// mvm_mannworks #base robot_giant.pop #base robot_standard.pop WaveSchedule { StartingCurrency 400 CanBotsAttackWhileInSpawnRoom No RespawnWaveTime 7 PointTemplates //Init for sydney sleeper and bison { Jarate { KeepAlive 1 tf_projectile_jar { "origin" "0 0 0" "teamnum" "2" // 2 - Red team, 3 - Blu team } } Debuff { KeepAlive 1 trigger_add_tf_player_condition { "condition" "71" "duration" "1" "filtername" "filter_blu_team_sig" "origin" "0 0 0" "spawnflags" "1" "StartDisabled" "0" "targetname" "bisondebuff" "mins" "-2 -2 -2" //Trigger bounds, relative to origin "maxs" "2 2 2" } } Init { NoFixup 1 filter_activator_tfteam { "Negated" "0" "targetname" "filter_blu_team_sig" "TeamNum" "3" } } } SpawnTemplate //Spawn template once the mission loads { Name "Init" Origin "1050 4410 472" //Position where to spawn the template Angles "0 85 0" //Rotation } //MaxEntitySpeed 199999 // Max entity speed limit override (default: 3500) PlayerShootTemplate //Jarate splash for sydney sleeper { Name Jarate //Name of the template Speed 3500 //Velocity of the spawned objects (Default: 1000) Spread 0 //Spread of the fired template entities. 0 - No spread, 0.1 - Beggar like spread, 1 - Very inaccurate (Default: 0) AttachToProjectile 0 //If set, the template is spawned as a child of the projectile being fired. Incompatible with overrideshoot ItemName "The Sydney Sleeper" //Can be specified to limit to a specific weapon } PlayerShootTemplate //Debuff for bison { Name Debuff //Name of the template Speed 1 //Velocity of the spawned objects (Default: 1000) Offset "0 0 0" //Offset from the player shooting position (Default: 0 0 0) Angles "0 0 0" //Shooting angle offset (Default: 0 0 0) Spread 0 //Spread of the fired template entities. 0 - No spread, 0.1 - Beggar like spread, 1 - Very inaccurate (Default: 0) AttachToProjectile 1 //If set, the template is spawned as a child of the projectile being fired. Incompatible with overrideshoot ItemName "The Righteous Bison" //Can be specified to limit to a specific weapon } /////////////////////////////// //SCOUT PRIMARIES /////////////////////////////// ItemAttributes //Overall buff, beats soda popper in DPS but not by that much. { ItemName "TF_WEAPON_SCATTERGUN" "damage bonus HIDDEN" 1.2 "fire rate bonus HIDDEN" 0.8 "reload time increased hidden" 0.8 } ItemAttributes //Removed slower reload speed, made more accurate to emphasize midrange scattergun. { ItemName "The Shortstop" "reload time increased hidden" 1 "weapon spread bonus" 0.6 } ItemAttributes //Bigger shots { ItemName "The Force-a-Nature" "bullets per shot bonus" 1.6 "reload time increased hidden" 2 "scattergun has knockback" 0 "slow enemy on hit" 1.0 } ItemAttributes //Beggar's scattergun { ItemName "Baby Face's Blaster" //"damage bonus HIDDEN" 1.2 "move speed penalty" 1 //"reload time increased hidden" 1.3 "can overload" 1 "auto fires when full" 1 "fire rate bonus HIDDEN" 0.5 "auto fires full clip" 1 "boost on damage" 0 "hype resets on jump" 0 "lose hype on take damage" 0 } ItemAttributes //High risk high reward gun { ItemName "The Back Scatter" "damage bonus HIDDEN" 1.75 "spread penalty" 2.2 } /////////////////////////////// //SCOUT SECONDARIES /////////////////////////////// //See engineer for pistol ItemAttributes //Spammable bonk { ItemName "Bonk! Atomic Punch" "effect bar recharge rate increased" 0.35 } ItemAttributes //Long range damage option, cannot be upgraded { ItemName "The Flying Guillotine" "dmg penalty vs players" 10 //900 damage total "effect bar recharge rate increased" 3 //Nice try but this is not a dps main "cannot be upgraded" 1 } ItemAttributes //Epic circle strafe { ItemName "The Winger" "speed_boost_on_hit" 10 } ItemAttributes //Self healing that is better than mad milk { ItemName "Pretty Boy's Pocket Pistol" "heal on hit for rapidfire" 150 //"reload time increased hidden" 1.5 } /////////////////////////////// //SCOUT MELEES /////////////////////////////// ItemAttributes //Passive buff for hopeless weapons { ItemName "TF_WEAPON_BAT" "max health additive bonus" 25 } ItemAttributes //Cool stock reskin { ItemName "The Holy Mackerel" "max health additive bonus" 25 } ItemAttributes //Cool stock reskin { ItemName "Sun-on-a-Stick" "fire retardant" 1 "dmg taken from fire reduced" 0.35 } ItemAttributes //The funny moonshot + $500 mark { ItemName "The Sandman" "max health additive bonus" 30 //Counteracts the -15 max health } ItemAttributes //More blast dmg taken is too punishing, other melees got buffed too { ItemName "The Candy Cane" "dmg taken from blast increased" 1 } ItemAttributes //Critboost on hit, but one shots you if you miss { ItemName "The Boston Basher" "provide on active" 1 "dmg from melee increased" 100 "crits on damage" 125 "ragdolls become ash" 1 "critboost on kill" 6 "minicritboost on kill" 9 "stun on damage" 125 //Doesn't work on giants lol } ItemAttributes //Removed deploy speed penalty { ItemName "The Atomizer" "single wep deploy time increased" 1 } ItemAttributes //Cleaver melee edition { ItemName "The Wrap Assassin" "damage penalty" 0.14 //Counteracts the next attribute "dmg penalty vs players" 2.5 //Increases bleed damage and ball damage. "cannot be upgraded" 1 } /////////////////////////////// //SOLDIER PRIMARIES /////////////////////////////// ItemAttributes //Overall buff. About equal with beggar's when fully upgraded and makes up for the more expensive upgrade cost with accuracy. { ItemName "TF_WEAPON_ROCKETLAUNCHER" "damage bonus HIDDEN" 1.3 "fire rate bonus HIDDEN" 0.7 "reload time increased hidden" 0.7 } ItemAttributes //Beats other RLs in direct damage, but is still direct shit. Cant make it beat sniper dps, sad. { ItemName "The Direct Hit" //"damage bonus" 1 "damage bonus HIDDEN" 2 } ItemAttributes //Nuclear launcher because black box concept is garbage to begin with. { ItemName "The Black Box" "damage bonus HIDDEN" 6.5 "Blast radius increased" 1.75 "fire rate bonus HIDDEN" 11.5 "Projectile speed decreased" 0.3 //"use large smoke explosion" 1 "health on radius damage" 0 "projectile no deflect" 1 } ItemAttributes //Already a popular weapon and i ran out of ideas for buffs :P { ItemName "The Air Strike" "damage penalty" 1 //Removed -15% damage penalty } ItemAttributes //Ruthless short term dps with large clip(rivals heatmaker focus when maxed), but terrible once soldier runs out of clip { ItemName "The Liberty Launcher" //"damage penalty" 0.8 "clip size bonus" 8 "fire rate bonus HIDDEN" 0.46875 "reload time increased hidden" 1.15 } ItemAttributes //AlwaysCrit launcher { ItemName "The Original" "critboost on kill" 2 } ItemAttributes //Buff duration is there to prevent it being too broken with buff banner { ItemName "The Cow Mangler 5000" "crits_become_minicrits" 0 "minicrits become crits" 1 "Blast radius increased" 1.4 "increase buff duration" 0.15 } ItemAttributes //the haha funny weapon { ItemName "Rocket Jumper" "fire rate bonus HIDDEN" 0.3 "reload time increased hidden" 0.3 "cancel falling damage" 1 "max health additive bonus" 1800 } /////////////////////////////// //SOLDIER SECONDARIES /////////////////////////////// ItemAttributes //Weapon for when primary runs out of clip. Doubt it would outclass banner but would pair well with black box i think. { ItemName "TF_WEAPON_SHOTGUN_SOLDIER" "damage bonus" 2 "fire rate bonus" 0.6 "weapon spread bonus" 0.5 "reload time increased hidden" 1.5 } ItemAttributes //Each class can't have different reserve shooter stats so... (this is intended for pyro) { ItemName "The Reserve Shooter" "damage force reduction" 0.1 "airblast vertical vulnerability multiplier" 0.1 } ItemAttributes //Each class can't have different panic attack stats so... (this is intended for pyro/engineer) { ItemName "Panic Attack Shotgun" "move speed bonus" 1.1 "engy building health bonus" 1.25 } ItemAttributes //More emphasis on team banner unlike concheror { ItemName "The Battalion's Backup" "mod soldier buff range" 2 "increase buff duration" 1.5 } ItemAttributes //More emphasis on team banner unlike concheror. Max primary ammo bonus because why not { ItemName "The Buff Banner" "mod soldier buff range" 2 "maxammo primary increased" 1.4 } ItemAttributes //Debuff gun { ItemName "The Righteous Bison" "dmg pierces resists absorbs" 1 "bleeding duration" 5 "fire rate bonus HIDDEN" 1.5 "reload time increased hidden" 2 "dmg penalty vs players" 2.5 //not so special now huh pyro? "damage penalty" 0.4 "cannot be upgraded" 1 } ItemAttributes //Passive buff for hopeless weapons { ItemName "The Gunboats" "maxammo primary increased" 1.6 "max health additive bonus" 30 "health regen" 6 "rocket jump damage reduction" 0 "cancel falling damage" 1 } ItemAttributes //Passive buff for hopeless weapons { ItemName "The Mantreads" "health regen" 4 "healing received bonus" 1.5 "health from packs increased" 1.5 "rocket jump damage reduction" 0 } ItemAttributes //Passive buff for hopeless weapons { ItemName "The B.A.S.E. Jumper" "ammo regen" 1 } /////////////////////////////// //SOLDIER MELEES /////////////////////////////// ItemAttributes //Quick draw weapon { ItemName "TF_WEAPON_SHOVEL" "damage bonus" 2 "restore health on kill" 40 "single wep deploy time decreased" 0.60 "crit mod disabled" 1 "melee attack rate bonus" 1.5 } ItemAttributes //Tank buster equalizer is no longer a dream { ItemName "The Equalizer" "provide on active" 1 "damage bonus" 1.5 "dmg taken increased" 1.3 "melee attack rate bonus" 0.7 } ItemAttributes //Ammo regen. 10% bullet vuln remains. Obv dont use this with base jumper dummy { ItemName "The Pain Train" "ammo regen" 0.2 } ItemAttributes //No need to dip $700 anymore. Also shared with demoman because all melee HoK upgrades overheal. Cleave is for demoknight. { ItemName "The Half-Zatoichi" "critboost on kill" 4 "melee cleave attack" 1 } ItemAttributes //Delicious 1950 damage on a successful hit { ItemName "The Market Gardener" "provide on active" 1 "dmg taken increased" 1.3 //dont try to run in with this on the ground "damage bonus" 10 "fire rate penalty" 8 "single wep deploy time increased" 50 //dont try to run in with this on the ground "mult rocketjump deploy time" 0.02 //makes it only deployable on the air basically } /////////////////////////////// //PYRO PRIMARIES /////////////////////////////// ItemAttributes //Reflect lord, cannot push back bots. You run out of ammo fast if you hold M2 so git gud. { ItemName "TF_WEAPON_FLAMETHROWER" "airblast cost decreased" 0.5 "airblast_pushback_disabled" 1 "airblast_pushback_no_stun" 1 "airblast_pushback_no_viewpunch" 1 "mult airblast refire time" 0.1 } ItemAttributes //Stock reskin { ItemName "The Nostromo Napalmer" "airblast cost decreased" 0.5 "airblast_pushback_disabled" 1 "airblast_pushback_no_stun" 1 "airblast_pushback_no_viewpunch" 1 "mult airblast refire time" 0.1 } ItemAttributes //Stock reskin... almost. { ItemName "The Rainblower" "airblast_pushback_disabled" 1 "airblast_pushback_no_stun" 1 "airblast_pushback_no_viewpunch" 1 "mult airblast refire time" 0.1 } ItemAttributes //Already a good weapon, just a wee bit of something to help compete with phlog. { ItemName "The Backburner" "airblast cost increased" "1" } ItemAttributes //Emphasizes on corner peeking. Also a bit of help with mobility. { ItemName "The Dragon's Fury" "move speed bonus" 1.3 "airblast dashes" 1 } ItemAttributes //Ricochet flamer. Ricocheted flames do +200% more damage. { ItemName "The Degreaser" "flame_reflect_on_collision" 1 "max_flame_reflection_count" 2 "reflected_flame_dmg_reduction" 3 } /////////////////////////////// //PYRO SECONDARIES /////////////////////////////// ItemAttributes //Passive buff for hopeless weapons { ItemName "TF_WEAPON_SHOTGUN_PYRO" "max health additive bonus" 25 } //See soldier secondaries for panic attack and reserve shooter ItemAttributes //Sniper deletion service { ItemName "The Flare Gun" "weapon burn dmg increased" 8 } ItemAttributes //Flare gun...? Idk screw scorch shot { ItemName "The Scorch Shot" "weapon burn dmg increased" 8 "mod flaregun fires pellets with knockback" 0 } ItemAttributes //Now deals respectable damage, but only as an initiator { ItemName "The Manmelter" "damage bonus" 10 "fire rate penalty" 4.4 "single wep deploy time increased" 1.2 } ItemAttributes //Very difficult to charge, but worth the pain { ItemName "The Gas Passer" "weapon burn dmg increased" 25 "mult_item_meter_charge_rate" 4 } /////////////////////////////// //PYRO MELEES /////////////////////////////// ItemAttributes //Third degree reskin lol { ItemName "TF_WEAPON_FIREAXE" "damage bonus" 1.25 "damage all connected" 1 } ItemAttributes //Third degree reskin lol { ItemName "The Lollichop" "damage bonus" 1.25 "damage all connected" 1 } ItemAttributes //Now no longer pops medics { ItemName "The Third Degree" "damage bonus" 1.25 } ItemAttributes //KGB: Pyro edition { ItemName "The Axtinguisher" "damage penalty" 0.1 "crit vs burning players" 1 "damage bonus vs burning" 10 "critboost on kill" 5 "attack_minicrits_and_consumes_burning" "0" } ItemAttributes //Axtinguisher reskin { ItemName "The Postal Pummeler" "damage penalty" 0.1 "crit vs burning players" 1 "damage bonus vs burning" 10 "critboost on kill" 5 "attack_minicrits_and_consumes_burning" "0" } ItemAttributes //Fastest sapper remover in the west { ItemName "The Homewrecker" "single wep deploy time decreased" 0.1 "dmg penalty vs players" 0.375 "melee attack rate bonus" 0.5 } ItemAttributes //Homewrecker reskin { ItemName "The Maul" "single wep deploy time decreased" 0.1 "dmg penalty vs players" 0.375 "melee attack rate bonus" 0.5 } ItemAttributes //Passive buff for hopeless weapons. This one slightly extends flame thrower range { ItemName "Sharpened Volcano Fragment" "flame_drag" -1 } ItemAttributes //Passive buff for hopeless weapons { ItemName "The Neon Annihilator" "health regen" 4 } ItemAttributes //Passive buff for hopeless weapons { ItemName "The Hot Hand" "major increased jump height" 1.4 } /////////////////////////////// //DEMOMAN PRIMARIES /////////////////////////////// ItemAttributes //Beggar's grenade launcher. Sort of. { ItemName "The Loch-N-Load" "reload time increased hidden" 1.45 //"Blast radius decreased" 1 "projectile spread angle penalty" 5 "auto fires full clip all at once" 1 } ItemAttributes //No more griefing { ItemName "The Loose Cannon" "cannonball push back" 0 "damage bonus HIDDEN" 1.25 } //See soldier secondaries for base jumper /////////////////////////////// //DEMOMAN SECONDARIES /////////////////////////////// ItemAttributes //No more $300 demoknight tax, also becomes playable whenever fan scouts or blast soldiers exist { ItemName "The Chargin' Targe" "damage force reduction" 0 "airblast vulnerability multiplier" 0 "airblast vertical vulnerability multiplier" 0 } ItemAttributes //No more $300 demoknight tax, also becomes playable whenever fan scouts or blast soldiers exist { ItemName "The Tide Turner" "damage force reduction" 0 "airblast vulnerability multiplier" 0 "airblast vertical vulnerability multiplier" 0 } ItemAttributes //Ouchie bash damage in exchange for not being targe/tide. { ItemName "The Splendid Screen" "damage force reduction" 0 "airblast vulnerability multiplier" 0 "airblast vertical vulnerability multiplier" 0 "charge impact damage increased" 10 } ItemAttributes //Ultimate sticky spammer launcher { ItemName "The Quickiebomb Launcher" "damage penalty" 1.25 "clip size penalty" 1 "stickybomb_charge_damage_increase" 2.25 "stickybomb fizzle time" 3 } ItemAttributes //The haha funny launcher { ItemName "Stickybomb Jumper" "max pipebombs decreased" 0 "fire rate bonus HIDDEN" 0.01 "reload time increased hidden" 0.05 "single wep deploy time decreased" 0.15 "switch from wep deploy time decreased" 0.15 "cancel falling damage" 1 "sticky arm time bonus" -0.4 } /////////////////////////////// //DEMOMAN MELEES /////////////////////////////// ItemAttributes //Passive buff for hopeless weapons { ItemName "TF_WEAPON_BOTTLE" "maxammo primary increased" 1.4 "maxammo secondary increased" 1.4 } ItemAttributes //Stock reskin { ItemName "The Scottish Handshake" "maxammo primary increased" 1.4 "maxammo secondary increased" 1.4 } ItemAttributes //Boom boom baby { ItemName "The Ullapool Caber" "provide on active" 1 "blast dmg to self increased" 0 "regenerate stickbomb" 1 } //See soldier melees for half-zatoichi ItemAttributes //The meta weapon that does not deserve any real buffs { ItemName "The Scotsman's Skullcutter" "melee cleave attack" 1 } ItemAttributes //Zoomer demo { ItemName "The Eyelander" "move speed bonus" 1.3 "heal on kill" 50 //Random stat change go!!!! "melee attack rate bonus" 0.9 //Random stat change go!!!! "melee cleave attack" 1 } ItemAttributes //Eyelander reskin { ItemName "The Horseless Headless Horseman's Headtaker" "move speed bonus" 1.3 "heal on kill" 50 "melee attack rate bonus" 0.9 "melee cleave attack" 1 } ItemAttributes //Eyelander reskin { ItemName "Nessie's Nine Iron" "move speed bonus" 1.3 "heal on kill" 50 "melee attack rate bonus" 0.9 "melee cleave attack" 1 } ItemAttributes //Fresh new stats. Eats a ton of bots in one hit and mimics persian demo bot. { ItemName "The Persian Persuader" "ammo gives charge" 0 "charge meter on hit" 0 "melee range multiplier" 2.5 "charge impact damage increased" 1.5 "Attack not cancel charge" 1 //Doesn't work lol "mult charge turn control" 10 "maxammo primary reduced" 1 "maxammo secondary reduced" 1 "melee cleave attack" 1 } ItemAttributes //Hardcore demoknight gaming { ItemName "The Claidheamohmor" "damage bonus HIDDEN" 1.8 "dmg taken increased" 1.35 "melee cleave attack" 1 } /////////////////////////////// //HEAVY PRIMARIES /////////////////////////////// ItemAttributes //Reduced damage penalty { ItemName "Natascha" "damage penalty" 0.85 } ItemAttributes //Removed ammo penalty, increased dmg bonus vs burning { ItemName "The Huo Long Heatmaker" "uses ammo while aiming" 0 "damage bonus vs burning" 1.33 } ItemAttributes //Headshot minigun. Reduced fire rate even further to make up for it. { ItemName "Tomislav" "weapon spread bonus" 0.15 "fire rate penalty" 1.4 "can headshot" 1 "crit mod disabled" 1 } /////////////////////////////// //HEAVY SECONDARIES /////////////////////////////// ItemAttributes //Passive buff for hopeless weapons { ItemName "TF_WEAPON_SHOTGUN_HWG" "damage force reduction" 0.25 "airblast vertical vulnerability multiplier" 0.15 } //See soldier secondaries for panic attack ItemAttributes //Passive buff for hopeless weapons { ItemName "The Family Business" "dmg taken increased" 0.85 } ItemAttributes //Passive version of the sandvich, can still be tossed to teammates { ItemName "The Buffalo Steak Sandvich" "health regen" 3 } ItemAttributes //Quick snack { ItemName "The Second Banana" "single wep deploy time decreased" 0.35 "lunchbox healing decreased" 2.67 //With the gesture speed heavy only gets one bite. This makes it restore 200 health like og second banana does. "gesture speed increase" 4 "always allow taunt" 1 //Mid-air taunt } /////////////////////////////// //HEAVY MELEES /////////////////////////////// ItemAttributes //Vertical GRU { ItemName "TF_WEAPON_FISTS" "provide on active" 1 "increased jump height" 1.75 "single wep deploy time decreased" 0.1 "switch from wep deploy time decreased" 0.1 } ItemAttributes //Stock reskin { ItemName "Apoco-Fists" "provide on active" 1 "increased jump height" 1.75 "single wep deploy time decreased" 0.1 "switch from wep deploy time decreased" 0.1 } ItemAttributes //KGB 2.0 { ItemName "The Eviction Notice" "speed_boost_on_kill" 60 } ItemAttributes //Tank buster weapon { ItemName "Warrior's Spirit" "melee attack rate bonus" 0.55 } ItemAttributes //Passive buff for hopeless weapons { ItemName "The Holiday Punch" "maxammo primary increased" 1.25 } /////////////////////////////// //ENGINEER PRIMARIES /////////////////////////////// ItemAttributes //Rewards being a macho man that doesnt use RR { ItemName "TF_WEAPON_SHOTGUN_PRIMARY" "dmg taken increased" 0.7 "engy building health bonus" 1.25 } //See soldier secondaries for panic attack ItemAttributes //Viable but expensive af, so here's something to help { ItemName "The Frontier Justice" "projectile penetration" 1 "faster reload rate" 0.6 } ItemAttributes //Medicus Deletus { ItemName "The Pomson 6000" "energy weapon penetration" 1 "damage penalty" 0.25 //Tones down dps gain from the two attributes below "fire rate bonus HIDDEN" 0.5 "reload time increased hidden" 0.5 "subtract victim medigun charge on hit" 100 } /////////////////////////////// //ENGINEER SECONDARIES /////////////////////////////// ItemAttributes //Yay sentry damage! { ItemName "TF_WEAPON_PISTOL" "maxammo metal increased" 1.5 "minicritboost on kill" 8 } ItemAttributes //Already has its place but will forever be situational. { ItemName "The Short Circuit" "maxammo metal increased" 1.25 } /////////////////////////////// //ENGINEER MELEES /////////////////////////////// ItemAttributes //Hardcore engineer gaming { ItemName "The Southern Hospitality" "dmg taken increased" 2.5 "engy sentry damage bonus" 1.4 } ItemAttributes //Removed current horrible downsides in exchange for big teleporter recharge time. { ItemName "The Eureka Effect" "Construction rate decreased" 1 "metal_pickup_decreased" 1 "mult teleporter recharge rate" 1.5 } ItemAttributes //Mad building spam. If other buildings go down go rebuild with massive bonuses. { ItemName "The Gunslinger" "melee attack rate bonus" 0.3 "Construction rate increased" 1.75 "Repair rate increased" 1.75 "engy disposable sentries" 3 "engineer sentry build rate multiplier" 4 "metal regen" 200 "engy building health bonus" 0.6 //Yes, this is a penalty. } /////////////////////////////// //MEDIC PRIMARIES /////////////////////////////// ItemAttributes //Self sustenance tool { ItemName "TF_WEAPON_SYRINGEGUN_MEDIC" "provide on active" 1 "dmg taken increased" 0.65 } ItemAttributes //Unnecessary downside with other bmod changes { ItemName "The Blutsauger" "health drain" 0 } ItemAttributes //Quick sniper removal tool { ItemName "The Crusader's Crossbow" "damage bonus" 2 "reload time increased hidden" 2 //supresses dps gain, remember that this weapon still reloads passively "single wep deploy time decreased" 0.55 "switch from wep deploy time decreased" 0.7 } /////////////////////////////// //MEDIC SECONDARIES /////////////////////////////// ItemAttributes //Perfectly viable but unfortunately not in the eyes of the public. Sad. { ItemName "TF_WEAPON_MEDIGUN" "ubercharge rate bonus" 1.25 } /////////////////////////////// //MEDIC MELEES /////////////////////////////// ItemAttributes //All melees have uber on hit. Stock aids with damage surfing and has nearly as much uber gain/second as ubersaw { ItemName "TF_WEAPON_BONESAW" "add uber charge on hit" 0.20 "increased air control" 3 "cancel falling damage" 1 } ItemAttributes //Self regen tool { ItemName "The Amputator" "add uber charge on hit" 0.175 //"heal rate bonus" 3 //Doesn't work lol "health regen" 25 //"always allow taunt" 1 //Mid-air taunt } ItemAttributes //Fresh new stats. Increased max hp but reduced healing from all sources. { ItemName "The Vita-Saw" "add uber charge on hit" 0.175 "ubercharge_preserved_on_spawn_max" 0 "max health additive penalty" 50 "healing received penalty" 0.75 "health from packs increased" 0.75 } ItemAttributes //Gain free overheal by one shotting a spy or a lone bot that got to you { ItemName "The Solemn Vow" "add uber charge on hit" 0.175 "restore health on kill" 200 "damage bonus" 3 "fire rate penalty" 2.25 //Counteracts dps gain, dont even think about tank busting with this. } /////////////////////////////// //SNIPER PRIMARIES /////////////////////////////// ItemAttributes //Beats heatmaker focus dps in hardscoping, but loses in quickscoping { ItemName "TF_WEAPON_SNIPERRIFLE" "damage bonus HIDDEN" 1.35 } ItemAttributes //Stock reskin { ItemName "The AWPer Hand" "damage bonus HIDDEN" 1.35 } ItemAttributes //Massive single target damage in exchange for well, no EH { ItemName "The Huntsman" "damage bonus HIDDEN" 1.6 } ItemAttributes //Huntsman reskin { ItemName "The Fortified Compound" "damage bonus HIDDEN" 1.6 } ItemAttributes //Can equal heatmaker focus dps in quickscoping, but you have to deal with timing headshot delay. { ItemName "The Bazaar Bargain" "reload time increased hidden" 0.65 } ItemAttributes //Ultimate hardscope rifle, guaranteed to take out overhealed ubermeds { ItemName "The Machina" "sniper full charge damage bonus" 2.5 "damage all connected" 1 "SRifle Charge rate decreased" 0.125 "mult sniper charge per sec with enemy under crosshair" 5 "sniper beep with enemy under crosshair" 1 "sniper aiming movespeed decreased" 0.25 } ItemAttributes //Machina reskin { ItemName "Shooting Star" "sniper full charge damage bonus" 2.5 "damage all connected" 1 "SRifle Charge rate decreased" 0.125 "mult sniper charge per sec with enemy under crosshair" 5 "sniper beep with enemy under crosshair" 1 "sniper aiming movespeed decreased" 0.25 } ItemAttributes //Supportive stock rifle, giving up +35% damage or other rifle's bonuses. { ItemName "The Sydney Sleeper" "sniper no headshots" 0 "radius sleeper" 1 //I dont think this works "projectile gravity" 0 } ItemAttributes //Penetration rifle { ItemName "The Classic" "SRifle Charge rate increased" 1.25 "damage penalty on bodyshot" 0.4 "sniper no headshot without full charge" 1 "penetration damage penalty" 3 } /////////////////////////////// //SNIPER SECONDARIES /////////////////////////////// ItemAttributes //Passive buff for hopeless weapons { ItemName "TF_WEAPON_SMG" "maxammo primary increased" 1.4 } ItemAttributes //Near instant recharge. Yes I know the funny bug exists { ItemName "The Razorback" "mult_item_meter_charge_rate" 0.04 } ItemAttributes //Discount cozy camper focused on afterburn instead of flinches { ItemName "Darwin's Danger Shield" "health regen" 3 } /////////////////////////////// //SNIPER MELEES /////////////////////////////// ItemAttributes //Kukri of Running Urgently { ItemName "TF_WEAPON_CLUB" "provide on active" 1 "move speed bonus" 1.25 } ItemAttributes //Quick spy removal service. { ItemName "The Tribalman's Shiv" "provide on active" 1 "damage penalty" 2 "fire rate penalty" 1.4 //No it does not outclass bushwacka on tank busting "single wep deploy time decreased" 0.5 } ItemAttributes //KGB 3.0: Sniper edition { ItemName "The Shahanshah" "dmg penalty while half alive" 0.01 "critboost on kill" 10 //Tank busting with crit sniper rifle does some damage "minicritboost on kill" 10 //If there are no tanks it boosts EH damage } /////////////////////////////// //SPY PRIMARIES /////////////////////////////// ItemAttributes //Tank buster spy is no longer a meme, the DPS rivals carbinewhacka and even beats it when fully upgraded { ItemName "TF_WEAPON_REVOLVER" "damage bonus" 2 } ItemAttributes //Stock reskin { ItemName "TTG Sam Revolver" "damage bonus" 2 } ItemAttributes //Better short term tank busting dps, also medpicks with the damage bonus { ItemName "The Diamondback" "damage bonus" 1.5 } ItemAttributes //Lv 3 EH with slow firing speed, totally not stolen concept { ItemName "The Ambassador" "provide on active" 1 "explosive sniper shot" 3 "fire rate bonus HIDDEN" 1.5 "reload time increased hidden" 2 "dmg taken from bullets increased" 1.5 //Don't be out with this often } ItemAttributes //One shots razorback snipers and grants speed boost for intense circle stabbing { ItemName "The Enforcer" "damage bonus while disguised" 3 "speed_boost_on_hit" 7 "switch from wep deploy time decreased" 0.4 } /////////////////////////////// //SPY SECONDARIES /////////////////////////////// ItemAttributes //Takes out buildings fast since red-tape recorder sappers on teleporters are ignored by engis { ItemName "TF_WEAPON_BUILDER_SPY" "sapper damage bonus" 2 } ItemAttributes //Stock reskin { ItemName "The Ap-Sap" "sapper damage bonus" 2 } ItemAttributes //Stock reskin { ItemName "The Bread Bite" "sapper damage bonus" 2 } /////////////////////////////// //SPY MELEES /////////////////////////////// ItemAttributes //The funny spycicle glitch is a thing and its unacceptable { ItemName "TF_WEAPON_KNIFE" "dmg taken from fire reduced" 0.8 } ItemAttributes //Stock reskin { ItemName "The Black Rose" "dmg taken from fire reduced" 0.8 } ItemAttributes //Stock reskin { ItemName "The Sharp Dresser" "dmg taken from fire reduced" 0.8 } /////////////////////////////// //SPY WATCHES /////////////////////////////// ItemAttributes //Dead ringer strong { ItemName "TF_WEAPON_INVIS" "max health additive bonus" 75 } ItemAttributes //Stock reskin { ItemName "The Quackenbirdt" "max health additive bonus" 75 } ItemAttributes //Stock reskin { ItemName "TTG Watch" "max health additive bonus" 75 } ItemAttributes //Perform funny maneuvers with massive jump height { ItemName "The Cloak and Dagger" "increased jump height" 2 "cancel falling damage" 1 "max health additive bonus" 25 } /////////////////////////////// //END OF BAlANCE CHANGES. /////////////////////////////// Templates { T_TFBot_Heavyweapons_Deflector { Class Heavyweapons Name "Deflector Heavy" ClassIcon heavy_deflector Skill Hard Item "The U-clank-a" Item "Deflector" WeaponRestrictions PrimaryOnly MaxVisionRange 1200 ItemAttributes { ItemName "Deflector" "attack projectiles" 1 } } T_TFBot_Sniper_Jarate { Class Sniper Name "Jarate Thrower" Skill Easy ClassIcon sniper_jarate Item "Jarate" Item "Desert Marauder" WeaponRestrictions SecondaryOnly ItemAttributes { ItemName "Jarate" "effect bar recharge rate increased" 0.1 } } } // MISSION: Sentry Buster Mission { Objective DestroySentries Where spawnbot CooldownTime 30 TFBot { Template T_TFBot_SentryBuster } } // MISSION: Sniper 01 Mission { Objective Sniper Where spawnbot_mission_sniper BeginAtWave 1 RunForThisManyWaves 1 CooldownTime 60 InitialCooldown 30 DesiredCount 2 TFBot { Template T_TFBot_Sniper_Sydney_Sleeper } } // MISSION: Sniper 02 Mission { Objective Sniper Where spawnbot_mission_sniper BeginAtWave 2 RunForThisManyWaves 1 CooldownTime 60 InitialCooldown 20 DesiredCount 2 TFBot { Template T_TFBot_Sniper_Razorback } } // MISSION: Sniper 03 Mission { Objective Sniper Where spawnbot_mission_sniper BeginAtWave 3 RunForThisManyWaves 1 CooldownTime 60 InitialCooldown 20 DesiredCount 2 TFBot { Template T_TFBot_Sniper_Razorback } } // MISSION: Sniper 05 Mission { Objective Sniper Where spawnbot_mission_sniper BeginAtWave 5 RunForThisManyWaves 1 CooldownTime 60 InitialCooldown 20 DesiredCount 2 TFBot { Template T_TFBot_Sniper_Sydney_Sleeper } } // MISSION: Spy 01 Mission { Objective Spy Where spawnbot_mission_spy BeginAtWave 1 RunForThisManyWaves 1 CooldownTime 45 InitialCooldown 45 DesiredCount 3 TFBot { Template T_TFBot_Spy } } // MISSION: Spy 02 Mission { Objective Spy Where spawnbot_mission_spy BeginAtWave 2 RunForThisManyWaves 1 CooldownTime 90 InitialCooldown 30 DesiredCount 2 TFBot { Template T_TFBot_Spy } } // MISSION: Spy 04 Mission { Objective Spy Where spawnbot_mission_spy BeginAtWave 4 RunForThisManyWaves 1 CooldownTime 60 InitialCooldown 5 DesiredCount 3 TFBot { Template T_TFBot_Spy } } // MISSION: Spy 05 Mission { Objective Spy Where spawnbot_mission_spy BeginAtWave 5 RunForThisManyWaves 1 CooldownTime 60 InitialCooldown 30 DesiredCount 2 TFBot { Template T_TFBot_Spy } } // WAVE 01 900 Wave { Checkpoint Yes StartWaveOutput { Target bombpath_arrows_clear_relay Action Trigger } DoneOutput { Target bombpath_wavefinished Action Trigger } WaveSpawn { TotalCurrency 200 Name "stage1" Where spawnbot_mission_sniper RandomSpawn 1 TotalCount 12 SpawnCount 2 MaxActive 10 WaitBetweenSpawns 20 WaitBeforeStarting 5 TFBot { Template T_TFBot_Pyro Skill Hard CharacterAttributes { "airblast disabled" 1 } } } WaveSpawn { TotalCurrency 700 Name "stage1" Where spawnbot RandomSpawn 1 TotalCount 35 SpawnCount 5 MaxActive 15 WaitBetweenSpawns 18 WaitBeforeStarting 0 Squad { TFBot { Template T_TFBot_Giant_Demo_RapidFire } TFBot { Template T_TFBot_Heavyweapons_Fist } TFBot { Template T_TFBot_Heavyweapons_Fist } TFBot { Template T_TFBot_Heavyweapons_Fist } TFBot { Template T_TFBot_Heavyweapons_Fist } } } } // WAVE 02 900 Wave { Checkpoint Yes StartWaveOutput { Target bombpath_arrows_clear_relay Action Trigger } DoneOutput { Target bombpath_wavefinished Action Trigger } WaveSpawn // Crit Scout Invasion { TotalCurrency 200 Name "stage1" Where spawnbot RandomSpawn 1 TotalCount 48 SpawnCount 12 MaxActive 16 WaitBetweenSpawns 10 WaitBeforeStarting 0 TFBot { Template T_TFBot_Scout_Melee Skill Expert Attributes AlwaysCrit } } WaveSpawn // Crit Scout Invasion Center { TotalCurrency 200 Name "stage1" Where spawnbot_mission_sniper RandomSpawn 1 TotalCount 24 SpawnCount 6 MaxActive 8 WaitBetweenSpawns 10 WaitBeforeStarting 0 TFBot { Template T_TFBot_Scout_Melee Skill Expert Attributes AlwaysCrit } } WaveSpawn // Crit Scout Invasion Escalation { TotalCurrency 200 Name "stage2" WaitForAllSpawned "stage1" Where spawnbot_mission_sniper RandomSpawn 1 TotalCount 32 SpawnCount 16 MaxActive 16 WaitBetweenSpawns 10 WaitBeforeStarting 0 Squad { TFBot { Template T_TFBot_Scout_Melee Skill Expert Attributes AlwaysCrit } TFBot { Template T_TFBot_Medic_QuickFix } } } WaveSpawn // Crit Scout Invasion Center Escalation { TotalCurrency 200 Name "stage2" WaitForAllSpawned "stage1" Where spawnbot_mission_sniper RandomSpawn 1 TotalCount 24 SpawnCount 6 MaxActive 8 WaitBetweenSpawns 10 WaitBeforeStarting 0 Squad { TFBot { Template T_TFBot_Scout_Melee Skill Expert Attributes AlwaysCrit } TFBot { Template T_TFBot_Medic_QuickFix } } } WaveSpawn { TotalCurrency 100 Name "stage2" WaitForAllSpawned "stage1" Where spawnbot RandomSpawn 1 TotalCount 8 SpawnCount 2 MaxActive 4 WaitBetweenSpawns 10 WaitBeforeStarting 10 TFBot { Template T_TFBot_Giant_Soldier_Crit } } } // WAVE 03 900 Wave { Checkpoint Yes StartWaveOutput { Target bombpath_arrows_clear_relay Action Trigger } DoneOutput { Target bombpath_wavefinished Action Trigger } WaveSpawn { TotalCurrency 100 Name "stage1" Where spawnbot RandomSpawn 1 TotalCount 6 SpawnCount 2 MaxActive 4 WaitBetweenSpawns 10 WaitBeforeStarting 0 TFBot { Template T_TFBot_Giant_Scout_Fast } } WaveSpawn { TotalCurrency 200 TotalCount 1 WaitForAllSpawned "stage1" Tank { Health 12000 Speed 75 Name "tankboss_left" StartingPathTrackNode "boss_path_1" OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn { TotalCurrency 200 TotalCount 1 WaitForAllSpawned "stage1" Tank { Health 12000 Speed 75 Name "tankboss_right" StartingPathTrackNode "boss_path2_1" OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn { TotalCurrency 100 Name "stage2" WaitForAllSpawned "stage1" Where spawnbot TotalCount 20 SpawnCount 4 MaxActive 16 WaitBetweenSpawns 10 WaitBeforeStarting 15 TFBot { Class Soldier Skill Hard WeaponRestrictions PrimaryOnly } } WaveSpawn // Pyro { TotalCurrency 100 Name "stage2" WaitForAllSpawned "stage1" Where spawnbot TotalCount 20 SpawnCount 4 MaxActive 4 WaitBetweenSpawns 15 WaitBeforeStarting 20 TFBot { Class Pyro Skill Hard WeaponRestrictions PrimaryOnly CharacterAttributes { "airblast disabled" 1 } } } WaveSpawn { TotalCurrency 100 Name "stage2" WaitForAllSpawned "stage1" Where spawnbot RandomSpawn 1 TotalCount 6 SpawnCount 2 MaxActive 4 WaitBetweenSpawns 10 WaitBeforeStarting 20 TFBot { Template T_TFBot_Giant_Scout_Fast } } WaveSpawn { //TotalCurrency 100 Name "stage3" WaitForAllSpawned "stage2" Support 1 // fix the timing issue so these don't just end mid way Where spawnbot TotalCount 36 SpawnCount 6 MaxActive 10 WaitBetweenSpawns 15 WaitBeforeStarting 20 TFBot { Template T_TFBot_Scout_Melee } } WaveSpawn { TotalCurrency 100 Name "stage3" WaitForAllSpawned "stage2" Where spawnbot RandomSpawn 1 TotalCount 32 SpawnCount 8 MaxActive 8 WaitBetweenSpawns 20 WaitBeforeStarting 0 Squad { TFBot { Template T_TFBot_Giant_Heavyweapons } TFBot { Template T_TFBot_Medic_QuickUber } TFBot { Template T_TFBot_Medic_QuickUber } TFBot { Template T_TFBot_Medic_QuickUber } } } } // WAVE 04 900 Wave { Checkpoint Yes StartWaveOutput { Target bombpath_arrows_clear_relay Action Trigger } DoneOutput { Target bombpath_wavefinished Action Trigger } WaveSpawn { TotalCurrency 200 Name "stage1" Where spawnbot_left TotalCount 8 SpawnCount 8 MaxActive 8 WaitBetweenSpawns 0 WaitBeforeStarting 0 TFBot { Template T_TFBot_Heavyweapons_Deflector } } WaveSpawn { TotalCurrency 50 Name "stage1" Where spawnbot_right TotalCount 8 SpawnCount 8 MaxActive 8 WaitBetweenSpawns 0 WaitBeforeStarting 0 TFBot { Template T_TFBot_Demoman Skill Hard } } WaveSpawn { TotalCurrency 50 Name "stage1" Where spawnbot RandomSpawn 1 TotalCount 4 SpawnCount 2 MaxActive 2 WaitBetweenSpawns 20 WaitBeforeStarting 5 TFBot { Template T_TFBot_Giant_Pyro Attributes AlwaysFireWeapon } } WaveSpawn { TotalCurrency 50 Name "stage2" WaitForAllSpawned "stage1" Where spawnbot_left TotalCount 24 SpawnCount 8 MaxActive 8 WaitBetweenSpawns 10 WaitBeforeStarting 15 TFBot { Template T_TFBot_Demoman } } WaveSpawn { TotalCurrency 200 Name "stage2" WaitForAllSpawned "stage1" Where spawnbot_right TotalCount 30 SpawnCount 10 MaxActive 12 WaitBetweenSpawns 10 WaitBeforeStarting 15 TFBot { Template T_TFBot_Heavyweapons_Deflector } } WaveSpawn { TotalCurrency 25 Name "stage3" WaitForAllSpawned "stage2" Where spawnbot TotalCount 24 SpawnCount 8 MaxActive 22 WaitBetweenSpawns 20 WaitBeforeStarting 30 TFBot { Template T_TFBot_Demoman_Knight } } WaveSpawn { TotalCurrency 100 Name "stage3" WaitForAllSpawned "stage2" Where spawnbot TotalCount 6 SpawnCount 1 MaxActive 3 WaitBetweenSpawns 10 WaitBeforeStarting 0 TFBot { Template T_TFBot_Giant_Demo_RapidFire } } WaveSpawn { TotalCurrency 100 Name "stage3" WaitForAllSpawned "stage2" Where spawnbot TotalCount 2 SpawnCount 2 MaxActive 2 //WaitBetweenSpawns 0 WaitBeforeStarting 0 TFBot { Template T_TFBot_Giant_Pyro Attributes AlwaysFireWeapon } } // Final Push WaveSpawn { TotalCurrency 100 Name "stage4" WaitForAllSpawned "stage3" Where spawnbot TotalCount 18 SpawnCount 4 MaxActive 8 WaitBetweenSpawns 5 WaitBeforeStarting 0 Squad { TFBot { Template T_TFBot_Giant_Demo_RapidFire } TFBot { Template T_TFBot_Medic } TFBot { Template T_TFBot_Medic } TFBot { Template T_TFBot_Medic } } } WaveSpawn { TotalCurrency 25 Name "stage4" WaitForAllSpawned "stage3" Where spawnbot TotalCount 12 SpawnCount 3 MaxActive 6 WaitBetweenSpawns 15 WaitBeforeStarting 10 TFBot { Template T_TFBot_Pyro Skill Hard CharacterAttributes { "airblast disabled" 1 } } } WaveSpawn { TotalCurrency 25 Name "stage4" WaitForAllSpawned "stage3" Where spawnbot TotalCount 30 SpawnCount 10 MaxActive 18 WaitBetweenSpawns 10 WaitBeforeStarting 0 TFBot { Class Soldier Skill Hard WeaponRestrictions PrimaryOnly } } } // WAVE 05 900 Wave { Checkpoint Yes StartWaveOutput { Target bombpath_arrows_clear_relay Action Trigger } DoneOutput { Target bombpath_wavefinished Action Trigger } WaveSpawn { TotalCurrency 200 Name "stage1" Where spawnbot_left TotalCount 8 SpawnCount 2 MaxActive 4 WaitBetweenSpawns 30 WaitBeforeStarting 0 Squad { TFBot { Template T_TFBot_Giant_Soldier_Spammer } TFBot { Template T_TFBot_Medic_QuickUber } } } WaveSpawn { TotalCurrency 200 Name "stage1" Where spawnbot_right TotalCount 8 SpawnCount 2 MaxActive 4 WaitBetweenSpawns 30 WaitBeforeStarting 0 Squad { TFBot { Template T_TFBot_Giant_Soldier_Spammer } TFBot { Template T_TFBot_Medic_QuickUber } } } WaveSpawn { TotalCurrency 100 Name "stage1" Where spawnbot_mission_sniper RandomSpawn 1 TotalCount 30 SpawnCount 5 MaxActive 10 WaitBetweenSpawns 20 WaitBeforeStarting 3 Squad { TFBot { Template T_TFBot_Pyro Attributes AlwaysFireWeapon } TFBot { Template T_TFBot_Pyro CharacterAttributes { "airblast disabled" 1 } } TFBot { Template T_TFBot_Pyro CharacterAttributes { "airblast disabled" 1 } } TFBot { Template T_TFBot_Pyro CharacterAttributes { "airblast disabled" 1 } } TFBot { Template T_TFBot_Pyro CharacterAttributes { "airblast disabled" 1 } } } } WaveSpawn { TotalCurrency 50 TotalCount 1 WaitForAllSpawned "stage1" Tank { Health 20000 Speed 75 Name "tankboss_left" StartingPathTrackNode "boss_path_1" OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn { TotalCurrency 100 TotalCount 1 WaitForAllSpawned "stage1" Tank { Health 20000 Speed 75 Name "tankboss_right" StartingPathTrackNode "boss_path2_1" OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn { TotalCurrency 100 Name "stage2" WaitForAllSpawned "stage1" Where spawnbot_left TotalCount 25 SpawnCount 5 MaxActive 16 WaitBetweenSpawns 10 WaitBeforeStarting 0 TFBot { Template T_TFBot_Heavyweapons_Deflector } } // Final Push WaveSpawn { TotalCurrency 50 Name "stage3" WaitForAllSpawned "stage2" Where spawnbot_mission_sniper RandomSpawn 1 TotalCount 30 SpawnCount 4 MaxActive 10 WaitBetweenSpawns 20 WaitBeforeStarting 5 TFBot { Template T_TFBot_Pyro Skill Expert CharacterAttributes { "airblast disabled" 1 } } } WaveSpawn { //TotalCurrency 0 Name "stage3" WaitForAllSpawned "stage2" Where spawnbot RandomSpawn 1 TotalCount 8 SpawnCount 1 MaxActive 6 WaitBetweenSpawns 15 WaitBeforeStarting 0 TFBot { Template T_TFBot_Giant_Demo_RapidFire } } WaveSpawn { //TotalCurrency 0 Name "stage3" WaitForAllSpawned "stage2" Where spawnbot RandomSpawn 1 TotalCount 20 SpawnCount 4 MaxActive 12 WaitBetweenSpawns 15 WaitBeforeStarting 0 TFBot { Template T_TFBot_Heavyweapons_Fist } } WaveSpawn { TotalCurrency 25 Name "stage4" WaitForAllSpawned "stage3" Where spawnbot TotalCount 45 SpawnCount 15 MaxActive 18 //WaitBetweenSpawns 0 WaitBeforeStarting 0 TFBot { Template T_TFBot_Demoman_Knight } } WaveSpawn { TotalCurrency 50 TotalCount 1 WaitForAllSpawned "stage3" Tank { Health 20000 Speed 75 Name "tankboss_left" Skin 1 StartingPathTrackNode "boss_path_1" OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn { TotalCurrency 50 TotalCount 1 WaitForAllSpawned "stage3" Tank { Health 20000 Speed 75 Name "tankboss_right" Skin 1 StartingPathTrackNode "boss_path2_1" OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } } }