//Created by Yoovy: https://steamcommunity.com/profiles/76561198017198600/ //Reforge Version: 3 WaveSchedule { //////////////////////////////////////////////////////////////////////////////////// //////////////////////////////////Precache Stuff//////////////////////////////////// //////////////////////////////////////////////////////////////////////////////////// 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_bastard_backguard/c_bastard_backguard.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_six_point_shuriken/c_six_point_shuriken.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 "leverslugger_fire.wav" PrecacheSound "roughrider_fire.wav" PrecacheSound "magnum_shoot.wav" PrecacheSound "doomstick_fire.wav" PrecacheSound "roughrider_fire.wav" PrecacheSound "automaticassault_fire.wav" PrecacheSound "ak47_fire.wav" PrecacheSound "50kvolt_fire.wav" PrecacheSound "conventional_fire.wav" PrecacheSound "chainsofcommand_fire.wav" PrecacheSound "brewblaster_fire.wav" PrecacheSound "brewblaster_explode.wav" PrecacheSound "briefnegotiator_fire.wav" PrecacheSound "deathblossom_fire3.wav" PrecacheSound "lawbringer_fire2.wav" PrecacheSound "wasplauncher_fire.wav" PrecacheSound "wasplauncher_explode.wav" PrecacheSound "follower_fire.wav" PrecacheSound "follower_explode.wav" PrecacheSound "calefactor_fire.wav" PrecacheSound "handheldhowitzer_fire.wav" PrecacheSound "handheldhowitzer_explode.wav" PrecacheSound "ironborder_fire2.wav" PrecacheSound "ironborder_explode.wav" PrecacheSound "ultimatum_fire.wav" PrecacheSound "ultimatum_explode.wav" PrecacheSound "weewilly_fire.wav" PrecacheSound "weewilly_explode.wav" //////////////////////////////////////////////////////////////////////////////////// //////////////////////////////////Precache Stuff//////////////////////////////////// //////////////////////////////////////////////////////////////////////////////////// CustomUpgradesFile "mvm_upgrades_nothing.txt" SendBotsToSpectatorImmediately 1 DisplayRobotDeathNotice 1 NoThrillerTaunt 1 PlayerAttributes { //All Classes "mod see enemy health" 1 "penetrate teammates" 1 Scout { "collect currency on kill" 1 } Medic { "increase buff duration hidden" 0.65 } 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,$AddPlayerAttribute,hidden primary max ammo bonus|0.5,0,-1" } } Supplychain_Logic { trigger_once { "Mins" "2 2 2" "Maxs" "2 2 2" "SpawnFlags" "1" "OnTrigger" "!activator,$AddPlayerAttribute,max health additive bonus|25,0,-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" } PlayerItemEquipSpawnTemplate { Name "Supplychain_Logic" ItemName "Supply Chain" Origin "0 0 0" } PlayerSpawnTemplate { Name "Resupply_Logic" } CustomWeapon { //Custom Scout Primary "Lever Slugger" { OriginalItemName "Upgradeable TF_WEAPON_SCATTERGUN" "fire rate penalty" 1.25 "mult crit dmg" 1.5 //Ignore "custom weapon fire sound" "=80|leverslugger_fire.wav" "custom item model" "models/weapons/c_models/c_leverslugger.mdl" "custom kill icon" "pep_brawlerblaster" } "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.wav" "scattergun has knockback" 0 "crit kill will gib" 1 "custom item model" "models/weapons/c_models/c_doom_db.mdl" "fire rate bonus" 1 "damage penalty" 1 } "Rough Rider" { OriginalItemName "Upgradeable TF_WEAPON_SCATTERGUN" "damage penalty on bodyshot" 0.6 "weapon spread bonus" 0.5 "crit mod disabled" 0 "clip size bonus" 1.33 "can headshot" 1 //Ignore "custom weapon fire sound" "=80|roughrider_fire.wav" "custom item model" "models/weapons/c_models/c_roughrider.mdl" "custom kill icon" "pep_brawlerblaster" } "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.wav" "custom item model" "models/weapons/c_models/c_entrenched_gun/c_scattergun.mdl" "custom kill icon" "pep_brawlerblaster" } //Custom Scout Secondary "Magnum Ops" { OriginalItemName "Upgradeable TF_WEAPON_PISTOL" "add attributes on kill" "health from credits|50|12" "hidden secondary max ammo penalty" 0.58 "heal on hit for rapidfire" 10 "weapon spread bonus" 0.25 "fire rate penalty" 2 "clip size penalty" 0.58 "crit mod disabled" 0 "damage bonus" 1.5 "can headshot" 1 //Ignore "custom weapon fire sound" "=80|magnum_shoot.wav" "custom item model" "models/weapons/c_models/c_deagle/c_deagle.mdl" "special item description" "On Kill: 12 Seconds of credits collected giving an additional ~50 health ontop of their normal amount" } "Conventional" //Scout and Engineer { OriginalItemName "Upgradeable TF_WEAPON_PISTOL" "hidden secondary max ammo penalty" 1.5 "add attributes on kill" "dmg taken increased|0.9|10" "minicritboost on kill" 5 "weapon spread bonus" 0.7 "clip size bonus" 1.5 //Ignore "add cond on kill duration" 5 "special item description" "On Kill: 10 Seconds of 10% less damage taken from all sources" "custom weapon fire sound" "=80|conventional_fire.wav" "custom item model" "models/weapons/c_models/c_conventional/c_conventional.mdl" "add cond on kill" 16 } "Law Bringer" { OriginalItemName "Upgradeable TF_WEAPON_PISTOL" "hidden secondary max ammo penalty" 1.5 "custom weapon fire sound" "=80|conventional_fire.wav" "add attributes on kill" "reload time decreased|0.85|10|move speed bonus|1.1|10|closerange backattack minicrits|1|10" "weapon spread bonus" 0.7 "clip size bonus" 1.5 //Ignore "special item description" "On Kill: 10 Seconds of Minicrits versus backs," "custom weapon fire sound" "=80|lawbringer_fire2.wav" "custom item model" "models/weapons/c_models/c_lawbringer/c_pistol.mdl" } "Six Point Shuriken" //Flying Guillotine Reskin { OriginalItemName "The Flying Guillotine" "mark for death" 1 //Ignore "custom projectile model" "models/weapons/c_models/c_six_point_shuriken/c_six_point_shuriken.mdl" "custom item model" "models/weapons/c_models/c_six_point_shuriken/c_six_point_shuriken.mdl" "allowed in medieval mode" 1 //Medieval Item } //Custom Scout Melee "Supply Chain" { OriginalItemName "The Atomizer" "move speed penalty" 0.75 "fire rate penalty" 1.25 "provide on active" 1 "damage bonus" 1.855 //Ignore "dmg penalty vs players" 1 "custom item model" "models/workshop/weapons/c_models/c_bonk_bat_chain/c_bonk_bat.mdl" "air dash count" 0 } //Custom Soldier Primary "WASP Launcher" { OriginalItemName "Upgradeable TF_WEAPON_ROCKETLAUNCHER" "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.wav" "custom impact sound" "=80|wasplauncher_explode.wav" "custom item model" "models/weapons/c_models/c_wasp_launcher/c_wasp_launcher.mdl" } "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 "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" //"projectile trail particle" flaregun_trail_red "custom weapon fire sound" "=80|weapons/rpg/rocketfire1.wav" "custom impact sound" "=80|follower_explode.wav" "custom item model" "models/weapons/c_models/c_follower/c_rocketlauncher.mdl" } "Follower Robot" { OriginalItemName "Upgradeable TF_WEAPON_ROCKETLAUNCHER" "blast radius decreased" 0.85 "mult dmg direct hit" 1.25 "damage penalty" 0.8 //Ignore "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" //"projectile trail particle" flaregun_trail_blue "custom weapon fire sound" "=80|weapons/rpg/rocketfire1.wav" "custom impact sound" "=80|follower_explode.wav" "custom item model" "models/weapons/c_models/c_follower/c_rocketlauncher.mdl" } "Hornet's Nest" { //Original Weapon Stats / Idea by PDA OriginalItemName "The Direct Hit" "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 "Projectile speed increased" 1 "custom weapon fire sound" "=70|hornetnest_fire.wav" "special item description" "Each rocket fired turns into a burst of 3 mini-rockets that fire in an uneven spread" "mod mini-crit airborne" 0 "custom impact sound" "=75|hornetnest_explode.wav" "custom item model" "models/weapons/c_models/c_hornetnest/c_atom_launcher.mdl" "damage bonus" 1 "mini rockets" 1 } "Merc Mortar" { 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 speed increased" 1 "projectile trail particle" "rockettrail_airstrike_line" "custom weapon fire sound" "=80|mercmortar_fire.wav" "mod mini-crit airborne" 0 "custom impact sound" "=80|mercmortar_explode.wav" "custom item model" "models/weapons/c_models/c_directhit_mortar/c_directhit.mdl" "damage bonus" 1 } "Destroyer" { OriginalItemName "Upgradeable TF_WEAPON_ROCKETLAUNCHER" "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 "custom weapon fire sound" "=80|destroyer_fire.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" } //Custom Soldier Secondary "Close Encounter" //Used to be "Chains of Command" { OriginalItemName "TF_WEAPON_SHOTGUN_SOLDIER" "hidden secondary max ammo penalty" 1.25 "add cond on kill duration" 8 "dmg taken increased" 0.85 "attack projectiles" 2 "fire rate penalty" 1.2 "add cond on kill" 29 "clip size bonus" 1.66 //Ignore "special item description" "On Kill: Gain 8 Seconds of a Self-Concheror effect" "custom weapon fire sound" "=120|chainsofcommand_fire.wav" //Context: Used to use the "Chains of Command" shotgun model "custom item model" "models/workshop/weapons/c_models/c_reserve_shooter_encounter/c_reserve_shooter.mdl" "provide on active" 1 } "Survivalist's Slugger" { OriginalItemName "TF_WEAPON_SHOTGUN_SOLDIER" "hidden secondary max ammo penalty" 1.25 "drop health pack on kill" 1 "faster reload rate" 0.75 "critboost on kill" 2 "clip size bonus" 1.33 "spread penalty" 1.5 "heal on kill" 50 "damage bonus" 1.25 //Ignore "custom item model" "models/workshop/weapons/c_models/c_reserve_shooter_slugger/c_reserve_shooter.mdl" } "Steel Ranger" { OriginalItemName "TF_WEAPON_SHOTGUN_SOLDIER" //Ignore "custom item model" "models/workshop/weapons/c_models/c_reserve_shooter_steelbattalion/c_reserve_shooter.mdl" } "Warfare Enforcer" { OriginalItemName "TF_WEAPON_SHOTGUN_SOLDIER" //Ignore "custom item model" "models/weapons/c_models/c_shotgun_warfare/c_shotgun.mdl" } //Custom Soldier Melee "Bastard Backguard" { OriginalItemName "Upgradeable TF_WEAPON_SHOVEL" "speed_boost_on_hit_enemy" 5 "add attributes on kill" "CARD: move speed bonus|1.1|12|reload time decreased|0.75|12" "crit mod disabled" 0 "crit from behind" 1 "fire rate bonus" 0.75 "damage penalty" 0.85 //Ignore "special item description" "On Kill: Gain 12 Seconds of 10% faster move speed and 25% faster reload for all weapons" "custom item model" "models/weapons/c_models/c_bastard_backguard/c_bastard_backguard.mdl" "custom kill icon" "prinny_machete" "allowed in medieval mode" 1 //Medieval Item } //Custom Pyro Secondary "Calefactor" { OriginalItemName "TF_WEAPON_SHOTGUN_PYRO" "closerange backattack minicrits" 1 "minicrits become crits" 1 "set damagetype ignite" 1 "fire rate penalty" 1.2 "clip size bonus" 1.33 "damage penalty" 0.75 //Ignore "custom weapon fire sound" "=80|calefactor_fire.wav" "custom item model" "models/c_calefactor.mdl" } "High Voltage" { OriginalItemName "The Flare Gun" "subtract victim medigun charge on hit" 4 "energy weapon no hurt building" 1 "maxammo secondary increased" 1.25 "weapon burn dmg increased" 2 "energy weapon penetration" 1 "set damagetype ignite" 1 "flare no crit burning" 1 "crit mod disabled" 0 //Ignore "override projectile type" 13 "custom item model" "models/weapons/c_models/c_flaregun_pyro_volt/c_flaregun_pyro.mdl" "set item tint RGB" 13595446 } "Handcannon" { OriginalItemName "The Scorch Shot" //Ignore "custom item model" "models/workshop/weapons/c_models/c_scorch_shot_handcannon/c_scorch_shot.mdl" } //Custom Pyro Melee "Conduct Corrector" { OriginalItemName "Prinny Machete" //Ignore "custom item model" "models/workshop_partner/weapons/c_models/c_prinny_knife_stunstick/c_prinny_knife.mdl" } //Custom Demoman Primary "Brew Blaster" //Red Trail { OriginalItemName "The Iron Bomber" "hidden primary max ammo bonus" 1.1 "blast dmg to self increased" 1.5 "grenade explode on impact" 1 "add cond on hit duration" 1.5 "Blast radius decreased" 0.7 "add cond on hit" 24 "clip size bonus" 1.5 "damage penalty" 0.75 //Ignore "projectile trail particle" flaregun_trail_red "special item description" "On Hit: Enemies are covered in jarate for 1.5 seconds" "custom weapon fire sound" "=80|brewblaster_fire.wav" "custom projectile model" "models/weapons/c_models/urinejar.mdl" "custom impact sound" "=80|brewblaster_explode.wav" "custom item model" "models/weapons/c_models/c_brew_blaster/c_grenadelauncher.mdl" "Blast radius decreased" 1 "grenade no bounce" 0 "fuse bonus" 1 } "Brew Blaster Robot" //Blue Trail { OriginalItemName "The Iron Bomber" "blast dmg to self increased" 1.5 "grenade explode on impact" 1 "add cond on hit duration" 1.5 "Blast radius decreased" 0.7 "add cond on hit" 24 "clip size bonus" 1.5 "damage penalty" 0.75 //Ignore "projectile trail particle" flaregun_trail_blue "special item description" "On Hit: Enemies are covered in jarate for 1.5 seconds" "custom weapon fire sound" "=80|brewblaster_fire.wav" "custom projectile model" "models/weapons/c_models/urinejar.mdl" "custom impact sound" "=80|brewblaster_explode.wav" "custom item model" "models/weapons/c_models/c_brew_blaster/c_grenadelauncher.mdl" "custom projectile model" 0 "Blast radius decreased" 1 "grenade no bounce" 0 "fuse bonus" 1 } "Hand Held Howitzer" { OriginalItemName "The Iron Bomber" "projectile speed increased HIDDEN" 2 "grenade explode on impact" 1 "reload time increased" 1.25 "grenade no spin" 1 //Ignore "custom weapon fire sound" "=80|handheldhowitzer_fire.wav" "custom impact sound" "=80|handheldhowitzer_explode.wav" "custom item model" "models/weapons/c_models/c_hand_held_howitzer/c_hand_held_howitzer.mdl" "custom projectile model" 0 "Blast radius decreased" 1 "grenade no bounce" 0 "fuse bonus" 1 } "Iron Border" { OriginalItemName "Upgradeable TF_WEAPON_GRENADELAUNCHER" "hidden primary max ammo bonus" 1.1 "fire rate penalty" 1.25 "grenade no bounce" 1 "clip size bonus" 1.5 "mult crit dmg" 1.3 //Ignore "custom weapon fire sound" "=80|ironborder_fire2.wav" "custom projectile model" "models/workshop/weapons/c_models/c_quadball/w_quadball_grenade.mdl" "custom impact sound" "=80|weapons/tacky_grenadier_explode1.wav" "custom item model" "models/weapons/c_models/c_iron_boarder/c_iron_boarder.mdl" } "Ultimatum" { OriginalItemName "The Iron Bomber" "reload time increased hidden" 0.8 "sticky air burst mode" 2 "set damagetype ignite" 1 "mult dmg vs tanks" 1.5 "grenade no spin" 1 //Ignore "custom weapon fire sound" "=80|ultimatum_fire.wav" "custom impact sound" "=80|ultimatum_explode.wav" "custom item model" "models/weapons/c_models/c_ultimatum/c_ultimatum.mdl" "custom projectile model" 0 "Blast radius decreased" 1 "grenade no bounce" 0 "fuse bonus" 1 } //Custom Demoman Secondary "Assault and Battering Ram" { OriginalItemName "The Chargin' Targe" "charge impact damage increased" 2 "dmg taken from bullets reduced" 0.85 "dmg taken from crit reduced" 0.85 "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" "allowed in medieval mode" 1 //Medieval Item } "Scottish Wargear" { OriginalItemName "The Chargin' Targe" "lose demo charge on damage when charging" 1 "dmg taken from bullets reduced" 0.9 "dmg taken from blast reduced" 0.85 "full charge turn control" 1 "damage force reduction" 0.9 //Ignore "custom item model" "models/weapons/c_models/c_scottish_wargear/c_scottish_wargear.mdl" "allowed in medieval mode" 1 //Medieval Item } "Wee Willy" { OriginalItemName "Upgradeable TF_WEAPON_PIPEBOMBLAUNCHER" "rocket jump damage reduction" 0.5 "damage returns as health" 0.2 "blast radius decreased" 0.8 "reload time increased" 1.1 "heal on kill" 10 //Ignore "custom weapon fire sound" "=80|weewilly_fire.wav" "mult projectile scale" 0.9 "custom impact sound" "=80|weewilly_explode.wav" "custom item model" "models/weapons/c_models/c_wee_willy/c_wee_willy.mdl" } "Hardhitting Hardware" { OriginalItemName "Upgradeable TF_WEAPON_PIPEBOMBLAUNCHER" "stickybomb_charge_damage_increase" 1.5 "maxammo secondary increased" 1.25 "max pipebombs increased" 2 "blast radius increased" 1.5 "crits_become_minicrits" 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" } "Powder Keg" { OriginalItemName "The Scottish Resistance" //Ignore "custom item model" "models/weapons/c_models/c_scottish_resistance_powder/c_scottish_resistance.mdl" } //Custom Demoman Melee "Celtic Cleaver" { OriginalItemName "The Persian Persuader" //Ignore "custom item model" "models/workshop/weapons/c_models/c_demo_sultan_sword_cleaver/c_demo_sultan_sword.mdl" } //Custom Heavy Primary "Assault Cannon" { OriginalItemName "Natascha" "minigun spinup time decreased" 0.75 "weapon spread bonus" 0.5 "move accuracy mult" 2 "crit mod disabled" 0 "fire rate bonus" 0.9 "damage penalty" 0.8 //Ignore "minigun spinup time increased" 1 "spunup_damage_resistance" 1 "lunchbox adds minicrits" 0 "custom item model" "models/weapons/c_models/c_assault_minigun/c_assault_minigun.mdl" "slow enemy on hit" 0 } "Baikal Boar" { OriginalItemName "The Brass Beast" "aiming movespeed decreased" 0.7 "bullets per shot bonus" 0.3 "weapon spread bonus" 0 "fire rate penalty" 1.2 "crit mod disabled" 0 "damage bonus" 2.5 //Ignore "spunup_damage_resistance" 1 "custom item model" "models/weapons/c_models/c_baikal_boar/c_baikal_boar.mdl" } "Bolshevik Brew" { OriginalItemName "The Huo Long Heatmaker" "health from healers increased" 1.25 "health from packs increased" 2 "ring of fire while aiming" 1 "drop health pack on kill" 1 "dmg taken increased" 1.4 //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 "crit mod disabled" 0 "custom kill icon" "minigun" "damage penalty" 1 } "Cerberus" { OriginalItemName "Upgradeable TF_WEAPON_MINIGUN" "minigun spinup time increased" 1.75 "aiming movespeed decreased" 0.4 "max health additive bonus" 25 "patient overheal penalty" 0.8 "bullets per shot bonus" 1.5 "crit mod disabled" 0 "damage penalty" 0.7 "spread penalty" 0.5 //Ignore "custom item model" "models/weapons/c_models/c_cerberus/c_minigun.mdl" } "Graphite Perisher" { OriginalItemName "Tomislav" "aiming movespeed decreased" 0.75 "spunup_damage_resistance" 0.8 "weapon burn dmg reduced" 0.75 "set damagetype ignite" 1 "crit mod disabled" 0 //Ignore "minigun spinup time decreased" 1 "weapon spread bonus" 1 "custom item model" "models/weapons/c_models/c_graphite_perisher/c_graphite_perisher.mdl" "fire rate penalty" 1 } //Custom Heavy Secondary "Raiding Aid" { OriginalItemName "TF_WEAPON_SHOTGUN_HWG" "hidden secondary max ammo penalty" 1.25 "minicritboost on kill" 3.5 "reload time decreased" 0.75 "move speed bonus" 1.1 "clip size bonus" 1.33 "heal on kill" 30 "health regen" 3 //Ignore "custom weapon fire sound" "=80|raidingaid_fire.wav" "custom item model" "models/weapons/c_models/c_raiding_aid/c_raiding_aid.mdl" "provide on active" 1 } "Bolshevik Bomber" { OriginalItemName "TF_WEAPON_SHOTGUN_HWG" "add attributes on kill" "damage bonus|1.1|10" "reload time increased" 1.2 "dmg taken increased" 0.9 "fire rate penalty" 1.2 "move speed bonus" 1.1 "clip size bonus" 1.33 "damage bonus" 1.25 //Ignore "special item description" "On Kill: 10% Damage bonus for all weapons for 10 seconds" "custom weapon fire sound" "=80|bolshevikbomber_fire.wav" "custom item model" "models/weapons/c_models/c_the_bolshevik_bomber/c_the_bolshevik_bomber_1.mdl" "provide on active" 1 } "KS-23" { OriginalItemName "TF_WEAPON_SHOTGUN_HWG" //Ignore "custom item model" "models/weapons/c_models/c_shotgun_ks23/c_shotgun.mdl" } "Big Buck" { OriginalItemName "TF_WEAPON_SHOTGUN_HWG" "damage penalty on bodyshot" 0.75 "headshot damage increase" 1.25 "weapon spread bonus" 0.5 "crit mod disabled" 0 "crit_dmg_falloff" 1 "clip size bonus" 1.33 "fire rate bonus" 0.85 "can headshot" 1 //Ignore "custom item model" "models/weapons/c_models/c_shotgun_bigbuck/c_shotgun.mdl" } //Custom Engineer Primary "Automatic Assault" { OriginalItemName "Upgradeable TF_WEAPON_SHOTGUN_PRIMARY" "hidden primary max ammo bonus" 1.25 "bullets per shot bonus" 1.5 "reload time increased" 1.1 "clip size bonus" 3.4 "fire rate bonus" 0.5 "spread penalty" 1.75 "damage penalty" 0.75 //Ignore "custom weapon fire sound" "=80|automaticassault_fire.wav" "custom item model" "models/weapons/c_models/c_aa12/c_aa12.mdl" "custom kill icon" "panic_attack" } "Hunter's Pump Action" { OriginalItemName "Upgradeable TF_WEAPON_SHOTGUN_PRIMARY" //Ignore "custom item model" "models/weapons/c_models/c_shotgun_hunting/c_shotgun.mdl" } "Problem Solver" { OriginalItemName "Upgradeable TF_WEAPON_SHOTGUN_PRIMARY" //Ignore "custom item model" "models/weapons/c_models/c_shotgun_problem/c_shotgun.mdl" } //Custom Engineer Secondary "Gamma Gazer" { OriginalItemName "TF_WEAPON_PISTOL" "engineer building teleporting pickup" 125 "weapon spread bonus" 0.5 "damage bonus" 1.25 //Ignore "custom weapon fire sound" "=80|gammagazer_fire.wav" "custom item model" "models/weapons/c_models/c_gamma_gazer/c_gamma_gazer.mdl" } //Custom Engineer Melee "Crate Smasher" { OriginalItemName "Prinny Machete" "mark for death on building pickup" 1 "construction rate decreased" 0.25 "engy building health bonus" 1.15 "dmg bonus vs buildings" 2 "fire rate bonus" 0.9 //Ignore "custom item model" "models/weapons/c_models/c_cratesmasher/c_cratesmasher_1.mdl" "custom kill icon" "skull_tf" "allowed in medieval mode" 1 //Medieval Item } //Custom Medic Primary "Brainteaser" { OriginalItemName "Upgradeable TF_WEAPON_SYRINGEGUN_MEDIC" //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 bonus" 2 "fire rate bonus" 0.5 //Ignore "custom item model" "models/weapons/c_models/c_syringegun_quad/c_syringegun.mdl" } //Custom Medic Melee "Hypodermic Injector" { OriginalItemName "The Ubersaw" "add uber charge on hit" 0.05 "mult dmg friendly fire" -1 "allow friendly fire" 1 "crit mod disabled" 0 //Ignore "custom item model" "models/weapons/c_models/c_hypodermic_injector/c_hypodermic_injector.mdl" "fire rate penalty" 1 "custom kill icon" "syringegun_medic" "allowed in medieval mode" 1 //Medieval Item } "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 "The Hitman's Heatmaker" //"sniper full charge damage bonus" 1.205 "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 "projectile penetration" 1 "faster reload rate" 1.3 "damage bonus" 1.2 //Ignore "custom weapon fire sound" "=80|caretaker_fire.wav" "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_fire2.wav" "custom item model" "models/c_didgeridoom.mdl" "provide on active" 1 } //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.wav" "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 "projectile speed increased" 1.25 "override projectile type" 13 "add attributes on kill" "damage bonus|1.2|8" "dmg penalty vs players" 0.25 "dmg taken increased" 1.15 "clip size penalty" 0.6 "fire rate penalty" 1.5 //Ignore "mod projectile heat seek power" 270 "mod projectile heat aim error" 60 "mod projectile heat aim time" 4 "special item description" "On Kill: 8 Seconds of a 20% damage bonus for all weapons" "custom weapon fire sound" "=80|50kvolt_fire.wav" "custom item model" "models/weapons/c_models/c_50k_volt/c_pro_smg.mdl" "no damage falloff" 1 "provide on active" 1 } "Heckler" { OriginalItemName "Upgradeable TF_WEAPON_SMG" "heal on hit for rapidfire" 5 "add attributes on kill" "add cond on hit|30|10|add cond on hit duration|4|10" "fire rate bonus HIDDEN" 0.85 "weapon spread bonus" 0.7 //Ignore "special item description" "On Kill: 10 Seconds of marking enemies for death for 4 seconds on hit with any weapon" "custom weapon fire sound" "=80|bigmac_fire.wav" "custom item model" "models/weapons/c_models/c_heckler/c_smg.mdl" } //Custom Sniper Melee "Heatwave" { OriginalItemName "Upgradeable TF_WEAPON_CLUB" "weapon burn dmg increased" 2 "add attributes on kill" "crit vs burning players|1|8" "set damagetype ignite" 1 //Ignore "special item description" "On Kill: 8 Seconds of Crits versus burning enemies on all weapons" "custom item model" "models/weapons/c_models/c_heatwave/c_heatwave.mdl" "custom kill icon" firedeath "allowed in medieval mode" 1 //Medieval Item } "Wildmans Cutlery" { OriginalItemName "Upgradeable TF_WEAPON_CLUB" "move speed bonus" 1.1 "melee range multiplier" 1.5 "crit mod disabled" 0 "crit from behind" 1 "fire rate bonus" 0.75 "mult crit dmg" 1.28 //Ignore "custom item model" "models/weapons/c_models/c_wildmans_cutlery/c_wildmans_cutlery.mdl" "provide on active" 1 "allowed in medieval mode" 1 //Medieval Item } //Custom Spy Secondary "Death Blossom" { OriginalItemName "Upgradeable TF_WEAPON_REVOLVER" "reload time increased" 1.5 "critboost on kill" 4 "fire rate penalty" 1.2 "damage bonus" 1.25 //Ignore "custom weapon fire sound" "=80|deathblossom_fire3.wav" "custom item model" "models/weapons/c_models/c_death_blossom/c_death_blossom.mdl" } "Tranquilizer" { OriginalItemName "Upgradeable TF_WEAPON_REVOLVER" "bleeding duration" 7 "mult bleeding dmg" 2 "clip size penalty" 0.16 "mark for death" 1 "damage penalty" 0.75 //Ignore "custom weapon fire sound" "=80|weapons/syringegun_shoot.wav" "override projectile type" 5 "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 "Lever Slugger" } Primary { Item "Doomstick" } Primary { Item "Rough Rider" } Primary { Item "Entrenched Gun" } 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 "Magnum Ops" } Secondary { Item "Conventional" } Secondary { Item "Law Bringer" } Secondary { Item "Six Point Shuriken" } Melee { Item "TF_WEAPON_BAT" } Melee { Item "The 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 "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 "Supply Chain" } } 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" } Primary { Item "Merc Mortar" } Primary { Item "Destroyer" } 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 "The Panic Attack" } Secondary { Item "Close Encounter" } Secondary { Item "Survivalist's Slugger" } Secondary { Item "Steel Ranger" } Secondary { Item "Warfare Enforcer" } 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 "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 "Bastard Backguard" } } 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 "Population Controller" } 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 "Calefactor" } Secondary { Item "High Voltage" } Secondary { Item "Social Harmonizer" } Secondary { Item "Handcannon" } 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 "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 "Conduct Corrector" } } 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 "Hand Held Howitzer" } Primary { Item "Iron Border" } Primary { Item "Ultimatum" } Secondary { Item "TF_WEAPON_PIPEBOMBLAUNCHER" } Secondary { Item "The Chargin' Targe" } 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 "Assault and Battering Ram" } Secondary { Item "Scottish Wargear" } Secondary { Item "Wee Willy" } Secondary { Item "Hardhitting Hardware" } Secondary { Item "Powder Keg" } 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 Scotman'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 "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 "Celtic Cleaver" } } 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 "Assault Cannon" } Primary { Item "Baikal Boar" } Primary { Item "Bolshevik Brew" } Primary { Item "Cerberus" } Primary { Item "Graphite Perisher" } 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 "Raiding Aid" } Secondary { Item "Bolshevik Bomber" } Secondary { Item "KS-23" } Secondary { Item "Big Buck" } 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 "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 "Gunshow" } } 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 "Automatic Assault" } Primary { Item "Hunter's Pump Action" } Primary { Item "Problem Solver" } 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 "Conventional" } Secondary { Item "Gamma Gazer" } Secondary { Item "Law Bringer" } 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 "Necro Smasher" } Melee { Item "Prinny Machete" } Melee { Item "Crate Smasher" } } 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 "The Overdose" } Primary { Item "Brainteaser" } Primary { Item "Quad Injector" } Secondary { Item "TF_WEAPON_MEDIGUN" } Secondary { Item "The Kritzkrieg" } Secondary { Item "The Quick-Fix" } Secondary { Item "The Vaccinator" } Secondary { Item "Booster Shot" } 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 "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 Injector" } 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 "Test Sniper" } Primary { Item "Caretaker" } Primary { Item "Didgeridoom" } Secondary { Item "TF_WEAPON_SMG" } Secondary { Item "Jarate" } Secondary { Item "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 "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 "Wildmans 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 300 PlayerUpgrade 1 } // // Crit Resistance // upgrade { 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 } // // 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 } // // Metal Regen // upgrade { Name "+15 Metal regened per second" Description "Regen 15 metal per second." Attribute "metal regen" Cap 75 Increment 15 Cost 200 PlayerUpgrade 1 AllowPlayerClass Engineer } ////////////////////////////////////////////////////// ////////////////////////////////////////////////////// ////////////////////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 "+1 Penetration" Description "Increases penetration to penetrate through 1 extra enemy." 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 } // // Force-a-Nature Penetration // upgrade { Name "+1 Penetration" Description "Increases penetration to penetrate through 1 extra enemy." Attribute "projectile penetration" Cap 2 Increment 1 Cost 400 AllowedWeapons { 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 } // // 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 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 } // // 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 Primary Fire Rate // upgrade { Name "10% Faster fire rate" Description "Fire 10% faster." Attribute "fire rate bonus" Cap 0.7 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 } // // Doomstick Accuracy // upgrade { Name "15% Increased accuracy" Description "15% Tighter bullet spread." 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 "Six Point Shuriken" 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 "Six Point Shuriken" ItemName "Bonk! Atomic Punch" ItemName "Festive Bonk 2014" ItemName "Crit-a-Cola" } AllowPlayerClass Scout } // // Scout Secondary Penetration // upgrade { Name "+1 Penetration" Description "Increases penetration to penetrate through 1 extra enemy." Attribute "projectile penetration" Cap 1 Increment 1 Cost 200 AllowedWeapons { Slot "Secondary" } DisallowedWeapons { ItemName "Mad Milk" ItemName "Mutated Milk" ItemName "The Flying Guillotine" ItemName "Six Point Shuriken" 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 "Six Point Shuriken" 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 0.7 Increment -0.1 Cost 100 AllowedWeapons { Slot "Secondary" } DisallowedWeapons { ItemName "Mad Milk" ItemName "Mutated Milk" ItemName "The Flying Guillotine" ItemName "Six Point Shuriken" 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 "Six Point Shuriken" 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" ItemName "Six Point Shuriken" } 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" ItemName "Six Point Shuriken" } 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 } // // 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 } // // 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 } ////////////////////////////////////////////////////// ////////////////////////////////////////////////////// ////////////////////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" ItemName "Destroyer" } AllowPlayerClass Soldier } // // Destroyer Damage Bonus // upgrade { Name "+20% Damage Bonus" Description "Deal 20% more damage." Attribute "CARD: damage bonus" Cap 1.4 Increment 0.2 Cost 500 AllowedWeapons { ItemName "Destroyer" } 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" } 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" } AllowPlayerClass Soldier } // // Soldier Primary Fire Rate // upgrade { Name "10% Faster fire rate" Description "Fire 10% faster." Attribute "fire rate bonus HIDDEN" Cap 0.7 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" } 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 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 0.7 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 "+1 Penetration" Description "Increases penetration to penetrate through 1 extra enemy." 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 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" } 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 "+100% More airblast pushforce" Description "Airblast pushforce is increased by 100%." Attribute "airblast pushback scale" Cap 5 Increment 1 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" } 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 "High Voltage" ItemName "The Gas Passer" ItemName "The Thermal Thruster" } AllowPlayerClass Pyro } // // Pyro Secondary Penetration // upgrade { Name "+1 Penetration" Description "Increases penetration to penetrate through 1 extra enemy." 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 "High Voltage" ItemName "The Gas Passer" ItemName "The Thermal Thruster" } 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" } 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" } AllowPlayerClass Pyro } // // Pyro Secondary Faster Fire Rate // upgrade { Name "10% Faster fire rate" Description "Fire 10% faster." Attribute "fire rate bonus HIDDEN" Cap 0.7 Increment -0.1 Cost 100 AllowedWeapons { Slot "Secondary" } DisallowedWeapons { ItemName "The Gas Passer" ItemName "The Thermal Thruster" } 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 "Calefactor" } 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 } // // High Voltage Afterburn Damage Bonus // upgrade { Name "+100% Afterburn damage bonus" Description "Deal 100% more afterburn damage." Attribute "weapon burn dmg increased" Cap 5 Increment 1 Cost 125 AllowedWeapons { ItemName "High Voltage" } 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 } // // 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 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" } 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" } 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" } 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" } 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" } AllowPlayerClass Demoman } // // Demoman Primary Fire Rate // upgrade { Name "10% Faster fire rate" Description "Fire 10% faster." Attribute "fire rate bonus HIDDEN" Cap 0.7 Increment -0.1 Cost 200 AllowedWeapons { Slot "Primary" } 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" } AllowPlayerClass Demoman } // // Demoman 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 "Ultimatum" } 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 "The Splendid Screen" ItemName "The Tide Turner" ItemName "Assault and Battering Ram" ItemName "Scottish Wargear" } 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 "The Splendid Screen" ItemName "The Tide Turner" ItemName "Assault and Battering Ram" ItemName "Scottish Wargear" } 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 "Wee Willy" ItemName "Stickybomb Jumper" ItemName "The Chargin' Targe" ItemName "The Splendid Screen" ItemName "The Tide Turner" ItemName "Assault and Battering Ram" ItemName "Scottish Wargear" } AllowPlayerClass Demoman } // // Wee Willy 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 "Wee Willy" } 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 "The Splendid Screen" ItemName "The Tide Turner" ItemName "Assault and Battering Ram" ItemName "Scottish Wargear" } 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 "The Splendid Screen" ItemName "The Tide Turner" ItemName "Assault and Battering Ram" ItemName "Scottish Wargear" } AllowPlayerClass Demoman } // // Demoman Secondary Faster Fire Rate // upgrade { Name "10% Faster fire rate" Description "Fire 10% faster." Attribute "fire rate bonus HIDDEN" Cap 0.7 Increment -0.1 Cost 200 AllowedWeapons { Slot "Secondary" } DisallowedWeapons { ItemName "Stickybomb Jumper" ItemName "The Chargin' Targe" ItemName "The Splendid Screen" ItemName "The Tide Turner" ItemName "Assault and Battering Ram" ItemName "Scottish Wargear" } 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 "Assault and Battering Ram" ItemName "Scottish Wargear" } 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 } // // Assault and Battering Ram & Scottish Wargear 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 Increment -0.3 Cost 100 AllowedWeapons { ItemName "Assault and Battering Ram" ItemName "Scottish Wargear" } 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" ItemName "Scottish Wargear" } DisallowedWeapons { ItemName "The Splendid Screen" ItemName "Assault and Battering Ram" } 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 } // // Assault and Battering Ram 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 "Assault and Battering Ram" } 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" } 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" } 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" } 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" } DisallowedWeapons { ItemName "Assault Cannon" } AllowPlayerClass Heavyweapons } // // Assault Cannon Fire Rate // upgrade { Name "15% Faster fire rate" Description "Fire 15% faster." Attribute "fire rate bonus" Cap 0.45 Increment -0.15 Cost 500 AllowedWeapons { ItemName "Assault Cannon" } 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 } // // Graphite Perisher Burn Damage // upgrade { Name "+100% Afterburn damage bonus" Description "Deal 100% more afterburn damage." Attribute "weapon burn dmg increased" Cap 3.75 Increment 1 Cost 250 AllowedWeapons { ItemName "Graphite Perisher" } 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 "+1 Penetration" Description "Increases penetration to penetrate through 1 extra enemy." 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 0.7 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" ItemName "Raiding Aid" } AllowPlayerClass Heavyweapons } // // Raiding Aid Heal on Kill // upgrade { Name "+25 Health on Kill" Description "Heal 25 health after killing an enemy." Attribute "heal on kill" Cap 130 Increment 25 Cost 100 AllowedWeapons { ItemName "Raiding Aid" } 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" } 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" } AllowPlayerClass Heavyweapons } // // Apoco-Fists & Warrior Spirit Heal on Kill // upgrade { Name "+25 Health on Kill" Description "Heal 25 health after killing an enemy." Attribute "heal on kill" Cap 250 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 "+1 Penetration" Description "Increases penetration to penetrate through 1 extra enemy." 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 0.7 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 "+1 Penetration" Description "Increases penetration to penetrate through 1 extra enemy." 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 0.7 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" } 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 0.7 Increment -0.1 Cost 100 AllowedWeapons { Slot "Primary" } 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 200 AllowedWeapons { Slot "Primary" } DisallowedWeapons { 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 enemies it hits." Attribute "fires milk bolt" Cap 1 Increment 1 Cost 200 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" } 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 } // // 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" } 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 450 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 150 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" } DisallowedWeapons { ItemName "Hypodermic Injector" } AllowPlayerClass Medic } // // Hypodermic Injector Damage/Heal Bonus // upgrade { Name "+25% Damage/Heal Bonus" Description "Increases damage and healing by 25%." Attribute "CARD: damage bonus" Cap 2 Increment 0.25 Cost 200 AllowedWeapons { ItemName "Hypodermic Injector" } 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 "+1 Penetration" Description "Increases penetration to penetrate through 1 extra enemy." Attribute "projectile penetration" Cap 1 Increment 1 Cost 400 AllowedWeapons { Slot "Primary" } DisallowedWeapons { ItemName "Caretaker" } DisallowedUpgrade { Upgrade sniperarrowmastery Level 1 } AllowPlayerClass Sniper } // // Caretaker Penetration // upgrade { Name "+1 Penetration" Description "Increases penetration to penetrate through 1 extra enemy." Attribute "projectile penetration" Cap 2 Increment 1 Cost 400 AllowedWeapons { ItemName "Caretaker" } 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" } 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." Attribute "faster reload rate" Cap 0.5 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" } AllowPlayerClass Sniper } // // Hitman's Heatmaker 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 2.5 Increment 0.25 Cost 200 AllowedWeapons { ItemName "The Hitman's Heatmaker" } 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 Hitman's Heatmaker" ItemName "Didgeridoom" ItemName "The Huntsman" ItemName "The Fortified Compound" ItemName "Festive Huntsman" } 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" } } // // 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 "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 "Beauty Mark" ItemName "The Razorback" ItemName "Darwin's Danger Shield" ItemName "The Cozy Camper" } AllowPlayerClass Sniper } // // Sniper Secondary Heal on Kill // // // 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 "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 0.7 Increment -0.1 Cost 100 AllowedWeapons { Slot "Secondary" } DisallowedWeapons { ItemName "Jarate" ItemName "Beauty Mark" ItemName "The Razorback" ItemName "Darwin's Danger Shield" ItemName "The Cozy Camper" } AllowPlayerClass Sniper } // // Sniper Secondary Penetrate Enemies // upgrade { Name "+1 Penetration" Description "Increases penetration to penetrate through 1 extra enemy." Attribute "projectile penetration" Cap 1 Increment 1 Cost 200 AllowedWeapons { Slot "Secondary" } DisallowedWeapons { ItemName "Jarate" ItemName "Beauty Mark" ItemName "The Razorback" ItemName "Darwin's Danger Shield" ItemName "The Cozy Camper" ItemName "AK47" ItemName "50k Volt" } AllowPlayerClass Sniper } // // AK47 Penetrate Enemies // upgrade { Name "+1 Penetration" Description "Increases penetration to penetrate through 1 extra enemy." Attribute "projectile penetration" Cap 2 Increment 1 Cost 200 AllowedWeapons { ItemName "AK47" } 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 "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 "Beauty Mark" } 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" } DisallowedWeapons { ItemName "Hypodermic Injector" } 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 } // // Sniper Heatwave Afterburn Damage Bonus // upgrade { Name "+100% Afterburn damage bonus" Description "Deal 100% more afterburn damage." Attribute "weapon burn dmg increased" Cap 5 Increment 1 Cost 125 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 0.7 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 "+1 Penetration" Description "Increases penetration to penetrate through 1 extra enemy." 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 } // // 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" "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 } // // 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" 5 "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" "single wep holster time increased" 0.5 "deploy time decreased" 0.5 "critboost on kill" 4 } ItemAttributes { ItemName "Upgradeable TF_WEAPON_BAT" "single wep holster time increased" 0.5 "deploy time decreased" 0.5 "critboost on kill" 4 } // // Holy Mackerel / Unarmed Combat // ItemAttributes { ItemName "The Holy Mackerel" "add attributes on kill" "CARD: move speed bonus|1.25|10|minicrits become crits|1|10" //Ignore "special item description" "On Kill: 10 Seconds of a 25% move speed bonus, and Minicrits become Crits for any weapon" } ItemAttributes { ItemName "Unarmed Combat" "add attributes on kill" "CARD: move speed bonus|1.25|10|minicrits become crits|1|10" //Ignore "special item description" "On Kill: 10 Seconds of a 25% move speed bonus, and Minicrits become Crits for any weapon" } // // Batsaber // ItemAttributes { ItemName "Batsaber" "subtract victim medigun charge on hit" 10 "damage force reduction" 0.1 "damage all connected" 1 "fire rate penalty" 2 "crit mod disabled" 0 "damage penalty" 0.5 //Ignore "attach particle effect" 56 "provide on active" 1 } // // Sandman // ItemAttributes { ItemName "The Sandman" "damage returns as health" 0.5 "add attributes on hit" "CARD: move speed bonus|0.65|7" //Ignore "max health additive penalty" 0 "special item description" "On Hit: Enemies move 65% slower for 7 seconds" } // // Candy Cane // ItemAttributes { ItemName "The Candy Cane" "health from healers increased" 1.5 "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" "add cond on kill duration" 15 "melee cleave attack" 1 "crit mod disabled" 0 "add cond on kill" 26 "damage bonus" 1.25 //Ignore "hit self on miss" 0 "special item description" "On Kill: Grants a self Battalion's Backup effect for 15 Seconds" } // // Sun-on-a-Stick // ItemAttributes { ItemName "Sun-on-a-Stick" "minicrit vs burning player" 1 "add cond on kill duration" 10 "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 damage done to enemies ignite them" } // // Atomizer // ItemAttributes { ItemName "The Atomizer" "single wep holster time increased" 0.5 "single wep deploy time decreased" 0.5 "mult credit collect range" 2 "health from credits" 10 //Ignore "single wep deploy time increased" 1 "dmg penalty vs players" 1 "provide on active" 1 } // // Wrap Assassin // ItemAttributes { ItemName "The Wrap Assassin" "damage returns as health" 0.5 "add attributes on hit" "CARD: move speed bonus|0.50|7" //Ignore "special item description" "On Hit: Enemies move 50% slower for 7 seconds" "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 "damage bonus" 1.25 //Ignore "damage bonus" 1 } // // 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" 0.95 "dmg taken from blast reduced" 0.95 "dmg taken from fire reduced" 0.95 "dmg taken from crit reduced" 0.95 "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 bonus 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" 0.9 "dmg bonus while half dead" 1.5 "dmg bonus vs buildings" 2 "auto fires full clip" 1 "mult dmg vs tanks" 1.25 "fire rate bonus" 0.8 "damage penalty" 1 //Ignore "mult_spread_scales_consecutive" 0 } /////////////////////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 } // // The Escape Plan // ItemAttributes { ItemName "The Escape Plan" "health from healers increased" 1.5 "health from packs increased" 2 //Ignore "reduced_healing_from_medics" 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" "add cond on kill duration" 0.5 "airblast cost increased" 2.5 "minicritboost on kill" 1 "dmg taken increased" 1.1 "critboost on kill" 0.5 "add cond on kill" 33 "crit mod disabled" 0 //Ignore "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 } // // Dragon's Fury // ItemAttributes { ItemName "The Dragon's Fury" "subtract victim medigun charge on hit" 3 "weapon burn dmg increased" 3 } /////////////////////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" "single wep holster time increased" 0.5 "single wep deploy time decreased" 0.5 "add attributes on kill" "damage bonus vs burning|1.35|10" //Ignore "special item description" "On Kill: 10 Seconds of a 35% damage bonus against burning enemies for all weapons" } ItemAttributes { ItemName "Festive Flare Gun" "single wep holster time increased" 0.5 "single wep deploy time decreased" 0.5 "add attributes on kill" "damage bonus vs burning|1.35|10" //Ignore "special item description" "On Kill: 10 Seconds of a 35% damage bonus against burning enemies for all weapons" } // // Detonator // ItemAttributes { ItemName "The Detonator" "single wep holster time increased" 0.5 "single wep deploy time decreased" 0.5 "add attributes on kill" "damage bonus vs burning|1.35|8" //Ignore "special item description" "On Kill: 8 Seconds of a 35% damage bonus against burning enemies for all weapons" } // // 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 "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" 0.95 "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" 4.1 //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" 15 //Ignore "dmg bonus vs buildings" 1 "dmg penalty vs players" 1 "provide on active" 1 } // // Powerjack // ItemAttributes { ItemName "The Powerjack" "damage applies to sappers" 1 "heal on kill" 100 } // // Back Scratcher // ItemAttributes { ItemName "The Back Scratcher" "health from healers increased" 1.5 "damage applies to sappers" 1 "fire rate bonus" 0.75 //Ignore "health from healers reduced" 1 } // // Sharpened Volcano Fragment // ItemAttributes { ItemName "Sharpened Volcano Fragment" "add attributes on kill" "dmg from ranged reduced|0.8|10|mult dmgtaken from melee|0.8|10|weapon burn dmg increased|4|10" "minicrit vs burning player" 1 "damage applies to sappers" 1 "attach particle effect" 13 "crit mod disabled" 0 //Ignore "special item description" "On Kill: 10 Seconds of 20% less damage from all Sources, and 300% afterburn damage bonus on all weapons" "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" "cancel falling damage" 1 "air dash count" 1 } // // Bootlegger // ItemAttributes { ItemName "The Bootlegger" "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 } // // Scottish Resistance // ItemAttributes { ItemName "The Scottish Resistance" "crits_become_minicrits" 1 } /////////////////////DEMOMAN MELEE///////////////////// // // Bottle // ItemAttributes { ItemName "TF_WEAPON_BOTTLE" "add cond on kill duration" 5 "add cond on kill" 29 "heal on kill" 25 } ItemAttributes { ItemName "Upgradeable TF_WEAPON_BOTTLE" "add cond on kill duration" 5 "add cond on kill" 29 "heal on kill" 25 } // // 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 "single wep holster time increased" 3 "single wep deploy time increased" 2 "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" "damage penalty on bodyshot" 0.75 "headshot damage increase" 1.25 "weapon spread bonus" 0.5 "crit mod disabled" 0 "crit_dmg_falloff" 1 "can headshot" 1 //Ignore "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" 5 "heal on kill" 100 } ItemAttributes { ItemName "Upgradeable TF_WEAPON_FISTS" "minicritboost on kill" 5 "heal on kill" 100 } // // Apoco-Fists // ItemAttributes { ItemName "Apoco-Fists" "fire rate penalty" 2 "heal on kill" 150 "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 } // // Bread Bite // ItemAttributes { ItemName "The Bread Bite" "single wep holster time increased" 2 "single wep deploy time increased" 2 "mark for death" 1 //Ignore "mult_player_movespeed_active" 1 "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" 150 } // // 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" "heal on hit for rapidfire" 20 "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///////////////////// // // Wrangler // ItemAttributes { ItemName "The Wrangler" "disable wrangler shield" 1 } ItemAttributes { ItemName "Festive Wrangler" "disable wrangler shield" 1 } // // 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 "custom kill icon" "short_circuit" } /////////////////////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" "maxammo primary increased" 1.065 "add uber charge on hit" 0.01 "move speed penalty" 0.8 "fire rate penalty" 1.5 "clip size penalty" 0.5 //Ignore "provide on active" 1 } ItemAttributes { ItemName "Upgradeable TF_WEAPON_SYRINGEGUN_MEDIC" "maxammo primary increased" 1.065 "add uber charge on hit" 0.01 "move speed penalty" 0.8 "fire rate penalty" 1.5 "clip size penalty" 0.5 //Ignore "provide on active" 1 } // // Blutsauger // ItemAttributes { ItemName "The Blutsauger" "subtract victim medigun charge on hit" 5 "maxammo primary increased" 1.065 "mult dmgtaken from melee" 0.9 "heal on hit for rapidfire" 7 "dmg from ranged reduced" 0.9 "clip size penalty" 0.5 "health regen" 5 //Ignore "health drain medic" 0 "provide on active" 1 } // // Overdose // ItemAttributes { ItemName "The Overdose" "maxammo primary increased" 1.065 "mad milk syringes" 1 "clip size penalty" 0.5 } /////////////////////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 "fire rate penalty" 1.1 "mark for death" 1 } ItemAttributes { ItemName "Upgradeable TF_WEAPON_BONESAW" "add uber charge on hit" 0.1 "fire rate penalty" 1.1 "mark for death" 1 } // // Vita-Saw // ItemAttributes { ItemName "The Vita-Saw" "provide on active" 1 "max health additive penalty" 0 "add uber charge on hit" 0.2 "self mark for death" 1 "move speed bonus" 1.15 } // // 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" "single wep holster time increased" 2 "single wep deploy time increased" 2 "add uber charge on hit" 0.35 "damage bonus" 2 "move speed penalty" 0.8 "fire rate penalty" 2 "crit mod disabled" 0 //Ignore "provide on active" 1 } /////////////////////SNIPER PRIMARY///////////////////// // // AWPer Hand // ItemAttributes { ItemName "The AWPer Hand" "crit kill will gib" 1 } // // Huntsman // ItemAttributes { ItemName "The Huntsman" "max health additive bonus" 25 } ItemAttributes { ItemName "Festive Huntsman" "max health additive bonus" 25 } // // Fortified Compound // ItemAttributes { ItemName "The Fortified Compound" "max health additive bonus" 25 "attach particle effect" 13 "set damagetype ignite" 1 "fire rate penalty" 1.35 //Ignore "projectile trail particle" "flaming_slap_2" } // // Sydney Sleeper // ItemAttributes { ItemName "The Sydney Sleeper" "crits_become_minicrits" 1 "sniper no headshots" 0 } // // 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 "SRifle Charge rate increased" 1.5 //Ignore "damage penalty on bodyshot" 1 } // // Classic // ItemAttributes { ItemName "The Classic" "sniper no headshot without full charge" 0 "damage penalty on bodyshot" 0.25 "explosive sniper shot" 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" "afterburn immunity" 1 "ammo regen" 0.05 //Ignore "patient overheal penalty" 1 } // // Darwin's Danger Shield // ItemAttributes { ItemName "Darwin's Danger Shield" "dmg taken from bullets reduced" 0.95 "dmg taken from blast reduced" 0.95 "dmg taken from fire reduced" 0.95 "dmg taken from crit reduced" 0.95 "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" 0.75 "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 "single wep holster time increased" 2 "single wep deploy time increased" 2 "damage all connected" 1 "move speed penalty" 0.8 "fire rate penalty" 1.5 } // // 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 "self mark for death" 1 "bleeding duration" 15 "mark for death" 1 "silent killer" 0 } // // Big Earner // ItemAttributes { ItemName "The Big Earner" "damage force reduction" 0.25 } /////////////////////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" 0.7 "special item description" "30% 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 "fire rate penalty" 1.25 "damage bonus" 1.25 } // // 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 "fire rate penalty" 1.25 "damage bonus" 1.25 } // // 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 "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 } }