WaveSchedule { ItemWhitelist //Only allows to use specified weapons below { ClassName "tf_wearable" //also allows mantreads, gunboats, dds, and cozy camper ClassName "tf_weapon_scattergun" ClassName "tf_weapon_handgun_scout_primary" //shortstop ClassName "tf_weapon_lunchbox_drink" //bonk/cola ClassName "tf_weapon_bat" ClassName "tf_weapon_bat_wood" //sandman ClassName "tf_weapon_rocketlauncher" ItemName "Festive Black Box" ClassName "tf_weapon_buff_item" ClassName "tf_weapon_flamethrower" ClassName "tf_weapon_rocketlauncher_fireball" //DF ClassName "tf_weapon_jar_gas" ClassName "tf_weapon_flaregun" ClassName "tf_weapon_flaregun_revenge" //manmelter ClassName "tf_weapon_grenadelauncher" ClassName "tf_wearable_demoshield" ClassName "tf_weapon_sword" ClassName "tf_weapon_minigun" ItemName "tf_weapon_shotgun_hwg" ItemName "The Family Business" ItemName "Fists of Steel" ItemName "The Killing Gloves of Boxing" ClassName "tf_weapon_shotgun_primary" ItemName "tf_weapon_shotgun_primary" // ItemName "Panic Attack Shotgun" ItemName "tf_weapon_pistol" ClassName "tf_weapon_shotgun_building_rescue" ClassName "tf_weapon_drg_pomson" ClassName "tf_weapon_sentry_revenge" ClassName "tf_weapon_mechanical_arm" ClassName "tf_weapon_laser_pointer" ClassName "tf_weapon_wrench" ClassName "tf_weapon_robot_arm" ClassName "tf_weapon_pda_engineer_build" ClassName "tf_weapon_pda_engineer_destroy" ClassName "tf_weapon_syringegun_medic" ClassName "tf_weapon_crossbow" ClassName "tf_weapon_medigun" ClassName "tf_weapon_bonesaw" ClassName "tf_weapon_sniperrifle" ClassName "tf_weapon_sniperrifle_decap" ClassName "tf_weapon_compound_bow" ClassName "tf_wearable_razorback" ClassName "tf_weapon_club" ClassName "tf_weapon_jar" ClassName "tf_weapon_builder" //sapper ClassName "tf_weapon_invis" ClassName "tf_weapon_pda_spy" //disguise kit ClassName "tf_weapon_revolver" ClassName "tf_weapon_knife" ItemSlot "11" //taunt slots ItemSlot "12" ItemSlot "13" ItemSlot "14" ItemSlot "15" ItemSlot "16" ItemSlot "17" ItemSlot "18" } ExtendedUpgrades { arrowmastery { Name "Arrow mastery" Attribute "arrow mastery" Cap 2 Increment 1 Cost 350 Description "+2 arrows per shot, slower reload per point, disables projectile penetration" AllowedWeapons //Restricts upgrade to specified weapons { ClassName "tf_weapon_compound_bow" } SecondaryAttributes //Secondary attributes applied when upgrade is applied, for each upgrade level { "fire rate penalty" .2 "Reload time increased" .15 "projectile penetration" -2 } } } //STATS ClassLimit //Limits the number of specified classes { Soldier 2 Pyro 2 Demoman 2 Heavyweapons 2 Medic 2 } PlayerAttributes { Scout { "crit mod disabled" 0 "voice pitch scale" 0.7 "damage force reduction" 0.5 "airblast vulnerability multiplier" 0.5 "move speed bonus" 2 // "override footstep sound set" 5 "override footstep sound set" 0 "cannot pick up intelligence" 1 "min respawn time" 120 "cancel falling damage" 1 "increase player capture value" 4 } Soldier { "is miniboss" 1 "deploy time increased" 2 "cannot upgrade" 1 "crit mod disabled" 0 "voice pitch scale" 0.7 "damage force reduction" 0.5 "airblast vulnerability multiplier" 0.25 "hidden maxhealth non buffed" 2800 "health from packs decreased" 0.5 "move speed bonus" 0.5 // "override footstep sound set" 3 "override footstep sound set" 0 "ammo regen" 10 "cannot pick up intelligence" 1 "cancel falling damage" 1 "increase player capture value" 4 } Pyro { "is miniboss" 1 "deploy time increased" 2 "cannot upgrade" 1 "flame_speed" 520 "crit mod disabled" 0 "voice pitch scale" 0.7 "damage force reduction" 0.5 "airblast vulnerability multiplier" 0.25 "hidden maxhealth non buffed" 3225 "health from packs decreased" 0.5 "move speed bonus" 0.5 // "override footstep sound set" 6 "override footstep sound set" 0 "cannot pick up intelligence" 1 "cancel falling damage" 1 "increase player capture value" 4 } Demoman { "is miniboss" 1 "cannot upgrade" 1 "hidden maxhealth non buffed" 3225 "crit mod disabled" 0 "charge time increased" 2 "Attack not cancel charge" 1 "lose demo charge on damage when charging" 0 "voice pitch scale" 0.7 "damage force reduction" 0.5 "airblast vulnerability multiplier" 0.25 "move speed bonus" 0.5 // "override footstep sound set" 4 "override footstep sound set" 0 "cannot pick up intelligence" 1 "cancel falling damage" 1 "increase player capture value" 4 } HeavyWeapons { "is miniboss" 1 "cannot upgrade" 1 "crit mod disabled" 0 "voice pitch scale" 0.7 "damage force reduction" 0.5 "airblast vulnerability multiplier" 0 "hidden maxhealth non buffed" 4200 "health from packs decreased" 0.5 "move speed bonus" 0.5 "deploy time increased" 3 // "override footstep sound set" 2 "override footstep sound set" 0 "ammo regen" 10 "cannot pick up intelligence" 1 "cancel falling damage" 1 "increase player capture value" 4 } Engineer { "max health additive bonus" 150 "mult dispenser rate" 2 "upgrade rate decrease" 2 "mod teleporter cost" 0.001 "dmg taken from crit reduced" 0.1 "maxammo metal increased" 3 } Medic { "medic machinery beam" 4 "is miniboss" 1 "deploy time increased" 2 "cannot upgrade" 1 "crit mod disabled" 0 "voice pitch scale" 0.7 "damage force reduction" 0.5 "airblast vulnerability multiplier" 0.25 "hidden maxhealth non buffed" 2850 "health from packs decreased" 0.5 "move speed bonus" 0.5 // "override footstep sound set" 6 "override footstep sound set" 0 "cannot pick up intelligence" 1 "cancel falling damage" 1 "increase player capture value" 4 } Sniper { "dmg taken from crit reduced" 0.1 } } ItemAttributes // rapid bowman { ClassName "tf_weapon_compound_bow" //"arrow mastery" 2 "model scale" 1.5 "move speed bonus" 0.85 "fire rate bonus" 0.6 "max health additive bonus" 1075 "cannot pick up intelligence" 1 } ItemAttributes // too powerful with infinite ammo { ItemName "The Short Circuit" "building cost reduction" 999 "max health additive penalty" -150 "cannot upgrade" 1 } ItemAttributes { ClassName "tf_weapon_revolver" "add cond when active" 94 //spy gets resist } ItemAttributes { ClassName "tf_weapon_knife" "provide on active" 1 "cannot pick up intelligence" 1 // block intel pickup for knives "add cond when active" 94 //spy gets resist } ItemAttributes // make deadringer not infinite { ItemName "The Dead Ringer" "cloak_consume_on_feign_death_activate" 3 } ItemAttributes // sapper buff { ClassName "tf_weapon_builder" "sapper damage bonus" 6 "add cond when active" 94 } //GIANT WEAPONS ItemAttributes //bat buff { ClassName "tf_weapon_bat" "provide on active" 1 "always crit" 1 "damage bonus" 2 "health from packs decreased" 0.5 "min respawn time" 60 } ItemAttributes // Giant Jumping { ClassName "tf_weapon_bat_wood" "provide on active" 1 "max health additive penalty" 0 "always crit" 1 "increased jump height" 2 "effect bar recharge rate increased" 0.1 "cancel falling damage" 1 //"head scale" 1.5 "no_duck" 1 "override footstep sound set" 5 } ItemAttributes // Giant FaN { ItemName "The Force-a-Nature" //"clip size bonus" 2 "bullets per shot bonus" 2 "max health additive bonus" 1475 "fire rate bonus" 0.5 // "faster reload rate" 1.7 // 70% slower reload "scattergun knockback mult" 6 // "damage penalty" 0.35 // 55% damage reduction "weapon spread bonus" 0.4 "is miniboss" 1 "cannot upgrade" 1 "deploy time increased" 2 "always crit" 1 } ItemAttributes // 2x dmg scattergun { ClassName "tf_weapon_scattergun" "damage bonus" 2 "max health additive bonus" 1475 "is miniboss" 1 "cannot upgrade" 1 "deploy time increased" 2 "mod no reload display only" 1 "hidden primary max ammo bonus" 5 "mod max primary clip override" -1 } ItemAttributes //mini-giant shortstop { ClassName "tf_weapon_handgun_scout_primary" "special item description" "Weapon switch disabled" "head scale" 0.7 "always crit" 1 "disable weapon switch" 1 "move speed bonus" 1.25 "model scale" 1.4 "max health additive bonus" 525 "health from packs decreased" 0.5 "mod weapon blocks healing" 1 } ItemAttributes //spammer_reload stats, tapfire for regular spammer { ItemName "The Beggar's Bazooka" // remove all beggars stuff "fire rate bonus HIDDEN" 1 // "auto fires full clip" 0 except this "faster reload rate" 3 "can overload" 0 "reload time increased hidden" 1 "clip size penalty HIDDEN" 1 // new stats "custom weapon fire sound" "=40|mvm\giant_soldier\giant_soldier_rocket_shoot.wav" "faster reload rate" 0.5 "fire rate bonus" 0.1 "clip size upgrade atomic" 5.0 "Projectile speed increased" 0.65 "mod medic healed damage bonus" 1.25 } ItemAttributes //Unused atomic chief { ItemName "The Black Box" "mod medic healed damage bonus" 3 "damage bonus" 2 "damage causes airblast" 1 "faster reload rate" 1 "fire rate bonus" 2 "projectile spread angle penalty" 1 // "use large smoke explosion" 1 "blast radius increased" 2 "Projectile speed increased" 1 } ItemAttributes { ItemName "Festive Black Box" "mod medic healed damage bonus" 3 "damage bonus" 2 "damage causes airblast" 1 "faster reload rate" 1 "fire rate bonus" 2 "projectile spread angle penalty" 1 // "use large smoke explosion" 1 "blast radius increased" 2 "Projectile speed increased" 1 } ItemAttributes //charged { ItemName "The Original" "always crit" 1 "damage bonus" 1.5 "mod no reload display only" 1 "hidden primary max ammo bonus" 5 "mod max primary clip override" -1 "projectile speed decreased" 0.5 "fire rate penalty" 2 } ItemAttributes //social experiment { ItemName "The Liberty Launcher" "damage causes airblast" 1 "mult projectile count" 3 "apply z velocity on damage" 500 "apply look velocity on damage" 200 "add cond on hit" 71 "add cond on hit duration" 0.5 "faster reload rate" 0.5 "damage bonus" .45 "fire rate bonus" 0.001 "clip size upgrade atomic" -4 "faster reload rate" 2 "Blast radius decreased" 1.2 "projectile spread angle penalty" 2 } ItemAttributes //soldier_burstfire without the crits, bonus dmg while healed only { ClassName "TF_WEAPON_ROCKETLAUNCHER" "mod medic healed damage bonus" 1.5 "faster reload rate" 0.4 "fire rate bonus" 0.2 "clip size upgrade atomic" 4.0 } ItemAttributes { ClassName "TF_WEAPON_BUFF_ITEM" "provide on active" 1 "override footstep sound set" 3 } ItemAttributes // phlog flames { ItemName "The Phlogistinator" "lunchbox adds minicrits" 1 "damage bonus" 2 "weapon burn dmg increased" 2 } ItemAttributes //no burn dmg bonus for backburner { ItemName "The Backburner" "lunchbox adds minicrits" 2 "damage bonus" 2 } ItemAttributes // Giant Flamethrower { ClassName "TF_WEAPON_FLAMETHROWER" "lunchbox adds minicrits" 2 "damage bonus" 2 "weapon burn dmg increased" 2 } ItemAttributes { ClassName "tf_weapon_rocketlauncher_fireball" "damage bonus" 2 "weapon burn dmg increased" 2 } ItemAttributes // Giant Detonator { ClassName "tf_weapon_flaregun" "provide on active" 1 "damage bonus" 2 "fire rate bonus" 0.3 // "apply z velocity on damage" 250 "override footstep sound set" 5 } ItemAttributes // Giant Manmelter { ClassName "tf_weapon_flaregun_revenge" "provide on active" 1 "damage bonus" 2 "fire rate bonus" 0.3 "dmg bonus vs buildings" 4 "override footstep sound set" 5 } ItemAttributes // Giant Gas { ItemName "The Gas Passer" "provide on active" 1 "item_meter_damage_for_full_charge" 3500 "explode_on_ignite" 1 "override footstep sound set" 5 } // ItemAttributes // Samurai demo. This implementation is too buggy, should be done through ExtraLoadoutItems instead // { // ClassName "tf_weapon_katana" // "is miniboss" 0 // "provide on active" 1 // "model scale" 1.3 // "full charge turn control" 50 // "move speed bonus" 6 // // "disable weapon switch" 1 // "single wep holster time increased" 100 // "hidden maxhealth non buffed" -9850 //drains faster than max health additive penalty // "charge recharge rate increased" 7 // "increased jump height" 2.3 // "bot custom jump particle" 1 // "damage bonus" 1.5 // } ItemAttributes // Giant Burst Demo { ClassName "TF_WEAPON_GRENADELAUNCHER" "faster reload rate" 0.5 "provide on active" 1 "cannot upgrade" 1 "is miniboss" 1 "fire rate bonus" 0.1 "health from packs decreased" 0.5 "clip size upgrade atomic" 7.0 "projectile spread angle penalty" 3 "Projectile speed increased" 1.1 } ItemAttributes // Giant Demoknight { ClassName "TF_WEAPON_SWORD" "provide on active" 1 "health from packs decreased" 0.5 "melee cleave attack" 1 "is miniboss" 1 "critboost on kill" 3 "max health additive penalty" 0 "override footstep sound set" 5 } ItemAttributes //Differentiate from deflector { ItemName "The Brass Beast" "damage bonus" 1.7 } ItemAttributes // Giant Heavy { ClassName "TF_WEAPON_MINIGUN" "damage bonus" 1.5 "attack projectiles" 1 } ItemAttributes // Giant Shotgun Heavy { ItemName "TF_WEAPON_SHOTGUN_HWG" "provide on active" 1 "mod max primary clip override" -1 "move speed bonus" 1.4 "fire rate bonus" 2.5 "bullets per shot bonus" 10 "damage penalty" 0.5 "faster reload rate" 1.25 "override footstep sound set" 5 } ItemAttributes { ItemName "The Family Business" "provide on active" 1 "move speed bonus" 1.4 "mod max primary clip override" -1 "fire rate bonus" 2.5 "bullets per shot bonus" 10 "damage penalty" 0.5 "faster reload rate" 1.25 "override footstep sound set" 5 } ItemAttributes // Captain Punch { ItemName "Fists of Steel" "special item description" "Weapon switch disabled" "provide on active" 1 "disable weapon switch" 1 "health regen" 150 "mod weapon blocks healing" 1 "fire rate bonus" 0.6 "damage bonus" 5 "health from packs decreased" 0 "override footstep sound set" 5 } ItemAttributes // KGB { ItemName "The Killing Gloves of Boxing" "special item description" "Weapon switch disabled" "provide on active" 1 "disable weapon switch" 1 "heal on kill" 500 "mod weapon blocks healing" 1 "fire rate bonus" 0.6 "damage bonus" 1.2 "health from packs decreased" 0 "override footstep sound set" 5 } ItemAttributes { ClassName "tf_weapon_medigun" "heal rate bonus" 2 "uber duration bonus" 2 "generate rage on heal" 2 "overheal penalty" 0 } }