#base robot_standard.pop #base robot_gatebot.pop #base robot_giant.pop #base robot_yoovy.pop #base robot_yoovy_giant.pop #base robot_yoovy_gatebot.pop #base robot_yoovy_giant_gatebot.pop WaveSchedule { StartingCurrency 400 RespawnWaveTime 6 FixedRespawnWaveTime 7 CanBotsAttackWhileInSpawnRoom no CustomUpgradesFile mvm_upgrades_yoovy_bm_v27.txt NoRomevisionCosmetics 1 BluPlayersAreRobots 1 BluHumanFlagCapture 0 BodyPartScaleSpeed 26 WaveStartCountdown 3 BluHumanFlagPickup 0 AllowJoinTeamBlue 1 NoThrillerTaunt 1 FastNPCUpdate 1 PrecacheModel "models/bots/boss_bot/boss_tank_color.mdl" ClassLimit { Heavyweapons 2 Medic 2 Sniper 2 Scout 2 Demoman 2 Soldier 2 Spy 2 Engineer 2 Pyro 2 } FlagResetTime { Name "intel" ResetTime 15 } OverrideSounds { "MVM.GiantHeavyExplodes" "ambient\explosions\explode_7.wav" "MVM.GiantCommonExplodes" "ambient\explosions\explode_7.wav" } PlayerAddCond { Index 114 } PointTemplates { scoutyellow { OnSpawnOutput { Target "glowprop" Action "setattached" Param "!activator" Delay 0.05 } prop_dynamic_ornament { "targetname" "glowprop" "model" "models/bots/scout/bot_scout.mdl" "disablebonefollowers" "1" "disableshadows" "1" } tf_glow { "glowcolor" "255 215 0 235" "target" "glowprop" } } soldieryellow { OnSpawnOutput { Target "glowprop" Action "setattached" Param "!activator" Delay 0.05 } prop_dynamic_ornament { "targetname" "glowprop" "model" "models/bots/soldier/bot_soldier.mdl" "disablebonefollowers" "1" "disableshadows" "1" } tf_glow { "glowcolor" "255 215 0 235" "target" "glowprop" } } pyroyellow { OnSpawnOutput { Target "glowprop" Action "setattached" Param "!activator" Delay 0.05 } prop_dynamic_ornament { "targetname" "glowprop" "model" "models/bots/pyro/bot_pyro.mdl" "disablebonefollowers" "1" "disableshadows" "1" } tf_glow { "glowcolor" "255 215 0 235" "target" "glowprop" } } demomanyellow { OnSpawnOutput { Target "glowprop" Action "setattached" Param "!activator" Delay 0.05 } prop_dynamic_ornament { "targetname" "glowprop" "model" "models/bots/demo/bot_demo.mdl" "disablebonefollowers" "1" "disableshadows" "1" } tf_glow { "glowcolor" "255 215 0 235" "target" "glowprop" } } heavyweaponsyellow { OnSpawnOutput { Target "glowprop" Action "setattached" Param "!activator" Delay 0.05 } prop_dynamic_ornament { "targetname" "glowprop" "model" "models/bots/heavy/bot_heavy.mdl" "disablebonefollowers" "1" "disableshadows" "1" } tf_glow { "glowcolor" "255 215 0 235" "target" "glowprop" } } engineeryellow { OnSpawnOutput { Target "glowprop" Action "setattached" Param "!activator" Delay 0.05 } prop_dynamic_ornament { "targetname" "glowprop" "model" "models/bots/engineer/bot_engineer.mdl" "disablebonefollowers" "1" "disableshadows" "1" } tf_glow { "glowcolor" "255 215 0 235" "target" "glowprop" } } medicyellow { OnSpawnOutput { Target "glowprop" Action "setattached" Param "!activator" Delay 0.05 } prop_dynamic_ornament { "targetname" "glowprop" "model" "models/bots/medic/bot_medic.mdl" "disablebonefollowers" "1" "disableshadows" "1" } tf_glow { "glowcolor" "255 215 0 235" "target" "glowprop" } } sniperyellow { OnSpawnOutput { Target "glowprop" Action "setattached" Param "!activator" Delay 0.05 } prop_dynamic_ornament { "targetname" "glowprop" "model" "models/bots/sniper/bot_sniper.mdl" "disablebonefollowers" "1" "disableshadows" "1" } tf_glow { "glowcolor" "255 215 0 235" "target" "glowprop" } } spyyellow { OnSpawnOutput { Target "glowprop" Action "setattached" Param "!activator" Delay 0.05 } prop_dynamic_ornament { "targetname" "glowprop" "model" "models/bots/spy/bot_spy.mdl" "disablebonefollowers" "1" "disableshadows" "1" } tf_glow { "glowcolor" "255 215 0 235" "target" "glowprop" } } giantsoldieryellow { OnSpawnOutput { Target "glowprop" Action "setattached" Param "!activator" Delay 0.05 } prop_dynamic_ornament { "targetname" "glowprop" "model" "models/bots/soldier_boss/bot_soldier_boss.mdl" "disablebonefollowers" "1" "disableshadows" "1" } tf_glow { "glowcolor" "255 215 0 235" "target" "glowprop" } } Tank_White { OnSpawnOutput { Target "!activator" Action "color" Param "255 255 255" } } Tank_Final { OnSpawnOutput { Target "!activator" Action "color" Param "82 82 82" } } ProtectSignal { NoFixup 1 training_annotation { "targetname" "anno_protect" "display_text" "Protect Bob at all costs!" "lifetime" "5" "origin" "-1144 0 -52" } NoFixup 1 training_annotation { "targetname" "anno_gate" "display_text" "This gate is now enabled, if robots capture it they will bring in a bomb!" "lifetime" "10" "origin" "-1152 -1791 -107" } NoFixup 1 training_annotation { "targetname" "anno_tank" "display_text" "A Tank approaches, don't let it near Bob!" "lifetime" "7" "origin" "1125 -0 -117" } } } Templates { T_TFGateBot_Demoman_Knight { Class Demoman Name "Demoknight" ClassIcon demoknight WeaponRestrictions MeleeOnly NoBombUpgrades 1 EventChangeAttributes { Default { BehaviorModifiers Push Attributes IgnoreFlag Tag nav_prefer_gate1_flank Tag bot_gatebot Attributes AlwaysCrit Item "MvM GateBot Light Demoman" Item "The Chargin' Targe" Item "The Eyelander" ItemAttributes { ItemName "The Eyelander" "critboost on kill" 3 } Skill Hard } RevertGateBotsBehavior { Attributes AlwaysCrit Item "MvM GateBot Light Demoman" Item "The Chargin' Targe" Item "The Eyelander" ItemAttributes { ItemName "The Eyelander" "critboost on kill" 3 } ItemAttributes { ItemName "MvM GateBot Light Demoman" "item style override" 1 } Skill Hard } } } Protect { Class Heavy Name "Bob [PROTECT]" ClassIcon red2_lite Attributes UseBossHealthBar Attributes IgnoreFlag Attributes IgnoreEnemies Attributes MiniBoss WeaponRestrictions MeleeOnly Item "The Battalion's Backup" Item "Security Shades" item "Lo-Fi Longwave" Item "Fists of Steel" Health 30000 Scale 1.25 MaxVisionRange 0 ItemAttributes { ItemName "Lo-Fi Longwave" "set item tint RGB" 12073019 } ItemAttributes { ItemName "Fists of Steel" "reduced_healing_from_medics" 0 } CharacterAttributes { "airblast vertical vulnerability multiplier" 0 "airblast vulnerability multiplier" 0 "health from packs increased" 0 "damage force reduction" 0 "cannot be backstabbed" 1 "increased jump height" 0.0000000000000000001 "move speed penalty" 0.0000000000000000001 "hand scale" 0.8 "head scale" 0.8 } Addcond { Index 43 } Taunt { Delay 0.25 Cooldown 0 Repeats 0 } VoiceCommand { Delay 0 Cooldown 0 Repeats 1 Type "Help" IfHealthBelow 25000 } VoiceCommand { Delay 0 Cooldown 0 Repeats 1 Type "Help" IfHealthBelow 20000 } VoiceCommand { Delay 0 Cooldown 0 Repeats 1 Type "Help" IfHealthBelow 15000 } VoiceCommand { Delay 0 Cooldown 0 Repeats 1 Type "Help" IfHealthBelow 10000 } VoiceCommand { Delay 0 Cooldown 0 Repeats 1 Type "Help" IfHealthBelow 5000 } VoiceCommand { Delay 0 Cooldown 0 Repeats 1 Type "Jeers" IfHealthBelow 2500 } } } //SCATTERGUN ItemAttributes { ItemName "TF_WEAPON_SCATTERGUN" "reload time decreased" 0.75 "clip size bonus" 1.25 } ItemAttributes { ItemName "Upgradeable TF_WEAPON_SCATTERGUN" "reload time decreased" 0.75 "clip size bonus" 1.25 } ExtendedUpgrades { upgrade { Name "+5% More bullets per shot" Attribute "bullets per shot bonus" Cap 1.1 Increment 0.1 Cost 250 Description "5% more bullets per shot." AllowedWeapons { ItemName "TF_WEAPON_SCATTERGUN" ItemName "Upgradeable TF_WEAPON_SCATTERGUN" } } } //FORCE-A-NATURE ItemAttributes { ItemName "The Force-a-Nature" "bullets per shot bonus" 2 "mod ammo per shot" 2 } ItemAttributes { ItemName "Festive Force-a-Nature" "bullets per shot bonus" 2 "mod ammo per shot" 2 } //SHORTSTOP ItemAttributes { ItemName "The Shortstop" "faster reload rate" 0.54 "damage force increase hidden" 1 "airblast vulnerability multiplier hidden" 1 } ExtendedUpgrades { upgrade { Name "+15% More bullets per shot" Attribute "bullets per shot bonus" Cap 1.2 Increment 0.2 Cost 250 Description "5% more bullets per shot." AllowedWeapons { ItemName "The Shortstop" } } } //Bazook's BFB //BABY FACE'S BLASTER ItemAttributes { ItemName "Baby Face's Blaster" "auto fires full clip" 1 "move speed penalty" 1 "fire rate bonus HIDDEN" 0.5 "boost on damage" 0 "hype resets on jump" 0 "lose hype on take damage" 0 } //BACKSCATTER ItemAttributes { ItemName "The Back Scatter" "reload time decreased" 0.8 "crit mod disabled" 1 "clip size penalty" 1 "spread penalty" 0.25 } //PISTOLS ItemAttributes { ItemName "TF_WEAPON_PISTOL" "dmg bonus vs buildings" 1.5 "fire rate penalty" 1.25 "can headshot" 1 } ItemAttributes { ItemName "Upgradeable TF_WEAPON_PISTOL" "dmg bonus vs buildings" 1.5 "fire rate penalty" 1.25 "can headshot" 1 } ItemAttributes { ItemName "TF_WEAPON_PISTOL_SCOUT" "dmg bonus vs buildings" 1.5 "fire rate penalty" 1.25 "can headshot" 1 } ItemAttributes { ItemName "TTG Max Pistol" "dmg bonus vs buildings" 1.5 "fire rate penalty" 1.25 "can headshot" 1 } ItemAttributes { ItemName "The C.A.P.P.E.R" "dmg bonus vs buildings" 1.5 "fire rate penalty" 1.25 "can headshot" 1 } ExtendedUpgrades { upgrade { Name "25% more damage" Attribute "damage bonus" Cap 2 Increment 0.25 Cost 300 Description "25% more damage." AllowedWeapons { ItemName "TF_WEAPON_PISTOL" ItemName "Upgradeable TF_WEAPON_PISTOL" ItemName "TF_WEAPON_PISTOL_SCOUT" ItemName "TTG Max Pistol" ItemName "The C.A.P.P.E.R" ItemName "The Winger" ItemName "Pretty Boy's Pocket Pistol" ItemName "The Flying Guillotine" } } } //CRIT-A-COLA ItemAttributes { ItemName "Crit-a-Cola" "mod_mark_attacker_for_death" 0 } //BONK! ATOMIC PUNCH ItemAttributes { ItemName "Bonk! Atomic Punch" "effect cond override" 51 } //WINGER ItemAttributes { ItemName "The Winger" "dmg bonus vs buildings" 1.25 } ExtendedUpgrades { upgrade { Name "+1 Extra jump" Attribute "air dash count" Cap 1 Increment 1 Cost 200 Description "Allows you to triple jump." AllowedWeapons { ItemName "The Winger" } } } //PRETTY BOY'S POCKET PISTOL ItemAttributes { ItemName "Pretty Boy's Pocket Pistol" "dmg bonus vs buildings" 1.25 "heal on hit for rapidfire" 15 } //FLYING GUILLOTINE ItemAttributes { ItemName "The Flying Guillotine" "dmg pierces resists absorbs" 1 } ExtendedUpgrades { upgrade { Name "Mark for death" Attribute "mark for death" Cap 1 Increment 1 Cost 300 Description "Marks enemy for death." AllowedWeapons { ItemName "The Flying Guillotine" } } } //BATS ItemAttributes { ItemName "TF_WEAPON_BAT" "dmg taken from bullets reduced" 0.85 "dmg taken from blast reduced" 0.85 "dmg taken from fire reduced" 0.85 "dmg taken from crit reduced" 0.8 "dmg from melee increased" 1.5 "provide on active" 1 } ItemAttributes { ItemName "Upgradeable TF_WEAPON_BAT" "dmg taken from bullets reduced" 0.85 "dmg taken from blast reduced" 0.85 "dmg taken from fire reduced" 0.85 "dmg taken from crit reduced" 0.8 "dmg from melee increased" 1.5 "provide on active" 1 } ItemAttributes { ItemName "The Holy Mackerel" "dmg taken from bullets reduced" 0.85 "dmg taken from blast reduced" 0.85 "dmg taken from fire reduced" 0.85 "dmg taken from crit reduced" 0.8 "dmg from melee increased" 1.5 "provide on active" 1 } ItemAttributes { ItemName "Festive Holy Mackerel" "dmg taken from bullets reduced" 0.85 "dmg taken from blast reduced" 0.85 "dmg taken from fire reduced" 0.85 "dmg taken from crit reduced" 0.8 "dmg from melee increased" 1.5 "provide on active" 1 } ItemAttributes { ItemName "Unarmed Combat" "dmg taken from bullets reduced" 0.85 "dmg taken from blast reduced" 0.85 "dmg taken from fire reduced" 0.85 "dmg taken from crit reduced" 0.8 "dmg from melee increased" 1.5 "provide on active" 1 } ItemAttributes { ItemName "Batsaber" "dmg taken from bullets reduced" 0.85 "dmg taken from blast reduced" 0.85 "dmg taken from fire reduced" 0.85 "dmg taken from crit reduced" 0.8 "dmg from melee increased" 1.5 "provide on active" 1 } ExtendedUpgrades { upgrade { Name "25% more damage" Attribute "damage bonus" Cap 1.5 Increment 0.25 Cost 300 Description "25% more damage." AllowedWeapons { ItemName "TF_WEAPON_BAT" ItemName "Upgradeable TF_WEAPON_BAT" ItemName "The Holy Mackerel" ItemName "Festive Holy Mackerel" ItemName "The C.A.P.P.E.R" ItemName "Unarmed Combat" ItemName "Batsaber" ItemName "The Boston Basher" ItemName "Three-Rune Blade" ItemName "Sun-on-a-Stick" ItemName "The Fan O'War" ItemName "The Atomizer" } } upgrade { Name "25% chance to stun enemy." Attribute "stun on damage" Cap 40 Increment 20 Cost 400 Description "25% chance to stun enemy on damage." AllowedWeapons { ItemName "TF_WEAPON_BAT" ItemName "Upgradeable TF_WEAPON_BAT" ItemName "The Holy Mackerel" ItemName "Festive Holy Mackerel" ItemName "Unarmed Combat" ItemName "Batsaber" ItemName "The Boston Basher" ItemName "Three-Rune Blade" ItemName "The Fan O'War" ItemName "The Atomizer" } } } //SANDMAN ItemAttributes { ItemName "The Sandman" "max health additive penalty" -0 } ExtendedUpgrades { upgrade { Name "25% more damage" Attribute "damage bonus" Cap 2.0 Increment 0.25 Cost 400 Description "25% more damage." AllowedWeapons { ItemName "The Sandman" ItemName "The Candy Cane" ItemName "The Wrap Assassin" } } } //CANDY CANE ItemAttributes { ItemName "The Candy Cane" "dmg taken from blast increased" 1 "heal on hit for rapidfire" 125 "dmg penalty vs players" 0.7 "provide on active" 1 "health regen" 3 } //BOSTON BASHER ItemAttributes { ItemName "The Boston Basher" "hit self on miss" 0 } ItemAttributes { ItemName "Three-Rune Blade" "hit self on miss" 0 } //SUN-ON-A-STICK ItemAttributes { ItemName "Sun-on-a-Stick" "crit vs burning players" 0 "attach particle effect" 1 "damage bonus vs burning" 1.5 "damage penalty" 1 "ragdolls become ash" 1 } //FAN O'WAR ItemAttributes { ItemName "The Fan O'War" "minicrits become crits" 0 "damage penalty" 1 } //ATOMIZER ItemAttributes { ItemName "The Atomizer" "single wep deploy time increased" 1 "dmg penalty vs players" 1 "minicrits become crits" 1 } //WRAP ASSASSIN ItemAttributes { ItemName "The Wrap Assassin" "damage penalty" 1 } ExtendedUpgrades { upgrade { Name "Ornament marks Target" Attribute "mark for death" Cap 1 Increment 1 Cost 500 Description "Ornaments mark enemies for death." AllowedWeapons { ItemName "The Wrap Assassin" } } } //ROCKET LAUNCHER ItemAttributes { ItemName "TF_WEAPON_ROCKETLAUNCHER" "clip size bonus" 1.25 "reload time decreased" 0.75 } ItemAttributes { ItemName "Upgradeable TF_WEAPON_ROCKETLAUNCHER" "clip size bonus" 1.25 "reload time decreased" 0.75 } //ORIGINAL ItemAttributes { ItemName "The Original" "projectile speed decreased" 0.5 "dmg penalty vs buildings" 0.5 "reload time increased" 1.5 "fire rate penalty" 2.5 "always crit" 1 } //DIRECT HIT ItemAttributes { ItemName "The Direct Hit" "reload time decreased" 0.75 "damage bonus" 1.3 } //BLACK BOX ItemAttributes { ItemName "The Black Box" "dmg pierces resists absorbs" 1 "health on radius damage" 50 "blast radius increased" 1.25 "clip size penalty" 1 } //ROCKET JUMPER ItemAttributes { ItemName "Rocket Jumper" "hidden primary max ammo bonus" 10 "max health additive bonus" 100 "reload time decreased" 0.5 "clip size bonus" 1.5 } //LIBERTY LAUNCHER ItemAttributes { ItemName "The Liberty Launcher" "Projectile speed increased" 1 "fire rate bonus HIDDEN" 0.5 } //COW MANGLER 5000 ItemAttributes { ItemName "The Cow Mangler 5000" "dmg penalty vs buildings" 0.5 "damage bonus vs burning" 1.5 "reload time decreased" 0.75 "set item tint RGB" 13595446 } ExtendedUpgrades { upgrade { Name "Minicrit versus burning" Attribute "minicrit vs burning player" Cap 1 Increment 1 Cost 400 Description "Minicrits against burning." AllowedWeapons { ItemName "The Cow Mangler 5000" } } } //AIR STRIKE ItemAttributes { ItemName "The Air Strike" "damage penalty" 1 } ExtendedUpgrades { upgrade { Name "Blast damage to self decreased" Attribute "blast dmg to self increased" Cap 0.25 Increment -0.25 Cost 100 Description "Blast damage to self decreased." AllowedWeapons { ItemName "The Air Strike" } } } //SHOTGUN (SOLDIER) ItemAttributes { ItemName "TF_WEAPON_SHOTGUN_SOLDIER" "dmg pierces resists absorbs" 1 "reload time decreased" 0.75 "damage bonus" 1.25 } ExtendedUpgrades { upgrade { Name "25% more damage" Attribute "damage bonus HIDDEN" Cap 1.75 Increment 0.25 Cost 300 Description "25% more damage." AllowedWeapons { ItemName "TF_WEAPON_SHOTGUN_SOLDIER" } } } //RESERVE SHOOTER ItemAttributes { ItemName "The Reserve Shooter" "reload time decreased" 0.75 "explosive bullets" 73 "damage bonus" 1.25 } ExtendedUpgrades { upgrade { Name "25% more damage" Attribute "damage bonus HIDDEN" Cap 1.5 Increment 0.25 Cost 300 Description "25% more damage." AllowedWeapons { ItemName "The Reserve Shooter" } } } //BUFF BANNER ItemAttributes { ItemName "The Buff Banner" "mod soldier buff range" 1.5 } ExtendedUpgrades { upgrade { Name "25% larger banner radius" Attribute "mod soldier buff range" Cap 1.5 Increment 0.25 Cost 300 Description "25% larger banner radius." AllowedWeapons { ItemName "The Buff Banner" ItemName "The Concheror" ItemName "The Battalion's Backup" } } } //BATTALION'S BACKUP ItemAttributes { ItemName "The Battalion's Backup" "mod soldier buff range" 2.0 } //GUNBOATS ItemAttributes { ItemName "The Gunboats" "airblast vulnerability multiplier" 0.75 "rocket jump damage reduction" 0.25 "mod_air_control_blast_jump" 2 "provide on active" 0 "move speed bonus" 1.25 } //MANTREADS ItemAttributes { ItemName "The Mantreads" "airblast vulnerability multiplier" 0.1 "mod_air_control_blast_jump" 6 "provide on active" 0 "move speed bonus" 1.25 } //RIGHTEOUS BISON ItemAttributes { ItemName "The Righteous Bison" "energy weapon no hurt building" 0 "dmg penalty vs buildings" 1 "damage bonus vs burning" 1.5 "fire rate bonus HIDDEN" 0.8 "set item tint RGB" 13595446 } ExtendedUpgrades { upgrade { Name "25% more damage" Attribute "damage bonus" Cap 2 Increment 0.25 Cost 300 Description "25% more damage." AllowedWeapons { ItemName "The Righteous Bison" } } upgrade { Name "Minicrit versus burning" Attribute "minicrit vs burning player" Cap 1 Increment 1 Cost 300 Description "Minicrits against burning." AllowedWeapons { ItemName "The Righteous Bison" } } } //B.A.S.E. Jumper ItemAttributes { ItemName "The B.A.S.E. Jumper" "increased jump height" 1.5 "increased air control" 3 "move speed bonus" 1.2 } //PANIC ATTACK ItemAttributes { ItemName "Panic Attack Shotgun" "fire rate bonus HIDDEN" 0.5 "reload time decreased" 0.85 "auto fires full clip" 1 } ExtendedUpgrades { upgrade { Name "25% more damage" Attribute "damage bonus" Cap 1.5 Increment 0.25 Cost 300 Description "25% more damage." AllowedWeapons { ItemName "Panic Attack Shotgun" } } } //SHOVEL ItemAttributes { ItemName "TF_WEAPON_SHOVEL" "minicrits become crits" 1 "minicritboost on kill" 5 "fire rate bonus" 0.8 } ItemAttributes { ItemName "Upgradeable TF_WEAPON_SHOVEL" "minicrits become crits" 1 "minicritboost on kill" 5 "fire rate bonus" 0.8 } ExtendedUpgrades { upgrade { Name "25% more damage" Attribute "damage bonus" Cap 2 Increment 0.25 Cost 400 Description "25% more damage." AllowedWeapons { ItemName "TF_WEAPON_SHOVEL" ItemName "Upgradeable TF_WEAPON_SHOVEL" } } } //EQUALIZER ItemAttributes { ItemName "The Equalizer" "reduced_healing_from_medics" 1 "fire rate bonus" 0.8 "damage bonus" 1.4 } ExtendedUpgrades { upgrade { Name "25% more damage" Attribute "damage bonus" Cap 1.5 Increment 0.25 Cost 300 Description "25% more damage." AllowedWeapons { ItemName "The Equalizer" } } } //ESCAPE PLAN ItemAttributes { ItemName "The Escape Plan" "reduced_healing_from_medics" 1 } ExtendedUpgrades { upgrade { Name "25% more damage" Attribute "damage bonus" Cap 2 Increment 0.25 Cost 300 Description "25% more damage." AllowedWeapons { ItemName "The Escape Plan" } } upgrade { Name "4 Health Regen" Attribute "health regen" Cap 4 Increment 4 Cost 250 Description "4 health regenerated per second." AllowedWeapons { ItemName "The Escape Plan" } } } //PAIN TRAIN ItemAttributes { ItemName "The Pain Train" "dmg taken from bullets increased" 1 "fire rate bonus" 0.8 "bleeding duration" 5 } ExtendedUpgrades { upgrade { Name "25% more damage" Attribute "damage bonus" Cap 2 Increment 0.25 Cost 300 Description "25% more damage." AllowedWeapons { ItemName "The Pain Train" ItemName "The Disciplinary Action" } } } //HALF-ZATOICHI ItemAttributes { ItemName "The Half-Zatoichi" "melee range multiplier" 1.5 "provide on active" 1 "crit mod disabled" 1 "is_a_sword" 0 "honorbound" 0 } //DISCIPLINARY ACTION ItemAttributes { ItemName "The Disciplinary Action" "move speed bonus" 1.1 "provide on active" 1 "damage penalty" 1 } //MARKET GARDENER ItemAttributes { ItemName "The Market Gardener" "melee bounds multiplier" 3 "increased air control" 3 "melee cleave attack" 1 "fire rate penalty" 2 "provide on active" 1 "damage penalty" 1 "damage bonus" 2 } ExtendedUpgrades { upgrade { Name "25% more damage" Attribute "damage bonus HIDDEN" Cap 2 Increment 0.25 Cost 500 Description "25% more damage." AllowedWeapons { ItemName "The Market Gardener" } } } //FLAMETHROWER ItemAttributes { ItemName "TF_WEAPON_FLAMETHROWER" "flame_spread_degree" 4 "flame_drag" 4 "flame_up_speed" -50 "flame_speed" 1500 "flame_lifetime" 0.75 "lunchbox adds minicrits" 2 } ItemAttributes { ItemName "Upgradeable TF_WEAPON_FLAMETHROWER" "flame_spread_degree" 4 "flame_drag" 4 "flame_up_speed" -50 "flame_speed" 1500 "flame_lifetime" 0.75 "lunchbox adds minicrits" 2 } ItemAttributes { ItemName "The Rainblower" "flame_spread_degree" 4 "flame_drag" 4 "flame_up_speed" -50 "flame_speed" 1500 "flame_lifetime" 0.75 } ItemAttributes { ItemName "The Nostromo Napalmer" "flame_spread_degree" 4 "flame_drag" 4 "flame_up_speed" -50 "flame_speed" 1500 "flame_lifetime" 0.75 } //DEGREASER ItemAttributes { ItemName "The Degreaser" "mult_player_movespeed_active" 1.15 } //PHLOGISTINATOR ExtendedUpgrades { upgrade { Name "+5% longer MMMPH duration." Attribute "increase buff duration" Cap 1.25 Increment 0.05 Cost 200 Description "MMMPH meter lasts 5% longer." AllowedWeapons { ItemName "The Phlogistinator" } } } //DRAGON'S FURY ExtendedUpgrades { upgrade { Name "+5% firing speed" Attribute "item_meter_charge_rate" Cap 0.6 Increment -0.05 Cost 300 Description "5% faster firing speed." AllowedWeapons { ItemName "The Dragon's Fury" } } upgrade { Name "50% more burn damage" Attribute "weapon burn dmg increased" Cap 3 Increment 0.5 Cost 250 Description "25% more afterburn damage." AllowedWeapons { ItemName "The Dragon's Fury" } } } //SHOTGUN (PYRO) ItemAttributes { ItemName "TF_WEAPON_SHOTGUN_PYRO" "damage bonus" 1.25 "reload time decreased" 0.75 "set damagetype ignite" 1 "attach particle effect" 701 } ExtendedUpgrades { upgrade { Name "25% more damage" Attribute "damage bonus HIDDEN" Cap 2 Increment 0.25 Cost 300 Description "25% more damage." AllowedWeapons { ItemName "TF_WEAPON_SHOTGUN_PYRO" } } } //FLAREGUN ItemAttributes { ItemName "The Flare Gun" "provide on active" 1 "fire rate bonus HIDDEN" 0.65 "no primary ammo from dispensers while active" 1 } //DETONATOR ItemAttributes { ItemName "The Detonator" "provide on active" 1 "fire rate bonus HIDDEN" 0.5 "no primary ammo from dispensers while active" 1 } //MANMELTER ItemAttributes { ItemName "The Manmelter" "fire rate bonus HIDDEN" 0.5 "projectile speed increased" 2 "mult crit dmg" 1.25 } ExtendedUpgrades { upgrade { Name "50% more burn damage" Attribute "weapon burn dmg increased" Cap 3 Increment 0.5 Cost 250 Description "25% more afterburn damage." AllowedWeapons { ItemName "The Manmelter" } } } //SCORCHSOT ItemAttributes { ItemName "The Scorch Shot" "provide on active" 1 "no primary ammo from dispensers while active" 1 "self dmg push force increased" 3.5 "projectile trail particle" flaming_arrow "override projectile type" 2 "fire rate bonus HIDDEN" 0.75 "blast radius decreased" 0.5 "mult projectile scale" 0.75 "Set DamageType Ignite" 1 } ExtendedUpgrades { upgrade { Name "25% more damage" Attribute "damage bonus HIDDEN" Cap 2 Increment 0.25 Cost 300 Description "25% more damage." AllowedWeapons { ItemName "The Scorch Shot" ItemName "The Manmelter" ItemName "The Detonator" ItemName "The Flare Gun" } } } //GAS PASSER ExtendedUpgrades { upgrade { Name "400% more burn damage" Attribute "weapon burn dmg increased" Cap 10 Increment 5 Cost 250 Description "400% more afterburn damage." AllowedWeapons { ItemName "The Gas Passer" } } } //FIREAXE ItemAttributes { ItemName "TF_WEAPON_FIREAXE" "max health additive bonus" 25 "critboost on kill" 2 } ItemAttributes { ItemName "Upgradeable TF_WEAPON_FIREAXE" "max health additive bonus" 25 "critboost on kill" 2 } ItemAttributes { ItemName "The Lollichop" "max health additive bonus" 25 "critboost on kill" 2 } ExtendedUpgrades { upgrade { Name "25% more damage" Attribute "damage bonus HIDDEN" Cap 2 Increment 0.25 Cost 300 Description "25% more damage." AllowedWeapons { ItemName "TF_WEAPON_FIREAXE" ItemName "Upgradeable TF_WEAPON_FIREAXE" ItemName "The Lollichop" ItemName "The Axtinguisher" ItemName "The Postal Pummeler" ItemName "The Hot Hand" } } } //AXTINGUISHER ItemAttributes { ItemName "The Axtinguisher" "max health additive bonus" 25 "damage penalty" 1 "attack_minicrits_and_consumes_burning" 0 "minicrit vs burning player" 1 "minicritboost on kill" 4 } ItemAttributes { ItemName "The Postal Pummeler" "max health additive bonus" 25 "damage penalty" 1 "attack_minicrits_and_consumes_burning" 0 "minicrit vs burning player" 1 "minicritboost on kill" 4 } //HOMEWRECKER ItemAttributes { ItemName "The Homewrecker" "max health additive bonus" 25 "dmg bonus vs buildings" 1 "dmg penalty vs players" 1 "damage bonus" 2 "crit mod disabled" 0 "fire rate penalty" 2 } ItemAttributes { ItemName "The Maul" "max health additive bonus" 25 "dmg bonus vs buildings" 1 "dmg penalty vs players" 1 "damage bonus" 2 "crit mod disabled" 0 "fire rate penalty" 2 } ExtendedUpgrades { upgrade { Name "25% more damage" Attribute "damage bonus HIDDEN" Cap 2 Increment 0.25 Cost 350 Description "25% more damage." AllowedWeapons { ItemName "The Homewrecker" ItemName "The Maul" } } } ExtendedUpgrades { upgrade { Name "25% chance to stun enemy." Attribute "stun on damage" Cap 30 Increment 15 Cost 400 Description "25% chance to stun enemy on damage." AllowedWeapons { ItemName "The Homewrecker" ItemName "The Maul" } } } //POEWRJACK ItemAttributes { ItemName "The Powerjack" "dmg taken increased" 1 "self mark for death" 1 "heal on kill" 0 "health regen" 5 } ExtendedUpgrades { upgrade { Name "25% more damage" Attribute "damage bonus HIDDEN" Cap 2 Increment 0.25 Cost 300 Description "25% more damage." AllowedWeapons { ItemName "The Powerjack" } } } //BACK SCRATCHER ItemAttributes { ItemName "The Back Scratcher" "max health additive bonus" 25 "health from healers reduced" 1 "health from packs increased" 1 } ExtendedUpgrades { upgrade { Name "25% more damage" Attribute "damage bonus HIDDEN" Cap 2 Increment 0.25 Cost 300 Description "25% more damage." AllowedWeapons { ItemName "The Back Scratcher" ItemName "Sharpened Volcano Fragment" } } } //VOLCANO FRAGMENT ItemAttributes { ItemName "Sharpened Volcano Fragment" "attach particle effect" 1 "max health additive bonus" 25 "critboost on kill" 2 "minicritboost on kill" 4 "damage penalty" 0.75 "damage bonus vs burning" 1.05 "ragdolls become ash" 1 } //THIRD DEGREE ItemAttributes { ItemName "The Third Degree" "damage applies to sappers" 1 "attach particle effect" 3044 "fire rate penalty" 2 "always crit" 1 } ExtendedUpgrades { upgrade { Name "25% more damage" Attribute "damage bonus HIDDEN" Cap 1.5 Increment 0.25 Cost 400 Description "25% more damage." AllowedWeapons { ItemName "The Third Degree" ItemName "The Neon Annihilator" } } } //NEON ANNIHILATOR ItemAttributes { ItemName "The Neon Annihilator" "attach particle effect" 3044 "ragdolls plasma effect" 0 "dmg penalty vs players" 1 "damage all connected" 1 "crit vs wet players" 0 "fire rate penalty" 2 "always crit" 1 } //HOT HAND ItemAttributes { ItemName "The Hot Hand" "speed_boost_on_hit_enemy" 5 "heal on hit for rapidfire" 15 } //GRENADE LAUNCHER ItemAttributes { ItemName TF_WEAPON_GRENADELAUNCHER "dmg bonus vs buildings" 2 "clip size bonus" 1.5 } ItemAttributes { ItemName "Upgradeable TF_WEAPON_GRENADELAUNCHER" "dmg bonus vs buildings" 2 "clip size bonus" 1.5 } //LOCH-N-LOAD ItemAttributes { ItemName "The Loch-N-Load" "projectile speed increased" 1.2 "blast radius increased" 1.75 "dmg bonus vs buildings" 1.5 "blast radius decreased" 1 "Reload time decreased" 0.75 "clip size penalty" 1 } //IRON BOMBER ItemAttributes { ItemName "The Iron Bomber" "no primary ammo from dispensers while active" 1 "projectile spread angle penalty" 5 "fire rate bonus HIDDEN" 0.01 "blast radius decreased" 0.3 "dmg bonus vs buildings" 1.5 "reload time increased" 1.6 "auto fires full clip" 1 "provide on active" 1 } //LOOSE CANNON ItemAttributes { ItemName "The Loose Cannon" "projectile speed increased" 0.8 "override projectile type" 3 "blast radius increased" 1.75 "Reload time increased" 1.25 "stun on damage" 15 "custom projectile model" models\passtime\ball\passtime_ball.mdl } //ALI BABA'S WEE BOOTIES ItemAttributes { ItemName "Ali Baba's Wee Booties" "cancel falling damage" 1 "air dash count" 2 } ItemAttributes { ItemName "The Bootlegger" "cancel falling damage" 1 "air dash count" 2 } //STICKY JUMPER ItemAttributes { ItemName "Stickybomb Jumper" "hidden secondary max ammo penalty" 10 "max health additive bonus" 50 "max pipebombs decreased" 0 "reload time decreased" 0.5 "clip size bonus" 1.5 } //QUICKIE BOMB LAUNCHER ItemAttributes { ItemName "The Quickiebomb Launcher" "stickybomb stick to enemies" 1 "max pipebombs decreased" -5 "stickybomb fizzle time" 1.5 "sticky arm time bonus" -0.5 "reload time decreased" 0.5 "clip size penalty" 0.75 "damage penalty" 1 } //CHARGIN' TARGE ItemAttributes { ItemName "The Chargin' Targe" "dmg taken from bullets reduced" 0.7 "dmg taken from crit reduced" 0.5 } //SPLENDID SCREEN ItemAttributes { ItemName "The Splendid Screen" "dmg taken from bullets reduced" 0.8 "dmg taken from crit reduced" 0.75 } //TIDE TURNER ItemAttributes { ItemName "The Tide Turner" "lose demo charge on damage when charging" 0 "dmg taken from bullets reduced" 0.85 "dmg taken from crit reduced" 0.75 } //BOTTLE ItemAttributes { ItemName "TF_WEAPON_BOTTLE" "minicrits become crits" 1 "minicritboost on kill" 5 "fire rate bonus" 0.8 } ItemAttributes { ItemName "Upgradeable TF_WEAPON_BOTTLE" "minicrits become crits" 1 "minicritboost on kill" 5 "fire rate bonus" 0.8 } ItemAttributes { ItemName "The Scottish Handshake" "minicrits become crits" 1 "minicritboost on kill" 5 "fire rate bonus" 0.8 } ExtendedUpgrades { upgrade { Name "25% more damage" Attribute "damage bonus" Cap 2 Increment 0.25 Cost 300 Description "25% more damage." AllowedWeapons { ItemName "TF_WEAPON_BOTTLE" ItemName "Upgradeable TF_WEAPON_BOTTLE" ItemName "The Scottish Handshake" } } } //ULLAPOOL CABER ItemAttributes { ItemName "The Ullapool Caber" "single wep deploy time increased" 1 "blast dmg to self increased" 0.5 "regenerate stickbomb" 1 "provide on active" 1 "fire rate penalty" 1 } ExtendedUpgrades { upgrade { Name "Mark target on hit." Attribute "mark for death" Cap 1 Increment 1 Cost 250 Description "Marks for death whoever you hit." AllowedWeapons { ItemName "The Ullapool Caber" } } } //EYELANDER ItemAttributes { ItemName "The Eyelander" "melee range multiplier" 1.5 "crit mod disabled" 1 "is_a_sword" 0 } ItemAttributes { ItemName "Festive Eyelander" "attach particle effect" 150 "melee range multiplier" 1.5 "crit mod disabled" 1 "set turn to ice" 1 "is_a_sword" 0 } ItemAttributes { ItemName "The Horseless Headless Horseman's Headtaker" "attach particle effect" 8 "melee range multiplier" 1.5 "crit kill will gib" 1 "crit mod disabled" 1 "is_a_sword" 0 } ItemAttributes { ItemName "Nessie's Nine Iron" "melee range multiplier" 1.5 "crit kill will gib" 1 "crit mod disabled" 1 "is_a_sword" 0 } //CLAIDHEAMOHMOR ItemAttributes { ItemName "The Claidheamohmor" "effect bar recharge rate increased" 1.25 "melee range multiplier" 1.5 "charge time increased" 1 "dmg taken increased" 1 "kill refills meter" 1 "crit mod disabled" 1 "is_a_sword" 0 } //PERSIN PERSUADER ItemAttributes { ItemName "The Persian Persuader" "reduced_healing_from_medics" 0.5 "max health additive bonus" 25 "maxammo secondary reduced" 0 "maxammo primary reduced" 0 "melee range multiplier" 1.5 "charge meter on hit" 0.25 "mult dmg vs tanks" 2 "crit mod disabled" 1 "ammo gives charge" 0 } //SCOTMAN'S SKULLCUTTER ItemAttributes { ItemName "The Scotsman's Skullcutter" "melee range multiplier" 1.5 "move speed penalty" 1 } ExtendedUpgrades { upgrade { Name "25% more crit damage" Attribute "mult crit dmg" Cap 1.5 Increment 0.25 Cost 300 Description "25% more damage when landing a crit." AllowedWeapons { ItemName "The Scotsman's Skullcutter" } } } //MINIGUN ItemAttributes { ItemName "TF_WEAPON_MINIGUN" "crit mod disabled" 0 } ItemAttributes { ItemName "Upgradeable TF_WEAPON_MINIGUN" "crit mod disabled" 0 } //TOMISLAV ItemAttributes { ItemName "Tomislav" "weapon spread bonus" 0.5 "crit mod disabled" 0 } //HUO-LONG HEATER ItemAttributes { ItemName "The Huo Long Heatmaker" "damage bonus vs burning" 1.35 "maxammo primary reduced" 0.75 "attach particle effect" 1 "uses ammo while aiming" 0 "crit mod disabled" 0 } //BRASS BEAST ItemAttributes { ItemName "The Brass Beast" "aiming movespeed decreased" 0.6 "spunup_damage_resistance" 1 "crit mod disabled" 0 } //NATASCHA ItemAttributes { ItemName "Natascha" "minigun spinup time increased" 1 "minigun spinup time decreased" 0.75 "aiming movespeed increased" 1.25 "spunup_damage_resistance" 1 "crit mod disabled" 0 } //SHOTGUN (HEAVY) ItemAttributes { ItemName "TF_WEAPON_SHOTGUN_HWG" "bullets per shot bonus" 5 "reload time decreased" 0.75 "fire rate penalty" 2 "damage penalty" 0.5 } ExtendedUpgrades { upgrade { Name "25% more damage" Attribute "damage bonus HIDDEN" Cap 1.5 Increment 0.25 Cost 400 Description "25% more damage." AllowedWeapons { ItemName "TF_WEAPON_SHOTGUN_HWG" ItemName "The Family Business" } } } //FAMILY BUSINESS ItemAttributes { ItemName "The Family Business" "weapon spread bonus" 0.25 "fire rate penalty" 1.5 "crit mod disabled" 0 "can headshot" 1 } //BUFFALO STEAK SANDVICH ItemAttributes { ItemName "The Buffalo Steak Sandvich" "energy buff dmg taken multiplier" 0.5 } //FISTS ItemAttributes { ItemName "TF_WEAPON_FISTS" "max health additive bonus" 50 } ItemAttributes { ItemName "Upgradeable TF_WEAPON_FISTS" "max health additive bonus" 50 } ItemAttributes { ItemName "Apoco-Fists" "max health additive bonus" 50 } ExtendedUpgrades { upgrade { Name "25% more damage" Attribute "damage bonus HIDDEN" Cap 2 Increment 0.25 Cost 300 Description "25% more damage." AllowedWeapons { ItemName "TF_WEAPON_FISTS" ItemName "Upgradeable TF_WEAPON_FISTS" ItemName "Fists of Steel" ItemName "The Holiday Punch" ItemName "Gloves of Running Urgently" ItemName "Festive Gloves of Running Urgently" ItemName "The Bread Bite" ItemName "The Eviction Notice" ItemName "Warrior's Spirit" } } } //FISTS OF STEEL ItemAttributes { ItemName "Fists of Steel" "single wep holster time increased" 1 "add cond on kill duration" 5 "minicritboost on kill" 5 "add cond on kill" 29 } //HOLIDAY PUNCH ItemAttributes { ItemName "The Holiday Punch" "tickle enemies wielding same weapon" 0 "crit forces victim to laugh" 0 "max health additive bonus" 50 "attach particle effect" 150 "crit does no damage" 0 "crit from behind" 0 "set turn to ice" 1 } //GLOVES OF RUNNING URGENTLY ItemAttributes { ItemName "Gloves of Running Urgently" "mod_maxhealth_drain_rate" 0 "attach particle effect" 1 "self mark for death" 1 } ItemAttributes { ItemName "Festive Gloves of Running Urgently" "mod_maxhealth_drain_rate" 0 "attach particle effect" 1 "self mark for death" 1 } ItemAttributes { ItemName "The Bread Bite" "mod_maxhealth_drain_rate" 0 "self mark for death" 1 "crit kill will gib" 1 } //WARRIOR'S SPIRIT ItemAttributes { ItemName "Warrior's Spirit" "dmg taken increased" 1 "heal on kill" 50 } //EVICTION NOTICE ItemAttributes { ItemName "The Eviction Notice" "mod_maxhealth_drain_rate" 0 "speed_boost_on_hit" 5 } //SHOTGUN (ENGINEER) ItemAttributes { ItemName "TF_WEAPON_SHOTGUN_PRIMARY" "reload time decreased" 0.5 "damage bonus" 1.25 } ItemAttributes { ItemName "Upgradeable TF_WEAPON_SHOTGUN_PRIMARY" "reload time decreased" 0.5 "damage bonus" 1.25 } ExtendedUpgrades { upgrade { Name "25% more damage" Attribute "damage bonus HIDDEN" Cap 2 Increment 0.25 Cost 300 Description "25% more damage." AllowedWeapons { ItemName "TF_WEAPON_SHOTGUN_PRIMARY" ItemName "Upgradeable TF_WEAPON_SHOTGUN_PRIMARY" ItemName "The Frontier Justice" ItemName "The Short Circuit" } } } //FRONTIER JUSTICE ItemAttributes { ItemName "The Frontier Justice" "reload time decreased" 0.75 "clip size penalty" 1 "crit mod disabled" 1 "mult crit dmg" 1.25 "damage bonus" 1.25 } //POMSON 6000 ItemAttributes { ItemName "The Pomson 6000" "override projectile type" 1 "sniper fires tracer HIDDEN" 1 "weapon spread bonus" 0.75 "bullets per shot bonus" 0.3 "projectile penetration" 10 "ragdolls plasma effect" 1 "damage bonus HIDDEN" 3.5 "crits_become_minicrits" 1 "crit mod disabled" 0 } ExtendedUpgrades { upgrade { Name "25% more damage" Attribute "damage bonus" Cap 2 Increment 0.25 Cost 300 Description "25% more damage." AllowedWeapons { ItemName "The Pomson 6000" ItemName "The Rescue Ranger" ItemName "The Widowmaker" ItemName "TF_WEAPON_WRENCH" ItemName "Upgradeable TF_WEAPON_WRENCH" ItemName "The Gunslinger" ItemName "The Eureka Effect" ItemName "The Southern Hospitality" ItemName "The Jag" } } } //RESUCE RANGER ItemAttributes { ItemName "The Rescue Ranger" "mark for death on building pickup" 0 } //SHORT CIRCUIT ItemAttributes { ItemName "The Short Circuit" "mod ammo per shot" 3 "damage bonus" 3 } //WRENCH ItemAttributes { ItemName "TF_WEAPON_WRENCH" "mod teleporter cost" 0.5 "provide on active" 1 "metal regen" 25 } ItemAttributes { ItemName "Upgradeable TF_WEAPON_WRENCH" "mod teleporter cost" 0.5 "provide on active" 1 "metal regen" 25 } //GUNSLINGER ItemAttributes { ItemName "The Gunslinger" "engy dispenser radius increased" 2 "engy sentry fire rate increased" 0.5 "engy sentry radius increased" 100 "engy building health bonus" 1.5 "max health additive bonus" 75 "maxammo primary increased" 2 "maxammo metal increased" 1.25 "mod teleporter cost" 0.5 "building scale" 1.05 } //EUREKA EFFECT ItemAttributes { ItemName "The Eureka Effect" "construction rate decreased" 1 "mod teleporter speed boost" 1 "metal_pickup_decreased" 1 } //SOUTHERN HOSPITALITY ItemAttributes { ItemName "The Southern Hospitality" "dmg taken from fire increased" 1 "mult firerocket rate" 0.5 "dmg taken increased" 1.25 "rocket specialist" 4 "crit mod disabled" 1 "bleeding duration" 0 } //JAG ItemAttributes { ItemName "The Jag" "dmg penalty vs buildings" 1 } //SYRINGE GUN ItemAttributes { ItemName "TF_WEAPON_SYRINGEGUN_MEDIC" "fire rate bonus HIDDEN" 0.7 } ItemAttributes { ItemName "Upgradeable TF_WEAPON_SYRINGEGUN_MEDIC" "fire rate bonus HIDDEN" 0.7 } ExtendedUpgrades { upgrade { Name "25% more damage" Attribute "damage bonus" Cap 2 Increment 0.25 Cost 300 Description "25% more damage." AllowedWeapons { ItemName "TF_WEAPON_SYRINGEGUN_MEDIC" ItemName "Upgradeable TF_WEAPON_SYRINGEGUN_MEDIC" ItemName "The Crusader's Crossbow" ItemName "Festive Crusader's Crossbow" ItemName "The Overdose" ItemName "The Blutsauger" ItemName "TF_WEAPON_BONESAW" ItemName "Upgradeable TF_WEAPON_BONESAW" ItemName "Festive Bonesaw 2014" ItemName "The Ubersaw" ItemName "The Vita-saw" ItemName "The Amputator" } } } //CRUSADER'S CROSSBOW ItemAttributes { ItemName "The Crusader's Crossbow" "sniper no headshots" 0 "fires milk bolt" 1 "can headshot" 1 } ItemAttributes { ItemName "Festive Crusader's Crossbow" "sniper no headshots" 0 "fires milk bolt" 1 "can headshot" 1 } //OVERDOSE ItemAttributes { ItemName "The Overdose" "fire rate bonus HIDDEN" 0.2 "reload time increased" 2 "auto fires full clip" 1 "clip size penalty" 0.5 } //BLUTSAUGER ItemAttributes { ItemName "The Blutsauger" "bleeding duration" 2 "damage penalty" 0.8 } //KRITZKRIEG ItemAttributes { ItemName "The Kritzkrieg" "increase buff duration HIDDEN" 0.75 } //BONESAW ItemAttributes { ItemName "TF_WEAPON_BONESAW" "max health additive bonus" 25 "add uber charge on hit" 0.1 "enables aoe heal" 1 "mark for death" 1 } ItemAttributes { ItemName "Upgradeable TF_WEAPON_BONESAW" "max health additive bonus" 25 "add uber charge on hit" 0.1 "enables aoe heal" 1 "mark for death" 1 } ItemAttributes { ItemName "Festive Bonesaw 2014" "max health additive bonus" 25 "add uber charge on hit" 0.1 "enables aoe heal" 1 "mark for death" 1 } //UBERSAW ItemAttributes { ItemName "The Ubersaw" "enables aoe heal" 1 } ItemAttributes { ItemName "Festive Ubersaw" "enables aoe heal" 1 } //VITA-SAW ItemAttributes { ItemName "The Vita-saw" "max health additive penalty" 0 "heal on hit for rapidfire" 100 "max health additive bonus" 50 "add uber charge on hit" 0.1 "enables aoe heal" 1 } //AMPUTATOR ItemAttributes { ItemName "The Amputator" "dmg taken from bullets reduced" 0.85 "dmg taken from blast reduced" 0.85 "dmg taken from fire reduced" 0.85 "dmg taken from crit reduced" 0.8 "dmg from melee increased" 1.5 "add uber charge on hit" 0.1 "move speed bonus" 1.1 } //SOLEMN VOW ItemAttributes { ItemName "The Solemn Vow" "add uber charge on hit" 0.3 "fire rate penalty" 2 "enables aoe heal" 1 "damage bonus" 2 } //SNIPER RIFLE ItemAttributes { ItemName "TF_WEAPON_SNIPERRIFLE" "dmg pierces resists absorbs" 1 } ItemAttributes { ItemName "Upgradeable TF_WEAPON_SNIPERRIFLE" "dmg pierces resists absorbs" 1 } ItemAttributes { ItemName "The AWPer Hand" "dmg pierces resists absorbs" 1 "crit kill will gib" 1 } //HITMAN'S HEATMAKER ItemAttributes { ItemName "The Hitman's Heatmaker" "sniper no headshot without full charge" 1 "damage penalty on bodyshot" 1 } //HUNTSMAN ItemAttributes { ItemName "The Huntsman" "special item description" "DON'T BUY PROJECTILE PENETRATION, IT BREAKS THE WEAPON." "max health additive bonus" 25 "arrow mastery" 2 } ItemAttributes { ItemName "Festive Huntsman" "special item description" "DON'T BUY PROJECTILE PENETRATION, IT BREAKS THE WEAPON." "max health additive bonus" 25 "arrow mastery" 2 } //FORTIFIED COMPOUND ItemAttributes { ItemName "The Fortified Compound" "special item description" "DON'T BUY PROJECTILE PENETRATION, IT BREAKS THE WEAPON." "projectile trail particle" flaming_arrow "max health additive bonus" 25 "attach particle effect" 13 "Set DamageType Ignite" 1 "arrow mastery" 1 } //SYDNEY SLEEPER ItemAttributes { ItemName "The Sydney Sleeper" "crits_become_minicrits" 1 "sniper no headshots" 0 } //BAZAAR BARGAIN ItemAttributes { ItemName "The Bazaar Bargain" "dmg pierces resists absorbs" 1 "drop health pack on kill" 1 } //MACHINA ItemAttributes { ItemName "The Machina" "sniper full charge damage bonus" 1.25 "sniper only fire zoomed" 0 "projectile penetration" 1 "crit kill will gib" 1 } ItemAttributes { ItemName "Shooting Star" "sniper full charge damage bonus" 1.25 "sniper only fire zoomed" 0 "projectile penetration" 1 "crit kill will gib" 1 } //CLASSIC ItemAttributes { ItemName "The Classic" "sniper aiming movespeed decreased" 3 "damage penalty on bodyshot" 1 "critboost on kill" 2 "fire rate bonus" 0.5 } //SMG ItemAttributes { ItemName "TF_WEAPON_SMG" "reload time decreased" 0.75 "critboost on kill" 4 "mult crit dmg" 1.25 } ItemAttributes { ItemName "Upgradeable TF_WEAPON_SMG" "reload time decreased" 0.75 "critboost on kill" 4 "mult crit dmg" 1.25 } ExtendedUpgrades { upgrade { Name "25% more damage" Attribute "damage bonus" Cap 2 Increment 0.25 Cost 300 Description "25% more damage." AllowedWeapons { ItemName "TF_WEAPON_SMG" ItemName "Upgradeable TF_WEAPON_SMG" ItemName "The Cleaner's Carbine" } } } //CLEANER'S CARBINE ItemAttributes { ItemName "The Cleaner's Carbine" "minicrits become crits" 1 "reload time decreased" 0.75 } //RAZORBACK ItemAttributes { ItemName "The Razorback" "max health additive bonus" 25 "patient overheal penalty" 1 "mult dmgtaken from melee" 0.5 } //DARWIN'S DANGER SHIELD ItemAttributes { ItemName "Darwin's Danger Shield" "dmg taken from bullets reduced" 0.85 "dmg taken from blast reduced" 0.85 "dmg taken from fire reduced" 0.85 "dmg taken from crit reduced" 0.8 "max health additive bonus" 25 "dmg from melee increased" 1.2 } //KUKRI ItemAttributes { ItemName "TF_WEAPON_CLUB" "crit vs disguised players" 1 "damage bonus" 1.25 } ItemAttributes { ItemName "Upgradeable TF_WEAPON_CLUB" "crit vs disguised players" 1 "damage bonus" 1.25 } ExtendedUpgrades { upgrade { Name "25% more damage" Attribute "damage bonus HIDDEN" Cap 2 Increment 0.25 Cost 300 Description "25% more damage." AllowedWeapons { ItemName "TF_WEAPON_CLUB" ItemName "Upgradeable TF_WEAPON_CLUB" ItemName "The Shahanshah" } } } //TRIBALMAN'S SHIV ItemAttributes { ItemName "The Tribalman's Shiv" "crit vs disguised players" 1 "dmg penalty vs players" 0.5 "damage penalty" 1 } ExtendedUpgrades { upgrade { Name "25% more damage" Attribute "damage bonus" Cap 2 Increment 0.25 Cost 300 Description "25% more damage." AllowedWeapons { ItemName "The Tribalman's Shiv" ItemName "The Bushwacka" } } } //BUSHWACKA ItemAttributes { ItemName "The Bushwacka" "crit vs disguised players" 1 } //SHAHANSHAH ItemAttributes { ItemName "The Shahanshah" "dmg penalty while half alive" 1 "dmg bonus while half dead" 1 "fire rate penalty" 1.5 "damage bonus" 1.5 } //REVOLVER ItemAttributes { ItemName "TF_WEAPON_REVOLVER" "dmg pierces resists absorbs" 1 "faster reload rate" 0.75 "damage bonus" 1.25 } ItemAttributes { ItemName "Upgradeable TF_WEAPON_REVOLVER" "dmg pierces resists absorbs" 1 "faster reload rate" 0.75 "damage bonus" 1.25 } //AMBASSADOR ItemAttributes { ItemName "The Ambassador" "damage penalty on bodyshot" 0.25 "revolver use hit locations" 1 "crit_dmg_falloff" 0 "damage penalty" 1 "mult crit dmg" 3 "can headshot" 1 } ItemAttributes { ItemName "Festive Ambassador" "damage penalty on bodyshot" 0.25 "revolver use hit locations" 1 "crit_dmg_falloff" 0 "damage penalty" 1 "mult crit dmg" 3 "can headshot" 1 } //L'ETRANGER ItemAttributes { ItemName "L'Etranger" "damage penalty" 1 } //ENFORCER ItemAttributes { ItemName "The Enforcer" "damage bonus while disguised" 2 "faster reload rate" 0.75 "fire rate penalty" 1 } //DIAMONDBACK ItemAttributes { ItemName "The Diamondback" "damage penalty" 1 } //KNIFE ItemAttributes { ItemName "TF_WEAPON_KNIFE" "heal on hit for rapidfire" 10 "add cloak on hit" 0.2 } ItemAttributes { ItemName "Upgradeable TF_WEAPON_KNIFE" "heal on hit for rapidfire" 10 "add cloak on hit" 0.2 } //BIG EARNER ItemAttributes { ItemName "The Big Earner" "max health additive penalty" -0 } //INVIS WATCH ItemAttributes { ItemName "TF_WEAPON_INVIS" "max health additive bonus" 50 } ItemAttributes { ItemName "Upgradeable TF_WEAPON_INVIS" "max health additive bonus" 50 } ItemAttributes { ItemName "The Quackenbirdt" "max health additive bonus" 50 } //CLOAK AND DAGGER ItemAttributes { ItemName "The Cloak and Dagger" "max health additive bonus" 50 } Mission // sentry buster { Objective DestroySentries InitialCooldown 5 Where spawnbot Where spawnbot_gate BeginAtWave 1 RunForThisManyWaves 7 CooldownTime 20 TFBot { Template T_TFBot_SentryBuster Tag bot_giant AlwaysGlow 1 } } Mission // Spy - wave 1 { Objective Spy InitialCooldown 10 Where spawnbot_mission_spy Where spawnbot_gate BeginAtWave 1 RunForThisManyWaves 1 CooldownTime 30 DesiredCount 4 TFBot { Class Spy Skill Expert Name Spy } } Mission // Spy - wave 2 { Objective Spy InitialCooldown 20 Where spawnbot_mission_spy Where spawnbot_gate BeginAtWave 2 RunForThisManyWaves 1 CooldownTime 30 DesiredCount 4 TFBot { Class Spy Skill Expert Name Spy } } Mission // Spy - wave 4 { Objective Spy InitialCooldown 80 Where spawnbot_mission_spy Where spawnbot_gate BeginAtWave 4 RunForThisManyWaves 1 CooldownTime 50 DesiredCount 4 TFBot { Class Spy Skill Expert Name Spy } } Mission // Sniper - wave 1 { Objective Sniper InitialCooldown 75 Where spawnbot_mission_sniper Where spawnbot_gate BeginAtWave 1 RunForThisManyWaves 1 CooldownTime 20 DesiredCount 4 TFBot { Class Sniper Skill Hard Name Sniper MaxVisionRange 3000 AlwaysGlow 1 } } Mission // Sniper - wave 5 { Objective Sniper InitialCooldown 30 Where spawnbot_mission_sniper Where spawnbot_gate BeginAtWave 5 RunForThisManyWaves 1 CooldownTime 20 DesiredCount 6 TFBot { Template T_TFBot_Sniper_Sydney_Sleeper Name "Razorback Sydney Sniper" Item "The Razorback" AlwaysGlow 1 } } Mission // Sniper - wave 7 { Objective Sniper InitialCooldown 30 Where spawnbot_mission_sniper Where spawnbot_gate BeginAtWave 7 RunForThisManyWaves 1 CooldownTime 20 DesiredCount 4 TFBot { Template T_TFBot_Sniper_Sydney_Sleeper Name "Razorback Sydney Sniper" Item "The Razorback" AlwaysGlow 1 } } SpawnTemplate ProtectSignal Wave { WaitWhenDone 65 Checkpoint Yes StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } WaveSpawn { Name PROTECT TotalCurrency 0 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 0 Where spawnbot_m Support Limited FirstSpawnOutput { Target anno_protect Action Show } TFBot { Template Protect } } WaveSpawn { Name PROTECT_FAILED WaitForAllDead PROTECT Support Limited FirstSpawnWarningSound "music\stingers\hl1_stinger_song8.mp3" FirstSpawnOutPut { Target boss_deploy_relay Action Trigger } } WaveSpawn //WAVE 01a: 30 total, 10 active, Scout (bonk) { Name "wave01a" Where spawnbot TotalCount 30 MaxActive 10 SpawnCount 10 WaitBeforeStarting 0 WaitBetweenSpawns 0 TotalCurrency 200 TFBot { Template T_TFBot_Scout_Bonk Name "Bonk Scout" ClassIcon scout_bonk_nys BehaviorModifiers Push Attributes IgnoreFlag Action Mobber AlwaysGlow 1 } } WaveSpawn //WAVE 01b: 8(16) total, 6(12) active, Heavyweapons Steel Fist + UberMedic { Name "wave01b" Where spawnbot TotalCount 16 MaxActive 12 SpawnCount 2 WaitBeforeStarting 0 WaitBetweenSpawns 7 TotalCurrency 100 Squad { TFBot { Template T_TFBot_Heavyweapons_Fist BehaviorModifiers Push Attributes IgnoreFlag Action Mobber AlwaysGlow 1 } TFBot { Template T_TFBot_Medic_QuickUber BehaviorModifiers Push Attributes IgnoreFlag Action Mobber AlwaysGlow 1 } } } WaveSpawn //WAVE 01c: 30 total, 10 active, Scout { Name "wave01c" WaitForAllDead "wave01a" Where spawnbot TotalCount 30 MaxActive 10 SpawnCount 5 WaitBeforeStarting 0 WaitBetweenSpawns 0 TotalCurrency 200 TFBot { Class Scout BehaviorModifiers Push Attributes IgnoreFlag Action Mobber AlwaysGlow 1 } } WaveSpawn //WAVE 01d: 5(15) total, 4(12) active, Heavyweapons Steel Fist + UberMedic + Pyro (AlwaysFireWeapon) { Name "wave01d" Where spawnbot TotalCount 15 MaxActive 12 SpawnCount 3 WaitForAllDead "wave01b" WaitBeforeStarting 0 WaitBetweenSpawns 5 TotalCurrency 150 Squad { TFBot { Template T_TFBot_Heavyweapons_Fist BehaviorModifiers Push Attributes IgnoreFlag Action Mobber AlwaysGlow 1 } TFBot { Template T_TFBot_Medic_QuickUber BehaviorModifiers Push Attributes IgnoreFlag Action Mobber AlwaysGlow 1 } TFBot { Class Pyro Attributes AlwaysFireWeapon BehaviorModifiers Push Attributes IgnoreFlag Action Mobber AlwaysGlow 1 } } } WaveSpawn //WAVE 01e: 12 total, 12 active, Soldier { Name "wave01e" WaitForAllDead "wave01b" Where spawnbot TotalCount 12 MaxActive 12 SpawnCount 12 WaitBeforeStarting 0 WaitBetweenSpawns 0 TotalCurrency 150 TFBot { Class Soldier Skill Hard BehaviorModifiers Push Attributes IgnoreFlag Action Mobber AlwaysGlow 1 } } } //WAVE 2 //Currency 800 /////////////////////////////////////////////////////////////////////////////////////////////////////// Wave { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action trigger } WaitWhenDone 65 Checkpoint Yes // Spy mission - 4 active WaveSpawn { Name PROTECT TotalCurrency 0 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 0 Where spawnbot_m Support Limited FirstSpawnOutput { Target anno_protect Action Show } TFBot { Template Protect } } WaveSpawn { Name PROTECT_FAILED WaitForAllDead PROTECT Support Limited FirstSpawnWarningSound "music\stingers\hl1_stinger_song8.mp3" FirstSpawnOutPut { Target boss_deploy_relay Action Trigger } } WaveSpawn //WAVE 02a: [GIANT] 6 total, 6 active, Scout (fast) { Name "wave02a" Where spawnbot TotalCount 6 MaxActive 6 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 7 TotalCurrency 100 TFBot { Template T_TFBot_Giant_Scout_Fast Skill Expert BehaviorModifiers Push Attributes IgnoreFlag Action Mobber AlwaysGlow 1 } } WaveSpawn //WAVE 02b: [GIANT] 2(18) total, 1(9) active, Heavyweapons + 8 Medic { Name "wave02b" Where spawnbot TotalCount 18 MaxActive 9 SpawnCount 9 WaitBeforeStarting 0 WaitBetweenSpawns 0 TotalCurrency 200 Squad { TFBot { Template T_TFBot_Giant_Heavyweapons BehaviorModifiers Push Attributes IgnoreFlag Action Mobber AlwaysGlow 1 } TFBot { Template T_TFBot_Medic_QuickUber BehaviorModifiers Push Attributes IgnoreFlag Action Mobber AlwaysGlow 1 } TFBot { Template T_TFBot_Medic_QuickUber BehaviorModifiers Push Attributes IgnoreFlag Action Mobber AlwaysGlow 1 } TFBot { Template T_TFBot_Medic_QuickUber BehaviorModifiers Push Attributes IgnoreFlag Action Mobber AlwaysGlow 1 } TFBot { Template T_TFBot_Medic_QuickUber BehaviorModifiers Push Attributes IgnoreFlag Action Mobber AlwaysGlow 1 } TFBot { Template T_TFBot_Medic_QuickUber BehaviorModifiers Push Attributes IgnoreFlag Action Mobber AlwaysGlow 1 } TFBot { Template T_TFBot_Medic_QuickUber BehaviorModifiers Push Attributes IgnoreFlag Action Mobber AlwaysGlow 1 } TFBot { Template T_TFBot_Medic_QuickUber BehaviorModifiers Push Attributes IgnoreFlag Action Mobber AlwaysGlow 1 } TFBot { Template T_TFBot_Medic_QuickUber BehaviorModifiers Push Attributes IgnoreFlag Action Mobber AlwaysGlow 1 } } } WaveSpawn //WAVE 02c: 30 total, 10 active, Scout { Name "wave02c" Where spawnbot TotalCount 30 MaxActive 10 SpawnCount 10 WaitForAllDead "wave02a" WaitBeforeStarting 0 WaitBetweenSpawns 0 TotalCurrency 250 TFBot { Class Scout Skill Easy BehaviorModifiers Push Attributes IgnoreFlag Action Mobber AlwaysGlow 1 } } WaveSpawn //WAVE 02d: 10 total, 10 active, Heavyweapons { Name "wave02d" Where spawnbot TotalCount 10 MaxActive 10 SpawnCount 10 WaitForAllSpawned "wave02b" WaitBeforeStarting 0 WaitBetweenSpawns 0 TotalCurrency 150 TFBot { Class Heavyweapons Skill Easy BehaviorModifiers Push Attributes IgnoreFlag Action Mobber AlwaysGlow 1 } } WaveSpawn //WAVE 02e: 8 total, 2 active, Soldier { Name "wave02e" WaitForAllSpawned "wave02b" Where spawnbot TotalCount 6 MaxActive 2 SpawnCount 2 WaitBeforeStarting 0 WaitBetweenSpawns 0 TotalCurrency 100 TFBot { Class Soldier Skill Expert Name "Direct Hit Soldier" ClassIcon soldier_dh_nys Item "The Direct Hit" BehaviorModifiers Push Attributes IgnoreFlag Action Mobber AlwaysGlow 1 } } } //WAVE 3 //Currency 900 /////////////////////////////////////////////////////////////////////////////////////////////////////// Wave { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action trigger } WaitWhenDone 65 Checkpoint Yes WaveSpawn { Name PROTECT TotalCurrency 0 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 0 Where spawnbot_m Support Limited FirstSpawnOutput { Target anno_protect Action Show } TFBot { Template Protect } } WaveSpawn { Name PROTECT_FAILED WaitForAllDead PROTECT Support Limited FirstSpawnWarningSound "music\stingers\hl1_stinger_song8.mp3" FirstSpawnOutPut { Target boss_deploy_relay Action Trigger } } WaveSpawn //WAVE 03a: [TANK] { Name "wave03a" TotalCount 1 WaitBeforeStarting 0 TotalCurrency 300 FirstSpawnOutput { Target anno_tank Action Show } Tank { Health 25000 Speed 40 Name "tankboss" Model "models/bots/boss_bot/boss_tank_color.mdl" SpawnTemplate "Tank_White" OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn //WAVE 03a: 10 total, 10 active, Scout { Name "wave03a" Where spawnbot TotalCount 20 MaxActive 2 SpawnCount 2 WaitBeforeStarting 0 WaitBetweenSpawns 0 TotalCurrency 100 Support 1 TFBot { Class Scout Skill Easy WeaponRestrictions MeleeOnly Attributes AlwaysCrit ClassIcon scout_bat_nys Name "Bat Scout" BehaviorModifiers Push Attributes IgnoreFlag Action Mobber AlwaysGlow 1 } } WaveSpawn //WAVE 03b: 20 total, 10 active, Soldier (flank high right) { Name "wave03b" Where spawnbot TotalCount 20 MaxActive 10 SpawnCount 10 WaitBeforeStarting 15 WaitBetweenSpawns 0 TotalCurrency 200 TFBot { Class Soldier Skill Hard BehaviorModifiers Push Attributes IgnoreFlag Action Mobber AlwaysGlow 1 } } WaveSpawn //WAVE 03c: 20 total, 10 active, Soldier (flank high left) { Name "wave03c" Where spawnbot TotalCount 20 MaxActive 10 SpawnCount 10 WaitBeforeStarting 23 WaitBetweenSpawns 0 TotalCurrency 200 TFBot { Class Soldier Skill Hard BehaviorModifiers Push Attributes IgnoreFlag Action Mobber AlwaysGlow 1 } } WaveSpawn //WAVE 03d: [GIANT] 3 total, 3 active, Heavyweapons (deflector) { Name "wave03d" Where spawnbot TotalCount 3 MaxActive 3 SpawnCount 1 WaitBeforeStarting 45 WaitBetweenSpawns 25 TotalCurrency 100 TFBot { Template T_TFBot_Giant_Heavyweapons_Deflector BehaviorModifiers Push Attributes IgnoreFlag Action Mobber AlwaysGlow 1 } } } //WAVE 4 //Currency 900 /////////////////////////////////////////////////////////////////////////////////////////////////////// Wave { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action trigger } WaitWhenDone 65 Checkpoint Yes // Spy mission - 4 active (late appearance) WaveSpawn { Name PROTECT TotalCurrency 0 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 0 Where spawnbot_m Support Limited FirstSpawnOutput { Target anno_protect Action Show } TFBot { Template Protect } } WaveSpawn { Name PROTECT_FAILED WaitForAllDead PROTECT Support Limited FirstSpawnWarningSound "music\stingers\hl1_stinger_song8.mp3" FirstSpawnOutPut { Target boss_deploy_relay Action Trigger } } WaveSpawn //WAVE 04a: [TANK] { Name "wave04a" TotalCount 4 WaitBeforeStarting 0 WaitBetweenSpawns 30 TotalCurrency 200 Tank { Health 10000 Speed 40 Name "tankboss" Model "models/bots/boss_bot/boss_tank_color.mdl" SpawnTemplate "Tank_White" OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn //WAVE 04b: 48 total, 12 active, Scout (crit melee only) { Name "wave04b" Where spawnbot TotalCount 48 MaxActive 12 SpawnCount 12 WaitBeforeStarting 30 WaitBetweenSpawns 20 TotalCurrency 200 TFBot { Class Scout Skill Hard WeaponRestrictions MeleeOnly Attributes AlwaysCrit ClassIcon scout_bat_nys Name "Bat Scout" BehaviorModifiers Push Attributes IgnoreFlag Action Mobber AlwaysGlow 1 } } WaveSpawn //WAVE 04c: 24 total, 6 active, Sniper (huntsman, custom high reload rate, low damage) - flank high right and left { Name "wave04c" Where spawnbot TotalCount 24 MaxActive 6 SpawnCount 6 WaitBeforeStarting 60 WaitBetweenSpawns 20 TotalCurrency 200 TFBot { Template T_TFBot_Sniper_Huntsman BehaviorModifiers Push Attributes IgnoreFlag Action Mobber AlwaysGlow 1 } } WaveSpawn //WAVE 04d: 4(8) total, 1(2) active, Heavyweapons + Uber medic (flank main right) { Name "wave04de" Where spawnbot TotalCount 8 MaxActive 2 SpawnCount 2 WaitBeforeStarting 45 WaitBetweenSpawns 15 TotalCurrency 50 Squad { TFBot { Class Heavyweapons Skill Hard BehaviorModifiers Push Attributes IgnoreFlag Action Mobber AlwaysGlow 1 } TFBot { Template T_TFBot_Medic_QuickUber BehaviorModifiers Push Attributes IgnoreFlag Action Mobber AlwaysGlow 1 } } } WaveSpawn //WAVE 04e: 4(8) total, 1(2) active, Heavyweapons + Uber medic (flank main left) { Name "wave04de" Where spawnbot TotalCount 8 MaxActive 2 SpawnCount 2 WaitBeforeStarting 45 WaitBetweenSpawns 15 TotalCurrency 50 Squad { TFBot { Class Heavyweapons Skill Hard BehaviorModifiers Push Attributes IgnoreFlag Action Mobber AlwaysGlow 1 } TFBot { Template T_TFBot_Medic_QuickUber BehaviorModifiers Push Attributes IgnoreFlag Action Mobber AlwaysGlow 1 } } } WaveSpawn //WAVE 04f: [GIANT] 1(5) total, 1(5) active, Heavyweapons + 4 Uber medics (flank main left) { Name "wave04f" Where spawnbot TotalCount 5 MaxActive 5 SpawnCount 5 WaitForAllSpawned "wave04de" WaitBeforeStarting 15 WaitBetweenSpawns 0 TotalCurrency 100 Squad { TFBot { Template T_TFBot_Giant_Heavyweapons BehaviorModifiers Push Attributes IgnoreFlag Action Mobber AlwaysGlow 1 } TFBot { Template T_TFBot_Medic_QuickUber BehaviorModifiers Push Attributes IgnoreFlag Action Mobber AlwaysGlow 1 } TFBot { Template T_TFBot_Medic_QuickUber BehaviorModifiers Push Attributes IgnoreFlag Action Mobber AlwaysGlow 1 } TFBot { Template T_TFBot_Medic_QuickUber BehaviorModifiers Push Attributes IgnoreFlag Action Mobber AlwaysGlow 1 } TFBot { Template T_TFBot_Medic_QuickUber BehaviorModifiers Push Attributes IgnoreFlag Action Mobber AlwaysGlow 1 } } } WaveSpawn //WAVE 04g: [GIANT] 1(5) total, 1(5) active, Heavyweapons + 4 Uber medics (flank main right) { Name "wave04g" Where spawnbot TotalCount 5 MaxActive 5 SpawnCount 5 WaitForAllSpawned "wave04de" WaitBeforeStarting 15 WaitBetweenSpawns 0 TotalCurrency 100 Squad { TFBot { Template T_TFBot_Giant_Heavyweapons BehaviorModifiers Push Attributes IgnoreFlag Action Mobber AlwaysGlow 1 } TFBot { Template T_TFBot_Medic_QuickUber BehaviorModifiers Push Attributes IgnoreFlag Action Mobber AlwaysGlow 1 } TFBot { Template T_TFBot_Medic_QuickUber BehaviorModifiers Push Attributes IgnoreFlag Action Mobber AlwaysGlow 1 } TFBot { Template T_TFBot_Medic_QuickUber BehaviorModifiers Push Attributes IgnoreFlag Action Mobber AlwaysGlow 1 } TFBot { Template T_TFBot_Medic_QuickUber BehaviorModifiers Push Attributes IgnoreFlag Action Mobber AlwaysGlow 1 } } } } //WAVE 5 //Currency 800 /////////////////////////////////////////////////////////////////////////////////////////////////////// Wave { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action trigger } InitWaveOutput { Target wave_init_gate_relay Action Trigger } WaitWhenDone 65 Checkpoint Yes // Sniper mission - 6 active (Sydney Sleeper) WaveSpawn { FirstSpawnOutput { Target anno_gate Action Show } } WaveSpawn { Name PROTECT TotalCurrency 0 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 0 Where spawnbot_m Support Limited FirstSpawnOutput { Target anno_protect Action Show } TFBot { Template Protect } } WaveSpawn { Name PROTECT_FAILED WaitForAllDead PROTECT Support Limited FirstSpawnWarningSound "music\stingers\hl1_stinger_song8.mp3" FirstSpawnOutPut { Target boss_deploy_relay Action Trigger } } WaveSpawn //WAVE 05a: 112 total, 16 active, Demoman (Eyelander, Chage N Targe) { Name "wave05a" Where spawnbot Where spawnbot_gate TotalCount 112 MaxActive 16 SpawnCount 8 WaitBeforeStarting 0 WaitBetweenSpawns 7 TotalCurrency 350 RandomChoice { TFBot { Template T_TFBot_Demoman_Knight Attributes AlwaysCrit BehaviorModifiers Push Attributes IgnoreFlag Action Mobber AlwaysGlow 1 } TFBot { Template T_TFGateBot_Demoman_Knight SpawnTemplate "demomanyellow" } } } WaveSpawn //WAVE 05b: [GIANT] 3(6) total, 2(4) active, Soldier (rapid fire) + Uber medic (flank main left) { Name "wave05b" Where spawnbot Where spawnbot_gate TotalCount 6 MaxActive 4 SpawnCount 2 WaitBeforeStarting 30 WaitBetweenSpawns 60 TotalCurrency 100 Squad { TFBot { Template T_TFGateBot_Giant_Soldier_Spammer SpawnTemplate "giantsoldieryellow" } TFBot { Template T_TFBot_Medic_QuickUber BehaviorModifiers Push Attributes IgnoreFlag Action Mobber AlwaysGlow 1 } } } WaveSpawn //WAVE 05c: [GIANT] 3(6) total, 2(4) active, Soldier (rapid fire) + Uber medic (flank main right) { Name "wave05c" Where spawnbot Where spawnbot_gate TotalCount 6 MaxActive 4 SpawnCount 2 WaitBeforeStarting 30 WaitBetweenSpawns 60 TotalCurrency 100 Squad { TFBot { Template T_TFBot_Giant_Soldier_Spammer Tag bot_giant BehaviorModifiers Push Attributes IgnoreFlag Action Mobber AlwaysGlow 1 } TFBot { Template T_TFBot_Medic_QuickUber BehaviorModifiers Push Attributes IgnoreFlag Action Mobber AlwaysGlow 1 } } } WaveSpawn //WAVE 05d: [GIANT] 4 total, 1 active, Scout (fast) { Name "wave05d" Where spawnbot Where spawnbot_gate TotalCount 4 MaxActive 4 SpawnCount 1 WaitBeforeStarting 60 WaitBetweenSpawns 45 TotalCurrency 50 TFBot { Template T_TFBot_Giant_Scout_Fast Tag bot_giant BehaviorModifiers Push Attributes IgnoreFlag Action Mobber AlwaysGlow 1 } } WaveSpawn //WAVE 05e: [GIANT] 6 total, 6 active, Scout (fast) { Name "wave05e" Where spawnbot Where spawnbot_gate TotalCount 6 MaxActive 6 SpawnCount 1 WaitForAllSpawned "wave05d" WaitBeforeStarting 60 WaitBetweenSpawns 2 TotalCurrency 50 DoneOutput { Target kill_buildings_relay Action Trigger } TFBot { Template T_TFBot_Giant_Scout_Fast Tag bot_giant BehaviorModifiers Push Attributes IgnoreFlag Action Mobber AlwaysGlow 1 } } } //WAVE 6 //Currency 700 /////////////////////////////////////////////////////////////////////////////////////////////////////// Wave { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action trigger } InitWaveOutput { Target wave_init_gate_relay Action Trigger } WaitWhenDone 65 Checkpoint Yes WaveSpawn { Name PROTECT TotalCurrency 0 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 0 Where spawnbot_m Support Limited FirstSpawnOutput { Target anno_protect Action Show } TFBot { Template Protect } } WaveSpawn { Name PROTECT_FAILED WaitForAllDead PROTECT Support Limited FirstSpawnWarningSound "music\stingers\hl1_stinger_song8.mp3" FirstSpawnOutPut { Target boss_deploy_relay Action Trigger } } WaveSpawn //WAVE 06a: 36 total, 18 active, Scout { Name "wave06a" Where spawnbot Where spawnbot_gate TotalCount 36 MaxActive 18 SpawnCount 18 WaitBeforeStarting 0 WaitBetweenSpawns 10 TotalCurrency 300 TFBot { Template T_TFGateBot_Scout_Hard SpawnTemplate "scoutyellow" NoBombUpgrades 1 } } WaveSpawn //WAVE 06b: [GIANT] 4(8) total, 2(4) active, Heavyweapons (Deflector) + Giant Medic { Name "wave06b" Where spawnbot Where spawnbot_gate TotalCount 8 MaxActive 4 SpawnCount 2 WaitBeforeStarting 5 WaitBetweenSpawns 20 TotalCurrency 100 Squad { TFBot { Template T_TFBot_Giant_Heavyweapons_Deflector Tag bot_giant BehaviorModifiers Push Attributes IgnoreFlag Action Mobber AlwaysGlow 1 } TFBot { Template T_TFBot_Giant_Medic Tag bot_giant BehaviorModifiers Push Attributes IgnoreFlag Action Mobber AlwaysGlow 1 } } } WaveSpawn //WAVE 06c: [GIANT] 5 total, 5 active, Scout { Name "wave06c" Where spawnbot Where spawnbot_gate TotalCount 5 MaxActive 5 SpawnCount 2 WaitForAllDead "wave06a" WaitBeforeStarting 0 WaitBetweenSpawns 25 TotalCurrency 200 TFBot { Template T_TFBot_Giant_Scout_Fast Tag bot_giant Skill Expert BehaviorModifiers Push Attributes IgnoreFlag Action Mobber AlwaysGlow 1 } } WaveSpawn //WAVE 06d: 36 total, 12 active, Soldier { Name "wave06d" Where spawnbot Where spawnbot_gate TotalCount 12 MaxActive 12 SpawnCount 12 WaitForAllDead "wave06a" WaitBeforeStarting 5 WaitBetweenSpawns 0 TotalCurrency 100 DoneOutput { Target kill_buildings_relay Action Trigger } TFBot { Class Soldier Skill Hard BehaviorModifiers Push Attributes IgnoreFlag Action Mobber AlwaysGlow 1 } } } //WAVE 7 //Currency 1250 /////////////////////////////////////////////////////////////////////////////////////////////////////// Wave { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action trigger } InitWaveOutput { Target wave_init_gate_relay Action Trigger } WaitWhenDone 65 Checkpoint Yes // Sniper mission - 4 active (Sydney Sleeper) WaveSpawn { Name PROTECT TotalCurrency 0 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 0 Where spawnbot_m Support Limited FirstSpawnOutput { Target anno_protect Action Show } TFBot { Template Protect } } WaveSpawn { Name PROTECT_FAILED WaitForAllDead PROTECT Support Limited FirstSpawnWarningSound "music\stingers\hl1_stinger_song8.mp3" FirstSpawnOutPut { Target boss_deploy_relay Action Trigger } } WaveSpawn //WAVE 07a: [TANK] { Name "wave07a" TotalCount 5 WaitBeforeStarting 0 WaitBetweenSpawns 30 TotalCurrency 500 FirstSpawnOutput { Target boss_spawn_relay Action Trigger } Tank { Health 10000 Speed 40 Name "tankboss" Model "models/bots/boss_bot/boss_tank_color.mdl" SpawnTemplate "Tank_White" OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn //WAVE 07b: 54 total, 6 active, Scout + Medic squad { Name "wave07c" Where spawnbot Where spawnbot_gate TotalCount 54 MaxActive 6 SpawnCount 4 WaitBeforeStarting 0 WaitBetweenSpawns 5 TotalCurrency 300 Squad { TFBot { Template T_TFGateBot_Scout_Hard SpawnTemplate "scoutyellow" NoBombUpgrades 1 } TFBot { Template T_TFBot_Medic_QuickUber BehaviorModifiers Push Attributes IgnoreFlag Action Mobber AlwaysGlow 1 } } } WaveSpawn //WAVE 07c: 36 total, 12 active, Heavyweapons + Huntsman squad (Flank main left) { Name "wave07cd" Where spawnbot Where spawnbot_gate TotalCount 36 MaxActive 12 SpawnCount 6 WaitBeforeStarting 60 WaitBetweenSpawns 15 TotalCurrency 200 Squad { FormationSize 225 TFBot { Class Heavyweapons Skill Hard BehaviorModifiers Push Attributes IgnoreFlag Action Mobber AlwaysGlow 1 } TFBot { Class Heavyweapons Skill Hard BehaviorModifiers Push Attributes IgnoreFlag Action Mobber AlwaysGlow 1 } TFBot { Class Heavyweapons Skill Hard BehaviorModifiers Push Attributes IgnoreFlag Action Mobber AlwaysGlow 1 } TFBot { Template T_TFBot_Sniper_Huntsman BehaviorModifiers Push Attributes IgnoreFlag Action Mobber AlwaysGlow 1 } TFBot { Template T_TFBot_Sniper_Huntsman BehaviorModifiers Push Attributes IgnoreFlag Action Mobber AlwaysGlow 1 } TFBot { Template T_TFBot_Sniper_Huntsman BehaviorModifiers Push Attributes IgnoreFlag Action Mobber AlwaysGlow 1 } } } WaveSpawn //WAVE 07d: 36 total, 12 active, Heavyweapons + Huntsman squad (Flank main right) { Name "wave07cd" Where spawnbot Where spawnbot_gate TotalCount 36 MaxActive 12 SpawnCount 6 WaitBeforeStarting 60 WaitBetweenSpawns 15 TotalCurrency 200 Squad { FormationSize 175 TFBot { Class Heavyweapons Skill Hard BehaviorModifiers Push Attributes IgnoreFlag Action Mobber AlwaysGlow 1 } TFBot { Class Heavyweapons Skill Hard BehaviorModifiers Push Attributes IgnoreFlag Action Mobber AlwaysGlow 1 } TFBot { Class Heavyweapons Skill Hard BehaviorModifiers Push Attributes IgnoreFlag Action Mobber AlwaysGlow 1 } TFBot { Template T_TFBot_Sniper_Huntsman BehaviorModifiers Push Attributes IgnoreFlag Action Mobber AlwaysGlow 1 } TFBot { Template T_TFBot_Sniper_Huntsman BehaviorModifiers Push Attributes IgnoreFlag Action Mobber AlwaysGlow 1 } TFBot { Template T_TFBot_Sniper_Huntsman BehaviorModifiers Push Attributes IgnoreFlag Action Mobber AlwaysGlow 1 } } } WaveSpawn //WAVE 07e: 12 total, 12 active, Soldier (eternal buff banner squad) { Name "wave07e" Where spawnbot Where spawnbot_gate TotalCount 12 MaxActive 12 SpawnCount 6 WaitForAllSpawned "wave07cd" WaitBeforeStarting 0 WaitBetweenSpawns 15 TotalCurrency 50 TFBot { Class Soldier Skill Expert ClassIcon soldier_buff Item "The Direct Hit" Item "The Buff Banner" Attributes SpawnWithFullCharge CharacterAttributes { "increase buff duration" 9.0 } BehaviorModifiers Push Attributes IgnoreFlag Action Mobber AlwaysGlow 1 } } WaveSpawn //WAVE 07f: [GIANT] 1 total, 1 active, Heavyweapons (Flank main right) { Name "wave07f" Where spawnbot Where spawnbot_gate TotalCount 1 MaxActive 1 SpawnCount 1 WaitForAllSpawned "wave07e" WaitBeforeStarting 0 WaitBetweenSpawns 0 TotalCurrency 50 TFBot { Template T_TFBot_Giant_Heavyweapons Tag bot_giant BehaviorModifiers Push Attributes IgnoreFlag Action Mobber AlwaysGlow 1 } } WaveSpawn //WAVE 07g: [GIANT] 1 total, 1 active, Heavyweapons (Flank main left) { Name "wave07g" Where spawnbot Where spawnbot_gate TotalCount 1 MaxActive 1 SpawnCount 1 WaitForAllSpawned "wave07e" WaitBeforeStarting 5 WaitBetweenSpawns 0 TotalCurrency 50 TFBot { Template T_TFBot_Giant_Heavyweapons Tag bot_giant BehaviorModifiers Push Attributes IgnoreFlag Action Mobber AlwaysGlow 1 } } WaveSpawn //WAVE 07h: [GIANT] 1 total, 1 active, Heavyweapons (Flank high right) { Name "wave07h" Where spawnbot Where spawnbot_gate TotalCount 1 MaxActive 1 SpawnCount 1 WaitForAllSpawned "wave07e" WaitBeforeStarting 10 WaitBetweenSpawns 0 TotalCurrency 50 TFBot { Template T_TFBot_Giant_Heavyweapons Tag bot_giant BehaviorModifiers Push Attributes IgnoreFlag Action Mobber AlwaysGlow 1 } } WaveSpawn //WAVE 07i: [GIANT] 1 total, 1 active, Heavyweapons (Flank high left) { Name "wave07i" Where spawnbot Where spawnbot_gate TotalCount 1 MaxActive 1 SpawnCount 1 WaitForAllSpawned "wave07e" WaitBeforeStarting 15 WaitBetweenSpawns 0 TotalCurrency 50 TFBot { Template T_TFBot_Giant_Heavyweapons Tag bot_giant BehaviorModifiers Push Attributes IgnoreFlag Action Mobber AlwaysGlow 1 } } WaveSpawn //WAVE 07j: [FINAL TANK] { Name "wave07j" TotalCount 1 WaitForAllSpawned "wave07e" WaitBeforeStarting 15 WaitBetweenSpawns 0 TotalCurrency 0 Tank { Health 35000 Speed 40 Name "tankbossfinal" Skin 1 Model "models/bots/boss_bot/boss_tank_color.mdl" SpawnTemplate "Tank_Final" OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } } }