#base robot_giant.pop #base robot_standard.pop #base robot_gatebot.pop #base robot_click.pop #base robot_click_giant.pop #base robot_hole.pop WaveSchedule { StartingCurrency 700 RespawnWaveTime 2 CanBotsAttackWhileInSpawnRoom no Mission { Objective DestroySentries Where spawnbot BeginAtWave 1 RunForThisManyWaves 8 InitialCooldown 40 CooldownTime 40 TFBot { Template T_TFBot_SentryBuster } } // Wave 2 Mission { Objective Spy Where spawnbot_mission_spy BeginAtWave 2 RunForThisManyWaves 1 InitialCooldown 45 CooldownTime 30 DesiredCount 2 TFBot { Template T_TFBot_Spy_Revolver } } Mission { Objective Sniper Where spawnbot_mission_sniper BeginAtWave 2 RunForThisManyWaves 1 InitialCooldown 30 CooldownTime 30 DesiredCount 2 TFBot { Template T_TFBot_Sniper_Machina } } // Wave 3 Mission { Objective Engineer Where spawnbot BeginAtWave 3 RunForThisManyWaves 1 InitialCooldown 30 CooldownTime 40 DesiredCount 1 TFBot { Template T_TFBot_Engineer_Sentry_Teleporter TeleportWhere spawnbot TeleportWhere spawnbot_right TeleportWhere spawnbot_left TeleportWhere spawnbot_invasion } } // Wave 5 Mission { Objective Spy Where spawnbot_mission_spy BeginAtWave 5 RunForThisManyWaves 1 InitialCooldown 30 CooldownTime 30 DesiredCount 2 TFBot { Template T_TFBot_Spy_Saharan } } Mission { Objective Sniper Where spawnbot_mission_sniper BeginAtWave 5 RunForThisManyWaves 1 InitialCooldown 30 CooldownTime 30 DesiredCount 2 TFBot { Template T_TFBot_Sniper_Crocostyle } } // Wave 6 Mission { Objective Sniper Where spawnbot_mission_sniper BeginAtWave 6 RunForThisManyWaves 1 InitialCooldown 30 CooldownTime 30 DesiredCount 2 TFBot { Template T_TFBot_Sniper_Semiauto } } // Wave 7 Mission { Objective Engineer Where spawnbot BeginAtWave 7 RunForThisManyWaves 1 InitialCooldown 45 CooldownTime 60 DesiredCount 1 TFBot { Template T_TFBot_Engineer_Sentry_Teleporter_Hyper TeleportWhere spawnbot TeleportWhere spawnbot_right TeleportWhere spawnbot_left TeleportWhere spawnbot_invasion } } // Wave 8 Mission { Objective Spy Where spawnbot_mission_spy BeginAtWave 8 RunForThisManyWaves 1 InitialCooldown 30 CooldownTime 30 DesiredCount 2 TFBot { Template T_TFBot_Spy_Business_DMGup_Support Attributes AlwaysCrit } } ExtendedUpgrades { MaxUpgradesTier // For tiered upgrades: Specify how many upgrades can be bought per tier. (1 by default) { 1 1 // Max 2 upgrades on tier 1 } /////Scout ScatterA { Name "Balanced Overclock: Hefty Shells" Attribute "bullets per shot bonus" Cap 1.2 Increment 0.2 Cost 0 SecondaryAttributes { "spread penalty" 0.35 "reload time increased hidden" 0.25 } Description "Gun will fire an additional 20% bullets per shot, but shots are 35% less accurate and reloads 25% slower" Tier 1 AllowPlayerClass Scout AllowedWeapons { Slot "Primary" } DisallowedWeapons // Disallow those weapons { ItemName "The Soda Popper" ItemName "The Force-a-Nature" ItemName "The Shortstop" } } ScatterC { Name "Balanced Overclock: Overtuned Ejection Chamber" Attribute "fire rate bonus HIDDEN" Cap 0.85 Increment -0.15 Cost 0 SecondaryAttributes { "damage penalty" -0.15 "reload time increased hidden" -0.46 } Description "Weapon now reloads 50% faster and fires 15% faster, but damage is lowered by 15%" Tier 1 AllowPlayerClass Scout AllowedWeapons { ItemName "The Shortstop" } } ////Scout Boomsticks SodaPopA { Name "Balanced Overclock: Super Shells" Attribute "bullets per shot bonus" Cap 1.15 Increment 0.15 Cost 0 SecondaryAttributes //Secondary attributes applied when upgrade is applied, for each upgrade level { "Reload time decreased" 0.25 } Description "Weapon fires 15% more bullets per shot, but you no longer reload faster" Tier 1 AllowPlayerClass Scout AllowedWeapons { ItemName "The Soda Popper" } } SodaPopB { Name "Unstable Overclock: Cracked Cans" Attribute "lose hype on take damage" Cap 1 Increment 1 Cost 0 SecondaryAttributes //Secondary attributes applied when upgrade is applied, for each upgrade level { "clip size penalty" 0.3 "hype resets on jump" 50 } Description "+2 clip size, but hype is lost via double jump and damage taken" Tier 1 AllowPlayerClass Scout AllowedWeapons { ItemName "The Soda Popper" } } FaNA { Name "Clean Overclock: Lighter Barrel" Attribute "damage penalty" Cap 1 Increment 0.1 Cost 0 SecondaryAttributes //Secondary attributes applied when upgrade is applied, for each upgrade level { "scattergun has knockback" -1 } Description "Knockback to victims and self disabled and you gain a 10% damage bonus" Tier 1 AllowPlayerClass Scout AllowedWeapons { ItemName "The Force-a-Nature" } } FaNB { Name "Clean Overclock: Snail Rounds" Attribute "damage penalty" Cap 1 Increment 0.1 Cost 0 SecondaryAttributes //Secondary attributes applied when upgrade is applied, for each upgrade level { "scattergun has knockback" -1 "slow enemy on hit major" 3 "slow enemy on hit" 1 } Description "Knockback to victims and self disabled, and damage dealt slows victim for 3 seconds" Tier 1 AllowPlayerClass Scout AllowedWeapons { ItemName "The Force-a-Nature" } } /////Pistols PistolCoK { Name "Clean Overclock: Combo Bullets" Attribute "critboost on kill" Cap 3.0 Increment 3.0 Cost 0 Description "For every kill get 3 seconds of crit boost" Tier 1 AllowedWeapons { ClassName tf_weapon_handgun_scout_secondary ClassName TF_WEAPON_PISTOL_SCOUT } } PistolMilk { Name "Balanced Overclock: Dairy Mags" Attribute "add cond on hit" SecondaryAttributes //Secondary attributes applied when upgrade is applied, for each upgrade level { "add cond on hit duration" 3.0 "damage penalty" 0.35 "clip size penalty HIDDEN" -0.25 } Cap 27 Increment 27 Cost 0 Description "Applies Mad Milk on hit for 3 seconds, but damage is reduced by 35% and clip size is 25% smaller" Tier 1 AllowedWeapons { ClassName tf_weapon_handgun_scout_secondary ClassName TF_WEAPON_PISTOL_SCOUT } } ////Scout Misc BonkSoda { Name "Clean Overclock: Battalion's Bonk-up" Attribute "effect cond override" Cap 26 Increment 26 Cost 0 Description "Replaces Bonk! effect with battalion's backup effect " Tier 1 SecondaryAttributes //Secondary attributes applied when upgrade is applied, for each upgrade level { "provide on active" 1 } AllowedWeapons { ItemName "Bonk! Atomic Punch" } } // CritSoda // { // Name "Clean Overclock: Rat-a-Cola" // Attribute "effect cond override" // Cap 4936165 // Increment 4936165 // Cost 0 // Description "Upon drinking player becomes small, and deals critical damage but is locked to melee" // Tier 1 // AllowedWeapons // { // ItemName "Crit-a-Cola" /// } // } Cleaver { Name "Clean Overclock: Hot Knife" Attribute "Set DamageType Ignite" Cap 1 Increment 1 Cost 0 Description "Projectile ignites target on hit" Tier 1 AllowedWeapons { ItemName "The Flying Guillotine" } } ////Scout Melee BatA ///includes Fish { Name "Unstable Overclock: Support Swing" Attribute "mark for death" Cap 1 Increment 1 Cost 0 Description "Melee swings now debuff target with mark and 3 seconds of milk, but -25 max hp and -50% damage penalty" Tier 1 SecondaryAttributes //Secondary attributes applied when upgrade is applied, for each upgrade level { "max health additive penalty" -25 "add cond on hit" 27 "add cond on hit duration" 3 "damage penalty" -0.5 } AllowedWeapons { ClassName TF_WEAPON_BAT ItemName "The Holy Mackerel" } DisallowedWeapons // Disallow those weapons { ItemName "The Sandman" } } BatB ///includes Fish { Name "Balanced Overclock: Armor Breaking" Attribute "mult dmg vs tanks" Cap 1.7 Increment 0.7 Cost 0 Description "Deal a bonus 50% damage to giants and tanks, but deal 20% less damage to all other enemy types" Tier 1 SecondaryAttributes //Secondary attributes applied when upgrade is applied, for each upgrade level { "mult dmg vs giants" 0.7 "damage penalty" -0.2 } AllowedWeapons { ClassName TF_WEAPON_BAT ItemName "The Holy Mackerel" } DisallowedWeapons // Disallow those weapons { ItemName "The Sandman" ItemName "The Candy Cane" } } SandmanA { Name "Clean Overclock: Craftsman's Bat" Attribute "damage bonus" Cap 1.25 Increment 0.25 Cost 0 Description "Deal a bonus 25% damage and gain +15 max health" Tier 1 SecondaryAttributes //Secondary attributes applied when upgrade is applied, for each upgrade level { "max health additive penalty" 15 } AllowedWeapons { ItemName "The Sandman" } } SandmanB { Name "Clean Overclock: Splinter Swing" Attribute "bleeding duration" Cap 3 Increment 3 Cost 0 Description "Bat now slows enemy on hit, and deals bleed damage" Tier 1 SecondaryAttributes //Secondary attributes applied when upgrade is applied, for each upgrade level { "slow enemy on hit" 1 } AllowedWeapons { ItemName "The Sandman" } } CandyCaneA { Name "Clean Overclock: Sugar Shock" Attribute "dmg from ranged reduced" Cap 0.75 Increment -0.25 Cost 0 Description "Explosive vulnerability is lowered to 10% and you resist all damage by 25% when active" Tier 1 SecondaryAttributes //Secondary attributes applied when upgrade is applied, for each upgrade level { "dmg taken from blast increased" -0.15 } AllowedWeapons { ItemName "The Candy Cane" } } CandyCaneB { Name "Balanced Overclock: Dairy Cane" Attribute "add cond on hit" Cap 27 Increment 27 Cost 0 Description "Applies mad milk on hit, but explosive vulnerability increased to 50% and deal 50% less damage" Tier 1 SecondaryAttributes //Secondary attributes applied when upgrade is applied, for each upgrade level { "dmg taken from blast increased" 0.25 "add cond on hit duration" 3 "damage penalty" -0.5 } AllowedWeapons { ItemName "The Candy Cane" } } BasherA { Name "Clean Overclock: Heavy Duty Spikes" Attribute "hit self on miss" Cap 0 Increment -1 Cost 0 Description "Bat now mimics non-scout melees in swing speed and damage and no longer hits self on miss" Tier 1 SecondaryAttributes //Secondary attributes applied when upgrade is applied, for each upgrade level { "fire rate bonus" 1.6 "damage bonus" 1.857 } AllowedWeapons { ItemName "The Boston Basher" ItemName "Three-Rune Blade" } } SunOnAStickA { Name "Clean Overclock: Soul Scorcher" Attribute "damage bonus vs burning" Cap 1.25 Increment 0.25 Cost 0 Description "Weapon now deals an additional 25% damage to burning enemies and all players connected via Medigun beams are hit" Tier 1 SecondaryAttributes //Secondary attributes applied when upgrade is applied, for each upgrade level { "damage all connected" 1 } AllowedWeapons { ItemName "The Boston Basher" } } AtomizerA { Name "Balanced Overclock: Aerodynamic Material" Attribute "speed boost when active" Cap 1.1 Increment 0.1 Cost 0 Description "When melee is active, move 10% faster but swing but the damage vulnerability is increased to 30%" Tier 1 SecondaryAttributes //Secondary attributes applied when upgrade is applied, for each upgrade level { "mult_dmgtaken_active" 0.15 "damage penalty" 0.15 } AllowedWeapons { ItemName "The Boston Basher" } } //////Soldier /////ROCKETS RocketA { Name "Unstable Overclock: RPG Module" Attribute "damage bonus HIDDEN" Cap 1.25 Increment 0.25 Cost 0 SecondaryAttributes { "projectile gravity" 600 "clip size penalty" -0.75 /// "custom projectile model" "models/weapons/w_models/w_atomball_blu.mdl" /// "projectile trail particle" "rockettrail" } Description "Deal 25% bonus, but clip size is reduced by 75% and rockets arc" Tier 1 AllowedWeapons { ClassName TF_WEAPON_ROCKETLAUNCHER ItemName "The Cow Mangler 5000" ItemName "The Original" } DisallowedWeapons // Disallow those weapons { ItemName "Rocket Jumper" // ItemName "The Cow Mangler 5000" ItemName "The Air Strike" ItemName "The Direct Hit" ItemName "The Liberty Launcher" ItemName "The Black Box" ItemName "The Beggar's Bazooka" } } RocketB { Name "Balanced Overclock: Safety Mechanism" Attribute "Reload time increased" Cap 1.2 Increment 0.2 Cost 0 SecondaryAttributes //Secondary attributes applied when upgrade is applied, for each upgrade level { "rocket jump damage reduction" -0.5 } Description "User takes 50% less blast jump damage, but the weapon reloads 20% slower" Tier 1 AllowedWeapons { ClassName TF_WEAPON_ROCKETLAUNCHER ItemName "The Cow Mangler 5000" ItemName "The Original" } DisallowedWeapons // Disallow those weapons { ItemName "Rocket Jumper" // ItemName "The Cow Mangler 5000" ItemName "The Air Strike" ItemName "The Direct Hit" ItemName "The Black Box" ItemName "The Liberty Launcher" ItemName "The Beggar's Bazooka" } } DirectHitA { Name "Balanced Overclock: Optimized Rockets" Attribute "Blast radius decreased" Cap 0.7 Increment 0.45 Cost 0 SecondaryAttributes //Secondary attributes applied when upgrade is applied, for each upgrade level { "Projectile speed increased" -0.6 } Description "Increases the blast radius by 45%, but the projectile speed bonus is lowered to 20%" Tier 1 AllowedWeapons { ItemName "The Direct Hit" } } DirectHitB { Name "Balanced Overclock: Extra Gunpowder" Attribute "mult dmg vs tanks" Cap 1.35 Increment 0.35 Cost 0 SecondaryAttributes //Secondary attributes applied when upgrade is applied, for each upgrade level { "damage bonus HIDDEN" 0.2 "Blast radius decreased" -0.15 "dmg pierces resists absorbs" 1 "projectile no deflect" 1 } Description "Deal 20% extra damage with 35% bonus damage to tanks and bypass resistances, but explosions are 15% smaller" Tier 1 AllowedWeapons { ItemName "The Direct Hit" } } BlackBoxA { Name "Balanced Overclock: Prototype Healing Formula" Attribute "increase buff duration" Cap 1.15 Increment 0.15 Cost 0 SecondaryAttributes //Secondary attributes applied when upgrade is applied, for each upgrade level { "heal on hit for rapidfire" 20 "health on radius damage" -20 "mod rage on hit penalty" -25 } Description "Reverts the healing mechanic to V1 where heal on hit can stack and increases rage duration by 15%, but rage requires more damage dealt" Tier 1 AllowedWeapons { ItemName "The Black Box" } } BlackBoxB { Name "Balanced Overclock: Tank Buster" Attribute "mult dmg vs tanks" Cap 1.2 Increment 0.2 Cost 0 SecondaryAttributes //Secondary attributes applied when upgrade is applied, for each upgrade level { "Projectile speed decreased" -0.35 "dmg taken from bullets reduced" 0.25 } Description "Provides a 25% resistance to bullet damage and a 20% damage bonus Vs. Tanks, but rockets travel 35% slower" Tier 1 AllowedWeapons { ItemName "The Black Box" } } LibertyLauncherA { Name "Balanced Overclock: Burst Chamber" Attribute "fire rate bonus HIDDEN" Cap 0.6 Increment -0.4 Cost 0 SecondaryAttributes //Secondary attributes applied when upgrade is applied, for each upgrade level { "damage penalty" -0.1 "blast radius increased" 0.35 } Description "Increases the firing speed by 40% and explosions are 35% larger, but adds a 10% damage penalty" Tier 1 AllowedWeapons { ItemName "The Liberty Launcher" } } LibertyLauncherA { Name "Balanced Overclock: Prototype Module" Attribute "rocket jump damage reduction" Cap 1 Increment 0.25 Cost 0 SecondaryAttributes //Secondary attributes applied when upgrade is applied, for each upgrade level { "clip size bonus" -0.25 "clip size penalty" -0.25 "damage penalty" 0.25 } Description "Reverts the weapon to it's V1 state" Tier 1 AllowedWeapons { ItemName "The Liberty Launcher" } } // ManglerB // { // Name "Balanced Overclock: mangler testA" // Attribute "damage penalty" // Cap 0.7 // Increment -0.3 // Cost 0 // SecondaryAttributes //Secondary attributes applied when upgrade is applied, for each upgrade level // { // "damage all connected" 1 // "increase buff duration" -0.65 // } // Description "Weapon now damages all robots connected via medibeam, but deals 35% less damage and banner duration is reduced by 65%" // Tier 1 // AllowedWeapons // { // ItemName "The Cow Mangler 5000" // } // } BeggarsA { Name "Balanced Overclock: Smaller rockets" Attribute "projectile spread angle penalty" Cap 6 Increment 3 Cost 0 SecondaryAttributes //Secondary attributes applied when upgrade is applied, for each upgrade level { "projectile spread angle penalty" 3 "Reload time decreased" -0.15 "Blast radius decreased" -0.5 } Description "Weapon now reloads 15% faster, but rocket spread is increased by 3 degrees and the blast radius penalty is increased by 50%" Tier 1 AllowedWeapons { ItemName "The Beggar's Bazooka" } } BeggarsB { Name "Balanced Overclock: Larger Rockets" Attribute "fire rate bonus HIDDEN" Cap 0.9 Increment -0.1 Cost 0 SecondaryAttributes //Secondary attributes applied when upgrade is applied, for each upgrade level { "projectile spread angle penalty" -3 "Reload time increased" 0.75 "Blast radius decreased" 0.2 } Description "Spread and blast radius penalties are removed and fires 10% faster, but reload speed is reduced by 75%" Tier 1 AllowedWeapons { ItemName "The Beggar's Bazooka" } } AirstrikeA { Name "Balanced Overclock: Smart Rockets" Attribute "rocket jump damage reduction" Cap 1 Increment 0.25 Cost 0 SecondaryAttributes //Secondary attributes applied when upgrade is applied, for each upgrade level { "rocketjump attackrate bonus" -0.25 "mod projectile heat follow crosshair" 1 "mod projectile heat seek power" 360 "clip size penalty" -0.5 } Description "Rocket Jump bonuses are increased by 25% and rockets follow cross-hair, but clip size is reduced by 50%" Tier 1 AllowedWeapons { ItemName "The Air Strike" } } ////Soldier Secondary BannerBBuff { Name "Clean Overclock: Improved Bugel" Attribute "mod soldier buff range" Cap 1.5 Increment 0.5 Cost 0 Description "Team buff has a 50% larger radius" Tier 1 AllowedWeapons { ItemName "The Buff Banner" } } BannerBBatts { Name "Balanced Overclock: Larger Bugel" Attribute "mod soldier buff range" Cap 2.0 Increment 1.0 Cost 0 SecondaryAttributes //Secondary attributes applied when upgrade is applied, for each upgrade level { "max health additive penalty" -20 } Description "Team buff has a 100% larger radius, but you lose the additional 20hp" Tier 1 AllowedWeapons { ItemName "The Battalion's Backup" } } BannerBConch { Name "Balanced Overclock: Larger Bugel" Attribute "mod soldier buff range" Cap 2.0 Increment 1.0 Cost 0 SecondaryAttributes //Secondary attributes applied when upgrade is applied, for each upgrade level { "health regen" -4 } Description "Team buff has a 50% larger radius, but you lose the +4 health regen" Tier 1 AllowedWeapons { ItemName "The Concheror" } } ShotgunMark { Name "Clean Overclock: Debuff Rounds" Attribute "mark for death" Cap 1 Increment 1 Cost 0 Description "Weapon will now mark 1 target for death" Tier 1 Allowplayerclass Soldier AllowedWeapons { ClassName TF_WEAPON_SHOTGUN_SOLDIER } DisallowedWeapons // Disallow those weapons { ItemName "The Reserve Shooter" ItemName "Panic Attack Shotgun" } } ShotgunBoolet { Name "Balanced Overclock: Jumbo Shells" Attribute "bullets per shot bonus" Cap 1.50 Increment 0.50 Cost 0 SecondaryAttributes //Secondary attributes applied when upgrade is applied, for each upgrade level { "clip size bonus" -0.5 } Description "Shotguns now have 50% more bullets per shot, but the clip size is halved" Tier 1 Allowplayerclass Soldier AllowedWeapons { ClassName TF_WEAPON_SHOTGUN_SOLDIER } DisallowedWeapons // Disallow those weapons { ItemName "The Reserve Shooter" ItemName "Panic Attack Shotgun" } } ReserveA { Name "Balanced Overclock: Air-raid rounds" Attribute "weapon spread bonus" Cap 0.5 Increment -0.50 Cost 0 SecondaryAttributes //Secondary attributes applied when upgrade is applied, for each upgrade level { "mod crit while airborne" 1 "rocketjump attackrate bonus" -0.50 "crits_become_minicrits" 1 } Description "When rocket jumping bullets minicrit fire 50% faster while airborne and are 50% more accurate, but can no longer crit" Tier 1 Allowplayerclass Soldier AllowedWeapons { ItemName "The Reserve Shooter" } DisallowedWeapons // Disallow those weapons { // ClassName TF_WEAPON_SHOTGUN_SOLDIER ItemName "Panic Attack Shotgun" } } Gunboats { Name "Clean Overclock: Titanium Soles" Attribute "maxammo primary increased" Cap 2.0 Increment 1.0 Cost 0 SecondaryAttributes //Secondary attributes applied when upgrade is applied, for each upgrade level { "cancel falling damage" 1 } Description "User is immune to fall damage and carries 100% more rockets" Tier 1 Allowplayerclass Soldier AllowedWeapons { ItemName "The Gunboats" } } Mantreads { Name "Clean Overclock: Slim Soles" Attribute "move speed bonus" Cap 1.1 Increment 0.1 Cost 0 Description "User moves 10% faster" Tier 1 Allowplayerclass Soldier AllowedWeapons { ItemName "The Mantreads" } } BaseJumper { Name "Clean Overclock: Padded Soles" Attribute "increased air control" Cap 4 Increment 4 Cost 0 SecondaryAttributes //Secondary attributes applied when upgrade is applied, for each upgrade level { "cancel falling damage" 1 } Description "Increased air control and no fall damage" Tier 1 Allowplayerclass Soldier AllowedWeapons { ItemName "The B.A.S.E. Jumper" } } BisonA { Name "Clean Overclock: Intense Core" Attribute "damage bonus" Cap 1.5 Increment 0.5 Cost 0 Description "Gain a 50% damage bonus" Tier 1 Allowplayerclass Soldier AllowedWeapons { ItemName "The Righteous Bison" } } Panic { Name "Balanced Overclock: Prototype Panic" Attribute "damage penalty" Cap 1 Increment 0.2 Cost 0 SecondaryAttributes //Secondary attributes applied when upgrade is applied, for each upgrade level { "panic_attack" 1 "bullets per shot bonus" -0.5 "auto fires full clip" 1 "Reload time decreased" -0.34 "clip size penalty" -0.25 "fire rate bonus with reduced health" -0.5 } Description "Weapon now mimics its original version" Tier 1 Allowplayerclass Engineer Allowplayerclass Heavyweapons Allowplayerclass Soldier Allowplayerclass Pyro AllowedWeapons { ItemName "Panic Attack Shotgun" } } PanicB { Name "Clean Overclock: Combo Slugs" Attribute "minicritboost on kill" Cap 5 Increment 5 Cost 0 Description "Shotgun gains 5 seconds of minicrits on kill" Tier 1 Allowplayerclass Engineer Allowplayerclass Heavyweapons Allowplayerclass Soldier Allowplayerclass Pyro AllowedWeapons { ItemName "Panic Attack Shotgun" } } //////MELEE SOLDIER ShovelA { Name "Clean Overclock: Bot Basher" Attribute "damage bonus" Cap 1.2 Increment 0.2 Cost 0 SecondaryAttributes //Secondary attributes applied when upgrade is applied, for each upgrade level { "mult dmg vs giants" 0.3 "mult dmg vs tanks" 0.3 } Description "Weapon now deals an additional 20% damage, and a bonus 30% damage to giants and tanks" Tier 1 Allowplayerclass Soldier Allowplayerclass Pyro AllowedWeapons { ClassName TF_WEAPON_SHOVEL ClassName TF_WEAPON_FIREAXE } DisallowedWeapons // Disallow those weapons { ItemName "The Equalizer" ItemName "The Pain Train" ItemName "The Market Gardener" ItemName "The Disciplinary Action" } } Equalizer { Name "Clean Overclock: Survival Training" Attribute "damage bonus" Cap 1.25 Increment 0.25 Cost 0 SecondaryAttributes //Secondary attributes applied when upgrade is applied, for each upgrade level { "dmg from ranged reduced" -0.35 "provide on active" 1 } Description "Weapon deals an additional 25% damage and you resist all ranged damage by 35%" Tier 1 Allowplayerclass Engineer Allowplayerclass Heavyweapons Allowplayerclass Soldier Allowplayerclass Pyro AllowedWeapons { ItemName "The Equalizer" } } PainTrain { Name "Clean Overclock: Longer Spike" Attribute "melee range multiplier" Cap 2.5 Increment 1.5 Cost 0 Description "Weapon gains an additional 150% melee range" Tier 1 Allowplayerclass Engineer Allowplayerclass Heavyweapons Allowplayerclass Soldier Allowplayerclass Pyro AllowedWeapons { ItemName "The Pain Train" } } Whip { Name "Clean Overclock: Disciplinal Damage" Attribute "speed_boost_on_hit" Cap 1 Increment 1 Cost 0 Description "Player now gains a move speed bonus on damaging an enemy" Tier 1 Allowplayerclass Engineer Allowplayerclass Heavyweapons Allowplayerclass Soldier Allowplayerclass Pyro AllowedWeapons { ItemName "The Disciplinary Action" } } MemeSpoon { Name "Clean Overclock: Titanic Toppler" Attribute "damage all connected" Cap 1 Increment 1 Cost 0 SecondaryAttributes //Secondary attributes applied when upgrade is applied, for each upgrade level { "mult dmg vs giants" 0.5 } Description "Damages all enemies connected via medi-beam and deals a bonus 50% damage to giant robots" Tier 1 Allowplayerclass Soldier AllowedWeapons { ItemName "The Market Gardener" } } ////Pyro FlameClean { Name "Clean Overclock: Caustic Fumes" Attribute "slow enemy on hit" Cap 2.0 Increment 1.0 Cost 0 SecondaryAttributes { "mult dmg vs tanks" 0.1 } Description "Direct fire will slow any enemy, and deal an additional +10% damage to tanks" Tier 1 AllowedWeapons { ClassName TF_WEAPON_FLAMETHROWER } DisallowedWeapons // Disallow those weapons { ItemName "The Phlogistinator" ItemName "The Backburner" ItemName "The Dragon's Fury" ItemName "The Degreaser" } } FlameBalanced { Name "Balanced Overclock: Lighter Exhaust" Attribute "mult airblast refire time" Cap 0.75 Increment -0.25 Cost 0 SecondaryAttributes { "airblast_pushback_disabled" 1 } Description "Airblast is now 25% faster, but cannot pushback robots" Tier 1 AllowedWeapons { ClassName TF_WEAPON_FLAMETHROWER } DisallowedWeapons // Disallow those weapons { ItemName "The Phlogistinator" ItemName "The Dragon's Fury" ItemName "The Backburner" } } Backburner { Name "Balanced Overclock: Caustic Flames" Attribute "slow enemy on hit" Cap 2.0 Increment 1.0 SecondaryAttributes { "airblast disabled" 1 "mult dmg vs tanks" 0.1 } Description "Slow enemy on hit and deal 10% extra damage to tanks, but can no longer airblast" Tier 1 AllowedWeapons { ItemName "The Backburner" } } DragonA { Name "Balanced Overclock: Leech Valve" Attribute "heal on hit for rapidfire" Cap 5 Increment 5 Cost 0 SecondaryAttributes { "damage penalty" -0.15 "mult dmg vs tanks" 0.15 } Description "heal +5hp per hit, but deal 15% less damage to robots (tanks not affected)" Tier 1 AllowedWeapons { ItemName "The Dragon's Fury" } } Degreaser { Name "Clean Overclock: Gas Jockey" Attribute "move speed bonus" Cap 1.1 Increment 0.1 Cost 0 Description "Move 10% faster when weapon is active" Tier 1 AllowedWeapons { ItemName "The Degreaser" } } Phlog { Name "Unstable Overclock: Medical Core" Attribute "provide on active" Cap 1 Increment 1 Cost 0 SecondaryAttributes { "effect cond override" 7440 } Description "Mmmph no longer grants crits and instead gives the user overheal and self regen for duration of mmph" Tier 1 AllowedWeapons { ItemName "The Phlogistinator" } } ////Pyro Secondary ReservePyro { Name "Balanced Overclock: Trench Gun" Attribute "Set DamageType Ignite" Cap 5 Increment 5 Cost 0 SecondaryAttributes //Secondary attributes applied when upgrade is applied, for each upgrade level { "weapon spread penalty" 1.5 "bullets per shot bonus" 0.35 } Description "Bullets minicrit while airborne fire 50% faster while airborne and are 50% more accurate, but can no longer crit" Tier 1 AllowPlayerClass Pyro AllowedWeapons { ItemName "The Reserve Shooter" } } FlaregunA { Name "Balanced Overclock: Volcanic Compound" Attribute "damage bonus" Cap 1.35 Increment 0.35 Cost 0 SecondaryAttributes //Secondary attributes applied when upgrade is applied, for each upgrade level { "Projectile speed decreased" -0.15 } Description "Flares deal 35% more damage. but travel 15% slower" Tier 1 AllowPlayerClass Pyro AllowedWeapons { ItemName "The Flare Gun" } } DetonatorA { Name "Clean Overclock: Combo Flares" Attribute "minicritboost on kill" Cap 5 Increment 5 Cost 0 Description "Provides 5 seconds of minicrit boost on kill" Tier 1 AllowPlayerClass Pyro AllowedWeapons { ItemName "The Detonator" ItemName "The Scorch Shot" } } // ScorchA // { // Name "Balanced Overclock: Vampire Flares" // Attribute "heal on hit for rapidfire" // Cap 5 // Increment 5 // Cost 0 // SecondaryAttributes //Secondary attributes applied when upgrade is applied, for each upgrade level // { // "mult crit dmg" -0.5 // "fire rate penalty" 0.75 // "Projectile speed decreased" -0.5 // } // Description "Flares heal for 5hp per target hit, but travel and fire slower and crit/minicrit damage is 50% less effective" // Tier 1 // AllowPlayerClass Pyro // AllowedWeapons // { // ItemName "The Scorch Shot" // } // } MelterA { Name "Clean Overclock: Optimized Core" Attribute "bleeding duration" Cap 5 Increment 5 Cost 0 SecondaryAttributes //Secondary attributes applied when upgrade is applied, for each upgrade level { "damage bonus" 0.35 } Description "Projectile inflicts 5 seconds of bleed on hit and deals an additional 35% damage" Tier 1 AllowPlayerClass Pyro AllowedWeapons { ItemName "The Manmelter" } } JetpackA { Name "Clean Overclock: Ammo Pouch" Attribute "maxammo primary increased" Cap 1.25 Increment 0.25 Cost 0 Description "Provides 25% bonus ammo to primary weapon" Tier 1 AllowPlayerClass Pyro AllowedWeapons { ItemName "The Thermal Thruster" } } GasA { Name "Clean Overclock: Australian Gas" Attribute "add cond on hit duration" Cap 10 Increment 10 Cost 0 SecondaryAttributes //Secondary attributes applied when upgrade is applied, for each upgrade level { "add cond on hit" 24 } Description "Projectile inflicts 10 seconds of Jarate" Tier 1 AllowPlayerClass Pyro AllowedWeapons { ItemName "The Gas Passer" } } GasA { Name "Clean Overclock: Boston Brand" Attribute "add cond on hit duration" Cap 5 Increment 5 Cost 0 SecondaryAttributes //Secondary attributes applied when upgrade is applied, for each upgrade level { "add cond on hit" 27 } Description "Projectile inflicts 5 seconds of Mad Milk on ignite" Tier 1 AllowPlayerClass Pyro AllowedWeapons { ItemName "The Gas Passer" } } ////Pyro Melee Axetinguisher { Name "Clean Overclock: Serrated Axe" Attribute "minicrits become crits" Cap 1 Increment 1 Cost 0 Description "Crits when it would normally minicrit" Tier 1 AllowedWeapons { ItemName "The Axtinguisher" } } Homewrecker { Name "Clean Overclock: Heavy Mallet" Attribute "dmg taken from bullets reduced" Cap 0.65 Increment -0.35 Cost 0 SecondaryAttributes //Secondary attributes applied when upgrade is applied, for each upgrade level { "provide on active" 1 "damage force reduction" 0.75 } Description "When weapon is active all bullet damage is reduced by 35% and become 75% resistant to knockback" Tier 1 AllowedWeapons { ItemName "The Homewrecker" } } Powerjack { Name "Balanced Overclock: Large Battery" Attribute "critboost on kill" Cap 5 Increment 5 Cost 0 SecondaryAttributes //Secondary attributes applied when upgrade is applied, for each upgrade level { "damage penalty" -0.35 } Description "Weapon gains 5 seconds of critical hits on kill, but base damage is reduced by 35%" Tier 1 AllowedWeapons { ItemName "The Powerjack" } } Rake { Name "Clean Overclock: Premium Rake" Attribute "max health additive bonus" Cap 25 Increment 25 Cost 0 SecondaryAttributes //Secondary attributes applied when upgrade is applied, for each upgrade level { "health from healers reduced" 0.5 "health from packs increased" -0.5 } Description "Health from healers penalty is lowered to 25% and health pack bonus swapped for +25 max health" Tier 1 AllowedWeapons { ItemName "The Back Scratcher" } } VolcanoFragment { Name "Clean Overclock: Hell-Forged Head" Attribute "minicrit vs burning player" Cap 1 Increment 1 Cost 0 SecondaryAttributes //Secondary attributes applied when upgrade is applied, for each upgrade level { "bleeding duration" 4 "heal on hit for rapidfire" 10 } Description "Minicrits burning targets, inflicts bleed on hit and heals 10hp per tick" Tier 1 AllowedWeapons { ItemName "Sharpened Volcano Fragment" } } ThirdDegree { Name "Balanced Overclock: Draining Coils" Attribute "subtract victim medigun charge on hit" Cap 10 Increment 10 Cost 0 SecondaryAttributes //Secondary attributes applied when upgrade is applied, for each upgrade level { "max health additive penalty" -15 } Description "Weapon drains 10% medigun charge from victim" Tier 1 AllowedWeapons { ItemName "The Third Degree" } } Neon { Name "Clean Overclock: Gordbort Capacitor" Attribute "damage all connected" Cap 1 Increment 1 Cost 0 Description "Weapon damages all robots connected via medibeam" Tier 1 AllowedWeapons { ItemName "Promo Neon Annihilator" } } HotHand { Name "Clean Overclock: Team Bonding" Attribute "speed buff ally" Cap 5 Increment 5 Cost 0 SecondaryAttributes //Secondary attributes applied when upgrade is applied, for each upgrade level { "gunslinger punch combo" 1 } Description "Weapon drains 10% medigun charge from victim" Tier 1 AllowedWeapons { ItemName "The Hot Hand" } } ////DEMO ////GL GrenadeLauncherB { Name "Balanced Overclock: Mortar Mode" Attribute "Blast radius increased" Cap 1.35 Increment 0.35 Cost 0 SecondaryAttributes { "Blast radius increased" 0.35 "clip size penalty HIDDEN" -0.60 "grenade explode on impact" 1 "sticky air burst mode" -1 } Description "Grenades Explode on surfaces and have 35% larger blast radius, but clip size is reduced by 50%" Tier 1 AllowedWeapons { ClassName TF_WEAPON_GRENADELAUNCHER } DisallowedWeapons // Disallow those weapons { ItemName "The Loch-n-Load" ItemName "The Loose Cannon" ItemName "The Iron Bomber" } } GrenadeLauncherA { Name "Balanced Overclock: More Grenades" Attribute "clip size bonus" Cap 1.5 Increment 0.5 Cost 0 SecondaryAttributes { "Blast radius decreased" -0.35 "fire rate penalty" 0.15 } Description "Chamber can now hold 6 grenades, but explosions are 50% smaller and the weapon fires 15% slower" Tier 1 AllowedWeapons { ClassName TF_WEAPON_GRENADELAUNCHER } DisallowedWeapons // Disallow those weapons { ItemName "The Loch-n-Load" ItemName "The Loose Cannon" ItemName "The Iron Bomber" } } LochA { Name "Balanced Overclock: Haste Loader" Attribute "add cond on kill" Cap 113 Increment 113 Cost 0 SecondaryAttributes { "add cond on kill duration" 3 } Description "On kill weapon gains an increase in fire rate, and reload speed" Tier 1 AllowedWeapons { ItemName "The Loch-n-Load" } } LochB { Name "Balanced Overclock: Burst Chamber" Attribute "mod ammo per shot" Cap 2 Increment 2 Cost 0 SecondaryAttributes { "clip size penalty HIDDEN" -0.25 "mult projectile count" 1 "projectile spread angle penalty" 2 "sticky air burst mode" -1 "Blast radius decreased" -0.5 } Description "Weapon now fires 2 bombs simultaneously but the clip size is reduced by 1 and explosives are reduced by another 50%" Tier 1 AllowedWeapons { ItemName "The Loch-n-Load" } } LooseA { Name "Unstable Overclock: Blunderbuss" Attribute "add cond on kill" Cap 7450 Increment 7450 Cost 0 SecondaryAttributes { "clip size penalty HIDDEN" -0.75 "charge meter on hit" 0.5 "add cond on kill duration" 4 "rocket jump damage reduction" -0.75 "minicritboost on kill" 5 } Description "Weapon refills 50% shield charge on hit and on kill gain 4 seconds of all 3 banner effects, but clip size is reduced to 1" Tier 1 AllowedWeapons { ItemName "The Loose Cannon" } } IronBomberA { Name "Unstable Overclock: Scatter Bombs" Attribute "grenade not explode on impact" Cap 1 Increment 1 Cost 0 SecondaryAttributes { "mult projectile count" 3 // "projectile acceleration" 50 "grenade damage reduction on world contact" 9.5 "damage bonus HIDDEN" -0.9 "projectile spread angle penalty" 5 "fire rate penalty HIDDEN" 0.6 } Description "Chamber now fires 4 bombs at once and deals increased damage when exploded via timer, but 90% damage penalty on direct hit and fires 60% slower" Tier 1 AllowedWeapons { ItemName "The Iron Bomber" } } StickyA { Name "Balanced Overclock: Streamlined Sensor" Attribute "max pipebombs decreased" Cap -2 Increment -2 Cost 0 SecondaryAttributes { "sticky arm time bonus" -0.25 } Description "Stickies arm 25% faster, but max active bombs are reduced by 2" Tier 1 AllowedWeapons { ClassName TF_WEAPON_PIPEBOMBLAUNCHER } DisallowedWeapons // Disallow those weapons { ItemName "The Scottish Resistance" ItemName "The Quickiebomb Launcher" } } // StickyB // { // Name "Unstable Overclock: Bomb Magazine" // Attribute "stickybomb stick to enemies" // Cap 1 // Increment 1 // Cost 0 // SecondaryAttributes // { // "clip size penalty" -0.65 // "maxammo secondary reduced" -0.5 // "fire rate bonus HIDDEN" -0.25 // "reload full clip at once" 1 // "Reload time increased" 1.0 // } // Description "Bombs now reload all at once and stick to enemies, but reloads 100% slower and the clip size is reduced to 3 bombs" // Tier 1 // AllowedWeapons // { // ClassName TF_WEAPON_PIPEBOMBLAUNCHER // } // DisallowedWeapons // Disallow those weapons // { // ItemName "The Scottish Resistance" // ItemName "The Quickiebomb Launcher" // } // } ScottishA { Name "Unstable Overclock: Overloaded Drum" Attribute "stickybomb stick to enemies" Cap 1 Increment 1 Cost 0 SecondaryAttributes { "can overload" 1 "auto fires full clip" 1 "max pipebombs decreased" -2 "fire rate bonus HIDDEN" -0.35 "projectile spread angle penalty" 10 "stickybomb charge rate" -10 } Description "Launcher now uses Beggar's style reload system and firing speed is increased by 35%, but bombs now use a 10 degree spread varience and -2 max bombs" Tier 1 AllowedWeapons { ItemName "The Scottish Resistance" } } Quickie { Name "Balanced Overclock: Prototype Sensor" Attribute "stickybomb stick to enemies" Cap 1 Increment 1 Cost 0 SecondaryAttributes { "clip size penalty" 0.25 "stickybomb fizzle time" 3 "stickybomb_charge_damage_increase" -0.35 } Description "Launcher now mimics its original version" Tier 1 AllowedWeapons { ItemName "The Quickiebomb Launcher" } } ///BEER AND SWORDS Bottle { Name "Balanced Overclock: Intoxication" Attribute "provide on active" Cap 1 Increment 1 Cost 0 SecondaryAttributes { "health regen" 5 "move speed penalty" -0.25 } Description "When bottle is active regen 5 hp/s, but move 25% slower" Tier 1 AllowedWeapons { ClassName TF_WEAPON_BOTTLE } } EyelanderA { Name "Balanced Overclock: Soul Contract" Attribute "honorbound" Cap 1 Increment 1 Cost 0 SecondaryAttributes { "minicritboost on kill" 12 } Description "Gain 12 seconds of minicrits for every kill, but sword is now honorbound" Tier 1 AllowedWeapons { ItemName "The Eyelander" ItemName "The Scotsman's Skullcutter" ItemName "The Claidheamohmor" } } SkullcutterA { Name "Clean Overclock: Armor Breaking" Attribute "mult dmg vs giants" Cap 1.25 Increment 0.25 Cost 0 SecondaryAttributes { "mult dmg vs tanks" 0.25 } Description "+25% damage bonus to Tanks and Giants" Tier 1 AllowedWeapons { ItemName "The Scotsman's Skullcutter" } } CaberA { Name "Clean Overclock: Cushioned Explosive" Attribute "regenerate stickbomb" Cap 1 Increment 1 Cost 0 SecondaryAttributes { "self dmg push force decreased" -3 "blast dmg to self increased" -0.5 } Description "Attacks do not consume the grenade and self damage is reduced by 50% and no longer knocks user into the air" Tier 1 AllowedWeapons { ItemName "The Ullapool Caber" } } // CaberB // { // Name "Balanced Overclock: Portable Warhead" // Attribute "mult dmg vs tanks" // Cap 1.25 // Increment 0.25 // Cost 0 // SecondaryAttributes // { // "blast dmg to self increased" 1.0 // "always crit" 1 // "Blast radius increased" 1.5 // } // Description "Weapon always crits and blast radius is increased by 100%, but self damage is also increased by 100%" // Tier 1 // AllowedWeapons // { // ItemName "The Ullapool Caber" // } // } Claid { Name "Balanced Overclock: Scottish Steel" Attribute "max health additive penalty" Cap -10 Increment -10 Cost 0 SecondaryAttributes { "dmg taken increased" -0.15 } Description "Swaps out the passive downside for -10 max hp" Tier 1 AllowedWeapons { ItemName "The Claidheamohmor" } } Persian { Name "Balanced Overclock: Scottish Steel" Attribute "maxammo secondary reduced" Cap 1 Increment 0.6 Cost 0 SecondaryAttributes { "maxammo primary reduced" 0.6 "max health additive penalty" -10 } Description "Swaps out the passive downside for -10 max hp" Tier 1 AllowedWeapons { ItemName "The Persian Persuader" } } Zatoichi { Name "Clean Overclock: Warrior's Rage" Attribute "increase buff duration" Cap 1.5 Increment 0.5 Cost 0 SecondaryAttributes { "fire rate bonus with reduced health" -0.25 "provide on active" 1 } Description "Sword now swings faster as the user takes damage and as Soldier banners last 50% longer while active" Tier 1 AllowedWeapons { ItemName "The Half-Zatoichi" } } /////Heavy /////Primary HeavySashaA { Name "Balanced Overclock: Heavy Duty Barrel" Attribute "spread penalty" Cap 2.0 Increment 1.0 Cost 0 SecondaryAttributes { "mod minigun can holster while spinning" 1 "bullets per shot bonus" 0.25 "hidden primary max ammo bonus" -0.5 } Description "Barrel fire an additional per shot, at the cost of halved max ammo and accuracy" Tier 1 AllowedWeapons { ClassName TF_WEAPON_MINIGUN } DisallowedWeapons // Disallow those weapons { ItemName "The Brass Beast" ItemName "Natascha" ItemName "Tomislav" ItemName "The Huo Long Heatmaker" } } HeavyBalancedBrass { Name "Unstable Overclock: Leadstorm" Attribute "damage bonus" Cap 1.25 Increment 0.05 Cost 0 SecondaryAttributes { "minigun spinup time increased" -0.5 "aiming movespeed increased" -0.9 "spunup_damage_resistance" 0.2 "mod minigun can holster while spinning" 1 "spunup_push_force_immunity" 1.0 } Description "Weapon deals an additional 5% damage with faster spinup, at the cost of no movement speed or resistances while spun-up and" Tier 1 AllowedWeapons { ItemName "The Brass Beast" } } // HeavyNatty // { // Name "Balanced Overclock: High Calliber Cartridges" // Attribute "mod minigun can holster while spinning" // Cap 1 // Increment 1 // Cost 0 // SecondaryAttributes // { // "spunup_damage_resistance" 0.2 // "damage penalty" 0.1 // "minigun spinup time increased" 0.1 // } // Description "Damage penalty is lowered to -15%, but no longer grants ressitances and spinup time is an extra 10% slower" // Tier 1 // AllowedWeapons // { // ItemName "Natascha" // } // } HeavyNattyB { Name "Unstable Overclock: Leadstorm" Attribute "mod minigun can holster while spinning" Cap 1 Increment 1 Cost 0 SecondaryAttributes { "minigun spinup time increased" -0.3 "aiming movespeed increased" -0.9 "spunup_damage_resistance" 0.2 "spunup_push_force_immunity" 1.0 "damage penalty" 0.25 } Description "Weapon deals an additional 20% damage with faster spinup, at the cost of no movement speed or resistances while spun-up and" Tier 1 AllowedWeapons { ItemName "Natascha" } } HeavyTommy { Name "Balanced Overclock: Optimized Barrel" Attribute "mod minigun can holster while spinning" Cap 1 Increment 1 Cost 0 SecondaryAttributes { "dmg pierces resists absorbs" 1 "aiming movespeed increased" 1.5 "hidden primary max ammo bonus" -0.25 "mult dmg vs tanks" 0.25 } Description "Bullets now pierce resistances and no movement speed reduction on spinup, but -25% max ammo" Tier 1 AllowedWeapons { ItemName "Tomislav" } } Huo { Name "Balanced Overclock: Bigger Bullets" Attribute "mod minigun can holster while spinning" Cap 1 Increment 1 Cost 0 SecondaryAttributes { "uses ammo while aiming" 2 "damage penalty" 0.1 } Description "Weapon now suffers no damage penalty, but the ammo drain is increased" Tier 1 AllowedWeapons { ItemName "The Huo Long Heatmaker" } } ///FAMILY BUSINESS and STEAK FBA { Name "Clean Overclock: Sandvich Blast" Attribute "heal on hit for rapidfire" Cap 15 Increment 15 Cost 0 Description "Weapon now heals 15hp on hit" Tier 1 AllowedWeapons { ItemName "The Family Business" } } FBB { Name "Clean Overclock: Combo Slugs" Attribute "minicritboost on kill" Cap 5 Increment 5 Cost 0 Description "Provides 5 seconds of minicrits on kill" Tier 1 AllowedWeapons { ItemName "The Family Business" } } SteakB { Name "Clean Overclock: Mannly Meal" Attribute "effect cond override" Cap 4794640 Increment 4794640 Cost 0 Description "Steak effect no longer gives player a damage vulnerability, and grants self regen while effect is active" Tier 1 AllowedWeapons { ItemName "The Buffalo Steak Sandvich" } } ///FISTS Fists { Name "Clean Overclock: More Storage Space" Attribute "maxammo primary increased" Cap 1.25 Increment 0.25 Cost 0 SecondaryAttributes { "deploy time decreased" -0.35 } Description "Switch time is 35% faster and max primary ammo is increased by 25%" Tier 1 AllowedWeapons { ClassName "TF_WEAPON_FISTS" } DisallowedWeapons // Disallow those weapons { ItemName "Gloves of Running Urgently" ItemName "Festive Gloves of Running Urgently" ItemName "The Bread Bite" ItemName "The Eviction Notice" ItemName "Warrior's Spirit" ItemName "Fists of Steel" } } GRU { Name "Balanced Overclock: KGB Module" Attribute "critboost on kill" Cap 8 Increment 8 Cost 0 SecondaryAttributes { "mod_maxhealth_drain_rate" -10 "mult_player_movespeed_active" -0.3 "single wep holster time increased" -0.5 } Description "Weapon now mimics the KGB" Tier 1 AllowedWeapons { ItemName "Gloves of Running Urgently" ItemName "Festive Gloves of Running Urgently" ItemName "The Bread Bite" } } GRU_B { Name "Balanced Overclock: Robo Gru" Attribute "critboost on kill" Cap 8 Increment 8 Cost 0 SecondaryAttributes { "mod_maxhealth_drain_rate" -10 "self mark for death" 1 } Description "Health drain is replaced by self-mark for death" Tier 1 AllowedWeapons { ItemName "Gloves of Running Urgently" ItemName "Festive Gloves of Running Urgently" ItemName "The Bread Bite" } } Warriors { Name "Balanced Overclock: Warrior's Code" Attribute "honorbound" Cap 1 Increment 1 Cost 0 SecondaryAttributes { "dmg taken increased" -0.3 } Description "Damage vulnerability is removed, but weapon is now honorbound" Tier 1 AllowedWeapons { ItemName "Warrior's Spirit" } } Eviction { Name "Clean Overclock: Brute Bracers" Attribute "minicrits become crits" Cap 2 Increment 1 Cost 0 SecondaryAttributes { "mod_maxhealth_drain_rate" -10 } Description "Health Penalty is removed and crits when it would normally minicrit" Tier 1 AllowedWeapons { ItemName "The Eviction Notice" } } ///Engineer ///Shotguns FrontierJustice { Name "Balanced Overclock: Heavy Duty Slugs" Attribute "damage bonus" Cap 1.35 Increment 0.35 Cost 0 SecondaryAttributes { "clip size penalty" -0.25 "fire rate penalty" 0.2 } Description "Weapon deals an additional 35% damage, but clip size and firing speed are reduced by 25%" Tier 1 AllowedWeapons { ItemName "The Frontier Justice" } } Widow { Name "Balanced Overclock: Sentry Companion A.I" Attribute "engy sentry radius increased" Cap 1.25 Increment 0.25 Cost 0 SecondaryAttributes { "mod ammo per shot" 35 "damage bonus bullet vs sentry target" 0.35 } Description "Weapon deals +35% damage to sentry's targets and sentry range is 25% longer, but metal per shot is increased by 35" Tier 1 AllowedWeapons { ItemName "The Widowmaker" } } PomsonA { Name "Balanced Overclock: Custom Engineered Shotgun" Attribute "energy weapon penetration" Cap 1 Increment 1 Cost 0 SecondaryAttributes { "Projectile speed increased" 1 "damage bonus bullet vs sentry target" 0.25 "engineer building teleporting pickup" 175 "clip size penalty" -0.25 "fire rate penalty" 0.2 } Description "Shotgun can long range haul buildings for 175 metal and pomson projectiles travel 50% faster, but clip size and firing speed are reduced by 25%" Tier 1 Allowplayerclass Engineer AllowedWeapons { ClassName "TF_WEAPON_SHOTGUN_PRIMARY" ItemName "The Pomson 6000" } } PomsonB { Name "Balanced Overclock: Burst Lens" Attribute "Projectile speed increased" Cap 2 Increment 1 Cost 0 SecondaryAttributes { "projectile spread angle penalty" 2 "mult projectile count" 3 } Description "Weapon now fires 4 projectiles at once, but uses 4 ammo per shot" Tier 1 AllowedWeapons { ItemName "The Pomson 6000" } } Ranger { Name "Balanced Overclock: Compact Sensor" Attribute "fire rate bonus HIDDEN" Cap 0.75 Increment -0.25 Cost 0 SecondaryAttributes { "engineer building teleporting pickup" -50 "clip size penalty" -0.25 } Description "Ranged hauling now costs 50 metal and weapon fires 25% faster, but clip size is reduced by 25%" Tier 1 AllowedWeapons { ItemName "The Rescue Ranger" } } ///SECONDARY ENGIE PistolEngieA { Name "Clean Overclock: Sentry Companion" Attribute "engy building health bonus" Cap 1.5 Increment 0.5 Cost 0 SecondaryAttributes //Secondary attributes applied when upgrade is applied, for each upgrade level { "damage bonus bullet vs sentry target" 0.25 } Description "Buildings now have +50% extra health and pistol does 25% more damage to sentry targets" Tier 1 AllowedWeapons { ClassName tf_weapon_pistol } } PistolEngieB { Name "Clean Overclock: Haul Sensor" Attribute "engineer building teleporting pickup" Cap 125 Increment 125 Cost 0 SecondaryAttributes //Secondary attributes applied when upgrade is applied, for each upgrade level { "bidirectional teleport" 1 } Description "User can now long range haul buildings for 125 metal and teleporter is 2-way" Tier 1 AllowedWeapons { ClassName tf_weapon_pistol } } Wrangler { Name "Balanced Overclock: Offensive Algorithm" Attribute "disable wrangler shield" Cap 1 Increment 1 Cost 0 SecondaryAttributes //Secondary attributes applied when upgrade is applied, for each upgrade level { "provide on active" 1 "engy sentry damage bonus" 0.2 "rocket jump damage reduction" -0.75 } Description "When active, sentry gains a 20% damage bonus and take 75% less damage from rocket jumps but cannot be shield boosted while active" Tier 1 AllowedWeapons { ItemName "The Wrangler" } } Circuit { Name "Unstable Overclock: Overclocked Circuit" Attribute "damage bonus" Cap 5 Increment 5 Cost 0 SecondaryAttributes //Secondary attributes applied when upgrade is applied, for each upgrade level { "explosive bullets" 100 "blast dmg to self increased" -0.25 "fire rate penalty" 2.5 "max bullet range" 600 "dmg penalty vs players" -0.35 "mod ammo per shot" 10 } Description "Primary fire now uses an explosive attack on contact and the range is increased, but uses an additional 10 ammo and 250% slower firing speed" Tier 1 AllowedWeapons { ItemName "The Short Circuit" } } ///WRENCHES WrenchA { Name "Balanced Overclock: Support AI" Attribute "engy building health bonus" Cap 0.75 Increment -0.2 Cost 0 SecondaryAttributes //Secondary attributes applied when upgrade is applied, for each upgrade level { "mult dispenser rate" 2.0 "mult teleporter recharge rate" 0.5 "maxammo metal increased" 0.25 } Description "Dispenser and Tele are twice as effecient and gain +25% max metal, but building health is reduced by 20%" Tier 1 Allowplayerclass Engineer AllowedWeapons { ClassName TF_WEAPON_WRENCH } } GunslingerA { Name "Clean Overclock: Mobile Processors" Attribute "mult dispenser rate" Cap 2 Increment 1 Cost 0 SecondaryAttributes //Secondary attributes applied when upgrade is applied, for each upgrade level { "engy sentry radius increased" 0.5 "construction rate increased" 2 "engy disposable sentries" 1 "construction rate increased" 2 "mult teleporter recharge rate" 0.5 } Description "Build an additional disposable sentry and all support buildings are 50% more effecient" Tier 1 Allowplayerclass Engineer AllowedWeapons { ItemName "The Gunslinger" } } Southern { Name "Balanced Overclock: Unstable Mechanisms" Attribute "metal_pickup_decreased" Cap 0.65 Increment -0.35 Cost 0 SecondaryAttributes //Secondary attributes applied when upgrade is applied, for each upgrade level { "provide on active" 1 "engy sentry damage bonus" 0.25 } Description "When Wrench is active, sentry deals 25% increased damage, but gain 35% less metal from packs and dispensersy" Tier 1 Allowplayerclass Engineer AllowedWeapons { ItemName "The Southern Hospitality" } } Jag { Name "Balanced Overclock: Optimized Engineering" Attribute "provide on active" Cap 1 Increment 1 Cost 0 SecondaryAttributes //Secondary attributes applied when upgrade is applied, for each upgrade level { "Construction rate increased" 0.3 "Repair rate decreased" -0.3 } Description "Construction rate is increased by 30%, but repair rate is also decreased by 30%" Tier 1 Allowplayerclass Engineer AllowedWeapons { ItemName "The Jag" } } Eureka { Name "Clean Overclock: Tuned Capacitor" Attribute "provide on active" Cap 1 Increment 1 Cost 0 SecondaryAttributes //Secondary attributes applied when upgrade is applied, for each upgrade level { "Construction rate decreased" 0.5 } Description "Construction rate penalty is removed" Tier 1 Allowplayerclass Engineer AllowedWeapons { ItemName "The Eureka Effect" } } //Medic XbowBalancedA { Name "Balanced Overclock: Support Bolts" Attribute "add cond on hit" SecondaryAttributes //Secondary attributes applied when upgrade is applied, for each upgrade level { "add cond on hit duration" 5.0 "reload time increased hidden" 0.50 } Cap 27 Increment 27 Cost 0 Description "Bolts apply Mad Milk on hit, but reload 50% slower" Tier 1 AllowedWeapons { ItemName "The Crusader's Crossbow" } } NeedleBalancedB { Name "Balanced Overclock: Biohazard Needle" Attribute "add cond on hit" SecondaryAttributes //Secondary attributes applied when upgrade is applied, for each upgrade level { "add cond on hit duration" 4.0 "bleeding duration" 4 "reload time increased hidden" 0.35 "damage penalty" -0.75 "clip size penalty" -0.75 } Cap 24 Increment 24 Cost 0 Description "Applies Jarate and bleed on hit, but reloads 35% slower and damage and clip size are reduced by 75%" Tier 1 AllowedWeapons { ClassName TF_WEAPON_SYRINGEGUN_MEDIC } } ///mediguns MedigunB { Name "Clean Overclock: Overheal Optimization" Attribute "overheal bonus" Cap 1.15 Increment 0.15 Cost 0 Description "Mediguns provide an additional 15% overheal and uber builds 20% faster on overhealed patients, but medigun heals 25% slower" Tier 1 SecondaryAttributes { "ubercharge overheal rate penalty" 0.2 } AllowedWeapons { ClassName TF_WEAPON_MEDIGUN } DisallowedWeapons { ItemName "The Kritzkrieg" ItemName "The Quick-Fix" } } MedigunC { Name "Balanced Overclock: Broken Shield Lens" Attribute "increase buff duration" Cap 0.35 Increment -0.65 Cost 0 Description "Mediguns heal 35% faster and build uber 10% faster on overhealed patients, but shield depletes 65% faster" Tier 1 SecondaryAttributes { "heal rate bonus" 0.35 "ubercharge overheal rate penalty" 0.1 } AllowedWeapons { ItemName "The Kritzkrieg" ClassName TF_WEAPON_MEDIGUN } DisallowedWeapons { ItemName "The Vaccinator" ItemName "The Quick-Fix" } } QuickFix { Name "Balanced Overclock: Prototype Module" Attribute "overheal decay penalty" Cap 0.25 Increment -0.75 Cost 0 Description "Medigun heals 25% faster, but -50% overheal rate and overheal decays 75% faster and 25% slower uber build on overhealed patients" Tier 1 SecondaryAttributes { "overheal penalty" -0.5 "heal rate bonus" 0.25 "ubercharge overheal rate penalty" -0.25 } AllowedWeapons { ItemName "The Quick-Fix" } } ////Bonesaws BonesawCleanA { Name "Clean Overclock: Battery Leech" Attribute "add uber charge on hit" Cap 0.15 Increment 0.15 Cost 0 Description "Gain 15% uber on hit" Tier 1 Allowplayerclass Medic AllowedWeapons { Slot "Melee" } DisallowedWeapons { ItemName "The Ubersaw" } } Amputator { Name "Clean Overclock: Vamprism Module" Attribute "aoe heal chance" Cap 60 Increment 60 Cost 0 Description "On hit release an aoe heal to the team and when active resist all ranged damage by 50%." Tier 1 SecondaryAttributes //Secondary attributes applied when upgrade is applied, for each upgrade level { "dmg from ranged reduced" -0.5 } Allowplayerclass Medic AllowedWeapons { ItemName "The Amputator" } } VitaSaw { Name "Balanced Overclock: Overclocked Heart-Capacitor" Attribute "uber duration bonus" Cap 2 Increment 2 Cost 0 Description "Uber duration is 2 seconds longer, but health penalty is increased to -25hp" Tier 1 SecondaryAttributes //Secondary attributes applied when upgrade is applied, for each upgrade level { "max health additive penalty" -15 } Allowplayerclass Medic AllowedWeapons { ItemName "The Vita-Saw" } } Solem { Name "Balanced Overclock: Canteen Core" Attribute "share consumable with patient" Cap 1 Increment 1 Cost 0 Description "Medigun can now inherently share canteens, but canteen price is increased by $20 and lasts 2 seconds shorter" Tier 1 SecondaryAttributes //Secondary attributes applied when upgrade is applied, for each upgrade level { "canteen specialist" -2 } Allowplayerclass Medic AllowedWeapons { ItemName "The Solemn Vow" } } ///Sniper RifleA { Name "Balanced Overclock: Rifle Mastery" Attribute "damage all connected" Cap 1 Increment 1 Cost 0 SecondaryAttributes //Secondary attributes applied when upgrade is applied, for each upgrade level { "ability master sniper" 1 "maxammo primary reduced" -0.2 } Description "Reduces zoom time and increases charge speed, but lowers ammo by 20%" Tier 1 Allowplayerclass Sniper AllowedWeapons { Slot "Primary" } } HuntsmanA { Name "Clean Overclock: Rubber Compound" Attribute "grenade bounce speed" Cap 0.95 Increment 0.95 Cost 0 SecondaryAttributes { "projectile lifetime" 3 } Description "Arrows now bounce" Tier 1 AllowedWeapons { ItemName "The Huntsman" ItemName "The Fortified Compound" } } Classic { Name "Balanced Overclock: Seeker Rounds" Attribute "damage all connected" Cap 1 Increment 1 Cost 0 SecondaryAttributes //Secondary attributes applied when upgrade is applied, for each upgrade level { "sniper no headshot without full charge" -1 "damage penalty on bodyshot" -0.15 } Description "Damages all connected via medi-beam and the classic no longer requires full-charge, but body-shot deasl 15% less damage" Tier 1 Allowplayerclass Sniper AllowedWeapons { ItemName "The Classic" ItemName "The Huntsman" ItemName "The Fortified Compound" } } SMGBalanced { Name "Unstable Overclock: Sniper Module" Attribute "can headshot" Cap 2 Increment 1 Cost 0 Description "Deal 25% bonus damage and can now headshot, but total clip is 50% smaller firing rate is reduced by 90% and reloads 50% slower" Tier 1 SecondaryAttributes //Secondary attributes applied when upgrade is applied, for each upgrade level { "can headshot" 1 "fire rate penalty" 0.9 "clip size penalty" -0.5 "Reload time increased" 0.5 "damage bonus" 0.25 "provide on active" 1 "revolver use hit locations" 1 } AllowedWeapons { ClassName "TF_WEAPON_SMG" ItemNAme "The Cleaner's Carbine" } } ///spy Watch { Name "Balanced Overclock: Vital Meter" Attribute "max health additive bonus" Cap 25 Increment 25 Cost 0 SecondaryAttributes //Secondary attributes applied when upgrade is applied, for each upgrade level { "cloak consume rate increased" 0.35 "CARD: health regen" 4 } Description "+25 max health and regenerate 4hp per second, but cloak drains 35% slower" Tier 1 AllowedWeapons { ItemName "The Cloak and Dagger" ItemName "TTG Watch" ClassName TF_WEAPON_INVIS } DisallowedWeapons { ItemName "The Dead Ringer" } } Revolver { Name "Balanced Overclock: Magnum Chamber" Attribute "damage bonus" Cap 1.35 Increment 0.35 Cost 0 SecondaryAttributes //Secondary attributes applied when upgrade is applied, for each upgrade level { "minicritboost on kill" 3 "Reload time increased" 0.35 "clip size penalty HIDDEN" -0.25 } Description "Revolver deals 35% bonus damage and gains 3 seconds of minicrits on kill and crit falloff is disabled" Tier 1 AllowedWeapons { ClassName TF_WEAPON_REVOLVER } DisallowedWeapons { ItemName "The Ambassador" } } RevolverCopy ////The exact same overclock but with more readable stats for amby. { Name "Balanced Overclock: Magnum Chamber" Attribute "damage bonus" Cap 1.2 Increment 0.2 Cost 0 SecondaryAttributes //Secondary attributes applied when upgrade is applied, for each upgrade level { "minicritboost on kill" 3 "crit_dmg_falloff" -1 "damage penalty" 0.15 "Reload time increased" 0.35 "clip size penalty HIDDEN" -0.25 } Description "Revolver deals 35% bonus damage and gains 3 seconds of minicrits on kill and crit falloff is disabled" Tier 1 AllowedWeapons { ItemName "The Ambassador" } } } // Wave 1: 900 // 600 -> 600 + 900 + 100 Wave { WaitWhenDone 65 Checkpoint Yes StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } WaveSpawn { Name w1_tank01 TotalCurrency 100 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 30 WaitBetweenSpawns 0 Where spawnbot FirstSpawnOutput { Target boss_spawn_relay Action Trigger } Tank { Health 12500 Speed 75 Name "tankboss" StartingPathTrackNode "boss_path_a1" OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn { Name w1_wave01 TotalCurrency 100 TotalCount 48 MaxActive 12 SpawnCount 12 WaitBeforeStarting 15 WaitBetweenSpawns 15 Where spawnbot TFBot { Template T_TFBot_Scout_Bonk Attributes AlwaysCrit } } WaveSpawn { Name w1_giant TotalCurrency 400 TotalCount 8 MaxActive 4 SpawnCount 2 WaitBeforeStarting 0 WaitBetweenSpawns 30 Where spawnbot Squad { TFBot { Template T_TFBot_Giant_Pyro_Flare_Spammer } TFBot { Template T_TFBot_Giant_Medic } } } WaveSpawn { Name w1_tank02 WaitForAllSpawned w1_wave01 TotalCurrency 100 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 30 WaitBetweenSpawns 0 FirstSpawnOutput { Target boss_spawn_relay Action Trigger } Tank { Health 12500 Speed 75 Name "tankboss" StartingPathTrackNode "boss_path_a1" OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn { Name w1_wave02 WaitForAllSpawned w1_wave01 TotalCurrency 200 TotalCount 48 MaxActive 16 SpawnCount 4 WaitBeforeStarting 0 WaitBetweenSpawns 3 Where spawnbot RandomChoice { TFBot { Class Scout Skill Normal } TFBot { Class Pyro Skill Normal } } } } // Wave 2: 1000 // 600 + 900 + 100 (1600) -> 600 + 1900 + 200 (2700) Wave { WaitWhenDone 65 Checkpoint Yes StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } WaveSpawn { Name w2_wave01 TotalCurrency 180 TotalCount 18 MaxActive 9 SpawnCount 9 WaitBeforeStarting 0 WaitBetweenSpawns 0 Where spawnbot Squad { TFBot { Template T_TFBot_Giant_Heavy_Penetration } TFBot { Template T_TFBot_Medic_QuickUber } TFBot { Template T_TFBot_Medic_QuickUber } TFBot { Template T_TFBot_Medic_QuickUber } TFBot { Template T_TFBot_Medic_QuickUber } TFBot { Template T_TFBot_Medic_Kritzkrieg } TFBot { Template T_TFBot_Medic_Kritzkrieg } TFBot { Template T_TFBot_Medic_Kritzkrieg } TFBot { Template T_TFBot_Medic_Kritzkrieg } } } WaveSpawn { Name w2_wave01 TotalCurrency 120 TotalCount 12 MaxActive 8 SpawnCount 4 WaitBeforeStarting 0 WaitBetweenSpawns 10 Where spawnbot Squad { TFBot { Class Soldier Skill Expert } TFBot { Template T_TFBot_Medic } } } WaveSpawn { Name w2_wave02 WaitForAllSpawned w2_wave01 TotalCurrency 200 TotalCount 18 MaxActive 6 SpawnCount 3 WaitBeforeStarting 20 WaitBetweenSpawns 10 Where spawnbot Squad { TFBot { Template T_TFBot_Giant_Soldier_Crit } TFBot { Template T_TFBot_Medic } TFBot { Template T_TFBot_Medic } } } WaveSpawn { Name w2_wave02 WaitForAllSpawned w2_wave01 TotalCurrency 200 TotalCount 18 MaxActive 6 SpawnCount 3 WaitBeforeStarting 15 WaitBetweenSpawns 10 Where spawnbot Squad { TFBot { Template T_TFBot_Giant_Demoman Attributes AlwaysCrit } TFBot { Template T_TFBot_Medic } TFBot { Template T_TFBot_Medic } } } WaveSpawn { Name w2_wave03 WaitForAllSpawned w2_wave02 TotalCurrency 100 TotalCount 12 MaxActive 12 SpawnCount 4 WaitBeforeStarting 0 WaitBetweenSpawns 0 Where spawnbot_invasion Squad { TFBot { Class Soldier Skill Expert } TFBot { Template T_TFBot_Medic } } } WaveSpawn { Name w2_support WaitForAllDead w2_wave01 TotalCurrency 100 TotalCount 20 MaxActive 4 SpawnCount 2 WaitBeforeStarting 0 WaitBetweenSpawns 4 Support 1 Where spawnbot Squad { TFBot { ClassIcon heavy Health 300 Name HeavyWeapons Class HeavyWeapons Skill Expert } TFBot { Template T_TFBot_Medic_QuickUber ClassIcon medic_uber_giant } } } WaveSpawn { Name w2_support WaitForAllDead w2_wave01 TotalCurrency 100 TotalCount 20 MaxActive 4 SpawnCount 4 WaitBeforeStarting 0 WaitBetweenSpawns 0 Support 1 Where spawnbot_invasion TFBot { Template T_TFBot_Demoman_Knight Attributes AlwaysCrit } } } // Wave 3: 1200 // 600 + 1900 + 200 (2700) -> 600 + 3100 + 300 (4000) Wave { WaitWhenDone 65 Checkpoint Yes StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } WaveSpawn { TotalCurrency 200 TotalCount 2 MaxActive 2 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 75 Where spawnbot FirstSpawnOutput { Target boss_spawn_relay Action Trigger } Tank { Health 20000 Speed 75 Name "tankboss" StartingPathTrackNode "boss_path_a1" OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn { Name w3_wave01_main TotalCurrency 200 TotalCount 10 MaxActive 4 SpawnCount 2 WaitBeforeStarting 10 WaitBetweenSpawns 15 Where spawnbot Squad { TFBot { Template T_TFBot_Giant_Soldier_Spammer Tag "nav_prefer_flank_left" } TFBot { Template T_TFBot_Giant_Soldier_Spammer Tag "nav_prefer_flank_right" } } } WaveSpawn { Name w3_wave02_main WaitForAllSpawned w3_wave01_main TotalCurrency 200 TotalCount 4 MaxActive 4 SpawnCount 1 WaitBeforeStarting 10 WaitBetweenSpawns 25 Where spawnbot TFBot { Template T_TFBot_Giant_Boxing_Heavy } } WaveSpawn { Name w3_wave01 TotalCurrency 300 TotalCount 72 MaxActive 16 SpawnCount 4 WaitBeforeStarting 0 WaitBetweenSpawns 0 Where spawnbot_invasion RandomChoice { TFBot { Template T_TFBot_Demo_Samurai_Normal Attributes AlwaysCrit Tag "nav_prefer_flank_left" } TFBot { Template T_TFBot_Demo_Samurai_Normal Attributes AlwaysCrit Tag "nav_prefer_flank_right" } TFBot { Template T_TFBot_Demo_Samurai_Normal Attributes AlwaysCrit } TFBot { Template T_TFBot_Demo_Samurai_Normal Attributes AlwaysCrit } TFBot { Template T_TFBot_Demo_Samurai_Normal Attributes AlwaysCrit } TFBot { Template T_TFBot_Demo_Chargeknight Attributes AlwaysCrit } TFBot { Template T_TFBot_Demo_Chargeknight Attributes AlwaysCrit } TFBot { Template T_TFBot_Demo_Chargeknight Attributes AlwaysCrit } TFBot { Template T_TFBot_Demo_Chargeknight Attributes AlwaysCrit } } } WaveSpawn { Name w3_wave02 WaitForAllSpawned w3_wave01 TotalCurrency 200 TotalCount 42 MaxActive 14 SpawnCount 7 WaitBeforeStarting 15 WaitBetweenSpawns 0 Where spawnbot_invasion RandomChoice { TFBot { Template T_TFBot_Sniper_Huntsman_Hyper } TFBot { Template T_TFBot_Sniper_Huntsman_Hyper Tag "nav_prefer_flank_right" } TFBot { Template T_TFBot_Sniper_Huntsman_Hyper Tag "nav_prefer_flank_left" } } } WaveSpawn { Name w3_support TotalCurrency 100 TotalCount 20 MaxActive 2 SpawnCount 2 WaitBeforeStarting 15 WaitBetweenSpawns 0 Where spawnbot_invasion TFBot { Template T_TFBot_Soldier_Extended_Concheror } } } // Wave 4: 1500 // 600 + 3100 + 300 (4000) -> 600 + 4600 + 400 (5600) Wave { WaitWhenDone 65 Checkpoint Yes StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } WaveSpawn { Name w4_wave01 TotalCurrency 300 TotalCount 6 MaxActive 6 SpawnCount 2 WaitBeforeStarting 0 WaitBetweenSpawns 20 Where spawnbot Squad { TFBot { Template T_TFBot_Giant_Scout_FAN_Shotguner } TFBot { Template T_TFBot_Giant_Medic_Uber_Weak } } } WaveSpawn { Name w4_wave01 TotalCurrency 200 TotalCount 8 MaxActive 4 SpawnCount 2 WaitBeforeStarting 15 WaitBetweenSpawns 10 Where spawnbot TFBot { Template T_TFBot_Giant_Scout_FAN } } WaveSpawn { Name w4_engi TotalCurrency 200 TotalCount 20 MaxActive 8 SpawnCount 2 WaitBeforeStarting 10 WaitBetweenSpawns 0 Support Limited Where spawnbot_invasion Squad { TFBot { Template T_TFBot_Engineer_Sentry_Tele_Battle } TFBot { Template T_TFBot_Medic } } } WaveSpawn { Name w4_wave02 WaitForAllSpawned w4_wave01 TotalCurrency 200 TotalCount 16 MaxActive 2 SpawnCount 2 WaitBeforeStarting 25 WaitBetweenSpawns 15 Where spawnbot TFBot { Template T_TFBot_Giant_Scout_Fast_Expert } } WaveSpawn { Name w4_wave02 WaitForAllSpawned w4_wave01 TotalCurrency 400 TotalCount 140 MaxActive 14 SpawnCount 2 WaitBeforeStarting 0 WaitBetweenSpawns 0 Where spawnbot RandomChoice { TFBot { Template T_TFBot_Scout_Backscatter_Hard } TFBot { Template T_TFBot_Scout_Bonk_Fast } TFBot { Template T_TFBot_Scout_FAN_Pusher } } } WaveSpawn { Name w4_wave02 WaitForAllSpawned w4_wave01 TotalCurrency 100 TotalCount 8 MaxActive 4 SpawnCount 2 WaitBeforeStarting 20 WaitBetweenSpawns 5 Where spawnbot Squad { TFBot { Template T_TFBot_Scout_Raygun_Expert Attributes AlwaysCrit } TFBot { Template T_TFBot_Medic_Overheal_Quickheal } } } WaveSpawn { Name w4_engi_support WaitForAllDead w4_engi TotalCurrency 100 TotalCount 10 MaxActive 4 SpawnCount 2 WaitBeforeStarting 10 WaitBetweenSpawns 0 Support 1 Where spawnbot_invasion Squad { TFBot { Template T_TFBot_Engineer_Sentry_Tele_Battle } TFBot { Template T_TFBot_Medic } } } } // Wave 5: 1400 // 600 + 4600 + 400 (5600) -> 600 + 6000 + 500 (7100) Wave { WaitWhenDone 65 Checkpoint Yes StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } WaveSpawn { Name w5_main TotalCurrency 240 TotalCount 24 MaxActive 4 SpawnCount 1 WaitBeforeStarting 10 WaitBetweenSpawns 10 Where spawnbot TFBot { Template T_TFBot_Giant_DemoKnight_Samurai } } WaveSpawn { Name w5_tank TotalCurrency 160 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 60 WaitBetweenSpawns 0 Where spawnbot FirstSpawnOutput { Target boss_spawn_relay Action Trigger } Tank { Health 25000 Name Tank Speed 75 StartingPathTrackNode "boss_path_a1" OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn { Name w5_wave01 TotalCurrency 100 TotalCount 3 MaxActive 3 SpawnCount 3 WaitBeforeStarting 0 WaitBetweenSpawns 0 Where spawnbot Squad { TFBot { Template T_TFBot_Giant_Soldier_Spammer_Conch } TFBot { Template T_TFBot_Giant_Medic_Regen } TFBot { Template T_TFBot_Giant_Medic_Regen } } } WaveSpawn { Name w5_wave01 TotalCurrency 100 TotalCount 3 MaxActive 3 SpawnCount 3 WaitBeforeStarting 0 WaitBetweenSpawns 20 Where spawnbot Squad { TFBot { Template T_TFBot_Giant_Soldier_Spammer_Buff } TFBot { Template T_TFBot_Giant_Medic_Regen } TFBot { Template T_TFBot_Giant_Medic_Regen } } } WaveSpawn { Name w5_wave01 TotalCurrency 100 TotalCount 32 MaxActive 8 SpawnCount 4 WaitBeforeStarting 0 WaitBetweenSpawns 0 Where spawnbot TFBot { Template T_TFBot_Pyro_Dragon_Hard } } WaveSpawn { Name w5_giant02 WaitForAllDead w5_wave01 TotalCurrency 150 TotalCount 6 MaxActive 4 SpawnCount 2 WaitBeforeStarting 12 WaitBetweenSpawns 25 Where spawnbot Squad { TFBot { Template T_TFBot_Giant_Soldier_Spammer_Conch Tag "nav_prefer_flank_left" } TFBot { Template T_TFBot_Giant_Medic Tag "nav_prefer_flank_left" } } } WaveSpawn { Name w5_giant02 WaitForAllDead w5_wave01 TotalCurrency 150 TotalCount 6 MaxActive 4 SpawnCount 2 WaitBeforeStarting 0 WaitBetweenSpawns 25 Where spawnbot Squad { TFBot { Template T_TFBot_Giant_Soldier_Spammer_Buff Tag "nav_prefer_flank_right" } TFBot { Template T_TFBot_Giant_Medic Tag "nav_prefer_flank_right" } } } WaveSpawn { Name w5_wave02_sup01 WaitForAllDead w5_wave01 TotalCurrency 100 TotalCount 18 MaxActive 6 SpawnCount 6 WaitBeforeStarting 0 WaitBetweenSpawns 0 Where spawnbot_invasion TFBot { Template T_TFBot_Heavy_Deflector_Pusher } } WaveSpawn { Name w5_wave02_sup02 WaitForAllSpawned w5_wave02_sup01 TotalCurrency 100 TotalCount 18 MaxActive 6 SpawnCount 6 WaitBeforeStarting 0 WaitBetweenSpawns 0 Where spawnbot TFBot { Template T_TFBot_Heavy_Natascha_Hyper } } WaveSpawn { Name w5_giant03 WaitForAllSpawned w5_giant02 TotalCurrency 100 TotalCount 3 MaxActive 3 SpawnCount 3 WaitBeforeStarting 0 WaitBetweenSpawns 0 Where spawnbot Squad { TFBot { Template T_TFBot_Giant_Heavy_Dragon } TFBot { Template T_TFBot_Giant_Medic_Regen } TFBot { Template T_TFBot_Giant_Medic_Regen } } } WaveSpawn { Name w5_wave03 WaitForAllSpawned w5_giant02 TotalCurrency 100 TotalCount 18 MaxActive 12 SpawnCount 2 WaitBeforeStarting 0 WaitBetweenSpawns 0 Where spawnbot TFBot { Template T_TFBot_Heavy_Fire_Crit } } } // Wave 6: 1200 // 600 + 6000 + 500 (7100) -> 600 + 7200 + 600 (8400) Wave { WaitWhenDone 65 Checkpoint Yes StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } WaveSpawn { Name w6_tank01 TotalCurrency 100 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 10 WaitBetweenSpawns 0 Where spawnbot FirstSpawnOutput { Target boss_spawn_relay Action Trigger } Tank { Health 40000 Name Tank Speed 75 StartingPathTrackNode "boss_path_a1" OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn { Name w6_wave01 TotalCurrency 100 TotalCount 60 MaxActive 20 SpawnCount 4 WaitBeforeStarting 0 WaitBetweenSpawns 0 Where spawnbot TFBot { Template T_TFBot_Scout_Milk_Expert Attributes AlwaysCrit } } WaveSpawn { Name w6_engi01 WaitForAllSpawned w6_wave01 TotalCurrency 100 TotalCount 8 MaxActive 8 SpawnCount 4 WaitBeforeStarting 0 WaitBetweenSpawns 10 Support Limited Where spawnbot_right Squad { TFBot { Template T_TFBot_Engineer_Sentry_Tele_Battle_Armored TeleportWhere spawnbot TeleportWhere spawnbot_right TeleportWhere spawnbot_left TeleportWhere spawnbot_invasion } TFBot { Template T_TFBot_Medic } } } WaveSpawn { Name w6_wave02 WaitForAllSpawned w6_engi01 TotalCurrency 100 TotalCount 16 MaxActive 8 SpawnCount 2 WaitBeforeStarting 10 WaitBetweenSpawns 5 Where spawnbot Squad { TFBot { Template T_TFBot_Soldier_Crit } TFBot { Template T_TFBot_Medic_Shield_Extended_Quickfix } } } WaveSpawn { Name w6_wave02 WaitForAllSpawned w6_engi01 TotalCurrency 100 TotalCount 40 MaxActive 12 SpawnCount 4 WaitBeforeStarting 10 WaitBetweenSpawns 0 Where spawnbot_invasion TFBot { Template T_TFBot_Pyro_Hyper } } WaveSpawn { Name w6_wave03 WaitForAllSpawned w6_wave02 TotalCurrency 200 TotalCount 20 MaxActive 16 SpawnCount 4 WaitBeforeStarting 10 WaitBetweenSpawns 0 Where spawnbot TFBot { Template T_TFBot_Heavy_Bearfist Health 1800 } } WaveSpawn { Name w6_wave04 WaitForAllSpawned w6_wave03 TotalCurrency 100 TotalCount 10 MaxActive 8 SpawnCount 1 WaitBeforeStarting 15 WaitBetweenSpawns 7 Where spawnbot TFBot { Template T_TFBot_Giant_Demo_Spammer_Crit } } WaveSpawn { Name w6_wave05 WaitForAllSpawned w6_wave04 TotalCurrency 100 TotalCount 8 MaxActive 8 SpawnCount 4 WaitBeforeStarting 10 WaitBetweenSpawns 0 Support Limited Where spawnbot_invasion Squad { TFBot { Template T_TFBot_Engineer_Sentry_Tele_Battle_Armored TeleportWhere spawnbot TeleportWhere spawnbot_right TeleportWhere spawnbot_left TeleportWhere spawnbot_invasion } TFBot { Template T_TFBot_Medic } } } WaveSpawn { Name w6_wave05 WaitForAllSpawned w6_wave04 TotalCurrency 100 TotalCount 3 MaxActive 3 SpawnCount 3 WaitBeforeStarting 20 WaitBetweenSpawns 0 Where spawnbot TFBot { Template T_TFBot_Giant_Scout_Blaster_Hyper Attributes AlwaysCrit } } WaveSpawn { Name w6_lasttank WaitForAllSpawned w6_wave04 TotalCurrency 100 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 10 WaitBetweenSpawns 0 Where spawnbot FirstSpawnOutput { Target boss_spawn_relay Action Trigger } Tank { Health 35000 Name Tank Speed 75 StartingPathTrackNode "boss_path_a1" OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn { Name w6_support WaitForAllSpawned w6_wave04 TotalCurrency 50 TotalCount 24 MaxActive 16 SpawnCount 4 WaitBeforeStarting 0 WaitBetweenSpawns 0 Support 1 Where spawnbot_invasion TFBot { Template T_TFBot_Sniper_Huntsman_Hyper_Penetration } } WaveSpawn { WaitForAllSpawned w6_engi01 TotalCurrency 50 TotalCount 10 MaxActive 4 SpawnCount 2 WaitBeforeStarting 20 WaitBetweenSpawns 10 Support 1 Where spawnbot_invasion Squad { TFBot { Template T_TFBot_Engineer_Sentry_Tele_Battle_Armored TeleportWhere spawnbot TeleportWhere spawnbot_invasion } TFBot { Template T_TFBot_Medic } } } } // Wave 7: 1300 // 600 + 7200 + 600 (8400) -> 600 + 8500 + 700 (9800) Wave { WaitWhenDone 65 Checkpoint Yes StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } WaveSpawn { Name w7_wave01_giant01 TotalCurrency 100 TotalCount 2 MaxActive 2 SpawnCount 2 WaitBeforeStarting 0 WaitBetweenSpawns 0 Where spawnbot Squad { TFBot { Template T_TFBot_Giant_Heavy_Brassbeast_Hyper } TFBot { Template T_TFBot_Giant_Medic_Kritzkrieg_Armored } } } WaveSpawn { Name w7_wave01_giant02 WaitForAllSpawned w7_wave01_giant01 TotalCurrency 100 TotalCount 8 MaxActive 8 SpawnCount 4 WaitBeforeStarting 45 WaitBetweenSpawns 20 Where spawnbot Squad { TFBot { Template T_TFBot_Giant_Heavy_Brassbeast_Hyper } TFBot { Template T_TFBot_Medic_Kritzkrieg_Armored } TFBot { Template T_TFBot_Medic_Kritzkrieg_Armored } TFBot { Template T_TFBot_Medic_Kritzkrieg_Armored } } } WaveSpawn { Name w7_wave01 TotalCurrency 180 TotalCount 16 MaxActive 4 SpawnCount 4 WaitBeforeStarting 10 WaitBetweenSpawns 0 Where spawnbot Squad { TFBot { Template T_TFBot_Heavy_Penetration Attributes AlwaysCrit } TFBot { Template T_TFBot_Medic_Long_Quickfix } } } WaveSpawn { Name w7_wave01 TotalCurrency 120 TotalCount 54 MaxActive 8 SpawnCount 4 WaitBeforeStarting 10 WaitBetweenSpawns 0 Where spawnbot_invasion TFBot { Template T_TFBot_Scout_Backscatter_Hyper } } WaveSpawn { Name w7_wave02_giant01 WaitForAllSpawned w7_wave01 TotalCurrency 100 TotalCount 2 MaxActive 2 SpawnCount 2 WaitBeforeStarting 25 WaitBetweenSpawns 0 Where spawnbot Squad { TFBot { Template T_TFBot_Giant_Soldier_Nuker } TFBot { Template T_TFBot_Giant_Medic_Uber_Armored } } } WaveSpawn { Name w7_wave02_giant02 WaitForAllSpawned w7_wave02_giant01 TotalCurrency 100 TotalCount 8 MaxActive 8 SpawnCount 4 WaitBeforeStarting 45 WaitBetweenSpawns 20 Where spawnbot Squad { TFBot { Template T_TFBot_Giant_Soldier_Nuker } TFBot { Template T_TFBot_Medic_Quickuber_Armored } TFBot { Template T_TFBot_Medic_Quickuber_Armored } TFBot { Template T_TFBot_Medic_Quickuber_Armored } } } WaveSpawn { Name w7_wave02 WaitForAllSpawned w7_wave01 TotalCurrency 200 TotalCount 72 MaxActive 12 SpawnCount 4 WaitBeforeStarting 10 WaitBetweenSpawns 0 Where spawnbot Squad { TFBot { Template T_TFBot_Soldier_Stun_Spammer_Hyper Attributes AlwaysCrit } TFBot { Template T_TFBot_Medic_Long_Quickfix } TFBot { Template T_TFBot_Soldier_Stun_Spammer_Hyper Attributes AlwaysCrit } TFBot { Template T_TFBot_Soldier_Stun_Spammer_Hyper Attributes AlwaysCrit } } } WaveSpawn { Name w7_wave03_giant01 WaitForAllSpawned w7_wave02 TotalCurrency 100 TotalCount 2 MaxActive 2 SpawnCount 2 WaitBeforeStarting 25 WaitBetweenSpawns 0 Where spawnbot Squad { TFBot { Template T_TFBot_Giant_Pyro_Backburner Attributes AlwaysCrit } TFBot { Template T_TFBot_Giant_Medic_Armored } } } WaveSpawn { Name w7_wave03_giant02 WaitForAllSpawned w7_wave03_giant01 TotalCurrency 100 TotalCount 8 MaxActive 8 SpawnCount 4 WaitBeforeStarting 45 WaitBetweenSpawns 20 Where spawnbot Squad { TFBot { Template T_TFBot_Giant_Pyro_Backburner Attributes AlwaysCrit } TFBot { Template T_TFBot_Medic_Quickheal_Armored } TFBot { Template T_TFBot_Medic_Quickheal_Armored } TFBot { Template T_TFBot_Medic_Quickheal_Armored } } } WaveSpawn { Name w7_wave03 WaitForAllSpawned w7_wave02 TotalCurrency 200 TotalCount 72 MaxActive 10 SpawnCount 5 WaitBeforeStarting 10 WaitBetweenSpawns 0 Where spawnbot RandomChoice { TFBot { Template T_TFBot_Pyro_Flaregun_FastShot } TFBot { Template T_TFBot_Pyro_Flaregun_FastShot } TFBot { Template T_TFBot_Pyro_Flaregun_FastShot } TFBot { Template T_TFBot_Pyro_Flaregun_FastShot } TFBot { Template T_TFBot_Pyro_Flaregun_FastShot } TFBot { Template T_TFBot_Pyro_Gaspasser_Explove } TFBot { Template T_TFBot_Pyro_Gaspasser_Explove } TFBot { Template T_TFBot_Pyro_Gaspasser_Explove } TFBot { Template T_TFBot_Pyro_Gaspasser_Explove } } } } // Wave 8: 1000 // 600 + 8500 + 700 (9800) -> 600 + 9500 + 700 (10800) Wave { WaitWhenDone 65 Checkpoint Yes StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } WaveSpawn { Name w8_tank TotalCurrency 400 TotalCount 4 MaxActive 4 SpawnCount 1 WaitBeforeStarting 20 WaitBetweenSpawns 40 Where spawnbot FirstSpawnOutput { Target boss_spawn_relay Action Trigger } Tank { Health 30000 Speed 75 Name "tankboss" StartingPathTrackNode "boss_path_a1" OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn { Name w8_wave01 TotalCurrency 120 TotalCount 12 MaxActive 4 SpawnCount 2 WaitBeforeStarting 10 WaitBetweenSpawns 20 Where spawnbot TFBot { Template T_TFBot_Giant_Scout_Hyper } } WaveSpawn { Name w8_wave01 TotalCurrency 240 TotalCount 120 MaxActive 16 SpawnCount 4 WaitBeforeStarting 10 WaitBetweenSpawns 0 Where spawnbot_invasion RandomChoice { TFBot { Template T_TFBot_Scout_Hyper_Bonk } TFBot { Template T_TFBot_Scout_Hyper_Bonk } TFBot { Template T_TFBot_Scout_Hyper_Bonk } TFBot { Template T_TFBot_Soldier_Burst_Expert tag "nav_prefer_flank_left" } TFBot { Template T_TFBot_Soldier_Burst_Expert } TFBot { Template T_TFBot_Soldier_Burst_Expert } TFBot { Template T_TFBot_Demo_Loch_Hyper tag "nav_prefer_flank_right" } TFBot { Template T_TFBot_Demo_Loch_Hyper } TFBot { Template T_TFBot_Demo_Loch_Hyper } } } WaveSpawn { Name w8_wave02 WaitForAllDead w8_wave01 TotalCurrency 100 TotalCount 8 MaxActive 8 SpawnCount 2 WaitBeforeStarting 0 WaitBetweenSpawns 20 Where spawnbot Squad { TFBot { Template T_TFBot_Giant_Soldier_Rocketshotgun_Hyper } TFBot { Template T_TFBot_Giant_Medic_Uber } } } WaveSpawn { Name w8_wave02 WaitForAllDead w8_wave01 TotalCurrency 100 TotalCount 8 MaxActive 4 SpawnCount 2 WaitBeforeStarting 10 WaitBetweenSpawns 20 Where spawnbot TFBot { Name "Bonk League Scout" Class Scout Skill Expert Health 1600 ClassIcon scout_bonk_stun WeaponRestrictions MeleeOnly Attributes AlwaysCrit Item "Bonk! Atomic Punch" Item "Bonk Helm" Item "The Sandman" Attributes MiniBoss ItemAttributes { ItemName "The Sandman" "effect bar recharge rate increased" 0.1 } CharacterAttributes { "airblast vulnerability multiplier" 0.7 "effect bar recharge rate increased" 0.55 "damage force reduction" 0.7 "override footstep sound set" 5 "deploy time increased" 0.5 } } } WaveSpawn { Name w8_lasttank WaitForAllSpawned w8_wave02 TotalCurrency 0 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 0 Where spawnbot FirstSpawnOutput { Target boss_spawn_relay Action Trigger } Tank { Health 66666 Speed 75 Skin 1 Name "tankboss" StartingPathTrackNode "boss_path_a1" OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn { Name w8_support WaitForAllSpawned w8_wave01 TotalCurrency 0 TotalCount 4 MaxActive 4 SpawnCount 2 WaitBeforeStarting 30 Where spawnbot support 1 Squad { TFBot { Template T_TFBot_Engineer_Sentry_Tele_Battle_Hyper Health 600 } TFBot { Template T_TFBot_Medic_Armored } } } WaveSpawn { Name w8_support WaitForAllDead w8_wave01 TotalCurrency 40 TotalCount 12 MaxActive 4 SpawnCount 2 WaitBeforeStarting 20 WaitBetweenSpawns 5 Where spawnbot Support 1 Squad { TFBot { Template T_TFBot_Heavy_Brassbeast_Hyper Attributes AlwaysCrit } TFBot { Template T_TFBot_Medic } } } } }