death" Cap 1 Increment 1 Cost 200 SecondaryAttributes { "mod_maxhealth_drain_rate" -10 "mult_player_movespeed_active" 0.05 } Description "+No health drain | -Marked for death" Tier 1 AllowedWeapons { ItemName "Gloves of Running Urgently" ItemName "Festive Gloves of Running Urgently" ItemName "The Bread Bite" } } EvictionA { Name "Clean Mod: Brute Bracers" Attribute "cannot giftwrap" Cap 1 Increment 1 Cost 200 SecondaryAttributes { "mod_maxhealth_drain_rate" -10 "damage bonus" 1.75 } Description "+75% damage bonus | +No health drain" Tier 1 AllowedWeapons { ItemName "The Eviction Notice" } } EvictionB { Name "Clean Mod: Blood Bracers" Attribute "cannot giftwrap" Cap 1 Increment 1 Cost 200 SecondaryAttributes { "mod_maxhealth_drain_rate" -10 "bleeding duration" 5 "mult bleeding delay" -0.5 "mult bleeding dmg" 1.69 } Description "+5s of bleed on hit | +No health drain" Tier 1 AllowedWeapons { ItemName "The Eviction Notice" } } WarriorSpirit { Name "Balanced Mod: Warrior's Code" Attribute "damage bonus" Cap 1.5 Increment 0.2 Cost 200 SecondaryAttributes { "maxammo primary reduced" -0.5 "dmg taken increased" -0.3 "provide on active" -1 } Description "+30% damage resistance +20% damage bonus | -50% minigun ammo" Tier 1 AllowedWeapons { ItemName "Warrior's Spirit" } } FistOfSteel { Name "Unstable Mod: Heavy Duty Steel" Attribute "dmg from melee increased" Cap 3.0 Increment 1.0 Cost 200 SecondaryAttributes { "dmg from ranged reduced" -0.4 "patient overheal penalty" -1.0 "mult_patient_overheal_penalty_active" 0.4 "move speed penalty" -0.2 } Description "+40% ranged resistance | -100% more vulnerable to melee | -60% overheal | -20% movement speed" Tier 1 AllowedWeapons { ItemName "Fists of Steel" } } ///// ENGINEER PRIMARIES EngieShotguns { Name "Balanced Mod: Hauling Upgrade" Attribute "engineer building teleporting pickup" Cap 100 Increment 100 Cost 400 SecondaryAttributes { "mark for death on building pickup" 1 } Description "+All primaries can pick up buildings from long range | -Get Marked-For-Death when holding buildings" Tier 1 Allowplayerclass Engineer AllowedWeapons { ClassName "TF_WEAPON_SHOTGUN_PRIMARY" } } Pomson { Name "Clean Mod: Improved Laser" Attribute "damage bonus HIDDEN" Cap 3 Increment 2 Cost 350 SecondaryAttributes { "energy weapon penetration" 1 "Projectile speed increased" 1.1 } Description "+Replaces Pomson projectiles with Righteous Bison projectiles" Tier 1 Allowplayerclass Engineer AllowedWeapons { ItemName "The Pomson 6000" } } Widow { Name "Balanced Overclock: Sentry Companion A.I" Attribute "engy sentry radius increased" Cap 1.2 Increment 0.2 Cost 300 SecondaryAttributes { "mod ammo per shot" 25 "damage bonus bullet vs sentry target" 0.3 } Description "+30% damage to sentry's targets | +25% sentry range | -25 increased metal per shot" Tier 1 AllowedWeapons { ItemName "The Widowmaker" } } Ranger { Name "Unstable Mod: Compact Sensor" Attribute "engineer building teleporting pickup" Cap 50 Increment -50 Cost 300 SecondaryAttributes { "clip size penalty" -0.16 } Description "+Hauling cost reduced to 50 metal | -15% clip size" Tier 1 AllowedWeapons { ItemName "The Rescue Ranger" } } Ranger_b { Name "Clean Mod: Rescue Bolts Mk II" Attribute "arrow heals buildings" Cap 80 Increment 20 Cost 400 Description "+Increases Rescue Ranger bolt healing by 20%" Tier 1 AllowedWeapons { ItemName "The Rescue Ranger" } } ///ENGINEER SECONDARIES PistolEngie { Name "Clean Mod: Building Booster" Attribute "engy building health bonus" Cap 1.5 Increment 0.5 Cost 400 SecondaryAttributes { "mod teleporter speed boost" 1 "building cost reduction" -0.25 } Description "+25% max building health | +25% cheaper building cost |+Teleporters apply a speed boost upon use" Tier 1 AllowPlayerClass Engineer AllowedWeapons { ClassName tf_weapon_pistol ItemName "The C.A.P.P.E.R" } } PistolEngieB { Name "Balanced Mod: Combat Customizations" Attribute "minicritboost on kill" Cap 6 Increment 6 Cost 400 SecondaryAttributes //Secondary attributes applied when upgrade is applied, for each upgrade level { "fire rate bonus" -1 "hold fire until full reload" 1 "scattergun no reload single" 1 "damage penalty" 0.7 "hidden secondary max ammo penalty" -0.82 } Description "+Fires and Reloads the entire clip at once | +Minicrits on kill | -30% damage penalty -82% ammo capacity" Tier 1 AllowPlayerClass Engineer AllowedWeapons { ClassName tf_weapon_pistol ItemName "The C.A.P.P.E.R" } } Wrangler { Name "Clean Mod: Sentry Jumper" Attribute "rocket jump damage reduction" Cap 0.05 Increment -0.95 Cost 400 SecondaryAttributes //Secondary attributes applied when upgrade is applied, for each upgrade level { "cancel falling damage" 1 } Description "+90% less damage from sentry jumping" Tier 1 AllowedWeapons { ItemName "The Wrangler" ItemName "The Giger Counter" ItemName "Festive Wrangler" } } Circuit { Name "Unstable Mod: Overclocked Circuit" Attribute "alt-fire disabled" Cap 1 Increment 1 Cost 300 Description "(i)Alt-Fire is disabled | +Launches an arching energy ball which leaves behind an electric crater that lasts a couple seconds" Tier 1 SecondaryAttributes { "damage bonus HIDDEN" 11 "override projectile type" 2 "fire rate penalty" 18 //"mod ammo per shot" 50 "projectile gravity" 900 "no damage falloff" 1 "mult dmg vs giants" 1.25 "self dmg push force increased" 4 "blast dmg to self increased" 4 "custom projectile model" "models/empty.mdl" "explosion particle" "drg_cow_explosioncore_charged" "projectile trail particle" "~drg_cow_rockettrail_charged" "custom impact sound" "weapons/cow_mangler_explosion_normal_01.wav" } AllowedWeapons { ItemName "The Short Circuit" } } Circuit_b { Name "Balanced Mod: Mechanical Augmentation" Attribute "move speed bonus" Cap 1.15 Increment 0.15 Cost 300 SecondaryAttributes //Secondary attributes applied when upgrade is applied, for each upgrade level { "halloween reload time decreased" -0.25 } Description "+25% primary reload speed | +15% movement speed" Tier 1 AllowedWeapons { ItemName "The Short Circuit" } } ///// ENGINEER WRENCHES Wrenches { Name "Clean Mod: Turbo Teleporter" Attribute "mod teleporter speed boost" Cap 1 Increment 1 Cost 450 AllowPlayerClass Engineer SecondaryAttributes { "mult teleporter recharge rate" -0.5 } Description "+50% faster teleporter recharge | +You and your teammates gain a short speed boost upon using the teleporter" Tier 1 AllowedWeapons { ItemName "TF_WEAPON_WRENCH" } } GunslingerA { Name "Balanced Mod: Mobile Processors" Attribute "engy sentry radius increased" Cap 1.5 Increment 0.5 Cost 250 SecondaryAttributes //Secondary attributes applied when upgrade is applied, for each upgrade level { "construction rate increased" 2 "mult dispenser rate" 2 "engy disposable sentries" 1 "mult teleporter recharge rate" -0.5 } Description "+1 disposable sentry gun | +200% dispenser strength" Tier 1 Allowplayerclass Engineer AllowedWeapons { ItemName "The Gunslinger" } } GunslingerB { Name "Balanced Mod: Cybernetic Enhancements" Attribute "max health additive bonus" Cap 75 Increment 75 Cost 450 SecondaryAttributes //Secondary attributes applied when upgrade is applied, for each upgrade level { "damage bonus" 1.0 "halloween reload time decreased" -0.5 } Description "+75 max health | +100% melee damage | +50% reload to all weapons" Tier 1 Allowplayerclass Engineer AllowedWeapons { ItemName "The Gunslinger" } } Southern { Name "Unstable Mod: Battle Module" Attribute "engy sentry radius increased" Cap 1.5 Increment 0.5 Cost 300 SecondaryAttributes //Secondary attributes applied when upgrade is applied, for each upgrade level { "provide on active" 1 "engy sentry damage bonus" 0.2 "mult bleeding dmg" 2 "Repair rate decreased" -0.5 "dmg taken from fire increased" -0.2 "mult_dmgtaken_active" 0.2 } Description "(i)When Active: +20% sentry damage bonus | +50% sentry range | -50% repair rate | -20% damage vulnerability" Tier 1 Allowplayerclass Engineer AllowedWeapons { ItemName "The Southern Hospitality" } } StockWrenchA { Name "Clean Mod: Upgrade Optimization" Attribute "upgrade rate decrease" Cap 2 Increment 1 Cost 450 AllowPlayerClass Engineer SecondaryAttributes //Secondary attributes applied when upgrade is applied, for each upgrade level { "mult dispenser rate" 0.5 } Description "+100% upgrade rate | +50% dispenser strength" Tier 1 AllowedWeapons { SimilarToItem "Festive Wrench 2011" ItemName "The Southern Hospitality" ItemName "The Eureka Effect" } } StockWrenchB { Name "Balanced Mod: Battle Augmentations" Attribute "engy building health bonus" Cap 1.35 Increment 0.35 Cost 450 AllowPlayerClass Engineer SecondaryAttributes //Secondary attributes applied when upgrade is applied, for each upgrade level { "mult firerocket rate" -0.4 } Description "+35% building health | +40% sentry rocket firing speed" Tier 1 AllowedWeapons { SimilarToItem "Festive Wrench 2011" ItemName "The Jag" } } Jag { Name "Balanced Mod: Haste Gear" Attribute "Construction rate increased" Cap 1.75 Increment 0.45 Cost 250 AllowPlayerClass Engineer Description "+45% construction speed" Tier 1 AllowedWeapons { SimilarToItem "The Jag" } } ///// SPY WATCHES, GUNS AND SAPPERS WatchMoney { Name "Clean Mod: Cash Vacuum" Attribute "mult credit collect range" Cap 3 Increment 2 Cost 500 SecondaryAttributes //Secondary attributes applied when upgrade is applied, for each upgrade level { "health from credits" 25 } Description "+200% cash collection range | +Heals from cash collected" Tier 1 AllowedWeapons { ItemName "The Cloak and Dagger" ItemName "TTG Watch" ClassName TF_WEAPON_INVIS } DisallowedWeapons { ItemName "The Dead Ringer" } } Watch_safe { Name "Clean Mod: Stealth Module" Attribute "mult credit collect range" Cap 1.1 Increment 0.1 Cost 500 SecondaryAttributes //Secondary attributes applied when upgrade is applied, for each upgrade level { "effect add attributes" "ignored by bots|1" } Description "+Robots are not alerted by you cloaking" Tier 1 AllowedWeapons { ItemName "The Cloak and Dagger" ItemName "TTG Watch" ClassName TF_WEAPON_INVIS } DisallowedWeapons { ItemName "The Dead Ringer" } } Enforcer { Name "Unstable Mod: Magnum Chamber" Attribute "damage bonus" Cap 1.35 Increment 0.35 Cost 350 SecondaryAttributes //Secondary attributes applied when upgrade is applied, for each upgrade level { "damage bonus while disguised" 0.8 "Reload time increased" 0.5 "closerange backattack minicrits" 1 "clip size penalty" -0.4 "fire rate penalty" 0.2 } Description "+Mini-crits from behind | +50% damage bonus | +80% damage while disguised | -50% slower reload | -40% clip size | -20% firing speed" Tier 1 AllowedWeapons { ItemName "The Enforcer" } } Revolver { Name "Unstable Mod: Tranq Rounds" Attribute "mark for death" Cap 1 Increment 1 Cost 350 SecondaryAttributes //Secondary attributes applied when upgrade is applied, for each upgrade level { "override projectile type" 5 // "custom weapon fire sound" "=80|weapons\pistol\pistol_fire2.wav" "projectile sound" "=80|weapons\pistol\pistol_fire2.wav" "custom weapon reload sound" "items\ammo_pickup.wav" "custom kill icon" "syringegun_medic" "disable buildings on hit" 4 "subtract victim medigun charge on hit" 25 "clip size penalty HIDDEN" -0.35 } Description "+Marks target for death | +Drains 25% uber | +Disables buildings for 4s | -Bullets are replaced with syringes | -35% clip size" Tier 1 AllowedWeapons { ClassName TF_WEAPON_REVOLVER } DisallowedWeapons // Disallow those weapons { ItemName "The Enforcer" ItemName "Festive Ambassador" ItemName "The Ambassador" } } Amby { Name "Unstable Mod: Explosive Headshot" Attribute "explosive sniper shot" Cap 1 Increment 1 Cost 300 SecondaryAttributes //Secondary attributes applied when upgrade is applied, for each upgrade level { "clip size penalty HIDDEN" -0.5 "fire rate penalty HIDDEN" 0.2 } Description "+Explosive headshots | -50% reserve size | -20% slower firing speed" Tier 1 AllowedWeapons { ItemName "The Ambassador" ItemName "Festive Ambassador" } } AmbyB { Name "Clean Mod: Skullcracker" Attribute "can headshot" Cap 1 Increment 1 Cost 500 SecondaryAttributes //Secondary attributes applied when upgrade is applied, for each upgrade level { "crit_dmg_falloff" -1 "headshot damage increase" 0.25 } Description "+No headshot cooldown | +25% headshot damage" Tier 1 AllowedWeapons { ItemName "The Ambassador" ItemName "Festive Ambassador" } } DiamondBackA { Name "Clean Mod: Urgent Boost" Attribute "mult dmg with reduced health" Cap 2 Increment 2 Cost 300 Description "+Damage increases as health decreases, up to 100% bonus" Tier 1 AllowedWeapons { ItemName "The Ambassador" ItemName "Festive Ambassador" } } DiamondBackB { Name "Unstable Mod: Critical Crits" Attribute "provide on active" Cap 1 Increment 1 Cost 300 SecondaryAttributes { "damage penalty" 0.1 "mult crit dmg" 3.9 "reload time increased hidden" -0.35 "fire rate penalty HIDDEN" 0.35 } Description "+290% critical damage bonus | -90% damage penalty | -35% slower fire and reload speed" Tier 1 AllowedWeapons { ItemName "The DiamondBack" } } Knife_A { Name "Clean Mod: Direct Deposit" Attribute "collect currency on kill" Cap 1 Increment 1 Cost 350 Description "+On Kill: Robot drops red money (automatically collected)" Tier 1 Allowplayerclass Spy AllowedWeapons { Slot "Melee" } } Big_Earner { Name "Clean Mod: Adrenaline Boost" Attribute "provide on active" Cap 1 Increment 1 Cost 300 SecondaryAttributes { "move speed as health decreases" 1.5 } Description "(i)Weapon must be active | +Speed increases as health decreases, up to 50% bonus" Tier 1 AllowedWeapons { ItemName "The Big Earner" } } Sapper { Name "Balanced Mod: Malware Payload" Attribute "effect cond override" Cap 3283736 Increment 3283736 Cost 500 SecondaryAttributes { //"robo sapper" 3 //"effect bar recharge rate increased" -1.0 "effect add attributes" "damage penalty|0.5" } Description "+Sapper applies Milk & Jarate and lowers sapped target's damage by 50% | -Cannot stun" Tier 1 AllowPlayerClass Spy AllowedWeapons { ItemName "The Red-Tape Recorder" SimilarToItem TF_WEAPON_BUILDER_SPY ItemName "Festive Sapper" } } ///// MEDIC PRIMARIES //XbowBalancedA //{ // Name "Unstable Mod: Support Bolts" // Attribute "add cond on hit" // Cap 27 // Increment 27 // Cost 0 // SecondaryAttributes //Secondary attributes applied when upgrade is applied, for each upgrade level // { // "add cond on hit duration" 3.0 // "reload time increased hidden" 0.5 // } // Description "+On hit: Apply 4 seconds of Mad Milk -50% slower reload speed" // Tier 1 // AllowedWeapons // { // ItemName "The Crusader's Crossbow" // ItemName "Festive Crusader's Crossbow" // } //} //XbowBalancedB //{ // Name "Unstable Mod: Rubber Bolts" // Attribute "reload full clip at once" // Cap 1 // Increment 1 // Cost 0 // SecondaryAttributes //Secondary attributes applied when upgrade is applied, for each upgrade level // { // "reload time increased hidden" 0.35 // "grenade bounce speed" 1 // "projectile lifetime" 1.75 // "projectile no deflect" 1 // "reset arrow hits on bounce" 1 // "grenade bounce damage" -0.35 // "mult dmg vs tanks" -.20 // "fire rate penalty" 1 // "maxammo primary reduced" -0.15 // } // Description "+Bouncy Syringes -50% ammo -35% slower reload -100% firing speed -35% damage per bounce" // Tier 1 // AllowedWeapons // { // ItemName "The Crusader's Crossbow" // ItemName "Festive Crusader's Crossbow" // } //} CrusaderCrossbow { Name "Balanced Mod: Aim Assist" Attribute "mod projectile heat follow crosshair" Cap 1 Increment 1 Cost 400 SecondaryAttributes //Secondary attributes applied when upgrade is applied, for each upgrade level { "mod projectile heat seek power" 360 "mod projectile heat aim error" 90 "mod projectile heat aim time" 69 "maxammo primary reduced" -0.80 } Description "+Crossbow bolts follow crosshair | -80% ammo capacity" Tier 1 AllowedWeapons { ItemName "The Crusader's Crossbow" ItemName "Festive Crusader's Crossbow" } } NeedleBalancedB { Name "Unstable Mod: Biohazard Needle" Attribute "add cond on hit" SecondaryAttributes { "bleeding duration" 2 "add cond on hit duration" 2.0 "reload time increased hidden" 0.35 "damage penalty" -0.6 "clip size penalty" -0.75 } Cap 24 Increment 24 Cost 0 Description "+Applies Jarate and Bleed for 2 seconds | -35% slower reload | -60% damage | -75% clip size" Tier 1 AllowedWeapons { ClassName TF_WEAPON_SYRINGEGUN_MEDIC } } ///// MEDIC SECONDARIES (MEDIGUNS) MedigunA { Name "Unstable Mod: Broken Shield Lens" Attribute "heal rate bonus" Cap 1.20 Increment 0.20 Cost 300 Description "+Shield is replaced with a personal protection shield | +50% shield damage | +25 max health | -Small shield size" Tier 1 SecondaryAttributes { "max health additive bonus" 25 "generate rage on heal" 2 "dmg penalty vs players" 1.5 //50% damage bonus despite saying penalty "increase buff duration" 0.5 } OnApply { Output "popscript,$PersonalProjectileShieldPurchase,,0" } OnDowngrade { Output "popscript,$PersonalProjectileShieldRefunded,,0" } AllowedWeapons { ClassName TF_WEAPON_MEDIGUN ItemName "Festive Medigun 2011" } DisallowedWeapons { ItemName "The Quick-Fix" ItemName "The Vaccinator" ItemName "The Kritzkrieg" } } MedigunB { Name "Unstable Mod: Uberschub Chip" Attribute "heal rate bonus" Cap 1.25 Increment 0.25 Cost 300 Description "(i)Ubercharge: Increase move, weapon and reload speed for both you and the healing patient" Tier 1 SecondaryAttributes { "medigun keep charged effect" 1 "effect cond override" 2106481 "ubercharge overheal rate penalty" 0.1 } AllowedWeapons { ItemName "The Kritzkrieg" } } Kritzkrieg { Name "Unstable Mod: Building Beam" Attribute "overheal decay penalty" Cap 0.25 Increment -0.75 Cost 300 Description "+50% faster heal rate | +Can heal engineer buildings | -50% overheal | -20% slower uber build on overhealed patients" Tier 1 SecondaryAttributes { "overheal penalty" -0.5 "heal rate bonus" 0.5 "ubercharge overheal rate penalty" -0.2 "medic machinery beam" 4 } AllowedWeapons { ItemName "The Kritzkrieg" } } QuickFix { Name "Unstable Mod: Overhealer" Attribute "overheal bonus" Cap 1.5 Increment 1.5 Cost 300 Description "+Overheal does not decay | +50% extra overheal health on patients | -Cannot build ubercharge" Tier 1 SecondaryAttributes { "overheal decay bonus" 999 "ubercharge rate penalty" 999 } AllowedWeapons { ItemName "The Quick-Fix" } } Vaccinator { Name "Unstable Mod: EVILâ„¢ Beam" Attribute "heal rate bonus" Cap -0.25 Increment -0.25 Cost 300 Description "(i)Medigun damage rate is equal to the heal rate | +Medigun beam can damage enemies | -25% slower Medigun heal rate" Tier 1 SecondaryAttributes { "medigun attack enemy" 1.1 } AllowedWeapons { ItemName "The Vaccinator" } } ///// MEDIC MELEES BonesawCleanA { Name "Clean Mod: Emergency Protection" Attribute "uber on damage taken" Cap 0.1 Increment 0.1 Cost 200 Description "+10% chance to gain 3 seconds of uber upon taking damage" Tier 1 Allowplayerclass Medic AllowedWeapons { Slot "Melee" } DisallowedWeapons { ItemName "The Ubersaw" } } BonesawCleanB { Name "Balanced Mod: Mark Module" Attribute "mark for death" Cap 10 Increment 10 Cost 200 Description "+Mark-For-Death | +35% damage bonus" Tier 1 Allowplayerclass Medic AllowedWeapons { Slot "Melee" } SecondaryAttributes { "damage bonus" 0.35 } DisallowedWeapons { SimilarToItem "The Ubersaw" ItemName "The Amputator" ItemName "The Vita-Saw" } } Amputator { Name "Balanced Mod: Protection Mode" Attribute "dmg from ranged reduced" Cap 0.3 Increment -0.3 Cost 200 Description "+3 health regen | +30% ranged resistance | -70% damage penalty" Tier 1 SecondaryAttributes { "health regen" 3 "damage penalty" -0.7 } AllowedWeapons { ItemName "The Amputator" } } AmputatorB { Name "Balanced Mod: Quick-Healer" Attribute "provide on active" Cap 1 Increment 1 Cost 200 Description "+100% Amputator taunt heal rate | -70% damage penalty" Tier 1 SecondaryAttributes { "heal rate bonus" 2 "damage penalty" -0.7 } AllowedWeapons { ItemName "The Amputator" } } ///// SNIPER PRIMARIES RifleA { Name "Unstable Mod: Rifle Mastery" Attribute "ability master sniper" Cap 1 Increment 1 Cost 300 SecondaryAttributes //Secondary attributes applied when upgrade is applied, for each upgrade level { "mult bleeding dmg" -0.5 } Description "+40% faster zoom time | +50% faster charge speed | -50% explosive headshot damage" Tier 1 Allowplayerclass Sniper AllowedWeapons { Slot "Primary" } DisallowedWeapons { ItemName "The Hitman's Heatmaker" ItemName "The Huntsman" ItemName "The Fortified Compound" ItemName "Festive Huntsman" ItemName "Shooting Star" ItemName "The Machina" ItemName "The Sydney Sleeper" ItemName "The Plasma Bow" } } Sleeper { Name "Unstable Mod: Malware Payload" Attribute "Sniper charge per sec" Cap 1.5 Increment .25 Cost 300 SecondaryAttributes //Secondary attributes applied when upgrade is applied, for each upgrade level { "add attributes on hit" "damage penalty|0.65|5|move speed penalty|0.75|5" "mult bleeding dmg" -0.5 } Description "+Robots are slowed by 25% and deal 35% less damage for 5 seconds | -50% explosive headshot damage" Tier 1 Allowplayerclass Sniper AllowedWeapons { ItemName "The Sydney Sleeper" } } Sleeper_b { Name "Unstable Mod: Golden Cloud" Attribute "radius sleeper" Cap 1 Increment 1 Cost 300 SecondaryAttributes //Secondary attributes applied when upgrade is applied, for each upgrade level { "mult bleeding dmg" -0.35 "Sniper charge per sec" -0.25 } Description "+Jarate splash headshot | -35% explosive headshot damage | -25% charge rate" Tier 1 Allowplayerclass Sniper AllowedWeapons { ItemName "The Sydney Sleeper" } } HuntsmanA { Name "Unstable Mod: Rubber Compound" Attribute "grenade bounce speed" Cap 0.95 Increment 0.95 Cost 300 SecondaryAttributes { "projectile lifetime" 3.5 "mult bleeding dmg" 4 "mod projectile heat aim start time" 3 "mod projectile heat seek power" 360 "dmg penalty vs players" -0.2 "cannot headshot" 1 "projectile no deflect" 1 "reset arrow hits on bounce" 1 } Description "+Arrows now bounce | +4x bleed damage | +Arrows will seek target after 3 seconds | -20% damage penalty | -No Headshots" Tier 1 AllowedWeapons { ItemName "The Huntsman" ItemName "The Fortified Compound" ItemName "Festive Huntsman" } } Classic { Name "Unstable Mod: Seeker Rounds" Attribute "damage all connected" Cap 1 Increment 1 Cost 0 SecondaryAttributes { "sniper no headshot without full charge" -1 "mult bleeding dmg" -0.5 "sniper charge per sec" -0.45 } Description "+Damages all connected via medi-beam | +Classic no longer requires full-charge to headshot | -45% slower charge | -50% explosive headshot damage" Tier 1 Allowplayerclass Sniper AllowedWeapons { ItemName "The Classic" } } ///// SNIPER SECONDARIES SMG { Name "Unstable Mod: Headshot Mode" Attribute "revolver use hit locations" Cap 1 Increment 1 Cost 400 SecondaryAttributes { "provide on active" 1 "mult bleeding dmg" -0.9 "explosive sniper shot" 1 "fire rate penalty HIDDEN" 0.5 "headshot damage increase" 0.25 "damage bonus" 0.5 } Description "+Deals low damage explosive headshots | +50% damage bonus | -50% slower firing speed" Tier 1 AllowedWeapons { ClassName TF_WEAPON_SMG } } SMGb { Name "Unstable Mod: Biohazard Bullets" Attribute "add cond on hit" SecondaryAttributes { "add cond on hit duration" 3.0 "reload time increased hidden" 0.25 } Cap 24 Increment 24 Cost 300 Description "+Applies Jarate for 2 seconds | +20% damage bonus | -25% slower reload " Tier 1 AllowedWeapons { ClassName TF_WEAPON_SMG } } Carbine { Name "Balanced Mod: Rage Boost" Attribute "provide on active" Cap 1 Increment 1 Cost 400 SecondaryAttributes { "mod rage damage boost" 1.75 "rage receive scale" 0.5 } Description "+Damage increases as the crikey meter fills up, up to 75% | -50% slower fill rate on the crikey meter" Tier 1 AllowedWeapons { ClassName TF_WEAPON_SMG } } Razorback { Name "Clean Mod: Hardened Wood (ayo?)" Attribute "add cond on kill" SecondaryAttributes { "add cond on kill duration" 3 } Cap 16 Increment 16 Cost 200 Description "+Gain 3s of the Buff Banner effect per kill" Tier 1 AllowedWeapons { ItemName "The Razorback" } } CozyCamper { Name "Clean Mod: Safe 'n Swift" Attribute "add cond on kill" SecondaryAttributes { "add cond on kill duration" 3 } Cap 29 Increment 29 Cost 200 Description "+Gain 3s of the Concher's effect per kill" Tier 1 AllowedWeapons { ItemName "The Cozy Camper" } } DDS { Name "Clean Mod: Thicker Hide" Attribute "add cond on kill" SecondaryAttributes { "add cond on kill duration" 3 } Cap 57 Increment 57 Cost 200 Description "+Gain 3s of the Battalion's Backup effect per kill" Tier 1 AllowedWeapons { ItemName "Darwin's Danger Shield" } } ///// SNIPER MELEES Kukri { Name "Clean Mod: Stronger Push Force" Attribute "damage causes airblast" Cap 1 Increment 1 Cost 250 Description "+Melee hits push back enemies" Tier 1 AllowedWeapons { ItemName "TF_WEAPON_CLUB" } } Shiv { Name "Balanced Mod: Biohazard Blade" Attribute "add cond on hit" SecondaryAttributes { "add cond on hit duration" 3 "damage penalty" -0.3 "mult bleeding delay" -0.2 "mult bleeding dmg" 2.3 "bleeding duration" 3 } Cap 24 Increment 24 Cost 250 Description "+Applies Jarate for 3 seconds | +100% bleed damage bonus | -30% damage penalty" Tier 1 AllowedWeapons { ItemName "The Tribalman's Shiv" } } Bushwacka { Name "Clean Mod: Tank Buster" Attribute "mult dmg vs tanks" Cap 1.5 Increment 1.5 Cost 400 Description "+50% damage bonus vs tanks" Tier 1 AllowedWeapons { ItemName "The Bushwacka" } } Shahanshah { Name "Clean Mod: Crikey Crits" Attribute "mult crit when health is below percent" Cap 0.5 Increment 0.5 Cost 300 Description "+Gain a critboost whenever you are below 50% health" Tier 1 AllowedWeapons { ItemName "The Shahanshah" } } } }