/////////////////////////////////////////////////////////////////////////// // BEGIN POP FILE /////////////////////////////////////////////////////////////////////////// #base robot_giant.pop #base robot_standard.pop //Special thanks to Bonnie for helping me with a lot of weapon ideas and heavy's gimmick WaveSchedule { ///////////////// //SETTINGS ///////////////// StartingCurrency 400 RespawnWaveTime 6 CanBotsAttackWhileInSpawnRoom no MaxSpectators 2 AllowBotExtraSlots 1 RobotLimit 32 //for summons MedievalMode 0 AllowUpgradesForUnintendedClassWeapons 1 SpellsEnabled 1 BotsDropSpells 0 GiantsDropRareSpells 0 ForceHoliday 2 NoThrillerTaunt 1 NoCritPumpkin 1 NoHolidayPickups 1 CustomScriptSounds { "Grenade.Throw" { "channel" "CHAN_VOICE" "volume" "1.000" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_95dB" "rndwave" { "wave" "vo/soldier_kaboomalts01.mp3" "wave" "vo/soldier_kaboomalts02.mp3" "wave" "vo/soldier_kaboomalts03.mp3" "wave" "vo/soldier_specialcompleted03.mp3" } } "Star.Ricochet" { "channel" "CHAN_ITEM" "volume" "1" "pitch" "95,105" "soundlevel" "SNDLVL_80dB" "rndwave" { "wave" ")physics/metal/sawblade_stick1.wav" "wave" ")physics/metal/sawblade_stick2.wav" "wave" ")physics/metal/sawblade_stick3.wav" } } } PrecacheModel "models/props_junk/glassjug01.mdl" PrecacheModel "models/props_halloween/ghost_no_hat.mdl" PrecacheModel "models/props_halloween/ghost_no_hat_red.mdl" PrecacheModel "models/penis.mdl" PrecacheParticle "rockettrail_fire" PrecacheParticle "spell_fireball_small_trail_red" PrecacheParticle "ghost_glow" PrecacheParticle "impact_glass" PrecacheParticle "eyeboss_team_red" PrecacheParticle "drg_cow_rockettrail_fire_blue" PrecacheParticle "hwn_cart_cap_neutral" SpellDropRateCommon 0.01 SpellDropRateGiant 0.01 SpellBookNormalRoll { "Healing Aura" 1 "Fireball" 2 "Ball O' Bats" 2 "Pumpkin MIRV" 1 "Superjump" 2 "Invisibility" 1 } SpellBookRareRoll // Override spell roll. The value specifies how many spell charges to give. You can duplicate spells to increase their roll chance { "Tesla Bolt" 1 "Meteor Shower" 1 "Summon Monoculus" 1 "Summon Skeletons" 1 } ItemWhitelist //Disallows using specified weapons below { ItemSlot melee ItemSlot PDA ItemSlot PDA2 ItemSlot Head ItemSlot Misc ItemSlot Misc2 ItemSlot Action Classname tf_weapon_jar_milk Classname tf_weapon_cleaver Classname tf_weapon_lunchbox_drink Classname tf_weapon_buff_item Classname tf_wearable Classname tf_weapon_parachute ItemName "The B.A.S.E. Jumper" Classname tf_weapon_jar_gas Classname tf_wearable_demoshield Classname tf_weapon_lunchbox Classname tf_weapon_crossbow Classname tf_weapon_jar Classname tf_weapon_compound_bow Classname tf_wearable_razorback ItemName "Taunt: Flying Colors" ItemName "Throwing Knife" SimilarToItem "Basic Spellbook" } ItemBlacklist { ItemName "TF_WEAPON_PDA_ENGINEER_BUILD" ItemName "TF_WEAPON_PDA_ENGINEER_DESTROY" ItemName "TF_WEAPON_BUILDER" ItemName "TF_WEAPON_BUILDER_SPY" Classname tf_weapon_builder Classname tf_weapon_sapper } ItemAttributes { ItemName "The Crusader's Crossbow" "reload full clip at once" 1 } ItemAttributes { ItemName "The Ullapool Caber" "regenerate stickbomb" 1 "blast dmg to self increased" 0.5 "boots falling stomp" 1 } LuaScriptFile "scripts/engineer_magic.lua" LuaScriptFile "scripts/heavy_beast_handler.lua" LuaScriptFile "scripts/throwing_knife.lua" CustomUpgradesFile "mvm_upgrades_medieval_wacev_v1.txt" ///////////////// //TEMPLATES ///////////////// Templates { } PointTemplates { knife_proj { prop_dynamic { model "models/workshop_partner/weapons/c_models/c_shogun_kunai/c_shogun_kunai.mdl" solid 0 modelscale 2 } } star_proj { prop_dynamic { model "models/weapons/c_models/c_six_point_shuriken/c_six_point_shuriken.mdl" solid 0 modelscale 2 parentname "star_rotate" } func_rotating { "targetname" "star_rotate" "origin" "-17 0 4" "mins" "-1 -1 -1" "maxs" "1 1 1" "fanfriction" "100" "maxspeed" "1000" "rendermode" "10" "spawnflags" "65" } } GiveCloakItem { OnSpawnOutput { Target !self Action $GiveItem Param "Cloak Coat" } } GiveNinjaItems { OnSpawnOutput { Target !self Action $GiveItem Param "Ninja Hat" } OnSpawnOutput { Target !self Action $GiveItem Param "Ninja Mask" } } Extra_Packs //trying to make each path even { item_ammopack_medium { origin "4672 320 -256" } item_healthkit_medium { origin "4672 384 -256" powerup_model models/props_medieval/medieval_meat.mdl } item_healthkit_medium { origin "2688 256 -256" powerup_model models/props_medieval/medieval_meat.mdl } item_ammopack_medium { origin "0 1280 -256" } item_healthkit_medium { origin "64 1280 -256" powerup_model models/props_medieval/medieval_meat.mdl } item_ammopack_medium { origin "2688 192 -256" } item_ammopack_medium { origin "1984 1706 -256" } item_healthkit_small { origin "1792 1416 272" powerup_model models/items/medkit_small_bday.mdl } item_healthkit_small { origin "1792 72 272" powerup_model models/items/medkit_small_bday.mdl } item_healthkit_small { origin "440 1744 272" powerup_model models/items/medkit_small_bday.mdl } } W_FireWall { KeepAlive 1 OnParentKilledOutput { Target firewall_fire Action start } OnParentKilledOutput { Target firewall_fire Action stop Delay 10 } OnParentKilledOutput { Target firewall_damage_small Action enable } OnParentKilledOutput { Target firewall_damage_small Action disable Delay 10 } OnParentKilledOutput { Target firewall_damage_giant Action enable } OnParentKilledOutput { Target firewall_damage_giant Action disable Delay 10 } OnParentKilledOutput { Target firewall_damage_boss Action enable } OnParentKilledOutput { Target firewall_damage_boss Action disable Delay 10 } OnParentKilledOutput { Target firewall_fire Action kill Delay 10 } OnParentKilledOutput { Target firewall_damage_small Action kill Delay 10 } OnParentKilledOutput { Target firewall_damage_giant Action kill Delay 10 } OnParentKilledOutput { Target firewall_damage_boss Action kill Delay 10 } OnParentKilledOutput { Target filter_notred Action kill Delay 10 } OnParentKilledOutput { Target bot_common_filter_1 Action kill Delay 10 } OnParentKilledOutput { Target bot_common_filter_2 Action kill Delay 10 } OnParentKilledOutput { Target bot_giant_filter Action kill Delay 10 } OnParentKilledOutput { Target bot_boss_filter Action kill Delay 10 } OnParentKilledOutput { Target filter_common_blue Action kill Delay 10 } OnParentKilledOutput { Target filter_giant_blue Action kill Delay 10 } OnParentKilledOutput { Target filter_boss_red Action kill Delay 10 } info_particle_system { targetname "firewall_fire" origin "0 0 16" start_active 0 effect_name lava_fireball_01 } info_particle_system { targetname "firewall_fire" origin "64 64 16" start_active 0 effect_name lava_fireball_01 } info_particle_system { targetname "firewall_fire" origin "-64 64 16" start_active 0 effect_name lava_fireball_01 } info_particle_system { targetname "firewall_fire" origin "-64 -64 16" start_active 0 effect_name lava_fireball_01 } info_particle_system { targetname "firewall_fire" origin "64 -64 16" start_active 0 effect_name lava_fireball_01 } filter_activator_tfteam { targetname filter_notred teamnum 2 negated 1 } filter_tf_bot_has_tag { Negated 1 require_all_tags 1 tags bot_giant targetname bot_common_filter_1 } filter_tf_bot_has_tag { Negated 1 require_all_tags 1 tags bot_boss targetname bot_common_filter_2 } filter_tf_bot_has_tag { Negated 0 require_all_tags 1 tags bot_giant targetname bot_giant_filter } filter_multi { targetname filter_common_blue Negated 0 FilterType 0 Filter01 filter_notred Filter02 bot_common_filter_1 Filter03 bot_common_filter_2 } filter_multi { targetname filter_giant_blue Negated 0 FilterType 0 Filter01 filter_notred Filter02 bot_giant_filter } trigger_ignite { targetname "firewall_damage_small" origin "0 0 0" mins "-128 -128 -128" maxs "128 128 128" burn_duration 10 spawnflags 1 startdisabled 1 filtername filter_common_blue damage_percent_per_second 33 ignite_particle_name dragons_fury_effect ignite_sound_name weapons\dragons_fury_impact_bonus_damage_hit.wav } trigger_ignite { targetname "firewall_damage_giant" origin "0 0 0" mins "-128 -128 -128" maxs "128 128 128" burn_duration 10 spawnflags 1 startdisabled 1 filtername filter_giant_blue damage_percent_per_second 10 ignite_particle_name dragons_fury_effect ignite_sound_name weapons\dragons_fury_impact_bonus_damage_hit.wav } } Misc { OnSpawnOutput { Target gate_door Action AddOutput Param "dmg 1" } } } PlayerShootTemplate { Name W_FireWall Offset "0 0 0" Angles "0 0 0" Spread 0 AttachToProjectile 1 ItemName "Molotov Cocktail" } PlayerShootTemplate { Name knife_proj Offset "-32 0 0" Angles "90 0 0" Spread 0 AttachToProjectile 1 ItemName "Throwing Knife" } PlayerShootTemplate { Name star_proj Offset "8 0 0" Angles "0 0 90" Spread 0 AttachToProjectile 1 ItemName "Throwing Star" } PlayerItemEquipSpawnTemplate { Name "GiveCloakItem" ItemName "Flame Resistant Cloak" } PlayerItemEquipSpawnTemplate { Name "GiveNinjaItems" ItemName "Ninja Kit" } SpawnTemplate Misc SpawnTemplate Extra_Packs ///////////////// //WEAPONS ///////////////// PrecacheModel models\weapons\c_models\c_hypodermic_injector\c_hypodermic_injector.mdl PrecacheModel models/weapons/c_models/c_six_point_shuriken/c_six_point_shuriken.mdl PrecacheModel models/weapons/c_models/c_flintlock/c_ambassador.mdl PrecacheModel models/weapons/c_models/c_shockandawe/c_shockandawe.mdl PrecacheModel models/weapons/c_models/c_soldier_arms_rocketless.mdl PrecacheModel models\weapons\c_models\c_bmmh\c_bmmh.mdl PrecacheModel models/weapons/c_models/c_wildmans_cutlery/c_wildmans_cutlery.mdl PrecacheModel models/workshop/weapons/c_models/c_rifleman/c_bazaar_sniper.mdl PrecacheModel models/weapons/c_models/c_nitro/c_nitro.mdl PrecacheModel models/weapons/c_models/c_rock_pyro/c_rock_pyro.mdl PrecacheModel models/weapons/c_models/c_canned_ration/c_canned_ration.mdl PrecacheModel models/weapons/c_models/c_canned_ration/c_ration_plate.mdl PrecacheModel models/weapons/c_models/c_seaspear/c_axtinguisher_pyro.mdl PrecacheModel models/weapons/c_models/c_big_mallet/c_big_mallet.mdl PrecacheModel models/ctf2w/weapons/c_models/c_trenchknife/c_trenchknife.mdl PrecacheModel models/weapons/c_models/c_katana_shadow/c_katana_shadow.mdl PrecacheModel models/workshop/weapons/c_models/c_celtic_cleaver/c_demo_sultan_sword.mdl PrecacheModel models\weapons\c_models\c_airloch\c_airloch.mdl PrecacheSound weapons\sven_shotgun_shoot.wav DisallowUpgrade { ItemName "Throwing Knife" ItemName "Light Bow" Upgrade "projectile penetration" MaxLevel -1 } DisallowUpgrade { ItemName "Blunderbuss" ItemName "Flintlock" Upgrade "clip size bonus upgrade" MaxLevel -1 } DisallowUpgrade { ItemName "Meat" Upgrade "heal on kill" MaxLevel -1 } DisallowUpgrade { ItemName "Beast Bait" Upgrade "mult_item_meter_charge_rate" MaxLevel -1 } DisallowUpgrade { ItemName "Holy Hand Grenade" ItemName "Ball O' Fire" ItemName "Flubber Baller" ItemName "Bowling Ball" ItemName "Brick" ItemName "Fiery Cocktail" Upgrade "applies snare effect" MaxLevel -1 } DisallowUpgrade { ItemName "Massive Fucking Hammer" Upgrade "critboost on kill" MaxLevel -1 } CustomWeapon { "Flubber Baller" { OriginalItemName "Jarate" "custom projectile model" "models/weapons/c_models/c_rock_pyro/c_rock_pyro.mdl" "custom item model" "models/weapons/c_models/c_rock_pyro/c_rock_pyro.mdl" "override projectile type" 8 "projectile speed increased hidden" 1500 "projectile gravity native" 1 "grenade bounce speed" 1 "reset arrow hits on bounce" 1 "projectile lifetime" 15 "projectile penetration" 1 "damage bonus hidden" 6 "effect bar recharge rate increased" 0.25 "special item description" "Can headshot" } "Bowling Ball" { OriginalItemName "Jarate" "dmg penalty vs players" 3.75 "override projectile type extra" "brick" "custom item model" "models/weapons/w_models/w_baseball.mdl" "custom projectile model" "models/weapons/w_models/w_baseball.mdl" "attachment name" "effect_hand_R" "mult projectile scale" 1.65 //"custom hit sound" "wallnuthit.mp3" "custom kill icon" "passtime_pass" "use original class weapon animations" 1 "special item description" "WagaWooWoo! Get ready to bowl!" //SFTH "special item description 2" "SFTH" } "Brick" { OriginalItemName "Jarate" "custom item model" "models/weapons/c_models/c_brick/c_brick.mdl" "custom projectile model" "models/weapons/c_models/c_brick/c_brick.mdl" "override projectile type extra" "brick" "dmg penalty vs players" 2.5 "stun on hit" 3 "stun on hit type" bonk } "Fiery Cocktail" { OriginalItemName "Mad Milk" "override projectile type extra" "spellfireball" "ignores other projectiles" 1 } "Molotov Cocktail" { OriginalItemName "Mad Milk" "custom item model" models/weapons/c_models/c_nitro/c_nitro.mdl "custom projectile model" models/weapons/c_models/c_nitro/c_nitro.mdl "use original class weapon animations" 1 "override projectile type" 3 "cannot be upgraded" 1 //"item style override" 0 "special item description" "30 Second Cooldown" "special item description 2" "On Explode: Leave a pile of flames that'll melt any enemy that touches it." "effect bar recharge rate increased" 1.5 //"Set DamageType Ignite" 1 //"weapon burn time increased" 10 "effect cond override" 12 "Blast radius increased" 1.25 "explosion particle" "heavy_ring_of_fire_fp" "explosion particle on direct hit" "heavy_ring_of_fire_fp" "custom impact sound" "=80|ambient/fire/gascan_ignite1.wav" "Projectile speed increased HIDDEN" 1.8 "projectile trail particle" ~flying_flaming_arrow "grenade no spin" 1 "grenade explode on impact" 1 } "Heat Wave" { OriginalItemName "Sharpened Volcano Fragment" "special item description" "Hold right click to charge special attack | Special attack uses focus" "special item description 2" "Release right click to unleash the special attack | Power grows with focus used" "special item description 3" "Focus regens after not using special attack for a few seconds" "special item description 4" "Melee kills regen 15 focus" "attach particle effect" 13 "fire input on kill" "popscript^$RegenFocus^15" } "Infernus" { OriginalItemName "Prinny Machete" //"set DamageType Ignite" 1 //fireballs //bonus vs burning upgrade "fire rate penalty" 1.33 "fire input on hit" "popscript^$AddHeat^" "special item description" "Build heat over time and by doing damage" "special item description 2" "Press reload with melee out to use heat" "special item description 3" "Heat summons fireballs around the player | Each fireball costs heat | Ends when heat is depleted" "custom kill icon" lava_bat //lava_chicken "custom item model" "models/workshop/weapons/c_models/c_rift_fire_mace/c_rift_fire_mace.mdl" } "Ball O' Fire" { OriginalItemName "Jarate" "effect bar recharge rate increased" 0.2 "override projectile type extra" brick "damage bonus" 1.25 "set DamageType Ignite" 1 "projectile speed increased hidden" 1.25 "attach particle effect" 13 "projectile trail particle" ~flying_flaming_arrow "use original class weapon animations" 1 "use original class player animations" 1 "custom projectile model" "models/weapons/c_models/c_rock_pyro/c_rock_pyro.mdl" "custom item model" "models/weapons/c_models/c_rock_pyro/c_rock_pyro.mdl" } "Fake Fireball" { OriginalItemName "Upgradeable TF_WEAPON_ROCKETLAUNCHER" "custom projectile model" "models/weapons/w_models/w_rocketbullet.mdl" "projectile trail particle" ~spell_fireball_small_red "explosion particle" spell_fireball_tendril_parent_red "explosion particle on direct hit" spell_fireball_tendril_parent_red "mult projectile scale" 0.01 "projectile speed decreased" 1 "set damagetype ignite" 1 "no damage falloff" 1 "dmg falloff decreased" 0.5 //"custom weapon fire sound" Halloween.spell_fireball_cast "custom impact sound" Halloween.spell_fireball_impact "energy weapon no deflect" 1 "damage bonus" 1.11 "damage penalty" 0.5 "add damage type" 8 "remove damage type" 64 "blast dmg to self increased" 0 "self dmg push force decreased" 0 "custom damage type override" 70 //https://developer.valvesoftware.com/wiki/Team_Fortress_2/Scripting/Script_Functions/Constants#ETFDmgCustom //"projectile detonate time" 0.5 } "Spear" { OriginalItemName "TF_WEAPON_CLUB" "custom item model" models/weapons/c_models/c_seaspear/c_axtinguisher_pyro.mdl "use original class weapon animations" 1 "melee range multiplier" 3 "melee bounds multiplier" 0.5 "melee cleave attack" 1 "Special item description" "3x Long melee range | 50% Small melee bounds" "fire rate penalty" 1.35 "custom kill icon" taunt_demoman } "Hoplite Shield" { OriginalItemName "The Chargin' Targe" "custom item model" models\weapons\c_models\c_airloch\c_airloch.mdl "dmg taken from fire reduced" 0.8 "dmg taken from blast reduced" 0.8 "Special item description" "60% Less range damage taken from the front" "Special item description 2" "40% Less melee damage taken from the front" "charge impact damage decreased" 0.75 "charge time decreased" -0.25 } "Combat Knife" { OriginalItemName "TF_WEAPON_BOTTLE" "custom item model" models/ctf2w/weapons/c_models/c_trenchknife/c_trenchknife.mdl "fire rate bonus" 0.85 "kill combo fire rate boost" 0.1 "bleeding duration" 4 "damage penalty" 0.75 "custom kill icon" black_rose } "Massive Fucking Hammer" { OriginalItemName "The Scotsman's Skullcutter" "custom item model" models/weapons/c_models/c_big_mallet/c_big_mallet.mdl "mult smack time" 3 "fire input on attack" "popscript^$MassiveFuckingHammer^" "gesture speed increase" 0.4 "hand scale" 1.25 "fire rate penalty" 5 "melee range multiplier" 2 "melee bounds multiplier" 1.6 "melee cleave attack" 1 "always crit" 1 "Special item Description" "Creates a shockwave on impact | Shockwave scales with damage upgrade" "custom kill icon" necro_smahser } "Great Sword" { OriginalItemName "The Scotsman's Skullcutter" "custom item model" models/weapons/c_models/c_claidheamohmor/c_claidheamohmor.mdl "move speed penalty" 1 "melee range multiplier" 1.25 "melee bounds multiplier" 1.75 "Attack not cancel charge" 1 "heal on hit for rapidfire" 5 "crit mod disabled" 0 "custom kill icon" claidheamohmor } "Broken Katana" { OriginalItemName "The Scotsman's Skullcutter" "custom item model" models/weapons/c_models/c_katana_shadow/c_katana_shadow.mdl "move speed penalty" 1 "damage bonus" 1 "is_a_sword" 0 "crit mod disabled" 0 "custom kill icon" demokatana "fire rate bonus" 0.6 "damage penalty" 0.769 "restore health on kill" 25 "Special item description" "Normal melee range | Not honorbound" } "Battle Ax" { OriginalItemName "The Persian Persuader" "custom item model" models/workshop/weapons/c_models/c_celtic_cleaver/c_demo_sultan_sword.mdl "maxammo primary reduced" 1 "maxammo secondary reduced" 1 "charge meter on hit" 0 "ammo gives charge" 0 "fire rate penalty" 1.2 "CARD: damage bonus" 1.4 "attack not cancel charge" 1 "mult charge turn control" 3 "custom kill icon" battleaxe } "Cloak Coat" { OriginalItemName "Botler 2000" "stay after regenerate" 1 "custom item model" models/workshop/player/items/spy/hwn2024_nightfall_veil/hwn2024_nightfall_veil.mdl } "Ninja Hat" { OriginalItemName "Potato of Labor" "custom item model" models/workshop/player/items/all_class/fall2013_hong_kong_cone/fall2013_hong_kong_cone_spy.mdl "stay after regenerate" 1 } "Ninja Mask" { OriginalItemName "Spy Oni Mask" "stay after regenerate" 1 } "Pick Pocket" { OriginalItemName "The Sharp Dresser" "custom item model" "models/empty.mdl" "armor piercing" -25 "collect currency on kill" 1 "special item description" "Auto collects cash but cannot backstab giants" } "Concealed Blade" { OriginalItemName "The Sharp Dresser" "provide on active" 1 "speed_boost_on_kill" 5 "cancel falling damage" 1 "mult dmg while midair" 3 "no_jump" 1 "single wep deploy time increased" 1.33 "special item description" "Fall from heights to deal extra damage but cannot jump while active." } "Inconspicuous Injector" { OriginalItemName "Upgradeable TF_WEAPON_BONESAW" "custom item model" models\weapons\c_models\c_hypodermic_injector\c_hypodermic_injector.mdl "fire rate penalty" 1.65 "bleeding duration" 10 "slow enemy on hit" 1 "mult bleeding dmg" 2.5 "mult bleeding delay" 0.2 "damage bonus hidden" 0.384 "keep disguise on attack" 1 "special item description" "No backstabbing" "use original class weapon animations" 1 "custom kill icon" battleneedle } "Throwing Knife" { OriginalItemName "TF_WEAPON_REVOLVER" "custom item model" models/workshop_partner/weapons/c_models/c_shogun_kunai/c_shogun_kunai.mdl "mod max primary clip override" -1 "override projectile type" 8 "custom projectile model" "models/empty.mdl" "projectile speed increased hidden" 1500 "fire input on attack" "popscript^$ThrowingKnife^" "projectile gravity native" 0.5 "custom weapon fire sound" =80|weapons\knife_swing.wav "crits_become_minicrits" 1 "crit mod disabled" 0 "damage bonus hidden" 1.25 "bleeding duration" 8 "centerfire projectile" 1 //"hidden secondary max ammo penalty" 0.5 "custom kill icon" "kunai" "spread angle pattern" "0 0 0|0 8 0|0 -8 0" "arrow hit kill time" 0.5 } "Throwing Star" //is that a freakin ninja star? { OriginalItemName "TF_WEAPON_REVOLVER" "custom item model" models/weapons/c_models/c_six_point_shuriken/c_six_point_shuriken.mdl "mod max primary clip override" -1 "override projectile type" 8 "custom projectile model" "models/empty.mdl" "projectile speed increased hidden" 1600 "projectile gravity native" 0.2 "custom weapon fire sound" =80|weapons\knife_swing.wav "fire rate penalty" 1.25 "cannot headshot" 1 "sniper no headshots" 1 "crit mod disabled" 0 "damage bonus hidden" 1.25 "bleeding duration" 10 "centerfire projectile" 1 "projectile penetration" 1 "projectile penetration limit" 4 "custom kill icon" "kunai" "hidden secondary max ammo penalty" 0.67 "custom projectile size" 12 "fire input on attack" "popscript^$Ricochet^" "arrow hit kill time" 0.5 } "Flame Resistant Cloak" { OriginalItemName "TF_WEAPON_PDA_SPY" "disguise no burn" 1 "mod_disguise_consumes_cloak" 1 "disguise damage reduction" 0.5 "special item description" "You are immune to flames while cloaked but disguising consumes cloak meter" "special item description 2" "You take 50% less damage while disguise" } "Ninja Kit" { OriginalItemName "TF_WEAPON_INVIS" "mult decloak rate" 0.001 "cloak regen rate decreased" 0.001 "cloak consume rate increased" 1.25 "effect cond override" 10818 //cloak + bomb defense buff "effect add attributes" "major move speed bonus|1.35" "special item description" "You gain extra damage resistance and move speed bonus while cloaked" "special item description 2" "You can only get cloak back from ammo boxes" "special item description 3" "You automatically go invisible after not attacking for a few seconds | Attacking breaks cloak" } "War Bow" { OriginalItemName "The Fortified Compound" "fire rate penalty" 1.75 "projectile speed increased" 1.5 "CARD: damage bonus" 2.5 "dmg pierces resists absorbs" 1 "maxammo primary reduced" 0.67 "sniper aiming movespeed decreased" 0.5 } "Longbow" { OriginalItemName "The Huntsman" "fire rate penalty" 1.25 "CARD: damage bonus" 1.5 } "Light Bow" { OriginalItemName "The Huntsman" "fire rate bonus" 0.8 "projectile speed decreased" 0.8 "damage penalty" 0.75 "hidden primary max ammo bonus" 1 "special item description" "Has 25 reserve ammo | Arrows are too weak to be able to pierce" "spread angle pattern" "0 0 0|0 5 0|0 -5 0|0 10 0|0 -10 0|0 15 0|0 -15 0" } "Magic Arrows" { OriginalItemName "Festive Huntsman" "arrow snap to next target radius" 250 "projectile penetration" 1 "damage penalty" 0.85 "fire rate penalty" 1.15 "special item description" "Arrows only snap if the arrow DOES NOT kill" } "Crossbow" { OriginalItemName "The Crusader's Crossbow" "override projectile type" 8 "use original class weapon animations" 1 "maxammo primary reduced" 0.133 "damage penalty" 0.667 "reload full clip at once" 1 "can headshot" 1 } "Falcata" { OriginalItemName "The Shahanshah" "dmg penalty while half alive" 1 "dmg bonus while half dead" 1.4 "damage bonus" 2 "hit self on miss" 1 //"paintkit_proto_def_index" 271 //set_item_texture_wear" 0 "custom item model" models/weapons/c_models/c_wildmans_cutlery/c_wildmans_cutlery.mdl "use original class weapon animations" 1 } "Cutlass" { OriginalItemName "The Shahanshah" "dmg bonus while half dead" 1 "dmg penalty while half alive" 1 "fire rate bonus" 0.7 "damage penalty" 0.8 "paintkit_proto_def_index" 234 //Damascus & Mahogany "set_item_texture_wear" 0 "melee grants protection" 0.2 "special item description" "This weapon provides damage protection during Foreswing" "use original class weapon animations" 1 } "Cutlass " { OriginalItemName "The Shahanshah" "dmg bonus while half dead" 1 "dmg penalty while half alive" 1 "fire rate bonus" 0.7 "damage penalty" 0.8 "paintkit_proto_def_index" 234 //Damascus & Mahogany "set_item_texture_wear" 0 "melee grants protection" 0.2 "special item description" "This weapon provides damage protection during Foreswing" "use original class weapon animations" 1 "custom view model" "models/weapons/c_models/c_soldier_arms_rocketless.mdl" } "Mage Staff" { OriginalItemName "The Freedom Staff" "fire rate penalty" 1.5 "special item description" "Comes with a spell book." "special item description 2" "Upgrade to become a master of luck, mana, or magic bolts | Unupgraded staff gives spells on kill" "special item description 3" "Upgrading replaces spell on kill with light KB" "wrench index" 0 "fire input on kill" "popscript^$DropSpell^" } "Advanced Book of Spells" { OriginalItemName "tf_weapon_spellbook" "dmg penalty vs players" 1.5 "fire rate bonus" 0.6 "special item description" "Spells casted with this book deal 50% more damage | Hold fire to cast spells 40% faster" "special item description 2" "***Magic bolts are unaffected by damage bonus***" } "Magic Bolt T1" { OriginalItemName "The Crusader's Crossbow" "override projectile type" 8 "projectile penetration" 1 "projectile penetration limit" 3 "cannot headshot" 1 "custom projectile size" 4 "projectile gravity native" 0.01 "custom kill icon" "spellbook_lightning" } "Magic Bolt T2" { OriginalItemName "The Crusader's Crossbow" "damage bonus" 1.33 "override projectile type" 8 "projectile penetration" 1 "projectile penetration limit" 5 "cannot headshot" 1 "custom projectile size" 4 "projectile gravity native" 0.01 "custom kill icon" "spellbook_lightning" } "Magic Bolt T3" { OriginalItemName "The Crusader's Crossbow" "damage bonus" 1.33 "override projectile type" 8 "projectile penetration" 1 "projectile penetration limit" 5 "cannot headshot" 1 "custom projectile size" 4 "projectile gravity native" 0.01 "mod projectile heat seek power" 45 "mod projectile heat aim error" 90 "custom kill icon" "spellbook_lightning" } "Magic Bolt T4" { OriginalItemName "The Crusader's Crossbow" "damage bonus" 1.33 "override projectile type" 8 "projectile penetration" 1 "projectile penetration limit" 6 "cannot headshot" 1 "set DamageType Ignite" 1 "custom projectile size" 4 "projectile gravity native" 0.01 "mod projectile heat seek power" 90 "mod projectile heat aim error" 115 "custom kill icon" "spellbook_lightning" } "Magic Bolt T5" { OriginalItemName "The Crusader's Crossbow" "damage bonus" 1.33 "override projectile type" 8 "projectile penetration" 1 "projectile penetration limit" 6 "cannot headshot" 1 "set DamageType Ignite" 1 "weapon burn dmg increased" 2.5 "weapon burn time increased" 2.5 "custom projectile size" 4 "projectile gravity native" 0.01 "mod projectile heat seek power" 135 "mod projectile heat aim error" 140 "custom kill icon" "spellbook_lightning" } "Magic Bolt T6" { OriginalItemName "The Crusader's Crossbow" "damage bonus" 1.334 "override projectile type" 8 "projectile penetration" 1 "projectile penetration limit" 7 "cannot headshot" 1 "set DamageType Ignite" 1 "weapon burn dmg increased" 2.5 "weapon burn time increased" 2.5 "custom projectile size" 4 "projectile gravity native" 0.01 "mod projectile heat seek power" 135 "mod projectile heat aim error" 140 "custom kill icon" "spellbook_lightning" "fire input on hit" "popscript^$ExplosiveBolt^" } "Magic Bolt T7" { OriginalItemName "The Crusader's Crossbow" "damage bonus" 1.67 "override projectile type" 8 "projectile penetration" 1 "projectile penetration limit" 7 "cannot headshot" 1 "set DamageType Ignite" 1 "weapon burn dmg increased" 2.5 "weapon burn time increased" 2.5 "custom projectile size" 4 "projectile gravity native" 0.01 "mod projectile heat seek power" 135 "mod projectile heat aim error" 140 "custom kill icon" "spellbook_lightning" "fire input on hit" "popscript^$ExplosiveBolt^" } "Magic Bolt T8" { OriginalItemName "The Crusader's Crossbow" "damage bonus" 2 "override projectile type" 8 "projectile penetration" 1 "projectile penetration limit" 8 "cannot headshot" 1 "set DamageType Ignite" 1 "weapon burn dmg increased" 2.5 "weapon burn time increased" 2.5 "custom projectile size" 4 "projectile gravity native" 0.01 "mod projectile heat seek power" 135 "mod projectile heat aim error" 140 "custom kill icon" "spellbook_lightning" "fire input on hit" "popscript^$ExplosiveBolt^" } "Hunting Rifle" { OriginalItemName "The Frontier Justice" "mod sentry killed revenge" 0 "no damage falloff" 1 "use original class weapon animations" 1 "custom item model" models/workshop/weapons/c_models/c_rifleman/c_bazaar_sniper.mdl "clip size penalty" 0.16 "fire rate penalty" 2 "reload time increased" 5.775 "damage bonus hidden" 10 "bullets per shot bonus" 0.1 "CARD: damage bonus" 10 "maxammo primary reduced" 0.25 "dmg pierces resists absorbs" 1 "special item description" "Unlimited range and more damage, but slower reload and less ammo. (compared to musket)" "custom kill icon" bazaar_bargain //headshot upgrade } "Musket" { OriginalItemName "The Frontier Justice" "mod sentry killed revenge" 0 "no damage falloff" 1 "use original class weapon animations" 1 "custom item model" models/workshop/weapons/c_models/c_bazaar_sniper/c_bazaar_sniper.mdl "clip size penalty" 0.16 "fire rate penalty" 2 //"reload time increased" 5.775 "reload time increased" 5 "damage bonus hidden" 10 "bullets per shot bonus" 0.1 "CARD: damage bonus" 5 "maxammo primary reduced" 0.375 //"dmg pierces resists absorbs" 1 "max bullet range" 1000 "special item description" "Limited Range" "custom kill icon" bazaar_bargain //headshot upgrade } "Flintlock" { OriginalItemName "TF_WEAPON_REVOLVER" "use original class weapon animations" 1 "custom item model" models/weapons/c_models/c_flintlock/c_ambassador.mdl "custom view model" "models/weapons/c_models/c_soldier_arms_rocketless.mdl" "clip size penalty" 0.16 "fire rate penalty" 1.5 "reload time increased" 2 "CARD: damage bonus" 1.875 "maxammo secondary reduced" 0.5 //headshot upgrade } "Cannon" { OriginalItemName "The Loose Cannon" "use original class weapon animations" 1 //"custom item model" models/weapons/c_models/c_shockandawe/c_shockandawe.mdl "custom view model" "models/weapons/c_models/c_soldier_arms_rocketless.mdl" "no damage falloff" 1 "Projectile speed increased" 2.5 "CARD: damage bonus" 3 "damage bonus hidden" 1.425 "fuse bonus" 2 "projectile lifetime" 3 "fire rate penalty" 1.75 "reload time increased" 1.75 "max health additive bonus" 550 "move speed penalty" 0.8 "model scale" 1.3 "grenade launcher mortar mode" 0 "deploy time increased" 1.75 } "Blunderbuss" { OriginalItemName "TF_WEAPON_SHOTGUN_SOLDIER" //"reload time increased" 1.2 "damage bonus" 2 "spread penalty" 1.25 "fire rate penalty" 2.67 "single wep deploy time decreased" 0.4 "clip size penalty" 0.167 "maxammo secondary reduced" 0.5 "custom weapon fire sound" "=80|weapons\sven_shotgun_shoot.wav" "custom item model" models\weapons\c_models\c_bmmh\c_bmmh.mdl "special item description" "High damage, 1 shot, slow reload, faster deploy speed." "custom kill icon" pep_brawlerblaster } "Holy Hand Grenade" { OriginalItemName "Jarate" "crit mod disabled" 0 "override projectile type" 3 "projectile trail particle" "peejar_trail_red" "damage bonus hidden" 18 "blast dmg to self increased" 10 "self dmg push force increased" 10 "blast radius increased" 2 "mult dmg vs tanks" 5 "bleeding duration" 10 "no self effect" 1 "dmg falloff decreased" 0.5 "use original class weapon animations" 1 "use original class player animations" 1 "custom item model" "models/weapons/c_models/c_soldiergrenade/c_soldiergrenade.mdl" "custom projectile model" "models/weapons/c_models/c_soldiergrenade/c_soldiergrenade.mdl" "explosion particle" "mvm_loot_explosion" "custom kill icon" "taunt_soldier_lumbricus" "projectile sound" "=80|ui/item_hat_drop.wav" "fire input on attack" "!activator^RunScriptCode^EmitSoundOn(`Grenade.Throw`,self)" "custom impact sound" Weapon_Airstrike.Explosion "custom view model" "models/weapons/c_models/c_soldier_arms_rocketless.mdl" } "Beast Bait" { OriginalItemName "The Buffalo Steak Sandvich" //"provide on active" 0 "special item description" "Throw to summon the selected beast | Thrown steaks can still be eaten by teammates and beasts" "special item description 2" "Go to upgrade station to select beasts and upgrade the selected beast" "special item description 3" "Eating Beast Bait gives all beasts minicrits" //"mult_item_meter_charge_rate 2" 1.5 //45 second recharge //"mod weapon blocks healing" 0 "max health additive penalty" -100 "throwable fire speed" 1 //"add attributes when active" "healing received penalty|0" } "Meat" { OriginalItemName "The Ham Shank" "provide on active" 1 "special item description" "Hit summoned beasts to heal them for 100 hp | Deals 0 damage" "fire input on hit ally" "popscript^$HealSummonedBot^" "allow friendly fire" 1 "damage penalty" 0 //no damage "dmg from melee increased" 0.67 } "Beans" { OriginalItemName "The Buffalo Steak Sandvich" "special item description" "Beans in ration form" "special item description 2" "Beans decrease the amount of damage you take and increase healing you receive" "custom item model" models/weapons/c_models/c_canned_ration/c_canned_ration.mdl "effect cond override" 12 "effect add attributes" "healing received bonus|2|dmg taken increased|0.75" } "Alchemy Lab" { OriginalItemName "Basic Spellbook" "special item description" "Press Reload to open flask menu | Select flasks with number keys" "special item description 2" "Some flasks can be places, others can be thrown, and others only affect you" "special item description 3" "Creating flasks costs Stamina" "fire rate penalty HIDDEN" 3 "single wep deploy time increased" 0.75 "single wep holster time increased" 1.5 "single wep deploy time decreased" 1 } "Healing Potion" { OriginalItemName "TF_WEAPON_GRENADELAUNCHER" "custom projectile model" "models/props_halloween/c_flask_florence/c_flask_florence.mdl" "fire input on attack" "popscript^$HealingProj^" "grenade explode on impact" 1 "projectile trail particle" ~healshot_trail_red "explosion particle" spell_overheal_red "explosion particle on direct hit" spell_overheal_red "dmg penalty vs players" 0 "self dmg push force decreased" 0 "blast dmg to self increased" 0 } "Lingering Healing Potion" { OriginalItemName "TF_WEAPON_GRENADELAUNCHER" "custom projectile model" "models/props_halloween/flask_vial.mdl" "fire input on attack" "popscript^$LingeringHealingProj^" "grenade explode on impact" 1 "projectile trail particle" ~healshot_trail_blue "explosion particle" spell_overheal_blue "explosion particle on direct hit" spell_overheal_blue "dmg penalty vs players" 0 "self dmg push force decreased" 0 "blast dmg to self increased" 0 } "Lingering Uber Potion" { OriginalItemName "TF_WEAPON_GRENADELAUNCHER" "custom projectile model" "models/props_halloween/flask_tub.mdl" "fire input on attack" "popscript^$LingeringUberProj^" "grenade explode on impact" 1 "projectile trail particle" ~player_intel_trail_red "explosion particle" drg_cow_explosion_sparkles "explosion particle on direct hit" drg_cow_explosion_sparkles "dmg penalty vs players" 0 "self dmg push force decreased" 0 "blast dmg to self increased" 0 } "Speed Potion" { OriginalItemName "TF_WEAPON_GRENADELAUNCHER" "custom projectile model" "models/props_halloween/c_flask_florence/c_flask_florence.mdl" "fire input on attack" "popscript^$SpeedProj^" "grenade explode on impact" 1 "projectile trail particle" ~rockettrail_fire "explosion particle" halloween_boss_injured "explosion particle on direct hit" halloween_boss_injured "dmg penalty vs players" 0 "self dmg push force decreased" 0 "blast dmg to self increased" 0 } "Tough Potion" { OriginalItemName "TF_WEAPON_GRENADELAUNCHER" "custom projectile model" "models/props_halloween/flask_erlenmeyer.mdl" "fire input on attack" "popscript^$ToughProj^" "grenade explode on impact" 1 "projectile trail particle" ~player_intel_trail_blue "explosion particle" spell_pumpkin_mirv_goop_blue "explosion particle on direct hit" spell_pumpkin_mirv_goop_blue "dmg penalty vs players" 0 "self dmg push force decreased" 0 "blast dmg to self increased" 0 } "Acid Flask" { OriginalItemName "TF_WEAPON_GRENADELAUNCHER" "custom projectile model" "models/props_halloween/c_flask_florence/c_flask_florence.mdl" "fire input on attack" "popscript^$AcidProj^" "grenade explode on impact" 1 "projectile trail particle" ~blood_impact_green_01_goop "explosion particle" spell_skeleton_goop_green "explosion particle on direct hit" spell_skeleton_goop_green "dmg penalty vs players" 0 "self dmg push force decreased" 0 "blast dmg to self increased" 0 } "Empty Flask" { OriginalItemName "TF_WEAPON_GRENADELAUNCHER" "custom projectile model" "models/props_junk/glassjug01.mdl" "grenade explode on impact" 1 "projectile trail particle" ~impact_glass "explosion particle" impact_glass "explosion particle on direct hit" impact_glass "damage penalty" 0.3 "self dmg push force decreased" 0 "blast dmg to self increased" 0 "bleeding duration" 10 "blast radius decreased" 0.3 "projectile speed increased" 1.2 } "Combustion Potion" { OriginalItemName "TF_WEAPON_GRENADELAUNCHER" "custom projectile model" "models/passtime/flasks/flask_bottle_yellow.mdl" "grenade explode on impact" 1 "projectile trail particle" ~spell_fireball_small_trail_red "explosion particle" spell_fireball_tendril_parent_red "explosion particle on direct hit" spell_fireball_tendril_parent_red "damage penalty" 0.5 "self dmg push force decreased" 0 "blast dmg to self increased" 0 "weapon burn dmg increased" 2 "set damagetype ignite" 1 "blast radius decreased" 0.75 "no damage falloff" 1 "dmg pierces resists absorbs" 1 } "Explosive Potion" { OriginalItemName "TF_WEAPON_GRENADELAUNCHER" "custom projectile model" "models/passtime/flasks/flask_bottle_red.mdl" "grenade explode on impact" 1 "projectile trail particle" ~rockettrail_fire "damage penalty" 0.8 "self dmg push force decreased" 0 "blast dmg to self increased" 0 "blast radius increased" 1.33 "dmg falloff decreased" 0.5 "no damage falloff" 1 "dmg pierces resists absorbs" 1 } "Weakening Potion" { OriginalItemName "TF_WEAPON_GRENADELAUNCHER" "custom projectile model" "models/props_halloween/flask_tube.mdl" "grenade explode on impact" 1 "projectile trail particle" ~ghost_glow //diamondback_enemytag_skull_helper "explosion particle" spell_pumpkin_mirv_goop_blue "explosion particle on direct hit" spell_pumpkin_mirv_goop_blue "dmg penalty vs players" 0.05 "self dmg push force decreased" 0 "blast dmg to self increased" 0 "blast radius increased" 1.5 "dmg falloff decreased" 0.5 "add cond on hit" 30 "add cond on hit duration" 8 } "Slowing Potion" { OriginalItemName "TF_WEAPON_GRENADELAUNCHER" "custom projectile model" "models/props_halloween/c_flask_florence/c_flask_florence.mdl" "grenade explode on impact" 1 "projectile trail particle" ~scorchshot_trail_blue "explosion particle" merasmus_dazed_explosion "explosion particle on direct hit" merasmus_dazed_explosion "fire input on attack" "popscript^$SlowingProj^" "dmg penalty vs players" 0.05 "self dmg push force decreased" 0 "blast dmg to self increased" 0 "blast radius increased" 1.5 "dmg falloff decreased" 0.5 "stun on hit" 6 "stun on hit type" movement "stun on hit slow" 0.65 "slow enemy on hit major" 6 } "Levitation Potion" { OriginalItemName "TF_WEAPON_GRENADELAUNCHER" "custom projectile model" "models/props_halloween/flask_bottle.mdl" "grenade explode on impact" 1 "projectile trail particle" ~drg_cow_rockettrail_fire_blue "explosion particle" spell_pumpkin_mirv_goop_blue "explosion particle on direct hit" spell_pumpkin_mirv_goop_blue "fire input on attack" "popscript^$GravityProj^" "dmg penalty vs players" 0 "self dmg push force decreased" 0 "blast dmg to self increased" 0 } } ExtendedUpgrades { MaxUpgradesTier // For tiered upgrades: Specify how many upgrades can be bought per tier. (1 by default) { 1 1 // ** MAGE TYPE ** Max 1 upgrade on tier 1 2 3 // ** MANA MAGE SPELLS ** Max 3 upgrades on tier 2 } MinUpgradesTier // For tiered upgrades: Specify how many upgrades have to be bought to unlock next tier. (1 by default) { 1 0 // Min 0 upgrades on tier 1 to unlock tier 2 } Flubber_damage { Name "+25% Damage Bonus" Cap 2 Increment 0.25 Cost 500 Attribute "damage bonus" AllowedWeapons { ItemName "Flubber Baller" } } Flubber_Recharge { Name "+1 Second faster recharge" Cap 0.15 Increment -0.05 Cost 350 Attribute "effect bar recharge rate increased" AllowedWeapons { ItemName "Flubber Baller" } } Flubber_Slow { Name "+3 Seconds of slow on hit" Cap 3 Increment 3 Cost 400 Attribute "slow enemy on hit major" AllowedWeapons { ItemName "Flubber Baller" } } Flubber_Heavy { Name "+Ball has increased gravity" Cap 1.5 Increment 0.5 Cost 200 Attribute "projectile gravity native" AllowedWeapons { ItemName "Flubber Baller" } } Bowling_Slow { Name "-40% Speed on target" Attribute "slow enemy on hit major" Cap 5 Increment 5 Cost 500 AllowedWeapons // Restricts upgrade to specified weapons { ItemName "Bowling Ball" } } Bowling_Damage { Name "+10% Damage bonus" Attribute "damage bonus" Cap 2 Increment 0.1 Cost 100 AllowedWeapons { ItemName "Bowling Ball" } } Bowling_RedHot { Name "Red Hot critical bowling" Attribute "add cond when active" Cap 34 Increment 34 Cost 2000 SecondaryAttributes { "crit vs burning players" 1 "crit vs non burning players" 1 } AllowedWeapons // Restricts upgrade to specified weapons { ItemName "Bowling Ball" } } Brick_Stun { Name "+1 Second of stun" Attribute "stun on hit" Cap 5 Increment 1 Cost 500 AllowedWeapons { ItemName "Brick" } } Brick_Damage { Name "+20% Damage Bonus" Attribute "damage bonus" Cap 2 Increment 0.2 Cost 500 AllowedWeapons { ItemName "Brick" } } Fiery_Afterburn { Name "+15% Damage Bonus" Attribute "damage bonus" Cap 1.6 Increment 0.15 Cost 500 AllowedWeapons { ItemName "Fiery Cocktail" } } Fiery_Count { Name "+1 Fireballs, -3 Degrees of spread, -15% Damage" Attribute "dmg penalty vs players" Cap 0.7 Increment -0.15 Cost 750 SecondaryAttributes { "mult projectile count" 1 "projectile spread angle penalty" 3 } AllowedWeapons { ItemName "Fiery Cocktail" } } Bow_DamageHealing { Name "+25% Damage and Healing" Cap 2 Increment 0.25 Cost 500 Attribute "damage bonus" AllowedWeapons { SimilarToItem "The Crusader's Crossbow" } } Crossbow_Marking { Name "Marking Arrows" Cap 30 Increment 30 Cost 600 Attribute "override projectile type" SecondaryAttributes { "add cond on hit duration" 5 } AllowedWeapons { ItemName "Crossbow" } } LightBow_Hollow { Name "Ligher Arrows" Description "+10% Draw speed, +15% Projectile speed" Cap 0.7 Increment -0.1 Cost 400 Attribute "fire rate bonus" SecondaryAttributes { "projectile speed decreased" 0.15 } AllowedWeapons { ItemName "Light Bow" } } LightBow_Multishot { Name "Multishot" Description "+2 Arrows per shot, -10% damage per tick" Cap 7 Increment 2 Cost 750 Attribute "mult projectile count" SecondaryAttributes { "CARD: damage bonus" -0.10 } AllowedWeapons { ItemName "Light Bow" } } MagicBow_Range { Name "Far-Seeking Magic" Description "+33% Snap Range" Cap 505 Increment 85 Cost 250 Attribute "arrow snap to next target radius" AllowedWeapons { ItemName "Magic Arrows" } } MagicBow_Bouncing { Name "Rebound" Description "Arrows bounce off walls" Cap 1 Increment 1 Attribute "grenade bounce speed" Cost 200 SecondaryAttributes { "reset arrow hits on bounce" 1 "grenade bounce speed xy" 0.85 "projectile lifetime" 8 } AllowedWeapons { ItemName "Magic Arrows" } } LongBow_AimmingMovespeed { Name "Mobile Archery" Description "+20% Move speed while aimming" Cap 1.6 Increment 0.2 Cost 200 Attribute "aiming movespeed increased" AllowedWeapons { ItemName "Longbow" } } LongBow_DOT { Name "Environmentals" Description "+50% Bleeding and burn damage" Cap 3 Increment 0.5 Cost 300 Attribute "mult bleeding dmg" SecondaryAttributes { "weapon burn dmg increased" 0.5 } AllowedWeapons { ItemName "Longbow" } } LongBow_Focus { Name "Focus" Description "No flinching from damage" Cap 1 Increment 1 Cost 200 Attribute "no damage view flinch" AllowedWeapons { ItemName "Longbow" } } WarBow_DamageGiants { Name "+25% Damage vs giants" Cap 2 Increment 0.25 Attribute "mult dmg vs giants" Cost 300 AllowedWeapons { ItemName "War Bow" } } WarBow_DamageHeadshot { Name "+25% Damage on headshot" Cap 2 Increment 0.25 Attribute "headshot damage increase" Cost 400 AllowedWeapons { ItemName "War Bow" } } WarBow_NoDrop { Name "+Arrows are unaffected by gravity" Cap 0.001 Increment 0.001 Attribute "projectile gravity native" Cost 200 AllowedWeapons { ItemName "War Bow" } } Falcata_Speed { Name "Adrenaline Rush" Description "+50% Attack speed and +30% move speed based on health" Cap 0.5 Increment -0.5 Attribute "fire rate bonus with reduced health" Cost 400 SecondaryAttributes { "move speed as health decreases" 0.3 "mod shovel speed boost" 0 } AllowedWeapons { ItemName "Falcata" } } Falcata_1V1 { Name "Bushman's Gambit" Description "+60% Damage while half dead, -75% damage while half alive" Cap 2 Increment 0.6 Attribute "dmg bonus while half dead" Cost 500 SecondaryAttributes { "dmg penalty while half alive" -0.75 } AllowedWeapons { ItemName "Falcata" } } Cutlass_MeleeRes { Name "Crossguard" Description "+33% Melee and 25% Crit resistance" Cap 0.67 Increment -0.33 Attribute "mult dmgtaken from melee" Cost 600 SecondaryAttributes { "dmg taken from crit reduced" -0.25 } AllowedWeapons { ItemName "Cutlass" ItemName "Cutlass " } } Cutlass_Range { Name "Longer Blade" Description "+33% Range" Cap 2 Increment 0.33 Attribute "melee range multiplier" Cost 400 AllowedWeapons { ItemName "Cutlass" ItemName "Cutlass " } } Spear_Damage { Name "+25% Damage Bonus" Cap 2 Increment 0.25 Attribute "damage bonus" Cost 500 AllowedWeapons { ItemName "Spear" } RequiredWeapons { ItemName "The Tide Turner" ItemName "The Splendid Screen" SimilarToItem "The Chargin' Targe" } ShowRequirements 0 } Spear_Harpoon { Name "Harpoon" Description "+Increased melee range, Hits now have reverse knock back" Cap 4 Increment 1 Attribute "melee range multiplier" Cost 250 SecondaryAttributes { "damage blast push" -3 } AllowedWeapons { ItemName "Spear" } } Spear_Recharge { Name "+10% Charge on hit" Cap 0.1 Increment 0.1 Attribute "charge meter on hit" Cost 250 AllowedWeapons { ItemName "Spear" } } Knife_Bleed { Name "+3 Seconds of Bleeding & +200% Bleeding dps" Cap 7 Increment 3 Attribute "bleeding duration" Cost 300 SecondaryAttributes { "mult bleeding delay" -0.67 } AllowedWeapons { ItemName "Combat Knife" } } Knife_Spy { Name "+Crit from behind, +25% Critical Damage, -No Random Crits" Cap 1 Increment 1 Attribute "crit from behind" Cost 500 SecondaryAttributes { "mult crit dmg" 0.25 "crit mod disabled" -1 } AllowedWeapons { ItemName "Combat Knife" } } Hammer_Minicrit { Name "+Slam attack mini-crits if hammer attack killed a bot" Cap 1 Increment 1 Attribute "minicritboost on kill" Cost 1250 AllowedWeapons { ItemName "Massive Fucking Hammer" } } Hammer_Res { Name "+25% Damage resistance" Cap 0.75 Increment -0.25 Attribute "dmg taken increased" Cost 800 AllowedWeapons { ItemName "Massive Fucking Hammer" } } Great_Cleave { Name "+Cleave Attack" Cap 1 Increment 1 Attribute "melee cleave attack" Cost 800 AllowedWeapons { ItemName "Great Sword" } } Broken_LowHealth { Name "+35% Damage when below 50% Health" Cap 1.35 Increment 0.35 Attribute "dmg bonus while half dead" Cost 250 AllowedWeapons { ItemName "Broken Katana" } } Broken_Valor { Name "Stolen Valor" Description "+Mark-for-death on hit, +Restore 25% More health, -Self mark-for-death" Cap 1 Increment 1 Attribute "mark for death" Cost 1000 SecondaryAttributes { "restore health on kill" 25 "self mark for death" 3 } AllowedWeapons { ItemName "Broken Katana" } } Axe_Minicrit { Name "+5 Seconds of mini-crit boost on kill" Cap 5 Increment 5 Attribute "minicritboost on kill" Cost 200 AllowedWeapons { ItemName "Battle Ax" } } Axe_Recharge { Name "+Gain 50% Of charge meter on kill" Cap 0.5 Increment 0.5 Attribute "kill refills meter" Cost 500 AllowedWeapons { ItemName "Battle Ax" } } Axe_Bleed { Name "+8 Seconds of bleed on hit, +200% Bleed damage" Cap 8 Increment 8 Attribute "bleeding duration" Cost 750 SecondaryAttributes { "mult bleeding dmg" 2 } AllowedWeapons { ItemName "Battle Ax" } } Chargin_BashRes { Name "+On Shield Bash: Gain batts for 3 seconds" Cap 26 Increment 26 Attribute "self add cond on hit" Cost 600 SecondaryAttributes { "fire input on hit" "popscript^$shieldAddcondOnHitFix^" "self add cond on hit duration" 3 } AllowedWeapons { SimilarToItem "The Chargin' Targe" } } Chargin_MeleeRes { Name "+20% Melee res" Cap 0.8 Increment -0.2 Attribute "mult dmgtaken from melee" Cost 300 AllowedWeapons { SimilarToItem "The Chargin' Targe" } } Splendid_BashCrit { Name "+1 Second of crit on shield bash" Cap 56 Increment 56 Attribute "self add cond on hit" Cost 500 SecondaryAttributes { "fire input on hit" "popscript^$shieldAddcondOnHitFix^" "self add cond on hit duration" 1 } AllowedWeapons { ItemName "The Splendid Screen" } } Splendid_BashRange { Name "+Bash at any range" Cap 1 Increment 1 Attribute "no charge impact range" Cost 300 AllowedWeapons { ItemName "The Splendid Screen" } } Splendid_MeleeRes { Name "+15% Melee res" Cap 0.85 Increment -0.15 Attribute "mult dmgtaken from melee" Cost 300 AllowedWeapons { ItemName "The Splendid Screen" } } Tide_ChargeDuration { Name "+1 Second longer charge" Cap 1 Increment 1 Attribute "charge time increased" Cost 200 AllowedWeapons { ItemName "The Tide Turner" } } Tide_NoDrain { Name "+Taking damage no longer drains charge" Cap 0 Increment -1 Attribute "lose demo charge on damage when charging" Cost 500 AllowedWeapons { ItemName "The Tide Turner" } } Tide_BashReturn { Name "+Heal health based on charge impact damage, +Attack doesn't cancel charge" Attribute "attack not cancel charge" Cap 1 Increment 1 Cost 750 SecondaryAttributes { "fire input on hit" "popscript^$BashReturn^" } AllowedWeapons { ItemName "The Tide Turner" } } Tide_MeleeRes { Name "+10% Melee res" Cap 0.9 Increment -0.10 Attribute "mult dmgtaken from melee" Cost 300 AllowedWeapons { ItemName "The Tide Turner" } } PickPocket_CreditRange { Name "Robbery" Description "+50% Credit collection range" Cap 3 Increment 0.5 Attribute "mult credit collect range" Cost 200 AllowedWeapons { ItemName "Pick Pocket" } } PickPocket_CreditRange { Name "Money Hungry" Description "+15 Health from credits" Cap 60 Increment 15 Attribute "health from credits" Cost 200 AllowedWeapons { ItemName "Pick Pocket" } } AssassinCreed_SelfPush { Name "Pseudoflight" Description "Hit yourself on miss, gives you vertical velocity if you are airborne" Cap 1 Increment 1 Attribute "hit self on miss" Cost 600 SecondaryAttributes { "blast dmg to self increased" -0.75 } AllowedWeapons { ItemName "Concealed Blade" } } AssassinCreed_NinjaCombo { Name "Silent Death" Description "Attacking does not break or reset stealth timer, instead kills do. (melee only) | Requires 'Ninja Kit' to work" Cap 1 Increment 1 Attribute "SET BONUS: quiet unstealth" Cost 900 AllowedWeapons { ItemName "Concealed Blade" } } AssassinCreed_WindBurst { Name "Wind Burst" Description "Attacks while mid air launches wielder into the air, +300% Air control, +33% Melee range" Cap 1.33 Increment 0.33 Attribute "melee range multiplier" Cost 1200 SecondaryAttributes { "fire input on hit" "popscript^$WindBurst^" "increased air control" 3 } AllowedWeapons { ItemName "Concealed Blade" } } ThrowingKnife_Cloak { Name "+34% Cloak on kill" Cap 34 Increment 34 Attribute "add cloak on kill" Cost 600 AllowedWeapons { ItemName "Throwing Knife" } } ThrowingKnife_Crit { Name "Deadly Precision" Description "Crits no longer become mini-crits" Cap 1 Increment 1 Attribute "cannot trade" Cost 400 SecondaryAttributes { "crits_become_minicrits" -1 } AllowedWeapons { ItemName "Throwing Knife" } } ThrowingKnife_Multi { Name "Multishot" Description "+1 Knife per throw" Cap 3 Increment 1 Attribute "mult projectile count" Cost 800 AllowedWeapons { ItemName "Throwing Knife" } } ThrowingStar_Pierce { Name "+1 Pierce" Cap 10 Increment 1 Attribute "projectile penetration limit" Cost 200 AllowedWeapons { ItemName "Throwing Star" } } ThrowingStar_Bouncing { Name "Ricochet" Description "Stars bounce off of walls, gaining extra speed and damage; Stars only last 5 seconds" Cap 1 Increment 1 Attribute "grenade bounce speed" Cost 600 SecondaryAttributes { "projectile lifetime" 5 "grenade bounce damage" 1 "reset arrow hits on bounce" 1 } AllowedWeapons { ItemName "Throwing Star" } } Ninja_CloakFromBoxes { Name "+15% Cloak from boxes" Cap 1.6 Increment 0.15 Attribute "ReducedCloakFromAmmo" Cost 250 AllowedWeapons { ItemName "Ninja Kit" } } Ninja_CloakDuration { Name "+10% Cloak Duration" Cap 0.5 Increment -0.1 Attribute "cloak consume rate decreased" Cost 250 AllowedWeapons { ItemName "Ninja Kit" } } HeatWave_DMG { Name "+10% Melee and Heat Wave damage" Cap 1.5 Increment 0.1 Cost 400 Attribute "damage bonus" AllowedWeapons { ItemName "Heat Wave" } } Infernus_DMG { Name "+25% Melee Damage" Cap 2 Increment 0.25 Cost 500 Attribute "damage bonus" AllowedWeapons { ItemName "Infernus" } } Infernus_DMGBurning { Name "+25% Melee Damage vs burning" Cap 2 Increment 0.25 Cost 300 Attribute "damage bonus vs burning" AllowedWeapons { ItemName "Infernus" } } Blunderbuss_Burst { Name "Overload" Description "Hold fire to load 1 + upgrade level shells into the shotgun. Shots are fired when full in rapid succession." Cap 4 Increment 1 Cost 500 Attribute "clip size bonus" DisallowedUpgrade { Upgrade Blunderbuss_Passive Level 1 } SecondaryAttributes { "auto fires full clip" 1 "auto fires when full" 1 "melee attack rate bonus" -0.15 } OnApply { OutPut "!activator,$RemoveItemAttribute,fire rate penalty|1" } OnRestore { OutPut "!activator,$AddItemAttribute,fire rate penalty|2.67|1" } AllowedWeapons { ItemName "Blunderbuss" } } Blunderbuss_Passive { Name "Passive Reload" Description "Holster and deploy speed is also increased" Cap 1 Increment 1 Cost 600 Attribute "passive reload" Tier 1 DisallowedUpgrade { Upgrade Blunderbuss_Burst Level 1 } SecondaryAttributes { "single wep deploy time decreased" -0.2 "switch from wep deploy time decreased" -0.4 } AllowedWeapons { ItemName "Blunderbuss" } } HuntingRifle_Headshot { Name "Deadly Precision" Description "Crits on headshot" Cap 1 Increment 1 Cost 900 Attribute "can headshot" AllowedWeapons { ItemName "Hunting Rifle" } } HuntingRifle_EH { Name "Explosive Headshot" Cap 2 Increment 1 Cost 500 Attribute "explosive sniper shot" RequiredUpgrade { Upgrade "HuntingRifle_Headshot" Level 1 } AllowedWeapons { ItemName "Hunting Rifle" } } Musket_QuickLoad { Name "Quick Load" Description "+25% Reload speed, instantly reload after shooting" Cap 0.75 Increment -0.25 Cost 600 Attribute "reload time decreased" SecondaryAttributes { "fire rate bonus" -1 } AllowedWeapons { ItemName "Musket" } } Musket_Range { Name "+25% Bullet Range" Cap 2000 Increment 250 Cost 300 Attribute "max bullet range" AllowedWeapons { ItemName "Musket" } } FlintLock_Reload { Name "Quick Load" Description "+25% Reload speed" Cap 0.5 Increment -0.25 Cost 300 Attribute "reload time decreased" AllowedWeapons { ItemName "Flintlock" } } FlintLock_Headshot { Name "Deadly Precision" Description "Crits on headshot, +50% accuracy" Cap 1 Increment 1 Cost 600 Attribute "can headshot" SecondaryAttributes { "weapon spread bonus" -0.5 } AllowedWeapons { ItemName "Flintlock" } } FlintLock_DoubleLoad { Name "Double-Load" Description "+1 shot" Cap 4 Increment 1 Cost 400 Attribute "clip size bonus" AllowedWeapons { ItemName "Flintlock" } } Burn_Dmg_Strong { Name "+50% Burn Damage" Cap 3 Increment 0.5 Cost 250 Attribute "weapon burn dmg increased" AllowedWeapons { ItemName "The Gas Passer" } } Burn_Time_Strong { Name "+50% Burn Rate" Cap 3 Increment 0.5 Cost 250 Attribute "weapon burn time increased" AllowedWeapons { ItemName "The Gas Passer" } } Burn_Dmg { Name "+25% Burn Damage" Cap 2 Increment 0.25 Cost 250 Attribute "weapon burn dmg increased" AllowedWeapons { ItemName "Sharpened Volcano Fragment" ItemName "Heat Wave" ItemName "Ball O' Fire" } } Burn_Time { Name "+25% Burn Rate" Cap 2 Increment 0.25 Cost 250 Attribute "weapon burn time increased" AllowedWeapons { ItemName "Sharpened Volcano Fragment" ItemName "Heat Wave" ItemName "Ball O' Fire" } } BallFire_Damage { Name "+50% Damage" Cap 3 Increment 0.5 Cost 500 Attribute "CARD: Damage bonus" AllowedWeapons { ItemName "Ball O' Fire" } } BallFire_RechargeTime { Name "1 Second faster recharge" Cap 0.05 Increment -0.05 Cost 250 Attribute "effect bar recharge rate increased" AllowedWeapons { ItemName "Ball O' Fire" } } Mage_MeleeDamage { Name "+25% Damage Bonus" Attribute "damage bonus" Cap 2 Increment 0.25 Cost 500 AllowedWeapons // The player must have these items equipped for the upgrade to work { ItemName "Mage Staff" } } DisplayTitle1 { Name "////////////////RNG MAGE////////////////" Attribute "purchased" Cap 1 Increment 1 Cost 0 AllowedWeapons // The player must have these items equipped for the upgrade to work { ItemName "Mage Staff" } } Mage_RNGRoll { Name "Mage of the Slots" Attribute "Wrench Index" Description "Gain a random spell every few seconds if you don't have any." Cap 2 Increment 2 Cost 400 Tier 1 SecondaryAttributes { "damage causes airblast" 1 "crit mod disabled" -1 } AllowedWeapons // The player must have these items equipped for the upgrade to work { ItemName "Mage Staff" } } Display { Name "////////////////////////////////////////" Attribute "purchased" Cap 1 Increment 1 Cost 0 AllowedWeapons // The player must have these items equipped for the upgrade to work { ItemName "Mage Staff" } } DisplayTitle2 { Name "////////////////BOLT MAGE/////////////////" Attribute "purchased" Cap 1 Increment 1 Cost 0 AllowedWeapons // The player must have these items equipped for the upgrade to work { ItemName "Mage Staff" } } Mage_BOLT { Name "Mage of the Bolts" Attribute "Wrench Index" Description "Gain an upgradeable bolt spell very few seconds" Cap 1 Increment 1 Cost 500 Tier 1 SecondaryAttributes { "damage causes airblast" 1 "crit mod disabled" -1 "deploy time decreased" -0.5 } AllowedWeapons // The player must have these items equipped for the upgrade to work { ItemName "Mage Staff" } } Mage_Upgradebolt_t2 { Name "Intense Magic" Attribute "set throwable type" Description "+2 Pierce, +25 Damage, +1 Second faster recharge" Cap 2 Increment 2 Cost 400 SecondaryAttributes { "effect bar recharge rate increased" -0.2 } AllowedWeapons // The player must have these items equipped for the upgrade to work { ItemName "Mage Staff" } RequiredUpgrade { Upgrade "Mage_BOLT" Level 1 } DisallowedUpgrade { Upgrade "Mage_RNGRoll" Level 2 } DisallowedUpgrade { Upgrade "Mage_ManaMain" Level 3 } } Mage_Upgradebolt_t3 { Name "Seeking Magic" Attribute "set throwable type" Description "+Bolts home at targets" Cap 3 Increment 1 Cost 400 AllowedWeapons // The player must have these items equipped for the upgrade to work { ItemName "Mage Staff" } RequiredUpgrade { Upgrade "Mage_Upgradebolt_t2" Level 1 } } Mage_Upgradebolt_t4 { Name "Burning Magic" Attribute "set throwable type" Description "+1 Pierce, +Bolts ignite enemies on hit, +Stornger homing, +1 Second faster recharge" Cap 4 Increment 1 Cost 500 SecondaryAttributes { "effect bar recharge rate increased" -0.2 } AllowedWeapons // The player must have these items equipped for the upgrade to work { ItemName "Mage Staff" } RequiredUpgrade { Upgrade "Mage_Upgradebolt_t3" Level 3 } } Mage_Upgradebolt_t5 { Name "Incinerating Magic" Attribute "set throwable type" Description "+Much stronger burn damage" Cap 5 Increment 1 Cost 600 AllowedWeapons // The player must have these items equipped for the upgrade to work { ItemName "Mage Staff" } RequiredUpgrade { Upgrade "Mage_Upgradebolt_t4" Level 4 } } Mage_Upgradebolt_t6 { Name "Unstable Magic" Attribute "set throwable type" Description "+1 Pierce, +Bolts cause an explosive blast on hit" Cap 6 Increment 1 Cost 750 AllowedWeapons // The player must have these items equipped for the upgrade to work { ItemName "Mage Staff" } RequiredUpgrade { Upgrade "Mage_Upgradebolt_t5" Level 5 } } Mage_Upgradebolt_t7 { Name "High Energy Magic" Attribute "set throwable type" Description "+25 Damage on hit, +Larger blast radius, +1 Second faster recharge" Cap 7 Increment 1 Cost 1000 SecondaryAttributes { "effect bar recharge rate increased" -0.2 } AllowedWeapons // The player must have these items equipped for the upgrade to work { ItemName "Mage Staff" } RequiredUpgrade { Upgrade "Mage_Upgradebolt_t6" Level 6 } } Mage_Upgradebolt_t8 { Name "Arcane Mastery" Attribute "set throwable type" Description "+1 Pierce, +25 Damage on hit, +Larger blast radius, +1 Second faster recharge" Cap 8 Increment 1 Cost 1500 SecondaryAttributes { "effect bar recharge rate increased" -0.2 } AllowedWeapons // The player must have these items equipped for the upgrade to work { ItemName "Mage Staff" } RequiredUpgrade { Upgrade "Mage_Upgradebolt_t7" Level 7 } } Display { Name "////////////////////////////////////////" Attribute "purchased" Cap 1 Increment 1 Cost 0 AllowedWeapons // The player must have these items equipped for the upgrade to work { ItemName "Mage Staff" } } DisplayTitle3 { Name "///////////////MANA MAGE///////////////" Attribute "purchased" Cap 1 Increment 1 Cost 0 AllowedWeapons // The player must have these items equipped for the upgrade to work { ItemName "Mage Staff" } } Mage_ManaMain { Name "Mage of the Mana" Attribute "Wrench Index" Description "Unlock spells in the upgrade menu. Upgrade spell roll time, charge, and more. Gain 100 mana on kill." Cap 3 Increment 3 Cost 600 Tier 1 SecondaryAttributes { "damage causes airblast" 1 "crit mod disabled" -1 } AllowedWeapons // The player must have these items equipped for the upgrade to work { ItemName "Mage Staff" } } Mage_ManaMax { Name "+50 Max Mana" Attribute "tag__eotlearlysupport" Cap 9700 Increment 50 Cost 50 RequiredUpgrade { Upgrade Mage_ManaMain Level 1 } AllowedWeapons // The player must have these items equipped for the upgrade to work { ItemName "Mage Staff" } } Mage_ManaRegen { Name "+5 Mana Regen" Attribute "tag__summer2014" Cap 90 Increment 5 Cost 150 RequiredUpgrade { Upgrade Mage_ManaMain Level 1 } AllowedWeapons // The player must have these items equipped for the upgrade to work { ItemName "Mage Staff" } } Mage_ManaOnKill { Name "+25 Mana On Kill" Attribute "never craftable" Cap 900 Increment 25 Cost 100 RequiredUpgrade { Upgrade Mage_ManaMain Level 1 } AllowedWeapons // The player must have these items equipped for the upgrade to work { ItemName "Mage Staff" } } Mage_ManaSpellCost { Name "+5% Cheaper Spells" Attribute "taunt is highfive" Cap 0.5 Increment 0.05 Cost 200 RequiredUpgrade { Upgrade Mage_ManaMain Level 1 } AllowedWeapons // The player must have these items equipped for the upgrade to work { ItemName "Mage Staff" } } Mage_ManaSpellRoll { Name "+10% Faster spells" Attribute "elevate to unusual if applicable" Cap 0.8 Increment 0.1 Cost 100 RequiredUpgrade { Upgrade Mage_ManaMain Level 1 } AllowedWeapons // The player must have these items equipped for the upgrade to work { ItemName "Mage Staff" } } Mage_CommonCharge { Name "+1 Charges on common spells" Attribute "sniper no headshots" Cap 3 Increment 1 Cost 250 RequiredUpgrade { Upgrade Mage_ManaMain Level 1 } AllowedWeapons // The player must have these items equipped for the upgrade to work { ItemName "Mage Staff" } } Mage_RareCharge { Name "+1 Charges on rare spells" Attribute "zoom speed mod disabled" Cap 3 Increment 1 Cost 400 RequiredUpgrade { Upgrade Mage_ManaMain Level 1 } AllowedWeapons // The player must have these items equipped for the upgrade to work { ItemName "Mage Staff" } } DisplayTitle4 { Name "//////////////////SPELLS//////////////////" Attribute "purchased" Cap 1 Increment 1 Cost 0 AllowedWeapons // The player must have these items equipped for the upgrade to work { ItemName "Mage Staff" } } Mage_SpellInvis { Name "SPELL: Invisibility" Attribute "force level display" Cap 1 Increment 1 Cost 0 Tier 2 RequiredUpgrade { Upgrade Mage_ManaMain Level 1 } AllowedWeapons // The player must have these items equipped for the upgrade to work { ItemName "Mage Staff" } OnApply { Output "popscript,$AddSpell,5,0" } OnDowngrade { Output "popscript,$RemoveSpell,5,0" } OnRestore { Output "popscript,$RemoveSpell,5,0" } } Mage_SpellSuperjump { Name "SPELL: Super Jump" Attribute "halloween item" Cap 1 Increment 1 Cost 0 Tier 2 RequiredUpgrade { Upgrade Mage_ManaMain Level 1 } SecondaryAttributes { "cancel falling damage" 1 } AllowedWeapons // The player must have these items equipped for the upgrade to work { ItemName "Mage Staff" } OnApply { Output "popscript,$AddSpell,4,0" } OnDowngrade { Output "popscript,$RemoveSpell,4,0" } OnRestore { Output "popscript,$RemoveSpell,4,0" } } Mage_SpellTeleport { Name "SPELL: Teleport" Attribute "unlimited quantity" Cap 1 Increment 1 Cost 100 Tier 2 RequiredUpgrade { Upgrade Mage_ManaMain Level 1 } AllowedWeapons // The player must have these items equipped for the upgrade to work { ItemName "Mage Staff" } OnApply { Output "popscript,$AddSpell,6,0" } OnDowngrade { Output "popscript,$RemoveSpell,6,0" } OnRestore { Output "popscript,$RemoveSpell,6,0" } } Mage_SpellBats { Name "SPELL: Ball o' Bats" Attribute "gifter account id" Cap 1 Increment 1 Cost 250 Tier 2 RequiredUpgrade { Upgrade Mage_ManaMain Level 1 } AllowedWeapons // The player must have these items equipped for the upgrade to work { ItemName "Mage Staff" } OnApply { Output "popscript,$AddSpell,1,0" } OnDowngrade { Output "popscript,$RemoveSpell,1,0" } OnRestore { Output "popscript,$RemoveSpell,1,0" } } Mage_SpellFireball { Name "SPELL: Fireball" Attribute "DEPRECATED socketed item definition id DEPRECATED " Cap 1 Increment 1 Cost 300 Tier 2 RequiredUpgrade { Upgrade Mage_ManaMain Level 1 } AllowedWeapons // The player must have these items equipped for the upgrade to work { ItemName "Mage Staff" } OnApply { Output "popscript,$AddSpell,0,0" } OnDowngrade { Output "popscript,$RemoveSpell,0,0" } OnRestore { Output "popscript,$RemoveSpell,0,0" } } Mage_SpellHealing { Name "SPELL: Healingaura" Attribute "referenced item id high" Cap 1 Increment 1 Cost 400 Tier 2 RequiredUpgrade { Upgrade Mage_ManaMain Level 1 } AllowedWeapons // The player must have these items equipped for the upgrade to work { ItemName "Mage Staff" } OnApply { Output "popscript,$AddSpell,2,0" } OnDowngrade { Output "popscript,$RemoveSpell,2,0" } OnRestore { Output "popscript,$RemoveSpell,2,0" } } Mage_SpellMinify { Name "SPELL: Minify" Attribute "pyro year number" Cap 1 Increment 1 Cost 500 Tier 2 RequiredUpgrade { Upgrade Mage_ManaMain Level 1 } AllowedWeapons // The player must have these items equipped for the upgrade to work { ItemName "Mage Staff" } OnApply { Output "popscript,$AddSpell,8,0" } OnDowngrade { Output "popscript,$RemoveSpell,8,0" } OnRestore { Output "popscript,$RemoveSpell,8,0" } } Mage_SpellCritboost { Name "SPELL: Critboost" Attribute "strange restriction user type 1" Cap 1 Increment 1 Cost 600 Tier 2 RequiredUpgrade { Upgrade Mage_ManaMain Level 1 } AllowedWeapons // The player must have these items equipped for the upgrade to work { ItemName "Mage Staff" } OnApply { Output "popscript,$AddSpell,26,0" } OnDowngrade { Output "popscript,$RemoveSpell,26,0" } OnRestore { Output "popscript,$RemoveSpell,26,0" } } Mage_SpellMRIV { Name "SPELL: Pumpkin MIRV" Attribute "unique craft index" Cap 1 Increment 1 Cost 700 Tier 2 RequiredUpgrade { Upgrade Mage_ManaMain Level 1 } AllowedWeapons // The player must have these items equipped for the upgrade to work { ItemName "Mage Staff" } OnApply { Output "popscript,$AddSpell,3,0" } OnDowngrade { Output "popscript,$RemoveSpell,3,0" } OnRestore { Output "popscript,$RemoveSpell,3,0" } } Mage_SpellCrocket { Name "SPELL: Crocket!" Attribute "strange restriction user type 3" Cap 1 Increment 1 Cost 750 Tier 2 RequiredUpgrade { Upgrade Mage_ManaMain Level 1 } AllowedWeapons // The player must have these items equipped for the upgrade to work { ItemName "Mage Staff" } OnApply { Output "popscript,$AddSpell,16,0" } OnDowngrade { Output "popscript,$RemoveSpell,16,0" } OnRestore { Output "popscript,$RemoveSpell,16,0" } } Mage_SpellSkeleton { Name "SPELL: Summon Skeleton" Attribute "zombiezombiezombiezombie" Cap 1 Increment 1 Cost 800 Tier 2 RequiredUpgrade { Upgrade Mage_ManaMain Level 1 } AllowedWeapons // The player must have these items equipped for the upgrade to work { ItemName "Mage Staff" } OnApply { Output "popscript,$AddSpell,11,0" } OnDowngrade { Output "popscript,$RemoveSpell,11,0" } OnRestore { Output "popscript,$RemoveSpell,11,0" } } Mage_SpellMono { Name "SPELL: Summon Monoculus" Attribute "sniper no charge" Cap 1 Increment 1 Cost 900 Tier 2 RequiredUpgrade { Upgrade Mage_ManaMain Level 1 } AllowedWeapons // The player must have these items equipped for the upgrade to work { ItemName "Mage Staff" } OnApply { Output "popscript,$AddSpell,10,0" } OnDowngrade { Output "popscript,$RemoveSpell,10,0" } OnRestore { Output "popscript,$RemoveSpell,10,0" } } Mage_SpellTesla { Name "SPELL: Teslabolt" Attribute "strange part new counter ID" Cap 1 Increment 1 Cost 1000 Tier 2 RequiredUpgrade { Upgrade Mage_ManaMain Level 1 } AllowedWeapons // The player must have these items equipped for the upgrade to work { ItemName "Mage Staff" } OnApply { Output "popscript,$AddSpell,7,0" } OnDowngrade { Output "popscript,$RemoveSpell,7,0" } OnRestore { Output "popscript,$RemoveSpell,7,0" } } Mage_SpellMeteor { Name "SPELL: Meteor Shower" Attribute "strange restriction type 2" Cap 1 Increment 1 Cost 1000 Tier 2 RequiredUpgrade { Upgrade Mage_ManaMain Level 1 } AllowedWeapons // The player must have these items equipped for the upgrade to work { ItemName "Mage Staff" } OnApply { Output "popscript,$AddSpell,9,0" } OnDowngrade { Output "popscript,$RemoveSpell,9,0" } OnRestore { Output "popscript,$RemoveSpell,9,0" } } Mage_SpellGravity { Name "SPELL: Gravity Bomb" Attribute "strange restriction user value 1" Cap 1 Increment 1 Cost 1000 Tier 2 RequiredUpgrade { Upgrade Mage_ManaMain Level 1 } AllowedWeapons // The player must have these items equipped for the upgrade to work { ItemName "Mage Staff" } OnApply { Output "popscript,$AddSpell,17,0" } OnDowngrade { Output "popscript,$RemoveSpell,17,0" } OnRestore { Output "popscript,$RemoveSpell,17,0" } } Display { Name "////////////////////////////////////////" Attribute "purchased" Cap 1 Increment 1 Cost 0 AllowedWeapons // The player must have these items equipped for the upgrade to work { ItemName "Mage Staff" } } DisplayTitle4 { Name "//////////////LAB UPGRADES//////////////" Attribute "purchased" Cap 1 Increment 1 Cost 0 AllowedWeapons // The player must have these items equipped for the upgrade to work { ItemName "Alchemy Lab" } } Alchemy_StamMax { Name "+10 Max Stamina" Attribute "tag__eotlearlysupport" Cap 50 Increment 10 Cost 100 AllowedWeapons // The player must have these items equipped for the upgrade to work { ItemName "Alchemy Lab" } } Alchemy_StamRegen { Name "+1 Stamina Regen" Attribute "tag__summer2014" Cap 3 Increment 1 Cost 250 AllowedWeapons // The player must have these items equipped for the upgrade to work { ItemName "Alchemy Lab" } } Alchemy_StamCrafting { Name "+20% Stamina Regen While Crafting" Attribute "taunt is highfive" Cap 0.6 Increment 0.20 Cost 350 AllowedWeapons // The player must have these items equipped for the upgrade to work { ItemName "Alchemy Lab" } } Alchemy_PotionSupply { Name "+1 Potion From Crafts" Attribute "sniper no headshots" Cap 3 Increment 1 Cost 400 AllowedWeapons // The player must have these items equipped for the upgrade to work { ItemName "Alchemy Lab" } } Alchemy_PotionCraftTime { Name "+10% Craft Speed" Attribute "elevate to unusual if applicable" Cap 4 Increment 1 Cost 200 AllowedWeapons // The player must have these items equipped for the upgrade to work { ItemName "Alchemy Lab" } } Alchemy_PotionAttackSpeed { Name "+20% Attack Speed" Attribute "fire rate bonus" Cap 0.4 Increment -0.20 Cost 250 AllowedWeapons // The player must have these items equipped for the upgrade to work { ItemName "Alchemy Lab" } } Alchemy_PotionSwitchSpeed { Name "+25% Lighter Flasks" Attribute "single wep deploy time decreased" Cap 0.25 Increment -0.25 Cost 200 SecondaryAttributes { "switch from wep deploy time decreased" -0.25 } AllowedWeapons // The player must have these items equipped for the upgrade to work { ItemName "Alchemy Lab" } } Display { Name "/////////////////POTIONS/////////////////" Attribute "purchased" Cap 1 Increment 1 Cost 0 AllowedWeapons // The player must have these items equipped for the upgrade to work { ItemName "Alchemy Lab" } } AlchemyFlask_PlaceableSmall { Name "[Placeable] Flask: Small Healing Potion" Attribute "heal rate penalty" Cap 2 Increment 1 Cost 100 AllowedWeapons // The player must have these items equipped for the upgrade to work { ItemName "Alchemy Lab" } OnApply { Output "popscript,$AddFlask,0,0" } OnDowngrade { Output "popscript,$RemoveFlask,0,0" } OnRestore { Output "popscript,$RemoveFlask,0,0" } } AlchemyFlask_PlaceableMedium { Name "[Placeable] Flask: Medium Healing Potion" Attribute "mult charge turn control" Cap 2 Increment 1 Cost 250 AllowedWeapons // The player must have these items equipped for the upgrade to work { ItemName "Alchemy Lab" } OnApply { Output "popscript,$AddFlask,1,0" } OnDowngrade { Output "popscript,$RemoveFlask,1,0" } OnRestore { Output "popscript,$RemoveFlask,1,0" } } AlchemyFlask_PlaceableLarge { Name "[Placeable] Flask: Large Healing Potion" Attribute "ubercharge rate penalty" Cap 2 Increment 1 Cost 500 AllowedWeapons // The player must have these items equipped for the upgrade to work { ItemName "Alchemy Lab" } OnApply { Output "popscript,$AddFlask,2,0" } OnDowngrade { Output "popscript,$RemoveFlask,2,0" } OnRestore { Output "popscript,$RemoveFlask,2,0" } } AlchemyFlask_SelfGhost { Name "[Self] Flask: Ghost Potion" Attribute "increase player capture value" Cap 1 Increment 1 Cost 200 AllowedWeapons // The player must have these items equipped for the upgrade to work { ItemName "Alchemy Lab" } OnApply { Output "popscript,$AddFlask,3,0" } OnDowngrade { Output "popscript,$RemoveFlask,3,0" } OnRestore { Output "popscript,$RemoveFlask,3,0" } } AlchemyFlask_SelfUber { Name "[Self] Flask: Uber Potion" Attribute "add cloak on hit" Cap 1 Increment 1 Cost 600 AllowedWeapons // The player must have these items equipped for the upgrade to work { ItemName "Alchemy Lab" } OnApply { Output "popscript,$AddFlask,4,0" } OnDowngrade { Output "popscript,$RemoveFlask,4,0" } OnRestore { Output "popscript,$RemoveFlask,4,0" } } AlchemyFlask_SelfFlight { Name "[Self] Flask: Flight Potion" Attribute "disguise damage reduction" Cap 2 Increment 1 Cost 300 AllowedWeapons // The player must have these items equipped for the upgrade to work { ItemName "Alchemy Lab" } OnApply { Output "popscript,$AddFlask,5,0" } OnDowngrade { Output "popscript,$RemoveFlask,5,0" } OnRestore { Output "popscript,$RemoveFlask,5,0" } } AlchemyFlask_SelfStrength { Name "[Self] Flask: Strength Potion" Attribute "disguise no burn" Cap 1 Increment 1 Cost 500 AllowedWeapons // The player must have these items equipped for the upgrade to work { ItemName "Alchemy Lab" } OnApply { Output "popscript,$AddFlask,6,0" } OnDowngrade { Output "popscript,$RemoveFlask,6,0" } OnRestore { Output "popscript,$RemoveFlask,6,0" } } AlchemyFlask_ProjHealing { Name "[Projectile] Flask: Instant Health Potion" Attribute "max pipebombs decreased" Cap 1 Increment 1 Cost 750 AllowedWeapons // The player must have these items equipped for the upgrade to work { ItemName "Alchemy Lab" } OnApply { Output "popscript,$AddFlask,7,0" } OnDowngrade { Output "popscript,$RemoveFlask,7,0" } OnRestore { Output "popscript,$RemoveFlask,7,0" } } AlchemyFlask_ProjLingeringHealing { Name "[Projectile] Flask: Lingering Health Potion" Attribute "Projectile range increased" Cap 2 Increment 1 Cost 750 AllowedWeapons // The player must have these items equipped for the upgrade to work { ItemName "Alchemy Lab" } OnApply { Output "popscript,$AddFlask,8,0" } OnDowngrade { Output "popscript,$RemoveFlask,8,0" } OnRestore { Output "popscript,$RemoveFlask,8,0" } } AlchemyFlask_ProjLingeringUber { Name "[Projectile] Flask: Lingering Uber Potion" Attribute "Projectile range decreased" Cap 2 Increment 1 Cost 900 AllowedWeapons // The player must have these items equipped for the upgrade to work { ItemName "Alchemy Lab" } OnApply { Output "popscript,$AddFlask,9,0" } OnDowngrade { Output "popscript,$RemoveFlask,9,0" } OnRestore { Output "popscript,$RemoveFlask,9,0" } } AlchemyFlask_ProjSpeed { Name "[Projectile] Flask: Speed Potion" Attribute "cannot giftwrap" Cap 1 Increment 1 Cost 200 AllowedWeapons // The player must have these items equipped for the upgrade to work { ItemName "Alchemy Lab" } OnApply { Output "popscript,$AddFlask,10,0" } OnDowngrade { Output "popscript,$RemoveFlask,10,0" } OnRestore { Output "popscript,$RemoveFlask,10,0" } } AlchemyFlask_ProjDefense { Name "[Projectile] Flask: Tough Potion" Attribute "mod medic killed marked for death" Cap 1 Increment 1 Cost 400 AllowedWeapons // The player must have these items equipped for the upgrade to work { ItemName "Alchemy Lab" } OnApply { Output "popscript,$AddFlask,11,0" } OnDowngrade { Output "popscript,$RemoveFlask,11,0" } OnRestore { Output "popscript,$RemoveFlask,11,0" } } AlchemyFlask_ProjAcid { Name "[Projectile] Flask: Acid Potion" Attribute "mod rage damage boost" Cap 2 Increment 1 Cost 750 AllowedWeapons // The player must have these items equipped for the upgrade to work { ItemName "Alchemy Lab" } OnApply { Output "popscript,$AddFlask,12,0" } OnDowngrade { Output "popscript,$RemoveFlask,12,0" } OnRestore { Output "popscript,$RemoveFlask,12,0" } } AlchemyFlask_ProjCombustion { Name "[Projectile] Flask: Combustion Potion" Attribute "custom employee number" Cap 1 Increment 1 Cost 250 AllowedWeapons // The player must have these items equipped for the upgrade to work { ItemName "Alchemy Lab" } OnApply { Output "popscript,$AddFlask,14,0" } OnDowngrade { Output "popscript,$RemoveFlask,14,0" } OnRestore { Output "popscript,$RemoveFlask,14,0" } } AlchemyFlask_ProjExplosive { Name "[Projectile] Flask: Explosive Potion" Attribute "damage applies to sappers" Cap 1 Increment 1 Cost 400 AllowedWeapons // The player must have these items equipped for the upgrade to work { ItemName "Alchemy Lab" } OnApply { Output "popscript,$AddFlask,15,0" } OnDowngrade { Output "popscript,$RemoveFlask,15,0" } OnRestore { Output "popscript,$RemoveFlask,15,0" } } AlchemyFlask_ProjMark { Name "[Projectile] Flask: Weakening Potion" Attribute "mod mini-crit airborne deploy" Cap 1 Increment 1 Cost 600 AllowedWeapons // The player must have these items equipped for the upgrade to work { ItemName "Alchemy Lab" } OnApply { Output "popscript,$AddFlask,16,0" } OnDowngrade { Output "popscript,$RemoveFlask,16,0" } OnRestore { Output "popscript,$RemoveFlask,16,0" } } AlchemyFlask_ProjSlow { Name "[Projectile] Flask: Slowing Potion" Attribute "always tradable" Cap 1 Increment 1 Cost 500 AllowedWeapons // The player must have these items equipped for the upgrade to work { ItemName "Alchemy Lab" } OnApply { Output "popscript,$AddFlask,17,0" } OnDowngrade { Output "popscript,$RemoveFlask,17,0" } OnRestore { Output "popscript,$RemoveFlask,17,0" } } AlchemyFlask_ProjLevitation { Name "[Projectile] Flask: Levitation Potion" Attribute "gesture speed increase" Cap 2 Increment 1 Cost 1250 AllowedWeapons // The player must have these items equipped for the upgrade to work { ItemName "Alchemy Lab" } OnApply { Output "popscript,$AddFlask,18,0" } OnDowngrade { Output "popscript,$RemoveFlask,18,0" } OnRestore { Output "popscript,$RemoveFlask,18,0" } } Display { Name "////////////////////////////////////////" Attribute "purchased" Cap 1 Increment 1 Cost 0 AllowedWeapons // The player must have these items equipped for the upgrade to work { ItemName "Alchemy Lab" } } CaberDamage { Name "+25% Damage Bonus" Attribute "Damage Bonus" Cap 2 Increment 0.25 Cost 500 AllowedWeapons { ItemName "The Ullapool Caber" } } CaberBlastRadius { Name "+15% Blast Radius" Attribute "Blast Radius Increased" Cap 1.6 Increment 0.15 Cost 300 AllowedWeapons { ItemName "The Ullapool Caber" } } BaitRecharge { Name "+15% Recharge Rate" Attribute "mult_item_meter_charge_rate 2" Cap 0.4 Increment -0.15 Cost 500 AllowedWeapons { ItemName "Beast Bait" } } Meat_Healing { Name "+50 Health Healed" Attribute "throwable healing" Cap 2.5 Increment 0.5 Cost 250 AllowedWeapons { ItemName "Meat" } } Meat_Invis { Name "Operation M.E.A.T." Description "Become invisible while holding meat, you cannot colide with enemies" Attribute "not solid to players" Cap 1 Increment 1 Cost 500 SecondaryAttributes { "add cond when active" 64 } AllowedWeapons { ItemName "Meat" } } Meat_Speed { Name "Fresh Delivery" Description "+15% Move speed while hold meat" Attribute "mult_player_movespeed_active" Cap 1.45 Increment 0.15 Cost 200 AllowedWeapons { ItemName "Meat" } } Display { Name "//////////////SELECT BEAST//////////////" Attribute "purchased" Cap 1 Increment 1 Cost 0 AllowedWeapons // The player must have these items equipped for the upgrade to work { Itemname "Beast Bait" } } Bait_SelectRaptor { Name "Select Beast: Raptor" Attribute "Halloween Spellbook Page: Tumidum" Cap 1 Increment 1 Cost 0 AllowedWeapons { Itemname "Beast Bait" } SecondaryAttributes { "cloak consume rate decreased" 1 } DisallowedUpgrade { Upgrade "Bait_SelectRaccoon" Level 1 } DisallowedUpgrade { Upgrade "Bait_SelectBear" Level 1 } DisallowedUpgrade { Upgrade "Bait_SelectCroc" Level 1 } } Bait_SelectRaccoon { Name "Select Beast: Raccoon" Attribute "Halloween Spellbook Page: Gratanter" Cap 1 Increment 1 Cost 0 AllowedWeapons { Itemname "Beast Bait" } SecondaryAttributes { "cloak consume rate decreased" 2 } DisallowedUpgrade { Upgrade "Bait_SelectRaptor" Level 1 } DisallowedUpgrade { Upgrade "Bait_SelectBear" Level 1 } DisallowedUpgrade { Upgrade "Bait_SelectCroc" Level 1 } } Bait_SelectBear { Name "Select Beast: Bear" Attribute "Halloween Spellbook Page: Audere" Cap 1 Increment 1 Cost 0 AllowedWeapons { Itemname "Beast Bait" } SecondaryAttributes { "cloak consume rate decreased" 3 } DisallowedUpgrade { Upgrade "Bait_SelectRaccoon" Level 1 } DisallowedUpgrade { Upgrade "Bait_SelectRaptor" Level 1 } DisallowedUpgrade { Upgrade "Bait_SelectCroc" Level 1 } } Bait_SelectCroc { Name "Select Beast: Crocodile" Attribute "Halloween Spellbook Page: Congeriae" Cap 1 Increment 1 Cost 0 AllowedWeapons { Itemname "Beast Bait" } SecondaryAttributes { "cloak consume rate decreased" 4 } DisallowedUpgrade { Upgrade "Bait_SelectRaccoon" Level 1 } DisallowedUpgrade { Upgrade "Bait_SelectRaptor" Level 1 } DisallowedUpgrade { Upgrade "Bait_SelectBear" Level 1 } } Display { Name "////////////////////////////////////////" Attribute "purchased" Cap 1 Increment 1 Cost 0 AllowedWeapons // The player must have these items equipped for the upgrade to work { Itemname "Beast Bait" } } Display { Name "/////////////BEAST UPGRADES/////////////" Attribute "purchased" Cap 1 Increment 1 Cost 0 AllowedWeapons // The player must have these items equipped for the upgrade to work { Itemname "Beast Bait" } } Bait_UpgradeRaptor_T1 { Name "Upgrade Raptor" Description "Hits briefly mark enemies for death (0.25 sec) and deal 10 more damage" Attribute "throwable fire speed" Cap 5 Increment 1 Cost 600 RequiredUpgrade { Upgrade "Bait_SelectRaptor" Level 1 } DisallowedUpgrade { Upgrade "Bait_UpgradeRaptor_T1" Level 1 } DisallowedUpgrade { Upgrade "Bait_SelectRaccoon" Level 1 } DisallowedUpgrade { Upgrade "Bait_SelectBear" Level 1 } DisallowedUpgrade { Upgrade "Bait_SelectCroc" Level 1 } ShowRequirements 0 AllowedWeapons { Itemname "Beast Bait" } } Bait_UpgradeRaptor_T2 { Name "Upgrade Raptor" Description "Summons two raptors at once" Attribute "throwable fire speed" Cap 5 Increment 1 Cost 750 RequiredUpgrade { Upgrade "Bait_SelectRaptor" Level 1 } RequiredUpgrade { Upgrade "Bait_UpgradeRaptor_T1" Level 1 } DisallowedUpgrade { Upgrade "Bait_UpgradeRaptor_T1" Level 2 } DisallowedUpgrade { Upgrade "Bait_SelectRaccoon" Level 1 } DisallowedUpgrade { Upgrade "Bait_SelectBear" Level 1 } DisallowedUpgrade { Upgrade "Bait_SelectCroc" Level 1 } ShowRequirements 0 AllowedWeapons { Itemname "Beast Bait" } } Bait_UpgradeRaptor_T3 { Name "Upgrade Raptor" Description "Raptors move faster, deal more crit damage, and gains 100 health" Attribute "throwable fire speed" Cap 5 Increment 1 Cost 900 RequiredUpgrade { Upgrade "Bait_SelectRaptor" Level 1 } RequiredUpgrade { Upgrade "Bait_UpgradeRaptor_T2" Level 2 } DisallowedUpgrade { Upgrade "Bait_UpgradeRaptor_T1" Level 3 } DisallowedUpgrade { Upgrade "Bait_SelectRaccoon" Level 1 } DisallowedUpgrade { Upgrade "Bait_SelectBear" Level 1 } DisallowedUpgrade { Upgrade "Bait_SelectCroc" Level 1 } ShowRequirements 0 AllowedWeapons { Itemname "Beast Bait" } } Bait_UpgradeRaptor_T4 { Name "Upgrade Raptor" Description "Summons three raptors at once" Attribute "throwable fire speed" Cap 5 Increment 1 Cost 1050 RequiredUpgrade { Upgrade "Bait_SelectRaptor" Level 1 } RequiredUpgrade { Upgrade "Bait_UpgradeRaptor_T3" Level 3 } DisallowedUpgrade { Upgrade "Bait_UpgradeRaptor_T1" Level 4 } DisallowedUpgrade { Upgrade "Bait_SelectRaccoon" Level 1 } DisallowedUpgrade { Upgrade "Bait_SelectBear" Level 1 } DisallowedUpgrade { Upgrade "Bait_SelectCroc" Level 1 } ShowRequirements 0 AllowedWeapons { Itemname "Beast Bait" } } Bait_UpgradeRaptor_MAXXED { Name "Upgrade Raptor" Description "MAXXED OUT" Attribute "throwable fire speed" Cap 5 Increment 1 Cost 0 RequiredUpgrade { Upgrade "Bait_SelectRaptor" Level 1 } RequiredUpgrade { Upgrade "Bait_UpgradeRaptor_T4" Level 4 } DisallowedUpgrade { Upgrade "Bait_SelectRaccoon" Level 1 } DisallowedUpgrade { Upgrade "Bait_SelectBear" Level 1 } DisallowedUpgrade { Upgrade "Bait_SelectCroc" Level 1 } ShowRequirements 0 AllowedWeapons { Itemname "Beast Bait" } } Bait_UpgradeRaccoon_T1 { Name "Upgrade Raccoon" Description "Bleed damage rate is doubled" Attribute "throwable fire speed" Cap 5 Increment 1 Cost 400 RequiredUpgrade { Upgrade "Bait_SelectRaccoon" Level 1 } DisallowedUpgrade { Upgrade "Bait_UpgradeRaccoon_T1" Level 1 } DisallowedUpgrade { Upgrade "Bait_SelectBear" Level 1 } DisallowedUpgrade { Upgrade "Bait_SelectCroc" Level 1 } ShowRequirements 0 AllowedWeapons { Itemname "Beast Bait" } } Bait_UpgradeRaccoon_T2 { Name "Upgrade Raccoon" Description "Swing damage and speed is increased, bleed damage increased to 12" Attribute "throwable fire speed" Cap 5 Increment 1 Cost 750 RequiredUpgrade { Upgrade "Bait_SelectRaccoon" Level 1 } RequiredUpgrade { Upgrade "Bait_UpgradeRaccoon_T1" Level 1 } DisallowedUpgrade { Upgrade "Bait_UpgradeRaccoon_T1" Level 2 } DisallowedUpgrade { Upgrade "Bait_SelectBear" Level 1 } DisallowedUpgrade { Upgrade "Bait_SelectCroc" Level 1 } ShowRequirements 0 AllowedWeapons { Itemname "Beast Bait" } } Bait_UpgradeRaccoon_T3 { Name "Upgrade Raccoon" Description "Gain 35 health regen, 100 health, and slightly faster move speed" Attribute "throwable fire speed" Cap 5 Increment 1 Cost 1000 RequiredUpgrade { Upgrade "Bait_SelectRaccoon" Level 1 } RequiredUpgrade { Upgrade "Bait_UpgradeRaccoon_T2" Level 2 } DisallowedUpgrade { Upgrade "Bait_UpgradeRaccoon_T1" Level 3 } DisallowedUpgrade { Upgrade "Bait_SelectBear" Level 1 } DisallowedUpgrade { Upgrade "Bait_SelectCroc" Level 1 } ShowRequirements 0 AllowedWeapons { Itemname "Beast Bait" } } Bait_UpgradeRaccoon_T4 { Name "Upgrade Raccoon" Description "Bleed damage increased to 16 and bleed rate is increased to 6 ticks/sec" Attribute "throwable fire speed" Cap 5 Increment 1 Cost 1150 RequiredUpgrade { Upgrade "Bait_SelectRaccoon" Level 1 } RequiredUpgrade { Upgrade "Bait_UpgradeRaccoon_T3" Level 3 } DisallowedUpgrade { Upgrade "Bait_UpgradeRaccoon_T1" Level 4 } DisallowedUpgrade { Upgrade "Bait_SelectBear" Level 1 } DisallowedUpgrade { Upgrade "Bait_SelectCroc" Level 1 } ShowRequirements 0 AllowedWeapons { Itemname "Beast Bait" } } Bait_UpgradeRaccoon_MAXXED { Name "Upgrade Raccoon" Description "MAXXED OUT" Attribute "throwable fire speed" Cap 5 Increment 1 Cost 0 RequiredUpgrade { Upgrade "Bait_SelectRaccoon" Level 1 } RequiredUpgrade { Upgrade "Bait_UpgradeRaccoon_T4" Level 4 } DisallowedUpgrade { Upgrade "Bait_SelectBear" Level 1 } DisallowedUpgrade { Upgrade "Bait_SelectCroc" Level 1 } ShowRequirements 0 AllowedWeapons { Itemname "Beast Bait" } } Bait_UpgradeBear_T1 { Name "Upgrade Bear" Description "Health increased to 1250, damage is multiplied by 1.5" Attribute "throwable fire speed" Cap 5 Increment 1 Cost 900 RequiredUpgrade { Upgrade "Bait_SelectBear" Level 1 } DisallowedUpgrade { Upgrade "Bait_UpgradeBear_T1" Level 1 } DisallowedUpgrade { Upgrade "Bait_SelectRaptor" Level 1 } DisallowedUpgrade { Upgrade "Bait_SelectRaccoon" Level 1 } DisallowedUpgrade { Upgrade "Bait_SelectCroc" Level 1 } ShowRequirements 0 AllowedWeapons { Itemname "Beast Bait" } } Bait_UpgradeBear_T2 { Name "Upgrade Bear" Description "Charging does more impact damage, claw attack rate increased" Attribute "throwable fire speed" Cap 5 Increment 1 Cost 1050 RequiredUpgrade { Upgrade "Bait_SelectBear" Level 1 } RequiredUpgrade { Upgrade "Bait_UpgradeBear_T1" Level 1 } DisallowedUpgrade { Upgrade "Bait_UpgradeBear_T1" Level 2 } DisallowedUpgrade { Upgrade "Bait_SelectRaptor" Level 1 } DisallowedUpgrade { Upgrade "Bait_SelectRaccoon" Level 1 } DisallowedUpgrade { Upgrade "Bait_SelectCroc" Level 1 } ShowRequirements 0 AllowedWeapons { Itemname "Beast Bait" } } Bait_UpgradeBear_T3 { Name "Upgrade Bear" Description "Move speed and charge speed increased, claw damage and damage mult increased" Attribute "throwable fire speed" Cap 5 Increment 1 Cost 1200 RequiredUpgrade { Upgrade "Bait_SelectBear" Level 1 } RequiredUpgrade { Upgrade "Bait_UpgradeBear_T2" Level 2 } DisallowedUpgrade { Upgrade "Bait_UpgradeBear_T1" Level 3 } DisallowedUpgrade { Upgrade "Bait_SelectRaptor" Level 1 } DisallowedUpgrade { Upgrade "Bait_SelectRaccoon" Level 1 } DisallowedUpgrade { Upgrade "Bait_SelectCroc" Level 1 } ShowRequirements 0 AllowedWeapons { Itemname "Beast Bait" } } Bait_UpgradeBear_T4 { Name "Upgrade Bear" Description "Kill grants self and owner with mini-crit boost for 3 seconds, health increased to 1600" Attribute "throwable fire speed" Cap 5 Increment 1 Cost 1350 RequiredUpgrade { Upgrade "Bait_SelectBear" Level 1 } RequiredUpgrade { Upgrade "Bait_UpgradeBear_T3" Level 3 } DisallowedUpgrade { Upgrade "Bait_UpgradeBear_T1" Level 4 } DisallowedUpgrade { Upgrade "Bait_SelectRaptor" Level 1 } DisallowedUpgrade { Upgrade "Bait_SelectRaccoon" Level 1 } DisallowedUpgrade { Upgrade "Bait_SelectCroc" Level 1 } ShowRequirements 0 AllowedWeapons { Itemname "Beast Bait" } } Bait_UpgradeBear_MAXXED { Name "Upgrade Bear" Description "MAXXED OUT" Attribute "throwable fire speed" Cap 5 Increment 1 Cost 0 RequiredUpgrade { Upgrade "Bait_SelectBear" Level 1 } RequiredUpgrade { Upgrade "Bait_UpgradeBear_T4" Level 4 } DisallowedUpgrade { Upgrade "Bait_SelectRaptor" Level 1 } DisallowedUpgrade { Upgrade "Bait_SelectRaccoon" Level 1 } DisallowedUpgrade { Upgrade "Bait_SelectCroc" Level 1 } ShowRequirements 0 AllowedWeapons { Itemname "Beast Bait" } } Bait_UpgradeCroc_T1 { Name "Upgrade Crocodile" Description "Cloaks after a few seconds of not attacking" Attribute "throwable fire speed" Cap 5 Increment 1 Cost 600 RequiredUpgrade { Upgrade "Bait_SelectCroc" Level 1 } DisallowedUpgrade { Upgrade "Bait_UpgradeCroc_T1" Level 1 } DisallowedUpgrade { Upgrade "Bait_SelectRaptor" Level 1 } DisallowedUpgrade { Upgrade "Bait_SelectRaccoon" Level 1 } DisallowedUpgrade { Upgrade "Bait_SelectBear" Level 1 } ShowRequirements 0 AllowedWeapons { Itemname "Beast Bait" } } Bait_UpgradeCroc_T2 { Name "Upgrade Crocodile" Description "Increased resistance to melee and range damage" Attribute "throwable fire speed" Cap 5 Increment 1 Cost 750 RequiredUpgrade { Upgrade "Bait_SelectCroc" Level 1 } RequiredUpgrade { Upgrade "Bait_UpgradeCroc_T1" Level 1 } DisallowedUpgrade { Upgrade "Bait_UpgradeCroc_T1" Level 2 } DisallowedUpgrade { Upgrade "Bait_SelectRaptor" Level 1 } DisallowedUpgrade { Upgrade "Bait_SelectRaccoon" Level 1 } DisallowedUpgrade { Upgrade "Bait_SelectBear" Level 1 } ShowRequirements 0 AllowedWeapons { Itemname "Beast Bait" } } Bait_UpgradeCroc_T3 { Name "Upgrade Crocodile" Description "Gains cleave attack and attacks faster" Attribute "throwable fire speed" Cap 5 Increment 1 Cost 900 RequiredUpgrade { Upgrade "Bait_SelectCroc" Level 1 } RequiredUpgrade { Upgrade "Bait_UpgradeCroc_T2" Level 2 } DisallowedUpgrade { Upgrade "Bait_UpgradeCroc_T1" Level 3 } DisallowedUpgrade { Upgrade "Bait_SelectRaptor" Level 1 } DisallowedUpgrade { Upgrade "Bait_SelectRaccoon" Level 1 } DisallowedUpgrade { Upgrade "Bait_SelectBear" Level 1 } ShowRequirements 0 AllowedWeapons { Itemname "Beast Bait" } } Bait_UpgradeCroc_T4 { Name "Upgrade Crocodile" Description "Hits greatly slow enemies, melee range and bounds increased" Attribute "throwable fire speed" Cap 5 Increment 1 Cost 1050 RequiredUpgrade { Upgrade "Bait_SelectCroc" Level 1 } RequiredUpgrade { Upgrade "Bait_UpgradeCroc_T3" Level 3 } DisallowedUpgrade { Upgrade "Bait_UpgradeCroc_T1" Level 4 } DisallowedUpgrade { Upgrade "Bait_SelectRaptor" Level 1 } DisallowedUpgrade { Upgrade "Bait_SelectRaccoon" Level 1 } DisallowedUpgrade { Upgrade "Bait_SelectBear" Level 1 } ShowRequirements 0 AllowedWeapons { Itemname "Beast Bait" } } Bait_UpgradeCroc_MAXXED { Name "Upgrade Crocodile" Description "MAXXED OUT" Attribute "throwable fire speed" Cap 5 Increment 1 Cost 0 RequiredUpgrade { Upgrade "Bait_SelectCroc" Level 1 } RequiredUpgrade { Upgrade "Bait_UpgradeCroc_T4" Level 4 } DisallowedUpgrade { Upgrade "Bait_SelectRaptor" Level 1 } DisallowedUpgrade { Upgrade "Bait_SelectRaccoon" Level 1 } DisallowedUpgrade { Upgrade "Bait_SelectBear" Level 1 } ShowRequirements 0 AllowedWeapons { ItemName "Beast Bait" } } } ExtraLoadoutItems { Scout { Melee{ Cost 300 Item "Cutlass" AllowRefund 1 } Secondary{ Cost 200 Item "Flubber Baller" AllowRefund 1 } Secondary{ Cost 800 Item "Brick" AllowRefund 1 } Secondary{ Cost 1200 Item "Fiery Cocktail" AllowRefund 1 } Secondary{ Cost 1500 Item "Bowling Ball" AllowRefund 1 } } Soldier { Primary{ Cost 2250 Item "Hunting Rifle" AllowRefund 1 } Primary{ Cost 1500 Item "Cannon" AllowRefund 1 } Primary{ Cost 1000 Item "Musket" AllowRefund 1 } Primary{ Cost 400 Item "Flintlock" AllowRefund 1 } Secondary{ Cost 750 Item "Blunderbuss" AllowRefund 1 } Secondary{ Cost 500 Item "Holy Hand Grenade" AllowRefund 1 } Melee{ Cost 300 Item "Cutlass " AllowRefund 1 } } Pyro { Secondary{ Cost 0 Item "Ball O' Fire" AllowRefund 1 } Secondary{ Cost 200 Item "Molotov Cocktail" AllowRefund 1 } Melee{ Cost 900 Item "Heat Wave" AllowRefund 1 } Melee{ Cost 600 Item "Infernus" AllowRefund 1 } Melee{ Cost 300 Item "Cutlass" AllowRefund 1 } } Demoman { //Secondary{ Cost 400 Item "Hoplite Shield" AllowRefund 1 } //fucking piece of fucking shit I never want to see this gay shit again Melee{ Cost 200 Item "Falcata" AllowRefund 1 } Melee{ Cost 200 Item "Combat Knife" AllowRefund 1 } Melee{ Cost 300 Item "Cutlass" AllowRefund 1 } Melee{ Cost 400 Item "Spear" AllowRefund 1 } Melee{ Cost 750 Item "Great Sword" AllowRefund 1 } Melee{ Cost 800 Item "Broken Katana" AllowRefund 1 } Melee{ Cost 1050 Item "Battle Ax" AllowRefund 1 } Melee{ Cost 1500 Item "Massive Fucking Hammer" AllowRefund 1 } } HeavyWeapons { Secondary{ Cost 0 Item "Beans" AllowRefund 1 } Secondary{ Cost 200 Item "Beast Bait" AllowRefund 1 } Melee{ Cost 200 Item "Meat" AllowRefund 1 } Melee{ Cost 300 Item "Cutlass" AllowRefund 1 } } Engineer { Melee{ Cost 400 Item "Mage Staff" AllowRefund 1 } Action{ Cost 1000 Item "Advanced Book of Spells" AllowRefund 1 } } Medic { Action{ Cost 300 Item "Alchemy Lab" AllowRefund 1 } Melee{ Cost 300 Item "Cutlass" AllowRefund 1 } } Sniper { Primary{ Cost 1000 Item "War Bow" AllowRefund 1 } Primary{ Cost 500 Item "Longbow" AllowRefund 1 } Primary{ Cost 300 Item "Magic Arrows" AllowRefund 1 } Primary{ Cost 200 Item "Light Bow" AllowRefund 1 } Primary{ Cost 200 Item "Crossbow" AllowRefund 1 } Melee{ Cost 300 Item "Cutlass" AllowRefund 1 } Melee{ Cost 200 Item "Falcata" AllowRefund 1 } } Spy { Secondary{ Cost 300 Item "Throwing Knife" AllowRefund 1 } Secondary{ Cost 800 Item "Throwing Star" AllowRefund 1 } Melee{ Cost 100 Item "Pick Pocket" AllowRefund 1 } Melee{ Cost 250 Item "Concealed Blade" AllowRefund 1 } Melee{ Cost 600 Item "Inconspicuous Injector" AllowRefund 1 } PDA{ Cost 200 Item "Flame Resistant Cloak" AllowRefund 1 } PDA2{ Cost 500 Item "Ninja Kit" AllowRefund 1 } } } ///////////////// //MISSIONS ///////////////// /////////////////////////////////////////////////////////////////////////// //SENTRY BUSTER MISSIONS /////////////////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////// //SNIPER MISSIONS /////////////////////////////////////////////////////////////////////////// Mission { Where spawnbot Objective Sniper InitialCooldown 40 BeginAtWave 20000 RunForThisManyWaves 5 CooldownTime 20 DesiredCount 3 TFBot { Template T_TFBot_Sniper } } /////////////////////////////////////////////////////////////////////////// //SPY MISSIONS /////////////////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////// //ENGINEER MISSIONS /////////////////////////////////////////////////////////////////////////// ///////////////// //WAVES ///////////////// ///////////////// //START $400 ///////////////// //WAVE 1 ///////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////// // Total cash in this wave is $ /////////////////////////////////////////////////////////////////////////// Wave { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action trigger } WaveSpawn { Where spawnbot Name "w1_a1" TotalCount 20 MaxActive 8 SpawnCount 2 WaitBeforeStarting 0 WaitBetweenSpawns 3 TotalCurrency 150 TFBot { Template T_TFBot_Demoman_Knight Item "Spear" Name "Spear Knight" DesiredAttackRange 150 Item "Spiral Sallet" } } WaveSpawn { Where spawnbot Name "w1_a2" TotalCount 15 MaxActive 3 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 4 TotalCurrency 50 TFBot { Class Scout WeaponRestrictions SecondaryOnly Item "Brick" Name "Brick Chucker" DesiredAttackRange 300 Item "Batter's Helmet" Item "The Face Plante" ClassIcon sniper_brick_lite StripItemSlot 0 StripItemSlot 2 ItemAttributes { ItemName "Brick" "effect bar recharge rate increased" 0.25 } } } WaveSpawn { Where spawnbot Name "w1_a2" WaitForAllSpawned "w1_a1" TotalCount 24 MaxActive 16 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 1 TotalCurrency 100 TFBot { Template T_TFBot_Demoman_Knight Item "Combat Knife" Name "Knifeman" DesiredAttackRange 150 Item "Glengarry Bonnet" ClassIcon knifeman } } WaveSpawn { Where spawnbot Name "w1_b1" WaitForAllSpawned "w1_a2" TotalCount 3 MaxActive 3 SpawnCount 1 WaitBeforeStarting 10 WaitBetweenSpawns 20 TotalCurrency 150 TFBot { Class Soldier Skill Expert Attributes Miniboss Health 3800 Item "Flintlock" Name "Giant Flintlock Soldier" Item "The Grenadier's Softcap" Item "Safety Stripes" ClassIcon spy_revolver_lite_giant CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 3 } } } WaveSpawn { Where spawnbot Name "w1_b2" WaitForAllSpawned "w1_a2" TotalCount 24 MaxActive 12 SpawnCount 1 WaitBeforeStarting 5 WaitBetweenSpawns 1.5 TotalCurrency 100 TFBot { Class Heavyweapons WeaponRestrictions MeleeOnly Item "The Eviction Notice" Name "Evicted Heavy" Item "Dragonborn Helmet" Item "The Cuban Bristle Crisis" Item "The Apparatchik's Apparel" ClassIcon heavy_eviction_nys } } WaveSpawn { Where spawnbot Name "w1_b1" WaitForAllSpawned "w1_b2" TotalCount 16 MaxActive 8 SpawnCount 2 WaitBeforeStarting 5 WaitBetweenSpawns 3 TotalCurrency 150 TFBot { Template T_TFBot_Demoman_Knight Item "Spear" Name "Spear Knight" DesiredAttackRange 150 Item "Spiral Sallet" } } } Wave { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action trigger } WaveSpawn { Where spawnbot Name "w2_spam" TotalCount 250 MaxActive 12 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 2 TotalCurrency 250 Support 1 TFBot { Class Engineer Action Mobber Item "Mage Staff" Item "Basic Spellbook" Name "Spear Knight" Item "The Warsworn Helmet" Item "Underminer's Overcoat" Skill Expert ClassIcon spellbook_lite_giant StripItemSlot 0 StripItemSlot 1 } } WaveSpawn { Where spawnbot Name "w2_a1" TotalCount 16 MaxActive 8 SpawnCount 2 WaitBeforeStarting 383453453783 WaitBetweenSpawns 3 TotalCurrency 150 TFBot { Template T_TFBot_Demoman_Knight Item "Spear" Name "Spear Knight" DesiredAttackRange 150 Item "Spiral Sallet" } } } }