// Custom upgr created by SiF v1.0.1 // Add '#base overclock_sif' to use it on your own! // Most of these were inspired by robot weapons or old upgrades. // Check this page for the list // https://wiki.teamfortress.com/wiki/User:SiFWolf/Template:Mvm_upgrades_SiF // https://sifwolfy.github.io/custom-mvm-gg/ // v1 base. Check wiki for changelog. We have 100+ new toys for you :3c // v1 Added a few new weapons. TheseThingsAreTediouswehhh { // Template is "[] Weapon Name [Desc]" // credits to Tindall for the index help :3 // .and lite for the scripts // ..and Crin / Athazar for letting me borrow their stuff to rebalance. // v1.0 -- Base. // v1.0.1 -- Added armor-like weapon replacement to the Cust. Weapons pool(Scout_T1, Heavy_T3, Engi_T2, Medic_T1, Sniper_T1, Spy_T1), // ..moved a few upgr. to the custom items (Nailgun, Demo_Gunboat, Engi_High noon, Medic_PoisonDart). LuaScriptFile "scripts/launcher_reload_on_kill.lua" // BalanceMod BS. // Mostly cosmetic stuff. // One item is okay, right? ItemAttributes { ItemName "The Spy-cicle" "set turn to ice" 1 "mult dmg vs tanks" 4 } // One item.. yeah. #2 ItemAttributes { ItemName "Festive Eyelander" "set turn to ice" 1 } ItemAttributes { ItemName "The Holiday Punch" "set turn to ice" 1 } // Maybe just one.. Uh huh? #3 ItemAttributes { ItemName "The Ambassador" "crit_dmg_falloff" 0 // No reason, really } ItemAttributes { ItemName "Festive Ambassador" // undo shitty jungle inferno nerf "crit_dmg_falloff" 0 } // Also, maybe Bazooks is right. Let's help the weaker classes. // aaaand nope, I'm only including classes that struggle. // I don't think giving heavy 1.8x dmg while literally on brass (Doing 15-30 DMG) needs buff // Come on now, don't get me to argue that heavy needs to hard-carry everything. // Scout ~ hard carries with popper. I think Scattergun is fine, just buy dmg. // Soldier does it too well. All rounded, unless you're using Liberty // Pyro does OK, except for stock / degres // Demo- well heck them. Unless they're doing demoknight // Heavy is fine. // Engi is yeah.. fine, I gave you the option to buy dmg anyway. // Med has saws. Also wtf is his team doing if the medic is on tank? // Sniper has bushwack, kinda mid- but it does the job. // Spy got the buff. ItemAttributes { ItemName "The Degreaser" "mult dmg vs tanks" 1.66 } ItemAttributes { ItemName "The Loose Cannon" // Not YOU. F U C K you. "mult dmg vs tanks" 0.1 // For repeatedly ruining tests } ItemAttributes { ItemName "The Scorch Shot" "mod flaregun fires pellets with knockback" 1 // detonator proj "mult dmg vs tanks" 0.1 // No. You TOO, actually. } ItemAttributes { SimilarToItem "TF_WEAPON_REVOLVER" "mult dmg vs tanks" 2.6 } ItemAttributes { ItemName "The Diamondback" "mult dmg vs tanks" 2.6 // 2.25 } ItemAttributes { ItemName "The Enforcer" "mult dmg vs tanks" 2.8 } ItemAttributes { SimilarToItem "The Ambassador" "mult dmg vs tanks" 2.9 } ItemAttributes { SimilarToItem "TF_WEAPON_KNIFE" "mult dmg vs tanks" 4 } ItemAttributes { SimilarToItem "Your Eternal Reward" "mult dmg vs tanks" 4 } ItemAttributes { ItemName "Conniver's Kunai" "mult dmg vs tanks" 4 } ItemAttributes { ItemName "The Big Earner" "mult dmg vs tanks" 4 } CustomWeapon // Demo T2 Misc { Name "Iron Stompers" OriginalItemName "The Gunboats" "killstreak tier" 1 "special item description" "[Info] Provides more secondary ammo, fall immunity, and -60% blast damage reduction." "cancel falling damage" 1 "rocket jump damage reduction" 0.4 // 0.4 "mult credit collect range" 2.5 "move speed bonus" 1.15 // 1.2 "cancel falling damage" 1 "dmg penalty vs players" 3 // strong, but still too gimmicky imo "maxammo secondary increased" 1.5 "falling_impact_radius_stun" 1 "boots falling stomp" 1 "bot custom jump particle" 1 "attach particle effect" 8 // Ghosts } CustomWeapon // I have no idea what to call these yet. { Name "Bow OC A" OriginalItemName "The Fortified Compound" "killstreak tier" 1 "special item description" "[Info] Consecutive hit deals increased damagee." "gesture speed increase" 0.8 "dmg pierces resists absorbs" 1 "add attributes on hit" "self mark for death|1|8" "minicrits become crits" 1 "mult bleeding delay" 1.5 // "crit on cond" 25 // MiniCrit vs Bleeding "crit on cond" 114 // MiniCrit vs Marked "add cond on hit" 114 // Team Glow "add cond on hit duration" 8 "self add attributes on hit" "damage bonus HIDDEN|0.35|8" "cannot headshot" 1 "penetrate teammates" 1 "penetration damage penalty" 0.25 "dmg penalty vs players" 0.66 "attach particle effect" 8 // Ghosts "mult crit dmg" 0.75 "item style override" 1 "is australium item" 1 } CustomWeapon { "Sticky OC B" { OriginalItemName "TF_WEAPON_PIPEBOMBLAUNCHER" "killstreak tier" 1 "special item description" "[Info] Stickybomb is autofired with massive spread angle." "stickybomb charge rate" -1.3 "projectile no deflect" 1 "stickybomb stick to enemies" 1 "dmg penalty vs players" 0.66 // "fire rate bonus HIDDEN" 0.3 "max pipebombs increased" -2 // -4 "reload time increased hidden" 1.34 "item style override" 1 "is australium item" 1 // "projectile spread angle penalty" 3 } } CustomWeapon { "Rescue Ranger OC B" { OriginalItemName "The Rescue Ranger" "killstreak tier" 1 "special item description" "[Info] Your bolts is +50% more efficient at repairing, but lose 34% of your metal reserve." "special item description 2" "[Info] Also, teleporting your sentry is 50% cheaper." "repair health to metal ratio DISPLAY ONLY" 6 "mark for death on building pickup" 0 "engineer building teleporting pickup" 50 "arrow heals buildings" 120 // 90 "stun on hit" 0.4 "stun on hit type" movement "stun on hit slow" 1 "crit on cond" 1|9 // Crit vs Slow, Stunned "add attributes on hit" "no_jump|1|8" "maxammo metal increased" 0.66 "engy sentry damage bonus" 0.9 "damage bonus HIDDEN" 0.5 "item style override" 1 "is australium item" 1 } } CustomWeapon // Engi Revolver bouncing bullet thingy :c { Name "Rescue Ranger OC A" OriginalItemName "The Rescue Ranger" "killstreak tier" 1 "special item description" "[INFO] On Hit: Initiate Duel. Mark-for-Death for both of you." "special item description 2" "[INFO2] Ten Paces, pardner." "custom item model" "models/workshop/weapons/c_models/c_ttg_sam_gun/c_ttg_sam_gun.mdl" "custom projectile model" "models/weapons/w_models/w_rocketbullet.mdl" "custom weapon fire sound" "Weapon_Diamond_Back.Single" "use original class player animations" 1 "custom kill icon" "rescue_ranger_reflect" "SPELL: Halloween death ghosts" 1 "mark for death on building pickup" -1 "arrow heals buildings" -50 "engineer building teleporting pickup" 150 "hidden primary max ammo bonus" 2.5 // 3 "clip size penalty" 0.34 // 1 "mult projectile scale" 0.8 "damage bonus" 0.5 // 1.5 "mult dmg vs giants" 0.5 "projectile lifetime" 2.5 // 3 "projectile penetration" 1 "grenade bounce damage" 1.5 "no damage falloff" 1 "grenade bounce speed" 1.25 "reset arrow hits on bounce" 1 "mark for death" 1 "add cond on hit" 49 // Focus "minicrit on cond" 49 "self add cond on hit" 36 "self add cond on hit duration" 15 "add cond when active" 70 // prolly could've used crit vs cond for both of you. // "add attributes on kill" "minicrits become crits|1|10" "self add attributes on hit" "self mark for death|1|10" "add attributes on hit" "self mark for death|1|10|minicrit on cond|49|15" // "minicrits become crits" 1 } CustomWeapon { "Frontier Justice OC B" { OriginalItemName "Festive Frontier Justice" "killstreak tier" 1 "special item description" "[Info] This shotgun will crit from behind, instead of requiring your sentry to go down." "mod sentry killed revenge" 0 "lose revenge crits on death DISPLAY ONLY" 0 "dmg taken from crit increased" 6.66 "add attributes on kill" "fire rate bonus HIDDEN|0.5|8|spread penalty|0.3|8" "crit from behind" 1 "bullets per shot bonus" 0.8 "damage bonus HIDDEN" 0.25 "ragdolls become ash" 1 } } ExtendedUpgrades { MaxUpgradesTier { 1 1 // That means non-body upgrades can only have 1 } // Because well uhh, I said so! -SiF, before regretting not intensively testing their stuff. //SiFUwU // { // Name "ExtendedUpgr1.0" // Attribute "max health additive bonus" // Cap 0 // Increment 0 // Cost 0 // Description "Robot-like old Stats of your weapon are available for you to use." // Tier 1 // PlayerUpgrade 1 // } global_info { Name "SiF_ExtendedUpgr_v1.0.1" // Description "Stock has DMG+ available // Killstreaks and spells are free." // Description "BOT // REWORK // x-1 stats of your weapon are available for you to use." PlayerUpgrade 1 Cost 999999 // Attribute "mod player is suicide this overclock is going to be awesome" Attribute "always crit" Increment 0 Cap 0 // Tier 1 // why doesn't this work? AllowPlayerClass Soldier } //global_info2 // { // Name "Stock has DMG+ available // Sidegrades have A n' B" // PlayerUpgrade 1 // Cost 362199 // Attribute "always crit" // Increment 0 // Cap 0 // } // global_body_IcanSeeEverything // { // Name "See Enemy HP" // } global_body_meleehitregsuchgayporn_in_thisgameqwq { Name "+15% Melee Resistance" // Description " " PlayerUpgrade 1 Cost 150 Attribute "mult dmgtaken from melee" Increment -0.15 Cap 0.5 AllowPlayerClass Soldier SecondaryAttributes { "damage force reduction" -0.2 } } global_body_quickswap { Name "+33% Faster Weapon Holster" // Description " " PlayerUpgrade 1 Cost 150 // 100 Attribute "deploy time decreased" Increment -0.33 Cap 0.66 // 0.67 AllowPlayerClass Soldier SecondaryAttributes { "switch from wep deploy time decreased" -0.33 } } global_body_meleerange { Name "+25% Melee Range" PlayerUpgrade 1 // AllowPlayerClass Scout AllowPlayerClass Soldier // AllowPlayerClass Pyro // AllowPlayerClass Demoman // AllowPlayerClass Heavyweapons // AllowPlayerClass Engineer // AllowPlayerClass Medic // AllowPlayerClass Sniper // AllowPlayerClass Spy Cost 225 Attribute "melee range multiplier" Increment 0.25 Cap 1.75 SecondaryAttributes { "melee bounds multiplier" 0.2 // 0.15 } } } // enby ext upgr } // waveend