// MOD LIST: // PLAYER // Physique - health // Resolute Focus - knockback resistance // Flame Repellant - fire resistance // Vigorous Swap - weapon swap speed // Intensify // Firewalker // Heavy Impact // Duality, Singularity, Enraged, Resonance // Rage // PRIMARY // Serration, Vital Sense, Blunderbuss, Hammer Shot, Hollowed Bullets - damage // Repeater Clip, Automatic Trigger, Shell Rush - fire rate // Fast Hands, Combat Reload, Lock and Load, Tactical Reload, Quick Reload - reload speed // Ammo Drum, Shell Compression - magazine size // Ammo Chain - reserve ammo // Accelerated Blast, Fatal Acceleration - projectile speed // Firestorm, Incendiary Coat, Hellfire, Napalm Grenades, Thermite Rounds - fire damage // Cryo Rounds, Rime Rounds, Polar Magazine, Hypothermic Shell - slow on hit // Acid Shells, Infected Clip, Toxic Barrage, Venomous Clip, Contamination Casing - bleed on hit // Stormbringer, Charged Shell, Electrified Barrel, Charged Bullets - electricity // Heavy Calibre - damage, reduced accuracy // Spring-Loaded Chamber, Wild Frenzy - fire rate, reduced damage // Vile Precision - accuracy, reduced fire rate // Tainted Mag - magazine size, reduced reload // Full Contact - (shotgun) damage, reduced accuracy // Tainted Shell - (shotgun) accuracy, reduced fire rate // Burdened Magazine - (shotgun) magazine size, reduced reload // Meticulous Aim, Target Acquired - (sniper) headshot damage, reduced bodyshot damage // Shrapnel Shot // Breach Loader, Disruptor, Fanged Fusillade, Rupture, Sawtooth Clip, Shredder, Sweeping Serration // Rifle Aptitude, Shotgun Savvy, Continuous Misery // Seeking Fury, Seeking Force // Guided Ordnance // Precision Strike // SECONDARY // Hornet Strike, Sharpened Bullets - damage // Gunslinger, Lethal Torrent, Pressurised Magazine - fire rate // Barrel Diffusion - bullets per shot // Trick Mag, Slip Magazine - magazine size // Heated Charge, Scorch - fire damage // Deep Freeze, Ice Storm, Frostbite - slow on hit // Pathogen Rounds, Pistol Pestilence - bleed on hit // Convulsion - electricity // Steady Hands - accuracy, reduced fire rate // Shrapnel Rounds - bullets per shot, reduced damage // Bore, Concussion Rounds, No Return, Pummel, Razor Shot // Seeker // Perpetual Agony // Concealed Explosives // MELEE // Pressure Point, Organ Shatter, True Punishment, Blade of Truth, Bleeding Edge, Cutting Edge - damage // Fury, Furor - attack speed // Reach - range // Molten Impact, Searing Steel - fire damage // North Wind, Glacial Edge, Cryo Coating - slow on hit // Fever Strike, Virulent Scourge, Toxic Blight, Poisonous Sting, Infectious Injection - bleed on hit // Shattering Impact - damage vulnerability to target on hit // Body Count, Combo Killer, Melee Prowess // Auger Strike, Collision Force, Jagged Edge // Blind Justice, Butcher's Revelry, Carving Mantis, Crushing Ruin, Fracturing Wind // Pointed Wind, Reaping Spiral, Rending Crane, Sinking Talon, Spinning Needle, Stinging Thorn // MISC // Fatal Attraction, Thumper, Vaporise // Cordon, Guardian // Ambush, Negate // Ferocity, Savagery // TODO: // quickiebomb change // UPDATE 06 // Changes: // Updated description for Ghost (Bonk! Atomic Punch) to clarify attacking removes invisibility // Blaze (Flame Thrower) // - Removed bleed on hit for 3 seconds // Spoiled Strike (Scottish Handshake) // - Removed +100% damage vs Giant Robots // Updated description for Adaptation (Buffalo Steak Sandvich) to clarify primary weapons can be used during the effect // Fired Up (Widowmaker) // - Sentry Gun damage bonus 15% -> 10% // Cautious Shot (Wrangler) // - Added -15% reserve metal // Bronze Mods: 1-2 upsides with no downsides, or a stat replacement // Silver Mods: 1-2 upsides with 1-2 downsides // Gold Mods: 3+ upsides and/or 3+ downsides, and/or passive upsides // Platinum Mods: drastically changes weapon function // I tried to avoid duplicate names but there are a few that slipped through // Enduring Affliction on Mad Milk and Jarate // Insatiable on Pretty Boy's Pocket Pistol and Crusader's Crossbow // Volcanic Edge on Sun-on-a-Stick and Sharpened Volcano Fragment // Fulmination on Direct Hit and Loch-n-Load // Crash Course on Rocket Jumper and Sticky Jumper // Shock Absorbers on Gunboats and Ali Baba's Wee Booties // Anti-Flak Plating on Mantreads and Bootlegger // Spoiled Strike on Market Gardener and Scottish Handshake // Healing Return on Dragon's Fury and Natascha // Ammo Stock on Thermal Thruster, Sandvich, and Cozy Camper // Life Strike on Back Scratcher and Vita-Saw WaveSchedule { ExtendedUpgrades { ModScattergun // scattergun mod - +healing received { Name "Bronze Mod: Rejuvination" //Description "Scattergun increases healing from all sources, including money piles, by 25%." Description "+25% healing from all sources" AllowPlayerClass Scout AllowedWeapons { Slot "Primary" } DisallowedWeapons { ItemName "The Force-a-Nature" ItemName "Festive Force-a-Nature" ItemName "The Shortstop" ItemName "The Soda Popper" ItemName "Baby Face's Blaster" ItemName "The Back Scatter" ItemName "Steel Slugger" } Cost 0 Attribute "healing received bonus" Increment 0.25 Cap 1.25 } ModForceaNature // force-a-nature mod - +slow on hit, -knockback on hit disabled { Name "Platinum Mod: Frigid Blast" //Description "Force-a-Nature slows enemies on hit for 3 seconds, but no longer deals knockback." Description "+50% slow on hit for 2 seconds; -No knockback" AllowPlayerClass Scout AllowedWeapons { ItemName "The Force-a-Nature" ItemName "Festive Force-a-Nature" } Cost 0 Attribute "slow enemy on hit" Increment 1 Cap 1 SecondaryAttributes { "add attributes on hit" "move speed penalty|0.5|2" "scattergun has knockback" -1 } } ModShortstop // shortstop mod - +reload speed penalty disabled, +knockback penalty disabled, -clip size { Name "Silver Mod: Eject Magazine" //Description "Shortstop's reload speed penalty is removed and increases maximum health by 25, but damage is reduced by 25%." Description "+No reload speed penalty; +No knockback vulnerability; -25% clip size" AllowPlayerClass Scout AllowedWeapons { ItemName "The Shortstop" } Cost 0 Attribute "reload time increased hidden" Increment -0.5 Cap 1 SecondaryAttributes { "damage force increase hidden" -0.4 "airblast vulnerability multiplier hidden" -0.4 "clip size penalty" -0.25 } } //ModSodaPopper // soda popper mod - +bullets per shot, -reload speed //{ // Name "Silver Mod: Hell's Chamber" // //Description "Soda Popper fires an additional 2 pellets per shot, but reload speed bonus is removed." // Description "+2 pellets per shot; -No reload speed bonus" // AllowPlayerClass Scout // AllowedWeapons // { // ItemName "The Soda Popper" // } // Cost 0 // Attribute "bullets per shot bonus" // Increment 0.2 // Cap 1.2 // SecondaryAttributes // { // "Reload time decreased" 0.25 // } //} ModBabyFacesBlaster // baby face's blaster mod - +accuracy, +no falling damage, +boost resets disabled, -damage, -double jump disabled { Name "Gold Mod: Narrow Barrel" //Description "Baby Face's Blaster's accuracy is increased by 35% and boost does not drain, but damage is reduced by 17% and double jump is disabled." Description "+Boost never decays; +Fall damage immunity; +35% accuracy; -20% damage; -No double jump" AllowPlayerClass Scout AllowedWeapons { ItemName "Baby Face's Blaster" } Cost 0 Attribute "weapon spread bonus" Increment -0.35 Cap 0.65 SecondaryAttributes { "cancel falling damage" 1 "hype resets on jump" -75 "lose hype on take damage" -4 "damage penalty" -0.2 "no double jump" 1 } } ModBackScatter // back scatter mod - +crit from behind, -accuracy, -fire rate { Name "Silver Mod: Vicious Spread" //Description "Back Scatter's mini-crits become crits, but accuracy is reduced by an additional 40% and fire rate is reduced by 25%." Description "+Crits when attacking from behind; -Additional 40% accuracy penalty; -25% fire rate" AllowPlayerClass Scout AllowedWeapons { ItemName "The Back Scatter" } Cost 0 Attribute "crit from behind" Increment 1 Cap 1 SecondaryAttributes { "spread penalty" 0.4 // 60% total accuracy penalty "fire rate penalty" 0.25 "closerange backattack minicrits" -1 } } //ModPistolScout // pistol mod - +crit on kill //{ // Name "Bronze Mod: Sharpened Bullets" // //Description "Pistol gains 3 seconds of crit boost on kill." // Description "+Crits on kill for 3 seconds" // AllowPlayerClass Scout // AllowedWeapons // { // Slot "Secondary" // } // DisallowedWeapons // { // ItemName "Bonk! Atomic Punch" // ItemName "Festive Bonk 2014" // ItemName "Crit-a-Cola" // ItemName "Mad Milk" // ItemName "Mutated Milk" // ItemName "The Winger" // ItemName "Pretty Boy's Pocket Pistol" // ItemName "Promo Flying Guillotine" // ItemName "The Flying Guillotine" // } // Cost 0 // Attribute "critboost on kill" // Increment 3 // Cap 3 //} ModBonkAtomicPunch // bonk! atomic punch mod - +invisibility, -damage immunity disabled { Name "Platinum Mod: Ghost" //Description "Bonk! Atomic Punch now grants invisibility instead of damage negation. Invisibility is lost when attacking." Description "*Drink effect is replaced with invisibility; Attacking removes invisibility" AllowPlayerClass Scout AllowedWeapons { ItemName "Bonk! Atomic Punch" ItemName "Festive Bonk 2014" } Cost 0 Attribute "damage bonus HIDDEN" // stoopid Increment 0.01 Cap 1.01 SecondaryAttributes { "effect cond override" 64 // invisibility spell } } ModCritaCola // crit-a-cola mod - +speed boost, +damage resistance, -minicrit boost disabled { Name "Platinum Mod: Rapid Resilience" //Description "Crit-a-Cola now grants a speed boost and 35% damage resistance instead of mini-crits, and self mark for death is removed." Description "*Drink effect is replaced with speed boost and 35% damage resistance" AllowPlayerClass Scout AllowedWeapons { ItemName "Crit-a-Cola" } Cost 0 Attribute "damage bonus HIDDEN" // stoopid Increment 0.01 Cap 1.01 SecondaryAttributes { "effect cond override" 8234 // speed boost(32*256), bomb defense buff(42) } } //ModMadMilk // mad milk mod - +effect duration //{ // Name "Bronze Mod: Enduring Affliction" // //Description "Mad Milk coats enemies for 20% longer." // Description "+50% effect duration" // AllowPlayerClass Scout // AllowedWeapons // { // ItemName "Mad Milk" // ItemName "Mutated Milk" // } // Cost 0 // Attribute "mult effect duration" // does not work with slow upgrade // Increment 0.5 // Cap 1.5 //} ModWinger // winger mod - +minicrits become crits, +damage, -fire rate { Name "Silver Mod: Magnum Force" //Description "Winger's mini-crits become crits and damage is increased by an additional 35%, but fire rate is reduced by 50%." Description "+Mini-crits become crits; +Additional 35% damage bonus; -50% fire rate" AllowPlayerClass Scout AllowedWeapons { ItemName "The Winger" } Cost 0 Attribute "minicrits become crits" Increment 1 Cap 1 SecondaryAttributes { "damage bonus" 0.35 // 50% total damage bonus "fire rate penalty" 0.5 } } ModPrettyBoysPocketPistol // pretty boy's pocket pistol mod - +milk on hit, -damage, -clip size { Name "Silver Mod: Insatiable" //Description "Pretty Boy's Pocket Pistol applies Mad Milk on hit for 4 seconds, but damage is reduced by 35% and clip size is reduced by an additional 25%." Description "+Mad Milk on hit for 4 seconds; -35% damage; -Additional 25% clip size penalty" AllowPlayerClass Scout AllowedWeapons { ItemName "Pretty Boy's Pocket Pistol" } Cost 0 Attribute "add cond on hit duration" Increment 4 Cap 4 SecondaryAttributes { "add cond on hit" 27 // mad milk "damage penalty" -0.35 "clip size penalty" -0.25 // 50% total clip size penalty } } ModFlyingGuillotine // flying guillotine mod - +ignite on hit, +mark for death { Name "Bronze Mod: Blazing Steel" //Description "Flying Guillotine ignites enemies on hit and marks targets for death." Description "+Ignite on hit; +Mark for death on hit" AllowPlayerClass Scout AllowedWeapons { ItemName "The Flying Guillotine" ItemName "Promo Flying Guillotine" } Cost 0 Attribute "Set DamageType Ignite" Increment 1 Cap 1 SecondaryAttributes { "mark for death" 1 } } ModBat // bat mod - +mark for death, +milk on hit, -damage, -maximum health { Name "Platinum Mod: Equilibrium" //Description "Bat's damage is increased by 50% and mark targets for death." Description "+Mark for death on hit; +Mad Milk on hit for 6 seconds; -40% damage; -25 max health" AllowPlayerClass Scout AllowedWeapons { Slot "Melee" } DisallowedWeapons { ItemName "The Sandman" ItemName "The Boston Basher" ItemName "The Candy Cane" ItemName "Three-Rune Blade" ItemName "Sun-on-a-Stick" ItemName "The Fan O'War" ItemName "The Atomizer" ItemName "The Wrap Assassin" } Cost 0 Attribute "mark for death" Increment 1 Cap 1 SecondaryAttributes { "add cond on hit" 27 // mad milk "add cond on hit duration" 6 "damage penalty" -0.4 "max health additive penalty" -25 } } ModSandman // sandman mod - +damage, +health penalty disabled { Name "Bronze Mod: Flailing Branch" //Description "Sandman's damage is increased by 50% and health penalty is removed." Description "+20% damage; +No max health penalty" AllowPlayerClass Scout AllowedWeapons { ItemName "The Sandman" } Cost 0 Attribute "damage bonus" Increment 0.2 Cap 1.2 SecondaryAttributes { "max health additive penalty" 15 } } ModBostonBasher // boston basher mod - +damage, +self hit on miss disabled, +mark for death, -attack speed { Name "Gold Mod: Rending Strike" //Description "Boston Basher's damage is increased by 85%, no longer deals self damage on miss, and marks targets for death, but attack speed is reduced by 60%." Description "+85% damage; +No self damage on miss; +Mark for death on hit; -60% attack speed" AllowPlayerClass Scout AllowedWeapons { ItemName "The Boston Basher" ItemName "Three-Rune Blade" } Cost 0 Attribute "damage bonus" Increment 0.85 Cap 1.85 SecondaryAttributes { "hit self on miss" -1 "mark for death" 1 "fire rate penalty" 0.6 } } ModCandyCane // candy cane mod - +maximum health, +blast vulnerability disabled, -move speed { Name "Gold Mod: Steel Fibre" //Description "Candy Cane marks targets for death and blast vulnerability is replaced with 10% slower movement speed." Description "+25 max health; +No blast damage vulnerability; -10% move speed" AllowPlayerClass Scout AllowedWeapons { ItemName "The Candy Cane" } Cost 0 Attribute "dmg taken from blast increased" Increment -0.25 Cap 1 SecondaryAttributes { "max health additive bonus" 25 "move speed penalty" -0.1 } } ModSunonaStick // sun-on-a-stick mod - +damage vs burning, +damages all connected via heal beams, +damage penalty disabled, -damage vs non burning { Name "Silver Mod: Volcanic Edge" //Description "Sun-on-a-Stick ignites enemies on hit, damages enemies connected via healing beams, marks targets for death, and damage penalty is replaced with damage penalty vs non burning." Description "+200% damage vs burning; +Damages targets via heal beams; -90% damage vs non-burning" AllowPlayerClass Scout AllowedWeapons { ItemName "Sun-on-a-Stick" } Cost 0 Attribute "damage all connected" Increment 1 Cap 1 SecondaryAttributes { "damage bonus vs burning" 3 "damage penalty" 0.25 "dmg penalty vs nonburning" -0.9 } } //ModFanOWar // fan o'war mod - +damage penalty disabled //{ // Name "Bronze Mod: True Steel" // //Description "Fan O'War's damage penalty is removed." // Description "+No damage penalty" // AllowPlayerClass Scout // AllowedWeapons // { // ItemName "The Fan O'War" // } // Cost 0 // Attribute "damage penalty" // Increment 0.75 // Cap 1 //} ModAtomizer // atomizer mod - +mark for death, +milk on hit, -damage, -maximum health { Name "Platinum Mod: Equilibrium" //Description "Atomizer's damage penalty is removed, damage is increased by 20%, and marks targets for death." Description "+Mark for death on hit; +Applies Mad Milk on hit for 6 seconds; -40% damage; -25 max health" AllowPlayerClass Scout AllowedWeapons { ItemName "The Atomizer" } Cost 0 Attribute "mark for death" Increment 1 Cap 1 SecondaryAttributes { "dmg penalty vs players" 0.15 "add cond on hit" 27 // mad milk "add cond on hit duration" 6 "damage penalty" -0.4 "max health additive penalty" -25 } } ModWrapAssassin // wrap assassin mod - +mark for death, -maximum health { Name "Silver Mod: Sundering Strike" //Description "Wrap Assassin's damage penalty is reduced to 20% and mark targets for death." Description "+Mark for death on hit; -25 max health" AllowPlayerClass Scout AllowedWeapons { ItemName "The Wrap Assassin" } Cost 0 Attribute "mark for death" Increment 1 Cap 1 SecondaryAttributes { "max health additive penalty" -25 } } ModRocketLauncher // rocket launcher mod - +blast radius, -damage { Name "Silver Mod: Comet Blast" //Description "Rocket Launcher's blast radius is increased by 30%, but fire rate is reduced by 20%." Description "+30% blast radius; -20% reserve ammo" AllowPlayerClass Soldier AllowedWeapons { Slot "Primary" } DisallowedWeapons { ItemName "The Direct Hit" ItemName "The Black Box" ItemName "Festive Black Box" ItemName "Rocket Jumper" ItemName "The Liberty Launcher" ItemName "The Cow Mangler 5000" ItemName "The Beggar's Bazooka" ItemName "The Air Strike" ItemName "Psychopath's Seeker" ItemName "Atomic Anguish" } Cost 0 Attribute "blast radius increased" Increment 0.3 Cap 1.3 SecondaryAttributes { "maxammo primary reduced" -0.2 } } ModDirectHit // direct hit mod - +pierce resistances, +damage, +damage vs tanks, -blast radius, -clip size { Name "Silver Mod: Fulmination" //Description "Direct Hit pierces resistances and damage is increased by 20%, but blast radius is reduced by an additional 20% and clip size is reduced by 25%." Description "+Pierces resistances; +15% damage; +50% damage vs Tanks; -Additional 20% blast radius penalty; -25% clip size" AllowPlayerClass Soldier AllowedWeapons { ItemName "The Direct Hit" } Cost 0 Attribute "dmg pierces resists absorbs" Increment 1 Cap 1 SecondaryAttributes { "damage bonus HIDDEN" 0.15 "mult dmg vs tanks" 0.5 "Blast radius decreased" -0.2 // 90% total blast radius penalty "clip size penalty" -0.25 } } ModBlackBox // black box mod - +damage vs giants, +damage vs tanks, -projectile speed, -heal on hit disabled { Name "Platinum Mod: Metal Auger" //Description "Black Box's damage to Giant Robots and Tanks is increased by 25%, but projectile speed is reduced by 30% and no longer heals on hit." Description "+10% damage vs Giant Robots and Tanks; -20% projectile speed; -No heal on hit" AllowPlayerClass Soldier AllowedWeapons { ItemName "The Black Box" ItemName "Festive Black Box" } Cost 0 Attribute "mult dmg vs giants" Increment 0.1 Cap 1.1 SecondaryAttributes { "mult dmg vs tanks" 0.1 "Projectile speed decreased" -0.2 "health on radius damage" -20 } } ModRocketJumper // rocket jumper mod - +bottomless clip { Name "Bronze Mod: Crash Course" //Description "Rocket Jumper fires directly from reserve ammo." Description "+Bottomless clip" AllowPlayerClass Soldier AllowedWeapons { ItemName "Rocket Jumper" } Cost 0 Attribute "mod no reload DISPLAY ONLY" Increment 1 Cap 1 SecondaryAttributes { "mod max primary clip override" -1 } } ModLibertyLauncher // liberty launcher mod - +pierces resistances, +damage penalty disabled, -clip size bonus disabled, -clip size { Name "Silver Mod: Tainted Clip" //Description "Liberty Launcher's damage penalty is replaced with a 25% clip size penalty." Description "+Pierces resistances; +No damage penalty; -No clip size bonus; -25% clip size" AllowPlayerClass Soldier AllowedWeapons { ItemName "The Liberty Launcher" } Cost 0 Attribute "dmg pierces resists absorbs" Increment 1 Cap 1 SecondaryAttributes { "damage penalty" 0.25 "clip size bonus" -0.25 "clip size penalty" -0.25 } } ModCowMangler5000 // cow mangler 5000 mod - +ignite on hit { Name "Bronze Mod: Magma Chamber" //Description "Cow Mangler 5000 ignites targets on hit." Description "+Ignite on hit" AllowPlayerClass Soldier AllowedWeapons { ItemName "The Cow Mangler 5000" } Cost 0 Attribute "Set DamageType Ignite" Increment 1 Cap 1 SecondaryAttributes { "set item tint rgb" 13595446 // mann co orange } } //ModBeggarsBazooka // beggar's bazooka mod - +projectiles per shot, -damage, -fire rate, -reload speed, -projectile deviation //{ // Name "Gold Mod: Dual Rounds" // //Description "Beggar's Bazooka fires 2 projectiles per shot, but damage is reduced by 40%, fire rate bonus is reduced to 40%, and reload speed penalty is increased to 60%." // Description "+1 projectile per shot; -40% damage; -Fire rate bonus reduced to 40%; -Additional 30% reload speed penalty" // AllowPlayerClass Soldier // AllowedWeapons // { // ItemName "The Beggar's Bazooka" // } // Cost 0 // Attribute "damage penalty" // Increment -0.4 // Cap 0.6 // SecondaryAttributes // { // "mult projectile count" 1 // I hate this attribute so much. The first rocket fired, AND ONLY THE FIRST, will always explode in your face, and only if you stand still. Shit's dumb. // "fire rate bonus HIDDEN" 0.3 // 40% total fire rate bonus // "reload time increased hidden" 0.3 // 60% total reload speed penalty // "projectile spread angle penalty" 1 // "mini rockets" 1 // } //} ModAirStrike // air strike mod - +fire rate while blast jumping, -reload speed, -projectile deviation { Name "Silver Mod: Ravage" //Description "Air Strike's fire rate while blast jumping is increased by an additional 34%, but reload speed is reduced by 20% and has 4 degrees of projectile deviation." Description "+99% fire rate while blast jumping; -20% reload speed; -4 degrees projectile deviation" AllowPlayerClass Soldier AllowedWeapons { ItemName "The Air Strike" } Cost 0 Attribute "rocketjump attackrate bonus" Increment -0.34 Cap 0.01 SecondaryAttributes { "Reload time increased" 0.2 "projectile spread angle penalty" 4 } } //ModShotgunSoldier // shotgun, reserve shooter, panic attack mod - +mark for death //{ // Name "Bronze Mod: Lingering Torment" // //Description "Shotgun, Reserve Shooter, and Panic Attack mark targets for death." // Description "+Mark for death on hit" // AllowPlayerClass Soldier // AllowedWeapons // { // Slot "Secondary" // } // DisallowedWeapons // { // ItemName "The Buff Banner" // ItemName "Festive Buff Banner" // ItemName "The Gunboats" // ItemName "The Battalion's Backup" // ItemName "The Concheror" // ItemName "The Mantreads" // ItemName "The Righteous Bison" // ItemName "The B.A.S.E. Jumper" // } // Cost 0 // Attribute "mark for death" // Increment 1 // Cap 1 //} ModBuffBanner // buff banner mod - +banner radius, +weapon switch speed { Name "Bronze Mod: Stretch" //Description "Buff Banner's effect radius is increased by 50% and increases weapon switching speed by 40%." Description "+50% banner radius; +40% weapon switch speed" AllowPlayerClass Soldier AllowedWeapons { ItemName "The Buff Banner" ItemName "Festive Buff Banner" } Cost 0 Attribute "mod soldier buff range" Increment 0.5 Cap 1.5 SecondaryAttributes { "deploy time decreased" -0.4 "torso scale" 0.15 // ehehe } } ModGunboats // gunboats mod - +no falling damage, +primary ammo max, +money collection radius { Name "Gold Mod: Shock Absorbers" //Description "Gunboats grant falling damage immunity, increase primary reserve ammo by 50%, and increase money collection radius by 150%." Description "+Fall damage immunity; +50% primary reserve ammo; +150% money collect range" AllowPlayerClass Soldier AllowedWeapons { ItemName "The Gunboats" } Cost 0 Attribute "cancel falling damage" Increment 1 Cap 1 SecondaryAttributes { "maxammo primary increased" 0.5 "mult credit collect range" 1.5 } } ModBattalionsBackup // battalion's backup mod - +banner radius, +maximum health { Name "Gold Mod: Stretch" //Description "Battalion's Backup's effect radius is increased by 50% and increases maximum health by an additional 30." Description "+50% banner radius; +Additional 30 max health" AllowPlayerClass Soldier AllowedWeapons { ItemName "The Battalion's Backup" } Cost 0 Attribute "mod soldier buff range" Increment 0.5 Cap 1.5 SecondaryAttributes { "max health additive bonus" 30 // 50 total max health bonus "torso scale" 0.15 // ehehe } } ModConcheror // concheror mod - +banner radius { Name "Bronze Mod: Stretch" //Description "Concheror's effect radius is increased by 50%." Description "+50% banner radius" AllowPlayerClass Soldier AllowedWeapons { ItemName "The Concheror" } Cost 0 Attribute "mod soldier buff range" Increment 0.5 Cap 1.5 SecondaryAttributes { "torso scale" 0.15 // ehehe } } ModMantreads // mantreads mod - +blast resistance, +money collection radius { Name "Gold Mod: Anti-Flak Plating" //Description "Mantreads grant 35% blast resistance and increase money collection radius by 150%." Description "+35% blast damage resistance; +150% money collect range" AllowPlayerClass Soldier AllowedWeapons { ItemName "The Mantreads" } Cost 0 Attribute "dmg taken from blast reduced" Increment -0.35 Cap 0.65 SecondaryAttributes { "mult credit collect range" 1.5 } } ModReserveShooter // reserve shooter mod - +crit while airborne, +fire rate while blast jumping, +accuracy, +parachute while active, -fire rate, -no random crits { Name "Platinum Mod: Shotgun Barrage" Description "+Crits while blast jumping; +Can deploy a parachute while airborne; +50% fire rate while blast jumping; +40% accuracy; -35% fire rate; -No random crits" AllowPlayerClass Soldier AllowedWeapons { ItemName "The Reserve Shooter" } Cost 0 Attribute "mod crit while airborne" Increment 1 Cap 1 SecondaryAttributes { "provide on active" 1 "rocketjump attackrate bonus" -0.5 "weapon spread bonus" -0.4 "parachute attribute" 1 "fire rate penalty" 0.35 "crit mod disabled" 0 } } ModRighteousBison // righteous bison mod - +fires bullets, +penetration, +fire rate, +damage, +reload speed { Name "Platinum Mod: Vile Acceleration" //Description "Righteous Bison's projectile is replaced with a high damage hitscan laser that penetrates enemies, fire rate is increased by 20%, and reloads its full clip at once." Description "+Fires hitscan laser; +20% fire rate; +30% reload speed" AllowPlayerClass Soldier AllowedWeapons { ItemName "The Righteous Bison" } Cost 0 Attribute "fire rate bonus HIDDEN" Increment -0.2 Cap 0.8 SecondaryAttributes { "override projectile type" 1 "sniper fires tracer HIDDEN" 1 "projectile penetration" 1 "penetrate teammates" 1 "no reduced damage rampup" 1 "bullets per shot bonus" -0.9 "weapon spread bonus" -0.9 "damage bonus" 14 "reload time increased hidden" -0.3 } } //ModShovel // shovel mod - +move speed, +bullet resistance, +blast resistance, +fire resistance //{ // Name "Platinum Mod: Armoured Agility" // //Description "Shovel grants 20% faster movement speed and 30% bullet, blast, and fire resistances while active." // Description "+20% move speed while active; +30% bullet, blast, and fire damage resistance while active" // AllowPlayerClass Soldier // AllowedWeapons // { // Slot "Melee" // } // DisallowedWeapons // { // ItemName "The Equalizer" // ItemName "The Pain Train" // ItemName "The Half-Zatoichi" // ItemName "The Market Gardener" // ItemName "The Disciplinary Action" // ItemName "The Escape Plan" // } // Cost 0 // Attribute "provide on active" // Increment 1 // Cap 1 // SecondaryAttributes // { // "move speed bonus" 0.2 // "dmg taken from bullets reduced" -0.3 // "dmg taken from blast reduced" -0.3 // "dmg taken from fire reduced" -0.3 // } //} ModEqualizer // equalizer mod - +damage, +ranged resistance { Name "Bronze Mod: Provoked" //Description "Equalizer's damage is increased by 25% and grants 35% ranged damage resistance while active." Description "+25% damage; +35% ranged damage resistance" AllowPlayerClass Soldier AllowedWeapons { ItemName "The Equalizer" } Cost 0 Attribute "damage bonus" Increment 0.25 Cap 1.25 SecondaryAttributes { "dmg from ranged reduced" -0.35 } } ModMarketGardener // market gardener mods - +damages all connected via heal beams, +damage, +damage vs giants, +range, -attack speed { Name "Gold Mod: Spoiled Strike" //Description "Market Gardener's damage to Giant Robots is increased by 50% and damages enemies connected via healing beams." Description "+Damages targets via heal beams; +25% damage; +100% damage vs Giant Robots; +50% range; -Additional 15% attack speed penalty" AllowPlayerClass Soldier AllowedWeapons { ItemName "The Market Gardener" } Cost 0 Attribute "damage all connected" Increment 1 Cap 1 SecondaryAttributes { "damage bonus" 0.25 "mult dmg vs giants" 1 "melee range multiplier" 0.5 "melee bounds multiplier" 0.3 "fire rate penalty" 0.15 } } ModDisciplinaryAction // disciplinary action mod - +speed boost on hit { Name "Bronze Mod: Quickening" //Description "Disciplinary Action grants 2 seconds of speed boost when hitting an enemy." Description "+Speed boost on hit for 2 seconds" AllowPlayerClass Soldier AllowedWeapons { ItemName "The Disciplinary Action" } Cost 0 Attribute "speed_boost_on_hit" Increment 2 Cap 2 } ModEscapePlan // escape plan mod - +health from packs, -attack speed { Name "Silver Mod: Radiant Finish" //Description "Escape Plan increases health received from packs by 50% while active." Description "+50% health from packs while active; -30% attack speed" AllowPlayerClass Soldier AllowedWeapons { ItemName "The Escape Plan" } Cost 0 Attribute "health from packs increased" Increment 0.5 Cap 1.5 SecondaryAttributes { "fire rate penalty" 0.3 } } ModFlameThrower // flame thrower mod - +pierce resistances, +damage, +bleed, -airblast push { Name "Gold Mod: Blaze" //Description "Flame Thrower and Backburner pierce resistances and damage is increased by 10%." Description "+Pierces resistances; +15% damage; -Airblast doesn't push enemies" AllowPlayerClass Pyro AllowedWeapons { Slot "Primary" } DisallowedWeapons { ItemName "The Backburner" ItemName "Festive Backburner 2014" ItemName "The Degreaser" ItemName "The Phlogistinator" ItemName "The Dragon's Fury" ItemName "Con-man's Compressor" } Cost 0 Attribute "dmg pierces resists absorbs" Increment 1 Cap 1 SecondaryAttributes { "damage bonus HIDDEN" 0.15 "bleeding duration" 3 "airblast_pushback_disabled" 1 } } ModDegreaser // degreaser mod - +pierce resistances, +movement speed, -damage { Name "Silver Mod: Wildfire" //Description "Degreaser pierces resistances and grants 10% faster movement speed while active, but damage is reduced by 10%." Description "+Pierces resistances; +15% move speed while active; -10% damage" AllowPlayerClass Pyro AllowedWeapons { ItemName "The Degreaser" } Cost 0 Attribute "dmg pierces resists absorbs" Increment 1 Cap 1 SecondaryAttributes { "provide on active" 1 "move speed bonus" 0.15 "damage penalty" -0.1 } } ModPhlogistinator // phlogistinator mod - +speed boost, +heal on hit, +minicrit boost, -crit boost disabled { Name "Platinum Mod: Regen" //Description "Phlogistinator now grants the Concheror's effect instead of crits." Description "*MMMPH effect replaced with mini-crits and Concheror effect" AllowPlayerClass Pyro AllowedWeapons { ItemName "The Phlogistinator" } Cost 0 Attribute "reload time increased hidden" // stoopid Increment 0.01 Cap 1.01 SecondaryAttributes { "effect cond override" 4893 // crit-a-cola + concheror } } ModDragonsFury // dragon's fury mod - +heal on hit, -damage { Name "Silver Mod: Healing Return" //Description "Dragon's Fury grants 12 health on hit, but damage is reduced by 15%." Description "+15 health on hit; -10% damage" AllowPlayerClass Pyro AllowedWeapons { ItemName "The Dragon's Fury" } Cost 0 Attribute "heal on hit for rapidfire" Increment 15 Cap 15 SecondaryAttributes { "damage penalty" -0.1 } } ModShotgunPyro // shotgun, reserve shooter mod - +ignite on hit, +bullets per shot { Name "Silver Mod: Scattering Inferno" //Description "Shotgun and Reserve Shooter ignite enemies on hit and fire an additional 5 pellets per shot." Description "+Ignite on hit; +5 pellets per shot; -20% damage" AllowPlayerClass Pyro AllowedWeapons { Slot "Secondary" } DisallowedWeapons { ItemName "The Flare Gun" ItemName "Festive Flare Gun" ItemName "The Detonator" ItemName "The Manmelter" ItemName "The Scorch Shot" ItemName "Panic Attack Shotgun" ItemName "The Thermal Thruster" ItemName "The Gas Passer" } Cost 0 Attribute "Set DamageType Ignite" Increment 1 Cap 1 SecondaryAttributes { "bullets per shot bonus" 0.5 "damage penalty" -0.2 } } ModFlareGun // flare gun mod - +damage, -projectile speed { Name "Silver Mod: Target Cracker" //Description "Flare Gun's damage is increased by 40%, but projectile speed is reduced by 35%." Description "+80% damage; -35% projectile speed" AllowPlayerClass Pyro AllowedWeapons { ItemName "The Flare Gun" ItemName "Festive Flare Gun" } Cost 0 Attribute "damage bonus" Increment 0.8 Cap 1.8 SecondaryAttributes { "Projectile speed decreased" -0.35 } } ModDetonator // detonator mod - +minicrits on kill, +damage penalty disabled { Name "Bronze Mod: Sure Shot" //Description "Detonator grants 10 seconds of mini-crits on kill and damage penalty is removed." Description "+Mini-crits on kill for 10 seconds; +No damage penalty" AllowPlayerClass Pyro AllowedWeapons { ItemName "The Detonator" } Cost 0 Attribute "minicritboost on kill" Increment 10 Cap 10 SecondaryAttributes { "damage penalty" 0.25 } } ModManmelter // manmelter mod - +projectiles per shot, -damage, -projectile deviation { Name "Platinum Mod: Maim" //Description "Manmelter fires 3 projectiles per shot, but has 3 degrees of projectile deviation and damage is reduced by 30%." Description "+2 projectiles per shot; -30% damage penalty; -3 degrees projectile deviation" AllowPlayerClass Pyro AllowedWeapons { ItemName "The Manmelter" } Cost 0 Attribute "damage penalty" Increment -0.3 Cap 0.7 SecondaryAttributes { "mult projectile count" 2 "projectile spread angle penalty" 3 } } ModScorchShot // scorch shot mod - +minicrits on kill, +damage penalty disabled { Name "Bronze Mod: Sure Shot" //Description "Scorch Shot grants 5 seconds of mini-crits on kill and damage penalty is removed." Description "+Mini-crits on kill for 5 seconds; +No damage penalty" AllowPlayerClass Pyro AllowedWeapons { ItemName "The Scorch Shot" } Cost 0 Attribute "minicritboost on kill" Increment 5 Cap 5 SecondaryAttributes { "damage penalty" 0.35 } } //ModPanicAttackPyro // panic attack mod - +ignite on hit //{ // Name "Bronze Mod: Scattering Inferno" // //Description "Panic Attack ignites enemies on hit." // Description "+Ignite on hit" // AllowPlayerClass Pyro // AllowedWeapons // { // ItemName "Panic Attack Shotgun" // } // Cost 0 // Attribute "Set DamageType Ignite" // Increment 1 // Cap 1 //} ModThermalThruster // thermal thruster mod - +primary ammo max { Name "Bronze Mod: Ammo Stock" //Description "Thermal Thruster increases primary reserve ammo by 25%." Description "+25% primary reserve ammo" AllowPlayerClass Pyro AllowedWeapons { ItemName "The Thermal Thruster" } Cost 0 Attribute "maxammo primary increased" Increment 0.25 Cap 1.25 } ModGasPasser // gas passer mod - +jarate, -gas { Name "Platinum Mod: Toxic Blight" //Description "Gas Passer now coats enemies in jarate instead of gas." Description "*Gas effect replaced with Jarate" AllowPlayerClass Pyro AllowedWeapons { ItemName "The Gas Passer" } Cost 0 Attribute "damage bonus HIDDEN" // stoopid Increment 0.01 Cap 1.01 SecondaryAttributes { "effect cond override" 24 // jarate "mult effect duration" -0.75 } } ModFireAxe // fire axe mod - +weapon switch speed { Name "Bronze Mod: Speed Holster" //Description "Fire Axe increases weapon switching speed by 60%." Description "+40% weapon switch speed" AllowPlayerClass Pyro AllowedWeapons { Slot "Melee" } DisallowedWeapons { ItemName "The Axtinguisher" ItemName "Festive Axtinguisher" ItemName "The Postal Pummeler" ItemName "The Homewrecker" ItemName "The Maul" ItemName "The Powerjack" ItemName "The Back Scratcher" ItemName "Sharpened Volcano Fragment" ItemName "The Third Degree" ItemName "The Neon Annihilator" ItemName "Promo Neon Annihilator" ItemName "The Hot Hand" } Cost 0 Attribute "deploy time decreased" Increment -0.4 Cap 0.6 } ModAxtinguisher // axtinguisher mod - +minicrits become crits, -damage vs non burning { Name "Silver Mod: Buzz Kill" //Description "Axtinguisher's mini-crits become crits" Description "+Mini-crits become crits; -50% attack speed" AllowPlayerClass Pyro AllowedWeapons { ItemName "The Axtinguisher" ItemName "Festive Axtinguisher" ItemName "The Postal Pummeler" } Cost 0 Attribute "minicrits become crits" Increment 1 Cap 1 SecondaryAttributes { "fire rate penalty" 0.5 } } ModHomewrecker // homewrecker mod - +knockback resistance, +bullet resistance, -damage { Name "Silver Mod: Counterweight" //Description "Homewrecker grants 75% knockback resistance and 35% bullet resistance while active." Description "+75% knockback resistance while active; +35% bullet damage resistance while active; -Additional 25% damage penalty" AllowPlayerClass Pyro AllowedWeapons { ItemName "The Homewrecker" ItemName "The Maul" } Cost 0 Attribute "provide on active" Increment 1 Cap 1 SecondaryAttributes { "damage force reduction" -0.75 "dmg taken from bullets reduced" -0.35 "dmg penalty vs players" -0.25 } } ModPowerjack // powerjack mod - +crits on kill, -attack speed, -draw speed { Name "Silver Mod: Jolt" //Description "Powerjack grants 5 seconds of crits on kill, but attack speed is reduced by 20% and draw speed is reduced by 50%." Description "+Crits on kill for 5 seconds; -20% attack speed; -50% draw speed" AllowPlayerClass Pyro AllowedWeapons { ItemName "The Powerjack" } Cost 0 Attribute "critboost on kill" Increment 5 Cap 5 SecondaryAttributes { "fire rate penalty" 0.2 "single wep deploy time increased" 0.5 } } ModBackScratcher // back scratcher mod - +crit from behind, +health pack on kill, -damage bonus disabled, -attack speed { Name "Gold Mod: Life Strike" //Description "Back Scratcher drops small health packs on kill." Description "+Crits when attacking from behind; +Kills drop small health packs; -No damage bonus; -50% attack speed" AllowPlayerClass Pyro AllowedWeapons { ItemName "The Back Scratcher" } Cost 0 Attribute "crit from behind" Increment 1 Cap 1 SecondaryAttributes { "drop health pack on kill" 1 "damage bonus" -0.25 "fire rate penalty" 0.5 } } ModSharpenedVolcanoFragment // sharpened volcano fragment mod - +heal on hit, +burn rate, -damage { Name "Silver Mod: Volcanic Edge" //Description "Sharpened Volcano Fragment deals mini-crits to burning targets, inflicts bleed for 5 seconds, and grants a 5 second speed boost on kill." Description "+25 health on hit; +150% afterburn rate; -Additional 30% damage penalty" AllowPlayerClass Pyro AllowedWeapons { ItemName "Sharpened Volcano Fragment" } Cost 0 Attribute "heal on hit for rapidfire" Increment 25 Cap 25 SecondaryAttributes { "mult afterburn delay" 1.5 "damage penalty" -0.3 } } ModThirdDegree // third degree mod - +drain uber on hit, -draw speed { Name "Silver Mod: Shocking Touch" //Description "Third Degree drains enemy Ubercharge by 10% on hit, but draw speed is reduced by 100%." Description "+Drain 10% Ubercharge on hit; -100% draw speed" AllowPlayerClass Pyro AllowedWeapons { ItemName "The Third Degree" } Cost 0 Attribute "subtract victim medigun charge on hit" Increment 10 Cap 10 SecondaryAttributes { "single wep deploy time increased" 1 } } ModNeonAnnihilator // neon annihilator mod - +damages all connected via heal beams, +damage vs buildings, -attack speed { Name "Silver Mod: Voltaic Strike" //Description "Neon Annihilator damages enemies connected via healing beams and damage to buildings is increased by 100%." Description "+Damages targets via heal beams; +100% damage vs Sappers; -25% attack speed" AllowPlayerClass Pyro AllowedWeapons { ItemName "The Neon Annihilator" ItemName "Promo Neon Annihilator" } Cost 0 Attribute "damage all connected" Increment 1 Cap 1 SecondaryAttributes { "dmg bonus vs buildings" 1 "fire rate penalty" -0.25 } } ModHotHand // hot hand mod - +ally speed boost on hit, +range, +maximum health, +damage penalty disabled { Name "Platinum Mod: Runtime" //Description "Hot Hand grants allies a speed boost on hit, range is increased by 70%, and increases maximum health by 25." Description "+25 max health; +Mutual speed boost on ally hit for 5 seconds; +70% range; +No damage penalty" AllowPlayerClass Pyro AllowedWeapons { ItemName "The Hot Hand" } Cost 0 Attribute "speed buff ally" Increment 5 Cap 5 SecondaryAttributes { "melee range multiplier" 0.7 "melee bounds multiplier" 0.55 "damage penalty" 0.2 "max health additive bonus" 25 } } ModGrenadeLauncher // grenade launcher mod - +clip size, +primary ammo max, -damage { Name "Silver Mod: Ammo Case" //Description "Grenade Launcher's clip size is increased by 50% and reserve ammo is increased by 87.5%, but damage is reduced by 20%." Description "+50% clip size; +87.5% reserve ammo; -20% damage" AllowPlayerClass Demoman AllowedWeapons { Slot "Primary" } DisallowedWeapons { ItemName "The Loch-n-Load" ItemName "Ali Baba's Wee Booties" ItemName "The Bootlegger" ItemName "The Loose Cannon" ItemName "The Iron Bomber" ItemName "The B.A.S.E. Jumper" ItemName "Burst of Brimstone" ItemName "Toxic Torid" } Cost 0 Attribute "clip size bonus" Increment 0.5 Cap 1.5 SecondaryAttributes { "hidden primary max ammo bonus" 0.875 "damage penalty" -0.2 } } ModLochnLoad // loch-n-load mod - +damage, +pierce resistances, -damage bonus vs buildings disabled, -clip size { Name "Silver Mod: Fulmination" //Description "Loch-n-Load pierces resistances and damage bonus to buildings is replaced with a 20% damage bonus, but clip size is reduced by an additional 25%." Description "+Pierces resistances; +15% damage; -No damage bonus vs Buildings; -Additional 25% clip size penalty" AllowPlayerClass Demoman AllowedWeapons { ItemName "The Loch-n-Load" } Cost 0 Attribute "damage bonus HIDDEN" Increment 0.15 Cap 1.15 SecondaryAttributes { "dmg pierces resists absorbs" 1 "dmg bonus vs buildings" -0.2 "clip size penalty" -0.25 // 50% total clip size penalty } } ModAliBabasWeeBooties // ali baba's wee booties mod - +no falling damage, +money collection radius { Name "Gold Mod: Shock Absorbers" //Description "Ali Baba's Wee Booties grant falling damage immunity and increase money collection radius by 200%." Description "+Fall damage immunity; +200% money collect range" AllowPlayerClass Demoman AllowedWeapons { ItemName "Ali Baba's Wee Booties" } Cost 0 Attribute "cancel falling damage" Increment 1 Cap 1 SecondaryAttributes { "mult credit collect range" 2 } } ModBootlegger // bootlegger mod - +movement speed, +blast resistance, -turning control disabled, -charge meter on melee kill disabled, -movement speed bonus with shield disabled { Name "Platinum Mod: Anti-Flak Plating" //Description "Bootlegger's shield-based bonuses are replaced with a 10% movement speed bonus and 35% blast resistance." Description "+10% move speed; +35% blast damage resistance; -No charge turn control bonus; -No charge refilled on melee kill" AllowPlayerClass Demoman AllowedWeapons { ItemName "The Bootlegger" } Cost 0 Attribute "move speed bonus" Increment 0.1 Cap 1.1 SecondaryAttributes { "dmg taken from blast reduced" -0.35 "mult charge turn control" -2 "kill refills meter" -0.25 "move speed bonus shield required" -0.1 } } ModLooseCannon // loose cannon mod - +ignite on hit, +blast radius, -primary ammo max { Name "Silver Mod: Napalm Grenades" //Description "Loose Cannon's blast radius is increased by 25% and ignites targets on hit, but reserve ammo is reduced by 50%." Description "+Ignite on hit; +25% blast radius; -50% reserve ammo" AllowPlayerClass Demoman AllowedWeapons { ItemName "The Loose Cannon" } Cost 0 Attribute "blast radius increased" Increment 0.25 Cap 1.25 SecondaryAttributes { "Set DamageType Ignite" 1 "maxammo primary reduced" -0.5 } } ModIronBomber // iron bomber mod - +projectiles per shot, +shorter fuse, +blast radius penalty disabled, -projectile deviation, -damage, -fire rate, -reload speed { Name "Platinum Mod: Scattered Justice" //Description "Iron Bomber fires 4 projectiles per shot and blast radius penalty is removed, but damage is reduced by 70%, and fire rate and reload speed are reduced by 30%." Description "+3 projectiles per shot; +No blast radius penalty; -70% damage; -30% fire rate; -30% reload speed; -4 degrees projectile deviation" AllowPlayerClass Demoman AllowedWeapons { ItemName "The Iron Bomber" } Cost 0 Attribute "damage penalty" Increment -0.7 Cap 0.3 SecondaryAttributes { "mult projectile count" 3 "Blast radius decreased" 0.15 "fuse bonus" -0.45 "projectile spread angle penalty" 4 "fire rate penalty" 0.3 "Reload time increased" 0.3 "blast dmg to self increased" -0.7 "self dmg push force decreased" -0.85 } } ModStickybombLauncher // stickybomb launcher mod - +arm time, +bombs stick to enemies, -max bombs { Name "Platinum Mod: Adhesive Blast" //Description "Stickybomb Launcher's bombs arm 0.25 seconds faster and stick to enemies, but has 2 less active bombs." Description "+Bombs stick to enemies; +0.1 second faster bomb arm time; -3 max bombs active" AllowPlayerClass Demoman AllowedWeapons { Slot "Secondary" } DisallowedWeapons { ItemName "The Chargin' Targe" ItemName "Festive Targe 2014" ItemName "The Scottish Resistance" ItemName "Stickybomb Jumper" ItemName "The Splendid Screen" ItemName "The Tide Turner" ItemName "The Quickiebomb Launcher" } Cost 0 Attribute "sticky arm time bonus" Increment -0.1 Cap -0.1 SecondaryAttributes { "stickybomb stick to enemies" 1 "max pipebombs decreased" -3 } } ModCharginTarge // chargin' targe mod - +afterburn immunity, +charge duration { Name "Gold Mod: Enduring Strike" //Description "Chargin' Targe grants immunity to afterburn and 0.5 second longer charges." Description "+Afterburn immunity; +0.5 second longer charge" AllowPlayerClass Demoman AllowedWeapons { ItemName "The Chargin' Targe" ItemName "Festive Targe 2014" } Cost 0 Attribute "afterburn immunity" Increment 1 Cap 1 SecondaryAttributes { "charge time increased" 0.5 } } ModScottishResistance // scottish resistance mod - +blast radius, -damage, -max bombs { Name "Silver Mod: Ruinous Extension" //Description "Scottish Resistance's blast radius is increased by 30% but damage is reduced by 10% and has 2 less active bombs." Description "+30% blast radius; -10% damage; -2 max bombs active" AllowPlayerClass Demoman AllowedWeapons { ItemName "The Scottish Resistance" } Cost 0 Attribute "blast radius increased" Increment 0.3 Cap 1.3 SecondaryAttributes { "damage penalty" -0.1 "max pipebombs increased" -2 } } ModStickyJumper // sticky jumper mod - +bottomless clip { Name "Bronze Mod: Crash Course" //Description "Sticky Jumper fires directly from reserve ammo." Description "+Bottomless clip; +95% charge rate" AllowPlayerClass Demoman AllowedWeapons { ItemName "Stickybomb Jumper" } Cost 0 Attribute "mod no reload DISPLAY ONLY" Increment 1 Cap 1 SecondaryAttributes { "mod max primary clip override" -1 "stickybomb charge rate" -0.95 } } ModSplendidScreen // splendid screen mod - +bullet resistance, +impact damage { Name "Gold Mod: Killing Blow" //Description "Splendid Screen grants 20% bullet resistance and impact damage is increased by 30%." Description "+20% bullet damage resistance; +Additional 30% shield bash damage bonus" AllowPlayerClass Demoman AllowedWeapons { ItemName "The Splendid Screen" } Cost 0 Attribute "dmg taken from bullets reduced" Increment -0.2 Cap 0.8 SecondaryAttributes { "charge impact damage increased" 0.3 // 100% total shield bash damage bonus } } ModTideTurner // tide turner mod - +melee attacks don't cancel charge, +damage reduces charge disabled { Name "Bronze Mod: Blood Rush" //Description "Tide Turner melee attacks no longer cancel a charge and charge is no longer lost when taking damage." Description "+Attacks do not cancel charge; +No charge lost when taking damage" AllowPlayerClass Demoman AllowedWeapons { ItemName "The Tide Turner" } Cost 0 Attribute "Attack not cancel charge" Increment 1 Cap 1 SecondaryAttributes { "lose demo charge on damage when charging" -1 } } ModQuickiebombLauncher // quickiebomb launcher mod - +projectiles ignore gravity, +clip size penalty reduced, +damage penalty removed, -blast radius { Name "Gold Mod: Lethal Momentum" //Description "Quickiebomb Launcher's projectiles no longer fall, clip size penalty is reduced to 25%, and damage penalty is removed, but blast radius is decreased by 25%." Description "+Projectiles defy gravity; +Clip size penalty reduced to 25%; +No damage penalty; -25% blast radius" AllowPlayerClass Demoman AllowedWeapons { ItemName "The Quickiebomb Launcher" } Cost 0 Attribute "projectile gravity native" Increment 1 Cap 1 SecondaryAttributes { "clip size penalty" 0.25 "damage penalty" 0.15 "Blast radius decreased" -0.25 } } ModBottle // bottle mod - +damage resistance on kill, -draw speed { Name "Silver Mod: Safeguard" //Description "Bottle grants 35% damage resistance on kill for 4 seconds." Description "+35% damage resistance on kill for 4 seconds; -50% draw speed" AllowPlayerClass Demoman AllowedWeapons { Slot "Melee" } DisallowedWeapons { ItemName "The Eyelander" ItemName "Festive Eyelander" ItemName "The Horseless Headless Horseman's Headtaker" ItemName "Nessie's Nine Iron" ItemName "The Pain Train" ItemName "The Scotsman's Skullcutter" ItemName "The Claidheamohmor" ItemName "The Ullapool Caber" ItemName "The Half-Zatoichi" ItemName "The Persian Persuader" ItemName "The Scottish Handshake" } Cost 0 Attribute "add cond on kill duration" Increment 4 Cap 4 SecondaryAttributes { "add cond on kill" 42 // bomb defense buff "single wep deploy time increased" 0.5 } } ModEyelander // eyelander mod - +damage, -honourbound { Name "Bronze Mod: Tempo Royale" //Description "Eyelander's damage is increased by 25%, but deals self damage on holster." Description "+15% damage; -Self damage on holster" AllowPlayerClass Demoman AllowedWeapons { ItemName "The Eyelander" ItemName "Festive Eyelander" ItemName "The Horseless Headless Horseman's Headtaker" ItemName "Nessie's Nine Iron" } Cost 0 Attribute "damage bonus HIDDEN" Increment 0.15 Cap 1.15 SecondaryAttributes { "honorbound" 1 } } ModScotsmansSkullcutter // scotsman's skullcutter mod - +knockback resistance, -honourbound { Name "Bronze Mod: Iron Phoenix" //Description "Scotsman's Skullcutter grants 25% bullet, blast, and fire resistance, 50% crit resistance, and 75% knockback resistance, but deals self damage on holster." Description "+75% knockback resistance while active; -Self damage on holster" AllowPlayerClass Demoman AllowedWeapons { ItemName "The Scotsman's Skullcutter" } Cost 0 Attribute "damage force reduction" Increment -0.75 Cap 0.25 SecondaryAttributes { "honorbound" 1 } } ModClaidheamhMor // claidheamh mor mod - +bullet resistance, +blast resistance, +fire resistance, +damage vulnerability disabled, -honourbound { Name "Bronze Mod: Cleaving Whirlwind" //Description "Claidheamh Mor grants 15% bullet, blast, and fire resistance and damage vulnerability is removed, but deals self damage on holster." Description "+15% ranged damage resistance while active; +No damage vulnerability; -Self damage on holster" AllowPlayerClass Demoman AllowedWeapons { ItemName "The Claidheamohmor" } Cost 0 Attribute "dmg from ranged reduced" Increment -0.15 Cap 0.85 SecondaryAttributes { "dmg taken increased" -0.15 "honorbound" 1 } } ModUllapoolCaber // ullapool caber mod - +infinite caber, +self knockback disabled, -self blast damage { Name "Platinum Mod: Sure Footed" //Description "Ullapool Caber is no longer destroyed on use and no longer deals self knockback, but self blast damage is increased by 50%." Description "+Reusable bomb; +No self knockback; -50% self blast damage vulnerability" AllowPlayerClass Demoman AllowedWeapons { ItemName "The Ullapool Caber" } Cost 0 Attribute "regenerate stickbomb" Increment 1 Cap 1 SecondaryAttributes { "self dmg push force decreased" -3 "blast dmg to self increased" 0.5 } } ModPersianPersuader // persian persuader mod - +damage, +movement speed, +knockback resistance, -honourbound { Name "Gold Mod: Vengeful Revenant" //Description "Persian Persauder's damage is increased by 25%, grants 10% faster movement speed and 50% knockback resistance, but deals self damage on holster." Description "+10% damage; +10% move speed; +50% knockback resistance; -Self damage on holster" AllowPlayerClass Demoman AllowedWeapons { ItemName "The Persian Persuader" } Cost 0 Attribute "damage bonus HIDDEN" Increment 0.1 Cap 1.1 SecondaryAttributes { "move speed bonus" 0.1 "damage force reduction" -0.5 "honorbound" 1 } } ModScottishHandshake // scottish handshake mod - +crit while blast jumping, +damages all connected via heal beams, +damage, -attack speed, -no random crits { Name "Platinum Mod: Spoiled Strike" //Description "Scottish Handshake now functions like the Market Gardener, damage to Giant Robots is increased by 50% and damages enemies connected via healing beams." Description "+Crits while blast jumping; +Damages targets via heal beams; +25% damage; -35% attack speed; -No random crits" AllowPlayerClass Demoman AllowedWeapons { ItemName "The Scottish Handshake" } Cost 0 Attribute "mod crit while airborne" Increment 1 Cap 1 SecondaryAttributes { "damage all connected" 1 "damage bonus" 0.25 "fire rate penalty" 0.35 "crit mod disabled" 0 } } ModMinigun // minigun mod - +holster while spinning, +bullet resistance, +blast resistance, +knockback resistance, -damage, -accuracy { Name "Silver Mod: Assault Mode" //Description "Minigun can be holstered while spinning, and grants 10% bullet and blast resistance and 75% knockback resistance while active, but accuracy is reduced by 35%." Description "+10% bullet and blast damage resistance while active; +75% knockback resistance while active; +Can holster while spinning; -15% damage; -35% accuracy" AllowPlayerClass HeavyWeapons AllowedWeapons { Slot "Primary" } DisallowedWeapons { ItemName "Natascha" ItemName "The Brass Beast" ItemName "Tomislav" ItemName "The Huo Long Heatmaker" ItemName "Promo Huo Long Heatmaker" ItemName "Bootleg Deflector" ItemName "Bludger's Barrage" } Cost 0 Attribute "mod minigun can holster while spinning" Increment 1 Cap 1 SecondaryAttributes { "provide on active" 1 "dmg taken from bullets reduced" -0.1 "dmg taken from blast reduced" -0.1 "damage force reduction" -0.75 "damage penalty" -0.15 "spread penalty" 0.35 } } ModNatascha // natascha mod - +holster while spinning, +heal on hit, -slow on hit { Name "Platinum Mod: Healing Return" //Description "Natascha can be holstered while spinning, grants 6 health on hit, and kills heal 20% of maximum health, but enemies are no longer slowed on hit." Description "+8 health on hit; +Can holster while spinning; -No slow on hit" AllowPlayerClass HeavyWeapons AllowedWeapons { ItemName "Natascha" } Cost 0 Attribute "mod minigun can holster while spinning" Increment 1 Cap 1 SecondaryAttributes { "heal on hit for rapidfire" 8 "slow enemy on hit" -1 } } ModBrassBeast // brass beast mod - +holster while spinning, +spun up damage resistance, +crit resistance, +spin up penalty disabled, -spun up movement speed, -overheal { Name "Gold Mod: Shred" //Description "Brass Beast can be holstered while spinning, damage resistance while spun-up increased by an additional 30%, and spin-up penalty is removed, but movement is disabled while spun-up." Description "+Additional 30% damage resistance while spun-up; +50% crit resistance; +No spin-up penalty; +Can holster while spinning; -Cannot move while spun-up; -100% self 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 // 50% total damage resistance while spun up "minigun spinup time increased" -0.5 "aiming movespeed decreased" -0.39 // 99% total move speed penalty while spun up "dmg taken from crit reduced" -0.5 "mult_patient_overheal_penalty_active" -1 } } ModTomislav // tomislav mod - +holster while spinning, +pierce resistances, +spun up movement speed, -ammo max { Name "Silver Mod: Agile Aim" //Description "Tomislav can be holstered while spinning, pierces resistances, and movement speed while spun-up is increased by 150%, but reserve ammo is reduced by 25%." Description "+Can move at full speed while spun-up; +Pierces resistances; +Can holster while spinning; -25% reserve ammo" AllowPlayerClass HeavyWeapons AllowedWeapons { ItemName "Tomislav" } Cost 0 Attribute "mod minigun can holster while spinning" Increment 1 Cap 1 SecondaryAttributes { "dmg pierces resists absorbs" 1 "aiming movespeed increased" 1.5 "maxammo primary reduced" -0.25 } } ModHuoLongHeater // huo-long heater mod - +holster while spinning, +ignite on hit, +ring of fire damage, -damage penalty { Name "Silver Mod: Combustion Rounds" //Description "Huo-Long Heater can be holstered while spinning, ignites enemies on hit, and deals 300% more ring of fire damage, but damage penalty is increased by 15%." Description "+Ignite on hit; +300% ring of fire damage; +Can holster while spinning; -Additional 15% damage penalty" AllowPlayerClass HeavyWeapons AllowedWeapons { ItemName "The Huo Long Heatmaker" ItemName "Promo Huo Long Heatmaker" } Cost 0 Attribute "mod minigun can holster while spinning" Increment 1 Cap 1 SecondaryAttributes { "Set DamageType Ignite" 1 "ring of fire while aiming" 36 "damage penalty" -0.15 } } ModShotgunHeavy // shotgun mod - +full clip reload, +bullets per shot, -damage, -clip size, -secondary ammo max, -reload speed { Name "Platinum Mod: Vicious Spread" //Description "Shotgun fires an additional 20 pellets per shot and reloads its entire clip at once, but damage is reduced by 33% and clip size is reduced by 67%." Description "+20 pellets per shot; +Full clip reload; -33% damage; -100% fire rate; -67% clip size; -75% reserve ammo" AllowPlayerClass HeavyWeapons AllowedWeapons { Slot "Secondary" } DisallowedWeapons { ItemName "The Sandvich" ItemName "Festive Sandvich" ItemName "The Robo-Sandvich" ItemName "The Dalokohs Bar" ItemName "Fishcake" ItemName "The Buffalo Steak Sandvich" ItemName "The Family Business" ItemName "Panic Attack Shotgun" ItemName "The Second Banana" ItemName "Soviet Slammer" } Cost 0 Attribute "reload full clip at once" Increment 1 Cap 1 SecondaryAttributes { "bullets per shot bonus" 2 "damage penalty" -0.33 "clip size penalty" -0.67 "maxammo secondary reduced" -0.75 "fire rate penalty" 1 "Reload time increased" 1 } } //ModSandvich // sandvich mod - +primary ammo max //{ // Name "Bronze Mod: Ammo Stock" // //Description "Sandvich increases primary reserve ammo by 20%." // Description "+20% primary reserve ammo" // AllowPlayerClass HeavyWeapons // AllowedWeapons // { // ItemName "The Sandvich" // ItemName "Festive Sandvich" // ItemName "The Robo-Sandvich" // } // Cost 0 // Attribute "maxammo primary increased" // Increment 0.2 // Cap 1.2 //} ModDalokohsBar // dalokohs bar mod - +maximum health, -health from healers { Name "Gold Mod: Preparation" //Description "Dalokohs Bar increases maximum health by 50 but reduces health received from healers by 35%." Description "+50 max health; -35% health from healers" AllowPlayerClass HeavyWeapons AllowedWeapons { ItemName "The Dalokohs Bar" ItemName "Fishcake" } Cost 0 Attribute "max health additive bonus" Increment 50 Cap 50 SecondaryAttributes { "health from healers reduced" -0.35 } } ModBuffaloSteakSandvich // buffalo steak sandvich mod - +damage resistance, +crit immunity, +damage vulnerability disabled, -minicrit boost disabled { Name "Platinum Mod: Adaptation" //Description "Buffalo Steak Sandvich now grants the Battalion's Backup's effect instead of mini-crits, damage vulnerability is removed, and allows primary weapons to be used." Description "*Lunchbox effect replaced with Battalion's Backup effect; Miniguns can be used while the effect is active" AllowPlayerClass HeavyWeapons AllowedWeapons { ItemName "The Buffalo Steak Sandvich" } Cost 0 Attribute "gesture speed increase" Increment 0.75 Cap 1.75 SecondaryAttributes { "effect cond override" 26 // battalion's backup } } //ModFamilyBusiness // family business mod - +accuracy //{ // Name "Bronze Mod: Flechette" // //Description "Family Business' accuracy is increased by 35%." // Description "+35% accuracy" // AllowPlayerClass HeavyWeapons // AllowedWeapons // { // ItemName "The Family Business" // } // Cost 0 // Attribute "weapon spread bonus" // Increment -0.35 // Cap 0.65 //} //ModPanicAttackHeavy // panic attack mod - +minicrits on kill //{ // Name "Bronze Mod: Shell Shock" // //Description "Panic Attack grants 5 seconds of mini-crits on kill." // Description "+Mini-crits on kill for 5 seconds" // AllowPlayerClass HeavyWeapons // AllowedWeapons // { // ItemName "Panic Attack Shotgun" // } // Cost 0 // Attribute "minicritboost on kill" // Increment 5 // Cap 5 //} ModSecondBanana // second banana mod - +movement speed, -maximum health { Name "Gold Mod: Mobilise" //Description "Second Banana increases movement speed by 10% but reduces maximum health by 25." Description "+10% move speed; -25 max health" AllowPlayerClass HeavyWeapons AllowedWeapons { ItemName "The Second Banana" } Cost 0 Attribute "move speed bonus" Increment 0.1 Cap 1.1 SecondaryAttributes { "max health additive penalty" -25 } } ModFists // fists mod - +slow on hit, -fire rate { Name "Silver Mod: Seismic Palm" //Description "Fists slow targets on hit for 2 seconds but attack speed is reduced by 40%." Description "+90% slow on hit for 2 seconds; -40% attack speed" AllowPlayerClass HeavyWeapons AllowedWeapons { Slot "Melee" } DisallowedWeapons { ItemName "The Killing Gloves Of Boxing" ItemName "Gloves of Running Urgently" ItemName "Festive Gloves of Running Urgently" ItemName "The Bread Bite" ItemName "Warrior's Spirit" ItemName "Fists of Steel" ItemName "The Eviction Notice" ItemName "The Holiday Punch" } Cost 0 Attribute "slow enemy on hit" Increment 1 Cap 1 SecondaryAttributes { "add attributes on hit" "move speed penalty|0.1|2" "fire rate penalty" 0.4 } } ModKillingGlovesofBoxing // killing gloves of boxing mod - +holster speed, -damage { Name "Silver Mod: Dispatch Overdrive" //Description "Killing Gloves of Boxing holster 50% faster." Description "+50% holster speed; -20% damage" AllowPlayerClass HeavyWeapons AllowedWeapons { ItemName "The Killing Gloves Of Boxing" } Cost 0 Attribute "switch from wep deploy time decreased" Increment -0.5 Cap 0.5 SecondaryAttributes { "damage penalty" -0.2 } } ModGlovesofRunningUrgently // gloves of running urgently mod - +health drain disabled, -self mark for death { Name "Bronze Mod: Martial Fury" //Description "Gloves of Running Urgently's maximum health drain is replaced with self mark for death." Description "+No health drain while active; -Mark self for death while active" AllowPlayerClass HeavyWeapons AllowedWeapons { ItemName "Gloves of Running Urgently" ItemName "Festive Gloves of Running Urgently" ItemName "The Bread Bite" } Cost 0 Attribute "self mark for death" Increment 1 Cap 1 SecondaryAttributes { "mod_maxhealth_drain_rate" -10 } } ModWarriorsSpirit // warrior's spirit mod - +minicrits become crits, +damage vulnerability disabled, -attack speed, -honourbound { Name "Silver Mod: Grim Fury" //Description "Warrior's Spirit's mini-crits become crits and damage vulnerability is removed, but attack speed is reduced by 30% and deals self damage on holster." Description "+Mini-crits become crits; +No damage vulnerability; -30% attack speed; -Self damage on holster" AllowPlayerClass HeavyWeapons AllowedWeapons { ItemName "Warrior's Spirit" } Cost 0 Attribute "minicrits become crits" Increment 1 Cap 1 SecondaryAttributes { "dmg taken increased" -0.3 "fire rate penalty" 0.3 "honorbound" 1 } } ModFistsofSteel // fists of steel mod - +ranged resistance, -melee vulnerability, -movement speed { Name "Silver Mod: Heavy Trauma" //Description "Fists of Steel's ranged damage resistance is increased by an additional 40%, but melee vulnerability is increased by an additional 100% and movement speed is reduced by 20% while active." Description "+Additional 40% ranged damage resistance while active; -Additional 100% melee damage vulnerability while active; -20% move speed while active" AllowPlayerClass HeavyWeapons AllowedWeapons { ItemName "Fists of Steel" } Cost 0 Attribute "provide on active" Increment 1 Cap 1 SecondaryAttributes { "dmg from ranged reduced" -0.4 // 80% total ranged damage resistance "dmg from melee increased" 1 // 200% total melee damage vulnerability "move speed penalty" -0.2 } } ModEvictionNotice // eviction notice mod - +minicrits become crits, +health drain disabled { Name "Bronze Mod: Berserker Fury" //Description "Eviction Notice's mini-crits become crits and maximum health drain is disabled." Description "+Mini-crits become crits; +No health drain while active" AllowPlayerClass HeavyWeapons AllowedWeapons { ItemName "The Eviction Notice" } Cost 0 Attribute "minicrits become crits" Increment 1 Cap 1 SecondaryAttributes { "mod_maxhealth_drain_rate" -5 } } ModHolidayPunch // holiday punch mod - +always crit, -attack speed, -draw speed { Name "Silver Mod: Noble Cadence" //Description "Holiday Punch's attacks will always be crit-boosted, but draw speed is reduced by 75% and attack speed is reduced by 30%." Description "+Attacks always crit; -75% draw speed; -30% attack speed" AllowPlayerClass HeavyWeapons AllowedWeapons { ItemName "The Holiday Punch" } Cost 0 Attribute "always crit" Increment 1 Cap 1 SecondaryAttributes { "single wep deploy time increased" 0.75 "fire rate penalty" 0.3 } } ModShotgunEngineer // shotgun mod - +long range building teleport { Name "Platinum Mod: Fetch" //Description "Shotgun can pick up buildings from any range for 150 metal." Description "+Can pick up Buildings from any range for 150 metal" AllowPlayerClass Engineer AllowedWeapons { Slot "Primary" } DisallowedWeapons { ItemName "The Frontier Justice" ItemName "Festive Frontier Justice" ItemName "The Widowmaker" ItemName "The Pomson 6000" ItemName "The Rescue Ranger" ItemName "Panic Attack Shotgun" ItemName "Veruc" } Cost 0 Attribute "engineer building teleporting pickup" Increment 150 Cap 150 } ModFrontierJustice // frontier justice mod - +damage bonus, -clip size { Name "Silver Mod: Point Blank" //Description "Frontier Justice's damage is increased by 33%." Description "+20% damage; -Additional 17% clip size penalty" AllowPlayerClass Engineer AllowedWeapons { ItemName "The Frontier Justice" ItemName "Festive Frontier Justice" } Cost 0 Attribute "damage bonus" Increment 0.2 Cap 1.2 SecondaryAttributes { "clip size penalty" -0.17 } } ModWidowmaker // widowmaker mod - +sentry damage bonus, -metal per shot { Name "Silver Mod: Fired Up" //Description "Widowmaker increases Sentry damage by 15%." Description "+10% Sentry Gun damage; -Additional 10 metal cost per shot" AllowPlayerClass Engineer AllowedWeapons { ItemName "The Widowmaker" } Cost 0 Attribute "engy sentry damage bonus" Increment 0.1 Cap 1.1 SecondaryAttributes { "mod ammo per shot" 10 } } ModPomson6000 // pomson 6000 mod - +projectiles per shot, -ammo per shot, -projectile deviation { Name "Platinum Mod: Split Chamber" //Description "Pomson 6000 fires 4 projectiles per shot and projectile speed is increased by 100%, but consumes 4 ammo per shot." Description "+3 projectiles per shot; +100% projectile speed; -2 degrees projectile deviation" AllowPlayerClass Engineer AllowedWeapons { ItemName "The Pomson 6000" } Cost 0 Attribute "projectile spread angle penalty" Increment 2 Cap 2 SecondaryAttributes { "Projectile speed increased" 1 "mult projectile count" 3 } } ModRescueRanger // rescue ranger mod - +building heal rate, +mark for death disabled, -maximum health { Name "Gold Mod: Repair Kit" //Description "Rescue Ranger's bolts healing increased by 25% and self mark while carrying buildings is removed." Description "+25% Building heal rate; +No self mark for death while carrying a Building; -25 max health" AllowPlayerClass Engineer AllowedWeapons { ItemName "The Rescue Ranger" } Cost 0 Attribute "arrow heals buildings" Increment 15 Cap 75 SecondaryAttributes { "mark for death on building pickup" -1 "max health additive penalty" -25 } } ModPanicAttackEngineer // panic attack mod - +damage vs sentry target { Name "Bronze Mod: Calculated Shot" //Description "Panic Attack's damage to your Sentry Gun's target is increased by 45%." Description "+45% damage vs Sentry Gun target" AllowPlayerClass Engineer AllowedWeapons { ItemName "Panic Attack Shotgun" } Cost 0 Attribute "damage bonus bullet vs sentry target" Increment 0.45 Cap 1.45 } ModPistolEngineer // pistol mod - +damage, +building health { Name "Bronze Mod: Pistol Gambit" //Description "Pistol's damage is increased by 20% and grants buildings 50% more health." Description "+20% damage; +50% Building health" AllowPlayerClass Engineer AllowedWeapons { Slot "Secondary" } DisallowedWeapons { ItemName "The Wrangler" ItemName "Festive Wrangler" ItemName "The Giger Counter" ItemName "The Short Circuit" } Cost 0 Attribute "damage bonus" Increment 0.2 Cap 1.2 SecondaryAttributes { "engy building health bonus" 0.5 } } ModWrangler // wrangler mod - +self blast damage, +no falling damage, -metal max { Name "Bronze Mod: Cautious Shot" //Description "Wrangler grants 80% resistance to your Sentry Gun's rockets while active." Description "+90% self blast damage resistance while active; +Fall damage immunity while active; -15% reserve metal" AllowPlayerClass Engineer AllowedWeapons { ItemName "The Wrangler" ItemName "Festive Wrangler" ItemName "The Giger Counter" } Cost 0 Attribute "provide on active" Increment 1 Cap 1 SecondaryAttributes { "rocket jump damage reduction" -0.9 "cancel falling damage" 1 "maxammo metal reduced" -0.15 } } ModShortCircuit // short circuit mod - +building health, +damage, -projectile speed, -fire rate { Name "Platinum Mod: Ion Infusion" //Description "Short Circuit grants buildings 20% more health and damage is increased by 200%, but alt-fire projectile no longer moves and fires 150% slower." Description "+Energy orb no longer moves; +200% damage; +20% Building health; -150% fire rate" AllowPlayerClass Engineer AllowedWeapons { ItemName "The Short Circuit" } Cost 0 Attribute "engy building health bonus" Increment 0.2 Cap 1.2 SecondaryAttributes { "damage bonus" 2 "mod projectile heat seek power" 360 "fire rate penalty" 1.5 } } ModWrench // wrench mod - +sentry range { Name "Bronze Mod: Sinister Reach" //Description "Wrench increases Sentry range by 25%." Description "+25% Sentry Gun range" AllowPlayerClass Engineer AllowedWeapons { Slot "Melee" } DisallowedWeapons { ItemName "The Gunslinger" ItemName "The Southern Hospitality" ItemName "The Jag" ItemName "The Eureka Effect" } Cost 0 Attribute "engy sentry radius increased" Increment 0.25 Cap 1.25 } ModGunslinger // gunslinger mod - +build rate, +disposable sentry, +dispenser range, +cheaper canteens { Name "Gold Mod: Sanctuary" //Description "Gunslinger's buildings construct 100% faster, grants 1 disposable Mini-Sentry, Dispenser range increased by 50%, and canteens are $10 cheaper." Description "+100% faster Building construction rate; +1 Disposable Sentry Gun; +50% Dispenser range; +$20 cheaper Canteens" AllowPlayerClass Engineer AllowedWeapons { ItemName "The Gunslinger" } Cost 0 Attribute "construction rate increased" Increment 1 Cap 2 SecondaryAttributes { "engy disposable sentries" 1 "engy dispenser radius increased" 0.5 "canteen specialist" 2 } } ModSouthernHospitality // southern hospitality mod - +metal from packs, +fire vulnerability disabled, -damage vulnerability { Name "Silver Mod: Scavenge" //Description "Southern Hospitality grants 50% more metal from ammo packs while active, but fire vulnerability is replaced with 15% damage vulnerability while active." Description "+50% metal from packs while active; +No fire damage vulnerability; -15% damage vulnerability while active" AllowPlayerClass Engineer AllowedWeapons { ItemName "The Southern Hospitality" } Cost 0 Attribute "provide on active" Increment 1 Cap 1 SecondaryAttributes { "metal_pickup_decreased" 0.5 "dmg taken from fire increased" -0.2 "dmg taken increased" 0.15 } } //ModJag // jag mod - +upgrade rate //{ // Name "Bronze Mod: Accelerated Deflection" // //Description "Jag's upgrade rate is increased by 40%." // Description "+40% Building upgrade rate" // AllowPlayerClass Engineer // AllowedWeapons // { // ItemName "The Jag" // } // Cost 0 // Attribute "upgrade rate decrease" // Increment 0.4 // Cap 1.4 //} ModEurekaEffect // eureka effect mod - +build rate penalty disabled, +teleporter recharge rate, +teleporter speed boost, -metal max { Name "Gold Mod: Metal Fibre" //Description "Eureka Effect's building construction rate penalty is removed, and Teleporters recharge 50% faster and grant a speed boost on use." Description "+Teleporters grant speed boost; +50% Teleporter recharge rate; +No Building construction rate penalty; -20% reserve metal" AllowPlayerClass Engineer AllowedWeapons { ItemName "The Eureka Effect" } Cost 0 Attribute "Construction rate decreased" Increment 0.5 Cap 1 SecondaryAttributes { "mult teleporter recharge rate" -0.5 "mod teleporter speed boost" 1 "maxammo metal reduced" -0.2 } } ModSyringeGun // syringe gun mod - +damage, -clip size, -reload speed { Name "Silver Mod: Hydraulic Barrel" //Description "Syringe Gun's damage is increased by 50%, but clip size is reduced by 25%." Description "+50% damage; -25% clip size; -50% reload speed" AllowPlayerClass Medic AllowedWeapons { Slot "Primary" } DisallowedWeapons { ItemName "The Blutsauger" ItemName "The Crusader's Crossbow" ItemName "Festive Crusader's Crossbow" ItemName "The Overdose" ItemName "Four Part Plan" } Cost 0 Attribute "damage bonus" Increment 0.5 Cap 1.5 SecondaryAttributes { "clip size penalty" -0.25 "Reload time increased" 0.5 } } ModBlutsauger // blutsauger mod - +damage, +heal on hit, -clip size, -reload speed { Name "Silver Mod: Recover" //Description "Blutsauger's damage is increased by 20% and grants an additional 2 health on hit, but clip size is reduced by 25%." Description "+20% damage bonus; +Additional 2 health on hit; -25% clip size; -35% reload speed" AllowPlayerClass Medic AllowedWeapons { ItemName "The Blutsauger" } Cost 0 Attribute "damage bonus" Increment 0.2 Cap 1.2 SecondaryAttributes { "heal on hit for rapidfire" 2 // 5 total health on hit "clip size penalty" -0.25 "Reload time increased" 0.35 } } ModCrusadersCrossbow // crusader's crossbow mod - +mad milk on hit, -damage, -reload speed { Name "Platinum Mod: Insatiable" //Description "Crusader's Crossbow applies Mad Milk on hit for 5 seconds, but reloads 35% slower." Description "+Mad Milk on hit for 5 seconds; -50% damage; -50% reload speed" AllowPlayerClass Medic AllowedWeapons { ItemName "The Crusader's Crossbow" ItemName "Festive Crusader's Crossbow" } Cost 0 Attribute "add cond on hit duration" Increment 5 Cap 5 SecondaryAttributes { "add cond on hit" 27 // mad milk "damage penalty" -0.5 "Reload time increased" 0.5 } } ModOverdose // overdose mod - +damage penalty disabled, +damage, -clip size, -reload speed { Name "Silver Mod: Hydraulic Barrel" //Description "Overdose's damage penalty is replaced with a 20% damage bonus, but clip size is reduced by 25%." Description "+No damage penalty; +20% damage; -25% clip size; -35% reload speed" AllowPlayerClass Medic AllowedWeapons { ItemName "The Overdose" } Cost 0 Attribute "damage penalty" Increment 0.15 Cap 1 SecondaryAttributes { "damage bonus" 0.2 "clip size penalty" -0.25 "Reload time increased" 0.35 } } ModMediGun // medi gun mod - +maximum health, +heal rate, +uber build rate on overheal, -shield duration, -shield damage { Name "Gold Mod: Vitality" //Description "Medi Gun's healing rate is increased by 20%, but overheal builds 35% slower." Description "+50 max health; +25% heal rate; +15% Ubercharge build rate on overhealed targets; -50% projectile shield duration; -90% projectile shield damage" AllowPlayerClass Medic AllowedWeapons { Slot "Secondary" } DisallowedWeapons { ItemName "The Kritzkrieg" ItemName "The Quick-Fix" ItemName "The Vaccinator" } Cost 0 Attribute "heal rate bonus" Increment 0.25 Cap 1.25 SecondaryAttributes { "ubercharge overheal rate penalty" 0.15 "max health additive bonus" 50 "increase buff duration" -0.5 "dmg penalty vs players" -0.9 } } ModKritzkrieg // kritzkrieg mod - +overheal cap, -maximum health { Name "Gold Mod: Vigour" //Description "Kritzkrieg's overheal cap is increased by 25%." Description "+25% max overheal; -25 max health" AllowPlayerClass Medic AllowedWeapons { ItemName "The Kritzkrieg" } Cost 0 Attribute "overheal bonus" Increment 0.25 Cap 1.25 SecondaryAttributes { "max health additive penalty" -25 } } ModQuickFix // quick-fix mod - +building healing, +heal rate, -overheal build rate { Name "Platinum Mod: Continuity" //Description "Quick-Fix's projectile shield duration is increased by 20% and Ubercharge builds 15% faster on overhealed patients." Description "+Can heal Buildings; +Additional 35% faster heal rate; -25% overheal fill rate" AllowPlayerClass Medic AllowedWeapons { ItemName "The Quick-Fix" } Cost 0 Attribute "medic machinery beam" Increment 4 Cap 4 SecondaryAttributes { "heal rate bonus" 0.35 "overheal fill rate reduced" -0.25 } } ModVaccinator // vaccinator mod - +passive resistance, -shield duration, -shield damage { Name "Silver Mod: Diamond Skin" //Description "Vaccinator's damage resistance increased to 25%, but projectile shield duration is reduced by 50%." Description "+Additional 15% passive resistance to selected damage type; -50% projectile shield duration; -90% projectile shield damage" AllowPlayerClass Medic AllowedWeapons { ItemName "The Vaccinator" } Cost 0 Attribute "medigun bullet resist passive" Increment 0.15 Cap 0.25 SecondaryAttributes { "medigun blast resist passive" 0.15 "medigun fire resist passive" 0.15 "increase buff duration" -0.5 "dmg penalty vs players" -0.9 } } ModBonesaw // bonesaw, solemn vow mod - +ubercharge on hit { Name "Bronze Mod: Lightning Rod" //Description "Bonesaw and Solemn Vow grant 15% Ubercharge on hit and deal 20% more damage." Description "+15% Ubercharge on hit" AllowPlayerClass Medic AllowedWeapons { Slot "Melee" } DisallowedWeapons { ItemName "The Ubersaw" ItemName "Festive Ubersaw" ItemName "The Vita-Saw" ItemName "The Amputator" } Cost 0 Attribute "add uber charge on hit" Increment 0.15 Cap 0.15 } ModUbersaw // ubersaw mod - +movement speed, -maximum health, -ubercharge on hit { Name "Gold Mod: Streamlined Form" //Description "Ubersaw grants 10% faster movement speed but grants 5% less Ubercharge on hit" Description "+10% move speed; -25 max health; -Ubercharge on hit reduced to 20%" AllowPlayerClass Medic AllowedWeapons { ItemName "The Ubersaw" ItemName "Festive Ubersaw" } Cost 0 Attribute "move speed bonus" Increment 0.1 Cap 1.1 SecondaryAttributes { "max health additive penalty" -25 "add uber charge on hit" -0.05 // 20 total uber on hit } } ModVitaSaw // vita-saw mod - +ubercharge on hit, +health pack on kill, +health from packs, -maximum health { Name "Platinum Mod: Life Strike" //Description "Vita-Saw grants 15% Ubercharge on hit, drops small health packs on kill, and increases health from packs by 50%, but reduces maximum health by an additional 25." Description "+Kills drop small health packs; +50% health from packs; +15% Ubercharge on hit; -Additional 15 max health penalty" AllowPlayerClass Medic AllowedWeapons { ItemName "The Vita-Saw" } Cost 0 Attribute "add uber charge on hit" Increment 0.15 Cap 0.15 SecondaryAttributes { "drop health pack on kill" 1 "health from packs increased" 0.5 "max health additive penalty" -15 // 25 total health penalty } } ModAmputator // amputator mod - +ubercharge on hit, +heal on hit { Name "Platinum Mod: Vital Systems Bypass" //Description "Amputator grants 15% Ubercharge on hit, heals allies in range on hit, and grants 50% ranged damage resistance while active." Description "+Nearby allies gain 35% damage resistance on hit and on taunt; +10% Ubercharge on hit" AllowPlayerClass Medic AllowedWeapons { ItemName "The Amputator" } Cost 0 Attribute "add uber charge on hit" Increment 0.1 Cap 0.1 SecondaryAttributes { "aoe heal chance" 100 "effect cond override" 42 // bomb defense buff "mult effect duration" 4 } } ModSniperRifle // sniper rifle mod - +headshot damage, -bodyshot damage { Name "Silver Mod: Sharpshooter" //Description "Sniper Rifle's critical damage is increased by 33%, but reserve ammo is reduced by 20%." Description "+20% headshot damage; -20% bodyshot damage" AllowPlayerClass Sniper AllowedWeapons { Slot "Primary" } DisallowedWeapons { ItemName "The Huntsman" ItemName "Festive Huntsman" ItemName "The Fortified Compound" ItemName "The Sydney Sleeper" ItemName "The Bazaar Bargain" ItemName "The Machina" ItemName "Shooting Star" ItemName "The Hitman's Heatmaker" ItemName "The Classic" } Cost 0 Attribute "headshot damage increase" Increment 0.2 Cap 1.2 SecondaryAttributes { "damage penalty on bodyshot" -0.2 } } ModHuntsman // huntsman mod - +damages all connected via heal beams, -damage { Name "Silver Mod: High Voltage" //Description "Huntsman damages enemies connected via healing beams." Description "+Damages targets via heal beams; -20% damage" AllowPlayerClass Sniper AllowedWeapons { ItemName "The Huntsman" ItemName "Festive Huntsman" } Cost 0 Attribute "damage all connected" Increment 1 Cap 1 SecondaryAttributes { "damage penalty" -0.2 } } ModSydneySleeper // sydney sleeper mod - +jarate splash on hit, +damage, -bodyshot damage { Name "Silver Mod: Malignant Force" //Description "Sydney Sleeper coats nearby targets with Jarate on hit and damage is increased by 10%." Description "+Applies Jarate to enemies near target on hit; +10% damage; -40% bodyshot damage" AllowPlayerClass Sniper AllowedWeapons { ItemName "The Sydney Sleeper" } Cost 0 Attribute "radius sleeper" Increment 1 Cap 1 SecondaryAttributes { "damage bonus HIDDEN" 0.1 "damage penalty on bodyshot" -0.4 } } ModBazaarBargain // bazaar bargain mod - +headshot damage, -bodyshot damage, -ammo max { Name "Silver Mod: Sharpshooter" //Description "Bazaar Bargain's headshot damage is increased by 20% but bodyshot damage is reduced by 40%." Description "+20% headshot damage; -40% bodyshot damage; -20% reserve ammo" AllowPlayerClass Sniper AllowedWeapons { ItemName "The Bazaar Bargain" } Cost 0 Attribute "headshot damage increase" Increment 0.2 Cap 1.2 SecondaryAttributes { "damage penalty on bodyshot" -0.4 "maxammo primary reduced" -0.2 } } ModMachina // machina mod - +pierce resistances, +full charge damage, -ammo max { Name "Silver Mod: Point Strike" //Description "Machina pierces resistances and damage bonus when fully charged is increased by an additional 15%." Description "+Pierces resistances; +Additional 15% damage bonus when fully charged; -60% reserve ammo" AllowPlayerClass Sniper AllowedWeapons { ItemName "The Machina" ItemName "Shooting Star" } Cost 0 Attribute "dmg pierces resists absorbs" Increment 1 Cap 1 SecondaryAttributes { "sniper full charge damage bonus" 0.15 "maxammo primary reduced" -0.6 } } ModHitmansHeatmaker // hitman's heatmaker mod - +fire rate, -damage, -explosive headshot damage, -ammo max { Name "Gold Mod: Depleted Reload" //Description "Hitman's Heatmaker's fire rate is increased by 35%, but damage is reduced by 20% and reserve ammo is reduced by 40%." Description "+40% fire rate; -20% damage; -50% explosive headshot damage; -40% reserve ammo" AllowPlayerClass Sniper AllowedWeapons { ItemName "The Hitman's Heatmaker" } Cost 0 Attribute "fire rate bonus" Increment -0.4 Cap 0.6 SecondaryAttributes { "damage penalty" -0.2 "mult bleeding dmg" -0.5 "maxammo primary reduced" -0.4 } } ModFortifiedCompound // fortified compound mod - +bouncy arrows, +homing arrows after timer, -damage, -cannot headshot, -max penetrations { Name "Platinum Mod: Terminal Velocity" //Description "Fortified Compound arrows ricochet off surfaces but lose speed with each bounce." Description "+Arrows ricochet off surfaces; +Arrows seek nearby targets after 2.2 seconds; -30% damage; -Arrows can only penetrate 3 times" AllowPlayerClass Sniper AllowedWeapons { ItemName "The Fortified Compound" } Cost 0 Attribute "damage penalty" Increment -0.3 Cap 0.7 SecondaryAttributes { "reset arrow hits on bounce" 1 "mod projectile heat aim start time" 2.2 "mod projectile heat seek power" 360 "projectile penetration limit" 3 "grenade bounce speed" 0.6 "projectile lifetime" 3 } } ModClassic // classic mod - +fire rate, +headshot at full charge disabled, +bodyshot damage penalty disabled, -damage { Name "Platinum Mod: Speed Trigger" //Description "Classic's fire rate is increased by 40%, can headshot at any charge, and bodyshot damage penalty is removed, but damage is reduced by 33%." Description "+Can headshot at any charge; +40% fire rate; +No bodyshot damage penalty; -20% damage; -33% explosive headshot damage" AllowPlayerClass Sniper AllowedWeapons { ItemName "The Classic" } Cost 0 Attribute "fire rate bonus" Increment -0.4 Cap 0.6 SecondaryAttributes { "sniper no headshot without full charge" -1 "damage penalty on bodyshot" 0.1 "damage penalty" -0.2 "mult bleeding dmg" -0.33 } } ModSMG // smg mod - +fire rate, -damage { Name "Silver Mod: Anaemic Agility" //Description "SMG's fire rate is increased by 60%, but damage is reduced by 25%." Description "+60% fire rate; -25% damage" AllowPlayerClass Sniper AllowedWeapons { Slot "Secondary" } DisallowedWeapons { ItemName "Jarate" ItemName "Festive Jarate" ItemName "The Self-Aware Beauty Mark" ItemName "The Razorback" ItemName "Darwin's Danger Shield" ItemName "The Cozy Camper" ItemName "The Cleaner's Carbine" } Cost 0 Attribute "fire rate bonus HIDDEN" Increment -0.6 Cap 0.4 SecondaryAttributes { "damage penalty" -0.25 } } //ModJarate // jarate mod - +effect duration //{ // Name "Bronze Mod: Enduring Affliction" // //Description "Jarate coats enemies for 50% longer." // Description "+80% effect duration" // AllowPlayerClass Sniper // AllowedWeapons // { // ItemName "Jarate" // ItemName "Festive Jarate" // ItemName "The Self-Aware Beauty Mark" // } // Cost 0 // Attribute "mult effect duration" // does not work with slow upgrade // Increment 0.8 // Cap 1.8 //} ModRazorback // razorback mod - +bullet resistance { Name "Gold Mod: Armoured Recovery" //Description "Razorback grants 25% bullet resistance." Description "+30% bullet damage resistance" AllowPlayerClass Sniper AllowedWeapons { ItemName "The Razorback" } Cost 0 Attribute "dmg taken from bullets reduced" Increment -0.3 Cap 0.7 } ModDarwinsDangerShield // darwin's danger shield mod - +blast resistance, +maximum health { Name "Gold Mod: Blast Shield" //Description "Darwin's Danger Shield grants 25% blast resistance and increases maximum health by 25." Description "+25 max health; +20% blast damage resistance" AllowPlayerClass Sniper AllowedWeapons { ItemName "Darwin's Danger Shield" } Cost 0 Attribute "dmg taken from blast reduced" Increment -0.2 Cap 0.8 SecondaryAttributes { "max health additive bonus" 25 } } ModCozyCamper // cozy camper mod - +primary ammo max { Name "Bronze Mod: Ammo Stock" //Description "Cozy Camper increases primary reserve ammo by 20%." Description "+20% primary reserve ammo" AllowPlayerClass Sniper AllowedWeapons { ItemName "The Cozy Camper" } Cost 0 Attribute "maxammo primary increased" Increment 0.2 Cap 1.2 } ModCleanersCarbine // cleaner's carbine mod - +minicrits become crits, +fire rate penalty disabled, -clip size { Name "Silver Mod: Critical Delay" //Description "Cleaner's Carbine's mini-crits become crits and fire rate penalty is removed, but clip size is reduced by an additional 20%." Description "+Mini-crits become crits; +No fire rate penalty; -Additional 20% clip size penalty" AllowPlayerClass Sniper AllowedWeapons { ItemName "The Cleaner's Carbine" } Cost 0 Attribute "minicrits become crits" Increment 1 Cap 1 SecondaryAttributes { "fire rate penalty" -0.25 "clip size penalty" -0.2 // 40% total clip size penalty } } ModKukri // kukri mod - +damage vs buildings, +can damage sappers { Name "Platinum Mod: Proton Snap" //Description "Kukri can damage sappers and damage to sappers is increased by 100%." Description "+Can damage and remove Sappers; +100% damage vs Sappers" AllowPlayerClass Sniper AllowedWeapons { Slot "Melee" } DisallowedWeapons { ItemName "The Tribalman's Shiv" ItemName "The Bushwacka" ItemName "The Shahanshah" } Cost 0 Attribute "dmg bonus vs buildings" Increment 1 Cap 2 SecondaryAttributes { "damage applies to sappers" 1 } } ModTribalmansShiv // tribalman's shiv mod - +pierce resistances, +bleed duration, +bleed damage { Name "Gold Mod: Lasting Sting" //Description "Tribalman's Shiv pierces resistances, bleed duration is increased by 2 seconds, and bleed damage is increased by 100%." Description "+Pierces resistances; +100% bleed damage; +Additional 2 seconds bleeding duration" AllowPlayerClass Sniper AllowedWeapons { ItemName "The Tribalman's Shiv" } Cost 0 Attribute "dmg pierces resists absorbs" Increment 1 Cap 1 SecondaryAttributes { "bleeding duration" 2 "mult bleeding dmg" 1 } } ModBushwacka // bushwacka mod - +damage, -maximum health { Name "Gold Mod: Tempered Blade" //Description "Bushwacka's damage is increased by 20% but reduces maximum health by 25." Description "+20% damage; -25 max health" AllowPlayerClass Sniper AllowedWeapons { ItemName "The Bushwacka" } Cost 0 Attribute "damage bonus" Increment 0.2 Cap 1.2 SecondaryAttributes { "max health additive penalty" -25 } } ModShahanshah // shahanshah mod - +damage penalty at full health disabled, -attack speed { Name "Bronze Mod: Finishing Touch" //Description "Shahanshah's damage penalty when above half health is removed but attack speed is reduced by 20%." Description "+No damage penalty while above half health; -20% attack speed" AllowPlayerClass Sniper AllowedWeapons { ItemName "The Shahanshah" } Cost 0 Attribute "dmg penalty while half alive" Increment 0.25 Cap 1 SecondaryAttributes { "fire rate penalty" 0.2 } } //ModRevolver // revolver mod - +shooting doesn't remove disguise //{ // Name "Platinum Mod: Suppress" // //Description "Revolver no longer breaks disguise when firing." // Description "+Attacking does not remove disguises" // AllowPlayerClass Spy // AllowedWeapons // { // Slot "Secondary" // } // DisallowedWeapons // { // ItemName "The Ambassador" // ItemName "Festive Ambassador" // ItemName "L'Etranger" // ItemName "The Enforcer" // ItemName "The Diamondback" // ItemName "Maggie" // } // Cost 0 // Attribute "keep disguise on attack" // Increment 1 // Cap 1 //} ModRevolver // revolver, l'etranger mod - +slow on hit, -fire rate { Name "Silver Mod: Dizzying Rounds" //Description "L'Etranger slows targets on hit for 2 seconds but fire rate is reduced by 100%." Description "+50% slow on hit for 2 seconds; -100% fire rate" AllowPlayerClass Spy AllowedWeapons { Slot "Secondary" } DisallowedWeapons { ItemName "The Ambassador" ItemName "Festive Ambassador" ItemName "The Enforcer" ItemName "The Diamondback" ItemName "Maggie" } Cost 0 Attribute "slow enemy on hit" Increment 1 Cap 1 SecondaryAttributes { "add attributes on hit" "move speed penalty|0.5|2" "fire rate penalty" 1 } } ModAmbassador // ambassador mod - +damage bonus on headshot { Name "Bronze Mod: Creeping Bullseye" //Description "Ambassador increases headshot damage by 25%." Description "+25% headshot damage" AllowPlayerClass Spy AllowedWeapons { ItemName "The Ambassador" ItemName "Festive Ambassador" } Cost 0 Attribute "headshot damage increase" Increment 0.25 Cap 1.25 } ModEnforcer // enforcer mod - +damage bonus, -damage bonus while disguised disabled { Name "Bronze Mod: Hollow Point" //Description "Enforcer's damage bonus while disguised is replaced with a 20% damage bonus." Description "+20% damage; -No damage bonus while disguised" AllowPlayerClass Spy AllowedWeapons { ItemName "The Enforcer" } Cost 0 Attribute "damage bonus" Increment 0.2 Cap 1.2 SecondaryAttributes { "damage bonus while disguised" -0.2 } } ModDiamondback // diamondback mod - +draw speed, +damage penalty removed, -clip size { Name "Silver Mod: Quickdraw" //Description "Diamondback draws 50% faster and damage penalty is removed, but clip size is reduced by 67%." Description "+50% draw speed; +No damage penalty; -67% clip size" AllowPlayerClass Spy AllowedWeapons { ItemName "The Diamondback" } Cost 0 Attribute "single wep deploy time decreased" Increment -0.5 Cap 0.5 SecondaryAttributes { "damage penalty" 0.15 "clip size penalty" -0.67 "crit on hard hit" 1 // splat } } ModKnife // knife, your eternal reward mod - +money collection radius, +money grants health { Name "Platinum Mod: Adept Surge" //Description "Knife and Your Eternal Reward increase money collection radius by 200% and money collected grants healing." Description "+Collecting money grants health; +200% money collect range; -50 max health" AllowPlayerClass Spy AllowedWeapons { Slot "Melee" } DisallowedWeapons { ItemName "Conniver's Kunai" ItemName "The Big Earner" ItemName "The Spy-cicle" } Cost 0 Attribute "mult credit collect range" Increment 2 Cap 3 SecondaryAttributes { "health from credits" 20 "max health additive penalty" -50 } } //ModConniversKunai // conniver's kunai mod - +damages all connected via heal beams, -draw speed //{ // Name "Silver Mod: Conductive Blade" // //Description "Conniver's Kunai damages enemies connected via healing beams but draw speed is reduced by 35%." // Description "+Damages targets via heal beams; -35% draw speed" // AllowPlayerClass Spy // AllowedWeapons // { // ItemName "Conniver's Kunai" // } // Cost 0 // Attribute "damage all connected" // Increment 1 // Cap 1 // SecondaryAttributes // { // "single wep deploy time increased" 0.35 // } //} //ModBigEarner // big earner mod - +invisibility on kill, -speed boost disabled //{ // Name "Silver Mod: Infiltrate" // //Description "Big Earner grants invisiblity on kill for 3 seconds, but speed boost is removed." // Description "+Cloak on kill for 3 seconds; -No speed boost on kill" // AllowPlayerClass Spy // AllowedWeapons // { // ItemName "The Big Earner" // } // Cost 0 // Attribute "add cond on kill duration" // Increment 3 // Cap 3 // SecondaryAttributes // { // "add cond on kill" 64 // invisibility spell // "speed_boost_on_kill" -3 // } //} ModSpycicle // spy-cicle mod - +afterburn immunity, +fire resistance, +melting knife disabled, -blast vulnerability { Name "Gold Mod: Vicious Frost" //Description "Spy-cicle grants afterburn immunity and 50% fire resistance while active, and no longer melts in fire, but increases damage taken from blast by 25%." Description "+Afterburn immunity while active; +50% fire damage resistance while active; +No longer melts in fire; -25% blast damage vulnerability while active" AllowPlayerClass Spy AllowedWeapons { ItemName "The Spy-cicle" } Cost 0 Attribute "provide on active" Increment 1 Cap 1 SecondaryAttributes { "afterburn immunity" 1 "dmg taken from fire reduced" -0.5 "melts in fire" -15 "become fireproof on hit by fire" -10 "set icicle knife mode" -3 "dmg taken from blast increased" 0.25 } } ModBASEJumper // base jumper mod - +can be redeployed, +no falling damage, +increased air control { Name "Gold Mod: Aviator" //Description "B.A.S.E. Jumper can be redeployed in the air, grants falling damage immunity, and increases air control by 200%." Description "+Can redeploy while airborne; +200% turning control while airborne" AllowPlayerClass Soldier AllowPlayerClass Demoman AllowedWeapons { ItemName "The B.A.S.E. Jumper" } Cost 0 Attribute "parachute redeploy" Increment 1 Cap 1 SecondaryAttributes { "cancel falling damage" 1 "increased air control" 2 } } ModPainTrain // pain train mod - +movement speed, -increased capture rate disabled { Name "Silver Mod: Rush" //Description "Pain Train grants 10% faster movement speed, but increased capture rate is removed." Description "+10% move speed while active; +Bullet damage vulnerability only takes effect while active; -No capture rate bonus" AllowPlayerClass Soldier AllowPlayerClass Demoman AllowedWeapons { ItemName "The Pain Train" } Cost 0 Attribute "provide on active" Increment 1 Cap 1 SecondaryAttributes { "move speed bonus" 0.1 "increase player capture value" -1 } } ModHalfZatoichi // half-zatoichi mod - +maximum health, +range, -primary ammo max, -secondary ammo max { Name "Gold Mod: Tranquil Cleave" //Description "Half-Zatoichi increases maximum health by 50, but reduces primary and secondary reserve ammo by 50%." Description "+50 max health; +40% range; -50% primary and secondary reserve ammo" AllowPlayerClass Soldier AllowPlayerClass Demoman AllowedWeapons { ItemName "The Half-Zatoichi" } Cost 0 Attribute "max health additive bonus" Increment 50 Cap 50 SecondaryAttributes { "maxammo primary reduced" -0.5 "maxammo secondary reduced" -0.5 "melee range multiplier" 0.4 "melee bounds multiplier" 0.3 } } } }