// Made by Wacev
// Gimmick: 
// 	* the mission has players as robots with upgrades
// 	* each wave at the upgrade station you can choose a new perk for each class (free) but only one

// Spawns:

// spawnbot
// spawnbot_all
// spawnbot_alt
// spawnbot_gaint
// spawnbot_flank_right //left upper building
// spawnbot_flank_left //right tank spawn
// spawnbot_mission_sentry_buster
// spawnbot_mission_spy
// spawnbot_mission_sniper

// Tank Paths:

// boss_path_1 //goes upwards
// boss_path_1_left //goes by cliff
// boss_path_abomb //against bomb
// boss_path_wbomb //with bomb
// boss_blimp_path1 //over cliff
// boss_blimp_pathb1 //over map

#base robot_giant.pop
#base robot_standard.pop
#base robot_extras_revamped.pop
#base overclocks_wacev.pop
WaveSchedule
{
	StartingCurrency 250
	RespawnWaveTime 5
	PlayerMiniBossMinRespawnTime 20
	FixedRespawnWaveTime Yes
	CanBotsAttackWhileInSpawnRoom No
	BodyPartScaleSpeed 69420
	ImprovedAirblast 1
	RedPlayersAreRobots 1
	UpgradeStationKeepWeapons 1
	AllowBotExtraSlots 1
	RobotLimit 32
	SniperAllowHeadshots 1
	TextPrintTime 0
	ExtendedUpgradesOnly 1
	// RespecEnabled 0
	// RespecLimit 0
	
	LuaScriptFile "scripts/wacev_expanded_lib.lua"
	LuaScriptFile "scripts/custom_weapons_overclocks.lua"
	LuaScriptFile "scripts/scale_dif.lua"
	
	PrecacheModel models/props_mvm/blimp_shield_v2.mdl
	PrecacheModel models/bots/boss_bot/combat_tank_mk2/mk2_combat_tank_cannon.mdl
	
	PointTemplates
	{
		VScriptLoader
		{		
			OnSpawnOutput
			{
				Target bignet
				Action runscriptcode
				Param "
					IncludeScript(`tankextensions_main`, getroottable())
					IncludeScript(`tankextensions/blimp`, getroottable())
					IncludeScript(`tankextensions/vactank`, getroottable())
					IncludeScript(`tankextensions/stickytank`, getroottable())
					IncludeScript(`tankextensions/combattank`, getroottable())
					IncludeScript(`tankextensions/combattank_weapons/cannon`, getroottable())
				"
			}
			OnSpawnOutput
			{
				Target bignet
				Action runscriptcode
				Param "
					TankExt.SetValueOverrides({
						// VACTANK_RESIST_MULT = 0
					})
				"
			}
		}
		CoreLogic
		{
			NoFixup 1
			OnSpawnOutput
			{
				Target bignet
				Action RunScriptCode
				Param "
					Convars.SetValue(`tf_airblast_cray`, 0)	
					// Convars.SetValue(`tf_mvm_respec_enabled`, 0)	
				"
			}
			
			point_populator_interface //this can do a lot of cool stuff like stopping unlimited support wavespawn with $FinishWavespawn or kill all active enemies from a wavespawn with $KillWavespawn
			//this can also stop wavespawn spawning with $PauseWavespawn and resume it with $ResumeWavespawn, this also doesn't take up bot slots :D
			{
				targetname "interface"
			}
		}
		
		DispenserBubble
		{
			entity_medigun_shield
			{
				origin "192 0 0"
				angles "0 0 0"
				Spawnflags 1
				teamnum 2
				skin 0
				targetname "shield_1"
				$OnDamageBlocked "damage_tracker,SetValueNoFire,,0,-1"
				$OnDamageBlocked "damage_tracker,Divide,10,0.01,-1"
			}
			entity_medigun_shield
			{
				origin "0 192 0"
				angles "0 90 0"
				Spawnflags 1
				teamnum 2
				skin 0
				targetname "shield_2"
				$OnDamageBlocked "damage_tracker,SetValueNoFire,,0,-1"
				$OnDamageBlocked "damage_tracker,Divide,10,0.01,-1"
			}
			entity_medigun_shield
			{
				origin "-192 0 0"
				angles "0 180 0"
				Spawnflags 1
				teamnum 2
				skin 0
				targetname "shield_3"
				$OnDamageBlocked "damage_tracker,SetValueNoFire,,0,-1"
				$OnDamageBlocked "damage_tracker,Divide,10,0.01,-1"
			}
			entity_medigun_shield
			{
				origin "0 -192 0"
				angles "0 270 0"
				Spawnflags 1
				teamnum 2
				skin 0
				targetname "shield_4"
				$OnDamageBlocked "damage_tracker,SetValueNoFire,,0,-1"
				$OnDamageBlocked "damage_tracker,Divide,10,0.01,-1"
			}
			info_particle_system
			{
				origin "0 0 32"
				angles "0 0 0"
				start_active 1
				effect_name medicgun_beam_red
				cpoint1 shield_1
			}
			info_particle_system
			{
				origin "0 0 32"
				angles "0 90 0"
				start_active 1
				effect_name medicgun_beam_red
				cpoint1 shield_2
			}
			info_particle_system
			{
				origin "0 0 32"
				angles "0 180 0"
				start_active 1
				effect_name medicgun_beam_red
				cpoint1 shield_3
			}
			info_particle_system
			{
				origin "0 0 32"
				angles "0 270 0"
				start_active 1
				effect_name medicgun_beam_red
				cpoint1 shield_4
			}
			
			math_counter
			{
				min 0
				max 0
				targetname "damage_tracker"
				
				OutValue "popscript,$DispShieldHurt,,0,-1"
			}
		}
		
		BatterBrace
		{
			OnSpawnOutput
			{
				Target !self
				Action $AddPlayerAttribute
				Param "overheal from heal on kill|1"
			}
		}
		
		BlueFist
		{
			OnSpawnOutput
			{
				Target !self
				Action Skin
				Param 1
			}
		}
	}
	
	SpawnTemplate CoreLogic
	SpawnTemplate VScriptLoader
	
	BuildingSpawnTemplate  
	{
		Name DispenserBubble
		ItemName "Shield Projector"
		BuildingType "Dispenser"
		AllowBots 0 
	}
	
	PlayerItemEquipSpawnTemplate
	{
		Name "BatterBrace"
		ItemName "Batter's Brace"
	}
	
	ItemBlacklist  
	{
		Name "Kritz Or Treat Canteen"
		Name "Default Power Up Canteen (MvM)"
		Name "Power Up Canteen (MvM)"
		Name "Battery Canteens"
	}
	
	CustomWeapon
	{	
		"Nail Gun"
		{
			OriginalItemName "TF_WEAPON_SYRINGEGUN_MEDIC"
			"use original class weapon animations" 1
			"custom item model" models/workshop/weapons/c_models/c_nailgun/c_nailgun.mdl		
			"CARD: damage bonus" 1.5
			"hidden primary max ammo bonus" 1.33
			"Reload time increased" 1.33
			"clip size penalty HIDDEN" 1.25
			"custom kill icon" "syringegun_medic"
			"fire rate bonus HIDDEN" 0.8
		}
		"Batter's Brace"
		{
			OriginalItemName "Batter's Bracers"	
			"overheal from heal on kill" 1
			"mult stun resistance" 0
			"max health additive bonus" 25
			"special item description" "Stun and slow immunity | +25 Max health"
		}
		"Radiation Therapy"
		{
			OriginalItemName "The C.A.P.P.E.R"	
			"add cond on hit" 30
			"add cond on hit duration" 5
			"clip size penalty" 0.33
			"fire rate penalty" 2
			"projectile penetration" 1
			"damage bonus" 1.5
			"no damage falloff" 1
			"maxammo secondary reduced" 0.5
			"critboost on kill" 3
			
			"special item description" "Mark unlimited enemies for death | Mark only lasts 5 seconds"
		}
		
		"Wasp Launcher"
		{
			OriginalItemName "Upgradeable TF_WEAPON_ROCKETLAUNCHER"
			"mult projectile scale" 0.8
			"mult projectile count" 3
			"ignores other projectiles" 1
			
			"mod projectile heat seek power" 90
			"mod projectile heat aim error" 1100
			"mod projectile heat follow crosshair" 1
			"mod projectile heat aim start time" 0.5
			"mod projectile heat aim time" 2
			
			"projectile speed decreased" 0.25
			"projectile acceleration" 1100
			"projectile acceleration start time" 0.5
			"projectile acceleration time" 1
			
			"spread angle pattern" "-10 0 0|0 10 0|0 -10 0"
			
			"fire rate penalty" 1.33
			"crit mod disabled" 0
			"damage penalty" 0.6
			"blast radius increased" 1.2
			
			"custom impact sound" "=80|weapons/explode5.wav"
			"custom weapon fire sound" "=80|weapons/rpg/rocketfire1.wav"
			"custom item model" "models/weapons/c_models/c_wasp_launcher/c_wasp_launcher_1.mdl"
			"custom projectile model" "models/weapons/w_models/w_wasp_launcher_rocket.mdl"
		}
		"Mortar Launcher"
		{
			OriginalItemName "Upgradeable TF_WEAPON_ROCKETLAUNCHER"
			
			"projectile gravity" 600
			
			"provide on active" 1
			"damage bonus" 2
			"blast radius increased" 2
			"no damage falloff" 1
			"clip size penalty" 0.25
			"maxammo primary reduced" 0.6
			"reload time increased" 1.75
			"fire rate penalty" 3
			"move speed penalty" 0.2
			"projectile speed increased HIDDEN" 1.25
			"single wep holster time increased" 2
			"single wep deploy time increased" 2
			"no damage falloff" 1
			"projectile no deflect" 1
			"damage blast push" 4
			"blast dmg to self increased" 2
			"projectile no deflect" 1
			"mult dmg direct hit" 1.5
			"mult dmg vs giants" 2
			"mult dmg vs tanks" 4
			"crit mod disabled" 0
			
			"cannot be upgraded" 1 
			
			"projectile trail particle" "~rocketpack_exhaust"
			"custom projectile model" "models/weapons/w_models/w_rocketbullet.mdl"
			"mult projectile scale" 1.25
			"explosion particle" "fireSmokeExplosion"
			"custom impact sound" "=100|ambient/explosions/explode_9.wav"
			"custom weapon fire sound" "=80|ambient/explosions/explode_4.wav"
			"projectile sound" "=80|weapons/mortar/mortar_shell_incomming1.wav"
			"custom item model" models/weapons/c_models/c_rocketlauncher_mortar/c_rocketlauncher.mdl
		}
		"Thumper"
		{
			OriginalItemName "Upgradeable TF_WEAPON_SHOTGUN_PRIMARY"
			"damage bonus" 3
			"weapon spread bonus" 0.6
			"maxammo primary increased" 1.5
			"melee attack rate bonus" 0.75
			"bullets per shot bonus" 0.4
			"reload time increased" 1.2
			"no damage falloff" 1

			"minicritboost on kill" 5
			"custom weapon fire sound" "=80|weapons/shotgun/shotgun_fire6.wav"
			"custom item model" "models/weapons/c_models/c_rapidfire/c_rapidfire_1.mdl"
		}
		"Thumper "
		{
			OriginalItemName "Upgradeable TF_WEAPON_SHOTGUN_PRIMARY"
			"damage bonus" 3 
			"weapon spread bonus" 0.6
			"maxammo secondary increased" 1.5
			"melee attack rate bonus" 0.75
			"bullets per shot bonus" 0.4
			"reload time increased" 1.2
			"no damage falloff" 1

			"minicritboost on kill" 5
			"custom weapon fire sound" "=80|weapons/shotgun/shotgun_fire6.wav"
			"custom item model" "models/weapons/c_models/c_rapidfire/c_rapidfire_1.mdl"
		}
		"Grenade"
		{
			OriginalItemName "Jarate"
			"crit mod disabled" 0
			"override projectile type" 3
			"projectile trail particle" "peejar_trail_red"
			"damage bonus hidden" 20
			"blast dmg to self increased" 10
			"self dmg push force increased" 10
			"blast radius increased" 2
			"mult dmg vs tanks" 5
			"bleeding duration" 10
			"no self effect" 1

			"use original class weapon animations" 1
			"use original class player animations" 1
			"custom item model"  "models/weapons/c_models/c_soldiergrenade/c_soldiergrenade.mdl"
			"custom projectile model" "models/weapons/c_models/c_soldiergrenade/c_soldiergrenade.mdl"
			"explosion particle" "mvm_loot_explosion"
			"custom kill icon" "taunt_soldier"
			"projectile sound" "=80|ui/item_hat_drop.wav"
			"fire input on attack" "!activator^RunScriptCode^EmitSoundOn(`Grenade.Throw`,self)"
			"custom impact sound" Weapon_Airstrike.Explosion
			"custom view model" "models/weapons/c_models/c_soldier_arms_rocketless.mdl"
		}
		"Range Finder"
		{
			OriginalItemName "Upgradeable TF_WEAPON_SHOVEL"
			"custom item model" models/weapons/c_models/c_rfa_hammer/c_rfa_hammer.mdl
			
			"provide on active" 1
			"mod soldier buff range" 2
			"mod rage on hit bonus" 20
			"fire rate penalty" 1.33
		}
		
		"Harvester"
		{
			OriginalItemName "Upgradeable TF_WEAPON_FIREAXE"
			"custom item model" "models/weapons/c_models/c_scythe/c_scythe.mdl"
			
			"special item description" "+50% Melee range"
			"special item description 2" "Gain crits and speed boost for 5 seconds on kill"
			"melee range multiplier" 1.5
			"melee bounds multiplier" 1.5
			
			"melee cleave attack" 1
			"damage bonus" 1.65
			"fire rate penalty" 1.5
			"critboost on kill" 5
			"speed_boost_on_kill" 5
		}
		"Incendiary Cannon"
		{
			OriginalItemName "The Scorch Shot"
			"mod flaregun fires pellets with knockback" 0
			"override projectile type" 2
			
			"damage bonus" 2
			"set damagetype ignite" 1
			"mult explosion radius direct hit" 1.25
			"mult dmg direct hit" 1.5
			"maxammo secondary reduced" 0.625
			
			"blast radius decreased" 0.8
			"damage penalty" 0.75
			"self dmg push force decreased" 0.75
			"crit mod disabled" 1
			
			"custom weapon fire sound" "=80|weapons/stinger_fire1.wav"
			"custom item model" "models/weapons/c_models/c_ultimatum_flaregun/c_ultimatum_flaregun.mdl"
			"custom projectile model" "models/weapons/w_models/w_flaregun_shell.mdl"
			"projectile trail particle" "~scorchshot_trail_red"
		}
		"Incendiary Rifle"
		{
			OriginalItemName "Upgradeable TF_WEAPON_SHOTGUN_PRIMARY"
			
			"crit vs burning players" 1
			"dmg penalty vs nonburning" 0.5
			
			"clip size penalty" 0.67
			"add cond on hit" 126
			"add cond on hit duration" 1
			
			"custom weapon fire sound" "=80|weapons/flaregun/fire.wav"
			"custom item model" "models/weapons/c_models/c_calefactor/c_calefactor.mdl"
		}
		"Inverted Degreaser"
		{
			OriginalItemName "The Degreaser"
			"single wep deploy time decreased" 0.7
			"switch from wep deploy time decreased" 0.4
		}
		"Flare Jumper"
		{
			OriginalItemName "The Detonator"
			"paintkit_proto_def_index" 226 
			"set_item_texture_wear" 0
			"blast dmg to self increased" 0
			"self dmg push force increased" 1.33
			"hidden secondary max ammo penalty" 1.5
			"damage penalty" 0
		}
		"Incendiary Spear"
		{
			OriginalItemName "Upgradeable TF_WEAPON_FIREAXE"
			
			"special item description" "+200% Longer melee range | -50% Narrower melee bounds | Does not extinguish on hit"
			"special item description 2" "Only minicrits on first hit if they were already burning"
			"melee range multiplier" 3
			"melee bounds multiplier" 0.5
			//"stun on hit" 1
			//"stun on hit type" movement
			//"stun on hit slow" 0.9
			"fire rate penalty" 2
			"switch from wep deploy time decreased" 0.4
			"single wep deploy time increased" 1.25
			"attack_minicrits_and_consumes_burning" 1
			"melee cleave attack" 1
			"set damagetype ignite" 1
			
			"crit mod disabled" 0
			"custom item model" models/weapons/c_models/c_seaspear/c_axtinguisher_pyro.mdl
		}
		
		"Bolshevik Bomber"
		{
			OriginalItemName "Festive Frontier Justice"
			
			//remove old attrs
				"mod sentry killed revenge" 0
				"clip size penalty" 1
				"crit mod disabled" 1
			//new attrs
			
			"custom kill icon" loch_n_load
			"grenade no spin" 1
			"damage bonus HIDDEN" 16.67
			"blast dmg to self increased" 20
			"override projectile type" 3
			"projectile speed increased HIDDEN" 1216.6
			
			"custom weapon fire sound" "=80|brewblaster_fire.mp3"
			"custom item model" models/weapons/c_models/c_the_bolshevik_bomber/c_the_bolshevik_bomber_1.mdl	
			
			"projectile speed increased" 1.25
			"damage penalty" 0.8
			"mult explosion radius direct hit" 0.85
			"hidden primary max ammo bonus" 0.9375
			"grenade explode on impact" 1
			"self dmg push force increased" 15
			
			"use original class weapon animations" 1
		}
		"Gunboats" //gunboats for demo
		{
			OriginalItemName "Potato of Labor"
			
			"additional step sound" "MetalGrate.ImpactSoft"
			
			"rocket jump damage reduction" 0.4
			"custom item model" models/weapons/c_models/c_rocketboots_soldier.mdl
		}
		"Mantreads" //Mantreads for demo
		{
			OriginalItemName "Potato of Labor"
			
			"additional step sound" "Rubber_Tire.ImpactSoft"
			
			"damage force reduction" 0.25
			"airblast vulnerability multiplier" 0.25
			"boots falling stomp" 1
			"mod_air_control_blast_jump" 3
			
			"custom item model" models/workshop/player/items/soldier/mantreads/mantreads.mdl
		}
		"Black Bomb"
		{
			OriginalItemName "Upgradeable TF_WEAPON_PIPEBOMBLAUNCHER"		
			"custom item model" models\weapons\c_models\c_blackybomb_launcher\c_blackybomb_launcher.mdl
			"health on radius damage" 20
			"clip size penalty" 0.75
			"custom projectile model" models\weapons\w_models\w_stickybomb3.mdl
		}
		"Market Gardener"
		{
			OriginalItemName "The Market Gardener"
			"use original class weapon animations" 1
		}
		"Baton"
		{
			OriginalItemName "The Pain Train"
		
			"dmg taken from bullets increased" 1
			"increase player capture value" 0
			
			"stun on hit" 2
			"stun on hit type" movement
			"stun on hit slow" 0.66
			"stun on hit no giants" 1
			"damage blast push" 2
			
			"single wep deploy time decreased" 0.75
			"single wep holster time increased" 1.5
			"damage penalty" 0.8
			
			"special item description" "On Hit: Push enemies away from you"
			
			"custom item model" models/weapons/c_models/c_baton/c_baton.mdl
		}
		
		"Gamma Gazer"
		{
			OriginalItemName "The C.A.P.P.E.R"
			"custom item model" models/weapons/c_models/c_gamma_gazer/c_gamma_gazer_1.mdl
			
			"engineer building teleporting pickup" 50
			"weapon spread bonus" 0.6
			"damage bonus bullet vs sentry target" 2
			"mark for death on building pickup" 1
			"damage penalty" 0.75
			"critboost on kill" 3
		}
		"Control Override"
		{
			OriginalItemName "The Giger Counter"
			
			"disable wrangler shield" 1
			"special item description" "Take manual control over your Sentry Gun."
			"special item description 2" "Sentry deals 25% more damage while wrangled."
			"special item description 3" "Sentry's rocket fire rate is increased by 50% while wrangled."
			
			"provide on active" 1
			
			"engy sentry damage bonus" 1.25
			"mult firerocket rate" 0.5
		}
		"Shield Projector"
		{
			OriginalItemName "TF_WEAPON_PDA_ENGINEER_BUILD"
			"special item description" "Replaces dispenser with a shield generator."
			"special item description 2" "10% of the damage done to the shields is reflected to the dispenser"
			"cannot pick up buildings" 1
			"mult dispenser rate" 0
			"engy dispenser radius increased" 0
			"mod dispenser cost" -0.25
			"has pipboy build interface" 1
		}
		"Texan Ten Gallon"
		{
			OriginalItemName "Upgradeable TF_WEAPON_SHOTGUN_PRIMARY"
			
			"custom item model" models/weapons/c_models/c_doublepump/c_doublepump.mdl
			"clip size penalty" 0.33
			"fire rate bonus" 0.5
			"damage bonus" 1.2
			"reload time increased" 1.15
			
			"custom weapon fire sound" =80|weapons\scatter_gun_double_shoot.wav
			
			"fire input on kill" "popscript^$RepairAllBuildings^10"
			
			"special item description" "On Kill: Repair all of your buildings for 10% of their max hp"
		}
		"Family Business"
		{
			OriginalItemName "The Frontier Justice"
			"custom weapon fire sound" Weapon_FamilyBusiness.Single
			"custom item model" models/workshop/weapons/c_models/c_russian_riot/c_russian_riot.mdl
			
			"mod sentry killed revenge" 0
			"clip size penalty" 1
			
			"clip size bonus" 1.33
			"fire rate bonus" 0.85
			"damage penalty" 0.85
		}
		"Reserve Shooter"
		{
			OriginalItemName "The Frontier Justice"
			"custom weapon fire sound" Weapon_Reserve_Shooter.Single
			"custom item model" models/workshop/weapons/c_models/c_reserve_shooter/c_reserve_shooter.mdl
			
			"mod sentry killed revenge" 0
			
			"clip size penalty" 0.66
			"mod mini-crit airborne" 1
			"single wep deploy time decreased" 0.8
		}
		"Pretty Boy's Pocket Pistol "
		{
			OriginalItemName "Pretty Boy's Pocket Pistol"
			"provide on active" 0
			"hidden secondary max ammo penalty" 5.56
		}
		"The Winger "
		{
			OriginalItemName "The Winger"
			"hidden secondary max ammo penalty" 5.56
		}
		
		"Old GRU"
		{
			OriginalItemName "Gloves Of Running Urgently"
			"mod_maxhealth_drain_rate" 0
			"single wep holster time increased" 1
			"damage penalty" 0.75
			"self mark for death" 3
		}
		"Cardiac Arrest"
		{
			OriginalItemName "Panic Attack Shotgun"
			"custom item model" models/weapons/c_models/c_shotgun_limit/c_shotgun.mdl
			"auto fires full clip" 1
			"fire rate bonus with reduced health" 0.33
			"panic_attack_negative" 2
			"bullets per shot bonus" 1
			"special item description" "Reload speed increases as user becomes injured"
			"clip size penalty" 0.67
			"weapon spread bonus" 0.67
			"minicritboost on kill" 5
		}
		"Mounted Gun"
		{
			OriginalItemName "Upgradeable TF_WEAPON_MINIGUN"
			"custom item model" models/weapons/c_models/c_minigunstormer/c_minigun.mdl
			
			"provide on active" 1
			
			"max health additive bonus" 100
			"spunup_damage_resistance" 0.67
			
			"aiming movespeed decreased" 0.1
			"spunup_push_force_immunity" 1
			"no damage view flinch" 1
			"fire rate penalty" 1.15
			"damage bonus" 1.5
			"weapon spread bonus" 0.6
			"maxammo primary increased" 1.5
		}
		
		"Medical Shotgun"
		{
			OriginalItemName "The Frontier Justice"
			"custom item model" models/workshop/weapons/c_models/c_tele_shotgun/c_tele_shotgun.mdl
			"set_item_texture_wear" 0
			"paintkit_proto_def_index" 411
			"use original class weapon animations" 1
			"use original class player animations" 1
			
			"mod sentry killed revenge" 0
			"clip size penalty" 1
			
			"drop health pack on kill" 1
			"spread penalty" 1.25
			
			"minicritboost on kill" 5
		}
		"Paramedic's Wings"
		{
			OriginalItemName "Upgradeable TF_WEAPON_BONESAW"
			"custom item model" models/weapons/c_models/c_bonesaw/c_bonesaw_xmas.mdl
			
			"hit self on miss" 1
			"self dmg push force increased" 1.5
			"self add cond on hit" 73
			"self add cond on hit duration" 2.5
			"radial cond" 500
			"fire rate penalty" 1.2
			
			"special item description" "On hit: Heal all nearby teammates, can overheal"
		}
		"Paramedic's Boots"
		{
			OriginalItemName "Potato of Labor"
			
			"additional step sound" "Rubber_Tire.ImpactSoft"
			
			"damage force reduction" 0.25
			"airblast vulnerability multiplier" 0.25
			"boots falling stomp" 1
			"increased air control" 3
			"allow bunny hop" 1
			"special item description" "Mantreads for medic"
			
			"custom item model" models/workshop/player/items/soldier/mantreads/mantreads.mdl
		}
		"Tri-Healer"
		{
			OriginalItemName "The Vaccinator"
			"medigun bullet resist passive" 0
			"medigun blast resist passive" 0
			"medigun fire resist passive" 0
			"medigun bullet resist deployed" 0
			"medigun blast resist deployed" 0
			"medigun fire resist deployed" 0
			
			//"uber duration bonus" -0.5
			"ubercharge rate bonus" 1.5
			"ubercharge overheal rate penalty" 0.5
			"overheal decay penalty" 0.5
			"heal rate bonus" 1.2
			"medigun keep charged effect" 1
			
			"special item description" "Cycles between three uber types instead of resistance bubbles. 2 Second uber duration"
			"special item description 2" "Bullet: Stock uber, Blast: Kritzkrieg, Fire: Quick-Fix"
			"special item description 3" "Uber effect stays on the patient until the uber itself runs out."
		}
		"Ammo Supply"
		{
			OriginalItemName "Upgradeable TF_WEAPON_MEDIGUN"
			"paintkit_proto_def_index" 416
			"set_item_texture_wear" 0
			"heal rate penalty" 0.25
			"ubercharge rate bonus" 1.8
			"medigun passive attributes" "ammo regen|0.2|metal regen|50"
			"special item description" "Patients regen ammo while you heal them | Ubercharge 3x this regen and gives double ammo cap"
			"effect cond override" 12
			"effect add attributes" "ammo regen|0.6|metal regen|150|maxammo primary increased|2|maxammo secondary increased|2|maxammo grenades1 increased|10"
		}
		"Medical Emergency"
		{
			OriginalItemName "Upgradeable TF_WEAPON_SYRINGEGUN_MEDIC"
			"custom item model" models/weapons/c_models/c_enflammer/c_leechgun.mdl
			
			"aoe heal chance" 69420
			"special item description" "AOE Heal on hit"
			"maxammo primary reduced" 0.533
			"damage bonus" 1.33
		}
		
		"HMG"
		{
			OriginalItemName "Upgradeable TF_WEAPON_SMG"
			"custom item model" models/weapons/c_models/c_hmg/c_hmg.mdl
			"use original class weapon animations" 1
			"custom weapon fire sound" =80|automaticassault_fire.mp3
			"custom weapon reload sound" "=80|weapons\m16_worldreload.wav"
			
			"clip size bonus" 2
			"maxammo secondary increased" 2
			"damage bonus" 2
			"reload time increased" 1.5
			"shoot view punch angle random" "0 1 2"
		}
		"Brick"
		{
			OriginalItemName "Jarate"
			"custom item model" models/weapons/c_models/c_brick/c_brick.mdl
			"override projectile type extra" "brick"
			"custom projectile model" models/weapons/c_models/c_brick/c_brick.mdl
			"dmg penalty vs players" 2.5
			"stun on hit" 5
			"stun on hit type" bonk
			"no resupply" 1
		}
		"Cranium Calcifier"
		{
			OriginalItemName "Upgradeable TF_WEAPON_SNIPERRIFLE"
			"custom item model" models/ctf2w/weapons/c_models/c_junglesniper/c_junglesniper.mdl
			
			"shoot view punch angle" "-3 1 0"
			"special item description" "100% explosive headshot damage bonus"
			"mult bleeding dmg" 2
			"explosive sniper shot" 1
			"SRifle Charge rate decreased" 0.8
			"sniper no headshot without full charge" 1
			"damage penalty on bodyshot" 0.75
			"damage bonus" 1.1
			"fire rate penalty" 1.15
		}
		"Railgun" //comes from scifi mission I made, not mobo
		{
			OriginalItemName "The Classic"
			"use original class weapon animations" 1
			"custom item model" models/weapons/c_models/c_railgun_mercenary/c_railgun_mercenary.mdl
			"custom weapon fire sound" "=80|ambient\levels\citadel\portal_beam_shoot5.wav"
			"aiming movespeed increased" 6 //no slowdown
			"sniper fires tracer HIDDEN" 1
			"CARD: damage bonus" 1.6
			"alt-fire disabled" 1
			"SRifle Charge rate decreased" 0
			"sniper beep with enemy under crosshair" 1
			"damage penalty on bodyshot" 1
			"projectile penetration" 1
			"sniper no headshot without full charge" 0
			"lunchbox adds minicrits" 0
			"special item description" "No zooming in."
			"special item description 2" "Headshots are allowed when ever."
			"ragdolls become ash" 1
			"fire rate penalty" 1.33
			"maxammo primary reduced" 0.6
		}
		
		"Supply Jammer"
		{
			OriginalItemName "Festive Sapper"
			"special item description" "Does not stun enemies | Prevents sapped enemies from receiving heals | Slows reload speed by 33%"
			
			"effect cond override" 12
			"effect add attributes" "healing received penalty|0|halloween reload time decreased|1.33"
		}
		"The Re-coder"
		{
			OriginalItemName "Upgradeable TF_WEAPON_BUILDER_SPY"
			"custom item model" models\weapons\c_models\c_subjugated_saboteur\c_subjugated_saboteur.mdl
			"effect cond override" 7
			//"fire input on effect" "!caller^$AddCond^43 10"
			"fire input on effect" "popscript^$Recode^"
			"sapper damage penalty" 0.4
			"special item description" "On Sap Robot: Convert robot into an ally for 10 seconds, scales with Robo Sapper upgrade. Giants are converted for less time."
			"special item description 2" "Converted robots seek out enemies and will be stunned for 3 seconds at the end of the duration."
			"special item description 3" "Bosses cannot be converted."
		}
		"Corrupter"
		{
			OriginalItemName "The Snack Attack"
			"effect cond override" 7
			"special item description" "On Sap Robot: Infect the enemy"
			"special item description 2" "Infected enemies explode on death, dealing some damage."
			"special item description 3" "The explosion also infects nearby enemies."
			"fire input on effect" "popscript^$InfectSapper^"
		}
		"Assassin's Quick Load"
		{
			OriginalItemName "Upgradeable TF_WEAPON_REVOLVER"
			"custom item model" models/weapons/c_models/c_pointwhite/c_pointwhite.mdl
			"clip size penalty" 0.16
			"single wep deploy time decreased" 0.35
			"damage bonus" 1.4
			"switch from wep deploy time decreased" 0.6
			"passive reload" 1
			"fire rate penalty" 3.5
			"dmg missing health" 0.25
			"crit mod disabled" 0
		}
		"Suppressed Pistol"
		{
			OriginalItemName "Upgradeable TF_WEAPON_PISTOL"
			"custom item model" models/weapons/c_models/c_pistol_whisper/c_pistol_whisper.mdl
			"use original class weapon animations" 1
			"custom weapon fire sound" Weapon_UrbanProfessional.Single
			"keep disguise on attack" 1
			"damage bonus while disguised" 1.4
			"dmg pierces resists absorbs" 1
			"weapon spread bonus" 0.7
			"duck accuracy mult" 0.4
			"fire rate penalty" 1.2
			"reload time increased" 1.4
			"clip size bonus" 1.5
			"no damage falloff" 1
			"collect currency on kill" 1
			"add cloak on hit" 10
			"mark for death" 1
			"special item description" "[INFO] Weapon is mildly buggy, and thus, it removes the sapper for some reason. [INFO]"
		}
	}
	
	ExtraLoadoutItems
	{
		AllowEquipOutsideSpawn 1
		
		Scout
		{
			Primary{ Item "Nail Gun" Cost 0 AllowRefund 1 } //Nail gun - mad milk, Brace - Overheal and survivablity, Radiation Therapy - Secondary Mark
			Secondary{ Item "Batter's Brace" Cost 0 AllowRefund 1 }
			Secondary{ Item "Radiation Therapy" Cost 0 AllowRefund 1 }
		}
		Soldier
		{
			Primary{ Item "Wasp Launcher" Cost 0 } //Wasp - highest damage upgradeable launcher but no RS, mortar - nuke, thumper - shortstop, grenade - group mark, HMG - sustain secondary, range finder - more AOE
			Primary{ Item "Mortar Launcher" Cost 0 }
			Secondary{ Item "Thumper " Cost 0 AllowRefund 1 }
			Secondary{ Item "Grenade" Cost 0 AllowRefund 1 }
			Secondary "The Family Business"
			Secondary "HMG"
			Melee{ Item "Range Finder" Cost 0 AllowRefund 1 }
		}
		Pyro
		{
			Primary{ Item "Inverted Degreaser" Cost 0 AllowRefund 1 } //Inverted - comboing, incen cannon - AoE combo - Incen rifle - single target combo, jumper - mobility, spear - single target combo, harvester - crits
			Secondary{ Item "Thumper " Cost 0 AllowRefund 1 }
			Secondary{ Item "Incendiary Cannon" Cost 0 AllowRefund 1 }
			Secondary "Incendiary Rifle"
			Secondary "The Family Business"
			Secondary "Flare Jumper"
			Melee "Incendiary Spear"
			Melee{ Item "Harvester" Cost 0 AllowRefund 1 }
		}
		Demoman
		{
			Primary{ Item "Bolshevik Bomber" Cost 0 } //Bomber - more bomb, gunboats - more jump, mantreads - KB reduc, black bomb - survivablity, MG - funnie, baton - avoid self dmg
			Primary{ Item "Gunboats" Cost 0 }
			Primary{ Item "Mantreads" Cost 0 }
			Secondary{ Item "Black Bomb" Cost 0 }
			Melee{ Item "Market Gardener" Cost 0 }
			Melee{ Item "Baton" Cost 0 }
		}
		Heavyweapons
		{
			Primary "Mounted Gun" // mounted - most dmg, cardiac - panic gun while retreating, old gru - preference
			Secondary{ Item "Thumper " Cost 0 AllowRefund 1 }
			Secondary "HMG"
			Secondary "Cardiac Arrest"
			Melee "Old GRU"
		}
		Engineer
		{
			Primary{ Item "Thumper" Cost 0 AllowRefund 1 } //TTG - building repair, CO - sentry dps, gamma - pocket rescue, shield - pocket of crazy good damage absorption
			Primary "Texan Ten Gallon"
			Primary "Family Business"
			Primary "Reserve Shooter"
			Secondary "Control Override"
			Secondary "Gamma Gazer"
			Secondary "Radiation Therapy"
			Secondary "Pretty Boy's Pocket Pistol "
			Secondary "The Winger "
			PDA "Shield Projector"
		}
		Medic
		{
			Primary "Medical Shotgun" //Medical shotgun, damage primary, medical emergence - group heal, boots - mobility, tri-healer - op, paramedic's wings - vertical mobility
			Primary "Medical Emergency"
			Primary "Paramedic's Boots"
			Secondary "Tri-Healer"
			Melee "Paramedic's Wings"
		}
		Sniper
		{
			Primary "Cranium Calcifier" // Cranium - EH one shots all commons, Railgun - hitscan huntsman, HMG - sustain secondary, brick - Giant stun
			Primary "Railgun"
			Secondary "HMG"
			Secondary "Brick"
		}
		Spy
		{
			Secondary "Assassin's Quick Load" //Quick load - range giant finisher, pistol - support + damage while disguised, supply jammer - team work, re-coder - disruption, corrupter - gives singles target classes AOE
			Secondary "Suppressed Pistol"
			Building{ Item "Supply Jammer" Cost 0 }
			Building "The Re-coder"
			Building "Corrupter"
		}
	}
	
	ItemAttributes
	{
		ItemName "The Mantreads"
		"cancel falling damage" -1
	}
	ItemAttributes
	{
		ItemName "The Soda Popper"
		"max health additive bonus" -25
	}
	ItemAttributes
	{
		ItemName "The Back Scatter"
		"mult dmg vs tanks" 1.35
	}
	ItemAttributes  
	{
		ItemName "The Beggar's Bazooka"
		"damage penalty" 0.85
		"Reload time increased" 1.3
	}
	ItemAttributes
	{
		ItemName "The Phlogistinator"
		"max health additive bonus" -25
	}
	ItemAttributes
	{
		ItemName "The Hot Hand"
		"speed_boost_on_hit_enemy" 3
		"critboost on kill" 5
		"damage penalty" 1
		"special item description" "Increased speed boost duration | Deals more damager per slap"
	}
	ItemAttributes
	{
		ItemName "The Tide Turner"
		"lose demo charge on damage when charging" 0
		"special item description" "Charge meter no longer drained by damage"
	}
	ItemAttributes
	{
		ItemName "The Ullapool Caber"
		"single wep deploy time increased" 1.75
	}
	ItemAttributes
	{
		ItemName "The Quick-Fix"
		"deploy time decreased" 0.5
	}
	ItemAttributes
	{
		ItemName "The Hitman's Heatmaker"
		"mult bleeding dmg" 0.8
		"special item description" "-20% Explosive Headshot damage"
	}
	ItemAttributes
	{
		ItemName "The Enforcer"
		"damage bonus" 1.2
		"fire rate penalty" 1
	}
	
	ExtendedUpgrades
	{
		MaxUpgradesTier
		{
			1 1
			2 1
			3 1
		}
		MinUpgradesTier
		{
			1 0
			2 1
		}
		
		Pistol_a_FIX
		{
			Name "Stable Mod: Combo Rounds"
			Description "+5 Seconds of crits on kill" 
			Attribute "critboost on kill"
			Cap 5
			Increment 5
			Cost 0
			AllowedWeapons
			{
				ItemName "Pretty Boy's Pocket Pistol "
				ItemName "The Winger "
			}
			
			DisallowedUpgrade
			{
				Upgrade Pistol_scout_pep_FIX
				Level 1 
			}
			DisallowedUpgrade
			{
				Upgrade Pistol_scout_winger_FIX
				Level 1 
			}
			DisallowedUpgrade
			{
				Upgrade Pistol_Engie_b_FIX
				Level 1 
			}
		}
		Pistol_scout_pep_FIX
		{
			Name "Stable Mod: Finisher"
			Description "+Passive reload, +50% faster deploy and holster speed" 
			Attribute "passive reload"
			Cap 1
			Increment 1
			Cost 0
			AllowPlayerClass Engineer
			SecondaryAttributes
			{
				"switch from wep deploy time decreased" -0.5
				"single wep deploy time decreased" -0.5
			}
			AllowedWeapons
			{
				ItemName "Pretty Boy's Pocket Pistol "
			}
			DisallowedUpgrade
			{
				Upgrade Pistol_a_FIX
				Level 1 
			}
			DisallowedUpgrade
			{
				Upgrade Pistol_scout_winger_FIX
				Level 1 
			}
			DisallowedUpgrade
			{
				Upgrade Pistol_Engie_b_FIX
				Level 1 
			}
		}
		Pistol_scout_winger_FIX
		{
			Name "Experimental Mod: Auto Loader"
			Description "+On Hit: Reloads 2 primary ammo, -67% fire rate" 
			Attribute "fire rate penalty"
			Cap 1.67
			Increment 0.67
			Cost 0
			AllowPlayerClass Engineer
			SecondaryAttributes
			{
				"fire input on hit" "popscript^$ReloadOnHit^"
				"purchased" 2 //ammo per hit
				"halloween item" 6 //base clip size of weapon to refill
			}
			AllowedWeapons
			{
				ItemName "The Winger "
			}
			DisallowedUpgrade
			{
				Upgrade Pistol_scout_pep_FIX
				Level 1 
			}
			DisallowedUpgrade
			{
				Upgrade Pistol_a_FIX
				Level 1 
			}
			DisallowedUpgrade
			{
				Upgrade Pistol_Engie_b_FIX
				Level 1 
			}
		}
		Pistol_Engie_b_FIX
		{
			Name "Stable Mod: Targeted Attack"
			Description "+67% Damage vs sentry target, +On Hit: Target takes 33% more damage from bullets from sentries, +25% Accuracy" 
			Attribute "damage bonus bullet vs sentry target"
			Cap 1.67
			Increment 0.67
			Cost 0
			SecondaryAttributes
			{
				"add attributes on hit" "dmg from sentry reduced|1.33|0.5"
				"weapon spread bonus" -0.25
			}
			AllowPlayerClass Engineer
			AllowedWeapons
			{
				ItemName "The Winger "
				ItemName "Pretty Boy's Pocket Pistol "
			}
			DisallowedUpgrade
			{
				Upgrade Pistol_scout_pep_FIX
				Level 1 
			}
			DisallowedUpgrade
			{
				Upgrade Pistol_scout_winger_FIX
				Level 1 
			}
			DisallowedUpgrade
			{
				Upgrade Pistol_a_FIX
				Level 1 
			}
		}
		
		MG_a_FIX
		{
			Name "Stable Mod: IED Shovel"
			Description "+On Market Garden: Cause a deadly blast that damages and stuns nearby enemies" 
			Attribute "expiration date"
			Cap 1
			Increment 1
			Cost 0
			SecondaryAttributes
			{
				"fire input on hit" "popscript^$mgExplosion^"
			}
			AllowedWeapons
			{
				ItemName "Market Gardener"
			}
		}
		Family_a_FIX
		{
			Name "Experimental Mod: Gangster's Redeemer"
			Description "+25% damage, +Crits on headshots, +65% accuracy, -15% damage on bodyshots"
			Attribute "revolver use hit locations"
			Cap 1
			Increment 1
			Cost 0
			SecondaryAttributes
			{
				"set_item_texture_wear" 0
				"paintkit_proto_def_index" 204
				
				"can headshot" 1
				"damage penalty" 0.15
				"damage bonus" 0.1
				"weapon spread bonus" -0.65
				"damage penalty on bodyshot" -0.15
			}
			AllowedWeapons
			{
				ItemName "Family Business"
			}
			
			DisallowedUpgrade
			{
				Upgrade Family_b_FIX
				Level 1 
			}
			DisallowedUpgrade
			{
				Upgrade Family_c_FIX
				Level 1 
			}
		}
		Family_b_FIX
		{
			Name "Stable Mod: Slim Round"
			Description "+20% more accurate, +20% faster reload, +15% faster firing rate" 
			Attribute "weapon spread bonus"
			Cap 0.8
			Increment -0.2
			Cost 0
			SecondaryAttributes
			{
				"reload time decreased" -0.2
				"melee attack rate bonus" -0.15
			}
			AllowedWeapons
			{
				ItemName "Family Business"
			}
			
			DisallowedUpgrade
			{
				Upgrade Family_a_FIX
				Level 1 
			}
			DisallowedUpgrade
			{
				Upgrade Family_c_FIX
				Level 1 
			}
		}
		Family_c_FIX
		{
			Name "Experimental Mod: Slam Fire"
			Description "(i)Hold fire reload weapon, +Only one clip size; but reloading more forces the weapon to fire, +33% Reload rate, +25% Damage bonus, +10% Accuracy" 
			Attribute "auto fires full clip"
			Cap 1
			Increment 1
			Cost 0
			SecondaryAttributes
			{
				"can overload" 1
				"clip size penalty" -0.9
				"reload time decreased" -0.33
				//"spread penalty" 0.10
				"weapon spread bonus" -0.1
				"damage penalty" 0.15
				"damage bonus" 0.1
			}
			AllowedWeapons
			{
				ItemName "Family Business"
			}
			DisallowedUpgrade
			{
				Upgrade Family_b_FIX
				Level 1 
			}
			DisallowedUpgrade
			{
				Upgrade Family_a_FIX
				Level 1 
			}
		}
		Reserve_a_FIX
		{
			Name "Stable Mod: Combo"
			Description "+On Reserve Combo kill: gain mini-crit boost and speed boost for 5 seconds, +25% faster deploy and holster speed" 
			Attribute "wrench index"
			Cap 6
			Increment 6
			Cost 0
			AllowPlayerClass Engineer
			SecondaryAttributes
			{
				"single wep deploy time decreased" -0.25
				"switch from wep deploy time decreased" -0.25
			}
			AllowedWeapons
			{
				ItemName "Reserve Shooter"
			}
		}
		
		Upgrade_Test
		{
			// Limited to 128 characters each
			Name "INFO
        Each page will have up to 3 unique perks. 
        You can only choose one per wave."
			Description "There are also ''Overclocks'' for each weapon.
        Most are free."
		
			PlayerUpgrade 1
			Attribute "Wrench Index"
			Increment 1
			Cap -1
		}
		Upgrade_Test2
		{
			Name "▱▰▱▰▱▰▱▰▱▰▱"
			Description "Go to next page to view perks.
        Press ''9'' to do so."
		
			PlayerUpgrade 1
			Attribute "Wrench Index"
			Increment 1
			Cap -1
			
			AllowedMinWave 1
			ShowRequirements 0
		}
		
		// Scout
		
		Core_Upgrade_Scout_Giant // ***************** //
		{
			Name "Giant Core"
			Description "+ Greatly Increased HP
        + Increased Dmmage
        - Longer Respawn"
			
			PlayerUpgrade 1
			Attribute "kill eater user 1"
			Increment 1
			Cap 1
			Cost 250
			
			AllowedMinWave 1
			ShowRequirements 0
			AllowPlayerClass Scout 
			
			SecondaryAttributes
			{
				"max health additive penalty" 1475
				"is miniboss" 1
				"damage bonus" 0.5
				
				"patient overheal penalty" -1
				"voice pitch scale" -0.3
				"damage force reduction" -1
				"airblast vulnerability multiplier" -0.5
				"health from packs decreased" -0.5
			}
		}
		
		Core_Upgrade_Scout_Support // ***************** //
		{
			Name "Support Core"
			Description "+ Faster recharge rate
        + all melees mark on hit"
			
			PlayerUpgrade 1
			Attribute "kill eater user 2"
			Increment 1
			Cap 1
			Cost 250
			
			AllowedMinWave 1
			ShowRequirements 0
			AllowPlayerClass Scout 
			
			SecondaryAttributes
			{
				"effect bar recharge rate increased" -0.5
				"mult_item_meter_charge_rate" -0.5
			}
			
			OnApply
			{
				Output "!activator,$AddItemAttribute,mark for death|1|2,0"
			}
			OnDowngrade
			{
				Output "!activator,$RemoveItemAttribute,mark for death|2,0.1"
			}
		}
		
		Core_Upgrade_Scout_Damage // ***************** //
		{
			Name "Damage Core"
			Description "+ 25% Bullets per shot
        + 15% Crit damage"
			
			PlayerUpgrade 1
			Attribute "kill eater user 3"
			Increment 1
			Cap 1
			Cost 250
			
			AllowedMinWave 1
			ShowRequirements 0
			AllowPlayerClass Scout 
			
			SecondaryAttributes
			{
				"bullets per shot bonus" 0.25
				"mult crit dmg" 0.15
			}
			
		}
		
		Core_Upgrade_Scout_Ammo // ***************** //
		{
			Name "Ammo Core"
			Description "+ 50% Reserve Ammo
        + 25% Ammo Regen"
			
			PlayerUpgrade 1
			Attribute "kill eater user score type 1"
			Increment 1
			Cap 1
			Cost 250
			
			AllowedMinWave 1
			ShowRequirements 0
			AllowPlayerClass Scout 
			
			SecondaryAttributes
			{
				"maxammo primary increased" 0.5
				"maxammo secondary increased" 0.5
				"ammo regen" 0.25
			}
			
		}
		
		Core_Upgrade_Scout_Speed // ***************** //
		{
			Name "Speed Core"
			Description "+ 20% Faster Move Speed
        + 25% Faster Fire Rate
        + 30% Faster Reload"
			
			PlayerUpgrade 1
			Attribute "kill eater user score type 2"
			Increment 1
			Cap 1
			Cost 250
			
			AllowedMinWave 1
			ShowRequirements 0
			AllowPlayerClass Scout 
			
			SecondaryAttributes
			{
				"move speed bonus" 0.2
				"fire rate bonus hidden" -0.25
				"faster reload rate" -0.3
			}
			
		}
		
		Core_Upgrade_Scout_Health // ***************** //
		{
			Name "Health Core"
			Description "+ 50 Max Health
        + 33% Of damage is returned as health"
			
			PlayerUpgrade 1
			Attribute "kill eater user score type 3"
			Increment 1
			Cap 1
			Cost 250
			
			AllowedMinWave 1
			ShowRequirements 0
			AllowPlayerClass Scout 
			
			SecondaryAttributes
			{
				"max health additive bonus" 50
				"damage returns as health" 0.33
			}
			
		}
		
		// Soldier
		
		Core_Upgrade_Soldier_Giant // ***************** //
		{
			Name "Giant Core"
			Description "+ Greatly Increased HP
        + Increased Fire Rate
        - Slower Move Speed
        - Longer Respawn"
			
			PlayerUpgrade 1
			Attribute "kill eater user 1"
			Increment 1
			Cap 1
			Cost 250
			
			AllowedMinWave 1
			ShowRequirements 0
			AllowPlayerClass Soldier 
			
			SecondaryAttributes
			{
				"max health additive penalty" 3600
				"move speed penalty" -0.25
				"is miniboss" 1
				"fire rate bonus HIDDEN" -0.5
				
				"patient overheal penalty" -1
				"voice pitch scale" -0.3
				"damage force reduction" -1
				"airblast vulnerability multiplier" -0.5
				"health from packs decreased" -0.5
			}
		}
		
		Core_Upgrade_Soldier_Support // ***************** //
		{
			Name "Support Core"
			Description "+ 100% Longer banner duration
        + Rocket Specialist"
			
			PlayerUpgrade 1
			Attribute "kill eater user 2"
			Increment 1
			Cap 1
			Cost 250
			
			AllowedMinWave 1
			ShowRequirements 0
			AllowPlayerClass Soldier 
			
			SecondaryAttributes
			{
				"rocket specialist" 1
				"increase buff duration" 1
			}
			
		}
		
		Core_Upgrade_Soldier_Damage // ***************** //
		{
			Name "Damage Core"
			Description "+ 50% Larger blast radius
        + Damage Pierces Armor"
			
			PlayerUpgrade 1
			Attribute "kill eater user 3"
			Increment 1
			Cap 1
			Cost 250
			
			AllowedMinWave 1
			ShowRequirements 0
			AllowPlayerClass Soldier 
			
			SecondaryAttributes
			{
				"dmg pierces resists absorbs" 1
				"blast radius increased" 0.5
			}
			
		}
		
		Core_Upgrade_Soldier_Ammo // ***************** //
		{
			Name "Ammo Core"
			Description "+ 50% Reserve Ammo
        + 20% Ammo Regen"
			
			PlayerUpgrade 1
			Attribute "kill eater user score type 1"
			Increment 1
			Cap 1
			Cost 250
			
			AllowedMinWave 1
			ShowRequirements 0
			AllowPlayerClass Soldier 
			
			SecondaryAttributes
			{
				"maxammo primary increased" 0.5
				"maxammo secondary increased" 0.5
				"ammo regen" 0.2
			}
			
		}
		
		Core_Upgrade_Soldier_Speed // ***************** //
		{
			Name "Speed Core"
			Description "+ 20% Faster Move Speed
        + 50% Faster Reload
        + 25% Projectile Speed"
			
			PlayerUpgrade 1
			Attribute "kill eater user score type 2"
			Increment 1
			Cap 1
			Cost 250
			
			AllowedMinWave 1
			ShowRequirements 0
			AllowPlayerClass Soldier 
			
			SecondaryAttributes
			{
				"move speed bonus" 0.2
				"faster reload rate" -0.5
				"projectile speed increased" 0.25
			}
			
		}
		
		Core_Upgrade_Soldier_Health // ***************** //
		{
			Name "Health Core"
			Description "+ 50 Max Health
        + 20% Of damage is returned as health"
			
			PlayerUpgrade 1
			Attribute "kill eater user score type 3"
			Increment 1
			Cap 1
			Cost 250
			
			AllowedMinWave 1
			ShowRequirements 0
			AllowPlayerClass Soldier 
			
			SecondaryAttributes
			{
				"max health additive bonus" 50
				"damage returns as health" 0.2
			}
			
		}
		
		// Pyro
		
		Core_Upgrade_Pyro_Giant // ***************** //
		{
			Name "Giant Core"
			Description "+ Greatly Increased HP
        + Increased Flame Range
        - Slower Move Speed
        - Longer Respawn"
			
			PlayerUpgrade 1
			Attribute "kill eater user 1"
			Increment 1
			Cap 1
			Cost 250
			
			AllowedMinWave 1
			ShowRequirements 0
			AllowPlayerClass Pyro 
			
			SecondaryAttributes
			{
				"max health additive penalty" 3025
				"move speed penalty" -0.25
				"is miniboss" 1
				"flame_drag" -5
				"flame_speed" 500
				
				"patient overheal penalty" -1
				"voice pitch scale" -0.3
				"damage force reduction" -1
				"airblast vulnerability multiplier" -0.5
				"health from packs decreased" -0.5
			}
			
		}
		
		Core_Upgrade_Pyro_Support // ***************** //
		{
			Name "Support Core"
			Description "+ Secondaries stun airborne enemies
        + Increased airblast strength"
			
			PlayerUpgrade 1
			Attribute "kill eater user 2"
			Increment 1
			Cap 1
			Cost 250
			
			AllowedMinWave 1
			ShowRequirements 0
			AllowPlayerClass Pyro 
			
			SecondaryAttributes
			{
				"airblast pushback scale" 1
			}
			
			
			OnApply
			{
				Output "!activator,$AddItemAttribute,fire input on hit|popscript^$StunCombo^|1,0"
				Output "!activator,$AddItemAttribute,airblast pushback scale|2|0,0"
			}
			OnDowngrade
			{
				Output "!activator,$RemoveItemAttribute,fire input on hit|1,0.1"
				Output "!activator,$RemoveItemAttribute,airblast pushback scale|0,0.1"
			}
		}
		
		Core_Upgrade_Pyro_Damage // ***************** //
		{
			Name "Damage Core"
			Description "+ Greatly increased afterburn strength
        + Unnerfed Explode On Ignite"
			
			PlayerUpgrade 1
			Attribute "kill eater user 3"
			Increment 1
			Cap 1
			Cost 250
			
			AllowedMinWave 1
			ShowRequirements 0
			AllowPlayerClass Pyro 
			
			SecondaryAttributes
			{
				"explode_on_ignite" 1
				"weapon burn dmg increased" 1.5
				"weapon burn time increased" 1.5
			}
			
		}
		
		Core_Upgrade_Pyro_Ammo // ***************** //
		{
			Name "Ammo Core"
			Description "+ 100% Reserve Ammo
        + 25% Ammo Regen"
			
			PlayerUpgrade 1
			Attribute "kill eater user score type 1"
			Increment 1
			Cap 1
			Cost 250
			
			AllowedMinWave 1
			ShowRequirements 0
			AllowPlayerClass Pyro 
			
			SecondaryAttributes
			{
				"maxammo primary increased" 1
				"maxammo secondary increased" 1
				"ammo regen" 0.25
			}
			
		}
		
		Core_Upgrade_Pyro_Arsonist // ***************** //
		{
			Name "Arsonist Core"
			Description "+ Increased damage vs burning
        Damage boost for every burning enemy on the map"
			
			PlayerUpgrade 1
			Attribute "kill eater user score type 2"
			Increment 1
			Cap 1
			Cost 250
			
			AllowedMinWave 1
			ShowRequirements 0
			AllowPlayerClass Pyro 
			
			SecondaryAttributes
			{
				"damage bonus vs burning" 0.5
			}
			
		}
		
		Core_Upgrade_Pyro_Health // ***************** //
		{
			Name "Health Core"
			Description "+ 75 Max Health
        + 25% Of damage is returned as health"
			
			PlayerUpgrade 1
			Attribute "kill eater user score type 3"
			Increment 1
			Cap 1
			Cost 250
			
			AllowedMinWave 1
			ShowRequirements 0
			AllowPlayerClass Pyro 
			
			SecondaryAttributes
			{
				"max health additive bonus" 75
				"damage returns as health" 0.25
			}
			
		}
		
		// Demoman
		
		Core_Upgrade_Demoman_Giant // ***************** //
		{
			Name "Giant Core"
			Description " + Greatly Increased HP
        + Increased Fire Rate
        - Slower Move Speed
        - Longer Respawn"
			
			PlayerUpgrade 1
			Attribute "kill eater user 1"
			Increment 1
			Cap 1
			Cost 250
			
			AllowedMinWave 1
			ShowRequirements 0
			AllowPlayerClass Demoman 
			
			SecondaryAttributes
			{
				"max health additive penalty" 3125
				"move speed penalty" -0.25
				"is miniboss" 1
				"fire rate bonus HIDDEN" -0.5
				
				"patient overheal penalty" -1
				"voice pitch scale" -0.3
				"damage force reduction" -1
				"airblast vulnerability multiplier" -0.5
				"health from packs decreased" -0.5
			}
			
		}
		
		Core_Upgrade_Demoman_Melee // ***************** //
		{
			Name "Melee Core"
			Description "+ Greatly reduced knockback received
        + faster shield recharge time
        + melee critboost on kill"
			
			PlayerUpgrade 1
			Attribute "kill eater user 2"
			Increment 1
			Cap 1
			Cost 250
			
			AllowedMinWave 1
			ShowRequirements 0
			AllowPlayerClass Demoman 
			
			SecondaryAttributes
			{
				"damage force reduction" -0.75
				"charge recharge rate increased" 2
			}
			
			
			OnApply
			{
				Output "!activator,$AddItemAttribute,critboost on kill|2|2,0"
			}
			OnDowngrade
			{
				Output "!activator,$RemoveItemAttribute,critboost on kill|2,0.1"
			}
		}
		
		Core_Upgrade_Demoman_Damage // ***************** //
		{
			Name "Damage Core"
			Description "+ 15% Damage vs giants
        + faster sticky arm time"
			
			PlayerUpgrade 1
			Attribute "kill eater user 3"
			Increment 1
			Cap 1
			Cost 250
			
			AllowedMinWave 1
			ShowRequirements 0
			AllowPlayerClass Demoman 
			
			SecondaryAttributes
			{
				"mult dmg vs giants" 0.15
				"sticky arm time bonus" -0.2
			}
			
		}
		
		Core_Upgrade_Demoman_Ammo // ***************** //
		{
			Name "Ammo Core"
			Description "+ 50% Reserve Ammo
        + 20% Ammo Regen"
			
			PlayerUpgrade 1
			Attribute "kill eater user score type 1"
			Increment 1
			Cap 1
			Cost 250
			
			AllowedMinWave 1
			ShowRequirements 0
			AllowPlayerClass Demoman 
			
			SecondaryAttributes
			{
				"maxammo primary increased" 0.5
				"maxammo secondary increased" 0.5
				"ammo regen" 0.2
			}
			
		}
		
		Core_Upgrade_Demoman_Speed // ***************** //
		{
			Name "Speed Core"
			Description "+ 20% Faster Move Speed
        + 60% Faster Reload
        + 50% Projectile Speed"
			
			PlayerUpgrade 1
			Attribute "kill eater user score type 2"
			Increment 1
			Cap 1
			Cost 250
			
			AllowedMinWave 1
			ShowRequirements 0
			AllowPlayerClass Demoman 
			
			SecondaryAttributes
			{
				"move speed bonus" 0.2
				"faster reload rate" -0.6
				"projectile speed increased" 0.50
			}
			
		}
		
		Core_Upgrade_Demoman_Health // ***************** //
		{
			Name "Health Core"
			Description "+ 50 Max Health
        + 20% Of damage is returned as health"
			
			PlayerUpgrade 1
			Attribute "kill eater user score type 3"
			Increment 1
			Cap 1
			Cost 250
			
			AllowedMinWave 1
			ShowRequirements 0
			AllowPlayerClass Demoman 
			
			SecondaryAttributes
			{
				"max health additive bonus" 50
				"damage returns as health" 0.2
			}
			
		}
		
		// Heavyweapons
		
		Core_Upgrade_Heavyweapons_Giant // ***************** //
		{
			Name "Giant Core"
			Description "+ Greatly Increased HP
        + Increased Damage
        - Slower Move Speed
        - Longer Respawn"
			
			PlayerUpgrade 1
			Attribute "kill eater user 1"
			Increment 1
			Cap 1
			Cost 250
			
			AllowedMinWave 1
			ShowRequirements 0
			AllowPlayerClass Heavyweapons 
			
			SecondaryAttributes
			{
				"max health additive penalty" 4700
				"move speed penalty" -0.5
				"is miniboss" 1
				"damage bonus" 0.5
				
				"patient overheal penalty" -1
				"voice pitch scale" -0.3
				"damage force reduction" -1
				"airblast vulnerability multiplier" -0.5
				"health from packs decreased" -0.5
			}
			
		}
		
		Core_Upgrade_Heavyweapons_Support // ***************** //
		{
			Name "Support Core"
			Description "+ lvl 3 KB rage
        + faster lunchbox recharge rate"
			
			PlayerUpgrade 1
			Attribute "kill eater user 2"
			Increment 1
			Cap 1
			Cost 250
			
			AllowedMinWave 1
			ShowRequirements 0
			AllowPlayerClass Heavyweapons 
			
			SecondaryAttributes
			{
				"mult_item_meter_charge_rate" -0.5
				"generate rage on damage" 3
			}
			
		}
		
		Core_Upgrade_Heavyweapons_Damage // ***************** //
		{
			Name "Damage Core"
			Description "+ Less bullet spread
        + slightly faster fire rate"
			
			PlayerUpgrade 1
			Attribute "kill eater user 3"
			Increment 1
			Cap 1
			Cost 250
			
			AllowedMinWave 1
			ShowRequirements 0
			AllowPlayerClass Heavyweapons 
			
			SecondaryAttributes
			{
				"weapon spread bonus" -0.4
				"fire rate bonus HIDDEN" -0.15
			}
			
		}
		
		Core_Upgrade_Heavyweapons_Ammo // ***************** //
		{
			Name "Ammo Core"
			Description "+ 50% Reserve Ammo
        + 15% Ammo Regen"
			
			PlayerUpgrade 1
			Attribute "kill eater user score type 1"
			Increment 1
			Cap 1
			Cost 250
			
			AllowedMinWave 1
			ShowRequirements 0
			AllowPlayerClass Heavyweapons 
			
			SecondaryAttributes
			{
				"maxammo primary increased" 0.5
				"maxammo secondary increased" 0.5
				"ammo regen" 0.15
			}
			
		}
		
		Core_Upgrade_Heavyweapons_Speed // ***************** //
		{
			Name "Speed Core"
			Description "+ 30% Faster Move Speed
        + 50% Faster Move Speed While Spunup
        + 40% Faster Spinup"
			
			PlayerUpgrade 1
			Attribute "kill eater user score type 2"
			Increment 1
			Cap 1
			Cost 250
			
			AllowedMinWave 1
			ShowRequirements 0
			AllowPlayerClass Heavyweapons 
			
			SecondaryAttributes
			{
				"move speed bonus" 0.3
				"aiming movespeed increased" 0.5
				"minigun spinup time decreased" -0.4
			}
			
		}
		
		Core_Upgrade_Heavyweapons_Health // ***************** //
		{
			Name "Health Core"
			Description "+ 100 Max Health
        + 15% Of damage is returned as health"
			
			PlayerUpgrade 1
			Attribute "kill eater user score type 3"
			Increment 1
			Cap 1
			Cost 250
			
			AllowedMinWave 1
			ShowRequirements 0
			AllowPlayerClass Heavyweapons 
			
			SecondaryAttributes
			{
				"max health additive bonus" 100
				"damage returns as health" 0.15
			}
			
		}
		
		// Engineer
		
		Core_Upgrade_Engineer_Giant // ***************** //
		{
			Name "Giant Core"
			Description "+ Greatly Increased HP
        + Increased Build & Upgrade Rate
        - Slower Move Speed
        - Longer Respawn"
			
			PlayerUpgrade 1
			Attribute "kill eater user 1"
			Increment 1
			Cap 1
			Cost 250
			
			AllowedMinWave 1
			ShowRequirements 0
			AllowPlayerClass Engineer 
			
			SecondaryAttributes
			{
				"max health additive penalty" 2675
				"move speed penalty" -0.25
				"is miniboss" 1
				"build rate bonus" -0.5
				"upgrade rate decrease" 1
				
				"patient overheal penalty" -1
				"voice pitch scale" -0.3
				"damage force reduction" -1
				"airblast vulnerability multiplier" -0.5
				"health from packs decreased" -0.5
			}
			
		}
		
		Core_Upgrade_Engineer_Support // ***************** //
		{
			Name "Support Core"
			Description "+ 200% Dispenser range
        + 50% Faster dispenser supply rate"
			
			PlayerUpgrade 1
			Attribute "kill eater user 2"
			Increment 1
			Cap 1
			Cost 250
			
			AllowedMinWave 1
			ShowRequirements 0
			AllowPlayerClass Engineer 
			
			SecondaryAttributes
			{
				"engy dispenser radius increased" 2
				"mult dispenser rate" 0.5
			}
			
		}
		
		Core_Upgrade_Engineer_Damage // ***************** //
		{
			Name "Damage Core"
			Description "+ 25% Damage vs sentry target
        + 35% Sentry fire rate"
			
			PlayerUpgrade 1
			Attribute "kill eater user 3"
			Increment 1
			Cap 1
			Cost 250
			
			AllowedMinWave 1
			ShowRequirements 0
			AllowPlayerClass Engineer 
			
			SecondaryAttributes
			{
				"damage bonus bullet vs sentry target" 0.25
				"engy sentry fire rate increased" -0.35
			}
			
		}
		
		Core_Upgrade_Engineer_Ammo // ***************** //
		{
			Name "Ammo Core"
			Description "+ 50% Reserve Ammo And Metal
        + 20% Ammo Regen
        + 50 Metal Regen
		+ 100% Sentry Ammo"
			
			PlayerUpgrade 1
			Attribute "kill eater user score type 1"
			Increment 1
			Cap 1
			Cost 250
			
			AllowedMinWave 1
			ShowRequirements 0
			AllowPlayerClass Engineer 
			
			SecondaryAttributes
			{
				"maxammo primary increased" 0.5
				"maxammo secondary increased" 0.5
				"maxammo metal increased" 0.5
				"mvm sentry ammo" 1
				"ammo regen" 0.2
				"metal regen" 50
			}
			
		}
		
		Core_Upgrade_Engineer_Speed // ***************** //
		{
			Name "Speed Core"
			Description "+ 20% Faster Move Speed
        + 25% Faster Fire Rate
        + 30% Faster Reload
        + Faster Sentry Turn Rate"
			
			PlayerUpgrade 1
			Attribute "kill eater user score type 2"
			Increment 1
			Cap 1
			Cost 250
			
			AllowedMinWave 1
			ShowRequirements 0
			AllowPlayerClass Engineer 
			
			SecondaryAttributes
			{
				"move speed bonus" 0.2
				"faster reload rate" -0.3
				"fire rate bonus HIDDEN" -0.25
				"sentry rapid fire" 1
			}
			
		}
		
		Core_Upgrade_Engineer_Health // ***************** //
		{
			Name "Health Core"
			Description "+ 125 Max Health
        + 25% Of damage is returned as health
        + 100% Building Health"
			
			PlayerUpgrade 1
			Attribute "kill eater user score type 3"
			Increment 1
			Cap 1
			Cost 250
			
			AllowedMinWave 1
			ShowRequirements 0
			AllowPlayerClass Engineer 
			
			SecondaryAttributes
			{
				"max health additive bonus" 125
				"damage returns as health" 0.25
				"engy building health bonus" 1
			}
			
		}
		
		// Medic
		
		Core_Upgrade_Medic_Giant // ***************** //
		{
			Name "Giant Core"
			Description "+ Greatly Increased HP
        + Increased Heal Rate
        - Slower Move Speed & Uber Rate
        - Longer Respawn"
			
			PlayerUpgrade 1
			Attribute "kill eater user 1"
			Increment 1
			Cap 1
			Cost 250
			
			AllowedMinWave 1
			ShowRequirements 0
			AllowPlayerClass Medic 
			
			SecondaryAttributes
			{
				"max health additive penalty" 2350
				"move speed penalty" -0.25
				"is miniboss" 1
				"heal rate bonus" 9
				"ubercharge rate penalty" -0.75
				
				"patient overheal penalty" -1
				"voice pitch scale" -0.3
				"damage force reduction" -1
				"airblast vulnerability multiplier" -0.5
				"health from packs decreased" -0.5
			}
			
		}
		
		Core_Upgrade_Medic_Support // ***************** //
		{
			Name "Support Core"
			Description "+ Medigun beam gives slight damage buff
        + Mad Milk Syringes"
			
			PlayerUpgrade 1
			Attribute "kill eater user 2"
			Increment 1
			Cap 1
			Cost 250
			
			AllowedMinWave 1
			ShowRequirements 0
			AllowPlayerClass Medic 
			
			SecondaryAttributes
			{
				"mad milk syringes" 1
				"medigun passive attributes" "CARD: Damage Bonus|1.15"
			}
			
			
			OnDowngrade
			{
				Output "!activator,$RemoveItemAttribute,medigun passive attributes|1,0.1"
			}
		}
		
		Core_Upgrade_Medic_Uber // ***************** //
		{
			Name "Uber Core"
			Description "+ Faster uber build rate
        + 25% Longer uber duration"
			
			PlayerUpgrade 1
			Attribute "kill eater user 3"
			Increment 1
			Cap 1
			Cost 250
			
			AllowedMinWave 1
			ShowRequirements 0
			AllowPlayerClass Medic 
			
			SecondaryAttributes
			{
				"ubercharge rate bonus" 0.5
				"uber duration bonus" 2
			}
			
			
			OnDowngrade
			{
				Output "!activator,$RemoveItemAttribute,uber duration bonus|1,0.1"
			}
		}
		
		Core_Upgrade_Medic_Protect // ***************** //
		{
			Name "Protect Core"
			Description "+ Lvl 1 Projectile Shield
        + 100% Max Overheal"
			
			PlayerUpgrade 1
			Attribute "kill eater user score type 1"
			Increment 1
			Cap 1
			Cost 250
			
			AllowedMinWave 1
			ShowRequirements 0
			AllowPlayerClass Medic 
			
			SecondaryAttributes
			{
				"generate rage on heal" 1
				"overheal bonus" 1
			}
			
		}
		
		Core_Upgrade_Medic_Assist // ***************** //
		{
			Name "Assist Core"
			Description "+ Can heal buildings at 50% the rate
        + Can revive teammates"
			
			PlayerUpgrade 1
			Attribute "kill eater user score type 2"
			Increment 1
			Cap 1
			Cost 250
			
			AllowedMinWave 1
			ShowRequirements 0
			AllowPlayerClass Medic 
			
			SecondaryAttributes
			{
				"medic machinery beam" 5
			}
			
		}
		
		Core_Upgrade_Medic_Health // ***************** //
		{
			Name "Health Core"
			Description "+ 50 Max Health
        + 50% Slow Overheal Decay"
			
			PlayerUpgrade 1
			Attribute "kill eater user score type 3"
			Increment 1
			Cap 1
			Cost 250
			
			AllowedMinWave 1
			ShowRequirements 0
			AllowPlayerClass Medic 
			
			SecondaryAttributes
			{
				"max health additive bonus" 50
				"overheal decay bonus" 0.5
			}
			
		}
		
		// Sniper
		
		Core_Upgrade_Sniper_Giant // ***************** //
		{
			Name "Giant Core"
			Description "+ Greatly Increased HP
        + Increased headshot damage
        - Slower Move Speed & Damage Rate
        - Longer Respawn"
			
			PlayerUpgrade 1
			Attribute "kill eater user 1"
			Increment 1
			Cap 1
			Cost 250
			
			AllowedMinWave 1
			ShowRequirements 0
			AllowPlayerClass Sniper 
			
			SecondaryAttributes
			{
				"max health additive penalty" 1475
				"move speed penalty" -0.25
				"is miniboss" 1
				"headshot damage increase" 0.5
				
				"patient overheal penalty" -1
				"voice pitch scale" -0.3
				"Damage force reduction" -1
				"airblast vulnerability multiplier" -0.5
				"health from packs decreased" -0.5
			}
			
		}
		
		Core_Upgrade_Sniper_Support // ***************** //
		{
			Name "Support Core"
			Description "+ Faster item recharge rate
        + longer self buff and enemy debuff duration"
			
			PlayerUpgrade 1
			Attribute "kill eater user 2"
			Increment 1
			Cap 1
			Cost 250
			
			AllowedMinWave 1
			ShowRequirements 0
			AllowPlayerClass Sniper 
			
			SecondaryAttributes
			{
				"effect bar recharge rate increased" -0.5
				"mult_item_meter_charge_rate" -0.5
				"mult effect duration" 0.33
			}
			
			
		}
		
		Core_Upgrade_Sniper_Damage // ***************** //
		{
			Name "Damage Core"
			Description "+ 100% Faster rifle recharge rate
        + 50% More damage on fully charged shot"
			
			PlayerUpgrade 1
			Attribute "kill eater user 3"
			Increment 1
			Cap 1
			Cost 250
			
			AllowedMinWave 1
			ShowRequirements 0
			AllowPlayerClass Sniper 
			
			SecondaryAttributes
			{
				"SRifle Charge rate increased" 1
				"sniper full charge damage bonus" 0.5
			}
			
			
		}
		
		Core_Upgrade_Sniper_Ammo // ***************** //
		{
			Name "Ammo Core"
			Description "+ 100% Reserve Ammo
        + 20% Ammo Regen"
			
			PlayerUpgrade 1
			Attribute "kill eater user score type 1"
			Increment 1
			Cap 1
			Cost 250
			
			AllowedMinWave 1
			ShowRequirements 0
			AllowPlayerClass Sniper 
			
			SecondaryAttributes
			{
				"maxammo primary increased" 1
				"maxammo secondary increased" 1
				"ammo regen" 0.20
			}
			
		}
		
		Core_Upgrade_Sniper_Speed // ***************** //
		{
			Name "Speed Core"
			Description "+ 20% Faster Move Speed
        + 70% Faster Re-zoom
        + 25% Faster Reload Speed"
			
			PlayerUpgrade 1
			Attribute "kill eater user score type 2"
			Increment 1
			Cap 1
			Cost 250
			
			AllowedMinWave 1
			ShowRequirements 0
			AllowPlayerClass Sniper 
			
			SecondaryAttributes
			{
				"move speed bonus" 0.2
				"ability master sniper" 2
				"faster reload rate" -0.25
			}
			
		}
		
		Core_Upgrade_Sniper_Group // ***************** //
		{
			Name "Group Core"
			Description "+ Lvl 1 Explosive Headshot"
			
			PlayerUpgrade 1
			Attribute "kill eater user score type 3"
			Increment 1
			Cap 1
			Cost 250
			
			AllowedMinWave 1
			ShowRequirements 0
			AllowPlayerClass Sniper 
			
			SecondaryAttributes
			{
				"explosive sniper shot" 1
			}
			
		}
		
		// Spy
		
		Core_Upgrade_Spy_Giant // ***************** //
		{
			Name "Giant Core"
			Description "+ Greatly Increased HP
        + Increased backstab damage
        - Longer Respawn"
			
			PlayerUpgrade 1
			Attribute "kill eater user 1"
			Increment 1
			Cap 1
			Cost 250
			
			AllowedMinWave 1
			ShowRequirements 0
			AllowPlayerClass Spy 
			
			SecondaryAttributes
			{
				"max health additive penalty" 1475
				"is miniboss" 1
				"armor piercing" 50
				
				"patient overheal penalty" -1
				"voice pitch scale" -0.3
				"damage force reduction" -1
				"airblast vulnerability multiplier" -0.5
				"health from packs decreased" -0.5
			}
			
		}
		
		Core_Upgrade_Spy_Support // ***************** //
		{
			Name "Support Core"
			Description "+ Faster sapper recharge
        + Sap allies to give increased move, fire, and reload speed
        - cannot sap enemies"
			
			PlayerUpgrade 1
			Attribute "kill eater user 2"
			Increment 1
			Cap 1
			Cost 250
			
			AllowedMinWave 1
			ShowRequirements 0
			AllowPlayerClass Spy 
			
			SecondaryAttributes
			{
				"effect bar recharge rate increased" -0.25
				"sapper sap allies" 1
			}
			
			
			OnDowngrade
			{
				Output "!activator,$RemoveItemAttribute,effect cond override|4,0.1"
				Output "!activator,$RemoveItemAttribute,effect add attributes|4,0.1"
			}
		}
		
		Core_Upgrade_Spy_Espionage // ***************** //
		{
			Name "Espionage Core"
			Description "+ Faster cloak regen rate
        + longer cloak duration
        + Cloak provides aggro protection"
			
			PlayerUpgrade 1
			Attribute "kill eater user 3"
			Increment 1
			Cap 1
			Cost 250
			
			AllowedMinWave 1
			ShowRequirements 0
			AllowPlayerClass Spy 
			
			SecondaryAttributes
			{
				"mult cloak meter regen rate" 1
				"cloak consume rate decreased" -0.4
			}
			
			OnDowngrade
			{
				Output "!activator,$RemoveItemAttribute,effect add attributes|6,0.1"
			}
		}
		
		Core_Upgrade_Spy_Ammo // ***************** //
		{
			Name "Ammo Core"
			Description "+ 50% Reserve Ammo
        + 15% Ammo Regen"
			
			PlayerUpgrade 1
			Attribute "kill eater user score type 1"
			Increment 1
			Cap 1
			Cost 250
			
			AllowedMinWave 1
			ShowRequirements 0
			AllowPlayerClass Spy 
			
			SecondaryAttributes
			{
				"maxammo primary increased" 0.5
				"maxammo secondary increased" 0.5
				"ammo regen" 0.15
			}
			
		}
		
		Core_Upgrade_Spy_Speed // ***************** //
		{
			Name "Speed Core"
			Description "+ 30% Faster Move Speed
        + 50% Faster Move Speed While Spunup
        + 40% Faster Spinup"
			
			PlayerUpgrade 1
			Attribute "kill eater user score type 2"
			Increment 1
			Cap 1
			Cost 250
			
			AllowedMinWave 1
			ShowRequirements 0
			AllowPlayerClass Spy 
			
			SecondaryAttributes
			{
				"move speed bonus" 0.3
				"aiming movespeed increased" 0.5
				"minigun spinup time decreased" -0.4
			}
			
		}
		
		Core_Upgrade_Spy_Health // ***************** //
		{
			Name "Health Core"
			Description "+ 100 Max Health
        + 15% Of damage is returned as health"
			
			PlayerUpgrade 1
			Attribute "kill eater user score type 3"
			Increment 1
			Cap 1
			Cost 250
			
			AllowedMinWave 1
			ShowRequirements 0
			AllowPlayerClass Spy 
			
			SecondaryAttributes
			{
				"max health additive bonus" 100
				"damage returns as health" 0.15
			}
			
		}
	}
	
	PlayerAttributes
	{
		"cancel falling damage" 1
		"deploy time decreased" 0.5
		"always allow taunt" 1
	}
	
	Templates
	{
		Sig_Red_Base
		{
			AddCond   { Name TF_COND_REPROGRAMMED } 
			ClassIcon red2_lite
			CharacterAttributes { "crit mod disabled hidden" 0 }
			Action Mobber   
			Skill Hard
		}
		
		T_TFBot_Sniper_NoHeadshot
		{
			Class Sniper
			Skill Hard
			MaxVisionRange 2500
			ItemAttributes
			{
				ItemName "TF_WEAPON_SNIPERRIFLE"
				"cannot headshot" 1
				"sniper no headshots" 0 //text
			}
		}
		T_TFBot_Sniper_Marking //Lower damage, mark on hit, no headshot (!)
		{
			ClassIcon	sniper_marked
			Health	125
			Name	"Marking Sniper"
			Class	Sniper
			Skill	Hard
			MaxVisionRange	3000
			Item "The Dread Hiding Hood"
			ItemAttributes
			{
				ItemName	"TF_WEAPON_SNIPERRIFLE"
				"damage bonus" 0.75
				"mark for death" 15
			}
		}
		T_TFBot_Sniper_EH //Headshot + lvl 3 EH range + slow and lvl 1 EH damage
		{
			Class Sniper
			Skill Hard
			MaxVisionRange 2500
			ClassIcon sniper_eh_lite
			Item "Spine-Chilling Skull 2011"
			Item "The Doublecross-Comm"
			ItemAttributes
			{
				ItemName "TF_WEAPON_SNIPERRIFLE"
				"explosive sniper shot" 3
				"mult bleeding dmg" 0.789
			}
		}
		T_TFBot_Sniper_Master //Better tracking, can headshot moving targets, cozy camper
		{
			Class Sniper
			Skill Expert
			AimTrackingInterval 0.01
			FastUpdate 1
			MaxVisionRange -1
			Item "The Cozy Camper"
			Item "The Aimframe"
			Item "Preventative Measure"
			ClassIcon sniper_headshot_deadly
			AimAt Head
			ItemAttributes
			{
				ItemName "TF_WEAPON_SNIPERRIFLE"
				"SRifle Charge rate increased" 10
				"sniper full charge damage bonus" 2
				"no damage view flinch" 1
			}
			FireWeapon
			{
				Delay 2.5
				Repeats 0
				CoolDown 5
				IfSeeTarget 1
				Type "Primary"
			}
		}
		
		T_TFBot_Spy_RTR //Red tape can destroy max hp buildings faster than stock
		{
			Class Spy
			ClassIcon spy_tape_recorder
			Skill Expert
			Name "Red Tape Spy"
			ItemAttributes //fake RTR because real RTR crashes the server when given to bots
			{
				ItemName "TF_WEAPON_BUILDER_SPY"
				"sapper degenerates buildings" 0.5
				"sapper damage penalty" 0
			}	
			CharacterAttributes
			{
				"cannot pick up intelligence" 1 // Just in case
			}
		}
		T_TFBot_Spy_Disabler //10x hp sapper, heals from each active sapper
		{
			Class Spy
			ClassIcon spy_disabler
			Skill Expert
			Name "Building Disabler Spy"
			PreferClass Engineer
			ItemAttributes
			{
				ItemName "TF_WEAPON_BUILDER_SPY"
				"sapper health bonus" 10
				"sapper damage leaches health" 20
				"sapper damage penalty" 0.5
			}	
			CharacterAttributes
			{
				"cannot pick up intelligence" 1 // Just in case
			}
		}
		
		T_TFBot_Giant_Heavy_Steak
		{
			Class Heavyweapons
			ClassIcon heavy_steak_lite
			Name "Giant Steak Heavy"
			Item "The Buffalo Steak Sandvich"
			Item "Warrior's Spirit"
			Health 6000 //offset steak debuff
			Skill Expert
			Attributes MiniBoss
			WeaponRestrictions PrimaryOnly
			Item "The Bunsen Brave"
			Item "The Cuban Bristle Crisis"
			Item "Batter's Bracers"
			ItemAttributes
			{
				ItemName "TF_WEAPON_MINIGUN"
				"damage bonus"	1.5
			}
			ItemAttributes
			{
				ItemName "The Buffalo Steak Sandvich"
				"mult_item_meter_charge_rate" 0
				"effect cond override" 10530 //34 & 41
				"force weapon switch" 1
			}
			ItemAttributes
			{
				ItemName "Warrior's Spirit"
				"dmg taken increased" 1 
				"dmg pierces resists absorbs" 1
				"move speed bonus" 1.5
			}
			CharacterAttributes
			{
				"move speed bonus"	0.5
				"damage force reduction" 0.3
				"airblast vulnerability multiplier" 0.3
				"override footstep sound set" 7
			}
		}
		T_TFBot_Engineer_Drone
		{
			Name "Drone Battle Engineer"
			Class Engineer
			ClassIcon engineer_widowmaker_minisentry_nys
			Template T_TFBot_Engineer_Battle
			SpawnTemplate E_Engie_Drone
			Item "Lo-Fi Longwave"
			Item "Pip-Boy"
		}
		
		T_TFBot_Buster_Grapple
		{
			Name "Grapple Buster"
			Template   T_TFBot_SentryBuster
			Item   "TF_WEAPON_GRAPPLINGHOOK"
			Attributes   AlwaysFireWeapon
			Attributes   AutoJump
				AutoJumpMin  2
				AutoJumpMax  3
			ItemAttributes 
			{
				ItemName   "TF_WEAPON_GRAPPLINGHOOK"
				"is_passive_weapon"     1
				"cancel falling damage" 1
				"mult grappling hook speed" 1.5
			}
		}
		T_TFBot_Buster_Minelayer
		{
			Name "Minelayer Buster"
			Template   T_TFBot_SentryBuster
			Item   "The Iron Bomber"
			Attributes   AlwaysFireWeapon
			ItemAttributes 
			{
				ItemName   "The Iron Bomber"
				"is_passive_weapon"     1
				"Projectile speed increased" 0.01
				"mod max primary clip override" -1
				"fire rate bonus" 0.6
				"damage penalty" 0.8
				"fuse bonus" 3
				"projectile trail particle" stickybombtrail_blue
			}
		}
		T_TFBot_Buster_Healing
		{
			Class Medic
			Name "Healing Buster"
			Skill Expert
			Health 2500
			Item "The Amputator"
			WeaponRestrictions MeleeOnly
			ClassIcon sentry_buster
			Attributes MiniBoss
			Attributes DisableDodge
			Attributes AlwaysFireWeapon
			ItemAttributes
			{
				ItemName "The Amputator"
				"damage penalty" 0.01
				"fire rate bonus" 0.5
				"melee range multiplier" 2
				
				"self add cond on hit" 73
				"self add cond on hit duration" 5
				"radial cond" 500
			}
			CharacterAttributes
			{
				"move speed bonus" 2
				"damage force reduction" 0.5
				"airblast vulnerability multiplier" 0.5
				"override footstep sound set" 7
				"cannot be backstabbed" 1
			}
		}
		T_TFBot_Buster_Charging
		{
			Name "Charging Buster"
			Template   T_TFBot_SentryBuster
			ExtAttr IgnoreBuildings
			
			Item "The Tide Turner"
			ItemAttributes
			{
				ItemName "The Tide Turner"
				"charge recharge rate increased" 2
				"charge time increased" 10
				"charge impact damage decreased" 0
				
				"dmg taken from fire reduced" 1
				"dmg taken from blast reduced" 1
				"lose demo charge on damage when charging" 0
			}
			CharacterAttributes
			{
				"move speed bonus" 2
				"damage force reduction" 0.5
				"airblast vulnerability multiplier" 0.5
				"override footstep sound set" 7
				"cannot be backstabbed" 1
				
				"displace touched enemies" 10
				"active health degen" -100
			}
		}
		T_TFBot_Buster_Mini
		{
			Class Demoman
			Name "Mini Buster"
			Skill Expert
			Health 500
			Item "The Ullapool Caber"
			ClassIcon sentry_buster
			Attributes DisableDodge
			Attributes IgnoreEnemies
			Scale 1.001337
			WeaponRestrictions PrimaryOnly
			CharacterAttributes
			{
				"move speed bonus" 2
				"voice pitch scale" 2
				"cannot be backstabbed" 1
			}
		}
		
		T_TFBot_Giant_Goobert
		{
			Class Heavyweapons
			Name "Goobert"
			Skill Expert
			Health 25000
			Item "The Killing Gloves of Boxing"
			WeaponRestrictions SecondaryOnly
			Attributes MiniBoss
			Attributes UseBossHealthBar
			Attributes AlwaysCrit
			ClassIcon heavy_fists_electro
			ItemAttributes
			{
				ItemName "tf_weapon_shotgun_hwg"
				// "is_passive_weapon" 1
				"mod max primary clip override" -1
				"fire rate bonus" 0.6144
				"custom item model" models/weapons/c_models/c_boxing_gloves/c_boxing_gloves.mdl
				"override projectile type" 2
				"custom projectile model" models/props_halloween/hwn_spell_boxing_glove.mdl
				
				"projectile speed decreased" 0.5
				"mult projectile scale" 1.5
				
				"projectile health" 50
				"projectile take damage type" 3
				"projectile explode on destroy" 2
				"projectile spread angle penalty" 0
				"mult projectile count" 1
				"ignores other projectiles" 1
				
				"damage bonus" 5
				
				// "stun on hit" 2
				// "stun on hit type" bigbonk
				
				"fire input on hit" "popscript^$CounterStun^"
				
				"fire rate penalty hidden" 2
			}
			ItemAttributes
			{
				ItemName "the killing gloves of boxing"
				"fire rate bonus" 0.4
				"fire rate penalty hidden" 2
				"damage bonus" 1.2
				"is_passive_weapon" 1
			}
			CharacterAttributes
			{
				"move speed bonus"	0.5
				"damage force reduction" 0.3
				"airblast vulnerability multiplier" 0.3
				"override footstep sound set" 2
			}
			
			ShootTemplate    
			{
				Name BlueFist
				ItemName "tf_weapon_shotgun_hwg"
				AttachToProjectile 1 
			}
		}
		T_TFBot_Gooblet
		{
			Class Heavyweapons
			Name "Gooblet"
			Skill Expert
			Health 10000
			Item "The Holiday Punch"
			WeaponRestrictions MeleeOnly
			Attributes AlwaysCrit
			Attributes AlwaysFireWeapon
			Attributes UseBossHealthBar
			Scale 0.75
			Action Mobber
			ClassIcon heavy_fists_electro
			CharacterAttributes
			{
				"move speed bonus"	2
				"fire rate bonus" 0.25
				"melee range multiplier" 0.75 //stubby arms
				"jarate backstabber" 1
			}
		}
		
		T_TFBot_Medic_Vac_MeleeOnly
		{
			ClassIcon	medic_vac_trio_nys
			Health	150
			Name	"Melee Only Vac Medic"
			Class	Medic
			Skill	Normal
			ItemAttributes
			{
				ItemName	tf_weapon_syringegun_medic
				"damage penalty"	0.1
			}
			ItemAttributes
			{
				ItemName	"TF_WEAPON_MEDIGUN"
				"ubercharge rate bonus"	100000.0
				"bot medic uber health threshold"	151
				"medigun bullet resist passive" 0
				"medigun bullet resist deployed" 0
				"medigun blast resist passive" 0
				"medigun blast resist deployed" 0
				"medigun fire resist passive" 0
				"medigun fire resist deployed" 0
				"effect cond override" 3947322
				"effect add attributes" "dmg taken from blast reduced|0|dmg taken from bullets reduced|0|dmg taken from fire reduced|0"
			}
			CharacterAttributes
			{
				"bot medic uber health threshold"	4501
			}
		}
		
		T_TFBot_Demoknight_Claid
		{
			ClassIcon	demoknight_charge
			Health	200
			Name	Demoknight
			Class	Demoman
			Skill	Hard
			WeaponRestrictions	MeleeOnly
			Item	"the chargin' targe"
			Item	"The Claidheamohmor"
			Name "Chargin' Knight"
			ItemAttributes
			{
				ItemName "the chargin' targe"
				"Attack not cancel charge" 1
			}	
			CharacterAttributes
			{
				"critboost on kill" 3
				"mult stun resistance" 0
				"charge recharge rate increased" 3
			}
		}
	}
	
	Mission
	{
		Objective DestroySentries
		Where spawnbot_mission_sentry_buster
		BeginAtWave 1
		RunForThisManyWaves 7
		InitialCooldown 40
		CooldownTime 40
		
		RandomChoice
		{
			Shuffle 1
			TFBot
			{
				Template T_TFBot_SentryBuster
			}
			TFBot
			{
				Template T_TFBot_SentryBuster
			}
			TFBot
			{
				Template T_TFBot_SentryBuster
			}
			
			TFBot
			{
				Template T_TFBot_Buster_Healing
			}
			TFBot
			{
				Template T_TFBot_Buster_Healing
			}

			TFBot
			{
				Template T_TFBot_Buster_Minelayer
			}
			TFBot
			{
				Template T_TFBot_Buster_Minelayer
			}

			TFBot
			{
				Template T_TFBot_Buster_Grapple
			}
			TFBot
			{
				Template T_TFBot_Buster_Grapple
			}
			
			TFBot
			{
				Template T_TFBot_Buster_Charging
			}

			Squad
			{
				NoWaitForFormation 1   // Prevents squad leader from waiting for squad members
				NoFormation 1   // Diasables formation. Squad members behave like regular bots
				
				TFBot
				{
					Template T_TFBot_Buster_Mini
				}

				TFBot
				{
					Template T_TFBot_Buster_Mini
				}

				TFBot
				{
					Template T_TFBot_Buster_Mini
				}
		
				TFBot
				{
					Template T_TFBot_Buster_Mini
				}
				
				TFBot
				{
					Template T_TFBot_Buster_Mini
				}
			}
		}
	}
	
	Mission
	{
		Objective Spy
		Where spawnbot_mission_sniper
		BeginAtWave 2
		RunForThisManyWaves 2
		InitialCooldown 60
		CooldownTime 30
		DesiredCount 2
		
		TFBot
		{
			Template T_TFBot_Spy
		}
	}
	
	Mission
	{
		Objective Sniper
		Where spawnbot_mission_sniper
		BeginAtWave 2
		RunForThisManyWaves 2
		InitialCooldown 45
		CooldownTime 45
		DesiredCount 2
		
		TFBot
		{
			Template T_TFBot_Sniper_Marking
		}
	}
	
	Wave 	//WAVE 1 //CORE UPGRADE
	{
		StartWaveOutput
		{
			Target wave_start_relay
			Action Trigger
		}
		InitWaveOutput
		{
			Target bignet
			Action RunScriptCode 
			Param "
				EntFire( `bombpath_clear`, `trigger`, null, 1.5, null )
				EntFire( `bombpath_select_left1`, `trigger`, null, 2, null )
			"
		}
		DoneOutput					
		{
			Target wave_finished_relay
			Action Trigger
		}	
		
		Explanation
		{
			Line "{reset}WELCOME DEFENSE BATTALION {yellow}C7-C2"
			Line "{reset}YOUR DIRECTIVE: {green}DEFEND THE CLIFFSIDE OUTPOST"
			Line "{reset}BATTALION LEADER: {yellow}C7-C1"
			Line "{reset}YOU WILL RECEIVE SUPPORT FROM BATTALIONS {yellow}C7-C1{reset}, {yellow}C7-C3"
			Line ""
			Line "{yellow}PLEASE CHOOSE YOUR {blue}PERK{yellow} AT THE CLOSEST UPGRADE STATION"
			Line "{yellow}EACH WAVE YOU WILL BE ABLE TO BUY ONE MORE"
			Line "{yellow}WEAPONS CAN BE OVERCLOCKED TO GIVE THEM POWERFUL BOOSTS"
		}
		
		WaveSpawn
		{
			Name w1_red_support_engie
			TotalCurrency	0
			TotalCount	1
			MaxActive	1
			SpawnCount	1
			WaitBeforeStarting	0
			WaitBetweenSpawns	0
			Where	spawnbot
			Support 1
			
			TFBot
			{
				Class Engineer
				AddTemplate Sig_Red_Base
				Skill Expert
				StripItemSlot 0
				StripItemSlot 1
				Health 500
				Action Passive
				NoCrouchButtonRelease 1
				
				ExtAttr IgnorePlayers
				ExtAttr IgnoreNPC
				ExtAttr IgnoreBuildings
				
				FireInput
				{
					Delay 0
					Repeats 1
					Target !self
					Action $SetLocalOrigin
					Param "1206 633 640"
				}
				CharacterAttributes
				{
					"Construction rate increased" 2
					"Repair rate increased" 2
					"upgrade rate decrease" 2
					"engy building health bonus" 3
					"engy dispenser radius increased" 4
					"destroy buildings on death" 1
				}
				EventChangeAttributes
				{
					Default
					{
						ClientCommand  
						{
							Name "build 2"
							Delay 0
							Repeats 1
						}
						InterruptAction
						{
							Target "299 337 704"
							AimTarget "-257 782 690"
							
							Delay 0.5
							Repeats 1
							Duration 0
							
							Distance 128
							AddToQueue 1
							WaitUntilDone 1
							OnDoneChangeAttributes "CrouchWalk"
						}
						
					}
					CrouchWalk
					{
						ClientCommand  
						{
							Name "build 2"
							Delay 0
							Repeats 1
						}
						InterruptAction
						{
							Target "73 391 704"
							AimTarget "98 2124 712"
							
							Delay 0.5
							Repeats 1
							Duration 1
							
							Distance 16
							AddToQueue 1
							WaitUntilDone 1
							OnDoneChangeAttributes "Build"
						}
						FireWeapon
						{
							Delay 0.5
							Cooldown 0.5
							Repeats 0
							Duration 0.5
							Type "Crouch"
						}
					}
					Build
					{
						ClientCommand  
						{
							Name "build 2"
							Delay 0
							Repeats 1
						}
						FireWeapon
						{
							Delay 0
							Cooldown 1
							Repeats 0
							Duration 1
							Type "Crouch"
						}
						FireWeapon
						{
							Delay 0.5
							Cooldown 0.5
							Repeats 1
							Duration 0.5
							Type "Primary"
						}
						InterruptAction
						{
							Target "73 391 704"
							AimTarget "98 2124 712"
							
							Delay 0.1
							Repeats 1
							Duration 1
							CoolDown 1
							
							Distance 16
							AddToQueue 1
						}
						
						ClientCommand  
						{
							Name "build 0"
							Delay 1
							Repeats 1
						}
						InterruptAction
						{
							Target "73 391 704"
							AimTarget "767 110 733"
							
							Delay 1
							Repeats 1
							Duration 1
							CoolDown 1
							
							Distance 16
							AddToQueue 1
							WaitUntilDone 1
						}
						FireWeapon
						{
							Delay 2
							Cooldown 0.5
							Repeats 0
							Duration 0.5
							Type "Primary"
						}
						
						InterruptAction
						{
							Target "73 391 704"
							AimTarget "98 2124 712"
							
							Delay 2.5
							Repeats 0
							Duration 4
							CoolDown 1
							
							Distance 16
							AddToQueue 1
							WaitUntilDone 1
						}
						InterruptAction
						{
							Target "73 391 704"
							AimTarget "767 110 733"
							
							Delay 3
							Repeats 0
							Duration 2
							CoolDown 1
							
							Distance 16
							AddToQueue 1
							WaitUntilDone 1
						}
					}
				}
			}
		}
		WaveSpawn
		{
			Name w1_red_support_fos
			TotalCurrency	0
			TotalCount	3
			MaxActive	3
			SpawnCount	1
			WaitBeforeStarting	10
			WaitBetweenSpawns	6
			Where	spawnbot
			Support 1
			
			TFBot
			{
				Template T_TFBot_Heavyweapons_Fist
				AddTemplate Sig_Red_Base
				FireInput
				{
					Delay 0
					Repeats 1
					Target !self
					Action $SetLocalOrigin
					Param "-353 697 832"
				}
			}
		}
		
		WaveSpawn
		{
			Name w1_a1
			TotalCurrency	0
			TotalCount	1
			MaxActive	1
			SpawnCount	1
			WaitBeforeStarting	0
			WaitBetweenSpawns	0
			Where	spawnbot
			
			TFBot
			{
				Template T_TFBot_Giant_Soldier_Beggars
				CharacterAttributes
				{
					"move speed bonus"	0.5
					"damage force reduction" 0.4
					"airblast vulnerability multiplier" 0.4
					"override footstep sound set" 3
					"fire rate bonus HIDDEN" 0.5
					// "move speed penalty" 1.2
					// "faster reload rate" 0.5
					// "projectile speed increased" 1.2
				}
			}
		}
		
		WaveSpawn
		{
			Name w1_b1
			WaitForAllDead w1_a1
			TotalCurrency	0
			TotalCount	24
			MaxActive	12
			SpawnCount	2
			WaitBeforeStarting	0
			WaitBetweenSpawns	2
			Where	spawnbot
			
			Squad
			{
				TFBot
				{
					Class Pyro
					Attributes AlwaysFireWeapon
					Skill Hard
				}
				TFBot
				{
					Template T_TFBot_Medic_BigHeal
					Name "Infinite Uber Bigheal Medic"
					ClassIcon medic_inf
					Attributes SpawnWithFullCharge
					ItemAttributes
					{
						ItemName "The Quick-Fix"
						"uber duration bonus" 69420
						"bot medic uber health threshold" 69420
					}
				}
			}
		}
		
		WaveSpawn
		{
			Name w1_c1
			WaitForAllDead w1_b1
			TotalCurrency	0
			TotalCount	12
			MaxActive	6
			SpawnCount	1
			WaitBeforeStarting	0
			WaitBetweenSpawns	2
			Where	spawnbot_flank_left
			Where	spawnbot_flank_right
			
			Squad //This file has been generated by http://mvm.tf
			{
				TFBot
				{
					Class Pyro
					Attributes AlwaysFireWeapon
					Attributes AlwaysCrit
					Skill Hard
					ClassIcon pyro_crit
				}
			}
		}
		WaveSpawn
		{
			Name w1_c1
			WaitForAllSpawned w1_b1
			TotalCurrency	0
			TotalCount	3
			MaxActive	3
			SpawnCount	1
			WaitBeforeStarting	0
			WaitBetweenSpawns	15
			Where	spawnbot
			
			TFBot
			{
				Template T_TFBot_Giant_Soldier
				Name "Giant Freeze-Frame Soldier"
				ClassIcon soldier_stun_burstfire
				
				ItemAttributes
				{
					ItemName TF_WEAPON_ROCKETLAUNCHER
					
					"clip size bonus" 4
					"force fire full clip" 1
					"rocket specialist" 1
					"fire rate bonus" 0.25
					"faster reload rate" 0.2
					"proj attribute pattern" "projectile acceleration start time|4&projectile acceleration start time|3.8&projectile acceleration start time|3.6&projectile acceleration start time|3.2&projectile acceleration start time|3&projectile acceleration start time|2.8&projectile acceleration start time|2.6&projectile acceleration start time|2.4&projectile acceleration start time|2.2&projectile acceleration start time|2&projectile acceleration start time|1.8&projectile acceleration start time|1.6&projectile acceleration start time|1.4&projectile acceleration start time|1.2&projectile acceleration start time|1&projectile acceleration start time|0.8"
					"projectile speed decreased" 0.001
					"projectile acceleration" 5500
					"projectile acceleration time" 1
				}
			}
		}
		WaveSpawn
		{
			Name w1_support
			WaitForAllSpawned w1_b1
			TotalCurrency	0
			TotalCount	8
			MaxActive	8
			SpawnCount	2
			WaitBeforeStarting	5
			WaitBetweenSpawns	4
			Where	spawnbot_flank_left
			Where	spawnbot_flank_right
			RandomSpawn 1
			Support 1
			
			TFBot
			{
				Template T_TFBot_Scout_Sandman_FastCharge_Mark
			}
		}
		
		WaveSpawn
		{
			Name w1_d1
			WaitForAllDead w1_c1
			TotalCurrency	0
			TotalCount	1
			MaxActive	1
			SpawnCount	1
			WaitBeforeStarting	5
			WaitBetweenSpawns	4
			
			Tank
			{
				Health 6000
				Speed 75
				MaxTurnRate 75
				Name "blimp"
				Classicon blimp2_lite
				StartingPathTrackNode "boss_blimp_path1"
				OnBombDroppedOutput
				{
					Target boss_deploy_relay
					Action Trigger
				}
			}
		}
		WaveSpawn
		{
			Name w1_d1
			WaitForAllDead w1_c1
			TotalCurrency	0
			TotalCount	2
			MaxActive	2
			SpawnCount	1
			WaitBeforeStarting	10
			WaitBetweenSpawns	20
			Where spawnbot_flank_left
			
			TFBot
			{
				Template T_TFBot_Giant_Scout_Bonk_BulletVac
				Item "The Atomizer"
				WeaponRestrictions MeleeOnly
				CharacterAttributes
				{
					"damage force reduction" 0.7
					"airblast vulnerability multiplier" 0.7
					"override footstep sound set" 5
					"effect bar recharge rate increased" 0.2
				}
			}
		}
		WaveSpawn
		{
			Name w1_d1
			WaitForAllDead w1_c1
			TotalCurrency	0
			TotalCount	2
			MaxActive	2
			SpawnCount	1
			WaitBeforeStarting	10
			WaitBetweenSpawns	20
			Where spawnbot_flank_right
			
			TFBot
			{
				Template T_TFBot_Giant_Scout_Bonk_BlastVac
				Item "The Atomizer"
				WeaponRestrictions MeleeOnly
				CharacterAttributes
				{
					"damage force reduction" 0.7
					"airblast vulnerability multiplier" 0.7
					"override footstep sound set" 5
					"effect bar recharge rate increased" 0.2
				}
			}
		}
		
		WaveSpawn
		{
			WaitForAllDead w1_d1
			WaitBeforeStarting 3
			WaitBetweenSpawns 0
			TotalCurrency 150
			TotalCount	1
			MaxActive	1
			SpawnCount	1
			HideIcon 1
			Where spawnbot
			TFBot
			{
				Class scout
				CharacterAttributes
				{
					"force distribute currency on death" 1
					"is suicide counter" 125
				}
				FireInput
				{
					Target !self
					Action $Suicide
					Delay 0.1
				}
			}
		}
	}
	
	Wave 	//WAVE 2 //CORE UPGRADE
	{
		StartWaveOutput
		{
			Target wave_start_relay
			Action Trigger
		}
		InitWaveOutput
		{
			Target bignet
			Action RunScriptCode 
			Param "
				EntFire( `bombpath_clear`, `trigger`, null, 1.5, null )
				EntFire( `bombpath_select_right`, `trigger`, null, 2, null )
			"
		}
		DoneOutput					
		{
			Target wave_finished_relay
			Action trigger
		}	
		
		Explanation
		{
			Line "{red}WARNING: INVALID CORE INDEX ID. PLEASE REPORT THIS ISSUE TO MANNCO"
		}
		
		WaveSpawn
		{
			Name w2_red_support_engie
			TotalCurrency	0
			TotalCount	1
			MaxActive	1
			SpawnCount	1
			WaitBeforeStarting	0
			WaitBetweenSpawns	0
			Where	spawnbot
			Support 1
			
			TFBot
			{
				Class Engineer
				AddTemplate Sig_Red_Base
				Skill Expert
				StripItemSlot 0
				StripItemSlot 1
				Health 500
				Action Passive
				NoCrouchButtonRelease 1
				
				ExtAttr IgnorePlayers
				ExtAttr IgnoreNPC
				ExtAttr IgnoreBuildings
				
				FireInput
				{
					Delay 0
					Repeats 1
					Target !self
					Action $SetLocalOrigin
					Param "1206 633 640"
				}
				CharacterAttributes
				{
					"Construction rate increased" 2
					"Repair rate increased" 2
					"upgrade rate decrease" 2
					"engy building health bonus" 3
					"engy dispenser radius increased" 4
					"destroy buildings on death" 1
				}
				EventChangeAttributes
				{
					Default
					{
						ClientCommand  
						{
							Name "build 2"
							Delay 0
							Repeats 1
						}
						InterruptAction
						{
							Target "299 337 704"
							AimTarget "-257 782 690"
							
							Delay 0.5
							Repeats 1
							Duration 0
							
							Distance 128
							AddToQueue 1
							WaitUntilDone 1
							OnDoneChangeAttributes "CrouchWalk"
						}
						
					}
					CrouchWalk
					{
						ClientCommand  
						{
							Name "build 2"
							Delay 0
							Repeats 1
						}
						InterruptAction
						{
							Target "73 391 704"
							AimTarget "98 2124 712"
							
							Delay 0.5
							Repeats 1
							Duration 1
							
							Distance 16
							AddToQueue 1
							WaitUntilDone 1
							OnDoneChangeAttributes "Build"
						}
						FireWeapon
						{
							Delay 0.5
							Cooldown 0.5
							Repeats 0
							Duration 0.5
							Type "Crouch"
						}
					}
					Build
					{
						ClientCommand  
						{
							Name "build 2"
							Delay 0
							Repeats 1
						}
						FireWeapon
						{
							Delay 0
							Cooldown 1
							Repeats 0
							Duration 1
							Type "Crouch"
						}
						FireWeapon
						{
							Delay 0.5
							Cooldown 0.5
							Repeats 1
							Duration 0.5
							Type "Primary"
						}
						InterruptAction
						{
							Target "73 391 704"
							AimTarget "98 2124 712"
							
							Delay 0.1
							Repeats 1
							Duration 1
							CoolDown 1
							
							Distance 16
							AddToQueue 1
						}
						
						ClientCommand  
						{
							Name "build 0"
							Delay 1
							Repeats 1
						}
						InterruptAction
						{
							Target "73 391 704"
							AimTarget "767 110 733"
							
							Delay 1
							Repeats 1
							Duration 1
							CoolDown 1
							
							Distance 16
							AddToQueue 1
							WaitUntilDone 1
						}
						FireWeapon
						{
							Delay 2
							Cooldown 0.5
							Repeats 0
							Duration 0.5
							Type "Primary"
						}
						
						InterruptAction
						{
							Target "73 391 704"
							AimTarget "98 2124 712"
							
							Delay 2.5
							Repeats 0
							Duration 4
							CoolDown 1
							
							Distance 16
							AddToQueue 1
							WaitUntilDone 1
						}
						InterruptAction
						{
							Target "73 391 704"
							AimTarget "767 110 733"
							
							Delay 3
							Repeats 0
							Duration 2
							CoolDown 1
							
							Distance 16
							AddToQueue 1
							WaitUntilDone 1
						}
					}
				}
			}
		}
		WaveSpawn
		{
			Name w2_red_support_demos
			WaitForAllDead w2_a1
			TotalCurrency	0
			TotalCount	4
			MaxActive	4
			SpawnCount	2
			WaitBeforeStarting	0
			WaitBetweenSpawns	6
			Where	spawnbot
			Support 1
			
			TFBot
			{
				Template T_TFBot_Demo_Burst
				AddTemplate Sig_Red_Base
				
				ItemAttributes
				{
					ItemName "TF_WEAPON_GRENADELAUNCHER"
					"faster reload rate" 1.75
					"fire rate bonus" 0.05
					"clip size penalty" 1
					"projectile spread angle penalty" 3
					//"Projectile speed increased"	1.1
				}
				
				FireInput
				{
					Delay 0
					Repeats 1
					Target !self
					Action $SetLocalOrigin
					Param "1206 633 640"
				}
			}
		}
		
		WaveSpawn
		{
			Name w2_a1
			TotalCurrency	0
			TotalCount	1
			MaxActive	1
			SpawnCount	1
			WaitBeforeStarting	0
			WaitBetweenSpawns	0
			Where	spawnbot
			
			TFBot
			{
				Template T_TFBot_Giant_Soldier_Beggars
				CharacterAttributes
				{
					"move speed bonus"	0.5
					"damage force reduction" 0.4
					"airblast vulnerability multiplier" 0.4
					"override footstep sound set" 3
					"fire rate bonus HIDDEN" 0.5
					"move speed penalty" 1.2
					"faster reload rate" 0.5
					"projectile speed increased" 1.2
				}
			}
		}
		
		WaveSpawn
		{
			Name w2_b1
			WaitForAllDead w2_a1
			TotalCurrency	0
			TotalCount	69
			MaxActive	12
			SpawnCount	1
			WaitBeforeStarting	0
			WaitBetweenSpawns	1
			Where	spawnbot
			
			TFBot
			{
				Template T_TFBot_Soldier_Bison_Spammer
				ClassIcon 	soldier_bison_rainbow_giant
				Name "Gayson Soldier"
				ItemAttributes
				{
					ItemName	"the righteous bison"
					"fire rate bonus"	0.75
					"faster reload rate"	-0.4
					"particle color rainbow" 25
				}
			}
		}
		WaveSpawn
		{
			Name w2_b1
			WaitForAllDead w2_a1
			TotalCurrency	0
			TotalCount	3
			MaxActive	3
			SpawnCount	1
			WaitBeforeStarting	5
			WaitBetweenSpawns	30
			Where	spawnbot
			
			TFBot
			{
				Template T_TFBot_Giant_Soldier
				Name "Giant Shotgun Soldier"
				ClassIcon shotgun_thumper_lite
				Item "Thumper"
				StripItemSlot 0
				StripItemSlot 2
				
				ItemAttributes
				{
					ItemName "Thumper"
					"damage bonus" 3
					"weapon spread bonus" 0.4
					"maxammo primary increased" 1.5
					"melee attack rate bonus" 0.75
					"bullets per shot bonus" 0.4
					"reload time increased" 1.2
					"no damage falloff" 1
					"mod max primary clip override" -1
					
					"minicritboost on kill" 5
					"custom weapon fire sound" "=80|weapons/shotgun/shotgun_fire6.wav"
					"custom item model" "models/weapons/c_models/c_rapidfire/c_rapidfire_1.mdl"
				}
			}
		}
		
		WaveSpawn
		{
			Name w2_c1
			WaitForAllSpawned w2_b1
			TotalCurrency	0
			TotalCount	1
			MaxActive	1
			SpawnCount	1
			WaitBeforeStarting	0
			WaitBetweenSpawns	1
			
			Tank
			{
				Health 7500
				Speed 75
				MaxTurnRate 75
				Name "blimp^vacblimp_bullet"
				Classicon blimp2_vac_bullet_lite
				StartingPathTrackNode "boss_blimp_pathb1"
				OnBombDroppedOutput
				{
					Target boss_deploy_relay
					Action Trigger
				}
			}
		}
		WaveSpawn
		{
			Name w2_c1
			WaitForAllSpawned w2_b1
			TotalCurrency	0
			TotalCount	1
			MaxActive	1
			SpawnCount	1
			WaitBeforeStarting	5
			WaitBetweenSpawns	1
			
			Tank
			{
				Health 15000
				Speed 75
				MaxTurnRate 75
				Name "vactank_fire"
				Classicon tank_vac_fire_lite
				StartingPathTrackNode "boss_path_abomb"
				OnBombDroppedOutput
				{
					Target boss_deploy_relay
					Action Trigger
				}
			}
		}
		WaveSpawn
		{
			Name w2_c1
			WaitForAllSpawned w2_b1
			TotalCurrency	0
			TotalCount	12
			MaxActive	12
			SpawnCount	6
			WaitBeforeStarting	10
			WaitBetweenSpawns	20
			Where	spawnbot
			
			Squad
			{
				TFBot
				{
					Template T_TFBot_Giant_Scout_BFB
				}
				TFBot
				{
					Template T_TFBot_Giant_Medic_Vac_Blast
				}
				
				TFBot
				{
					Template T_TFBot_Scout_Bonk_BlastVac
				}
				TFBot
				{
					Template T_TFBot_Scout_Bonk_BlastVac
				}
				TFBot
				{
					Template T_TFBot_Scout_Bonk_BlastVac
				}
				TFBot
				{
					Template T_TFBot_Scout_Bonk_BlastVac
				}
			}
		}
		
		WaveSpawn
		{
			Name w2_d1
			WaitForAllDead w2_c1
			TotalCurrency	0
			TotalCount	1
			MaxActive	1
			SpawnCount	1
			WaitBeforeStarting	0
			WaitBetweenSpawns	0
			Where	spawnbot
			FirstSpawnWarningSound "vo\mvm\mght\heavy_mvm_m_award03.mp3"
			
			TFBot
			{
				Template T_TFBot_Giant_Goobert
			}
		}
		WaveSpawn
		{
			WaitForAllDead w2_c1
			FirstSpawnWarningSound "vo\mvm\mght\heavy_mvm_m_award03.mp3"
		}
		WaveSpawn
		{
			WaitForAllDead w2_c1
			FirstSpawnWarningSound "vo\mvm\mght\heavy_mvm_m_award03.mp3"
		}
		WaveSpawn
		{
			Name w2_d1
			WaitForAllDead w2_c1
			TotalCurrency	0
			TotalCount	1
			MaxActive	1
			SpawnCount	1
			WaitBeforeStarting	4
			WaitBetweenSpawns	0
			Where	spawnbot
			FirstSpawnWarningSound "vo\mvm\norm\heavy_mvm_award08.mp3"
			
			TFBot
			{
				Template T_TFBot_Gooblet
			}
		}
		WaveSpawn
		{
			WaitForAllDead w2_c1
			WaitBeforeStarting	4
			FirstSpawnWarningSound "vo\mvm\norm\heavy_mvm_award08.mp3"
		}
		WaveSpawn
		{
			WaitForAllDead w2_c1
			WaitBeforeStarting	4
			FirstSpawnWarningSound "vo\mvm\norm\heavy_mvm_award08.mp3"
		}
		
		WaveSpawn
		{
			WaitForAllDead w1_d1
			WaitBeforeStarting 3
			WaitBetweenSpawns 0
			TotalCurrency 150
			TotalCount	1
			MaxActive	1
			SpawnCount	1
			HideIcon 1
			Where spawnbot
			TFBot
			{
				Class scout
				CharacterAttributes
				{
					"force distribute currency on death" 1
					"is suicide counter" 125
				}
				FireInput
				{
					Target !self
					Action $Suicide
					Delay 0.1
				}
			}
		}
	}
	
	Wave 	//WAVE 3 //CORE UPGRADE
	{
		StartWaveOutput
		{
			Target wave_start_relay
			Action Trigger
		}
		InitWaveOutput
		{
			Target bignet
			Action RunScriptCode 
			Param "
				EntFire( `bombpath_clear`, `trigger`, null, 1.5, null )
				EntFire( `bombpath_select_left1`, `trigger`, null, 2, null )
			"
		}
		DoneOutput					
		{
			Target wave_finished_relay
			Action trigger
		}	
		
		WaveSpawn
		{
			Name w3_red_support_engie
			TotalCurrency	0
			TotalCount	1
			MaxActive	1
			SpawnCount	1
			WaitBeforeStarting	0
			WaitBetweenSpawns	0
			Where	spawnbot
			Support 1
			
			TFBot
			{
				Class Engineer
				AddTemplate Sig_Red_Base
				Skill Expert
				StripItemSlot 0
				StripItemSlot 1
				Health 500
				Action Passive
				NoCrouchButtonRelease 1
				
				ExtAttr IgnorePlayers
				ExtAttr IgnoreNPC
				ExtAttr IgnoreBuildings
				
				FireInput
				{
					Delay 0
					Repeats 1
					Target !self
					Action $SetLocalOrigin
					Param "1206 633 640"
				}
				CharacterAttributes
				{
					"Construction rate increased" 2
					"Repair rate increased" 2
					"upgrade rate decrease" 2
					"engy building health bonus" 3
					"engy dispenser radius increased" 4
					"destroy buildings on death" 1
				}
				EventChangeAttributes
				{
					Default
					{
						ClientCommand  
						{
							Name "build 2"
							Delay 0
							Repeats 1
						}
						InterruptAction
						{
							Target "299 337 704"
							AimTarget "-257 782 690"
							
							Delay 0.5
							Repeats 1
							Duration 0
							
							Distance 128
							AddToQueue 1
							WaitUntilDone 1
							OnDoneChangeAttributes "CrouchWalk"
						}
						
					}
					CrouchWalk
					{
						ClientCommand  
						{
							Name "build 2"
							Delay 0
							Repeats 1
						}
						InterruptAction
						{
							Target "73 391 704"
							AimTarget "98 2124 712"
							
							Delay 0.5
							Repeats 1
							Duration 1
							
							Distance 16
							AddToQueue 1
							WaitUntilDone 1
							OnDoneChangeAttributes "Build"
						}
						FireWeapon
						{
							Delay 0.5
							Cooldown 0.5
							Repeats 0
							Duration 0.5
							Type "Crouch"
						}
					}
					Build
					{
						ClientCommand  
						{
							Name "build 2"
							Delay 0
							Repeats 1
						}
						FireWeapon
						{
							Delay 0
							Cooldown 1
							Repeats 0
							Duration 1
							Type "Crouch"
						}
						FireWeapon
						{
							Delay 0.5
							Cooldown 0.5
							Repeats 1
							Duration 0.5
							Type "Primary"
						}
						InterruptAction
						{
							Target "73 391 704"
							AimTarget "98 2124 712"
							
							Delay 0.1
							Repeats 1
							Duration 1
							CoolDown 1
							
							Distance 16
							AddToQueue 1
						}
						
						ClientCommand  
						{
							Name "build 0"
							Delay 1
							Repeats 1
						}
						InterruptAction
						{
							Target "73 391 704"
							AimTarget "767 110 733"
							
							Delay 1
							Repeats 1
							Duration 1
							CoolDown 1
							
							Distance 16
							AddToQueue 1
							WaitUntilDone 1
						}
						FireWeapon
						{
							Delay 2
							Cooldown 0.5
							Repeats 0
							Duration 0.5
							Type "Primary"
						}
						
						InterruptAction
						{
							Target "73 391 704"
							AimTarget "98 2124 712"
							
							Delay 2.5
							Repeats 0
							Duration 4
							CoolDown 1
							
							Distance 16
							AddToQueue 1
							WaitUntilDone 1
						}
						InterruptAction
						{
							Target "73 391 704"
							AimTarget "767 110 733"
							
							Delay 3
							Repeats 0
							Duration 2
							CoolDown 1
							
							Distance 16
							AddToQueue 1
							WaitUntilDone 1
						}
					}
				}
			}
		}
		WaveSpawn
		{
			Name w3_red_support
			TotalCurrency	0
			TotalCount	6
			MaxActive	6
			SpawnCount	2
			WaitBeforeStarting	0
			WaitBetweenSpawns	3
			Where	spawnbot
			Support 1
			
			TFBot
			{
				Template T_TFBot_Soldier_Rocket_Spec
				AddTemplate Sig_Red_Base
				
				FireInput
				{
					Delay 0
					Repeats 1
					Target !self
					Action $SetLocalOrigin
					Param "1206 633 640"
				}
			}
		}
		
		WaveSpawn
		{
			Name w3_a1
			TotalCurrency	0
			TotalCount	1
			MaxActive	1
			SpawnCount	1
			WaitBeforeStarting	0
			WaitBetweenSpawns	0
			Where	spawnbot
			
			TFBot
			{
				Template T_TFBot_Giant_Soldier_Beggars
				CharacterAttributes
				{
					"move speed bonus"	0.5
					"damage force reduction" 0.4
					"airblast vulnerability multiplier" 0.4
					"override footstep sound set" 3
					"fire rate bonus HIDDEN" 0.5
					"move speed penalty" 1.2
					"faster reload rate" 0.5
					"projectile speed increased" 1.2
					"rocket specialist" 1
				}
			}
		}
		
		WaveSpawn
		{
			Name w3_b1
			WaitForAllSpawned w3_a1
			TotalCurrency	0
			TotalCount	12
			MaxActive	12
			SpawnCount	2
			WaitBeforeStarting	15
			WaitBetweenSpawns	2
			Where	spawnbot
			
			TFBot
			{
				Template T_TFBot_Demoman_Samurai 
				Name "Cheating Samurai Demo"
				Action Mobber
				CharacterAttributes
				{
					"charge time increased" 2
					"charge recharge rate increased" 69420
					"increased jump height" 2.3
					"bot custom jump particle"	1
					"damage bonus"	1.5
					"cancel falling damage" 1
					"no clip" 1
					"fire rate bonus" 0.75
					"is suicide counter" 15
				}
			}
		}
		WaveSpawn
		{
			Name w3_b1
			WaitForAllSpawned w3_a1
			TotalCurrency	0
			TotalCount	3
			MaxActive	3
			SpawnCount	1
			WaitBeforeStarting	20
			WaitBetweenSpawns	4
			Where	spawnbot
			
			TFBot
			{
				Template T_TFBot_Demoman_Samurai 
			}
		}
		
		WaveSpawn
		{
			Name w3_c1
			WaitForAllSpawned w3_b1
			TotalCurrency	0
			TotalCount	12
			MaxActive	12
			SpawnCount	2
			WaitBeforeStarting	0
			WaitBetweenSpawns	2
			Where	spawnbot
			
			Squad
			{
				TFBot
				{
					Template T_TFBot_Heavyweapons_Gnome
				}
				TFBot
				{
					Template T_TFBot_Medic_Vac_MeleeOnly
				}
			}
		}
		
		WaveSpawn
		{
			Name w3_d1
			WaitForAllDead w3_c1
			TotalCurrency	0
			TotalCount	24
			MaxActive	12
			SpawnCount	2
			WaitBeforeStarting	7
			WaitBetweenSpawns	2
			Where	spawnbot
			
			Squad
			{
				TFBot
				{
					Template T_TFBot_Heavyweapons_Gnome
				}
				TFBot
				{
					Template T_TFBot_Medic_Vac_MeleeOnly
				}
			}
		}
		WaveSpawn
		{
			Name w3_d1
			WaitForAllDead w3_c1
			TotalCurrency	0
			TotalCount	1
			MaxActive	1
			SpawnCount	1
			WaitBeforeStarting	5
			WaitBetweenSpawns	2
			Where	spawnbot
			
			Tank
			{
				Health 27500
				Speed 75
				MaxTurnRate 75
				Name "stickytank"
				Classicon tank_sticky_hellmet
				StartingPathTrackNode "boss_path_wbomb"
				OnBombDroppedOutput
				{
					Target boss_deploy_relay
					Action Trigger
				}
			}
		}
		
		WaveSpawn
		{
			WaitForAllDead w3_d1
			WaitBeforeStarting 3
			WaitBetweenSpawns 0
			TotalCurrency 150
			TotalCount	1
			MaxActive	1
			SpawnCount	1
			HideIcon 1
			Where spawnbot
			TFBot
			{
				Class scout
				CharacterAttributes
				{
					"force distribute currency on death" 1
					"is suicide counter" 125
				}
				FireInput
				{
					Target !self
					Action $Suicide
					Delay 0.1
				}
			}
		}
	}

	Wave 	//WAVE 4 //CORE UPGRADE
	{
		StartWaveOutput
		{
			Target wave_start_relay
			Action Trigger
		}
		InitWaveOutput
		{
			Target bignet
			Action RunScriptCode 
			Param "
				EntFire( `bombpath_clear`, `trigger`, null, 1.5, null )
				EntFire( `bombpath_select_right`, `trigger`, null, 2, null )
			"
		}
		DoneOutput					
		{
			Target wave_finished_relay
			Action trigger
		}	
		
		WaveSpawn
		{
			Name w4_red_support_engie
			TotalCurrency	0
			TotalCount	1
			MaxActive	1
			SpawnCount	1
			WaitBeforeStarting	0
			WaitBetweenSpawns	0
			Where	spawnbot
			Support 1
			
			TFBot
			{
				Class Engineer
				AddTemplate Sig_Red_Base
				Skill Expert
				StripItemSlot 0
				StripItemSlot 1
				Health 500
				Action Passive
				NoCrouchButtonRelease 1
				
				ExtAttr IgnorePlayers
				ExtAttr IgnoreNPC
				ExtAttr IgnoreBuildings
				
				FireInput
				{
					Delay 0
					Repeats 1
					Target !self
					Action $SetLocalOrigin
					Param "1206 633 640"
				}
				CharacterAttributes
				{
					"Construction rate increased" 2
					"Repair rate increased" 2
					"upgrade rate decrease" 2
					"engy building health bonus" 3
					"engy dispenser radius increased" 4
					"destroy buildings on death" 1
				}
				EventChangeAttributes
				{
					Default
					{
						ClientCommand  
						{
							Name "build 2"
							Delay 0
							Repeats 1
						}
						InterruptAction
						{
							Target "299 337 704"
							AimTarget "-257 782 690"
							
							Delay 0.5
							Repeats 1
							Duration 0
							
							Distance 128
							AddToQueue 1
							WaitUntilDone 1
							OnDoneChangeAttributes "CrouchWalk"
						}
						
					}
					CrouchWalk
					{
						ClientCommand  
						{
							Name "build 2"
							Delay 0
							Repeats 1
						}
						InterruptAction
						{
							Target "73 391 704"
							AimTarget "98 2124 712"
							
							Delay 0.5
							Repeats 1
							Duration 1
							
							Distance 16
							AddToQueue 1
							WaitUntilDone 1
							OnDoneChangeAttributes "Build"
						}
						FireWeapon
						{
							Delay 0.5
							Cooldown 0.5
							Repeats 0
							Duration 0.5
							Type "Crouch"
						}
					}
					Build
					{
						ClientCommand  
						{
							Name "build 2"
							Delay 0
							Repeats 1
						}
						FireWeapon
						{
							Delay 0
							Cooldown 1
							Repeats 0
							Duration 1
							Type "Crouch"
						}
						FireWeapon
						{
							Delay 0.5
							Cooldown 0.5
							Repeats 1
							Duration 0.5
							Type "Primary"
						}
						InterruptAction
						{
							Target "73 391 704"
							AimTarget "98 2124 712"
							
							Delay 0.1
							Repeats 1
							Duration 1
							CoolDown 1
							
							Distance 16
							AddToQueue 1
						}
						
						ClientCommand  
						{
							Name "build 0"
							Delay 1
							Repeats 1
						}
						InterruptAction
						{
							Target "73 391 704"
							AimTarget "767 110 733"
							
							Delay 1
							Repeats 1
							Duration 1
							CoolDown 1
							
							Distance 16
							AddToQueue 1
							WaitUntilDone 1
						}
						FireWeapon
						{
							Delay 2
							Cooldown 0.5
							Repeats 0
							Duration 0.5
							Type "Primary"
						}
						
						InterruptAction
						{
							Target "73 391 704"
							AimTarget "98 2124 712"
							
							Delay 2.5
							Repeats 0
							Duration 4
							CoolDown 1
							
							Distance 16
							AddToQueue 1
							WaitUntilDone 1
						}
						InterruptAction
						{
							Target "73 391 704"
							AimTarget "767 110 733"
							
							Delay 3
							Repeats 0
							Duration 2
							CoolDown 1
							
							Distance 16
							AddToQueue 1
							WaitUntilDone 1
						}
					}
				}
			}
		}
		WaveSpawn
		{
			Name w4_red_support
			TotalCurrency	0
			TotalCount	2
			MaxActive	2
			SpawnCount	1
			WaitBeforeStarting	0
			WaitBetweenSpawns	10
			Where	spawnbot
			Support 1
			
			TFBot
			{
				Template T_TFBot_Scout_Bonk
				AddTemplate Sig_Red_Base
				
				FireInput
				{
					Delay 0
					Repeats 1
					Target !self
					Action $SetLocalOrigin
					Param "1206 633 640"
				}
			}
		}
		
		WaveSpawn
		{
			Name w4_a1
			TotalCurrency	0
			TotalCount	1
			MaxActive	1
			SpawnCount	1
			WaitBeforeStarting	0
			WaitBetweenSpawns	0
			Where	spawnbot
			
			TFBot
			{
				Template T_TFBot_Giant_Soldier_Beggars
				CharacterAttributes
				{
					"move speed bonus"	0.5
					"damage force reduction" 0.4
					"airblast vulnerability multiplier" 0.4
					"override footstep sound set" 3
					"fire rate bonus HIDDEN" 0.5
					"move speed penalty" 1.2
					"faster reload rate" 0.5
					"projectile speed increased" 1.2
					"rocket specialist" 1
					"blast radius increased" 1.5
					"dmg pierces resists absorbs" 1
				}
			}
		}
		
		WaveSpawn
		{
			Name w4_b1
			WaitForAllDead w4_a1
			TotalCurrency	0
			TotalCount	3
			MaxActive	3
			SpawnCount	1
			WaitBeforeStarting	0
			WaitBetweenSpawns	30
			Where	spawnbot
			
			TFBot
			{
				Template T_TFBot_Giant_Heavyweapons_Deflector
				Attributes AlwaysCrit
				Skill Easy
			}
		}
		WaveSpawn
		{
			Name w4_b1
			WaitForAllDead w4_a1
			TotalCurrency	0
			TotalCount	20
			MaxActive	8
			SpawnCount	1
			WaitBeforeStarting	2
			WaitBetweenSpawns	5
			Where	spawnbot
			
			TFBot
			{
				Template T_TFBot_Soldier_Rocket_Spec_Expert
			}
		}
		
		WaveSpawn
		{
			Name w4_c1
			WaitForAllDead w4_b1
			TotalCurrency	0
			TotalCount	1
			MaxActive	1
			SpawnCount	1
			WaitBeforeStarting	2
			WaitBetweenSpawns	5
			
			Tank
			{
				Health 12000
				Speed 75
				Name "combattank_bomb_nolaser|cannon"
				Classicon tank_grenade
				StartingPathTrackNode "boss_path_wbomb"
				OnBombDroppedOutput
				{
					Target boss_deploy_relay
					Action Trigger
				}
			}
		}
		WaveSpawn
		{
			Name w4_c1
			WaitForAllDead w4_b1
			TotalCurrency	0
			TotalCount	75
			MaxActive	20
			SpawnCount	1
			WaitBeforeStarting	6
			WaitBetweenSpawns	1
			Where	spawnbot
			
			TFBot
			{
				Template T_TFBot_Demoknight_Claid
			}
		}
		
		WaveSpawn
		{
			Name w4_d1
			WaitForAllSpawned w4_c1
			TotalCurrency	0
			TotalCount	36
			MaxActive	24
			SpawnCount	1
			WaitBeforeStarting	0
			WaitBetweenSpawns	1
			Where	spawnbot
			
			TFBot
			{
				Class Soldier
				Skill Easy
				Tag bot_canteencrit
				ClassIcon soldier_critcan
			}
		}
		WaveSpawn
		{
			Name w4_d1
			WaitForAllSpawned w4_c1
			TotalCurrency	0
			TotalCount	12
			MaxActive	12
			SpawnCount	1
			WaitBeforeStarting	0.5
			WaitBetweenSpawns	1
			Where	spawnbot
			
			TFBot
			{
				Class Heavyweapons
				Skill Easy
				Tag bot_canteenuber
				ClassIcon heavy_ubercan
			}
		}
		
		WaveSpawn
		{
			WaitForAllDead w4_d1
			WaitBeforeStarting 3
			WaitBetweenSpawns 0
			TotalCurrency 150
			TotalCount	1
			MaxActive	1
			SpawnCount	1
			HideIcon 1
			Where spawnbot
			TFBot
			{
				Class scout
				CharacterAttributes
				{
					"force distribute currency on death" 1
					"is suicide counter" 125
				}
				FireInput
				{
					Target !self
					Action $Suicide
					Delay 0.1
				}
			}
		}
	}

	Wave 	//WAVE 5 //CORE UPGRADE
	{
		StartWaveOutput
		{
			Target wave_start_relay
			Action Trigger
		}
		InitWaveOutput
		{
			Target bignet
			Action RunScriptCode 
			Param "
				EntFire( `bombpath_clear`, `trigger`, null, 1.5, null )
				EntFire( `bombpath_select_left2`, `trigger`, null, 2, null )
			"
		}
		DoneOutput					
		{
			Target wave_finished_relay
			Action trigger
		}	
		
		WaveSpawn
		{
			Name w5_red_support_engie
			TotalCurrency	0
			TotalCount	1
			MaxActive	1
			SpawnCount	1
			WaitBeforeStarting	0
			WaitBetweenSpawns	0
			Where	spawnbot
			Support 1
			
			TFBot
			{
				Class Engineer
				AddTemplate Sig_Red_Base
				Skill Expert
				StripItemSlot 0
				StripItemSlot 1
				Health 500
				Action Passive
				NoCrouchButtonRelease 1
				
				ExtAttr IgnorePlayers
				ExtAttr IgnoreNPC
				ExtAttr IgnoreBuildings
				
				FireInput
				{
					Delay 0
					Repeats 1
					Target !self
					Action $SetLocalOrigin
					Param "1206 633 640"
				}
				CharacterAttributes
				{
					"Construction rate increased" 2
					"Repair rate increased" 2
					"upgrade rate decrease" 2
					"engy building health bonus" 3
					"engy dispenser radius increased" 4
					"destroy buildings on death" 1
				}
				EventChangeAttributes
				{
					Default
					{
						ClientCommand  
						{
							Name "build 2"
							Delay 0
							Repeats 1
						}
						InterruptAction
						{
							Target "299 337 704"
							AimTarget "-257 782 690"
							
							Delay 0.5
							Repeats 1
							Duration 0
							
							Distance 128
							AddToQueue 1
							WaitUntilDone 1
							OnDoneChangeAttributes "CrouchWalk"
						}
						
					}
					CrouchWalk
					{
						ClientCommand  
						{
							Name "build 2"
							Delay 0
							Repeats 1
						}
						InterruptAction
						{
							Target "73 391 704"
							AimTarget "98 2124 712"
							
							Delay 0.5
							Repeats 1
							Duration 1
							
							Distance 16
							AddToQueue 1
							WaitUntilDone 1
							OnDoneChangeAttributes "Build"
						}
						FireWeapon
						{
							Delay 0.5
							Cooldown 0.5
							Repeats 0
							Duration 0.5
							Type "Crouch"
						}
					}
					Build
					{
						ClientCommand  
						{
							Name "build 2"
							Delay 0
							Repeats 1
						}
						FireWeapon
						{
							Delay 0
							Cooldown 1
							Repeats 0
							Duration 1
							Type "Crouch"
						}
						FireWeapon
						{
							Delay 0.5
							Cooldown 0.5
							Repeats 1
							Duration 0.5
							Type "Primary"
						}
						InterruptAction
						{
							Target "73 391 704"
							AimTarget "98 2124 712"
							
							Delay 0.1
							Repeats 1
							Duration 1
							CoolDown 1
							
							Distance 16
							AddToQueue 1
						}
						
						ClientCommand  
						{
							Name "build 0"
							Delay 1
							Repeats 1
						}
						InterruptAction
						{
							Target "73 391 704"
							AimTarget "767 110 733"
							
							Delay 1
							Repeats 1
							Duration 1
							CoolDown 1
							
							Distance 16
							AddToQueue 1
							WaitUntilDone 1
						}
						FireWeapon
						{
							Delay 2
							Cooldown 0.5
							Repeats 0
							Duration 0.5
							Type "Primary"
						}
						
						InterruptAction
						{
							Target "73 391 704"
							AimTarget "98 2124 712"
							
							Delay 2.5
							Repeats 0
							Duration 4
							CoolDown 1
							
							Distance 16
							AddToQueue 1
							WaitUntilDone 1
						}
						InterruptAction
						{
							Target "73 391 704"
							AimTarget "767 110 733"
							
							Delay 3
							Repeats 0
							Duration 2
							CoolDown 1
							
							Distance 16
							AddToQueue 1
							WaitUntilDone 1
						}
					}
				}
			}
		}
		// WaveSpawn
		// {
			// Name w5_red_support
			// TotalCurrency	0
			// TotalCount	2
			// MaxActive	2
			// SpawnCount	1
			// WaitBeforeStarting	0
			// WaitBetweenSpawns	10
			// Where	spawnbot
			// Support 1
			
			// TFBot
			// {
				// Template T_TFBot_Scout_Bonk
				// AddTemplate Sig_Red_Base
				
				// FireInput
				// {
					// Delay 0
					// Repeats 1
					// Target !self
					// Action $SetLocalOrigin
					// Param "1206 633 640"
				// }
			// }
		// }
		
		WaveSpawn
		{
			Name w5_a1
			TotalCurrency	0
			TotalCount	1
			MaxActive	1
			SpawnCount	1
			WaitBeforeStarting	0
			WaitBetweenSpawns	0
			Where	spawnbot
			
			TFBot
			{
				Template T_TFBot_Giant_Soldier_Beggars
				Health 4750
				CharacterAttributes
				{
					"move speed bonus"	0.5
					"damage force reduction" 0.4
					"airblast vulnerability multiplier" 0.4
					"override footstep sound set" 3
					"fire rate bonus HIDDEN" 0.5
					"move speed penalty" 1.2
					"faster reload rate" 0.5
					"projectile speed increased" 1.2
					"rocket specialist" 1
					"blast radius increased" 1.5
					"dmg pierces resists absorbs" 1
					"damage returns as health" 0.33
				}
			}
		}
		
		WaveSpawn
		{
			Name w5_b1
			WaitForAllDead w5_a1
			TotalCurrency	0
			TotalCount	24
			MaxActive	8
			SpawnCount	2
			WaitBeforeStarting	0
			WaitBetweenSpawns	2
			Where	spawnbot
			
			Squad
			{
				TFBot
				{
					Template T_TFBot_Pyro_Homewrecker
				}
				TFBot
				{
					Template T_TFBot_Medic
					Name "Infinite Uber Medic"
					ClassIcon medic_uber_infinite
					Attributes SpawnWithFullCharge
					ItemAttributes
					{
						ItemName "TF_WEAPON_MEDIGUN"
						"uber duration bonus" 69420
						"bot medic uber health threshold" 69420
					}
				}
			}
		}
	}
}