// Extended Upgrades created by Ian Hunter.
// Any future mvm mission creator can use my '#base ian-hunter_extended-upgrades.pop' on you mission.
WaveSchedule
{
	DisallowUpgrade // Replaced by 'Traveling Jump' upgrade.
	{
		Upgrade		"damage bonus"
		SimilarToItem	"Rocket Jumper"
		SimilarToItem	"Stickybomb Jumper"
	}
	DisallowUpgrade
	{
		Upgrade		"clip size upgrade atomic"
		SimilarToItem	"Rocket Jumper"
	}
	DisallowUpgrade
	{
		Upgrade		"clip size bonus upgrade"
		SimilarToItem	"Stickybomb Jumper"
	}
	DisallowUpgrade
	{
		Upgrade		"rocket specialist"
		SimilarToItem	"Rocket Jumper"
	}
	DisallowUpgrade
	{
		Upgrade		"maxammo primary increased"
		SimilarToItem	"Rocket Jumper"
	}
	DisallowUpgrade
	{
		Upgrade		"maxammo secondary increased"
		SimilarToItem	"Stickybomb Jumper"
	}
	DisallowUpgrade
	{
		Upgrade		"faster reload rate"
		SimilarToItem	"Rocket Jumper"
		SimilarToItem	"Stickybomb Jumper"
	}
	DisallowUpgrade
	{
		Upgrade		"fire rate bonus"
		SimilarToItem	"Rocket Jumper"
		SimilarToItem	"Stickybomb Jumper"
	}
	DisallowUpgrade
	{
		Upgrade		"heal on kill"
		SimilarToItem	"Rocket Jumper"
		SimilarToItem	"Stickybomb Jumper"
	}
	DisallowUpgrade // Replaced by 'Fast Food' and 'Cannot Be Backstabbed' upgrades.
	{
		Upgrade		"mult_item_meter_charge_rate"
		Classname	"tf_weapon_lunchbox"
		Classname	"tf_wearable_razorback"
	}
	DisallowUpgrade // Moved to 'Pyro Upgrade' with a better price.
	{
		Upgrade		"weapon burn dmg increased"
		Classname	"tf_weapon_flamethrower"
		Classname	"tf_weapon_flaregun"
	}
	DisallowUpgrade // Unnecessary and useless upgrade.
	{
		Upgrade		"weapon burn time increased"
		Classname	"tf_weapon_flamethrower"
		Classname	"tf_weapon_flaregun"
	}
	DisallowUpgrade // Unnecessary and useless upgrade.
	{
		Upgrade		"metal regen"
	}
	DisallowUpgrade // Level 4 faster power charge on Sydney Sleeper not working.
	{
		Upgrade		"srifle charge rate increased"
		MaxLevel	3
		SimilarToItem	"The Sydney Sleeper"
	}
	DisallowUpgrade // Replaced by 'Repair' upgrade.
	{
		Upgrade		"srifle charge rate increased"
		SimilarToItem	"The Classic"
	}
	ExtendedUpgrades
	{
//	Player Upgrades. (Total 4)
		player_upgrade1
		{
			Name			"Custom Upgrade: +20% melee damage resistance on wearer."
			Attribute		"dmg from melee increased"
			Increment		-0.2
			Cap			0.4
			Cost			150
			PlayerUpgrade		1
		}
		player_upgrade2
		{
			Name			"Custom Upgrade: -20% reduction in push force taken from damage and airblast."
			Attribute		"damage force reduction"
			Increment		-0.2
			Cap			0.4
			Cost			100
			PlayerUpgrade		1
			SecondaryAttributes
			{
				"airblast vulnerability multiplier"	-0.2
			}
		}
		player_upgrade3
		{
			Name			"Custom Upgrade: +50% afterburn damage bonus."
			Attribute		"weapon burn dmg increased"
			Increment		0.5
			Cap			3
			Cost			200
			AllowPlayerClass	Pyro
			PlayerUpgrade		1
		}
		player_upgrade4
		{
			Name			"Easter Egg Upgrade: Explode spectacularly on death."
			Attribute		"bombinomicon effect on death"
			Increment		1
			Cap			1
			Cost			0
			PlayerUpgrade		1
		}
//	Pre-Update Upgrades. (Total 8)
		pre-update_upgrade1
		{
			Name			"(Pre Über Update) Liberty Launcher with minor changes."
			Description		"Pre Stats: +50% projectile speed and -25% clip size."
			Attribute		"projectile speed increased"
			Increment		0.1
			Cap			1.5
			Cost			0
			AllowedWeapons
			{
				ItemName	"The Liberty Launcher"
			}
			SecondaryAttributes
			{
				"clip size penalty"		-0.25
			// Removed Attributes.
				"clip size bonus"		-0.25
				"rocket jump damage reduction"	0.25
				"damage penalty"		0.25
			}
		}
		pre-update_upgrade2
		{
			Name			"(Pre Gun Mettle) Baby Face's Blaster with minor changes."
			Description		"Only loses 50% 'Boost' on air jumps and no loses 'Boost' when attacked."
			Attribute		"hype resets on jump"
			Increment		-25
			Cap			50
			Cost			0
			AllowedWeapons
			{
				ItemName	"Baby Face's Blaster"
			}
			SecondaryAttributes
			{
				"lose hype on take damage"	-4
			}
		}
		pre-update_upgrade3
		{
			Name			"(Pre Gun Mettle) Loch-n-Load."
			Description		"Changes '+20% damage bonus vs buildings' to '+20% damage bonus'."
			Attribute		"card: damage bonus"
			Increment		0.2
			Cap			1.2
			Cost			0
			AllowedWeapons
			{
				ItemName	"The Loch-n-Load"
			}
			SecondaryAttributes
			{
				"dmg bonus vs buildings"	-0.2
			}
		}
		pre-update_upgrade4
		{
			Name			"(Pre Meet Your Match) Ali Baba's Wee Booties / Bootlegger."
			Description		"Removes shield requirement on 'move speed bonus' attribute."
			Attribute		"move speed bonus"
			Increment		0.1
			Cap			1.1
			Cost			0
			AllowedWeapons
			{
				ItemName	"Ali Baba's Wee Booties"
				ItemName	"The Bootlegger"
			}
			SecondaryAttributes
			{
				"move speed bonus shield required"	-0.1
			}
		}
		pre-update_upgrade5
		{
			Name			"(Pre Jungle Inferno) Gloves of Running Urgently / Bread Bite."
			Description		"Changes 'Max-Health-Drain' to 'Mark-for-Death' when active and adds -25% damage penalty."
			Attribute		"self mark for death"
			Increment		1
			Cap			1
			Cost			0
			AllowedWeapons
			{
				ItemName	"Gloves of Running Urgently"
				ItemName	"Festive Gloves of Running Urgently"
				ItemName	"The Bread Bite"
			}
			SecondaryAttributes
			{
				"damage penalty"		-0.25
				"mod_maxhealth_drain_rate"	-10
			}
		}
		pre-update_upgrade6
		{
			Name			"(Pre Jungle Inferno) Eviction Notice with minor changes."
			Description		"Changes 'Max-Health-Drain' to '+20% damage vulnerability' when active, adds bleed for 3 seconds on hit (8 damage per tick) and +25% melee attack range and increases to +50% faster melee attack speed."
			Attribute		"mult_dmgtaken_active"
			Increment		0.2
			Cap			1.2
			Cost			0
			AllowedWeapons
			{
				ItemName	"The Eviction Notice"
			}
			SecondaryAttributes
			{
				"bleeding duration"		3
				"mult bleeding dmg"		1
				"melee range multiplier"	0.25
				"special item description"	"+25% increased melee attack range"
				"fire rate bonus"		-0.1
				"mod_maxhealth_drain_rate"	-5
			}
		}
		pre-update_upgrade7
		{
			Name			"(Pre Jungle Inferno) Panic Attack."
			Description		"Pre Stats: Hold fire to load up to 4 shells, weapon deploys 50% faster, +50% faster reload time, +30% faster firing speed and fire-rate/weapon-spread increases as health decreases."
			Attribute		"panic_attack"
			Increment		1
			Cap			1
			Cost			0
			AllowedWeapons
			{
				ItemName	"Panic Attack Shotgun"
			}
			SecondaryAttributes
			{
				"auto fires full clip penalty"		1
				"clip size penalty HIDDEN"		-0.34
				"reload time decreased"			-0.5
				"fire rate bonus HIDDEN"		-0.3
				"fire rate bonus with reduced health"	-0.5
				"panic_attack_negative"			1.5
			// Removed Attributes.
				"damage penalty"			0.2
				"bullets per shot bonus"		-0.5
				"mult_spread_scales_consecutive"	-1
				"fixed_shot_pattern"			-1
			}
		}
		pre-update_upgrade8
		{
			Name			"(Pre Jungle Inferno) Darwin's Danger Shield with minor changes."
			Description		"Pre Stats: +25 max health, +15% bullet damage resistance on wearer and immune to the effects of afterburn and bleed."
			Attribute		"max health additive bonus"
			Increment		25
			Cap			25
			Cost			0
			AllowedWeapons
			{
				ItemName	"Darwin's Danger Shield"
			}
			SecondaryAttributes
			{
				"dmg taken from fire reduced"		0.5
				"dmg taken from bullets reduced"	-0.15
				"addcond immunity"			25
			}
		}
//	Minor Changes Upgrades. (Total 20)
		minor-changes_upgrade1
		{
			Name			"Weapon Minor Changes Upgrade!"
			Description		"Adds weapon deploys 50% faster."
			Attribute		"single wep deploy time decreased"
			Increment		-0.5
			Cap			0.5
			Cost			0
			AllowPlayerClass	Scout
			AllowedWeapons
			{
				Classname	"tf_weapon_bat"
				Classname	"tf_weapon_bat_fish"
			}
			DisallowedWeapons
			{
				ItemName	"The Candy Cane"
				ItemName	"The Boston Basher"
				ItemName	"Three-Rune Blade"
				ItemName	"Sun-on-a-Stick"
				ItemName	"The Fan O'War"
				ItemName	"The Atomizer"
			}
		}
		minor-changes_upgrade2
		{
			Name			"Weapon Minor Changes Upgrade!"
			Description		"Adds +10% damage bonus."
			Attribute		"CARD: damage bonus"
			Increment		0.1
			Cap			1.1
			Cost			0
			AllowPlayerClass	Soldier
			AllowPlayerClass	Demoman
			AllowedWeapons
			{
				Classname	"tf_weapon_shovel"
				Classname	"tf_weapon_bottle"
			}
			DisallowedWeapons
			{
				ItemName	"The Equalizer"
				ItemName	"The Escape Plan"
				ItemName	"The Pain Train"
				ItemName	"The Market Gardener"
				ItemName	"The Disciplinary Action"
			}
		}
		minor-changes_upgrade3
		{
			Name			"Weapon Minor Changes Upgrade!"
			Description		"Adds bleed for 5 seconds on hit."
			Attribute		"bleeding duration"
			Increment		5
			Cap			5
			Cost			0
			AllowPlayerClass	Pyro
			AllowPlayerClass	Heavyweapons
			AllowedWeapons
			{
				Classname	"tf_weapon_fireaxe"
			}
			DisallowedWeapons
			{
				ItemName	"The Axtinguisher"
				ItemName	"Festive Axtinguisher"
				ItemName	"The Postal Pummeler"
				ItemName	"The Homewrecker"
				ItemName	"The Maul"
				ItemName	"The Powerjack"
				ItemName	"The Back Scratcher"
				ItemName	"Sharpened Volcano Fragment"
				ItemName	"The Third Degree"
			}
		}
		minor-changes_upgrade4
		{
			Name			"Weapon Minor Changes Upgrade!"
			Description		"Adds Super Fists: +15% damage bonus and +25% increased melee attack range."
			Attribute		"CARD: damage bonus"
			Increment		0.154
			Cap			1.154
			Cost			0
			AllowPlayerClass	Heavyweapons
			AllowedWeapons
			{
				Classname	"tf_weapon_fists"
			}
			DisallowedWeapons
			{
				ItemName	"The Killing Gloves of Boxing"
				ItemName	"Gloves of Running Urgently"
				ItemName	"Gloves of Running Urgently MvM"
				ItemName	"Festive Gloves of Running Urgently"
				ItemName	"The Bread Bite"
				ItemName	"Warrior's Spirit"
				ItemName	"Fists of Steel"
				ItemName	"The Eviction Notice"
				ItemName	"The Holiday Punch"
			}
			SecondaryAttributes
			{
				"melee range multiplier"	0.25
				"special item description"	"+25% increased melee attack range"
			}
		}
		minor-changes_upgrade5
		{
			Name			"Weapon Minor Changes Upgrade!"
			Description		"Adds +50% damage bonus to your sentry's target and -50% max secondary ammo on wearer."
			Attribute		"damage bonus bullet vs sentry target"
			Increment		0.5
			Cap			1.5
			Cost			0
			AllowPlayerClass	Engineer
			AllowedWeapons
			{
				Classname	"tf_weapon_pistol"
			}
			DisallowedWeapons
			{
				ItemName	"Texan Trickshot"
			}
			SecondaryAttributes
			{
				"maxammo secondary reduced"	-0.5
			}
		}
		minor-changes_upgrade6
		{
			Name			"Weapon Minor Changes Upgrade!"
			Description		"Reduces from 50% to 25% slower reload time."
			Attribute		"reload time increased hidden"
			Increment		-0.25
			Cap			1.25
			Cost			0
			AllowedWeapons
			{
				ItemName	"The Shortstop"
			}
		}
		minor-changes_upgrade7
		{
			Name			"Weapon Minor Changes Upgrade!"
			Description		"Adds no move speed penalty when charging, +400% afterburn damage bonus and no self afterburn damage."
			Attribute		"aiming movespeed increased"
			Increment		3
			Cap			4
			Cost			0
			AllowedWeapons
			{
				ItemName	"The Cow Mangler 5000"
			}
			SecondaryAttributes
			{
				"weapon burn dmg increased"	4
				"no self effect"		1
			}
		}
		minor-changes_upgrade8
		{
			Name			"Weapon Minor Changes Upgrade!"
			Description		"Increases flare ammo capacity from 16 to 20."
			Attribute		"hidden secondary max ammo penalty"
			Increment		0.125
			Cap			0.625
			Cost			0
			AllowedWeapons
			{
				ItemName	"The Flare Gun"
				ItemName	"Festive Flare Gun"
				ItemName	"The Detonator"
				ItemName	"The Scorch Shot"
			}
		}
		minor-changes_upgrade8_note
		{
			Name			"^ Note: You will see ammo is at 10, is just a bug and your max ammo is 20, upgrade another thing or pick an ammo box to fix it."
			Attribute		"damage penalty"
			Increment		0
			Cap			1
			Cost			0
			AllowedWeapons
			{
				ItemName	"The Flare Gun"
				ItemName	"Festive Flare Gun"
				ItemName	"The Detonator"
				ItemName	"The Scorch Shot"
			}
		}
		minor-changes_upgrade9
		{
			Name			"Weapon Minor Changes Upgrade!"
			Description		"Adds max charge time decreased by 62.5% (1.5 seconds) and up to +10% damage based on charge."
			Attribute		"stickybomb charge rate"
			Increment		-0.625
			Cap			0.375
			Cost			0
			AllowPlayerClass	Demoman
			AllowedWeapons
			{
				Slot		"Secondary"
			}
			DisallowedWeapons
			{
				ItemName	"The Quickiebomb Launcher"
				ItemName	"Stickybomb Jumper"
				ItemName	"The Chargin' Targe"
				ItemName	"Festive Targe 2014"
				ItemName	"The Splendid Screen"
				ItemName	"The Tide Turner"
			}
			SecondaryAttributes
			{
				"stickybomb_charge_damage_increase"	0.1
			}
		}
		minor-changes_upgrade10
		{
			Name			"Weapon Minor Changes Upgrade!"
			Description		"Adds +10% bullet damage resistance on wearer."
			Attribute		"dmg taken from bullets reduced"
			Increment		-0.1
			Cap			0.9
			Cost			0
			AllowedWeapons
			{
				ItemName	"The Chargin' Targe"
				ItemName	"Festive Targe 2014"
			}
		}
		minor-changes_upgrade11
		{
			Name			"Weapon Minor Changes Upgrade!"
			Description		"Adds stun immunity on wearer and increases charge impact damage to +200%."
			Attribute		"mult stun resistance"
			Increment		-1
			Cap			0
			Cost			0
			AllowedWeapons
			{
				ItemName	"The Splendid Screen"
			}
			SecondaryAttributes
			{
				"charge impact damage increased"	1.3
			}
		}
		minor-changes_upgrade12
		{
			Name			"Weapon Minor Changes Upgrade!"
			Description		"Removes taking damage while shield charging reduces remaining charging time."
			Attribute		"lose demo charge on damage when charging"
			Increment		-1
			Cap			0
			Cost			0
			AllowedWeapons
			{
				ItemName	"The Tide Turner"
			}
		}
		minor-changes_upgrade13
		{
			Name			"Weapon Minor Changes Upgrade!"
			Description		"Adds melee attacks all enemies in range."
			Attribute		"melee cleave attack"
			Increment		1
			Cap			1
			Cost			0
			AllowedWeapons
			{
				ItemName	"Fists of Steel"
			}
		}
		minor-changes_upgrade14
		{
			Name			"Weapon Minor Changes Upgrade!"
			Description		"Adds crits on headshot."
			Attribute		"can headshot"
			Increment		1
			Cap			1
			Cost			0
			AllowedWeapons
			{
				ItemName	"The Rescue Ranger"
			}
			SecondaryAttributes
			{
				"revolver use hit locations"	0
			}
		}
		minor-changes_upgrade15
		{
			Name			"Weapon Minor Changes Upgrade!"
			Description		"Adds weapon deploys 80% faster, +30% max metal ammo on wearer and 25% less metal from pickups and dispensers."
			Attribute		"single wep deploy time decreased"
			Increment		-0.8
			Cap			0.2
			Cost			0
			AllowedWeapons
			{
				ItemName	"The Short Circuit"
			}
			SecondaryAttributes
			{
				"maxammo metal increased"	0.3
				"metal_pickup_decreased"	-0.25
			}
		}
		minor-changes_upgrade16
		{
			Name			"Weapon Minor Changes Upgrade!"
			Description		"Removes -33% damage penalty vs buildings. (Removes Sappers in 2 Hits)"
			Attribute		"dmg penalty vs buildings"
			Increment		0.33
			Cap			1
			Cost			0
			AllowedWeapons
			{
				ItemName	"The Jag"
			}
		}
		minor-changes_upgrade17
		{
			Name			"Weapon Minor Changes Upgrade!"
			Description		"Adds teleporters builds almost instantly."
			Attribute		"engineer teleporter build rate multiplier"
			Increment		9
			Cap			10
			Cost			0
			AllowedWeapons
			{
				ItemName	"The Eureka Effect"
			}
		}
		minor-changes_upgrade18
		{
			Name			"Weapon Minor Changes Upgrade!"
			Description		"Changes 'up to +20% faster move speed based on ÜberCharge percentage' to '+10% faster move speed' when active."
			Attribute		"mult_player_movespeed_active"
			Increment		0.1
			Cap			1.1
			Cost			0
			AllowedWeapons
			{
				ItemName	"The Overdose"
			}
			SecondaryAttributes
			{
				"move speed bonus resource level"	-0.2
			}
		}
		minor-changes_upgrade19
		{
			Name			"Weapon Minor Changes Upgrade!"
			Description		"Increases bow ammo capacity from 12 to 16."
			Attribute		"hidden primary max ammo bonus"
			Increment		0.14
			Cap			0.64
			Cost			0
			AllowedWeapons
			{
				ItemName	"The Huntsman"
				ItemName	"Festive Huntsman"
				ItemName	"The Fortified Compound"
			}
		}
		minor-changes_upgrade19_note
		{
			Name			"^ Note: You will see ammo is at 8, is just a bug and your max ammo is 16, upgrade another thing or pick an ammo box to fix it."
			Attribute		"damage penalty"
			Increment		0
			Cap			1
			Cost			0
			AllowedWeapons
			{
				ItemName	"The Huntsman"
				ItemName	"Festive Huntsman"
				ItemName	"The Fortified Compound"
			}
		}
		minor-changes_upgrade20
		{
			Name			"Weapon Minor Changes Upgrade!"
			Description		"Removes aiming and fully charged requirement on 'no flinching' attribute and increases knockback reduction when aiming to 50%."
			Attribute		"no damage view flinch"
			Increment		1
			Cap			1
			Cost			0
			AllowedWeapons
			{
				ItemName	"The Cozy Camper"
			}
			SecondaryAttributes
			{
				"aiming knockback resistance"	-0.3
			}
		}
//	Repair Upgrades. (Total 40)
		repair_upgrade1
		{
			Name			"Bad Weapon Repair Upgrade!"
			Description		"Changes 'mini-crits targets when fired at their back from close range' to 'critical hits from behind' and increases to 50% less accurate."
			Attribute		"crit from behind"
			Increment		1
			Cap			1
			Cost			0
			AllowedWeapons
			{
				ItemName	"The Back Scatter"
			}
			SecondaryAttributes
			{
				"closerange backattack minicrits"	-1
				"spread penalty"			0.3
			}
		}
		repair_upgrade2
		{
			Name			"Bad Weapon Repair Upgrade!"
			Description		"Adds wearer never takes falling damage when active and reduces to -50% clip size penalty."
			Attribute		"provide on active"
			Increment		1
			Cap			1
			Cost			0
			AllowedWeapons
			{
				ItemName	"The Winger"
			}
			SecondaryAttributes
			{
				"cancel falling damage"	1
				"clip size penalty"	0.1
			}
		}
		repair_upgrade3
		{
			Name			"Bad Weapon Repair Upgrade!"
			Description		"Adds cloak effect when drink and +50% credit collection range."
			Attribute		"effect cond override"
			Increment		16398
			Cap			16398
			Cost			0
			AllowedWeapons
			{
				ItemName	"Bonk! Atomic Punch"
				ItemName	"Festive Bonk 2014"
			}
			SecondaryAttributes
			{
				"mult credit collect range"	0.5
			}
		}
		repair_upgrade4
		{
			Name			"Bad Weapon Repair Upgrade!"
			Description		"Adds +40% health from packs on wearer."
			Attribute		"health from packs increased"
			Increment		0.4
			Cap			1.4
			Cost			0
			AllowedWeapons
			{
				ItemName	"The Candy Cane"
			}
		}
		repair_upgrade5
		{
			Name			"Bad Weapon Repair Upgrade!"
			Description		"On Miss: No self bleed damage, but takes 35 self damage."
			Attribute		"no self effect"
			Increment		1
			Cap			1
			Cost			0
			AllowedWeapons
			{
				ItemName	"The Boston Basher"
				ItemName	"Three-Rune Blade"
			}
			SecondaryAttributes
			{
				"blast dmg to self increased"	1
			}
		}
		repair_upgrade6
		{
			Name			"Bad Weapon Repair Upgrade!"
			Description		"Changes '+25% fire damage resistance' to 'ÜberVaccinator fire damage resistance' when active and '-25% damage penalty' to '-75% damage penalty vs non-burning targets'."
			Attribute		"add cond when active"
			Increment		60
			Cap			60
			Cost			0
			AllowedWeapons
			{
				ItemName	"Sun-on-a-Stick"
			}
			SecondaryAttributes
			{
				"dmg taken from fire reduced on active"	-0.5
				"dmg penalty vs nonburning"		-0.75
				"damage penalty"			0.25
			}
		}
		repair_upgrade7
		{
			Name			"Bad Weapon Repair Upgrade!"
			Description		"Adds attacks pierce damage resistance effects and projectiles cannot be deflected."
			Attribute		"dmg pierces resists absorbs"
			Increment		1
			Cap			1
			Cost			0
			AllowedWeapons
			{
				ItemName	"The Direct Hit"
			}
			SecondaryAttributes
			{
				"energy weapon no deflect"	0
				"projectile no deflect"		1
			}
		}
		repair_upgrade7_note
		{
			Name			"^ Note: Upgrading attacks pierce damage resistance effects also negates self damage with blast resistance upgrade."
			Attribute		"damage penalty"
			Increment		0
			Cap			1
			Cost			0
			AllowedWeapons
			{
				ItemName	"The Direct Hit"
			}
		}
		repair_upgrade8
		{
			Name			"Bad Weapon Repair Upgrade!"
			Description		"Changes '20% faster weapon deploy' to '30% faster weapon switch' and adds mini-crits targets when fired at their back from close range and 20% more accurate."
			Attribute		"deploy time decreased"
			Increment		-0.3
			Cap			0.7
			Cost			0
			AllowedWeapons
			{
				ItemName	"The Reserve Shooter"
			}
			SecondaryAttributes
			{
				"single wep deploy time decreased"	0.2
				"closerange backattack minicrits"	1
				"weapon spread bonus"			-0.2
			}
		}
		repair_upgrade9
		{
			Name			"Bad Weapon Repair Upgrade!"
			Description		"Adds allows infinite mid-air parachute re-deploying, +25% bullet damage resistance, -30% blast jumping damage on wearer and 300% increased air control."
			Attribute		"parachute redeploy"
			Increment		1
			Cap			1
			Cost			0
			AllowedWeapons
			{
				ItemName	"The B.A.S.E. Jumper"
			}
			SecondaryAttributes
			{
				"dmg taken from bullets reduced"	-0.25
				"rocket jump damage reduction"		-0.3
				"increased air control"			3
			}
		}
		repair_upgrade10
		{
			Name			"Bad Weapon Repair Upgrade!"
			Description		"Adds wearer never takes falling damage, +15% faster move speed, +25% explosive damage resistance and +20% max primary ammo on wearer."
			Attribute		"cancel falling damage"
			Increment		1
			Cap			1
			Cost			0
			AllowedWeapons
			{
				ItemName	"The Gunboats"
			}
			SecondaryAttributes
			{
				"move speed bonus"		0.15
				"dmg taken from blast reduced"	-0.25
				"maxammo primary increased"	0.2
			}
		}
		repair_upgrade11
		{
			Name			"Bad Weapon Repair Upgrade!"
			Description		"Adds +15% faster move speed and +20 max health on wearer."
			Attribute		"move speed bonus"
			Increment		0.15
			Cap			1.15
			Cost			0
			AllowedWeapons
			{
				ItemName	"The Mantreads"
			}
			SecondaryAttributes
			{
				"max health additive bonus"	20
			}
		}
		repair_upgrade12
		{
			Name			"Bad Weapon Repair Upgrade!"
			Description		"Adds +30% damage bonus."
			Attribute		"damage bonus"
			Increment		0.3
			Cap			1.3
			Cost			0
			AllowedWeapons
			{
				ItemName	"The Equalizer"
			}
		}
		repair_upgrade13
		{
			Name			"Bad Weapon Repair Upgrade!"
			Description		"Adds Aura Money: +300% credit collection range without additional health and increases to +15% bullet damage vulnerability on wearer."
			Attribute		"mult credit collect range"
			Increment		3
			Cap			4
			Cost			0
			AllowPlayerClass	Soldier
			AllowedWeapons
			{
				ItemName	"The Pain Train"
			}
			SecondaryAttributes
			{
				"dmg taken from bullets increased"	0.05
			}
		}
		repair_upgrade13.1
		{
			Name			"Bad Weapon Repair Upgrade!"
			Description		"Adds Aura Money: +200% credit collection range without additional health and increases to +15% bullet damage vulnerability on wearer."
			Attribute		"mult credit collect range"
			Increment		2
			Cap			3
			Cost			0
			AllowPlayerClass	Demoman
			AllowedWeapons
			{
				ItemName	"The Pain Train"
			}
			SecondaryAttributes
			{
				"dmg taken from bullets increased"	0.05
			}
		}
		repair_upgrade14
		{
			Name			"Bad Weapon Repair Upgrade!"
			Description		"Adds all players connected via medigun beams are hit, weapon deploys 50% faster, +50% increased melee attack range and +100% critical damage bonus and increases to 100% slower melee attack speed."
			Attribute		"damage all connected"
			Increment		1
			Cap			1
			Cost			0
			AllowedWeapons
			{
				ItemName	"The Market Gardener"
			}
			SecondaryAttributes
			{
				"single wep deploy time decreased"	-0.5
				"melee range multiplier"		0.5
				"special item description"		"+50% increased melee attack range"
				"mult crit dmg"				1
				"fire rate penalty"			0.8
			}
		}
		repair_upgrade15
		{
			Name			"Bad Weapon Repair Upgrade!"
			Description		"Changes '60%/30% faster weapon deploy/holster' to '60% faster weapon switch', adds +25% faster airblast cooldown and reflected rockets has rocket specialist and reduces to -50% afterburn damage penalty."
			Attribute		"deploy time decreased"
			Increment		-0.6
			Cap			0.4
			Cost			0
			AllowedWeapons
			{
				ItemName	"The Degreaser"
			}
			SecondaryAttributes
			{
				"single wep deploy time decreased"	0.6
				"switch from wep deploy time decreased"	0.3
				"mult airblast refire time"		-0.25
				"special item description"		"+25% faster airblast cooldown"
				"rocket specialist"			2
				"weapon burn dmg reduced"		0.16
			}
		}
		repair_upgrade16
		{
			Name			"Bad Weapon Repair Upgrade!"
			Description		"Adds attacks pierce damage resistance effects, +150% afterburn damage bonus and has random critical hits."
			Attribute		"dmg pierces resists absorbs"
			Increment		1
			Cap			1
			Cost			0
			AllowedWeapons
			{
				ItemName	"The Manmelter"
			}
			SecondaryAttributes
			{
				"weapon burn dmg increased"	1.5
				"crit mod disabled"		1
			}
		}
		repair_upgrade17
		{
			Name			"Bad Weapon Repair Upgrade!"
			Description		"Changes 'mini-crits' to 'crits' burning targets and extinguishes them, increases to -40% damage penalty and removes weapon holster penalty."
			Attribute		"crit vs burning players"
			Increment		1
			Cap			1
			Cost			0
			AllowedWeapons
			{
				ItemName	"The Axtinguisher"
				ItemName	"Festive Axtinguisher"
				ItemName	"The Postal Pummeler"
			}
			SecondaryAttributes
			{
				"damage penalty"			-0.07
				"single wep holster time increased"	-0.35
			}
		}
		repair_upgrade18
		{
			Name			"Bad Weapon Repair Upgrade!"
			Description		"Adds +100% damage bonus vs tanks."
			Attribute		"mult dmg vs tanks"
			Increment		1
			Cap			2
			Cost			0
			AllowedWeapons
			{
				ItemName	"The Homewrecker"
				ItemName	"The Maul"
			}
		}
		repair_upgrade19
		{
			Name			"Bad Weapon Repair Upgrade!"
			Description		"Adds -15 max health on wearer and reduces to -25% health from healers on wearer."
			Attribute		"max health additive penalty"
			Increment		-15
			Cap			-15
			Cost			0
			AllowedWeapons
			{
				ItemName	"The Back Scratcher"
			}
			SecondaryAttributes
			{
				"health from healers reduced"	0.5
			}
		}
		repair_upgrade20
		{
			Name			"Bad Weapon Repair Upgrade!"
			Description		"Adds victim loses 10% Medigun charge and 25% slower melee attack speed."
			Attribute		"subtract victim medigun charge on hit"
			Increment		10
			Cap			10
			Cost			0
			AllowedWeapons
			{
				ItemName	"The Third Degree"
			}
			SecondaryAttributes
			{
				"fire rate penalty"	0.25
			}
		}
		repair_upgrade21
		{
			Name			"Bad Weapon Repair Upgrade!"
			Description		"Adds +75% increased melee attack range and gain crits for 4 seconds on kill."
			Attribute		"melee range multiplier"
			Increment		0.75
			Cap			1.75
			Cost			0
			AllowedWeapons
			{
				ItemName	"The Neon Annihilator"
				ItemName	"Promo Neon Annihilator"
			}
			SecondaryAttributes
			{
				"special item description"	"+75% increased melee attack range"
				"critboost on kill"		4
			}
		}
		repair_upgrade22
		{
			Name			"Bad Weapon Repair Upgrade!"
			Description		"Adds slaps all enemies in range and +50% increased melee attack range and increases to 3 seconds of speed boost on slap."
			Attribute		"melee cleave attack"
			Increment		1
			Cap			1
			Cost			0
			AllowedWeapons
			{
				ItemName	"The Hot Hand"
			}
			SecondaryAttributes
			{
				"melee range multiplier"	0.5
				"special item description"	"+50% increased melee attack range"
				"speed_boost_on_hit_enemy"	2
			}
		}
		repair_upgrade23
		{
			Name			"Bad Weapon Repair Upgrade!"
			Description		"Adds grenades explode on impact with the ground, +20% explosion radius and +25% max primary ammo on wearer."
			Attribute		"grenade explode on impact"
			Increment		1
			Cap			1
			Cost			0
			AllowedWeapons
			{
				ItemName	"The Loose Cannon"
			}
			SecondaryAttributes
			{
				"blast radius increased"	0.2
				"hidden primary max ammo bonus"	0.25
			}
		}
		repair_upgrade24
		{
			Name			"Bad Weapon Repair Upgrade!"
			Description		"Adds stickybombs stick to enemies and -15% blast jumping damage on wearer, increases max charge time decreased by 75% (1 second) and up to +65% damage based on charge and reduces to -25% clip size penalty."
			Attribute		"stickybomb stick to enemies"
			Increment		1
			Cap			1
			Cost			0
			AllowedWeapons
			{
				ItemName	"The Quickiebomb Launcher"
			}
			SecondaryAttributes
			{
				"rocket jump damage reduction"		-0.15
				"stickybomb charge rate"		-0.05
				"stickybomb_charge_damage_increase"	0.3
				"clip size penalty"			0.25
			}
		}
		repair_upgrade25
		{
			Name			"Bad Weapon Repair Upgrade!"
			Description		"Changes '+15% damage vulnerability' to '-15 max health' on wearer, adds +30% increased melee attack range, increases to +1 second in charge duration and removes when weapon is active."
			Attribute		"max health additive penalty"
			Increment		-15
			Cap			-15
			Cost			0
			AllowedWeapons
			{
				ItemName	"The Claidheamohmor"
			}
			SecondaryAttributes
			{
				"dmg taken increased"		-0.15
				"melee range multiplier"	0.3
				"special item description"	"+30% increased melee attack range"
				"charge time increased"		0.5
				"provide on active"		-1
			}
		}
		repair_upgrade26
		{
			Name			"Bad Weapon Repair Upgrade!"
			Description		"Changes 'melee hits refill 20% of your charge meter' to 'melee attacks all enemies in range' and adds -20% damage penalty."
			Attribute		"melee cleave attack"
			Increment		1
			Cap			1
			Cost			0
			AllowedWeapons
			{
				ItemName	"The Persian Persuader"
			}
			SecondaryAttributes
			{
				"charge meter on hit"	-0.2
				"damage penalty"	-0.2
			}
		}
		repair_upgrade27
		{
			Name			"Bad Weapon Repair Upgrade!"
			Description		"Reduces to -15% damage penalty."
			Attribute		"damage penalty"
			Increment		0.1
			Cap			0.85
			Cost			0
			AllowedWeapons
			{
				ItemName	"Natascha"
			}
		}
		repair_upgrade28
		{
			Name			"Bad Weapon Repair Upgrade!"
			Description		"Adds minigun can holster while spinning and increases to 40% faster spin-up time and 40% more accurate."
			Attribute		"mod minigun can holster while spinning"
			Increment		1
			Cap			1
			Cost			0
			AllowedWeapons
			{
				ItemName	"Tomislav"
			}
			SecondaryAttributes
			{
				"minigun spinup time decreased"	-0.2
				"weapon spread bonus"		-0.2
			}
		}
		repair_upgrade28_tip
		{
			Name			"^ Tip: You can combo holster while spinning with 'Fast Food' upgrade."
			Attribute		"damage penalty"
			Increment		0
			Cap			1
			Cost			0
			AllowedWeapons
			{
				ItemName	"Tomislav"
			}
		}
		repair_upgrade29
		{
			Name			"Bad Weapon Repair Upgrade!"
			Description		"Adds gain 3 seconds of speed boost on kill."
			Attribute		"speed_boost_on_kill"
			Increment		3
			Cap			3
			Cost			0
			AllowedWeapons
			{
				ItemName	"The Family Business"
			}
		}
		repair_upgrade30
		{
			Name			"Bad Weapon Repair Upgrade!"
			Description		"Changes 'critical hits do no damage' to 'critical hits does mini-crits damage' and adds +50% increased melee attack range and +100% taunt damage bonus."
			Attribute		"crits_become_minicrits"
			Increment		1
			Cap			1
			Cost			0
			AllowedWeapons
			{
				ItemName	"The Holiday Punch"
			}
			SecondaryAttributes
			{
				"crit does no damage"		-1
				"melee range multiplier"	0.5
				"special item description"	"+50% increased melee attack range"
				"dmg penalty vs players"	1
				"damage penalty"		-0.5
			}
		}
		repair_upgrade31
		{
			Name			"Bad Weapon Repair Upgrade!"
			Description		"Adds buildings can be pick up from long range for 200 metal cost, no damage falloff or rampup, all players connected via medigun beams are hit and +100% projectile speed."
			Attribute		"engineer building teleporting pickup"
			Increment		200
			Cap			200
			Cost			0
			AllowedWeapons
			{
				ItemName	"The Pomson 6000"
			}
			SecondaryAttributes
			{
				"no damage falloff"		1
				"damage all connected"		1
				"projectile speed increased"	1
			}
		}
		repair_upgrade32
		{
			Name			"Bad Weapon Repair Upgrade!"
			Description		"Adds +1 disposable-sentry, +50% mini-sentry range (not working for disposable-sentries), +30% mini-sentry damage bonus and Super Fists: +15% damage bonus and +25% increased melee attack range."
			Attribute		"engy disposable sentries"
			Increment		1
			Cap			1
			Cost			0
			AllowedWeapons
			{
				ItemName	"The Gunslinger"
			}
			SecondaryAttributes
			{
				"engy sentry radius increased"	0.5
				"engy sentry damage bonus"	0.3
				"CARD: damage bonus"		0.154
				"melee range multiplier"	0.25
				"special item description"	"+25% increased melee attack range"
			}
		}
		repair_upgrade32_tip
		{
			Name			"^ Tip: You can increase up to +3 disposable-sentry in PDA extended upgrade."
			Attribute		"damage penalty"
			Increment		0
			Cap			1
			Cost			0
			AllowedWeapons
			{
				ItemName	"The Gunslinger"
			}
		}
		repair_upgrade33
		{
			Name			"Bad Weapon Repair Upgrade!"
			Description		"Adds +200% bleed damage bonus and +10% max building health."
			Attribute		"mult bleeding dmg"
			Increment		2
			Cap			3
			Cost			0
			AllowedWeapons
			{
				ItemName	"The Southern Hospitality"
			}
			SecondaryAttributes
			{
				"engy building health bonus"	0.1
			}
		}
		repair_upgrade34
		{
			Name			"Bad Weapon Repair Upgrade!"
			Description		"Adds no move speed penalty when aiming, +10% general damage bonus and no power charge and removes no headshots when not fully charged and damage penalty on body shot."
			Attribute		"aiming movespeed increased"
			Increment		3
			Cap			4
			Cost			0
			AllowedWeapons
			{
				ItemName	"The Classic"
			}
			SecondaryAttributes
			{
				"dmg penalty vs players"			0.1
				"srifle charge rate decreased"			-1
				"sniper no headshot without full charge"	-1
				"damage penalty on bodyshot"			0.1
			}
		}
		repair_upgrade35
		{
			Name			"Bad Weapon Repair Upgrade!"
			Description		"Changes 'blocks a single backstab attempt' to 'cannot be backstabbed', adds +40% melee resistance and +40% max primary ammo on wearer and removes maximum overheal penalty."
			Attribute		"cannot be backstabbed"
			Increment		1
			Cap			1
			Cost			0
			AllowedWeapons
			{
				ItemName	"The Razorback"
			}
			SecondaryAttributes
			{
				"backstab shield"		-1
				"item_meter_charge_rate"	-30
				"item_meter_charge_type"	-1
				"mult dmgtaken from melee"	-0.4
				"maxammo primary increased"	0.4
				"patient overheal penalty"	1
			}
		}
		repair_upgrade36
		{
			Name			"Bad Weapon Repair Upgrade!"
			Description		"Adds +300% bleed damage bonus."
			Attribute		"mult bleeding dmg"
			Increment		3
			Cap			4
			Cost			0
			AllowedWeapons
			{
				ItemName	"The Tribalman's Shiv"
			}
		}
		repair_upgrade36_tip
		{
			Name			"^ Tip: Any bleed kill by Sniper always drops red money, making a perfect hit & run weapon."
			Attribute		"damage penalty"
			Increment		0
			Cap			0.5
			Cost			0
			AllowedWeapons
			{
				ItemName	"The Tribalman's Shiv"
			}
		}
		repair_upgrade37
		{
			Name			"Bad Weapon Repair Upgrade!"
			Description		"Adds +50% increased melee attack range and increases/decreases to +30%/-15% in damage when health is less/more than 50% of max."
			Attribute		"melee range multiplier"
			Increment		0.5
			Cap			1.5
			Cost			0
			AllowedWeapons
			{
				ItemName	"The Shahanshah"
			}
			SecondaryAttributes
			{
				"special item description"	"+50% increased melee attack range"
				"dmg bonus while half dead"	0.05
				"dmg penalty while half alive"	0.1
			}
		}
		repair_upgrade38
		{
			Name			"Bad Weapon Repair Upgrade!"
			Description		"Removes headshot cooldown and critical damage falloff."
			Attribute		"can headshot"
			Increment		1
			Cap			1
			Cost			0
			AllowedWeapons
			{
				ItemName	"The Ambassador"
				ItemName	"Festive Ambassador"
			}
			SecondaryAttributes
			{
				"revolver use hit locations"	-1
				"crit_dmg_falloff"		-1
			}
		}
		repair_upgrade39
		{
			Name			"Bad Weapon Repair Upgrade!"
			Description		"Changes '+20% damage bonus while disguised' to '+20% damage bonus' and adds gain mini-crits for 4 seconds on kill."
			Attribute		"card: damage bonus"
			Increment		0.2
			Cap			1.2
			Cost			0
			AllowedWeapons
			{
				ItemName	"The Enforcer"
			}
			SecondaryAttributes
			{
				"damage bonus while disguised"	-0.2
				"minicritboost on kill"		4
			}
		}
		repair_upgrade40
		{
			Name			"Bad Weapon Repair Upgrade!"
			Description		"Adds Money Watch: +200% credit collection range with additional health, +25 max health and wet immunity on wearer."
			Attribute		"mult credit collect range"
			Increment		2
			Cap			3
			Cost			0
			AllowPlayerClass	Spy
			AllowedWeapons
			{
				Classname	"tf_weapon_invis"
			}
			DisallowedWeapons
			{
				ItemName	"The Cloak and Dagger"
				ItemName	"The Dead Ringer"
			}
			SecondaryAttributes
			{
				"health from credits"		50
				"max health additive bonus"	25
				"wet immunity"			1
			}
		}
		repair_upgrade40.1
		{
			Name			"Bad Weapon Repair Upgrade!"
			Description		"Adds Money Watch: +200% credit collection range with additional health, +25 max health and wet immunity on wearer and removes no cloak meter from ammo boxes when invisible."
			Attribute		"mult credit collect range"
			Increment		2
			Cap			3
			Cost			0
			AllowPlayerClass	Spy
			AllowedWeapons
			{
				Classname	"tf_weapon_invis"
			}
			DisallowedWeapons
			{
				ItemName	"tf_weapon_invis"
				ItemName	"Upgradeable tf_weapon_invis"
				ItemName	"TTG Watch"
				ItemName	"The Quackenbirdt"
				ItemName	"The Dead Ringer"
			}
			SecondaryAttributes
			{
				"health from credits"		50
				"max health additive bonus"	25
				"wet immunity"			1
				"nocloakwhencloaked"		-1
			}
		}
//	Ghost Upgrades. (Total 5)
		ghost_upgrade1
		{
			Name			"Ghost Upgrade: +10% faster firing speed."
			Attribute		"fire rate bonus"
			Increment		-0.1
			Cap			0.4
			Cost			200
			AllowedWeapons
			{
				ItemName	"The Force-A-Nature"
				ItemName	"Festive Force-A-Nature"
				ItemName	"The Soda Popper"
			}
		}
		ghost_upgrade2
		{
			Name			"Ghost Upgrade: +5% increase in recharge rate."
			Attribute		"effect bar recharge rate increased"
			Increment		-0.05
			Cap			0.4
			Cost			75
			AllowedWeapons
			{
				ItemName	"The Wrap Assassin"
			}
			RequiredUpgrade
			{
				Upgrade		default_upgrade2
				Level		2
			}
		}
		default_upgrade2
		{
			Name			"Default Upgrade: +15% increase in recharge rate."
			Attribute		"effect bar recharge rate increased"
			Increment		-0.15
			Cap			0.4
			Cost			250
			AllowedWeapons
			{
				ItemName	"The Wrap Assassin"
			}
		}
		ghost_upgrade3
		{
			Name			"Ghost Upgrade: +5% faster firing speed."
			Attribute		"fire rate bonus"
			Increment		-0.05
			Cap			0.6
			Cost			50
			AllowedWeapons
			{
				ItemName	"Pretty Boy's Pocket Pistol"
				ItemName	"The Family Business"
			}
			RequiredUpgrade
			{
				Upgrade		default_upgrade3
				Level		2
			}
		}
		default_upgrade3
		{
			Name			"Default Upgrade: +10% faster firing speed."
			Attribute		"fire rate bonus"
			Increment		-0.1
			Cap			0.6
			Cost			100
			AllowedWeapons
			{
				ItemName	"Pretty Boy's Pocket Pistol"
				ItemName	"The Family Business"
			}
		}
		ghost_upgrade4
		{
			Name			"Ghost Upgrade: +5% faster firing speed."
			Attribute		"fire rate bonus"
			Increment		-0.05
			Cap			0.6
			Cost			100
			AllowedWeapons
			{
				ItemName	"The Scottish Resistance"
			}
			RequiredUpgrade
			{
				Upgrade		default_upgrade4
				Level		1
			}
		}
		default_upgrade4
		{
			Name			"Default Upgrade: +10% faster firing speed."
			Attribute		"fire rate bonus"
			Increment		-0.1
			Cap			0.6
			Cost			200
			AllowedWeapons
			{
				ItemName	"The Scottish Resistance"
			}
		}
		ghost_upgrade5
		{
			Name			"Ghost Upgrade: +8% ÜberCharge rate."
			Attribute		"ubercharge rate bonus"
			Increment		0.08
			Cap			2
			Cost			100
			AllowedWeapons
			{
				ItemName	"The Vaccinator"
			}
			RequiredUpgrade
			{
				Upgrade		default_upgrade5
				Level		1
			}
		}
		default_upgrade5
		{
			Name			"Default Upgrade: +25% ÜberCharge rate."
			Attribute		"ubercharge rate bonus"
			Increment		0.25
			Cap			2
			Cost			300
			AllowedWeapons
			{
				ItemName	"The Vaccinator"
			}
		}
//	Missing Upgrades. (Total 6)
		missing_upgrade1
		{
			Name			"Missing Upgrade: +25% damage bonus."
			Attribute		"damage bonus"
			Increment		0.25
			Cap			2
			Cost			400
			AllowPlayerClass	Demoman
			AllowedWeapons
			{
				Classname	"tf_weapon_bottle"
			}
		}
		missing_upgrade1.1
		{
			Name			"Missing Upgrade: +25% damage bonus."
			Attribute		"dmg penalty vs players"
			Increment		0.25
			Cap			2
			Cost			400
			AllowPlayerClass	Demoman
			AllowedWeapons
			{
				Classname	"tf_weapon_stickbomb"
			}
		}
		missing_upgrade2
		{
			Name			"Missing Upgrade: On Hit: One target at a time is Marked-for-Death."
			Attribute		"mark for death"
			Increment		1
			Cap			1
			Cost			500
			AllowedWeapons
			{
				ItemName	"The Wrap Assassin"
			}
		}
		missing_upgrade2.1
		{
			Name			"Missing Upgrade: +10% faster melee attack speed."
			Description		"Note: For some strange reason, this upgrade never added on default upgrade station."
			Attribute		"melee attack rate bonus"
			Increment		-0.1
			Cap			0.6
			Cost			200
			AllowedWeapons
			{
				ItemName	"The Sandman"
				ItemName	"The Wrap Assassin"
			}
		}
		missing_upgrade3
		{
			Name			"Missing Upgrade: +15% increase in recharge rate."
			Description		"Note: For some strange reason, this upgrade never added on default upgrade station."
			Attribute		"effect bar recharge rate increased"
			Increment		-0.15
			Cap			0.4
			Cost			250
			AllowPlayerClass	Spy
			AllowedWeapons
			{
				Classname	"tf_weapon_builder"
				Classname	"tf_weapon_sapper"
			}
		}
		missing_upgrade4
		{
			Name			"Missing Upgrade: +25% damage bonus."
			Attribute		"damage bonus"
			Increment		0.25
			Cap			2
			Cost			400
			AllowPlayerClass	Soldier
			AllowedWeapons
			{
				ItemName	"The Half-Zatoichi"
			}
		}
		missing_upgrade4.1
		{
			Name			"Missing Upgrade: On Kill: Gain Crits for 2 seconds."
			Description		"Note: This due a bug with Half-Zatoichi that's allow upgrade damage bonus and crits on kill as Soldier."
			Attribute		"critboost on kill"
			Increment		2
			Cap			4
			Cost			350
			AllowPlayerClass	Soldier
			AllowedWeapons
			{
				ItemName	"The Half-Zatoichi"
			}
		}
		missing_upgrade5
		{
			Name			"Missing Upgrade: +20% faster reload time."
			Attribute		"fire rate bonus HIDDEN"
			Increment		-0.2
			Cap			0.4
			Cost			250
			AllowedWeapons
			{
				ItemName	"The Manmelter"
			}
			SecondaryAttributes
			{
				"special item description"	"+20% faster reload time per point."
			}
		}
		missing_upgrade6
		{
			Name			"Missing Upgrade: +25 health restored on kill."
			Attribute		"heal on kill"
			Increment		25
			Cap			100
			Cost			100
			AllowedWeapons
			{
				ItemName	"The Flying Guillotine"
				ItemName	"Promo Flying Guillotine"
				ItemName	"The Gas Passer"
			}
		}
//		missing_upgrade7_broken
//		{
//			Name			"Missing Upgrade: Stun enemies when you land."
//			Attribute		"falling_impact_radius_stun"
//			Increment		1
//			Cap			1
//			Cost			300
//			AllowedWeapons
//			{
//				ItemName	"The Mantreads"
//			}
//			SecondaryAttributes
//			{
//				"falling_impact_radius_pushback"	1
//			}
//		}
//	Extra Upgrades. (Total 2)
		extra_upgrade1
		{
			Name			"Extra Upgrade: +20% damage bonus."
			Attribute		"damage bonus"
			Increment		0.2
			Cap			2
			Cost			500
			AllowPlayerClass	Demoman
			AllowedWeapons
			{
				Classname	"tf_weapon_grenadelauncher"
				Classname	"tf_weapon_cannon"
				Classname	"tf_weapon_pipebomblauncher"
			}
			RequiredUpgrade
			{
				Upgrade		default_upgrade1
				Level		4
			}
		}
		default_upgrade1
		{
			Name			"Default Upgrade: +20% damage bonus."
			Attribute		"damage bonus"
			Increment		0.2
			Cap			1.8
			Cost			500
			AllowPlayerClass	Demoman
			AllowedWeapons
			{
				Classname	"tf_weapon_grenadelauncher"
				Classname	"tf_weapon_cannon"
				Classname	"tf_weapon_pipebomblauncher"
			}
		}
		extra_upgrade1.1
		{
			Name			"Extra Upgrade: +25% damage bonus."
			Attribute		"card: damage bonus"
			Increment		0.2
			Cap			1.2
			Cost			400
			AllowedWeapons
			{
				ItemName	"The Scotsman's Skullcutter"
			}
			SecondaryAttributes
			{
				"damage bonus"	0.05
			}
		}
		extra_upgrade1.2
		{
			Name			"Extra Upgrade: +25% damage bonus."
			Attribute		"card: damage bonus"
			Increment		0.25
			Cap			1.25
			Cost			400
			AllowedWeapons
			{
				ItemName	"The Direct Hit"
			}
		}
		extra_upgrade2
		{
			Name			"Extra Upgrade: +100% max secondary ammo on wearer."
			Attribute		"hidden secondary max ammo penalty"
			Increment		1
			Cap			2
			Cost			125
			AllowPlayerClass	Scout
			AllowPlayerClass	Sniper
			AllowedWeapons
			{
				Classname	"tf_weapon_pistol_scout"
				Classname	"tf_weapon_handgun_scout_secondary"
				Classname	"tf_weapon_smg"
				Classname	"tf_weapon_charged_smg"
			}
			DisallowedWeapons
			{
				ItemName	"The Burping Blaster"
			}
		}
		extra_upgrade2.1
		{
			Name			"Extra Upgrade: +50% max secondary ammo on wearer."
			Attribute		"maxammo secondary increased"
			Increment		0.5
			Cap			3
			Cost			125
			AllowedWeapons
			{
				ItemName	"Texan Trickshot"
				ItemName	"The Burping Blaster"
			}
			RequiredUpgrade
			{
				Upgrade		default_upgrade2.1
				Level		3
			}
		}
		default_upgrade2.1
		{
			Name			"Default Upgrade: +50% max secondary ammo on wearer."
			Attribute		"maxammo secondary increased"
			Increment		0.5
			Cap			2.5
			Cost			125
			AllowedWeapons
			{
				ItemName	"Texan Trickshot"
				ItemName	"The Burping Blaster"
			}
		}
		extra_upgrade2.2
		{
			Name			"Extra Upgrade: +50% max secondary ammo on wearer."
			Attribute		"hidden secondary max ammo penalty"
			Increment		0.5
			Cap			1.5
			Cost			125
			AllowPlayerClass	Spy
			AllowedWeapons
			{
				Slot		"Secondary"
			}
		}
//	Custom Upgrades. (Total 21)
		custom_upgrade1
		{
			Name			"Custom Upgrade: +25% damage bonus."
			Attribute		"damage bonus"
			Increment		0.25
			Cap			2
			Cost			400
			AllowPlayerClass	Medic
			AllowedWeapons
			{
				Slot		"Primary"
			}
		}
		custom_upgrade1.1
		{
			Name			"Custom Upgrade: +25% damage bonus."
			Attribute		"damage bonus"
			Increment		0.25
			Cap			2
			Cost			300
			AllowPlayerClass	Engineer
			AllowedWeapons
			{
				Slot		"Primary"
			}
			DisallowedWeapons
			{
				ItemName	"The Widowmaker"
			}
		}
		custom_upgrade1.2
		{
			Name			"Custom Upgrade: +25% damage bonus."
			Attribute		"damage bonus"
			Increment		0.25
			Cap			2
			Cost			300
			AllowPlayerClass	Scout
			AllowPlayerClass	Soldier
			AllowPlayerClass	Pyro
			AllowPlayerClass	Heavyweapons
			AllowPlayerClass	Engineer
			AllowPlayerClass	Sniper
			AllowPlayerClass	Spy
			AllowedWeapons
			{
				Slot		"Secondary"
			}
			DisallowedWeapons
			{
				ItemName	"The Winger"
				ItemName	"Bonk! Atomic Punch"
				ItemName	"Festive Bonk 2014"
				ItemName	"Crit-a-Cola"
				ItemName	"Mad Milk"
				ItemName	"Mutated Milk"
				ItemName	"The Flying Guillotine"
				ItemName	"Promo Flying Guillotine"
				ItemName	"The Buff Banner"
				ItemName	"Festive Buff Banner"
				ItemName	"The Battalion's Backup"
				ItemName	"The Concheror"
				ItemName	"The B.A.S.E. Jumper"
				ItemName	"The Gunboats"
				ItemName	"The Mantreads"
				ItemName	"The Gas Passer"
				ItemName	"The Thermal Thruster"
				ItemName	"The Sandvich"
				ItemName	"Festive Sandvich"
				ItemName	"The Robo-Sandvich"
				ItemName	"The Buffalo Steak Sandvich"
				ItemName	"The Dalokohs Bar"
				ItemName	"Fishcake"
				ItemName	"The Second Banana"
				ItemName	"The Short Circuit"
				ItemName	"The Wrangler"
				ItemName	"Festive Wrangler"
				ItemName	"The Giger Counter"
				ItemName	"Jarate"
				ItemName	"Festive Jarate"
				ItemName	"The Self-Aware Beauty Mark"
				ItemName	"The Razorback"
				ItemName	"Darwin's Danger Shield"
				ItemName	"The Cozy Camper"
			}
		}
		custom_upgrade1.3
		{
			Name			"Custom Upgrade: +20% damage bonus and +6 metal per shot."
			Attribute		"mod ammo per shot"
			Increment		6
			Cap			60
			Cost			400
			AllowedWeapons
			{
				ItemName	"The Widowmaker"
			}
			SecondaryAttributes
			{
				"damage bonus"	0.2
			}
		}
		custom_upgrade1.4
		{
			Name			"Custom Upgrade: +25% damage bonus."
			Attribute		"card: damage bonus"
			Increment		0.25
			Cap			2
			Cost			300
			AllowedWeapons
			{
				ItemName	"The Winger"
			}
		}
		custom_upgrade1.5
		{
			Name			"Custom Upgrade: +50% damage bonus."
			Attribute		"damage bonus"
			Increment		0.5
			Cap			3
			Cost			300
			AllowedWeapons
			{
				ItemName	"The Flying Guillotine"
				ItemName	"Promo Flying Guillotine"
				ItemName	"The Short Circuit"
			}
		}
		custom_upgrade1.6
		{
			Name			"Custom Upgrade: +200% stomp damage bonus."
			Attribute		"damage bonus"
			Increment		2
			Cap			9
			Cost			100
			AllowedWeapons
			{
				ItemName	"The Mantreads"
			}
		}
		custom_upgrade2
		{
			Name			"Custom Upgrade: 15% more accurate."
			Attribute		"weapon spread bonus"
			Increment		-0.15
			Cap			0.25
			Cost			100
			AllowPlayerClass	Scout
			AllowPlayerClass	Engineer
			AllowPlayerClass	Sniper
			AllowPlayerClass	Spy
			AllowedWeapons
			{
				Classname	"tf_weapon_pistol"
				Classname	"tf_weapon_pistol_scout"
				Classname	"tf_weapon_handgun_scout_secondary"
				Classname	"tf_weapon_smg"
				Classname	"tf_weapon_charged_smg"
				Classname	"tf_weapon_revolver"
			}
			DisallowedWeapons
			{
				ItemName	"Texan Trickshot"
				ItemName	"The Burping Blaster"
			}
		}
		custom_upgrade3
		{
			Name			"Custom Upgrade: Instant Recharge Rate, but removes bleed on hit."
			Description		"Note: Make sure you haven't bought 'Recharge Rate' default upgrade to avoid wasting credits."
			Attribute		"effect bar recharge rate increased"
			Increment		-0.99
			Cap			0.01
			Cost			400
			AllowedWeapons
			{
				ItemName	"The Flying Guillotine"
				ItemName	"Promo Flying Guillotine"
			}
			SecondaryAttributes
			{
				"mult bleeding dmg"	-1
			}
		}
		custom_upgrade4
		{
			Name			"Custom Upgrade: On Hit: One target at a time is Marked-for-Death."
			Attribute		"mark for death"
			Increment		1
			Cap			1
			Cost			250
			AllowPlayerClass	Scout
			AllowedWeapons
			{
				Slot		"Melee"
			}
			DisallowedWeapons
			{
				ItemName	"The Fan O'War"
				ItemName	"The Sandman"
				ItemName	"The Wrap Assassin"
			}
		}
		custom_upgrade5
		{
			Name			"Custom Upgrade: Traveling Jump."
			Description		"+50% faster weapon switch, firing speed and reload time, +50% self damage force and +200% increased air control when blast jumping."
			Attribute		"deploy time decreased"
			Increment		-0.5
			Cap			0.5
			Cost			200
			AllowedWeapons
			{
				ItemName	"Rocket Jumper"
			}
			SecondaryAttributes
			{
				"melee attack rate bonus"	-0.5
				"reload time decreased"		-0.5
				"self dmg push force increased"	0.5
				"mod_air_control_blast_jump"	2
				"cannot pick up intelligence"	-1
			}
		}
		custom_upgrade5.1
		{
			Name			"Custom Upgrade: Traveling Jump."
			Description		"+50% faster weapon switch, firing speed and reload time, +50% self damage force and +200% increased air control when blast jumping."
			Attribute		"deploy time decreased"
			Increment		-0.5
			Cap			0.5
			Cost			200
			AllowedWeapons
			{
				ItemName	"Stickybomb Jumper"
			}
			SecondaryAttributes
			{
				"melee attack rate bonus"	-0.5
				"reload time decreased"		-0.5
				"self dmg push force increased"	0.5
				"mod_air_control_blast_jump"	2
				"stickybomb charge rate"	-1
				"cannot pick up intelligence"	-1
			}
		}
		custom_upgrade6
		{
			Name			"Custom Upgrade: Strong Afterburner."
			Description		"Deals 20 afterburn damage per tick."
			Attribute		"weapon burn dmg increased"
			Increment		4
			Cap			5
			Cost			200
			AllowedWeapons
			{
				ItemName	"The Gas Passer"
			}
		}
		custom_upgrade6_tip
		{
			Name			"^ Tip: You can increase up to 60 afterburn damage per tick, in player upgrade '+50% afterburn damage bonus' at $200 per level."
			Attribute		"damage penalty"
			Increment		0
			Cap			1
			Cost			0
			AllowedWeapons
			{
				ItemName	"The Gas Passer"
			}
		}
		custom_upgrade7
		{
			Name			"Custom Upgrade: Black Project."
			Description		"Able to re-launch while already in-flight, +25 max health on wearer, +67% faster recharge rate and reduces to 0.5 seconds locked holster penalty."
			Attribute		"thermal_thruster_air_launch"
			Increment		1
			Cap			1
			Cost			350
			AllowedWeapons
			{
				ItemName	"The Thermal Thruster"
			}
			SecondaryAttributes
			{
				"max health additive bonus"	25
				"item_meter_charge_rate"	-20
				"holster_anim_time"		-0.3
			}
		}
		custom_upgrade7_note
		{
			Name			"^ Note: Make sure you haven't bought 'Able to re-launch while already in-flight' default upgrade."
			Attribute		"damage penalty"
			Increment		0
			Cap			1
			Cost			0
			AllowedWeapons
			{
				ItemName	"The Thermal Thruster"
			}
		}
		custom_upgrade8
		{
			Name			"Custom Upgrade: Demoknight Money Boots."
			Description		"+100% credit collection range with additional health, but removes sticky ammo."
			Attribute		"mult credit collect range"
			Increment		1
			Cap			2
			Cost			200
			AllowedWeapons
			{
				ItemName	"Ali Baba's Wee Booties"
				ItemName	"The Bootlegger"
			}
			SecondaryAttributes
			{
				"health from credits"		25
				"maxammo secondary reduced"	-0.999
			}
		}
		custom_upgrade9
		{
			Name			"Custom Upgrade: +2 max pipebombs out."
			Attribute		"max pipebombs increased"
			Increment		2
			Cap			6
			Cost			150
			AllowPlayerClass	Demoman
			AllowedWeapons
			{
				Slot		"Secondary"
			}
			DisallowedWeapons
			{
				ItemName	"The Scottish Resistance"
				ItemName	"Stickybomb Jumper"
				ItemName	"The Chargin' Targe"
				ItemName	"Festive Targe 2014"
				ItemName	"The Splendid Screen"
				ItemName	"The Tide Turner"
			}
		}
		custom_upgrade10
		{
			Name			"Custom Upgrade: KA-BOOM!"
			Description		"Caber regenerates on hit and no self inflicted blast damage taken."
			Attribute		"regenerate stickbomb"
			Increment		1
			Cap			1
			Cost			300
			AllowedWeapons
			{
				ItemName	"The Ullapool Caber"
			}
			SecondaryAttributes
			{
				"no self blast dmg"	2
			}
		}
		custom_upgrade11
		{
			Name			"Custom Upgrade: +50% afterburn damage bonus."
			Attribute		"weapon burn dmg increased"
			Increment		0.5
			Cap			3
			Cost			100
			AllowedWeapons
			{
				ItemName	"The Huo Long Heatmaker"
				ItemName	"Promo Huo Long Heatmaker"
			}
		}
		custom_upgrade12
		{
			Name			"Custom Upgrade: Fast Food."
			Description		"+100% faster eating speed, food deploys and holsters 50% faster and recharges in 4.5 seconds."
			Attribute		"provide on active"
			Increment		1
			Cap			1
			Cost			200
			AllowedWeapons
			{
				ItemName	"The Sandvich"
				ItemName	"Festive Sandvich"
				ItemName	"The Robo-Sandvich"
			}
			SecondaryAttributes
			{
				"gesture speed increase"		1
				"lunchbox healing decreased"		1
				"switch from wep deploy time decreased"	-0.5
				"single wep deploy time decreased"	-0.5
				"item_meter_charge_rate"		-25.5
			}
		}
		custom_upgrade12.1
		{
			Name			"Custom Upgrade: Fast Food."
			Description		"+100% faster eating speed, food deploys and holsters 50% faster, recharges in 4.5 seconds and while under effect: move speed now stacks and no damage vulnerability."
			Attribute		"provide on active"
			Increment		1
			Cap			1
			Cost			200
			AllowedWeapons
			{
				ItemName	"The Buffalo Steak Sandvich"
			}
			SecondaryAttributes
			{
				"gesture speed increase"		1
				"switch from wep deploy time decreased"	-0.5
				"single wep deploy time decreased"	-0.5
				"item_meter_charge_rate"		-25.5
				"energy buff dmg taken multiplier"	-0.2
				"effect cond override"			10512
			}
		}
		custom_upgrade12.2
		{
			Name			"Custom Upgrade: Fast Food."
			Description		"+100% faster eating speed, food deploys and holsters 50% faster and recharges in 2.25 seconds."
			Attribute		"provide on active"
			Increment		1
			Cap			1
			Cost			200
			AllowedWeapons
			{
				ItemName	"The Dalokohs Bar"
				ItemName	"Fishcake"
			}
			SecondaryAttributes
			{
				"gesture speed increase"		1
				"lunchbox healing decreased"		1
				"switch from wep deploy time decreased"	-0.5
				"single wep deploy time decreased"	-0.5
				"item_meter_charge_rate"		-7.75
			}
		}
		custom_upgrade12.3
		{
			Name			"Custom Upgrade: Fast Food."
			Description		"+100% faster eating speed, food deploys and holsters 50% faster and recharges in 2.25 seconds."
			Attribute		"provide on active"
			Increment		1
			Cap			1
			Cost			200
			AllowedWeapons
			{
				ItemName	"The Second Banana"
			}
			SecondaryAttributes
			{
				"gesture speed increase"		1
				"charge recharge rate increased"	-0.5
				"lunchbox healing decreased"		0.67
				"switch from wep deploy time decreased"	-0.5
				"single wep deploy time decreased"	-0.5
				"item_meter_charge_rate"		-7.75
			}
		}
		custom_upgrade13
		{
			Name			"Custom Upgrade: +1 disposable-sentry."
			Attribute		"engy disposable sentries"
			Increment		1
			Cap			2
			Cost			250
			AllowPlayerClass	Engineer
			AllowedWeapons
			{
				Classname	"tf_weapon_pda_engineer_build"
			}
		}
		custom_upgrade14
		{
			Name			"Custom Upgrade: Upgrade building levels in 4 hits."
			Attribute		"upgrade rate decrease"
			Increment		1
			Cap			2
			Cost			200
			AllowPlayerClass	Engineer
			AllowedWeapons
			{
				Classname	"tf_weapon_pda_engineer_build"
			}
		}
		custom_upgrade15
		{
			Name			"Custom Upgrade: +20% faster build speed."
			Attribute		"build rate bonus"
			Increment		-0.2
			Cap			0.4
			Cost			100
			AllowPlayerClass	Engineer
			AllowedWeapons
			{
				Classname	"tf_weapon_pda_engineer_build"
			}
		}
		custom_upgrade16
		{
			Name			"Custom Upgrade: Reloads full clip at once but 100% slower."
			Description		"Note: Make sure you haven't bought 'Reload Speed' default upgrade."
			Attribute		"faster reload rate"
			Increment		-0.2
			Cap			0.8
			Cost			400
			AllowedWeapons
			{
				ItemName	"The Crusader's Crossbow"
				ItemName	"Festive Crusader's Crossbow"
			}
			SecondaryAttributes
			{
				"reload time increased"		1.5
				"reload full clip at once"	1
			}
		}
		custom_upgrade17
		{
			Name			"Custom Upgrade: On Hit: +25% ÜberCharge added."
			Attribute		"add uber charge on hit"
			Increment		0.25
			Cap			0.25
			Cost			300
			AllowPlayerClass	Medic
			AllowedWeapons
			{
				Slot		"Melee"
			}
			DisallowedWeapons
			{
				ItemName	"The Ubersaw"
				ItemName	"Festive Ubersaw"
				ItemName	"The Amputator"
				ItemName	"The Vita-Saw"
			}
		}
		custom_upgrade17.1
		{
			Name			"Custom Upgrade: On Hit: +20% ÜberCharge added."
			Attribute		"add uber charge on hit"
			Increment		0.2
			Cap			0.2
			Cost			300
			AllowedWeapons
			{
				ItemName	"The Amputator"
			}
		}
		custom_upgrade17.2
		{
			Name			"Custom Upgrade: On Hit: +15% ÜberCharge added."
			Attribute		"add uber charge on hit"
			Increment		0.15
			Cap			0.15
			Cost			300
			AllowedWeapons
			{
				ItemName	"The Vita-Saw"
			}
		}
		custom_upgrade18
		{
			Name			"Custom Upgrade: Gain Focus on kills and assists."
			Description		"Press 'Reload' to activate focus mode, when in focus mode: +25% faster charge and no unscoping."
			Attribute		"mod soldier buff type"
			Increment		6
			Cap			6
			Cost			300
			AllowPlayerClass	Sniper
			AllowedWeapons
			{
				Slot		"Primary"
			}
			DisallowedWeapons
			{
				ItemName	"The Bazaar Bargain"
				ItemName	"The Hitman's Heatmaker"
				ItemName	"The Classic"
				ItemName	"The Huntsman"
				ItemName	"Festive Huntsman"
				ItemName	"The Fortified Compound"
			}
			SecondaryAttributes
			{
				"rage on kill"			35
				"sniper rage DISPLAY ONLY"	0
				"rage on assists"		15
			}
		}
		custom_upgrade18.1
		{
			Name			"Custom Upgrade: Gain Focus on kills and assists."
			Description		"Press 'Reload' to activate focus mode, when in focus mode: +25% faster charge and no unscoping."
			Attribute		"mod soldier buff type"
			Increment		6
			Cap			6
			Cost			300
			AllowedWeapons
			{
				ItemName	"The Bazaar Bargain"
			}
			SecondaryAttributes
			{
				"rage on kill"			35
				"sniper rage DISPLAY ONLY"	0
				"rage on assists"		15
				"special item description"	"Note: 'Focus' hud are not visible for Bazaar Bargain due conflict with 'Heads' hud."
			}
		}
		custom_upgrade18.1_note
		{
			Name			"^ Note: 'Focus' hud are not visible for Bazaar Bargain due conflict with 'Heads' hud."
			Attribute		"damage penalty"
			Increment		0
			Cap			1
			Cost			0
			AllowedWeapons
			{
				ItemName	"The Bazaar Bargain"
			}
		}
		custom_upgrade19
		{
			Name			"Custom Upgrade: +50% bleed damage bonus."
			Attribute		"mult bleeding dmg"
			Increment		0.5
			Cap			3
			Cost			100
			AllowedWeapons
			{
				ItemName	"The Huntsman"
				ItemName	"Festive Huntsman"
				ItemName	"The Fortified Compound"
			}
		}
		custom_upgrade20
		{
			Name			"Custom Upgrade: Explosive Headshot and instantly collects currency on kill."
			Attribute		"explosive sniper shot"
			Increment		1
			Cap			1
			Cost			250
			AllowedWeapons
			{
				ItemName	"The Ambassador"
				ItemName	"Festive Ambassador"
			}
			SecondaryAttributes
			{
				"collect currency on kill"	1
			}
		}
		custom_upgrade20.1
		{
			Name			"Custom Upgrade: Weak Explosive Headshot and instantly collects currency on kill."
			Attribute		"explosive sniper shot"
			Increment		1
			Cap			1
			Cost			250
			AllowedWeapons
			{
				ItemName	"Texan Trickshot"
			}
			SecondaryAttributes
			{
				"mult bleeding dmg"		-0.4
				"collect currency on kill"	1
			}
		}
		custom_upgrade21
		{
			Name			"Custom Upgrade: Low Health Synergy."
			Description		"Blocks healing from all sources when active."
			Attribute		"mod weapon blocks healing"
			Increment		1
			Cap			1
			Cost			0
			AllowedWeapons
			{
				ItemName	"Panic Attack Shotgun"
				ItemName	"The Full Throttle"
				ItemName	"The Equalizer"
				ItemName	"The Shahanshah"
			}
			SecondaryAttributes
			{
				"healing received penalty"	-1
			}
		}
		custom_upgrade21_note
		{
			Name			"^ Note: Heal on Kill doesn't work if has this upgrade."
			Attribute		"damage bonus"
			Increment		0
			Cap			1
			Cost			0
			AllowedWeapons
			{
				ItemName	"Panic Attack Shotgun"
				ItemName	"The Full Throttle"
				ItemName	"The Equalizer"
				ItemName	"The Shahanshah"
			}
		}
	}
}