// Water Hazard by Tindall Berry // Waterfront Event Advanced // TODO: // add scattergun mod // add bonk! atomic punch mod // add crit-a-cola mod // add mad milk mod // add fan o'war mod (remove damage penalty) // add rocket launcher mod // add rocket jumper mod // add beggar's bazooka mod // add air strike mod // add buff banner mod // add battalion's backup mod // add concheror mod // add righteous bison mod // add shovel mod // add escape plan mod // add phlogistinator mod // add gas passer mod // add fire axe mod // add grenade launcher mod // add ali baba's wee booties mod // add loose cannon mod // add iron bomber mod // add scottish resistance mod // add sticky jumper mod // add quickiebomb launcher mod // add bottle mod (probably just use scottish handshake) // add minigun mod // add huo-long heater mod // add sandvich mod // add dalokohs bar mod // add second banana mod // add fists mod // add killing gloves of boxing mod // add holiday punch mod // add engineer shotgun mod (long range building teleport for 150 metal) // add frontier justice mod (damage bonus) // add widowmaker mod (bonus sentry damage) // add rescue ranger mod (increased bolt healing, no mark while carrying) // add engineer panic attack mod (minicrits on kill) // add wrench mod (increased sentry range) // add jag mod (increased upgrade rate) // add crusader's crossbow mod (mad milk on hit, slower reload) // add ubersaw mod // add sydney sleeper mod (jarate splash) // add bazaar bargain mod // add hitman's heatmaker mod // add smg mod // add jarate mod // add bushwacka mod // add revolver mod (keep disguise on shoot) // add ambassador mod (bonus headshot damage) // add l'etranger mod // add diamondback mod // add knife mod // add your eternal reward mod // add conniver's kunai mod // add big earner mod (ubercharge on kill) #base robot_giant.pop #base robot_standard.pop population { StartingCurrency 900 RespawnWaveTime 2 CanBotsAttackWhileInSpawnRoom no FixedRespawnWaveTime Yes Advanced 1 // Custom upgrades ExtendedUpgrades { // Bronze Mods: 1-2 upsides with no downsides, or a stat replacement // Silver Mods: 1-2 upsides with 1-2 downsides // Gold Mods: 3+ upsides and/or 3+ downsides, and/or passive stats, and/or drastically changes weapon function ModForceaNature // force-a-nature mod - +slow on hit, -knockback on hit disabled { Name "Gold Mod: Frigid Blast" Description "Force-a-Nature slows enemies on hit for 3 seconds, but no longer deals knockback." AllowPlayerClass Scout AllowedWeapons { ItemName "The Force-a-Nature" ItemName "Festive Force-a-Nature" } Cost 0 Attribute "slow enemy on hit major" Increment 3 Cap 3 SecondaryAttributes { "slow enemy on hit" 1 "scattergun has knockback" -1 } } ModShortstop // shortstop mod - +reload speed penalty disabled, +maximum health, +knockback penalty disabled, -damage { Name "Gold Mod: Physique" Description "Shortstop's reload speed penalty is removed and increases maximum health by 25, but damage is reduced by 25%." AllowPlayerClass Scout AllowedWeapons { ItemName "The Shortstop" } Cost 0 Attribute "reload time increased hidden" Increment -0.5 Cap 1 SecondaryAttributes { "provide on active" -1 "max health additive bonus" 25 "damage force increase hidden" -0.4 "airblast vulnerability multiplier hidden" -0.4 "damage penalty" -0.25 } } ModSodaPopper // soda popper mod - +bullets per shot, -reload speed { Name "Silver Mod: Hell's Chamber" Description "Soda Popper fires an additional 5 pellets per shot, but reload speed bonus is removed." AllowPlayerClass Scout AllowedWeapons { ItemName "The Soda Popper" } Cost 0 Attribute "bullets per shot bonus" Increment 0.5 Cap 1.5 SecondaryAttributes { "Reload time decreased" 0.25 } } ModBabyFacesBlaster // baby face's blaster mod - +accuracy, +boost resets disabled, -damage, -double jump disabled { Name "Gold Mod: Narrow Barrel" Description "Baby Face's Blaster's accuracy is increased by 40% and boost does not drain, but damage is reduced by 33% and double jump is disabled." AllowPlayerClass Scout AllowedWeapons { ItemName "Baby Face's Blaster" } Cost 0 Attribute "weapon spread bonus" Increment -0.4 Cap 0.6 SecondaryAttributes { "hype resets on jump" -75 "lose hype on take damage" -4 "damage penalty" -0.33 "no double jump" 1 } } ModBackScatter // back scatter mod - +minicrits become crits, -accuracy { Name "Silver Mod: Vicious Spread" Description "Back Scatter's mini-crits become crits, but accuracy is reduced by 40%." AllowPlayerClass Scout AllowedWeapons { ItemName "The Back Scatter" } Cost 0 Attribute "minicrits become crits" Increment 1 Cap 1 SecondaryAttributes { "spread penalty" 0.4 // 60% total accuracy penalty } } ModPistolScout // pistol mod - +crit on kill { Name "Bronze Mod: Sharpened Bullets" Description "Pistol gains 3 seconds of crit boost on kill." AllowPlayerClass Scout AllowedWeapons { Slot "Secondary" } DisallowedWeapons { ItemName "Bonk! Atomic Punch" ItemName "Festive Bonk 2014" ItemName "Crit-a-Cola" ItemName "Mad Milk" ItemName "Mutated Milk" ItemName "The Winger" ItemName "Pretty Boy's Pocket Pistol" ItemName "Promo Flying Guillotine" ItemName "The Flying Guillotine" } Cost 0 Attribute "critboost on kill" Increment 3 Cap 3 } ModWinger // winger mod - +minicrits become crits, +damage, -fire rate { Name "Silver Mod: Magnum Force" Description "Winger's mini-crits become crits and damage is increased by 35%, but fire rate is reduced by 50%." AllowPlayerClass Scout AllowedWeapons { ItemName "The Winger" } Cost 0 Attribute "minicrits become crits" Increment 1 Cap 1 SecondaryAttributes { "damage bonus" 0.35 // 50% total damage bonus "fire rate penalty" 0.5 } } ModPrettyBoysPocketPistol // pretty boy's pocket pistol mod - +milk on hit, -damage, -clip size { Name "Silver Mod: Rejuvenation" Description "Pretty Boy's Pocket Pistol applies Mad Milk on hit for 3 seconds, but damage is reduced by 35% and clip size is reduced by 25%." AllowPlayerClass Scout AllowedWeapons { ItemName "Pretty Boy's Pocket Pistol" } Cost 0 Attribute "add cond on hit duration" Increment 3 Cap 3 SecondaryAttributes { "add cond on hit" 27 // mad milk "damage penalty" -0.35 "clip size penalty" -0.25 // 50% total clip size penalty } } ModFlyingGuillotine // flying guillotine mod - +ignite on hit, +mark for death { Name "Bronze Mod: Blazing Steel" Description "Flying Guillotine ignites enemies on hit and marks targets for death." AllowPlayerClass Scout AllowedWeapons { ItemName "The Flying Guillotine" ItemName "Promo Flying Guillotine" } Cost 0 Attribute "Set DamageType Ignite" Increment 1 Cap 1 SecondaryAttributes { "mark for death" 1 } } ModBat // bat, candy cane, atomizer, wrap assassin mod - +damage, +mark for death { Name "Bronze Mod: Pressure Point" Description "Bat's, Candy Cane's, Atomizer's, and Wrap Assassin's damages are increased by 50% and mark targets for death." AllowPlayerClass Scout AllowedWeapons { Slot "Melee" } DisallowedWeapons { ItemName "The Sandman" ItemName "The Boston Basher" ItemName "Three-Rune Blade" ItemName "Sun-on-a-Stick" ItemName "The Fan O'War" } Cost 0 Attribute "damage bonus" Increment 0.5 Cap 1.5 SecondaryAttributes { "mark for death" 1 } } ModSandman // sandman mod - +damage, +health penalty disabled, +mark for death { Name "Silver Mod: Flailing Branch" Description "Sandman's damage is increased by 20%, health penalty is removed, and marks targets for death." AllowPlayerClass Scout AllowedWeapons { ItemName "The Sandman" } Cost 0 Attribute "damage bonus" Increment 0.2 Cap 1.2 SecondaryAttributes { "max health additive penalty" 15 "mark for death" 1 } } ModBostonBasher // boston basher mod - +damage, +self hit on miss disabled, +mark for death, -attack speed { Name "Gold Mod: Rending Strike" Description "Boston Basher's damage is increased by 85%, no longer deals self damage on miss, and marks targets for death, but attack speed is reduced by 60%." AllowPlayerClass Scout AllowedWeapons { ItemName "The Boston Basher" ItemName "Three-Rune Blade" } Cost 0 Attribute "damage bonus" Increment 0.85 Cap 1.85 SecondaryAttributes { "hit self on miss" -1 "mark for death" 1 "fire rate penalty" 0.6 } } ModSunonaStick // sun-on-a-stick mod - +ignite on hit, +damages all connected via heal beams, +mark for death, +damage penalty disabled, -damage vs non burning { Name "Gold Mod: Volcanic Edge" Description "Sun-on-a-Stick ignites targets on hit, damages enemies connected via healing beams, marks targets for death, and damage penalty is replaced with damage penalty vs non burning." AllowPlayerClass Scout AllowedWeapons { ItemName "Sun-on-a-Stick" } Cost 0 Attribute "Set DamageType Ignite" Increment 1 Cap 1 SecondaryAttributes { "damage all connected" 1 "mark for death" 1 "damage penalty" 0.25 "dmg penalty vs nonburning" -0.25 } } ModDirectHit // direct hit mod - +pierce resistances, +damage, -blast radius, -clip size { Name "Silver Mod: Fulmination" Description "Direct Hit pierces resistances and damage is increased by 25%, but blast radius is reduced by 20% and clip size is reduced by 25%." AllowPlayerClass Soldier AllowedWeapons { ItemName "The Direct Hit" } Cost 0 Attribute "dmg pierces resists absorbs" Increment 1 Cap 1 SecondaryAttributes { "damage bonus HIDDEN" 0.25 "Blast radius decreased" -0.2 // 90% total blast radius penalty "clip size penalty" -0.25 } } ModBlackBox // black box mod - +damage vs tanks, +bullet resistance, -projectile speed { Name "Silver Mod: Metal Auger" Description "Black Box's damage to Tanks is increased by 25% and grants 25% bullet resistance, but projectile speed is reduced by 35%." AllowPlayerClass Soldier AllowedWeapons { ItemName "The Black Box" ItemName "Festive Black Box" } Cost 0 Attribute "mult dmg vs tanks" Increment 0.25 Cap 1.25 SecondaryAttributes { "dmg taken from bullets reduced" -0.25 "Projectile speed decreased" -0.35 } } ModLibertyLauncher // liberty launcher mod - +damage penalty disabled, -clip size bonus disabled, -clip size { Name "Bronze Mod: Tainted Clip" Description "Liberty Launcher's damage penalty is replaced with a 25% clip size penalty." AllowPlayerClass Soldier AllowedWeapons { ItemName "The Liberty Launcher" } Cost 0 Attribute "damage penalty" Increment 0.25 Cap 1 SecondaryAttributes { "clip size bonus" -0.25 "clip size penalty" -0.25 } } ModShotgunSoldier // shotgun, reserve shooter, panic attack mod - +mark for death { Name "Bronze Mod: Lingering Torment" Description "Shotgun, Reserve Shooter, and Panic Attack mark one target for death." AllowPlayerClass Soldier AllowedWeapons { Slot "Secondary" } DisallowedWeapons { ItemName "The Buff Banner" ItemName "Festive Buff Banner" ItemName "The Gunboats" ItemName "The Battalion's Backup" ItemName "The Concheror" ItemName "The Mantreads" ItemName "The Righteous Bison" ItemName "The B.A.S.E. Jumper" } Cost 0 Attribute "mark for death" Increment 1 Cap 1 } ModGunboats // gunboats mod - +no falling damage, +primary ammo max, +money collection radius { Name "Silver Mod: Shock Absorbers" Description "Gunboats grant falling damage immunity, increase primary reserve ammo by 50%, and increase money collection radius by 100%." AllowPlayerClass Soldier AllowedWeapons { ItemName "The Gunboats" } Cost 0 Attribute "cancel falling damage" Increment 1 Cap 1 SecondaryAttributes { "maxammo primary increased" 0.5 "mult credit collect range" 1 } } ModMantreads // mantreads mod - +blast resistance, +money collection radius { Name "Bronze Mod: Anti-Flak Plating" Description "Mantreads grant 35% blast resistance and increase money collection radius by 100%." AllowPlayerClass Soldier AllowedWeapons { ItemName "The Mantreads" } Cost 0 Attribute "dmg taken from blast reduced" Increment -0.35 Cap 0.65 SecondaryAttributes { "mult credit collect range" 1 } } ModEqualizer // equalizer mod - +damage, +ranged resistance { Name "Bronze Mod: Provoked" Description "Equalizer's damage is increased by 25% and grants 35% ranged damage resistance while active." AllowPlayerClass Soldier AllowedWeapons { ItemName "The Equalizer" } Cost 0 Attribute "damage bonus" Increment 0.25 Cap 1.25 SecondaryAttributes { "dmg from ranged reduced" -0.35 } } ModHalfZatoichiSoldier // half-zatoichi mod - +damage, +range { Name "Bronze Mod: Tranquil Cleave" Description "Half-Zatoichi's damage is increased by 40% and range is increased by 50%." AllowPlayerClass Soldier AllowedWeapons { ItemName "The Half-Zatoichi" } Cost 0 Attribute "damage bonus" Increment 0.4 Cap 1.4 SecondaryAttributes { "melee range multiplier" 0.5 "melee bounds multiplier" 0.3 } } ModMarketGardener // market gardener mods - +damage vs giants, +damages all connected via heal beams { Name "Bronze Mod: Spoiled Strike" Description "Market Gardener's damage to Giant Robots is increased by 50% and damages enemies connected via healing beams." AllowPlayerClass Soldier AllowedWeapons { ItemName "The Market Gardener" } Cost 0 Attribute "mult dmg vs giants" Increment 0.5 Cap 1.5 SecondaryAttributes { "damage all connected" 1 } } ModDisciplinaryAction // disciplinary action mod - +speed boost on hit { Name "Bronze Mod: Quickening" Description "Disciplinary Action grants 2 seconds of speed boost on hit." AllowPlayerClass Soldier AllowedWeapons { ItemName "The Disciplinary Action" } Cost 0 Attribute "speed_boost_on_hit" Increment 2 Cap 2 } ModFlameThrower // flame thrower, backburner mod - +pierce resistances, +damage { Name "Bronze Mod: Blaze" Description "Flame Thrower and Backburner pierce resistances and damage is increased by 10%." AllowPlayerClass Pyro AllowedWeapons { Slot "Primary" } DisallowedWeapons { ItemName "The Degreaser" ItemName "The Phlogistinator" ItemName "The Dragon's Fury" } Cost 0 Attribute "dmg pierces resists absorbs" Increment 1 Cap 1 SecondaryAttributes { "damage bonus HIDDEN" 0.1 } } ModDegreaser // degreaser mod - +pierce resistances, +movement speed, -damage { Name "Silver Mod: Wildfire" Description "Degreaser pierces resistances and grants 10% faster movement speed while active, but damage is reduced by 10%." AllowPlayerClass Pyro AllowedWeapons { ItemName "The Degreaser" } Cost 0 Attribute "dmg pierces resists absorbs" Increment 1 Cap 1 SecondaryAttributes { "provide on active" 1 "move speed bonus" 0.1 "damage penalty" -0.1 } } ModDragonsFury // dragon's fury mod - +heal on hit, -damage { Name "Silver Mod: Healing Return" Description "Dragon's Fury grants 12 health on hit, but damage is reduced by 20%." AllowPlayerClass Pyro AllowedWeapons { ItemName "The Dragon's Fury" } Cost 0 Attribute "heal on hit for rapidfire" Increment 12 Cap 12 SecondaryAttributes { "damage penalty" -0.2 } } ModShotgunPyro // shotgun, reserve shooter mod - +ignite on hit, +bullets per shot { Name "Bronze Mod: Scattering Inferno" Description "Shotgun and Reserve Shooter ignite targets on hit and fire an additional 5 pellets per shot." AllowPlayerClass Pyro AllowedWeapons { Slot "Secondary" } DisallowedWeapons { ItemName "The Flare Gun" ItemName "Festive Flare Gun" ItemName "The Detonator" ItemName "The Manmelter" ItemName "The Scorch Shot" ItemName "Panic Attack Shotgun" ItemName "The Thermal Thruster" ItemName "The Gas Passer" } Cost 0 Attribute "Set DamageType Ignite" Increment 1 Cap 1 SecondaryAttributes { "bullets per shot bonus" 0.5 } } ModFlareGun // flare gun mod - +damage, -projectile speed { Name "Silver Mod: Target Cracker" Description "Flare Gun's damage is increased by 40%, but projectile speed is reduced by 35%." AllowPlayerClass Pyro AllowedWeapons { ItemName "The Flare Gun" ItemName "Festive Flare Gun" } Cost 0 Attribute "damage bonus" Increment 0.4 Cap 1.4 SecondaryAttributes { "Projectile speed decreased" -0.35 } } ModDetonator // detonator mod - +minicrits on kill, +damage penalty disabled { Name "Bronze Mod: Sure Shot" Description "Detonator grants 10 seconds of mini-crits on kill and damage penalty is removed." AllowPlayerClass Pyro AllowedWeapons { ItemName "The Detonator" } Cost 0 Attribute "minicritboost on kill" Increment 10 Cap 10 SecondaryAttributes { "damage penalty" 0.25 } } ModManmelter // manmelter mod - +projectiles per shot, -damage, -projectile deviation { Name "Gold Mod: Maim" Description "Manmelter fires 3 projectiles per shot, but has 3 degrees of projectile deviation and damage is reduced by 30%." AllowPlayerClass Pyro AllowedWeapons { ItemName "The Manmelter" } Cost 0 Attribute "damage penalty" Increment -0.3 Cap 0.7 SecondaryAttributes { "mult projectile count" 3 "projectile spread angle penalty" 3 } } ModScorchShot // scorch shot mod - +minicrits on kill, +damage penalty disabled { Name "Bronze Mod: Sure Shot" Description "Scorch Shot grants 5 seconds of mini-crits on kill and damage penalty is removed." AllowPlayerClass Pyro AllowedWeapons { ItemName "The Scorch Shot" } Cost 0 Attribute "minicritboost on kill" Increment 5 Cap 5 SecondaryAttributes { "damage penalty" 0.35 } } ModPanicAttackPyro // panic attack mod - +ignite on hit { Name "Bronze Mod: Scattering Inferno" Description "Panic Attack ignites targets on hit." AllowPlayerClass Pyro AllowedWeapons { ItemName "Panic Attack Shotgun" } Cost 0 Attribute "Set DamageType Ignite" Increment 1 Cap 1 } ModThermalThruster // thermal thruster mod - +primary ammo max { Name "Bronze Mod: Ammo Stock" Description "Thermal Thruster increases primary reserve ammo by 25%." AllowPlayerClass Pyro AllowedWeapons { ItemName "The Thermal Thruster" } Cost 0 Attribute "maxammo primary increased" Increment 0.25 Cap 1.25 } ModAxtinguisher // axtinguisher mod - +minicrits become crits { Name "Bronze Mod: Buzz Kill" Description "Axtinguisher's mini-crits become crits" AllowPlayerClass Pyro AllowedWeapons { ItemName "The Axtinguisher" ItemName "Festive Axtinguisher" ItemName "The Postal Pummeler" } Cost 0 Attribute "minicrits become crits" Increment 1 Cap 1 } ModHomewrecker // homewrecker mod - +knockback resistance, +bullet resistance { Name "Silver Mod: Counterweight" Description "Homewrecker grants 75% knockback resistance and 35% bullet resistance while active." AllowPlayerClass Pyro AllowedWeapons { ItemName "The Homewrecker" ItemName "The Maul" } Cost 0 Attribute "provide on active" Increment 1 Cap 1 SecondaryAttributes { "damage force reduction" -0.75 "dmg taken from bullets reduced" -0.35 } } ModPowerjack // powerjack mod - +crits on kill, -attack speed, -draw speed { Name "Silver Mod: Jolt" Description "Powerjack grants 5 seconds of crits on kill, but attack speed is reduced by 20% and draw speed is reduced by 50%." AllowPlayerClass Pyro AllowedWeapons { ItemName "The Powerjack" } Cost 0 Attribute "critboost on kill" Increment 5 Cap 5 SecondaryAttributes { "fire rate penalty" 0.2 "single wep deploy time increased" 0.5 } } ModBackScratcher // back scratcher mod - +health pack on kill { Name "Gold Mod: Life Strike" Description "Back Scratcher drops small health packs on kill." AllowPlayerClass Pyro AllowedWeapons { ItemName "The Back Scratcher" } Cost 0 Attribute "drop health pack on kill" Increment 1 Cap 1 } ModSharpenedVolcanoFragment // sharpened volcano fragment mod - +minicrit vs burning, +bleed on hit, +speed on kill { Name "Gold Mod: Volcanic Edge" Description "Sharpened Volcano Fragment deals mini-crits to burning targets, inflicts bleed for 5 seconds, and grants a 5 second speed boost on kill." AllowPlayerClass Pyro AllowedWeapons { ItemName "Sharpened Volcano Fragment" } Cost 0 Attribute "minicrit vs burning player" Increment 1 Cap 1 SecondaryAttributes { "bleeding duration" 5 "speed_boost_on_kill" 5 } } ModThirdDegree // third degree mod - +drain uber on hit, -draw speed { Name "Silver Mod: Shocking Touch" Description "Third Degree drains enemy Ubercharge by 10% on hit, but draw speed is reduced by 100%." AllowPlayerClass Pyro AllowedWeapons { ItemName "The Third Degree" } Cost 0 Attribute "subtract victim medigun charge on hit" Increment 10 Cap 10 SecondaryAttributes { "single wep deploy time increased" 1 } } ModNeonAnnihilator // neon annihilator mod - +damages all connected via heal beams, +damage vs buildings { Name "Bronze Mod: Voltaic Strike" Description "Neon Annihilator damages enemies connected via healing beams and damage to buildings is increased by 100%." AllowPlayerClass Pyro AllowedWeapons { ItemName "The Neon Annihilator" ItemName "Promo Neon Annihilator" } Cost 0 Attribute "damage all connected" Increment 1 Cap 1 SecondaryAttributes { "dmg bonus vs buildings" 1 } } ModHotHand // hot hand mod - +ally speed boost on hit, +range, +maximum health { Name "Gold Mod: Runtime" Description "Hot Hand grants allies a speed boost on hit, range is increased by 70%, and increases maximum health by 25." AllowPlayerClass Pyro AllowedWeapons { ItemName "The Hot Hand" } Cost 0 Attribute "speed buff ally" Increment 2 Cap 2 SecondaryAttributes { "melee range multiplier" 0.7 "melee bounds multiplier" 0.55 "max health additive bonus" 25 } } ModLochnLoad // loch-n-load mod - +damage, +pierce resistances, -damage bonus vs buildings disabled, -clip size { Name "Silver Mod: Fulmination" Description "Loch-n-Load pierces resistances and damage bonus to buildings is replaced with a 20% damage bonus, but clip size is reduced by 25%." AllowPlayerClass Demoman AllowedWeapons { ItemName "The Loch-n-Load" } Cost 0 Attribute "damage bonus HIDDEN" Increment 0.2 Cap 1.2 SecondaryAttributes { "dmg pierces resists absorbs" 1 "dmg bonus vs buildings" -0.2 "clip size penalty" -0.25 // 50% total clip size penalty } } ModBootlegger // bootlegger mod - +movement speed, +blast resistance, -turning control disabled, -charge meter on melee kill disabled, -movement speed bonus with shield disabled { Name "Gold Mod: Anti-Flak Plating" Description "Bootlegger's shield-based bonuses are replaced with a 10% movement speed bonus and 35% blast resistance." AllowPlayerClass Demoman AllowedWeapons { ItemName "The Bootlegger" } Cost 0 Attribute "move speed bonus" Increment 0.1 Cap 1.1 SecondaryAttributes { "dmg taken from blast reduced" -0.35 "mult charge turn control" -2 "kill refills meter" -0.25 "move speed bonus shield required" -0.1 } } ModStickybombLauncher // stickybomb launcher mod - +arm time, +bombs stick to enemies, -max bombs { Name "Gold Mod: Adhesive Blast" Description "Stickybomb Launcher's bombs arm 0.25 seconds faster and stick to enemies, but has 2 less active bombs." AllowPlayerClass Demoman AllowedWeapons { Slot "Secondary" } DisallowedWeapons { ItemName "The Chargin' Targe" ItemName "Festive Targe 2014" ItemName "The Scottish Resistance" ItemName "Stickybomb Jumper" ItemName "The Splendid Screen" ItemName "The Tide Turner" ItemName "The Quickiebomb Launcher" } Cost 0 Attribute "sticky arm time bonus" Increment -0.25 Cap -0.25 SecondaryAttributes { "stickybomb stick to enemies" 1 "max pipebombs decreased" -2 } } ModCharginTarge // chargin' targe mod - +afterburn immunity, +charge duration { Name "Bronze Mod: Enduring Strike" Description "Chargin' Targe grants immunity to afterburn and 0.5 second longer charges." AllowPlayerClass Demoman AllowedWeapons { ItemName "The Chargin' Targe" ItemName "Festive Targe 2014" } Cost 0 Attribute "afterburn immunity" Increment 1 Cap 1 SecondaryAttributes { "charge time increased" 0.5 } } ModSplendidScreen // splendid screen mod - +bullet resistance, +impact damage { Name "Bronze Mod: Killing Blow" Description "Splendid Screen grants 20% bullet resistance and impact damage is increased by 30%." AllowPlayerClass Demoman AllowedWeapons { ItemName "The Splendid Screen" } Cost 0 Attribute "dmg taken from bullets reduced" Increment -0.2 Cap 0.8 SecondaryAttributes { "charge impact damage increased" 0.3 } } ModTideTurner // tide turner mod - +melee attacks don't cancel charge, +damage reduces charge disabled { Name "Bronze Mod: Blood Rush" Description "Tide Turner melee attacks no longer cancel a charge and charge is no longer lost when taking damage." AllowPlayerClass Demoman AllowedWeapons { ItemName "The Tide Turner" } Cost 0 Attribute "Attack not cancel charge" Increment 1 Cap 1 SecondaryAttributes { "lose demo charge on damage when charging" -1 } } ModEyelander // eyelander mod - +damage, -honourbound { Name "Bronze Mod: Tempo Royale" Description "Eyelander's damage is increased by 25%, but deals self damage on holster." AllowPlayerClass Demoman AllowedWeapons { ItemName "The Eyelander" ItemName "Festive Eyelander" ItemName "The Horseless Headless Horseman's Headtaker" ItemName "Nessie's Nine Iron" } Cost 0 Attribute "damage bonus HIDDEN" Increment 0.25 Cap 1.25 SecondaryAttributes { "honorbound" 1 } } ModScotsmansSkullcutter // scotsman's skullcutter mod - +bullet resistance, +blast resistance, +fire resistance, +crit resistance, +knockback resistance, -honourbound { Name "Gold Mod: Iron Phoenix" Description "Scotsman's Skullcutter grants 25% bullet, blast, and fire resistance, 50% crit resistance, and 75% knockback resistance, but deals self damage on holster." AllowPlayerClass Demoman AllowedWeapons { ItemName "The Scotsman's Skullcutter" } Cost 0 Attribute "dmg taken from bullets reduced" Increment -0.25 Cap 0.75 SecondaryAttributes { "dmg taken from blast reduced" -0.25 "dmg taken from fire reduced" -0.25 "dmg taken from crit reduced" -0.5 "damage force reduction" -0.75 "honorbound" 1 } } ModClaidheamhMor // claidheamh mor mod - +bullet resistance, +blast resistance, +fire resistance, +damage vulnerability disabled, -honourbound { Name "Silver Mod: Cleaving Whirlwind" Description "Claidheamh Mor grants 15% bullet, blast, and fire resistance and damage vulnerability is removed, but deals self damage on holster." AllowPlayerClass Demoman AllowedWeapons { ItemName "The Claidheamohmor" } Cost 0 Attribute "dmg taken from bullets reduced" Increment -0.15 Cap 0.85 SecondaryAttributes { "dmg taken from blast reduced" -0.15 "dmg taken from fire reduced" -0.15 "dmg taken increased" -0.15 "honorbound" 1 } } ModUllapoolCaber // ullapool caber mod - +infinite caber, +self knockback disabled, -self blast damage { Name "Gold Mod: Sure Footed" Description "Ullapool Caber is no longer destroyed on use and no longer deals self knockback, but self blast damage is increased by 50%." AllowPlayerClass Demoman AllowedWeapons { ItemName "The Ullapool Caber" } Cost 0 Attribute "regenerate stickbomb" Increment 1 Cap 1 SecondaryAttributes { "self dmg push force decreased" -3 "blast dmg to self increased" 0.5 } } ModHalfZatoichiDemo // half-zatoichi mod - +maximum health, -primary ammo max, -secondary ammo max { Name "Gold Mod: Tranquil Cleave" Description "Half-Zatoichi increases maximum health by 50, but reduces primary and secondary reserve ammo by 50%." AllowPlayerClass Demoman AllowedWeapons { ItemName "The Half-Zatoichi" } Cost 0 Attribute "max health additive bonus" Increment 50 Cap 50 SecondaryAttributes { "maxammo primary reduced" -0.5 "maxammo secondary reduced" -0.5 } } ModPersianPersuader // persian persuader mod - +damage, +movement speed, +knockback resistance, -honourbound { Name "Gold Mod: Vengeful Revenant" Description "Persian Persauder's damage is increased by 25%, grants 10% faster movement speed and 50% knockback resistance, but deals self damage on holster." AllowPlayerClass Demoman AllowedWeapons { ItemName "The Persian Persuader" } Cost 0 Attribute "damage bonus HIDDEN" Increment 0.25 Cap 1.25 SecondaryAttributes { "move speed bonus" 0.1 "damage force reduction" -0.5 "honorbound" 1 } } ModScottishHandshake // scottish handshake mod - +crit while blast jumping, +damage vs giants, +damages all connected via heal beams, -attack speed { Name "Gold Mod: Spoiled Strike" Description "Scottish Handshake now functions like the Market Gardener, damage to Giant Robots is increased by 50% and damages enemies connected via healing beams." AllowPlayerClass Demoman AllowedWeapons { ItemName "The Scottish Handshake" } Cost 0 Attribute "mod crit while airborne" Increment 1 Cap 1 SecondaryAttributes { "fire rate penalty" 0.2 "mult dmg vs giants" 0.5 "damage all connected" 1 } } ModMinigun // minigun, huo-long heater mod - +holster while spinning { Name "Bronze Mod: Speed Holster" Description "Minigun and Huo-Long Heater can be holstered while spinning." AllowPlayerClass HeavyWeapons AllowedWeapons { Slot "Primary" } DisallowedWeapons { ItemName "Natascha" ItemName "The Brass Beast" ItemName "Tomislav" } Cost 0 Attribute "mod minigun can holster while spinning" Increment 1 Cap 1 } ModNatascha // natascha mod - +holster while spinning, +damage penalty disabled, +spin up penalty disabled, -spun up movement speed { Name "Gold Mod: Rime Rounds" Description "Natascha can be holstered while spinning, damage penalty and spin-up penalty are removed, but movement speed while spun-up is reduced by 60%." AllowPlayerClass HeavyWeapons AllowedWeapons { ItemName "Natascha" } Cost 0 Attribute "mod minigun can holster while spinning" Increment 1 Cap 1 SecondaryAttributes { "damage penalty" 0.25 "minigun spinup time increased" -0.3 "aiming movespeed decreased" -0.6 } } ModBrassBeast // brass beast mod - +holster while spinning, +spun up damage resistance +spin up penalty disabled, -spun up movement speed { Name "Gold Mod: Shred" Description "Brass Beast can be holstered while spinning, damage resistance while spun-up increased by 30%, and spin-up penalty is removed, but movement is disabled while spun-up." AllowPlayerClass HeavyWeapons AllowedWeapons { ItemName "The Brass Beast" } Cost 0 Attribute "mod minigun can holster while spinning" Increment 1 Cap 1 SecondaryAttributes { "spunup_damage_resistance" -0.3 // 50% total damage resistance while spun up "minigun spinup time increased" -0.5 "aiming movespeed decreased" -0.39 // 99% total move speed penalty while spun up } } ModTomislav // tomislav mod - +holster while spinning, +pierce resistances, +spun up movement speed, -ammo max { Name "Gold Mod: Agile Aim" Description "Tomislav can be holstered while spinning, pierces resistances, and movement speed while spun-up is increased by 150%, but reserve ammo is reduced by 25%." AllowPlayerClass HeavyWeapons AllowedWeapons { ItemName "Tomislav" } Cost 0 Attribute "mod minigun can holster while spinning" Increment 1 Cap 1 SecondaryAttributes { "dmg pierces resists absorbs" 1 "aiming movespeed increased" 1.5 "maxammo primary reduced" -0.25 } } ModShotgunHeavy // shotgun, family business mod - +minicrits on kill, +draw speed { Name "Bronze Mod: Shell Shock" Description "Shotgun and Family Business grant 8 seconds of mini-crits on kill and draw speed is increased by 35%." AllowPlayerClass HeavyWeapons AllowedWeapons { Slot "Secondary" } DisallowedWeapons { ItemName "The Sandvich" ItemName "Festive Sandvich" ItemName "The Robo-Sandvich" ItemName "The Dalokohs Bar" ItemName "Fishcake" ItemName "The Buffalo Steak Sandvich" ItemName "Panic Attack Shotgun" ItemName "The Second Banana" } Cost 0 Attribute "minicritboost on kill" Increment 8 Cap 8 SecondaryAttributes { "single wep deploy time decreased" -0.35 } } ModBuffaloSteakSandvich // buffalo steak sandvich mod - +damage resistance, +crit immunity, +speed boost, +heal on hit, +damage vulnerability disabled, -minicrit boost { Name "Gold Mod: Adaptation" Description "Buffalo Steak Sandvich now grants Battalion's Backup and Concheror effects instead of mini-crits, damage vulnerability is removed, and allows weapon switching." AllowPlayerClass HeavyWeapons AllowedWeapons { ItemName "The Buffalo Steak Sandvich" } Cost 0 Attribute "gesture speed increase" Increment 0.75 Cap 1.75 SecondaryAttributes { "effect cond override" 6685 // battalion's backup + concheror } } ModPanicAttackHeavy // panic attack mod - +minicrits on kill { Name "Bronze Mod: Shell Shock" Description "Panic Attack grants 8 seconds of mini-crits on kill." AllowPlayerClass HeavyWeapons AllowedWeapons { ItemName "Panic Attack Shotgun" } Cost 0 Attribute "minicritboost on kill" Increment 8 Cap 8 } ModGlovesofRunningUrgently // gloves of running urgently mod - +health drain disabled, -self mark for death { Name "Gold Mod: Martial Fury" Description "Gloves of Running Urgently's maximum health drain is replaced with self mark for death." AllowPlayerClass HeavyWeapons AllowedWeapons { ItemName "Gloves of Running Urgently" ItemName "Festive Gloves of Running Urgently" ItemName "The Bread Bite" } Cost 0 Attribute "self mark for death" Increment 1 Cap 1 SecondaryAttributes { "mod_maxhealth_drain_rate" -10 } } ModWarriorsSpirit // warrior's spirit mod - +minicrits become crits, +damage vulnerability disabled, -attack speed, -honourbound { Name "Silver Mod: Grim Fury" Description "Warrior's Spirit's mini-crits become crits and damage vulnerability is removed, but attack speed is reduced by 30% and deals self damage on holster." AllowPlayerClass HeavyWeapons AllowedWeapons { ItemName "Warrior's Spirit" } Cost 0 Attribute "minicrits become crits" Increment 1 Cap 1 SecondaryAttributes { "dmg taken increased" -0.3 "fire rate penalty" 0.3 "honorbound" 1 } } ModFistsofSteel // fists of steel mod - +ranged resistance, -melee vulnerability, -movement speed { Name "Silver Mod: Heavy Trauma" Description "Fists of Steel's ranged damage resistance is increased by 40%, but melee vulnerability is increased by 100% and movement speed is reduced by 20% while active." AllowPlayerClass HeavyWeapons AllowedWeapons { ItemName "Fists of Steel" } Cost 0 Attribute "provide on active" Increment 1 Cap 1 SecondaryAttributes { "dmg from ranged reduced" -0.4 // 80% total ranged damage resistance "dmg from melee increased" 1 // 200% total melee damage vulnerability "move speed penalty" -0.2 } } ModEvictionNotice // eviction notice mod - +minicrits become crits, +health drain disabled { Name "Gold Mod: Berserker Fury" Description "Eviction Notice's mini-crits become crits and maximum health drain is disabled." AllowPlayerClass HeavyWeapons AllowedWeapons { ItemName "The Eviction Notice" } Cost 0 Attribute "minicrits become crits" Increment 1 Cap 1 SecondaryAttributes { "mod_maxhealth_drain_rate" -5 } } ModPomson6000 // pomson 6000 mod - +projectiles per shot, -ammo per shot, -projectile deviation { Name "Gold Mod: Split Chamber" Description "Pomson 6000 fires 4 projectiles per shot and projectile speed is increased by 100%, but consumes 4 ammo per shot." AllowPlayerClass Engineer AllowedWeapons { ItemName "The Pomson 6000" } Cost 0 Attribute "projectile spread angle penalty" Increment 2 Cap 2 SecondaryAttributes { "Projectile speed increased" 1 "mult projectile count" 3 } } ModPistolEngineer // pistol mod - +damage vs sentry target, +building health { Name "Gold Mod: Pistol Gambit" Description "Pistol's damage to your Sentry Gun's target is increased by 35% and grants buildings 50% more health." AllowPlayerClass Engineer AllowedWeapons { Slot "Secondary" } DisallowedWeapons { ItemName "The Wrangler" ItemName "Festive Wrangler" ItemName "The Giger Counter" ItemName "The Short Circuit" } Cost 0 Attribute "damage bonus bullet vs sentry target" Increment 0.35 Cap 1.35 SecondaryAttributes { "engy building health bonus" 0.5 } } ModWrangler // wrangler mod - +self blast damage { Name "Bronze Mod: Cautious Shot" Description "Wrangler grants 80% resistance to your Sentry Gun's rockets while active." AllowPlayerClass Engineer AllowedWeapons { ItemName "The Wrangler" ItemName "Festive Wrangler" ItemName "The Giger Counter" } Cost 0 Attribute "provide on active" Increment 1 Cap 1 SecondaryAttributes { "rocket jump damage reduction" -0.8 } } ModShortCircuit // short circuit mod - +building health, -projectile speed, -fire rate { Name "Gold Mod: Ion Infusion" Description "Short Circuit grants buildings 20% more health and damage is increased by 200%, but alt-fire projectile no longer moves and fires 150% slower." AllowPlayerClass Engineer AllowedWeapons { ItemName "The Short Circuit" } Cost 0 Attribute "engy building health bonus" Increment 0.2 Cap 1.2 SecondaryAttributes { "damage bonus" 2 "mod projectile heat seek power" 360 "fire rate penalty" 1.5 } } ModGunslinger // gunslinger mod - +build rate, +disposable sentry, +dispenser range, +cheaper canteens { Name "Gold Mod: Sanctuary" Description "Gunslinger's buildings construct 100% faster, grants 1 disposable mini-sentry, dispenser range increased by 50%, and canteens are $10 cheaper." AllowPlayerClass Engineer AllowedWeapons { ItemName "The Gunslinger" } Cost 0 Attribute "construction rate increased" Increment 1 Cap 2 SecondaryAttributes { "engy disposable sentries" 1 "engy dispenser radius increased" 0.5 "canteen specialist" 2 } } ModSouthernHospitality // southern hospitality mod - +metal from packs, +fire vulnerability disabled, -damage vulnerability { Name "Silver Mod: Scavenge" Description "Southern Hospitality grants 50% more metal from ammo packs while active, but fire vulnerability is replaced with 15% damage vulnerability while active." AllowPlayerClass Engineer AllowedWeapons { ItemName "The Southern Hospitality" } Cost 0 Attribute "provide on active" Increment 1 Cap 1 SecondaryAttributes { "metal_pickup_decreased" 0.5 "dmg taken from fire increased" -0.2 "dmg taken increased" 0.15 } } ModEurekaEffect // eureka effect mod - +build rate penalty disabled, +teleporter recharge rate, +teleporter speed boost { Name "Silver Mod: Metal Fibre" Description "Eureka Effect's building construction rate penalty is removed, and teleporters recharge 50% faster and grant a speed boost on use." AllowPlayerClass Engineer AllowedWeapons { ItemName "The Eureka Effect" } Cost 0 Attribute "Construction rate decreased" Increment 0.5 Cap 1 SecondaryAttributes { "mult teleporter recharge rate" -0.5 "mod teleporter speed boost" 1 } } ModSyringeGun // syringe gun mod - +damage, -clip size { Name "Silver Mod: Hydraulic Barrel" Description "Syringe Gun's damage is increased by 50%, but clip size is reduced by 25%." AllowPlayerClass Medic AllowedWeapons { Slot "Primary" } DisallowedWeapons { ItemName "The Blutsauger" ItemName "The Crusader's Crossbow" ItemName "Festive Crusader's Crossbow" ItemName "The Overdose" } Cost 0 Attribute "damage bonus" Increment 0.5 Cap 1.5 SecondaryAttributes { "clip size penalty" -0.25 } } ModBlutsauger // blutsauger mod - +damage, +heal on hit, -clip size { Name "Silver Mod: Recover" Description "Blutsauger's damage is increased by 20% and grants 5 health on hit, but clip size is reduced by 25%." AllowPlayerClass Medic AllowedWeapons { ItemName "The Blutsauger" } Cost 0 Attribute "damage bonus" Increment 0.2 Cap 1.2 SecondaryAttributes { "heal on hit for rapidfire" 2 // 5 total health on hit "clip size penalty" -0.25 } } ModOverdose // overdose mod - +damage penalty disabled, +damage, -clip size { Name "Silver Mod: Hydraulic Barrel" Description "Overdose's damage penalty is replaced with a 20% damage bonus, but clip size is reduced by 25%." AllowPlayerClass Medic AllowedWeapons { ItemName "The Overdose" } Cost 0 Attribute "damage penalty" Increment 0.15 Cap 1 SecondaryAttributes { "damage bonus" 0.2 "clip size penalty" -0.25 } } ModMediGun // medi gun mod - +heal rate, -overheal build rate { Name "Silver Mod: Vitality" Description "Medi Gun's healing rate is increased by 20%, but overheal builds 35% slower." AllowPlayerClass Medic AllowedWeapons { Slot "Secondary" } DisallowedWeapons { ItemName "The Kritzkrieg" ItemName "The Quick-Fix" ItemName "The Vaccinator" } Cost 0 Attribute "heal rate bonus" Increment 0.2 Cap 1.2 SecondaryAttributes { "overheal fill rate reduced" -0.35 } } ModKritzkrieg // kritzkrieg mod - +overheal cap { Name "Bronze Mod: Vigour" Description "Kritzkrieg's overheal cap is increased by 25%." AllowPlayerClass Medic AllowedWeapons { ItemName "The Kritzkrieg" } Cost 0 Attribute "overheal bonus" Increment 0.25 Cap 1.25 } ModQuickFix // quick-fix mod - +shield duration, +uber build rate on overheal { Name "Gold Mod: Continuity" Description "Quick-Fix's projectile shield duration is increased by 20% and Ubercharge builds 15% faster on overhealed patients." AllowPlayerClass Medic AllowedWeapons { ItemName "The Quick-Fix" } Cost 0 Attribute "increase buff duration" Increment 0.2 Cap 1.2 SecondaryAttributes { "ubercharge overheal rate penalty" 0.15 } } ModVaccinator // vaccinator mod - +passive resistance, -shield duration { Name "Silver Mod: Diamond Skin" Description "Vaccinator's damage resistance increased to 25%, but projectile shield duration is reduced by 50%." AllowPlayerClass Medic AllowedWeapons { ItemName "The Vaccinator" } Cost 0 Attribute "medigun bullet resist passive" Increment 0.15 Cap 0.25 SecondaryAttributes { "medigun blast resist passive" 0.15 "medigun fire resist passive" 0.15 "increase buff duration" -0.5 } } ModBonesaw // bonesaw, solemn vow mod - +ubercharge on hit { Name "Bronze Mod: Lightning Rod" Description "Bonesaw and Solemn Vow grant 15% Ubercharge on hit." AllowPlayerClass Medic AllowedWeapons { Slot "Melee" } DisallowedWeapons { ItemName "The Ubersaw" ItemName "Festive Ubersaw" ItemName "The Vita-Saw" ItemName "The Amputator" } Cost 0 Attribute "add uber charge on hit" Increment 0.15 Cap 0.15 } ModVitaSaw // vita-saw mod - +ubercharge on hit, +health pack on kill, +health from packs, -maximum health { Name "Gold Mod: Life Strike" Description "Vita-Saw grants 15% Ubercharge on hit, drops small health packs on kill, and increases health from packs by 50%, but reduces maximum health by 25." AllowPlayerClass Medic AllowedWeapons { ItemName "The Vita-Saw" } Cost 0 Attribute "add uber charge on hit" Increment 0.15 Cap 0.15 SecondaryAttributes { "drop health pack on kill" 1 "health from packs increased" 0.5 "max health additive penalty" -15 // 25 total health penalty } } ModAmputator // amputator mod - +ubercharge on hit, +heal on hit, +ranged resistance { Name "Gold Mod: Vital Systems Bypass" Description "Amputator grants 15% Ubercharge on hit, heals allies in range on hit, and grants 50% ranged damage resistance while active." AllowPlayerClass Medic AllowedWeapons { ItemName "The Amputator" } Cost 0 Attribute "add uber charge on hit" Increment 0.15 Cap 0.15 SecondaryAttributes { "aoe heal chance" 100 "dmg from ranged reduced" -0.5 } } ModSniperRifle // sniper rifle mod - +critical damage, -ammo max { Name "Silver Mod: Vital Sense" Description "Sniper Rifle's critical damage is increased by 33%, but reserve ammo is reduced by 20%." AllowPlayerClass Sniper AllowedWeapons { Slot "Primary" } DisallowedWeapons { ItemName "The Huntsman" ItemName "Festive Huntsman" ItemName "The Fortified Compound" ItemName "The Sydney Sleeper" ItemName "The Bazaar Bargain" ItemName "The Machina" ItemName "Shooting Star" ItemName "The Hitman's Heatmaker" ItemName "The Classic" } Cost 0 Attribute "mult crit dmg" Increment 0.33 Cap 1.33 SecondaryAttributes { "maxammo primary reduced" -0.2 } } ModHuntsman // huntsman mod - +damages all connected via heal beams { Name "Gold Mod: x" Description "Huntsman damages enemies connected via healing beams." AllowPlayerClass Sniper AllowedWeapons { ItemName "The Huntsman" ItemName "Festive Huntsman" } Cost 0 Attribute "damage all connected" Increment 1 Cap 1 } ModMachina // machina mod - +pierce resistances { Name "Bronze Mod: Point Strike" Description "Machina pierces resistances." AllowPlayerClass Sniper AllowedWeapons { ItemName "The Machina" ItemName "Shooting Star" } Cost 0 Attribute "dmg pierces resists absorbs" Increment 1 Cap 1 } ModFortifiedCompound // fortified compound mod - +bouncy arrows, +ammo max { Name "Gold Mod: Terminal Velocity" Description "Fortified Compound gains bouncy arrows and maximum ammo is increased by 28%." AllowPlayerClass Sniper AllowedWeapons { ItemName "The Fortified Compound" } Cost 0 Attribute "grenade bounce speed" Increment 0.95 Cap 0.95 SecondaryAttributes { "projectile lifetime" 1.5 "hidden primary max ammo bonus" 0.14 } } ModClassic // classic mod - +fire rate, +headshot at full charge disabled, +bodyshot damage penalty disabled, -damage { Name "Gold Mod: Speed Trigger" Description "Classic's fire rate is increased by 40%, can headshot at any charge, and bodyshot damage penalty is removed, but damage is reduced by 33%." AllowPlayerClass Sniper AllowedWeapons { ItemName "The Classic" } Cost 0 Attribute "fire rate bonus" Increment -0.4 Cap 0.6 SecondaryAttributes { "sniper no headshot without full charge" -1 "damage penalty on bodyshot" 0.1 "damage penalty" -0.33 } } ModRazorback // razorback mod - +bullet resistance { Name "Bronze Mod: Armoured Recovery" Description "Razorback grants 25% bullet resistance." AllowPlayerClass Sniper AllowedWeapons { ItemName "The Razorback" } Cost 0 Attribute "dmg taken from bullets reduced" Increment -0.25 Cap 0.75 } ModDarwinsDangerShield // darwin's danger shield mod - +blast resistance, +maximum health { Name "Gold Mod: Anti-Flak Plating" Description "Darwin's Danger Shield grants 25% blast resistance and increases maximum health by 25." AllowPlayerClass Sniper AllowedWeapons { ItemName "Darwin's Danger Shield" } Cost 0 Attribute "dmg taken from blast reduced" Increment -0.25 Cap 0.75 SecondaryAttributes { "max health additive bonus" 25 } } ModCozyCamper // cozy camper mod - +primary ammo max { Name "Bronze Mod: Ammo Stock" Description "Cozy Camper increases primary reserve ammo by 20%." AllowPlayerClass Sniper AllowedWeapons { ItemName "The Cozy Camper" } Cost 0 Attribute "maxammo primary increased" Increment 0.2 Cap 1.2 } ModCleanersCarbine // cleaner's carbine mod - +minicrits become crits, +fire rate penalty disabled, -clip size { Name "Silver Mod: Critical Delay" Description "Cleaner's Carbine's mini-crits become crits and fire rate penalty is removed, but clip size is reduced by 20%." AllowPlayerClass Sniper AllowedWeapons { ItemName "The Cleaner's Carbine" } Cost 0 Attribute "minicrits become crits" Increment 1 Cap 1 SecondaryAttributes { "fire rate penalty" -0.25 "clip size penalty" -0.2 // 40% total clip size penalty } } ModKukri // kukri, shahanshah mod - +damage vs buildings, +can damage sappers { Name "Gold Mod: Proton Snap" Description "Kukri and Shahanshah's damage to buildings is increased by 100% and can damage sappers." AllowPlayerClass Sniper AllowedWeapons { Slot "Melee" } DisallowedWeapons { ItemName "The Tribalman's Shiv" ItemName "The Bushwacka" } Cost 0 Attribute "dmg bonus vs buildings" Increment 1 Cap 2 SecondaryAttributes { "damage applies to sappers" 1 } } ModTribalmansShiv // tribalman's shiv mod - +damage penalty disabled, -attack speed { Name "Bronze Mod: Jagged Edge" Description "Tribalman's Shiv's damage penalty is replaced with a 25% slower attack speed." AllowPlayerClass Sniper AllowedWeapons { ItemName "The Tribalman's Shiv" } Cost 0 Attribute "damage penalty" Increment 0.5 Cap 1 SecondaryAttributes { "fire rate penalty" 0.25 } } ModEnforcer // enforcer mod - +damage bonus, -damage bonus while disguised disabled { Name "Bronze Mod: Magnum Force" Description "Enforcer's damage bonus while disguised is replaced with a 20% damage bonus." AllowPlayerClass Spy AllowedWeapons { ItemName "The Enforcer" } Cost 0 Attribute "damage bonus HIDDEN" Increment 0.2 Cap 1.2 SecondaryAttributes { "damage bonus while disguised" -0.2 } } ModSpycicle // spy-cicle mod - +afterburn immunity, +fire resistance, +melting knife disabled, -blast vulnerability { Name "Gold Mod: Vicious Frost" Description "Spy-cicle grants afterburn immunity and 50% fire resistance while active, and no longer melts in fire, but increases damage taken from blast by 25%." AllowPlayerClass Spy AllowedWeapons { ItemName "The Spy-cicle" } Cost 0 Attribute "provide on active" Increment 1 Cap 1 SecondaryAttributes { "afterburn immunity" 1 "dmg taken from fire reduced" -0.5 "melts in fire" -15 "become fireproof on hit by fire" -10 "set icicle knife mode" -3 "dmg taken from blast increased" 0.25 } } ModInvisWatch // invis watch, cloak and dagger mod - +money collection radius, +money grants health, -cloak drain rate { Name "Gold Mod: Adept Surge" Description "Invis Watch and Cloak and Dagger increase money collection radius by 200% and money collected heals 20% of maximum health, but cloak drains 150% faster." AllowPlayerClass Spy AllowedWeapons { ItemName "TF_WEAPON_INVIS" ItemName "Upgradeable TF_WEAPON_INVIS" ItemName "TTG Watch" ItemName "The Quackenbirdt" ItemName "The Cloak and Dagger" } Cost 0 Attribute "mult credit collect range" Increment 2 Cap 3 SecondaryAttributes { "health from credits" 50 "add cond when active" 13 // dead ringer cloak "mult cloak meter consume rate" 1.5 } } ModBASEJumper // base jumper mod - +can be redeployed, +no falling damage, +increased air control { Name "Gold Mod: Aviator" Description "B.A.S.E. Jumper can be redeployed in the air, grants falling damage immunity, and increases air control by 200%." AllowPlayerClass Soldier AllowPlayerClass Demoman AllowedWeapons { ItemName "The B.A.S.E. Jumper" } Cost 0 Attribute "parachute redeploy" Increment 1 Cap 1 SecondaryAttributes { "cancel falling damage" 1 "increased air control" 2 } } ModPainTrain // pain train mod - +movement speed, -increased capture rate disabled { Name "Bronze Mod: Rush" Description "Pain Train grants 10% faster movement speed, but increased capture rate is removed." AllowPlayerClass Soldier AllowPlayerClass Demoman AllowedWeapons { ItemName "The Pain Train" } Cost 0 Attribute "move speed bonus" Increment 0.1 Cap 1.1 SecondaryAttributes { "increase player capture value" -1 } } } Templates { T_TFBot_Tind_Scout // w1,6 { Class Scout Name "Scout" ClassIcon scout Skill Easy Health 125 WeaponRestrictions PrimaryOnly MaxVisionRange 1200 Item "Upgradeable TF_WEAPON_SCATTERGUN" } T_TFBot_Tind_Scout_Crit_Light // w7 { Class Scout Name "Crit Scout" ClassIcon scout Skill Hard Health 125 WeaponRestrictions PrimaryOnly MaxVisionRange 1000 Attributes AlwaysCrit Item "Upgradeable TF_WEAPON_SCATTERGUN" Item "The Warsworn Helmet" ItemAttributes { ItemName "Upgradeable TF_WEAPON_SCATTERGUN" "faster reload rate" -0.8 } } T_TFBot_Tind_Scout_FaN // w8 { Class Scout Name "Force-a-Nature Scout" ClassIcon scout_fan Skill Normal Health 125 WeaponRestrictions PrimaryOnly MaxVisionRange 600 Item "The Force-a-Nature" Item "The Fed-Fightin' Fedora" } T_TFBot_Tind_Scout_Melee // w3,8 { Class Scout Name "Bat Scout" ClassIcon scout_bat_nys Skill Hard Health 125 WeaponRestrictions MeleeOnly Attributes AlwaysCrit Item "Upgradeable TF_WEAPON_BAT" } T_TFBot_Tind_Scout_Giant_FaN_Armoured // w8 { Class Scout Name "Armoured Force-a-Nature Scout" ClassIcon scout_fan_armoured Skill Expert Health 3000 WeaponRestrictions PrimaryOnly MaxVisionRange 1200 Attributes MiniBoss Item "The Force-a-Nature" Item "Corona Australis" ItemAttributes { ItemName "The Force-a-Nature" "bullets per shot bonus" 1.6 "reload time increased" 1.25 "spread penalty" 1.65 "clip size penalty" 1 "clip size bonus" 1.16 } CharacterAttributes { "move speed bonus" 0.7 "damage force reduction" 0.5 "airblast vulnerability multiplier" 0.5 "override footstep sound set" 5 } } T_TFBot_Tind_Scout_Giant_Sandman_Armoured // w5 { Class Scout Name "Giant Armoured Scout" ClassIcon scout_stun_giant_armored Skill Expert Health 3000 WeaponRestrictions MeleeOnly MaxVisionRange 1200 Attributes MiniBoss Item "The Sandman" Item "Batter's Helmet" Item "EOTL_Demopants" ItemAttributes { ItemName "The Sandman" "effect bar recharge rate increased" 0.1 } CharacterAttributes { "move speed bonus" 0.75 "damage force reduction" 0.5 "airblast vulnerability multiplier" 0.5 "override footstep sound set" 5 } } T_TFBot_Tind_Scout_Giant_Fast // w7 { Class Scout Name "Super Scout" ClassIcon scout_giant_fast Skill Expert Health 1200 WeaponRestrictions MeleeOnly Attributes MiniBoss Item "The Holy Mackerel" Item "Bonk Boy" CharacterAttributes { "move speed bonus" 1.3 "damage force reduction" 0.7 "airblast vulnerability multiplier" 0.7 "override footstep sound set" 5 } } T_TFBot_Tind_Scout_Giant_FanOWar // w2 { Class Scout Name "Giant Fan O'War Scout" ClassIcon scout_fanowar_giant Skill Expert Health 1600 WeaponRestrictions MeleeOnly Attributes MiniBoss Item "The Fan O'War" Item "Benefactor's Kanmuri" ItemAttributes { ItemName "The Fan O'War" "damage penalty" 1 } CharacterAttributes { "damage force reduction" 0.6 "airblast vulnerability multiplier" 0.6 "override footstep sound set" 5 } } T_TFBot_Tind_Soldier // w5,7 { Class Soldier Name "Soldier" ClassIcon soldier Skill Hard Health 200 WeaponRestrictions PrimaryOnly Attributes HoldFireUntilFullReload Item "Upgradeable TF_WEAPON_ROCKETLAUNCHER" } T_TFBot_Tind_Soldier_Crit_Light // w4,8 { Class Soldier Name "Crit Soldier" ClassIcon soldier Skill Hard Health 200 WeaponRestrictions PrimaryOnly Attributes AlwaysCrit Item "Upgradeable TF_WEAPON_ROCKETLAUNCHER" Item "The Warsworn Helmet" ItemAttributes { ItemName "Upgradeable TF_WEAPON_ROCKETLAUNCHER" "fire rate bonus" 0.6 "faster reload rate" -0.8 } } T_TFBot_Tind_Soldier_DirectHit // w3 { Class Soldier Name "Direct Hit Soldier" ClassIcon soldier_directhit_lite Skill Normal Health 200 WeaponRestrictions PrimaryOnly Attributes HoldFireUntilFullReload Item "The Direct Hit" Item "Defiant Spartan" } T_TFBot_Tind_Soldier_Giant_RapidFire // w6 { Class Soldier Name "Giant Rapid Fire Soldier" ClassIcon soldier_spammer Skill Expert Health 4000 WeaponRestrictions PrimaryOnly Attributes MiniBoss Item "Upgradeable TF_WEAPON_ROCKETLAUNCHER" Item "The Doe-Boy" ItemAttributes { ItemName "Upgradeable TF_WEAPON_ROCKETLAUNCHER" "faster reload rate" -0.8 "fire rate bonus" 0.5 "Projectile speed decreased" 0.65 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 3 } } T_TFBot_Tind_Soldier_Giant_Barrage // w8 { Class Soldier Name "Giant Barrage Soldier" ClassIcon soldier_barrage Skill Expert Health 4000 WeaponRestrictions PrimaryOnly Attributes MiniBoss Attributes HoldFireUntilFullReload Attributes AlwaysCrit Item "Upgradeable TF_WEAPON_ROCKETLAUNCHER" Item "Soldier Drill Hat" ItemAttributes { ItemName "Upgradeable TF_WEAPON_ROCKETLAUNCHER" "clip size upgrade atomic" 26 "faster reload rate" 0.3 "fire rate bonus" 0.2 "projectile spread angle penalty" 4 "Projectile speed decreased" 0.5 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 3 } } T_TFBot_Tind_Soldier_Giant_Blast // w1 { Class Soldier Name "Giant Blast Soldier" ClassIcon soldier_libertylauncher_giant Skill Expert Health 4000 WeaponRestrictions PrimaryOnly Attributes MiniBoss Attributes HoldFireUntilFullReload Item "The Liberty Launcher" Item "Lord Cockswain's Pith Helmet" ItemAttributes { ItemName "The Liberty Launcher" "damage causes airblast" 1 "damage penalty" 1 "fire rate bonus" 0.2 "clip size upgrade atomic" 5 "faster reload rate" 0.5 "projectile spread angle penalty" 3 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 3 } } T_TFBot_Tind_Soldier_Giant_Buff // w2 { Class Soldier Name "Giant Buff Soldier" ClassIcon soldier_buff_giant Skill Expert Health 4000 Attributes MiniBoss Attributes HoldFireUntilFullReload Attributes SpawnWithFullCharge Item "Upgradeable TF_WEAPON_ROCKETLAUNCHER" Item "The Buff Banner" Item "Chieftain's Challenge" ItemAttributes { ItemName "The Buff Banner" "increase buff duration" 420 "deploy time decreased" 0.67 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 3 } } T_TFBot_Tind_Pyro // w1,3 { Class Pyro Name "Pyro" ClassIcon pyro Skill Easy Health 175 WeaponRestrictions PrimaryOnly Item "Upgradeable TF_WEAPON_FLAMETHROWER" } T_TFBot_Tind_Pyro_Crit // w8 { Class Pyro Name "Crit Pyro" ClassIcon pyro Skill Hard Health 175 WeaponRestrictions PrimaryOnly Attributes AlwaysCrit Item "Upgradeable TF_WEAPON_FLAMETHROWER" Item "The Warsworn Helmet" ItemAttributes { ItemName "Upgradeable TF_WEAPON_FLAMETHROWER" "damage bonus" 1.5 "airblast disabled" 1 } } T_TFBot_Tind_Pyro_Fury // w4 { Class Pyro Name "Dragon's Fury Pyro" ClassIcon pyro_dragon_fury_swordstone Skill Hard Health 175 WeaponRestrictions PrimaryOnly MaxVisionRange 600 Item "The Dragon's Fury" Item "Pyromancer's Mask" ItemAttributes { ItemName "The Dragon's Fury" "airblast disabled" 1 } } T_TFBot_Tind_Pyro_Giant_Phlog // w7 { Class Pyro Name "Giant Phlogistinator Pyro" ClassIcon pyro_phlog_giant Skill Expert Health 3300 WeaponRestrictions PrimaryOnly Attributes MiniBoss Attributes AlwaysCrit Item "The Phlogistinator" Item "The Bubble Pipe" ItemAttributes { ItemName "The Phlogistinator" "burn damage earns rage" 0 // disable rage build "mod soldier buff type" 0 // disable rage build "damage bonus" 1.5 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.5 "airblast vulnerability multiplier" 0.5 "override footstep sound set" 6 } } T_TFBot_Tind_Pyro_Giant_Fury // w6 { Class Pyro Name "Giant Dragon's Fury Pyro" ClassIcon pyro_dragon_fury_swordstone_giant Skill Expert Health 3300 WeaponRestrictions PrimaryOnly MaxVisionRange 600 Attributes MiniBoss Item "The Dragon's Fury" Item "Pyromancer's Mask" ItemAttributes { ItemName "The Dragon's Fury" "damage bonus" 1.2 "airblast disabled" 1 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.5 "airblast vulnerability multiplier" 0.5 "override footstep sound set" 6 } } T_TFBot_Tind_Demoman // w2 { Class Demoman Name "Demoman" ClassIcon demo Skill Normal Health 175 WeaponRestrictions PrimaryOnly Attributes HoldFireUntilFullReload Item "Upgradeable TF_WEAPON_GRENADELAUNCHER" } T_TFBot_Tind_Demoman_Crit_Light // w8 { Class Demoman Name "Crit Demoman" ClassIcon demo Skill Hard Health 175 WeaponRestrictions PrimaryOnly Attributes AlwaysCrit Item "Upgradeable TF_WEAPON_GRENADELAUNCHER" Item "The Warsworn Helmet" ItemAttributes { ItemName "Upgradeable TF_WEAPON_GRENADELAUNCHER" "faster reload rate" -0.8 "Projectile speed increased" 2 } } T_TFBot_Tind_Demoman_BurstFire // w5 { Class Demoman Name "Burst Fire Demoman" ClassIcon demo_burst Skill Hard Health 175 WeaponRestrictions PrimaryOnly Attributes HoldFireUntilFullReload Item "The Loch-n-Load" Item "Scotch Bonnet" ItemAttributes { ItemName "The Loch-n-Load" "faster reload rate" 1.4 "fire rate bonus" 0.01 "projectile spread angle penalty" 3 "Projectile speed increased" 1 } } T_TFBot_Tind_Demoman_Knight_Samurai // w1 { Class Demoman Name "Samurai Demoknight" ClassIcon demoknight_samurai Skill Hard Health 600 Scale 1.5 WeaponRestrictions MeleeOnly Attributes AirChargeOnly Attributes AutoJump AutoJumpMin 5 AutoJumpMax 10 Item "The Splendid Screen" Item "The Half-Zatoichi" Item "Demo Kabuto" ItemAttributes { ItemName "The Splendid Screen" "Attack not cancel charge" 1 "charge time increased" 2 "charge recharge rate increased" 10 "lose demo charge on damage when charging" 1 } CharacterAttributes { "health regen" 1 "increased jump height" 2 "bot custom jump particle" 1 } } T_TFBot_Tind_Demoman_Giant_RapidFire // w5 { Class Demoman Name "Giant Rapid Fire Demoman" ClassIcon demo_spammer_giant Skill Expert Health 3300 WeaponRestrictions PrimaryOnly Attributes MiniBoss Item "Upgradeable TF_WEAPON_GRENADELAUNCHER" Item "The Tavish Degroot Experience" ItemAttributes { ItemName "Upgradeable TF_WEAPON_GRENADELAUNCHER" "fire rate bonus" 0.75 "faster reload rate" -0.8 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.5 "airblast vulnerability multiplier" 0.5 "override footstep sound set" 4 } } T_TFBot_Tind_Demoman_Giant_BurstFire // w6 { Class Demoman Name "Giant Burst Fire Demoman" ClassIcon demo_burst_giant Skill Expert Health 3300 WeaponRestrictions PrimaryOnly Attributes MiniBoss Attributes HoldFireUntilFullReload Item "Upgradeable TF_WEAPON_GRENADELAUNCHER" Item "Scotch Bonnet" Item "The Juggernaut Jacket" ItemAttributes { ItemName "Upgradeable TF_WEAPON_GRENADELAUNCHER" "faster reload rate" 0.6 "fire rate bonus" 0.1 "clip size upgrade atomic" 8 "Projectile speed increased" 1.2 "projectile spread angle penalty" 3 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.5 "airblast vulnerability multiplier" 0.5 "override footstep sound set" 4 } } T_TFBot_Tind_Demoman_Giant_Bomber // w7 { Class Demoman Name "Giant Bomber Demoman" ClassIcon demo_clusterbomb_giant Skill Expert Health 3300 WeaponRestrictions PrimaryOnly Attributes MiniBoss Attributes HoldFireUntilFullReload Attributes AlwaysCrit Item "The Iron Bomber" Item "Conjurer's Cowl" ItemAttributes { ItemName "The Iron Bomber" "faster reload rate" 0.4 "fire rate bonus" 0.15 "clip size upgrade atomic" 14 "projectile spread angle penalty" 5 "projectile speed decreased" 0.4 "no self blast dmg" 2 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.5 "airblast vulnerability multiplier" 0.5 "override footstep sound set" 4 } } T_TFBot_Tind_Heavy // w2 { Class Heavyweapons Name "Heavy" ClassIcon heavy Skill Easy Health 300 WeaponRestrictions PrimaryOnly MaxVisionRange 1000 Item "Upgradeable TF_WEAPON_MINIGUN" } T_TFBot_Tind_Heavy_Crit // w7 { Class Heavyweapons Name "Crit Heavy" ClassIcon heavy Skill Normal Health 300 WeaponRestrictions PrimaryOnly MaxVisionRange 1000 Attributes AlwaysCrit Item "Upgradeable TF_WEAPON_MINIGUN" Item "The Warsworn Helmet" ItemAttributes { ItemName "Upgradeable TF_WEAPON_MINIGUN" "damage bonus" 1.5 } } T_TFBot_Tind_Heavy_Deflector // w6 { Class Heavyweapons Name "Deflector Heavy" ClassIcon heavy_deflector Skill Normal Health 300 WeaponRestrictions PrimaryOnly MaxVisionRange 1000 Item "Deflector" Item "The U-Clank-A" ItemAttributes { ItemName "Deflector" "attack projectiles" 1 } } T_TFBot_Tind_Heavy_SteelFist // w4 { Class Heavyweapons Name "Steel Gauntlet" ClassIcon heavy_gauntlet_nys Skill Hard Health 900 Scale 1.5 WeaponRestrictions MeleeOnly Item "Fists Of Steel" CharacterAttributes { "health regen" 1 } } T_TFBot_Tind_Heavy_Giant // w1,8 { Class Heavyweapons Name "Giant Heavy" ClassIcon heavy_giant Skill Expert Health 5000 WeaponRestrictions PrimaryOnly MaxVisionRange 1500 Attributes MiniBoss Item "Upgradeable TF_WEAPON_MINIGUN" ItemAttributes { ItemName "Upgradeable TF_WEAPON_MINIGUN" "damage bonus" 1.5 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 2 } } T_TFBot_Tind_Heavy_Giant_Brass // w7 { Class Heavyweapons Name "Giant Brass Beast Heavy" ClassIcon heavy_brass_nys_giant Skill Expert Health 5000 WeaponRestrictions PrimaryOnly MaxVisionRange 1200 Attributes MiniBoss Item "The Brass Beast" Item "Big Chief" ItemAttributes { ItemName "The Brass Beast" "damage bonus" 1.8 "minigun spinup time increased" 1.25 "aiming movespeed decreased" 1 "spunup_damage_resistance" 1 "spread penalty" 1.35 } CharacterAttributes { "move speed bonus" 0.4 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 2 } } T_TFBot_Tind_Heavy_Giant_Heater // w3 { Class Heavyweapons Name "Giant Heater Heavy" ClassIcon heavy_heater_nys_giant Skill Expert Health 5000 WeaponRestrictions PrimaryOnly MaxVisionRange 1500 Attributes MiniBoss Item "The Huo Long Heatmaker" Item "The Bunsen Brave" ItemAttributes { ItemName "The Huo Long Heatmaker" "damage penalty" 1 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 2 } } T_TFBot_Tind_Heavy_Giant_Deflector // w5 { Class Heavyweapons Name "Giant Deflector Heavy" ClassIcon heavy_deflector Skill Expert Health 5000 WeaponRestrictions PrimaryOnly MaxVisionRange 1200 Attributes MiniBoss Attributes AlwaysCrit Item "Deflector" Item "The U-Clank-A" Item "Batter's Bracers" ItemAttributes { ItemName "Deflector" "damage bonus" 1.2 "attack projectiles" 2 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 2 } } T_TFBot_Tind_Medic_Uber // w6 { Class Medic Name "Uber Medic" ClassIcon medic_uber Skill Hard Health 150 Attributes SpawnWithFullCharge Item "Upgradeable TF_WEAPON_SYRINGEGUN_MEDIC" Item "Upgradeable TF_WEAPON_MEDIGUN" ItemAttributes { ItemName "Upgradeable TF_WEAPON_MEDIGUN" "ubercharge rate bonus" 2 "heal rate bonus" 3 } } T_TFBot_Tind_Medic_Uber_Quick // w3,5 { Class Medic Name "Quick Uber Medic" ClassIcon medic_uber Skill Hard Health 150 Attributes SpawnWithFullCharge Item "Upgradeable TF_WEAPON_SYRINGEGUN_MEDIC" Item "Upgradeable TF_WEAPON_MEDIGUN" Item "Das Naggenvatcher" ItemAttributes { ItemName "Upgradeable TF_WEAPON_MEDIGUN" "ubercharge rate bonus" 5 "uber duration bonus" -3 "heal rate bonus" 0.01 } } T_TFBot_Tind_Medic_Giant_QuickFix // w8 { Class Medic Name "Giant Quick-Fix Medic" ClassIcon medic_giant Skill Expert Health 3000 Attributes MiniBoss Attributes SpawnWithFullCharge Item "Upgradeable TF_WEAPON_SYRINGEGUN_MEDIC" Item "The Quick-Fix" Item "Medic's Mountain Cap" ItemAttributes { ItemName "Upgradeable TF_WEAPON_SYRINGEGUN_MEDIC" "damage bonus" 1.5 } ItemAttributes { ItemName "The Quick-Fix" "ubercharge rate bonus" 0.01 "heal rate bonus" 200 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.5 "airblast vulnerability multiplier" 0.5 } } T_TFBot_Tind_Medic_Giant_BigHeal // w5,6 { Class Medic Name "Giant Big Heal Medic" ClassIcon medic_giant Skill Expert Health 3000 Attributes MiniBoss Item "Upgradeable TF_WEAPON_SYRINGEGUN_MEDIC" Item "The Quick-Fix" Item "The Combat Medic's Crusher Cap" ItemAttributes { ItemName "Upgradeable TF_WEAPON_SYRINGEGUN_MEDIC" "damage bonus" 2 } ItemAttributes { ItemName "The Quick-Fix" "ubercharge rate bonus" 0.01 "heal rate bonus" 200 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 } } T_TFBot_Tind_Medic_Giant_Regen // w7 { Class Medic Name "Giant Regen Medic" ClassIcon medic_giant Skill Expert Health 4000 Attributes MiniBoss Item "Upgradeable TF_WEAPON_SYRINGEGUN_MEDIC" Item "The Quick-Fix" Item "The Surgeon's Stahlhelm" ItemAttributes { ItemName "Upgradeable TF_WEAPON_SYRINGEGUN_MEDIC" "damage bonus" 2 } ItemAttributes { ItemName "The Quick-Fix" "ubercharge rate bonus" 0.01 "heal rate bonus" 200 } CharacterAttributes { "move speed bonus" 0.5 "health regen" 50 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 } } T_TFBot_Tind_Sniper // w4,5 { Class Sniper Name "Sniper" ClassIcon sniper Skill Hard Health 125 MaxVisionRange 3000 Item "Upgradeable TF_WEAPON_SNIPERRIFLE" Item "Upgradeable TF_WEAPON_CLUB" } T_TFBot_Tind_Sniper_Sleeper // w2,7 { Class Sniper Name "Sydney Sniper" ClassIcon sniper_sydneysleeper Skill Hard Health 125 MaxVisionRange 1500 Item "The Sydney Sleeper" Item "Upgradeable TF_WEAPON_CLUB" Item "Ol' Snaggletooth" } T_TFBot_Tind_Sniper_Bow // w5 { Class Sniper Name "Bowman" ClassIcon sniper_bow Skill Hard Health 150 WeaponRestrictions PrimaryOnly MaxVisionRange 2000 Item "The Huntsman" ItemAttributes { ItemName "The Huntsman" "damage penalty" 0.5 } } T_TFBot_Tind_Sniper_Bow_Crit // w7 { Class Sniper Name "Crit Bowman" ClassIcon sniper_bow Skill Hard Health 150 WeaponRestrictions PrimaryOnly Attributes AlwaysCrit Item "The Huntsman" Item "The Warsworn Helmet" ItemAttributes { ItemName "The Huntsman" "damage bonus" 1.5 "faster reload rate" 0.2 } } T_TFBot_Tind_Sniper_Bushwacka // w2 { Class Sniper Name "Bushwacka Sniper" ClassIcon sniper_bushwacka Skill Hard Health 600 Scale 1.35 WeaponRestrictions MeleeOnly Item "The Bushwacka" Item "Ol' Snaggletooth" ItemAttributes { ItemName "The Bushwacka" "dmg taken increased" 1 } CharacterAttributes { "health regen" 1 "head scale" 0.7 } } T_TFBot_Tind_Sniper_Giant_SMG // w3 { Class Sniper Name "Giant SMG Sniper" ClassIcon sniper_smg_tind_giant Skill Expert Health 3000 WeaponRestrictions SecondaryOnly MaxVisionRange 1500 Attributes MiniBoss Item "Upgradeable TF_WEAPON_SMG" Item "Dec2014 Hunter_Ushanka" ItemAttributes { ItemName "Upgradeable TF_WEAPON_SMG" "damage bonus" 1.25 "fire rate penalty" 1.2 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.6 "airblast vulnerability multiplier" 0.6 "override footstep sound set" 5 "head scale" 0.55 } } T_TFBot_Tind_Spy // w1,3,5,6 { Class Spy Name "Spy" ClassIcon spy Skill Expert Health 125 Item "Upgradeable TF_WEAPON_REVOLVER" Item "Upgradeable TF_WEAPON_KNIFE" CharacterAttributes { "cannot pick up intelligence" 1 } } T_TFBot_Tind_SentryBuster { Class Demoman Name "Sentry Buster" ClassIcon sentry_buster Skill Expert Health 2500 WeaponRestrictions PrimaryOnly Attributes MiniBoss Attributes IgnoreEnemies Attributes DisableDodge Item "Upgradeable TF_WEAPON_GRENADELAUNCHER" CharacterAttributes { "move speed bonus" 1.85 "damage force reduction" 0.5 "airblast vulnerability multiplier" 0.5 "override footstep sound set" 7 "cannot be backstabbed" 1 } } } Mission // Sentry Busters { Objective DestroySentries Where spawnbot_flank2 BeginAtWave 1 RunForThisManyWaves 8 InitialCooldown 45 CooldownTime 45 DesiredCount 1 TFBot { Template T_TFBot_Tind_SentryBuster } } Mission // Wave 2 Sydney Snipers { Objective Sniper Where spawnbot_mission_sniper BeginAtWave 2 RunForThisManyWaves 1 InitialCooldown 30 CooldownTime 10 DesiredCount 1 TFBot { Template T_TFBot_Tind_Sniper_Sleeper } } Mission // Wave 4 Snipers { Objective Sniper Where spawnbot_mission_sniper BeginAtWave 4 RunForThisManyWaves 1 InitialCooldown 40 CooldownTime 20 DesiredCount 2 TFBot { Template T_TFBot_Tind_Sniper } } Mission // Wave 5 Snipers { Objective Sniper Where spawnbot_mission_sniper BeginAtWave 5 RunForThisManyWaves 1 InitialCooldown 60 CooldownTime 30 DesiredCount 2 TFBot { Template T_TFBot_Tind_Sniper } } Mission // Wave 7 Sydney Snipers { Objective Sniper Where spawnbot_mission_sniper BeginAtWave 7 RunForThisManyWaves 1 InitialCooldown 20 CooldownTime 20 DesiredCount 2 TFBot { Template T_TFBot_Tind_Sniper_Sleeper } } Mission // Wave 1 Spies { Objective Spy Where spawnbot_mission_spy BeginAtWave 1 RunForThisManyWaves 1 InitialCooldown 10 CooldownTime 30 DesiredCount 2 TFBot { Template T_TFBot_Tind_Spy } } Mission // Wave 3 Spies { Objective Spy Where spawnbot_mission_spy BeginAtWave 3 RunForThisManyWaves 1 InitialCooldown 45 CooldownTime 20 DesiredCount 2 TFBot { Template T_TFBot_Tind_Spy } } Mission // Wave 5 Spies { Objective Spy Where spawnbot_mission_spy BeginAtWave 5 RunForThisManyWaves 1 InitialCooldown 10 CooldownTime 45 DesiredCount 2 TFBot { Template T_TFBot_Tind_Spy } } Mission // Wave 6 Spies { Objective Spy Where spawnbot_mission_spy BeginAtWave 6 RunForThisManyWaves 1 InitialCooldown 60 CooldownTime 45 DesiredCount 4 TFBot { Template T_TFBot_Tind_Spy } } ///////////////// //WAVES //POPFILE PAYOUT //START $900 //DROP W1 $900 / W2 $750 / W3 $700 / W4 $800 / W5 $650 / W6 $900 / W7 $650 / W8 $850 //START: $900 / DROP: $6200 / TOTAL: $7100 / TOTAL PLUS BONUS: $7800 ///////////////// // WAVE 1/8 /////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////// // A1 - 1 Tank, (200) // A2 - 36 Scouts, (145) // B - 3 Samurai Demoknights, (30) // B - 2 Samurai Demoknights, (20) // B - 1 Giant Heavy, (50) // C - 1 Tank, (225) // C - 2 Giant Blast Soldiers, (50) // B Support - Pyros, (180) // Spy mission active // Total cash in this wave is $900 /////////////////////////////////////////////////////////////////////////// Wave { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } WaveSpawn // A1 - 1 Tank { Name Wave1a1 TotalCurrency 200 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 0 Tank { Name "Tank" Health 12000 Speed 75 StartingPathTrackNode "tankpath_alt" OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn // A2 - 36 Scouts { Name Wave1a2 TotalCurrency 145 TotalCount 36 MaxActive 12 SpawnCount 6 WaitBeforeStarting 0 WaitBetweenSpawns 8 Where spawnbot RandomSpawn 1 TFBot { Template T_TFBot_Tind_Scout } } WaveSpawn // B - 3 Samurai Demoknights { Name Wave1b WaitForAllDead Wave1a1 TotalCurrency 30 TotalCount 3 MaxActive 3 SpawnCount 1 WaitBeforeStarting 2 WaitBetweenSpawns 18 Where spawnbot_flank2 TFBot { Template T_TFBot_Tind_Demoman_Knight_Samurai } } WaveSpawn // B - 2 Samurai Demoknights { Name Wave1b WaitForAllDead Wave1a1 TotalCurrency 20 TotalCount 2 MaxActive 2 SpawnCount 1 WaitBeforeStarting 12 WaitBetweenSpawns 18 Where spawnbot TFBot { Template T_TFBot_Tind_Demoman_Knight_Samurai } } WaveSpawn // B - 1 Giant Heavy { Name Wave1b WaitForAllDead Wave1a1 TotalCurrency 50 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 23 WaitBetweenSpawns 0 Where spawnbot_flank2 TFBot { Template T_TFBot_Tind_Heavy_Giant } } WaveSpawn // C - 1 Tank { Name Wave1c WaitForAllSpawned Wave1b TotalCurrency 225 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 3 WaitBetweenSpawns 0 Tank { Name "Tank" Health 12000 Speed 75 StartingPathTrackNode "tankpath_same" OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn // C - 2 Giant Blast Soldiers { Name Wave1c WaitForAllSpawned Wave1b TotalCurrency 50 TotalCount 2 MaxActive 2 SpawnCount 1 WaitBeforeStarting 20 WaitBetweenSpawns 20 Where spawnbot_flank2 TFBot { Template T_TFBot_Tind_Soldier_Giant_Blast } } WaveSpawn // C Support - Pyros { WaitForAllSpawned Wave1a2 TotalCurrency 180 TotalCount 36 MaxActive 6 SpawnCount 2 WaitBeforeStarting 16 WaitBetweenSpawns 6 Where spawnbot Support 1 TFBot { Template T_TFBot_Tind_Pyro } } } // WAVE 2/8 /////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////// // A1 - 22 Demos, (110) // A2 - 16 Bushwacka Snipers, (160) // A2 - 4 Giant Fan O'War Scouts, (80) // B - 4 Giant Buff Soldiers, (200) // C - 2 Giant Fan O'War Scouts, (40) // B Support - Heavies, (160) // Sydney Sniper mission active // Total cash in this wave is $750 /////////////////////////////////////////////////////////////////////////// Wave { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } WaveSpawn // A1 - 22 Demos { Name Wave2a1 TotalCurrency 110 TotalCount 22 MaxActive 22 SpawnCount 11 WaitBeforeStarting 0 WaitBetweenSpawns 5 Where spawnbot_flank2 TFBot { Template T_TFBot_Tind_Demoman } } WaveSpawn // A2 - 16 Bushwacka Snipers { Name Wave2a2 TotalCurrency 160 TotalCount 16 MaxActive 4 SpawnCount 2 WaitBeforeStarting 10 WaitBetweenSpawns 15 Where spawnbot TFBot { Template T_TFBot_Tind_Sniper_Bushwacka } } WaveSpawn // A2 - 4 Giant Fan O'War Scouts { Name Wave2a2 TotalCurrency 80 TotalCount 4 MaxActive 2 SpawnCount 1 WaitBeforeStarting 20 WaitBetweenSpawns 20 Where spawnbot_flank2 TFBot { Template T_TFBot_Tind_Scout_Giant_FanOWar } } WaveSpawn // B - 4 Giant Buff Soldiers { Name Wave2b WaitForAllDead Wave2a1 TotalCurrency 200 TotalCount 4 MaxActive 2 SpawnCount 1 WaitBeforeStarting 2 WaitBetweenSpawns 30 Where spawnbot_flank2 TFBot { Template T_TFBot_Tind_Soldier_Giant_Buff } } WaveSpawn // C - 2 Giant Fan O'War Scouts { Name Wave2c WaitForAllDead Wave2a2 WaitForAllSpawned Wave2b TotalCurrency 40 TotalCount 2 MaxActive 2 SpawnCount 1 WaitBeforeStarting 3 WaitBetweenSpawns 1 Where spawnbot TFBot { Template T_TFBot_Tind_Scout_Giant_FanOWar } } WaveSpawn // B Support - Heavies { WaitForAllDead Wave2a1 TotalCurrency 160 TotalCount 32 MaxActive 6 SpawnCount 4 WaitBeforeStarting 15 WaitBetweenSpawns 10 Where spawnbot_flank2 Support 1 TFBot { Template T_TFBot_Tind_Heavy } } } // WAVE 3/8 /////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////// // A1 - 100 Crit Bat Scouts, (300) // A2 - 1 Giant Heater Heavy, (25) // A2 - 1 Giant Heater Heavy, (25) // B - 8 Giant SMG Snipers, (120) // B - 11 Squads; 1 Direct Hit Soldier, 1 Quick Uber Medic, (110) // Support - Pyros, (120) // Spy mission active // Total cash in this wave is $700 /////////////////////////////////////////////////////////////////////////// Wave { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } WaveSpawn // A1 - 100 Crit Bat Scouts { Name Wave3a1 TotalCurrency 300 TotalCount 100 MaxActive 10 SpawnCount 2 WaitBeforeStarting 0 WaitBetweenSpawns 2 Where spawnbot_flank2 TFBot { Template T_TFBot_Tind_Scout_Melee } } WaveSpawn // A2 - 1 Giant Heater Heavy { Name Wave3a2 TotalCurrency 25 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 8 WaitBetweenSpawns 0 Where spawnbot_flank2 TFBot { Template T_TFBot_Tind_Heavy_Giant_Heater } } WaveSpawn // A2 - 1 Giant Heater Heavy { Name Wave3a2 TotalCurrency 25 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 30 WaitBetweenSpawns 0 Where spawnbot TFBot { Template T_TFBot_Tind_Heavy_Giant_Heater } } WaveSpawn // B - 8 Giant SMG Snipers { Name Wave3b WaitForAllSpawned Wave3a2 TotalCurrency 120 TotalCount 8 MaxActive 4 SpawnCount 2 WaitBeforeStarting 20 WaitBetweenSpawns 15 Where spawnbot TFBot { Template T_TFBot_Tind_Sniper_Giant_SMG } } WaveSpawn // B - 11 Squads; 1 Direct Hit Soldier, 1 Quick Uber Medic { Name Wave3b WaitForAllSpawned Wave3a TotalCurrency 110 TotalCount 22 MaxActive 8 SpawnCount 2 WaitBeforeStarting 20 WaitBetweenSpawns 6 Where spawnbot_flank2 Squad { TFBot { Template T_TFBot_Tind_Soldier_DirectHit } TFBot { Template T_TFBot_Tind_Medic_Uber_Quick } } } WaveSpawn // Support - Pyros { TotalCurrency 120 TotalCount 24 MaxActive 8 SpawnCount 4 WaitBeforeStarting 15 WaitBetweenSpawns 15 Where spawnbot_flank2 Support 1 RandomChoice { TFBot { Template T_TFBot_Tind_Pyro } TFBot { Template T_TFBot_Tind_Pyro } TFBot { Template T_TFBot_Tind_Pyro } TFBot { Template T_TFBot_Tind_Pyro Skill Hard Attributes AlwaysFireWeapon } } } } // WAVE 4/8 /////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////// // A1 - 90 Dragon's Fury Pyros, (360) // A2 - 15 Steel Gauntlets, (75) // B - 1 Tank, (275) // B - 18 Crit Soldiers, (90) // Sniper mission active // Total cash in this wave is $800 /////////////////////////////////////////////////////////////////////////// Wave { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } WaveSpawn // A1 - 90 Dragon's Fury Pyros { Name Wave4a1 TotalCurrency 360 TotalCount 90 MaxActive 10 SpawnCount 5 WaitBeforeStarting 0 WaitBetweenSpawns 6 Where spawnbot RandomSpawn 1 TFBot { Template T_TFBot_Tind_Pyro_Fury } } WaveSpawn // A2 - 15 Steel Gauntlets { Name Wave4a2 TotalCurrency 75 TotalCount 15 MaxActive 6 SpawnCount 3 WaitBeforeStarting 10 WaitBetweenSpawns 5 Where spawnbot_flank2 TFBot { Template T_TFBot_Tind_Heavy_SteelFist } } WaveSpawn // B - 1 Tank { Name Wave4b WaitForAllSpawned Wave4a2 TotalCurrency 275 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 12 WaitBetweenSpawns 0 Tank { Name "Tank" Health 26000 Speed 75 StartingPathTrackNode "tankpath_same" OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn // B - 18 Crit Soldiers { Name Wave4b WaitForAllSpawned Wave4a2 TotalCurrency 90 TotalCount 18 MaxActive 6 SpawnCount 3 WaitBeforeStarting 30 WaitBetweenSpawns 12 Where spawnbot_flank2 TFBot { Template T_TFBot_Tind_Soldier_Crit_Light } } } // WAVE 5/8 /////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////// // A - 24 Soldiers, (120) // B - 1 Squad; 1 Giant Armoured Scout, 1 Giant Big Heal Medic, (100) // C1 - 7 Squads; 1 Burst Fire Demo, 1 Quick Uber Medic, (70) // C2 - 1 Giant Crit Deflector Heavy, (25) // D - 2 Squads; 1 Giant Rapid Fire Demo, 1 Giant Big Heal Medic, (200) // C Support - Bowmen, (135) // D Support - Bowmen, (0) // Sniper mission active // Spy mission active // Total cash in this wave is $650 /////////////////////////////////////////////////////////////////////////// Wave { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } WaveSpawn // A - 24 Soldiers { Name Wave5a TotalCurrency 120 TotalCount 24 MaxActive 16 SpawnCount 8 WaitBeforeStarting 0 WaitBetweenSpawns 8 Where spawnbot_flank2 TFBot { Template T_TFBot_Tind_Soldier } } WaveSpawn // B - 1 Squad; 1 Giant Armoured Scout, 1 Giant Big Heal Medic { Name Wave5b WaitForAllSpawned Wave5a TotalCurrency 100 TotalCount 2 MaxActive 2 SpawnCount 2 WaitBeforeStarting 8 WaitBetweenSpawns 0 Where spawnbot_flank2 Squad { TFBot { Template T_TFBot_Tind_Scout_Giant_Sandman_Armoured } TFBot { Template T_TFBot_Tind_Medic_Giant_BigHeal } } } WaveSpawn // C1 - 7 Squads; 1 Burst Fire Demo, 1 Quick Uber Medic { Name Wave5c1 WaitForAllDead Wave5b TotalCurrency 70 TotalCount 14 MaxActive 8 SpawnCount 2 WaitBeforeStarting 2 WaitBetweenSpawns 6 Where spawnbot_flank2 Squad { TFBot { Template T_TFBot_Tind_Demoman_BurstFire } TFBot { Template T_TFBot_Tind_Medic_Uber_Quick } } } WaveSpawn // C2 - 1 Giant Crit Deflector Heavy { Name Wave5c2 WaitForAllDead Wave5b TotalCurrency 25 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 21 WaitBetweenSpawns 0 Where spawnbot_flank2 TFBot { Template T_TFBot_Tind_Heavy_Giant_Deflector } } WaveSpawn // D - 2 Squads; 1 Giant Rapid Fire Demo, 1 Giant Big Heal Medic { Name Wave5d WaitForAllDead Wave5c2 TotalCurrency 200 TotalCount 4 MaxActive 4 SpawnCount 2 WaitBeforeStarting 10 WaitBetweenSpawns 20 Where spawnbot Squad { TFBot { Template T_TFBot_Tind_Demoman_Giant_RapidFire } TFBot { Template T_TFBot_Tind_Medic_Giant_BigHeal } } } WaveSpawn // C Support - Bowmen { WaitForAllSpawned Wave5b TotalCurrency 135 TotalCount 45 MaxActive 10 SpawnCount 5 WaitBeforeStarting 30 WaitBetweenSpawns 6 Where spawnbot_flank2 Support 1 TFBot { Template T_TFBot_Tind_Sniper_Bow } } WaveSpawn // D Support - Bowmen { WaitForAllDead Wave5c2 TotalCurrency 0 TotalCount 45 MaxActive 18 SpawnCount 9 WaitBeforeStarting 2 WaitBetweenSpawns 10 Where spawnbot_flank2 Support 1 TFBot { Template T_TFBot_Tind_Sniper_Bow } } } // WAVE 6/8 /////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////// // A - 1 Squad; 1 Giant Burst Fire Demo, 1 Uber Medic, (40) // A - 24 Deflector Heavies, (120) // A - 2 Squads; 1 Giant Dragon's Fury Pyro, 1 Uber Medic, (80) // B - 1 Tank, (200) // B - 2 Squads; 1 Giant Rapid Fire Soldier, 1 Giant Big Heal Medic, (100) // C - 27 Deflector Heavies, (135) // C - 2 Squads; 1 Giant Dragon's Fury Pyro, 1 Uber Medic, (80) // D - 1 Squad; 1 Giant Burst Fire Demo, 1 Giant Quick-Fix Medic, (50) // B Support - Scouts, (95) // Spy mission active // Total cash in this wave is $900 /////////////////////////////////////////////////////////////////////////// Wave { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } WaveSpawn // A - 1 Squad; 1 Giant Burst Fire Demo, 1 Uber Medic { Name Wave6a TotalCurrency 40 TotalCount 2 MaxActive 2 SpawnCount 2 WaitBeforeStarting 0 WaitBetweenSpawns 0 Where spawnbot_flank2 Squad { TFBot { Template T_TFBot_Tind_Demoman_Giant_BurstFire } TFBot { Template T_TFBot_Tind_Medic_Uber } } } WaveSpawn // A - 24 Deflector Heavies { Name Wave6a TotalCurrency 120 TotalCount 24 MaxActive 12 SpawnCount 8 WaitBeforeStarting 4 WaitBetweenSpawns 10 Where spawnbot_flank2 TFBot { Template T_TFBot_Tind_Heavy_Deflector } } WaveSpawn // A - 2 Squads; 1 Giant Dragon's Fury Pyro, 1 Uber Medic { Name Wave6a TotalCurrency 80 TotalCount 4 MaxActive 4 SpawnCount 2 WaitBeforeStarting 12 WaitBetweenSpawns 12 Where spawnbot Squad { TFBot { Template T_TFBot_Tind_Pyro_Giant_Fury } TFBot { Template T_TFBot_Tind_Medic_Uber } } } WaveSpawn // B - 1 Tank { Name Wave6b WaitForAllSpawned Wave6a TotalCurrency 200 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 3 WaitBetweenSpawns 0 Tank { Name "Tank" Health 30000 Speed 75 StartingPathTrackNode "tankpath_alt" OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn // B - 2 Squads; 1 Giant Rapid Fire Soldier, 1 Giant Big Heal Medic { Name Wave6b WaitForAllSpawned Wave6a TotalCurrency 100 TotalCount 4 MaxActive 4 SpawnCount 2 WaitBeforeStarting 14 WaitBetweenSpawns 26 Where spawnbot_flank2 Squad { TFBot { Template T_TFBot_Tind_Soldier_Giant_RapidFire } TFBot { Template T_TFBot_Tind_Medic_Giant_BigHeal } } } WaveSpawn // C - 27 Deflector Heavies { Name Wave6c WaitForAllSpawned Wave6b TotalCurrency 135 TotalCount 27 MaxActive 13 SpawnCount 9 WaitBeforeStarting 20 WaitBetweenSpawns 10 Where spawnbot_flank2 TFBot { Template T_TFBot_Tind_Heavy_Deflector } } WaveSpawn // C - 2 Squads; 1 Giant Dragon's Fury Pyro, 1 Uber Medic { Name Wave6c WaitForAllSpawned Wave6b TotalCurrency 80 TotalCount 4 MaxActive 4 SpawnCount 2 WaitBeforeStarting 20 WaitBetweenSpawns 15 Where spawnbot Squad { TFBot { Template T_TFBot_Tind_Pyro_Giant_Fury } TFBot { Template T_TFBot_Tind_Medic_Uber } } } WaveSpawn // D - 1 Squad; 1 Giant Burst Fire Demo, 1 Giant Quick-Fix Medic { Name Wave6d WaitForAllSpawned Wave6c TotalCurrency 50 TotalCount 2 MaxActive 2 SpawnCount 2 WaitBeforeStarting 0 WaitBetweenSpawns 0 Where spawnbot Squad { TFBot { Template T_TFBot_Tind_Demoman_Giant_BurstFire } TFBot { Template T_TFBot_Tind_Medic_Giant_QuickFix } } } WaveSpawn // B Support - Scouts { WaitForAllDead Wave6a TotalCurrency 95 TotalCount 32 MaxActive 8 SpawnCount 4 WaitBeforeStarting 16 WaitBetweenSpawns 8 Where spawnbot Support 1 TFBot { Template T_TFBot_Tind_Scout } } } // WAVE 7/8 /////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////// // A - 4 Super Scouts, (40) // A - 24 Soldiers, (95) // A - 18 Crit Scouts, (70) // B - 4 Super Scouts, (40) // B - 2 Giant Crit Bomber Demos, (40) // B - 25 Crit Bowmen, (100) // C - 8 Crit Heavies, (40) // C - 3 Super Scouts, (30) // C - 8 Giant Phlogistinator Pyros, (120) // D - 1 Squad; 1 Giant Brass Beast Heavy, 2 Giant Regen Medics, (75) // Sydney Sniper mission active // Total cash in this wave is $650 /////////////////////////////////////////////////////////////////////////// Wave { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } WaveSpawn // A - 4 Super Scouts { Name Wave7a TotalCurrency 40 TotalCount 4 MaxActive 4 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 12 Where spawnbot_flank2 TFBot { Template T_TFBot_Tind_Scout_Giant_Fast } } WaveSpawn // A - 24 Soldiers { Name Wave7a TotalCurrency 95 TotalCount 24 MaxActive 10 SpawnCount 8 WaitBeforeStarting 5 WaitBetweenSpawns 12 Where spawnbot_flank2 TFBot { Template T_TFBot_Tind_Soldier } } WaveSpawn // A - 18 Crit Scouts { Name Wave7a TotalCurrency 70 TotalCount 18 MaxActive 9 SpawnCount 3 WaitBeforeStarting 18 WaitBetweenSpawns 3 Where spawnbot TFBot { Template T_TFBot_Tind_Scout_Crit_Light } } WaveSpawn // B - 4 Super Scouts { Name Wave7b WaitForAllSpawned Wave7a TotalCurrency 40 TotalCount 4 MaxActive 4 SpawnCount 1 WaitBeforeStarting 10 WaitBetweenSpawns 8 Where spawnbot_flank2 TFBot { Template T_TFBot_Tind_Scout_Giant_Fast } } WaveSpawn // B - 2 Giant Crit Bomber Demos { Name Wave7b WaitForAllSpawned Wave7a TotalCurrency 40 TotalCount 2 MaxActive 2 SpawnCount 1 WaitBeforeStarting 10 WaitBetweenSpawns 18 Where spawnbot TFBot { Template T_TFBot_Tind_Demoman_Giant_Bomber } } WaveSpawn // B - 25 Crit Bowmen { Name Wave7b WaitForAllSpawned Wave7a TotalCurrency 100 TotalCount 25 MaxActive 10 SpawnCount 5 WaitBeforeStarting 12 WaitBetweenSpawns 5 Where spawnbot_flank2 TFBot { Template T_TFBot_Tind_Sniper_Bow_Crit } } WaveSpawn // C - 8 Crit Heavies { Name Wave7c WaitForAllSpawned Wave7b TotalCurrency 40 TotalCount 8 MaxActive 3 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 6 Where spawnbot_flank2 TFBot { Template T_TFBot_Tind_Heavy_Crit } } WaveSpawn // C - 3 Super Scouts { Name Wave7c WaitForAllSpawned Wave7b TotalCurrency 30 TotalCount 3 MaxActive 3 SpawnCount 1 WaitBeforeStarting 12 WaitBetweenSpawns 12 Where spawnbot_flank2 TFBot { Template T_TFBot_Tind_Scout_Giant_Fast } } WaveSpawn // C - 8 Giant Phlogistinator Pyros { Name Wave7c WaitForAllSpawned Wave7b TotalCurrency 120 TotalCount 8 MaxActive 6 SpawnCount 2 WaitBeforeStarting 12 WaitBetweenSpawns 8 Where spawnbot_flank2 TFBot { Template T_TFBot_Tind_Pyro_Giant_Phlog } } WaveSpawn // D - 1 Squad; 1 Giant Brass Beast Heavy, 2 Giant Regen Medics { Name Wave7d WaitForAllSpawned Wave7c TotalCurrency 75 TotalCount 3 MaxActive 3 SpawnCount 3 WaitBeforeStarting 0 WaitBetweenSpawns 0 Where spawnbot Squad { TFBot { Template T_TFBot_Tind_Heavy_Giant_Brass } TFBot { Template T_TFBot_Tind_Medic_Giant_Regen } TFBot { Template T_TFBot_Tind_Medic_Giant_Regen } } } } // WAVE 8/8 /////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////// // A - 4 Armoured Force-a-Nature Scouts, (60) // A - 20 Crit Soldiers, (80) // A - 18 Crit Demos, (70) // B1 - 1 Tank, (200) // B1 - 33 Crit Pyros, (100) // B2 - 3 Squads; 1 Giant Crit Barrage Soldier, 1 Giant Quick-Fix Medic, (120) // B2 - 8 Giant Heavies, (160) // C - Final Tank, (0) // B3 Support - 30 Force-a-Nature Scouts, (60) // C Support - Crit Bat Scouts, (0) // Sniper mission active // Spy mission active // Total cash in this wave is $850 /////////////////////////////////////////////////////////////////////////// Wave { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } WaveSpawn // A - 4 Armoured Force-a-Nature Scouts { Name Wave8a TotalCurrency 60 TotalCount 4 MaxActive 2 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 11 Where spawnbot_flank2 TFBot { Template T_TFBot_Tind_Scout_Giant_FaN_Armoured } } WaveSpawn // A - 20 Crit Soldiers { Name Wave8a TotalCurrency 80 TotalCount 20 MaxActive 8 SpawnCount 4 WaitBeforeStarting 4 WaitBetweenSpawns 8 Where spawnbot_flank2 TFBot { Template T_TFBot_Tind_Soldier_Crit_Light } } WaveSpawn // A - 18 Crit Demos { Name Wave8a TotalCurrency 70 TotalCount 18 MaxActive 6 SpawnCount 3 WaitBeforeStarting 6 WaitBetweenSpawns 6 Where spawnbot_flank2 TFBot { Template T_TFBot_Tind_Demoman_Crit_Light } } WaveSpawn // B1 - 1 Tank { Name Wave8b1 WaitForAllSpawned Wave8a TotalCurrency 200 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 3 WaitBetweenSpawns 0 Tank { Name "Tank" Health 35000 Speed 75 StartingPathTrackNode "tankpath_same" OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn // B1 - 33 Crit Pyros { Name Wave8b1 WaitForAllSpawned Wave8a TotalCurrency 100 TotalCount 33 MaxActive 12 SpawnCount 3 WaitBeforeStarting 3 WaitBetweenSpawns 5 Where spawnbot TFBot { Template T_TFBot_Tind_Pyro_Crit } } WaveSpawn // B2 - 3 Squads; 1 Giant Crit Barrage Soldier, 1 Giant Quick-Fix Medic { Name Wave8b2 WaitForAllSpawned Wave8a TotalCurrency 120 TotalCount 6 MaxActive 4 SpawnCount 2 WaitBeforeStarting 30 WaitBetweenSpawns 28 Where spawnbot_flank2 Squad { TFBot { Template T_TFBot_Tind_Soldier_Giant_Barrage } TFBot { Template T_TFBot_Tind_Medic_Giant_QuickFix } } } WaveSpawn // B2 - 8 Giant Heavies { Name Wave8b2 WaitForAllSpawned Wave8a TotalCurrency 160 TotalCount 8 MaxActive 4 SpawnCount 1 WaitBeforeStarting 40 WaitBetweenSpawns 8 Where spawnbot TFBot { Template T_TFBot_Tind_Heavy_Giant } } WaveSpawn // C - Final Tank { Name Wave8c WaitForAllSpawned Wave8b2 TotalCurrency 0 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 10 WaitBetweenSpawns 0 Tank { Name "Tank" Health 35000 Speed 75 Skin 1 StartingPathTrackNode "tankpath_alt" OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn // B3 Support - 30 Force-a-Nature Scouts { Name Wave8b3 WaitForAllSpawned Wave8b1 TotalCurrency 60 TotalCount 30 MaxActive 8 SpawnCount 5 WaitBeforeStarting 10 WaitBetweenSpawns 5 Where spawnbot Support Limited RandomSpawn 1 TFBot { Template T_TFBot_Tind_Scout_FaN } } WaveSpawn // C Support - Crit Bat Scouts { WaitForAllSpawned Wave8b3 TotalCurrency 0 TotalCount 18 MaxActive 18 SpawnCount 18 WaitBeforeStarting 5 WaitBetweenSpawns 0 Where spawnbot Support 1 RandomSpawn 1 TFBot { Template T_TFBot_Tind_Scout_Melee } } } }