// This file has been generated by http://mvm.tf
// Copy this file in your tf/scripts/population folder
// Just kidding, we're doin http://dergwulf.tf, hecc you :3
#base robot_giant.pop
#base robot_standard.pop
#base robot_sif.pop
#base weapon_sif.pop // THIS CAUSES CRASHES on POPWAVEBAR, BE WARY!
#base sif_restricts.pop 
#base overclock_sif

// Subtle Machination BETA 8d / B9E
// Adv Made by SiF -- https://steamcommunity.com/id/SiFWolfy
// Map (Metro) by Signalmax

// Made for the first time as a rework of Frigid Citadel.
// 2024 HH3

// Dependecies:
// blimp_lite.nut
// global_paratank_lite
// pyrospinner.nut 
// popextensions_main.nut 

// Credits
// - ApeSpinner Pyro Script by Floro
// - Airdrop Para Tank Script by Lite 
// - Blimp Script by Lite
// ..oh yeah, I stole some templates from Seelpit, don't tell her :3


SiFWolf_Rawr_awa_awa // :33
{
	StartingCurrency 600
	CanBotsAttackWhileInSpawnRoom Yes // No // :Ujel:
	RespawnWaveTime 4
	Advanced 1
	AddSentryBusterWhenKillCountExceeds	22
	AddSentryBusterWhenDamageDealtExceeds	1200
	
	PrecacheSound "vehicles\airboat\fan_blade_idle_loop1.wav"  
	PrecacheModel "models/workshop/weapons/c_models/c_caber/c_caber.mdl"   
	PrecacheModel	models/bots/boss_bot/boss_blimp_main.mdl			 
	PrecacheModel	models/bots/boss_bot/boss_blimp_damage1.mdl	 
	PrecacheModel	models/bots/boss_bot/boss_blimp_damage2.mdl	 
	PrecacheModel	models/bots/boss_bot/boss_blimp_damage3.mdl	 
	
	ClassLimit   // I had to do this, because randoms ruins everything.
	{
		Scout 3
		Demoman 1
		Medic 1 // 0
		Sniper 0
		Spy 1
	}
	
	NoMissionInfo 1  
	MaxRedPlayers 5  
	EngineerPushRange 0  
	NoRomevisionCosmetics 1  
	ImprovedAirblast 1   
	DisplayRobotDeathNotice 1  
	TextPrintTime 0   
	
	
//	ItemBlackList     // Nevermind, rafmod blacklist is also retarded!
//	{
//	}
	
	PointTemplates    
	{
		AtomRocket // Sntr made this
		{
			prop_dynamic
			{
				model "models/workshop/player/items/soldier/taunt_rocket_jockey/taunt_rocket_jockey.mdl"
				angles "0 90 0"
				origin "0 0 -24"
				skin 1
				disableshadows 1
			}
		}
		
		Decor
		{
			prop_dynamic
			{
				"targetname" "locker_model"
				"model"      "models/props_gameplay/resupply_locker.mdl"
				"solid"      "6"
				"angles"     "0 0 0"
				"disableshadows" "1"
			}
			func_regenerate
			{
				"targetname" "regenerate"
				"associatedmodel" "locker_model"
				"TeamNum"         "2"
				"mins"            "0 -48 0"
				"maxs"            "40 0 128"
				
				"OnStartTouchAll"  "locker_model,SetAnimation,open,0,-1"
				"OnEndTouchAll"    "locker_model,SetAnimation,close,0,-1"
			}
		}
		
		Decor2
		{
			prop_dynamic
			{
				"targetname" "locker_model"
				"model"      "models/props_gameplay/resupply_locker.mdl"
				"solid"      "6"
				"angles"     "0 0 0"
				"disableshadows" "1"
			}
			func_regenerate
			{
				"targetname" "regenerate"
				"associatedmodel" "locker_model"
				"TeamNum"         "2"
				"mins"            "0 -48 0"
				"maxs"            "40 0 128"
				
				"OnStartTouchAll"  "locker_model,SetAnimation,open,0,-1"
				"OnEndTouchAll"    "locker_model,SetAnimation,close,0,-1"
			}
		}
		
		HOKAngered // I wrote this garbage
		{
			OnParentKilledOutput
			{
				Target "KOKFrenKilledThink"
				Action Trigger
			}
			logic_relay
			{
				"targetname" "HOKFrenKilledThink"
				"OnTrigger" "!parent,$ChangeAttributes,KillAnyoneThatOpposeMe,0,-1"
				"OnTrigger" "!parent,$Taunt,0,1"
			}
		}
		
		KOKAngered // I wrote this garbage
		{
			OnParentKilledOutput
			{
				Target "HOKFrenKilledThink"
				Action Trigger
			}
			logic_relay
			{
				"targetname" "KOKFrenKilledThink"
				"OnTrigger" "!parent,$ChangeAttributes,DontFear,0,-1"
				"OnTrigger" "!parent,$Taunt,0,1"
			}
		}
		
		HOKDeflectorThink
		{
			OnParentKilledOutput
			{
				Target "HOKisDead"
				Action Trigger
			}
			OnParentKilledOutput
			{
				Target "tf_objective_resource"
				Action $SetProp$m_iszMannVsMachineWaveClassNames$1
				Param heavy_shotgun_healonkill
			}
			
			logic_branch
			{
				"targetname" "HOKLogic"
				"initialvalue" "0"
				"OnTrue" "HOK01,Trigger,0"
			}
			logic_relay
			{
				"targetname" "HOK01"
				"OnTrigger" "!parent,$ChangeAttributes,HOKPhase2,0,-1"
				"OnTrigger" "!parent,$Taunt,0,1"
			}
		}
		
		KOKDeflectorThink
		{
			OnParentKilledOutput
			{
				Target "KOKisDead"
				Action Trigger
			}
			OnParentKilledOutput
			{
				Target "tf_objective_resource"
				Action $SetProp$m_iszMannVsMachineWaveClassNames$2
				Param heavy_deflector_booster
			}
			
			
				logic_branch
			{
				"targetname" "KOKLogic"
				"initialvalue" "0"
				"OnTrue" "KOK01,Trigger,0"
			}
			logic_relay
			{
				"targetname" "KOK01"
				"OnTrigger" "!parent,$ChangeAttributes,KOKPhase2,0,-1"
				"OnTrigger" "!parent,$Taunt,0,1"
			}
		}
		

		
		DeleteMannPowOnGround // Some fella from ML
        {
            NoFixup 1
            logic_timer
            {
                "targetname" "mannpower_kill"
                "RefireTime" "0.01"
                "spawnflags" "0"
                "UseRandomTime" "0"
                "OnTimer" "item_powerup_rune,kill,,0,-1"
            }
        }
		
		Gunsling // Royal made this
        {
			NoFixup 1

			logic_relay
			{
				"targetname" "switch_to_sentry_mode"
				"spawnflags" "2"

				"OnTrigger" "!self,EnableRefire,,0,-1"
				"OnTrigger" "!activator,$WeaponSwitchSlot,5,0,-1"
				"OnTrigger" "!activator,$AddPlayerAttribute,disable weapon switch|1,0.01,-1" 
			}

			logic_relay
			{
				"targetname" "switch_to_shotgun_mode"
				"spawnflags" "2"

				"OnTrigger" "!self,EnableRefire,,0,-1"
				"OnTrigger" "!activator,$RemovePlayerAttribute,disable weapon switch,0,-1" 
				"OnTrigger" "!activator,$WeaponSwitchSlot,0,0.1,-1"
			}
		}
		
		SiFProtocopyFakePlayers 
		{
			logic_relay
			{
				"targetname" "player_fakeuber_relay"
				"OnTrigger" "!activator,$ChangeAttributes,DefinitelyThrowing,1,-1"
				"OnTrigger" "!activator,$AddCond,51 2,0,-1"
				"OnTrigger" "!activator,$AddCond,72 5,0,-1"
				"OnTrigger" "!activator,$PlaySound,=35|mvm/mvm_used_powerup.wav,0,-1"
				"OnTrigger" "!activator,$TauntFromItem,Conga Taunt,0,-1"
				"OnTrigger" "!activator,$ChangeAttributes,IdleMoron,3.5,-1"
			}
			
			logic_relay
            {
                "targetname" "randomLogic"
                "OnTrigger" "itschooses,PickRandomShuffle,,0,-1"
            }
			
			logic_case
            { //chooseAnAttack
                "targetname" "itschooses"            
                "OnCase02" "pop_interface,ChangeBotAttributes,Fase1_Frontier,0,-1"
                "OnCase03" "pop_interface,ChangeBotAttributes,Fase1_RangerEnergy,0,-1"
                "OnCase04" "pop_interface,ChangeBotAttributes,Fase2_ShortCircuitKnockback,0,-1"

                // "OnCase05" "pop_interface,ChangeBotAttributes,ringattack,0,-1"
                //"OnCase05" "pop_interface,ChangeBotAttributes,makeItRainOnPanel,0,-1"
            }
		}
		
		CanteenIfClipSizeIsEmpty // thanks again seelpit
		{
			logic_relay
			{
				"targetname" "clipchecker_relay"
				"OnTrigger" "@e@m_hMyWeapons$0@!activator,$GetProp$m_iClip1,clipchecker_compare|SetValueCompare,0,-1"
				
				"OnUser1" "!activator,$GetItemAttribute,Battery Canteens|powerup charges|!activator|$SetVar$CanteenCount|1,0,-1"
			}
			logic_compare
			{
				"targetname" "clipchecker_compare"
				"comparevalue" "0"
				
				"OnEqualTo" "!activator,$ChangeAttributes,$$=?(!activator.CanteenCount > 0,'UseCanteen',''),-1,-1"
				"OnEqualTo" "!activator,$SetVar$CanteenCount,$$=?(!activator.CanteenCount >= 0, !activator.CanteenCount - 1, -1),0.03,-1"
			}
		}
		
		BossTitleCardLogic // Royal script again
		{
			OnSpawnOutput
            {
                Target tf_objective_resource
                Action $SetClientProp$m_iszMvMPopfileName
                Param "Pseudomachination (Advanced)"
                Delay 0.01
            }
		
			game_text
			{
				"targetname"	"titletext_1"
				"message"		"WANTED in 42 STATES"
				"x"				"-1"
				"y"				"0.45"
				"spawnflags"	"1"
				"channel"		"2"
				"color"			"255 255 255"
				"fadein"		"0.5"
				"fadeout"		"1"
				"holdtime"		"4"
			}
			game_text
			{
				"targetname"	"titletext_2"
				"message"		"SERGEANT SCATTERSLIP"
				"x"				"-1"
				"y"				"0.5"
				"channel"		"4"
				"spawnflags"	"1"
				"color"			"255 255 255"
				"fadein"		"0.5"
				"fadeout"		"1"
				"holdtime"		"3.8"
			}
			logic_relay
			{
				"targetname"	"w2_boss_title_relay"
				"OnTrigger"		"titletext_1,Display,,0.1,-1"
				"OnTrigger"		"titletext_2,Display,,1,-1"
			}
			
			game_text
			{
				"targetname"	"titletext_3"
				"message"		"METRO \\\ ACT VII:"
				"x"				"-1"
				"y"				"0.45"
				"spawnflags"	"1"
				"channel"		"2"
				"color"			"255 255 255"
				"fadein"		"0.5"
				"fadeout"		"1"
				"holdtime"		"4"
			}
			game_text
			{
				"targetname"	"titletext_4"
				"message"		"VENGEANCE WITH NO END"
				"x"				"-1"
				"y"				"0.5"
				"channel"		"4"
				"spawnflags"	"1"
				"color"			"255 255 255"
				"fadein"		"0.5"
				"fadeout"		"1"
				"holdtime"		"3.8"
			}
			
			game_text
			{
				"targetname"	"titletext_5"
				"message"		"\\\ CLIMAX \\\"
				"x"				"-1"
				"y"				"0.65"
				"channel"		"4"
				"spawnflags"	"1"
				"color"			"255 255 255"
				"fadein"		"0.5"
				"fadeout"		"1"
				"holdtime"		"2.5"
			}
			logic_relay
			{
				"targetname"	"w2_boss_title_relay"
				"OnTrigger"		"titletext_3,Display,,0.1,-1"
				"OnTrigger"		"titletext_4,Display,,1,-1"
				"OnTrigger"		"titletext_5,Display,,1,-1"
			}
			
			game_text
			{
				"targetname"	"titletext_6"
				"message"		"Double Tap"
				"x"				"-1"
				"y"				"0.45"
				"spawnflags"	"1"
				"channel"		"2"
				"color"			"255 255 255"
				"fadein"		"0.5"
				"fadeout"		"1"
				"holdtime"		"4"
			}
			game_text
			{
				"targetname"	"titletext_7"
				"message"		"TRIGGER DUO"
				"x"				"-1"
				"y"				"0.5"
				"channel"		"4"
				"spawnflags"	"1"
				"color"			"255 255 255"
				"fadein"		"0.5"
				"fadeout"		"1"
				"holdtime"		"3.8"
			}
			logic_relay
			{
				"targetname"	"w6_boss_title_relay"
				"OnTrigger"		"titletext_6,Display,,0.1,-1"
				"OnTrigger"		"titletext_7,Display,,1,-1"
			}
		}
	}
	SpawnTemplate	SiFProtocopyFakePlayers    // My first shittily made PT :3
	SpawnTemplate	CanteenIfClipSizeIsEmpty  
	SpawnTemplate	DeleteMannPowOnGround  
	SpawnTemplate	BossTitleCardLogic  
	SpawnTemplate 	Gunsling  
	SpawnTemplate 	AtomRocket  
	SpawnTemplate    
	{
		Name "Decor"
		Origin "-245 -3152 190"
		Angles "0 270 0"
	}
	SpawnTemplate    
	{
		Name "Decor2"
		Origin "-1346 -3152 190"
		Angles "0 270 0"
	}
	
	ExtraLoadoutItems  
	{
		Scout {	
	//	Primary "Full Spectrum"
		Primary "Light Nailgun"
	//	Primary	"Blast-a-Nature" 
		Primary	"Public's Enemy" 
		Primary "Recon Ambusher" 
		Primary	"Scattercannon"
	//	Primary "Special Deliverer" 
	//	Primary	"Wicked Popper"
		
	//	Secondary
	//	{
	//		Item "Eagle Deagl"  // Pistol Headshots for 214.
	//		Cost 400	
	//	}
	//	Secondary
	//	{
	//		Item "Reckoning Aces"  // Cleaver Crits vs debuffed. Burn and mark.
	//		Cost 400	
	//	}
	//	Melee
	//	{
	//		Item  "Reflector Mitt" // Melee deflects projectiles back
	//		Cost 600	
	//	}
		} // Scout set.
		
		Soldier {
		Primary "RPG Launcher" 
	//	Primary	"4th Dissentangler" 
	//	Primary
	//	{
	//		Item "Atom Launcher" 
	//		Cost 400	
	//	}
	//	Primary "Peacebreaker" 
		Primary	"Rainmaker Barrage" 
	//	Primary "Supplicant Bazooka"
		
	//	Secondary "Hurried Surge" // Banner gives Haste and knockback resist
	//	Secondary "Rally Cloak" // Stealth
	//	Secondary "Volley Rally" // Banner gives Precision and weakness to rival you shot.
	//	Secondary "Power Dominance" // Banner gives Precision and weakness to rival you shot.
	//	Secondary "Unfriendly Broadcast" // Banner gives Precision and weakness to rival you shot.
	//	Secondary "Means of Sabotage" // Banner turns you to BLU and allow friendly fire

	//	Melee "Split Equalizer" // Pickaxe gains speed and damage when you are hurt.
	//	Melee
	//	{
	//		Item  "Sable's Demise" // Katana allows you to deflect projectiles and mitigate minor damage.
	//		Cost 600	
	//	}
		} // Soldier set.

		Pyro {
		Primary "Ext. Imblazer"
	//	Primary "Afterburner" 		
	//	Primary "Cauterizer" 
		Primary "Conductor" 
		Primary "Cryoburner"
	//	Primary	"Pushover"		
	//	Primary "Wavesucker" 
		Secondary "Flare Jumper" // Flare deals no self damage.
		Secondary "Thermal Jumper"	

		} // Pyro set.

		Demoman {
	//	Primary "Paratrooper Safeguard" 
	//	Primary
	//	{
	//		Item "Atomic Kiloton" 
	//		Cost 400	
	//	}
	//	Primary	"Cyclop PunchR" 
		Primary "Iron Stompers"	
		Primary "Precursor" 
	//	Primary "BCG Ultimatum" 
	//	Secondary "Highland Fling" 
		Secondary "Overloader" 
		Secondary "Heraldic Targe" // Higher resist, but cannot deal bash
	//	Secondary "Tide Changer" // Full turn control and mobility bonus
	//	Secondary "Window Basher" // Higher bash damage, no resist boost easier to knock around
	}

		HeavyWeapons {
		Primary "Assault Cannon" 
		Primary "Bulletproof Battery" 
	//	Primary "Firestarter" 
		Primary	"Ludmilla"
	//	Primary	"Pelagicelsus" 
	//	Primary "Mini-Deflector" 
	//	Primary "Heavy Nailgun"
	//	Primary "Deathray Goliathon 9000"
	//	Primary	"H-AA Thundergun"

	//	Secondary
	//	{
	//		Item "Heavy Shotgun" // Fires +500% more pellets per shot, fires slower.
	//		Cost 400	
	//	}
	//	Melee	"Alloyweight Gloves"
		Melee	"Lightweight Gloves" 
	//	Melee	"Apocoweight Gloves"
		}
	
		Engineer {
		Primary	 "Vengeful Legacy" 	// Shot crits from behind. You die from getting crit'd as well.
		Primary	 "High Noon"	// Revolver reloads manually and grants both the user and rival minicrit.
		Primary	 "Trench Defense"	// More pellets are fired in a wide pattern, reloads similarly to beggar.
		Secondary "Signal Pointer"
		Melee "Overbite" // Lv2 sentry with increased damage, reduced range and slow build
	//	Melee "Quantum Effect"  // Built altillery sentry that seldoms fire
	//	Melee "Brute Force"
		}
	
		Medic {
	//	Primary
	//	{
	//		Item "Die Epidemiewerfer"	// Needle heals nearby on hit, akin to amputator
	//		Cost 600	
	//	}
		Primary
		{
			Item "Geneva Suggestion"	// Needle minicrits enemies. Less damage.
			Cost 600	
		}
		Primary
		{
			Item "Super Dartflygun"	// On Headshot, apply Plague. Projectile homes and bounces.
			Cost 600	
		}
	
		Secondary "Flicker Medigun"  // Quick Short Uber
		Secondary "Blitzkrieg" // Minicrits.	
		Secondary "Provisioner"	// Haste, Restore ammo
	//	Secondary "Die Malpractice"	// Vampiric. Reverse Heal.
	//	Secondary	{	Item "Overhealer"	} // Overheals, no uber
	//	Secondary	{	Item "Kingmaker"	} // Grants temporary mann-power buff 
	
		Melee "Surgical Precision" // Steal opposing medic's uber on stab.
		}
	
		Sniper {
	//	Primary		{	Item "Hangabout" } // Sniper explodes on headshot instead of dealing EH.	
		Primary
		{
			Item "Particle Bow" // Bow that fires mangler projectiles that splits and bounces.
			Cost 400	
		}
	//	Secondary
	//	{
	//		Item "Non-Negotiator" // SMG that causes EH bleed and slows on headshot.
	//		Cost 600	
	//	}
	}

		Spy {
		Secondary	{	Item "Malware Injector" } // Revolver cripples target
		PDA2		{	Item "Bloodied Getaway"	}  // Invis Watch that Ignores Aggro, but grants no resist
		Secondary
		{
			Item "Traitor's Quickdraw" // Revolver headshots and damage neearby targets.
			Cost 400	
		}
		}
	}
	
	 ItemAttributes  
	{
		Classname                       "TF_WEAPON_ROCKETLAUNCHER"
        "attach particle effect"        8
        "SPELL: Halloween pumpkin explosions" 1
		"SPELL: Halloween death ghosts" 1
	}
	ItemAttributes  
	{
		Classname                       "TF_WEAPON_FLAMETHROWER"
        "attach particle effect"        8
        "SPELL: Halloween green flames" 1
		"SPELL: Halloween death ghosts" 1
		
		"airblast functionality flags" 6
	//	"airblast_pushback_disabled" 1
	}
	ItemAttributes  
	{
		Classname                       "TF_WEAPON_GRENADELAUNCHER"
        "attach particle effect"        8
        "SPELL: Halloween pumpkin explosions" 1
	}
	ItemAttributes  
	{
		Classname                       "TF_WEAPON_PIPEBOMBLAUNCHER"
        "attach particle effect"        8
        "SPELL: Halloween pumpkin explosions" 1
	}
	ItemAttributes  
	{
		Classname                       "TF_WEAPON_MINIGUN"
        "attach particle effect"        8
        "SPELL: Halloween death ghosts" 1
		"SPELL: Halloween voice modulation" 1
		"dont count damage towards crit rate" 1
		
		"mod minigun can holster while spinning" 1
		"minigun full movement" 1
	}
	ItemAttributes  
	{
		Classname                       "TF_WEAPON_WRENCH"
        "attach particle effect"        8
        "SPELL: Halloween pumpkin explosions" 1
		"SPELL: Halloween death ghosts" 1
	}
	ItemAttributes  
	{
		Classname                       "TF_WEAPON_SNIPERRIFLE"
        "attach particle effect"        8
		"SPELL: Halloween death ghosts" 1
	}
	ItemAttributes  
	{
		Classname                       "TF_WEAPON_KNIFE"
        "attach particle effect"        8
		"SPELL: Halloween death ghosts" 1
	}
	
	PlayerAttributes  
    {
        Medic
        {
            "medic machinery beam" 2.5
        }
    }
		
	// Only available on rc1
	// Disabled during beta-testing, sorry slenderman!
	
	OverrideSounds    
	{
        "MVM.BombWarning"                       "ambient\alarms\doomsday_lift_alarm.wav"
	}

///
// TEMPLATES
///
	Templates	{
	T_Horse {
    Class Scout
    Health 625
    Name "Horse Event"
    Skill Expert
    Item "Unarmed Combat"
    Item "The Pony Express"
    Scale 1.6
    WeaponRestrictions MeleeOnly
    Attributes SpawnWithFullCharge
    Attributes IgnoreEnemies

    ItemAttributes {
        ItemName "Unarmed Combat"
        "fire rate bonus" 1.4
        "melee range multiplier" 1.5
        "crit kill will gib" 1
        "apply look velocity on damage" 75
        "no double jump" 1
        "mark for death" 1
        "minicrits become crits" 1
    }
    CharacterAttributes {
        "dmg penalty vs players" 0.15
        "dmg bonus vs buildings" 3
        "dmg from melee increased" 1.75
        "move speed bonus" 1.4
        "airblast vulnerability multiplier" 4
        "airblast vertical vulnerability multiplier" 0
        "damage force reduction" 0
        "override footstep sound set" 5
        "rage giving scale" 0.25
        "voice pitch scale" 0
        "cancel falling damage" 1
        "cannot be backstabbed" 1
        "damage causes airblast" 1
        "cannot pick up intelligence" 1
        "head scale" 0
        "torso scale" -125
        "hand scale" 0
        "active health degen" -50
    }
	}
	
	T_Protocopy_Mimicry {
	Class Scout
	ClassIcon heavy_warrior_sif
	Skill Expert
	Scale 1
	Action Mobber  
	Attributes MiniBoss
	Attributes HoldFireUntilFullReload
	Attributes AutoJump
			AutoJumpMin 1
			AutoJumpMax 6
	DropWeapon 1   
	AddCond {Name TF_COND_REPROGRAMMED}  
	FireWeapon
	{
		Delay -1
		Cooldown 0
		Repeats 0
		IfSeeTarget 1
		Duration 0
		Type "Primary"
	}
	CharacterAttributes	{ 
	"killstreak tier" 1
	
	"damage force reduction"	0.5
	"airblast vulnerability multiplier"	0.5
	"airblast vertical vulnerability multiplier" 0.5
	"allow friendly fire" 1
	"cancel falling damage" 1
	"collect currency on kill" 1
	"stickybomb charge rate" -1.3
	"no self blast dmg" 1
	"self dmg push force decreased" 0
	"increase buff duration"	9.0
	"deploy time increased" 0.5
	"cannot be sapped" 1
	"voice pitch scale" 1.35
	"override footstep sound set" 0
	}
	}
	
	

	T_TFBot_Giant_Heavy_AA_Enrage {
    Template T_TFBot_Giant_Heavy_Enrage
    Attributes UseBossHealthBar
    Health 20000
    ClassIcon heavy_penetrate_hyper
    Item "Heavy Heating"
    Item "Ol' Reliable"
    Name "Giant Assault-Cannon Heavy"
    MaxVisionRange 1500
	ItemAttributes {
	ItemName "Iron Curtain"
		"add attributes on hit" "mod_maxhealth_drain_rate|10|5"  
	}
    EventChangeAttributes {
        Disengage {
            Item "Gloves of Running Urgently MvM"
            WeaponRestrictions MeleeOnly
            ItemAttributes {
                ItemName "Gloves of Running Urgently MvM"
                "fire rate bonus" 0.7
                "self mark for death" 1
                "dmg bonus vs buildings" 2.5
                "crit kill will gib" 1
                "single wep deploy time decreased" 1.4
                "killstreak tier" 1
            }
            CharacterAttributes {
                "move speed bonus" 0.6
            }
        }
        InCombat {
            WeaponRestrictions PrimaryOnly
            MaxVisionRange 1200
            ItemAttributes {
                ItemName "Iron Curtain"
                "accuracy scales damage" 1.5
                "fire rate bonus" 0.8
                "fire rate bonus with reduced health" 0.7
                "spread penalty" 6
                "continous accuracy mult" 0.5
                "continous accuracy time" 4
                "mult_spread_scales_consecutive" 1
                "killstreak tier" 1
            }
        }
    }
}

	T_TFBot_Giant_Heavy_AA_Enrage_Owo {
    Template T_TFBot_Giant_Heavy_Enrage
    Attributes UseBossHealthBar
    Health 20000
    ClassIcon heavy_penetrate_hyper
    Item "Heavy Heating"
    Item "Head Prize"
    MaxVisionRange 1500
    Name "Giant Assauwult-Cannon Heavy"
	ItemAttributes {
	ItemName "Iron Curtain"
		"add attributes on hit" "mod_maxhealth_drain_rate|10|5"  
	}
    Taunt {
        Delay 3
        Cooldown 6.21
        Repeats 0
        IfSeeTarget 1
        IfHealthBelow 16000
    }

    EventChangeAttributes {
        Disengage {
            Item "Gloves of Running Urgently MvM"
            WeaponRestrictions MeleeOnly
            ItemAttributes {
                ItemName "Gloves of Running Urgently MvM"
                "fire rate bonus" 0.7
                "self mark for death" 1
                "dmg bonus vs buildings" 2.5
                "crit kill will gib" 1
                "single wep deploy time decreased" 1.4
                "killstreak tier" 1
            }
            CharacterAttributes {
                "move speed bonus" 0.6
                "crit vs burning players" 1
                "crit vs non burning players" 1
                "crit does no damage" 1
            }
        }
    }
}
		
	} // End of templates
	
	

///
// MISSIONS 
///

// MISSION SNIPER //
// Wave 01: Jumper Soldier

	Mission	{
	Where spawnbot_left
	Objective Sniper
	InitialCooldown	120 // 5
	CooldownTime 45
	DesiredCount 6	// 16
	BeginAtWave 1
	RunForThisManyWaves 1
//	RandomChoice {
//	RandomChoice {
	TFBot  {
	Template T_TFBot_Soldier_Jumper_Garden_Raf
	Name "Jumper Soldier"
	ClassIcon soldier_jumper_rj_sif
	 
	UseHumanAnimations 1
	ItemAttributes   {
    ItemName "The Market Gardener"
		"deploy time decreased" 0.0001
		
		"fire input on kill" "!activator^$TauntFromItem^Conga Taunt"
    }
	CharacterAttributes {
		"dmg from melee increased" 1.75
		"health drain" -6
		
		
	}
	}
	TFBot  {
	Template T_TFBot_Soldier_Jumper_Garden
	Name "Jumper Soldier"
	ClassIcon soldier_jumper_rj_sif
	 ItemAttributes   {
    ItemName "The Market Gardener"
		"deploy time decreased" 0.0001
		
		"fire input on kill" "!activator^$TauntFromItem^Conga Taunt"
    }
	CharacterAttributes {
		"dmg from melee increased" 1.75
		"health drain" -6
		}
	}
//	}
//	}
	}
	

// Wave 02: Nightblind Tomislav Heavy
	Mission	{
	Where spawnbot_right
	Objective Sniper
	InitialCooldown	45
	CooldownTime 621621
	DesiredCount	1
	BeginAtWave 2
	RunForThisManyWaves 1
	TFBot  {
	Template T_TFBot_Heavy_Tomislav
//	Attributes AlwaysCrit
	Skill Hard
	Name "My first day" // STRING_JOKENAME
//	Name "Nightblind Heavy"
	Health 300
	Scale 1.2
	ClassIcon heavy_accurate_lite
	Item	"Weight Room Warmer"
	Item	"Aim Assistant"	
	Item	"Head Of Defense"
//	MaxVisionRange 1200
	ItemAttributes {
	ItemName "Head Of Defense"
		"attach particle effect" 10 // Purple Energy
	}
	ItemAttributes {
	ItemName "Tomislav"
		"item style override" 1
		"is australium item" 1
		"generate rage on damage" 2
		"attack projectiles" 2
		
		"killstreak tier" 1
	}
	CharacterAttributes {
		"head scale" 1.2
		"weapon spread bonus"	6
		"damage penalty" 0.5
		"fire rate penalty"  1.4
		"dmg from melee increased" 1.75
		"dmg from ranged reduced" 0.66
		"dmg taken from crit reduced" 0.33
	}
	}
	}
	
// Wave 02: Airblast Pyro
	Mission	{
	Where spawnbot_left
	Objective Sniper
	InitialCooldown	60
	CooldownTime 45
	DesiredCount	2
	BeginAtWave 2
	RunForThisManyWaves 1
	RandomChoice {
	RandomChoice {
	TFBot  {
	Template T_TFBot_Pyro_Airblast_Hyper
	Name "Talented Gambler"
//	Name "Hyper Airblast Pyro"
//	Name "FPS Destroyer Pyro"	// STRING_JOKENAME
//	ClassIcon pyro_gascann_explode
	ClassIcon soldier_jumper_rj_sif
	CharacterAttributes {
		"airblast_give_teammate_speed_boost" 1 
		"dmg from melee increased" 1.75
		"airblast_pushback_disabled"    1
		"SPELL: Halloween green flames" 1
		"airblast_deflect_projectiles_disabled" 1
		"health drain" -6
	}
	}
	}
	}
	}
	
	
// Wave 03 Headshot Sniper
// Same stat from CS. Bodyshot is 100 dmg.
// The bot names are literally from CS2
//	Mission	{
//	Where spawnbot_rand	
//	Objective Sniper	
//	InitialCooldown	60
//	CooldownTime 30
//	DesiredCount	1
//	BeginAtWave 3
//	RunForThisManyWaves 1
//	Squad {
//	ShouldPreserveSquad 0
//	FormationSize 9999
//	NoWaitForFormation 1  
//	TFBot  {
//	Template T_TFBot_Sniper_Headshot
//	//ClassIcon sniper_machina_nys
//	Name "BOT Renéyote"
//	Skill Normal
//	Attributes AlwaysCrit
//	MaxVisionRange 1250
//	CharacterAttributes	{
//		"dmg from melee increased" 1.75
//	}
//	}
//	TFBot  {
//	Template T_TFBot_Sniper_Headshot
//	//ClassIcon sniper_machina_nys
//	Name "BOT Zed"
//	Skill Expert
//	Attributes AlwaysCrit
//	MaxVisionRange 1250
//	CharacterAttributes	{
//		"dmg from melee increased" 1.75
//	}
//	}
//	}
//	}	
	
// Wave 05 Dartfly Medic
// (1 to 1 copy from Super Animal Royale)
// They umm poison you for 10 dmg
	Mission	{
	Where spawnbot_left
	Objective Sniper
	InitialCooldown	60
	CooldownTime 40
	DesiredCount	2
	BeginAtWave 5
	RunForThisManyWaves 1
	RandomChoice {
	TFBot  {
	Template T_TFBot_Medic_Battle_Crossbow_Bleed
	Name "Dartgun Medic"
	Attributes AlwaysFireWeapon
	Attributes DisableDodge
	Health 650
	Scale 1.3
	Item "Cauterizer's Caudal Appendage"
	Item "Fire Breather"
	ClassIcon	medic_crossbow_bleed_v2
//	MaxVisionRange 2000
	ItemAttributes {
	ItemName "Fire Breather"
		"set item tint RGB" 8208497 // Purple
	}
	CharacterAttributes	{
		"Projectile speed increased" 0.65
		"dmg from melee increased" 1.75
		"override projectile type"   18 // Ranger bolt
		"cannot pick up intelligence" 1
		
		"killstreak tier" 1
	}
	}
	TFBot  {
	Template T_TFBot_Medic_Battle_Crossbow_Bleed
	Name "Dartfly Medic"
	Attributes AlwaysFireWeapon
	Attributes DisableDodge
	Health 650
	Scale 1.3
	Item "Cauterizer's Caudal Appendage"
	Item "The Head Prize"
	ClassIcon	medic_crossbow_bleed_v2
//	MaxVisionRange 2000
	ItemAttributes {
	ItemName "The Head Prize"
		"set item tint RGB" 8289918 // Gray
	}
	ItemAttributes	{
		ItemName "The Crusader's Crossbow"
		"fire rate bonus"	1.5
		"faster reload rate"	2.5
		"bleeding duration" 4
		"attach particle effect" 14 // GRN Scorching Flame
	}
	CharacterAttributes	{
		"Projectile speed increased" 1.2
		"dmg from melee increased" 1.75
		"override projectile type"   18 // Ranger bolt
		"cannot pick up intelligence" 1
		
		"mult projectile scale"			0.8
		"projectile lifetime"			3
		"projectile penetration"		1
		"grenade bounce damage"			1.5
		"grenade bounce speed"			1.25
		"reset arrow hits on bounce"	1
		
		"killstreak tier" 1
	}
	}
	}
	}	
	
// MISSION SPY //	
// Wave 02 YER Spy
	Mission	{
//	Where   // Advanced where syntax
//	{
//		Relative Behind
//		MinDistance 0
//		MaxDistance 800
//	}
	Where Behind
	Objective Spy
	InitialCooldown 15 // 60
	CooldownTime 30
	DesiredCount	1
	BeginAtWave 2
	RunForThisManyWaves 1
	TFBot  {
	Template T_TFBot_Spy_YER_Saharan
	Name "sorry bro"
	Skill Expert
	Item 	"L'Etranger"
	MoveBehindEnemy 1  
	ClassIcon Spy
	ItemAttributes	{
		ItemName    "L'Etranger"
		"add attributes on hit" "move speed penalty|0.75|3|allow friendly fire|1|30"  
		"mark for death" 1
		"minicrits become crits" 1
		"slow enemy on hit major" 4
		
		"is_passive_weapon" 1
		"damage bonus" 0.01
		"faster reload rate"	-2
		"fire rate penalty" 0.75
		"auto fires when full" 1
		"auto fires full clip" 1
	}
	CharacterAttributes	{
		"dmg taken from fire increased" 1.2
		"crits_become_minicrits" 1
		"damage penalty" 0.2
		"dmg from melee increased" 1.75
		"move speed bonus" 1.2
		"active health degen"  -10
		
		"killstreak tier" 1
	}
	ItemAttributes {
	ItemName	"The Familiar Fez"
		"attach particle effect" 38 // Cloudy Moon
	}
	}
	}
	
// Wave 03 Mitten Heavy	
	Mission	{
	Where Behind // time to troll uwu
	Where   // Advanced where syntax
	{
		Relative Behind
		MinDistance 0
		MaxDistance 800
	}
	Objective Spy
	InitialCooldown	90
	CooldownTime 30
	DesiredCount	2
	BeginAtWave 3
	RunForThisManyWaves 1
	RandomChoice {
	RandomChoice {
	TFBot  {
	Template T_TFBot_Heavy_Laugh_Champ
	Name "Hur Hurr Hur Hurr"
	Item "Racc Mann"
	Scale 1.1
	Health 66
	ClassIcon heavy_mittens
	Attributes AlwaysCrit
	CharacterAttributes	{
		"dmg taken from fire increased" 1.2
		"dmg from melee increased" 1.75
		"health regen" -4
		
		"cannot pick up intelligence" 1
			}
			}
		}
		}
	}	

// Wave 05 Paci Scout
Mission	{
	Where Behind
	Objective Spy
	InitialCooldown	45
	CooldownTime 60
	DesiredCount	1
	BeginAtWave 	5
	RunForThisManyWaves 1
	RandomChoice {
	RandomChoice {
	TFBot {
	Template T_Heavy
	Attributes DisableDodge
	Name "(AFK) Pacifist Heavy"
	Item "The Head Prize"
	Item "The Second Banana"
	Health 450
	Action Idle
	ExtAttr AlwaysFireWeaponAlt  
	BehaviorModifiers Push
	Action Idle  
	ClassIcon scout_cola
	WeaponRestrictions MeleeOnly
	ItemAttributes {
		ItemName "The Head Prize"
		"attach particle effect" 59 // Aces H
	}
	ItemAttributes {
		ItemName "The Second Banana"
		"max health additive bonus"	1
		"single wep holster time increased" 0.1
		"effect bar recharge rate increased" 0.5
		"lunchbox healing decreased" 3
	}
		CharacterAttributes	{
		"dmg penalty vs players" 0 // :3
		"active health degen" -5
		
		"torso scale" 0.5
	}
	}
		}
		}
	}
	
	
// Wave 06 YER Spy
	Mission	{
	Where Behind
	Objective Spy
	InitialCooldown	45
	CooldownTime 40
	DesiredCount	3 // 6
	BeginAtWave 6
	RunForThisManyWaves 1
	
	RandomChoice	{
	RandomChoice	{
	TFBot  {
	Template T_TFBot_Spy_YER
	Name "Silent Spy"
	ClassIcon spy_revolver_mark_lite
	CharacterAttributes	{
		"dmg taken from fire increased" 1.2
		"crits_become_minicrits" 1
		"damage penalty" 0.2
		"dmg from melee increased" 1.75
	}
	}
	TFBot  {
	Template T_TFBot_Spy_YER_Saharan
	Name "hi bro"
	ClassIcon spy_revolver_mark_lite
	NoCrouchButtonRelease 1  
	CharacterAttributes	{
		"dmg taken from fire increased" 1.2
		"crits_become_minicrits" 1
		"damage penalty" 0.2
		"dmg from melee increased" 1.75
		"move speed bonus" 1.2
	}
	ItemAttributes {
	ItemName	"The Familiar Fez"
		"attach particle effect" 38 // Cloudy Moon
	}
	FireWeapon  
	{
		Delay 10
		Cooldown 3
		Duration 1.5
		Repeats 99
		Type "Crouch"
	}
	}
		}
		}
	}
	
// Wave 06 YER Spy
	Mission	{
	Where Behind
	Objective Spy
	InitialCooldown	40
	CooldownTime 40
	DesiredCount	1 // 6
	BeginAtWave 7
	RunForThisManyWaves 1
	
	RandomChoice	{
	RandomChoice	{
	TFBot  {
	Template T_TFBot_Spy_YER
	Name "yw bro"
	ClassIcon spy_revolver_mark_lite
	CharacterAttributes	{
		"dmg taken from fire increased" 1.2
		"crits_become_minicrits" 1
		"damage penalty" 0.2
		"dmg from melee increased" 1.75
	}
	}
	TFBot  {
	Template T_TFBot_Spy_YER_Saharan
	Name "too late, bro"
	ClassIcon spy_revolver_mark_lite
	NoCrouchButtonRelease 1  
	CharacterAttributes	{
		"dmg taken from fire increased" 1.2
		"crits_become_minicrits" 1
		"damage penalty" 0.2
		"dmg from melee increased" 1.75
		"move speed bonus" 1.2
	}
	ItemAttributes {
	ItemName	"The Familiar Fez"
		"attach particle effect" 38 // Cloudy Moon
	}
	FireWeapon  
	{
		Delay 10
		Cooldown 3
		Duration 1.5
		Repeats 99
		Type "Crouch"
	}
	}
		}
		}
	}

// Wave 07: Spy Amby
	Mission	{
	Where spawnbot_left
	Where Behind
	Objective Sniper
	InitialCooldown	60
	CooldownTime 40
	DesiredCount	2
	BeginAtWave 7
	RunForThisManyWaves 1
//	RandomChoice {
//	RandomChoice {
	TFBot {	Template T_TFBot_Spy_Ambassador
		Attributes AlwaysFireWeapon
		Name "ok nvm" ClassIcon spy_revolver_mark_lite
		CharacterAttributes	{
		"cannot disguise" 1 
		"mark for death" 1
		"damage bonus" 0.01
		
		"add attributes on hit" "move speed penalty|0.75|3|allow friendly fire|1|30"  
		"minicrits become crits" 1
		}
		}
//	}
//	}
	}
	
	
//MISSION Engineer
//Wave 03 Mini-Sentry
//Wave 05 Artillery Sentry
	Mission  {
        Objective Engineer
        Where spawnbot_right
        BeginAtWave 5
        RunForThisManyWaves 1
        InitialCooldown 45
        CooldownTime 45
        DesiredCount 1
		TFBot {
		Template T_TFBot_Engineer_Artillery
		Health 3000
		Scale 1.4
		ExtAttr BuildDispenserAsTeleporter  
		Item "The Giger Counter"
		TeleportWhere spawnbot_right
		CharacterAttributes {
		"dmg bonus vs buildings" 5 // :3
		
		"damage bonus" 1.5
		"damage force reduction" 0
		"airblast vulnerability multiplier" 0
		"airblast vertical vulnerability multiplier" 0
		"override footstep sound set" 2
		"self dmg push force decreased" 0
		}
		ClientCommand	{
		Name "eureka_teleport 1"
		Delay 0.05
		Cooldown 30
		IfHealthBelow 2000
		}
		VoiceCommand  
           {
			Delay 10
			Cooldown 10
			Type "Cheers"
			}
		}
	}

// MISSION BUSTER //
// Wave 01: Banner Buster
	Mission	{
	Where spawnbot_rand
	Objective DestroySentries // or SeekAndDestroy
	InitialCooldown	15
	CooldownTime 45
	DesiredCount	1
	BeginAtWave 1
	RunForThisManyWaves 1
	RandomChoice	{
	TFBot  {
	Template T_TFBot_SentryBuster_BannerBuff
	Attributes SuppressFire
	Name "Action SuicideBomber" // STRING_JOKENAME
	Item "Exquisite Rack"
	Item "Robin Walkers"
	Item "Shin Shredders"
	CharacterAttributes	{
		"head scale" 2
		"torso scale" 0.3
		"dmg from melee increased" 1.75
	}
	}
	TFBot  {
	Template T_TFBot_SentryBuster_BannerBattalion
	Attributes SuppressFire
	Name "Action SuicideBomber" // STRING_JOKENAME
	Item	"The Grenadier's Softcap"
	Item "Robin Walkers"
	Item "Shin Shredders"
	
	CharacterAttributes	{
		"head scale" 2
		"torso scale" 0.3
		"dmg from melee increased" 1.75
	}
	}
	}
	}
// Wave 02: Mini Buster
	Mission	{
	Where spawnbot_rand
	Objective DestroySentries
	InitialCooldown	30
	CooldownTime 45
	DesiredCount	1
	BeginAtWave 2
	RunForThisManyWaves 1
	TFBot  {
	Template T_TFBot_SentryBuster_Reinforced
	Attributes SuppressFire
	Name "Common Buster"
//	Name "Small Buster" // STRING_JOKENAME
	Scale 1
	Health 621
	CharacterAttributes	{
		"dmg from melee increased" 1.75
		"move speed bonus" 1.25
		"voice pitch scale" 4
	}
	}
	}
// Wave 03: Reinf Buster
	Mission	{
	Where spawnbot_rand
	Objective DestroySentries // or SeekAndDestroy
	InitialCooldown	15
	CooldownTime 45
	DesiredCount	1
	BeginAtWave 3
	RunForThisManyWaves 1
	TFBot  {
	Template T_TFBot_SentryBuster_Reinforced
	Attributes SuppressFire
	Name "Action SuicideBomber" // STRING_JOKENAME
	Item "Exquisite Rack"
	Item "Robin Walkers"
	Item "Shin Shredders"
	CharacterAttributes	{
		"head scale" 2
		"torso scale" 0.3
		"dmg from melee increased" 1.75
	}
	}
	}	

// Wave 04: Mini Buster
	Mission	{
	Where spawnbot_rand
	Objective DestroySentries
	InitialCooldown	30
	CooldownTime 45
	DesiredCount	1
	BeginAtWave 3
	RunForThisManyWaves 1
	TFBot  {
	Template T_TFBot_SentryBuster_Reinforced
	Attributes SuppressFire
	Name "Common Buster"
//	Name "Small Buster" // STRING_JOKENAME
	Scale 1
	Health 621
	CharacterAttributes	{
		"dmg from melee increased" 1.75
		"move speed bonus" 1.25
		"voice pitch scale" 4
	}
	}
	}

// Wave 05: Reinf Buster
	Mission	{
	Where spawnbot_rand
	Objective DestroySentries // or SeekAndDestroy
	InitialCooldown	15
	CooldownTime 45
	DesiredCount	1
	BeginAtWave 5
	RunForThisManyWaves 3
	TFBot  {
	Template T_TFBot_SentryBuster_Reinforced
	Attributes SuppressFire
	Name "Action SuicideBomber" // STRING_JOKENAME
	Item "Exquisite Rack"
	Item "Robin Walkers"
	Item "Shin Shredders"
	CharacterAttributes	{
		"head scale" 2
		"torso scale" 0.3
		"dmg from melee increased" 1.75
	}
	}
	}
	
// Garbage Data / Code, thanks Ficool2, you're cute uwu~

// To reset bomb in VSCRIPT
// FirstSpawnOutput
//			{
//				Target intel
//				Action ForceResetSilent
//			}
//

// How to do Annotation in VSCRIPT
//
// SpawnEntityFromTable(`training_annotation` , 
//				{
//					targetname = `annotate`
//					display_text = `omg comf programmer socks owo`
//					lifetime = `15`
//					origin = `-810 1241 404`
//					}
//				)
//				EntFire(`annotate`, `show`)
//				EntFire(`annotate`, `kill`, ``, 15)
//

// WOW 
// I love doing mission on metro when flank nav just kinda leak out and the arrows repeatedly flash
// Whurr help me with the nav pls, im too stressed out rn


///
// WAVE 1/6 (650$)
///
	Wave	{
	WaitWhenDone	65
	Checkpoint	Yes
	InitWaveOutput	{
//		Target wave_init_relay // Don't do anything on this map
//		Action Trigger // ClientPrint color = x08AARRGGBB in HEX. AA = Alpha Chann
			// I want you to know how long this took me to
			// Figure out myself.
			
			// Honestly don't look for hints in here, besides for metro stuff. I want to kill myself from vscript.
	Target gamerules
	Action RunScriptCode
	Param 
		"
		SetSkyboxTexture (`sky_nightfall_01`) // Thanks ficool2.
		
		EntFire(`bombpath_clearall_relay`,`Trigger`,null,0.78)
		EntFire(`bombpath_arrows_clear_relay`,`Trigger`,null,0.78)
		EntFire(`bombpath_left`,`Trigger`,null,0.9) 
	
	ClientPrint(null,3,`\x07FF1234Happy Halloween mortals,`)	
	ClientPrint(null,3,`\x07FF1234Merasmus has cursed your weapons for a worse sidegrade!`)
	ClientPrint(null,3,`Pseudomachination v.b9 by SiF`)
	
		EntFire(`nav_prefer_flank_right`, `Kill`);
		EntFire(`nav_prefer_flank_left`, `Kill`);
		
		EntFire(`func_upgradestation`, `enable`);
		
		Convars.SetValue(`tf_airblast_cray_lose_footing_duration`, 0); // No more airblast
		Convars.SetValue(`tf_airblast_cray_power`, 150);
		Convars.SetValue(`tf_bot_taunt_victim_chance`, 100);
		
		Convars.SetValue(`tf_bot_pyro_always_reflect`, 1);
	//	Convars.SetValue(`tf_bot_pyro_shove_away_range`, 1000); // This procs phlog

		Convars.SetValue(`tf_forced_holiday`, 2); // halloween

		Convars.SetValue(`tf_bot_fetch_lost_flag_time`, 66); // Trying to fix spies grabbing the bomb. Why are they so stupid
		Convars.SetValue(`tf_bot_melee_attack_abandon_range`, 250); // Giant Snipers are baited onto tunnels and got stuck. ha.
		
		Convars.SetValue(`tf_use_fixed_weaponspreads`, 1);
		"
	}
	
	
	StartWaveOutput	{
		Target	wave_start_endurance_relay
		Action	Trigger
	}
	DoneOutput	{
		Target	wave_finished_relay
		Action	Trigger
	}
	
	WaveSpawn	{
		Name	Intro_Merasmus
		WaitBeforeStarting	2
		FirstSpawnWarningSound "vo/halloween_merasmus/hall2015_fightmeras_01.mp3" // Here's a contract I'd like to call.. your DEATH!
	}
	
//	WaveSpawn	{
//		Name	Intro_Merasmus
//		WaitBeforeStarting	2
//		FirstSpawnWarningSound "vo/halloween_merasmus/sf12_appears15.mp3" // Doom, all of you are doomed!
//	}
	
	WaveSpawn	{
		Name	yia1
//		WaitForAllSpawned	yia1
		TotalCurrency	50
		TotalCount	2
		MaxActive	2
		SpawnCount	1
		WaitBeforeStarting	2
		WaitBetweenSpawns	0.1
		Where	spawnbot_left
		FirstSpawnWarningSound "#music/mvm_start_wave.wav"
		RandomChoice {
		TFBot	{
		Template T_TFBot_Soldier_Samurai	
		ClassIcon demoknight_samurai_reflect
		Name "Honourable Duel" // STRING_JOKENAME
		Scale 1.4
		Health 650
		CharacterAttributes {
		"crit vs non burning players" 1 // pfffbbbbrt
		"minicrit vs burning player" 1
		}
		}
		TFBot { Template T_TFBot_Soldier_Samurai_Parry ClassIcon demoknight_samurai_reflect Name "Honourable Duel" Scale 1.4 Health 650 }
		TFBot { Template T_TFBot_Soldier_Samurai_Parry ClassIcon demoknight_samurai_reflect Name "Honourable Duel" Scale 1.4 Health 650 }
		TFBot { Template T_TFBot_Soldier_Samurai_Parry ClassIcon demoknight_samurai_reflect Name "Honourable Duel" Scale 1.4 Health 650 }
		}
	}
	
	WaveSpawn {
		Name	yia2
		WaitForAllSpawned	yia1
		TotalCurrency	50
		TotalCount	3
		MaxActive	2
		SpawnCount	1 // 2
		WaitBeforeStarting	6
		WaitBetweenSpawns	10
		Where	spawnbot_left
	//	RandomChoice {
		TFBot	{ Template T_TFBot_Soldier_Zato	Name "Shogun Soldier" ClassIcon demoknight_samurai_reflect }
	//	TFBot	{ Template T_TFBot_DemoKnight_Zato Name "Shogun Demo" Health 150}
	//	}
	}
	
//	WaveSpawn	{
//	WaitBeforeStarting 15
	//FirstSpawnWarningSound "ui/halloween_boss_tagged_other_it.wav"
//	FirstSpawnWarningSound "ui/tf_samurai_noisemaker_setb_03.wav"
//	FirstSpawnOutput 
//	{
//		Target gamerules
//		Action RunScriptCode
//		Param 
//		"
//		SpawnEntityFromTable(`training_annotation` , {
//		targetname = `sif_annot`
//		display_text = `This tune will be heard whenever bots spawns behind.`
//		lifetime = `12`
//		origin = `-789 -2393 250`
//		}
//		)
//		EntFire(`sif_annot`, `show`)
//		EntFire(`sif_annot`, `kill`, ``, 12)
//		"
//	}
//	}
	
	WaveSpawn {  // ml Horse Horizon gag or something
	Name yia1suppHelpMeMoonlightHeldMeAgainstMyWillToAddHorse
	Where Behind
	SpawnCount 1
	MaxActive 1
	TotalCount 621
	WaitBeforeStarting 15
	WaitBetweenSpawns 270
	TotalCurrency 0
	Support Limited
	Squad {
		TFBot { Name "Horse Event" Template T_Horse Scale 1.4 BehaviorModifiers Push ClassIcon soldier_backup }
		TFBot { Template T_TFBot_Soldier_Whipper Item "Armored Authority" Name "Horse Jockey" ClassIcon soldier_backup MaxVisionRange 450 }
		// It is mainly here to speed boost the horse.
		// Well unless you're trying to attack their horse
		// it basically turns hostile.
		}
	}
	
	WaveSpawn {
		Name yia2
		WaitForAllDead	yia1
		TotalCurrency 75
		TotalCount 1
		MaxActive 1
		SpawnCount 1				
		WaitBeforeStarting 14
		WaitBetweenSpawns 0
		Where spawnbot_left
		TFBot {
		Template T_TFBot_Giant_Pyro_Scorch_RapidFire
		//Attributes AlwaysCrit
		//Name "1 Tour Pyro"						// This is what your 
		Name "Giant Fast Scorch Pyro" // STRING_JOKENAME
	//	ClassIcon pyro_flare //_spammer					// teammates do while you're
		ClassIcon pyro_scorch_spammer // pyro_flare // _rain_push
		Item "Ghastly Gibus"						// doing Expert runs :c
		CharacterAttributes {
		"fire rate bonus" 0.8
		"faster reload rate" 0.66
		
		"damage penalty" 0.25
		"crit vs non burning players" 1 // pfft
		"minicrit vs burning player" 1 // Scorchshit amirite?
			}
		}
	}
	
	WaveSpawn {
		Name	yia2
		WaitForAllDead	yia1
		TotalCurrency 20
		TotalCount	16 // 26 // 20
		MaxActive	10
		SpawnCount	2 // 5
		WaitBeforeStarting	2
		WaitBetweenSpawns	1 // 10
		Where	spawnbot_left
		RandomChoice {
		TFBot	{ Template T_TFBot_Soldier_Zato ClassIcon demoknight_samurai_reflect }
		TFBot	{ Template T_TFBot_Soldier_Zato	ClassIcon demoknight_samurai_reflect }
		TFBot	{ Template T_TFBot_Soldier_Zato	ClassIcon demoknight_samurai_reflect }
		TFBot	{ Template T_TFBot_Soldier_Zato	ClassIcon demoknight_samurai_reflect }
		TFBot	{ Template T_TFBot_Soldier_Zato	ClassIcon demoknight_samurai_reflect }
		TFBot	{ Template T_TFBot_Soldier_Zato	ClassIcon demoknight_samurai_reflect }
		TFBot	{ Template T_TFBot_Soldier_Zato	ClassIcon demoknight_samurai_reflect }
		TFBot	{ Template T_TFBot_Soldier_Zato	ClassIcon demoknight_samurai_reflect }
		TFBot	{ Template T_TFBot_Soldier_Zato	ClassIcon demoknight_samurai_reflect }
		TFBot	{ Template T_TFBot_Soldier_Zato	ClassIcon demoknight_samurai_reflect }
		TFBot	{ Template T_TFBot_Soldier_Zato	ClassIcon demoknight_samurai_reflect }
		TFBot	{ Template T_TFBot_Soldier_Zato	ClassIcon demoknight_samurai_reflect }
		TFBot	{ Template T_TFBot_Soldier_Zato	ClassIcon demoknight_samurai_reflect }
		TFBot	{ Template T_TFBot_Soldier_Zato	ClassIcon demoknight_samurai_reflect }
		TFBot	{ Template T_TFBot_Soldier_Zato	ClassIcon demoknight_samurai_reflect }
		TFBot	{ Template T_TFBot_Soldier_Zato	ClassIcon demoknight_samurai_reflect }
		TFBot	{ Template T_TFBot_Soldier_Zato	ClassIcon demoknight_samurai_reflect }
		TFBot	{ Template T_TFBot_Soldier_Zato	ClassIcon demoknight_samurai_reflect }
		TFBot	{ Template T_TFBot_Soldier_Zato	ClassIcon demoknight_samurai_reflect }
		TFBot	{ Template T_TFBot_Soldier_Zato	ClassIcon demoknight_samurai_reflect }
		TFBot	{ Template T_TFBot_Soldier_Zato	ClassIcon demoknight_samurai_reflect }
		TFBot	{ Template T_TFBot_Soldier_Zato	ClassIcon demoknight_samurai_reflect }
		TFBot	{ Template T_TFBot_Soldier_Zato	ClassIcon demoknight_samurai_reflect }
		TFBot	{ Template T_TFBot_Soldier_Zato	ClassIcon demoknight_samurai_reflect }
		TFBot	{ Template T_TFBot_Soldier_Zato	ClassIcon demoknight_samurai_reflect }
		TFBot	{ Template T_TFBot_Soldier_Zato	ClassIcon demoknight_samurai_reflect }
		TFBot	{ Template T_TFBot_Soldier_Zato	ClassIcon demoknight_samurai_reflect }
		TFBot	{ Template T_TFBot_Soldier_Zato	ClassIcon demoknight_samurai_reflect }
		TFBot	{ Template T_TFBot_Soldier_Zato	ClassIcon demoknight_samurai_reflect }
		TFBot	{ Template T_TFBot_Soldier_Zato Template T_Banner_Conch	ClassIcon demoknight_samurai_reflect }
		}
	//	TFBot	{ Template T_TFBot_Soldier_Samurai_Parry
	//	Name "Parry Shogun Soldier"
	//	Template T_Banner_Conch
	//	Scale 1.3
	//	ClassIcon	demoknight_samurai_reflect
	//	Attributes AutoJump
	//	AutoJumpMin 5
	//	AutoJumpMax 10
	//	}
//		TFBot	{
//		Template T_TFBot_Demoknight_Samurai_Parry
//		Name "I realise.."
//		Template T_Banner_Conch
//		ClassIcon demoknight_samurai
//		Attributes AirChargeOnly
//		Attributes AutoJump
//		AutoJumpMin 5
//		AutoJumpMax 10
//		}
	//	TFBot	{
	//	Template T_TFBot_DemoKnight_Samurai
	//	Template T_Banner_Conch
	//	Name "Samurai Demo"
	//	}
	}
	
//	WaveSpawn {
//		Name	yia2
//		WaitForAllDead	yia1
//		TotalCurrency	16
//		TotalCount	8
//		MaxActive	8
//		SpawnCount	2 // 4
//		WaitBeforeStarting	10
//		WaitBetweenSpawns	4 // 8
//		Where	spawnbot_right
	//	RandomChoice {
	//	TFBot { Template T_TFBot_Heavy_Laugh_Champ // _Gauntlet Name "Laugh Gauntlet" Attributes AlwaysCrit Health 450 }
	//	TFBot { Template T_TFBot_Heavy_Laugh_Gauntlet Name "Laugh Gauntlet" Attributes AlwaysCrit Health 450 }
	//	TFBot { Template T_TFBot_Heavy_Laugh_Gauntlet Name "Laugh Gauntlet" Attributes AlwaysCrit Health 450 }
//		TFBot { Template T_TFBot_Heavy_Laugh_Champ Name "Laugh Champ" Attributes AlwaysCrit Health 60 }
	//	}
//	}
	
	WaveSpawn {
		Name	yib1
		WaitForAllSpawned	yia2
		TotalCurrency	150
		TotalCount	2
		MaxActive	2
		SpawnCount	1
		WaitBeforeStarting	8
		WaitBetweenSpawns	22
		Where	spawnbot_left
		TFBot {
		Template T_TFBot_Giant_Pyro_Flaregun_RapidFire
		Name "Giant Fast Flare Pyro"
		ClassIcon pyro_scorch_spammer // _flare // _rain_push
		Skill Hard
		CharacterAttributes {
		"damage penalty" 0.25
		"crits_become_minicrits" 1 // Nerf request
		}
		}
	}

// In case anyone is curious, mod weapon blocks healing was there when 
// loch-demos are used to be healed by bigheals.
// But y'kno- for once I went soft for the jujs.

	WaveSpawn {
		Name	yib1
		WaitForAllSpawned	yia2
		TotalCurrency	24
		TotalCount	24
		MaxActive	13
		SpawnCount	6
		WaitBeforeStarting	8
		WaitBetweenSpawns	6
		Where	spawnbot_left
		RandomChoice {
	//	TFBot {
	//	Template T_TFBot_Scout_SodaPopper
	//	Template T_Equip_Cola
	//	Skill  Easy
	//	Template T_Attributes_Jumper // User will go after players, a.k.a IgnoreFlag but less buggy
	//	ClassIcon	scout_cola
	//	Name "Cola! Scout"
//		Attributes AutoJump
//		AutoJumpMin 0.2
//		AutoJumpMax 0.8
	//	CharacterAttributes {
	//	"damage bonus"  1.5 // :3
	//	"air dash count" 1
	//	"mod weapon blocks healing" 1
	//	"cannot pick up intelligence"		1
	//		}
	//	}
		TFBot { Template T_TFBot_Scout_Blaster_PublicEnemy Skill Easy Name "Public Enemy Scout" MaxVisionRange 900 ClassIcon scout_cola Item "Crit-a-Cola" 
		CharacterAttributes { "increased jump height" 1.3 "move speed bonus" 1.25 "gesture speed increase" 0.66 } 
		}
		TFBot { Template T_TFBot_Scout_Blaster_PublicEnemy Skill Easy Name "Public Enemy Scout" MaxVisionRange 900 ClassIcon scout_cola Item "Crit-a-Cola" 
		CharacterAttributes { "increased jump height" 1.3 "move speed bonus" 1.25 "gesture speed increase" 0.66 } 
		}
		TFBot { Template T_TFBot_Scout_Blaster_PublicEnemy Skill Easy Name "Public Enemy Scout" MaxVisionRange 900 ClassIcon scout_cola Item "Crit-a-Cola" 
		CharacterAttributes { "increased jump height" 1.3 "move speed bonus" 1.25 "gesture speed increase" 0.66 } 
		}
		TFBot { Template T_TFBot_Scout_Cleaver ClassIcon scout_cola }
	//	TFBot {	Template T_TFBot_Scout_Blaster_PublicEnemy Skill Easy	MaxVisionRange 900 ClassIcon	scout_cola}
	//	TFBot {	Template T_TFBot_Scout_Blaster_PublicEnemy Skill Easy	MaxVisionRange 900 ClassIcon	scout_cola}
	//	TFBot {	Template T_TFBot_Scout_Blaster_Rush	MaxVisionRange 900 ClassIcon	scout_cola}
	//	TFBot {	Template T_TFBot_Scout_Cleaver	ClassIcon	scout_cola }
		TFBot { Template T_TFBot_Scout_MiniCrit WeaponRestrictions MeleeOnly ClassIcon scout_cola Name "Nightblind Scout" Item "Three-Rune Blade" }
		TFBot { Template T_TFBot_Scout_Sandman_Marks WeaponRestrictions MeleeOnly ClassIcon scout_cola Name "Nightblind Scout" }
//		TFBot {
//		Template T_TFBot_Scout_MiniCrit // _Markless
	//	Template T_Equip_Cola
//		WeaponRestrictions MeleeOnly
//		ClassIcon	scout_cola
//		Name "Nightblind Scout"
//		Item	"Three-Rune Blade"
//		}
		}
	}
	
	WaveSpawn {
		Name	yib1
		WaitForAllSpawned	yia2
		TotalCurrency	1
		TotalCount	1
		MaxActive	1
		SpawnCount	1
		WaitBeforeStarting	8
		WaitBetweenSpawns	0
		Where	spawnbot_left
//		PointTemplate  
//		{
//				IsCrit 1
//		}
		TFBot {
		Template T_TFBot_Demoman_Loch_RapidFire
	//	Name "Nightblind Demo"
	//	Attributes AlwaysCrit
		Name "Loch-n-Miss Demo" // STRING_JOKENAME
		//	ClassIcon demo_burst
		ClassIcon demo_lochnload_sif
		CharacterAttributes { "dmg pierces resists absorbs" 1 "damage penalty" 0.66	}
		}
	}
	
	WaveSpawn {
		Name	yib1
		WaitForAllSpawned	yia2
		TotalCurrency	20
		TotalCount	20
		MaxActive	12
		SpawnCount	5
		WaitBeforeStarting	12
		WaitBetweenSpawns	8
		Where	spawnbot_left
	//	RandomChoice {
		RandomChoice { 
		TFBot { Template T_TFBot_Demoman_Loch_Burst Name "Nightblind Demo" MaxVisionRange 1 
		CharacterAttributes { "dmg pierces resists absorbs" 1 "damage penalty" 0.66 } 
		} 
		TFBot { Template T_TFBot_Demoman_Loch_Burst Name "Nightblind Demo" MaxVisionRange 1 
		CharacterAttributes { "dmg pierces resists absorbs" 1 "damage penalty" 0.66 } 
		} 
		TFBot { Template T_TFBot_Demoman_Loch_Burst Name "Nightblind Demo" MaxVisionRange 1 
		CharacterAttributes { "dmg pierces resists absorbs" 1 "damage penalty" 0.66 } 
		} 
		TFBot { Template T_TFBot_Demoman_Loch_Burst Name "Nightblind Demo" MaxVisionRange 1 
		CharacterAttributes { "dmg pierces resists absorbs" 1 "damage penalty" 0.66 } 
		} 
		TFBot { Template T_TFBot_Demoman_Loch_Burst Name "Nightblind Demo" Attributes AlwaysFireWeapon Attributes IgnoreEnemies 
		CharacterAttributes { "dmg pierces resists absorbs" 1 "damage penalty" 0.66 }
		} 
		TFBot { Template T_TFBot_Demoman_Loch_Burst Name "Nightblind Demo" MaxVisionRange 1 
		CharacterAttributes { "dmg pierces resists absorbs" 1 "damage penalty" 0.66 } 
		} 
		TFBot { Template T_TFBot_Demoman_Loch_Burst Name "Burst Loch Demo" Attributes IgnoreEnemies Attributes AlwaysFireWeapon 
		CharacterAttributes { "dmg pierces resists absorbs" 1 "damage penalty" 0.66 } 
		} 
		TFBot { Template T_TFBot_Demoman_Loch_Burst Name "Burst Loch Demo" Attributes IgnoreEnemies Attributes AlwaysFireWeapon 
		CharacterAttributes { "dmg pierces resists absorbs" 1 "damage penalty" 0.66 } 
		} 
		TFBot { Template T_TFBot_Demoman_Loch_Burst Name "Nightblind Demo" MaxVisionRange 1 
		CharacterAttributes { "dmg pierces resists absorbs" 1 "damage penalty" 0.66 } 
		} 
		TFBot { Template T_TFBot_Demoman_Loch_ExpertOrdinance Name "Cyclop PunchR Demo" ClassIcon demo_lochnload_sif Template T_Equip_Chargin } 
		} 
	//	}
	}
	
	WaveSpawn {
		Name	yib2
		WaitForAllDead	yib1
		TotalCurrency	6
		TotalCount	6
		MaxActive	6
		SpawnCount	6
		WaitBeforeStarting	0
		WaitBetweenSpawns	0
		Where	spawnbot_right
		FirstSpawnWarningSound "vo\mvm\norm\taunts\soldier_mvm_taunts12.mp3" // We have you surrounded, at least from this side!
		Squad	{
		ShouldPreserveSquad 0
		FormationSize 9999
		NoWaitForFormation 1  
		TFBot {
		Template T_TFBot_Soldier_DirectHit_ExpertOrdinance // Hewwo Tindall~
		Attributes AlwaysCrit						// I adopted your Blind Hipfire sniper gag
	//	Name "PointBlank Hit Soldier"				// :3
		Name "Direct Miss Soldier"
	//	Name "ez clear" // STRING_JOKENAME
	//	MaxVisionRange 10
		ClassIcon soldier_burstfire_directhit_yoovy
		CharacterAttributes { "kill forces attacker to laugh" 1 }
		}
		TFBot { Template T_TFBot_Soldier_DirectHit_ExpertOrdinance Attributes AlwaysCrit Name "Direct Miss Soldier" ClassIcon soldier_burstfire_directhit_yoovy 
		CharacterAttributes { "kill forces attacker to laugh" 1 } 
		} 
		TFBot { Template T_TFBot_Soldier_DirectHit_ExpertOrdinance Attributes AlwaysCrit Name "Direct Miss Soldier" ClassIcon soldier_burstfire_directhit_yoovy 
		CharacterAttributes { "kill forces attacker to laugh" 1 } 
		} 
		TFBot { Template T_TFBot_Soldier_DirectHit_ExpertOrdinance Attributes AlwaysCrit Name "ez clear" ClassIcon soldier_burstfire_directhit_yoovy 
		CharacterAttributes { "kill forces attacker to laugh" 1 } 
		} 
		TFBot { Template T_TFBot_Soldier_DirectHit_ExpertOrdinance Attributes AlwaysCrit Name "Direct Miss Soldier" ClassIcon soldier_burstfire_directhit_yoovy } 
		TFBot {
		Template T_TFBot_Soldier_DirectHit_ExpertOrdinance
		Attributes AlwaysCrit
		Name "Peacebreaker Soldier"
	//	MaxVisionRange 10
		Name "ez clear" // STRING_JOKENAME
		ClassIcon soldier_burstfire_directhit_yoovy
		CharacterAttributes { "kill forces attacker to laugh" 1 }
		}
		}
	}
	
	WaveSpawn {
		Name	yib2
		WaitForAllDead	yib1
		TotalCurrency	16
		TotalCount	16
		MaxActive	16
		SpawnCount	8
		WaitBeforeStarting	12
		WaitBetweenSpawns	8
		Where	spawnbot_right
		FirstSpawnWarningSound "vo\mvm\norm\taunts\soldier_mvm_taunts15.mp3" // Surrender NOW, maggots and you will not be harmed!
		RandomChoice {
		TFBot {
	//	Template T_TFBot_Soldier_Jumper_Harmless
		Template T_TFBot_Soldier_DirectHit_ExpertOrdinance
		UseHumanAnimations 1  
		ItemAttributes {
		ItemName "The Direct Hit"
		"damage bonus" 0
		"faster reload rate" 3 // slower
		"fire rate bonus" .33
		"clip size upgrade atomic" .75 
		
		"fire input on kill" "!activator^$TauntFromItem^Taunt: The Fubar Fanfare"
		}
		Attributes AlwaysCrit
		Attributes AlwaysFireWeapon
		Name "Nightblind Soldier"
		
		UseHumanAnimations 1  
		ClassIcon soldier_burstfire_directhit_yoovy
		}
		TFBot {
	//	Template T_TFBot_Soldier_Jumper_Harmless
		Template T_TFBot_Soldier_DirectHit_ExpertOrdinance
		ItemAttributes {
		ItemName "The Direct Hit"
		"damage bonus" 0
		"faster reload rate" 3 // slower
		"fire rate bonus" .33
		"clip size upgrade atomic" .75
		
		"fire input on kill" "!activator^$TauntFromItem^Taunt: The Fubar Fanfare"
		}
		Attributes AlwaysCrit
		Attributes AlwaysFireWeapon
		Name "Nightblind Soldier"
		
		UseHumanAnimations 1  
		ClassIcon soldier_burstfire_directhit_yoovy
		ItemAttributes {
		ItemName "The Direct Hit"
		"damage bonus" 0
		"faster reload rate" 3 // slower
		"fire rate bonus" .33
		"clip size upgrade atomic" .75
		
		"fire input on kill" "!activator^$TauntFromItem^Taunt: The Fubar Fanfare"
		}
		}
		TFBot {
		Template T_TFBot_Soldier_DirectHit_ExpertOrdinance
		Attributes AlwaysCrit
		Name "Peacebreaker Soldier"
		
		UseHumanAnimations 1  
		ClassIcon soldier_burstfire_directhit_yoovy
		ItemAttributes {
		ItemName "The Direct Hit"
		"faster reload rate" 3 // slower
		"fire rate bonus" .33
		"clip size upgrade atomic" .75
		
		"fire input on kill" "!activator^$TauntFromItem^Taunt: The Fubar Fanfare"
		}
		}
		TFBot {
		Template T_TFBot_Soldier_DirectHit_ExpertOrdinance
		Attributes AlwaysCrit
		UseHumanAnimations 1  
		Name "Nightblind Soldier"
		MaxVisionRange 10
		ClassIcon soldier_burstfire_directhit_yoovy
		ItemAttributes {
		ItemName "The Direct Hit"
		"damage bonus" 0
		"faster reload rate" 3 // slower
		"fire rate bonus" .33
		"clip size upgrade atomic" .75
		
		"fire input on kill" "!activator^$TauntFromItem^Taunt: The Fubar Fanfare"
		}
		}
		}
	}
	
	WaveSpawn {
		Name	yib1
		WaitForAllSpawned	yia2
		TotalCurrency	8
		TotalCount	2
		MaxActive	2
		SpawnCount	2
		WaitBeforeStarting	22
		WaitBetweenSpawns	0
		Where	spawnbot_left
	//	BotNPC  
	//	{
	//			IsCrit 1
	//	}
		Squad { 
		TFBot { Template T_TFBot_Demoman_Loch_RapidFire Name "Loch-n-Miss Demo" Attributes AlwaysCrit ClassIcon demo_lochnload_sif 
		CharacterAttributes { "crit vs non burning players" 1 "minicrit vs burning player" 1 } 
		} 
		TFBot { Template T_TFBot_Medic_Uber_Blink ClassIcon medic_overheal_uber Attributes SpawnWithFullCharge Name "Booster Medic" Health 130 } 
	} 
	}
	
	WaveSpawn {
		Name	yib3
		WaitForAllSpawned	yib2
		TotalCurrency 300
		TotalCount	6
		MaxActive	6
		SpawnCount	3
		WaitBeforeStarting	22
		WaitBetweenSpawns	15
		Where	spawnbot_right
		Squad {
		TFBot {
		Template T_TFBot_Giant_Pyro_ThirdDegree
		Attributes AlwaysCrit
		Name "Super Third Degree Pyro"
		Scale 1.8
		Health 4500
		//Attributes AlwaysCrit
		 CharacterAttributes { "max health additive penalty" 4800 "fire rate bonus" 0.8 "move speed bonus" 0.66 }
		}
		TFBot { Template T_TFBot_Medic_Uber_Quick	Attributes SpawnWithFullCharge	ClassIcon medic_overheal_uber }
	//	Template T_TFBot_Medic_Kritzkrieg_Blink
		TFBot {	Template T_TFBot_Medic_Uber_Quick Attributes SpawnWithFullCharge ClassIcon medic_overheal_uber }
		}
	}
	
	WaveSpawn {
		Name	yib4
		WaitForAllSpawned	yib2
		TotalCurrency	18
		TotalCount	1
		MaxActive	1
		SpawnCount	1
		WaitBeforeStarting	30
		WaitBetweenSpawns	6
		Where	spawnbot_left
		TFBot {
		Template T_TFBot_Demoman_Samurai
		Name "Samurai Jumpscare"
		Item "Robin Walkers"
		Item "Shin Shredders"
		ClassIcon demoknight_samurai_reflect
		CharacterAttributes {
		"crit vs non burning players" 1 // pfffbbbbrt
		"minicrit vs burning player" 1
		"charge time increased" 0.5 // 4
		}
		}
	}
	
/// 	WaveSpawn {
//		Name	yib3
//		WaitForAllSpawned	yib2
//		TotalCurrency	20
//		TotalCount	10
//		MaxActive	10
//		SpawnCount	2
//		WaitBeforeStarting	26
//		WaitBetweenSpawns	3
//		Where	spawnbot_left
//		RandomChoice {
//		TFBot { Template T_TFBot_Heavy_Laugh_Champ Name "Scared Heavy Champ" Attributes AlwaysCrit }
//  	TFBot { Template T_TFBot_Heavy_Laugh_Champ Name "Scared Champ" Attributes AlwaysCrit }
//		TFBot	{
//		Template T_TFBot_Heavy_Laugh_Champ
//		Name "Scared Champ"
//		Attributes AlwaysCrit
//	//	Scale 0.8
//		CharacterAttributes	{
//		"hand scale"	1.5
//		}
//		}
//		TFBot	{
//		Template T_TFBot_Heavy_Laugh_Champ
//		Name "Terrified Champ"
//		Attributes AlwaysCrit
//	//	Scale 0.8
//		Attributes AutoJump
//		AutoJumpMin 3
//		AutoJumpMax 5
//		CharacterAttributes	{
//		"hand scale"	1.5
//		"move speed bonus" 1.4
//		}
//		}
//		TFBot {
//		Template T_TFBot_Heavy_Bread_Champ_Pull
//		Name "Startled Mutated Champ"								
//		Attributes AlwaysCrit
//		Skill Expert
//		Health 150
//		ClassIcon heavy_mittens
//		}
//		}
//	}
	
	WaveSpawn {
		Name	yib3
		WaitForAllSpawned	yib2
		TotalCurrency	12
		TotalCount	12
		MaxActive	8
		SpawnCount	2
		WaitBeforeStarting	22
		WaitBetweenSpawns	2
		Where	spawnbot_right
		Squad {
		ShouldPreserveSquad 0
		FormationSize 250
			TFBot { Template T_TFBot_Scout_ForceANature_Push Template T_Equip_Bonk ClassIcon scout_cola Name "Hyper Cola! Scout" Item "Robin Walkers" }
			TFBot { Template T_TFBot_Scout_ForceANature_Push Template T_Equip_Cola ClassIcon scout_cola Name "Hyper Cola! Scout" Item "Robin Walkers" }
		}
	}
	
	WaveSpawn {
	Name yib3
	WaitForAllSpawned yib2
	TotalCurrency 0
	TotalCount 42
	MaxActive 15
	SpawnCount 5
	WaitBeforeStarting 20
	WaitBetweenSpawns 5
	Where spawnbot_right
	Support Limited
	RandomChoice { // hidden icons
	RandomChoice { 
        TFBot { Template T_TFBot_Soldier_Whipper_Conch Name "Ext. Horse Jockey" ClassIcon soldier_backup } 
        TFBot { Template T_TFBot_Soldier_Whipper_Backup Name "Ext. Horse Jockey" ClassIcon soldier_backup } 
        TFBot { Template T_TFBot_Soldier_Whipper_Backup Attributes AlwaysFireWeapon Name "Ext. Horse Jockey" ClassIcon soldier_backup } 
		}
		}
	}
	
	WaveSpawn {
		Name	yib3
		WaitForAllSpawned	yib2
		TotalCurrency	0
		TotalCount	16 // 6
		MaxActive	8
		SpawnCount	4 
		WaitBeforeStarting 10
		WaitBetweenSpawns	4
		Where	spawnbot_left
		Support Limited
		RandomChoice {
		TFBot {	Template T_Soldier ClassIcon soldier_backup	}
		TFBot {	Template T_Soldier ClassIcon soldier_backup	}
		TFBot {	Template T_Soldier ClassIcon soldier_backup	}
		TFBot {	Template T_Soldier ClassIcon soldier_backup	}
		TFBot {	Template T_Soldier ClassIcon soldier_backup	}
		TFBot {	Template T_Soldier ClassIcon soldier_backup	}
		TFBot {	Template T_Soldier ClassIcon soldier_backup	}
		TFBot {
			Template T_TFBot_Soldier_Jumper_Stun
			Name "I'm HELPING!" // STRING_JOKENAME
			ClassIcon soldier_backup
		}
		TFBot {	Template T_TFBot_Soldier_Charged_Not
	//	Name "Med Dropped!" // STRING_JOKENAME
		Name "Discharged Soldier"
		ClassIcon soldier_backup
		Item 	"Defiant Spartan"
		Item 	"Fancy Dress Uniform"
		}
		TFBot {	Template T_TFBot_Soldier_Charged_Not
	//	Name "Rocket from Hell" // STRING_JOKENAME
	//	Name "Uncharged Soldier"
		Name "Discharged Soldier"
		ClassIcon soldier_backup //_directhit_upsidedown
		Item 	"Defiant Spartan"
		Item 	"Fancy Dress Uniform"
		}
		TFBot {	Template T_TFBot_Soldier_Charged_Not
//		Name "Idle Soldier"
		Name "Discharged Soldier"
//		Name "RandomCrit such BS" // STRING_JOKENAME
		ClassIcon soldier_backup //_directhit_upsidedown
		Item 	"Defiant Spartan"
		Item 	"Fancy Dress Uniform"
		CharacterAttributes {
		"crit vs burning players" 1
		"crit vs non burning players" 1
		"crits_become_minicrits" 1
		}
		}
	} //
	}
	
	WaveSpawn {
		Name	Secret
		WaitForAllSpawned	yib2
		TotalCurrency	0
		TotalCount	2
		MaxActive	2
		SpawnCount	2
		WaitBeforeStarting	240
		WaitBetweenSpawns	10
		Where	spawnbot_boss
		Support Limited
		RandomChoice {
		Squad {
		TFBot {	Template T_TFBot_Giant_Heavy_BrassBeast
		Name "SiF's (Giant Brass Heavy)"
		Item "Misha's Maw"
		Health 5000
		ItemAttributes { ItemName "The Brass Beast" 
		"fire rate bonus" 0.4 "weapon spread bonus" 0.5 "heal on kill" 500 "killstreak tier" 1 }
        CharacterAttributes { "dmg taken from crit reduced" 0.1 "dmg from ranged reduced" 0.34 "max health additive bonus" 6500 }
		}
		TFBot {	Template T_TFBot_Medic_Shield_Uber Name "SiFWolfie"	Health 450 Scale 1.3
		Item "Hundekopf" Item "Bunnyhopper's Ballistics Vest" Item "Surgical Survivalist" Item "Battery Canteens (MvM)"
		ItemAttributes { ItemName "TF_WEAPON_MEDIGUN" 
		"ubercharge rate bonus" 12.3 "uber duration bonus" 6 "generate rage on heal" 2 "increase buff duration" 6 "overheal decay disabled" 1 }
        CharacterAttributes { "heal rate bonus" 10 "mod weapon blocks healing" 1 "dmg taken from crit reduced" 0.1 }
		}
	} // RNG
	}
	}
	
	} // Wave 1 Over
///
// WAVE 2/6 (434$)
///

	Wave	{
	WaitWhenDone	65
	Checkpoint	Yes
	InitWaveOutput	{
//		Target wave_init_relay // Don't do anything on this map
			
	Target gamerules
	Action RunScriptCode
	Param 
		"
		// DRG Styled Message
		SetSkyboxTexture (`sky_nightfall_01`) // Thanks ficool2.
		
		ClientPrint(null,3,`Trap-placing robots will sporadically spawn behind for this wave.`)
		
	//	ClientPrint(null,3,`\x08FF5733FFWell done, team.`)
	//	ClientPrint(null,3,`More to come! Combat positions and take them out, team!`)
		
		EntFire(`nav_prefer_flank_right`, `Kill`)
		EntFire(`nav_prefer_flank_left`, `Kill`)
		
		EntFire(`bombpath_clearall_relay`,`Trigger`,null,0.78)
		EntFire(`bombpath_arrows_clear_relay`,`Trigger`,null,0.78)
		EntFire(`bombpath_left`,`Trigger`,null,0.9) // 
		
		EntFire(`func_upgradestation`, `enable`);
		
		Convars.SetValue(`tf_airblast_cray_lose_footing_duration`, 0); // No more airblast
		Convars.SetValue(`tf_airblast_cray_power`, 150);
		Convars.SetValue(`tf_bot_taunt_victim_chance`, 100);
		
		Convars.SetValue(`tf_bot_pyro_always_reflect`, 1);
	//	Convars.SetValue(`tf_bot_pyro_shove_away_range`, 1000); // This procs phlog
		
			IncludeScript(`seel_ins.nut`, getroottable()) //S.I.N.S by Seelpit.
		"

	}
	StartWaveOutput	{
		Target	wave_start_endurance_relay
		Action	Trigger
	}
	DoneOutput	{
		Target	wave_finished_relay
		Action	Trigger
	}
	
	WaveSpawn {
		Name	era1
		TotalCurrency	25
		TotalCount	2
		MaxActive	2
		SpawnCount	2
		WaitBeforeStarting	2
		WaitBetweenSpawns	0
		Where	spawnbot_right
		Squad	{
		TFBot	{ Template T_TFBot_Giant_Sniper_Piss	Skill Normal Name "Bodyblock Challenge" }
		TFBot 	{ Template T_TFBot_Medic_QuickFix_Heal // My ver of RapidQF
		Name "Quick-Heal Medic"	Attributes IgnoreFlag Health 130 ClassIcon medic_pop
		CharacterAttributes { "move speed bonus" 1.3 }
		}
		}
	}
	
	WaveSpawn {
		Name	era2
		WaitForAllDead	era1
		TotalCurrency	50
		TotalCount	4
		MaxActive	2
		SpawnCount	2
		WaitBeforeStarting	40
		WaitBetweenSpawns	8
		Where	spawnbot_right
		Squad	{
		TFBot	{ Template	T_TFBot_Giant_Sniper_Piss Skill Normal }
		TFBot { Template T_TFBot_Medic_QuickFix_Rapid Name "Rapid-QuickFix Medic" Health 130 Attributes IgnoreFlag ClassIcon medic_pop
		CharacterAttributes { "move speed bonus" 1.3 }
	//	Template T_TFBot_Medic_QuickFix_BigHeal		
		}
		}
	}
	
	// OLD REMNANT of W2
	// Someone pointed out the issue that not that many people read my annot
	//
	//FirstSpawnOutput
	//{
	//	Target wave_start_relay
	//	Action RunScriptCode
	//	Param "
	//	ClientPrint(null,3,`\x0799CCFFMelee those Alloy Steel Gauntlets to instantly kill them!`)
	//	"
	//}
	
	WaveSpawn {
	Name era2
	WaitForAllDead era1
	WaitBeforeStarting 2
	FirstSpawnOutput 
	{
		Target gamerules
		Action RunScriptCode
		Param 
		"
		SpawnEntityFromTable(`training_annotation` , {
		targetname = `sif_annot`
		display_text = `Alloy Gauntlet takes TRIPLE damage from melee!`
		lifetime = `15`
		origin = `-2259 2688 432`
		}
		)
		EntFire(`sif_annot`, `show`)
		EntFire(`sif_annot`, `kill`, ``, 12)
		"
	}
	}

	WaveSpawn {
		Name	era2s
		WaitForAllDead	era1
		TotalCurrency	14
		TotalCount	7
		MaxActive	7
		SpawnCount	1
		WaitBeforeStarting	0
		WaitBetweenSpawns	9
		Where	spawnbot_right
		TFBot {
		Template T_TFBot_Heavy_Steel_Gauntlet_Reversed_Pusher
		Name "Alloyweight Pusher Gauntlet"
	//	ClassIcon heavy_steelfist
		ClassIcon heavy_steelfist_nys
	}
	}
	
	WaveSpawn {
		Name	era2
		WaitForAllDead	era1
		TotalCurrency	48
		TotalCount	32 // 48
		MaxActive	16
		SpawnCount	8 // 6
		WaitBeforeStarting	5
		WaitBetweenSpawns	2
		Where	spawnbot_right
		LastSpawnOutput 
		{
		Target	wave_start_endurance_relay
		Action	RunScriptCode
				Param	
				"
			SINS.ChangeIconByName(`pyro_gascann_explode`,`pyro_reflect_daan`)
			"
		}
		Squad {
		TFBot {
		Template T_TFBot_Soldier_Pickax_Backup //_Conch // T_TFBot_Soldier_Pickax_Buff
		Name "Ext. Equalizer Soldier"
		ClassIcon soldier_escape_conch
	//	Name "Ext. Rallying Prospector" // STRING_JOKENAME
		//	Attributes AlwaysCrit
		}
		TFBot {	Template T_TFBot_Soldier_Pickax_Conch // T_TFBot_Soldier_Pickax_Buff
		Name "Ext. Equalizer Soldier"
		ClassIcon soldier_escape_conch
	//	Name "Ext. Rallying Prospector" // STRING_JOKENAME
		//	Attributes AlwaysCrit
		}
		TFBot {	Template T_TFBot_Heavy_Steel_Champ_Reversed	ClassIcon heavy_steelfist_nys}
		TFBot {	Template T_TFBot_Heavy_Steel_Champ_Reversed	ClassIcon heavy_steelfist_nys}
		}
	}
	
	WaveSpawn {
		Name	era2s
		WaitForAllDead	era1
		TotalCurrency	0
		TotalCount	30
		MaxActive	4
		SpawnCount	1
		WaitBeforeStarting	15 // 10 // 4
		WaitBetweenSpawns	10
		Where	spawnbot_boss
		Support 1
		RandomChoice {
		TFBot {	Template T_TFBot_Pyro_Gas_Explode UseHumanAnimations 1  Item "Ghastly Gibus"	Item "The Special Eyes" 
		Name "Talented Gambler" // STRING_JOKENAME	
		CharacterAttributes { "airblast_give_teammate_speed_boost" 1 "dmg from melee increased" 1.75 "fire input on kill" "!activator^$TauntFromItem^Taunt: Cremator's Condolences"	}
		}
		TFBot {	Template T_TFBot_Pyro_Gas_Explode UseHumanAnimations 1	Item "Ghastly Gibus"	Item "The Special Eyes" 
		Name "Talented Gambler" // STRING_JOKENAME	
		CharacterAttributes { "airblast_give_teammate_speed_boost" 1 "dmg from melee increased" 1.75 "fire input on kill" "!activator^$TauntFromItem^Taunt: Cremator's Condolences"	}
		}
		TFBot {	Template T_TFBot_Pyro_Gas_Explode UseHumanAnimations 1	Item "Ghastly Gibus" Name "Napalmer Pyro"  Item "The Special Eyes"
	//	Name "Napalmer Pyro" // STRING_JOKENAME	
		CharacterAttributes { "airblast_give_teammate_speed_boost" 1 "dmg from melee increased" 1.75 "fire input on kill" "!activator^$TauntFromItem^Conga Taunt"	}
		}
		TFBot {	Template T_TFBot_Pyro_Gas_Explode UseHumanAnimations 1	Item "Ghastly Gibus"	Item "The Special Eyes"
	//	Name "Genuine Smooth Brain" // STRING_JOKENAME	
		CharacterAttributes { "airblast_give_teammate_speed_boost" 1 "dmg from melee increased" 1.75 "fire input on kill" "!activator^$TauntFromItem^Conga Taunt"	}
		}
		}
	}
	
	WaveSpawn {
		Name	era2s
		TotalCurrency	0
		TotalCount	621
		MaxActive 	2
		SpawnCount	1 // 2
		WaitBeforeStarting	15 // 10 // 4
		WaitBetweenSpawns	40 // 30
		Where	Behind
		Support Limited
		RandomChoice {
		RandomChoice {
		TFBot  {
	Template T_TFBot_Spy_YER_Saharan
	Name "sorry bro"
	Skill Expert
	Item 	"L'Etranger"
	MoveBehindEnemy 1  
	WeaponRestrictions PrimaryOnly
	ClassIcon Spy
	ItemAttributes	{
		ItemName    "L'Etranger"
		"add attributes on hit" "move speed penalty|0.75|15|allow friendly fire|1|30"  
		"mark for death" 1
		"minicrits become crits" 1
		"slow enemy on hit major" 4
		
		"is_passive_weapon" 1
		"damage bonus" 0.01
		"faster reload rate"	-2
		"fire rate penalty" 0.75
		"auto fires when full" 1
		"auto fires full clip" 1
	}
	CharacterAttributes	{
		"dmg taken from fire increased" 1.2
		"crits_become_minicrits" 1
		"damage penalty" 0.2
		"dmg from melee increased" 1.75
		"move speed bonus" 1.2
		"active health degen"  -10
		
		"killstreak tier" 1
		
		"cannot disguise" 1 
		"set cloak is feign death" 1
	}
	ItemAttributes {
	ItemName	"The Familiar Fez"
		"attach particle effect" 38 // Cloudy Moon
	}
	}
		}
		}
	}
	
	WaveSpawn {
		Name	era2s
		TotalCurrency	0
		TotalCount	621
		MaxActive 	4
		SpawnCount	1 // 2
		WaitBeforeStarting	45 // 10 // 4
		WaitBetweenSpawns	20 // 30
		Where	Behind
		Support Limited
		RandomChoice {
		RandomChoice {
		// This soldier will spawn behind players, leaving rockets that will damage both teams.
		// Catmine = more damage, less knockback
		// Blastmine = Less damage, more knockback
		TFBot { Template T_TFBot_Soldier_Delayed Attributes DisableDodge MaxVisionRange 1 Name "Catmine" Item "Racc Mann" Health 100 Scale 0.8 Attributes AlwaysCrit BehaviorModifiers Push ClassIcon pyro_reflect_daan 
		CharacterAttributes { "dmg penalty vs players" 2 "dmg from melee increased" 1.75 "crit vs burning players" 1 "crit vs non burning players" 1 "cannot pick up intelligence" 1 "torso scale" 0.5 "move speed bonus" 2 "active health degen" -10 } 
		}
		TFBot { Template T_TFBot_Soldier_Delayed_Blast Attributes DisableDodge MaxVisionRange 1 Name "Blastmine" Item "Racc Mann" Health 100 Scale 0.8 BehaviorModifiers Push ClassIcon pyro_reflect_daan 
		CharacterAttributes { "dmg penalty vs players" 0.2 "dmg from melee increased" 1.75 "damage causes airblast" 1 "cannot pick up intelligence" 1 "damage blast push" 25 "torso scale" 0.5 "move speed bonus" 2 "active health degen" -10 } 
		}
		}
		}
	}
		
	WaveSpawn {
		Name	erb1
		WaitForAllDead	era2
		TotalCurrency	25
		TotalCount	1 // 3
		MaxActive	1 // 3
		SpawnCount	1 // 3
		WaitBeforeStarting	8
		WaitBetweenSpawns	0
		Where	spawnbot_right
	//	Squad {
		TFBot { Template T_TFBot_Giant_Demoman_Grenade_Push Name "Giant Blast Burst Demo" 
		ItemAttributes { ItemName "TF_WEAPON_GRENADELAUNCHER" "custom projectile model" "models\weapons\w_models\w_cannonball.mdl" "fuse bonus" 0.5 } 
		} 
	//	TFBot {
	//	Template T_TFBot_Medic_QuickFix_BigHeal
	//	ClassIcon medic
	//	Health 130
	//	Name "Quick-Heal Medic"
	//	}
	//	TFBot {
	//	Template T_TFBot_Medic_QuickFix_BigHeal
	//	ClassIcon medic
	//	Health 130
	//	Name "Quick-Heal Medic"
	//	}
	//	}
	}

	WaveSpawn {
		Name	erb1
		WaitForAllDead	era2
		TotalCurrency	25
		TotalCount	1 // 3
		MaxActive	1 // 3
		SpawnCount	1 // 3
		WaitBeforeStarting	25
		WaitBetweenSpawns	0
		Where	spawnbot_right
		TFBot {	Template T_TFBot_Giant_Demoman_RapidFire Name "Giant Blast Burst Demo"  ClassIcon demo_blast
		ItemAttributes	{ ItemName "TF_WEAPON_GRENADELAUNCHER" "custom projectile model" "models\weapons\w_models\w_cannonball.mdl" "fuse bonus" 0.5 "damage penalty" 0.25	}
		}
	}
		
//	WaveSpawn {
//		Name	erb2
//		WaitForAllDead	era2
//		TotalCurrency	30
//		TotalCount	30 // 36 // oh you feckin
//		MaxActive	15
//		SpawnCount	6 
//		WaitBeforeStarting	8
//		WaitBetweenSpawns	6
//		Where	spawnbot_right
//		RandomChoice {
//		TFBot {	Template T_TFBot_Demoman_Loosecannon }
//		TFBot {	Template T_TFBot_Demoman_Push_Single }
//		TFBot {	Template T_TFBot_Demoman_Push_Single }
//		TFBot {	Template T_TFBot_Demoman_Push_Single }
//		TFBot {	Template T_TFBot_Demoman_Push_Single }
//		TFBot {	Template T_TFBot_Demoman_Push_Single }
//		TFBot {	Template T_TFBot_Demoman_Push_Single }
//		TFBot {	Template T_TFBot_Demoman_Push_Single }
//		TFBot {	Template T_TFBot_Demoman_Push_Single }
//		TFBot {	Template T_TFBot_Demoman_Loosecannon_DoubleDonk }
//		}
//		}
		
	WaveSpawn {
		Name	erb2
		WaitForAllDead	erb1
		TotalCurrency	50
		TotalCount	6 // 4 // 3
		MaxActive	3 // 2 // 3
		SpawnCount	3 // 2 // 3
		WaitBeforeStarting	12
		WaitBetweenSpawns	15 // 22
		Where	spawnbot_right
		Squad {
		TFBot {	Template T_TFBot_Giant_Soldier_Charged_RapidFire ClassIcon soldier_charged_spammer	Name "Giant Rapid Charged Soldier"	Attributes AlwaysCrit }
		TFBot {	Template T_TFBot_Medic_QuickFix_BigHeal ClassIcon medic_pop	}
		TFBot {	Template T_TFBot_Giant_Demoman_Cannon_Push	ClassIcon demo_blast Name "Giant Grapeblast Demo" }
		}
	}
	
	WaveSpawn {
		Name	erb2s
	//	WaitForAllSpawned	erb1
		WaitForAllDead	era2
		TotalCurrency	60
		TotalCount	60 // 60 // 54 
		MaxActive	15 // 12 // 18
		SpawnCount	5 // 6
		WaitBeforeStarting	15 // 10
		WaitBetweenSpawns 10 // 12	// 2
		Where	spawnbot_left
		RandomChoice {
		TFBot	{ Template T_TFBot_Scout_Sandman Name "Bonk! Scout"  Skill Normal ClassIcon scout_bonk }
		TFBot	{	Template T_Scout Template T_Equip_Bonk Skill Normal Name "Bonk! Scout" ClassIcon scout_bonk } 
	//	TFBot	{	Template T_TFBot_Scout_Backscatter_Vicious Skill Normal  Template T_Equip_Bonk Name "Bonk! Scout" ClassIcon scout_bonk } 
		TFBot	{	Template T_TFBot_Scout_Shortstop_Regular  Skill Hard Template T_Equip_Bonk Name "Bonk! Scout" ClassIcon scout_bonk } 
		TFBot	{	Template T_TFBot_Scout_Blaster_PublicEnemy  Skill Normal  Template T_Equip_Bonk Name "Bonk! Scout" ClassIcon scout_bonk }
		TFBot	{	Template T_TFBot_Scout_ForceANature  Skill Normal Template T_Equip_Bonk Name "Bonk! Scout"  ClassIcon scout_bonk }		
		TFBot	{	Template T_TFBot_Scout_ForceANature  Skill Normal Template T_Equip_Bonk Name "Bonk! Scout" Attributes IgnoreEnemies ClassIcon scout_bonk }		
		TFBot	{	Template T_TFBot_Scout_SodaPopper  Skill Hard Template T_Equip_Bonk Name "Bonk! Scout" ClassIcon scout_bonk }				
		TFBot	{ Template T_TFBot_Scout_Sandman_Marks  Skill Expert ClassIcon scout_bonk Name "Bonk! Scout"
		Action Mobber  
		CharacterAttributes {
			"head scale" 0 // :3
		}		
		}
		TFBot	{ Template T_TFBot_Scout_Sandman_Marks  Skill Expert ClassIcon scout_bonk Name "Bonk! Scout"
		Action Mobber  
		CharacterAttributes {
			"head scale" 0 // :3
		}		
		}
		TFBot	{ Template T_TFBot_Demoknight_Stunball	Name "Scout?" ClassIcon scout_bonk }
		}
	}
	
	WaveSpawn {
		Name	erb2s
	//	WaitForAllSpawned	erb1
		WaitForAllDead	era2
		TotalCurrency	24
		TotalCount	12 // 60 // 54 
		MaxActive	5 // 18
		SpawnCount	1 // 6
		WaitBeforeStarting	15 // 10
		WaitBetweenSpawns 5 // 12	// 2
		Where	spawnbot_right
		TFBot	{	Template T_TFBot_Scout_Backscatter_Vicious Skill Expert  Template T_Equip_Bonk Name "Ambusher Scout" ClassIcon scout_bonk } 
	}
	
	
	WaveSpawn {
		Name	erb3s
		WaitForAllSpawned	erb2s
		TotalCurrency	0
		TotalCount	69
		MaxActive	8
		SpawnCount	4
		WaitBeforeStarting	15
		WaitBetweenSpawns	8
		Where	spawnbot_right
		Support 1
		RandomChoice { // hidden icons
		RandomChoice {
		TFBot { Template T_TFBot_Heavy_Tomislav Skill Normal Name "T_Heavy" }
		TFBot { Template T_TFBot_Heavy_Tomislav Skill Normal Name "T_Heavy" }
		TFBot { Template T_TFBot_Heavy_Tomislav Skill Normal Name "T_Heavy" }
		TFBot { Template T_TFBot_Heavy_Tomislav Skill Hard Name "T_Heavy" }
		}
		}
	}
	
	
	WaveSpawn {
		Name	erb3
		WaitForAllDead	erb2
		TotalCurrency	1
		TotalCount	1 // 6
		MaxActive	1 
		SpawnCount	1 
		WaitBeforeStarting	30
		WaitBetweenSpawns	0
		Where	spawnbot_right
		TFBot {	Template T_TFBot_Heavy_Steel_Gauntlet_Reversed
	//	Name "Avg. WFAD Experience" 
	//	Name "Am I too early?"
		Name "Sorry, Forgot to F4"
		}
	}
	
	WaveSpawn {
		Name	erb3
		WaitForAllDead	erb2
		TotalCurrency	112
		TotalCount	3 // 5 // 6
		MaxActive	3 // 5
		SpawnCount	3 // 5 
		WaitBeforeStarting	15
		WaitBetweenSpawns	0
		Where	spawnbot_left
		FirstSpawnWarningSound "vo\mvm\mght\soldier_mvm_m_robot21.mp3" // I am a ROBOT. I WAS built to scare you.
		FirstSpawnOutput
			{
				Target	w2_boss_title_relay
				Action	Trigger
			}
		LastSpawnOutput	{
		Target wave_start_endurance_relay
		Action RunScriptCode
		Param 
		"
			ClientPrint(null,3,`*) Potassium in sight.`)
		"
		}
		
		Squad {
		TFBot {
		Template T_TFBot_Giant_Soldier_Scatter_Blast
		ClassIcon	soldier_rocketrain_blast
		Health 15000
		Name "Sergeant Scatterslip"
		Item "Veterans Attire"
		Item "Potassium Bonnett"
		Item "Head Prize"
		Attributes UseBossHealthBar
		Attributes HoldFireUntilFullReload
		ItemAttributes	{
			ItemName "Head Prize"
			"set item tint rgb" 15185211
		}
		ItemAttributes	{
			ItemName "TF_WEAPON_ROCKETLAUNCHER"
			"custom projectile model" "models\props_farm\scenes\bananana_peel.mdl"		
			"item style override" 1
			"is australium item" 1
			
			"add cond on hit" 126   // Slips, loses traction
			"add cond on hit duration" 5   
			"Blast radius increased" 1.5
			
			"Projectile speed increased" 0.66
			
			"add cond on hit" 126   // Slips, loses traction
			"add cond on hit duration" 5   
			
			"projectile lifetime" 15  
		}
		ItemAttributes {
			ItemName TF_WEAPON_SHOTGUN_SOLDIER
			"is_passive_weapon" 1
			"override projectile type"  3 // Grenade
			"damage penalty" 0.01
			"faster reload rate" -1
			"fire rate bonus" 0.2
			"clip size penalty" 4
			
			"fuse bonus"	621
			"grenade no bounce" 1
			"projectile lifetime" 15  
			"killstreak tier" 1
			
			"add cond on hit" 126   // Slips, loses traction
			"add cond on hit duration" 5   
			
			"custom projectile model" "models\props_farm\scenes\bananana_peel.mdl"		
		}
		FireInput  
		{
			Target player
			Action $DisplayTextChat
			Param "{99CCFF}Sergeant Scatterslip {reset}: I am a ROBOT. I WAS built to scare you."
			Delay 1
			Cooldown 99999
			Repeats 0
		}
		CharacterAttributes {
	//	"hidden maxhealth non buffed" 8000
		"move speed bonus" 0.5
		"max health additive bonus" 8000

		"damage bonus" 0.01 // it was a bluff. 
		"damage causes airblast" 1 // WEEEEEEE :3
	//	"apply z velocity on damage"	1200
	//	"apply look velocity on damage"	200
	//	"damage blast push" 25 // thanks PDA for telling me this
		
	//	"dmg taken increased" 0.05  // This was from Mo.
	//	"dmg from melee increased" 20 // Uhh.. it nerfs medic shield
	//	"dmg from ranged reduced" 20 // Why was this here if it doesn't jump? Err idk, tbh.
		}
		}
		TFBot {	Template T_TFBot_Medic_QuickFix_BigHeal 
		Name "Medic is Useless in MvM" // STRING_JOKENAME
		ClassIcon medic_pop	}
		TFBot {	Template T_TFBot_Medic_QuickFix_BigHeal ClassIcon medic_pop	}
		}	
	}
	
	WaveSpawn {
		Name	erb3
		WaitForAllSpawned	erb2
		TotalCurrency	0
		TotalCount	2 // 3 // 6
		MaxActive	2
		SpawnCount	1 
		WaitBeforeStarting	45 // 60 // 40
		WaitBetweenSpawns	5
		Where	spawnbot_right
		RandomChoice {
		TFBot	{
		Template T_TFBot_Giant_Sniper_Piss //  T_TFBot_Giant_Scout_Shortstop	
		Name "Crazed Piss Thrower" // "Super Shortstop"
		Skill Expert
		Attributes AutoJump 
			AutoJumpMin 3
			AutoJumpMax 5
		}
		TFBot	{
		Template T_TFBot_Giant_Sniper_Piss // T_TFBot_Giant_Scout_Shortstop	
		Name "Crazed Piss Thrower" // "Super Shortstop"
		Skill Expert
		Attributes AutoJump 
			AutoJumpMin 6
			AutoJumpMax 9
		}
		TFBot	{
		Template T_TFBot_Giant_Sniper_Piss // T_TFBot_Giant_Scout_Shortstop	
		Name "Crazed Piss Thrower" // "Super Shortstop"
		Skill Expert
		Attributes AutoJump 
			AutoJumpMin 5
			AutoJumpMax 7
		}
		}
	}
	
	} // Wave 2 Over
///
// WAVE 3/6 (666$)
///

	Wave	{
	WaitWhenDone	65
	Checkpoint	Yes
	InitWaveOutput	{
//		Target wave_init_relay // Don't do anything on this map

	Target gamerules
	Action RunScriptCode
	Param 
		"
		SetSkyboxTexture (`sky_nightfall_01`) // Thanks ficool2.
		
	//	ClientPrint(null,3,`Good luck. You will need it.`)
		ClientPrint(null,3,`Remind yourself, that overconfidence is a slow and insidious killer.`)
		
		EntFire(`nav_prefer_flank_right`, `Kill`)
		EntFire(`nav_prefer_flank_left`, `Kill`)
		
		EntFire(`func_upgradestation`, `enable`);
		
		Convars.SetValue(`tf_airblast_cray_lose_footing_duration`, 0); // No more airblast
		Convars.SetValue(`tf_airblast_cray_power`, 150);
		Convars.SetValue(`tf_bot_taunt_victim_chance`, 0);
		
		Convars.SetValue(`tf_bot_pyro_always_reflect`, 1);
		Convars.SetValue(`tf_bot_pyro_shove_away_range`, 1000); // This procs phlog

		EntFire(`bombpath_clearall_relay`,`Trigger`,null,0.78)
		EntFire(`bombpath_arrows_clear_relay`,`Trigger`,null,0.78)
		EntFire(`bombpath_left`,`Trigger`,null,0.9) // 

			IncludeScript(`seel_ins.nut`, getroottable()) //S.I.N.S by Seelpit.
		
		"
	}
	StartWaveOutput	{
		Target	wave_start_endurance_relay
		Action	Trigger
	}
	DoneOutput	{
		Target	wave_finished_relay
		Action	Trigger
	}
	
	WaveSpawn {
		Name	sana1
		TotalCurrency 50
		TotalCount	5
		MaxActive	5
		SpawnCount	5
		WaitBeforeStarting	0
		WaitBetweenSpawns	8
		Where	spawnbot_left
		FirstSpawnWarningSound "vo\mvm\mght\soldier_mvm_m_dominationsoldier06.mp3" // You are a disgrace to the uniform!
		LastSpawnOutput	{
		Target wave_start_endurance_relay
		Action RunScriptCode
		Param 
		"
			ClientPrint(null,3,`*) Desperation and worry envelops all of you.`)
		"
		}
		Squad {
		TFBot {
		Template T_TFBot_Giant_Soldier_Jumper_Burst	
		Name "Minor T_Template Mistake"
	//	Name "Giant Misinput" // STRING_JOKENAME
		Item "Ghastly Gibus"
		ItemAttributes {
			ItemName "Rocket Jumper" 
			"damage penalty" 0.01
			"add attributes on hit" "mod_maxhealth_drain_rate|10|5"  
		}
		CharacterAttributes {
			"damage penalty" 0.01
		
			"dmg taken increased" 0.05  // This was from Mo.
			"dmg from melee increased" 20 // Uhh.. it nerfs medic shield
			"dmg from ranged reduced" 20
		}
		}
		TFBot {
		Template T_TFBot_Giant_Medic_QuickFix_Delayed
		Name "Giant Quick-Pop Medic"
		ClassIcon medic_pop_giant
	//	Scale 1.3
	//	Item "The Crone's Dome"
		Item "The Scariest Mask EVER"
		Item "The Puffed Practitioner"
		FireInput  
			{
				Target player
				Action $DisplayTextChat
			//	Param "{99CCFF}(TEAM)Giant Quick-Pop Medic{reset} : Using Megaheal in 5s."
				Param "{99CCFF}(TEAM)Giant Quick-Pop Medic{reset} : Using Megaheal in 5s."
				Delay 0.01
				Repeats 1
				IfHealthBelow 2500
			}
		CharacterAttributes	{
        "bot medic uber health threshold" 2500 
		}
		}
		TFBot { Template T_TFBot_Pyro_Airblast MaxVisionRange 450 Attributes AlwaysFireWeapon Name "Pyro"	ClassIcon scout_fast }
		TFBot { Template T_TFBot_Pyro_Airblast MaxVisionRange 450 Name "Pyro"	ClassIcon heavy_mittens Attributes AlwaysCrit }
		TFBot { Template T_TFBot_Pyro_Airblast MaxVisionRange 450 Name "Pyro"	ClassIcon pyro_ricochet_nys Attributes AlwaysCrit }
		}
	}
			
	WaveSpawn {
		WaitForAllDead sana2
		WaitBeforeStarting	0
		FirstSpawnWarningSound "vo/halloween_merasmus/hall2015_contractwin_06.mp3" // Outstanding, mortals!
	}

	///// TANK 1 /////
	WaveSpawn	{
	Name	Santank1
	WaitForAllDead sana1
	TotalCurrency	10
	TotalCount	1					
	Where	spawnbot_boss		
	WaitBeforeStarting	3
	Support Limited
	FirstSpawnWarningSound "ambient/alarms/razortrain_horn1.wav"
	FirstSpawnOutput 	{	Target boss_spawn_relay	Action Trigger  }
	Tank	{
	Health	4000
	Name tankboss1
	ClassIcon tankspeed
	Speed	150 // 1m 45s on this map
	Skin 0
	StartingPathTrackNode	"boss_path_1"
	
	OnKilledOutput	{ Target	boss_dead_relay	Action Trigger	}
	OnBombDroppedOutput	{ Target	boss_deploy_relay	Action	Trigger	}
	}
	}
	
	WaveSpawn	{
	WaitForAllDead sana1
	WaitBeforeStarting 3
	FirstSpawnWarningSound "Announcer.MVM_Tank_Alert_Spawn"
	FirstSpawnOutput	{
		Target wave_start_relay
		Action RunScriptCode
		Param 
		"
		ClientPrint(null,3,`\x0799CCFFFast Tank with 4k HP inbound!`)
		"
	}
	}
	
	WaveSpawn	{
	WaitForAllSpawned Santank1
	WaitBeforeStarting 4
	FirstSpawnOutput	{
		Target tankboss1
		Action "setSpeed"
        Param "150"
	}
	}
	
	///// TANK 1 OVER /////
	///// TANK 2 /////
	WaveSpawn	{
	Name	Santank2
	WaitForAllDead sana1
	TotalCurrency	20
	TotalCount	1					
	Where	spawnbot_boss		
	WaitBeforeStarting	5 // 18
	Support Limited
	FirstSpawnWarningSound "Announcer.MVM_Tank_Alert_Multiple"
	FirstSpawnOutput 	{	Target boss_spawn_relay	Action Trigger  }
	Tank	{
	Health	5000
	Name tankboss2
	ClassIcon tankspeed
	Speed	150 // 1m 45s on this map
	Skin 0
	StartingPathTrackNode	"boss_path_1"

	OnKilledOutput	{ Target	boss_dead_relay	Action Trigger	}
	OnBombDroppedOutput	{ Target	boss_deploy_relay	Action	Trigger	}
	
	}
	}
	
	WaveSpawn	{
	WaitForAllSpawned Santank2
	WaitBeforeStarting 0.05
	FirstSpawnOutput	{
		Target wave_start_relay
		Action RunScriptCode
		Param 
		"
		ClientPrint(null,3,`\x0799CCFFFast Tank with 5k HP inbound!`)
		"
	}
	}

	WaveSpawn	{
	WaitForAllSpawned Santank2
	WaitBeforeStarting 4
	FirstSpawnOutput	{
		Target tankboss2
		Action "setSpeed"
        Param "150"
	}
	}
	
	///// TANK 2 OVER /////
	///// TANK 3 /////
	WaveSpawn	{
	Name	Santank3
	WaitForAllDead sana1
	TotalCurrency	20
	TotalCount	1					
	Where	spawnbot_boss		
	WaitBeforeStarting	7
	Support Limited
	FirstSpawnWarningSound "Announcer.MVM_Tank_Alert_Spawn"

	Tank	{
	Health	6000
	Name tankboss3
	ClassIcon tankspeed
	Speed	150 // 1m 45s on this map
	Skin 0
	StartingPathTrackNode	"boss_path_1"
	
	OnKilledOutput	{ Target	boss_dead_relay	Action Trigger	}
	OnBombDroppedOutput	{ Target	boss_deploy_relay	Action	Trigger	}
	
	}
	}
	
	WaveSpawn	{
	WaitForAllSpawned Santank3
	WaitBeforeStarting 0.05
	FirstSpawnOutput	{
		Target wave_start_relay
		Action RunScriptCode
		Param 
		"
		ClientPrint(null,3,`\x0799CCFFFast Tank with 6k HP inbound!`)
		"
	}
	}
	
	WaveSpawn	{
	WaitForAllSpawned Santank3
	WaitBeforeStarting 4
	FirstSpawnOutput	{
		Target tankboss3
		Action "setSpeed"
        Param "150"
	}
	}
	
	///// TANK 3 OVER /////
	
	// 33 is such a weird number to divide
	// 21 + 12?
	WaveSpawn {
		Name	sanas
		TotalCurrency	0
		TotalCount	21
		MaxActive	14
		SpawnCount	3
		WaitBeforeStarting	6
		WaitBetweenSpawns	5
		Where	spawnbot_left // right
	//	Support Limited
		TFBot {	Template T_TFBot_Heavy_Laugh_Champ 
		Action Mobber  
		Name "Cuddly Champs" Health 66	Attributes AlwaysCrit }
	}
	
	WaveSpawn {
		Name	sanas
		TotalCurrency	0
		TotalCount	32
		MaxActive	6
		SpawnCount	6
		WaitBeforeStarting	6
		WaitBetweenSpawns	10
		Where	spawnbot_left // right
	//	Support Limited
		TFBot {	Template T_TFBot_Heavy_Laugh_Champ 
		Action Mobber 
		Name "Cuddly Champs" Health 66	Attributes AlwaysCrit }
	}
		
	WaveSpawn {
		Name	san_SuperJumprolling_Birb1
		TotalCurrency	0
		TotalCount	2
		MaxActive	2 
		SpawnCount	1
		WaitForAllDead sana1
		WaitBeforeStarting	20 // 30
		WaitBetweenSpawns	6
		Where	spawnbot_left
	//	Support Limited
		TFBot	{
		Template T_TFBot_Scout_Quick
		Attributes IgnoreEnemies
		Name "Birds of a Feather" // STRING_JOKENAME
		}
	//	TFBot	{
	//	Template T_TFBot_Scout_Quick
	//	Name "Flock Together"
	//	Name "Birds of a Feather"
	// }
	}
	
	WaveSpawn {
		Name	san_SuperJumprolling_Birb2
		TotalCurrency	0
		TotalCount	6
		MaxActive	3 
		SpawnCount	1
		WaitForAllDead sana1
		WaitBeforeStarting	32 // 30
		WaitBetweenSpawns	6
		Where	spawnbot_left
	//	Support Limited
		RandomChoice {
		TFBot	{ Template T_TFBot_Scout_Quick Attributes IgnoreEnemies }
		TFBot	{ Template T_TFBot_Scout_Quick Attributes IgnoreEnemies }
		TFBot	{ Template T_Scout Name "Nimble Scout" ClassIcon scout_fast 
		Item "Unarmed Combat" WeaponRestrictions MeleeOnly	
		Item "Batter's Beak"	Item "Fowl Fists"	Item "Talon Trotters" Attributes IgnoreEnemies }
		}
	}
	
	WaveSpawn {
		Name	sanas
		WaitForAllDead Santank3
		TotalCurrency	0
		TotalCount	30
		MaxActive	6
		SpawnCount	2
		WaitBeforeStarting	15
		WaitBetweenSpawns	1
		Where	spawnbot_right
		RandomChoice {
		TFBot {	Template T_TFBot_Heavy_Laugh_Champ Action Mobber Name "Cuddly Champs" Health 30 Attributes AlwaysCrit }
		TFBot {	Template T_TFBot_Heavy_Laugh_Champ Action Mobber Name "Cuddly Champs" Health 30 Attributes AlwaysCrit }
		TFBot {	Template T_TFBot_Heavy_Laugh_Champ Name "Cuddly Champs" Health 30 Attributes AlwaysCrit }
		}
	}
	
	WaveSpawn {
		Name	sana2
		TotalCurrency	50
		TotalCount	1
		MaxActive	1
		SpawnCount	1
		WaitForAllDead Santank3
		WaitBeforeStarting	5 
		WaitBetweenSpawns	6
	//	FirstSpawnWarningSound "vo/mvm/mght/heavy_mvm_m_yell7" // Time to hide cowards!
	//	FirstSpawnWarningSound "vo/mvm/mght/heavy_mvm_m_domination18" // Killing you is full time job, now!
		FirstSpawnWarningSound "vo/mvm/mght/heavy_mvm_m_domination13" // I promise you, pain without end.
		Where	spawnbot_left
		FirstSpawnOutput 
		{
		Target	wave_start_relay
				Action	RunScriptCode
				Param	
				"
			SINS.ChangeIconByName(`pyro_reflect_hyper_lite`,`pyro_deflector_floro`) 
			"
		}
		RandomChoice {
		TFBot { Template T_TFBot_Giant_Heavy_AA_Enrage 
		ChangeAttributes   // Default
		{
			Delay 0 // 4
			Cooldown 20
			Repeats 0
			Name "Disengage" 
		}
		ChangeAttributes   // I saw something! Must.. wabada them all.
		{
			Delay 1
			Repeats 0
			Cooldown 10
			IfSeeTarget 1
			Name "InCombat"
		}
		ChangeAttributes   // Quick. Must deliver the intel! 
		{
			Delay 0.01 
			Repeats 0
			IfSeeTarget 0
			Name "Disengage"
			IfHealthBelow 3000
		}
		FireInput   // New Threat message
			{
				Target player
				Action $DisplayTextChat
				Param "{99CCFF}Giant Assault-Cannon Heavy{reset}: I promise you, pain without end."
				Delay 0.05
				Cooldown 99999
				Repeats 0
				IfHealthBelow 16000
			}
		FireInput   // New Threat message
			{
				Target player
				Action $DisplayTextChat
				Param "{99CCFF}Giant Assault-Cannon Heavy{reset}: Da, You ARE stuck in this wave, with me!"
				Delay 4 // 5
				Cooldown 99999
				Repeats 0
				IfHealthBelow 16000
			}
			}
		TFBot { Template T_TFBot_Giant_Heavy_AA_Enrage 
		ChangeAttributes   // Default
		{
			Delay 0 // 4
			Cooldown 20
			Repeats 0
			Name "Disengage" 
		}
		ChangeAttributes   // I saw something! Must.. wabada them all.
		{
			Delay 1
			Repeats 0
			Cooldown 10
			IfSeeTarget 1
			Name "InCombat"
		}
		ChangeAttributes   // Quick. Must deliver the intel! 
		{
			Delay 0.01 
			Repeats 0
			IfSeeTarget 0
			Name "Disengage"
			IfHealthBelow 3000
		}
		FireInput   // New Threat message
			{
				Target player
				Action $DisplayTextChat
				Param "{99CCFF}Giant Assault-Cannon Heavy{reset}: I promise you, pain without end."
				Delay 0.05
				Cooldown 99999
				Repeats 0
				IfHealthBelow 16000
			}
		FireInput   // New Threat message
			{
				Target player
				Action $DisplayTextChat
				Param "{99CCFF}Giant Assault-Cannon Heavy{reset}: Da, You ARE stuck in this wave, with me!"
				Delay 4 // 5
				Cooldown 99999
				Repeats 0
				IfHealthBelow 16000
			}
		}
		TFBot { Template T_TFBot_Giant_Heavy_AA_Enrage 
		ChangeAttributes   // Default
		{
			Delay 0 // 4
			Cooldown 20
			Repeats 0
			Name "Disengage" 
		}
		ChangeAttributes   // I saw something! Must.. wabada them all.
		{
			Delay 1
			Repeats 0
			Cooldown 10
			IfSeeTarget 1
			Name "InCombat"
		}
		ChangeAttributes   // Quick. Must deliver the intel! 
		{
			Delay 0.01 
			Repeats 0
			IfSeeTarget 0
			Name "Disengage"
			IfHealthBelow 3000
		}
		FireInput   // New Threat message
			{
				Target player
				Action $DisplayTextChat
				Param "{99CCFF}Giant Assault-Cannon Heavy{reset}: I promise you, pain without end."
				Delay 0.05
				Cooldown 99999
				Repeats 0
				IfHealthBelow 16000
			}
		FireInput   // New Threat message
			{
				Target player
				Action $DisplayTextChat
				Param "{99CCFF}Giant Assault-Cannon Heavy{reset}: Da, You ARE stuck in this wave, with me!"
				Delay 4 // 5
				Cooldown 99999
				Repeats 0
				IfHealthBelow 16000
			}
		}
		TFBot { Template T_TFBot_Giant_Heavy_AA_Enrage 
		ChangeAttributes   // Default
		{
			Delay 0 // 4
			Cooldown 20
			Repeats 0
			Name "Disengage" 
		}
		ChangeAttributes   // I saw something! Must.. wabada them all.
		{
			Delay 1
			Repeats 0
			Cooldown 10
			IfSeeTarget 1
			Name "InCombat"
		}
		ChangeAttributes   // Quick. Must deliver the intel! 
		{
			Delay 0.01 
			Repeats 0
			IfSeeTarget 0
			Name "Disengage"
			IfHealthBelow 3000
		}
		FireInput   // New Threat message
			{
				Target player
				Action $DisplayTextChat
				Param "{99CCFF}Giant Assault-Cannon Heavy{reset}: I promise you, pain without end."
				Delay 0.05
				Cooldown 99999
				Repeats 0
				IfHealthBelow 16000
			}
		FireInput   // New Threat message
			{
				Target player
				Action $DisplayTextChat
				Param "{99CCFF}Giant Assault-Cannon Heavy{reset}: Da, You ARE stuck in this wave, with me!"
				Delay 4 // 5
				Cooldown 99999
				Repeats 0
				IfHealthBelow 16000
			}
		}
		TFBot { Template T_TFBot_Giant_Heavy_AA_Enrage 
		ChangeAttributes   // Default
		{
			Delay 0 // 4
			Cooldown 20
			Repeats 0
			Name "Disengage" 
		}
		ChangeAttributes   // I saw something! Must.. wabada them all.
		{
			Delay 1
			Repeats 0
			Cooldown 10
			IfSeeTarget 1
			Name "InCombat"
		}
		ChangeAttributes   // Quick. Must deliver the intel! 
		{
			Delay 0.01 
			Repeats 0
			IfSeeTarget 0
			Name "Disengage"
			IfHealthBelow 3000
		}
		FireInput   // New Threat message
			{
				Target player
				Action $DisplayTextChat
				Param "{99CCFF}Giant Assault-Cannon Heavy{reset}: I promise you, pain without end."
				Delay 0.05
				Cooldown 99999
				Repeats 0
				IfHealthBelow 16000
			}
		FireInput   // New Threat message
			{
				Target player
				Action $DisplayTextChat
				Param "{99CCFF}Giant Assault-Cannon Heavy{reset}: Da, You ARE stuck in this wave, with me!"
				Delay 4 // 5
				Cooldown 99999
				Repeats 0
				IfHealthBelow 16000
			}
		}
		TFBot { Template T_TFBot_Giant_Heavy_AA_Enrage 
		ChangeAttributes   // Default
		{
			Delay 0 // 4
			Cooldown 20
			Repeats 0
			Name "Disengage" 
		}
		ChangeAttributes   // I saw something! Must.. wabada them all.
		{
			Delay 1
			Repeats 0
			Cooldown 10
			IfSeeTarget 1
			Name "InCombat"
		}
		ChangeAttributes   // Quick. Must deliver the intel! 
		{
			Delay 0.01 
			Repeats 0
			IfSeeTarget 0
			Name "Disengage"
			IfHealthBelow 3000
		}
		FireInput   // New Threat message
			{
				Target player
				Action $DisplayTextChat
				Param "{99CCFF}Giant Assault-Cannon Heavy{reset}: I promise you, pain without end."
				Delay 0.05
				Cooldown 99999
				Repeats 0
				IfHealthBelow 16000
			}
		FireInput   // New Threat message
			{
				Target player
				Action $DisplayTextChat
				Param "{99CCFF}Giant Assault-Cannon Heavy{reset}: Da, You ARE stuck in this wave, with me!"
				Delay 4 // 5
				Cooldown 99999
				Repeats 0
				IfHealthBelow 16000
			}
		}
		TFBot { Template T_TFBot_Giant_Heavy_AA_Enrage 
		ChangeAttributes   // Default
		{
			Delay 0 // 4
			Cooldown 20
			Repeats 0
			Name "Disengage" 
		}
		ChangeAttributes   // I saw something! Must.. wabada them all.
		{
			Delay 1
			Repeats 0
			Cooldown 10
			IfSeeTarget 1
			Name "InCombat"
		}
		ChangeAttributes   // Quick. Must deliver the intel! 
		{
			Delay 0.01 
			Repeats 0
			IfSeeTarget 0
			Name "Disengage"
			IfHealthBelow 3000
		}
		FireInput   // New Threat message
			{
				Target player
				Action $DisplayTextChat
				Param "{99CCFF}Giant Assault-Cannon Heavy{reset}: I promise you, pain without end."
				Delay 0.05
				Cooldown 99999
				Repeats 0
				IfHealthBelow 16000
			}
		FireInput   // New Threat message
			{
				Target player
				Action $DisplayTextChat
				Param "{99CCFF}Giant Assault-Cannon Heavy{reset}: Da, You ARE stuck in this wave, with me!"
				Delay 4 // 5
				Cooldown 99999
				Repeats 0
				IfHealthBelow 16000
			}
		}
		TFBot { Template T_TFBot_Giant_Heavy_AA_Enrage 
		ChangeAttributes   // Default
		{
			Delay 0 // 4
			Cooldown 20
			Repeats 0
			Name "Disengage" 
		}
		ChangeAttributes   // I saw something! Must.. wabada them all.
		{
			Delay 1
			Repeats 0
			Cooldown 10
			IfSeeTarget 1
			Name "InCombat"
		}
		ChangeAttributes   // Quick. Must deliver the intel! 
		{
			Delay 0.01 
			Repeats 0
			IfSeeTarget 0
			Name "Disengage"
			IfHealthBelow 3000
		}
		FireInput   // New Threat message
			{
				Target player
				Action $DisplayTextChat
				Param "{99CCFF}Giant Assault-Cannon Heavy{reset}: I promise you, pain without end."
				Delay 0.05
				Cooldown 99999
				Repeats 0
				IfHealthBelow 16000
			}
		FireInput   // New Threat message
			{
				Target player
				Action $DisplayTextChat
				Param "{99CCFF}Giant Assault-Cannon Heavy{reset}: Da, You ARE stuck in this wave, with me!"
				Delay 4 // 5
				Cooldown 99999
				Repeats 0
				IfHealthBelow 16000
			}
		}
		TFBot { Template T_TFBot_Giant_Heavy_AA_Enrage 
		ChangeAttributes   // Default
		{
			Delay 0 // 4
			Cooldown 20
			Repeats 0
			Name "Disengage" 
		}
		ChangeAttributes   // I saw something! Must.. wabada them all.
		{
			Delay 1
			Repeats 0
			Cooldown 10
			IfSeeTarget 1
			Name "InCombat"
		}
		ChangeAttributes   // Quick. Must deliver the intel! 
		{
			Delay 0.01 
			Repeats 0
			IfSeeTarget 0
			Name "Disengage"
			IfHealthBelow 3000
		}
		FireInput   // New Threat message
			{
				Target player
				Action $DisplayTextChat
				Param "{99CCFF}Giant Assault-Cannon Heavy{reset}: I promise you, pain without end."
				Delay 0.05
				Cooldown 99999
				Repeats 0
				IfHealthBelow 16000
			}
		FireInput   // New Threat message
			{
				Target player
				Action $DisplayTextChat
				Param "{99CCFF}Giant Assault-Cannon Heavy{reset}: Da, You ARE stuck in this wave, with me!"
				Delay 4 // 5
				Cooldown 99999
				Repeats 0
				IfHealthBelow 16000
			}
		}
		TFBot { Template T_TFBot_Giant_Heavy_AA_Enrage 
		ChangeAttributes   // Default
		{
			Delay 0 // 4
			Cooldown 20
			Repeats 0
			Name "Disengage" 
		}
		ChangeAttributes   // I saw something! Must.. wabada them all.
		{
			Delay 1
			Repeats 0
			Cooldown 10
			IfSeeTarget 1
			Name "InCombat"
		}
		ChangeAttributes   // Quick. Must deliver the intel! 
		{
			Delay 0.01 
			Repeats 0
			IfSeeTarget 0
			Name "Disengage"
			IfHealthBelow 3000
		}
		FireInput   // New Threat message
			{
				Target player
				Action $DisplayTextChat
				Param "{99CCFF}Giant Assault-Cannon Heavy{reset}: I promise you, pain without end."
				Delay 0.05
				Cooldown 99999
				Repeats 0
				IfHealthBelow 16000
			}
		FireInput   // New Threat message
			{
				Target player
				Action $DisplayTextChat
				Param "{99CCFF}Giant Assault-Cannon Heavy{reset}: Da, You ARE stuck in this wave, with me!"
				Delay 4 // 5
				Cooldown 99999
				Repeats 0
				IfHealthBelow 16000
			}
		}
		TFBot { Template T_TFBot_Giant_Heavy_AA_Enrage 
		ChangeAttributes   // Default
		{
			Delay 0 // 4
			Cooldown 20
			Repeats 0
			Name "Disengage" 
		}
		ChangeAttributes   // I saw something! Must.. wabada them all.
		{
			Delay 1
			Repeats 0
			Cooldown 10
			IfSeeTarget 1
			Name "InCombat"
		}
		ChangeAttributes   // Quick. Must deliver the intel! 
		{
			Delay 0.01 
			Repeats 0
			IfSeeTarget 0
			Name "Disengage"
			IfHealthBelow 3000
		}
		FireInput   // New Threat message
			{
				Target player
				Action $DisplayTextChat
				Param "{99CCFF}Giant Assault-Cannon Heavy{reset}: I promise you, pain without end."
				Delay 0.05
				Cooldown 99999
				Repeats 0
				IfHealthBelow 16000
			}
		FireInput   // New Threat message
			{
				Target player
				Action $DisplayTextChat
				Param "{99CCFF}Giant Assault-Cannon Heavy{reset}: Da, You ARE stuck in this wave, with me!"
				Delay 4 // 5
				Cooldown 99999
				Repeats 0
				IfHealthBelow 16000
			}
		}
		TFBot { Template T_TFBot_Giant_Heavy_AA_Enrage 
		ChangeAttributes   // Default
		{
			Delay 0 // 4
			Cooldown 20
			Repeats 0
			Name "Disengage" 
		}
		ChangeAttributes   // I saw something! Must.. wabada them all.
		{
			Delay 1
			Repeats 0
			Cooldown 10
			IfSeeTarget 1
			Name "InCombat"
		}
		ChangeAttributes   // Quick. Must deliver the intel! 
		{
			Delay 0.01 
			Repeats 0
			IfSeeTarget 0
			Name "Disengage"
			IfHealthBelow 3000
		}
		FireInput   // New Threat message
			{
				Target player
				Action $DisplayTextChat
				Param "{99CCFF}Giant Assault-Cannon Heavy{reset}: I promise you, pain without end."
				Delay 0.05
				Cooldown 99999
				Repeats 0
				IfHealthBelow 16000
			}
		FireInput   // New Threat message
			{
				Target player
				Action $DisplayTextChat
				Param "{99CCFF}Giant Assault-Cannon Heavy{reset}: Da, You ARE stuck in this wave, with me!"
				Delay 4 // 5
				Cooldown 99999
				Repeats 0
				IfHealthBelow 16000
			}
		}
		TFBot { Template T_TFBot_Giant_Heavy_AA_Enrage 
		ChangeAttributes   // Default
		{
			Delay 0 // 4
			Cooldown 20
			Repeats 0
			Name "Disengage" 
		}
		ChangeAttributes   // I saw something! Must.. wabada them all.
		{
			Delay 1
			Repeats 0
			Cooldown 10
			IfSeeTarget 1
			Name "InCombat"
		}
		ChangeAttributes   // Quick. Must deliver the intel! 
		{
			Delay 0.01 
			Repeats 0
			IfSeeTarget 0
			Name "Disengage"
			IfHealthBelow 3000
		}
		FireInput   // New Threat message
			{
				Target player
				Action $DisplayTextChat
				Param "{99CCFF}Giant Assault-Cannon Heavy{reset}: I promise you, pain without end."
				Delay 0.05
				Cooldown 99999
				Repeats 0
				IfHealthBelow 16000
			}
		FireInput   // New Threat message
			{
				Target player
				Action $DisplayTextChat
				Param "{99CCFF}Giant Assault-Cannon Heavy{reset}: Da, You ARE stuck in this wave, with me!"
				Delay 4 // 5
				Cooldown 99999
				Repeats 0
				IfHealthBelow 16000
			}
		}
		TFBot { Template T_TFBot_Giant_Heavy_AA_Enrage 
		ChangeAttributes   // Default
		{
			Delay 0 // 4
			Cooldown 20
			Repeats 0
			Name "Disengage" 
		}
		ChangeAttributes   // I saw something! Must.. wabada them all.
		{
			Delay 1
			Repeats 0
			Cooldown 10
			IfSeeTarget 1
			Name "InCombat"
		}
		ChangeAttributes   // Quick. Must deliver the intel! 
		{
			Delay 0.01 
			Repeats 0
			IfSeeTarget 0
			Name "Disengage"
			IfHealthBelow 3000
		}
		FireInput   // New Threat message
			{
				Target player
				Action $DisplayTextChat
				Param "{99CCFF}Giant Assault-Cannon Heavy{reset}: I promise you, pain without end."
				Delay 0.05
				Cooldown 99999
				Repeats 0
				IfHealthBelow 16000
			}
		FireInput   // New Threat message
			{
				Target player
				Action $DisplayTextChat
				Param "{99CCFF}Giant Assault-Cannon Heavy{reset}: Da, You ARE stuck in this wave, with me!"
				Delay 4 // 5
				Cooldown 99999
				Repeats 0
				IfHealthBelow 16000
			}
		}
		TFBot { Template T_TFBot_Giant_Heavy_AA_Enrage 
		ChangeAttributes   // Default
		{
			Delay 0 // 4
			Cooldown 20
			Repeats 0
			Name "Disengage" 
		}
		ChangeAttributes   // I saw something! Must.. wabada them all.
		{
			Delay 1
			Repeats 0
			Cooldown 10
			IfSeeTarget 1
			Name "InCombat"
		}
		ChangeAttributes   // Quick. Must deliver the intel! 
		{
			Delay 0.01 
			Repeats 0
			IfSeeTarget 0
			Name "Disengage"
			IfHealthBelow 3000
		}
		FireInput   // New Threat message
			{
				Target player
				Action $DisplayTextChat
				Param "{99CCFF}Giant Assault-Cannon Heavy{reset}: I promise you, pain without end."
				Delay 0.05
				Cooldown 99999
				Repeats 0
				IfHealthBelow 16000
			}
		FireInput   // New Threat message
			{
				Target player
				Action $DisplayTextChat
				Param "{99CCFF}Giant Assault-Cannon Heavy{reset}: Da, You ARE stuck in this wave, with me!"
				Delay 4 // 5
				Cooldown 99999
				Repeats 0
				IfHealthBelow 16000
			}
		}
		TFBot { Template T_TFBot_Giant_Heavy_AA_Enrage 
		ChangeAttributes   // Default
		{
			Delay 0 // 4
			Cooldown 20
			Repeats 0
			Name "Disengage" 
		}
		ChangeAttributes   // I saw something! Must.. wabada them all.
		{
			Delay 1
			Repeats 0
			Cooldown 10
			IfSeeTarget 1
			Name "InCombat"
		}
		ChangeAttributes   // Quick. Must deliver the intel! 
		{
			Delay 0.01 
			Repeats 0
			IfSeeTarget 0
			Name "Disengage"
			IfHealthBelow 3000
		}
		FireInput   // New Threat message
			{
				Target player
				Action $DisplayTextChat
				Param "{99CCFF}Giant Assault-Cannon Heavy{reset}: I promise you, pain without end."
				Delay 0.05
				Cooldown 99999
				Repeats 0
				IfHealthBelow 16000
			}
		FireInput   // New Threat message
			{
				Target player
				Action $DisplayTextChat
				Param "{99CCFF}Giant Assault-Cannon Heavy{reset}: Da, You ARE stuck in this wave, with me!"
				Delay 4 // 5
				Cooldown 99999
				Repeats 0
				IfHealthBelow 16000
			}
		}
		TFBot { Template T_TFBot_Giant_Heavy_AA_Enrage 
		ChangeAttributes   // Default
		{
			Delay 0 // 4
			Cooldown 20
			Repeats 0
			Name "Disengage" 
		}
		ChangeAttributes   // I saw something! Must.. wabada them all.
		{
			Delay 1
			Repeats 0
			Cooldown 10
			IfSeeTarget 1
			Name "InCombat"
		}
		ChangeAttributes   // Quick. Must deliver the intel! 
		{
			Delay 0.01 
			Repeats 0
			IfSeeTarget 0
			Name "Disengage"
			IfHealthBelow 3000
		}
		FireInput   // New Threat message
			{
				Target player
				Action $DisplayTextChat
				Param "{99CCFF}Giant Assault-Cannon Heavy{reset}: I promise you, pain without end."
				Delay 0.05
				Cooldown 99999
				Repeats 0
				IfHealthBelow 16000
			}
		FireInput   // New Threat message
			{
				Target player
				Action $DisplayTextChat
				Param "{99CCFF}Giant Assault-Cannon Heavy{reset}: Da, You ARE stuck in this wave, with me!"
				Delay 4 // 5
				Cooldown 99999
				Repeats 0
				IfHealthBelow 16000
			}
		}
		TFBot { Template T_TFBot_Giant_Heavy_AA_Enrage 
		ChangeAttributes   // Default
		{
			Delay 0 // 4
			Cooldown 20
			Repeats 0
			Name "Disengage" 
		}
		ChangeAttributes   // I saw something! Must.. wabada them all.
		{
			Delay 1
			Repeats 0
			Cooldown 10
			IfSeeTarget 1
			Name "InCombat"
		}
		ChangeAttributes   // Quick. Must deliver the intel! 
		{
			Delay 0.01 
			Repeats 0
			IfSeeTarget 0
			Name "Disengage"
			IfHealthBelow 3000
		}
		FireInput   // New Threat message
			{
				Target player
				Action $DisplayTextChat
				Param "{99CCFF}Giant Assault-Cannon Heavy{reset}: I promise you, pain without end."
				Delay 0.05
				Cooldown 99999
				Repeats 0
				IfHealthBelow 16000
			}
		FireInput   // New Threat message
			{
				Target player
				Action $DisplayTextChat
				Param "{99CCFF}Giant Assault-Cannon Heavy{reset}: Da, You ARE stuck in this wave, with me!"
				Delay 4 // 5
				Cooldown 99999
				Repeats 0
				IfHealthBelow 16000
			}
		}
		TFBot { Template T_TFBot_Giant_Heavy_AA_Enrage 
		ChangeAttributes   // Default
		{
			Delay 0 // 4
			Cooldown 20
			Repeats 0
			Name "Disengage" 
		}
		ChangeAttributes   // I saw something! Must.. wabada them all.
		{
			Delay 1
			Repeats 0
			Cooldown 10
			IfSeeTarget 1
			Name "InCombat"
		}
		ChangeAttributes   // Quick. Must deliver the intel! 
		{
			Delay 0.01 
			Repeats 0
			IfSeeTarget 0
			Name "Disengage"
			IfHealthBelow 3000
		}
		FireInput   // New Threat message
			{
				Target player
				Action $DisplayTextChat
				Param "{99CCFF}Giant Assault-Cannon Heavy{reset}: I promise you, pain without end."
				Delay 0.05
				Cooldown 99999
				Repeats 0
				IfHealthBelow 16000
			}
		FireInput   // New Threat message
			{
				Target player
				Action $DisplayTextChat
				Param "{99CCFF}Giant Assault-Cannon Heavy{reset}: Da, You ARE stuck in this wave, with me!"
				Delay 4 // 5
				Cooldown 99999
				Repeats 0
				IfHealthBelow 16000
			}
		}
		TFBot { Template T_TFBot_Giant_Heavy_AA_Enrage_Owo Name "Giant Assauwult-Cannon Heavy" 
		ChangeAttributes   // Default
		{
			Delay 0 // 4
			Cooldown 20
			Repeats 0
			Name "Disengage" 
		}
		FireInput   // New Threat message
			{
				Target player
				Action $DisplayTextChat
				Param "{99CCFF}Giant Assault-Cannon Heavy{reset}: I promise to umm.. send you hugs?"
				Delay 2
				Cooldown 99999
				Repeats 0
				IfHealthBelow 16000
			}
		FireInput   // New Threat message
			{
				Target player
				Action $DisplayTextChat
				Param "{99CCFF}Giant Assault-Cannon Heavy{reset}: I forgot my line." // Was it to help you lowmann?"
				Delay 5
				Cooldown 99999
				Repeats 0
				IfHealthBelow 16000
			}
			}  // he uhh forgor his intro
		}
		
		FirstSpawnOutput 
		{
		Target	wave_start_relay
				Action	RunScriptCode
				Param	
				"
			SINS.ChangeIconByName(`pyro_reflect_hyper_lite`,`pyro_deflector_floro`) 
			SINS.ChangeIconByName(`soldier_blast_spammer`,`soldier_burstfire_hyper_lite`) 
			"
		}
		
		DoneOutput
		{
		Target	wave_start_relay
				Action	RunScriptCode
				Param	
				"
			SINS.ChangeIconByName(`pyro_deflector_floro`,`pyro_reflect_hyper_lite`) 
			"
		}
	}
	
	WaveSpawn {
		Name	sanb2s
		TotalCurrency	0
		TotalCount	32 // 32
		MaxActive	8
		SpawnCount	4
		WaitForAllDead sana1
		WaitBeforeStarting	45
		WaitBetweenSpawns	2
		Support Limited
		Where spawnbot_right
		RandomChoice {
		TFBot {
		Template T_TFBot_Soldier_Bison
		ClassIcon soldier_bison_spammer // _hyper
	//	Name "Bi-Thoughts Inducing Rays" // STRING_JOKENAME
		Name "Bi-Son Soldier"
		Skill Easy
	//	Attributes AlwaysCrit
		ItemAttributes {
		ItemName "The Righteous Bison"
		"damage bonus" 4
		//	"set item tint RGB" 16738740 // Pink
		"set item tint RGB" 14025328 // Pink-ish
		}
	}
		TFBot {
		Template T_TFBot_Soldier_Bison
		ClassIcon soldier_bison_spammer // _hyper
	//	Name "Bi-Thoughts Inducing Rays" // STRING_JOKENAME
		Name "Bi-Son Soldier"
		Skill Hard
	//	Attributes AlwaysCrit
		ItemAttributes {
		ItemName "The Righteous Bison"
		"damage bonus" 4
		//	"set item tint RGB" 5801378 // Blue
		"set item tint RGB" 14504 // Dark Blue
		}
	}
		TFBot {
		Template T_TFBot_Soldier_Bison
		Skill Hard
		ClassIcon soldier_bison_spammer // _hyper
	//	Name "Bi-Thoughts Inducing Rays" // STRING_JOKENAME
		Name "Bi-Son Soldier"
	//	Attributes AlwaysCrit
		ItemAttributes {
		ItemName "The Righteous Bison"
		"damage bonus" 4
		//	"set item tint RGB" 8208497 // Purple
		"set item tint RGB" 10178454 // Pale Purple-ish?
		}
		}
		}
	}
	
	WaveSpawn {
		Name	sanb1
		TotalCurrency	60
		TotalCount	2
		MaxActive	2
		SpawnCount	2
		WaitForAllDead Santank3
		WaitBeforeStarting	32
		WaitBetweenSpawns	6
		Where	spawnbot_left
		Squad {
		TFBot {		Template T_TFBot_Giant_Soldier_Push_RapidFire	
		Name "Giant Red Glare Soldier"
		ClassIcon	 soldier_burstfire_hyper_lite
	//	Name "Medic Obliterator Device" // STRING_JOKENAME
		ItemAttributes	{
		ItemName "The Liberty Launcher"
		"damage bonus" 0.7
		"Projectile speed increased" 1.8
		"fire rate bonus" 0.5
		"Reload time increased" 4 //10s reload
		
		"projectile gravity" 350  
		"mark for death" 1
		
		"add cond on hit" 80   // Forced to parachute 
		"add cond on hit duration" 5   
		}
		CharacterAttributes {
		"mod mini-crit airborne" 1
		"minicrits become crits" 1
		"apply z velocity on damage"	500
		"apply look velocity on damage" -200
		}
	}
		TFBot	{	Template T_TFBot_Medic_Uber_Quick Name "Quick-Uber Medic" }
	}
	}
	
	WaveSpawn {
		Name	sanb1s
		TotalCurrency	27
		TotalCount	9
		MaxActive 9
		SpawnCount 3
		WaitForAllDead Santank3
		WaitBeforeStarting	10
		WaitBetweenSpawns	4
		Where	spawnbot_left
		Where	spawnbot_right
		RandomChoice { 
		TFBot { Template T_Pyro Name "Frontburn Pyro" Skill Easy Attributes AlwaysCrit 
		ItemAttributes { ItemName "TF_WEAPON_FLAMETHROWER" "flame_speed" 1750 }
		Attributes AlwaysFireWeapon ClassIcon pyro_ricochet_nys }
		TFBot { Template T_TFBot_Pyro_Backburn Name	"Backburn Pyro" ClassIcon pyro_ricochet_nys }
		TFBot { Template T_TFBot_Pyro_Backburn_Hyper Name "Coyoticburn Pyro" ClassIcon pyro_ricochet_nys }
		TFBot { Template T_TFBot_Pyro_Volcanic  Name "Volcanic Pyro" ClassIcon pyro_ricochet_nys }
		}
	}
	
	WaveSpawn {
		Name	sanb2
		TotalCurrency	60
		TotalCount	2
		MaxActive	2
		SpawnCount	2
		WaitForAllSpawned sanb1
		WaitBeforeStarting	22 // 32
		WaitBetweenSpawns	6
		Where	spawnbot_left
		Squad {
		TFBot {		Template T_TFBot_Giant_Pyro_Airblast_Hyper
	//	ClassIcon	pyro_reflect_daan
		ClassIcon pyro_deflector_floro
	//	ClassIcon pyro_reflect_hyper_lite 
		Name "Giant Bazinga Pyro"
		ExtAttr AlwaysFireWeaponAlt  
		ItemAttributes	{
		ItemName  "Powerhouse_flamethrower_turbinetorcher"
		"damage bonus" 0.1			
		"airblast_destroy_projectile" 1
			}
		}
		TFBot	{	Template T_TFBot_Medic_Uber_Quick }
		}
	}
	
	WaveSpawn {
		Name	sanb1s
		TotalCurrency	0
		TotalCount	20
		MaxActive 6
		SpawnCount 3
		WaitForAllSpawned sana2
		WaitBeforeStarting	30
		WaitBetweenSpawns	4
		Where	spawnbot_boss
		Where	spawnbot_right
		Support Limited
		RandomChoice { 
		TFBot {	Template T_TFBot_Sniper_Bowman_Nerfed ClassIcon sniper_bow_bleed3 Attributes AlwaysCrit }
		TFBot {	Template T_TFBot_Sniper_Bowman_Nerfed ClassIcon sniper_bow_bleed3 Attributes AlwaysCrit }
		TFBot {	Template T_TFBot_Sniper_Bowman_Nerfed ClassIcon sniper_bow_bleed3 Attributes AlwaysCrit }
		TFBot {	Template T_TFBot_Sniper_Bowman_Nerfed ClassIcon sniper_bow_bleed3 Attributes AlwaysCrit }
		TFBot {	Template T_TFBot_Sniper_Bowman_Nerfed ClassIcon sniper_bow_bleed3 Attributes AlwaysCrit }
		TFBot {	Template T_TFBot_Sniper_Bowman_Nerfed ClassIcon sniper_bow_bleed3 Attributes AlwaysCrit }
		TFBot {	Template T_TFBot_Sniper_Bowman_Nerfed ClassIcon sniper_bow_bleed3 Attributes AlwaysCrit }
		TFBot {	Template T_TFBot_Sniper_Bowman_Nerfed ClassIcon sniper_bow_bleed3 Attributes AlwaysCrit }
		TFBot {	Template T_TFBot_Sniper_Bowman_Nerfed ClassIcon sniper_bow_bleed3 Attributes AlwaysCrit }
		TFBot {	Template T_TFBot_Sniper_Bowman_Nerfed ClassIcon sniper_bow_bleed3 Attributes AlwaysCrit }
		TFBot {	Template T_TFBot_Sniper_Bowman_Nerfed ClassIcon sniper_bow_bleed3 Attributes AlwaysCrit }
		TFBot {	Template T_TFBot_Sniper_Bowman_Nerfed ClassIcon sniper_bow_bleed3 Attributes AlwaysCrit }
		TFBot {	Template T_TFBot_Sniper_Bowman_Nerfed ClassIcon sniper_bow_bleed3 Attributes AlwaysCrit }
		TFBot {	Template T_TFBot_Sniper_Bowman_Nerfed ClassIcon sniper_bow_bleed3 Attributes AlwaysCrit }
		TFBot {	Template T_TFBot_Sniper_Bowman_Nerfed ClassIcon sniper_bow_bleed3 Attributes AlwaysCrit }
		TFBot {	Template T_TFBot_Sniper_Bowman_Nerfed ClassIcon sniper_bow_bleed3 Attributes AlwaysCrit }
		TFBot {	Template T_TFBot_Sniper_Bowman_Nerfed ClassIcon sniper_bow_bleed3 Attributes AlwaysCrit }
		TFBot {	Template T_TFBot_Sniper_Bowman_Nerfed ClassIcon sniper_bow_bleed3 Attributes AlwaysCrit }
		TFBot {	Template T_TFBot_Sniper_Bowman_Nerfed ClassIcon sniper_bow_bleed3 Attributes AlwaysCrit }
		TFBot {	Template T_TFBot_Sniper_Bowman_Bleed ClassIcon sniper_bow_bleed3 Attributes AlwaysCrit }
		}
	}
	
	WaveSpawn {
		Name	sanb3
		TotalCurrency	60
		TotalCount	4
		MaxActive	4
		SpawnCount	2
		WaitForAllSpawned sanb2
		WaitBeforeStarting	22 // 32
		WaitBetweenSpawns	15 // 18
		Where	spawnbot_left
		FirstSpawnOutput 
		{
		Target	wave_start_relay
				Action	RunScriptCode
				Param	"
			SINS.ChangeIconByName(`pyro_reflect_daan`,`pyro_deflector_floro`) 
			"
		}
		Squad {
		TFBot {
		Template T_TFBot_Giant_Pyro_Deflector
		//ClassIcon	pyro_reflect_daan
		//ClassIcon pyro_deflector_sif
		ClassIcon pyro_deflector_floro
		Name "Giant Deflector Pyro"
		ExtAttr AlwaysFireWeaponAlt  
		CharacterAttributes {
		"minicrits become crits" 1
		"mult airblast refire time" 1.5
		}
		}
		TFBot {
	//	Template T_TFBot_Giant_Soldier_Push_RapidFire
		Template T_TFBot_Giant_Soldier_Burst_Hyper
	//	Name "Giant Rapid Blast Soldier"
		ClassIcon	 soldier_burstfire_hyper_lite
		CharacterAttributes {
		"minicrits become crits" 1
		
		"damage causes airblast" 0
		}
		}
		}
	}
	
	WaveSpawn {
		Name	sanb2s
		TotalCurrency	0
		TotalCount	32 // 32
		MaxActive 8
		SpawnCount	4
		WaitForAllSpawned sanb1
		WaitBeforeStarting	45
		WaitBetweenSpawns	2
		Support Limited
		Where spawnbot_right
		RandomChoice {
		TFBot {
		Template T_TFBot_Soldier_Bison
		ClassIcon soldier_bison_spammer // _hyper
	//	Name "Bi-Thoughts Inducing Rays" // STRING_JOKENAME
		Name "Bi-Son Soldier"
		Skill Easy
	//	Attributes AlwaysCrit
		ItemAttributes {
		ItemName "The Righteous Bison"
		"damage bonus" 4
		//	"set item tint RGB" 16738740 // Pink
		"set item tint RGB" 14025328 // Pink-ish
		}
	}
		TFBot {
		Template T_TFBot_Soldier_Bison
		ClassIcon soldier_bison_spammer // _hyper
	//	Name "Bi-Thoughts Inducing Rays" // STRING_JOKENAME
		Name "Bi-Son Soldier"
		Skill Hard
	//	Attributes AlwaysCrit
		ItemAttributes {
		ItemName "The Righteous Bison"
		"damage bonus" 4
		//	"set item tint RGB" 5801378 // Blue
		"set item tint RGB" 14504 // Dark Blue
		}
	}
		TFBot {
		Template T_TFBot_Soldier_Bison
		Skill Hard
		ClassIcon soldier_bison_spammer // _hyper
	//	Name "Bi-Thoughts Inducing Rays" // STRING_JOKENAME
		Name "Bi-Son Soldier"
	//	Attributes AlwaysCrit
		ItemAttributes {
		ItemName "The Righteous Bison"
		"damage bonus" 4
		//	"set item tint RGB" 8208497 // Purple
		"set item tint RGB" 10178454 // Pale Purple-ish?
		}
		}
		}
	}
	
	WaveSpawn {
		Name	sanb1s
		TotalCurrency	54
		TotalCount	18
		MaxActive 6
		SpawnCount 3
		WaitForAllSpawned sanb1
		WaitBeforeStarting	40 // 32
		WaitBetweenSpawns	6 // 4
		Where	spawnbot_left
		Where	spawnbot_right
		RandomChoice { 
		TFBot { Template T_Pyro Name "Frontburn Pyro" Skill Easy Attributes AlwaysCrit 
		ItemAttributes { ItemName "TF_WEAPON_FLAMETHROWER" "flame_speed" 1750 }
		Attributes AlwaysFireWeapon ClassIcon pyro_ricochet_nys }
		TFBot { Template T_TFBot_Pyro_Backburn Name	"Backburn Pyro" ClassIcon pyro_ricochet_nys }
		TFBot { Template T_TFBot_Pyro__FlameDrag Name	"Ricochet Pyro" ClassIcon pyro_ricochet_nys }
		TFBot { Template T_TFBot_Pyro__FlameDrag Name	"Ricochet Pyro" ClassIcon pyro_ricochet_nys }
		TFBot { Template T_TFBot_Pyro_Backburn_Hyper Name "Coyoticburn Pyro" ClassIcon pyro_ricochet_nys }
	//	TFBot { Template T_TFBot_Pyro_Volcanic  Name "Volcanic Pyro" ClassIcon pyro_ricochet_nys }
		}
	}
	
	WaveSpawn {
		Name	sanb1s
		TotalCurrency	0
		TotalCount	621
		MaxActive	8
		SpawnCount	4
		WaitForAllSpawned sanb3
		WaitBeforeStarting	45
		WaitBetweenSpawns	6
		Where	spawnbot_left
		Where	spawnbot_right
		Support Limited
		RandomChoice { 
		TFBot { Template T_Scout Skill Easy Name "Ext. Scout" WeaponRestrictions MeleeOnly 
		Item "Batsaber" 
		Item "The Cross-comm Express" 
		Item	"Biomech Backpack" 
		ClassIcon banner_buff_conch
		CharacterAttributes	{
		"damage bonus"	1.35
		"mod weapon blocks healing" 1
		"speed_boost_on_kill" 6
		"ragdolls become ash" 0 // incinerate
		"turn to gold"	1	 // gold!
		"set item tint rgb" 15185211 // aussie gold
		"mark for death"	1
		}
		}
		TFBot { Template T_Pyro  Skill Easy Attributes AlwaysFireWeapon Name "Dominant Toaster" Attributes SpawnWithFullCharge 
		Item	"Head Prize"	Item	"Bread Biter" Item	"Loaf Loafers" Item	 "The Buff Banner"
		CharacterAttributes	{ "deploy time increased" .5 "increase buff duration"	9.0 }
		ClassIcon banner_buff_conch }
		TFBot { Template T_TFBot_Pyro_Airblast_Reversed Skill Easy Name "Speedy Toaster" Attributes SpawnWithFullCharge 
		Item	"Breadcrab"	Item	"Bread Biter" Item	"Loaf Loafers" Item	 "The Concheror" 
		CharacterAttributes	{ "deploy time increased" .5 "increase buff duration"	9.0 }
		ClassIcon banner_buff_conch }
		TFBot { Template T_TFBot_Soldier_DirectHit_Buff Skill Expert Name "Ext. Soldier" Attributes SpawnWithFullCharge 
		ClassIcon banner_buff_conch }
		}
	}
	
	
	WaveSpawn {
		Name	sanb1s
		TotalCurrency	0
		TotalCount	621
		MaxActive 2
		SpawnCount 2
		WaitForAllSpawned sanb2
		WaitBeforeStarting	35
		WaitBetweenSpawns	3
		Where	spawnbot_boss
		Where	spawnbot_right
		Support Limited
		RandomChoice { 
		RandomChoice { 
		TFBot {	Template T_TFBot_Sniper_Bowman_Bleed ClassIcon sniper_bow_bleed3 }
		TFBot {	Template T_TFBot_Sniper_Bowman_Bleed ClassIcon sniper_bow_bleed3 }
		TFBot {	Template T_TFBot_Sniper_Bowman_Bleed ClassIcon sniper_bow_bleed3 }
		TFBot {	Template T_TFBot_Sniper_Bowman_Bleed ClassIcon sniper_bow_bleed3 }
		TFBot {	Template T_TFBot_Sniper_Bowman_Bleed ClassIcon sniper_bow_bleed3 }
		TFBot {	Template T_TFBot_Sniper_Bowman_Bleed ClassIcon sniper_bow_bleed3 }
		TFBot {	Template T_TFBot_Sniper_Bowman_Bleed ClassIcon sniper_bow_bleed3 }
		TFBot {	Template T_TFBot_Sniper_Bowman_Bleed ClassIcon sniper_bow_bleed3 }
		TFBot {	Template T_TFBot_Sniper_Bowman_Bleed ClassIcon sniper_bow_bleed3 }
		TFBot {	Template T_TFBot_Sniper_Bowman_Bleed ClassIcon sniper_bow_bleed3 }
		TFBot {	Template T_TFBot_Sniper_Bowman_Bleed ClassIcon sniper_bow_bleed3 }
		TFBot {	Template T_TFBot_Sniper_Bowman_Bleed ClassIcon sniper_bow_bleed3 }
		TFBot {	Template T_TFBot_Sniper_Bowman_Bleed ClassIcon sniper_bow_bleed3 }
		TFBot {	Template T_TFBot_Sniper_Bowman_Bleed ClassIcon sniper_bow_bleed3 }
		TFBot {	Template T_TFBot_Sniper_Bowman_Nerfed  ClassIcon sniper_bow_bleed3 }
		TFBot {	Template T_TFBot_Sniper_Bowman_Nerfed  ClassIcon sniper_bow_bleed3 }
		TFBot {	Template T_TFBot_Sniper_Bowman_Nerfed  ClassIcon sniper_bow_bleed3 }
		TFBot {	Template T_TFBot_Sniper_Bowman_Nerfed ClassIcon sniper_bow_bleed3 }
		TFBot {	Template T_TFBot_Sniper_Bowman_Nerfed ClassIcon sniper_bow_bleed3 }
		TFBot {	Template T_TFBot_Sniper_Armored_Bowman_Penetrate Name "Rapid Fire Puncture Bowman" ClassIcon sniper_bow_bleed3 }
		}
		}
	}
	
	WaveSpawn {
		Name	sanb5s
		WaitForAllDead sana1
		TotalCurrency 0
		TotalCount	25
		MaxActive	3
		SpawnCount	1
		WaitBeforeStarting	45
		WaitBetweenSpawns	30
		Where  
		{
			Relative Behind 
			MaxDistance 5000
			MinDistance 2000
		}
		Support Limited
		RandomChoice {
		TFBot {	Template T_TFBot_Engineer_MiniDropper ClassIcon mini_sentry Name "Brute-Force Engineer" }
//		TFBot {	Template T_TFBot_Engineer_MiniSentry ClassIcon mini_sentry Name "Brute-Force Engineer" }
		}
	}
	
	WaveSpawn {
		Name	sanb5s
		WaitForAllDead sana1
		TotalCurrency 0
		TotalCount	69
		MaxActive	2
		SpawnCount	1
		WaitBeforeStarting	10
		WaitBetweenSpawns	15
		Where	spawnbot_right
		Support Limited
		RandomChoice {
		TFBot {	Template T_TFBot_Engineer_Battle_MiniSentry_Gunsling ClassIcon mini_sentry Name "Brute-Force Engineer" }
		TFBot {	Template T_TFBot_Engineer_Battle_Frontier ClassIcon mini_sentry Name "Brute-Force Engineer" }
		TFBot {	Template T_TFBot_Engineer_Battle_MiniSentry ClassIcon mini_sentry Name "Brute-Force Engineer" }
		TFBot {	Template T_TFBot_Engineer_MiniSentry ClassIcon mini_sentry Name "Brute-Force Engineer" }
		}
	}
	
	WaveSpawn {
		Name	sanb4
		TotalCurrency	255
		TotalCount	4
		MaxActive 4
		SpawnCount 4
		WaitForAllDead sanb3
		WaitBeforeStarting	15 // 32
		WaitBetweenSpawns	0 // 4
		Where	spawnbot_right
		Squad {
		TFBot { Template T_TFBot_Giant_Heavy_Enrage
		Health 5000
		ClassIcon heavy_penetrate_hyper
		Item "Heavy Heating"
		MaxVisionRange 1200
		ItemAttributes	{
		ItemName "Iron Curtain"
		"accuracy scales damage" 1.5
		"fire rate bonus" 0.8
		"fire rate bonus with reduced health" 0.7
			
		"spread penalty" 6
		"continous accuracy mult" 0.5  
		"continous accuracy time" 4  
		"mult_spread_scales_consecutive" 1
		"killstreak tier" 1
		}
		
		}
		TFBot	{	Template T_TFBot_Medic_Uber_Quick Name "Quick-Uber Medic" }
		TFBot	{	Template T_TFBot_Medic_Uber_Quick Name "Quick-Uber Medic" }
		TFBot	{	Template T_TFBot_Medic_Uber_Quick Name "Quick-Uber Medic" }
		}
	}
	
	WaveSpawn {
		Name	san_SuperJumprolling_Birb3
		TotalCurrency	0
		TotalCount	10
		MaxActive	6 
		SpawnCount	2 // 1
		WaitForAllSpawned sanb2
		WaitBeforeStarting	60 // 30
		WaitBetweenSpawns	6 // 6
		Where	spawnbot_left
	//	Support Limited
		RandomChoice {
		TFBot	{ Template T_Scout Name "Nimble Scout" ClassIcon scout_fast 
		Item "Unarmed Combat" WeaponRestrictions MeleeOnly	
		Item "Batter's Beak"	Item "Fowl Fists"	Item "Talon Trotters" Attributes IgnoreEnemies }
		TFBot	{ Template T_Scout Name "Nimble Scout" ClassIcon scout_fast 
		Item "Unarmed Combat" WeaponRestrictions MeleeOnly	
		Item "Batter's Beak"	Item "Fowl Fists"	Item "Talon Trotters" Attributes IgnoreEnemies }
		TFBot	{ Template T_Scout Name "Nimble Scout" ClassIcon scout_fast 
		Item "Unarmed Combat" WeaponRestrictions MeleeOnly	
		Item "Batter's Beak"	Item "Fowl Fists"	Item "Talon Trotters" Attributes IgnoreEnemies }
		TFBot	{ Template T_Scout Name "Nimble Scout" ClassIcon scout_fast 
		Item "Unarmed Combat" WeaponRestrictions MeleeOnly	
		Item "Batter's Beak"	Item "Fowl Fists"	Item "Talon Trotters" Attributes IgnoreEnemies }
		TFBot	{ Template T_Scout Name "Nimble Scout" ClassIcon scout_fast 
		Item "Unarmed Combat" WeaponRestrictions MeleeOnly	
		Item "Batter's Beak"	Item "Fowl Fists"	Item "Talon Trotters" Attributes IgnoreEnemies }
		TFBot	{
		Template T_TFBot_Scout_Quick
		Attributes IgnoreEnemies
		Name "Birds of a Feather" // STRING_JOKENAME
		}
	//	TFBot	{
	//	Template T_TFBot_Scout_Quick
	//	Name "Flock Together"
	//	Name "Birds of a Feather"
		}
	}
	
	///// TANK Train /////
	WaveSpawn	{
	Name	Santanktrain
	WaitForAllDead sanb3
	TotalCurrency	0
	TotalCount	3	
	Where	spawnbot_boss		
	WaitBeforeStarting	8 // 10
	WaitBetweenSpawns   3
	Support Limited
	FirstSpawnWarningSound "ambient/alarms/razortrain_horn1.wav"
	FirstSpawnOutput 	{	Target boss_spawn_relay	Action Trigger  }
	Tank	{
	Health	15000
	Name tankboss1
	ClassIcon tankspeed
	Speed	60 // 1m 45s on this map
	Skin 0
	StartingPathTrackNode	"boss_path_1"
	
	OnKilledOutput	{ Target	boss_dead_relay	Action Trigger	}
	OnBombDroppedOutput	{ Target	boss_deploy_relay	Action	Trigger	}
	}
	}
	
	WaveSpawn	{
	WaitForAllSpawned Santanktrain
	WaitBeforeStarting 0.05
	FirstSpawnWarningSound "Announcer.MVM_Tank_Alert_Spawn"
	FirstSpawnOutput	{
		Target wave_start_relay
		Action RunScriptCode
		Param 
		"
		ClientPrint(null,3,`\x0799CCFFTank Train with 3x15k HP inbound!`)
		"
	}
	}
	
	///// TANK 1 OVER /////

	} // Wave 3 Over


///
// WAVE 4/6 (650$)
///

	Wave	{
	WaitWhenDone	65
	Checkpoint	Yes
	InitWaveOutput	{
//		Target wave_init_relay // Don't do anything on this map

	Target gamerules
	Action RunScriptCode
	Param 
		"
		SetSkyboxTexture (`sky_nightfall_01`) // Thanks ficool2.
		
		EntFire(`nav_prefer_flank_right`, `Kill`)
		EntFire(`nav_prefer_flank_left`, `Kill`)
		
		EntFire(`func_upgradestation`, `enable`);
		
		ClientPrint(null,3,`Time attack! Support will only spawn after a set amount of time.`)
		ClientPrint(null,3,`Merasmus will help cue in when they do!`)
		
		ClientPrint(null,3,`\x07fbeccbDon't stick around for too long, Merasmus may become bored and try to kill you.`)
		
		Convars.SetValue(`tf_airblast_cray_lose_footing_duration`, 0); // No more airblast
		Convars.SetValue(`tf_airblast_cray_power`, 150);
		Convars.SetValue(`tf_bot_taunt_victim_chance`, 0);
		
		Convars.SetValue(`tf_bot_pyro_always_reflect`, 1);
		Convars.SetValue(`tf_bot_pyro_shove_away_range`, 1000); // This procs phlog
		Convars.SetValue(`tf_bot_engineer_mvm_hint_min_distance_from_bomb`, 500);
		Convars.SetValue(`tf_bot_engineer_mvm_sentry_hint_bomb_forward_range`, 2750);
		Convars.SetValue(`tf_bot_engineer_mvm_sentry_hint_bomb_backward_range`, 250);
		
		// PRECACHE:
		//	Precache()
			IncludeScript(`seel_ins.nut`, getroottable()) //S.I.N.S by Seelpit.
		
		"
	}
	
	StartWaveOutput	{
		Target	wave_start_endurance_relay
		Action	Trigger
	}
	
	WaveSpawn {
		Name	sanc1
		WaitBeforeStarting	0
	FirstSpawnOutput 	{
		Target	wave_start_relay
		Action	RunScriptCode
		Param	
		"
		SINS.ChangeIconByName(`heavy_apocofist`,`timer_lite`)
		SINS.ChangeIconByName(`demoknight_headtaker_nys`,`timer_lite`)
		SINS.ChangeIconByName(`pyro_dragon_fury_swordstone`,`timer_lite`)
		SINS.ChangeIconByName(`soldier_crit_banner_sif`,`timer_lite`)
		SINS.ChangeIconByName(`demoknight_headtaker_nys`,`timer_lite`)
		"
	}
	}
	
	DoneOutput	{
		Target	wave_finished_relay
		Action	Trigger
	}
	
	WaveSpawn {
		Name	sanc1
		WaitBeforeStarting	0
		FirstSpawnWarningSound "vo/halloween_merasmus/sf14_merasmus_minigame_overtime_02.mp3" // You BORE merasmus! Time to make this more interesting.
		FirstSpawnOutput 
	{
		Target gamerules
		Action RunScriptCode
		Param 
		"
		SpawnEntityFromTable(`training_annotation` , {
		targetname = `sif_annot`
		display_text = `Deadly Supports will be enabled in 30s.`
		lifetime = `15`
		origin = `-2259 2688 432`
		}
		)
		EntFire(`sif_annot`, `show`)
		EntFire(`sif_annot`, `kill`, ``, 12)
		"
	}
	}
	
	WaveSpawn {
		Name	sia1
		TotalCurrency 97
		TotalCount	6
		MaxActive	6
		SpawnCount	3
		WaitBeforeStarting	4
		WaitBetweenSpawns	30
		Where	spawnbot_left
		Squad {
		TFBot {
		Template T_TFBot_Scout_SodaPopper
	//	Name "Watch yo tone, bro"
	//	Name "Hyper Milk Scout"
		Name "Damage Scout Subclass"
	//	Attributes AlwaysCrit
		Item "Battery Canteens"
		
		UseHumanAnimations 1  
		ItemAttributes	{
		ItemName	"The Soda Popper"
			"fire rate bonus"	0.5
			"clip size bonus" 2
			"fire input on kill" "!activator^$TauntFromItem^Taunt: The Killer Signature"
		}
		CharacterAttributes {
		"max health additive bonus" 310
		}
		}
		TFBot {
		Template T_TFBot_Medic_OverHeal_Quickfix
	//	Name "Big-Heal Medic"
		Name "Healthmancer Immortalis"
		Attributes IgnoreFlag
		ClassIcon medic_overheal_2
		}
		TFBot {
		Template T_TFBot_Medic_OverHeal_Quickfix
	//	Name "Big-Heal Medic"
		Name "Healthmancer Immortalis"
		Attributes IgnoreFlag
		ClassIcon medic_overheal_2
		}
		}
	}
	
	WaveSpawn {
		Name	sia2
	//	WaitForAllSpawned sia1
		TotalCurrency 18
		TotalCount	18
		MaxActive	12
		SpawnCount	6
		WaitBeforeStarting	2 // 2
		WaitBetweenSpawns	8
		Where	spawnbot_left
		Squad	 {
	FormationSize 999
	NoWaitForFormation 1  
	TFBot {
	Template T_TFBot_Sniper_Armored_Piss
	ClassIcon sniper_jarate_bushwacka
	Name "Crocodilian Jarjurer"
	Health 625
	CharacterAttributes	{
	"move speed bonus" 0.8
	}
	}
	TFBot {
	Template T_TFBot_Sniper_Bushwacka
	Name "Crocodilead"
	ClassIcon sniper_jarate_bushwacka
	}
	TFBot {
	Template T_TFBot_Sniper_Bushwacka
	Name "Crocodilead"
	ClassIcon sniper_jarate_bushwacka
	}
	TFBot {
	Template T_TFBot_Pyro_Neon
	Name "Neon Shark"
	ClassIcon sniper_jarate_bushwacka
	CharacterAttributes {
			"crit vs burning players" 1	
			"crit vs non burning players" 1 
			"mod shovel speed boost" 1
		}
	}
	TFBot {
	Template T_TFBot_Pyro_Neon
	Name "Short-lived Neon META Pyro"
	ClassIcon sniper_jarate_bushwacka
	CharacterAttributes {
			"crit vs burning players" 1	
			"crit vs non burning players" 1 
			"mod shovel speed boost" 1
		}
	}
	TFBot {
	Template T_TFBot_Sniper_Bushwacka_Crocostyle
	Name "Crocodilianer"
	ClassIcon sniper_jarate_bushwacka
	CharacterAttributes {
		"crit vs burning players" 1		// oh no~
		"crit vs non burning players" 1
		"slow enemy on hit major" 1.5
	}
	}
	}
	}
	
	WaveSpawn {
	Name	sia3
	//	WaitForAllSpawned sia1
		TotalCurrency 28
		TotalCount	30 // 28
		MaxActive	10
		SpawnCount	6 // 4
		WaitBeforeStarting 8 // 2
		WaitBetweenSpawns	8
		Where	spawnbot_left
		TFBot {
		Template T_TFBot_Demoman_RapidFire // T_TFBot_Pyro_Neon
	//	Name "Neon Shark"
		Name "Rapid Ultimatum"
		Item "The Jarmaments"
		  
		UseHumanAnimations 1  
		CharacterAttributes {
			"dmg penalty vs players" 0.66	// "mod shovel speed boost" 1
			"grenade explode on impact" 1		
			"add cond on hit" 24
			"add cond on hit duration" 5
			"custom projectile model" "models/weapons/c_models/urinejar.mdl"  
			
			"fire input on kill" "!activator^$TauntFromItem^Taunt: Scotsmann's Stagger"
			}
		}
	}

	
	WaveSpawn {
		Name	sia3
		WaitForAllSpawned sia2
		TotalCurrency 15
		TotalCount	15
		MaxActive	10
		SpawnCount	5
		WaitBeforeStarting	8
		WaitBetweenSpawns	8
		Where	spawnbot_left
		Squad	 {
		FormationSize 999
		NoWaitForFormation 1  
		TFBot {
		Template T_TFBot_Pyro_Armored_Gas_Explode
		ClassIcon sniper_jarate_bushwacka
		Name "Shark Gasjurer"
		Item "Neptune's Nightmare"
		Health 625
		Scale 1.4
		CharacterAttributes	{
		"move speed bonus" 0.8
		"dmg penalty vs players" 0.22 // 	100 dmg
		}
		}
		TFBot {
		Template T_TFBot_Demoman_RapidFire // T_TFBot_Pyro_Neon
	//	Name "Neon Shark"
		Name "Rapid Bomblet"
		Item "The Jarmaments"
		  
		UseHumanAnimations 1  
		CharacterAttributes {
			"fire input on kill" "!activator^$TauntFromItem^Oblooterated Taunt"
			"dmg penalty vs players" 1	// "mod shovel speed boost" 1
		//	"custom projectile model" "models/weapons/c_models/urinejar.mdl"  
			}
		}
		TFBot {
		Template T_TFBot_Demoman_RapidFire // T_TFBot_Pyro_Neon
	//	Name "Neon Shark"
		Name "Rapid Bomblet"
		Item "The Jarmaments"
		  
		UseHumanAnimations 1  
		CharacterAttributes {
			"fire input on kill" "!activator^$TauntFromItem^Oblooterated Taunt"
			"dmg penalty vs players" 1	// "mod shovel speed boost" 1
		//	"custom projectile model" "models/weapons/c_models/urinejar.mdl"  
			}
		}
		TFBot {
		Template T_TFBot_Demoman_RapidFire // T_TFBot_Pyro_Neon
	//	Name "Neon Shark"
		Name "Rapid Bomblet"
		Item "The Jarmaments"
		  
		UseHumanAnimations 1  
		CharacterAttributes {
			"fire input on kill" "!activator^$TauntFromItem^Oblooterated Taunt"
			"dmg penalty vs players" 1	// "mod shovel speed boost" 1
			"custom projectile model" "models/weapons/c_models/urinejar.mdl"  
			}
		}
		TFBot {
		Template T_TFBot_Pyro_Neon
		Name "Neon Shark"
		ClassIcon sniper_jarate_bushwacka
		CharacterAttributes {
			"crit vs burning players" 1	
			"crit vs non burning players" 1 
			"mod shovel speed boost" 1
		}
		}
		}
		}
		
	WaveSpawn {
		Name	sia3
		WaitForAllDead sia2
		TotalCurrency 12
		TotalCount	12
		MaxActive	6
		SpawnCount	2
		WaitBeforeStarting	15
		WaitBetweenSpawns	7
		Where	spawnbot_left
		Squad {
		TFBot {	Template T_TFBot_Medic_QuickFix_Shield_Extend WeaponRestrictions SecondaryOnly Name "Bullet Jammer"	}
		TFBot {
	//	Template T_TFBot_Heavy_Natascha_Push
	//	Template T_TFBot_Heavy_HuoLong
		Template T_TFBot_Heavy_Laser
		Name "Ignis Wisp"
		//ClassIcon heavy_deflector
		//ClassIcon heavy_slow
		ClassIcon heavy_nail
		Scale 1.2
		Skill Hard
		CharacterAttributes {
		"minicrits become crits" 1
		}
		}
		}
	}
	
	WaveSpawn {
		Name	sia3s
		WaitForAllDead sia2
		TotalCurrency 30
		TotalCount	21
		MaxActive	7
		SpawnCount	3 // 7
		WaitBeforeStarting	16
		WaitBetweenSpawns	10
		Where	spawnbot_left
		TFBot {
		Template T_TFBot_Demoman_RapidFire // T_TFBot_Pyro_Neon
	//	Name "Neon Shark"
		Name "Rapid Bomblet"
		  
		UseHumanAnimations 1  
		CharacterAttributes {
			"fire input on kill" "!activator^$TauntFromItem^Oblooterated Taunt"
			"dmg penalty vs players" 1	// "mod shovel speed boost" 1		
		//	"custom projectile model" "models/weapons/c_models/urinejar.mdl"  
			}
		}
	}
	
	WaveSpawn {
		Name	sia3
		WaitForAllDead sia2
		TotalCurrency 30
		TotalCount	21
		MaxActive	7
		SpawnCount	3 // 7
		WaitBeforeStarting	8
		WaitBetweenSpawns	3.5
		Where	spawnbot_left
		RandomChoice {
		TFBot {
		Template T_TFBot_Heavy_Nail
		Name "Gun Nut"
		//	ClassIcon heavy_deflector
		ClassIcon heavy_nail
		Skill Hard // Normal
		CharacterAttributes {
		"minicrits become crits" 1
		}
		}
		TFBot {
		Template T_TFBot_Heavy_Nail
		Name "Gun Nut"
		//	ClassIcon heavy_deflector
		ClassIcon heavy_nail
		Skill Hard // Normal
		CharacterAttributes {
		"minicrits become crits" 1
		}
		}
		TFBot {
		Template T_TFBot_Heavy_Nail
		Name "Gun Nut"
		//	ClassIcon heavy_deflector
		ClassIcon heavy_nail
		Skill Hard // Normal
		CharacterAttributes {
		"minicrits become crits" 1
		}
		}
		TFBot {
		Template T_TFBot_Heavy_HealOnHit
		Name "Bullet Maniac"
		//	ClassIcon heavy_deflector
		ClassIcon heavy_nail
		Skill Hard
		CharacterAttributes {
		"minicrits become crits" 1
		}
		}
		}
	}
	
	WaveSpawn {
		Name	sia4
		WaitForAllSpawned sia2
		TotalCurrency 50
		TotalCount	6
		MaxActive	3
		SpawnCount	1
		WaitBeforeStarting	10
		WaitBetweenSpawns	6
		Where	spawnbot_left
		TFBot {
		Template T_TFBot_Scout_SodaPopper
	//	Name "Watch yo tone, bro"
	//	Name "Hyper Milk Scout"
		Name "Damage Scout Subclass"
	//	Attributes AlwaysCrit
		Item "Battery Canteens"
		
		UseHumanAnimations 1  
		ItemAttributes	{
		ItemName	"The Soda Popper"
			"fire rate bonus"	0.5
			"clip size bonus" 2
			"fire input on kill" "!activator^$TauntFromItem^Deep Fried Desire Taunt"
		}
		ItemAttributes	{
		ItemName "Battery Canteens"
			"refill_ammo" 3
			"powerup charges" 1
		}
		CharacterAttributes {
		"max health additive bonus" 310
		}
		}
	}
		
	
	WaveSpawn {
		Name	sib1
		WaitForAllDead sia3
		TotalCurrency 50
		TotalCount	2
		MaxActive	2
		SpawnCount	2
		WaitBeforeStarting	5
		WaitBetweenSpawns	22
		Where	spawnbot_left
		Squad {
		TFBot {
		Template T_TFBot_Heavy_Steel_Gauntlet_Reversed_Pusher
		Name "Alloy Blockner"
		ClassIcon heavy_steelfist_push_yoovy
		CharacterAttributes	{
		"mod medic healed damage bonus" 2.28
		"minicrits become crits" 1
		"max health additive bonus" 1337
		}
		}
		TFBot {
		Template T_TFBot_Medic_OverHeal_Quickfix
		Name "Healthmancer Immortalis"
		Attributes IgnoreFlag
		ClassIcon medic_overheal_2
		}
		}
	}
	
	WaveSpawn {
		Name	sib1
		WaitForAllDead sia3
		TotalCurrency 120
		TotalCount	12
		MaxActive	10
		SpawnCount	4
		WaitBeforeStarting	8
		WaitBetweenSpawns	12
		Where	spawnbot_left
		Squad {
		FormationSize 250
		TFBot {
		Template T_TFBot_Sniper_Armored_Bowman_Penetrate
		Name "Shield Piercer Beast"
		ClassIcon sniper_bow_multi_penetrator
		CharacterAttributes	{
			"minicrits become crits" 1
			
			"max health additive bonus" 2000
		}
		}
		TFBot {
		Template T_TFBot_Heavy_Steel_Gauntlet_Reversed_Pusher
		Name "Alloy Blockner"
		ClassIcon heavy_steelfist_push_yoovy
		CharacterAttributes	{
		"mod medic healed damage bonus" 2.28
		"minicrits become crits" 1
		"max health additive bonus" 1337
		}
		}
		TFBot {
		Template T_TFBot_Heavy_Steel_Gauntlet_Reversed_Pusher
		Name "Alloy Blockner"
		ClassIcon heavy_steelfist_push_yoovy
		CharacterAttributes	{
		"mod medic healed damage bonus" 2.28
		"minicrits become crits" 1
		"max health additive bonus" 1337
		}
		}
		TFBot {
		Template T_TFBot_Heavy_Steel_Gauntlet_Reversed_Pusher
		Name "Alloy Blockner"
		ClassIcon heavy_steelfist_push_yoovy
		CharacterAttributes	{
		"mod medic healed damage bonus" 2.28
		"minicrits become crits" 1
		"max health additive bonus" 1337
		}
		}
		}
	}
	
	WaveSpawn {
		Name	sib2
		WaitForAllDead sib1
		TotalCurrency 60
		TotalCount	6
		MaxActive	6
		SpawnCount	2
		WaitBeforeStarting	5
		WaitBetweenSpawns	5 // 6
		Where	spawnbot_left
		Squad {
		TFBot {
		Template T_TFBot_Sniper_Armored_Bowman_Penetrate
		Name "Shield Piercer Beast"
		ClassIcon sniper_bow_multi_penetrator
		CharacterAttributes	{
			"minicrits become crits" 1
			"max health additive bonus" 2000
		}
		}
		TFBot {
		Template T_TFBot_Medic_OverHeal_Quickfix
		Name "Healthmancer Immortalis"
		Attributes IgnoreFlag
		ClassIcon medic_overheal_2
		}
		}
	}
	
	WaveSpawn {
		Name	sib2
		WaitForAllSpawned sib1
		TotalCurrency 70
		TotalCount	6
		MaxActive	6
		SpawnCount	2
		WaitBeforeStarting	22
		WaitBetweenSpawns	2
		Where	spawnbot_left
		Squad {
		TFBot {	Template T_TFBot_Medic_QuickFix_Shield_Extend Health 450 Scale 1.2 Name "Bullet Jammer"	}
		}
		TFBot {
		Template T_TFBot_Sniper_Armored_Bowman_Penetrate
		Name "Shield Piercer Beast"
		ClassIcon sniper_bow_multi_penetrator
		CharacterAttributes	{
			"minicrits become crits" 1
			"max health additive bonus" 2000
		}
		}
	}
	
	WaveSpawn {
		Name	sib3
		WaitForAllSpawned sib2
		TotalCurrency 70
		TotalCount	16
		MaxActive	10
		SpawnCount	2 // 4
		WaitBeforeStarting	5
		WaitBetweenSpawns	5
		Where	spawnbot_left
		Squad {
		TFBot {
		Template T_TFBot_Heavy_Steel_Gauntlet_Reversed_Pusher
		Name "Alloy Blockner"
		ClassIcon heavy_steelfist_push_yoovy
		CharacterAttributes	{
		"mod medic healed damage bonus" 2.28
		"minicrits become crits" 1
		"max health additive bonus" 1337
		}
		}
		TFBot {
		Template T_TFBot_Medic_Uber_Quick
		Attributes SpawnWithFullCharge
	//	ClassIcon medic_kritz_flash
		Name "Uber-Jammer"
	//	Name "Blinking Blitz-Jammer"
		}
		}
	}
	
//
// STUPID ASS TIMER. REFUSING to sync with WaitBeforeStarting
// why- aaaaa ;w;
//	
// ong, this FLUFFING sucks fr
// - May 5

// So basically,
// After 4 minutes (This was already tested)
// - 4min -> Crit GRU / Apoc
// - 7min -> Backup BlackBox
// - 9min -> The boss spawns

// - June 1

	WaveSpawn	{
	Name	 YapYapYap!
	WaitBeforeStarting 	99999
	WaitBetweenSpawns 99999
	Support 1
	TFBot 	{	
//	Template T_TFFakePlayer_Medic_HardCarry
	Template T_TFBot_Giant_Heavy_BrassBeast
	Name "Timer"
	ClassIcon timer_lite
	Attributes AlwaysCrit
	}
	}
	
	WaveSpawn	{
	Name SiFTimer
	Where Behind
	//Where Anywhere // didn't work. Neither does " "
	WaitBeforeStarting 	1
	WaitBetweenSpawns 99999
	Support 1
	TFBot 	{	
//	Template T_TFFakePlayer_Medic_HardCarry
	Template T_TFBot_Giant_Heavy_BrassBeast
//	Health 600 // Urgh 300s, a.k.a 5 minutes. +10 for delay
	Health 590 //
//	Health 1080 // Nerf. Ughh JUJ were right, I need to mind the randoms.
	Name "Timer Expired!" // Geez, can't have a harder adv these days.
	Scale 0.01
	Attributes UseBossHealthBar
	Attributes IgnoreFlag
	Attributes IgnoreEnemies
//	Attributes AlwaysFireWeapon
	Attributes AlwaysCrit
	ClassIcon timer_lite
	CharacterAttributes {
		"move speed bonus" 0.0001
		"no_jump" 1
		"health drain" -2
		
		"dmg from ranged reduced" 0.001
		"dmg from melee increased" 0
		
		"ignored by enemy sentries" 1

	}
	}
	}
	
	WaveSpawn	{
	Name	 SiFSupport1
	WaitBeforeStarting 	30 // E
	WaitBetweenSpawns  5 // 10
	TotalCount 21 // 60
	MaxActive 6
	SpawnCount 3
	TotalCurrency 0
	Where spawnbot_right
	Support Limited
	FirstSpawnWarningSound "vo/halloween_merasmus/sf14_merasmus_general_purpose_23.mp3" // What are you doing? Attack them!
	FirstSpawnOutput 	{
	Target	wave_start_relay
		Action	RunScriptCode
		Param	
		"
		SINS.ChangeIconByName(`heavy_apocofist`,`timer_lite`)
		"
	}
	
	
//	RandomChoice {
//	RandomChoice {
	TFBot 	{	
	Template T_TFBot_Heavy_Apoco_Champ
	Name "Jammed Apocalypse Champ"
	ClassIcon heavy_apocofist
	Attributes AlwaysCrit
	  
	UseHumanAnimations 1  
	CharacterAttributes { "fire input on kill" "!activator^$TauntFromItem^Taunt: The Proletariat Showoff"	}
	}
		FirstSpawnOutput	{
			Target wave_start_relay
			Action RunScriptCode
			Param 
			"
			ClientPrint(null,3,`Apocalypse Supports have spawned.`)
			"
		}
//	}
//	}
	}
	
	WaveSpawn	{
	Name	 SiFSupport2
	WaitBeforeStarting 	90 // E
	WaitBetweenSpawns 8 //  10
	TotalCount 52 // 60
	MaxActive 9
	SpawnCount 3 // 6
	TotalCurrency 0
	Where spawnbot_right
	Support Limited
	FirstSpawnWarningSound "vo/halloween_merasmus/sf14_merasmus_general_purpose_23.mp3" // What are you doing? Attack them!
	FirstSpawnOutput 	{
	Target	wave_start_relay
				Action	RunScriptCode
				Param	"
		SINS.ChangeIconByName(`heavy_apocofist`,`pyro_dragon_fury_swordstone`)
		"
	}
//	RandomChoice {
//	RandomChoice {
	TFBot 	{	
	Template T_TFBot_Pyro_Dragon
	Name "Jammed Dwagon Pyro"
	Skill Easy
	ClassIcon	pyro_dragon_fury_swordstone
	Attributes AlwaysCrit
	  
	UseHumanAnimations 1  
	CharacterAttributes { "fire input on kill" "!activator^$TauntFromItem^Taunt: Cremator's Condolences"	}
	}
		FirstSpawnOutput	{
			Target wave_start_relay
			Action RunScriptCode
			Param 
			"
			ClientPrint(null,3,`Dragon Supports have spawned..`)
			"
		}
//	}
//	}
	}
	
	WaveSpawn	{
	Name	 SiFSupport2
	WaitBeforeStarting 	240 // E
	WaitBetweenSpawns 10
	TotalCount 30 // 20
	MaxActive 9
	SpawnCount 3
	TotalCurrency 0
	Where spawnbot_right
	Support Limited
	FirstSpawnWarningSound "vo/halloween_merasmus/sf14_merasmus_general_purpose_23.mp3" // What are you doing? Attack them!
	FirstSpawnOutput 	{
	Target	wave_start_relay
				Action	RunScriptCode
				Param	"
		SINS.ChangeIconByName(`pyro_dragon_fury_swordstone`,`soldier_crit_banner_sif`)
		"
	}
//	RandomChoice {
//	RandomChoice {
	TFBot 	{	
	Template T_TFBot_Soldier_Buff
	Name "Jammed Dominant Soldier"
	ClassIcon	soldier_crit_banner_sif
	Skill  Normal
	Attributes AlwaysCrit
	  
	UseHumanAnimations 1  
	CharacterAttributes { "fire input on kill" "!activator^$TauntFromItem^Taunt: Can It!"	}
	ItemAttributes
	{
		"Projectile speed increased HIDDEN" 0.66
		"mark for death"	1
	}
	}
		FirstSpawnOutput	{
			Target wave_start_relay
			Action RunScriptCode
			Param 
			"
			ClientPrint(null,3,`Crit Banner Support have spawned.`)
			"
		}
//	}
//	}
	}
	
	WaveSpawn {
		Name	 SiFSupportEngineers
		TotalCurrency 0
		TotalCount	621
		MaxActive	3
		SpawnCount	1
		WaitBeforeStarting	45 // 90
		WaitBetweenSpawns	30 // 30
		Where	spawnbot_right
		Support Limited
		TFBot {
		Template T_TFBot_Engineer_FastBuild
		TeleportWhere spawnbot_right
		ClassIcon engineer // _wrench_golden_sif
		Name "PDQ Engineer"
		Attributes AlwaysFireWeapon
		ExtAttr BuildDispenserAsSentryGun  
		ItemAttributes	{
		ItemName	"TF_WEAPON_WRENCH"
		"engy dispenser radius increased" 3  
		"mult dispenser rate" 2  
		"voice pitch scale" 0
	}
		}
	}
	
	WaveSpawn	{
	Name	 SiFSupportBoss
	WaitBeforeStarting 	300 // E
	WaitBetweenSpawns 10
	TotalCount 1
	MaxActive 1
	SpawnCount 1
	TotalCurrency 0 // 2000
	Where spawnbot_left
	Support Limited
//	FirstSpawnWarningSound "vo/halloween_merasmus/sf14_merasmus_minigame_soccer_hhh_08" // You're taking longer to kill each other than Merasmus hoped. Kill them all, Horsemann!
	FirstSpawnWarningSound "vo/halloween_merasmus/sf14_merasmus_minigame_soccer_hhh_05" // Death to all of you! Death! Horsemann, kill them!
	FirstSpawnOutput	{
	Target	wave_start_relay
				Action	RunScriptCode
				Param	"
		SINS.ChangeIconByName(`soldier_crit_banner_sif`,`demoknight_headtaker_nys`)
		"
	}
	RandomChoice {
	RandomChoice {
	// BOSS OPTION 1 "Horseless Horsemann -- Flarat"
		TFBot // Thanks for the base template Stardust!
        {
			Template T_Giant_Demoman
            Name "Headless Horseless Horsemann"
            ClassIcon demoknight_headtaker_nys
            Scale 1.75
            Health 40000
            Attributes UseBossHealthBar
            WeaponRestrictions MeleeOnly
			Attributes IgnoreFlag
	//		BehaviorModifiers Push
			Action Mobber  

            Item "The Horseless Headless Horseman's Headtaker"
            Item "The Horsemann's Hand-Me-Down"
            Item "Horseless Headless Horseman's Head"
            ItemAttributes
            {
                ItemName "The Horseless Headless Horseman's Headtaker"
                "damage bonus hidden" 0.01
                "fire rate penalty" 1.25
                "max health additive penalty" 0
                "melee range multiplier" 2
                "decapitate type" 0
				"dmg missing health" 0.9
            }
            CharacterAttributes
            {
				"head scale" 0
                "move speed bonus" 0.6
                "voice pitch scale" 0
                "SPELL: set Halloween footstep type" 2 // PURPLE!
            }
        }
		// BOSS OPTION 2 "Crit Flare Rain -- Flarat"
		TFBot 	{
		Template T_TFBot_Giant_Pyro_Dragon_RapidFire
		Name "Jammed Flarat"
		Item "Pyro the Flamedeer"
		Item "the scorch shot"
		Attributes AlwaysCrit
		Action Mobber  
		Attributes UseBossHealthBar
		Health 40000
		ItemAttributes	{
			ItemName	"the scorch shot"
			"fire rate bonus"	.1
			"projectile spread angle penalty"	9
			"damage penalty"	2.5
			"Projectile speed increased"	.11
			"is_passive_weapon" 1
		}
		}
		// BOSS OPTION 3 "Flare Shotgunner -- Gunreaper"
		TFBot 	{	
		Class Pyro		
		Skill Expert	
		ClassIcon pyro_deflector_sif
		Attributes AlwaysCrit
		Attributes UseBossHealthBar
		Attributes MiniBoss
		Health 40000
		Action Mobber  
		WeaponRestrictions	MeleeOnly
		Item "The Wraith Wrap"
		Item "The Sub Zero Suit"
		Item "The Back Scratcher"
	
		CharacterAttributes		{
			"weapon burn dmg reduced" 0.1
			"weapon burn time reduced" 0.1
			"mult airblast refire time" .85
	
			"move speed bonus"	.5
			"gesture speed increase" 2.0
			"damage force reduction" 0.3
			"airblast vulnerability multiplier" 0
			"airblast vertical vulnerability multiplier" 0
			"override footstep sound set" 6
		}
		}
	
	}
	}
			FirstSpawnOutput	{
			Target wave_start_relay
			Action RunScriptCode
			Param 
			"
			ClientPrint(null,3,`Time's out. May Kaliber save you.`)
			"
		}
	}
	
	} // Wave 4 Over


///
// WAVE 5/6 (1000$)
///

	Wave	{
	WaitWhenDone	65
	Checkpoint	Yes
	InitWaveOutput	{
//		Target wave_init_relay // Don't do anything on this map

	Target gamerules
	Action RunScriptCode
	Param 
		"
		SetSkyboxTexture (`sky_halloween_night_01`) // Thanks ficool2.
		
		EntFire(`nav_prefer_flank_right`, `Kill`)
		EntFire(`nav_prefer_flank_left`, `Kill`)
		
		EntFire(`func_upgradestation`, `enable`);
		
	//	ClientPrint(null,3,`Player-like robots will be sent out to hunt you, this wave.`)	
		ClientPrint(null,3,`Ammonomicon Tip: The TWIN.`)
		ClientPrint(null,3,`If HOK Deflector left alive -> AttackType: HOK Shotgun. Heals 50%`)
		ClientPrint(null,3,`If KOK Deflector left alive -> Ignores Bomb, Gain 50% faster firing speed.`)
			
		Convars.SetValue(`tf_airblast_cray_lose_footing_duration`, 0); // No more airblast
		Convars.SetValue(`tf_airblast_cray_power`, 150);
		Convars.SetValue(`tf_bot_taunt_victim_chance`, 0);
		
		EntFire(`bombpath_clearall_relay`,`Trigger`,null,0.78)
		EntFire(`bombpath_arrows_clear_relay`,`Trigger`,null,0.78)
		EntFire(`bombpath_right`,`Trigger`,null,0.9) // 
		
		Convars.SetValue(`tf_bot_pyro_always_reflect`, 1);
		Convars.SetValue(`tf_bot_pyro_shove_away_range`, 1000); // This procs phlog
		Convars.SetValue(`tf_bot_engineer_mvm_hint_min_distance_from_bomb`, 500);
		Convars.SetValue(`tf_bot_engineer_mvm_sentry_hint_bomb_forward_range`, 2750);
		Convars.SetValue(`tf_bot_engineer_mvm_sentry_hint_bomb_backward_range`, 250);
		"
	}
	
	StartWaveOutput	{
		Target	wave_start_endurance_relay
		Action	Trigger
	}
	DoneOutput	{
		Target	wave_finished_relay
		Action	Trigger
	}
	
//	WaveSpawn	{
//	WaitBeforeStarting 0.5
//	FirstSpawnOutput 
//	{
//		Target gamerules
//		Action RunScriptCode
//		Param 
//		"
//		SpawnEntityFromTable(`training_annotation` , {
//		targetname = `sif_annot`
//		display_text = `Welcome to x-1 Reverse MvM!`
//		lifetime = `6`
//		origin = `-2889 2055 404`
//		}
//		)
//		EntFire(`sif_annot`, `show`)
//		EntFire(`sif_annot`, `kill`, ``, 12)
//		"
//	}
//	}
	
	WaveSpawn	{
	WaitBeforeStarting 0
	FirstSpawnOutput 
	{
		Target gamerules
		Action RunScriptCode
		Param 
		"
		SpawnEntityFromTable(`training_annotation` , {
		targetname = `sif_annot`
	//	display_text = `Possessed unusual-wearing robots will attack you relentlessly!`
		display_text = `Hear ye, Hear ye.`
		lifetime = `2`
		origin = `-2889 2055 404`
		}
		)
		EntFire(`sif_annot`, `show`)
		EntFire(`sif_annot`, `kill`, ``, 3)
		
		ClientPrint(null,3,`Haunted bots will have unusual effect(s).`)
		ClientPrint(null,3,`Keep an eye out, they will attempt to escort their giants.`)
		"
	}
	}
	
	WaveSpawn	{
	WaitBeforeStarting 4
	FirstSpawnOutput 
	{
		Target gamerules
		Action RunScriptCode
		Param 
		"
		SpawnEntityFromTable(`training_annotation` , {
		targetname = `sif_annot`
		display_text = `Angered testers have haunted the robots .. and they WANT justice.`
		lifetime = `8`
		origin = `-2889 2055 404`
		}
		)
		EntFire(`sif_annot`, `show`)
		EntFire(`sif_annot`, `kill`, ``, 12)
		"
	}
	}
	
	WaveSpawn {
		Name saygex
		TotalCurrency 0
		WaitForAllDead wua1
		LastSpawnWarningSound "vo/halloween_merasmus/sf14_merasmus_general_purpose_15" // Why? Why would you do that?
	}
	
//	WaveSpawn {
//		Name	wua1
//		TotalCurrency 0
//		TotalCount	0
//		MaxActive	0
//		SpawnCount	0
//		WaitForAllDead wua0
//		WaitBeforeStarting	4
//		FirstSpawnWarningSound "vo\mvm\mght\scout_mvm_m_domination13.mp3" // Hit the bricks pal, you're done.
//		Support Limited
//		TFBot {
//	Template T_Scout
//	Attributes DisableDodge
//	MaxVisionRange 1
//	Name "Pacifist Scout META"
//	Item "Batter's Beak"
//	Item "Fowl Fists"
//	Item "Talon Trotters"
//	Item	"The Candy Cane"
//	ClassIcon scout_bonk
//	Health 100
//	Scale 0.8
//	Attributes AlwaysCrit
//	BehaviorModifiers Push
//	WeaponRestrictions MeleeOnly
//	Attributes AlwaysFireWeapon
//	ItemAttributes	{
//		ItemName "Batter's Beak"
//			"attach particle effect" 9
//		}
//	ItemAttributes {
//			ItemName TF_WEAPON_SCATTERGUN
//			"is_passive_weapon" 1
//			"override projectile type"  3 // Grenade
//			"damage penalty" 0.01
//			"faster reload rate" -1
//			"fire rate bonus" 0.9
//			"clip size penalty" 4
//			
//			"fuse bonus"	621
//			"grenade no bounce" 1
//			"projectile lifetime" 10  
//			
//			"add cond on hit" 126   // Slips, loses traction
//			"add cond on hit duration" 5   
//			
//			"custom projectile model" "models\props_farm\scenes\bananana_peel.mdl"		
//	}
//		CharacterAttributes	{
//		"dmg penalty vs players" 2 // :3
//		"dmg from melee increased" 1.75
//		"crit vs burning players" 1		// oh no~
//		"crit vs non burning players" 1  // not these hidden crits again~
//		"cannot pick up intelligence" 1
//		"active health degen" -25
//		}
//	}
//	}
	//	FireInput
	//	{
	//			Target "player_fakeuber_relay"
	//			Action Trigger
	//			Repeats 0
	//			Delay 2
	//			Cooldown 10
	//	}
	//	EventChangeAttributes
	//	{
	//		DefinitelyThrowing {
	//			
	//			CharacterAttributes	{ 
	//				"crit does no damage" 1
	//				"voice pitch scale" 2.5
	//			}
	//			VoiceCommand    
	//			{
	//				Delay 5
	//				Cooldown 8
	//				Repeats 0
	//				Type "Battle cry"
	//			}
	//		}
	//		IdleMoron
	//		{
	//			CharacterAttributes	{ 
	//				"crit does no damage" 1
	//				"fire rate bonus" 0.66
	//			}
	//		}
	//	}
	//	Taunt    // Doesn't work, using basic PT above
	//	{
	//		IfSeeTarget 0
	//		Delay 1
	//		Repeats 0
	//		Duration 30
	//		Name "Taunt: Kazotsky Kick"
	//	}
//		ClassIcon scout_bonk 
	//	Item "Conga Taunt"
//		}
//	}
	
//	WaveSpawn	{
//	Name wus
//	WaitBeforeStarting 8
//	FirstSpawnOutput	{
//		Target wave_start_relay
//		Action RunScriptCode
//		Param 
//		"
//		ClientPrint(null,3,`unconnected joined team ROBOTs`)
//		"
//	}
//	}
	
	WaveSpawn	{
	Name	 "FakeIcon_SupportRandomChoice"
	WaitBeforeStarting 	99999
	WaitBetweenSpawns 99999
	Support 1
	TFBot 	{	
//	Template T_TFFakePlayer_Medic_HardCarry
	Template T_TFBot_Sniper_Headshot
	Name "SiF said, I'm not supposed to spawn"
	ClassIcon medic_crossbow_bleed_v2
//	Attributes AlwaysCrit
	}
	}
	
	WaveSpawn	{
	Name	 "FakeIcon_SupportRandomChoice"
	WaitBeforeStarting 	99999
	WaitBetweenSpawns 99999
	Support 1
	TFBot 	{	
//	Template T_TFFakePlayer_Medic_HardCarry
	Template T_TFBot_Sniper_Headshot
	ClassIcon engineer_eureka_sif
//	Attributes AlwaysCrit
	}
	}
	
	WaveSpawn {
		Name	wua1
		TotalCurrency 0
		TotalCount	16 // 8
		MaxActive	8 // 4
		SpawnCount	2
		WaitBeforeStarting	20 // 12
		WaitBetweenSpawns	1
		Where	spawnbot_left
	//	Support Limited
		FirstSpawnWarningSound "vo\mvm\mght\scout_mvm_m_domination13.mp3" // Hit the bricks pal, you're done.
		RandomChoice {
	//	TFBot {	Template T_TFBot_Scout_Quick Action Mobber Attributes IgnoreEnemies Name "Flock Together!" Item "Unarmed Combat" Skill Easy Attributes AlwaysCrit ClassIcon scout_bonk  
	//	
	//	CharacterAttributes { "crit does no damage" 1} 
	//	}
	//	TFBot {	Template T_TFBot_Scout_Quick Attributes AlwaysFireWeapon Name "Flock Together!" Item "Unarmed Combat"  Attributes AlwaysCrit ClassIcon scout_bonk 
	//	CharacterAttributes { "crit does no damage" 1 } 
	//	}
		TFBot {	Template T_TFBot_Scout_Phase Scale 1.1  Attributes AlwaysFireWeapon WeaponRestrictions MeleeOnly Name "Flock Together!" Item "Unarmed Combat" Attributes AlwaysCrit ClassIcon scout_bonk 
		Item "Batter's Beak"
		Item "Fowl Fists"
		Item "Talon Trotters"
		CharacterAttributes { "crit does no damage" 1 } 
		}
		}
	}
	
	WaveSpawn {
		Name	wua1s
		TotalCurrency 16
		TotalCount	4 // 6
		MaxActive	4
		SpawnCount	2
//		WaitForAllDead wua1
		WaitBeforeStarting	45 // 26
		WaitBetweenSpawns	8
		Where	spawnbot_left
	//	Support Limited
	//	RandomChoice {
		TFBot {	Template T_TFBot_Demoknight_Eyelander ClassIcon demo_sticky_split	}
	//	}
	}
	
	WaveSpawn {
		Name	wua2s
		TotalCurrency 24
		TotalCount	28 // 24
		MaxActive	8
		SpawnCount	4
		WaitForAllDead wua1s
		WaitBeforeStarting	10
		WaitBetweenSpawns	8
		Where	spawnbot_left
		
	//	Support Limited
		RandomChoice {
		TFBot {	Template T_TFBot_Demoknight_Persuader ClassIcon demo_sticky_split	}
		TFBot {	Template T_TFBot_Demoknight_Eyelander ClassIcon demo_sticky_split	}
		TFBot {	Template T_TFBot_Demoknight_Eyelander ClassIcon demo_sticky_split	}
		TFBot {	Template T_TFBot_Demoknight_Eyelander ClassIcon demo_sticky_split	}
		TFBot {	Template T_TFBot_Demoknight_Eyelander ClassIcon demo_sticky_split	}
		TFBot {	Template T_TFBot_Demoknight_Eyelander ClassIcon demo_sticky_split	}
		TFBot {	Template T_TFBot_Demoknight_Eyelander ClassIcon demo_sticky_split	}
		TFBot {	Template T_TFBot_Demoknight_Eyelander ClassIcon demo_sticky_split	}
		TFBot {	Template T_TFBot_Demoknight_Eyelander ClassIcon demo_sticky_split	}
	//	TFBot {	Template T_TFBot_Demoknight_Eyelander ClassIcon demoknight_persian_nys	}
		TFBot {	Template T_TFBot_Demoknight_Golf ClassIcon demo_sticky_split	}
	//	TFBot {	Template T_TFBot_Demoknight_Zato_Parry	Name "Parryknight" ClassIcon demo_sticky_split }
		}
	}
	
	WaveSpawn {
		Name wua0
		TotalCurrency 6
		TotalCount 3 // 4 
		MaxActive 3
		SpawnCount 3
		WaitBeforeStarting	5
		WaitBetweenSpawns 15
		Where spawnbot_left
	//	LastSpawnWarningSound "vo/halloween_merasmus/sf14_merasmus_general_purpose_15" // Why? Why would you do that?
	//	FirstSpawnWarningSound "vo\mvm\nom\heavy_mvm_cartstaycloseoffense06.mp3" // Cart is friend, come visit friend!
		Squad {
		TFBot {	Template T_TFBot_Heavy_Laugh_Champ Health 900 Name "Friendly Hoovy" ClassIcon heavy_deflector_healonkill
		Item 	"Legendary Lid"
		Item	"The Razorback"
		DropWeapon 1  
		UseHumanAnimations 1  
		CharacterAttributes {
			"ignored by enemy sentries" 1
			"dmg taken from crit reduced" 2.5
			"health regen" 4
		}
		ItemAttributes	{
		ItemName "Legendary Lid"
		"set item tint rgb" 3329330 // Lime
		"attach particle effect" 9 // Also FUCKING lime
		}
		ItemAttributes {
		ItemName "The Holiday Punch"
		"damage bonus" 0
		"no_attack" 1
		"fire rate bonus"	621
		}
		ChangeAttributes  
		{
			Delay 45
			Repeats 0
			IfSeeTarget 0
			Name "FakeSwing"
		}
		ChangeAttributes  
		{
			Delay 0.05
			Repeats 0
			IfSeeTarget 0
			Name "FakeSwing"
			IfHealthBelow 450
		}
		FireInput 
		{
			Target !self
			Action $SetLocalOrigin
			Param "-2261 16445 75"
			Delay 15
			Repeats 1
		}
		EventChangeAttributes {
			FakeSwing
			{
			Item "TF_WEAPON_MINIGUN"
			ActionOverride Mobber
			WeaponRestrictions PrimaryOnly
			
			ItemAttributes	{
			ItemName "TF_WEAPON_MINIGUN"
				"damage bonus"			1.5
				"attack projectiles"	2
				
				"item style override" 1
				"is australium item" 1
				"killstreak tier"			1
				
				"turn to gold" 1
				"stay after regenerate" 1
				
				"heal on kill" 50
				
				"spread penalty"		1.33
				"max bullet range" 		900 // 1200
				"reduced damage rampup" 	1
			}
			}
		}
		Taunt 
		{
			Delay 30
			Cooldown 6.21
			Repeats 1
			IfSeeTarget 1
			IfHealthBelow 299
		}
	//	FireInput  
	//	{
	//		Target player
	//		Action $DisplayTextChat
	//		Param "{99CCFF}Friendly Hoovy {reset}:Heavy is friend! Come to friend!"
	//		Delay 1
	//		Cooldown 99999
	//		Repeats 0
	//	}
//		FireInput  
//		{
//			Target player
//			Action $DisplayTextChat
//			Param "{99CCFF}Hoovy {reset}:Not good! Don't shoot!"
//			Delay 1
//			Cooldown 99999
//			Repeats 0
//			IfHealthBelow 250
//		}
		VoiceCommand  
		{
			Delay 2 
			Cooldown 5 
			Repeats 0
			Type "Medic" 
		}
	//	FireInput  // This makes them turn around, well sometimes.
	//	{
	//		Target !self
	//		Action $SetLocalOrigin
	//		Param "-1693 1320 426"
	//		Delay 0
	//		Repeats 1
	//	}
		FireInput
		{
			Target !self
			Action $tauntfromitem
			Param "RPS Taunt"
			Delay 10
			Cooldown 2
			Repeats 10
		}
		}
		TFBot {	Template T_TFBot_Medic_QuickFix_BigHeal	Name "Friendly Medic" ClassIcon medic_uber_critcanteen 
		ExtAttr SuppressCanteenUse  
		Item "Robin Walkers"
		Item  "The Crone's Dome"
		ItemAttributes {
		ItemName "The Crone's Dome"
			"set item tint RGB" 16738740 // Pink
		}
		ItemAttributes	{
		ItemName "Battery Canteens"
			"ubercharge" 2
			"powerup charges" 1
			}
		FireWeapon  
		{
		Delay 30
		Repeats 1
		Type "Action"
		}
		}
		TFBot {	Template T_TFBot_Medic_QuickFix_BigHeal	Name "UnFriendly Medic" ClassIcon medic_uber_critcanteen 
	//	ExtAttr SuppressCanteenUse  
		Item "The Puffed Practitioner" 
		Item "Herzensbrecher" Item "Kriegsmaschine-9000"
	//	Item "Hundekopf"
		Item "The Crusader's Crossbow"
		Item "The Hat With No Name"
		Item "The Merc's Muffler"
		AimAt Head  
		ItemAttributes {
		ItemName "The Merc's Muffler"
			"set item tint RGB"  15132390 // Abundange of Tinge. White
		}
		ItemAttributes {
		ItemName "The Hat With No Name"
		"attach particle effect" 59 // Aces H
		}
		ItemAttributes	{
		ItemName "Battery Canteens"
			"critboost" 3
			"powerup charges" 1
			}
		FireWeapon  
		{
		Delay 15
		Repeats 99
		Type "Action"
		}
		ChangeAttributes  
		{
			Delay 17
			Repeats 0
			IfSeeTarget 0
			Name "FakeSwing"
		}
		EventChangeAttributes {
			FakeSwing
			{
			Item "The Crusader's Crossbow"
			ActionOverride Mobber
			WeaponRestrictions PrimaryOnly
			attributes AlwaysFireWeapon
			ItemAttributes	{
			ItemName "The Crusader's Crossbow"
				"damage bonus"			1.5
				"killstreak tier"			1
				"fires milk bolt" 2
				"projectile penetration" 		2
				"grenade bounce speed" 			1.5 // this works for arrow apparently
				"grenade bounce damage" 		2
				"can headshot"	1
				"revolver use hit locations" 1
				
				"stay after regenerate" 1
			}
			}
		}
		}
		}
	}
	
	WaveSpawn {
		Name	wua2
		TotalCurrency 100
		TotalCount	3 // 2 // 1 // 3
		MaxActive	3  // 2 // 1 //  3
		SpawnCount 3 // 2 // 1	// 3
		WaitForAllDead wua0
		WaitBeforeStarting	10
		WaitBetweenSpawns	2
		Where	spawnbot_left
	//	FirstSpawnWarningSound "vo/halloween_merasmus/sf14_merasmus_general_purpose_15" // Why? Why would you do that?
		Squad {
	//	FormationSize 650
		TFBot {	Template T_TFBot_Giant_Heavy_Shotgun_HOK Name "How HUNGRY?"	}
		TFBot {	Template T_TFBot_Medic_Vacci_Bullet Health 300 Scale 1.3 ClassIcon medic_vac_duo_bb Name "Bulletproof Medic" Item "Battery Canteens"	
		ItemAttributes	{
		ItemName "The Vaccinator"
		"uber duration bonus" 2
		}	
		CharacterAttributes {
			"active health degen" -8
			"dmg from melee increased" 4
		}		
		}
	//	TFBot {	Template T_TFBot_Medic_Vacci_Bullet //  T_TFBot_Medic_Armored_Vacci_Bullet // Naah, too strong.
	//	ClassIcon medic_vac_duo_bb // blastbullet blocker
	//	Name "Bulletproof Medic"
	//	Item "Battery Canteens"
	//	Item "The Crusader's Crossbow"
	///	ItemAttributes	{
	//	ItemName "Das Ubersternmann"
	//		"attach particle effect" 9
	//	}
	//	CharacterAttributes {
	//		"uber duration bonus" 621
	//		"Projectile speed increased" 1.4
	//	}
	//	ChangeAttributes  
	//	{
	//		Delay 5
	//		Repeats 0
	//		IfSeeTarget 1
	//		Name "BattleMedic"
	//	}
	//	EventChangeAttributes {
	//		BattleMedic
	//		{
	//		ActionOverride Mobber
	//		WeaponRestrictions PrimaryOnly
	//		ItemAttributes	{
	//		ItemName "The Crusader's Crossbow"
	//			"fire rate bonus"	0.1
	//			"faster reload rate"	0.5
	//			"clip size upgrade atomic"	3.0
	//			"auto fires full clip"	1
	//			"auto fires when full"	1
	//		}
	//		}
	//	}
//		FireInput  
//		{
//			Target player
//			Action $DisplayTextChat
//			Param "{99CCFF}Vacc Medic {reset}: Denying bullet damage."
//			Delay 4
//			Cooldown 99999
//			Repeats 0
//		}
	//	FireInput
	//	{
	//		Target player
	//		Action $PlaySoundToSelf
	//		Param "=35|mvm/mvm_used_powerup.wav"
	//		Delay 0.5
	//		Cooldown 99999
	//		Repeats 0
	//	}
	//	FireInput  
	//	{
	//		Target player
	//		Action $DisplayTextChat
	//		Param "{99CCFF}Bulletproof Medic {FBEBCA}has shared their {99CCFF}HASTE{reset} Power Up Canteen!"
	//		Delay 0.5
	//		Cooldown 99999
	//		Repeats 0
	//	}
//	TFBot {	Template T_TFBot_Medic_Vacci_Blast Health 450 Scale 1.3 ClassIcon medic_vac_duo_bb Name "Blastproof Medic" Item "Battery Canteens"
	TFBot {	Template T_TFBot_Medic_Uber_Quick Health 130 ClassIcon medic_uber_critcanteen	Name "Idle Medic" 
	Item "Hazardous Environment Vest"
	//	ItemAttributes	{
	//	ItemName "The Vaccinator"
	//	"uber duration bonus" 2
	//	}
	//	CharacterAttributes {
	//		"active health degen" -50
	//		"health regen" -50
	//	}
		CharacterAttributes	{ "heal rate bonus" 5 }
		ItemAttributes	{
		ItemName "Vintage Tyrolean"
			"attach particle effect" 9
		}
		FireInput  
		{
			Target player
			Action $DisplayTextChat
			Param "TIP: Enemy with {99CCFF}blue {reset}bubble resists {99CCFF}BULLET {reset}damage."
			Delay 2
			Cooldown 99999
			Repeats 0
		}
		FireInput  
		{
			Target player
			Action $DisplayTextChat
			Param "..and {9BBF4D}BLAST {reset}is reduced on those with {9BBF4D}green {reset}bubble."
			Delay 2.5
			Cooldown 99999
			Repeats 0
		}
		}
			}
	//	
	//	}
	}
	
	WaveSpawn {
		Name	wua2
		TotalCurrency 200
		TotalCount	2
		MaxActive	2
		SpawnCount	2
		WaitForAllDead wua0 // wua1
		WaitBeforeStarting	20
		WaitBetweenSpawns	2
		Where	spawnbot_left
		Squad {
		TFBot {	Template T_TFBot_Giant_Soldier_RapidFire_Conch 
	//	Name "Trust in Ranks"	
		Name "Trust the Team" }
		TFBot { Template T_TFBot_Medic_Vacci_Blast Health 300 Scale 1.3
		ClassIcon medic_vac_duo_bb Name "Blastproof Medic" Item "Battery Canteens"	
		
		ItemAttributes	{
		ItemName "The Vaccinator"
		"uber duration bonus" 2
		}
		CharacterAttributes {
			"active health degen" -8
			"dmg from melee increased" 4
		}		
		}
		}
	}
	
	SpawnTemplate	CanteenIfClipSizeIsEmpty  
	
	WaveSpawn {
		Name	wua3
		TotalCurrency 96
		TotalCount	9
		MaxActive	6
		SpawnCount	3
		WaitForAllDead wua2
		WaitBeforeStarting	12
		WaitBetweenSpawns	15
		Where	spawnbot_left
		Squad {
		TFBot { Template T_TFBot_Giant_Demoman_Burst ClassIcon demo_burst_ammocanteen 
		CharacterAttributes { "add attributes on kill" "reload full clip at once|1|0.15" }
		ChangeAttributes  
		{
			Delay 7
			Cooldown 10
			Repeats 3
			IfSeeTarget 1
			Name "ActionCanteen" 
		}
		ChangeAttributes  
		{
			Delay 9
			Cooldown 0.05
			Repeats 999
			IfSeeTarget 0
			Name "Default" 
		}
	//	ChangeAttributes  
	//	{
	//		Delay 20
	//		Cooldown 8
	//		Repeats 2
	//		IfSeeTarget 0
	//		Name "ActionCanteen" 
	//	}
	//	EventChangeAttributes  
	//	{
			
		//	ActionCanteen
		//	{
		//		ActionOverride Mobber
		//		CharacterAttributes {
		//			"reload full clip at once" 1
		//			"self add attributes on hit" "reload full clip at once|1|1"
		//		}
		//	}
		//	Default
		//	{
		//		ActionOverride FetchFlag
		//		CharacterAttributes {
		//			"reload full clip at once" 0
		//		}
		//	}
	//	}
		FireInput  
		{
			Target player
			Action $PlaySoundToSelf
			Param "=35|mvm/mvm_used_powerup.wav"
			Delay 7
			Cooldown 99999
			Repeats 0
			IfSeeTarget 1
		}
		FireInput  
		{
			Target player
			Action $DisplayTextChat
			Param "{99CCFF}Giant Burst Demo {FBEBCA}has used their {9BBF4D}AMMO REFILL{reset} Power Up Canteen!"
			Delay 7
			Cooldown 99999
			Repeats 0
			IfSeeTarget 1
		}
		FireInput  
		{
			Target player
			Action $PlaySoundToSelf
			Param "=35|mvm/mvm_used_powerup.wav"
			Delay 20
			Cooldown 8
			Repeats 2
			IfSeeTarget 1
		}
		FireInput  
		{
			Target player
			Action $DisplayTextChat
			Param "{99CCFF}Giant Burst Demo {FBEBCA}has used their {9BBF4D}AMMO REFILL{reset} Power Up Canteen!"
			Delay 20
			Cooldown 8
			Repeats 2
			IfSeeTarget 1
		}
		}
		TFBot { Template T_TFBot_Medic_Kritzkrieg_Rapid ClassIcon medic_kritz_ubercanteen }
		TFBot {
		Template T_TFBot_Medic_Kritzkrieg_Rapid
		ClassIcon medic_kritz_ubercanteen
		Name "Kritz Medic"
		Item "Battery Canteens"
		ItemAttributes	{
		ItemName "Battery Canteens"
			"ubercharge" 1
			"powerup charges" 1
		}
		ItemAttributes	{
		ItemName "Blighted Beak"
			"attach particle effect" 9
		}
		}
		}
	}
	
		WaveSpawn {
		Name	wua3
		TotalCurrency 100
		TotalCount	32 // 30
		MaxActive	14
		SpawnCount	8
		WaitForAllDead wua2
		WaitBeforeStarting	2
		WaitBetweenSpawns	3
		Where	spawnbot_right
		RandomChoice {
	//	TFBot {	Template T_TFBot_Demoknight_Caber_Atomic Health 102  Name "Sacrificial" ClassIcon demo_sticky_split	}
	//	TFBot {	Template T_TFBot_Demoknight_Caber_Atomic Health 102 Name "Sacrificial" ClassIcon demo_sticky_split	}
		TFBot {	Template T_TFBot_Demoknight_Caber_Atomic Health 102  Name "Bold Sacrifice" ClassIcon demo_sticky_split	}
		TFBot {	Template T_TFBot_Demoknight_Caber_Thrower  Name "Legalize Nukes" ClassIcon demo_sticky_split	} // Were too annoying
		TFBot {	Template T_TFBot_Demoman_Sticky  Name "Gunboat Demo" ClassIcon demo_sticky_split Item "The Sole Saviors"
		CharacterAttributes { "rocket jump damage reduction" 0.34	"dmg taken from blast reduced" 0.66	}
		}
		TFBot {	Template T_TFBot_Demoman_Sticky_Barrage  Name "Gunboat Demo" ClassIcon demo_sticky_split Item "The Sole Saviors"
		CharacterAttributes { "rocket jump damage reduction" 0.34	"dmg taken from blast reduced" 0.66	}
		}
		TFBot {	Template T_TFBot_Demoman_Burst_Bounce Skill Hard  Name "Precursor Demo" ClassIcon demo_sticky_split	}
		TFBot {	Template T_TFBot_Demoman_Burst_Bounce Skill Hard  Name "Precursor Demo" ClassIcon demo_sticky_split	}
		TFBot {	Template T_TFBot_Demoman_RapidFire Skill Easy Name "Tour Grinding Demo"	ClassIcon demo_sticky_split	
		CharacterAttributes { "dmg penalty vs players" 1	}
		}
		TFBot {	Template T_TFBot_Demoman_Push_Single  Name "Tour Grinding Demo" ClassIcon demo_sticky_split	}		
		TFBot {	Template T_TFBot_Demoman_Loch_RapidFire Skill Easy	Name "Tour Grinding Demo"	ClassIcon demo_sticky_split	
		CharacterAttributes { "dmg penalty vs players" 1	}
		}
		}
	}

//	WaveSpawn {
//		Name	wua3
//		TotalCurrency 100
//		TotalCount	25 // 30
//		MaxActive	10
//		SpawnCount	5
//		WaitForAllDead wua2
//		WaitBeforeStarting	4
//		WaitBetweenSpawns	6
//		Where	spawnbot_right
//		RandomChoice {
	//	TFBot {	Template T_TFBot_Demoknight_Caber_Atomic Health 102  Name "Sacrificial" ClassIcon demo_sticky_split	}
	//	TFBot {	Template T_TFBot_Demoknight_Caber_Atomic Health 102 Name "Sacrificial" ClassIcon demo_sticky_split	}
	//	TFBot {	Template T_TFBot_Demoknight_Caber_Atomic Health 102  Name "Sacrificial" ClassIcon demo_sticky_split	}
	//	TFBot {	Template T_TFBot_Demoknight_Caber_Thrower  Name "Legalize Nukes" ClassIcon demo_sticky_split	} // Were too annoying
	//	TFBot {	Template T_TFBot_Demoman_Push_Single  Name "Legalize Nukes" ClassIcon demo_sticky_split	}
//		TFBot {	Template T_TFBot_Demoman_RapidFire	Name "Rapid Bomblet"	ClassIcon demo_sticky_split	
//		CharacterAttributes { "dmg penalty vs players" 1	}
//		}
//		}
//	}
	
//	WaveSpawn {
//		Name	wua3
//		TotalCurrency 0
//		TotalCount	6 // 10
//		MaxActive	4
//		SpawnCount	2
//		WaitForAllDead wua2
//		WaitBeforeStarting	4
//		WaitBetweenSpawns	2
//		Where	spawnbot_right
//		Squad {
//		TFBot {
//		Template T_TFBot_Demoman_RapidFire
//		ClassIcon demo_sticky_split
//		Name "Rapid Bomblet"
//		CharacterAttributes {
//			"dmg penalty vs players" 1	// "mod shovel speed boost" 1		
//		}
//		}
//		TFBot {
//		Template T_TFBot_Medic_Uber_Quick
//		ClassIcon medic_uber_critcanteen
//		Name "Uber Medic"
//		Item "Battery Canteens"
//		ItemAttributes	{
//		ItemName "Battery Canteens"
//			"critboost" 1
//			"powerup charges" 1
//		}
//		ItemAttributes	{
//		ItemName "Vintage Tyrolean"
//			"attach particle effect" 9
//		}
//		}
//		}
//	}

	WaveSpawn {
		Name	wua4
		TotalCurrency 108
		TotalCount	36 // 32
		MaxActive	16
		SpawnCount	4
		WaitForAllSpawned wua3
		WaitBeforeStarting	12
		WaitBetweenSpawns	2
		Where	spawnbot_right
		RandomChoice {
		TFBot {	Template T_TFBot_Soldier_Mortar Skill Expert Name "Spliced Demoman" ClassIcon soldier_banner_trio	}
		TFBot {	Template T_TFBot_Demoman_Mortar Skill Expert Name "Spliced Soldier" ClassIcon soldier_banner_trio	} // Consider this a collab with int ig
		TFBot {	Template T_TFBot_Soldier_Bazooka_Conch Skill Expert Name "Tour Grinder Soldier" ClassIcon soldier_banner_trio	}
	//	TFBot {	Template T_TFBot_Soldier_Bazooka_Backup Skill Expert Name "Tour Grinder Soldier" ClassIcon soldier_banner_trio	}
		TFBot {	Template T_TFBot_Soldier_Bazooka_Buff Skill Expert Name "Tour Grinder Soldier" ClassIcon soldier_banner_trio	}
	//	TFBot {	Template T_TFBot_Soldier_RapidFire_Conch Skill Easy Name "Tour Grinder Soldier" ClassIcon soldier_banner_trio	}
	//	TFBot {	Template T_TFBot_Soldier_RapidFire_Backup Skill Easy Name "Tour Grinder Soldier" ClassIcon soldier_banner_trio	}
	//	TFBot {	Template T_TFBot_Soldier_Charged_Buff Skill Normal Name "Tour Grinder Soldier" ClassIcon soldier_banner_trio	}
		TFBot {	Template T_TFBot_Soldier_Charged_Conch Skill Normal Name "Tour Grinder Soldier" ClassIcon soldier_banner_trio	}
	//	TFBot {	Template T_TFBot_Soldier_Charged_Backup Skill Normal Name "Tour Grinder Soldier" ClassIcon soldier_banner_trio	}
	//	TFBot {	Template T_TFBot_Soldier_BlackBox_Buff Skill Normal Name "Tour Grinder Soldier" ClassIcon soldier_banner_trio	}
		TFBot {	Template T_TFBot_Soldier_BlackBox_Conch Skill Normal Name "Tour Grinder Soldier" ClassIcon soldier_banner_trio	}
		TFBot {	Template T_TFBot_Soldier_BlackBox_Backup Skill Normal Name "Tour Grinder Soldier" ClassIcon soldier_banner_trio	}
	//	TFBot {	Template T_TFBot_Soldier_BlackBox_Buff Skill Normal Name "Tour Grinder Soldier" ClassIcon soldier_banner_trio	}
		TFBot {	Template T_TFBot_Soldier_BlackBox_Conch Skill Normal Name "Tour Grinder Soldier" ClassIcon soldier_banner_trio	}
		TFBot {	Template T_TFBot_Soldier_BlackBox_Backup Skill Normal Name "Tour Grinder Soldier" ClassIcon soldier_banner_trio	}
		TFBot {	Template T_TFBot_Soldier_DirectHit_Buff Skill Normal Name "Tour Grinder Soldier" ClassIcon soldier_banner_trio	}
	//	TFBot {	Template T_TFBot_Soldier_DirectHit_Conch Skill Normal Name "Tour Grinder Soldier" ClassIcon soldier_banner_trio	}
	//	TFBot {	Template T_TFBot_Soldier_DirectHit_Backup Skill Normal Name "Tour Grinder Soldier" ClassIcon soldier_banner_trio	}
		}
	}
	
	
	WaveSpawn {
		Name	wua4
		TotalCurrency 90 // 64
		TotalCount	18
		MaxActive	9
		SpawnCount	6
		WaitForAllDead wua2
		WaitBeforeStarting	25
		WaitBetweenSpawns	4.5
		Where	spawnbot_right
		RandomChoice {
		TFBot {	Template T_TFBot_Heavy_HealOnHit Skill Normal Name "Tour Grinder Heavy" Item "The U-Clank-a" ClassIcon heavy_deflector_healonkill	}
		TFBot {	Template T_TFBot_Heavy_HealOnKill Skill Normal Name "Tour Grinder Heavy" Item "The U-Clank-a" ClassIcon heavy_deflector_healonkill	}
		TFBot {	Template T_TFBot_Heavy_KritOnKill Skill Easy Name "Tour Grinder Heavy" Item "The U-Clank-a" ClassIcon heavy_deflector_healonkill	}
		TFBot {	Template T_TFBot_Heavy_Enrage Skill Normal Name "Tour Grinder Heavy" Item "The U-Clank-a" ClassIcon heavy_deflector_healonkill	}
		}
	}
	
	WaveSpawn {
		Name	wua5
		TotalCurrency 0
		TotalCount	72 // 32
		MaxActive	12
		SpawnCount	6
		WaitForAllSpawned wua4
		WaitBeforeStarting	12
		WaitBetweenSpawns	4
		Where	spawnbot_right		
		Support Limited
		TFBot {	Template T_TFBot_Demoknight_Eyelander ClassIcon demo_sticky_split	}
	//	RandomChoice {
	//	RandomChoice {
	//	TFBot { Template T_TFBot_Scout_Phase_Anchor  WeaponRestrictions MeleeOnly Name "Anchored Scout" Item "Sun-on-a-Stick"	Item "Batter's Beak"	Item "Fowl Fists"	Item "Talon Trotters"
	//	ItemAttributes {	ItemName "Sun-on-a-Stick"	"minicrit vs burning player" 1	"damage bonus vs burning" 2 "fire rate bonus"	0.6	}
	//	}
	//	TFBot { Template T_TFBot_Scout_Phase_Anchor  WeaponRestrictions MeleeOnly Name "Anchored Scout" Item "Sun-on-a-Stick"	Item "Batter's Beak"	Item "Fowl Fists"	Item "Talon Trotters"
	//	ItemAttributes {	ItemName "Sun-on-a-Stick"	"minicrit vs burning player" 1	"damage bonus vs burning" 2 "fire rate bonus"	0.6	}
	//	}
	//	TFBot { Template T_TFBot_Scout_Phase_Anchor  WeaponRestrictions MeleeOnly Name "Anchored Scout" Item "Sun-on-a-Stick"	Item "Batter's Beak"	Item "Fowl Fists"	Item "Talon Trotters"
	//	ItemAttributes {	ItemName "Sun-on-a-Stick"	"minicrit vs burning player" 1	"damage bonus vs burning" 2 "fire rate bonus"	0.6	}
	//	}
	//	TFBot { Template T_TFBot_Scout_Phase_Anchor  WeaponRestrictions MeleeOnly Name "Anchored Scout" Item "Sun-on-a-Stick"	Item "Batter's Beak"	Item "Fowl Fists"	Item "Talon Trotters"
	//	ItemAttributes {	ItemName "Sun-on-a-Stick"	"minicrit vs burning player" 1	"damage bonus vs burning" 2 "fire rate bonus"	0.6	}
	//	}
	//	TFBot {	Template T_TFBot_Scout_Phase Scale 1.1  Attributes AlwaysFireWeapon WeaponRestrictions MeleeOnly Name "Flock Together!" Item "Unarmed Combat" Attributes AlwaysCrit ClassIcon scout_bonk 
	//	Item "Batter's Beak"	Item "Fowl Fists"	Item "Talon Trotters"
	//	CharacterAttributes { "crit does no damage" 1 } 
	//	}
	//	}
	//	}
	}
	
	WaveSpawn {
		Name	wub1
		TotalCurrency 200
		TotalCount	12 // 32
		MaxActive	12
		SpawnCount	3
		WaitForAllSpawned wua4
		WaitBeforeStarting	12
		WaitBetweenSpawns	12 // 15
		Where	spawnbot_left
		Squad {
		TFBot {	Template T_TFBot_Giant_HeavyBox_Maul Name "Super Maulweight"
		Item	"Big Steel Jaw of Summer Fun" Item "The K-9 Mane" Attributes AlwaysCrit
		}
		TFBot {	Template T_TFBot_Medic_Armored_Vacci_Bullet	Name "Bulletproof Medic" ClassIcon	medic_vac_duo_bb
		CharacterAttributes	{ "dmg from melee increased" 4 }
		}
		TFBot {	Template T_TFBot_Medic_Armored_Vacci_Blast	Name "Blastproof Medic"	ClassIcon	medic_vac_duo_bb
		CharacterAttributes	{ "dmg from melee increased" 4 }
		}
		}
	}
	
	WaveSpawn {
		Name	wub1
		TotalCurrency 60
		TotalCount	6 
		MaxActive	4
		SpawnCount	2
		WaitForAllSpawned wua4
		WaitBeforeStarting	22
		WaitBetweenSpawns	15 // 18
		Where	spawnbot_left
		Squad {
		TFBot {	Template  T_TFBot_Giant_Pyro_Afterburn	Name "Giant Ext. Afterburner"	ClassIcon pyro_gascann	}
		TFBot {	Template T_TFBot_Medic_Uber_Quick	Name "Uber Medic"	ClassIcon	medic_uber_critcanteen
		Item "Battery Canteens"
		ItemAttributes	{
		ItemName "Battery Canteens"
			"critboost" 1
			"powerup charges" 1
		}
		ItemAttributes	{
		ItemName "Vintage Tyrolean"
			"attach particle effect" 9
		}
		}
		}
	}
	
	} // Wave 5 Over

///
// WAVE 6/6 (1000$)
///

	Wave	{
	WaitWhenDone	65
	Checkpoint	Yes
	InitWaveOutput	{
//		Target wave_init_relay // Don't do anything on this map

	Target gamerules
	Action RunScriptCode
	Param 
		"
		SetSkyboxTexture (`sky_halloween_night_01`) // Thanks ficool2.
		
		EntFire(`nav_prefer_flank_right`, `Kill`)
		EntFire(`nav_prefer_flank_left`, `Kill`)
		
		EntFire(`func_upgradestation`, `enable`);
		
	//	ClientPrint(null,3,`Player copies will now be allowed to control the giants.`)
	//	ClientPrint(null,3,`Expect shenanigans.`)
		
		Convars.SetValue(`tf_airblast_cray_lose_footing_duration`, 0); // No more airblast
		Convars.SetValue(`tf_airblast_cray_power`, 150);
		Convars.SetValue(`tf_bot_taunt_victim_chance`, 0);
		
		EntFire(`bombpath_clearall_relay`,`Trigger`,null,0.78)
		EntFire(`bombpath_arrows_clear_relay`,`Trigger`,null,0.78)
		EntFire(`bombpath_right`,`Trigger`,null,0.9) // 
		
		Convars.SetValue(`tf_bot_pyro_always_reflect`, 1);
		Convars.SetValue(`tf_bot_pyro_shove_away_range`, 1000); // This procs phlog
		Convars.SetValue(`tf_bot_engineer_mvm_hint_min_distance_from_bomb`, 500);
		Convars.SetValue(`tf_bot_engineer_mvm_sentry_hint_bomb_forward_range`, 2750);
		Convars.SetValue(`tf_bot_engineer_mvm_sentry_hint_bomb_backward_range`, 250);

		"
	}
	
	StartWaveOutput	{
		Target	wave_start_endurance_relay
		Action	Trigger
	}
	DoneOutput	{
		Target	wave_finished_relay
		Action	Trigger
	}
	
	WaveSpawn {
	WaitBeforeStarting	1
	FirstSpawnOutput {
			Target wave_start_relay
			Action runscriptcode
			Param 
			"
	IncludeScript(`tankextensions_main`, getroottable())
		if(!(`SetDropTank` in self.GetScriptScope()))IncludeScript(`global_paratank_lite`)
		if(!(Entities.FindByName(null,`droptank_1`))) {
            CreateDropTankPath([
			`-2760 2079 1652|droptank_1`,
			`-2154 1932 870|droptank_2`,
			`-1485 315 870|droptank_3`,
			`251 -662 571|droptank_4`,
			`332 -1044 450|droptank_5`,
			`332 -1044 300|droptank_6_ground`,
			`366 -1950 350|droptank_7`,
			`-607 -2280 500|droptank_8`,])}

			"
	}
	}
	
	WaveSpawn {
		Name liua1
		TotalCurrency 25
		TotalCount 1 // 4 
		MaxActive 1
		SpawnCount 1
		WaitBeforeStarting	2
		WaitBetweenSpawns 15
		Where spawnbot_left	
		FirstSpawnWarningSound "items/powerup_pickup_resistance.wav"
	//	FirstSpawnWarningSound "vo\mvm\nom\heavy_mvm_cartstaycloseoffense06.mp3" // Cart is friend, come visit friend!
	//	RandomChoice {
		RandomChoice {
		TFBot {
		Template T_TFBoss_Tank // _Rocket // _Cannonball
		Name "Brigand 5 Pounder"
		Health 30000
		Attributes IgnoreEnemies
		Attributes UseBossHealthBar
		ClassIcon "Tank"
		CharacterAttributes {
			"dmg taken increased" 0.5
			"dmg from melee increased" 2
			"dmg taken from crit reduced" 0.5
			"Projectile speed increased" .5
		}
		}
		}
	//	}
		FirstSpawnOutput	{
			Target wave_start_relay
			Action RunScriptCode
			Param 
			"
				ClientPrint(null,3,`\x0799CCFFBrigand Tank with 30k HP inbound!`)
			"
		}
	}
	
	WaveSpawn {
		Name	liua1s
		TotalCurrency 0
		TotalCount	22
		MaxActive	12
		SpawnCount	2
//		WaitForAllDead liua1
		WaitBeforeStarting	8
		WaitBetweenSpawns	5
		Where	spawnbot_left
		Support Limited
	//	FirstSpawnWarningSound "vo/halloween_merasmus/sf14_merasmus_general_purpose_15" // Why? Why would you do that?
	//	FirstSpawnOutput 
	//	{
	//	Target gamerules
	//	Action RunScriptCode
	//	Param 
	//	"
	//	SpawnEntityFromTable(`training_annotation` , {
	//	targetname = `sif_annot`
	//	display_text = `You have alerted the HORDE.`
	//	lifetime = `8`
	//	origin = `-2889 2055 404`
	//	}
	//	)
	//	EntFire(`sif_annot`, `show`)
	//	EntFire(`sif_annot`, `kill`, ``, 8)
	//	"
	//	}
		Squad {
		FormationSize 6210
		TFBot {	Template T_TFBot_Spy_Tranquil  
		Attributes AlwaysFireWeapon
		Action FetchFlag	 
		CharacterAttributes	{
		"cannot disguise" 1 
		"mark for death" 1
		"minicrits become crits" 1
		"add attributes on hit" "move speed penalty|0.75|3|allow friendly fire|1|30"  
		}
		Name "Tranquilizing Inquisitor" ClassIcon spy_revolver_mark_lite }
		TFBot {	Template T_TFBot_Spy_Ambassador
		Attributes AlwaysFireWeapon
	//	Action FetchFlag	 
		Name "Headhunting Scorned" ClassIcon spy_revolver_mark_lite
		CharacterAttributes	{
		"cannot disguise" 1 
		"mark for death" 1
		
		"add attributes on hit" "move speed penalty|0.75|3|allow friendly fire|1|30"  
		"minicrits become crits" 1
		}
		}
		}
		FirstSpawnOutput	{
			Target wave_start_relay
			Action RunScriptCode
			Param 
			"
			ClientPrint(null,3,`Prevent them from trying to escort various tank payloads.`)
			"
		}
	}
	
	WaveSpawn {
		Name liua1s // Hah! You can't play spy now, huh?
		TotalCurrency 0
		TotalCount 60 
		MaxActive 4 // 4
		SpawnCount 1
		WaitBeforeStarting	20
		WaitBetweenSpawns 4 // 12 
		Where spawnbot_boss
		Where spawnbot_right
		Support Limited
		RandomChoice {
		TFBot {	Template T_TFBot_Pyro_Afterburn Skill Hard Name "Cauterizing Toaster" Attributes AlwaysFireWeapon	Item "Breadcrab"	Item "Bread Biter" Item	"Loaf Loafers"	}
		TFBot {	Template T_TFBot_Pyro_Afterburn Skill Hard Name "Cauterizing Toaster" Attributes AlwaysFireWeapon	Item "Breadcrab"	Item "Bread Biter" Item	"Loaf Loafers"	}
		TFBot {	Template T_TFBot_Pyro_Afterburn Skill Hard Name "Cauterizing Toaster" Attributes AlwaysFireWeapon	Item "Breadcrab"	Item "Bread Biter" Item	"Loaf Loafers"	}
		TFBot {	Template T_TFBot_Pyro_Afterburn Skill Hard Name "Cauterizing Toaster" Attributes AlwaysFireWeapon	Item "Breadcrab"	Item "Bread Biter" Item	"Loaf Loafers"	}
		TFBot {	Template T_TFBot_Pyro_Afterburn Skill Hard Name "Cauterizing Toaster" Attributes AlwaysFireWeapon	Item "Breadcrab"	Item "Bread Biter" Item	"Loaf Loafers"	}
		TFBot {	Template T_TFBot_Pyro_Afterburn Skill Hard Name "Cauterizing Toaster" Attributes AlwaysFireWeapon	Item "Breadcrab"	Item "Bread Biter" Item	"Loaf Loafers"	}
		TFBot {	Template T_TFBot_Pyro_Afterburn Skill Hard Name "Cauterizing Toaster" Attributes AlwaysFireWeapon	Item "Breadcrab"	Item "Bread Biter" Item	"Loaf Loafers"	}
		TFBot {	Template T_TFBot_Pyro_Afterburn Skill Hard Name "Cauterizing Toaster" Attributes AlwaysFireWeapon	Item "Breadcrab"	Item "Bread Biter" Item	"Loaf Loafers"	}
		TFBot {	Template T_TFBot_Pyro_Afterburn Skill Hard Name "Cauterizing Toaster" Attributes AlwaysFireWeapon	Item "Breadcrab"	Item "Bread Biter" Item	"Loaf Loafers"	}
		TFBot {	Template T_TFBot_Pyro_Afterburn Skill Easy Name "Cauterizing Toaster" Attributes AlwaysFireWeapon	Tag pyro_spinner Item "Breadcrab"	Item "Bread Biter" Item	"Loaf Loafers"	}
		}
	}
	
	WaveSpawn {
		Name liuBOSSs // How about now?
		TotalCurrency 0
		TotalCount 621
		MaxActive 12 // 4
		SpawnCount 1
		WaitForAllSpawned liua4
		WaitBeforeStarting	15
		WaitBetweenSpawns 5 // 12 
		Where spawnbot_boss
		Where spawnbot_right
		Support Limited
		RandomChoice {
		TFBot	{	Template T_TFBot_Pyro_Dragon Skill Easy Name "Sentinel Toaster"
		Item	"Breadcrab"	Item	"Bread Biter" Item	"Loaf Loafers" ClassIcon pyro_dragon_fury_swordstone}
		TFBot	{	Template T_TFBot_Pyro_Dragon Skill Easy Name "Sentinel Toaster"
		Item	"Breadcrab"	Item	"Bread Biter" Item	"Loaf Loafers" ClassIcon pyro_dragon_fury_swordstone}
		TFBot	{	Template T_TFBot_Pyro_Dragon Skill Easy  Name "Sentinel Toaster"
		Item	"Breadcrab"	Item	"Bread Biter" Item	"Loaf Loafers" ClassIcon pyro_dragon_fury_swordstone}
		TFBot	{	Template T_TFBot_Pyro_Dragon Skill Easy  Name "Sentinel Toaster"
		Item	"Breadcrab"	Item	"Bread Biter" Item	"Loaf Loafers" ClassIcon pyro_dragon_fury_swordstone}
		TFBot	{	Template T_TFBot_Pyro_Dragon Skill Easy  Name "Sentinel Toaster"
		Item	"Breadcrab"	Item	"Bread Biter" Item	"Loaf Loafers" ClassIcon pyro_dragon_fury_swordstone}
		TFBot {	Template T_TFBot_Pyro_Afterburn Skill Hard Name "Cauterizing Toaster" Attributes AlwaysFireWeapon	Item "Breadcrab"	Item "Bread Biter" Item	"Loaf Loafers"	}
		TFBot {	Template T_TFBot_Pyro_Afterburn Skill Hard Name "Cauterizing Toaster" Attributes AlwaysFireWeapon	Item "Breadcrab"	Item "Bread Biter" Item	"Loaf Loafers"	}
		TFBot {	Template T_TFBot_Pyro_Afterburn Skill Hard Name "Cauterizing Toaster" Attributes AlwaysFireWeapon	Item "Breadcrab"	Item "Bread Biter" Item	"Loaf Loafers"	}
		TFBot {	Template T_TFBot_Pyro_Afterburn Skill Hard Name "Cauterizing Toaster" Attributes AlwaysFireWeapon	Item "Breadcrab"	Item "Bread Biter" Item	"Loaf Loafers"	}
		TFBot {	Template T_TFBot_Pyro_Afterburn Skill Easy Name "Cauterizing Toaster" Attributes AlwaysFireWeapon	Tag pyro_spinner Item "Breadcrab"	Item "Bread Biter" Item	"Loaf Loafers"	}
		}
	}
	
	WaveSpawn {
		Name liua3s
		TotalCurrency 0
		TotalCount 30
		MaxActive 5 // 4
		SpawnCount 1 // 4
		WaitForAllSpawned liua2
		WaitBeforeStarting	10
		WaitBetweenSpawns 5
		Where spawnbot_right
		Support Limited
		RandomChoice {
		TFBot	{	Template T_TFBot_Pyro_Dragon Skill Easy  Name "Sentinel Toaster"
		Item	"Breadcrab"	Item	"Bread Biter" Item	"Loaf Loafers" ClassIcon pyro_dragon_fury_swordstone}
		TFBot	{	Template T_TFBot_Pyro_Dragon Skill Easy Name "Sentinel Toaster"
		Item	"Breadcrab"	Item	"Bread Biter" Item	"Loaf Loafers" ClassIcon pyro_dragon_fury_swordstone}
		TFBot	{	Template T_TFBot_Pyro_Dragon Skill Normal  Name "Sentinel Toaster"
		Item	"Breadcrab"	Item	"Bread Biter" Item	"Loaf Loafers" ClassIcon pyro_dragon_fury_swordstone}
		TFBot	{	Template T_TFBot_Pyro_Dragon Skill Expert Name "Sentinel Toaster"
		Item	"Breadcrab"	Item	"Bread Biter" Item	"Loaf Loafers" ClassIcon pyro_dragon_fury_swordstone}
		TFBot	{	Template T_TFBot_Pyro_Airblast_Reversed Skill Expert Attributes AlwaysFireWeapon Tag pyro_spinner Name "Wavesucking Toaster" Attributes AlwaysCrit ClassIcon pyro_gascann
		Item	"Breadcrab"	Item	"Bread Biter" Item	"Loaf Loafers" }
		TFBot	{	Template T_TFBot_Pyro_Airblast_NoPush Skill Easy Attributes AlwaysFireWeapon Tag pyro_spinner Name "Sentinel Toaster" Attributes AlwaysCrit ClassIcon pyro_gascann
		Item	"Breadcrab"	Item	"Bread Biter" Item	"Loaf Loafers" }
		}
	}
	
	///// TANK 1 /////
	WaveSpawn	{
	Name	liua1 //_tank
//	WaitForAllDead liua1
	TotalCurrency	0
	TotalCount	1					
	Where	spawnbot_boss		
	WaitBeforeStarting	0
//	Support Limited
	FirstSpawnWarningSound "Announcer.MVM_Tank_Alert_Spawn"
	FirstSpawnOutput 	{	Target boss_spawn_relay	Action Trigger  }
	Tank	{
	Health	30000
	Name tankboss1
	ClassIcon tank // speed
	Speed	250 // 1m 45s on this map
	Skin 0
	StartingPathTrackNode	"boss_path_1"
	
	
	OnKilledOutput	{ Target	boss_dead_relay	Action Trigger	}
	OnBombDroppedOutput	{ Target	boss_deploy_relay	Action	Trigger	}
	}
	}
	
	WaveSpawn	{
//	WaitForAllSpawned liua1
	WaitBeforeStarting 1
	FirstSpawnOutput	{
		Target wave_start_relay
		Action RunScriptCode
		Param 
		"
		ClientPrint(null,3,`\x0799CCFFTank with 30k HP inbound!`)
		"
	}
	}
	
	WaveSpawn	{
//	WaitForAllSpawned liua1
	WaitBeforeStarting 4
	FirstSpawnOutput	{
		Target tankboss1
		Action "setSpeed"
        Param "80"
	}
	}
	
	///// TANK 1 OVER /////
	
	WaveSpawn {
		Name liua2
		TotalCurrency 25
		TotalCount 10
		MaxActive 6 // 4
		SpawnCount 2 // 4
		WaitForAllDead liua1
		WaitBeforeStarting	2
		WaitBetweenSpawns 7
		Where spawnbot_right
		Support Limited
		RandomChoice {
		TFBot	{	Template T_TFBot_Heavy_Shotgun_Burst Name "Brigand Hunter" ClassIcon heavy_shotgun_burst_lite  }
		TFBot	{	Template T_TFBot_Heavy_Shotgun_Burst Name "Brigand Hunter" ClassIcon heavy_shotgun_burst_lite}
		}
	}
	
	WaveSpawn {
		Name liua4
		TotalCurrency 32
		TotalCount 32
		MaxActive 12 // 4
		SpawnCount 4 // 4
		WaitForAllDead liua3
		WaitBeforeStarting	5
		WaitBetweenSpawns 3.5
		Where spawnbot_right
		RandomChoice {
		// So uhh flare spam sucks ass, we're using scouts.
		TFBot	{	Template	T_TFBot_Scout_Scattergun_FastFire Attributes AlwaysCrit Item "Hat With No Name" Skill Easy Name "Pillager Runner" ClassIcon scout_spammer }
		TFBot	{	Template	T_TFBot_Scout_Nailgun_Passive Attributes AlwaysCrit Skill Easy Item "Hat With No Name" Name "Bloodletter Runner" ClassIcon scout_spammer }
		TFBot	{	Template	T_TFBot_Scout_Scattergun_FastFire Attributes AlwaysCrit Item "Hat With No Name" Skill Easy Name "Pillager Runner" ClassIcon scout_spammer }
		TFBot	{	Template	T_TFBot_Scout_Scattergun_FastFire Attributes AlwaysCrit Item "Hat With No Name" Skill Easy Name "Pillager Runner" ClassIcon scout_spammer }
	//	TFBot	{	Template	T_TFBot_Pyro_Flare_Heal Attributes AlwaysCrit Skill Easy Name "Firemaw" ClassIcon pyro_flare_spammer }
	//	TFBot	{	Template	T_TFBot_Pyro_Flare_RapidFire Attributes AlwaysCrit Skill Easy  Name "Firemaw" ClassIcon pyro_flare_spammer }
	//	TFBot	{	Template	T_TFBot_Pyro_Flare_Burst Attributes AlwaysCrit Skill Easy  Name "Firemaw"  ClassIcon pyro_flare_spammer }
		}
	}
	
	WaveSpawn {
		Name liua2s
		TotalCurrency 0
		TotalCount 8
		MaxActive 4 // 4
		SpawnCount 2 // 4
		WaitForAllDead liua1
		WaitBeforeStarting	50
		WaitBetweenSpawns 5
		Where spawnbot_right
		Support Limited
		RandomChoice {		
		TFBot	{	Template	T_TFBot_Pyro_Flare_Heal Attributes AlwaysCrit Skill Easy Name "Firemaw" ClassIcon pyro_gascann }
		TFBot	{	Template	T_TFBot_Pyro_Flare_RapidFire Attributes AlwaysCrit Skill Easy  Name "Firemaw" ClassIcon pyro_gascann }
	//	TFBot	{	Template	T_TFBot_Pyro_Flare_Burst Attributes AlwaysCrit Skill Easy  Name "Firemaw"  ClassIcon pyro_flare_spammer }
		}
	}
	
	WaveSpawn {
		Name liua2
		TotalCurrency 150
		TotalCount 2 // 4 // I wanted to have a different medic variant
		MaxActive 2
		SpawnCount 2
		WaitForAllDead liua1
		WaitBeforeStarting	40
		WaitBetweenSpawns 22
		Where spawnbot_left
		Squad {
		TFBot	{	Template T_TFBot_Giant_Soldier_Charged_Atomic
		Name "Ordained Atomic Kiloton" 
		Attributes AlwaysCrit
		ShootTemplate  
		{
			Name AtomRocket
			AttachToProjectile 1
			ItemName "The Original" // This thing spawns sideways
		}
		}
		TFBot	{	Template T_TFBot_Giant_Medic_Uber_Pop
		Name "Ordained Flickering FleshWeaver" ClassIcon medic_uber
		CharacterAttributes {
		"health regen"	40
			
		"bot medic uber health threshold" 2500
		"bot medic uber deploy delay duration" 4
		}
		FireInput  
		{
				Target player
				Action $DisplayTextChat
				Param "{99CCFF}Ordained Flickering FleshWeaver{reset} : Uber in 4s." 
				Delay 0.01
				Repeats 1
				IfHealthBelow 2500
		}
			}
		}
	}
	
	WaveSpawn {
		Name liua2
		TotalCurrency 150
		TotalCount 2 // 4 // I wanted to have a different medic variant
		MaxActive 2
		SpawnCount 2
		WaitForAllDead liua1
		WaitBeforeStarting 20
		WaitBetweenSpawns 0
		Where spawnbot_left
		Squad {
		TFBot	{	Template T_TFBot_Giant_Soldier_Charged_Atomic
		Name "Ordained Atomic Kiloton" 
		Attributes AlwaysCrit
		ItemAttributes	{
			ItemName "Tyrant's Helm"
			"attach particle effect" 38 // Cloudy Moon
		}
		CharacterAttributes {
			"add attributes on hit" "teleport instead of die|1|9999"  
			"Blast radius decreased" 0.25
			"damage bonus"	11 // die :3
		}
		FireInput  
		{
			Target player
			Action $PlaySoundToSelf
			Param "=35|mvm/mvm_used_powerup.wav"
			Delay 0.5
			Cooldown 99999
			Repeats 0
		}
		FireInput  
		{
			Target player
			Action $DisplayTextChat
			Param "{99CCFF}Ordained Atomic Kiloton {FBEBCA}has used their {9BBF4D}RECALL TARGET{reset} Power Up Canteen!"
			Delay 0.5
			Cooldown 99999
			Repeats 0
		}
		ShootTemplate  
		{
			Name AtomRocket
			AttachToProjectile 1
			ItemName "The Original" // This thing spawns sideways
		}
		}
		TFBot	{	Template T_TFBot_Giant_Medic_Uber_Pop
		CharacterAttributes {
			"bot medic uber health threshold" 62100
			"bot medic uber deploy delay duration" 0.5
		}
		Name "Ordained FleshWeaver" ClassIcon medic_uber 
		FireInput  
		{
				Target player
				Action $DisplayTextChat
				Param "{99CCFF}Ordained FleshWeaver{reset} : Uber in 4s." 
				Delay 0.01
				Repeats 1
				IfHealthBelow 2500
		}
			}
		}
	}
	
	WaveSpawn {
		Name liua3
		TotalCurrency 160
		TotalCount 8 
		MaxActive 8 // 4
		SpawnCount 4
		WaitForAllDead liua2
		WaitBeforeStarting	2
		WaitBetweenSpawns 22
		Where spawnbot_left
	//	Support Limited
		Squad {
		TFBot	{	Template T_TFBot_Giant_Demoman_RapidFire_Burst Name "Ordained Ultimatum Scatterer" ClassIcon demo_burst_spammer 
		ItemAttributes	{
		ItemName "TF_WEAPON_GRENADELAUNCHER"
			"grenade explode on impact" 1
			"dmg penalty vs players" 0.1 // 0.34 // 0.66
			"add cond on hit" 24
			"add cond on hit duration" 5
			"custom projectile model" "models/weapons/c_models/urinejar.mdl"  
		}
		CharacterAttributes { "move speed bonus" 0.66 }
		}
		TFBot 	{	Template T_TFBot_Medic_QuickFix_BigHeal Name "Marching Medic" Item "Lo-Fi Longwave"
		Classicon medic_speedcanteen
		Item "The Overdose"
		ItemAttributes	{
		ItemName "The Overdose"
			"add cond on hit"					24    // Jarate
			"add cond on hit duration"			5
			
			"clip size penalty" 0.25
			"fire rate bonus HIDDEN"			0.25
			"Reload time increased"	0.5
			"dmg penalty vs players" 0.1 // 2.5
		}
		ItemAttributes	{
		ItemName "The Quick-Fix"
			"medigun passive attributes" "move speed bonus|0.6|mod medic healed damage bonus|1.5"
			"medigun passive attributes owner" "damage force reduction|0.2|mult medigun range|1.5"
			
		}
		FireInput  
		{
			Target player
			Action $PlaySoundToSelf
			Param "=35|mvm/mvm_used_powerup.wav"
			Delay 0.5
			Cooldown 99999
			Repeats 0
		}
		FireInput  
		{
			Target player
			Action $DisplayTextChat
			Param "{99CCFF}Marching Medic {FBEBCA}has shared their {9BBF4D}HASTE{reset} Power Up Canteen!"
			Delay 0.5
			Cooldown 99999
			Repeats 0
		}
		}
		TFBot	{	Template T_TFBot_Giant_Soldier_Burst MaxVisionRange 1600 Name "Ordained Volley Rainer"	 ClassIcon	  soldier_burstfire_ammocanteen}
		TFBot	{	Template T_TFBot_Giant_Soldier_Burst_CanteenAmmo MaxVisionRange 900 Name "Ordained Focus Volley"	 ClassIcon	  soldier_burstfire_ammocanteen}
		}
	}
	
	WaveSpawn {
		Name liua4
		TotalCurrency 50
		TotalCount 10
		MaxActive 6 // 3
		SpawnCount 2
		WaitForAllDead liua3
		WaitBeforeStarting	10
		WaitBetweenSpawns 8
		Where spawnbot_left
		Squad {
	//	TFBot {	Template T_TFBot_Giant_Scout_MiniCrit Name "Brigand Runner"
		TFBot { Template T_TFBot_Giant_Demoknight_Caber_Atomic Name "Brigand Sacrificial" Attributes AlwaysCrit
		Item	"Breadcrab"	Item	"Bread Biter" Item	"Loaf Loafers"
		Skill Hard
		Attributes DisableDodge
		ItemAttributes {
		Item	"The Force-a-Nature"
			ItemName "The Ullapool Caber"
		"damage bonus" 50
		"blast dmg to self increased"	621 // it dies.
		
		"killstreak tier" 1
		}
		
		ChangeAttributes    
		{
		Delay 0
		Cooldown 0
		Repeats 1
		IfHealthBelow 2000
		Name "ape"
		}
		
		EventChangeAttributes
		{
			ape
			{
				CustomEyeGlowColor "255 95 31"
				Attributes DisableDodge
				ActionOverride Mobber

				ItemColor  
				{
				ItemName "The Ullapool Caber"
				Red   255
				Green 95
				Blue 31
				}

				ItemColor  
				{
				ItemName "Sober Stuntman"
				Red   255
				Green 95
				Blue 31
				}

			CharacterAttributes	{ "cannot pick up intelligence" 1 "attach particle effect" 3130  } // Cremation	
			}
		}
		
	//	WeaponRestrictions MeleeOnly
	//	ItemAttributes	{
	//	ItemName	"The Force-a-Nature"
	//		"item style override" 1
	//		"is australium item" 1
	//	
	//		"fire rate bonus"	.001
	//		"bullets per shot bonus"	3
	//		"faster reload rate" 4 
	//		"scattergun has knockback" 5
	//		"scattergun knockback mult" 2.5 // default is 1.6
	//		"apply z velocity on damage" 200 // It sends you up instead. :3
//
//				"killstreak tier" 1
//		}
		CharacterAttributes	{
			"damage force reduction"	0.3
		
			"cancel falling damage"	1
			"increased jump height" 1.3
	//		"air dash count" 1
			}
		}
//		TFBot {	Template T_TFBot_Giant_Scout_MiniCrit Name "Brigand Runner"
//		WeaponRestrictions MeleeOnly Item "Three-Rune Blade"
//		ItemAttributes	{
//		ItemName "Three-Rune Blade"
//		"hit self on miss" 0
//		"fire rate bonus" 0.66
//		
//		"bleeding duration" 5
//		"damage penalty" 0.34
//		"dmg penalty vs players" 2.5
//		
//		"killstreak tier" 1
//		}
//		Item	"Breadcrab"	Item	"Bread Biter" Item	"Loaf Loafers"	}
		TFBot 	{	Template T_TFBot_Medic_QuickFix_Heal Name "Marching Medic" Item "Lo-Fi Longwave"
		Classicon medic_speedcanteen
		Item "The Overdose"
		ItemAttributes	{
		ItemName "The Overdose"
			"add cond on hit"					24    // Jarate
			"add cond on hit duration"			5
			
			"clip size penalty" 0.25
			"fire rate bonus HIDDEN"			0.25
			"Reload time increased"	0.5
			"dmg penalty vs players" 0.1 // 2.5
		}
		ItemAttributes	{
		ItemName "The Quick-Fix"
			"medigun passive attributes" "move speed bonus|1|mod medic healed damage bonus|1.5"
			"medigun passive attributes owner" "damage force reduction|0.2|mult medigun range|1.5"
			
		}
		FireInput  
		{
			Target player
			Action $PlaySoundToSelf
			Param "=35|mvm/mvm_used_powerup.wav"
			Delay 0.5
			Cooldown 99999
			Repeats 0
		}
		FireInput  
		{
			Target player
			Action $DisplayTextChat
			Param "{99CCFF}Marching Medic {FBEBCA}has shared their {9BBF4D}HASTE{reset} Power Up Canteen!"
			Delay 0.5
			Cooldown 99999
			Repeats 0
		}
		}
		}
	}
	
	WaveSpawn {
		Name liua5
		TotalCurrency 50
		TotalCount 1
		MaxActive 1
		SpawnCount 1
		WaitForAllSpawned liua4
		WaitBeforeStarting	15
		WaitBetweenSpawns 8
		Where spawnbot_left
		DoneMessage "Their admiral is down, Major Healvy is JAMMED!"    
		TFBot { Template T_TFBot_Giant_Heavy_Deflector_HOK Health 8000 Attributes UseBossHealthBar	
	//	Name "Ordained Deflector Healvy"
		Name "Major Healvy"
		Skill Hard
		SpawnTemplate "KOKAngered"  
		SpawnTemplate "HOKDeflectorThink"  
		RemoveAttribute  
		{
			Item "Deflector"
			Name "health regen" 
			Delay 1
			Cooldown 4
			Repeats 0
			IfHealthAbove 2499
		}
		RemoveAttribute  
		{
			Item "TF_WEAPON_SHOTGUN_HWG"
			Name "health regen" 
			Delay 1
			Cooldown 4
			Repeats 0
			IfHealthAbove 2499
		}
		VoiceCommand  
		{
			Delay 2 
			Cooldown 5 
			Repeats 1
			Type "Thanks" 
		}
		VoiceCommand  
		{
			Delay 1
			Cooldown 5 
			Repeats 0
			IfHealthBelow 2500
			Type "Jeers" 
		}
		EventChangeAttributes 
		{
		  DontFear
		  {
			WeaponRestrictions SecondaryOnly
			Name "Jammed Admiral Booster"
			Skill Expert
			CustomEyeGlowColor "255 95 31"
			ItemAttributes	{
				ItemName "TF_WEAPON_SHOTGUN_HWG"
				"heal on kill" 5000
				"bullets per shot bonus" 10
				"damage penalty" 0.5
				"faster reload rate" 0.1
				"projectile penetration"	1
				"attack projectiles" 1	// force ability to shoot down projectiles
				"health regen" 400
				"SPELL: Halloween voice modulation" 1
		
				"killstreak tier" 1
				}
			ItemColor  
				{
				ItemName "Deflector"
				Red   255
				Green 95
				Blue 31
				}
			ItemColor  
				{
				ItemName "The Tungsten Toque"
				Red   255
				Green 95
				Blue 31
				}	
			CharacterAttributes	{ "attach particle effect" 3130  } // Cremation		
			}
			HOKPhase2
			{
			WeaponRestrictions SecondaryOnly
			Name "Jammed Admiral Booster"
			Skill Expert
			ItemAttributes
			{
				ItemName "Deflector"
				"move speed bonus" 0.6
				"health regen" 2500
			}
			ItemAttributes	{
				ItemName "TF_WEAPON_SHOTGUN_HWG"
				"move speed bonus" 0.6
				"health regen" 2500
			}
			}
		}
		CharacterAttributes {
		"health regen"	40
		"mod weapon blocks healing" 1
		"voice pitch scale" 0
		}
		}
		FirstSpawnOutput
			{
				Target	w6_boss_title_relay
				Action	Trigger
			}		
		}
		
	WaveSpawn {
		Name liua5
		TotalCurrency 50
		TotalCount 1
		MaxActive 1
		SpawnCount 1
		WaitForAllSpawned liua4
		WaitBeforeStarting	18
		WaitBetweenSpawns 8
		Where spawnbot_right
		DoneMessage "They lost their only friend, Admiral Booster is ENRAGED!"    
		TFBot { Template T_TFBot_Giant_Heavy_Deflector_KOK Health 8000 Attributes UseBossHealthBar	
	//	Name "Ordained Deflector Critvy"
		Name "Admiral Booster"
		Skill Normal
		SpawnTemplate "HOKAngered"  
		SpawnTemplate "KOKDeflectorThink"  
		RemoveAttribute     
		{
			Item "Deflector"
			Name "health regen" 
			Delay 1
			Cooldown 4
			Repeats 0
			IfHealthAbove 2499
		}
		VoiceCommand  
		{
			Delay 2 
			Cooldown 5 
			Repeats 1
			Type "Incoming" 
		}
		VoiceCommand  
		{
			Delay 1
			Cooldown 5 
			Repeats 0
			IfHealthBelow 2500
			Type "Negative" 
		}
		EventChangeAttributes 
		{
		  KillAnyoneThatOpposeMe
		  {
			Name "Jammed Admiral Booster"
			Skill Expert
			CustomEyeGlowColor "255 95 31"
			ItemAttributes
			{
				ItemName "Deflector"
					"damage bonus"	1.4
					"fire rate bonus" 0.8
					"fire rate bonus with reduced health" 0.7
					"health regen" 400
					"SPELL: Halloween voice modulation" 1
			}
			ItemColor  
				{
				ItemName "Deflector"
				Red   255
				Green 95
				Blue 31
				}
			ItemColor  
				{
				ItemName "Hard Counter"
				Red   255
				Green 95
				Blue 31
				}
			Attributes DisableDodge
			ActionOverride Mobber  
			CharacterAttributes	{ "cannot pick up intelligence" 1 "attach particle effect" 3130  } // Cremation	
			}
			KOKPhase2
			{
			ItemAttributes
			{
				ItemName "Deflector"
				"move speed bonus" 0.6
				"health regen" 2500
			}
			}
		}
		CharacterAttributes {
		"health regen"	40
		"mod weapon blocks healing" 1
		"voice pitch scale" 0
		}
		}
		FirstSpawnOutput	{
		Target wave_start_relay
		Action RunScriptCode
		Param 
		"
		ClientPrint(null,3,`\x08FFFF00FF[Music] Now Playing: END of the L1NE_ - Figburn `)
		ClientPrint(null,3,`Tip: The twin will heal to 50% if they're not bursted down equally.`)
		"
	}
		}	
	
	WaveSpawn {
		Name liua4s
		TotalCurrency 0
		TotalCount 0 // 621
		MaxActive 6
		SpawnCount 3
		WaitForAllDead liua2
		WaitBeforeStarting	20
		WaitBetweenSpawns 12
		Where spawnbot_left
		Support Limited
		RandomChoice {
		TFBot	{ Template T_TFBot_Heavy_Shotgun Name "Brigand Hunter" ClassIcon heavy_shotgun_burst_lite }
		TFBot	{ Template T_TFBot_Heavy_Shotgun_Burst Name "Brigand Hunter" ClassIcon heavy_shotgun_burst_lite 
		ItemAttributes	{
		ItemName "TF_WEAPON_SHOTGUN_HWG"
		"reload time increased hidden" 0.66
			"fire rate bonus with reduced health" 0.5
			"panic_attack" 1
			
			"bullets per shot bonus" 2.5
		}
		}
		Template T_TFBot_Pyro_Afterburn Name "Cauterizing Toaster"
		Item	"Breadcrab"	Item	"Bread Biter" Item	"Loaf Loafers"
		}
	}	
	
		///// TANK 2 /////
	WaveSpawn	{
	Name	paratank
	TotalCurrency	308
	TotalCount	1					
	Where	spawnbot_boss		
	WaitBeforeStarting	15
	WaitForAllDead liua3
//	Support Limited
	FirstSpawnWarningSound "Announcer.MVM_Tank_Alert_Spawn"
	FirstSpawnOutput 	{	Target boss_spawn_relay	Action Trigger  }
	Tank	{
	Health	15000
	Name paratank
	Scale 0.65  
	ClassIcon tank // speed
	Speed	75 // 1m 45s on this map
	Skin 0
	// StartingPathTrackNode	"boss_path_1"
	StartingPathTrackNode "droptank_1" // It flies now, fuck you. uwu
	
	OnKilledOutput	{ Target	boss_dead_relay	Action Trigger	}
	OnBombDroppedOutput	{ Target	boss_deploy_relay	Action	Trigger	}
	}
	}
	
	WaveSpawn {
	WaitBeforeStarting	10
	FirstSpawnOutput {
			Target wave_start_relay
			Action runscriptcode
			Param 
			"
// Lite script
	
//	 IncludeScript(`tankextensions/blimp`, getroottable())		
	IncludeScript(`pyro_spinner`)		
//	 IncludeScript(`tankextensions/painttank`, getroottable())
	 if(!(`CreateBlimpPath` in this)) 
	 IncludeScript(`blimp_lite`)
//	 TankExt.SetTankModel(tank, 1)
//   TankExt.SetTankModel(null, models/bots/boss_bot/boss_blimp_pure.mdl)
		if(!(Entities.FindByName(null,`blimp_1`))) {
            CreateBlimpPath([
			`-2221 2665 1772|blimp_1`,
			`-1485 315 400|blimp_2`,
			`-1545 -942 850|blimp_3`,
			`-762 -942 850|blimp_4`,
			`-607 -2280 500|blimp_5`,])}	
			
//	TankExt.SetValueOverrides // Stolen from randomguy's int fr fr no cap
//			({
//				PAINTTANK_MODEL_COLOR = `models/bots/boss_bot/boss_blimp_main.mdl`
//				PAINTTANK_MODEL_COLOR_DAMAGE1 = `models/bots/boss_bot/boss_blimp_main_damage1.mdl`
//				PAINTTANK_MODEL_COLOR_DAMAGE2 = `models/bots/boss_bot/boss_blimp_main_damage2.mdl`
//				PAINTTANK_MODEL_COLOR_DAMAGE3 = `models/bots/boss_bot/boss_blimp_main_damage3.mdl`
			//	PAINTTANK_MODEL_COLOR_TRACK_L = `models/bots/boss_bot/paintable_tank_v2/tank_track_l.mdl`
			//	PAINTTANK_MODEL_COLOR_TRACK_R = `models/bots/boss_bot/paintable_tank_v2/tank_track_r.mdl`
			//	PAINTTANK_MODEL_COLOR_BOMB = `models/bots/boss_bot/paintable_tank_v2/bomb_mechanism.mdl`
//			})		
			
			"
	}
	}
	
	WaveSpawn	{
	Name "ShittyWayToFix_TANK_MissingIcon"
	WaitForAllDead paratank
	WaitBeforeStarting 0.05
	Where spawnbot_left
	TFBot { Template T_TFBot_Pyro_Afterburn Name "Obscure DD2 References" ClassIcon tank}
	}
	
	WaveSpawn	{
	WaitForAllSpawned paratank
	WaitBeforeStarting 0.05
	FirstSpawnOutput	{
		Target wave_start_relay
		Action RunScriptCode
		Param 
		"
		ClientPrint(null,3,`\x0799CCFFPara Tank with 15k HP inbound!`)
		
		SpawnEntityFromTable(`training_annotation` , {
		targetname = `sif_annot`
		display_text = `Look up! The Para-Tank is up there!`
		lifetime = `6`
		origin = `-3028 2048 1800`
		}
		)
		EntFire(`sif_annot`, `show`)
		EntFire(`sif_annot`, `kill`, ``, 12)
		"
	}
	}
	
	///// TANK 2 OVER /////
	
	
	
	
	
	} // Wave 6 Over
	

///
// WAVE 7/7 (621$)
///

	Wave	{
	WaitWhenDone	65
	Checkpoint	Yes
	InitWaveOutput	{
//		Target wave_init_relay // Don't do anything on this map

	Target gamerules
	Action RunScriptCode
	Param 
		"
		SetSkyboxTexture (`sky_harvest_night_01`) // Thanks ficool2.
		
		EntFire(`nav_prefer_flank_right`, `Kill`)
		EntFire(`nav_prefer_flank_left`, `Kill`)
		
		EntFire(`func_upgradestation`, `enable`);
		
		//ClientPrint(null,3,`\x08FF5733FFMedium | Darkest (Level 6)`)
		ClientPrint(null,3,`\x08FF5733FFMedium | Champion (Level 5)`)
		ClientPrint(null,3,`\x08FFFFFFFFGoals:`)
		ClientPrint(null,3,`\x08FFFFFFFFKill 1 Zenith of Robotkind`)
		ClientPrint(null,3,`\x08000000FF.`)	
	
	//	ClientPrint(null,3,`Tip: Do NOT get killed by them.`)
	//	ClientPrint(null,3,`They will spawn a random mimic based off one of your current loadout.`)
		
		Convars.SetValue(`tf_airblast_cray_lose_footing_duration`, 0); // No more airblast
		Convars.SetValue(`tf_airblast_cray_power`, 150);
		Convars.SetValue(`tf_bot_taunt_victim_chance`, 0);
		
		Convars.SetValue(`tf_bot_pyro_always_reflect`, 1);
		Convars.SetValue(`tf_bot_pyro_shove_away_range`, 1000); // This procs phlog
		Convars.SetValue(`tf_bot_engineer_mvm_hint_min_distance_from_bomb`, 500);
		Convars.SetValue(`tf_bot_engineer_mvm_sentry_hint_bomb_forward_range`, 2750);
		Convars.SetValue(`tf_bot_engineer_mvm_sentry_hint_bomb_backward_range`, 250);

		"

	}
	
	WaveSpawn {
	WaitBeforeStarting	1
	FirstSpawnOutput {
			Target wave_start_relay
			Action runscriptcode
			Param 
			"
// Lite script
	
//	 IncludeScript(`tankextensions/blimp`, getroottable())		
//	 IncludeScript(`tankextensions/painttank`, getroottable())
	 if(!(`CreateBlimpPath` in this)) 
	 IncludeScript(`blimp_lite`)
//	 TankExt.SetTankModel(tank, 1)
//   TankExt.SetTankModel(null, models/bots/boss_bot/boss_blimp_pure.mdl)
		if(!(Entities.FindByName(null,`blimp_1`))) {
            CreateBlimpPath([
			`-2221 2665 1772|blimp_1`,
			`-1485 315 400|blimp_2`,
			`-1545 -942 650|blimp_3`,
			`-762 -942 300|blimp_4`,
			`-607 -2280 250|blimp_5`,])}	
			
//	TankExt.SetValueOverrides // Stolen from randomguy's int fr fr no cap
//			({
//				PAINTTANK_MODEL_COLOR = `models/bots/boss_bot/boss_blimp_main.mdl`
//				PAINTTANK_MODEL_COLOR_DAMAGE1 = `models/bots/boss_bot/boss_blimp_main_damage1.mdl`
//				PAINTTANK_MODEL_COLOR_DAMAGE2 = `models/bots/boss_bot/boss_blimp_main_damage2.mdl`
//				PAINTTANK_MODEL_COLOR_DAMAGE3 = `models/bots/boss_bot/boss_blimp_main_damage3.mdl`
			//	PAINTTANK_MODEL_COLOR_TRACK_L = `models/bots/boss_bot/paintable_tank_v2/tank_track_l.mdl`
			//	PAINTTANK_MODEL_COLOR_TRACK_R = `models/bots/boss_bot/paintable_tank_v2/tank_track_r.mdl`
			//	PAINTTANK_MODEL_COLOR_BOMB = `models/bots/boss_bot/paintable_tank_v2/bomb_mechanism.mdl`
//			})		
			
	// More LITE SCRIPT WOOOO FUN.		
	
			"
	}
	}
	
	
	StartWaveOutput	{
		Target	wave_start_endurance_relay
		Action	Trigger
	}
	DoneOutput	{
		Target	wave_finished_relay
		Action	Trigger
	}

	///// BLIMP 1 /////
	WaveSpawn	{
	Name	blimp
	TotalCurrency	0
	TotalCount	1					
	Where	spawnbot_boss		
	WaitBeforeStarting	5
//	Support Limited
	FirstSpawnWarningSound "Announcer.MVM_Tank_Alert_Spawn"
	FirstSpawnOutput 	{	Target boss_spawn_relay	Action Trigger  }
	Tank	{
	Health	12656 // 6328 // 3164
	Name blimp
	Skin 1
	PingSound "misc/null.wav"  
	NoCrushDamage 1   
	Model "models/bots/boss_bot/boss_blimp_pure.mdl"  
	EngineLoopSound "vehicles\airboat\fan_blade_idle_loop1.wav"  
	Scale 0.65  
	
	Classicon blimp2_lite // speed
	Speed	75 // 1m 45s on this map
	Skin 0
	StartingPathTrackNode "blimp_1" // It flies now, fuck you. uwu
	
	OnKilledOutput	{ Target	boss_dead_relay	Action Trigger	}
	OnBombDroppedOutput	{ Target	boss_deploy_relay	Action	Trigger	}
	}
	
	LastSpawnOutput
	{
		Target "blimp"
		Action "color"
		Param "177 177 177" // gray
	}
	
	}
	
	///// BLIMP 2 /////
	WaveSpawn	{
	Name	blimp
	TotalCurrency	0
	TotalCount	1					
	Where	spawnbot_boss		
	WaitBeforeStarting	5.25
//	Support Limited
	FirstSpawnOutput 	{	Target boss_spawn_relay	Action Trigger  }
	Tank	{
	Health	1582 // 3164
	Name blimp
	Skin 1
	PingSound "misc/null.wav"  
	NoCrushDamage 1   
	Model "models/bots/boss_bot/boss_blimp_pure.mdl"  
	EngineLoopSound "vehicles\airboat\fan_blade_idle_loop1.wav"  
	Scale 0.65  
	
	Classicon blimp2_lite // speed
	Speed	75 // 1m 45s on this map
	Skin 0
	StartingPathTrackNode "blimp_1" // It flies now, fuck you. uwu
	
	OnKilledOutput	{ Target	boss_dead_relay	Action Trigger	}
	OnBombDroppedOutput	{ Target	boss_deploy_relay	Action	Trigger	}
	}
	
	LastSpawnOutput
	{
		Target "blimp"
		Action "color"
		Param "177 177 177" // gray
	}
	
	}
	///// BLIMP 3 /////
	WaveSpawn	{
	Name	blimp
	TotalCurrency	0
	TotalCount	1					
	Where	spawnbot_boss		
	WaitBeforeStarting	5.25
//	Support Limited
	FirstSpawnOutput 	{	Target boss_spawn_relay	Action Trigger  }
	Tank	{
	Health	1582 // 3164
	Name blimp
	Skin 1
	PingSound "misc/null.wav"  
	NoCrushDamage 1   
	Model "models/bots/boss_bot/boss_blimp_pure.mdl"  
	EngineLoopSound "vehicles\airboat\fan_blade_idle_loop1.wav"  
	Scale 0.65  
	
	Classicon blimp2_lite // speed
	Speed	75 // 1m 45s on this map
	Skin 0
	StartingPathTrackNode "blimp_1" // It flies now, fuck you. uwu
	
	OnKilledOutput	{ Target	boss_dead_relay	Action Trigger	}
	OnBombDroppedOutput	{ Target	boss_deploy_relay	Action	Trigger	}
	}
	
	LastSpawnOutput
	{
		Target "blimp"
		Action "color"
		Param "177 177 177" // gray
	}
	
	}
	///// BLIMP 4 /////
	WaveSpawn	{
	Name	blimp
	TotalCurrency	0
	TotalCount	1					
	Where	spawnbot_boss		
	WaitBeforeStarting	5.25
//	Support Limited
	FirstSpawnOutput 	{	Target boss_spawn_relay	Action Trigger  }
	Tank	{
	Health	1582 // 3164
	Name blimp
	Skin 1
	PingSound "misc/null.wav"  
	NoCrushDamage 1   
	Model "models/bots/boss_bot/boss_blimp_pure.mdl"  
	EngineLoopSound "vehicles\airboat\fan_blade_idle_loop1.wav"  
	Scale 0.65  
	
	Classicon blimp2_lite // speed
	Speed	75 // 1m 45s on this map
	Skin 0
	StartingPathTrackNode "blimp_1" // It flies now, fuck you. uwu
	
	OnKilledOutput	{ Target	boss_dead_relay	Action Trigger	}
	OnBombDroppedOutput	{ Target	boss_deploy_relay	Action	Trigger	}
	}
	
	LastSpawnOutput
	{
		Target "blimp"
		Action "color"
		Param "177 177 177" // gray
	}
	
	}
	
	WaveSpawn	{
	WaitForAllSpawned blimp
	WaitBeforeStarting 0.05
	FirstSpawnOutput	{
		Target wave_start_relay
		Action RunScriptCode
		Param 
		"
		ClientPrint(null,3,`\x0799CCFFBFB with 12656 HP inbound!`)
		"
	}
	}
	
	///// BLIMP OVER /////
	
	WaveSpawn	{
	WaitForAllDead blimp
	WaitBeforeStarting 12
	FirstSpawnOutput	{
		Target wave_start_relay
		Action RunScriptCode
		Param 
		"
		ClientPrint(null,3,`Steel yourself for the skulking horror within your reach.`)
		"
	}
	}
	
	WaveSpawn {
	Name qia1
	Where spawnbot_right
	Where spawnbot_left
	TotalCount 20
	MaxActive 10
	SpawnCount 5
	WaitForAllDead blimp
	WaitBeforeStarting 10
	WaitBetweenSpawns 2 // 8
	TotalCurrency 21
	FirstSpawnOutput	{
		Target wave_start_relay
		Action RunScriptCode
		Param 
		"
		ClientPrint(null,3,`The oblivion. Emptiness of the void awaits us.`)
		"
	}
	Squad {
	NoWaitForFormation 1  
	TFBot { Template T_TFBot_Medic_Amputator_Taunt	Name Evangelist	}
	TFBot { Template T_TFBot_Medic_Ubersaw	Name "Gander" ClassIcon medic_uberkritzsplit }
	TFBot { Template T_TFBot_Medic_Ubersaw	Name "Gander" ClassIcon medic_uberkritzsplit }
	TFBot { Template T_TFBot_Medic_Ubersaw	Name "Gander" ClassIcon medic_uberkritzsplit }
	TFBot { Template T_TFBot_Medic_Ubersaw	Name "Gander" ClassIcon medic_uberkritzsplit }
	}
//	RandomChoice {
//	TFBot {
//	//	Template T_TFBot_Giant_Scout_Sandman  
//		Template T_TFBot_Scout_Quick
//	//	Attributes AlwaysCrit
//	//	Attributes AlwaysCrit
//		Name "Cultist Vessel"
//		ClassIcon	scout_stun_spammer
//	//	Attributes IgnoreFlag
//		Item	"The Sandman"
//		Item	"The Backwards Ballcap"
//		Action Mobber  
//		ItemAttributes	{
//		ItemName	"the sandman"
//			"effect bar recharge rate increased" 0.5
//			"mark for death"	1		
//			"fire rate bonus"	0.33
//		}
//		}
//	TFBot {
//		Template T_TFBot_Scout_Quick
//	//	Attributes AlwaysCrit
//	//	Attributes AlwaysCrit
//	//	Name "Denier of Fortitude"
//		Name "Cultist Vessel"
//		Item	"The Sandman"
//		Item	"The Backwards Ballcap"
//		ClassIcon	scout_stun_spammer
//	//	Attributes IgnoreFlag
//		Action Mobber  
//		ItemAttributes	{
//		ItemName	"the sandman"
//			"effect bar recharge rate increased" 0.5
//			"mark for death"	1		
//			"fire rate bonus"	0.33
//		}
//		}
//	}
	}
	
	WaveSpawn {
	Name qia1
	Where spawnbot_boss
	TotalCount 2
	MaxActive 2
	SpawnCount 2
	WaitBeforeStarting 5
	WaitForAllDead blimp
	TotalCurrency 100
	Squad {
	TFBot {
//	Template T_TFBot_Giant_Pyro_FlameRicochet
	Template T_TFBot_Giant_Soldier_Barrager_AmmoCanteen	Name "Face Your Failure" ClassIcon soldier_barrage_hyper_lite }
	TFBot {
	Template T_TFBot_Giant_Medic_Kritzkrieg_Shield
	Name "Denier of Reach"
	}
	}
	}
	
	WaveSpawn {
	Name qia1s
	Where spawnbot_left
	TotalCount 621
	MaxActive 6
	SpawnCount 2
	WaitForAllDead blimp
	WaitBeforeStarting 30
	WaitBetweenSpawns 8
	TotalCurrency 0
	Support Limited
	RandomChoice {
	TFBot { Template T_TFBot_Scout_Batsaber Name "Obsessive Miasma" ClassIcon scout_blaster_nys_bright
		ItemAttributes { ItemName "Batsaber" "mark for death" 1}
		}
	TFBot { Template T_TFBot_Scout_Blaster_PublicEnemy Name "Kosmik Vessel" ClassIcon scout_blaster_nys_bright	}
	TFBot { Template T_TFBot_Scout_Blaster_Rush Name "Kosmik Vessel" ClassIcon scout_blaster_nys_bright	}
	TFBot { Template T_TFBot_Scout_Blaster_Rush Name "Kosmik Vessel" ClassIcon scout_blaster_nys_bright	}
	TFBot { Template T_TFBot_Scout_Blaster_Rush Name "Kosmik Vessel" ClassIcon scout_blaster_nys_bright	}
	TFBot { Template T_TFBot_Scout_Blaster_Rush Name "Kosmik Vessel" ClassIcon scout_blaster_nys_bright	}
	TFBot { Template T_TFBot_Scout_Blaster_Rush Name "Kosmik Vessel" ClassIcon scout_blaster_nys_bright	}
	TFBot { Template T_TFBot_Scout_Blaster_Rush Name "Kosmik Vessel" ClassIcon scout_blaster_nys_bright	}
	TFBot { Template T_TFBot_Scout_Blaster_Rush Name "Kosmik Vessel" ClassIcon scout_blaster_nys_bright	}
	TFBot { Template T_TFBot_Scout_Blaster_Rush Name "Kosmik Vessel" ClassIcon scout_blaster_nys_bright	}
		}
	}
	
	WaveSpawn	{
	Name	qia2	
	WaitForAllDead qia1
	TotalCount 25 // 60
	MaxActive 4
	SpawnCount 1
	TotalCurrency 0
	WaitBeforeStarting 	28 // E
	WaitBetweenSpawns 5
	Where spawnbot_left
	Support Limited
	TFBot {	Template T_TFBot_Heavy_Deflector_Penetrate	Name "Piercing Deflector"	ClassIcon	heavy_deflector_penetrate	Skill Hard	}
	}
	
	WaveSpawn {
	Name qia3s
	Where spawnbot_right
	TotalCount 30
	MaxActive 4
	SpawnCount 2
	WaitForAllDead qia1
	WaitBeforeStarting 10
	WaitBetweenSpawns 6
	TotalCurrency 0
	Support Limited
	RandomChoice {
	TFBot {	Template T_TFBot_Engineer_FastBuild Name "Maintaineer Synth" Attributes AlwaysFireWeapon
	Item "Battery Canteens" ClassIcon engineer_buildcan
	Action Medic [SIGSEGV]
	ItemAttributes {
		ItemName "Mining Light"
		"attach particle effect" 0 // Disabling my own template whatevs
	}
		}
	TFBot {	Template T_TFBot_Engineer_Battle_Ranger_RapidFire Name "Maintaineer Synth"
	Item "Battery Canteens" ClassIcon engineer_buildcan Attributes AlwaysFireWeapon Item "Mining Light"
	Action Medic [SIGSEGV] 
	ItemAttributes { ItemName "Mining Light" "attach particle effect" 0	}
	}
	TFBot {	Template T_TFBot_Engineer_Battle_Ranger_RapidFire Name "Maintaineer Synth"
	Item "Battery Canteens" ClassIcon engineer_buildcan Attributes AlwaysFireWeapon Item "Mining Light"
	Action Medic [SIGSEGV] 
	ItemAttributes { ItemName "Mining Light" "attach particle effect" 0	}
	}
	TFBot {	Template T_TFBot_Engineer_Battle_Ranger_RapidFire Name "Maintaineer Synth"
	Item "Battery Canteens" ClassIcon engineer_buildcan Attributes AlwaysFireWeapon Item "Mining Light"
	Action Medic [SIGSEGV] 
	ItemAttributes { ItemName "Mining Light" "attach particle effect" 0	}
	}
	TFBot {	Template T_TFBot_Engineer_Battle_Ranger_RapidFire Name "Maintaineer Synth"
	Item "Battery Canteens" ClassIcon engineer_buildcan Attributes AlwaysFireWeapon Item "Mining Light"
	Action Medic [SIGSEGV] 
	ItemAttributes { ItemName "Mining Light" "attach particle effect" 0	}
	}	
	} // RNG
	}
	
	WaveSpawn {
	Name qia3s
	Where spawnbot_right
	TotalCount 30
	MaxActive 2
	SpawnCount 1
	WaitForAllDead qia1
	WaitBeforeStarting 10
	WaitBetweenSpawns 30
	TotalCurrency 0
	Support Limited
	TFBot {	Template T_TFBot_Engineer_FastBuild Name "Self-Aware Synth"
	Item "Battery Canteens" ClassIcon engineer_buildcan
	ExtAttr BuildDispenserAsSentryGun  
//	ItemAttributes {
//		ItemName "Mining Light"
//		"attach particle effect" 0 // Disabling my own template whatevs
//	}
	FireWeapon	 
	{
		Delay	30
		Cooldown	45
		Type	"Action"
	}
	ItemAttributes
	{
		ItemName "Battery Canteens"
		"building instant upgrade"	1
		"powerup duration"	5
		"powerup charges"	3
	}
		}
	}
	
	WaveSpawn {
	Name qia3ss
	Where spawnbot_left
	TotalCount 621
	MaxActive 12
	SpawnCount 4
	WaitForAllDead qia1
	WaitBeforeStarting 45
	WaitBetweenSpawns 5
	TotalCurrency 0
	Support Limited
	RandomChoice {
	RandomChoice {
	TFBot {	Template T_TFBot_Medic_QuickFix_BigHeal Health 130 Name "Endless Reassurance" ClassIcon "medic_overheal_uber" }
	TFBot {	Template T_TFBot_Medic_QuickFix_BigHeal Health 130 Name "Ceaseless Reassurance" ClassIcon "medic_overheal_uber" }
	TFBot {	Template T_TFBot_Medic_QuickFix_BigHeal Health 130 Name "Restless Reassurance" ClassIcon "medic_overheal_uber" }
	TFBot {	Template T_TFBot_Medic_Uber_Blink Health 66 Name "Mindless Reassurance" ClassIcon "medic_overheal_uber" }
		}
		}
	}
	
	
	WaveSpawn {
	Name qia3_backupbattalion
	Where spawnbot_rand
	TotalCount 621
	MaxActive 6
	SpawnCount 3
	WaitForAllDead qia1
	WaitBeforeStarting 5
	WaitBetweenSpawns 10
	TotalCurrency 0
	Support Limited
	RandomChoice {
	TFBot {	Template T_TFBot_Soldier_Bazooka_Backup	Name "Denial of Carry" ClassIcon soldier_backup_spammer }
	TFBot {	Template T_TFBot_Soldier_Backup	Name "Denial of Carry" ClassIcon soldier_backup_spammer }
	TFBot {	Template T_TFBot_Soldier_BlackBox_Backup	Name "Denial of Carry" ClassIcon soldier_backup_spammer }
	TFBot {	Template T_TFBot_Soldier_Burst_Backup	Name "Denial of Carry" ClassIcon soldier_backup_spammer }
	TFBot {	Template T_TFBot_Soldier_Charged_Backup	Attributes AlwaysCrit Name "Denial of Carry" ClassIcon soldier_backup_spammer }
	TFBot {	Template T_TFBot_Soldier_DirectHit_Backup	Name "Denial of Carry" ClassIcon soldier_backup_spammer }
	}
	}
	
	WaveSpawn {
	Name qia3_rebellion_rev // So this doesn't work, I need to rewrite
	Where spawnbot_rand
	TotalCount 0
	MaxActive 3
	SpawnCount 1
	WaitForAllDead qia1
	WaitBeforeStarting 999 
	WaitBetweenSpawns 20
	TotalCurrency 0
	Support Limited
	RandomChoice {
	TFBot {	Template T_Protocopy_Mimicry
	FireInput  
		{
		Target !activator
		Action RunScriptCode
		Param "Trespasser.SetDoppelganger(self, Trespasser.GetRandomPlayerShuffle([2], true, false))"
		Delay 0
		Repeats 1
		}
	}
	
	}
	}
	
	WaveSpawn {
	Name qia3_bossuwu
	Where spawnbot_left
	TotalCount 4 // 2
	MaxActive 4 // 2
	SpawnCount 4 // 2
	WaitForAllDead qia1
	WaitBeforeStarting 0
	WaitBetweenSpawns 0
	TotalCurrency 500
	FirstSpawnOutput	{
		Target wave_start_relay
		Action RunScriptCode
		Param 
		"
		ClientPrint(null,3,`\x08FFFF00FF[Music] Now Playing: Retribution EX - Figburn`)
		"
	}
	Squad {
	TFBot {	Template T_Giant_Engineer  
	Name "Zenith of Robotkind" Health 40000
	Item "The Rescue Ranger"	
	Item "The Giger Counter"
	Item "Golden Wrench"
	Item "TF_WEAPON_SPELLBOOK"
	Classicon engineer_wrangler_giger_lite

	Item "Bedouin Bandana"
	Item "Starduster"
	Item "Iron Fist"	
	Item "The Texas Half-Pants"
	
	WeaponRestrictions SecondaryOnly
	Attributes DisableDodge
	Attributes HoldFireUntilFullReload
	Attributes	UseBossHealthBar
	Attributes AlwaysFireWeapon
	Action Mobber  
	ExtAttr SuppressCanteenUse  
	Scale 1.6
	Attributes	AutoJump
			AutoJumpMin	10
			AutoJumpMax	15
	WeaponResist  
	{
		"TF_WEAPON_KNIFE"	0.75
		"TF_WEAPON_MINIGUN"	0.75
	}
	ItemAttributes	{
	ItemName "The Rescue Ranger"	
	"is_passive_weapon" 1
	"subtract victim medigun charge on hit" 25
	"subtract victim cloak on hit" 50
	"energy weapon no hurt building" 0
	"energy weapon penetration" 1
	"attach particle effect" 704 // Energy Orb
	}
	CharacterAttributes	{
		"rage giving scale" 0.1
		"hand scale"	1.5
		"boots falling stomp" 1
		"crit vs burning players" 1
		"crit vs wet players" 1
		"crit vs stunned players" 1
		"increased jump height" 1.62
		"dmg from melee increased" 0.75 // Nerf to spy
		
		"killstreak tier" 1
	}
	Spell    
	{
	Delay 10
	Cooldown 8
	IfSeeTarget 1
	Charges 2
	Type "Superjump"
	IfHealthBelow 22500
	}
	 Spell    
	{
		Delay 2.5
		Cooldown 6
		IfSeeTarget 1
		Charges 1
		Type "Tesla Bolt"
		IfHealthBelow 10000
	}
	FireInput  
	{
		Target player
		Action $DisplayTextChat
		Param "The enemy sheer defense can be felled."
		Delay 0.05
		Cooldown 9999
		IfHealthBelow 2500
	}
	FireInput  
	{
		Target player
		Action $DisplayTextChat
		Param "They can't keep persisting."
		Delay 3
		Cooldown 9999
		IfHealthBelow 2500
	}
	EventChangeAttributes {
		Fase1_RangerEnergy
		{
			WeaponRestrictions SecondaryOnly
			Attributes HoldFireUntilFullReload
			ItemAttributes	{
			ItemName "The Rescue Ranger"	
			"is_passive_weapon" 1
			"subtract victim medigun charge on hit" 25
			"subtract victim cloak on hit" 50
			"energy weapon no hurt building" 0
			"energy weapon penetration" 1
			"attach particle effect" 704 // Energy Orb
			
			"killstreak tier" 1
			}
		}
		Fase1_Frontier
		{
			WeaponRestrictions PrimaryOnly
			Attributes HoldFireUntilFullReload
			Item "The Frontier Justice"
			ItemAttributes	{
			 ItemName "The Frontier Justice"
			"is_passive_weapon" 0
			"fire rate bonus" 0.5
			"dmg bonus vs buildings" 4
			"damage bonus" 0.8
			"clip size bonus" 4
			"faster reload rate" 0.7
			
			"attach particle effect" 704 // Energy Orb
			"killstreak tier" 1
			}
		}
		Fase2_ShortCircuitKnockback
		{
			WeaponRestrictions SecondaryOnly
			Item "The Short Circuit"
			Attributes HoldFireUntilFullReload
			DamageAppliesCond  
			{
					Name TF_COND_SWIMMING_NO_EFFECTS
					Duration 8
			}
			FireWeapon  
                {
                    Delay 0.1
                    Cooldown 0.1            
                    Duration 0.1
					IfSeeTarget 1
					Type Secondary
                }
			ItemAttributes	{
			Itemname "The Short Circuit"
				"is_passive_weapon" 0
				"apply z velocity on damage" 621
				"energy weapon no hurt building" 0
				"dmg bonus vs buildings" 5
				"fire rate bonus" 1.25
				"attach particle effect" 704 // Energy Orb
				"custom kill icon" "short_circuit"
				
				"killstreak tier" 1
			}
		}
	}
	 FireInput  
	{
		target "randomLogic"
		action "Trigger"
		delay 3
		Repeats 1
	}
	}
		TFBot {	Template T_TFBot_Giant_Medic_Vacci_Cycler  Health 24000 Name "Cowardice Altar" ClassIcon medic_vacc_trio }
		TFBot {	Template T_TFBot_Engineer_FastBuild Name "Maintaineer Synth" Attributes AlwaysFireWeapon
	Item "Battery Canteens" ClassIcon medic_uberkritzsplit
	Action Medic [SIGSEGV]
	ItemAttributes {
		ItemName "Mining Light"
		"attach particle effect" 0 // Disabling my own template whatevs
	}
		}
		TFBot {	Template T_TFBot_Engineer_FastBuild Name "Maintaineer Synth" Attributes AlwaysFireWeapon
	Item "Battery Canteens" ClassIcon medic_uberkritzsplit
	Action Medic [SIGSEGV]
	ItemAttributes {
		ItemName "Mining Light"
		"attach particle effect" 0 // Disabling my own template whatevs
	}
		}
//		TFBot {	Template T_TFBot_Giant_Medic_Kritzkrieg Health 8000 Name "Obsessive Altar" ClassIcon medic_vacc_trio }
//		TFBot {	Template T_TFBot_Giant_Medic_Uber_Pop Health 8000 Name "Wasteful Altar" ClassIcon medic_vacc_trio }
	}
	}
	
	WaveSpawn {
	WaitForAllDead qia2
	FirstSpawnOutput
	{
		Target cap_destroy_relay   
		Action runscriptcode
		Param "EntityOutputs.AddOutput(self,`OnTrigger`,`!self`,`runscriptcode`,`ClientPrint(null,3,\x60\x0799FFFFZenith of Robotkind\x07fbeccb :  ez\x60)`,1.75,-1)"
	}
	}
	
	//ChangeAttributes  
	//	{
	//		Delay 5
	//		Repeats 0
	//		IfSeeTarget 1
	//		Name "BattleMedic"
	//	}
	//	EventChangeAttributes {
	//		BattleMedic
	//		{
	//		ActionOverride Mobber
	//		WeaponRestrictions PrimaryOnly
	//		ItemAttributes	{
	//		ItemName "The Crusader's Crossbow"
	//			"fire rate bonus"	0.1
	//			"faster reload rate"	0.5
	//			"clip size upgrade atomic"	3.0
	//			"auto fires full clip"	1
	//			"auto fires when full"	1
	//		}
	//		}
	//	}
	
	WaveSpawn
		{
			Name ofc_you_dont_win_a_thing
			WaitForAllDead		qia3_bossuwu
			FirstSpawnWarningSound	"ui\itemcrate_smash_ultrarare_fireworks.wav"	//	Australium unbox fireworks sound
		}
		WaveSpawn
		{
			Name 602_curse
			WaitForAllDead		qia3_bossuwu
			FirstSpawnWarningSound	"ui\itemcrate_smash_ultrarare_fireworks.wav"	//	Australium unbox fireworks sound
		}
	
	} // Last wave. Wave 7 Done.
	
} // Ends this nightmare of a pop. Hello, Phantom, can I get my choccy milk back :c

// This file has been generated by http://mvm.tf