//time to blatantly copy DrCactus and make my own overclocks //Rework: Changes the weapon to do something mostly or completely different //Unstable: Keeps the same mechanics, but adds something extra with a very notable downside //Upgrade: Small extra bonuses //Stable: Same principals as Unstable, but keeps it closer to being an Upgrade WaveSchedule { ExtendedUpgrades { MaxUpgradesTier { 1 1 } adviceScout1 { Name "Available Overclocks" Attribute "damage penalty" Cap 1 Increment 1 Cost 200 Tier 2 PlayerUpgrade 1 AllowPlayerClass Scout Description "Overclocks are available for the following Scout Primaries: Scattergun, Force-a-Nature, Shortstop" } adviceScout2 { Name "Available Overclocks" Attribute "damage penalty" Cap 1 Increment 1 Cost 200 Tier 2 PlayerUpgrade 1 AllowPlayerClass Scout Description "Overclocks are available for the following Scout Secondaries: The Flying Guilliotine, Pistol, Bonk! Atomic Punch" } adviceScout3 { Name "Available Overclocks" Attribute "damage penalty" Cap 1 Increment 1 Cost 200 Tier 2 PlayerUpgrade 1 AllowPlayerClass Soldier Description "Overclocks are available for the following Scout Melees: The Sandman, The Wrap Assassin" } adviceSoldier1 { Name "Available Overclocks" Attribute "damage penalty" Cap 1 Increment 1 Cost 200 Tier 2 PlayerUpgrade 1 AllowPlayerClass Soldier Description "Overclocks are available for the following Soldier Primaries: Rocket Launcher, The Direct Hit, The Cow Mangler 5000, The Liberty Launcher, The Black Box" } adviceSoldier2 { Name "Available Overclocks" Attribute "damage penalty" Cap 1 Increment 1 Cost 200 Tier 2 PlayerUpgrade 1 AllowPlayerClass Soldier Description "Overclocks are available for the following Soldier Secondaries: All Shotguns, The B.A.S.E. Jumper, The Righteous Bison, Gunboats, Mantreads" } adviceSoldier3 { Name "Available Overclocks" Attribute "damage penalty" Cap 1 Increment 1 Cost 200 Tier 2 PlayerUpgrade 1 AllowPlayerClass Soldier Description "Overclocks are available for the following Soldier Melees: All Melees, The Half-Zatoichi (unique for Soldier)" } advicePyro1 { Name "Available Overclocks" Attribute "damage penalty" Cap 1 Increment 1 Cost 200 Tier 2 PlayerUpgrade 1 AllowPlayerClass Pyro Description "Overclocks are available for the following Pyro Primaries: Flamethower(2), The Backburner(2)" } advicePyro2 { Name "Available Overclocks" Attribute "damage penalty" Cap 1 Increment 1 Cost 200 Tier 2 PlayerUpgrade 1 AllowPlayerClass Pyro Description "Overclocks are available for the following Pyro Secondaries: All Shotguns, The Flare Gun, The Scorch Shot, The Detonator" } advicePyro3 { Name "Available Overclocks" Attribute "damage penalty" Cap 1 Increment 1 Cost 200 Tier 2 PlayerUpgrade 1 AllowPlayerClass Pyro Description "Overclocks are available for the following Pyro Melees: All Pyro Melees, The Hot Hand, The Third Degree" } adviceDemo1 { Name "Available Overclocks" Attribute "damage penalty" Cap 1 Increment 1 Cost 200 Tier 2 PlayerUpgrade 1 AllowPlayerClass Demoman Description "Overclocks are available for the following Demoman Primaries: Grenade Launcher, The B.A.S.E. Jumper, The Loch-n-Load, The Iron Bomber" } adviceDemo2 { Name "Available Overclocks" Attribute "damage penalty" Cap 1 Increment 1 Cost 200 Tier 2 PlayerUpgrade 1 AllowPlayerClass Demoman Description "Overclocks are available for the following Demoman Secondaries: Stickybomb Launcher(2), Quickiebomb Launcher," } adviceDemo3 { Name "Available Overclocks" Attribute "damage penalty" Cap 1 Increment 1 Cost 200 Tier 2 PlayerUpgrade 1 AllowPlayerClass Demoman Description "Overclocks are available for the following Demoman Melees: Bottles, The Ullapool Caber, The Half-Zatoichi (unique to Demo), All Demo Swords" } adviceHeavy1 { Name "Available Overclocks" Attribute "damage penalty" Cap 1 Increment 1 Cost 200 Tier 2 PlayerUpgrade 1 AllowPlayerClass HeavyWeapons Description "Overclocks are available for the following Heavy Primaries: All Miniguns, The Brass Beast, Natascha" } adviceHeavy2 { Name "Available Overclocks" Attribute "damage penalty" Cap 1 Increment 1 Cost 200 Tier 2 PlayerUpgrade 1 AllowPlayerClass HeavyWeapons Description "Overclocks are available for the following Heavy Secondaries: All Shotguns, The Buffalo Steak Sandvich" } adviceHeavy3 { Name "Available Overclocks" Attribute "damage penalty" Cap 1 Increment 1 Cost 200 Tier 2 PlayerUpgrade 1 AllowPlayerClass HeavyWeapons Description "Overclocks are available for the following Heavy Melees: Fists(2), All Melee weapons" } adviceEngineer1 { Name "Available Overclocks" Attribute "damage penalty" Cap 1 Increment 1 Cost 200 Tier 2 PlayerUpgrade 1 AllowPlayerClass Engineer Description "Overclocks are available for the following Engineer Primaries: All non-Engineer Exclusive Shotguns, The Frontier Justice" } adviceEngineer2 { Name "Available Overclocks" Attribute "damage penalty" Cap 1 Increment 1 Cost 200 Tier 2 PlayerUpgrade 1 AllowPlayerClass Engineer Description "Overclocks are available for the following Engineer Secondaries: Pistol, The Short Circuit" } adviceEngineer3 { Name "Available Overclocks" Attribute "damage penalty" Cap 1 Increment 1 Cost 200 Tier 2 PlayerUpgrade 1 AllowPlayerClass Engineer Description "Overclocks are available for the following Engineer Melees: The Gunslinger, The Southern Hospitality" } adviceMedic1 { Name "Available Overclocks" Attribute "damage penalty" Cap 1 Increment 1 Cost 200 Tier 2 PlayerUpgrade 1 AllowPlayerClass Medic Description "Overclocks are available for the following Medic Secondaries: Medigun(3)" } adviceMedic1 { Name "Available Overclocks" Attribute "damage penalty" Cap 1 Increment 1 Cost 200 Tier 2 PlayerUpgrade 1 AllowPlayerClass Sniper Description "Overclocks are available for the following Medic Secondaries: Medigun(3)" } adviceSniper1 { Name "Available Overclocks" Attribute "damage penalty" Cap 1 Increment 1 Cost 200 Tier 2 PlayerUpgrade 1 AllowPlayerClass Sniper Description "Overclocks are available for the following Sniper Primaries: All Primaries, The Huntsman" } adviceSniper2 { Name "Available Overclocks" Attribute "damage penalty" Cap 1 Increment 1 Cost 200 Tier 2 PlayerUpgrade 1 AllowPlayerClass Sniper Description "Overclocks are available for the following Sniper Secondaries: All SMG's, The Razorback, The Cozy Camper, Darwins Danger Shield" } adviceSniper3 { Name "Available Overclocks" Attribute "damage penalty" Cap 1 Increment 1 Cost 200 Tier 2 PlayerUpgrade 1 AllowPlayerClass Sniper Description "Overclocks are available for the following Sniper Melees: All Melees except Bushwacka" } adviceSpy1 { Name "Available Overclocks" Attribute "damage penalty" Cap 1 Increment 1 Cost 200 Tier 2 PlayerUpgrade 1 AllowPlayerClass Spy Description "Overclocks are available for the following Spy Primaries: Revolver (2)" } adviceSpy2 { Name "Available Overclocks" Attribute "damage penalty" Cap 1 Increment 1 Cost 200 Tier 2 PlayerUpgrade 1 AllowPlayerClass Spy Description "Overclocks are available for the following Spy Melees: All Knives except The Big Earner" } adviceSpy3 { Name "Available Overclocks" Attribute "damage penalty" Cap 1 Increment 1 Cost 200 Tier 2 PlayerUpgrade 1 AllowPlayerClass Spy Description "Overclocks are available for the following Spy Watches: Invis Watch, The Cloak and Dagger" } //multi Shotgun { Name "Rework: The Punisher" Attribute "bullets per shot bonus" Cap 3 Increment 3 Cost 0 Description "+300% more bullets shot, faster reload; -33% damage done, 50% slower fire rate" Tier 1 SecondaryAttributes { "faster reload rate" -0.9 "damage penalty" -0.33 "fire rate penalty" 0.5 } DisallowedWeapons { Itemname "Panic Attack Shotgun" } AllowedWeapons { ClassName TF_WEAPON_SHOTGUN_PRIMARY ClassName TF_WEAPON_SHOTGUN_HWG ClassName TF_WEAPON_SHOTGUN_SOLDIER ClassName TF_WEAPON_SHOTGUN_PYRO } } Shotgun { Name "Rework: The Punisher" Attribute "bullets per shot bonus" Cap 3.5 Increment 3.5 Cost 0 Description "+400% more bullets shot, faster reload; -43% damage done" Tier 1 SecondaryAttributes { "faster reload rate" -0.9 "damage penalty" -0.23 "fire rate penalty" 0.5 } AllowedWeapons { Itemname "Panic Attack Shotgun" } } PistolBullets { Name "Upgrade: Super Firepower" Attribute "bullets per shot bonus" Cap 2 Increment 1 Cost 0 Description "Minicrits become Crits, 100% Bullets per shot, 200% increased ammo." Tier 1 AllowPlayerClass Scout AllowPlayerClass Engineer AllowPlayerClass Sniper SecondaryAttributes { "maxammo secondary increased" 2 "minicrits become crits" 1 } AllowedWeapons { ClassName TF_WEAPON_PISTOL ItemName "The C.A.P.P.E.R" ClassName TF_WEAPON_SMG } } //scout ScatterPrecision { Name "Unstable: Precision" Attribute "duck accuracy mult" Cap 0.25 Increment -0.75 Cost 0 SecondaryAttributes { "no damage falloff" 1 "fire rate penalty" 0.35 } Description "75% increased accuracy while crouching and no damage fall off, but you fire 35% slower." Tier 1 AllowPlayerClass Scout AllowedWeapons { Slot "Primary" } DisallowedWeapons // Disallow those weapons { ItemName "The Soda Popper" ItemName "The Force-a-Nature" ItemName "The Shortstop" ItemName "Festive Force-a-Nature" } } FaNLRounds { Name "Unstable: Mega Payload" Attribute "clip size bonus" Cap 2 Increment 1 Cost 0 SecondaryAttributes //Secondary attributes applied when upgrade is applied, for each upgrade level { "scattergun has knockback" -1 "hidden primary max ammo bonus" 1 "reload time increased" 0.4 } Description "Double clip and reserve ammo but you don't deal knockback and reload 40% slower." Tier 1 AllowPlayerClass Scout AllowedWeapons { ItemName "The Force-a-Nature" ItemName "Festive Force-a-Nature" } } Shortstop { Name "Upgrade: Spicy Shots" Attribute "set damagetype ignite" Cap 1 Increment 1 Cost 0 SecondaryAttributes { "add attributes on kill" "damage bonus vs burning|1.5|3" } Description "Ignites enemies. On Kill: +50% damage bonus vs burning for 3 seconds." Tier 1 AllowPlayerClass Scout AllowedWeapons { ItemName "The Shortstop" } } CleaverDMGBonus { Name "Stable: Titanium Blade" Attribute "dmg penalty vs players" Cap 5 Increment 5 Cost 0 Description "Cleaver gains a massive damage boost, deals full crits to slowed players, but the cleaver recharges 50% slower." Tier 1 SecondaryAttributes { "crit vs burning players" 65536 "damage bonus" 5 "effect bar recharge rate increased" 0.5 "mult bleeding dmg" -1 } AllowedWeapons { ItemName "The Flying Guillotine" } } BonkSoda { Name "Upgrade Mod: Added Chemicals" Attribute "effect cond override" Cap 7182 Increment 7182 Cost 0 Description "Effect grants increased money collection radius and knockback immunity." Tier 1 SecondaryAttributes { "effect add attributes" "mult credit collect range|2|mod weapon blocks healing|1" } AllowedWeapons { ItemName "Bonk! Atomic Punch" ItemName "Festive Bonk 2014" } } SandmanTanker { Name "Rework: Home-Run" Attribute "dmg penalty vs players" Cap 2 Increment 1 Cost 0 Description "+3 Max baseballs, Double Ball damage, +50% faster firing speed +15 health; No double jump and -50% swinging damage penalty." Tier 1 SecondaryAttributes { "fire rate bonus" -0.5 "damage penalty" -0.5 "max health additive penalty" 15 "no double jump" 1 "maxammo grenades1 increased" 3 } AllowedWeapons { ItemName "The Sandman" } } WrapAttributes { Name "Stable Mod: Effect Overdrive" Attribute "max health additive penalty" Cap -25 Increment -25 Cost 0 Description "-25 health; On Hit/Bleed damage: You do +25% damage and take 25% less damage." Tier 1 SecondaryAttributes { "self add attributes on hit" "damage bonus|1.25|1|dmg from ranged reduced|0.75|1" } AllowedWeapons { ItemName "The Wrap Assassin" } } //soldier //RocketBattleBonus //{ // Name "Upgrade: Fearless" // Attribute "max health additive bonus" // Cap 25 // Increment 25 // Cost 0 // SecondaryAttributes // { // "mult crit dmg" 0.25 // "increase buff duration" 0.15 // } // Description "+25% crit damage, +25 max health and +15% buff duration." // 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 "The Beggar's Bazooka" // } //} BullRockets { Name "Unstable: Bull Rockets" Attribute "projectile speed increased" Cap 2.5 Increment 1 Cost 0 SecondaryAttributes { "card: damage bonus" 0.5 "clip size penalty" -0.5 } Description "50% Damage Bonus, 100% Faster rockets, but you have 50% lower clip size." Tier 1 AllowedWeapons { ItemName "The Direct Hit" } } ManglerCombo { Name "Unstable: Plasma Burner" Attribute "crit vs burning players" Cap 1 Increment 1 Cost 0 SecondaryAttributes { "crits_become_minicrits" -1 "blast radius decreased" -0.40 "mult crit dmg" -0.4 } Description "Crits Burning targets, removed Crits becoming Mini-Crits downside. -40% splash radius, -40% crit dmg." Tier 1 AllowedWeapons { ItemName "The Cow Mangler 5000" } } LibertyLauncher { Name "Upgrade: Big Blast" Attribute "blast radius increased" Cap 1.25 Increment 0.25 Cost 0 Description "+25% bigger blast radius" Tier 1 AllowedWeapons { ItemName "The Liberty Launcher" } } BlackBox { Name "Upgrade: Team Player" Attribute "mod soldier buff range" Cap 2 Increment 1 Cost 0 Description "+100% banner effect radius." Tier 1 AllowedWeapons { ItemName "The Black Box" ItemName "Festive Black Box" } } //Gunboats //{ // Name "Upgrade: Manual Labour" // Attribute "uber on damage taken" // Cap 0.1 // Increment 0.10 // Cost 0 // Description "10% chance to become invulnerable while taking damage" // Tier 1 // AllowedWeapons // { // ItemName "The Gunboats" // ItemName "The Mantreads" // Itemname "The B.A.S.E. Jumper" // Itemname "The Thermal Thruster" // Itemname "the chargin' targe" // Itemname "the splendid screen" // Itemname "the tide turner" // Itemname "Darwin's Danger Shield" // Itemname "the cozy camper" // Itemname "the razorback" // } //} Bison { Name "Upgrade: Memory Eraser" Attribute "mark for death" Cap 1 Increment 1 Cost 0 Description "Causes Marked for death, hits targets connected via Medibeam and briefly stuns non-giants." SecondaryAttributes { "add cond on hit" 71 "add cond on hit duration" 1.5 "damage all connected" 1 } Tier 1 AllowedWeapons { ItemName "The Righteous Bison" } } //shotguns above Shovel { Name "Upgrade: Shine Smash" Attribute "melee airblast" Cap 1 Increment 1 Cost 0 SecondaryAttributes { //"mod shovel damage boost" 1 "damage bonus" 0.5 "provide on active" 1 //"move speed penalty" -0.2 } Description "(i)When active: +50% damage bonus, and reflect projectiles while attacking" Tier 1 Allowplayerclass Soldier AllowedWeapons { ClassName TF_WEAPON_SHOVEL } DisallowedWeapons // Disallow those weapons { ItemName "The Pain Train" ItemName "The Market Gardener" } } MeleeReflect { Name "Stable: Deadly Skewer" Attribute "dmg current health" Cap 0.08 Increment 0.08 Cost 0 Description "Damage increases and decreases based on target current health, 40% slower fire rate." Tier 1 Allowplayerclass Soldier SecondaryAttributes { "fire rate penalty" 0.4 } AllowedWeapons { ItemName "The Half-Zatoichi" } } //pyro FlameAirblast { Name "Rework: Wind Runner" Attribute "airblast pushback scale" Cap 1.5 Increment 0.5 Cost 0 SecondaryAttributes { "mult stun resistance" -0 "airblast dashes" 1 "mult airblast primary refire time" -0.8 } Description "Airblast pushes user instead of enemies, +50% stronger airblast force and near-instant airblast recovery." Tier 1 AllowedWeapons { ClassName TF_WEAPON_FLAMETHROWER ItemName "Festive Flamethrower 2011" Itemname "TF_WEAPON_FLAMETHROWER" } DisallowedWeapons // Disallow those weapons { ItemName "The Phlogistinator" ItemName "The Backburner" ItemName "The Dragon's Fury" ItemName "The Degreaser" } } FlameRange { Name "Upgrade: Design Violation" // do you get the joke Attribute "flame_drag" Cap 3 Increment -4 Cost 0 Description "Increased flamethrower range." Tier 1 SecondaryAttributes { "lunchbox adds minicrits" 2 } AllowedWeapons { ClassName TF_WEAPON_FLAMETHROWER ItemName "Festive Flamethrower 2011" Itemname "TF_WEAPON_FLAMETHROWER" } DisallowedWeapons // Disallow those weapons { ItemName "The Phlogistinator" //ItemName "The Backburner" ItemName "The Dragon's Fury" //ItemName "The Degreaser" } } SlowOnHitDragon { Name "Upgrade: Loitering Targets" Attribute "kill eater" Cap 1 Increment 1 Cost 0 Description "On Hit: Briefly slows targets by 30%" Tier 1 SecondaryAttributes { "add attributes on hit" "SET BONUS: move speed set bonus|0.7|2" //"damage penalty" -0.3 } AllowedWeapons { ItemName "The Dragon's Fury" } } //shotguns Flaregun { Name "Upgrade: Danger Zone" Attribute "mult crit dmg" Cap 2 Increment 1 Cost 0 Description "100% more Critical damage" Tier 1 AllowPlayerClass Pyro AllowedWeapons { ItemName "The Flare Gun" ItemName "Festive Flare Gun" ItemName "The Detonator" //ItemName "The Scorch Shot" ItemName "The Manmelter" } } Detonator { Name "Unstable: Unhelpful Signal" Attribute "always crit" Cap 1 Increment 1 Cost 0 Description "No damage penalty, 50% Bigger Blast radius and +70% damage bonus +Always Crit; 100% slower firing speed." Tier 1 AllowPlayerClass Pyro SecondaryAttributes { "blast radius increased" 0.5 "damage bonus" 0.7 //"damage penalty" -0.3 "fire rate penalty" 1 "damage penalty" 0.25 } AllowedWeapons { ItemName "The Detonator" } } Scorch { Name "Stable: Night Sun" // more of an upgrade, but called stable to trick apes who think knockback is good Attribute "mult projectile count" Cap 2 Increment 1 Cost 0 Description "+1 Flare fired +crits vs burning players, No Knockback" Tier 1 AllowPlayerClass Pyro SecondaryAttributes { "projectile spread angle penalty" 1 "mod flaregun fires pellets with knockback" -4 "crit vs burning players" 1 } AllowedWeapons { ItemName "The Scorch Shot" } } PyroMelee { Name "Upgrade: Boiling Point" Attribute "mark for death" Cap 1 Increment 1 Cost 0 Description "Marks targets for death." Tier 1 Allowplayerclass Pyro AllowedWeapons { Slot "Melee" } DisallowedWeapons { //ItemName "The Back Scratcher" ItemName "The Third Degree" ItemName "The Hot Hand" } } ThirdDegree { Name "Stable Mod: Phlogiston's Enigma" Attribute "critboost on kill" Cap 3 Increment 3 Cost 0 SecondaryAttributes { "max health additive penalty" -15 "single wep holster time increased" 0.5 } Description "3 seconds of Critboost on kill, -15 health, this weapon holsters 50% slower." Tier 1 AllowedWeapons { ItemName "The Third Degree" } } HotHand { Name "Rework: Wide Slap" Attribute "melee cleave attack" Cap 1 Increment 1 Cost 0 Description "+Attack cleaves area infront +Crits from behind +80% crit damage bonus -30% damage penalty" Tier 1 AllowedWeapons { ItemName "The Hot Hand" } SecondaryAttributes { "crit from behind" 1 "damage penalty" -0.3 "mult crit dmg" 0.8 } } //demo GrenadeLauncher { Name "Upgrade Mod: Junkertown Bombs" Attribute "grenade bounce speed" Cap 0.75 Increment 0.75 Cost 0 SecondaryAttributes { "grenade bounce damage" 0.2 } Description "Grenades are more bouncy, +20% damage if a grenade bounces off a wall and hits an enemy." Tier 1 AllowedWeapons { ClassName TF_WEAPON_GRENADELAUNCHER ItemName "Festive Grenade Launcher" } DisallowedWeapons // Disallow those weapons { ItemName "The Loch-n-Load" } } Loch { Name "Rework: Time Stop Pills" Attribute "grenade detonation damage penalty" Cap 3 Increment 1.5 Cost 0 SecondaryAttributes { "mod projectile heat seek power" 10 "mod projectile heat aim error" 10 "mod projectile heat aim time" 1 "projectile spread angle penalty" 2 "projectile acceleration" -2000 "projectile acceleration time" 0.6 "clip size penalty" 0.25 "fire rate bonus hidden" -0.8 "blast radius decreased" 0.25 "projectile speed increased" -0.25 "fuse bonus" -0.3 "damage penalty" -0.5 } Description "Pills Home onto targets, then stop mid air and explode; -50% damage, +80% faster firing speed" Tier 1 AllowedWeapons { ItemName "The Loch-n-Load" } } IronBomber // really unsure about this one tbh { Name "Unstable Overclock: Leveler Bombs" Attribute "mod crit while airborne" Cap 1 Increment 1 Cost 0 Description "Deals Crits while sticky jumping; -50% crit dmg" SecondaryAttributes { "mult crit dmg" -0.5 } Tier 1 AllowedWeapons { ItemName "The Iron Bomber" } } Sticky { Name "Unstable Mod: Shatterbombs" Attribute "bleeding duration" Cap 1 Increment 1 Cost 0 SecondaryAttributes { "mult bleeding dmg" 1 "mult bleeding delay" -0.75 "sticky arm time penalty" 0.8 } Description "Stickybombs cause bleeding that deals double damage and ticks faster; +0.8 second longer arm time." 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" } } Sticky2 { Name "Unstable: Vampire Bombs" Attribute "heal on hit for slowfire" Cap 15 Increment 15 Cost 0 SecondaryAttributes { "damage penalty" -0.15 } Description "+15 health on hit; -15% damage." 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" } } Quickie { Name "Rework: Supercharged Stickies" Attribute "stickybomb_charge_damage_increase" Cap 1.7 Increment 0.35 Cost 0 SecondaryAttributes { "max pipebombs decreased" -4 "stickybomb charge rate" -0.1 } Description "-4 Active bombs; +35% charged stickybomb damage +10% faster bomb charge time." Tier 1 AllowedWeapons { ItemName "The Quickiebomb Launcher" } } Bottle { Name "Upgrade: Spilled Scrumpy" Description "Enemy gets Mad Milk on hit." AllowPlayerClass Demoman AllowedWeapons { ItemName "The Scottish Handshake" ClassName "TF_WEAPON_BOTTLE" } Cost 0 Attribute "add cond on hit" Increment 27 Cap 27 SecondaryAttributes { "add cond on hit duration" 5 } } Caber { Name "Upgrade: Extra Reserve" Attribute "regenerate stickbomb" Cap 1 Increment 1 Cost 0 SecondaryAttributes { "maxammo primary increased" 0.25 "maxammo secondary increased" 0.25 } Description "+Grenade is not destroyed on hit +25% increased primary and secondary ammo" Tier 1 AllowedWeapons { ItemName "The Ullapool Caber" } } ZatoichiDemo { Name "Upgrade: Deadly Samurai" Attribute "melee cleave attack" Cap 1 Increment 1 Cost 0 Description "(i)While active: +Cleave attack +2 Mid-air jumps +20% damage resistence while active" Tier 1 Allowplayerclass Demoman SecondaryAttributes { "air dash count" 2 "provide on active" 1 "dmg from ranged reduced" -0.2 "bot custom jump particle" 1 } AllowedWeapons { ItemName "The Half-Zatoichi" } } NotEyelanderSwords { Name "Upgrade: Fierce Strike" // wow how original Attribute "melee cleave attack" Cap 1 Increment 1 Cost 0 Description "+Cleave Attack +Damage all connected by Medibeam +40% damage bonus vs tanks and giants" Tier 1 Allowplayerclass Demoman SecondaryAttributes { "damage all connected" 1 "mult dmg vs tanks" 0.4 "mult dmg vs giants" 0.4 } AllowedWeapons { ItemName "The Claidheamohmor" ItemName "The Persian Persuader" ItemName "The Half-Zatoichi" } } Skullcutter { Name "Upgrade: Fierce Strike" // wow how original Attribute "melee cleave attack" Cap 1 Increment 1 Cost 0 Description "+Cleave Attack +Damage all connected by Medibeam +40% damage bonus vs tanks and giants +10% damage bonus." Tier 1 Allowplayerclass Demoman SecondaryAttributes { "damage all connected" 1 "mult dmg vs tanks" 0.4 "mult dmg vs giants" 0.4 "damage bonus hidden" 0.1 } AllowedWeapons { ItemName "The Scotsman's Skullcutter" } } //heavy Minigun { Name "Unstable: Sharpened Bullets" Description "+20% damage -No Ammo from Dispensers, -No Healing while active." AllowPlayerClass HeavyWeapons AllowedWeapons { Slot "primary" } DisallowedWeapons { ItemName "Natascha" ItemName "The Brass Beast" } Cost 0 Attribute "damage bonus" Increment 0.2 Cap 1.2 SecondaryAttributes { "no primary ammo from dispensers while active" 1 "mod weapon blocks healing" 1 "provide on active" 1 } } Brass { Name "Rework: Attack Helicopter" Description "-50% slower spin up and No Healing; +100 health, +Move speed penalties while revved are disabled, +20% move speed while revved up" AllowPlayerClass HeavyWeapons AllowedWeapons { ItemName "The Brass Beast" } Cost 0 Attribute "hidden maxhealth non buffed" Increment 100 Cap 100 SecondaryAttributes { "minigun spinup time increased" 0.5 "aiming movespeed decreased" 0.6 "mod weapon blocks healing" 1 "provide on active" 1 "aiming movespeed increased" 0.2 } } Natascha { Name "Stable: Vehicle Vaporizer" Attribute "mult dmg vs tanks" Cap 1.5 Increment 0.5 Cost 0 SecondaryAttributes { "minigun spinup time increased" -0.3 "damage penalty" 0.25 "mult dmg vs giants" -0.25 } Description "+No Spin-Up or Damage penalties, +50% dmg bonus vs tanks -25% damage vs Giants" Tier 1 AllowedWeapons { ItemName "Natascha" } } //shotguns SteakB { Name "Rework Mod: Warhawk's Picnic" Attribute "gesture speed increase" Cap 1.75 Increment 0.75 Cost 0 SecondaryAttributes { "effect add attributes" "move speed bonus|2|damage bonus|2|mult dmg vs giants|1.5|dmg from ranged reduced|0.5" "mult effect duration" -0.5 "effect cond override" 1252393 } Description "Consume Steak faster and gain a multitude of effects; -50% duration" Tier 1 AllowedWeapons { ItemName "The Buffalo Steak Sandvich" } } Fists { Name "Upgrade: Restoration Hits" Attribute "heal on hit for slowfire" Cap 90 Increment 90 Cost 0 AllowPlayerClass HeavyWeapons Description "+90 health on hit" Tier 1 AllowedWeapons { Slot "Melee" } DisallowedWeapons { 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" } } Fists2 { Name "Unstable: Champion of the Ring" Attribute "damage bonus" Cap 2 Increment 1 Cost 0 AllowPlayerClass HeavyWeapons SecondaryAttributes { "fire rate penalty" 0.3 "mult credit collect range" 2 "health from credits" 30 "provide on active" 1 } Description "(i)While active: +100% damage bonus +150% credit collection radius +30 health from collectiong credits -30% slower firing speed" Tier 1 AllowedWeapons { Slot "melee" } } //engi //shotguns Justice { Name "Upgrade: Building Bond" Attribute "bullets per shot bonus" Cap 1.5 Increment 0.5 Cost 0 Description "+50% bullets +40% more accurate." Tier 1 SecondaryAttributes { "weapon spread bonus" -0.4 } Allowplayerclass Engineer AllowedWeapons { ItemName "The Frontier Justice" } } Justice2 { Name "Unstable: Self Sustainability" Attribute "max health additive bonus" Cap 100 Increment 100 Cost 0 Description "+100 health, +50% damage bonus; -35% building health -15% sentry damage." Tier 1 SecondaryAttributes { "damage bonus" 0.5 "engy building health bonus" -0.35 "engy sentry damage bonus" -0.15 } Allowplayerclass Engineer AllowedWeapons { ItemName "The Frontier Justice" } } Circuit { Name "Rework: Rain Down" Attribute "add cond on hit" Cap 6171 Increment 6171 Cost 0 SecondaryAttributes { "max health additive penalty" -25 "add cond on hit duration" 5 } Description "Jarate and Milks enemies. -25 health" Tier 1 AllowedWeapons { ItemName "The Short Circuit" } } Gunslinger // removes crits when death { Name "Upgrade: Difficulty Setting" Attribute "engy disposable sentries" Cap 1 Increment 1 Cost 0 SecondaryAttributes { "engy building health bonus" 1 "mod sentry cost" -0.5 } OnUpgrade { Output "!activator,$AddItemAttribute,always crit|1|1,0" Output "!activator,$AddItemAttribute,always crit|1|0,0" } OnApply { Output "!activator,$AddItemAttribute,always crit|1,0" Output "!activator,$AddItemAttribute,always crit|0,0" } OnDowngrade { Output "!activator,$RemoveItemAttribute,always crit|1,0" Output "!activator,$RemoveItemAttribute,always crit|0,0" } Description "Always Crits upon all weapons, double sentry health, +2 disposables, -50% sentry cost." Tier 1 Allowplayerclass Engineer AllowedWeapons { ItemName "The Gunslinger" } } //medic MedigunExtraDamage { Name "Unstable Mod: Offensive Beam" Attribute "mult medigun range" Cap 1.2 Increment 0.2 Cost 0 Description "+20% Medigun range, healed patients do +20% damage globally, -25 health -You are Marked For Death while healing." Tier 1 AllowPlayerClass Medic SecondaryAttributes { "medigun passive attributes" "dmg penalty vs players|1.2" "medigun passive attributes owner" "add cond when active|30" "max health additive penalty" -25 } AllowedWeapons { Slot "Secondary" } DisallowedWeapons { Item "The Kritzkrieg" } } MedigunExtraDefense { Name "Unstable Mod: Defensive Beam" Attribute "mult medigun range" Cap 1.2 Increment 0.2 Cost 0 Description "+20% Medigun range, healed patients take 20% reduced ranged damage, -25 health -You are Marked For Death while healing." Tier 1 AllowPlayerClass Medic SecondaryAttributes { "medigun passive attributes" "dmg from ranged reduced|0.8" "medigun passive attributes owner" "add cond when active|30" "max health additive penalty" -25 } AllowedWeapons { Slot "Secondary" } DisallowedWeapons { Item "The Vaccinator" } } MedigunExtraSpeed { Name "Unstable Mod: Speed Beam" Attribute "mult medigun range" Cap 1.2 Increment 0.2 Cost 0 Description "+20% Medigun range, healed patients move 20% faster, -You are Marked For Death while healing." Tier 1 AllowPlayerClass Medic SecondaryAttributes { "medigun passive attributes" "move speed bonus|1.2" "medigun passive attributes owner" "add cond when active|30" //"max health additive penalty" -25 } AllowedWeapons { Slot "Secondary" } } //sniper RifleMasterSingle { Name "Unstable Mod: Master Assassin" Attribute "headshot damage increase" Cap 12 Increment 11 Cost 0 SecondaryAttributes { //"sniper full charge damage bonus" 0.2 "mult bleeding dmg" -1 } Description "+1200% increased Headshot damage; No Explosive Headshot damage" Tier 1 Allowplayerclass Sniper AllowedWeapons { Slot "Primary" ItemName "Shooting Star" } DisallowedWeapons { ItemName "The Hitman's Heatmaker" ItemName "The Huntsman" ItemName "The Fortified Compound" ItemName "Festive Huntsman" } } HuntsmanCriticalBurn { Name "Upgrade: Melted-Lead Tipping" Attribute "minicrits become crits" Cap 1 Increment 1 Cost 0 SecondaryAttributes { "set damagetype ignite" 1 "damage bonus vs burning" 0.2 } Description "+Arrows cause afterburn, +20% dmg bonus vs targets on fire." Tier 1 AllowedWeapons { ItemName "The Huntsman" ItemName "The Fortified Compound" ItemName "Festive Huntsman" } } //smgs SniperMelee { Name "Upgrade: Armor Shredder" Attribute "mult dmg vs tanks" Cap 2 Increment 1 Cost 0 Description "+100% tank dmg bonus." Tier 1 AllowPlayerClass Sniper AllowedWeapons { Slot "melee" } DisallowedWeapons { Itemname "The Bushwacka" } } //spy SpyCloakonKill { Name "Stable: Battery Backstab" Attribute "add cloak on kill" Cap 30 Increment 30 Cost 0 Description "+30% cloak on kill, -25 health." Tier 1 SecondaryAttributes { "max health additive penalty" -25 } AllowedWeapons { Classname TF_WEAPON_KNIFE } DisallowedWeapons { Itemname "The Big Earner" } } InfiniteRevolver { Name "Upgrade: Gatling Module" Attribute "damage bonus" Cap 1.5 Increment 0.5 Cost 0 Description "50% damage bonus, instant reload." Tier 1 SecondaryAttributes { "reload time increased hidden" -1.8 "mod no reload display only" 1 } AllowedWeapons { Classname TF_WEAPON_REVOLVER } DisallowedWeapons { Itemname "L'Etranger" Itemname "the diamondback" } } BackupPlan { Name "Unstable: Protection Absorber" Attribute "self add cond on hit" Cap 26 Increment 26 Cost 0 Description "On Hit for 5 seconds: Battalions backup effect. -90% clip size, 160% slower reload time." Tier 1 SecondaryAttributes { "self add cond on hit duration" 5 "reload time increased" 1.6 "clip size penalty" -0.9 } AllowedWeapons { Classname TF_WEAPON_REVOLVER } } BackstabWeaken { Name "Unstable: Circuit Poker" Attribute "mark for death" Cap 1 Increment 1 Cost 0 Description "20% slower firing speed, -20% damage penalty; Attacks mark enemies, and those enemies do -25% damage." Tier 1 SecondaryAttributes { "damage penalty" -0.25 "fire rate penalty hidden" 0.2 "add attributes on hit" "damage penalty|0.75|7|mult medigun range|0.75|7" } AllowedWeapons { Classname TF_WEAPON_KNIFE } } SpyWatchHeal { Name "Rework: Quick Patch" Attribute "effect cond override" Cap 73 Increment 73 Cost 0 Description "Cloaking heals and overheals you." Tier 1 SecondaryAttributes { "mult cloak meter consume rate" 2.5 } AllowedWeapons { Classname TF_WEAPON_INVIS } } } }