//Created by Yoovy: https://steamcommunity.com/profiles/76561198017198600/ ///////////////////////////////////////////////////////////////////////////////////////////////////////////// // MISSIONS THAT USE REFORGED 4 ///////////////////////////////////////////////////////////////////////////// ///////////////////////////////////////////////////////////////////////////////////////////////////////////// // [Ghost Town] Adv // Wretched Wraiths // 1 Wave // By: Yoovy ////////////////////////////////////////////// ///////////////////////////////////////////////////////////////////////////////////////////////////////////// // [Mannworks] Exp // Mannslaughter Reforged // 5 Waves // By: Yoovy //////////////////////////////////////// ///////////////////////////////////////////////////////////////////////////////////////////////////////////// ////// Reforged 4 Change Log ////// //// Version 1 Released: Reforged 4 Released //// // Version 2 Released: //// // [FIX] // -Fixed Ali Baba's Wee Booties having unintentional upgrades. // [FIX] // -Fixed Self-Aware Beauty Mark not appearing in ExtraLoadOuts. // [FIX] // -Fixed Self-Aware Beauty Mark having unintentional upgrades. //// Version 3 Released: //// // [FIX] // -Fixed Fire Resistance costing $300 instead of $150. //// Version 4 Released: //// // [FIX] // -Fixed SMG and Cleaner's Carbine not having the heal on kill upgrade. //// Version 5 Released: (The Upgrades Update) //// // [FIX] // -Fixed the Dragon's Fury having the wrong ammo capacity attribute for its upgrade. // [FIX] // -Fixed the Apoco-Fists & Warrior's Spirit having 8 ticks of heal on kill instead of 4. // [FIX] // -Fixed the Festive Chargin' Targe not appearing in ExtraLoadOuts. // [FIX] // -Fixed the Festive Chargin' Targe having unintentional upgrades. // [FIX] // -Fixed the Gold Frying Pan not appearing in ExtraLoadOuts. // [FIX] // -Fixed the Gold Frying Pan not being Australium. // [NEW UPGRADES] //1 -Added 2 New Upgrades for the Ali Baba's Wee Booties & Bootlegger //1. Movement Speed $200 //1. Shield Charge Duration $100 // [NEW UPGRADES] //2 -Added 1 New Upgrade for the Chargin' Targe & Splendid Screen //2. Full Turn Control $450 // [NEW UPGRADES] //3 -Added 1 New Upgrade for Soldier Primaries //3. Blast Radius $100 // [NEW UPGRADES] //4 -Added 1 New Upgrade for the Boston Basher //4. Bleed Damage $50 // [NEW UPGRADES] //5 -Added 1 New Upgrade for the B.A.S.E. Jumper //5. Increased Air Control $50 // [BUFF] // -Reduced the cost of "Adrenaline Rush" from $75 to $50 // [BUFF] // -Reduced the cost of "Mad Milk Syringes" from $200 to $100 // [BUFF] // -Reduced the cost of "Mad Milk Bolts" from $200 to $100 //// Version 6 Released: (The Custom Weapons Update) //// // [FIX] // -Added PDA Expert's name to the "Hornet's Nest" weapon to further credit him. // [FIX] // -Fixed "Firing Speed" upgrade having 3 max ticks instead of 4 max ticks. // [FIX] // -Fixed Scotman's Skullcutter not appearing in ExtraLoadouts. // [BUFF] // -Gave the Panic Attack a 10% faster reload rate for killing enemies that lasts 5 seconds per kill (doesn't stack, just resets to 5 again). // [BUFF] // -Gave the Huntsman & Fortified Compound the ability to pierce resistances. // [BUFF] // -Gave the Short Circuit a 100% damage bonus. // [BUFF] // -Made the Short Circuit's extra metal capacity increased from 50 to 100 (250 -> 300). // [REWORK] // -Removed arbitrary weapon changes to Sydney Sleeper. // [NERF] // -Removed Hitman's Heatmaker 50% charge rate bonus. // [NERF] // -Gave the Apoco-Fists a 38% damage penalty. // [NEW WEAPONS] //1 -Added 2 New Scout Primaries //1. Doomstick //1. Levered Slugger // [NEW WEAPONS] //2 -Added 2 New Scout Secondaries //2. Conventional //2. Runner's Boots // [NEW WEAPONS] //3 -Added 6 New Soldier Primaries //3. WASP Launcher //3. Follower //3. Hornet's Nest //3. Merc Mortar //3. Destroyer //3. Necrotic Nuker // [NEW WEAPONS] //4 - Added 4 New Pyro Secondaries //4. Unstable Concoction //4. Mumbler's Metal //4. Calefactor //4. Fire Starter // [NEW WEAPONS] //5 - Added 6 New Demoman Primaries //5. Brew Blaster //5. Bouncing Betty //5. Demolitionist //5. Sparkler //5. Hand Held Howitzer //5. Hybrid Highlander // [NEW WEAPONS] //6 - Added 2 New Demoman Secondaries //6. Cycloptic Repairer //6. Big Trapper // [NEW WEAPONS] //7 - Added 4 New Heavy Primaries //7. Gatling Chemist //7. Cerberus //7. Plasma Gunner //7. Arms Race // [NEW WEAPONS] //8 - Added 1 New Heavy "Fists" reskin //8. Moscow Mallet // [NEW WEAPONS] //9 - Added 1 New Engineer Primary //9. Texan Assault // [NEW WEAPONS] //10 - Added 1 New Engineer Secondary //10. Vermin Zapper // [NEW WEAPONS] //11 - Added 2 New Engineer Melees //11. Bolt Burner //11. The Crate Smasher // [NEW WEAPONS] //12 - Added 1 New Medic Secondary //12. Mini-Booster // [NEW WEAPONS] //13 - Added 1 New Medic Melee //13. Hypodermic Needle // [NEW WEAPONS] //14 - Added 2 New Spy Secondaries //14. Death Blossom //14. Tranquilizer // [NEW UPGRADES] //15 -Added 1 New Upgrade for the Stickybomb Launcher & Quickiebomb Launcher //15. Maxactive Stickybombs $300 // [NEW UPGRADES] //16 -Added 1 New Upgrade for the Quickiebomb Launcher //16. Stickybomb Lifetime $50 // [NEW UPGRADES] //17 -Added 1 New Upgrade for the Razorback, Darwin's Danger Shield, & Cozy Camper //17. Steel Nerves $250 // [NEW UPGRADES] //18 -Added 1 New Upgrade for the Razorback //18. Crit Immunity $500 // [NEW UPGRADES] //19 -Added 1 New Upgrade for the Mantreads & Gunboats //19. Reinforced Ankles $75 // [NEW UPGRADES] //20 -Added 1 New Upgrade for the Mantreads //20. Auto Jumper $800 // [NEW UPGRADES] //21 -Added 1 New Upgrade for the Doomstick //21. Increased Accuracy $150 // [NEW UPGRADES] //22 -Added 1 New Upgrade for the Flare Gun, Detonator, & Manmelter //22. Faster projectile speed $75 // [NEW UPGRADES] //23 -Added 1 New Upgrade for the Tribalman's Shiv //23. Bleed damage bonus $50 //// Version 7 Released: //// // [FIX] // -Fixed "Airblast Pushforce" upgrade incrementing up by 100% per tick instead of 25%. // [FIX] // -Fixed the Essendon Eliminator & Caretaker having incorrect increments for the "Reload Speed" upgrade. // [FIX] // -Fixed the Caretaker having the "Infinite Penetration" upgrade despite already having it by default. // [FIX] // -Fixed the Huntsman & Fortified Compound having 4 ticks of "Ammo capacity" due to using the wrong max primary ammo. //// Version 8 Released: //// // [FIX] // -Fixed the Festive Holy Mackerel not appearing in ExtraLoadOuts. // [FIX] // -Fixed Festive Holy Mackerel not having its attributes. // [NERF] // -Removed the Scorch Shot's 50% damage bonus versus burning. // [NEW WEAPONS] //? -Added 1 New Heavy Melee //1. Hydralic Hammers // [NEW WEAPONS] //2 -Added 1 New Engineer Melee //2. Overbite // [NEW WEAPONS] //3 -Added 1 New Sniper Secondary //3. AK47 // [WEAPON REMOVED] // -Removed the Bolt Burner WaveSchedule { PrecacheModel "models/weapons/c_models/c_50k_volt/c_pro_smg.mdl" PrecacheModel "models/weapons/c_models/c_ak47/c_mmg.mdl" PrecacheModel "models/weapons/c_models/c_astral_assassin/c_astral_assassin.mdl" PrecacheModel "models/weapons/c_models/c_astral_assassin_projectile/c_astral_assassin_projectile.mdl" PrecacheModel "models/weapons/c_models/c_geneva_protokill/c_geneva_protokill.mdl" PrecacheModel "models/weapons/c_models/c_syringegun_quad/c_syringegun.mdl" PrecacheModel "models/weapons/c_models/c_syringegun_brain/c_syringegun.mdl" PrecacheModel "models/weapons/c_models/c_aa12/c_aa12.mdl" PrecacheModel "models/weapons/c_models/c_shotgun_bigbuck/c_shotgun.mdl" PrecacheModel "models/weapons/c_models/c_shotgun_ks23/c_shotgun.mdl" PrecacheModel "models/weapons/c_models/c_the_bolshevik_bomber/c_the_bolshevik_bomber_1.mdl" PrecacheModel "models/weapons/c_models/c_battering_bronco/c_battering_bronco.mdl" PrecacheModel "models/weapons/c_models/c_baleful_beacon/c_baleful_beacon.mdl" PrecacheModel "models/weapons/c_models/c_rocketlauncher_combustor/c_rocketlauncher.mdl" PrecacheModel "models/weapons/c_models/c_directhit_mortar/c_directhit.mdl" PrecacheModel "models/weapons/c_models/c_doom_db.mdl" PrecacheModel "models/weapons/c_models/c_roughrider.mdl" PrecacheModel "models/workshop/weapons/c_models/c_trenchgun/c_nighchgun.mdl" PrecacheModel "models/weapons/c_models/c_shotgun_hunting/c_shotgun.mdl" PrecacheModel "models/weapons/c_models/c_shotgun_problem/c_shotgun.mdl" PrecacheModel "models/weapons/c_models/c_medigun_retro/c_medigun.mdl" PrecacheModel "models/weapons/c_models/c_bear_claw/c_hydu_claw.mdl" PrecacheModel "models/weapons/c_models/c_jag/c_toothwrench.mdl" PrecacheModel "models/weapons/c_models/c_conventional/c_conventional.mdl" PrecacheModel "models/weapons/c_models/c_chains_of_command/c_chains_of_command.mdl" PrecacheModel "models/weapons/c_models/c_brew_blaster/c_grenadelauncher.mdl" PrecacheModel "models/weapons/c_models/c_assault_battering_ram/c_assault_battering_ram.mdl" PrecacheModel "models/weapons/c_models/c_assault_minigun/c_assault_minigun.mdl" PrecacheModel "models/weapons/c_models/c_baikal_boar/c_baikal_boar.mdl" PrecacheModel "models/weapons/c_models/c_biobreaker/c_biobreaker.mdl" PrecacheModel "models/weapons/c_models/c_bolshevik_brew/c_bolshevik_brew.mdl" PrecacheModel "models/weapons/c_models/c_cerberus/c_minigun.mdl" PrecacheModel "models/weapons/c_models/c_cratesmasher/c_cratesmasher_1.mdl" PrecacheModel "models/weapons/c_models/c_death_blossom/c_death_blossom.mdl" PrecacheModel "models/weapons/c_models/c_entrenched_gun/c_scattergun.mdl" PrecacheModel "models/weapons/c_models/c_essendon_eliminator/c_essendon_eliminator.mdl" PrecacheModel "models/weapons/c_models/c_gamma_gazer/c_gamma_gazer.mdl" PrecacheModel "models/weapons/c_models/c_graphite_perisher/c_graphite_perisher.mdl" PrecacheModel "models/weapons/c_models/c_hand_held_howitzer/c_hand_held_howitzer.mdl" PrecacheModel "models/weapons/c_models/c_heatwave/c_heatwave.mdl" PrecacheModel "models/weapons/c_models/c_heckler/c_smg.mdl" PrecacheModel "models/weapons/c_models/c_hypodermic_injector/c_hypodermic_injector.mdl" PrecacheModel "models/weapons/c_models/c_iron_boarder/c_iron_boarder.mdl" PrecacheModel "models/weapons/c_models/c_krakensage/c_krakensage.mdl" PrecacheModel "models/weapons/c_models/c_lawbringer/c_pistol.mdl" PrecacheModel "models/weapons/c_models/c_raiding_aid/c_raiding_aid.mdl" PrecacheModel "models/weapons/c_models/c_scarface/c_sniperrifle.mdl" PrecacheModel "models/weapons/c_models/c_scottish_wargear/c_scottish_wargear.mdl" PrecacheModel "models/weapons/c_models/c_tranquilizer/c_revolver.mdl" PrecacheModel "models/weapons/c_models/c_ultimatum/c_ultimatum.mdl" PrecacheModel "models/weapons/c_models/c_wee_willy/c_wee_willy.mdl" PrecacheModel "models/weapons/c_models/c_wildmans_cutlery/c_wildmans_cutlery.mdl" PrecacheModel "models/c_calefactor.mdl" PrecacheModel "models/c_caretaker.mdl" PrecacheModel "models/c_didgeridoom.mdl" PrecacheModel "models/weapons/c_models/c_wasp_launcher/c_wasp_launcher.mdl" PrecacheModel "models/weapons/c_models/c_follower/c_rocketlauncher.mdl" PrecacheModel "models/weapons/c_models/c_hornetnest/c_atom_launcher.mdl" PrecacheModel "models/weapons/c_models/c_flaregun_pyro_volt/c_flaregun_pyro.mdl" PrecacheModel "models/weapons/w_models/w_hardwarebomb/w_stickybomb.mdl" PrecacheModel "models/weapons/c_models/c_stickybomb_launcher_heavyhit/c_stickybomb_launcher.mdl" PrecacheSound "bigmac_fire.mp3" PrecacheSound "didgeridoom_fire.mp3" PrecacheSound "caretaker_fire.mp3" PrecacheSound "gammagazer_fire.mp3" PrecacheSound "raidingaid_fire.mp3" PrecacheSound "mercmortar_fire2.mp3" PrecacheSound "nightwatch_fire6.mp3" PrecacheSound "hunterpumpaction_fire.mp3" PrecacheSound "hunterpumpaction_fire3.mp3" PrecacheSound "leverslugger_fire.mp3" PrecacheSound "roughrider_fire2.mp3" PrecacheSound "doomstick_fire.mp3" PrecacheSound "automaticassault_fire.mp3" PrecacheSound "ak47_fire.mp3" PrecacheSound "50kvolt_fire.mp3" PrecacheSound "conventional_fire.mp3" PrecacheSound "chainsofcommand_fire.mp3" PrecacheSound "brewblaster_fire.mp3" PrecacheSound "brewblaster_explode.mp3" PrecacheSound "deathblossom_fire.mp3" PrecacheSound "lawbringer_fire.mp3" PrecacheSound "wasplauncher_fire.mp3" PrecacheSound "wasplauncher_explode.mp3" PrecacheSound "follower_fire.mp3" PrecacheSound "follower_explode.mp3" PrecacheSound "calefactor_fire.mp3" PrecacheSound "handheldhowitzer_fire.mp3" PrecacheSound "handheldhowitzer_explode.mp3" PrecacheSound "ironborder_fire.mp3" PrecacheSound "ironborder_explode.mp3" PrecacheSound "ultimatum_fire.mp3" PrecacheSound "ultimatum_explode.mp3" PrecacheSound "weewilly_fire.mp3" PrecacheSound "weewilly_explode.mp3" PrecacheSound "bolshevikbomber_fire.mp3" PrecacheSound "hornetnest_fire2.mp3" PrecacheSound "hornetnest_explode2.mp3" PrecacheSound "mercmortar_explode2.mp3" CustomUpgradesFile "mvm_upgrades_nothing.txt" UseOriginalAnimsForUnintendedClassWeapons 1 SendBotsToSpectatorImmediately 1 DisplayRobotDeathNotice 1 FixHuntsmanDamageBonus 1 BodyPartScaleSpeed 100 NoThrillerTaunt 1 PlayerAttributes { //All Classes "mod see enemy health" 1 "penetrate teammates" 1 Scout { "collect currency on kill" 1 } Soldier { "mult credit collect range" 1.5 } Pyro { "mult credit collect range" 1.5 } Demoman { "mult credit collect range" 1.5 } HeavyWeapons { "mult credit collect range" 1.5 } Engineer { "mult credit collect range" 1.5 } Medic { "increase buff duration hidden" 0.65 "mult credit collect range" 1.5 } Sniper { "mult credit collect range" 1.5 } Spy { "collect currency on kill" 1 } } PointTemplates { Resupply_Logic // Resupplies player for proper clips, among other things { trigger_once { "Mins" "2 2 2" "Maxs" "2 2 2" "SpawnFlags" "1" "OnTrigger" "!activator,$regenerate,,0,-1" "OnTrigger" "!self,kill,,1,-1" } } PocketPistol_Logic { trigger_once { "Mins" "2 2 2" "Maxs" "2 2 2" "SpawnFlags" "1" "OnTrigger" "!activator,$AddPlayerAttribute,hidden primary max ammo bonus|1.25,0,-1" } } Equalizer_Logic { trigger_once { "Mins" "2 2 2" "Maxs" "2 2 2" "SpawnFlags" "1" "OnTrigger" "!activator,$AddPlayerAttribute,hidden primary max ammo bonus|1.25,0,-1" } trigger_once { "Mins" "2 2 2" "Maxs" "2 2 2" "SpawnFlags" "1" "OnTrigger" "!activator,$AddPlayerAttribute,hidden secondary max ammo bonus|1.25,0,-1" } } MarketGardener_Logic { trigger_once { "Mins" "2 2 2" "Maxs" "2 2 2" "SpawnFlags" "1" "OnTrigger" "!activator,$AddPlayerAttribute,hidden primary max ammo bonus|0.5,0,-1" } } // Bat_Logic // { // trigger_once // { // "Mins" "2 2 2" // "Maxs" "2 2 2" // "SpawnFlags" "1" // "OnTrigger" "!activator,$AddPlayerAttribute,deploy time decreased|0.5,0,-1" // "OnTrigger" "!activator,$AddPlayerAttribute,switch from wep deploy time decreased|0.5,0,-1" // } // } Runner_Boot_Logic { trigger_once { "Mins" "2 2 2" "Maxs" "2 2 2" "SpawnFlags" "1" "OnTrigger" "!activator,$AddPlayerAttribute,air dash count|2,0,-1" } } Arm_Race_Logic { trigger_once { "Mins" "2 2 2" "Maxs" "2 2 2" "SpawnFlags" "1" "OnTrigger" "!activator,$AddPlayerAttribute,faster reload rate|0.75,0,-1" "OnTrigger" "!activator,$AddPlayerAttribute,damage bonus|1.25,0,-1" } } Problem_Solver_Logic { trigger_once { "Mins" "2 2 2" "Maxs" "2 2 2" "SpawnFlags" "1" "OnTrigger" "!activator,$AddPlayerAttribute,dmg bonus vs buildings|1.6,0,-1" } } Scottish_Wargear_Logic { trigger_once { "Mins" "2 2 2" "Maxs" "2 2 2" "SpawnFlags" "1" "OnTrigger" "!activator,$AddPlayerAttribute,fire rate bonus HIDDEN|0.9,0,-1" "OnTrigger" "!activator,$AddPlayerAttribute,reload time increased hidden|0.9,0,-1" } } Battering_Bronco_Logic { trigger_once { "Mins" "2 2 2" "Maxs" "2 2 2" "SpawnFlags" "1" "OnTrigger" "!activator,$AddPlayerAttribute,damage penalty|0.85,0,-1" "OnTrigger" "!activator,$AddPlayerAttribute,max health additive bonus|25,0,-1" "OnTrigger" "!activator,$AddPlayerAttribute,vision opt in flags|1,0,-1" } } } PlayerItemEquipSpawnTemplate { Name "PocketPistol_Logic" ItemName "Pretty Boy's Pocket Pistol" Origin "0 0 0" } PlayerItemEquipSpawnTemplate { Name "Equalizer_Logic" ItemName "The Equalizer" Origin "0 0 0" } PlayerItemEquipSpawnTemplate { Name "MarketGardener_Logic" ItemName "The Market Gardener" Origin "0 0 0" } PlayerSpawnTemplate { Name "Resupply_Logic" } // PlayerItemEquipSpawnTemplate // { // Name "Bat_Logic" // ItemName "TF_WEAPON_BAT" // Origin "0 0 0" // } // PlayerItemEquipSpawnTemplate // { // Name "Bat_Logic" // ItemName "Upgradeable TF_WEAPON_BAT" // Origin "0 0 0" // } // PlayerItemEquipSpawnTemplate // { // Name "Bat_Logic" // ItemName "The Holy Mackerel" // Origin "0 0 0" // } // PlayerItemEquipSpawnTemplate // { // Name "Bat_Logic" // ItemName "Festive Holy Mackerel" // Origin "0 0 0" // } // PlayerItemEquipSpawnTemplate // { // Name "Bat_Logic" // ItemName "Unarmed Combat" // Origin "0 0 0" // } // PlayerItemEquipSpawnTemplate // { // Name "Bat_Logic" // ItemName "Batsaber" // Origin "0 0 0" // } PlayerItemEquipSpawnTemplate { Name "Runner_Boot_Logic" ItemName "Runner's Boots" Origin "0 0 0" } PlayerItemEquipSpawnTemplate { Name "Arm_Race_Logic" ItemName "Arms Race" Origin "0 0 0" } PlayerItemEquipSpawnTemplate { Name "Problem_Solver_Logic" ItemName "Problem Solver" Origin "0 0 0" } PlayerItemEquipSpawnTemplate { Name "Scottish_Wargear_Logic" ItemName "Scottish Wargear" Origin "0 0 0" } PlayerItemEquipSpawnTemplate { Name "Battering_Bronco_Logic" ItemName "Battering Bronco" Origin "0 0 0" } CustomWeapon { //Custom Scout Primary "Levered Slugger" { OriginalItemName "Upgradeable TF_WEAPON_SCATTERGUN" "fire rate penalty" 1.25 "mult crit dmg" 1.35 "damage bonus" 1.15 //Ignore "custom weapon fire sound" "=80|leverslugger_fire.mp3" "custom item model" "models/weapons/c_models/c_leverslugger.mdl" "custom kill icon" "pep_brawlerblaster" //"paintkit_proto_def_index" 412 //Secretly Serviced //"set_item_texture_wear" 0 } "Doomstick" { OriginalItemName "The Force-a-Nature" "max health additive bonus" 25 "bullets per shot bonus" 1.5 "mod ammo per shot" 2 "move speed bonus" 1.1 "no double jump" 1 "heal on kill" 20 "damage bonus" 2 //Ignore "custom weapon fire sound" "=80|doomstick_fire.mp3" "custom item model" "models/weapons/c_models/c_doom_db.mdl" //"custom weapon fire sound" "=70|weapons/shotgun/shotgun_dbl_fire.wav" "scattergun has knockback" 0 //"killstreak idleeffect" 2 //"item style override" 1 "crit kill will gib" 1 //"is australium item" 1 "fire rate bonus" 1 "damage penalty" 1 } "Entrenched Gun" { OriginalItemName "Upgradeable TF_WEAPON_SCATTERGUN" "increased jump height" 0.85 "move speed penalty" 0.85 "faster reload rate" 0.75 "clip size bonus" 1.33 //Ignore //"custom weapon fire sound" "=80|entrenchedgun_fire.mp3" "custom item model" "models/weapons/c_models/c_entrenched_gun/c_scattergun.mdl" "custom kill icon" "pep_brawlerblaster" } "Rough Rider" { OriginalItemName "Upgradeable TF_WEAPON_SCATTERGUN" "damage penalty on bodyshot" 0.8 "weapon spread bonus" 0.5 "crit mod disabled" 0 "clip size bonus" 1.33 "damage penalty" 0.8 "can headshot" 1 //Ignore "custom weapon fire sound" "=80|roughrider_fire2.mp3" "custom item model" "models/weapons/c_models/c_roughrider.mdl" "custom kill icon" "pep_brawlerblaster" } //Custom Scout Secondary "Conventional" { //OriginalItemName "teufort_pistol_localhero" OriginalItemName "Upgradeable TF_WEAPON_PISTOL" "hidden secondary max ammo penalty" 1.5 "add cond on kill duration" 8 "special item description" "On Kill: 8 Seconds of Minicrts and take 15% less damage" "add attributes on kill" "dmg taken increased|0.85|8" //"set_item_texture_wear" 0 "weapon spread bonus" 0.7 "add cond on kill" 16 "clip size bonus" 1.5 "damage bonus" 1.15 //Ignore "custom weapon fire sound" "=80|conventional_fire.mp3" "custom item model" "models/weapons/c_models/c_conventional/c_conventional.mdl" } "Runner's Boots" { OriginalItemName "The Long Fall Loafers" "special item description" "Provides: No fall damage, 15% Faster move speed, ability to Quadruple Jump" "cancel falling damage" 1 "move speed bonus" 1.15 } //Custom Soldier Primary "WASP Launcher" { OriginalItemName "warbird_rocketlauncher_warhawk" "dmg pierces resists absorbs" 1 "projectile speed increased" 1.5 "blast radius increased" 1.75 "clip size bonus" 1.25 //Ignore "custom weapon fire sound" "=80|wasplauncher_fire.mp3" "custom impact sound" "=80|wasplauncher_explode.mp3" "custom item model" "models/weapons/c_models/c_wasp_launcher/c_wasp_launcher.mdl" //"set_item_texture_wear" 0 } "Follower" { OriginalItemName "Upgradeable TF_WEAPON_ROCKETLAUNCHER" "blast dmg to self increased" 1.3 "blast radius decreased" 0.85 "mult dmg direct hit" 1.25 "damage penalty" 0.8 //Ignore "custom weapon fire sound" "=80|follower_fire.mp3" "custom impact sound" "=80|follower_explode.mp3" "custom item model" "models/weapons/c_models/c_follower/c_rocketlauncher.mdl" "mod projectile heat follow crosshair" 1 "mod projectile heat seek power" 270 "mod projectile heat aim error" 25 "mod projectile heat aim time" 6 "projectile trail particle" "~scorchshot_trail_red" //"paintkit_proto_def_index" 114 //Night Owl Mk.II //"set_item_texture_wear" 0 } "Follower Robot" { OriginalItemName "Upgradeable TF_WEAPON_ROCKETLAUNCHER" "blast radius decreased" 0.85 "mult dmg direct hit" 1.25 "damage penalty" 0.8 //Ignore "custom weapon fire sound" "=80|follower_fire.mp3" "custom impact sound" "=80|follower_explode.mp3" "custom item model" "models/weapons/c_models/c_follower/c_rocketlauncher.mdl" "mod projectile heat follow crosshair" 1 "mod projectile heat seek power" 270 "mod projectile heat aim error" 25 "mod projectile heat aim time" 6 "projectile trail particle" "~scorchshot_trail_blue" //"paintkit_proto_def_index" 114 //Night Owl Mk.II //"set_item_texture_wear" 0 } "Hornet's Nest (By PDA Expert)" { //Original Weapon Stats / Idea by PDA OriginalItemName "The Direct Hit" //OriginalItemName "The Air Strike" "mod projectile heat follow crosshair" 1 "projectile spread angle penalty" 11 "mod projectile heat seek power" 45 "mod projectile heat aim error" 35 "self dmg push force decreased" 0.25 "mod projectile heat aim time" 0.35 "blast dmg to self increased" 0.25 "projectile speed decreased" 1.33 "maxammo primary increased" 1.05 "ignores other projectiles" 1 "custom projectile size" 0.75 "mult projectile count" 4 "clip size penalty" 0.75 "fire rate penalty" 1.45 "damage penalty" 0.4 //Ignore "custom weapon fire sound" "=70|hornetnest_fire2.mp3" "special item description" "Each rocket fired turns into a burst of 3 mini-rockets that fire in an uneven spread" "custom impact sound" "=75|hornetnest_explode2.mp3" "custom item model" "models/weapons/c_models/c_hornetnest/c_atom_launcher.mdl" //"rocket jump damage reduction" 1 //"rocketjump attackrate bonus" 1 "Projectile speed increased" 1 //"clipsize increase on kill" 0 "special item description" "Each rocket fired turns into a burst of 3 mini-rockets that fire in an uneven spread" //"paintkit_proto_def_index" 217 //Bomber Soul "Blast radius decreased" 1 //"set_item_texture_wear" 0 "mod mini-crit airborne" 0 "damage bonus" 1 "mini rockets" 1 } "Merc Mortar" { //OriginalItemName "The Black Box" OriginalItemName "The Direct Hit" "mult explosion radius direct hit" 2 "maxammo primary increased" 1.2 "blast radius decreased" 0.5 "mult dmg direct hit" 1.3 "projectile gravity" 600 "faster reload rate" 0.75 //Ignore "projectile trail particle" "rockettrail_airstrike_line" "custom weapon fire sound" "=80|mercmortar_fire2.mp3" "custom impact sound" "=80|mercmortar_explode2.mp3" "custom item model" "models/weapons/c_models/c_directhit_mortar/c_directhit.mdl" "projectile speed increased" 1 "mod mini-crit airborne" 0 "damage bonus" 1 //"paintkit_proto_def_index" 414 //Bomb Carrier //"health on radius damage" 0 //"set_item_texture_wear" 0 //"clip size penalty" 1 } "Destroyer" { OriginalItemName "powerhouse_rocketlauncher_shellshocker" "blast dmg to self increased" 2.5 "projectile speed decreased" 0.75 "maxammo primary reduced" 0.8 "reload time increased" 1.25 "fire rate penalty" 2 "crit mod disabled" 0 "crit_dmg_falloff" 1 "damage bonus" 2.5 //Ignore //"set_item_texture_wear" 0 "custom weapon fire sound" "=80|mvm/giant_soldier/giant_soldier_rocket_shoot.wav" "custom impact sound" "=80|mvm/giant_soldier/giant_soldier_rocket_explode.wav" "custom item model" "models/weapons/c_models/c_rocketlauncher_combustor/c_rocketlauncher.mdl" } "Necrotic Nuker" { OriginalItemName "The Black Box" "blast dmg to self increased" 1.67 "projectile speed decreased" 0.8 "maxammo primary reduced" 0.5 "blast radius increased" 2 "reload time increased" 2 "set_item_texture_wear" 0 "projectile gravity" 450 "mult dmg vs giants" 2 "bleeding duration" 5 "fire rate penalty" 3 "mult bleeding dmg" 2 "clip size penalty" 0.25 "crit mod disabled" 0 "no self effect" 1 "passive reload" 1 "damage bonus" 1.67 //Ignore "projectile trail particle" "unusual_bubbles_green" "custom weapon fire sound" "=75|npc/ichthyosaur/snap.wav" "paintkit_proto_def_index" 243 //Tumor Toasted "custom projectile model" "models/weapons/w_models/w_breadmonster/w_breadmonster.mdl" "health on radius damage" 0 "attach particle effect" 702 "mult projectile scale" 2.5 "explosion particle" "gas_can_impact_red" "custom kill icon" "bread_bite" } //Custom Pyro Primary "Jet Fueler" { OriginalItemName "Upgradeable TF_WEAPON_FLAMETHROWER" "self add attributes on hit" "CARD: move speed bonus|1.15|0.65" "special item description" "When actively damaging an enemy, move 15% faster" "paintkit_proto_def_index" 217 //Bomber Soul "airblast cost decreased" 0.5 "dmg penalty vs players" 0.85 "set_item_texture_wear" 0 "mult dmg vs tanks" 1.25 } //Custom Pyro Secondary "Unstable Concoction" { OriginalItemName "The Gas Passer" "weapon burn time reduced" 0 "attach particle effect" 16 "dmg penalty vs players" 0.1428 "mult dmg vs giants" 2 "explode_on_ignite" 1 "item color rgb" 11015434 } "Unstable Concoction Robot" { OriginalItemName "The Gas Passer" "weapon burn time reduced" 0 "attach particle effect" 15 "dmg penalty vs players" 0.1428 "mult dmg vs giants" 2 "explode_on_ignite" 1 "item color rgb" 669608 } "Mumbler's Metal" { OriginalItemName "Iron Lung" "max health additive bonus" 50 "health regen" 3 } "Calefactor" { OriginalItemName "TF_WEAPON_SHOTGUN_PRIMARY" //"paintkit_proto_def_index" 114 //Night Owl Mk.II "crit vs burning players" 1 "minicrits become crits" 1 //"set_item_texture_wear" 0 "faster reload rate" 0.75 "fire rate penalty" 1.2 "clip size bonus" 1.33 //Ignore "custom weapon fire sound" "=80|calefactor_fire.mp3" "custom item model" "models/c_calefactor.mdl" } "Fire Starter" { OriginalItemName "TF_WEAPON_SHOTGUN_PRIMARY" "weapon burn time increased" 1.25 "paintkit_proto_def_index" 390 //Dragon Slayer "weapon burn dmg reduced" 0.75 "attach particle effect" 701 "projectile penetration" 1 "reload time increased" 1.25 "set damagetype ignite" 1 "set_item_texture_wear" 0 } //Custom Pyro Melee "Baleful Beacon" { OriginalItemName "Prinny Machete" "self add attributes on hit" "minicrit vs burning player|1|8" "damage applies to sappers" 1 "speed_boost_on_hit_enemy" 3 "minicrits become crits" 1 //Ignore "special item description" "On Hit: 8 Seconds of minicrits versus burning enemies for all weapons" "custom item model" "models/weapons/c_models/c_baleful_beacon/c_baleful_beacon.mdl" "custom kill icon" "baleful_beacon" } "Battering Bronco" { OriginalItemName "Prinny Machete" "pyrovision opt in DISPLAY ONLY" 1 "pyrovision only DISPLAY ONLY" 1 "damage applies to sappers" 1 "move speed bonus" 1.1 //Ignore "special item description" "When equipped: -10% Damage penalty for all weapons, +25 Max health, Pyrovision" "custom item model" "models/weapons/c_models/c_battering_bronco/c_battering_bronco.mdl" "provide on active" 1 } //Custom Demoman Primary "Brew Blaster" { OriginalItemName "The Loose Cannon" "hidden primary max ammo bonus" 1.1 "grenade not explode on impact" 0 "grenade launcher mortar mode" 0 "blast dmg to self increased" 1.5 "Projectile speed increased" 1 "Projectile speed decreased" 0.75 "projectile trail particle" flaregun_trail_red "grenade explode on impact" 1 "special item description" "On Hit: Enemies are covered in jarate for 1.5 seconds" //"paintkit_proto_def_index" 120 //Iron Wood Mk.II "override projectile type" 3 "add cond on hit duration" 1.5 "custom projectile model" "models/weapons/c_models/urinejar.mdl" "blast radius decreased" 0.7 "mult projectile scale" 1.5 //"set_item_texture_wear" 0 "cannonball push back" 0 "custom impact sound" "=80|weapons/jar_explode.wav" "custom kill icon" "pumpkindeath" "add cond on hit" 24 "clip size bonus" 1.5 "damage penalty" 0.75 //Ignore "custom weapon fire sound" "=80|brewblaster_fire.mp3" "custom impact sound" "=80|brewblaster_explode.mp3" "custom item model" "models/weapons/c_models/c_brew_blaster/c_grenadelauncher.mdl" } "Brew Blaster Robot" { OriginalItemName "The Loose Cannon" "hidden primary max ammo bonus" 1.1 "grenade not explode on impact" 0 "grenade launcher mortar mode" 0 "blast dmg to self increased" 1.5 "Projectile speed increased" 1 "Projectile speed decreased" 0.75 "projectile trail particle" flaregun_trail_blue "grenade explode on impact" 1 "special item description" "On Hit: Enemies are covered in jarate for 1.5 seconds" //"paintkit_proto_def_index" 120 //Iron Wood Mk.II "override projectile type" 3 "add cond on hit duration" 1.5 "custom projectile model" "models/weapons/c_models/urinejar.mdl" "blast radius decreased" 0.7 "mult projectile scale" 1.5 //"set_item_texture_wear" 0 "cannonball push back" 0 "custom impact sound" "=70|weapons/jar_explode.wav" "custom kill icon" "pumpkindeath" "add cond on hit" 24 "clip size bonus" 1.5 "damage penalty" 0.75 //Ignore "custom weapon fire sound" "=80|brewblaster_fire.mp3" "custom impact sound" "=80|brewblaster_explode.mp3" "custom item model" "models/weapons/c_models/c_brew_blaster/c_grenadelauncher.mdl" } "Bouncing Betty" { OriginalItemName "The Iron Bomber" "blast dmg to self increased" 0.2 "Projectile speed decreased" 0.75 "projectile trail particle" "~scorchshot_trail_red" "paintkit_proto_def_index" 431 //Blackout "Blast radius decreased" 1 "grenade bounce damage" 2 "set_item_texture_wear" 0 "grenade bounce speed" 0.8 "grenade no bounce" 0 "crit mod disabled" 0 "damage penalty" 0.5 "fuse bonus" 1 } "Bouncing Betty Robot" { OriginalItemName "The Iron Bomber" "blast dmg to self increased" 0.2 "Projectile speed decreased" 0.75 "projectile trail particle" "~scorchshot_trail_blue" "paintkit_proto_def_index" 431 //Blackout "Blast radius decreased" 1 "grenade bounce damage" 2 "set_item_texture_wear" 0 "grenade bounce speed" 0.8 "grenade no bounce" 1 "crit mod disabled" 0 "damage penalty" 0.5 "fuse bonus" 1 } "Demolitionist" { OriginalItemName "Upgradeable TF_WEAPON_GRENADELAUNCHER" "hidden primary max ammo bonus" 1.3 //"paintkit_proto_def_index" 412 //Secretly Serviced "custom projectile model" "models/workshop/weapons/c_models/c_quadball/w_quadball_grenade.mdl" //"set_item_texture_wear" 0 "fire rate penalty" 1.25 "grenade no bounce" 1 "clip size bonus" 1.75 "mult crit dmg" 1.3 //Ignore "custom weapon fire sound" "=80|ironborder_fire.mp3" "custom impact sound" "=80|weapons/tacky_grenadier_explode1.wav" "custom item model" "models/weapons/c_models/c_iron_boarder/c_iron_boarder.mdl" } "Sparkler" { OriginalItemName "The Loch-N-Load" "projectile speed increased" 1 "projectile trail particle" "~flaming_arrow" "paintkit_proto_def_index" 256 //Organ-ically Hellraised "attach particle effect" 701 "dmg bonus vs buildings" 1 "blast radius decreased" 1 "set damagetype ignite" 1 "set_item_texture_wear" 0 "explosion particle" "projectile_fireball" "faster reload rate" 0.9 "mult dmg vs tanks" 1.5 "clip size penalty" 1 //Ignore "custom weapon fire sound" "=80|ultimatum_fire.mp3" "custom impact sound" "=80|ultimatum_explode.mp3" "custom item model" "models/weapons/c_models/c_ultimatum/c_ultimatum.mdl" } "Hand Held Howitzer" { OriginalItemName "The Loch-N-Load" "projectile speed increased" 2 "grenade explode on impact" 1 //"paintkit_proto_def_index" 426 //Stealth Specialist "blast radius decreased" 1 "dmg bonus vs buildings" 1 "reload time increased" 1.25 //"set_item_texture_wear" 0 "sticky air burst mode" 0 "mult dmg direct hit" 0.6666 "clip size penalty" 1 "damage bonus" 1.5 //Ignore "custom weapon fire sound" "=80|handheldhowitzer_fire.mp3" "custom impact sound" "=80|handheldhowitzer_explode.mp3" "custom item model" "models/weapons/c_models/c_hand_held_howitzer/c_hand_held_howitzer.mdl" } "Hybrid Highlander" { OriginalItemName "gentlemanne_grenadelauncher_coffinnail" "switch from wep deploy time decreased" 0.25 "charge recharge rate increased" 2 "maxammo primary increased" 1.1 "maxammo secondary reduced" 0.1 "deploy time decreased" 0.25 "set_item_texture_wear" 0 "charge meter on hit" 0.1 "move speed penalty" 0.85 "clip size bonus" 1.5 } //Custom Demoman Secondary "Cycloptic Repairer" { OriginalItemName "Upgradeable TF_WEAPON_PIPEBOMBLAUNCHER" "rocket jump damage reduction" 0.5 //"paintkit_proto_def_index" 412 //Secretly Serviced "damage returns as health" 0.2 "custom projectile model" "models/workshop/weapons/c_models/c_kingmaker_sticky/w_kingmaker_stickybomb.mdl" "blast radius decreased" 0.8 "reload time increased" 1.1 //"set_item_texture_wear" 0 "heal on kill" 10 //Ignore "custom weapon fire sound" "=80|weewilly_fire.mp3" "mult projectile scale" 0.9 "custom impact sound" "=80|weewilly_explode.mp3" "custom item model" "models/weapons/c_models/c_wee_willy/c_wee_willy.mdl" } "Big Trapper" { OriginalItemName "Upgradeable TF_WEAPON_PIPEBOMBLAUNCHER" "stickybomb_charge_damage_increase" 2 "maxammo secondary increased" 1.25 //"paintkit_proto_def_index" 418 //Warborn "max pipebombs increased" 2 "blast radius increased" 1.5 "crits_become_minicrits" 1 "mult projectile scale" 1.2 //"set_item_texture_wear" 0 //"sticky detonate mode" 1 "faster reload rate" 0.85 "fire rate penalty" 1.25 "clip size bonus" 1.25 //Ignore "custom projectile model" "models/weapons/w_models/w_hardwarebomb/w_stickybomb.mdl" "custom item model" "models/weapons/c_models/c_stickybomb_launcher_heavyhit/c_stickybomb_launcher.mdl" } "Street Shieldsman" { OriginalItemName "The Chargin' Targe" "charge impact damage increased" 2 "dmg taken from bullets reduced" 0.8 "dmg taken from crit reduced" 0.8 "damage force reduction" 0.8 //Ignore "dmg taken from blast reduced" 1 "dmg taken from fire reduced" 1 "custom item model" "models/weapons/c_models/c_assault_battering_ram/c_assault_battering_ram.mdl" } "Scottish Wargear" { OriginalItemName "The Chargin' Targe" "dmg taken from fire reduced" 0.75 "faster reload rate" 0.9 "move speed penalty" 0.88 "fire rate bonus" 0.9 //Ignore "dmg taken from blast reduced" 1 "custom item model" "models/weapons/c_models/c_scottish_wargear/c_scottish_wargear.mdl" } //Custom Heavy Primary "Gatling Chemist" { //OriginalItemName "Upgradeable TF_WEAPON_MINIGUN" OriginalItemName "The Huo Long Heatmaker" "health from healers increased" 1.25 "health from packs increased" 2 //"paintkit_proto_def_index" 429 //Brawler's Iron "drop health pack on kill" 1 "spunup_damage_resistance" 0.5 //"set_item_texture_wear" 0 "dmg taken increased" 1.4 "crit mod disabled" 0 //Ignore "ring of fire while aiming" 0 "damage bonus vs burning" 1 "uses ammo while aiming" 0 "custom item model" "models/weapons/c_models/c_bolshevik_brew/c_bolshevik_brew.mdl" "provide on active" 1 "custom kill icon" "minigun" "damage penalty" 1 } "Cerberus" { //OriginalItemName "gentlemanne_minigun_topshelf" OriginalItemName "Upgradeable TF_WEAPON_MINIGUN" "mult_patient_overheal_penalty_active" 0.8 "minigun spinup time increased" 1.3 "aiming movespeed decreased" 0.75 "max health additive bonus" 25 "bullets per shot bonus" 1.5 //"set_item_texture_wear" 0 "weapon spread bonus" 0.5 "crit mod disabled" 0 "damage penalty" 0.7 //Ignore "custom item model" "models/weapons/c_models/c_cerberus/c_minigun.mdl" } "Plasma Gunner" { OriginalItemName "Upgradeable TF_WEAPON_MINIGUN" //"paintkit_proto_def_index" 215 //Swashbuckled "override projectile type" 13 //Pomson Projectile "dmg penalty vs buildings" 0.5 //"attach particle effect" 704 //"set_item_texture_wear" 0 //"killstreak idleeffect" 1 "fire rate penalty" 1.25 "crit mod disabled" 0 //Ignore "custom item model" "models/weapons/c_models/c_assault_minigun/c_assault_minigun.mdl" } "Arms Race" { OriginalItemName "Immobile Suit" "maxammo secondary increased" 2 "max health additive bonus" 100 "faster reload rate" 0.75 "move speed bonus" 1.2 "health regen" 8 "damage bonus" 1.25 //Ignore "special item description" "On Wearer: +100% Secondary ammo capacity, +100 Max health, +25% Faster reload rate, +20% Faster move speed, +25% Damage bonus, +8 Health regen" } //Custom Heavy Secondary "Bolshevik Bomber" { OriginalItemName "TF_WEAPON_SHOTGUN_HWG" "self dmg push force increased" 9 "blast dmg to self increased" 20 "override projectile type" 2 "damage bonus HIDDEN" 13.35 "projectile gravity" 500 "fire rate penalty" 1.2 "clip size penalty" 0.67 "no damage falloff" 1 "add damage type" 64 //Ignore "projectile trail particle" "rockettrail_airstrike_line" "custom weapon fire sound" "=75|weapons/grenade_launcher_shoot.wav" "custom projectile model" "models/workshop/weapons/c_models/c_quadball/w_quadball_grenade.mdl" "custom impact sound" "=80|handheldhowitzer_explode.mp3" "explosion particle" "taunt_pyro_flip_land" "provide on active" 1 "custom item model" "models/weapons/c_models/c_the_bolshevik_bomber/c_the_bolshevik_bomber_1.mdl" "custom kill icon" "tf_projectile_pipe" } "KS-23" { OriginalItemName "TF_WEAPON_SHOTGUN_HWG" "mult dmg with reduced health" 1.5 "damage returns as health" 0.5 "bullets per shot bonus" 0.75 "faster reload rate" 0.8 "move speed bonus" 1.1 "clip size bonus" 1.33 "spread penalty" 1.4 "damage bonus" 1.2 //Ignore "custom item model" "models/weapons/c_models/c_shotgun_ks23/c_shotgun.mdl" "provide on active" 1 } "Big Buck" { OriginalItemName "TF_WEAPON_SHOTGUN_HWG" "alt fire attributes" "fov override|33|crit_dmg_falloff|1|fire rate penalty|1.5|can headshot|1|move speed penalty|0.85" "damage penalty on bodyshot" 0.75 "headshot damage increase" 1.25 "weapon spread bonus" 0.5 "crit mod disabled" 0 "clip size bonus" 1.33 //Ignore "custom weapon fire sound" "=80|bolshevikbomber_fire.mp3" "special item description" "Holding Right Click: Aim which slows movement and fire rate but allows headshotting" "custom item model" "models/weapons/c_models/c_shotgun_bigbuck/c_shotgun.mdl" } "Raiding Aid" { OriginalItemName "TF_WEAPON_SHOTGUN_HWG" "dmg pierces resists absorbs" 1 "maxammo primary increased" 1.10 "faster reload rate" 0.75 "clip size bonus" 1.33 "ammo regen" 0.04 //Ignore "custom weapon fire sound" "=80|raidingaid_fire.mp3" "custom item model" "models/weapons/c_models/c_raiding_aid/c_raiding_aid.mdl" } //Custom Heavy Melee "Moscow Mallet" { OriginalItemName "Necro Smasher" "minicritboost on kill" 8 "custom item model" "models/workshop/weapons/c_models/c_sledgehammer/c_sledgehammer.mdl" "heal on kill" 100 } "Hydralic Hammers" { OriginalItemName "Fists of Steel" "special item description" "On Hit: Enemies move 40% slower for 5 seconds" "damage force reduction" 0.5 "add attributes on hit" "CARD: move speed bonus|0.6|5" "custom item model" "models/weapons/c_models/c_bear_claw/c_hydu_claw.mdl" "fire rate penalty" 1.3 "crit mod disabled" 0 "damage bonus" 1.5 //Ignore "mult_health_fromhealers_penalty_active" 1 "mult_patient_overheal_penalty_active" 1 "single wep holster time increased" 1 "dmg from melee increased" 1 "dmg from ranged reduced" 1 "provide on active" 1 } //Custom Engineer Primary "Texan Assault" { OriginalItemName "Panic Attack Shotgun" "single wep deploy time decreased" 1 "mult_spread_scales_consecutive" 0 "maxammo secondary increased" 1.25 //"paintkit_proto_def_index" 423 //Gobi Glazed "bullets per shot bonus" 1.5 "reload time increased" 1.1 //"set_item_texture_wear" 0 "fixed_shot_pattern" 0 "clip size bonus" 3.35 "fire rate bonus" 0.5 "spread penalty" 1.75 "damage penalty" 0.75 //Ignore "custom weapon fire sound" "=80|automaticassault_fire.mp3" "custom item model" "models/weapons/c_models/c_aa12/c_aa12.mdl" } "Hunter's Pump Action" { OriginalItemName "Upgradeable TF_WEAPON_SHOTGUN_PRIMARY" "damage bonus bullet vs sentry target" 1.5 "engy sentry damage bonus" 1.05 "maxammo primary reduced" 0.75 "bullets per shot bonus" 1.2 "fire rate penalty" 1.4 "clip size penalty" 0.66 "crit mod disabled" 0 "damage bonus" 1.65 //Ignore "custom weapon fire sound" "=100|hunterpumpaction_fire3.mp3" "custom item model" "models/weapons/c_models/c_shotgun_hunting/c_shotgun.mdl" } "Problem Solver" { OriginalItemName "Upgradeable TF_WEAPON_SHOTGUN_PRIMARY" "max health additive penalty" -10 "mult dmgtaken from melee" 0.85 "dmg from ranged reduced" 0.85 "minicrits become crits" 1 "faster reload rate" 0.85 //Ignore "custom weapon fire sound" "=100|hunterpumpaction_fire.mp3" "custom item model" "models/weapons/c_models/c_shotgun_problem/c_shotgun.mdl" } "The Nightwatch" { OriginalItemName "Upgradeable TF_WEAPON_SHOTGUN_PRIMARY" "maxammo primary increased" 1.25 "mult firerocket rate" 0.9 "weapon spread bonus" 0.6 "faster reload rate" 0.8 "clip size bonus" 1.66 "fire rate bonus" 0.65 //Ignore "custom weapon fire sound" "=100|nightwatch_fire6.mp3" "custom item model" "models/workshop/weapons/c_models/c_trenchgun/c_nighchgun.mdl" } //Custom Engineer Secondary "Vermin Zapper" { //OriginalItemName "powerhouse_pistol_blackdahlia" OriginalItemName "Upgradeable TF_WEAPON_PISTOL" "engineer building teleporting pickup" 150 "set_item_texture_wear" 0 "weapon spread bonus" 0.5 "damage bonus" 1.25 //Ignore "custom weapon fire sound" "=80|gammagazer_fire.mp3" "custom item model" "models/weapons/c_models/c_gamma_gazer/c_gamma_gazer.mdl" } //Custom Engineer Melee "The Crate Smasher" { //OriginalItemName "Upgradeable TF_WEAPON_WRENCH" OriginalItemName "Prinny Machete" "custom item model" "models/weapons/c_models/c_cratesmasher/c_cratesmasher_1.mdl" "mark for death on building pickup" 1 "Construction rate decreased" 0.25 "engy building health bonus" 1.15 //"paintkit_proto_def_index" 431 //Blackout "dmg bonus vs buildings" 2 //"set_item_texture_wear" 0 "fire rate bonus" 0.85 } "Overbite" { OriginalItemName "Upgradeable TF_WEAPON_WRENCH" "engy dispenser radius increased" 2 "engy sentry radius increased" 1.15 "Repair rate increased" 1.25 "fire rate penalty" 1.3 "mvm sentry ammo" 0.85 //Ignore "custom item model" "models/weapons/c_models/c_jag/c_toothwrench.mdl" } //Custom Medic Primary "Brain Teaser" { OriginalItemName "Upgradeable TF_WEAPON_SYRINGEGUN_MEDIC" "max health additive penalty" -25 "maxammo primary reduced" 0.3 "add uber charge on hit" 0.01 "reload time increased" 1.5 "fire rate penalty" 1.5 "clip size penalty" 0.37 //Ignore "custom item model" "models/weapons/c_models/c_syringegun_brain/c_syringegun.mdl" } "Quad Injector" { OriginalItemName "Upgradeable TF_WEAPON_SYRINGEGUN_MEDIC" "maxammo primary increased" 1.6 "clip size penalty hidden" 2 "fire rate bonus" 0.5 //Ignore "custom item model" "models/weapons/c_models/c_syringegun_quad/c_syringegun.mdl" } "Geneva Protokill" { OriginalItemName "Upgradeable TF_WEAPON_SYRINGEGUN_MEDIC" "maxammo primary increased" 1.2 "clip size penalty hidden" 1.5 "critboost on kill" 3 "crit mod disabled" 0 "damage penalty" 0.75 //Ignore "custom item model" "models/weapons/c_models/c_geneva_protokill/c_geneva_protokill.mdl" } //Custom Medic Secondary "Mini-Booster" { OriginalItemName "Upgradeable TF_WEAPON_MEDIGUN" "special item description" "On Ubercharge: Patient is given garaunteed Minicrits." //"paintkit_proto_def_index" 423 //Gobi Glazed "ubercharge rate bonus" 1.5 //"set_item_texture_wear" 0 "effect cond override" 16 "uber duration bonus" 4 "special taunt" 1 //Ignore "custom item model" "models/weapons/c_models/c_medigun_retro/c_medigun.mdl" } //Custom Medic Melee "Hypodermic Needle" { OriginalItemName "The Ubersaw" //"paintkit_proto_def_index" 422 //Team Detail "add uber charge on hit" 0.05 "mult dmg friendly fire" -1 //"set_item_texture_wear" 1 "allow friendly fire" 1 "fire rate penalty" 1 "crit mod disabled" 0 //Ignore "custom item model" "models/weapons/c_models/c_hypodermic_injector/c_hypodermic_injector.mdl" "custom kill icon" "syringegun_medic" } "Krankensage" { OriginalItemName "The Ubersaw" "add uber charge on hit" 0.05 "crit mod disabled" 0 "move speed bonus" 1.1 "fire rate bonus" 0.85 "health regen" 5 "damage bonus" 1.25 //Ignore "custom item model" "models/weapons/c_models/c_krakensage/c_krakensage.mdl" "fire rate penalty" 1 "provide on active" 1 "allowed in medieval mode" 1 //Medieval Item } //Custom Sniper Primary "Essendon Eliminator" { //OriginalItemName "Upgradeable TF_WEAPON_SNIPERRIFLE" OriginalItemName "The Hitman's Heatmaker" //"paintkit_proto_def_index" 425 //Graphite Gripped //"set_item_texture_wear" 0 "faster reload rate" 0.75 "damage penalty" 0.5 //Ignore "damage penalty on bodyshot" 1 "mod soldier buff type" 0 "custom item model" "models/weapons/c_models/c_essendon_eliminator/c_essendon_eliminator.mdl" "rage on assists" 0 "rage on kill" 0 } "Caretaker" { OriginalItemName "Upgradeable TF_WEAPON_SNIPERRIFLE" "dmg pierces resists absorbs" 1 "penetration damage penalty" 1.5 //"paintkit_proto_def_index" 418 //Warborn "projectile penetration" 1 //"set_item_texture_wear" 0 "faster reload rate" 1.3 "damage bonus" 1.2 //Ignore "custom weapon fire sound" "=80|caretaker_fire.mp3" "custom item model" "models/c_caretaker.mdl" } "Didgeridoom" { OriginalItemName "Upgradeable TF_WEAPON_SNIPERRIFLE" "sniper crit no scope" 1 "dmg taken increased" 1.25 "alt-fire disabled" 1 "can headshot" 1 //Ignore "custom weapon fire sound" "=80|didgeridoom_fire.mp3" "custom item model" "models/c_didgeridoom.mdl" "provide on active" 1 } "Astral Assassin (By PDA Expert)" { OriginalItemName "The Fortified Compound" "hidden primary max ammo bonus" 0.8 "reset arrow hits on bounce" 1 "max health additive bonus" 25 "dmg penalty vs buildings" 0.85 "projectile penetration" 1 "ragdolls plasma effect" 1 "crits_become_minicrits" 1 "dmg penalty vs players" 0.85 "grenade bounce speed" 1 "projectile lifetime" 3 "mult dmg vs tanks" 0.5 "mult crit dmg" 1.25 //Ignore "projectile trail particle" ~drg_cow_rockettrail_normal "special item description" "Arrows bounce, can hit the same enemy multiple times." "custom weapon fire sound" "=70|weapons/capper_shoot.wav" "custom projectile model" "models/weapons/c_models/c_astral_assassin_projectile/c_astral_assassin_projectile.mdl" "custom impact sound" "=50|weapons/fx/rics/ric4.wav" "custom item model" "models/weapons/c_models/c_astral_assassin/c_astral_assassin.mdl" "custom hit sound" "=50|weapons/fx/rics/bison_projectile_impact_flesh.wav" "custom kill icon" "cow_mangler" } //Custom Sniper Secondary "AK47" { OriginalItemName "Upgradeable TF_WEAPON_SMG" "hidden secondary max ammo penalty" 1.2 "penetration damage penalty" 1.5 "projectile penetration" 1 "weapon spread bonus" 0.5 "move accuracy mult" 1.5 "clip size bonus" 1.2 "heal on kill" 25 "damage bonus" 1.3 //Ignore "custom weapon fire sound" "=80|ak47_fire.mp3" "custom item model" "models/weapons/c_models/c_ak47/c_mmg.mdl" "custom kill icon" "skull_tf" } "50k Volt" { OriginalItemName "Upgradeable TF_WEAPON_SMG" "mod projectile heat follow crosshair" 1 "mod projectile heat seek power" 270 "mod projectile heat aim error" 60 "mod projectile heat aim time" 4 "projectile speed increased" 1.25 "special item description" "On Kill: 8 Seconds of a 20% damage bonus for all weapons" //"paintkit_proto_def_index" 105 //Masked Mender Mk.II "override projectile type" 13 "add attributes on kill" "damage bonus|1.2|8" //"attach particle effect" 704 "dmg penalty vs players" 0.25 //"killstreak idleeffect" 3 //"set_item_texture_wear" 0 "dmg taken increased" 1.15 "set item tint RGB" 13595446 "no damage falloff" 1 "provide on active" 1 "clip size penalty" 0.6 "fire rate penalty" 1.5 //Ignore "custom weapon fire sound" "=80|50kvolt_fire.mp3" "custom item model" "models/weapons/c_models/c_50k_volt/c_pro_smg.mdl" } "Heckler" { OriginalItemName "teufort_smg_teamsprayer" "heal on hit for rapidfire" 5 "special item description" "On Kill: 10 Seconds of marking enemies for death for 4 seconds on hit with any weapon" "add attributes on kill" "add cond on hit|30|10|add cond on hit duration|4|10" "fire rate bonus HIDDEN" 0.85 "set_item_texture_wear" 0 "weapon spread bonus" 0.7 //Ignore "custom weapon fire sound" "=80|bigmac_fire.mp3" "custom item model" "models/weapons/c_models/c_heckler/c_smg.mdl" } //Custom Sniper Melee "Heatwave" { OriginalItemName "The Shahanshah" "dmg penalty while half alive" 1 "weapon burn dmg increased" 2 "dmg bonus while half dead" 1 "special item description" "On Kill: 8 Seconds of Crits versus burning enemies on all weapons" //"paintkit_proto_def_index" 205 //Fire Glazed "add attributes on kill" "crit vs burning players|1|8" //"attach particle effect" 701 "set damagetype ignite" 1 //"set_item_texture_wear" 0 "custom kill icon" "firedeath" //Ignore "custom item model" "models/weapons/c_models/c_heatwave/c_heatwave.mdl" } "Wildman's Cutlery" { OriginalItemName "The Shahanshah" "dmg penalty while half alive" 1 "dmg bonus while half dead" 1 //"paintkit_proto_def_index" 411 //Steel Brushed "melee range multiplier" 1.5 //"set_item_texture_wear" 0 "provide on active" 1 "crit mod disabled" 0 "move speed bonus" 1.1 "crit from behind" 1 "fire rate bonus" 0.75 "mult crit dmg" 1.2825 //Ignore "custom item model" "models/weapons/c_models/c_wildmans_cutlery/c_wildmans_cutlery.mdl" } //Custom Spy Secondary "Death Blossom" { OriginalItemName "Upgradeable TF_WEAPON_REVOLVER" //"paintkit_proto_def_index" 412 //Secretly Serviced "reload time increased" 1.5 //"set_item_texture_wear" 0 "critboost on kill" 4 "fire rate penalty" 1.2 "damage bonus" 1.25 //Ignore "custom weapon fire sound" "=80|deathblossom_fire.mp3" "custom item model" "models/weapons/c_models/c_death_blossom/c_death_blossom.mdl" } "Tranquilizer" { OriginalItemName "Upgradeable TF_WEAPON_REVOLVER" "custom weapon fire sound" "=80|weapons/syringegun_shoot.wav" //"paintkit_proto_def_index" 400 //Ghoul Blaster //"attach particle effect" 702 //"killstreak idleeffect" 4 //"set_item_texture_wear" 0 //"weapon spread bonus" 0 "override projectile type" 5 "bleeding duration" 7 "mult bleeding dmg" 2 "clip size penalty" 0.16 "custom kill icon" "syringegun_medic" "mark for death" 1 "damage penalty" 0.75 //Ignore "custom item model" "models/weapons/c_models/c_tranquilizer/c_revolver.mdl" "custom kill icon" "syringegun_medic" } } ExtraLoadoutItems { Scout { Primary { Item "TF_WEAPON_SCATTERGUN" } Primary { Item "The Force-a-Nature" } Primary { Item "Festive Force-a-Nature" } Primary { Item "The Soda Popper" } Primary { Item "The Shortstop" } Primary { Item "Baby Face's Blaster" } Primary { Item "The Back Scatter" } Primary { Item "Levered Slugger" } Primary { Item "Doomstick" } Primary { Item "Entrenched GUn" } Primary { Item "Rough Rider" } Secondary { Item "TF_WEAPON_PISTOL" } Secondary { Item "The Winger" } Secondary { Item "Pretty Boy's Pocket Pistol" } Secondary { Item "Mad Milk" } Secondary { Item "Mutated Milk" } Secondary { Item "The Flying Guillotine" } Secondary { Item "Bonk! Atomic Punch" } Secondary { Item "Festive Bonk 2014" } Secondary { Item "Crit-a-Cola" } Secondary { Item "TTG Max Pistol - Poker Night" } Secondary { Item "The C.A.P.P.E.R" } Secondary { Item "Conventional" } Secondary { Item "Runner's Boots" } Melee { Item "TF_WEAPON_BAT" } Melee { Item "The Holy Mackerel" } Melee { Item "Festive Holy Mackerel" } Melee { Item "Unarmed Combat" } Melee { Item "Batsaber" } Melee { Item "Sun-on-a-Stick" } Melee { Item "The Atomizer" } Melee { Item "The Candy Cane" } Melee { Item "The Fan O'War" } Melee { Item "The Sun-on-a-Stick" } Melee { Item "The Boston Basher" } Melee { Item "Three-Rune Blade" } Melee { Item "The Sandman" } Melee { Item "The Wrap Assassin" } Melee { Item "Saxxy" } Melee { Item "Gold Frying Pan" } Melee { Item "Frying Pan" } Melee { Item "The Conscientious Objector" } Melee { Item "The Freedom Staff" } Melee { Item "The Bat Outta Hell" } Melee { Item "Memory Maker" } Melee { Item "The Ham Shank" } Melee { Item "Necro Smasher" } Melee { Item "The Crossing Guard" } Melee { Item "Prinny Machete" } } Soldier { Primary { Item "TF_WEAPON_ROCKETLAUNCHER" } Primary { Item "The Original" } Primary { Item "The Direct Hit" } Primary { Item "The Black Box" } Primary { Item "Festive Black Box" } Primary { Item "Rocket Jumper" } Primary { Item "The Liberty Launcher" } Primary { Item "The Cow Mangler 5000" } Primary { Item "The Beggar's Bazooka" } Primary { Item "The Air Strike" } Primary { Item "WASP Launcher" } Primary { Item "Follower" } Primary { Item "Hornet's Nest (By PDA Expert)" } Primary { Item "Merc Mortar" } Primary { Item "Destroyer" } Primary { Item "Necrotic Nuker" } Secondary { Item "TF_WEAPON_SHOTGUN_SOLDIER" } Secondary { Item "The Buff Banner" } Secondary { Item "Festive Buff Banner" } Secondary { Item "The Concheror" } Secondary { Item "The Battalion's Backup" } Secondary { Item "The Gunboats" } Secondary { Item "The Mantreads" } Secondary { Item "The Reserve Shooter" } Secondary { Item "The Righteous Bison" } Secondary { Item "The B.A.S.E. Jumper" } Secondary { Item "Panic Attack Shotgun" } Melee { Item "TF_WEAPON_SHOVEL" } Melee { Item "The Equalizer" } Melee { Item "The Pain Train" } Melee { Item "The Disciplinary Action" } Melee { Item "The Half-Zatoichi" } Melee { Item "The Market Gardener" } Melee { Item "The Escape Plan" } Melee { Item "Saxxy" } Melee { Item "Gold Frying Pan" } Melee { Item "Frying Pan" } Melee { Item "The Conscientious Objector" } Melee { Item "The Freedom Staff" } Melee { Item "The Bat Outta Hell" } Melee { Item "Memory Maker" } Melee { Item "The Ham Shank" } Melee { Item "Necro Smasher" } Melee { Item "The Crossing Guard" } Melee { Item "Prinny Machete" } } Pyro { Primary { Item "TF_WEAPON_FLAMETHROWER" } Primary { Item "The Rainblower" } Primary { Item "The Nostromo Napalmer" } Primary { Item "The Backburner" } Primary { Item "Festive Backburner 2014" } Primary { Item "The Degreaser" } Primary { Item "The Phlogistinator" } Primary { Item "The Dragon's Fury" } Primary { Item "Jet Fueler" } Secondary { Item "TF_WEAPON_SHOTGUN_PYRO" } Secondary { Item "The Reserve Shooter" } Secondary { Item "Panic Attack Shotgun" } Secondary { Item "The Flare Gun" } Secondary { Item "Festive Flare Gun" } Secondary { Item "The Detonator" } Secondary { Item "The Manmelter" } Secondary { Item "The Scorch Shot" } Secondary { Item "The Gas Passer" } Secondary { Item "The Thermal Thruster" } Secondary { Item "Unstable Concoction" } Secondary { Item "Mumbler's Metal" } Secondary { Item "Calefactor" } Secondary { Item "Fire Starter" } Melee { Item "TF_WEAPON_FIREAXE" } Melee { Item "The Lollichop" } Melee { Item "The Axtinguisher" } Melee { Item "The Postal Pummeler" } Melee { Item "The Homewrecker" } Melee { Item "The Maul" } Melee { Item "The Powerjack" } Melee { Item "The Back Scratcher" } Melee { Item "Sharpened Volcano Fragment" } Melee { Item "The Third Degree" } Melee { Item "The Neon Annihilator" } Melee { Item "The Hot Hand" } Melee { Item "Saxxy" } Melee { Item "Gold Frying Pan" } Melee { Item "Frying Pan" } Melee { Item "The Conscientious Objector" } Melee { Item "The Freedom Staff" } Melee { Item "The Bat Outta Hell" } Melee { Item "Memory Maker" } Melee { Item "The Ham Shank" } Melee { Item "Necro Smasher" } Melee { Item "The Crossing Guard" } Melee { Item "Prinny Machete" } Melee { Item "Baleful Beacon" } Melee { Item "Battering Bronco" } } Demoman { Primary { Item "TF_WEAPON_GRENADELAUNCHER" } Primary { Item "The Loch-N-Load" } Primary { Item "Ali Baba's Wee Booties" } Primary { Item "The Bootlegger" } Primary { Item "The Loose Cannon" } Primary { Item "The B.A.S.E. Jumper" } Primary { Item "The Iron Bomber" } Primary { Item "Brew Blaster" } Primary { Item "Bouncing Betty" } Primary { Item "Demolitionist" } Primary { Item "Sparkler" } Primary { Item "Hand Held Howitzer" } Primary { Item "Hybrid Highlander" } Secondary { Item "TF_WEAPON_PIPEBOMBLAUNCHER" } Secondary { Item "The Chargin' Targe" } Secondary { Item "Festive Targe 2014" } Secondary { Item "The Scottish Resistance" } Secondary { Item "Stickybomb Jumper" } Secondary { Item "The Splendid Screen" } Secondary { Item "The Tide Turner" } Secondary { Item "The Quickiebomb Launcher" } Secondary { Item "Cycloptic Repairer" } Secondary { Item "Big Trapper" } Secondary { Item "Demolition Duty" } Secondary { Item "Street Shieldsman" } Secondary { Item "Scottish Wargear" } Melee { Item "TF_WEAPON_BOTTLE" } Melee { Item "The Scottish Handshake" } Melee { Item "The Eyelander" } Melee { Item "The Horseless Headless Horseman's Headtaker" } Melee { Item "The Nessie's Nine Iron" } Melee { Item "The Pain Train" } Melee { Item "The Scotsman's Skullcutter" } Melee { Item "The Claidheamohmor" } Melee { Item "The Ullapool Caber" } Melee { Item "The Half-Zatoichi" } Melee { Item "The Persian Persuader" } Melee { Item "Saxxy" } Melee { Item "Gold Frying Pan" } Melee { Item "Frying Pan" } Melee { Item "The Conscientious Objector" } Melee { Item "The Freedom Staff" } Melee { Item "The Bat Outta Hell" } Melee { Item "Memory Maker" } Melee { Item "The Ham Shank" } Melee { Item "Necro Smasher" } Melee { Item "The Crossing Guard" } Melee { Item "Prinny Machete" } } Heavyweapons { Primary { Item "TF_WEAPON_MINIGUN" } Primary { Item "Iron Curtain" } Primary { Item "Natascha" } Primary { Item "The Brass Beast" } Primary { Item "Tomislav" } Primary { Item "The Huo Long Heatmaker" } Primary { Item "Gatling Chemist" } Primary { Item "Cerberus" } Primary { Item "Plasma Gunner" } Primary { Item "Arms Race" } Secondary { Item "TF_WEAPON_SHOTGUN_HWG" } Secondary { Item "The Family Business" } Secondary { Item "Panic Attack Shotgun" } Secondary { Item "The Sandvich" } Secondary { Item "Festive Sandvich" } Secondary { Item "The Robo-Sandvich" } Secondary { Item "The Dalokohs Bar" } Secondary { Item "Fishcake" } Secondary { Item "The Buffalo Steak Sandvich" } Secondary { Item "The Second Banana" } Secondary { Item "Bolshevik Bomber" } Secondary { Item "KS-23" } Secondary { Item "Big Buck" } Secondary { Item "Raiding Aid" } Melee { Item "TF_WEAPON_FISTS" } Melee { Item "Apoco-Fists" } Melee { Item "The Killing Gloves of Boxing" } Melee { Item "Gloves of Running Urgently" } Melee { Item "Festive Gloves of Running Urgently" } Melee { Item "The Bread Bite" } Melee { Item "Warrior's Spirit" } Melee { Item "Fists of Steel" } Melee { Item "The Eviction Notice" } Melee { Item "The Holiday Punch" } Melee { Item "Saxxy" } Melee { Item "Gold Frying Pan" } Melee { Item "Frying Pan" } Melee { Item "The Conscientious Objector" } Melee { Item "The Freedom Staff" } Melee { Item "The Bat Outta Hell" } Melee { Item "Memory Maker" } Melee { Item "The Ham Shank" } Melee { Item "Necro Smasher" } Melee { Item "The Crossing Guard" } Melee { Item "Prinny Machete" } Melee { Item "Moscow Mallet" } Melee { Item "Hydralic Hammers" } } Engineer { Primary { Item "TF_WEAPON_SHOTGUN_PRIMARY" } Primary { Item "Panic Attack Shotgun" } Primary { Item "The Frontier Justice" } Primary { Item "The Widowmaker" } Primary { Item "The Pomson 6000" } Primary { Item "The Rescue Ranger" } Primary { Item "Texan Assault" } Primary { Item "Hunter's Pump Action" } Primary { Item "Problem Solver" } Primary { Item "The Nightwatch" } Secondary { Item "TF_WEAPON_PISTOL" } Secondary { Item "The Wrangler" } Secondary { Item "Festive Wrangler" } Secondary { Item "The Giger Counter" } Secondary { Item "The Short Circuit" } Secondary { Item "TTG Max Pistol - Poker Night" } Secondary { Item "The C.A.P.P.E.R" } Secondary { Item "Vermin Zapper" } Melee { Item "TF_WEAPON_WRENCH" } Melee { Item "The Gunslinger" } Melee { Item "The Southern Hospitality" } Melee { Item "The Jag" } Melee { Item "The Eureka Effect" } Melee { Item "Saxxy" } Melee { Item "Gold Frying Pan" } Melee { Item "Necro Smasher" } Melee { Item "Prinny Machete" } Melee { Item "The Crate Smasher" } Melee { Item "Overbite" } } Medic { Primary { Item "TF_WEAPON_SYRINGEGUN_MEDIC" } Primary { Item "The Blutsauger" } Primary { Item "The Crusader's Crossbow" } Primary { Item "Festive Crusader's Crossbow" } Primary { Item "Brain Teaser" } Primary { Item "Quad Injector" } Primary { Item "Geneva Protokill" } Secondary { Item "TF_WEAPON_MEDIGUN" } Secondary { Item "The Kritzkrieg" } Secondary { Item "The Quick-Fix" } Secondary { Item "The Vaccinator" } Secondary { Item "Mini-Booster" } Melee { Item "TF_WEAPON_BONESAW" } Melee { Item "The Ubersaw" } Melee { Item "Festive Ubersaw" } Melee { Item "The Vita-Saw" } Melee { Item "The Amputator" } Melee { Item "The Solemn Vow" } Melee { Item "Saxxy" } Melee { Item "Gold Frying Pan" } Melee { Item "Frying Pan" } Melee { Item "The Conscientious Objector" } Melee { Item "The Freedom Staff" } Melee { Item "The Bat Outta Hell" } Melee { Item "Memory Maker" } Melee { Item "The Ham Shank" } Melee { Item "Necro Smasher" } Melee { Item "The Crossing Guard" } Melee { Item "Prinny Machete" } Melee { Item "Hypodermic Needle" } Melee { Item "Krankensage" } } Sniper { Primary { Item "TF_WEAPON_SNIPERRIFLE" } Primary { Item "The AWPer Hand" } Primary { Item "The Huntsman" } Primary { Item "Festive Huntsman" } Primary { Item "The Fortified Compound" } Primary { Item "The Sydney Sleeper" } Primary { Item "The Bazaar Bargain" } Primary { Item "The Machina" } Primary { Item "Shooting Star" } Primary { Item "The Hitman's Heatmaker" } Primary { Item "The Classic" } Primary { Item "Essendon Eliminator" } Primary { Item "Caretaker" } Primary { Item "Didgeridoom" } Primary { Item "Astral Assassin (By PDA Expert)" } Secondary { Item "TF_WEAPON_SMG" } Secondary { Item "Jarate" } Secondary { Item "The Self-Aware Beauty Mark" } Secondary { Item "The Razorback" } Secondary { Item "Darwin's Danger Shield" } Secondary { Item "The Cozy Camper" } Secondary { Item "The Cleaner's Carbine" } Secondary { Item "AK47" } Secondary { Item "50k Volt" } Secondary { Item "Heckler" } Melee { Item "TF_WEAPON_CLUB" } Melee { Item "The Tribalman's Shiv" } Melee { Item "The Bushwacka" } Melee { Item "The Shahanshah" } Melee { Item "Saxxy" } Melee { Item "Gold Frying Pan" } Melee { Item "Frying Pan" } Melee { Item "The Conscientious Objector" } Melee { Item "The Freedom Staff" } Melee { Item "The Bat Outta Hell" } Melee { Item "Memory Maker" } Melee { Item "The Ham Shank" } Melee { Item "Necro Smasher" } Melee { Item "The Crossing Guard" } Melee { Item "Prinny Machete" } Melee { Item "Heatwave" } Melee { Item "Wildman's Cutlery" } } Spy { Secondary { Item "TF_WEAPON_REVOLVER" } Secondary { Item "TTG Sam Revolver" } Secondary { Item "The Ambassador" } Secondary { Item "Festive Ambassador" } Secondary { Item "L'Etranger" } Secondary { Item "The Enforcer" } Secondary { Item "The Diamondback" } Secondary { Item "Death Blossom" } Secondary { Item "Tranquilizer" } Melee { Item "TF_WEAPON_KNIFE" } Melee { Item "The Sharp Dresser" } Melee { Item "The Black Rose" } Melee { Item "The Spy-cicle" } Melee { Item "Your Eternal Reward" } Melee { Item "The Wanga Prick" } Melee { Item "Conniver's Kunai" } Melee { Item "The Big Earner" } PDA2 { Item "TF_WEAPON_INVIS" } PDA2 { Item "TTG Watch" } PDA2 { Item "The Quackenbirdt" } PDA2 { Item "The Cloak and Dagger" } PDA2 { Item "The Dead Ringer" } } } ////////////////////////////////////////////////////// ////////////////////////////////////////////////////// ////////////////////BODY UPGRADES///////////////////// ////////////////////////////////////////////////////// ////////////////////////////////////////////////////// ExtendedUpgrades { // // Bullet Resistance // upgrade { Name "+25% Bullet Resistance" Description "Take 25% less damage from bullets." Attribute "dmg taken from bullets reduced" Cap 0.25 Increment -0.25 Cost 300 PlayerUpgrade 1 } // // Blast Resistance // upgrade { Name "+25% Blast Resistance" Description "Take 25% less damage from explosives." Attribute "dmg taken from blast reduced" Cap 0.25 Increment -0.25 Cost 300 PlayerUpgrade 1 } // // Fire Resistance // upgrade { Name "+25% Fire Resistance" Description "Take 25% less damage from fire." Attribute "dmg taken from fire reduced" Cap 0.25 Increment -0.25 Cost 150 PlayerUpgrade 1 } // // Crit Resistance // critresistancereforge { Name "+30% Crit Resistance" Description "Take 30% less damage from crits." Attribute "dmg taken from crit reduced" Cap 0.1 Increment -0.3 Cost 150 PlayerUpgrade 1 DisallowedUpgrade { Upgrade critimmunereforge Level 1 } } // // Melee Resistance // upgrade { Name "+15% Armor" Description "Take 15% less damage from melee attacks." Attribute "mult dmgtaken from melee" Cap 0.55 Increment -0.15 Cost 300 PlayerUpgrade 1 } // // Move Speed // upgrade { Name "+10% Faster move speed" Description "Move 10% faster." Attribute "move speed bonus" Cap 1.3 Increment 0.1 Cost 200 PlayerUpgrade 1 } // // Jump Height // upgrade { Name "+10% Higher jump" Description "Jump 10% higher." Attribute "increased jump height" Cap 1.3 Increment 0.1 Cost 100 PlayerUpgrade 1 } // // Health Regen // upgrade { Name "+2 Health regened per second" Description "Regen 2 health per second." Attribute "health regen" Cap 10 Increment 2 Cost 200 PlayerUpgrade 1 } // // Adrenaline Rush // upgrade { Name "+1 Tier of Adrenaline Rush" Description "+5% Faster move speed as health decreases per tick." Attribute "move speed as health decreases" Cap 1.2 Increment 0.05 Cost 50 PlayerUpgrade 1 } // // Metal Regen // upgrade { Name "+15 Metal regened every 5 seconds" Description "Regen 15 metal every 5 seconds." Attribute "metal regen" Cap 75 Increment 15 Cost 200 PlayerUpgrade 1 AllowPlayerClass Engineer } // // Reduced Building Cost // upgrade { Name "+10% Reduced Building Cost" Description "Buildings require 10% less metal per tick." Attribute "mod sentry cost" Cap 0.5 Increment -0.1 Cost 150 PlayerUpgrade 1 AllowPlayerClass Engineer SecondaryAttributes { "mod dispenser cost" -0.1 "mod teleporter cost" -0.1 } } ////////////////////////////////////////////////////// ////////////////////////////////////////////////////// ////////////////////SCOUT UPGRADES//////////////////// ////////////////////////////////////////////////////// ////////////////////////////////////////////////////// // // SCOUT PRIMARY WEAPONS // // // Scout Primary Damage Bonus // upgrade { Name "+25% Damage Bonus" Description "Deal 25% more damage." Attribute "CARD: damage bonus" Cap 2 Increment 0.25 Cost 400 AllowedWeapons { Slot "Primary" } AllowPlayerClass Scout } // // Scout Primary Penetration // upgrade { Name "Infinite Penetration" Description "Pierce through an infinite amount of enemies." Attribute "projectile penetration" Cap 1 Increment 1 Cost 400 AllowedWeapons { Slot "Primary" } DisallowedWeapons { ItemName "The Force-a-Nature" ItemName "Festive Force-a-Nature" } AllowPlayerClass Scout } // // Scout Primary Ammo Capacity // upgrade { Name "+50% Larger ammo capacity" Description "Store 50% more reserve ammo." Attribute "hidden primary max ammo bonus" Cap 2.5 Increment 0.5 Cost 250 AllowedWeapons { Slot "Primary" } AllowPlayerClass Scout } // // Scout Primary Heal on Kill // upgrade { Name "+25 Health on Kill" Description "Heal 25 health after killing an enemy." Attribute "heal on kill" Cap 100 Increment 25 Cost 200 AllowedWeapons { Slot "Primary" } DisallowedWeapons { ItemName "Doomstick" } AllowPlayerClass Scout } // // Scout Primary Larger Clip Size // upgrade { Name "+50% Larger clip size" Description "50% Larger clip size." Attribute "clip size penalty HIDDEN" Cap 3 Increment 0.5 Cost 400 AllowedWeapons { Slot "Primary" } DisallowedWeapons { ItemName "Doomstick" } AllowPlayerClass Scout } // // Scout Primary Reload Rate // upgrade { Name "+20% Faster reload rate" Description "Reload 20% faster." Attribute "reload time decreased" Cap 0.4 Increment -0.2 Cost 250 AllowedWeapons { Slot "Primary" } DisallowedWeapons { ItemName "The Soda Popper" ItemName "The Force-a-Nature" ItemName "Festive Force-a-Nature" ItemName "The Shortstop" ItemName "Doomstick" } AllowPlayerClass Scout } // // Scout Primary Fire Rate // upgrade { Name "10% Faster fire rate" Description "Fire 10% faster." Attribute "fire rate bonus" Cap 0.6 Increment -0.1 Cost 200 AllowedWeapons { Slot "Primary" } DisallowedWeapons { ItemName "The Soda Popper" ItemName "The Force-a-Nature" ItemName "Festive Force-a-Nature" ItemName "Doomstick" } AllowPlayerClass Scout } // // Scout Doomstick Accuracy // upgrade { Name "15% More accurate" Description "Accuracy increased by 15%" Cap 0.55 Increment -0.15 Cost 150 AllowedWeapons { ItemName "Doomstick" } AllowPlayerClass Scout } // // Scout Doomstick Reload Rate // upgrade { Name "+10% Faster reload rate" Description "Reload 10% faster." Attribute "reload time decreased" Cap 0.7 Increment -0.1 Cost 250 AllowedWeapons { ItemName "Doomstick" } AllowPlayerClass Scout } // // Scout Doomstick Heal on Kill // upgrade { Name "+25 Health on Kill" Description "Heal 25 health after killing an enemy." Attribute "heal on kill" Cap 120 Increment 25 Cost 200 AllowedWeapons { ItemName "Doomstick" } AllowPlayerClass Scout } // // Scout Doomstick Heal on Kill // upgrade { Name "15% More accurate" Description "Accuracy increased by 15%." Attribute "weapon spread bonus" Cap 0.55 Increment -0.15 Cost 150 AllowedWeapons { ItemName "Doomstick" } AllowPlayerClass Scout } // // SCOUT SECONDARY WEAPONS // // // Scout Secondary Damage Bonus // upgrade { Name "+25% Damage Bonus" Description "Deal 25% more damage." Attribute "CARD: damage bonus" Cap 2 Increment 0.25 Cost 200 AllowedWeapons { Slot "Secondary" } DisallowedWeapons { ItemName "Mad Milk" ItemName "Mutated Milk" ItemName "The Flying Guillotine" ItemName "Bonk! Atomic Punch" ItemName "Festive Bonk 2014" ItemName "Crit-a-Cola" } AllowPlayerClass Scout } // // Scout Secondary Larger Clip Size // upgrade { Name "+50% Larger clip size" Description "50% Larger clip size." Attribute "clip size penalty HIDDEN" Cap 3 Increment 0.5 Cost 200 AllowedWeapons { Slot "Secondary" } DisallowedWeapons { ItemName "Mad Milk" ItemName "Mutated Milk" ItemName "The Flying Guillotine" ItemName "Bonk! Atomic Punch" ItemName "Festive Bonk 2014" ItemName "Crit-a-Cola" } AllowPlayerClass Scout } // // Scout Secondary Penetration // upgrade { Name "Infinite Penetration" Description "Pierce through an infinite amount of enemies." Attribute "projectile penetration" Cap 1 Increment 1 Cost 200 AllowedWeapons { Slot "Secondary" } DisallowedWeapons { ItemName "Mad Milk" ItemName "Mutated Milk" ItemName "The Flying Guillotine" ItemName "Bonk! Atomic Punch" ItemName "Festive Bonk 2014" ItemName "Crit-a-Cola" } AllowPlayerClass Scout } // // Scout Secondary Ammo Capacity // upgrade { Name "+50% Larger ammo capacity" Description "Store 50% more reserve ammo." Attribute "hidden secondary max ammo penalty" Cap 2.5 Increment 0.5 Cost 125 AllowedWeapons { Slot "Secondary" } DisallowedWeapons { ItemName "Mad Milk" ItemName "Mutated Milk" ItemName "The Flying Guillotine" ItemName "Bonk! Atomic Punch" ItemName "Festive Bonk 2014" ItemName "Crit-a-Cola" } AllowPlayerClass Scout } // // Scout Secondary Fire Rate // upgrade { Name "10% Faster fire rate" Description "Fire 10% faster." Attribute "fire rate bonus" Cap 0.6 Increment -0.1 Cost 100 AllowedWeapons { Slot "Secondary" } DisallowedWeapons { ItemName "Mad Milk" ItemName "Mutated Milk" ItemName "The Flying Guillotine" ItemName "Bonk! Atomic Punch" ItemName "Festive Bonk 2014" ItemName "Crit-a-Cola" } AllowPlayerClass Scout } // // Scout Secondary Heal on Kill // upgrade { Name "+25 Health on Kill" Description "Heal 25 health after killing an enemy." Attribute "heal on kill" Cap 100 Increment 25 Cost 100 AllowedWeapons { Slot "Secondary" } DisallowedWeapons { ItemName "Mad Milk" ItemName "Mutated Milk" ItemName "Bonk! Atomic Punch" ItemName "Festive Bonk 2014" ItemName "Crit-a-Cola" } AllowPlayerClass Scout } // // Scout Secondary Recharge Rate // upgrade { Name "+15% Faster Recharge Rate" Description "Recharges item +15% Faster" Attribute "effect bar recharge rate increased" Cap 0.4 Increment -0.15 Cost 250 AllowedWeapons { ItemName "Mad Milk" ItemName "Mutated Milk" ItemName "The Flying Guillotine" ItemName "Bonk! Atomic Punch" ItemName "Festive Bonk 2014" ItemName "Crit-a-Cola" } AllowPlayerClass Scout } // // Scout Secondary Slowdown // upgrade { Name "Mad Milk Slows" Description "Enemies covered in mad milk thrown by you move 35% slower until the effect wears off." Attribute "applies snare effect" Cap 0.65 Increment -0.35 Cost 200 AllowedWeapons { ItemName "Mad Milk" ItemName "Mutated Milk" } AllowPlayerClass Scout } // // Flying Guillotine Damage Bonus // upgrade { Name "+25% Damage Bonus" Description "Deal 25% more damage." Attribute "dmg penalty vs players" Cap 2 Increment 0.25 Cost 100 AllowedWeapons { ItemName "The Flying Guillotine" } AllowPlayerClass Scout } // // Flying Guillotine Bleed Damage Bonus // upgrade { Name "+25% Bleed Damage Bonus" Description "Deal 25% more bleed damage." Attribute "mult bleeding dmg" Cap 2 Increment 0.25 Cost 50 AllowedWeapons { ItemName "The Flying Guillotine" } AllowPlayerClass Scout } // // SCOUT MELEE WEAPONS // // // Scout Melee Faster Swing Speed // upgrade { Name "+25% Faster swing speed" Description "Swing your melee weapon 25% faster." Attribute "melee attack rate bonus" Cap 0.6 Increment -0.1 Cost 200 AllowedWeapons { Slot "Melee" } AllowPlayerClass Scout } // // Scout Melee Damage Bonus // upgrade { Name "+25% Damage Bonus" Description "Deal 25% more damage." Attribute "CARD: damage bonus" Cap 2 Increment 0.25 Cost 200 AllowedWeapons { Slot "Melee" } AllowPlayerClass Scout } // // Scout Melee Heal on Kill // upgrade { Name "+25 Health on Kill" Description "Heal 25 health after killing an enemy." Attribute "heal on kill" Cap 100 Increment 25 Cost 100 AllowedWeapons { Slot "Melee" } AllowPlayerClass Scout } // // Scout Melee Mark for Death // upgrade { Name "Mark enemies for Death" Description "Damaged enemies are Marked for Death, taking Minicrit Damage, only 1 enemy at a time can be Marked" Attribute "mark for death" Cap 1 Increment 1 Cost 250 AllowedWeapons { Slot "Melee" } DisallowedWeapons { ItemName "The Fan O'War" ItemName "The Sandman" ItemName "The Wrap Assassin" } AllowPlayerClass Scout } // // Sandman & Wrap Assassin Mark for Death // upgrade { Name "Mark enemies for Death" Description "Damaged enemies are Marked for Death, taking Minicrit Damage, only 1 enemy at a time can be Marked" Attribute "mark for death" Cap 1 Increment 1 Cost 350 AllowedWeapons { ItemName "The Sandman" ItemName "The Wrap Assassin" } AllowPlayerClass Scout } // // Sandman Extra Ball // upgrade { Name "+1 Ball" Description "Carry an extra Baseball." Attribute "maxammo grenades1 increased" Cap 7 Increment 1 Cost 25 AllowedWeapons { ItemName "The Sandman" } AllowPlayerClass Scout } // // Wrap Assassin Extra Ornament // upgrade { Name "+1 Ornament" Description "Carry an extra Ornament." Attribute "maxammo grenades1 increased" Cap 7 Increment 1 Cost 25 AllowedWeapons { ItemName "The Wrap Assassin" } AllowPlayerClass Scout } // // Sandman recharge rate // upgrade { Name "15% Faster recharge rate" Description "Throwables recharge 15% faster" Attribute "effect bar recharge rate increased" Cap 0.4 Increment -0.15 Cost 50 AllowedWeapons { ItemName "The Sandman" } AllowPlayerClass Scout } // // Wrap Assassin recharge rate // upgrade { Name "15% Faster recharge rate" Description "Throwables recharge 15% faster" Attribute "effect bar recharge rate increased" Cap 0.15 Increment -0.15 Cost 50 AllowedWeapons { ItemName "The Wrap Assassin" } AllowPlayerClass Scout } // // Scout Sunstick Afterburn Damage Bonus // upgrade { Name "+100% Afterburn damage bonus" Description "Deal 100% more afterburn damage." Attribute "weapon burn dmg increased" Cap 4 Increment 1 Cost 125 AllowedWeapons { ItemName "Sun-on-a-Stick" } AllowPlayerClass Scout } // // Boston Basher Bleed Damage Bonus // upgrade { Name "+25% Bleed Damage Bonus" Description "Deal 25% more bleed damage." Attribute "mult bleeding dmg" Cap 2 Increment 0.25 Cost 50 AllowedWeapons { ItemName "The Boston Basher" ItemName "Three-Rune Blade" } AllowPlayerClass Scout } ////////////////////////////////////////////////////// ////////////////////////////////////////////////////// ////////////////////SOLDIER UPGRADES////////////////// ////////////////////////////////////////////////////// ////////////////////////////////////////////////////// // // SOLDIER PRIMARY WEAPONS // // // Soldier Primary Damage Bonus // upgrade { Name "+25% Damage Bonus" Description "Deal 25% more damage." Attribute "CARD: damage bonus" Cap 2 Increment 0.25 Cost 400 AllowedWeapons { Slot "Primary" } DisallowedWeapons { ItemName "Rocket Jumper" } AllowPlayerClass Soldier } // // Soldier Primary Clip Size // upgrade { Name "+50% Larger clip size" Description "50% Larger clip size." Attribute "clip size penalty HIDDEN" Cap 3 Increment 0.5 Cost 400 AllowedWeapons { Slot "Primary" } DisallowedWeapons { ItemName "Rocket Jumper" ItemName "Necrotic Nuker" } AllowPlayerClass Soldier } // // Soldier Necrotic Nuker Clip Size // upgrade { Name "+100% Larger clip size" Description "100% Larger clip size." Attribute "clip size upgrade atomic" Cap 2 Increment 1 Cost 400 AllowedWeapons { ItemName "Necrotic Nuker" } AllowPlayerClass Soldier } // // Soldier Primary Reload Rate // upgrade { Name "+20% Faster reload rate" Description "Reload 20% faster." Attribute "reload time decreased" Cap 0.4 Increment -0.2 Cost 250 AllowedWeapons { Slot "Primary" } DisallowedWeapons { ItemName "Rocket Jumper" ItemName "Necrotic Nuker" } AllowPlayerClass Soldier } // // Soldier Necrotic Nuker Reload Rate // upgrade { Name "+10% Faster reload rate" Description "Reload 10% faster." Attribute "reload time decreased" Cap 0.5 Increment -0.1 Cost 150 AllowedWeapons { ItemName "Necrotic Nuker" } AllowPlayerClass Soldier } // // Soldier Primary Fire Rate // upgrade { Name "10% Faster fire rate" Description "Fire 10% faster." Attribute "fire rate penalty HIDDEN" Cap 0.6 Increment -0.1 Cost 200 AllowedWeapons { Slot "Primary" } DisallowedWeapons { ItemName "Rocket Jumper" } AllowPlayerClass Soldier } // // Soldier Primary Heal on Kill // upgrade { Name "+25 Health on Kill" Description "Heal 25 health after killing an enemy." Attribute "heal on kill" Cap 100 Increment 25 Cost 200 AllowedWeapons { Slot "Primary" } DisallowedWeapons { ItemName "Rocket Jumper" } AllowPlayerClass Soldier } // // Soldier Primary Rocket Specialist // upgrade { Name "Rocket Specialist" Description "15% Faster rockets, direct hits briefly stop enemy movement, does maximum damage, and has a larger explosion radius." Attribute "rocket specialist" Cap 1 Increment 1 Cost 400 AllowedWeapons { Slot "Primary" } DisallowedWeapons { ItemName "The Direct Hit" ItemName "Rocket Jumper" } AllowPlayerClass Soldier } // // Soldier Primary Ammo Capacity // upgrade { Name "+50% Larger ammo capacity" Description "Store 50% more reserve ammo." Attribute "hidden primary max ammo bonus" Cap 2.5 Increment 0.5 Cost 250 AllowedWeapons { Slot "Primary" } DisallowedWeapons { ItemName "Rocket Jumper" ItemName "Necrotic Nuker" } AllowPlayerClass Soldier } // // Soldier Necrotic Nuker Ammo Capacity // upgrade { Name "+20% Larger ammo capacity" Description "Store 20% more reserve ammo." Attribute "hidden primary max ammo bonus" Cap 1.6 Increment 0.2 Cost 250 AllowedWeapons { ItemName "Necrotic Nuker" } AllowPlayerClass Soldier } // // Soldier Primary Burn Damage // upgrade { Name "+100% Afterburn damage bonus" Description "Deal 100% more afterburn damage." Attribute "weapon burn dmg increased" Cap 4 Increment 1 Cost 250 AllowedWeapons { ItemName "The Cow Mangler 5000" } AllowPlayerClass Soldier } // // Soldier Primary Blast Radius // upgrade { Name "+15% Larger blast radius" Description "Explosions are 15% larger." Attribute "blast radius increased" Cap 1.6 Increment 0.15 Cost 150 AllowedWeapons { Slot "Primary" } DisallowedWeapons { ItemName "The Black Box" ItemName "Festive Black Box" ItemName "Rocket Jumper" ItemName "WASP Launcher" ItemName "Necrotic Nuker" } AllowPlayerClass Soldier } // // Black Box Blast Radius // upgrade { Name "+15% Larger blast radius" Description "Explosions are 15% larger." Attribute "blast radius increased" Cap 1.85 Increment 0.15 Cost 150 AllowedWeapons { ItemName "The Black Box" ItemName "Festive Black Box" } AllowPlayerClass Soldier } // // SOLDIER SECONDARY WEAPONS // // // Soldier Secondary Damage Bonus // upgrade { Name "+25% Damage Bonus" Description "Deal 25% more damage." Attribute "CARD: damage bonus" Cap 2 Increment 0.25 Cost 200 AllowedWeapons { Slot "Secondary" } DisallowedWeapons { ItemName "The Buff Banner" ItemName "Festive Buff Banner" ItemName "The Concheror" ItemName "The Battalion's Backup" ItemName "The B.A.S.E. Jumper" ItemName "The Mantreads" ItemName "The Gunboats" } AllowPlayerClass Soldier } // // Soldier Secondary Larger Clip Size // upgrade { Name "+50% Larger clip size" Description "50% Larger clip size." Attribute "clip size penalty HIDDEN" Cap 2.5 Increment 0.5 Cost 200 AllowedWeapons { Slot "Secondary" } DisallowedWeapons { ItemName "The Buff Banner" ItemName "Festive Buff Banner" ItemName "The Concheror" ItemName "The Battalion's Backup" ItemName "The B.A.S.E. Jumper" ItemName "The Mantreads" ItemName "The Gunboats" ItemName "The Righteous Bison" } AllowPlayerClass Soldier } // // Soldier Secondary Reload Rate // upgrade { Name "+20% Faster reload rate" Description "Reload 20% faster." Attribute "reload time increased HIDDEN" Cap 0.4 Increment -0.2 Cost 250 AllowedWeapons { Slot "Secondary" } DisallowedWeapons { ItemName "The Buff Banner" ItemName "Festive Buff Banner" ItemName "The Concheror" ItemName "The Battalion's Backup" ItemName "The B.A.S.E. Jumper" ItemName "The Mantreads" ItemName "The Gunboats" } AllowPlayerClass Soldier } // // Soldier Secondary Fire Rate // upgrade { Name "10% Faster fire rate" Description "Fire 10% faster." Attribute "fire rate bonus HIDDEN" Cap 0.6 Increment -0.1 Cost 100 AllowedWeapons { Slot "Secondary" } DisallowedWeapons { ItemName "The Buff Banner" ItemName "Festive Buff Banner" ItemName "The Concheror" ItemName "The Battalion's Backup" ItemName "The B.A.S.E. Jumper" ItemName "The Mantreads" ItemName "The Gunboats" } AllowPlayerClass Soldier } // // Soldier Secondary Heal on Kill // upgrade { Name "+25 Health on Kill" Description "Heal 25 health after killing an enemy." Attribute "heal on kill" Cap 100 Increment 25 Cost 100 AllowedWeapons { Slot "Secondary" } DisallowedWeapons { ItemName "The Buff Banner" ItemName "Festive Buff Banner" ItemName "The Concheror" ItemName "The Battalion's Backup" ItemName "The B.A.S.E. Jumper" ItemName "The Mantreads" ItemName "The Gunboats" } AllowPlayerClass Soldier } // // Soldier Secondary Penetration // upgrade { Name "Infinite Penetration" Description "Pierce through an infinite amount of enemies." Attribute "projectile penetration" Cap 1 Increment 1 Cost 200 AllowedWeapons { Slot "Secondary" } DisallowedWeapons { ItemName "The Buff Banner" ItemName "Festive Buff Banner" ItemName "The Concheror" ItemName "The Battalion's Backup" ItemName "The B.A.S.E. Jumper" ItemName "The Mantreads" ItemName "The Gunboats" ItemName "The Righteous Bison" } AllowPlayerClass Soldier } // // Soldier Secondary Ammo Capacity // upgrade { Name "+50% Larger ammo capacity" Description "Store 50% more reserve ammo." Attribute "hidden secondary max ammo penalty" Cap 2.5 Increment 0.5 Cost 125 AllowedWeapons { Slot "Secondary" } DisallowedWeapons { ItemName "The Buff Banner" ItemName "Festive Buff Banner" ItemName "The Concheror" ItemName "The Battalion's Backup" ItemName "The B.A.S.E. Jumper" ItemName "The Mantreads" ItemName "The Gunboats" ItemName "The Righteous Bison" } AllowPlayerClass Soldier } // // Reserve Shooter Blast Power // upgrade { Name "Increased Blast Power" Description "Increases the blast radius of the explosive bullets." Attribute "explosive bullets" Cap 130 Increment 50 Cost 200 AllowedWeapons { ItemName "The Reserve Shooter" } SecondaryAttributes { "custom weapon fire sound" "=80|weapons/shotgun/shotgun_fire6.wav" "explosion particle" "eotl_pyro_pool_explosion" } AllowPlayerClass Soldier } // // Righteous Bison Clip Size // upgrade { Name "+50% Larger clip size" Description "50% Larger clip size." Attribute "clip size bonus upgrade" Cap 2.5 Increment 0.5 Cost 200 AllowedWeapons { ItemName "The Righteous Bison" } AllowPlayerClass Soldier } // // Righteous Bison Mark for Death // upgrade { Name "Mark enemies for Death" Description "Damaged enemies are Marked for Death, taking Minicrit Damage, only 1 enemy at a time can be Marked." Attribute "mark for death" Cap 1 Increment 1 Cost 500 AllowedWeapons { ItemName "The Righteous Bison" } SecondaryAttributes { "particle color rgb" 15185211 } AllowPlayerClass Soldier } // // Soldier Secondary Banner Duration // upgrade { Name "+25% Longer Banner duration" Description "Increases the duration of deployable Banners by 25%." Attribute "increase buff duration" Cap 1.5 Increment 0.25 Cost 200 AllowedWeapons { ItemName "The Buff Banner" ItemName "Festive Buff Banner" ItemName "The Concheror" ItemName "The Battalion's Backup" } AllowPlayerClass Soldier } // // Soldier Secondary Banner Range // upgrade { Name "+25% Larger Banner range" Description "Banner reach is increased by 25%." Attribute "mod soldier buff range" Cap 1.5 Increment 0.25 Cost 150 AllowedWeapons { ItemName "The Buff Banner" ItemName "Festive Buff Banner" ItemName "The Concheror" ItemName "The Battalion's Backup" } AllowPlayerClass Soldier } // // Soldier/Demoman Base Jumper Air Control // upgrade { Name "+150% Increased Air Control" Description "Control your movement while airborne 150% better." Attribute "increased air control" Cap 6 Increment 1.5 Cost 50 AllowedWeapons { ItemName "The B.A.S.E. Jumper" } AllowPlayerClass Soldier AllowPlayerClass Demoman } // // Soldier Boots No Fall Damage // upgrade { Name "Reinforced Ankles" Description "No longer take fall damage." Attribute "cancel falling damage" Cap 1 Increment 1 Cost 75 AllowedWeapons { ItemName "The Gunboats" ItemName "The Mantreads" } AllowPlayerClass Soldier } // // Soldier Mantread BHop // upgrade { Name "Auto Jumper" Description "Automatically jump while holding spacebar." Attribute "allow bunny hop" Cap 1 Increment 1 Cost 800 AllowedWeapons { ItemName "The Mantreads" } AllowPlayerClass Soldier } // // SOLDIER MELEE WEAPONS // // // Soldier Melee Faster Swing Speed // upgrade { Name "+25% Faster swing speed" Description "Swing your melee weapon 25% faster." Attribute "melee attack rate bonus" Cap 0.6 Increment -0.1 Cost 200 AllowedWeapons { Slot "Melee" } DisallowedWeapons { ItemName "The Market Gardener" } AllowPlayerClass Soldier } // // Soldier Melee Damage Bonus // upgrade { Name "+25% Damage Bonus" Description "Deal 25% more damage." Attribute "CARD: damage bonus" Cap 2 Increment 0.25 Cost 200 AllowedWeapons { Slot "Melee" } DisallowedWeapons { ItemName "The Market Gardener" } AllowPlayerClass Soldier } // // Market Gardener Damage Bonus // upgrade { Name "+25% Damage Bonus" Description "Deal 25% more damage." Attribute "CARD: damage bonus" Cap 2 Increment 0.25 Cost 500 AllowedWeapons { ItemName "The Market Gardener" } AllowPlayerClass Soldier } // // Soldier Melee Heal on Kill // upgrade { Name "+25 Health on Kill" Description "Heal 25 health after killing an enemy." Attribute "heal on kill" Cap 100 Increment 25 Cost 100 AllowedWeapons { Slot "Melee" } DisallowedWeapons { ItemName "The Market Gardener" } AllowPlayerClass Soldier } // // Market Gardener Root Source // upgrade { Name "Root Source" Description "Able to hit all enemies connected via Medigun Beams, also drains 10% of enemy Medic Ubercharge on hit." Attribute "damage all connected" Cap 1 Increment 1 Cost 400 AllowedWeapons { ItemName "The Market Gardener" } SecondaryAttributes { "subtract victim medigun charge on hit" 10 } AllowPlayerClass Soldier } // // Market Gardener Armor Penetration // upgrade { Name "Armor Penetration" Description "Deal +25% more damage when hitting Giants." Attribute "mult dmg vs giants" Cap 1.8 Increment 0.20 Cost 500 AllowedWeapons { ItemName "The Market Gardener" } AllowPlayerClass Soldier } // // Market Gardener Longer Melee Reach // upgrade { Name "+25% Longer Melee Reach" Description "Increases the reach of the weapon by 25%." Attribute "melee range multiplier" Cap 3 Increment 0.25 Cost 100 AllowedWeapons { ItemName "The Market Gardener" } AllowPlayerClass Soldier } ////////////////////////////////////////////////////// ////////////////////////////////////////////////////// ////////////////////PYRO UPGRADES///////////////////// ////////////////////////////////////////////////////// ////////////////////////////////////////////////////// // // PYRO PRIMARY WEAPONS // // // Pyro Primary Damage Bonus // upgrade { Name "+25% Damage Bonus" Description "Deal 25% more damage." Attribute "CARD: damage bonus" Cap 2 Increment 0.25 Cost 400 AllowedWeapons { Slot "Primary" } AllowPlayerClass Pyro } // // Pyro Primary Ammo Capacity // upgrade { Name "+50% Larger ammo capacity" Description "Store 50% more reserve ammo." Attribute "hidden primary max ammo bonus" Cap 2.5 Increment 0.5 Cost 250 AllowedWeapons { Slot "Primary" } DisallowedWeapons { ItemName "The Dragon's Fury" } AllowPlayerClass Pyro } // // Dragon's Fury Ammo Capacity // upgrade { Name "+50% Larger ammo capacity" Description "Store 50% more reserve ammo." Attribute "maxammo primary increased" Cap 2.5 Increment 0.5 Cost 250 AllowedWeapons { ItemName "The Dragon's Fury" } AllowPlayerClass Pyro } // // Pyro Primary Heal on Kill // upgrade { Name "+25 Health on Kill" Description "Heal 25 health after killing an enemy." Attribute "heal on kill" Cap 100 Increment 25 Cost 200 AllowedWeapons { Slot "Primary" } AllowPlayerClass Pyro } // // Pyro Primary Burn Damage // upgrade { Name "+100% Afterburn damage bonus" Description "Deal 100% more afterburn damage." Attribute "weapon burn dmg increased" Cap 4 Increment 1 Cost 250 AllowedWeapons { Slot "Primary" } AllowPlayerClass Pyro } // // Pyro Primary Airblast Pushforce // upgrade { Name "+25% More airblast pushforce" Description "Airblast pushforce is increased by 25%." Attribute "airblast pushback scale" Cap 2 Increment 0.25 Cost 100 AllowedWeapons { Slot "Primary" } DisallowedWeapons { ItemName "The Phlogistinator" ItemName "The Degreaser" } AllowPlayerClass Pyro } // // PYRO SECONDARY WEAPONS // // // Pyro Secondary Damage Bonus // upgrade { Name "+25% Damage Bonus" Description "Deal 25% more damage." Attribute "CARD: damage bonus" Cap 2 Increment 0.25 Cost 200 AllowedWeapons { Slot "Secondary" } DisallowedWeapons { ItemName "The Gas Passer" ItemName "The Thermal Thruster" ItemName "Unstable Concoction" } AllowPlayerClass Pyro } // // Pyro Secondary Heal on Kill // upgrade { Name "+25 Health on Kill" Description "Heal 25 health after killing an enemy." Attribute "heal on kill" Cap 100 Increment 25 Cost 100 AllowedWeapons { Slot "Secondary" } DisallowedWeapons { ItemName "The Gas Passer" ItemName "The Thermal Thruster" } AllowPlayerClass Pyro } // // Gas Passer Heal on Kill // upgrade { Name "+25 Health on Kill" Description "Heal 25 health after killing an enemy." Attribute "heal on kill" Cap 120 Increment 25 Cost 50 AllowedWeapons { ItemName "The Gas Passer" } AllowPlayerClass Pyro } // // Pyro Secondary Larger Clip Size // upgrade { Name "+50% Larger clip size" Description "50% Larger clip size." Attribute "clip size bonus upgrade" Cap 3 Increment 0.5 Cost 200 AllowedWeapons { Slot "Secondary" } DisallowedWeapons { ItemName "The Flare Gun" ItemName "Festive Flare Gun" ItemName "The Detonator" ItemName "The Manmelter" ItemName "The Scorch Shot" ItemName "The Gas Passer" ItemName "The Thermal Thruster" ItemName "Unstable Concoction" } AllowPlayerClass Pyro } // // Pyro Secondary Penetration // upgrade { Name "Infinite Penetration" Description "Pierce through an infinite amount of enemies." Attribute "projectile penetration" Cap 1 Increment 1 Cost 200 AllowedWeapons { Slot "Secondary" } DisallowedWeapons { ItemName "The Flare Gun" ItemName "Festive Flare Gun" ItemName "The Detonator" ItemName "The Manmelter" ItemName "The Scorch Shot" ItemName "The Gas Passer" ItemName "The Thermal Thruster" ItemName "Unstable Concoction" ItemName "Fire Starter" } AllowPlayerClass Pyro } // // Pyro Secondary Ammo Capacity // upgrade { Name "+50% Larger ammo capacity" Description "Store 50% more reserve ammo." Attribute "maxammo secondary increased" Cap 2.5 Increment 0.5 Cost 125 AllowedWeapons { Slot "Secondary" } DisallowedWeapons { ItemName "The Manmelter" ItemName "The Gas Passer" ItemName "The Thermal Thruster" ItemName "Unstable Concoction" } AllowPlayerClass Pyro } // // Pyro Secondary Faster Reload Rate // upgrade { Name "+20% Faster reload rate" Description "Reload 20% faster." Attribute "faster reload rate" Cap 0.4 Increment -0.2 Cost 250 AllowedWeapons { Slot "Secondary" } DisallowedWeapons { ItemName "The Manmelter" ItemName "The Gas Passer" ItemName "The Thermal Thruster" ItemName "Unstable Concoction" } AllowPlayerClass Pyro } // // Pyro Secondary Faster Fire Rate // upgrade { Name "10% Faster fire rate" Description "Fire 10% faster." Attribute "fire rate bonus HIDDEN" Cap 0.6 Increment -0.1 Cost 100 AllowedWeapons { Slot "Secondary" } DisallowedWeapons { ItemName "The Gas Passer" ItemName "The Thermal Thruster" ItemName "Unstable Concoction" } AllowPlayerClass Pyro } // // Reserve Shooter Blast Power // upgrade { Name "Increased Blast Power" Description "Increases the blast radius of the explosive bullets." Attribute "explosive bullets" Cap 130 Increment 50 Cost 200 AllowedWeapons { ItemName "The Reserve Shooter" } SecondaryAttributes { "custom weapon fire sound" "=80|weapons/shotgun/shotgun_fire6.wav" "explosion particle" "eotl_pyro_pool_explosion" } AllowPlayerClass Pyro } // // Pyro Secondary Afterburn Damage Bonus // upgrade { Name "+100% Afterburn damage bonus" Description "Deal 100% more afterburn damage." Attribute "weapon burn dmg increased" Cap 4 Increment 1 Cost 250 AllowedWeapons { ItemName "The Flare Gun" ItemName "Festive Flare Gun" ItemName "The Detonator" ItemName "The Manmelter" ItemName "The Scorch Shot" ItemName "Fire Starter" } AllowPlayerClass Pyro } // // Gas Passer Afterburn Damage Bonus // upgrade { Name "+100% Afterburn damage bonus" Description "Deal 100% more afterburn damage." Attribute "weapon burn dmg increased" Cap 7 Increment 1 Cost 125 AllowedWeapons { ItemName "The Gas Passer" } AllowPlayerClass Pyro } // // Pyro Secondary Recharge Rate // upgrade { Name "+15% Faster Recharge Rate" Description "Recharges item +15% Faster" Attribute "mult_item_meter_charge_rate" Cap 0.4 Increment -0.15 Cost 250 AllowedWeapons { ItemName "The Gas Passer" ItemName "The Thermal Thruster" } AllowPlayerClass Pyro } // // Gas Passer Burn Rate // upgrade { Name "+15% Faster burn rate" Description "15% afterburn tick rate." Attribute "weapon burn time increased" Cap 1.6 Increment 0.15 Cost 150 AllowedWeapons { ItemName "The Gas Passer" } AllowPlayerClass Pyro } // // Thermal Thruster Midair Launch // upgrade { Name "Mid-Air Launch" Description "Allows the Thermal Thruster to relaunch mid-air." Attribute "thermal_thruster_air_launch" Cap 1 Increment 1 Cost 200 AllowedWeapons { ItemName "The Thermal Thruster" } AllowPlayerClass Pyro } // // Thermal Thruster Stun // upgrade { Name "Stun Slam" Description "Hitting the ground hard enough will stun non-giant robots in a small radius." Attribute "falling_impact_radius_stun" Cap 1 Increment 1 Cost 200 AllowedWeapons { ItemName "The Thermal Thruster" } AllowPlayerClass Pyro } // // Pyro Flare Projectile Speed // upgrade { Name "+25% Faster flares." Description "Flares travel through the air 25% faster." Attribute "projectile speed increased" Cap 2 Increment 0.25 Cost 75 AllowedWeapons { ItemName "The Flare Gun" ItemName "Festive Flare Gun" ItemName "The Detonator" ItemName "The Manmelter" } AllowPlayerClass Pyro } // // PYRO MELEE WEAPONS // // // Pyro Melee Faster Swing Speed // upgrade { Name "+25% Faster swing speed" Description "Swing your melee weapon 25% faster." Attribute "melee attack rate bonus" Cap 0.6 Increment -0.1 Cost 200 AllowedWeapons { Slot "Melee" } AllowPlayerClass Pyro } // // Pyro Melee Damage Bonus // upgrade { Name "+25% Damage Bonus" Description "Deal 25% more damage." Attribute "CARD: damage bonus" Cap 2 Increment 0.25 Cost 200 AllowedWeapons { Slot "Melee" } AllowPlayerClass Pyro } // // Pyro Melee Heal on Kill // upgrade { Name "+25 Health on Kill" Description "Heal 25 health after killing an enemy." Attribute "heal on kill" Cap 100 Increment 25 Cost 100 AllowedWeapons { Slot "Melee" } AllowPlayerClass Pyro } // // Pyro Volcano Fragment Afterburn Damage Bonus // upgrade { Name "+100% Afterburn damage bonus" Description "Deal 100% more afterburn damage." Attribute "weapon burn dmg increased" Cap 4 Increment 1 Cost 125 AllowedWeapons { ItemName "Sharpened Volcano Fragment" } AllowPlayerClass Pyro } ////////////////////////////////////////////////////// ////////////////////////////////////////////////////// ////////////////////DEMOMAN UPGRADES////////////////// ////////////////////////////////////////////////////// ////////////////////////////////////////////////////// // // DEMOMAN PRIMARY WEAPONS // // // Demoman Primary Damage Bonus // upgrade { Name "+25% Damage Bonus" Description "Deal 25% more damage." Attribute "CARD: damage bonus" Cap 2 Increment 0.25 Cost 400 AllowedWeapons { Slot "Primary" } DisallowedWeapons { ItemName "Ali Baba's Wee Booties" ItemName "The B.A.S.E. Jumper" ItemName "The Bootlegger" } AllowPlayerClass Demoman } // // Demoman Primary Projectile Speed // upgrade { Name "+25% Faster pills." Description "Pills travel through the air 25% faster." Attribute "projectile speed increased" Cap 2 Increment 0.25 Cost 150 AllowedWeapons { Slot "Primary" } DisallowedWeapons { ItemName "Ali Baba's Wee Booties" ItemName "The B.A.S.E. Jumper" ItemName "The Bootlegger" ItemName "Hand Held Howitzer" } AllowPlayerClass Demoman } // // Demoman Hand Held Howitzer Projectile Speed // upgrade { Name "+25% Faster pills." Description "Pills travel through the air 25% faster." Attribute "projectile speed increased" Cap 3 Increment 0.25 Cost 150 AllowedWeapons { ItemName "Hand Held Howitzer" } AllowPlayerClass Demoman } // // Demoman Primary Clip Size // upgrade { Name "+50% Larger clip size" Description "50% Larger clip size." Attribute "clip size penalty HIDDEN" Cap 3 Increment 0.5 Cost 400 AllowedWeapons { Slot "Primary" } DisallowedWeapons { ItemName "Ali Baba's Wee Booties" ItemName "The B.A.S.E. Jumper" ItemName "The Bootlegger" } AllowPlayerClass Demoman } // // Demoman Primary Ammo Capacity // upgrade { Name "+50% Larger ammo capacity" Description "Store 50% more reserve ammo." Attribute "hidden primary max ammo bonus" Cap 2.5 Increment 0.5 Cost 250 AllowedWeapons { Slot "Primary" } DisallowedWeapons { ItemName "Ali Baba's Wee Booties" ItemName "The B.A.S.E. Jumper" ItemName "The Bootlegger" } AllowPlayerClass Demoman } // // Demoman Primary Reload Rate // upgrade { Name "+20% Faster reload rate" Description "Reload 20% faster." Attribute "reload time decreased" Cap 0.4 Increment -0.2 Cost 250 AllowedWeapons { Slot "Primary" } DisallowedWeapons { ItemName "Ali Baba's Wee Booties" ItemName "The B.A.S.E. Jumper" ItemName "The Bootlegger" } AllowPlayerClass Demoman } // // Demoman Primary Fire Rate // upgrade { Name "10% Faster fire rate" Description "Fire 10% faster." Attribute "fire rate bonus HIDDEN" Cap 0.6 Increment -0.1 Cost 200 AllowedWeapons { Slot "Primary" } DisallowedWeapons { ItemName "Ali Baba's Wee Booties" ItemName "The B.A.S.E. Jumper" ItemName "The Iron Bomber" ItemName "The Bootlegger" } AllowPlayerClass Demoman } // // Demoman Primary Heal on Kill // upgrade { Name "+25 Health on Kill" Description "Heal 25 health after killing an enemy." Attribute "heal on kill" Cap 100 Increment 25 Cost 200 AllowedWeapons { Slot "Primary" } DisallowedWeapons { ItemName "Ali Baba's Wee Booties" ItemName "The B.A.S.E. Jumper" ItemName "The Bootlegger" } AllowPlayerClass Demoman } // // Demoman Sparkler Burn Damage // upgrade { Name "+100% Afterburn damage bonus" Description "Deal 100% more afterburn damage." Attribute "weapon burn dmg increased" Cap 4 Increment 1 Cost 250 AllowedWeapons { ItemName "Sparkler" } AllowPlayerClass Demoman } // // DEMOMAN SECONDARY WEAPONS // // // Demoman Secondary Damage Bonus // upgrade { Name "+25% Damage Bonus" Description "Deal 25% more damage." Attribute "CARD: damage bonus" Cap 2 Increment 0.25 Cost 400 AllowedWeapons { Slot "Secondary" } DisallowedWeapons { ItemName "Stickybomb Jumper" ItemName "The Chargin' Targe" ItemName "Festive Targe 2014" ItemName "The Splendid Screen" ItemName "The Tide Turner" ItemName "Street Shieldsman" } AllowPlayerClass Demoman } // // Demoman Secondary Larger Clip Size // upgrade { Name "+50% Larger clip size" Description "50% Larger clip size." Attribute "clip size penalty HIDDEN" Cap 3 Increment 0.5 Cost 400 AllowedWeapons { Slot "Secondary" } DisallowedWeapons { ItemName "Stickybomb Jumper" ItemName "The Chargin' Targe" ItemName "Festive Targe 2014" ItemName "The Splendid Screen" ItemName "The Tide Turner" ItemName "Street Shieldsman" } AllowPlayerClass Demoman } // // Demoman Secondary Heal on Kill // upgrade { Name "+25 Health on Kill" Description "Heal 25 health after killing an enemy." Attribute "heal on kill" Cap 100 Increment 25 Cost 200 AllowedWeapons { Slot "Secondary" } DisallowedWeapons { ItemName "Stickybomb Jumper" ItemName "The Chargin' Targe" ItemName "Festive Targe 2014" ItemName "The Splendid Screen" ItemName "The Tide Turner" ItemName "Cycloptic Repairer" ItemName "Street Shieldsman" } AllowPlayerClass Demoman } // // Demoman Cycloptic Repairer Heal on Kill // upgrade { Name "+25 Health on Kill" Description "Heal 25 health after killing an enemy." Attribute "heal on kill" Cap 110 Increment 25 Cost 200 AllowedWeapons { ItemName "Cycloptic Repairer" } AllowPlayerClass Demoman } // // Demoman Secondary Ammo Capacity // upgrade { Name "+50% Larger ammo capacity" Description "Store 50% more reserve ammo." Attribute "hidden secondary max ammo penalty" Cap 2.5 Increment 0.5 Cost 250 AllowedWeapons { Slot "Secondary" } DisallowedWeapons { ItemName "Stickybomb Jumper" ItemName "The Chargin' Targe" ItemName "Festive Targe 2014" ItemName "The Splendid Screen" ItemName "The Tide Turner" ItemName "Street Shieldsman" } AllowPlayerClass Demoman } // // Demoman Secondary Faster Reload Rate // upgrade { Name "+20% Faster reload rate" Description "Reload 20% faster." Attribute "reload time decreased" Cap 0.4 Increment -0.2 Cost 250 AllowedWeapons { Slot "Secondary" } DisallowedWeapons { ItemName "Stickybomb Jumper" ItemName "The Chargin' Targe" ItemName "Festive Targe 2014" ItemName "The Splendid Screen" ItemName "The Tide Turner" ItemName "Street Shieldsman" } AllowPlayerClass Demoman } // // Demoman Secondary Faster Fire Rate // upgrade { Name "10% Faster fire rate" Description "Fire 10% faster." Attribute "fire rate bonus HIDDEN" Cap 0.6 Increment -0.1 Cost 200 AllowedWeapons { Slot "Secondary" } DisallowedWeapons { ItemName "Stickybomb Jumper" ItemName "The Chargin' Targe" ItemName "Festive Targe 2014" ItemName "The Splendid Screen" ItemName "The Tide Turner" ItemName "Street Shieldsman" } AllowPlayerClass Demoman } // // Demoman Secondary Shield Recharge Rate // upgrade { Name "+100% Faster Shield recharge rate" Description "Shield recharges +100% Faster" Attribute "charge recharge rate increased" Cap 5 Increment 1 Cost 100 AllowedWeapons { ItemName "The Chargin' Targe" ItemName "Festive Targe 2014" ItemName "The Splendid Screen" ItemName "The Tide Turner" ItemName "Street Shieldsman" } AllowPlayerClass Demoman } // // Demoman Secondary Shield Pushback Resistance // upgrade { Description "Take 30% Less Push Force from Damage" Name "-30% Less Push Force taken from Damage" Attribute "damage force reduction" Cap 0.1 Increment -0.3 Cost 100 AllowedWeapons { ItemName "The Chargin' Targe" ItemName "Festive Targe 2014" ItemName "The Splendid Screen" ItemName "The Tide Turner" } AllowPlayerClass Demoman } // // Demoman Street Shieldsman Pushback Resistance // upgrade { Description "Take 25% Less Push Force from Damage" Attribute "damage force reduction" Cap 0.05 Increment -0.25 Cost 100 AllowedWeapons { ItemName "Street Shieldsman" } AllowPlayerClass Demoman } // // Demoman Secondary Shield Full turn Control // upgrade { Description "Be able to fully control your turns when Charging, exactly like the Tide Turner" Name "Full turn Control" Attribute "full charge turn control" Cap 50 Increment 50 Cost 450 AllowedWeapons { ItemName "The Chargin' Targe" ItemName "Festive Targe 2014" ItemName "The Splendid Screen" ItemName "Street Shieldsman" } AllowPlayerClass Demoman } // // Demoman Secondary Shield Bash Damage Bonus // upgrade { Name "+100% Shield Bash Damage Bonus" Description "Shield bashing does 100% more damage." Attribute "charge impact damage increased" Cap 4 Increment 1 Cost 100 AllowedWeapons { ItemName "The Chargin' Targe" ItemName "Festive Targe 2014" ItemName "The Tide Turner" } AllowPlayerClass Demoman } // // Splendid Screen Shield Bash Damage Bonus // upgrade { Name "+100% Shield Bash Damage Bonus" Description "Shield bashing does 100% more damage." Attribute "charge impact damage increased" Cap 4.7 Increment 1 Cost 100 AllowedWeapons { ItemName "The Splendid Screen" } AllowPlayerClass Demoman } // // Street Shieldsman Shield Bash Damage Bonus // upgrade { name "+100% Shield Bash Damage Bonus" Description "Shield bashing does 100% more damage." Attribute "Charge impact damage increased" Cap 5 Increment 1 Cost 100 AllowedWeapons { ItemName "Street Shieldsman" } AllowPlayerClass Demoman } // // Booties Move Speed // upgrade { Name "+10% Faster move speed" Description "Move 10% faster." Attribute "move speed bonus" Cap 1.2 Increment 0.1 Cost 200 AllowedWeapons { ItemName "Ali Baba's Wee Booties" ItemName "The Bootlegger" } AllowPlayerClass Demoman } // // Booties Charge Duration // upgrade { Name "+28.57% Longer charge duration" Description "Shields will charge for 0.5 seconds longer." Attribute "charge time increased" Cap 2 Increment 0.5 Cost 100 AllowedWeapons { ItemName "Ali Baba's Wee Booties" ItemName "The Bootlegger" } AllowPlayerClass Demoman } // // Demoman Secondary Maxactive Stickies // upgrade { Name "+2 Maxactive Stickybombs" Description "Allows 2 more Stickybombs to be active at once." Attribute "max pipebombs increased" Cap 6 Increment 2 Cost 300 AllowedWeapons { Slot "Secondary" } DisallowedWeapons { ItemName "The Scottish Resistance" ItemName "Stickybomb Jumper" ItemName "The Chargin' Targe" ItemName "Festive Targe 2014" ItemName "The Splendid Screen" ItemName "The Tide Turner" } AllowPlayerClass Demoman } // // Demoamn Quickiebomb Launcher Sticky Lifetime // upgrade { Name "33% Longer Stickybomb Life" Description "Increases the time until a Stickybomb fizzles by 0.8 seconds." Attribute "stickybomb fizzle time" Cap 6.2 Increment 0.8 Cost 50 AllowedWeapons { ItemName "The Quickiebomb Launcher" } AllowPlayerClass Demoman } // // DEMOMAN MELEE WEAPONS // // // Demoman Melee Faster Swing Speed // upgrade { Name "+25% Faster swing speed" Description "Swing your melee weapon 25% faster." Attribute "melee attack rate bonus" Cap 0.6 Increment -0.1 Cost 200 AllowedWeapons { Slot "Melee" } AllowPlayerClass Demoman } // // Demoman Melee Damage Bonus // upgrade { Name "+25% Damage Bonus" Description "Deal 25% more damage." Attribute "CARD: damage bonus" Cap 2 Increment 0.25 Cost 200 AllowedWeapons { Slot "Melee" } AllowPlayerClass Demoman } // // Demoman Melee Heal on Kill // upgrade { Name "+25 Health on Kill" Description "Heal 25 health after killing an enemy." Attribute "heal on kill" Cap 100 Increment 25 Cost 100 AllowedWeapons { Slot "Melee" } DisallowedWeapons { ItemName "TF_WEAPON_BOTTLE" ItemName "Upgradeable TF_WEAPON_BOTTLE" } AllowPlayerClass Demoman } // // Bottle Heal on Kill // upgrade { Name "+25 Health on Kill" Description "Heal 25 health after killing an enemy." Attribute "heal on kill" Cap 125 Increment 25 Cost 100 AllowedWeapons { ItemName "TF_WEAPON_BOTTLE" ItemName "Upgradeable TF_WEAPON_BOTTLE" } AllowPlayerClass Demoman } // // Demoman Melee Critboost on Kill // upgrade { Name "+2 Seconds of Crits on Kill" Description "Killing an enemy grants garaunteed critical hits for 2 seconds." Attribute "critboost on kill" Cap 4 Increment 2 Cost 350 AllowedWeapons { Slot "Melee" } AllowPlayerClass Demoman } ////////////////////////////////////////////////////// ////////////////////////////////////////////////////// ////////////////////HEAVY UPGRADES//////////////////// ////////////////////////////////////////////////////// ////////////////////////////////////////////////////// // // HEAVY PRIMARY WEAPONS // // // Heavy Primary Attack Projectiles // upgrade { Name "+1 Tier of Attack Projectiles" Description "Grants the ability of shooting down projectiles, each tier increases accuracy deflecting." Attribute "attack projectiles" Cap 2 Increment 1 Cost 400 AllowedWeapons { Slot "Primary" } DisallowedWeapons { ItemName "Plasma Gunner" } AllowPlayerClass Heavyweapons } // // Heavy Primary Knockback Rage // upgrade { Name "+1 Tier of Knockback Rage" Description "Deal damage to fill the 'Knockback Rage' meter, pressing the 'Special-Attack' key actives the ability to push robots with bullets." Attribute "generate rage on damage" Cap 3 Increment 1 Cost 350 AllowedWeapons { Slot "Primary" } DisallowedWeapons { ItemName "Plasma Gunner" } AllowPlayerClass Heavyweapons } // // Heavy Primary Penetration // upgrade { Name "+1 Penetration" Description "Increases penetration to penetrate through 1 extra enemy." Attribute "projectile penetration heavy" Cap 3 Increment 1 Cost 400 AllowedWeapons { Slot "Primary" } DisallowedWeapons { ItemName "Plasma Gunner" } AllowPlayerClass Heavyweapons } // // Heavy Primary Ammo Capacity // upgrade { Name "+50% Larger ammo capacity" Description "Store 50% more reserve ammo." Attribute "hidden primary max ammo bonus" Cap 2.5 Increment 0.5 Cost 250 AllowedWeapons { Slot "Primary" } AllowPlayerClass Heavyweapons } // // Heavy Primary Fire Rate // upgrade { Name "15% Faster fire rate" Description "Fire 15% faster." Attribute "fire rate bonus" Cap 0.55 Increment -0.15 Cost 500 AllowedWeapons { Slot "Primary" } AllowPlayerClass Heavyweapons } // // Heavy Primary Heal on Kill // upgrade { Name "+25 Health on Kill" Description "Heal 25 health after killing an enemy." Attribute "heal on kill" Cap 100 Increment 25 Cost 200 AllowedWeapons { Slot "Primary" } AllowPlayerClass Heavyweapons } // // Heavy Primary Burn Damage // upgrade { Name "+100% Afterburn damage bonus" Description "Deal 100% more afterburn damage." Attribute "weapon burn dmg increased" Cap 4 Increment 1 Cost 250 AllowedWeapons { ItemName "The Huo Long Heatmaker" } AllowPlayerClass Heavyweapons } // // HEAVY SECONDARY WEAPONS // // // Heavy Secondary Damage Bonus // upgrade { Name "+25% Damage Bonus" Description "Deal 25% more damage." Attribute "CARD: damage bonus" Cap 2 Increment 0.25 Cost 200 AllowedWeapons { Slot "Secondary" } DisallowedWeapons { ItemName "The Sandvich" ItemName "Festive Sandvich" ItemName "The Dalokohs Bar" ItemName "Fishcake" ItemName "The Buffalo Steak Sandvich" ItemName "The Robo-Sandvich" ItemName "The Second Banana" } AllowPlayerClass Heavyweapons } // // Heavy Secondary Larger Clip Size // upgrade { Name "+50% Larger clip size" Description "50% Larger clip size." Attribute "clip size penalty HIDDEN" Cap 3 Increment 0.5 Cost 200 AllowedWeapons { Slot "Secondary" } DisallowedWeapons { ItemName "The Sandvich" ItemName "Festive Sandvich" ItemName "The Dalokohs Bar" ItemName "Fishcake" ItemName "The Buffalo Steak Sandvich" ItemName "The Robo-Sandvich" ItemName "The Second Banana" } AllowPlayerClass Heavyweapons } // // Heavy Secondary Penetrate Enemies // upgrade { Name "Infinite Penetration" Description "Pierce through an infinite amount of enemies." Attribute "projectile penetration" Cap 1 Increment 1 Cost 200 AllowedWeapons { Slot "Secondary" } DisallowedWeapons { ItemName "The Sandvich" ItemName "Festive Sandvich" ItemName "The Dalokohs Bar" ItemName "Fishcake" ItemName "The Buffalo Steak Sandvich" ItemName "The Robo-Sandvich" ItemName "The Second Banana" } AllowPlayerClass Heavyweapons } // // Heavy Secondary Ammo Capacity // upgrade { Name "+50% Larger ammo capacity" Description "Store 50% more reserve ammo." Attribute "hidden secondary max ammo penalty" Cap 2.5 Increment 0.5 Cost 250 AllowedWeapons { Slot "Secondary" } DisallowedWeapons { ItemName "The Sandvich" ItemName "Festive Sandvich" ItemName "The Dalokohs Bar" ItemName "Fishcake" ItemName "The Buffalo Steak Sandvich" ItemName "The Robo-Sandvich" ItemName "The Second Banana" } AllowPlayerClass Heavyweapons } // // Heavy Secondary Faster Reload Rate // upgrade { Name "+20% Faster reload rate" Description "Reload 20% faster." Attribute "reload time increased hidden" Cap 0.4 Increment -0.2 Cost 250 AllowedWeapons { Slot "Secondary" } DisallowedWeapons { ItemName "The Sandvich" ItemName "Festive Sandvich" ItemName "The Dalokohs Bar" ItemName "Fishcake" ItemName "The Buffalo Steak Sandvich" ItemName "The Robo-Sandvich" ItemName "The Second Banana" } AllowPlayerClass Heavyweapons } // // Heavy Secondary Fire Rate // upgrade { Name "10% Faster fire rate" Description "Fire 10% faster." Attribute "fire rate bonus HIDDEN" Cap 0.6 Increment -0.1 Cost 100 AllowedWeapons { Slot "Secondary" } DisallowedWeapons { ItemName "The Sandvich" ItemName "Festive Sandvich" ItemName "The Dalokohs Bar" ItemName "Fishcake" ItemName "The Buffalo Steak Sandvich" ItemName "The Robo-Sandvich" ItemName "The Second Banana" } AllowPlayerClass Heavyweapons } // // Heavy Secondary Heal on Kill // upgrade { Name "+25 Health on Kill" Description "Heal 25 health after killing an enemy." Attribute "heal on kill" Cap 100 Increment 25 Cost 100 AllowedWeapons { Slot "Secondary" } DisallowedWeapons { ItemName "The Sandvich" ItemName "Festive Sandvich" ItemName "The Dalokohs Bar" ItemName "Fishcake" ItemName "The Buffalo Steak Sandvich" ItemName "The Robo-Sandvich" ItemName "The Second Banana" } AllowPlayerClass Heavyweapons } // // Heavy Secondary Sandvich Recharge Rate // upgrade { Name "+15% Faster Recharge Rate" Description "Recharges sandvich +15% Faster" Attribute "mult_item_meter_charge_rate" Cap 0.4 Increment -0.15 Cost 200 AllowedWeapons { ItemName "The Sandvich" ItemName "Festive Sandvich" ItemName "The Dalokohs Bar" ItemName "Fishcake" ItemName "The Buffalo Steak Sandvich" ItemName "The Robo-Sandvich" ItemName "The Second Banana" } AllowPlayerClass Heavyweapons } // // HEAVY MELEE WEAPONS // // // Heavy Melee Faster Swing Speed // upgrade { Name "+25% Faster swing speed" Description "Swing your melee weapon 25% faster." Attribute "melee attack rate bonus" Cap 0.6 Increment -0.1 Cost 200 AllowedWeapons { Slot "Melee" } AllowPlayerClass Heavyweapons } // // Heavy Melee Damage Bonus // upgrade { Name "+25% Damage Bonus" Description "Deal 25% more damage." Attribute "CARD: damage bonus" Cap 2 Increment 0.25 Cost 200 AllowedWeapons { Slot "Melee" } AllowPlayerClass Heavyweapons } // // Heavy Melee Heal on Kill // upgrade { Name "+25 Health on Kill" Description "Heal 25 health after killing an enemy." Attribute "heal on kill" Cap 100 Increment 25 Cost 100 AllowedWeapons { Slot "Melee" } DisallowedWeapons { ItemName "TF_WEAPON_FISTS" ItemName "Upgradeable TF_WEAPON_FISTS" ItemName "Apoco-Fists" ItemName "Warrior's Spirit" ItemName "Moscow Mallet" } AllowPlayerClass Heavyweapons } // // Fists Heal on Kill // upgrade { Name "+25 Health on Kill" Description "Heal 25 health after killing an enemy." Attribute "heal on kill" Cap 200 Increment 25 Cost 100 AllowedWeapons { ItemName "TF_WEAPON_FISTS" ItemName "Upgradeable TF_WEAPON_FISTS" ItemName "Moscow Mallet" } AllowPlayerClass Heavyweapons } // // Apoco-Fists & Warrior's Spirit Heal on Kill // upgrade { Name "+25 Health on Kill" Description "Heal 25 health after killing an enemy." Attribute "heal on kill" Cap 150 Increment 25 Cost 100 AllowedWeapons { ItemName "Apoco-Fists" ItemName "Warrior's Spirit" } AllowPlayerClass Heavyweapons } ////////////////////////////////////////////////////// ////////////////////////////////////////////////////// ///////////////////ENGINEER UPGRADES////////////////// ////////////////////////////////////////////////////// ////////////////////////////////////////////////////// // // ENGINEER PRIMARY WEAPONS // // // Engineer Primary Damage Bonus // upgrade { Name "+25% Damage Bonus" Description "Deal 25% more damage." Attribute "CARD: damage bonus" Cap 2 Increment 0.25 Cost 200 AllowedWeapons { Slot "Primary" } DisallowedWeapons { ItemName "The Widowmaker" } AllowPlayerClass Engineer } // // Engineer Primary Clip Size // upgrade { Name "+50% Larger clip size" Description "50% Larger clip size." Attribute "clip size penalty HIDDEN" Cap 3 Increment 0.5 Cost 200 AllowedWeapons { Slot "Primary" } DisallowedWeapons { ItemName "The Widowmaker" ItemName "The Pomson 6000" } AllowPlayerClass Engineer } // // Engineer Primary Reload Rate // upgrade { Name "+20% Faster reload rate" Description "Reload 20% faster." Attribute "reload time increased hidden" Cap 0.4 Increment -0.2 Cost 250 AllowedWeapons { Slot "Primary" } DisallowedWeapons { ItemName "The Widowmaker" } AllowPlayerClass Engineer } // // Engineer Primary Ammo Capacity // upgrade { Name "+50% Larger ammo capacity" Description "Store 50% more reserve ammo." Attribute "hidden primary max ammo bonus" Cap 2.5 Increment 0.5 Cost 250 AllowedWeapons { Slot "Primary" } DisallowedWeapons { ItemName "The Widowmaker" ItemName "The Pomson 6000" } AllowPlayerClass Engineer } // // Engineer Primary Penetration // upgrade { Name "Infinite Penetration" Description "Pierce through an infinite amount of enemies." Attribute "projectile penetration" Cap 1 Increment 1 Cost 200 AllowedWeapons { Slot "Primary" } DisallowedWeapons { ItemName "The Pomson 6000" } AllowPlayerClass Engineer } // // Engineer Primary Heal on Kill // upgrade { Name "+25 Health on Kill" Description "Heal 25 health after killing an enemy." Attribute "heal on kill" Cap 100 Increment 25 Cost 100 AllowedWeapons { Slot "Primary" } AllowPlayerClass Engineer } // // Engineer Primary Fire Rate // upgrade { Name "10% Faster fire rate" Description "Fire 10% faster." Attribute "fire rate bonus HIDDEN" Cap 0.6 Increment -0.1 Cost 100 AllowedWeapons { Slot "Primary" } AllowPlayerClass Engineer } // // ENGINEER SECONDARY WEAPONS // // // Engineer Secondary Damage Bonus // upgrade { Name "+25% Damage Bonus" Description "Deal 25% more damage." Attribute "CARD: damage bonus" Cap 2 Increment 0.25 Cost 200 AllowedWeapons { Slot "Secondary" } DisallowedWeapons { ItemName "The Wrangler" ItemName "Festive Wrangler" ItemName "The Giger Counter" } AllowPlayerClass Engineer } // // Engineer Secondary Larger Clip Size // upgrade { Name "+50% Larger clip size" Description "50% Larger clip size." Attribute "clip size penalty HIDDEN" Cap 3 Increment 0.5 Cost 200 AllowedWeapons { Slot "Secondary" } DisallowedWeapons { ItemName "The Short Circuit" ItemName "The Wrangler" ItemName "Festive Wrangler" ItemName "The Giger Counter" } AllowPlayerClass Engineer } // // Engineer Secondary Penetration // upgrade { Name "Infinite Penetration" Description "Pierce through an infinite amount of enemies." Attribute "projectile penetration" Cap 1 Increment 1 Cost 200 AllowedWeapons { Slot "Secondary" } DisallowedWeapons { ItemName "The Short Circuit" ItemName "The Wrangler" ItemName "Festive Wrangler" ItemName "The Giger Counter" } AllowPlayerClass Engineer } // // Engineer Secondary Ammo Capacity // upgrade { Name "+50% Larger ammo capacity" Description "Store 50% more reserve ammo." Attribute "hidden secondary max ammo penalty" Cap 2.5 Increment 0.5 Cost 125 AllowedWeapons { Slot "Secondary" } DisallowedWeapons { ItemName "The Short Circuit" ItemName "The Wrangler" ItemName "Festive Wrangler" ItemName "The Giger Counter" } AllowPlayerClass Engineer } // // Engineer Secondary Fire Rate // upgrade { Name "10% Faster fire rate" Description "Fire 10% faster." Attribute "fire rate bonus" Cap 0.6 Increment -0.1 Cost 100 AllowedWeapons { Slot "Secondary" } DisallowedWeapons { ItemName "The Short Circuit" ItemName "The Wrangler" ItemName "Festive Wrangler" ItemName "The Giger Counter" } AllowPlayerClass Engineer } // // Engineer Secondary Heal on Kill // upgrade { Name "+25 Health on Kill" Description "Heal 25 health after killing an enemy." Attribute "heal on kill" Cap 100 Increment 25 Cost 100 AllowedWeapons { Slot "Secondary" } DisallowedWeapons { ItemName "The Wrangler" ItemName "Festive Wrangler" ItemName "The Giger Counter" } AllowPlayerClass Engineer } // // ENGINEER MELEE WEAPONS // // // Engineer Melee Faster Swing Speed // upgrade { Name "+25% Faster swing speed" Description "Swing your melee weapon 25% faster." Attribute "melee attack rate bonus" Cap 0.6 Increment -0.1 Cost 200 AllowedWeapons { Slot "Melee" } AllowPlayerClass Engineer } // // Engineer Melee Damage Bonus // upgrade { Name "+25% Damage Bonus" Description "Deal 25% more damage." Attribute "CARD: damage bonus" Cap 2 Increment 0.25 Cost 200 AllowedWeapons { Slot "Melee" } AllowPlayerClass Engineer } // // Engineer Melee Heal on Kill // upgrade { Name "+25 Health on Kill" Description "Heal 25 health after killing an enemy." Attribute "heal on kill" Cap 100 Increment 25 Cost 100 AllowedWeapons { Slot "Melee" } AllowPlayerClass Engineer } ////////////////////////////////////////////////////// ////////////////////////////////////////////////////// ///////////////////MEDIC UPGRADES///////////////////// ////////////////////////////////////////////////////// ////////////////////////////////////////////////////// // // MEDIC PRIMARY WEAPONS // // // Medic Primary Damage Bonus // upgrade { Name "+25% Damage Bonus" Description "Deal 25% more damage." Attribute "CARD: damage bonus" Cap 2 Increment 0.25 Cost 200 AllowedWeapons { Slot "Primary" } AllowPlayerClass Medic } // // Medic Primary Clip Size // upgrade { Name "+50% Larger clip size" Description "50% Larger clip size." Attribute "clip size bonus" Cap 3 Increment 0.5 Cost 200 AllowedWeapons { Slot "Primary" } DisallowedWeapons { ItemName "The Crusader's Crossbow" ItemName "Festive Crusader's Crossbow" ItemName "Brain Teaser" } AllowPlayerClass Medic } // // Crusader Crossbow Clip Size // upgrade { Name "+2 Bolts added to clip" Description "Adds 2 Bolts to the clip." Attribute "clip size upgrade atomic" Cap 8 Increment 2 Cost 200 AllowedWeapons { ItemName "The Crusader's Crossbow" ItemName "Festive Crusader's Crossbow" } AllowPlayerClass Medic } // // Medic Primary Ammo Capacity // upgrade { Name "+50% Larger ammo capacity" Description "Store 50% more reserve ammo." Attribute "hidden primary max ammo bonus" Cap 2.5 Increment 0.5 Cost 250 AllowedWeapons { Slot "Primary" } AllowPlayerClass Medic } // // Medic Primary Fire Rate // upgrade { Name "10% Faster fire rate" Description "Fire 10% faster." Attribute "fire rate bonus HIDDEN" Cap 0.6 Increment -0.1 Cost 100 AllowedWeapons { Slot "Primary" } DisallowedWeapons { ItemName "Quad Injector" ItemName "Brain Teaser" } AllowPlayerClass Medic } // // Medic Primary Heal on Kill // upgrade { Name "+25 Health on Kill" Description "Heal 25 health after killing an enemy." Attribute "heal on kill" Cap 100 Increment 25 Cost 100 AllowedWeapons { Slot "Primary" } AllowPlayerClass Medic } // // Medic Primary Mad Milk Syringes // upgrade { Name "Mad Milk Syringes" Description "Syringes apply mad milk to enemies, the damage dealt determines the duration." Attribute "mad milk syringes" Cap 1 Increment 1 Cost 100 AllowedWeapons { Slot "Primary" } DisallowedWeapons { ItemName "TF_WEAPON_SYRINGEGUN_MEDIC" ItemName "Upgradeable TF_WEAPON_SYRINGEGUN_MEDIC" ItemName "The Crusader's Crossbow" ItemName "Festive Crusader's Crossbow" } AllowPlayerClass Medic } // // Medic Primary Mad Milk Bolts // upgrade { Name "Mad Milk Bolts" Description "`Right click` to launch a mad milk bolt that applies mad milk to an enemy it hits." Attribute "fires milk bolt" Cap 1 Increment 1 Cost 100 AllowedWeapons { ItemName "The Crusader's Crossbow" ItemName "Festive Crusader's Crossbow" } AllowPlayerClass Medic } // // Medic Primary Reload Rate // upgrade { Name "+20% Faster reload rate" Description "Reload 20% faster." Attribute "reload time decreased" Cap 0.4 Increment -0.2 Cost 250 AllowedWeapons { ItemName "The Crusader's Crossbow" ItemName "Festive Crusader's Crossbow" } AllowPlayerClass Medic } // // MEDIC SECONDARY WEAPONS // // // Medic Secondary Ubercharge Build Rate // upgrade { Name "+25% Ubercharge Rate" Description "Ubercharge charges 25% faster" Attribute "ubercharge rate bonus" Cap 2 Increment 0.25 Cost 300 AllowedWeapons { Slot "Secondary" } DisallowedWeapons { ItemName "The Quick-Fix" ItemName "The Kritzkrieg" ItemName "The Vaccinator" ItemName "Mini-Booster" } AllowPlayerClass Medic } // // Quick-Fix Ubercharge Build Rate // upgrade { Name "+25% Ubercharge Rate" Description "Ubercharge charges 25% faster" Attribute "ubercharge rate bonus" Cap 2.10 Increment 0.25 Cost 300 AllowedWeapons { ItemName "The Quick-Fix" } AllowPlayerClass Medic } // // Kritzkrieg Ubercharge Build Rate // upgrade { Name "+25% Ubercharge Rate" Description "Ubercharge charges 25% faster" Attribute "ubercharge rate bonus" Cap 2.25 Increment 0.25 Cost 300 AllowedWeapons { ItemName "The Kritzkrieg" } AllowPlayerClass Medic } // // Vaccinator Ubercharge Build Rate // upgrade { Name "+25% Ubercharge Rate" Description "Ubercharge charges 25% faster" Attribute "ubercharge rate bonus" Cap 2.67 Increment 0.25 Cost 300 AllowedWeapons { ItemName "The Vaccinator" } AllowPlayerClass Medic } // // Mini-Booster Ubercharge Build Rate // upgrade { Name "+25% Ubercharge Rate" Description "Ubercharge charges 25% faster" Attribute "ubercharge rate bonus" Cap 2.5 Increment 0.25 Cost 300 AllowedWeapons { ItemName "Mini-Booster" } AllowPlayerClass Medic } // // Medic Secondary Projectile Shield // upgrade { Name "+1 Tier of Projectile Shield" Description "Grants the Medic the ability to deploy a Shield for 6 seconds, the 2nd Tier increases the size of the shield." Attribute "generate rage on heal" Cap 2 Increment 1 Cost 300 AllowedWeapons { Slot "Secondary" } AllowPlayerClass Medic } // // Medic Secondary Ubercharge Duration // upgrade { Name "+2 Seconds of Uber Duration" Description "Gives an extra 2 seconds of Ubercharge." Attribute "uber duration bonus" Cap 6 Increment 2 Cost 250 AllowedWeapons { Slot "Secondary" } DisallowedWeapons { ItemName "Mini-Booster" } AllowPlayerClass Medic } // // Medic Mini-Booster Ubercharge Duration // upgrade { Name "+2 Seconds of Uber Duration" Description "Gives an extra 2 seconds of Ubercharge." Attribute "uber duration bonus" Cap 10 Increment 2 Cost 250 AllowedWeapons { ItemName "Mini-Booster" } AllowPlayerClass Medic } // // Medic Secondary Overheal Expert // upgrade { Name "+1 Tier of Overheal Expert" Description "Gives +25% more overheal to patient, overheal duration increased by +50% per tier." Attribute "overheal expert" Cap 4 Increment 1 Cost 250 AllowedWeapons { Slot "Secondary" } AllowPlayerClass Medic } // // Medic Secondary Healing Mastery // upgrade { Name "+1 Tier of Healing Mastery" Description "Gives +25% faster heal rate to patient, you reanimate teammates +25% faster, +25% faster self heal rate, per tier." Attribute "healing mastery" Cap 4 Increment 1 Cost 250 AllowedWeapons { Slot "Secondary" } AllowPlayerClass Medic } // // Medic Secondary Canteen Specialist // upgrade { Name "+1 Tier of Canteen Specialist" Description "Share canteens with your patient when used and increase the duration of canteens, reduces canteen cost by $10 per tier." Attribute "canteen specialist" Cap 3 Increment 1 Cost 400 AllowedWeapons { Slot "Secondary" } AllowPlayerClass Medic } // // Medic Secondary Machine Medicine // upgrade { Name "+1 Tier of Machine Medicine" Description "Heal buildings for 10% of your current heal rate, adds 10% more per tier." Attribute "medic machinery beam" Cap 5 Increment 1 Cost 100 AllowedWeapons { Slot "Secondary" } AllowPlayerClass Medic } // // MEDIC MELEE WEAPONS // // // Medic Melee Faster Swing Speed // upgrade { Name "+25% Faster swing speed" Description "Swing your melee weapon 25% faster." Attribute "melee attack rate bonus" Cap 0.6 Increment -0.1 Cost 200 AllowedWeapons { Slot "Melee" } AllowPlayerClass Medic } // // Medic Melee Damage Bonus // upgrade { Name "+25% Damage Bonus" Description "Deal 25% more damage." Attribute "CARD: damage bonus" Cap 2 Increment 0.25 Cost 200 AllowedWeapons { Slot "Melee" } AllowPlayerClass Medic } // // Medic Melee Heal on Kill // upgrade { Name "+25 Health on Kill" Description "Heal 25 health after killing an enemy." Attribute "heal on kill" Cap 100 Increment 25 Cost 100 AllowedWeapons { Slot "Melee" } AllowPlayerClass Medic } ////////////////////////////////////////////////////// ////////////////////////////////////////////////////// ///////////////////SNIPER UPGRADES//////////////////// ////////////////////////////////////////////////////// ////////////////////////////////////////////////////// // // SNIPER PRIMARY WEAPONS // // // Sniper Primary Damage Bonus // upgrade { Name "+25% Damage Bonus" Description "Deal 25% more damage." Attribute "CARD: damage bonus" Cap 2 Increment 0.25 Cost 400 AllowedWeapons { Slot "Primary" } AllowPlayerClass Sniper } // // Sniper Primary Penetration // sniperpenetration { Name "Infinite Penetration" Description "Pierce through an infinite amount of enemies." Attribute "projectile penetration" Cap 1 Increment 1 Cost 400 AllowedWeapons { Slot "Primary" } DisallowedWeapons { ItemName "Caretaker" ItemName "Astral Assassin (By PDA Expert)" } DisallowedUpgrade { Upgrade sniperarrowmastery Level 1 } AllowPlayerClass Sniper } // // Sniper Primary Ammo Capacity // upgrade { Name "+50% Larger ammo capacity" Description "Store 50% more reserve ammo." Attribute "hidden primary max ammo bonus" Cap 2.5 Increment 0.5 Cost 250 AllowedWeapons { Slot "Primary" } DisallowedWeapons { ItemName "The Huntsman" ItemName "Festive Huntsman" ItemName "The Fortified Compound" ItemName "Astral Assassin (By PDA Expert)" } AllowPlayerClass Sniper } // // Sniper Huntsman Ammo Capacity // upgrade { Name "+50% Larger ammo capacity" Description "Store 50% more reserve ammo." Attribute "maxammo primary increased" Cap 2.5 Increment 0.5 Cost 250 AllowedWeapons { ItemName "The Huntsman" ItemName "Festive Huntsman" ItemName "The Fortified Compound" ItemName "Astral Assassin (By PDA Expert)" } AllowPlayerClass Sniper } // // Sniper Primary Reload Rate // upgrade { Name "+20% Faster reload rate" Description "Reload 20% faster." Attribute "faster reload rate" Cap 0.4 Increment -0.2 Cost 250 AllowedWeapons { Slot "Primary" } DisallowedWeapons { ItemName "Essendon Eliminator" ItemName "Caretaker" } AllowPlayerClass Sniper } // // Essendon Eliminator Reload Rate // upgrade { Name "+20% Faster reload rate" Description "Reload 20% faster." Attribute "faster reload rate" Cap 0.15 Increment -0.2 Cost 250 AllowedWeapons { ItemName "Essendon Eliminator" } AllowPlayerClass Sniper } // // Caretaker Reload Rate // upgrade { Name "+20% Faster reload rate" Description "Reload 20% faster. (Has 3 ticks despite a bug that makes it show 2)" Attribute "faster reload rate" Cap 0.7 Increment -0.2 Cost 250 AllowedWeapons { ItemName "Caretaker" } AllowPlayerClass Sniper } // // Sniper Primary Heal on Kill // upgrade { Name "+25 Health on Kill" Description "Heal 25 health after killing an enemy." Attribute "heal on kill" Cap 100 Increment 25 Cost 200 AllowedWeapons { Slot "Primary" } AllowPlayerClass Sniper } // // Sniper Primary Explosive Headshot // upgrade { Name "+1 Tier of Explosive Headshot" Description "Headshots will release an arch of damage that hits nearby enemies, each tier increases the range and slow duration." Attribute "explosive sniper shot" Cap 3 Increment 1 Cost 350 AllowedWeapons { Slot "Primary" } DisallowedWeapons { //ItemName "The Classic" ItemName "The Huntsman" ItemName "The Fortified Compound" ItemName "Festive Huntsman" ItemName "Astral Assassin (By PDA Expert)" } AllowPlayerClass Sniper } // // Sniper Primary Scope Charge Rate // upgrade { Name "25% Faster Scope Charge rate" Description "While scoped, the charge meter powers up 25% faster." Attribute "SRifle Charge rate increased" Cap 2 Increment 0.25 Cost 200 AllowedWeapons { Slot "Primary" } DisallowedWeapons { ItemName "The Huntsman" ItemName "The Fortified Compound" ItemName "Festive Huntsman" ItemName "Didgeridoom" ItemName "Astral Assassin (By PDA Expert)" } AllowPlayerClass Sniper } // // Sniper Primary Arrow Mastery // sniperarrowmastery { Name "+1 Tier of Arrow Mastery" Description "Adds two extra arrows per Tier, adding one arrow to the left and right of where you aim." Attribute "arrow mastery" Cap 2 Increment 1 Cost 200 AllowedWeapons { ItemName "The Huntsman" ItemName "The Fortified Compound" ItemName "Festive Huntsman" } DisallowedUpgrade { Upgrade sniperpenetration Level 1 } } // // Sniper Huntsman Bleed // upgrade { Name "+5 Seconds of Bleed" Description "Applies the bleeding effect onto hit enemies for 5 seconds." Attribute "bleeding duration" Cap 15 Increment 5 Cost 200 AllowedWeapons { ItemName "The Huntsman" ItemName "The Fortified Compound" ItemName "Festive Huntsman" ItemName "Astral Assassin (By PDA Expert)" } } // // Sniper Primary Burn Damage // upgrade { Name "+100% Afterburn damage bonus" Description "Deal 100% more afterburn damage." Attribute "weapon burn dmg increased" Cap 4 Increment 1 Cost 250 AllowedWeapons { ItemName "The Fortified Compound" } AllowPlayerClass Sniper } // // SNIPER SECONDARY WEAPONS // // // Sniper Secondary Damage Bonus // upgrade { Name "+25% Damage Bonus" Description "Deal 25% more damage." Attribute "CARD: damage bonus" Cap 2 Increment 0.25 Cost 200 AllowedWeapons { Slot "Secondary" } DisallowedWeapons { ItemName "Jarate" ItemName "The Self-Aware Beauty Mark" ItemName "The Razorback" ItemName "Darwin's Danger Shield" ItemName "The Cozy Camper" } AllowPlayerClass Sniper } // // Sniper Secondary Larger Clip Size // upgrade { Name "+50% Larger clip size" Description "50% Larger clip size." Attribute "clip size penalty HIDDEN" Cap 3 Increment 0.5 Cost 200 AllowedWeapons { Slot "Secondary" } DisallowedWeapons { ItemName "Jarate" ItemName "The Self-Aware Beauty Mark" ItemName "The Razorback" ItemName "Darwin's Danger Shield" ItemName "The Cozy Camper" } AllowPlayerClass Sniper } // // Sniper Secondary Heal on Kill // upgrade { Name "+25 Health on Kill" Description "Heal 25 health after killing an enemy." Attribute "heal on kill" Cap 100 Increment 25 Cost 100 AllowedWeapons { Slot "Secondary" } DisallowedWeapons { ItemName "Jarate" ItemName "The Self-Aware Beauty Mark" ItemName "The Razorback" ItemName "Darwin's Danger Shield" ItemName "The Cozy Camper" ItemName "AK47" } AllowPlayerClass Sniper } // // Sniper AK-47 Heal on Kill // upgrade { Name "+25 Health on Kill" Description "Heal 25 health after killing an enemy." Attribute "heal on kill" Cap 125 Increment 25 Cost 100 AllowedWeapons { ItemName "AK47" } AllowPlayerClass Sniper } // // Sniper Secondary Ammo Capacity // upgrade { Name "+50% Larger ammo capacity" Description "Store 50% more reserve ammo." Attribute "hidden secondary max ammo penalty" Cap 2.5 Increment 0.5 Cost 125 AllowedWeapons { Slot "Secondary" } DisallowedWeapons { ItemName "Jarate" ItemName "The Self-Aware Beauty Mark" ItemName "The Razorback" ItemName "Darwin's Danger Shield" ItemName "The Cozy Camper" } AllowPlayerClass Sniper } // // Sniper Secondary Faster Fire Rate // upgrade { Name "10% Faster fire rate" Description "Fire 10% faster." Attribute "fire rate bonus" Cap 0.6 Increment -0.1 Cost 100 AllowedWeapons { Slot "Secondary" } DisallowedWeapons { ItemName "Jarate" ItemName "The Self-Aware Beauty Mark" ItemName "The Razorback" ItemName "Darwin's Danger Shield" ItemName "The Cozy Camper" } AllowPlayerClass Sniper } // // Sniper Secondary Penetrate Enemies // upgrade { Name "Infinite Penetration" Description "Pierce through an infinite amount of enemies." Attribute "projectile penetration" Cap 1 Increment 1 Cost 200 AllowedWeapons { Slot "Secondary" } DisallowedWeapons { ItemName "Jarate" ItemName "The Self-Aware Beauty Mark" ItemName "The Razorback" ItemName "Darwin's Danger Shield" ItemName "The Cozy Camper" ItemName "AK47" ItemName "50k Volt" } AllowPlayerClass Sniper } // // Sniper Secondary Recharge Rate // upgrade { Name "+15% Faster Recharge Rate" Description "Recharges item +15% Faster" Attribute "effect bar recharge rate increased" Cap 0.4 Increment -0.15 Cost 250 AllowedWeapons { ItemName "Jarate" ItemName "The Self-Aware Beauty Mark" } AllowPlayerClass Sniper } // // Sniper Secondary Dosed Slowdown // upgrade { Name "Jarate Slows" Description "Enemies covered in jarate thrown by you move 35% slower until the effect wears off." Attribute "applies snare effect" Cap 0.65 Increment -0.35 Cost 200 AllowedWeapons { ItemName "Jarate" ItemName "The Self-Aware Beauty Mark" } AllowPlayerClass Sniper } // // Sniper Backpack No Flinch // upgrade { Name "Steel Nerves" Description "No longer flinch when taking damage." Attribute "no damage view flinch" Cap 1 Increment 1 Cost 250 AllowedWeapons { ItemName "The Razorback" ItemName "Darwin's Danger Shield" ItemName "The Cozy Camper" } AllowPlayerClass Sniper } // // Sniper Razorback Crit Immunity // critimmunereforge { Name "Crit Immunity" Description "100% Resistance to Crits." Attribute "dmg taken from crit reduced" Cap 0 Increment -1 Cost 500 AllowedWeapons { ItemName "The Razorback" } DisallowedUpgrade { Upgrade critresistancereforge Level 1 } AllowPlayerClass Sniper } // // Sniper MELEE WEAPONS // // // Sniper Melee Faster Swing Speed // upgrade { Name "+25% Faster swing speed" Description "Swing your melee weapon 25% faster." Attribute "melee attack rate bonus" Cap 0.6 Increment -0.1 Cost 200 AllowedWeapons { Slot "Melee" } AllowPlayerClass Sniper } // // Sniper Melee Damage Bonus // upgrade { Name "+25% Damage Bonus" Description "Deal 25% more damage." Attribute "CARD: damage bonus" Cap 2 Increment 0.25 Cost 200 AllowedWeapons { Slot "Melee" } AllowPlayerClass Sniper } // // Sniper Melee Heal on Kill // upgrade { Name "+25 Health on Kill" Description "Heal 25 health after killing an enemy." Attribute "heal on kill" Cap 100 Increment 25 Cost 100 AllowedWeapons { Slot "Melee" } AllowPlayerClass Sniper } // // Tribalman's Shiv Bleed Damage Bonus // upgrade { Name "+50% Bleed Damage Bonus" Description "Deal 50% more bleed damage." Attribute "mult bleeding dmg" Cap 2 Increment 0.5 Cost 50 AllowedWeapons { ItemName "The Tribalman's Shiv" } AllowPlayerClass Sniper } // // Sniper Heatwave Burn Damage // upgrade { Name "+100% Afterburn damage bonus" Description "Deal 100% more afterburn damage." Attribute "weapon burn dmg increased" Cap 5 Increment 1 Cost 250 AllowedWeapons { ItemName "Heatwave" } AllowPlayerClass Sniper } ////////////////////////////////////////////////////// ////////////////////////////////////////////////////// ///////////////////SPY UPGRADES/////////////////////// ////////////////////////////////////////////////////// ////////////////////////////////////////////////////// // // SPY SECONDARY WEAPONS // // // Spy Secondary Damage Bonus // upgrade { Name "+25% Damage Bonus" Description "Deal 25% more damage." Attribute "CARD: damage bonus" Cap 2 Increment 0.25 Cost 200 AllowedWeapons { Slot "Secondary" } DisallowedWeapons { ItemName "TTG Sam Revolver" } AllowPlayerClass Spy } // // Spy Secondary Ammo Capacity // upgrade { Name "+50% Larger ammo capacity" Description "Store 50% more reserve ammo." Attribute "hidden secondary max ammo penalty" Cap 2.5 Increment 0.5 Cost 125 AllowedWeapons { Slot "Secondary" } DisallowedWeapons { ItemName "TTG Sam Revolver" } AllowPlayerClass Spy } // // Spy Secondary Larger Clip Size // upgrade { Name "+50% Larger clip size" Description "50% Larger clip size." Attribute "clip size penalty HIDDEN" Cap 3 Increment 0.5 Cost 200 AllowedWeapons { Slot "Secondary" } DisallowedWeapons { ItemName "TTG Sam Revolver" ItemName "Tranquilizer" } AllowPlayerClass Spy } // // Spy Secondary Faster Fire Rate // upgrade { Name "10% Faster fire rate" Description "Fire 10% faster." Attribute "fire rate bonus" Cap 0.6 Increment -0.1 Cost 100 AllowedWeapons { Slot "Secondary" } DisallowedWeapons { ItemName "TTG Sam Revolver" ItemName "Tranquilizer" } AllowPlayerClass Spy } // // Spy Secondary Heal on Kill // upgrade { Name "+25 Health on Kill" Description "Heal 25 health after killing an enemy." Attribute "heal on kill" Cap 100 Increment 25 Cost 100 AllowedWeapons { Slot "Secondary" } AllowPlayerClass Spy } // // Spy Secondary Penetrate Enemies // upgrade { Name "Infinite Penetration" Description "Pierce through an infinite amount of enemies." Attribute "projectile penetration" Cap 1 Increment 1 Cost 200 AllowedWeapons { Slot "Secondary" } DisallowedWeapons { ItemName "Tranquilizer" } AllowPlayerClass Spy } // // Ambassador Explosive Headshot // upgrade { Name "+1 Tier of Explosive Headshot" Description "Headshots will release an arch of damage that hits nearby enemies, each tier increases the range and slow duration." Attribute "explosive sniper shot" Cap 3 Increment 1 Cost 300 AllowedWeapons { ItemName "The Ambassador" ItemName "Festive Ambassador" } AllowPlayerClass Spy } // // Spy MELEE WEAPONS // // // Spy Melee Faster Swing Speed // upgrade { Name "+25% Faster swing speed" Description "Swing your melee weapon 25% faster." Attribute "melee attack rate bonus" Cap 0.6 Increment -0.1 Cost 200 AllowedWeapons { Slot "Melee" } AllowPlayerClass Spy } // // Spy Melee Heal on Kill // upgrade { Name "+25 Health on Kill" Description "Heal 25 health after killing an enemy." Attribute "heal on kill" Cap 100 Increment 25 Cost 100 AllowedWeapons { Slot "Melee" } AllowPlayerClass Spy } // // Spy Melee Armor Penetration // upgrade { Name "+1 Tier of Armor Penetration" Description "Backstabs deal X% (out of 750) increased damage against Giants on a backstab." Attribute "armor piercing" Cap 100 Increment 25 Cost 400 AllowedWeapons { Slot "Melee" } AllowPlayerClass Spy } // // Spy Melee Crit on Kill // upgrade { Name "+2 Seconds of Crits on Kill" Description "Killing an enemy grants garaunteed critical hits for 2 seconds." Attribute "critboost on kill" Cap 4 Increment 2 Cost 200 AllowedWeapons { Slot "Melee" } AllowPlayerClass Spy } // // MISC UPGRADES // // // Engineer Buildings // // // Disposable Sentry // upgrade { Name "+1 Disposable Mini-Sentry" Description "After placing your main sentry, you're able to place a weaker mini-sentry." Attribute "engy disposable sentries" Cap 1 Increment 1 Cost 100 AllowedWeapons { ItemName "TF_WEAPON_PDA_ENGINEER_BUILD" ItemName "Upgradeable TF_WEAPON_PDA_ENGINEER_BUILD" } AllowPlayerClass Engineer } // // Max Metal Capacity // upgrade { Name "+50% more Metal Storage" Description "Increases Capacity of Metal by +50%." Attribute "maxammo metal increased" Cap 3 Increment 0.5 Cost 200 AllowedWeapons { ItemName "TF_WEAPON_PDA_ENGINEER_BUILD" ItemName "Upgradeable TF_WEAPON_PDA_ENGINEER_BUILD" } AllowPlayerClass Engineer } // // Building Health // upgrade { Name "+100% Building Health" Description "All buildings get a +100% health increase." Attribute "engy building health bonus" Cap 4 Increment 1 Cost 400 AllowedWeapons { ItemName "TF_WEAPON_PDA_ENGINEER_BUILD" ItemName "Upgradeable TF_WEAPON_PDA_ENGINEER_BUILD" } AllowPlayerClass Engineer } // // Sentry Gun Firing Speed // upgrade { Name "+10% Sentry Gun firing speed" Description "Sentry Gun fires 10% faster." Attribute "engy sentry fire rate increased" Cap 0.8 Increment -0.1 Cost 350 AllowedWeapons { ItemName "TF_WEAPON_PDA_ENGINEER_BUILD" ItemName "Upgradeable TF_WEAPON_PDA_ENGINEER_BUILD" } AllowPlayerClass Engineer } // // Two Way Teleporters // upgrade { Name "Two Way Teleporters" Description "The exit of a Teleporter can now be taken to the entrance." Attribute "bidirectional teleport" Cap 1 Increment 1 Cost 150 AllowedWeapons { ItemName "TF_WEAPON_PDA_ENGINEER_BUILD" ItemName "Upgradeable TF_WEAPON_PDA_ENGINEER_BUILD" } AllowPlayerClass Engineer } // // Dispenser Range // upgrade { Name "+100% Dispenser Range" Description "Increases the range of the dispenser by +100%." Attribute "engy dispenser radius increased" Cap 4 Increment 1 Cost 100 AllowedWeapons { ItemName "TF_WEAPON_PDA_ENGINEER_BUILD" ItemName "Upgradeable TF_WEAPON_PDA_ENGINEER_BUILD" } AllowPlayerClass Engineer } // // Sentry Gun Rocket Firing Speed // upgrade { Name "+10% Faster Sentry Gun Rocket Reload and Firing Speed" Description "Sentry Gun reloads and fires its rockets +10% faster." Attribute "mult firerocket rate" Cap 0.8 Increment -0.1 Cost 250 AllowedWeapons { ItemName "TF_WEAPON_PDA_ENGINEER_BUILD" ItemName "Upgradeable TF_WEAPON_PDA_ENGINEER_BUILD" } AllowPlayerClass Engineer } // // Teleporter charge rate // upgrade { Name "+25% Faster teleporter charge rate" Description "Teleporters will recharge 20% faster." Attribute "mult teleporter recharge rate" Cap 0.5 Increment -0.25 Cost 50 AllowedWeapons { ItemName "TF_WEAPON_PDA_ENGINEER_BUILD" ItemName "Upgradeable TF_WEAPON_PDA_ENGINEER_BUILD" } AllowPlayerClass Engineer } // // Sentry Gun range increased // upgrade { Name "+25% Larger Sentry detection radius" Description "Sentries will detect enemies 25% farther away." Attribute "engy sentry radius increased" Cap 1.5 Increment 0.25 Cost 150 AllowedWeapons { ItemName "TF_WEAPON_PDA_ENGINEER_BUILD" ItemName "Upgradeable TF_WEAPON_PDA_ENGINEER_BUILD" } AllowPlayerClass Engineer } // // Sentry Gun ammo capacity // upgrade { Name "+15% Larger Sentry ammo capacity" Description "Sentry gains 15% more ammunition for both its bullets and rockets." Attribute "mvm sentry ammo" Cap 1.6 Increment 0.15 Cost 200 AllowedWeapons { ItemName "TF_WEAPON_PDA_ENGINEER_BUILD" ItemName "Upgradeable TF_WEAPON_PDA_ENGINEER_BUILD" } SecondaryAttributes { "mult sentry rocket ammo" 0.15 } } // // Spy Sapper // upgrade { Name "+1 Tier of Sapper Power" Description "Gives Sapper increased Range and Stun Duration per point" Attribute "robo sapper" Cap 3 Increment 1 Cost 200 AllowedWeapons { Classname "TF_WEAPON_BUILDER" Classname "TF_WEAPON_SAPPER" } AllowPlayerClass Spy } } /////////////////////SCOUT PRIMARY///////////////////// // // Scattergun // ItemAttributes { ItemName "TF_WEAPON_SCATTERGUN" "clip size bonus" 1.33 } ItemAttributes { ItemName "Upgradeable TF_WEAPON_SCATTERGUN" "clip size bonus" 1.33 } ItemAttributes { ItemName "Silver Botkiller Scattergun Mk.I" "clip size bonus" 1.33 } ItemAttributes { ItemName "Gold Botkiller Scattergun Mk.I" "clip size bonus" 1.33 } ItemAttributes { ItemName "Rust Botkiller Scattergun Mk.I" "clip size bonus" 1.33 } ItemAttributes { ItemName "Blood Botkiller Scattergun Mk.I" "clip size bonus" 1.33 } ItemAttributes { ItemName "Carbonado Botkiller Scattergun Mk.I" "clip size bonus" 1.33 } ItemAttributes { ItemName "Diamond Botkiller Scattergun Mk.I" "clip size bonus" 1.33 } ItemAttributes { ItemName "Silver Botkiller Scattergun Mk.II" "clip size bonus" 1.33 } ItemAttributes { ItemName "Gold Botkiller Scattergun Mk.II" "clip size bonus" 1.33 } // // Force-a-Nature // ItemAttributes { ItemName "The Force-a-Nature" "penetration damage penalty" 1.5 "scattergun has knockback" 0 "projectile penetration" 1 "move accuracy mult" 1.2 "faster reload rate" 0.85 "damage penalty" 1 } ItemAttributes { ItemName "Festive Force-a-Nature" "projectile penetration" 1 "penetration damage penalty" 1.5 "scattergun has knockback" 0 "move accuracy mult" 1.2 "faster reload rate" 0.85 "damage penalty" 1 } // // Shortstop // ItemAttributes { ItemName "The Shortstop" "damage force increase hidden" 1 "reload time increased hidden" 1 } // // Baby Face's Blaster // ItemAttributes { ItemName "Baby Face's Blaster" "hype resets on jump" 0 "move speed penalty" 1 "clip size penalty" 1 } // // Back Scatter // ItemAttributes { ItemName "The Back Scatter" "no primary ammo from dispensers while active" 1 "fire rate bonus hidden" 0.85 "auto fires full clip" 1 "crit mod disabled" 1 "spread penalty" 1 } /////////////////////SCOUT SECONDARY///////////////////// // // Pistol (Effects Engineer) // ItemAttributes { ItemName "TF_WEAPON_PISTOL" "add attributes on hit" "CARD: move speed bonus|0.5|5" "weapon spread bonus" 0.5 "crit mod disabled" 0 "can headshot" 1 //Ignore "special item description" "On Hit: Enemies move 50% slower for 5 seconds" } ItemAttributes { ItemName "Upgradeable TF_WEAPON_PISTOL" "add attributes on hit" "CARD: move speed bonus|0.5|5" "weapon spread bonus" 0.5 "crit mod disabled" 0 "can headshot" 1 //Ignore "special item description" "On Hit: Enemies move 50% slower for 5 seconds" } // // Lugermorph (Effects Engineer) // ItemAttributes { ItemName "TTG Max Pistol - Poker Night" "add attributes on hit" "CARD: move speed bonus|0.5|5" "weapon spread bonus" 0.5 "crit mod disabled" 0 "can headshot" 1 //Ignore "special item description" "On Hit: Enemies move 50% slower for 5 seconds" "custom weapon fire sound" "=90|weapons/pistol/pistol_fire3.wav" } // // Capper (Effects Engineer) // ItemAttributes { ItemName "The C.A.P.P.E.R" "add attributes on hit" "CARD: move speed bonus|0.5|5" "explosive bullets" 120 "no damage falloff" 1 //Ignore "special item description" "On Hit: Enemies move 50% slower for 5 seconds" "attach particle effect" 56 "ragdolls plasma effect" 1 "custom impact sound" "=90|weapons/stunstick/spark1.wav" "explosion particle" "ExplosionCore_sapperdestroyed" } // // Pretty Boy's Pocket Pistol // ItemAttributes { ItemName "Pretty Boy's Pocket Pistol" "heal on hit for rapidfire" 5 "maxammo primary increased" 1.25 "add attributes on hit" "dmg taken increased|1.25|5" "crit mod disabled" 0 //Ignore "add cond on hit duration" 5 "clip size penalty" 1 "provide on active" 0 "add cond on hit" 6 "special item description" "On Hit: Enemy takes 10% more damage from all sources for 5 seconds." } // // Winger // ItemAttributes { ItemName "The Winger" "mult_player_movespeed_active" 1.1 "critboost on kill" 4 "clip size penalty" 1 "damage bonus" 1 } // // Flying Guillotine // ItemAttributes { ItemName "The Flying Guillotine" "mark for death" 1 } // // Bonk! Atomic Punch / Festive Bonk! Atomic Punch // ItemAttributes { ItemName "Bonk! Atomic Punch" "effect cond override" 79 //Ignore "special item description" "While under the effects of Bonk! Atomic Punch, theres a 75% chance to ignore enemy damage" } ItemAttributes { ItemName "Festive Bonk 2014" "effect cond override" 79 //Ignore "special item description" "While under the effects of Bonk! Atomic Punch, theres a 75% chance to ignore enemy damage" } /////////////////////SCOUT MELEE///////////////////// // // Bat // ItemAttributes { ItemName "TF_WEAPON_BAT" "critboost on kill" 4 } ItemAttributes { ItemName "Upgradeable TF_WEAPON_BAT" "critboost on kill" 4 } // // Holy Mackerel / Unarmed Combat // ItemAttributes { ItemName "The Holy Mackerel" "critboost on kill" 4 } ItemAttributes { ItemName "Festive Holy Mackerel" "critboost on kill" 4 } ItemAttributes { ItemName "Unarmed Combat" "critboost on kill" 4 } // // Batsaber // ItemAttributes { ItemName "Batsaber" "critboost on kill" 4 //Ignore "attach particle effect" 56 } // // Sandman // ItemAttributes { ItemName "The Sandman" "add attributes on hit" "CARD: move speed bonus|0.65|5" //Ignore "max health additive penalty" 0 "special item description" "On Hit: Enemies move 65% slower for 5 seconds" } // // Candy Cane // ItemAttributes { ItemName "The Candy Cane" "mult_health_fromhealers_penalty_active" 0.75 "health from packs increased" 2 //Ignore "dmg taken from blast increased" 1 "attach particle effect" 4 } // // Boston Basher / Three-Rune Blade // ItemAttributes { ItemName "The Boston Basher" "self add cond on hit duration" 1 "add cond on kill duration" 5 "self add cond on hit" 26 "bleeding duration" 10 "add cond on kill" 26 "damage bonus" 1.25 //Ignore "hit self on miss" 0 "special item description" "On Hit: Grants a self Battalion's Backup effect for 1 Second | On Kill: Grants a self Battalion's Backup effect for 5 seconds" } ItemAttributes { ItemName "Three-Rune Blade" "self add cond on hit duration" 1 "add cond on kill duration" 5 "self add cond on hit" 26 "bleeding duration" 10 "add cond on kill" 26 "damage bonus" 1.25 //Ignore "hit self on miss" 0 "special item description" "On Hit: Grants a self Battalion's Backup effect for 1 Second | On Kill: Grants a self Battalion's Backup effect for 5 seconds" } // // Sun-on-a-Stick // ItemAttributes { ItemName "Sun-on-a-Stick" "minicrit vs burning player" 1 "add cond on kill duration" 8 "add attributes on kill" "set damagetype ignite|1|8" "minicritboost on kill" 8 "set damagetype ignite" 1 "crit mod disabled" 0 "add cond on kill" 16 //Ignore "dmg taken from fire reduced on active" 1 "crit vs burning players" 0 "attach particle effect" 13 "damage penalty" 1 "special item description" "On Kill: 8 Seconds of Minicrits, and any weapon will ignite enemies" } // // Atomizer // ItemAttributes { ItemName "The Atomizer" "single wep holster time increased" 0 "single wep deploy time decreased" 0 "mult credit collect range" 2 "health from credits" 10 "damage penalty" 0.2 //Ignore "single wep deploy time increased" 1 "dmg penalty vs players" 1 "provide on active" 1 } // // Wrap Assassin // ItemAttributes { ItemName "The Wrap Assassin" "max health additive bonus" 25 //Ignore "damage penalty" 1 } /////////////////////SOLDIER PRIMARY///////////////////// // // Rocket Launcher // ItemAttributes { ItemName "TF_WEAPON_ROCKETLAUNCHER" "reload time increased hidden" 0.75 "clip size bonus" 1.25 } ItemAttributes { ItemName "Upgradeable TF_WEAPON_ROCKETLAUNCHER" "reload time increased hidden" 0.75 "clip size bonus" 1.25 } ItemAttributes { ItemName "Silver Botkiller Rocket Launcher Mk.I" "reload time increased hidden" 0.75 "clip size bonus" 1.25 } ItemAttributes { ItemName "Gold Botkiller Rocket Launcher Mk.I" "reload time increased hidden" 0.75 "clip size bonus" 1.25 } ItemAttributes { ItemName "Rust Botkiller Rocket Launcher Mk.I" "reload time increased hidden" 0.75 "clip size bonus" 1.25 } ItemAttributes { ItemName "Blood Botkiller Rocket Launcher Mk.I" "reload time increased hidden" 0.75 "clip size bonus" 1.25 } ItemAttributes { ItemName "Carbonado Botkiller Rocket Launcher Mk.I" "reload time increased hidden" 0.75 "clip size bonus" 1.25 } ItemAttributes { ItemName "Diamond Botkiller Rocket Launcher Mk.I" "reload time increased hidden" 0.75 "clip size bonus" 1.25 } ItemAttributes { ItemName "Silver Botkiller Rocket Launcher Mk.II" "reload time increased hidden" 0.75 "clip size bonus" 1.25 } ItemAttributes { ItemName "Gold Botkiller Rocket Launcher Mk.II" "reload time increased hidden" 0.75 "clip size bonus" 1.25 } // // Original // ItemAttributes { ItemName "The Original" "reload time increased hidden" 0.75 "clip size bonus" 1.25 } // // Direct Hit // ItemAttributes { ItemName "The Direct Hit" "reload time increased hidden" 0.75 "rocket specialist" 1 "clip size bonus" 1.25 } // // Black Box / Festive Black Box // ItemAttributes { ItemName "The Black Box" "dmg pierces resists absorbs" 1 "damage returns as health" 0.2 "blast radius increased" 1.25 //Ignore "health on radius damage" 0 "clip size penalty" 1 } ItemAttributes { ItemName "Festive Black Box" "dmg pierces resists absorbs" 1 "damage returns as health" 0.2 "blast radius increased" 1.25 //Ignore "health on radius damage" 0 "clip size penalty" 1 } // // Rocket Jumper // ItemAttributes { ItemName "Rocket Jumper" "single wep holster time increased" 0.5 "single wep deploy time decreased" 0.5 "maxammo secondary increased" 2 "max health additive bonus" 100 "maxammo primary increased" 4.5 "clip size upgrade atomic" 8 "faster reload rate" 0.4 "fire rate bonus" 0.6 } // // Liberty Launcher // ItemAttributes { ItemName "The Liberty Launcher" "rocket jump damage reduction" 0.25 "fire rate bonus" 0.8 "clip size bonus" 1.5 "damage penalty" 0.85 //Ignore "projectile speed increased" 1 } // // Cow Mangler 5000 // ItemAttributes { ItemName "The Cow Mangler 5000" "minicrit vs burning player" 1 "disable buildings on hit" 4 "damage bonus vs burning" 1.5 } // // Air Strike // ItemAttributes { ItemName "The Air Strike" "rocket jump damage reduction" 0.8 //Ignore "blast radius decreased" 1 "damage penalty" 1 } /////////////////////SOLDIER SECONDARY///////////////////// // // Shotgun // ItemAttributes { ItemName "TF_WEAPON_SHOTGUN_SOLDIER" "dmg pierces resists absorbs" 1 "maxammo primary increased" 1.25 "minicritboost on kill" 6 "reload time decreased" 0.75 "clip size bonus" 1.33 } // // Buff Banner / Festive Buff Banner // ItemAttributes { ItemName "The Buff Banner" "ammo regen" 0.05 } ItemAttributes { ItemName "Festive Buff Banner" "ammo regen" 0.05 } // // Gunboats // ItemAttributes { ItemName "The Gunboats" "maxammo primary increased" 1.50 "move speed bonus" 1.2 } // // Mantreads // ItemAttributes { ItemName "The Mantreads" "move speed bonus" 1.2 } // // Battalions Backup // ItemAttributes { ItemName "The Battalion's Backup" "dmg taken from bullets reduced" 0.9 "dmg taken from blast reduced" 0.9 "dmg taken from fire reduced" 0.9 "dmg taken from crit reduced" 0.9 "damage force reduction" 0.9 } // // Reserve Shooter (Effects Soldier, Pyro) // ItemAttributes { ItemName "The Reserve Shooter" "rocket jump damage reduction" 0.5 "maxammo primary increased" 1.25 "fire rate penalty HIDDEN" 0.75 "minicrits become crits" 1 "bullets per shot bonus" 0.1 "damage bonus HIDDEN" 10 "clip size penalty" 1 "crit mod disabled" 0 //Ignore "explosion particle" "taunt_pyro_flip_land" "explosive bullets" 80 "provide on active" 1 } // // Righteous Bison // ItemAttributes { ItemName "The Righteous Bison" "subtract victim medigun charge on hit" 10 } // // B.A.S.E. Jumper (Effects Demoman) // ItemAttributes { ItemName "The B.A.S.E. Jumper" "maxammo secondary increased" 1.25 "maxammo primary increased" 1.5 "increased jump height" 1.2 "parachute redeploy" 1 "ammo regen" 0.1 } // // Panic Attack (Effects Soldier, Pyro, Heavy, Engineer) // ItemAttributes { ItemName "Panic Attack Shotgun" "no primary ammo from dispensers while active" 1 "fire rate bonus with reduced health" 0.5 "dmg bonus while half dead" 1.5 "add attributes on kill" "faster reload rate|0.9|5" "auto fires full clip" 1 "mult dmg vs tanks" 1.25 "fire rate bonus" 0.8 //Ignore "single wep deploy time decreased" 1 "mult_spread_scales_consecutive" 0 "bullets per shot bonus" 1 "damage penalty" 1 } /////////////////////SOLDIER MELEE///////////////////// // // Shovel // ItemAttributes { ItemName "TF_WEAPON_SHOVEL" "critboost on kill" 4 } // // Equalizer // ItemAttributes { ItemName "The Equalizer" "maxammo primary increased" 1.25 "maxammo secondary increased" 1.25 "dmg bonus while half dead" 1.75 "add attributes on kill" "damage bonus|1.25|7" //Ignore "reduced_healing_from_medics" 1 "special item description" "On Kill: 7 Seconds of a 25% damage bonus for all weapons" "mod shovel damage boost" 0 "provide on active" 0 } // // The Pain Train (Effects Demoman) // ItemAttributes { ItemName "The Pain Train" "add attributes on kill" "move speed bonus|1.15|5" "minicritboost on kill" 5 "melee cleave attack" 1 "fire rate penalty" 1.15 "crit mod disabled" 0 "move speed bonus" 1.15 //Ignore "dmg taken from bullets increased" 1 "special item description" "On Kill: 5 Seconds of a 15% move speed bonus" "provide on active" 1 } // // Disciplinary Action // ItemAttributes { ItemName "The Disciplinary Action" "minicritboost on kill" 8 "move speed bonus" 1.1 //Ignore "provide on active" 1 "damage penalty" 1 } // // Market Gardener // ItemAttributes { ItemName "The Market Gardener" "maxammo primary reduced" 0.5 "melee range multiplier" 2 "melee cleave attack" 1 "fire rate penalty" 2 "move speed bonus" 1.15 "damage bonus" 2 //Ignore "provide on active" 1 } /////////////////////PYRO PRIMARY///////////////////// // // Flamethrower / Rainblower // ItemAttributes { ItemName "TF_WEAPON_FLAMETHROWER" "flame_spread_degree" 5 "mult dmg vs tanks" 1.25 "flame_drag" 3.9 //Ignore "lunchbox adds minicrits" 2 "attach particle effect" 701 "provide on active" 1 } ItemAttributes { ItemName "Upgradeable TF_WEAPON_FLAMETHROWER" "flame_spread_degree" 5 "mult dmg vs tanks" 1.25 "flame_drag" 3.9 //Ignore "lunchbox adds minicrits" 2 "attach particle effect" 701 "provide on active" 1 } ItemAttributes { ItemName "The Rainblower" "flame_spread_degree" 5 "flame_drag" 3 //Ignore "attach particle effect" 4 "provide on active" 1 } ItemAttributes { ItemName "Silver Botkiller Flame Thrower Mk.I" "flame_spread_degree" 5 "mult dmg vs tanks" 1.25 "flame_drag" 3.9 //Ignore "lunchbox adds minicrits" 2 "attach particle effect" 701 "provide on active" 1 } ItemAttributes { ItemName "Gold Botkiller Flame Thrower Mk.I" "flame_spread_degree" 5 "mult dmg vs tanks" 1.25 "flame_drag" 3.9 //Ignore "lunchbox adds minicrits" 2 "attach particle effect" 701 "provide on active" 1 } ItemAttributes { ItemName "Rust Botkiller Flame Thrower Mk.I" "flame_spread_degree" 5 "mult dmg vs tanks" 1.25 "flame_drag" 3.9 //Ignore "lunchbox adds minicrits" 2 "attach particle effect" 701 "provide on active" 1 } ItemAttributes { ItemName "Blood Botkiller Flame Thrower Mk.I" "flame_spread_degree" 5 "mult dmg vs tanks" 1.25 "flame_drag" 3.9 //Ignore "lunchbox adds minicrits" 2 "attach particle effect" 701 "provide on active" 1 } ItemAttributes { ItemName "Carbonado Botkiller Flame Throwerr Mk.I" "flame_spread_degree" 5 "mult dmg vs tanks" 1.25 "flame_drag" 3.9 //Ignore "lunchbox adds minicrits" 2 "attach particle effect" 701 "provide on active" 1 } ItemAttributes { ItemName "Diamond Botkiller Flame Thrower Mk.I" "flame_spread_degree" 5 "mult dmg vs tanks" 1.25 "flame_drag" 3.9 //Ignore "lunchbox adds minicrits" 2 "attach particle effect" 701 "provide on active" 1 } ItemAttributes { ItemName "Silver Botkiller Flame Thrower Mk.II" "flame_spread_degree" 5 "mult dmg vs tanks" 1.25 "flame_drag" 3.9 //Ignore "lunchbox adds minicrits" 2 "attach particle effect" 701 "provide on active" 1 } ItemAttributes { ItemName "Gold Botkiller Flame Thrower Mk.II" "flame_spread_degree" 5 "mult dmg vs tanks" 1.25 "flame_drag" 3.9 //Ignore "lunchbox adds minicrits" 2 "attach particle effect" 701 "provide on active" 1 } // // Nostromo Napalmer // ItemAttributes { ItemName "The Nostromo Napalmer" "flame_spread_degree" 5 "mult dmg vs tanks" 1.25 "flame_drag" 3.9 //Ignore "lunchbox adds minicrits" 2 "attach particle effect" 701 "provide on active" 1 } // // Backburner / Festive Backburner // ItemAttributes { ItemName "The Backburner" "mult dmg vs tanks" 1.25 "move speed bonus" 1.1 //Ignore "provide on active" 1 } ItemAttributes { ItemName "Festive Backburner 2014" "mult dmg vs tanks" 1.25 "move speed bonus" 1.1 //Ignore "provide on active" 1 } // // Degreaser // ItemAttributes { ItemName "The Degreaser" "airblast pushback scale" 1.5 "airblast cost decreased" 0.5 "mult dmg vs tanks" 1.25 "move speed bonus" 1.2 "airblast dashes" 1 "flame_spread_degree" 10 "flame_drag" 6 //Ignore "airblast cost increased" 1 "provide on active" 1 } /////////////////////PYRO SECONDARY///////////////////// // // SHOTGUN // ItemAttributes { ItemName "TF_WEAPON_SHOTGUN_PYRO" "dmg pierces resists absorbs" 1 "maxammo primary increased" 1.25 "minicritboost on kill" 6 "reload time decreased" 0.75 "clip size bonus" 1.33 } // // Flare Gun / Festive Flare Gun // ItemAttributes { ItemName "The Flare Gun" "add attributes on kill" "move speed bonus|1.15|10" //Ignore "special item description" "On Kill: 10 Seconds 15% faster move speed" } ItemAttributes { ItemName "Festive Flare Gun" "add attributes on kill" "move speed bonus|1.15|10" //Ignore "special item description" "On Kill: 10 Seconds 15% faster move speed" } // // Manmelter // ItemAttributes { ItemName "The Manmelter" "single wep holster time increased" 0.5 "single wep deploy time decreased" 0.5 "extinguish restores health" 20 "damage all connected" 1 "fire rate bonus" 0.5 "mult crit dmg" 1.5 } // // Scorch Shot // ItemAttributes { ItemName "The Scorch Shot" "single wep holster time increased" 0.75 "single wep deploy time decreased" 0.75 "self dmg push force increased" 2 "blast dmg to self increased" 1.5 //"damage bonus vs burning" 1.5 "damage bonus HIDDEN" 2 "faster reload rate" 0.75 //Ignore "projectile trail particle" "flaming_slap_2" "self dmg push force decreased" 1 "minicrit vs burning player" 0 "override projectile type" 2 "set damagetype ignite" 1 "custom kill icon" "pumpkindeath" "damage penalty" 1 } // // The Gas Passer // ItemAttributes { ItemName "The Gas Passer" "weapon burn dmg increased" 4 "heal on kill" 20 } /////////////////////PYRO MELEE///////////////////// // // Fire Axe / Lollichop // ItemAttributes { ItemName "TF_WEAPON_FIREAXE" "single wep holster time increased" 0.5 "damage applies to sappers" 1 "critboost on kill" 3 } ItemAttributes { ItemName "The Lollichop" "single wep holster time increased" 0.5 "damage applies to sappers" 1 "critboost on kill" 3 //Ignore "attach particle effect" 4 } // // Axtinguisher // ItemAttributes { ItemName "The Axtinguisher" "damage applies to sappers" 1 "crit vs burning players" 1 "minicritboost on kill" 6 //Ignore "attack_minicrits_and_consumes_burning" 0 "single wep holster time increased" 1 "damage penalty" 1 } // // Postal Pummeler // ItemAttributes { ItemName "The Postal Pummeler" "damage applies to sappers" 1 "mark for death" 1 //Ignore "attack_minicrits_and_consumes_burning" 0 "single wep holster time increased" 1 "damage penalty" 1 } // // Homewrecker // ItemAttributes { ItemName "The Homewrecker" "add attributes on kill" "CARD: health regen|5|30" "single wep holster time increased" 2 "add cond on kill duration" 30 "special item description" "On Kill: 30 Seconds of 5 health regenerated per second" "crits_become_minicrits" 1 "damage force reduction" 0.75 "move speed penalty" 0.8 "fire rate penalty" 2 "crit mod disabled" 0 "add cond on kill" 20 "damage bonus" 2 //Ignore "dmg bonus vs buildings" 1 "dmg penalty vs players" 1 "provide on active" 1 } // // Maul // ItemAttributes { ItemName "The Maul" "self mark for death" 1 "health regen" 25 //Ignore "dmg bonus vs buildings" 1 "dmg penalty vs players" 1 "provide on active" 1 } // // Back Scratcher // ItemAttributes { ItemName "The Back Scratcher" "health from packs increased" 2 "damage applies to sappers" 1 //Ignore "health from healers reduced" 1 } // // Sharpened Volcano Fragment // ItemAttributes { ItemName "Sharpened Volcano Fragment" "weapon burn time increased" 2 "add cond on kill duration" 6 "damage applies to sappers" 1 "attach particle effect" 13 "minicritboost on kill" 6 "add cond on kill" 16 //Ignore "damage penalty" 1 } // // Third Degree // ItemAttributes { ItemName "The Third Degree" "subtract victim medigun charge on hit" 10 "damage applies to sappers" 1 "damage force reduction" 0.1 "damage all connected" 1 "fire rate penalty" 1.5 "crit mod disabled" 0 "damage penalty" 0.5 //Ignore "attach particle effect" 56 "provide on active" 1 } // // Neon Annihilator / Reskin of Third Degree // ItemAttributes { ItemName "The Neon Annihilator" "subtract victim medigun charge on hit" 10 "damage applies to sappers" 1 "attach particle effect" 56 "damage force reduction" 0.1 "damage all connected" 1 "fire rate penalty" 1.5 "crit mod disabled" 0 //Ignore "dmg penalty vs players" 1 "crit vs wet players" 0 "provide on active" 1 } // // Hot Hand // ItemAttributes { ItemName "The Hot Hand" "heal on hit for rapidfire" 25 "damage applies to sappers" 1 "speed_boost_on_hit_enemy" 6 "crit vs burning players" 1 } /////////////////////DEMOMAN PRIMARY///////////////////// // // Grenade Launcher // ItemAttributes { ItemName "TF_WEAPON_GRENADELAUNCHER" "hidden primary max ammo bonus" 1.1 "clip size bonus" 1.5 } ItemAttributes { ItemName "Upgradeable TF_WEAPON_GRENADELAUNCHER" "hidden primary max ammo bonus" 1.1 "clip size bonus" 1.5 } // // Loch-N-Load // ItemAttributes { ItemName "The Loch-N-Load" "Projectile speed increased HIDDEN" 1.25 "projectile speed increased" 1 "mod mini-crit airborne" 1 "clip size penalty" 0.5 "crit mod disabled" 0 "damage bonus" 1.5 "fuse bonus" 2 //Ignore "dmg bonus vs buildings" 1 } // // Ali Baba's Wee Booties // ItemAttributes { ItemName "Ali Baba's Wee Booties" "max health additive bonus" 0 "air dash count" 1 } // // Bootlegger // ItemAttributes { ItemName "The Bootlegger" "max health additive bonus" 25 "cancel falling damage" 1 "charge time increased" 0.5 } // // Loose Cannon // ItemAttributes { ItemName "The Loose Cannon" "rocket jump damage reduction" 0.25 "faster reload rate" 0.75 "mult dmg vs tanks" 1.25 //Ignore "override projectile type" 3 "custom projectile model" "models/passtime/ball/passtime_ball.mdl" "custom kill icon" "loose_cannon_explosion" } // // Iron Bomber // ItemAttributes { ItemName "The Iron Bomber" "no primary ammo from dispensers while active" 1 "grenade detonation damage penalty" 0.5 "projectile spread angle penalty" 4 "fire rate bonus HIDDEN" 0.3 "reload time increased" 1.3 "auto fires full clip" 1 //Ignore "fuse bonus" 1 } /////////////////////DEMOMAN SECONDARY///////////////////// // // Sticky Jumper // ItemAttributes { ItemName "Stickybomb Jumper" "single wep holster time increased" 0.5 "single wep deploy time decreased" 0.5 "max health additive bonus" 25 "maxammo primary increased" 2 "faster reload rate" 0.4 "fire rate bonus" 0.6 //Ignore "max pipebombs decreased" 0 } // // Tide Turner // ItemAttributes { ItemName "The Tide Turner" //Ignore "lose demo charge on damage when charging" 0 "dmg taken from blast reduced" 1 "dmg taken from fire reduced" 1 } // // Quickiebomb Launcher // ItemAttributes { ItemName "The Quickiebomb Launcher" "stickybomb_charge_damage_increase" 1.15 "stickybomb stick to enemies" 1 "max pipebombs decreased" -4 "stickybomb fizzle time" 3 "stickybomb charge rate" 0.2 "faster reload rate" 0.65 "damage bonus" 1.1 //Ignore "clip size penalty" 1 "damage penalty" 1 } /////////////////////DEMOMAN MELEE///////////////////// // // Bottle // ItemAttributes { ItemName "TF_WEAPON_BOTTLE" "add cond on kill duration" 10 "add cond on kill" 29 "heal on kill" 25 //Ignore "special item description" "On Kill: Gain 10 Seconds of a Self-Concheror effect" } ItemAttributes { ItemName "Upgradeable TF_WEAPON_BOTTLE" "add cond on kill duration" 10 "add cond on kill" 29 "heal on kill" 25 //Ignore "special item description" "On Kill: Gain 10 Seconds of a Self-Concheror effect" } // // Scottish Handshake // ItemAttributes { ItemName "The Scottish Handshake" "minicritboost on kill" 6 "fire rate penalty" 1.2 } // // Horseless Headless Horseman's Headtaker // ItemAttributes { ItemName "The Horseless Headless Horseman's Headtaker" //Ignore "attach particle effect" 8 } // // Ullapool Caber // ItemAttributes { ItemName "The Ullapool Caber" "self dmg push force decreased" 0.25 "dmg pierces resists absorbs" 1 "blast dmg to self increased" 0.25 "charge time increased" 0.5 "regenerate stickbomb" 1 "mult crit dmg" 2 //Ignore "crit kill will gib" 1 "provide on active" 1 } // // Claidheamh Mor // ItemAttributes { ItemName "The Claidheamohmor" "damage returns as health" 0.1 //Ignore "dmg taken increased" 1 } // // Persian Persuader // ItemAttributes { ItemName "The Persian Persuader" "maxammo primary increased" 1.3 "charge meter on hit" 0.5 "mult dmg vs tanks" 1.5 //Ignore "maxammo primary reduced" 1 "ammo gives charge" 0 } /////////////////////HEAVY PRIMARY///////////////////// // // Iron Curtain // ItemAttributes { ItemName "Iron Curtain" "mod minigun can holster while spinning" 1 "maxammo secondary increased" 1.25 "crit mod disabled" 0 "spread penalty" 1.25 } // // Natascha // ItemAttributes { ItemName "Natascha" "single wep holster time increased" 0.5 "single wep deploy time decreased" 0.5 "minigun spinup time decreased" 0.75 "aiming movespeed increased" 1.25 "crit mod disabled" 0 "damage penalty" 0.85 //Ignore "minigun spinup time increased" 1 "spunup_damage_resistance" 1 } // // Brass Beast // ItemAttributes { ItemName "The Brass Beast" "aiming movespeed decreased" 0.7 "crit mod disabled" 0 //Ignore "spunup_damage_resistance" 1 } // // Tomislav // ItemAttributes { ItemName "Tomislav" "no primary ammo from dispensers while active" 1 "maxammo primary increased" 1.25 "weapon spread bonus" 0.75 "crit mod disabled" 0 //Ignore "fire rate penalty" 1 } // // Huo Long Heater // ItemAttributes { ItemName "The Huo Long Heatmaker" "maxammo primary reduced" 0.75 "crit mod disabled" 0 //Ignore "uses ammo while aiming" 0 "damage penalty" 1 } // // Miniguns // ItemAttributes { ClassName "TF_WEAPON_MINIGUN" "crit mod disabled" 0 } /////////////////////HEAVY SECONDARY///////////////////// // // Shotgun // ItemAttributes { ItemName "TF_WEAPON_SHOTGUN_HWG" "bullets per shot bonus" 3 "fire rate penalty" 2.5 "move speed bonus" 1.1 "damage penalty" 0.75 "health regen" 5 //Ignore "provide on active" 1 } // // Family Business // ItemAttributes { ItemName "The Family Business" "maxammo secondary increased" 1.25 "faster reload rate" 0.8 "move speed bonus" 1.1 "clip size bonus" 1.66 "fire rate bonus" 0.75 "health regen" 5 //Ignore "provide on active" 1 "damage penalty" 1 } // // Robo-Sandvich // ItemAttributes { ItemName "The Robo-Sandvich" "effect bar recharge rate increased" 1.33 "lunchbox adds minicrits" 2 "effect cond override" 29 "mult effect duration" 0.35 //Ignore "special item description" "On Consumption: Gain 9 Seconds of a Self-Concheror effect" } // // Buffalo Steak Sandvich // ItemAttributes { ItemName "The Buffalo Steak Sandvich" "energy buff dmg taken multiplier" 0.35 } /////////////////////HEAVY MELEE///////////////////// // // Fists // ItemAttributes { ItemName "TF_WEAPON_FISTS" "minicritboost on kill" 8 "heal on kill" 100 } ItemAttributes { ItemName "Upgradeable TF_WEAPON_FISTS" "minicritboost on kill" 8 "heal on kill" 100 } // // Apoco-Fists // ItemAttributes { ItemName "Apoco-Fists" "fire rate penalty" 1.5 "damage penalty" 0.62 "heal on kill" 50 "always crit" 1 } // // Gloves of Running Urgently // ItemAttributes { ItemName "Gloves of Running Urgently" "self mark for death" 1 //Ignore "mod_maxhealth_drain_rate" 0 } ItemAttributes { ItemName "Festive Gloves of Running Urgently" "self mark for death" 1 //Ignore "mod_maxhealth_drain_rate" 0 } // // Warrior's Spirit // ItemAttributes { ItemName "Warrior's Spirit" "speed_boost_on_hit_enemy" 3 "add attributes on hit" "damage penalty|0.75|10" "dmg taken increased" 1.25 "heal on kill" 50 //Ignore "special item description" "On Hit: Enemy will deal 25% less damage for 10 seconds" } // // Fists of Steel // ItemAttributes { ItemName "Fists of Steel" "add cond on kill duration" 5 "add cond on kill" 29 //Ignore "special item description" "On Kill: Gain 5 Seconds of a Self-Concheror effect" } // // Eviction Notice // ItemAttributes { ItemName "The Eviction Notice" "dmg taken increased" 1.2 "speed_boost_on_hit" 6 "damage penalty" 0.7 //Ignore "mod_maxhealth_drain_rate" 0 } // // Holiday Punch // ItemAttributes { ItemName "The Holiday Punch" "crit mod disabled" 0 "fire rate penalty" 1.5 "mult crit dmg" 2 "heal on kill" 75 //Ignore "crit forces victim to laugh" 0 "attach particle effect" 4 "crit does no damage" 0 } /////////////////////ENGINEER PRIMARY///////////////////// // // Shotgun // ItemAttributes { ItemName "TF_WEAPON_SHOTGUN_PRIMARY" "dmg pierces resists absorbs" 1 "maxammo primary increased" 1.25 "minicritboost on kill" 6 "reload time decreased" 0.75 "clip size bonus" 1.33 } // // Frontier Justice // ItemAttributes { ItemName "The Frontier Justice" "clip size penalty" 1 "mult crit dmg" 1.5 } // // Pomson 6000 // ItemAttributes { ItemName "The Pomson 6000" "energy weapon no hurt building" 0 "sniper fires tracer HIDDEN" 1 "damage applies to sappers" 1 "override projectile type" 1 "crits_become_minicrits" 1 "ragdolls plasma effect" 1 "bullets per shot bonus" 0.1 "dmg falloff decreased" 0 "damage bonus HIDDEN" 15.75 "weapon spread bonus" 0 "mark for death" 1 } /////////////////////ENGINEER SECONDARY///////////////////// // // Giger Counter // ItemAttributes { ItemName "The Giger Counter" "engy sentry radius increased" 0 "engy building health bonus" 1.38 "engy sentry damage bonus" 1.25 "disable wrangler shield" 1 "building color rgb" 13595446 "mvm sentry ammo" 2 "mod sentry cost" 0.62 } // // Short Circuit // ItemAttributes { ItemName "The Short Circuit" "maxammo primary increased" 1.25 "disable buildings on hit" 4 "maxammo metal increased" 1.5 "ragdolls plasma effect" 1 "custom kill icon" "short_circuit" "damage bonus" 2 } /////////////////////ENGINEER MELEE///////////////////// // // Gunslinger // ItemAttributes { ItemName "The Gunslinger" "engineer sentry build rate multiplier" 5 "engy sentry fire rate increased" 0.5 "engy sentry radius increased" 6 "max health additive bonus" 75 "maxammo primary increased" 1.5 "maxammo secondary increased" 1.5 "mvm sentry ammo" 3 "fire rate bonus" 0.75 "mark for death" 1 } // // Southern Hospitality // ItemAttributes { ItemName "The Southern Hospitality" "engy disposable sentries" 1 "maxammo metal increased" 1.5 "metal_pickup_decreased" 1.25 "dmg taken increased" 1.2 "build rate bonus" 0.75 //Ignore "dmg taken from fire increased" 1 "building color rgb" 8289918 "crit mod disabled" 1 "bleeding duration" 0 } // // Eureka Effect // ItemAttributes { ItemName "The Eureka Effect" "engineer building teleporting pickup" 125 "construction rate decreased" 0.7 "mod teleporter speed boost" 1 "metal regen" 25 } /////////////////////MEDIC PRIMARY///////////////////// // // Syringe Gun // ItemAttributes { ItemName "TF_WEAPON_SYRINGEGUN_MEDIC" "max health additive bonus" 15 "mad milk syringes" 1 //Ignore "provide on active" 1 } ItemAttributes { ItemName "Upgradeable TF_WEAPON_SYRINGEGUN_MEDIC" "max health additive bonus" 15 "mad milk syringes" 1 //Ignore "provide on active" 1 } // // Blutsauger // ItemAttributes { ItemName "The Blutsauger" "heal on hit for rapidfire" 7 "bleeding duration" 5 "health regen" 5 //Ignore "health drain medic" 0 "provide on active" 1 } // // Overdose // ItemAttributes { ItemName "The Overdose" "move speed bonus resource level" 1.4 } /////////////////////MEDIC SECONDARY///////////////////// // // Quick-Fix // ItemAttributes { ItemName "The Quick-Fix" //Ignore "overheal penalty" 1 } /////////////////////MEDIC MELEE///////////////////// // // Bonesaw // ItemAttributes { ItemName "TF_WEAPON_BONESAW" "add uber charge on hit" 0.1 "mark for death" 1 } ItemAttributes { ItemName "Upgradeable TF_WEAPON_BONESAW" "add uber charge on hit" 0.1 "mark for death" 1 } // // Vita-Saw // ItemAttributes { ItemName "The Vita-Saw" "max health additive penalty" 0 "add uber charge on hit" 0.2 "self mark for death" 1 "move speed bonus" 1.15 //Ignore "provide on active" 1 } // // Amputator // ItemAttributes { ItemName "The Amputator" "add uber charge on hit" 0.1 "effect cond override" 16 "mult effect duration" 0.8 "fire rate penalty" 1.1 //Ignore "special item description" "While Taunting: Give nearby Teammates with Minicrits" } // // Solemn Vow // ItemAttributes { ItemName "The Solemn Vow" "add uber charge on hit" 0.35 "move speed penalty" 0.8 "fire rate penalty" 2 "crit mod disabled" 0 "damage bonus" 2 //Ignore "provide on active" 1 } /////////////////////SNIPER PRIMARY///////////////////// // // AWPer Hand // ItemAttributes { ItemName "The AWPer Hand" "crit kill will gib" 1 } // // Huntsman // ItemAttributes { ItemName "The Huntsman" "dmg pierces resists absorbs" 1 "max health additive bonus" 25 } ItemAttributes { ItemName "Festive Huntsman" "dmg pierces resists absorbs" 1 "max health additive bonus" 25 } // // Fortified Compound // ItemAttributes { ItemName "The Fortified Compound" "dmg pierces resists absorbs" 1 "max health additive bonus" 25 "set damagetype ignite" 1 "fire rate penalty" 1.35 "arrow ignite" 1 } // // Machina // ItemAttributes { ItemName "The Machina" "sniper full charge damage bonus" 1.25 "ragdolls plasma effect" 1 } ItemAttributes { ItemName "Shooting Star" "sniper full charge damage bonus" 1.25 } // // Hitman's Heatmaker // ItemAttributes { ItemName "The Hitman's Heatmaker" "sniper no headshot without full charge" 1 //Ignore "damage penalty on bodyshot" 1 } // // Classic // ItemAttributes { ItemName "The Classic" "sniper no headshot without full charge" 0 "damage penalty on bodyshot" 0.7 "explosive sniper shot" 1 "alt-fire disabled" 1 } /////////////////////SNIPER SECONDARY///////////////////// // // SMG // ItemAttributes { ItemName "TF_WEAPON_SMG" "headshot damage increase" 2 "weapon spread bonus" 0.5 "crit mod disabled" 0 "can headshot" 1 //Ignore "provide on active" 1 } ItemAttributes { ItemName "Upgradeable TF_WEAPON_SMG" "headshot damage increase" 2 "weapon spread bonus" 0.5 "crit mod disabled" 0 "can headshot" 1 //Ignore "provide on active" 1 } // // Razorback // ItemAttributes { ItemName "The Razorback" "ammo regen" 0.05 //Ignore "patient overheal penalty" 1 } // // Darwin's Danger Shield // ItemAttributes { ItemName "Darwin's Danger Shield" "dmg taken from bullets reduced" 0.85 "dmg taken from blast reduced" 0.85 "dmg taken from fire reduced" 0.85 "dmg taken from crit reduced" 0.85 "mult dmgtaken from melee" 1.2 } // // Cleaner's Carbine // ItemAttributes { ItemName "The Cleaner's Carbine" "minicrits become crits" 1 "weapon spread bonus" 0.5 } /////////////////////SNIPER MELEE///////////////////// // // Kukri // ItemAttributes { ItemName "TF_WEAPON_CLUB" "crit vs disguised players" 16 "minicritboost on kill" 5 //Ignore "provide on active" 1 } ItemAttributes { ItemName "Upgradeable TF_WEAPON_CLUB" "crit vs disguised players" 16 "minicritboost on kill" 5 //Ignore "provide on active" 1 } // // Tribalman's Shiv // ItemAttributes { ItemName "The Tribalman's Shiv" "subtract victim medigun charge on hit" 2 "dmg penalty vs players" 0.5 "damage all connected" 1 //Ignore "damage penalty" 1 } // // Shahanshah // ItemAttributes { ItemName "The Shahanshah" "damage bonus" 1.25 "crit mod disabled" 0 "mark for death" 1 //Ignore "dmg penalty while half alive" 1 "dmg bonus while half dead" 1 } /////////////////////SPY SECONDARY///////////////////// // // Revolver // ItemAttributes { ItemName "TF_WEAPON_REVOLVER" "add cond on kill duration" 5 "minicritboost on kill" 4 "reload time decreased" 0.8 "add cond on kill" 29 "fire rate bonus" 0.8 //Ignore "special item description" "On Kill: Gain 4 Seconds of a Self-Concheror effect" } ItemAttributes { ItemName "Upgradeable TF_WEAPON_REVOLVER" "add cond on kill duration" 5 "minicritboost on kill" 4 "reload time decreased" 0.8 "add cond on kill" 29 "fire rate bonus" 0.8 //Ignore "special item description" "On Kill: Gain 4 Seconds of a Self-Concheror effect" } // // Big Kill // ItemAttributes { ItemName "TTG Sam Revolver" "sniper fires tracer HIDDEN" 1 "maxammo secondary reduced" 0.62 "custom weapon fire sound" "=90|weapons/ar2/npc_ar2_altfire.wav" "reload time increased" 2 "crit kill will gib" 1 "clip size penalty" 0.17 "crit mod disabled" 0 "damage bonus" 3.5 "always crit" 1 } // // Ambassador // ItemAttributes { ItemName "The Ambassador" "damage penalty on bodyshot" 0.85 "headshot damage increase" 2.5 "crit_dmg_falloff" 0 "damage penalty" 1 } ItemAttributes { ItemName "Festive Ambassador" "damage penalty on bodyshot" 0.85 "headshot damage increase" 2.5 "crit_dmg_falloff" 0 "damage penalty" 1 } // // L'Etranger // ItemAttributes { ItemName "L'Etranger" "reload time decreased" 0.8 "fire rate bonus" 0.8 } // // Enforcer // ItemAttributes { ItemName "The Enforcer" "subtract victim medigun charge on hit" 10 "damage bonus while disguised" 5 "reload time decreased" 0.8 "fire rate penalty" 1 } // // Diamondback // ItemAttributes { ItemName "The Diamondback" "reload time decreased" 0.8 "fire rate bonus" 0.8 "damage penalty" 1 "mult crit dmg" 1.35 } /////////////////////SPY MELEE///////////////////// // // Sharp Dresser // ItemAttributes { ItemName "The Sharp Dresser" "add cond on kill duration" 3 "increased jump height" 1.1 "afterburn immunity" 1 "add cond on kill" 66 "move speed bonus" 1.1 "cannot disguise" 1 "special item description" "On Kill: Become cloaked for 3 Seconds, attacking does not remove the Cloak effect" } // // Black Rose // ItemAttributes { ItemName "The Black Rose" "provide on active" 1 "switch from wep deploy time decreased" 0 "deploy time decreased" 0 "damage all connected" 1 "move speed penalty" 0.8 "fire rate penalty" 1.2 } // // Wanga Prick // ItemAttributes { ItemName "The Wanga Prick" "mult cloak meter consume rate" 1 "mod_disguise_consumes_cloak" 0 "lunchbox adds minicrits" 0 "disguise on backstab" 0 "mult bleeding delay" 0.5 "self mark for death" 1 "bleeding duration" 7 "fire rate penalty" 1.15 "mark for death" 1 "silent killer" 0 } // // Big Earner // ItemAttributes { ItemName "The Big Earner" "add attributes on kill" "mult credit collect range|2|10|health from credits|5|10" "special item description" "On Kill: Increased credit collection range, and gain health from picking up credits for 10 seconds" } /////////////////////SPY CLOAKS///////////////////// // // Invis Watch // ItemAttributes { ItemName "TF_WEAPON_INVIS" "mult cloak meter regen rate" 3 "max health additive bonus" 25 "special item description" "Cloak regens 200% Faster, 25 more Max Health" } ItemAttributes { ItemName "Upgradeable TF_WEAPON_INVIS" "mult cloak meter regen rate" 3 "max health additive bonus" 25 "special item description" "Cloak regens 200% Faster, 25 more Max Health" } // // Enthusiast's Timepiece // ItemAttributes { ItemName "TTG Watch" "absorb damage while cloaked" 0.6 "special item description" "40% Damage Resistance while Cloaked" } // // Quackenbirdt // ItemAttributes { ItemName "The Quackenbirdt" "mult cloak meter consume rate" 6 "mult cloak meter regen rate" 0 "effect cond override" 73 "special item description" "Cloak for a burst of Healing, 500% Faster Cloak Consumption, No Cloak Regen" } // // Cloak and Dagger // ItemAttributes { ItemName "The Cloak and Dagger" "max health additive bonus" 25 "special item description" "Cloak regens 200% Faster, 25 more Max Health" } /////////////////////ALL CLASS MELEE///////////////////// // // Saxxy // ItemAttributes { ItemName "Saxxy" "attach particle effect" 4 "killstreak idleeffect" 2 "is australium item" 1 "fire rate penalty" 1.25 "damage bonus" 1.25 "turn to gold" 1 } // // Frying Pan // ItemAttributes { ItemName "Frying Pan" "stun on damage" 15 "special item description" "25% Chance to Stun Non-Subgiant and Non-Giant enemies" } // // Gold Frying Pan // ItemAttributes { ItemName "Gold Frying Pan" "attach particle effect" 4 "killstreak idleeffect" 2 "item style override" 0 "is australium item" 1 "fire rate penalty" 1.25 "damage bonus" 1.25 "turn to gold" 1 "loot rarity" 1 } // // Conscientious Objector // ItemAttributes { ItemName "The Conscientious Objector" "melee range multiplier" 2 "fire rate penalty" 1.25 } // // Freedom Staff // ItemAttributes { ItemName "The Freedom Staff" "melee range multiplier" 2 "fire rate penalty" 1.25 } // // Bat Outta Hell // ItemAttributes { ItemName "The Bat Outta Hell" "provide on active" 1 "teleport instead of die" 0.5 "attach particle effect" 44 "damage penalty" 0.75 "special item description" "Note: You actually respawn at full health due to a resupply pointtemplate" } // // Memory Maker // ItemAttributes { ItemName "Memory Maker" "set turn to ice" 1 } // // Ham Shank // ItemAttributes { ItemName "The Ham Shank" "drop health pack on kill" 1 "provide on active" 1 "damage penalty" 0.85 } // // Necro Smasher // ItemAttributes { ItemName "Necro Smasher" "mult dmg vs tanks" 1.25 } // // Crossing Guard // ItemAttributes { ItemName "The Crossing Guard" "melee range multiplier" 2 "fire rate penalty" 1.25 } // // Prinny Machete // ItemAttributes { ItemName "Prinny Machete" "bleeding duration" 5 } }