WaveSchedule { LuaScriptFile "scripts/deflect_rage_airblast.lua" PrecacheModel "models/props_mvm/mvm_comically_small_player_shield.mdl" // LuaScriptFile "scripts/shield_sentry_oc.lua" LuaScriptFile "scripts/holdfireuntilfullupgrade.lua" LuaScriptFile "scripts/lua_knockback_rage_cactus.lua" LuaScriptFile "scripts/cowmangler_charge_shot_attribute.lua" LuaScriptFile "scripts/small_shield_overclock.lua" CustomUpgradesFile "mvm_upgrades_cactus_rework_a1.txt" DisallowUpgrade //RPG { Upgrade "projectile gravity" // Upgrade name. In case of extended upgrades, the name of the attribute MaxLevel 0 // Maximum allowed level IfUpgradePresent // Other upgrades that should not be present { "clip size upgrade atomic" 1 // "clip size upgrade atomic" at level 1 or more blocks this upgrade } } DisallowUpgrade //RPG { Upgrade "clip size upgrade atomic" // Upgrade name. In case of extended upgrades, the name of the attribute MaxLevel 0 // Maximum allowed level IfUpgradePresent // Other upgrades that should not be present { "projectile gravity" 1 // "damage bonus hidden" at level 1 or more blocks this upgrade } } DisallowUpgrade //Xbow { Upgrade "reload full clip at once" // Upgrade name. In case of extended upgrades, the name of the attribute MaxLevel 0 // Maximum allowed level IfUpgradePresent // Other upgrades that should not be present { "faster reload rate" 1 // "damage bonus hidden" at level 1 or more blocks this upgrade } } DisallowUpgrade //Xbow { Upgrade "faster reload rate" // Upgrade name. In case of extended upgrades, the name of the attribute MaxLevel 0 // Maximum allowed level IfUpgradePresent // Other upgrades that should not be present { "reload full clip at once" 1 // "damage bonus hidden" at level 1 or more blocks this upgrade } } ExtendedUpgrades { MaxUpgradesTier // For tiered upgrades: Specify how many upgrades can be bought per tier. (1 by default) { 1 1 // Max 2 upgrades on tier 1 } /////Scout Dummy { Name "Overclocked Upgrades" Attribute "max health additive bonus" Cap 0 Increment 0 Cost 0 Description "Every class has access to special, no-cost upgrades! Check them out!" Tier 1 PlayerUpgrade 1 } Dummy { Name "+10 Max Health" Attribute "max health additive bonus" Cap 50 Increment 10 Cost 150 Description "+10 Max Health on Wearer" PlayerUpgrade 1 } Scattergun_A { Name "Unstable Mod: Mini Shells" Attribute "clip size penalty HIDDEN" Cap 2 Increment 1 Cost 0 Description "+Slow enemy on hit +100% clip +30% reload +100% ammo +Destroy projectiles -40% damage penalty" Tier 1 SecondaryAttributes { "provide on active" 1 "halloween reload time decreased" -0.3 "attack projectiles" 1 "damage penalty" -0.4 "hidden primary max ammo bonus" 1 "slow enemy on hit" 1 } AllowPlayerClass Scout AllowedWeapons { SimilarToItem "TF_WEAPON_SCATTERGUN" } DisallowedWeapons // Disallow those weapons { ItemName "Baby Face's Blaster" ItemName "The Back Scatter" } } Scattergun_Clean_A { Name "Stable Mod: Slim Shells" Attribute "fire rate bonus HIDDEN" Cap 0.85 Increment -0.15 Cost 0 Description "+15% firing speed +25% accuracy +20% reload speed" Tier 1 SecondaryAttributes { "weapon spread bonus" -0.25 "halloween reload time decreased" -0.2 } AllowPlayerClass Scout AllowedWeapons { SimilarToItem "TF_WEAPON_SCATTERGUN" } DisallowedWeapons // Disallow those weapons { ItemName "Baby Face's Blaster" ItemName "The Back Scatter" } } Scattergun_Clean_B { Name "Stable Mod: Compressed Shells" Attribute "bullets per shot bonus" Cap 1.4 Increment 0.4 Cost 0 Description "+40% bullets per shot" Tier 1 AllowPlayerClass Scout AllowedWeapons { SimilarToItem "TF_WEAPON_SCATTERGUN" } DisallowedWeapons // Disallow those weapons { ItemName "Baby Face's Blaster" ItemName "The Back Scatter" } } BabyFace { Name "Unstable Mod: Vintage Model" Attribute "no double jump" Cap 1 Increment 1 Cost 0 SecondaryAttributes { "weapon spread bonus" -0.4 "lose hype on take damage" -4 "move speed penalty" -0.1 } Description "+Boost not lost on damage +40% more accurate -10% move speed -No double jump" Tier 1 AllowedWeapons { ItemName "Baby Face's Blaster" } } BabyFace_b // new wow epic { Name "Unstable Mod: Mega Magnet" Attribute "mult credit collect range" Cap 2 Increment 1 Cost 0 SecondaryAttributes { "healing received penalty" -0.2 "move speed penalty" 0.05 } Description "+100% credit pickup range +5% movement speed -20% healing from all sources" Tier 1 AllowedWeapons { ItemName "Baby Face's Blaster" } } Backscatter { Name "Unstable Mod: Expanded Crit Module" Attribute "crit from behind" Cap 1 Increment 1 Cost 0 SecondaryAttributes { "spread penalty" 0.46 "Reload time increased" 0.25 } Description "+Crits from behind -46% accuracy -25% reload speed" Tier 1 AllowedWeapons { ItemName "The Back Scatter" } } Backscatter // new wow epic { Name "Unstable Mod: Lever Action" Attribute "weapon spread bonus" Cap 0.5 Increment -0.5 Cost 0 SecondaryAttributes { "can headshot" 1 // "clip size penalty" -0.41 "headshot damage increase" 1 "fire rate penalty" 0.25 "bullets per shot bonus" -0.75 "CARD: damage bonus" 1 } Description "+Can Headshot for +100% damage +50% more accurate +100% damage -25% firing speed -75% bullets per shot" Tier 1 AllowedWeapons { ItemName "The Back Scatter" } } Shortstop { Name "Stable Mod: Special Delivery" Attribute "max health additive bonus" Cap 25 Increment 25 Cost 0 SecondaryAttributes { "increased jump height" .1 "provide on active" -1 } Description "+25 max hp +10% jump height" Tier 1 AllowPlayerClass Scout AllowedWeapons { ItemName "The Shortstop" } } Shortstop_b { Name "Stable Mod: Hollow Point Rounds" Attribute "CARD: damage bonus" Cap 1.1 Increment 0.1 Cost 0 SecondaryAttributes { "Reload time decreased" -0.46 } Description "+50% faster reload +10% damage bonus" Tier 1 AllowPlayerClass Scout AllowedWeapons { ItemName "The Shortstop" } } Shortstop_c { Name "Unstable Mod: Dairy Mags" Attribute "add cond on hit" SecondaryAttributes { "add cond on hit duration" 2.0 "fire rate penalty HIDDEN" 0.75 "damage penalty" -0.2 } Cap 27 Increment 27 Cost 0 Description "+Mad Milk on hit for 2 seconds -75% firing speed -20% damage penalty" Tier 1 AllowPlayerClass Scout AllowedWeapons { ItemName "The Shortstop" } } ////Scout Boomsticks FaNB { Name "Unstable Mod: Slim Slugs" Attribute "weapon spread bonus" Cap 0.8 Increment -0.2 Cost 0 SecondaryAttributes //Secondary attributes applied when upgrade is applied, for each upgrade level { "scattergun has knockback" -1 } Description "+20% more accurate -No special knockback" Tier 1 AllowPlayerClass Scout AllowedWeapons { ItemName "The Force-a-Nature" ItemName "Festive Force-a-Nature" } } /////Pistols PistolCoK { Name "Stable Mod: Combo Bullets" Attribute "critboost on kill" Cap 4.0 Increment 4.0 Cost 0 SecondaryAttributes //Secondary attributes applied when upgrade is applied, for each upgrade level { "damage bonus" 0.25 "deploy time decreased" -0.5 } Description "+On Kill: 4 seconds of critical hits +25% damage bonus +50% faster switch speed" Tier 1 AllowPlayerClass Scout AllowedWeapons { ClassName tf_weapon_handgun_scout_secondary ClassName TF_WEAPON_PISTOL_SCOUT ItemName "The C.A.P.P.E.R" } } PistolMilk { Name "Stable Mod: Dairy Mags" Attribute "add cond on hit" SecondaryAttributes //Secondary attributes applied when upgrade is applied, for each upgrade level { "add cond on hit duration" 3.5 } Cap 27 Increment 27 Cost 0 Description "+Mad Milk on hit for 3.5 seconds" Tier 1 AllowPlayerClass Scout AllowedWeapons { ClassName tf_weapon_handgun_scout_secondary ClassName TF_WEAPON_PISTOL_SCOUT ItemName "The C.A.P.P.E.R" } } ////Scout Misc BonkSoda { Name "Unstable Mod: Battalion's Bonk-up" Attribute "effect cond override" Cap 7194 Increment 7194 Cost 0 Description "Replaces Bonk! Effect with Battalion's Backup effect" Tier 1 SecondaryAttributes //Secondary attributes applied when upgrade is applied, for each upgrade level { "provide on active" 1 "always allow taunt" 1 } AllowedWeapons { ItemName "Bonk! Atomic Punch" ItemName "Festive Bonk 2014" } } Cleaver { Name "Stable Mod: Hot Knife" Attribute "Set DamageType Ignite" Cap 1 Increment 1 Cost 0 Description "+Projectile ignites +200% bleed strength" Tier 1 SecondaryAttributes { "mult bleeding delay" -0.5 "mult bleeding dmg" 2 } AllowedWeapons { ItemName "The Flying Guillotine" } } Cleaver_b { Name "Stable Mod: Biohazard Blade" Attribute "add cond on hit" Cap 24 Increment 24 Cost 0 Description "+Jarate on hit for 2 seconds +Drain 5% uber per bleed tick" Tier 1 SecondaryAttributes { "subtract victim medigun charge on hit" 5 "add cond on hit duration" 2 } AllowedWeapons { ItemName "The Flying Guillotine" } } ////Scout Melee BatA ///includes Fish { Name "Stable Mod: Mark Module" Attribute "mark for death" Cap 1 Increment 1 Cost 0 Description "+On Hit: Mark enemy for death" Tier 1 AllowedWeapons { ClassName TF_WEAPON_BAT ItemName "The Holy Mackerel" ItemName "Festive Bat 2011" ItemName "Festive Holy Mackerel" ItemName "The Wrap Assassin" } DisallowedWeapons // Disallow those weapons { ItemName "The Fan O'War" ItemName "The Sandman" // ItemName "The Boston Basher" ItemName "The Candy Cane" ItemName "Sun-on-a-Stick" ItemName "The Atomizer" } } BatB ///includes Fish { Name "Stable Mod: Heavy lead" Attribute "damage bonus" Cap 1.5 Increment 0.5 Cost 0 Description "+50% damage bonus" Tier 1 AllowedWeapons { ClassName TF_WEAPON_BAT ItemName "The Holy Mackerel" ItemName "Festive Bat 2011" ItemName "Festive Holy Mackerel" } DisallowedWeapons // Disallow those weapons { ItemName "The Fan O'War" ItemName "The Wrap Assassin" ItemName "The Sandman" // ItemName "The Boston Basher" ItemName "The Candy Cane" ItemName "Sun-on-a-Stick" ItemName "The Atomizer" } } basher_a { Name "Stable Mod: Biohazard Tip" Attribute "hit self on miss" Cap 0 Increment -1 Cost 0 Tier 1 Description "+On hit: coat enemy in jarate for one second +Cannot self-hit" SecondaryAttributes { "add cond on hit" 24 "add cond on hit duration" 1 } AllowedWeapons { ItemName "The Boston Basher" ItemName "Three-Rune Blade" } } basher_b { Name "Unstable Mod: Barbed Wire" Attribute "damage bonus" Cap 2 Increment 1 Cost 0 Tier 1 Description "+100% damage bonus +200% bleed strength -Increased self hit vulnerability" SecondaryAttributes { "mult bleeding delay" -0.5 "mult bleeding dmg" 2 "no self effect" 1 } AllowedWeapons { ItemName "The Boston Basher" ItemName "Three-Rune Blade" } } SandmanA { Name "Stable Mod: FaN Module" Attribute "damage causes airblast" Cap 1 Increment 1 Cost 0 Description "Melee Swings and projectile knocks enemy back on hit +50% damage per swing" Tier 1 SecondaryAttributes { "damage bonus" 0.5 } AllowedWeapons { ItemName "The Sandman" } } SandmanA { Name "Unstable Mod: Craftsman's Bat" Attribute "melee attack rate bonus" Cap 0.6 Increment -0.4 Cost 0 Description "+15 max health +40% faster swing speed" Tier 1 SecondaryAttributes { "max health additive penalty" 15 } AllowedWeapons { ItemName "The Sandman" } } CandyCaneA { Name "Unstable Mod: Sugar Shock" Attribute "add cond on hit" Cap 27 Increment 27 Cost 0 Description "+Applies Mad Milk on hit for 4 seconds -10 max health" Tier 1 SecondaryAttributes { "add cond on hit duration" 4 "max health additive penalty" -10 } AllowedWeapons { ItemName "The Candy Cane" } } CandyCaneB { Name "Stable Mod: Peppermint Pummel" Attribute "speed_boost_on_hit_enemy" Cap 5 Increment 5 Cost 0 Description "+On hit: speedboost for 5 seconds +25% blast resistance +20% damage bonus" Tier 1 SecondaryAttributes { "damage bonus" 0.2 "dmg taken from blast increased" -0.25 } AllowedWeapons { ItemName "The Candy Cane" } } SunOnAStickA { Name "Unstable Mod: Soul Scorcher" Attribute "damage bonus vs burning" Cap 4 Increment 4 Cost 0 Description "+4x damage to burning enemies -75% damage to non-burning targets" Tier 1 SecondaryAttributes //Secondary attributes applied when upgrade is applied, for each upgrade level { "dmg penalty vs nonburning" -0.75 } AllowedWeapons { ItemName "Sun-on-a-Stick" } } SunOnAStickB { Name "Unstable Mod: Infernal Hex" Attribute "crit vs burning players" Cap 0 Increment -1 Cost 0 Description "+Applies Gas on hit +Mark For Death -No longer crits burning players" Tier 1 SecondaryAttributes //Secondary attributes applied when upgrade is applied, for each upgrade level { "add cond on hit" 123 "mark for death" 1 } AllowedWeapons { ItemName "Sun-on-a-Stick" } } SunOnAStick_clean { Name "Stable Mod: Volcanic Armor" Attribute "afterburn immunity" Cap 1 Increment 1 Cost 0 Description "Immune to afterburn when active and fire resistance is global" SecondaryAttributes //Secondary attributes applied when upgrade is applied, for each upgrade level { "dmg taken from fire reduced" 0.25 "dmg taken from fire reduced on active" 0.25 } AllowedWeapons { ItemName "Sun-on-a-Stick" } } AtomizerA { Name "Unstable Mod: Heavy Material" Attribute "dmg from ranged reduced" Cap 0.5 Increment -0.5 Cost 0 SecondaryAttributes { "move speed penalty" -0.15 "provide on active" 1 "mark for death" 1 } Description "While Active: +Marks Target +Resist all ranged damage by 50% -15% slower move speed" Tier 1 AllowedWeapons { ItemName "The Atomizer" } } AtomizerB { Name "Stable Mod: Light Material" Attribute "move speed bonus" Cap 1.1 Increment 0.1 Cost 0 SecondaryAttributes { "increased jump height" 0.25 "crit from behind" 1 "provide on active" 1 } Description "+5% faster movement speed +25% jump height +Crits from behind" Tier 1 AllowedWeapons { ItemName "The Atomizer" } } RocketA { Name "Unstable Mod: RPG Module" Attribute "projectile gravity" Cap 600 Increment 600 Cost 0 SecondaryAttributes { "damage bonus HIDDEN" 0.25 "clip size penalty" -0.75 "Blast radius increased" 0.5 "reload time increased hidden" 0.75 "projectile no deflect" 1 } Description "(i)Rockets now arc and cannot be deflected +25% damage bonus +50% blast radius -75% clip size -75% reload speed" Tier 1 AllowedWeapons { ClassName TF_WEAPON_ROCKETLAUNCHER ItemName "Festive Rocket Launcher 2011" ItemName "The Original" } DisallowedWeapons // Disallow those weapons { ItemName "Rocket Jumper" ItemName "The Cow Mangler 5000" ItemName "The Air Strike" ItemName "The Direct Hit" ItemName "The Liberty Launcher" ItemName "The Black Box" ItemName "Festive Black Box" ItemName "The Beggar's Bazooka" } } MoneyJumper { Name "Stable Mod: Cash Vacuum" Attribute "mult credit collect range" Cap 3 Increment 2 Cost 0 SecondaryAttributes //Secondary attributes applied when upgrade is applied, for each upgrade level { "health from credits" 30 } Description "+100% Cash Collection Range +heals from cash collected" Tier 1 AllowedWeapons { ItemName "Rocket Jumper" } } Jumper_A { Name "Stable Mod: Bottomless Clip" Attribute "mult credit collect range" Cap 1.1 Increment 0.1 Cost 0 SecondaryAttributes { "mod max primary clip override" -1 "deploy time decreased" 0.35 "self add cond on hit" 34 "damage penalty" 0.001 "self add cond on hit duration" 2 } Description "+Does not need to reload +On hit: Crits for 2 seconds" Tier 1 AllowedWeapons { ItemName "Rocket Jumper" } } DirectHitB { Name "Unstable Mod: Extra Gunpowder" Attribute "projectile no deflect" Cap 1 Increment 1 Cost 0 SecondaryAttributes //Secondary attributes applied when upgrade is applied, for each upgrade level { "CARD: damage bonus" 0.35 "Blast radius decreased" -0.2 "dmg pierces resists absorbs" 1 } Description "+35% damage +Attacks pierce damage resistances +Cannot be deflected -20% smaller blast radius" Tier 1 AllowedWeapons { ItemName "The Direct Hit" } } DirectHitA { Name "Unstable Mod: Loaded Payload" Attribute "projectile no deflect" Cap 1 Increment 1 Cost 0 SecondaryAttributes //Secondary attributes applied when upgrade is applied, for each upgrade level { "Blast radius decreased" 0.45 "clip size penalty HIDDEN" -0.25 } Description "+45% blast radius +Cannot be deflected -25% clip size" Tier 1 AllowedWeapons { ItemName "The Direct Hit" } } BlackBoxA { Name "Unstable Mod: Bionic Box" Attribute "cannot giftwrap" // attribute is irrelevant Cap 1 Increment 1 Cost 0 SecondaryAttributes //Secondary attributes applied when upgrade is applied, for each upgrade level { "Projectile speed decreased" -0.25 "heal on hit for rapidfire" 15 "health on radius damage" -20 "damage penalty" -0.6 "fire rate bonus" -0.99 "halloween reload time decreased" -0.1 "projectile spread angle penalty" 3 "heal on hit for rapidfire" 40 "hidden primary max ammo bonus" 1.0 } Description "Mimics Robot Black Box +100% max ammo -Cannot fire until full reload" Tier 1 AllowedWeapons { ItemName "The Black Box" ItemName "Festive Black Box" } OnApply { Output "popscript,$EnableHoldFire,,0" } OnDowngrade { Output "popscript,$DisableHoldFire,,0" } } BlackBoxB { Name "Unstable Mod: Tank Buster" Attribute "mult dmg vs tanks" Cap 1.2 Increment 0.2 Cost 0 SecondaryAttributes //Secondary attributes applied when upgrade is applied, for each upgrade level { "Projectile speed decreased" -0.2 "heal on hit for rapidfire" 15 "health on radius damage" -20 "mod soldier buff range" 0.25 } Description "+Heal on hit stacks with multiple enemies +25% banner range +20% damage Vs. Tanks -20% projectile speed" Tier 1 AllowedWeapons { ItemName "The Black Box" ItemName "Festive Black Box" } } cowmangler_mastery { Name "Stable Mod: Charge Shot Mastery" Description "-50% charge shot cost + charge shot marks for death" Attribute "throwable fire speed" Increment 1 Cap 2 Cost 0 AllowedWeapons { ItemName "The Cow Mangler 5000" } SecondaryAttributes { // override charged shot cost "throwable damage" 2 } OnApply { Output "popscript,$CustomChargeShotStart,,0" } OnDowngrade { Output "popscript,$CustomChargeShotStop,,0" } } LibertyLauncherA { Name "Unstable Mod: Jump Module" Attribute "fire rate bonus HIDDEN" Cap 0.6 Increment -0.4 Cost 0 SecondaryAttributes //Secondary attributes applied when upgrade is applied, for each upgrade level { "damage penalty" -0.1 "rocket jump damage reduction" -0.7 } Description "+40% firing speed +70% rocket jump reistance -10% damage" Tier 1 AllowedWeapons { ItemName "The Liberty Launcher" } } AirstrikeA { Name "Unstable Mod: Mega Missiles" Attribute "rocket jump damage reduction" Cap 1 Increment 0.15 Cost 0 SecondaryAttributes //Secondary attributes applied when upgrade is applied, for each upgrade level { "blast radius increased" 0.5 "Projectile speed decreased" -0.25 "damage bonus HIDDEN" 0.2 "blast dmg to self increased" 0.15 "mod projectile heat follow crosshair" 1 "mod projectile heat seek power" 360 } Description "+20% Damage +Rockets Follow Crosshair -25% projectile speed +50% Blast Radius -30% self damage vulnerability" Tier 1 AllowedWeapons { ItemName "The Air Strike" } } AirstrikeB { Name "Unstable Mod: Carpet Bomber" Attribute "rocket jump damage reduction" Cap 1 Increment 0.15 Cost 0 SecondaryAttributes //Secondary attributes applied when upgrade is applied, for each upgrade level { "rocketjump attackrate bonus" -0.15 "blast radius increased" 0.5 "clip size bonus" 0.5 "damage penalty" -0.2 "no damage falloff" 1 "add damage per target" 0.05 } Description "+15% rocket jump bonuses +5% damage per enemy caught in blast +50% blast radius +50% clip size +No Explosion Falloff -20% damage penalty" Tier 1 AllowedWeapons { ItemName "The Air Strike" } } ////Soldier Secondary ShotgunMark { Name "Unstable Mod: Debuff Rounds" Attribute "Mark for death" Cap 1 Increment 1 Cost 0 Description "+Mark For Death +Jarate for 2 seconds +25% Reload +30% Firing Speed -15% Damage" SecondaryAttributes { "Reload time decreased" -0.25 "fire rate bonus HIDDEN" -0.3 "damage penalty" -0.15 "add cond on hit" 24 "add cond on hit duration" 2 } Tier 1 AllowedWeapons { ClassName TF_WEAPON_SHOTGUN_SOLDIER } DisallowedWeapons // Disallow those weapons { ItemName "The Reserve Shooter" } } ShotgunA { Name "Unstable Mod: Hollow Point bullets" Attribute "damage bonus" Cap 1.5 Increment 0.5 Cost 0 Description "+50% damage bonus +20% firing speed -25% clip size" SecondaryAttributes { "fire rate bonus HIDDEN" 0.2 "clip size penalty" -0.25 } Tier 1 AllowedWeapons { ClassName TF_WEAPON_SHOTGUN_SOLDIER } DisallowedWeapons // Disallow those weapons { ItemName "The Reserve Shooter" } } ReserveA { Name "Unstable Mod: Air-raid rounds" Attribute "mod crit while airborne" Cap 1 Increment 1 Cost 0 SecondaryAttributes //Secondary attributes applied when upgrade is applied, for each upgrade level { "rocketjump attackrate bonus" -0.5 "fire rate penalty HIDDEN" 0.5 "parachute attribute" 1 "weapon spread bonus" -0.5 } Description "+Deals crits and fires 40% faster while rocket jumping +50% accuracy -50% firing speed" Tier 1 Allowplayerclass Soldier AllowedWeapons { ItemName "The Reserve Shooter" } } ReserveB { Name "Unstable Mod: Explosive Shells" Attribute "mult dmg vs airborne" Cap 11 Increment 10 Cost 0 SecondaryAttributes { "explosive bullets" 150 "explosion particle" "merasmus_bomb_explosion" "explosion particle on direct hit" "merasmus_bomb_explosion" "bullets per shot bonus" -0.8 "damage bonus" 1.0 "Reload time increased" 0.2 "mult dmg vs giants" 5 "mult dmg vs tanks" 8 "alt fire attack" 1 "add attributes on hit" "damage force reduction|1|2|airblast vertical vulnerability multiplier|1.65|2|airblast vulnerability multiplier|0|2" "alt fire attributes" "damage causes airblast|1|damage penalty|-1.0" } Description "+Deals massive damage to airborne non-giant robots +increased damage to giants and tanks +knockback on hit -80% bullets per shot -20% slower reload" Tier 1 AllowedWeapons { ItemName "The Reserve Shooter" } } BisonA { Name "Unstable Mod: AI Assist" Attribute "mod projectile heat aim time" Cap 2 Increment 2 Cost 0 SecondaryAttributes { "mod projectile heat aim start time" 0.5 "mod projectile heat seek power" 360 "damage penalty" -0.2 } Description "+Projectile will chase enemies for 2 seconds -20% damage" Tier 1 AllowedWeapons { ItemName "The Righteous Bison" } } BisonA { Name "Unstable Mod: Unstable Core" Attribute "damage bonus" Cap 1.25 Increment 0.25 Cost 0 SecondaryAttributes { "Reload time increased" 0.5 "projectile lifetime" 4 "Set DamageType Ignite" 1 "fire rate bonus HIDDEN" -0.2 } Description "+25% damage +20% firing speed +Ignite on hit -50% reload -Projectile lasts 4 seconds" Tier 1 AllowedWeapons { ItemName "The Righteous Bison" ItemName "The Pomson 6000" } } GunboatsA { Name "Stable Mod: Titanium Soles" Attribute "mult credit collect range" Cap 1.1 Increment 0.1 Cost 0 SecondaryAttributes { "cancel falling damage" 1 "rocket specialist" 1 } Description "+Free Rocket Specialist +fall damage immunity" Tier 1 AllowedWeapons { ItemName "The Gunboats" } } GunboatsB { Name "Stable Mod: Extra Inventory Space" Attribute "maxammo primary increased" Cap 2.0 Increment 1.0 Cost 0 Description "+100% Primary Ammo +20% rocket jump resistance" SecondaryAttributes { "rocket jump damage reduction" -0.2 } Tier 1 AllowedWeapons { ItemName "The Gunboats" } } para_a { Name "Unstable Mod: Improved Reload Technique" Attribute "halloween reload time decreased" Cap 0.75 Increment -0.25 Cost 0 SecondaryAttributes { // "max health additive penalty" -25 // "faster reload rate" -0.9 "maxammo primary reduced" -0.25 "maxammo secondary reduced" -0.25 } Description "+25% weapon reload -25% max primary/secondary ammo" Tier 1 AllowedWeapons { ItemName "The B.A.S.E. Jumper" } } Mantreads { Name "Stable Mod: Heavy Duty Boots" Attribute "move speed bonus" Cap 1.1 Increment 0.1 Cost 0 SecondaryAttributes //Secondary attributes applied when upgrade is applied, for each upgrade level { "kb fall min velocity" 150 "kb fall radius" 75 "kb fall force" 100 "kb fall damage" 175 "kb fall stun time" -1 } Description "+175 stomp damage +10% movement speed" Tier 1 AllowedWeapons { ItemName "The Mantreads" // ItemName "The Thermal Thruster" } } Thermal { Name "Stable Mod: Titanium Soles" Attribute "mult credit collect range" Cap 3 Increment 2 Cost 0 SecondaryAttributes { "maxammo primary increased" 0.5 } Description "+increased cash collection range +50% Primary Ammo" Tier 1 AllowedWeapons { ItemName "The Thermal Thruster" } } BaseJumper { Name "Stable Mod: Improved Parachute" Attribute "increased air control" Cap 3 Increment 3 Cost 0 SecondaryAttributes //Secondary attributes applied when upgrade is applied, for each upgrade level { "parachute redeploy" 1 "maxammo primary increased" 0.5 } Description "Increased air control and can re-deploy +50% max primary ammo" Tier 1 Allowplayerclass Soldier Allowplayerclass Demoman AllowedWeapons { ItemName "The B.A.S.E. Jumper" } } Panic { Name "Unstable Mod: Prototype Panic" Attribute "damage penalty" Cap 1 Increment 0.2 Cost 0 SecondaryAttributes //Secondary attributes applied when upgrade is applied, for each upgrade level { "panic_attack" 1 "bullets per shot bonus" -0.5 "auto fires full clip" 1 "Reload time decreased" -0.34 "clip size penalty" -0.25 "fire rate bonus with reduced health" -0.5 "damage bonus" 0.15 } Description "+35% damage bonus (i)Weapon now mimics its original version +Fire Rate bonus when below 50% health" Tier 1 Allowplayerclass Engineer Allowplayerclass Heavyweapons Allowplayerclass Soldier Allowplayerclass Pyro AllowedWeapons { ItemName "Panic Attack Shotgun" } } PanicB { Name "Stable Mod: Combo Slugs" Attribute "minicritboost on kill" Cap 5 Increment 5 Cost 0 Description "+On Kill: 5 seconds of mini-crits +25% damage bonus" Tier 1 SecondaryAttributes { "damage bonus" 0.25 } Allowplayerclass Engineer Allowplayerclass Heavyweapons Allowplayerclass Pyro Allowplayerclass Spy AllowedWeapons { ItemName "Panic Attack Shotgun" ItemName "The Family Business" ClassName TF_WEAPON_SHOTGUN_HWG ClassName TF_WEAPON_SHOTGUN_PRIMARY ItemName "The Family Business" SimilarToItem "Festive Revolver 2014" ClassName TF_WEAPON_SHOTGUN_PYRO } DisallowedWeapons // Disallow those weapons { ItemName "The Frontier Justice" ItemName "The Pomson 6000" ItemName "The Rescue Ranger" ItemName "The Widowmaker" ItemName "The Enforcer" ItemName "Festive Ambassador" ItemName "The Ambassador" ItemName "The Reserve Shooter" } } //////MELEE SOLDIER ShovelA { Name "Stable Mod: Support Beacon" Attribute "mod soldier buff range" Cap 1.5 Increment 0.5 Cost 0 Allowplayerclass Soldier SecondaryAttributes //Secondary attributes applied when upgrade is applied, for each upgrade level { "increase buff duration" 0.25 "damage bonus" 0.5 } Description "+50% buff range +25% buff duration +50% damage bonus" Tier 1 AllowedWeapons { ClassName TF_WEAPON_SHOVEL } DisallowedWeapons // Disallow those weapons { ItemName "The Market Gardener" ItemName "The Escape Plan" ItemName "The Equalizer" } } PainTrain { Name "Unstable Mod: Magnetic Spike" Attribute "melee range multiplier" Cap 2.5 Increment 1.5 Cost 0 SecondaryAttributes //Secondary attributes applied when upgrade is applied, for each upgrade level { "mult credit collect range" 1.5 "damage bonus" 0.35 "dmg taken from bullets increased" 0.05 } Description "+increased cash collection radius +150% melee range +35% damage bonus -5% bullet vulnerability" Tier 1 AllowedWeapons { ItemName "The Pain Train" } } MemeSpoon { Name "Unstable Mod: Titanic Toppler" Attribute "damage all connected" Cap 1 Increment 1 Cost 0 SecondaryAttributes //Secondary attributes applied when upgrade is applied, for each upgrade level { "mult dmg vs giants" 1.0 "damage bonus" 0.25 "fire rate penalty" 0.1 "melee range multiplier" 0.5 } Description "+Damages enemies connected to medi-beam +25% damage +100% damage vs. giants +50% range -10% swing speed" Tier 1 AllowedWeapons { ItemName "The Market Gardener" } } MemeSpoonB { Name "Unstable Mod: Combo Swing" Attribute "critboost on kill" Cap 4 Increment 4 Cost 0 SecondaryAttributes //Secondary attributes applied when upgrade is applied, for each upgrade level { "melee range multiplier" 0.5 "fire rate penalty" 0.1 } Description "+On Kill: 4 seconds of critical hits +50% range -10% swing speed" Tier 1 AllowedWeapons { ItemName "The Market Gardener" } } Equalizer { Name "Stable Mod: Survival Training" Attribute "damage bonus" Cap 1.25 Increment 0.25 Cost 0 SecondaryAttributes //Secondary attributes applied when upgrade is applied, for each upgrade level { "dmg from ranged reduced" -0.35 } Description "+25% damage +resist all ranged damage by 35%" Tier 1 AllowedWeapons { ItemName "The Equalizer" } } ZatSoldierA { Name "Unstable Mod: Samurai Spirit" Attribute "minicritboost on kill" Cap 2.5 Increment 2.5 Cost 0 Allowplayerclass Soldier SecondaryAttributes //Secondary attributes applied when upgrade is applied, for each upgrade level { "mult_player_movespeed_active" 0.1 "fire rate bonus" -0.2 "increase buff duration" 0.5 "mod soldier buff range" 1.0 "maxammo secondary reduced" -0.35 "maxammo primary reduced" -0.35 } Description "+On kill: Minicrit for 2 seconds +10% move speed +25% buff duration +100% buff range +20% swing speed -35% ammo penalty" Tier 1 AllowedWeapons { ItemName "The Half-Zatoichi" } } Flamer_a { Name "Unstable Mod: Caustic Fumes" Attribute "add cond on hit" Cap 123 Increment 123 Cost 0 SecondaryAttributes { //"bleeding duration" 3 "airblast_pushback_disabled" 1 "slow enemy on hit" 1 "flame_speed" 5400 "flame_drag" 4.75 } Description "+Ignite non-ignitable targets +100% chance to slow target +35% flamethrower range -airblast no longer pushes back robots" Tier 1 AllowedWeapons { SimilarToItem "Festive Flamethrower 2011" } DisallowedWeapons // Disallow those weapons { ItemName "The Phlogistinator" ItemName "The Backburner" ItemName "The Dragon's Fury" ItemName "The Degreaser" ItemName "Flagbearer's Flogistinator" } } Flamer_b { Name "Unstable Mod: Face Melter" Attribute "CARD: damage bonus" Cap 1.5 Increment 0.5 Cost 0 SecondaryAttributes { "move speed penalty" -0.1 "maxammo primary reduced" -0.5 } Description "+50% damage bonus -10% move speed -50% ammo penalty" Tier 1 AllowedWeapons { SimilarToItem "Festive Flamethrower 2011" } DisallowedWeapons // Disallow those weapons { ItemName "The Phlogistinator" ItemName "The Backburner" ItemName "The Dragon's Fury" ItemName "The Degreaser" ItemName "Flagbearer's Flogistinator" } } Backburner { Name "Stable Mod: Acidic Compound" Attribute "dmg pierces resists absorbs" Cap 1 Increment 1 SecondaryAttributes { "mult dmg vs tanks" 0.2 } Description "+20% extra damage to tanks +Attacks Pierce Resistances" Tier 1 AllowedWeapons { ItemName "The Backburner" ItemName "Festive Backburner 2014" } } Backburner_b { Name "Unstable Mod: Prototype Module" Attribute "airblast disabled" Cap 1 Increment 1 SecondaryAttributes { "max health additive bonus" 25 } Description "+25 max health -No Airblast" Tier 1 AllowedWeapons { ItemName "The Backburner" ItemName "Festive Backburner 2014" } } DragonA { Name "Unstable Mod: Leech Valve" Attribute "heal on hit for rapidfire" Cap 15 Increment 15 Cost 0 Tier 1 SecondaryAttributes { "max health additive bonus" 25 "weapon burn dmg increased" 2 "weapon burn time increased" 2 "add cond on hit" 123 "mult_item_meter_charge_rate" 0.1 } Description "+Ignites non-igniteable targets +25 hp +15 hp per hit +200% burn strength -10% repressurization" AllowedWeapons { ItemName "The Dragon's Fury" } } DragonB { Name "Unstable Mod: Unstable Pressure Valve" Attribute "alt-fire disabled" Cap 1 Increment 1 Cost 0 Tier 1 SecondaryAttributes { "mult_item_meter_charge_rate" -0.2 "mod ammo per shot" 2 } Description "+20% repressurization speed -1 additional ammo per shot -No Airblast" AllowedWeapons { ItemName "The Dragon's Fury" } } Degreaser { Name "Unstable Mod: Gas Jockey" Attribute "move speed bonus" Cap 1.15 Increment 0.15 Cost 0 SecondaryAttributes { "dmg pierces resists absorbs" 1 "damage penalty" -0.15 "airblast_pushback_disabled" 1 "mult airblast refire time" -0.5 "flame_speed" 5400 "flame_drag" 4.75 } Description "15% move speed +50% airblast speed +35% flame range +Attacks pierce resistances -15% less damage -airblast no longer pushes back" Tier 1 AllowedWeapons { ItemName "The Degreaser" } } ////Pyro Secondary FlaregunA { Name "Unstable Mod: Heavy Duty Flare" Attribute "damage bonus" Cap 1.5 Increment 0.5 Cost 0 SecondaryAttributes //Secondary attributes applied when upgrade is applied, for each upgrade level { "weapon burn time reduced" -0.25 "maxammo primary reduced" -0.5 } Description "+50% damage bonus -25% afterburn time -50% primary ammo" Tier 1 AllowedWeapons { ItemName "The Flare Gun" ItemName "Festive Flare Gun" } } FlaregunB { Name "Stable Mod: Premium Rounds" Attribute "damage bonus" Cap 1.15 Increment 0.15 Cost 0 SecondaryAttributes //Secondary attributes applied when upgrade is applied, for each upgrade level { "mult afterburn delay" 0.25 } Description "+15% damage bonus +25% faster burn" Tier 1 AllowedWeapons { ItemName "The Flare Gun" ItemName "Festive Flare Gun" } } Det_A { Name "Unstable Mod: Winger Mechanism" Attribute "increased jump height" Cap 1.3 Increment 0.3 Cost 0 SecondaryAttributes //Secondary attributes applied when upgrade is applied, for each upgrade level { "boots falling stomp" 1 "weapon burn time reduced" -0.9 "maxammo secondary reduced" -0.75 "provide on active" 1 } Description "+30% Jump Height +Mantreads Stomp -90% afterburn time -75% ammo" Tier 1 AllowedWeapons { ItemName "The Detonator" ItemName "The Scorch Shot" } } Det_B { Name "Unstable Mod: Volcanic Compound" Attribute "Blast radius increased" Cap 1.35 Increment 0.35 Cost 0 SecondaryAttributes //Secondary attributes applied when upgrade is applied, for each upgrade level { "Projectile speed decreased" -0.2 "mult afterburn delay" 0.5 "damage penalty" -0.25 } Description "+35% explosion radius +50% faster afterburn -20% slower projectile speed -25% damage penalty" Tier 1 AllowedWeapons { ItemName "The Detonator" ItemName "The Scorch Shot" } } Scorch { Name "Unstable Mod: Magma Payload" Attribute "Blast radius decreased" Cap 0.5 Increment -0.5 Cost 0 SecondaryAttributes //Secondary attributes applied when upgrade is applied, for each upgrade level { "stun on hit" "0.5" "stun on hit slow" 0.6 "stun on hit type" "movement" "mod flaregun fires pellets with knockback" -1 } Description "+Afterburn slows enemy by 60% -50% blast radius -Cannot knockback robots" Tier 1 AllowedWeapons { ItemName "The Scorch Shot" } } ManMelter_A { Name "Unstable Mod: Radiation lens" Attribute "subtract victim medigun charge on hit" Cap 25 Increment 25 Cost 0 SecondaryAttributes //Secondary attributes applied when upgrade is applied, for each upgrade level { "weapon burn time reduced" -1 "heal on hit for rapidfire" 20 "mark for death" 1 } Description "+Mark For Death +Drain 25% medigun charge per hit +20 hp per hit -No Afterburn" Tier 1 AllowedWeapons { ItemName "The Manmelter" } } ManMelter { Name "Stable Mod: Condensed Core" Attribute "add cond on hit" Cap 123 Increment 123 Cost 0 SecondaryAttributes //Secondary attributes applied when upgrade is applied, for each upgrade level { "weapon burn dmg increased" 1 "weapon burn time increased" 1 "add cond on hit duration" 4 "mult projectile count" 2 "ignores other projectiles" 1 "damage penalty" -0.25 } Description "+Applies Gas on hit +100% burn strength +Fires 2 condensed projectiles -25% damage penalty" Tier 1 AllowedWeapons { ItemName "The Manmelter" } } ReservePyro { Name "Unstable Mod: Trench Gun" Attribute "Set DamageType Ignite" Cap 5 Increment 5 Cost 0 SecondaryAttributes //Secondary attributes applied when upgrade is applied, for each upgrade level { "bullets per shot bonus" 0.5 "spread penalty" 0.35 "mult afterburn delay" 0.5 } Description "+Weapon ignites targets +50% bullets per shot -35% less accurate" Tier 1 AllowPlayerClass Pyro AllowedWeapons { ItemName "The Reserve Shooter" ClassName TF_WEAPON_SHOTGUN_PYRO } DisallowedWeapons // Disallow those weapons { ItemName "Panic Attack Shotgun" } } GasA { Name "Unstable Mod: Australian Gas" Attribute "provide on active" Cap 1 Increment 1 Cost 0 SecondaryAttributes //Secondary attributes applied when upgrade is applied, for each upgrade level { "effect cond override" 24 "mult effect duration" -0.6 } Description "Gas Effect now coats robots in jarate -60% effect duration" Tier 1 AllowPlayerClass Pyro AllowedWeapons { ItemName "The Gas Passer" } } ////Pyro Melee Homewrecker { Name "Unstable Mod: Heavy Mallet" Attribute "dmg taken from bullets reduced" Cap 0.5 Increment -0.5 Cost 0 SecondaryAttributes //Secondary attributes applied when upgrade is applied, for each upgrade level { "provide on active" 1 "damage force reduction" -0.9 "dmg penalty vs players" -0.25 } Description "(i)When active: +50% bullet resistance +90% resistant to knockback -25% Damage vs. Players" Tier 1 AllowedWeapons { ItemName "The Homewrecker" ItemName "The Maul" } } Powerjack { Name "Unstable Mod Exposed Battery" Attribute "critboost on kill" Cap 2 Increment 2 Cost 0 SecondaryAttributes //Secondary attributes applied when upgrade is applied, for each upgrade level { // "damage penalty" -0.2 "move speed bonus" -0.15 "heal on kill" -25 "provide on active" -1 "increase buff duration" -0.5 } Description "+2 seconds of critical hits on kill -25hp on kill -15% move speed -50% mmmph duration" Tier 1 AllowedWeapons { ItemName "The Powerjack" } } Neon { Name "Unstable Mod: Gordbort Capacitor" Attribute "damage all connected" Cap 1 Increment 1 Cost 0 Description "+Damages all robots connected via medibeam -20% slower swing speed" SecondaryAttributes { "fire rate penalty" 0.2 } Tier 1 AllowedWeapons { ItemName "The Neon Annihilator" } } PyroMeleeA { Name "Stable Mod: Extra fuel canisters" Attribute "maxammo primary increased" Cap 1.5 Increment 0.5 Cost 0 SecondaryAttributes { "deploy time decreased" -0.35 "maxammo secondary increased" 1 } Description "+50% primary Ammo +100% secondary ammo +35% faster deploy time" Tier 1 Allowplayerclass Pyro AllowedWeapons { SimilarToItem "TF_WEAPON_FIREAXE" } DisallowedWeapons // Disallow those weapons { ItemName "The Back Scratcher" ItemName "The Third Degree" ItemName "The Hot Hand" ItemName "The Neon Annihilator" ItemName "The Powerjack" } } PyroMeleeB { Name "Stable Mod: Armor Breaking" Attribute "damage bonus" Cap 1.2 Increment 0.2 Cost 0 SecondaryAttributes { "mult dmg vs giants" 0.35 "mult dmg vs tanks" 0.35 } Description "+20% damage +35% bonus damage against tanks and giants" Tier 1 Allowplayerclass Pyro AllowedWeapons { SimilarToItem "TF_WEAPON_FIREAXE" } DisallowedWeapons // Disallow those weapons { ItemName "The Back Scratcher" ItemName "The Third Degree" ItemName "The Hot Hand" ItemName "The Neon Annihilator" ItemName "The Powerjack" SimilarToItem "The Axtinguisher" } } Axtinguisher { Name "Unstable Mod: Serrated Axe" Attribute "crit vs burning players" Cap 1 Increment 1 Cost 0 SecondaryAttributes { "dmg penalty vs nonburning" -0.75 "attack_minicrits_and_consumes_burning" -1 "melee range multiplier" 0.7 "melee bounds multiplier" 0.5 } Description "+Crits vs. burning players +No Longer extinguishes target +70% melee range +50% melee width -75% damage to non-burning players" Tier 1 AllowedWeapons { SimilarToItem "The Axtinguisher" } } AxtinguisherB { Name "Unstable Mod: Feudal Fire Axe" Attribute "restore health on kill" Cap 50 Increment 50 Cost 0 SecondaryAttributes { "honorbound" 1 "melee range multiplier" 0.7 "melee bounds multiplier" 0.5 } Description "+On kill: Restore 50% of Base Health +70% melee range +50% melee width -Weapon is honorbound" Tier 1 AllowedWeapons { SimilarToItem "The Axtinguisher" } } ThirdDegree { Name "Stable Mod: Spine Zapper" Attribute "crit from behind" Cap 1 Increment 1 Cost 0 SecondaryAttributes { "subtract victim medigun charge on hit" 20 "melee range multiplier" 0.7 "melee bounds multiplier" 0.5 } Description "+Crit from behind +drain 20% uber +70% melee range +50% melee width" Tier 1 AllowedWeapons { ItemName "The Third Degree" } } Rake { Name "Unstable Mod: Premium Rake" Attribute "melee cleave attack" Cap 1 Increment 1 Cost 0 SecondaryAttributes //Secondary attributes applied when upgrade is applied, for each upgrade level { "health from healers reduced" 0.5 "health from packs increased" -0.5 } Description "+25% health from healers +Weapon cleaves -No bonus health from packs" Tier 1 AllowedWeapons { ItemName "The Back Scratcher" } } Rake_b { Name "Stable Mod: Back Breaker" Attribute "crit from behind" Cap 1 Increment 1 Cost 0 SecondaryAttributes //Secondary attributes applied when upgrade is applied, for each upgrade level { "damage bonus" 0.15 "melee range multiplier" 0.7 "melee bounds multiplier" 0.5 } Description "+15% damage bonus +Crit from behind +70% melee range +50% melee width" Tier 1 AllowedWeapons { ItemName "The Back Scratcher" } } VolcanoFragment { Name "Unstable Mod: Hell-Forged Heal" Attribute "heal on hit for rapidfire" Cap 25 Increment 25 Cost 0 SecondaryAttributes //Secondary attributes applied when upgrade is applied, for each upgrade level { "mult afterburn delay" 1.5 "damage penalty" -0.2 "melee range multiplier" 0.7 "melee bounds multiplier" 0.5 } Description "+On Hit: Heal 25hp +150% faster afterburn +70% melee range +50% melee width -20% damage penalty" Tier 1 AllowedWeapons { ItemName "Sharpened Volcano Fragment" } } HotHand { Name "Stable Mod: Team Bonding" Attribute "speed buff ally" Cap 5 Increment 5 Cost 0 Description "+70% melee range +50% melee width +85% damage bonus +On ally hit: gives both players a speed bonus for 5 seconds" Tier 1 AllowedWeapons { ItemName "The Hot Hand" } SecondaryAttributes { "melee range multiplier" 0.7 "melee bounds multiplier" 0.5 "damage penalty" 0.2 "damage bonus" 0.65 } } GrenadeLauncherB { Name "Unstable Mod: Mortar Mode" Attribute "can overload" Cap 1 Increment 1 Cost 0 SecondaryAttributes { "fire rate bonus HIDDEN" -0.3 "auto fires full clip" 1 "projectile spread angle penalty" 3 } Description "(i)Beggars Style Reload +30% faster firing speed +35% splash radius -3 degrees of deviation" Tier 1 AllowedWeapons { ClassName TF_WEAPON_GRENADELAUNCHER ItemName "Festive Grenade Launcher" } DisallowedWeapons // Disallow those weapons { ItemName "The Loch-n-Load" ItemName "The Beggar's Bomber" } } GrenadeLauncherB { Name "Unstable Mod: Big Bertha" Attribute "mult projectile scale" Cap 1.5 Increment 0.5 Cost 0 SecondaryAttributes { "fire rate bonus HIDDEN" 0.2 "blast radius increased" 0.5 "Projectile speed decreased" -0.4 "CARD: damage bonus" 0.15 "Reload time increased" 0.25 } Description "+50% explosion Radius +15% damage bonus -40% projectile speed -25% reload speed -20% firing speed" Tier 1 AllowedWeapons { ClassName TF_WEAPON_GRENADELAUNCHER ItemName "Festive Grenade Launcher" } DisallowedWeapons // Disallow those weapons { ItemName "The Loch-n-Load" ItemName "The Beggar's Bomber" } } LochB { Name "Unstable Mod: Burst Chamber" Attribute "mult projectile count" Cap 2 Increment 1 Cost 0 SecondaryAttributes { "damage penalty" -0.3 "projectile spread angle penalty" 3 "sticky air burst mode" -1 "grenade damage reduction on world contact" -0.5 "fuse bonus" -0.8 "Blast radius decreased" -0.5 "clip size penalty" -0.5 } Description "+Fires 2 bombs +Pipes don't shatter -30% damage penalty -80% shorter fuse time -50% blast radius -50% clip -3 degrees of deviation" Tier 1 AllowedWeapons { ItemName "The Loch-n-Load" } } LooseA { Name "Unstable Mod: Blunderbuss" Attribute "grenade explode on impact" Cap 1 Increment 1 Cost 0 SecondaryAttributes { "clip size penalty HIDDEN" -0.5 "charge meter on hit" 0.75 // "add cond on kill duration" 4 // "add cond on kill" 7450 "rocket jump damage reduction" -0.75 "minicritboost on kill" 5 "grenade launcher mortar mode" 0 "CARD: damage bonus" 0.2 } Description "+On Hit: Refill 75% Shield +On Kill: minicrit for 5 seconds +Explode on impact +20% damage bonus -50% clip size" Tier 1 AllowedWeapons { ItemName "The Loose Cannon" } } StickyB { Name "Unstable Mod: Extra Adhesive" Attribute "max pipebombs decreased" Cap -2 Increment -2 Cost 0 SecondaryAttributes { "sticky arm time bonus" -0.15 "stickybomb stick to enemies" 1 } Description "+15% faster arm-time +bombs stick to enemies -2 max active sticky bombs" Tier 1 AllowedWeapons { ClassName TF_WEAPON_PIPEBOMBLAUNCHER ItemName "Festive Stickybomb Launcher 2011" } DisallowedWeapons // Disallow those weapons { ItemName "The Scottish Resistance" ItemName "The Quickiebomb Launcher" ItemName "Stickybomb Jumper" } } ScottishA { Name "Unstable Mod: Overloaded Drum" Attribute "stickybomb stick to enemies" Cap 1 Increment 1 Cost 0 SecondaryAttributes { "can overload" 1 "auto fires full clip" 1 "max pipebombs decreased" 2 "fire rate bonus HIDDEN" -0.35 "projectile spread angle penalty" 6 "stickybomb charge rate" -10 "sticky arm time penalty" -0.4 } Description "(i)Uses Beggar's style reload +35% faster firing speed +0.4s faster arm time +2 max active sticky bombs +sticks to enemies -6 degree spread" Tier 1 AllowedWeapons { ItemName "The Scottish Resistance" } } Quickie { Name "Unstable Mod: Prototype Sensor" Attribute "stickybomb fizzle time" Cap 2 Increment 2 Cost 0 SecondaryAttributes { "clip size penalty" 0.25 "stickybomb_charge_damage_increase" 0.15 "mult projectile scale" 1.0 "stickybomb charge rate" -0.2 "stickybomb stick to enemies" 1 } Description "+25% clip size +15% damage at full charge +20% Charge speed +sticks to enemies -Stickies fizzle after 2 seconds" Tier 1 AllowedWeapons { ItemName "The Quickiebomb Launcher" } } ////SHIELDS+BOOTS Shoes { Name "Unstable Mod: Cash Magnet" Attribute "stickybomb stick to enemies" Cap 1 Increment 1 Cost 0 SecondaryAttributes { "maxammo secondary reduced" -0.5 "halloween reload time decreased" 0.25 "mult credit collect range" 3 } Description "+300% Cash collection range -50% Sticky Ammo -25% Secondary Reload" Tier 1 AllowedWeapons { ItemName "Ali Baba's Wee Booties" ItemName "The Bootlegger" } } Shoes_b { Name "Unstable Mod: Speed Shoes" Attribute "stickybomb stick to enemies" Cap 1 Increment 1 Cost 0 SecondaryAttributes { "max health additive bonus" -25 "move speed bonus shield required" 0.2 "kill refills meter" 0.5 "mult charge turn control" 3.0 "rocket jump damage reduction" -0.8 } Description "+2x all passive stats +80% blast jump resistance -25 max hp" Tier 1 AllowedWeapons { ItemName "Ali Baba's Wee Booties" ItemName "The Bootlegger" } } Shield_Generic { Name "Unstable Mod: Clash Combo" Attribute "add cond on kill" Cap 34 Increment 34 Cost 0 SecondaryAttributes { "halloween reload time decreased" 0.2 "add cond on kill duration" 4 "maxammo primary increased" 0.5 } Description "+On Shield Kill: 4 seconds of crits +50% max primary ammo -20% primary reload" Tier 1 AllowedWeapons { ItemName "The Splendid Screen" } } Targe_A { Name "Unstable Mod: Pocket Incinerator" Attribute "stickybomb stick to enemies" Cap 1 Increment 1 Cost 0 SecondaryAttributes { "halloween reload time decreased" 0.5 "health from credits" 40 } Description "+Heal from credits collected -50% primary reload" Tier 1 AllowedWeapons { ItemName "Festive Targe 2014" ItemName "The Chargin' Targe" } } Targe_B { Name "Unstable Mod: Heavy Duty Shield" Attribute "stickybomb stick to enemies" Cap 1 Increment 1 Cost 0 SecondaryAttributes { "halloween reload time decreased" 0.2 "mult dmgtaken from melee" -0.4 "dmg taken from bullets reduced" -0.3 } Description "+40% melee resistance +30% bullet resistance -20% Primary Reload speed" Tier 1 AllowedWeapons { ItemName "Festive Targe 2014" ItemName "The Chargin' Targe" } } Splendid_A { Name "Unstable Mod: Pocket Incinerator" Attribute "stickybomb stick to enemies" Cap 1 Increment 1 Cost 0 SecondaryAttributes { "halloween reload time decreased" 0.5 "health from credits" 35 } Description "+Heal from credits collected -50% reload" Tier 1 AllowedWeapons { ItemName "The Splendid Screen" } } Tide_A { Name "Unstable Mod: Pocket Incinerator" Attribute "stickybomb stick to enemies" Cap 1 Increment 1 Cost 0 SecondaryAttributes { "halloween reload time decreased" 0.5 "health from credits" 30 } Description "+Heal from credits collected -50% reload" Tier 1 AllowedWeapons { ItemName "The Tide Turner" } } ///BEER AND SWORDS Bottle { Name "Unstable Mod: Gardener Module" Description "+Crits while blast jumping +25% damage bonus +35% melee range -10% slower swing speed" AllowPlayerClass Demoman AllowedWeapons { ItemName "The Scottish Handshake" ClassName "TF_WEAPON_BOTTLE" } Cost 0 Attribute "mod crit while airborne" Increment 1 Cap 1 SecondaryAttributes { "damage bonus" 0.25 "fire rate penalty" 0.1 "melee range multiplier" 0.35 } } CaberA { Name "Unstable Mod: Cushioned Explosive" Attribute "regenerate stickbomb" Cap 1 Increment 1 Cost 0 SecondaryAttributes { "self dmg push force decreased" -3 "blast dmg to self increased" 0.50 "max health additive penalty" -25 } Description "+Grenade is not destroyed on hit + no self-knockback -50% self damage vulnerability -25 max hp" Tier 1 AllowedWeapons { ItemName "The Ullapool Caber" } } Claid { Name "Unstable Mod: Scottish Steel" Attribute "fire rate penalty" Cap 1.2 Increment 0.2 Cost 0 SecondaryAttributes { "dmg taken increased" -0.15 "mult charge turn control" 4.0 "charge time increased" 1.5 "crit from behind" 1 } Description "+1.5 Charge Duration +400% Turn Control +15% damage resistance +Crit from behind -20% Swing Speed" Tier 1 AllowedWeapons { ItemName "The Claidheamohmor" } } Sword_Crit { Name "Unstable Mod: Killer Edge" Attribute "crit mod disabled" Cap 2 Increment 1 Cost 0 SecondaryAttributes { "fire rate penalty" 0.1 } Description "+Weapon can now random crit -10% swing speed" Tier 1 AllowedWeapons { ItemName "The Eyelander" ItemName "Festive Eyelander" ItemName "The Persian Persuader" ItemName "The Horseless Headless Horseman's Headtaker" ItemName "The Claidheamohmor" } } Persian { Name "Unstable Mod: Shield Slam" Attribute "charge impact damage increased" Cap 3 Increment 2 Cost 0 SecondaryAttributes { "fire rate penalty" 0.1 "maxammo primary reduced" 0.8 "maxammo secondary reduced" 0.8 } Description "+200% Impact Damage -10% slower swing speed +80% primary and secondary ammo" Tier 1 AllowedWeapons { ItemName "The Persian Persuader" } } Heavy_stock_a { Name "Stable Mod: Thinned Drum Walls" Description "+25% Ammo +5% faster spinup +Can holster while spun" AllowPlayerClass HeavyWeapons AllowedWeapons { SimilarToItem "Festive Minigun 2011" } Cost 0 Attribute "mod minigun can holster while spinning" Increment 1 Cap 1 Tier 1 SecondaryAttributes { "hidden primary max ammo bonus" 0.25 "minigun spinup time decreased" -0.05 } } Heavy_stock_b { Name "Unstable Mod: Exhaust Vectoring" Description "+10% damage bonus +Can holster while revved -50% less accurate spread" AllowPlayerClass HeavyWeapons AllowedWeapons { SimilarToItem "Festive Minigun 2011" } Cost 0 Attribute "damage bonus" Increment 0.1 Cap 1.1 Tier 1 SecondaryAttributes { "spread penalty" 0.5 "mod minigun can holster while spinning" 1 } } HeavyBalancedBrass { Name "Unstable Mod: Defense Framework" Description "+30% Spinup resistance +50% spinup speed +50% crit resistance +Can holster while revved -movement is disabled while spun-up -10% damage -100% overheal" AllowPlayerClass HeavyWeapons AllowedWeapons { ItemName "The Brass Beast" } Cost 0 Attribute "mod minigun can holster while spinning" Increment 1 Cap 1 SecondaryAttributes { "spunup_damage_resistance" -0.3 // 35% total damage resistance while spun up "minigun spinup time increased" -0.5 "aiming movespeed decreased" -0.395 // 99% total move speed penalty while spun up "dmg taken from crit reduced" -0.5 "mult_patient_overheal_penalty_active" -1.0 "damage bonus" -0.1 } } HeavyNattyB { Name "Unstable Mod: Leadstorm" Attribute "mod minigun can holster while spinning" Cap 1 Increment 1 Cost 0 SecondaryAttributes { "minigun spinup time increased" -0.3 "aiming movespeed decreased" -0.995 "spunup_damage_resistance" 0.2 "spunup_push_force_immunity" 1.0 "damage penalty" 0.2 "hidden primary max ammo bonus" -0.25 } Description "+20% damage +30% faster spinup +Can holster while revved -100% move speed while spun-up -20% spinup resistance -25% max ammo" Tier 1 AllowedWeapons { ItemName "Natascha" } } HeavyTommy { Name "Unstable Mod: Optimized Barrel" Attribute "mod minigun can holster while spinning" Cap 1 Increment 1 Cost 0 SecondaryAttributes { //"dmg pierces resists absorbs" 1 "aiming movespeed increased" 1.5 "hidden primary max ammo bonus" -0.5 "tool needs giftwrap" 1 } Description "+Move at full speed while revved +No rage penalty (+While enraged: +Pierce Resistance +50% accuracy) -50% max ammo" Tier 1 AllowedWeapons { ItemName "Tomislav" } OnApply { Output "popscript,$KnockbackRageStart,,0.1" } OnDowngrade { Output "popscript,$KnockbackRageStop,,0" } } Huo { Name "Unstable Mod: Bigger Bullets" Attribute "mod minigun can holster while spinning" Cap 1 Increment 1 Cost 0 SecondaryAttributes { "uses ammo while aiming" 3 "damage penalty" 0.1 "throwable fire speed" 1 } Description "+10% damage bonus +No rage penalty (+While enraged: +Ignite on hit) -200% faster ammo drain" Tier 1 AllowedWeapons { ItemName "The Huo Long Heatmaker" } OnApply { Output "popscript,$KnockbackRageStart,,0.1" } OnDowngrade { Output "popscript,$KnockbackRageStop,,0" } } FBA { Name "Stable Mod: Defensive Blast" Attribute "damage returns as health" Cap 1.75 Increment 0.75 Cost 0 Description "+On hit: 75% of all damage returned as health +Destroy Projectiles +66% clip size +25% firing speed" Tier 1 SecondaryAttributes { "attack projectiles" 2 "clip size bonus" 0.66 "fire rate bonus HIDDEN" -0.25 } AllowedWeapons { ItemName "The Family Business" } } ///STEAK SteakB { Name "Stable Mod: Mannly Meal" Attribute "effect cond override" Cap 2694416 Increment 2694416 Cost 0 SecondaryAttributes { "gesture speed increase" 1.75 } Description "+175% faster eating speed +Steak also gives conch effect" Tier 1 AllowedWeapons { ItemName "The Buffalo Steak Sandvich" } } ///FISTS Fists { Name "Stable Mod: More Storage Space" Attribute "maxammo primary increased" Cap 1.5 Increment 0.5 Cost 0 SecondaryAttributes { "deploy time decreased" -0.35 "maxammo secondary increased" 1 } Description "+35% faster deploy time +50% minigun ammo +100% shotgun ammo" Tier 1 AllowPlayerClass Heavyweapons AllowedWeapons { Slot "Melee" } DisallowedWeapons // Disallow those weapons { ItemName "Gloves of Running Urgently" ItemName "Festive Gloves of Running Urgently" ItemName "The Bread Bite" ItemName "The Eviction Notice" ItemName "Warrior's Spirit" ItemName "Fists of Steel" ItemName "The Killing Gloves of Boxing" ItemName "The Holiday Punch" ItemName "The Gloves of Running Urgently 2015-16 (Pre-JI)" } } GRU_B { Name "Unstable Mod: Robo Gru" Attribute "self mark for death" Cap 1 Increment 1 Cost 0 SecondaryAttributes { "mod_maxhealth_drain_rate" -10 "mult_player_movespeed_active" 0.05 } Description "+No hp drain +5% movement speed -Marked for death" Tier 1 AllowedWeapons { ItemName "Gloves of Running Urgently" ItemName "Festive Gloves of Running Urgently" ItemName "The Bread Bite" } } GRU_C { Name "Unstable Mod: Improved Cardio" Attribute "mod_maxhealth_drain_rate" Cap 12 Increment 2 Cost 0 SecondaryAttributes { "mult_player_movespeed_active" 0.10 } Description "+10% faster movement speed -Health Drains an extra 2 units/second" Tier 1 AllowedWeapons { ItemName "Gloves of Running Urgently" ItemName "Festive Gloves of Running Urgently" ItemName "The Bread Bite" } } Eviction { Name "Unstable Mod: Brute Bracers" Attribute "minicrits become crits" Cap 2 Increment 1 Cost 0 SecondaryAttributes { "mod_maxhealth_drain_rate" -10 "dmg taken increased" 0.1 } Description "+No hp drain +Crits when minicrits -10% damage vulnerability" Tier 1 AllowedWeapons { ItemName "The Eviction Notice" } } Warriors { Name "Unstable Mod: Warrior's Code" Attribute "damage bonus" Cap 1.5 Increment 0.2 Cost 0 SecondaryAttributes { "maxammo primary reduced" -0.5 "dmg taken increased" -0.3 "provide on active" -1 } Description "+30% damage resistance +50% damage bonus -50% primary ammo" Tier 1 AllowedWeapons { ItemName "Warrior's Spirit" } } FoS { Name "Unstable Mod: Heavy Duty Steel" Attribute "dmg from melee increased" Cap 3.0 Increment 1.0 Cost 0 SecondaryAttributes { "dmg from ranged reduced" -0.4 "patient overheal penalty" -1.0 "mult_patient_overheal_penalty_active" 0.4 "move speed penalty" -0.2 } Description "+40% ranged resistance -100% more vulnerable to melee -60% overheal -20% movement speed" Tier 1 AllowedWeapons { ItemName "Fists of Steel" } } EngieShotguns_noFJ { Name "Unstable Mod: Custom Engineered Shotgun" Attribute "engineer building teleporting pickup" Cap 100 Increment 100 Cost 0 SecondaryAttributes { "mark for death on building pickup" 1 "damage bonus" 0.35 } Description "+Rescue Ranger Haul +35% damage bonus -Self mark for death when hauling buildings" Tier 1 Allowplayerclass Engineer AllowedWeapons { ClassName "TF_WEAPON_SHOTGUN_PRIMARY" } DisallowedWeapons // Disallow those weapons { ItemName "The Widowmaker" ItemName "The Frontier Justice" } } FJ { Name "Unstable Mod: Custom Engineered Shotgun" Attribute "engineer building teleporting pickup" Cap 100 Increment 100 Cost 0 SecondaryAttributes { "mark for death on building pickup" 1 } Description "+Use 100 metal to pick up your buildings from long range -Self mark for death when hauling buildings" Tier 1 Allowplayerclass Engineer AllowedWeapons { SimilarToItem "The Frontier Justice" } } Pomson { Name "Stable Mod: Improved Transistors" Attribute "engineer building teleporting pickup" Cap 100 Increment 100 Cost 0 SecondaryAttributes { "Projectile speed increased" 1 "penetrate teammates" 1 "energy weapon penetration" 1 "damage bonus HIDDEN" 1.0 "bleeding duration" 1 } Description "+Use 100 metal to pick up your buildings from long range +fires Bison laser (+100% damage bonus +100% projectile speed)" Tier 1 Allowplayerclass Engineer AllowedWeapons { ItemName "The Pomson 6000" } } Widow { Name "Unstable Mod: Sentry Companion A.I" Attribute "engy sentry radius increased" Cap 1.2 Increment 0.2 Cost 0 SecondaryAttributes { "mod ammo per shot" 25 "damage bonus bullet vs sentry target" 0.3 } Description "+30% damage to sentry's targets +25% sentry range -25 increased metal per shot" Tier 1 AllowedWeapons { ItemName "The Widowmaker" } } Ranger { Name "Unstable Mod: Compact Sensor" Attribute "maxammo metal reduced" Cap 0.8 Increment -0.2 Cost 0 SecondaryAttributes { "engineer building teleporting pickup" -50 "clip size penalty" -0.16 } Description "+hauling cost reduced to 50 metal -15% clip size -20% max metal" Tier 1 AllowedWeapons { ItemName "The Rescue Ranger" } } Ranger_b { Name "Unstable Mod: Crossbow Bolts" Attribute "engineer building teleporting pickup" Cap 150 Increment 50 Cost 0 SecondaryAttributes { "override projectile type" -10 "damage penalty" -0.25 } Description "+Now headshots -Hauling Cost increased to 150 metal -25% damage penalty" Tier 1 AllowedWeapons { ItemName "The Rescue Ranger" } } ///SECONDARY ENGIE PistolEngieA { Name "Stable Mod: Sentry Companion" Attribute "engy building health bonus" Cap 1.5 Increment 0.5 Cost 0 SecondaryAttributes //Secondary attributes applied when upgrade is applied, for each upgrade level { "bidirectional teleport" 1 } Description "+50% max building health +2way teleporter" Tier 1 AllowPlayerClass Engineer AllowedWeapons { ClassName tf_weapon_pistol ItemName "The C.A.P.P.E.R" } } PistolEngieB { Name "Stable Mod: Combat Sensor" Attribute "minicritboost on kill" Cap 6 Increment 6 Cost 0 SecondaryAttributes //Secondary attributes applied when upgrade is applied, for each upgrade level { "damage bonus bullet vs sentry target" 0.75 "building cost reduction" -0.75 "damage bonus" 0.25 "engy sentry radius increased" 1.0 } Description "+75% damage to sentry target +25% damage bonus +100% sentry range +Minicrit on kill +75% cheaper buildings" Tier 1 AllowPlayerClass Engineer AllowedWeapons { ClassName tf_weapon_pistol ItemName "The C.A.P.P.E.R" } } Wrangler { Name "Stable Mod: Sentry Jumper" Attribute "rocket jump damage reduction" Cap 0.05 Increment -0.95 Cost 0 SecondaryAttributes //Secondary attributes applied when upgrade is applied, for each upgrade level { "cancel falling damage" 1 } Description "+90% less damage from sentry jumping +No Fall damage" Tier 1 AllowedWeapons { ItemName "The Wrangler" ItemName "The Giger Counter" ItemName "Festive Wrangler" } } Circuit { Name "Unstable Mod: Overclocked Circuit" Attribute "damage bonus" Cap 5 Increment 5 Cost 0 SecondaryAttributes //Secondary attributes applied when upgrade is applied, for each upgrade level { "explosive bullets" 100 "blast dmg to self increased" -0.25 "fire rate penalty" 2.5 "max bullet range" 750 "dmg penalty vs players" -0.35 "alt-fire disabled" 1 "add onhit addammo" 10 "no self effect" 1 "bleeding duration" 4 "engy building health bonus" 0.5 } Description "+Primary fire is now explosive +10 metal per hit +On hit: bleed -250% slower firing speed +50% building health -No Alt fire" Tier 1 AllowedWeapons { ItemName "The Short Circuit" } } Circuit_b { Name "Stable Mod: Mechanical Augmentation" Attribute "move speed bonus" Cap 1.15 Increment 0.15 Cost 0 SecondaryAttributes //Secondary attributes applied when upgrade is applied, for each upgrade level { "halloween reload time decreased" -0.25 } Description "+25% primary reload +15% movement speed" Tier 1 AllowedWeapons { ItemName "The Short Circuit" } } ///WRENCHES GunslingerA { Name "Stable Mod: Mobile Processors" Attribute "engy sentry radius increased" Cap 1.5 Increment 0.5 Cost 0 SecondaryAttributes //Secondary attributes applied when upgrade is applied, for each upgrade level { "construction rate increased" 2 "mult dispenser rate" 2 "engy disposable sentries" 1 "mult teleporter recharge rate" -0.5 } Description "+1 disposable sentry gun +200% dispenser strength +200% dispenser strength +50% teleporter recharge" Tier 1 Allowplayerclass Engineer AllowedWeapons { ItemName "The Gunslinger" } } GunslingerB { Name "Stable Mod: Cybernetic Enhancements" Attribute "max health additive bonus" Cap 75 Increment 75 Cost 0 SecondaryAttributes //Secondary attributes applied when upgrade is applied, for each upgrade level { "damage bonus" 1.0 "halloween reload time decreased" -0.5 "engy building health bonus" 1.0 } Description "+75 max hp +100% melee damage +50% reload to all weapons +100% building health bonus" Tier 1 Allowplayerclass Engineer AllowedWeapons { ItemName "The Gunslinger" } } Southern { Name "Unstable Mod: Battle Module" Attribute "engy sentry radius increased" Cap 1.5 Increment 0.5 Cost 0 SecondaryAttributes //Secondary attributes applied when upgrade is applied, for each upgrade level { "provide on active" 1 "engy sentry damage bonus" 0.2 "mult bleeding dmg" 2 "Repair rate decreased" -0.5 "dmg taken from fire increased" -0.2 "mult_dmgtaken_active" 0.2 } Description "(i)when active: +20% sentry damage bonus +50% sentry range -50% repair rate -20% damage vulnerability" Tier 1 Allowplayerclass Engineer AllowedWeapons { ItemName "The Southern Hospitality" } } Wrench_a { Name "Stable Mod: Upgrade Optimization" Attribute "engy dispenser radius increased" Cap 1.5 Increment 0.5 Cost 0 AllowPlayerClass Engineer SecondaryAttributes //Secondary attributes applied when upgrade is applied, for each upgrade level { "upgrade rate decrease" 1 "mult dispenser rate" 0.5 } Description "+100% upgrade rate +50% dispenser range +50% dispenser strength" Tier 1 AllowedWeapons { SimilarToItem "Festive Wrench 2011" ItemName "The Southern Hospitality" ItemName "The Eureka Effect" } } Wrench_b { Name "Stable Mod: Battle Augmentations" Attribute "mvm sentry ammo" Cap 1.5 Increment 0.5 Cost 0 AllowPlayerClass Engineer SecondaryAttributes //Secondary attributes applied when upgrade is applied, for each upgrade level { "mult firerocket rate" -0.4 } Description "+50% sentry ammo +40% Sentry Rocket Firing Speed" Tier 1 AllowedWeapons { SimilarToItem "Festive Wrench 2011" ItemName "The Jag" } } jag_a { Name "Stable Mod: Haste Gear" Attribute "Construction rate increased" Cap 1.75 Increment 0.45 Cost 0 AllowPlayerClass Engineer Description "+45% construction speed" Tier 1 AllowedWeapons { SimilarToItem "The Jag" } } WatchMoney { Name "Stable Mod: Cash Vacuum" Attribute "mult credit collect range" Cap 3 Increment 2 Cost 0 SecondaryAttributes //Secondary attributes applied when upgrade is applied, for each upgrade level { "health from credits" 30 } Description "+200% Cash Collection Range +heals from cash collected" Tier 1 AllowedWeapons { ItemName "The Cloak and Dagger" ItemName "TTG Watch" ClassName TF_WEAPON_INVIS } DisallowedWeapons { ItemName "The Dead Ringer" } } Watch_safe { Name "Stable Mod: Stealth Module" Attribute "mult credit collect range" Cap 1.1 Increment 0.1 Cost 0 SecondaryAttributes //Secondary attributes applied when upgrade is applied, for each upgrade level { "effect add attributes" "ignored by bots|1" } Description "Robots are not alerted to cloaking" Tier 1 AllowedWeapons { ItemName "The Cloak and Dagger" ItemName "TTG Watch" ClassName TF_WEAPON_INVIS } DisallowedWeapons { ItemName "The Dead Ringer" } } Enforcer { Name "Unstable Mod: Magnum Chamber" Attribute "damage bonus" Cap 1.35 Increment 0.35 Cost 0 SecondaryAttributes //Secondary attributes applied when upgrade is applied, for each upgrade level { "damage bonus while disguised" 0.8 "Reload time increased" 0.5 "closerange backattack minicrits" 1 "clip size penalty" -0.4 "fire rate penalty" 0.2 } Description "+Mini crits from behind +50% damage bonus +80% damage while disguised -50% slower reload -40% clip size -20% firing speed" Tier 1 AllowedWeapons { ItemName "The Enforcer" } } Revolver { Name "Unstable Mod: Tranq Rounds" Attribute "mark for death" Cap 1 Increment 1 Cost 0 SecondaryAttributes //Secondary attributes applied when upgrade is applied, for each upgrade level { "override projectile type" 5 // "custom weapon fire sound" "=80|weapons\pistol\pistol_fire2.wav" "projectile sound" "=80|weapons\pistol\pistol_fire2.wav" "custom weapon reload sound" "items\ammo_pickup.wav" "custom kill icon" "syringegun_medic" "disable buildings on hit" 4 "subtract victim medigun charge on hit" 25 "clip size penalty HIDDEN" -0.35 } Description "+Marks target for death +Drains 25% uber +Disables buildings -Fires a syringe -35% clip size" Tier 1 AllowedWeapons { ClassName TF_WEAPON_REVOLVER } DisallowedWeapons // Disallow those weapons { ItemName "The Enforcer" ItemName "Festive Ambassador" ItemName "The Ambassador" ItemName "The Wild Revolver" } } Amby { Name "Unstable Mod: Explosive Headshot" Attribute "explosive sniper shot" Cap 1 Increment 1 Cost 0 SecondaryAttributes //Secondary attributes applied when upgrade is applied, for each upgrade level { "clip size penalty HIDDEN" -0.5 "fire rate penalty HIDDEN" 0.2 } Description "+headshots explode -50% Mag size -20% slower firing speed" Tier 1 AllowedWeapons { ItemName "The Ambassador" ItemName "Festive Ambassador" } } Amby_B { Name "Stable Mod: Skullcracker" Attribute "can headshot" Cap 1 Increment 1 Cost 0 SecondaryAttributes //Secondary attributes applied when upgrade is applied, for each upgrade level { "crit_dmg_falloff" -1 "headshot damage increase" 0.25 } Description "+No Headshot cooldowwn +25% headshot damage" Tier 1 AllowedWeapons { ItemName "The Ambassador" ItemName "Festive Ambassador" } } Knife_A { Name "Stable Mod: Direct Deposit" Attribute "collect currency on kill" Cap 1 Increment 1 Cost 0 Description "+On kill: robot drops red money (automatically collected)" Tier 1 Allowplayerclass Spy AllowedWeapons { Slot "Melee" } } Big_Earner { Name "Unstable Mod: Longer blade" Attribute "collect currency on kill" Cap 1 Increment 1 Cost 0 SecondaryAttributes //Secondary attributes applied when upgrade is applied, for each upgrade level { "melee range multiplier" 0.6 "melee bounds multiplier" 0.2 "damage penalty" -0.15 } Description "+50% melee range +Collects money on kill -15% damage penalty" Tier 1 AllowedWeapons { ItemName "The Big Earner" } } Sapper { Name "Unstable Overclock: Malware payload" Attribute "effect cond override" Cap 3283736 Increment 3283736 Cost 0 SecondaryAttributes { "effect add attributes" "damage penalty|0.5" } Description "+Sapper Applies Milk, Jarate and lowers damage by 50% +Sapper is not consumed on use -Cannot stun" Tier 1 AllowPlayerClass Spy AllowedWeapons { ItemName "The Red-Tape Recorder" SimilarToItem TF_WEAPON_BUILDER_SPY ItemName "Festive Sapper" } } Sapper_b { Name "Unstable Overclock: Battery Transfer" Attribute "mult cloak meter consume rate" Cap 1.5 Increment 0.5 Cost 0 SecondaryAttributes { "effect bar recharge rate increased" -0.5 "cloak regen rate decreased" -0.25 } Description "+50% faster recharge rate -50% cloak drain -25% cloak regeneration" Tier 1 AllowPlayerClass Spy AllowedWeapons { ItemName "The Red-Tape Recorder" SimilarToItem TF_WEAPON_BUILDER_SPY ItemName "Festive Sapper" } } XbowBalancedA { Name "Unstable Mod: Support Bolts" Attribute "add cond on hit" Cap 27 Increment 27 Cost 0 SecondaryAttributes //Secondary attributes applied when upgrade is applied, for each upgrade level { "add cond on hit duration" 3.0 "reload time increased hidden" 0.5 } Description "+On hit: Apply 4 seconds of Mad Milk -50% slower reload speed" Tier 1 AllowedWeapons { ItemName "The Crusader's Crossbow" ItemName "Festive Crusader's Crossbow" } } XbowBalancedB { Name "Unstable Mod: Rubber Bolts" Attribute "reload full clip at once" Cap 1 Increment 1 Cost 0 SecondaryAttributes //Secondary attributes applied when upgrade is applied, for each upgrade level { "reload time increased hidden" 0.35 "grenade bounce speed" 1 "projectile lifetime" 1.75 "projectile no deflect" 1 "reset arrow hits on bounce" 1 "grenade bounce damage" -0.35 "mult dmg vs tanks" -.20 "fire rate penalty" 1 "maxammo primary reduced" -0.15 } Description "+Bouncy Syringes -50% ammo -35% slower reload -100% firing speed -35% damage per bounce" Tier 1 AllowedWeapons { ItemName "The Crusader's Crossbow" ItemName "Festive Crusader's Crossbow" } } NeedleBalancedB { Name "Unstable Mod: Biohazard Needle" Attribute "add cond on hit" SecondaryAttributes { "add cond on hit duration" 2.0 "reload time increased hidden" 0.35 "damage penalty" -0.75 "clip size penalty" -0.75 } Cap 24 Increment 24 Cost 0 Description "+Applies Jarate for 2 seconds -35% slower reload -75% damage -75% clip size" Tier 1 AllowedWeapons { ClassName TF_WEAPON_SYRINGEGUN_MEDIC } } ///mediguns MedigunA { Name "Unstable Mod: Broken Shield Lens" Attribute "heal rate bonus" Cap 1.20 Increment 0.20 Cost 0 Description "+25 max hp +20% heal rate +15% uber build +Patients regen ammo +50% shield damage -Small shield size" Tier 1 SecondaryAttributes { "ubercharge overheal rate penalty" 0.15 "medigun passive attributes" "ammo regen|0.5|metal regen|125" "max health additive bonus" 25 "generate rage on heal" 2 "dmg penalty vs players" 1.5 //50% damage bonus "increase buff duration" 0.5 } OnApply { Output "popscript,$PersonalProjectileShieldPurchase,,0" } OnDowngrade { Output "popscript,$PersonalProjectileShieldRefunded,,0" } AllowedWeapons { ClassName TF_WEAPON_MEDIGUN ItemName "Festive Medigun 2011" } DisallowedWeapons { ItemName "The Quick-Fix" ItemName "The Vaccinator" ItemName "The Kritzkrieg" ItemName "The Battering Ram" } } MedigunB { Name "Unstable Mod: RĂ¼stung Chip" Attribute "heal rate bonus" Cap 1.25 Increment 0.25 Cost 0 Description "+25% heal rate -10% overheal rate penalty (i)Ubercharge: Increase move, weapon and reload speed +Can apply uber to multiple patients" Tier 1 SecondaryAttributes { "medigun keep charged effect" 1 "effect cond override" 2106481 "ubercharge overheal rate penalty" 0.1 } AllowedWeapons { ItemName "The Kritzkrieg" } } QuickFix { Name "Unstable Mod: Prototype Module" Attribute "overheal decay penalty" Cap 0.25 Increment -0.75 Cost 0 Description "+50% faster heal rate +Building Beam -50% overheal -20% slower uber build on overhealed patients -50% shield damage" Tier 1 SecondaryAttributes { "overheal penalty" -0.5 "heal rate bonus" 0.5 "ubercharge overheal rate penalty" -0.2 "medic machinery beam" 4 // "increase buff duration" -0.25 "dmg penalty vs players" -0.5 } AllowedWeapons { ItemName "The Quick-Fix" } } ////Bonesaws BonesawCleanA { Name "Stable Mod: Battery Leech" Attribute "add uber charge on hit" Cap 0.15 Increment 0.15 Cost 0 Description "+15% uber on hit" Tier 1 Allowplayerclass Medic AllowedWeapons { Slot "Melee" } DisallowedWeapons { ItemName "The Ubersaw" ItemName "The Stasis Shock" } } BonesawCleanB { Name "Stable Mod: Mark Module" Attribute "mark for death" Cap 10 Increment 10 Cost 0 Description "+Mark For Death +35% damage bonus" Tier 1 Allowplayerclass Medic AllowedWeapons { Slot "Melee" } SecondaryAttributes { "damage bonus" 0.35 } DisallowedWeapons { SimilarToItem "The Ubersaw" ItemName "The Amputator" ItemName "The Vita-Saw" ItemName "The Stasis Shock" } } Amputator { Name "Unstable Mod: Protection Mode" Attribute "dmg from ranged reduced" Cap 0.5 Increment -0.5 Cost 0 Description "+3 hp regen +50% ranged resistance -30% damage penalty" Tier 1 SecondaryAttributes { "health regen" 3 "damage penalty" -0.3 } AllowedWeapons { ItemName "The Amputator" } } RifleA { Name "Unstable Mod: Rifle Mastery" Attribute "ability master sniper" Cap 1 Increment 1 Cost 0 SecondaryAttributes //Secondary attributes applied when upgrade is applied, for each upgrade level { "mult bleeding dmg" -0.2 } Description "+40% faster zoom time +50% faster charge speed -20% explosive headshot damage" Tier 1 AllowedWeapons { SimilarToItem "The Bazaar Bargain" } } RifleB { Name "Unstable Mod: Hitman's Scope" Attribute "mod soldier buff type" Cap 6 Increment 6 Cost 0 SecondaryAttributes //Secondary attributes applied when upgrade is applied, for each upgrade level { "rage on kill" 35 "rage on assists" 15 "no primary ammo from dispensers while active" 1 "mult bleeding dmg" -0.25 } Description "+Rifle has focus -No ammo from dispensers while active -25% explosive headshot damage" Tier 1 Allowplayerclass Sniper AllowedWeapons { SimilarToItem "Festive Sniper Rifle 2011" } } Sleeper { Name "Unstable Mod: Malware Payload" Attribute "Sniper charge per sec" Cap 1.5 Increment .25 Cost 0 SecondaryAttributes //Secondary attributes applied when upgrade is applied, for each upgrade level { "add attributes on hit" "damage penalty|0.65|5|move speed penalty|0.75|5" "mult bleeding dmg" -0.25 } Description "+Robots are slowed by 25% and deal 35% less damage for 5 seconds -25% explosive headshot damage" Tier 1 Allowplayerclass Sniper AllowedWeapons { ItemName "The Sydney Sleeper" } } Sleeper_b { Name "Unstable Mod: Golden Cloud" Attribute "radius sleeper" Cap 1 Increment 1 Cost 0 SecondaryAttributes //Secondary attributes applied when upgrade is applied, for each upgrade level { "mult bleeding dmg" -0.75 "Sniper charge per sec" -0.25 "mod soldier buff type" 6 "rage on kill" 35 "rage on assists" 15 } Description "+Jarate splash headshot +Focus -75% explosive headshot damage -25% charge rate" Tier 1 Allowplayerclass Sniper AllowedWeapons { ItemName "The Sydney Sleeper" } } HuntsmanA { Name "Unstable Mod: Rubber Compound" Attribute "grenade bounce speed" Cap 0.95 Increment 0.95 Cost 0 SecondaryAttributes { "projectile lifetime" 3.5 "mult bleeding dmg" 4 "mod projectile heat aim start time" 3 "mod projectile heat seek power" 360 "dmg penalty vs players" -0.2 "cannot headshot" 1 "projectile no deflect" 1 "reset arrow hits on bounce" 1 "mult dmg vs tanks" -0.35 } Description "+Arrows now bounce +4x bleed damage +Arrows will seek target after 3 seconds -20% damage penalty -No Headshots" Tier 1 AllowedWeapons { ItemName "The Huntsman" ItemName "The Fortified Compound" ItemName "Festive Huntsman" } } Classic { Name "Unstable Mod: Seeker Rounds" Attribute "damage all connected" Cap 1 Increment 1 Cost 0 SecondaryAttributes { "sniper no headshot without full charge" -1 "mult bleeding dmg" -0.5 "sniper charge per sec" -0.9 } Description "+Damages all connected via medi-beam +Classic no longer requires full-charge -90% slower charge -50% explosive headshot damage" Tier 1 Allowplayerclass Sniper AllowedWeapons { ItemName "The Classic" } } Machina { Name "Unstable Mod: Anti Material Rifle" Attribute "sniper full charge damage bonus" Cap 1.35 Increment 0.2 Cost 0 SecondaryAttributes { "aiming movespeed decreased" -0.9 "mod ammo per shot" 2 "mult bleeding dmg" -0.15 } Description "+20% charge damage -2 ammo per shot -90% speed whole scoped -15% explosive headshot damage" Tier 1 Allowplayerclass Sniper AllowedWeapons { ItemName "The Machina" } } SMG { Name "Unstable Mod: Headshot Mode" Attribute "revolver use hit locations" Cap 1 Increment 1 Cost 0 SecondaryAttributes { "provide on active" 1 "mult bleeding dmg" -0.9 "explosive sniper shot" 1 "fire rate penalty HIDDEN" 0.5 "headshot damage increase" 0.25 "damage bonus" 0.5 } Description "+Deals low damage explosive headshots +50% damage bonus -50% slower firing speed" Tier 1 AllowedWeapons { ClassName TF_WEAPON_SMG } } SMG_PeePee { Name "Unstable Mod: Biohazard Bullets" Attribute "add cond on hit" SecondaryAttributes { "add cond on hit duration" 3.0 "reload time increased hidden" 0.25 } Cap 24 Increment 24 Cost 0 Description "+Applies Jarate for 3 seconds +25% damage bonus -25% slower reload " Tier 1 AllowedWeapons { ClassName TF_WEAPON_SMG } } Shiv_A { Name "Unstable Mod: Biohazard Blade" Attribute "add cond on hit" SecondaryAttributes { "add cond on hit duration" 5.0 "damage penalty" -0.15 "mult bleeding delay" -0.2 "mult bleeding dmg" 2 } Cap 24 Increment 24 Cost 0 Description "+Applies Jarate for 5 seconds +Stronger bleed -15% damage penalty" Tier 1 AllowedWeapons { ItemName "The Tribalman's Shiv" } } Shah { Name "Unstable Mod: Basher Blade" Attribute "hit self on miss" Cap 1 Increment 1 Cost 0 SecondaryAttributes { "mult crit when health is below percent" -0.5 "mult dmgtaken from melee" -0.25 } Description "+Crits when below 50% health +25% resistance to melee -On Miss: Hit yourself, wanka" Tier 1 AllowedWeapons { ItemName "The Shahanshah" } } croc_back { Name "Stable Mod: Thicker Hide" Attribute "max health additive bonus" SecondaryAttributes { "dmg taken from crit reduced" 0.75 "mult dmgtaken from melee" -0.35 } Cap 25 Increment 25 Cost 0 Description "+25 max hp +75% crit resistance +35% melee resistance" Tier 1 AllowedWeapons { ItemName "Darwin's Danger Shield" } } razor { Name "Stable Mod: Supply Storage" Attribute "maxammo primary increased" Cap 1.5 Increment 0.5 Cost 0 Description "+50% max ammo +35% melee resistance" SecondaryAttributes { "mult dmgtaken from melee" -0.35 } Tier 1 AllowedWeapons { ItemName "The Razorback" } } } }