//This contains bloons templates and some logic that isn't dependent on the map WaveSchedule { StartingCurrency 0 RespawnWaveTime 0 WaveStartCountdown 1 MaxSpeedLimit 6000 MaxEntitySpeed 6000 NoThrillerTaunt 1 AllowBotExtraSlots 1 ExtraBotSlotsNoDeathcam 0 RobotLimit 94 SendBotsToSpectatorImmediately 1 StandableHeads 1 NoRomevisionCosmetics 1 NoReanimators 1 BotPushaway 0 ExtendedUpgradesOnly 1 BonusRatioHalf 1.1 BonusRatioFull 1.11 TextPrintTime 0 // RespecEnabled 0 NoMissionInfo 1 NoCreditsVelocity 1 ForceRedMoney 1 ForceHoliday 2 NoCritPumpkin 1 DisableSound "music.mvm_end_last_wave" DisableSound "music.mvm_end_mid_wave" DisableSound "music.mvm_end_tank_wave" DisableSound "music.mvm_end_wave" DisableSound "music.mvm_lost_wave" DisableSound "music.mvm_start_last_wave" DisableSound "music.mvm_start_mid_wave" DisableSound "music.mvm_start_tank_wave" DisableSound "music.mvm_start_wave" DisableSound "Announcer.MVM_Get_To_Upgrade" DisableSound "Announcer.MVM_Spy_Alert" DisableSound "Announcer.mvm_spybot_death" DisableSound "Announcer.mvm_spybot_death_all" DisableSound "Announcer.MVM_First_Wave_Start" DisableSound "Announcer.MVM_Wave_Start" DisableSound "Announcer.MVM_Wave_End" DisableSound "Announcer.MVM_Wave_Lose" DisableSound "Announcer.MVM_Final_Wave_Start" DisableSound "Announcer.MVM_Final_Wave_End" DisableSound "Announcer.MVM_Robots_Planted" DisableSound "Announcer.MVM_All_Dead" DisableSound "Announcer.MVM_Sentry_Buster_Alert" DisableSound "Announcer.MVM_Sentry_Buster_Alert_Another" DisableSound "Announcer.MVM_General_Wave_Start" DisableSound "Announcer.MVM_Game_Over_Loss" DisableSound "Announcer.MVM_Tank_Planted" DisableSound "Announcer.MVM_Tank_Alert_Another" DisableSound "Announcer.MVM_Tank_Alert_Multiple" DisableSound "Announcer.MVM_Tank_Alert_Halfway" DisableSound "Announcer.MVM_Tank_Alert_Halfway_Multiple" DisableSound "Announcer.MVM_Tank_Alert_Near_Hatch" DisableSound "Announcer.MVM_Tank_Alert_Deploying" DisableSound "Announcer.MVM_Tank_Alert_Spawn" DisableSound "Announcer.MVM_Bomb_Alert_Entered" DisableSound "Announcer.MVM_Bomb_Alert_Near_Hatch" DisableSound "Announcer.MVM_Bomb_Alert_Deploying" OverrideSounds { "MVM.PlayerDied" "misc/null.wav" "Building_Sentrygun.Alert" "misc/null.wav" "Weapon_General.CritPower" "misc/null.wav" } PrecacheSound mvm_forever/ceramicdestroyed04.mp3 PrecacheSound mvm_forever/hitceramic01.mp3 PrecacheSound mvm_forever/hitmetal01.mp3 PrecacheSound mvm_forever/hitpurple01.mp3 PrecacheSound mvm_forever/musiccitya.mp3 PrecacheSound mvm_forever/musiccoopa.mp3 PrecacheSound mvm_forever/musicsailsagain.mp3 PrecacheSound mvm_forever/musicupbeat1a.mp3 PrecacheSound mvm_forever/pop01.mp3 PrecacheSound mvm_forever/pop02.mp3 PrecacheSound mvm_forever/pop03.mp3 PrecacheSound mvm_forever/pop04.mp3 PrecacheModel models/mvm_forever/mvm_coaltown_rubber_defence/balloon_classic.mdl PrecacheModel models/mvm_forever/mvm_coaltown_rubber_defence/balloon_classicheart.mdl PrecacheModel models/bots/boss_bot/boss_blimp.mdl PrecacheModel models/weapons/w_models/w_atomball_blu.mdl PointTemplates { //Main logic Bloon { OnSpawnOutput { Target !activator Action AddOutput Param "renderamt 255" } OnSpawnOutput { Target !activator Action AddOutput Param "rendermode 0" } OnParentKilledOutput { Target BloonPopPick Action PickRandom } } Bloon_Red { OnSpawnOutput { Target !activator Action Color Param "255 50 50" } } Bloon_Blue { OnSpawnOutput { Target !activator Action Color Param "77 77 255" } } Bloon_Green { OnSpawnOutput { Target !activator Action Color Param "55 240 0" } } Bloon_Yellow { OnSpawnOutput { Target !activator Action Color Param "255 255 0" } } Bloon_Pink { OnSpawnOutput { Target !activator Action Color Param "255 110 110" } } Bloon_Black { OnSpawnOutput { Target !activator Action Color Param "25 25 25" } } Bloon_White { OnSpawnOutput { Target !activator Action Color Param "255 255 255" } } Bloon_Purple { OnSpawnOutput { Target !activator Action Color Param "128 0 255" } } Bloon_Lead { OnSpawnOutput { Target !activator Action Color Param "220 220 220" } } Bloon_Zebra { OnSpawnOutput { Target !activator Action Color Param "220 220 220" } } Bloon_Rainbow { OnSpawnOutput { Target !activator Action Color Param "220 220 220" } } Bloon_Ceramic { OnSpawnOutput { Target !activator Action Color Param "115 66 34" } } MOAB { OnSpawnOutput { Target !activator Action Color Param "200 200 255" } } BFB { OnSpawnOutput { Target !activator Action Color Param "255 200 200" } } ZOMG { OnSpawnOutput { Target !activator Action Color Param "115 155 15" } } DDT { OnSpawnOutput { Target !activator Action Color Param "30 30 40" } } BAD { OnSpawnOutput { Target !activator Action Color Param "255 30 220" } } Camo { NoFixup 1 OnSpawnOutput { Target !activator Action $AddPlayerAttribute Param "ignored by enemy sentries|1" Delay 0 } OnSpawnOutput { Target !activator Action AddOutput Param "renderamt 48" Delay 0.01 } OnSpawnOutput { Target !activator Action AddOutput Param "rendermode 1" Delay 0.01 } OnParentKilledOutput { Target !activator Action AddOutput Param "renderamt 255" } OnParentKilledOutput { Target !activator Action AddOutput Param "rendermode 0" } } LoopMusic { NoFixup 1 ambient_generic { "targetname" "music1" "spawnflags" "49" "radius" "99999" "message" "#mvm_forever/musiccitya.mp3" "health" "10" } logic_relay { "targetname" "music1loop" "OnUser1" "music1,PlaySound,,0,-1" "OnUser1" "!self,FireUser1,,133,-1" } ambient_generic { "targetname" "music2" "spawnflags" "49" "radius" "99999" "message" "#mvm_forever/musiccoopa.mp3" "health" "10" } logic_relay { "targetname" "music2loop" "OnUser1" "music2,PlaySound,,0,-1" "OnUser1" "!self,FireUser1,,133,-1" } ambient_generic { "targetname" "music3" "spawnflags" "49" "radius" "99999" "message" "#mvm_forever/musicsailsagain.mp3" "health" "10" } logic_relay { "targetname" "music3loop" "OnUser1" "music3,PlaySound,,0,-1" "OnUser1" "!self,FireUser1,,146.5,-1" } ambient_generic { "targetname" "music4" "spawnflags" "49" "radius" "99999" "message" "#mvm_forever/musicupbeat1a.mp3" "health" "10" } logic_relay { "targetname" "music4loop" "OnUser1" "music4,PlaySound,,0,-1" "OnUser1" "!self,FireUser1,,120,-1" } logic_case { "targetname" "chooserandommusic" "oncase01" "music1loop,FireUser1,,0,-1" "oncase05" "music1loop,FireUser1,,0,-1" "oncase02" "music2loop,FireUser1,,0,-1" "oncase06" "music2loop,FireUser1,,0,-1" "oncase03" "music3loop,FireUser1,,0,-1" //reduced chance. cool music but a bit anoying when played often "oncase04" "music4loop,FireUser1,,0,-1" "oncase07" "music4loop,FireUser1,,0,-1" } logic_relay { "targetname" "jukebox" "OnUser1" "chooserandommusic,PickRandom,,0,-1" "OnUser1" "!self,FireUser1,,900,-1" "OnUser1" "music*,Volume,0,899,-1" "OnUser1" "music*,CancelPending,0,899,-1" } OnSpawnOutput { Target jukebox Action FireUser1 Delay 10 } OnSpawnOutput { Target music* Action Volume Param 0 } } RemovePickups { OnSpawnOutput { Target item_ammopack* Action Kill } OnSpawnOutput { Target item_healthkit* Action Kill } } Ammofix { OnSpawnOutput { Target "!activator" Action "$Regenerate" } OnSpawnOutput { Target "!activator" Action AddOutput Param "targetname realplayer" } OnSpawnOutput { Target "!activator" Action "$giveitem" Param "Poopy Doe" Delay 0.01 } } CeramicBreak { NoFixup 1 logic_relay { "targetname" "CeramicBreakSound1" "spawnflags" "2" "OnTrigger" "player*,PlaySoundToSelf,mvm_forever/ceramicdestroyed04.mp3,0,-1" "OnTrigger" "CeramicBreakSound*,Disable,,0,-1" "OnTrigger" "CeramicBreakSound*,Enable,,0.7,-1" } //TODO: add 3 other breaksounds logic_case { "targetname" "CeramicBreakPick" "oncase01" "CeramicBreakSound1,Trigger,,0,-1" "oncase02" "CeramicBreakSound1,Trigger,,0,-1" } } BloonPopSound { NoFixup 1 logic_relay { "targetname" "BloonPop01" "OnTrigger" "player*,$PlaySoundToSelf,mvm_forever/pop01.mp3,0,-1" } logic_relay { "targetname" "BloonPop02" "OnTrigger" "player*,$PlaySoundToSelf,mvm_forever/pop02.mp3,0,-1" } logic_relay { "targetname" "BloonPop03" "OnTrigger" "player*,$PlaySoundToSelf,mvm_forever/pop03.mp3,0,-1" } logic_relay { "targetname" "BloonPop04" "OnTrigger" "player*,$PlaySoundToSelf,mvm_forever/pop04.mp3,0,-1" } logic_case { "targetname" "BloonPopPick" "oncase01" "BloonPop01,Trigger,,0,-1" "oncase02" "BloonPop02,Trigger,,0,-1" "oncase03" "BloonPop03,Trigger,,0,-1" "oncase04" "BloonPop04,Trigger,,0,-1" } } BloonLayerLogic { NoFixup 1 logic_relay { "targetname" "become_red" "spawnflags" "2" "OnTrigger" "!activator,$changeattributes,Attr_Red,0,-1" "OnTrigger" "BloonPopPick,PickRandom,,0,-1" "OnTrigger" "!activator,SetSkin,0,0,-1" } logic_relay { "targetname" "become_blue" "spawnflags" "2" "OnTrigger" "!activator,$changeattributes,Attr_Blue,0,-1" "OnTrigger" "BloonPopPick,PickRandom,,0,-1" "OnTrigger" "!activator,SetSkin,1,0,-1" } logic_relay { "targetname" "become_green" "spawnflags" "2" "OnTrigger" "!activator,$changeattributes,Attr_Green,0,-1" "OnTrigger" "BloonPopPick,PickRandom,,0,-1" "OnTrigger" "!activator,SetSkin,2,0,-1" } logic_relay { "targetname" "become_yellow" "spawnflags" "2" "OnTrigger" "!activator,$changeattributes,Attr_Yellow,0,-1" "OnTrigger" "BloonPopPick,PickRandom,,0,-1" "OnTrigger" "!activator,SetSkin,3,0,-1" } logic_relay { "targetname" "become_pink" "spawnflags" "2" "OnTrigger" "!activator,$changeattributes,Attr_Pink,0,-1" "OnTrigger" "BloonPopPick,PickRandom,,0,-1" "OnTrigger" "!activator,SetSkin,4,0,-1" } logic_relay { "targetname" "become_black" "spawnflags" "2" "OnTrigger" "!activator,$changeattributes,Attr_Black,0,-1" "OnTrigger" "BloonPopPick,PickRandom,,0,-1" "OnTrigger" "!activator,SetSkin,5,0,-1" } logic_relay { "targetname" "become_white" "spawnflags" "2" "OnTrigger" "!activator,$changeattributes,Attr_White,0,-1" "OnTrigger" "BloonPopPick,PickRandom,,0,-1" "OnTrigger" "!activator,SetSkin,6,0,-1" } logic_relay { "targetname" "become_zebra" "spawnflags" "2" "OnTrigger" "!activator,$changeattributes,Attr_Zebra,0,-1" "OnTrigger" "BloonPopPick,PickRandom,,0,-1" "OnTrigger" "!activator,SetSkin,7,0,-1" } logic_relay { "targetname" "become_rainbow" "spawnflags" "2" "OnTrigger" "!activator,$changeattributes,Attr_Rainbow,0,-1" "OnTrigger" "BloonPopPick,PickRandom,,0,-1" "OnTrigger" "!activator,SetSkin,8,0,-1" } logic_relay { "targetname" "become_ceramic" "spawnflags" "2" "OnTrigger" "!activator,$changeattributes,Attr_Ceramic,0,-1" "OnTrigger" "BloonPopPick,PickRandom,,0,-1" "OnTrigger" "!activator,SetSkin,9,0,-1" } } } SpawnTemplate LoopMusic SpawnTemplate RemovePickups SpawnTemplate CeramicBreak SpawnTemplate BloonPopSound // SpawnTemplate BloonLayerLogic PlayerSpawnTemplate { Name "Ammofix" } Templates { Money { TotalCount 1 Where spawnbot HideIcon 1 TFBot { Class Scout Health 1 Scale 0.01 StripItemSlot 0 StripItemSlot 1 StripItemSlot 2 Attributes IgnoreFlag Attributes IgnoreEnemies CharacterAttributes { "is suicide counter" 2 } } } Bloon_Red { Class Scout Skill Easy Scale 0.8 AimTrackingInterval 10 Name "Red Bloon" ClassIcon bloon_red Health 50 //1 RBE = 50hp Tag bloon_red Tag path_bloons BehaviorModifiers Push Attributes IgnoreFlag Attributes IgnoreEnemies Attributes DisableDodge ExtAttr IgnoreBuildings ExtAttr IgnorePlayers NoPushaway 1 StripItemSlot 0 StripItemSlot 1 StripItemSlot 2 UseCustomModel models/mvm_forever/mvm_coaltown_rubber_defence/balloon_classic.mdl Skin 0 SpawnTemplate Bloon CharacterAttributes { //"model scale" 0.8 "major move speed bonus" 0.5 "damage force reduction" 0 "not solid to players" 1 "voice pitch scale" 0 "cancel falling damage" 1 } } Bloon_Red_Camo { Template Bloon_Red Name "Camo Red Bloon" ClassIcon redcamo Skin 12 SpawnTemplate Camo } Bloon_Red_Regen { Template Bloon_Red Name "Regrow Red Bloon" ClassIcon redregrow UseCustomModel models/mvm_forever/mvm_coaltown_rubber_defence/balloon_classicheart.mdl CharacterAttributes { "health regen" 50 } } Bloon_Red_CamoRegen { Template Bloon_Red Name "Regrow Camo Red Bloon" ClassIcon redregrowcamo Skin 12 SpawnTemplate Camo UseCustomModel models/mvm_forever/mvm_coaltown_rubber_defence/balloon_classicheart.mdl CharacterAttributes { "health regen" 50 } } Bloon_Blue { Class Scout Skill Easy Scale 0.85 AimTrackingInterval 10 Name "Blue Bloon" ClassIcon bloon_blue Health 100 Tag bloon_blue Tag path_bloons BehaviorModifiers Push Attributes IgnoreFlag Attributes IgnoreEnemies Attributes DisableDodge ExtAttr IgnoreBuildings ExtAttr IgnorePlayers NoPushaway 1 StripItemSlot 0 StripItemSlot 1 StripItemSlot 2 UseCustomModel models/mvm_forever/mvm_coaltown_rubber_defence/balloon_classic.mdl SpawnTemplate Bloon Skin 1 CharacterAttributes { //"model scale" 0.85 "major move speed bonus" 0.5 "move speed bonus" 1.4 "damage force reduction" 0 "not solid to players" 1 "voice pitch scale" 0 "cancel falling damage" 1 } } Bloon_Blue_Camo { Template Bloon_Blue Name "Camo Blue Bloon" ClassIcon bluecamo Skin 13 SpawnTemplate Camo } Bloon_Blue_Regen { Template Bloon_Blue Name "Regrow Blue Bloon" ClassIcon blueregrow UseCustomModel models/mvm_forever/mvm_coaltown_rubber_defence/balloon_classicheart.mdl CharacterAttributes { "health regen" 50 } } Bloon_Blue_CamoRegen { Template Bloon_Blue Name "Regrow Camo Blue Bloon" ClassIcon blueregrowcamo Skin 13 SpawnTemplate Camo UseCustomModel models/mvm_forever/mvm_coaltown_rubber_defence/balloon_classicheart.mdl CharacterAttributes { "health regen" 50 } } Bloon_Green { Class Scout Skill Easy Scale 0.9 AimTrackingInterval 10 Name "Green Bloon" ClassIcon bloon_green Health 150 Tag bloon_green Tag path_bloons BehaviorModifiers Push Attributes IgnoreFlag Attributes IgnoreEnemies Attributes DisableDodge ExtAttr IgnoreBuildings ExtAttr IgnorePlayers NoPushaway 1 StripItemSlot 0 StripItemSlot 1 StripItemSlot 2 UseCustomModel models/mvm_forever/mvm_coaltown_rubber_defence/balloon_classic.mdl SpawnTemplate Bloon Skin 2 CharacterAttributes { //"model scale" 0.9 "major move speed bonus" 0.5 "move speed bonus" 1.8 "damage force reduction" 0 "not solid to players" 1 "voice pitch scale" 0 "cancel falling damage" 1 } } Bloon_Green_Camo { Template Bloon_Green Name "Camo green Bloon" ClassIcon greencamo Skin 14 SpawnTemplate Camo } Bloon_Green_Regen { Template Bloon_Green Name "Regrow Green Bloon" ClassIcon greenregrow UseCustomModel models/mvm_forever/mvm_coaltown_rubber_defence/balloon_classicheart.mdl CharacterAttributes { "health regen" 50 } } Bloon_Green_CamoRegen { Template Bloon_Green Name "Regrow Camo Green Bloon" ClassIcon greenregrowcamo Skin 14 SpawnTemplate Camo UseCustomModel models/mvm_forever/mvm_coaltown_rubber_defence/balloon_classicheart.mdl CharacterAttributes { "health regen" 50 } } Bloon_Yellow { Class Scout Skill Easy Scale 0.95 AimTrackingInterval 10 Name "Yellow Bloon" ClassIcon bloon_yellow Health 200 Tag bloon_yellow Tag path_bloons BehaviorModifiers Push Attributes IgnoreFlag Attributes IgnoreEnemies Attributes DisableDodge ExtAttr IgnoreBuildings ExtAttr IgnorePlayers NoPushaway 1 StripItemSlot 0 StripItemSlot 1 StripItemSlot 2 UseCustomModel models/mvm_forever/mvm_coaltown_rubber_defence/balloon_classic.mdl SpawnTemplate Bloon Skin 3 CharacterAttributes { //"model scale" 0.95 "major move speed bonus" 0.5 "move speed bonus" 3.2 "damage force reduction" 0 "not solid to players" 1 "voice pitch scale" 0 "cancel falling damage" 1 } } Bloon_Yellow_Camo { Template Bloon_Yellow Name "Camo Yellow Bloon" ClassIcon yellowcamo Skin 15 SpawnTemplate Camo } Bloon_Yellow_Regen { Template Bloon_Yellow Name "Regrow Yellow Bloon" ClassIcon yellowregrow UseCustomModel models/mvm_forever/mvm_coaltown_rubber_defence/balloon_classicheart.mdl CharacterAttributes { "health regen" 50 } } Bloon_Yellow_CamoRegen { Template Bloon_Yellow Name "Regrow Camo Yellow Bloon" ClassIcon yellowregrowcamo Skin 15 SpawnTemplate Camo UseCustomModel models/mvm_forever/mvm_coaltown_rubber_defence/balloon_classicheart.mdl CharacterAttributes { "health regen" 50 } } Bloon_Pink { Class Scout Skill Easy Scale 1.01 AimTrackingInterval 10 Name "Pink Bloon" ClassIcon bloon_pink Health 250 Tag bloon_pink Tag path_bloons BehaviorModifiers Push Attributes IgnoreFlag Attributes IgnoreEnemies Attributes DisableDodge ExtAttr IgnoreBuildings ExtAttr IgnorePlayers NoPushaway 1 StripItemSlot 0 StripItemSlot 1 StripItemSlot 2 UseCustomModel models/mvm_forever/mvm_coaltown_rubber_defence/balloon_classic.mdl SpawnTemplate Bloon Skin 4 CharacterAttributes { //"model scale" 1.01 "major move speed bonus" 0.5 "move speed bonus" 3.5 //have you seen a super-super scout before? "damage force reduction" 0 "not solid to players" 1 "voice pitch scale" 0 "cancel falling damage" 1 } } Bloon_Pink_Camo { Template Bloon_Pink Name "Camo Pink Bloon" ClassIcon pinkcamo Skin 16 SpawnTemplate Camo } Bloon_Pink_Regen { Template Bloon_Pink Name "Regrow Pink Bloon" ClassIcon pinkregrow UseCustomModel models/mvm_forever/mvm_coaltown_rubber_defence/balloon_classicheart.mdl CharacterAttributes { "health regen" 50 } } Bloon_Pink_CamoRegen { Template Bloon_Pink Name "Regrow Camo Pink Bloon" ClassIcon pinkregrowcamo Skin 16 SpawnTemplate Camo UseCustomModel models/mvm_forever/mvm_coaltown_rubber_defence/balloon_classicheart.mdl CharacterAttributes { "health regen" 50 } } Bloon_Black { Class Scout Skill Easy Scale 0.5 AimTrackingInterval 10 Name "Black Bloon" ClassIcon bloon_black Health 550 Tag bloon_special Tag path_bloons BehaviorModifiers Push Attributes IgnoreFlag Attributes IgnoreEnemies Attributes DisableDodge ExtAttr IgnoreBuildings ExtAttr IgnorePlayers NoPushaway 1 StripItemSlot 0 StripItemSlot 1 StripItemSlot 2 UseCustomModel models/mvm_forever/mvm_coaltown_rubber_defence/balloon_classic.mdl SpawnTemplate Bloon Skin 5 CharacterAttributes { //"model scale" 0.5 "major move speed bonus" 0.5 "move speed bonus" 1.8 "damage force reduction" 0 "not solid to players" 1 "voice pitch scale" 0 "cancel falling damage" 1 "dmg taken from blast reduced" 0.0001 } } Bloon_Black_Camo { Template Bloon_Black Name "Camo Black Bloon" ClassIcon blackcamo Skin 17 SpawnTemplate Camo } Bloon_Black_Regen { Template Bloon_Black Name "Regrow Black Bloon" ClassIcon blackregrow UseCustomModel models/mvm_forever/mvm_coaltown_rubber_defence/balloon_classicheart.mdl CharacterAttributes { "health regen" 150 } } Bloon_Black_CamoRegen { Template Bloon_Black Name "Regrow Camo Black Bloon" ClassIcon blackregrowcamo Skin 17 SpawnTemplate Camo UseCustomModel models/mvm_forever/mvm_coaltown_rubber_defence/balloon_classicheart.mdl CharacterAttributes { "health regen" 150 } } Bloon_White { Class Scout Skill Easy Scale 0.5 AimTrackingInterval 10 Name "White Bloon" ClassIcon bloon_white Health 550 Tag bloon_special Tag path_bloons BehaviorModifiers Push Attributes IgnoreFlag Attributes IgnoreEnemies Attributes DisableDodge ExtAttr IgnoreBuildings ExtAttr IgnorePlayers NoPushaway 1 StripItemSlot 0 StripItemSlot 1 StripItemSlot 2 UseCustomModel models/mvm_forever/mvm_coaltown_rubber_defence/balloon_classic.mdl SpawnTemplate Bloon Skin 6 CharacterAttributes { "major move speed bonus" 0.5 "move speed bonus" 2 "damage force reduction" 0 "not solid to players" 1 "voice pitch scale" 0 "cancel falling damage" 1 "mult stun resistance" 0 } } Bloon_White_Camo { Template Bloon_White Name "Camo White Bloon" ClassIcon whitecamo Skin 18 SpawnTemplate Camo } Bloon_White_Regen { Template Bloon_White Name "Regrow White Bloon" ClassIcon whiteregrow UseCustomModel models/mvm_forever/mvm_coaltown_rubber_defence/balloon_classicheart.mdl CharacterAttributes { "health regen" 150 } } Bloon_White_CamoRegen { Template Bloon_White Name "Regrow Camo White Bloon" ClassIcon whiteregrowcamo Skin 18 SpawnTemplate Camo UseCustomModel models/mvm_forever/mvm_coaltown_rubber_defence/balloon_classicheart.mdl CharacterAttributes { "health regen" 150 } } Bloon_Purple { Class Scout Skill Easy Scale 0.95 AimTrackingInterval 10 Name "Purple Bloon" ClassIcon bloon_purple Health 550 Tag bloon_special Tag path_bloons BehaviorModifiers Push Attributes IgnoreFlag Attributes IgnoreEnemies Attributes DisableDodge ExtAttr IgnoreBuildings ExtAttr IgnorePlayers NoPushaway 1 StripItemSlot 0 StripItemSlot 1 StripItemSlot 2 UseCustomModel models/mvm_forever/mvm_coaltown_rubber_defence/balloon_classic.mdl Skin 7 SpawnTemplate Bloon CharacterAttributes { "major move speed bonus" 0.5 "move speed bonus" 3 "damage force reduction" 0 "not solid to players" 1 "voice pitch scale" 0 "cancel falling damage" 1 "dmg taken from crit reduced" 0.0001 "dmg taken from fire reduced" 0.0001 "afterburn immunity" 1 } PainSound mvm_forever/hitpurple01.mp3 } Bloon_Purple_Camo { Template Bloon_Purple Name "Camo Purple Bloon" ClassIcon purplecamo Skin 19 SpawnTemplate Camo } Bloon_Purple_Regen { Template Bloon_Purple Name "Regrow Purple Bloon" ClassIcon purpleregrow UseCustomModel models/mvm_forever/mvm_coaltown_rubber_defence/balloon_classicheart.mdl CharacterAttributes { "health regen" 150 } } Bloon_Purple_CamoRegen { Template Bloon_Purple Name "Regrow Camo Purple Bloon" ClassIcon purpleregrowcamo Skin 19 SpawnTemplate Camo UseCustomModel models/mvm_forever/mvm_coaltown_rubber_defence/balloon_classicheart.mdl CharacterAttributes { "health regen" 150 } } Bloon_Lead { Class Scout Skill Easy Scale 0.95 AimTrackingInterval 10 Name "Lead Bloon" ClassIcon bloon_lead Health 1150 Tag bloon_special_2 Tag path_bloons BehaviorModifiers Push Attributes IgnoreFlag Attributes IgnoreEnemies Attributes DisableDodge ExtAttr IgnoreBuildings ExtAttr IgnorePlayers NoPushaway 1 StripItemSlot 0 StripItemSlot 1 StripItemSlot 2 UseCustomModel models/mvm_forever/mvm_coaltown_rubber_defence/balloon_classic.mdl Skin 8 SpawnTemplate Bloon CharacterAttributes { "major move speed bonus" 0.5 "damage force reduction" 0 "not solid to players" 1 "voice pitch scale" 0 "cancel falling damage" 1 "dmg taken from bullets reduced" 0.0001 } PainSound mvm_forever/hitmetal01.mp3 } Bloon_Lead_Camo { Template Bloon_Lead Name "Camo Lead Bloon" ClassIcon leadcamo Skin 20 SpawnTemplate Camo } Bloon_Lead_Regen { Template Bloon_Lead Name "Regrow Lead Bloon" ClassIcon leadregrow UseCustomModel models/mvm_forever/mvm_coaltown_rubber_defence/balloon_classicheart.mdl CharacterAttributes { "health regen" 150 } } Bloon_Lead_CamoRegen { Template Bloon_Lead Name "Regrow Camo Lead Bloon" ClassIcon leadregrowcamo Skin 20 SpawnTemplate Camo UseCustomModel models/mvm_forever/mvm_coaltown_rubber_defence/balloon_classicheart.mdl CharacterAttributes { "health regen" 150 } } Bloon_Zebra { Class Scout Skill Easy Scale 0.95 AimTrackingInterval 10 Name "Zebra Bloon" ClassIcon bloon_zebra Health 1150 //evil led Tag bloon_special_2 Tag path_bloons BehaviorModifiers Push Attributes IgnoreFlag Attributes IgnoreEnemies Attributes DisableDodge ExtAttr IgnoreBuildings ExtAttr IgnorePlayers NoPushaway 1 StripItemSlot 0 StripItemSlot 1 StripItemSlot 2 UseCustomModel models/mvm_forever/mvm_coaltown_rubber_defence/balloon_classic.mdl Skin 9 SpawnTemplate Bloon CharacterAttributes { "major move speed bonus" 0.5 "move speed bonus" 1.8 "damage force reduction" 0 "not solid to players" 1 "voice pitch scale" 0 "cancel falling damage" 1 "dmg taken from blast reduced" 0.0001 "mult stun resistance" 0 } } Bloon_Zebra_Camo { Template Bloon_Zebra Name "Camo Zebra Bloon" ClassIcon zebracamo Skin 21 SpawnTemplate Camo } Bloon_Zebra_Regen { Template Bloon_Zebra Name "Regrow Zebra Bloon" ClassIcon zebraregrow UseCustomModel models/mvm_forever/mvm_coaltown_rubber_defence/balloon_classicheart.mdl CharacterAttributes { "health regen" 150 } } Bloon_Zebra_CamoRegen { Template Bloon_Zebra Name "Regrow Camo Zebra Bloon" ClassIcon zebraregrowcamo Skin 21 SpawnTemplate Camo UseCustomModel models/mvm_forever/mvm_coaltown_rubber_defence/balloon_classicheart.mdl CharacterAttributes { "health regen" 150 } } Bloon_Rainbow { Class Scout Skill Easy Scale 1.01 AimTrackingInterval 10 Name "Rainbow Bloon" ClassIcon bloon_rainbow Health 2350 //just do damage 4head Tag bloon_rainbow Tag path_bloons BehaviorModifiers Push Attributes IgnoreFlag Attributes IgnoreEnemies Attributes DisableDodge ExtAttr IgnoreBuildings ExtAttr IgnorePlayers NoPushaway 1 StripItemSlot 0 StripItemSlot 1 StripItemSlot 2 UseCustomModel models/mvm_forever/mvm_coaltown_rubber_defence/balloon_classic.mdl Skin 10 SpawnTemplate Bloon CharacterAttributes { "major move speed bonus" 0.5 "move speed bonus" 1.8 "damage force reduction" 0 "not solid to players" 1 "voice pitch scale" 0 "cancel falling damage" 1 } } Bloon_Rainbow_Camo { Template Bloon_Rainbow Name "Camo Rainbow Bloon" ClassIcon rainbowcamo Skin 22 SpawnTemplate Camo } Bloon_Rainbow_Regen { Template Bloon_Rainbow Name "Regrow Rainbow Bloon" ClassIcon rainbowregrow UseCustomModel models/mvm_forever/mvm_coaltown_rubber_defence/balloon_classicheart.mdl CharacterAttributes { "health regen" 250 } } Bloon_Rainbow_CamoRegen { Template Bloon_Rainbow Name "Regrow Camo Rainbow Bloon" ClassIcon rainbowregrowcamo Skin 22 SpawnTemplate Camo UseCustomModel models/mvm_forever/mvm_coaltown_rubber_defence/balloon_classicheart.mdl CharacterAttributes { "health regen" 250 } } Bloon_Ceramic { Class Scout Skill Easy Scale 1.01 AimTrackingInterval 10 Name "Ceramic Bloon" ClassIcon bloon_ceramic Health 5200 //gheavy with a speed of super scout lol Tag bloon_ceramic Tag path_bloons BehaviorModifiers Push Attributes IgnoreFlag Attributes IgnoreEnemies Attributes DisableDodge ExtAttr IgnoreBuildings ExtAttr IgnorePlayers NoPushaway 1 StripItemSlot 0 StripItemSlot 1 StripItemSlot 2 UseCustomModel models/mvm_forever/mvm_coaltown_rubber_defence/balloon_classic.mdl SpawnTemplate Bloon EventChangeAttributes { Default { Skin 11 CharacterAttributes { "major move speed bonus" 0.5 "move speed bonus" 2.5 "damage force reduction" 0 "not solid to players" 1 "voice pitch scale" 0 "cancel falling damage" 1 "dmg taken mult from special damage type 1" 3 //Ceramic killer } FireInput { Target CeramicBreakPick Action PickRandom Delay 0 Cooldown 0 Repeats 1 IfHealthBelow 2350 } ChangeAttributes { Delay 0.01 Cooldown 0 Repeats 1 Name Attr_Rainbow IfHealthBelow 2350 } PainSound mvm_forever/hitceramic01.mp3 } Attr_Rainbow { Skin 10 CharacterAttributes { "major move speed bonus" 0.5 "move speed bonus" 1.8 "damage force reduction" 0 "not solid to players" 1 "voice pitch scale" 0 "cancel falling damage" 1 "dmg taken mult from special damage type 1" 1 } ChangeAttributes { Delay 0 Cooldown 0 Repeats 1 Name Default IfHealthAbove 2351 } PainSound misc/null.wav } } // //DeathSound mvm_forever/ceramicdestroyed04.mp3 } Bloon_Ceramic_Camo { Template Bloon_Ceramic Name "Camo Ceramic Bloon" ClassIcon ceramiccamo SpawnTemplate Camo Skin 23 EventChangeAttributes { Default { Skin 23 CharacterAttributes { "major move speed bonus" 0.5 "move speed bonus" 2.5 "damage force reduction" 0 "not solid to players" 1 "voice pitch scale" 0 "cancel falling damage" 1 "dmg taken mult from special damage type 1" 3 //Ceramic killer } FireInput { Target CeramicBreakPick Action PickRandom Delay 0 Cooldown 0 Repeats 1 IfHealthBelow 2350 } FireInput { Target !activator Action AddOutput Param "renderamt 255" Delay 0 Cooldown 0 Repeats 1 IfHealthBelow 2350 } FireInput { Target !activator Action AddOutput Param "rendermode 0" Delay 0 Cooldown 0 Repeats 1 IfHealthBelow 2350 } ChangeAttributes { Delay 0.01 Cooldown 0 Repeats 1 Name Attr_Rainbow IfHealthBelow 2350 } PainSound mvm_forever/hitceramic01.mp3 } Attr_Rainbow { Skin 10 CharacterAttributes { "major move speed bonus" 0.5 "move speed bonus" 1.8 "damage force reduction" 0 "not solid to players" 1 "voice pitch scale" 0 "cancel falling damage" 1 "dmg taken mult from special damage type 1" 1 } ChangeAttributes { Delay 0 Cooldown 0 Repeats 1 Name Default IfHealthAbove 2351 } PainSound misc/null.wav } } } Bloon_Ceramic_Regen { Template Bloon_Ceramic Name "Regrow Ceramic Bloon" ClassIcon ceramicregrow UseCustomModel models/mvm_forever/mvm_coaltown_rubber_defence/balloon_classicheart.mdl CharacterAttributes { "health regen" 400 } } Bloon_Ceramic_CamoRegen { Template Bloon_Ceramic Name "Regrow Camo Ceramic Bloon" ClassIcon ceramicregrowcamo Skin 23 SpawnTemplate Camo EventChangeAttributes { Default { Skin 23 CharacterAttributes { "major move speed bonus" 0.5 "move speed bonus" 2.5 "damage force reduction" 0 "not solid to players" 1 "voice pitch scale" 0 "cancel falling damage" 1 "dmg taken mult from special damage type 1" 3 //Ceramic killer } FireInput { Target CeramicBreakPick Action PickRandom Delay 0 Cooldown 0 Repeats 1 IfHealthBelow 2350 } FireInput { Target !activator Action AddOutput Param "renderamt 255" Delay 0 Cooldown 0 Repeats 1 IfHealthBelow 2350 } FireInput { Target !activator Action AddOutput Param "rendermode 0" Delay 0 Cooldown 0 Repeats 1 IfHealthBelow 2350 } ChangeAttributes { Delay 0.01 Cooldown 0 Repeats 1 Name Attr_Rainbow IfHealthBelow 2350 } PainSound mvm_forever/hitceramic01.mp3 } Attr_Rainbow { Skin 10 CharacterAttributes { "major move speed bonus" 0.5 "move speed bonus" 1.8 "damage force reduction" 0 "not solid to players" 1 "voice pitch scale" 0 "cancel falling damage" 1 "dmg taken mult from special damage type 1" 1 } ChangeAttributes { Delay 0 Cooldown 0 Repeats 1 Name Default IfHealthAbove 2351 } PainSound misc/null.wav } } UseCustomModel models/mvm_forever/mvm_coaltown_rubber_defence/balloon_classicheart.mdl CharacterAttributes { "health regen" 400 } } MOAB_Small { Health 38000 Speed 200 Name "tankboss_MOAB" StartingPathTrackNode "path_moab_1" SpawnTemplate "MOAB" DisableSmokestack 1 Scale 0.9 MaxTurnRate 65 ClassIcon bloon_moab DisableTracks 1 DisableBomb 1 DisableChildModels 1 Model "models/bots/boss_bot/boss_blimp.mdl" Gravity 0 PingSound "misc/null.wav" StartSound "misc/null.wav" DeploySound "misc/null.wav" EngineLoopSound "misc/null.wav" // OffsetZ 270 RotatePitch 0 TriggerDestroyBuildingFix 1 NoCrushDamage 1 SolidToBrushes 0 NoScreenShake 1 Skin 1 } MOAB_BFB { Health 158200 //much tankier than the tankiest mvm tanks i've seen. and it's just the 2nd sized MOAB Speed 50 Name "tankboss_bfb" StartingPathTrackNode "path_moab_1" SpawnTemplate "BFB" DisableSmokestack 1 Scale 1.25 MaxTurnRate 65 ClassIcon bfb DisableTracks 1 DisableBomb 1 DisableChildModels 1 Model "models/bots/boss_bot/boss_blimp.mdl" Gravity 0 PingSound "misc/null.wav" StartSound "misc/null.wav" DeploySound "misc/null.wav" EngineLoopSound "misc/null.wav" // OffsetZ 270 RotatePitch 0 TriggerDestroyBuildingFix 1 NoCrushDamage 1 SolidToBrushes 0 NoScreenShake 1 Skin 0 } MOAB_ZOMG { Health 832800 //almost 1 mil? jeez, i knew it would be tanky but not THIS much Speed 36 Name "tankboss_zomg" StartingPathTrackNode "path_moab_1" SpawnTemplate "ZOMG" DisableSmokestack 1 Scale 1.6 MaxTurnRate 65 ClassIcon zomg DisableTracks 1 DisableBomb 1 DisableChildModels 1 Model "models/bots/boss_bot/boss_blimp.mdl" Gravity 0 PingSound "misc/null.wav" StartSound "misc/null.wav" DeploySound "misc/null.wav" EngineLoopSound "misc/null.wav" // OffsetZ 270 RotatePitch 0 TriggerDestroyBuildingFix 1 NoCrushDamage 1 SolidToBrushes 0 NoScreenShake 1 Skin 1 } MOAB_DDT { Health 40800 //just slightly more health than MOAB, but almost 3x the speed. good luck i guess? Speed 550 Name "tankboss_ddt" StartingPathTrackNode "path_moab_ddt_1" SpawnTemplate "DDT" DisableSmokestack 1 Scale 0.9 MaxTurnRate 250 ClassIcon ddt DisableTracks 1 DisableBomb 1 DisableChildModels 1 Model "models/bots/boss_bot/boss_blimp.mdl" Gravity 0 PingSound "misc/null.wav" StartSound "misc/null.wav" DeploySound "misc/null.wav" EngineLoopSound "misc/null.wav" // OffsetZ 270 RotatePitch 0 TriggerDestroyBuildingFix 1 NoCrushDamage 1 SolidToBrushes 0 NoScreenShake 1 Skin 1 } MOAB_BAD { Health 2788000 //my god, this mission really meeds some op upgrades Speed 36 Name "tankboss_bad" StartingPathTrackNode "path_moab_1" SpawnTemplate "BAD" DisableSmokestack 1 Scale 2.1 MaxTurnRate 65 ClassIcon bad DisableTracks 1 DisableBomb 1 DisableChildModels 1 Model "models/bots/boss_bot/boss_blimp.mdl" Gravity 0 PingSound "misc/null.wav" StartSound "misc/null.wav" DeploySound "misc/null.wav" EngineLoopSound "misc/null.wav" // OffsetZ 270 RotatePitch 0 TriggerDestroyBuildingFix 1 NoCrushDamage 1 SolidToBrushes 0 NoScreenShake 1 Skin 1 } } PlayerAttributes { "crit mod disabled" 0 "mod max primary clip override" -1 "ammo regen" 1 "hidden primary max ammo bonus" 10 "hidden secondary max ammo penalty" 10 "blast dmg to self increased" 0 "self dmg push force decreased" 0.25 "dmg taken from bullets reduced" 0.001 "dmg taken from blast reduced" 0.001 "cancel falling damage" 1 "penetrate teammates" 1 "no damage falloff" 1 "damage force reduction" 0.0001 "killstreak tier" 1 Scout { "max health additive penalty" -25 "no double jump" 1 "move speed bonus" 1.25 "fire rate penalty" 2 } Soldier { "max health additive penalty" -100 "damage penalty" 0.55 "fire rate penalty" 1.5 "Blast radius decreased" 0.9 "centerfire projectile" 1 "dmg falloff decreased" 0 } Pyro { "max health additive penalty" -75 "damage penalty" 0.4 "weapon burn dmg reduced" 0.25 "airblast disabled" 1 "max aoe targets" 1 } Demoman { "max health additive penalty" -75 "damage penalty" 0.5 "fire rate penalty" 2 "Blast radius increased" 1.1 "Projectile speed increased" 1.1 "grenade explode on impact" 1 "fuse bonus" 99 "dmg falloff decreased" 0 "grenade damage reduction on world contact" 1.75 } HeavyWeapons { "max health additive penalty" -200 "damage penalty" 0.25 "mult dmg vs tanks" 4 "aiming movespeed decreased" 0.01 } Engineer { "max health additive penalty" -25 "maxammo metal increased" 25 "metal regen" 5000 "mvm sentry ammo" 10 "upgrade rate decrease" 8 "engineer sentry build rate multiplier" 10 "building max level" 1 "engy sentry fire rate increased" 2 "allowed build types" 4 "sentry rapid fire" 1 "move speed bonus" 1.5 "increased jump height" 2 } Medic { "max health additive penalty" -50 "damage penalty" 0.5 "medic regen bonus" 0 } Sniper { "max health additive penalty" -25 "damage bonus" 2 "fire rate penalty" 1.9 "sniper charge per sec" 0 "sniper no headshots" 1 "sniper only fire zoomed" 1 } } ItemAttributes { ClassName tf_weapon_grenadelauncher "custom projectile model" "models\weapons\w_models\w_cannonball.mdl" } ItemAttributes { ClassName tf_weapon_wrench "provide on active" 1 "damage penalty" 0 "melee attack rate bonus" 0.05 "mult smack time" 0.1 "move speed penalty" 0.667 "increased jump height" 0.5 "special item description" "You can't deal damage with a melee." "special item description 2" "But it provides a mobillity boost when not active." } ItemAttributes { ClassName tf_weapon_bat "provide on active" 1 "dmg penalty vs players" 0 "no_attack" 1 "damage penalty" 0 "move speed bonus" 2 "add cond when active" 72 "increased jump height" 1.25 "single wep holster time increased" 4 "single wep deploy time decreased" 0 "special item description" "You can't attack with a melee." "special item description 2" "But it provides a massive mobillity boost while active." } ItemAttributes { ClassName tf_weapon_shovel "provide on active" 1 "dmg penalty vs players" 0 "no_attack" 1 "damage penalty" 0 "move speed bonus" 2 "add cond when active" 72 "increased jump height" 1.25 "single wep holster time increased" 4 "single wep deploy time decreased" 0 "special item description" "You can't attack with a melee." "special item description 2" "But it provides a massive mobillity boost while active." } ItemAttributes { ClassName tf_weapon_fireaxe "provide on active" 1 "dmg penalty vs players" 0 "no_attack" 1 "damage penalty" 0 "move speed bonus" 2 "add cond when active" 72 "increased jump height" 1.25 "single wep holster time increased" 4 "single wep deploy time decreased" 0 "special item description" "You can't attack with a melee." "special item description 2" "But it provides a massive mobillity boost while active." } ItemAttributes { ClassName tf_weapon_bottle "provide on active" 1 "dmg penalty vs players" 0 "no_attack" 1 "damage penalty" 0 "move speed bonus" 2 "add cond when active" 72 "increased jump height" 1.25 "single wep holster time increased" 4 "single wep deploy time decreased" 0 "special item description" "You can't attack with a melee." "special item description 2" "But it provides a massive mobillity boost while active." } ItemAttributes { ClassName tf_weapon_fists "provide on active" 1 "dmg penalty vs players" 0 "no_attack" 1 "damage penalty" 0 "move speed bonus" 2 "add cond when active" 72 "increased jump height" 1.25 "single wep holster time increased" 4 "single wep deploy time decreased" 0 "special item description" "You can't attack with a melee." "special item description 2" "But it provides a massive mobillity boost while active." } ItemAttributes { ClassName tf_weapon_bonesaw "provide on active" 1 "dmg penalty vs players" 0 "no_attack" 1 "damage penalty" 0 "move speed bonus" 2 "add cond when active" 72 "increased jump height" 1.25 "single wep holster time increased" 4 "single wep deploy time decreased" 0 "special item description" "You can't attack with a melee." "special item description 2" "But it provides a massive mobillity boost while active." } ItemAttributes { ClassName tf_weapon_club "provide on active" 1 "dmg penalty vs players" 0 "no_attack" 1 "damage penalty" 0 "move speed bonus" 2 "add cond when active" 72 "increased jump height" 1.25 "single wep holster time increased" 4 "single wep deploy time decreased" 0 "special item description" "You can't attack with a melee." "special item description 2" "But it provides a massive mobillity boost while active." } ItemAttributes { ClassName saxxy "provide on active" 1 "dmg penalty vs players" 0 "no_attack" 1 "damage penalty" 0 "move speed bonus" 2 "add cond when active" 72 "increased jump height" 1.25 "single wep holster time increased" 4 "single wep deploy time decreased" 0 "special item description" "You can't attack with a melee." "special item description 2" "But it provides a massive mobillity boost while active." } ItemBlacklist { Name "Kritz Or Treat Canteen" Name "Default Power Up Canteen (MvM)" Name "Power Up Canteen (MvM)" Name "Battery Canteens" ClassName "tf_weapon_pistol" ClassName "tf_weapon_shotgun" //Scout Name "The Back Scatter" SimilarToItem "the force-a-nature" ClassName "tf_weapon_pep_brawler_blaster" ClassName "tf_weapon_soda_popper" ClassName "tf_weapon_handgun_scout_primary" ClassName "tf_weapon_lunchbox_drink" ClassName "tf_weapon_handgun_scout_secondary" ClassName "tf_weapon_jar_milk" ClassName "tf_weapon_cleaver" Name "the c.a.p.p.e.r" ClassName "tf_weapon_bat_fish" ClassName "tf_weapon_bat_giftwrap" ClassName "tf_weapon_bat_wood" //Soldier ClassName "tf_weapon_rocketlauncher_directhit" ClassName "tf_weapon_rocketlauncher_airstrike" ClassName "tf_weapon_particle_cannon" Name "the black box" Name "festive black box" Name "rocket jumper" Name "the liberty launcher" Name "the air strike" Name "the beggar's bazooka" ClassName "tf_weapon_buff_item" ClassName "tf_weapon_parachute" Name "the mantreads" Name "the gunboats" Item "the righteous bison" Name "the equalizer" Name "the escape plan" ClassName "tf_weapon_sword" //Pyro SimilarToItem "the backburner" Name "the degreaser" Name "the phlogistinator" Name "The Dragon's Fury" ClassName "tf_weapon_flaregun" Name "the manmelter" Name "The Gas Passer" Name "The Thermal Thruster" ClassName "tf_weapon_breakable_sign" Name "The Hot Hand" //Demo Name "The Loose Cannon" Name "ali baba's wee booties" Name "the bootlegger" Name "the loch-n-load" Name "the iron bomber" ClassName "tf_wearable_demoshield" ClassName "tf_weapon_pipebomblauncher" ClassName "tf_weapon_sword" ClassName "tf_weapon_katana" Name "The Ullapool Caber" //Heavy Name "natascha" Name "the brass beast" Name "tomislav" Name "the huo long heatmaker" ClassName "tf_weapon_lunchbox" //Engineer ClassName "tf_weapon_sentry_revenge" ClassName "tf_weapon_shotgun_primary" ClassName "tf_weapon_drg_pomson" ClassName "tf_weapon_shotgun_building_rescue" ClassName "tf_weapon_laser_pointer" Name "the short circuit" Name "the eureka effect" Name "the gunslinger" //Medic Name "the crusader's crossbow" Name "festive crusader's crossbow" Name "the overdose" Name "the blutsauger" ClassName "tf_weapon_medigun" //Sniper ClassName "tf_weapon_compound_bow" Name "The Hitman's Heatmaker" Name "the sydney sleeper" Name "the bazaar bargain" Name "The Classic" Name "the machina" Name "shooting star" Name "the cozy camper" Name "darwin's danger shield" Name "the razorback" ClassName "tf_weapon_jar" Name "the cleaner's carbine" ClassName "tf_weapon_smg" } ExtendedUpgrades { MaxUpgradesTier { 1 2 2 2 3 2 } tier1 { Name "Tier 1" Attribute "medigun charge is crit boost" Cap 0 Increment 1 Cost 0 AllowedWeapons { Slot Primary } } demo_100_a { Name "Big Boom" Description "Bigger explosion radius" Attribute "dmg taken from crit increased" Cap 2 Increment 1 Cost 15 OnApply { Output "!activator,$AddItemAttribute,Blast radius increased|1.66|0,0,-1" } OnDowngrade { Output "!activator,$RemoveItemAttribute,Blast radius increased|0,0.5,-1" } AllowPlayerClass Demoman AllowedWeapons { Slot Primary } Tier 1 } demo_010_a { Name "Adjusted Rotation Mechanism" Description "Faster clip rotation allows for higher fire rate" Attribute "dmg taken from blast reduced" Cap 2 Increment 1 Cost 25 OnApply { Output "!activator,$AddItemAttribute,fire rate bonus|0.75|0,0,-1" } OnDowngrade { Output "!activator,$RemoveItemAttribute,fire rate bonus|0,0.5,-1" } AllowPlayerClass Demoman AllowedWeapons { Slot Primary } Tier 1 } demo_001_a { Name "More Gunpowder" Description "More damage" Attribute "dmg taken from blast increased" Cap 2 Increment 1 Cost 30 OnApply { Output "!activator,$AddItemAttribute,damage bonus|1.5|0,0,-1" } OnDowngrade { Output "!activator,$RemoveItemAttribute,damage bonus|0,0.5,-1" } AllowPlayerClass Demoman AllowedWeapons { Slot Primary } Tier 1 } heavy_100_a { Name "Tighter Spread" Description "Less spread, more accurate. More burn damage" Attribute "heal rate penalty" Cap 2 Increment 1 Cost 15 OnApply { Output "!activator,$AddItemAttribute,weapon spread bonus|0.7|0,0,-1" Output "!activator,$AddItemAttribute,weapon burn dmg reduced|3|0,0,-1" } OnDowngrade { Output "!activator,$RemoveItemAttribute,weapon spread bonus|0,0.5,-1" Output "!activator,$RemoveItemAttribute,weapon burn dmg reduced|0,0.5,-1" } AllowPlayerClass HeavyWeapons AllowedWeapons { Slot Primary } Tier 1 } heavy_010_a { Name "Faster Spin" Description "Increases fire rate" Attribute "overheal decay penalty" Cap 2 Increment 1 Cost 25 OnApply { Output "!activator,$AddItemAttribute,fire rate bonus|0.75|0,0,-1" } OnDowngrade { Output "!activator,$RemoveItemAttribute,fire rate bonus|0,0.5,-1" } AllowPlayerClass HeavyWeapons AllowedWeapons { Slot Primary } Tier 1 } heavy_001_a { Name "Sharp Rounds" Description "More damage per bullet" Attribute "mult cloak meter consume rate" Cap 2 Increment 1 Cost 30 OnApply { Output "!activator,$AddItemAttribute,damage penalty|1.5|0,0,-1" } OnDowngrade { Output "!activator,$RemoveItemAttribute,damage penalty|0,0.5,-1" } AllowPlayerClass HeavyWeapons AllowedWeapons { Slot Primary } Tier 1 } sniper_100_a { Name "Bigger Caliber" Description "More damage per shot. Can pierce lead, shrapnel can pierce black" Attribute "dmg taken from fire reduced" Cap 2 Increment 1 Cost 15 OnApply { Output "!activator,$AddItemAttribute,damage bonus|2|0,0,-1" Output "!activator,$AddItemAttribute,dmg pierces resists absorbs|1|0,0,-1" } OnDowngrade { Output "!activator,$RemoveItemAttribute,damage bonus|0,0.5,-1" Output "!activator,$RemoveItemAttribute,dmg pierces resists absorbs|0,0.5,-1" } AllowPlayerClass Sniper AllowedWeapons { Slot Primary } Tier 1 } sniper_010_a { Name "Quickscope" Description "Much faser zoom" Attribute "dmg taken from crit reduced" Cap 2 Increment 1 Cost 6 OnApply { Output "!activator,$AddItemAttribute,ability master sniper|2|0,0,-1" } OnDowngrade { Output "!activator,$RemoveItemAttribute,ability master sniper|0,0.5,-1" } AllowPlayerClass Sniper AllowedWeapons { Slot Primary } Tier 1 } sniper_001_a { Name "Faster Reload" Description "Faster firing speed" Attribute "dmg taken from fire increased" Cap 2 Increment 1 Cost 20 OnApply { Output "!activator,$AddItemAttribute,fire rate bonus|0.75|0,0,-1" } OnDowngrade { Output "!activator,$RemoveItemAttribute,fire rate bonus|0,0.5,-1" } AllowPlayerClass Sniper AllowedWeapons { Slot Primary } Tier 1 } tier2 { Name "Tier 2" Attribute "medigun charge is crit boost" Cap 0 Increment 1 Cost 0 AllowedWeapons { Slot Primary } } demo_200_a { Name "Bigger Boom" Description "Bigger explosion radius. Slightly more damage" Attribute "heal rate bonus" Cap 2 Increment 1 Cost 30 OnApply { Output "!activator,$AddItemAttribute,Blast radius increased|2|0,0.1,-1" Output "!activator,$AddItemAttribute,damage bonus HIDDEN|1.25|0,0.1,-1" } OnDowngrade { Output "!activator,$RemoveItemAttribute,damage bonus HIDDEN|0,0.5,-1" } AllowPlayerClass Demoman AllowedWeapons { Slot Primary } RequiredUpgrade { Upgrade demo_100_a } } demo_020_a { Name "Spring Launch" Description "Faster fire rate" Attribute "overheal decay bonus" Cap 2 Increment 1 Cost 35 OnApply { Output "!activator,$AddItemAttribute,fire rate bonus|0.5|0,0.1,-1" } AllowPlayerClass Demoman AllowedWeapons { Slot Primary } RequiredUpgrade { Upgrade demo_010_a } } demo_002_a { Name "Big Bombs" Description "Bigger bombs for more damage" Attribute "mult cloak meter regen rate" Cap 2 Increment 1 Cost 30 OnApply { Output "!activator,$AddItemAttribute,damage bonus|2|0,0.1,-1" Output "!activator,$AddItemAttribute,mult projectile scale|1.2|0,0.1,-1" } OnDowngrade { Output "!activator,$RemoveItemAttribute,mult projectile scale|0,0.5,-1" } AllowPlayerClass Demoman AllowedWeapons { Slot Primary } RequiredUpgrade { Upgrade demo_001_a } } heavy_200_a { Name "Elongated Barrel" Description "Near perfect accuracy. Deadly burn damage" Attribute "heal rate bonus" Cap 2 Increment 1 Cost 35 OnApply { Output "!activator,$AddItemAttribute,weapon spread bonus|0.4|0,0.1,-1" Output "!activator,$AddItemAttribute,weapon burn dmg reduced|3|0,0,-1" } AllowPlayerClass HeavyWeapons AllowedWeapons { Slot Primary } RequiredUpgrade { Upgrade heavy_100_a } } heavy_020_a { Name "Overdrive" Description "Increases fire rate" Attribute "overheal decay bonus" Cap 2 Increment 1 Cost 58 OnApply { Output "!activator,$AddItemAttribute,fire rate bonus|0.5|0,0.1,-1" } AllowPlayerClass HeavyWeapons AllowedWeapons { Slot Primary } RequiredUpgrade { Upgrade heavy_010_a } } heavy_002_a { Name "Advanced Ammunition" Description "More damage per bullet" Attribute "mult cloak meter regen rate" Cap 2 Increment 1 Cost 50 OnApply { Output "!activator,$AddItemAttribute,damage penalty|2|0,0.1,-1" } AllowPlayerClass HeavyWeapons AllowedWeapons { Slot Primary } RequiredUpgrade { Upgrade heavy_001_a } } sniper_200_a { Name "AP Bullets" Description "Very high damage per shot" Attribute "heal rate bonus" Cap 2 Increment 1 Cost 50 OnApply { Output "!activator,$AddItemAttribute,damage bonus|5|0,0.1,-1" } AllowPlayerClass Sniper AllowedWeapons { Slot Primary } RequiredUpgrade { Upgrade sniper_100_a } } sniper_020_a { Name "Shrapnel" Description "Bullets break into shrapnel, dealing damage over small area" Attribute "overheal decay bonus" Cap 2 Increment 1 Cost 22 OnApply { Output "!activator,$AddItemAttribute,explosive bullets|160|0,0.1,-1" // Output "!activator,$AddItemAttribute,no explosion particles|1|0,0.1,-1" } OnDowngrade { Output "!activator,$RemoveItemAttribute,explosive bullets|0,0.5,-1" // Output "!activator,$RemoveItemAttribute,no explosion particles|0,0.5,-1" } AllowPlayerClass Sniper AllowedWeapons { Slot Primary } RequiredUpgrade { Upgrade sniper_010_a } } sniper_002_a { Name "Even Faster Reload" Description "Faster firing speed" Attribute "mult cloak meter regen rate" Cap 2 Increment 1 Cost 35 OnApply { Output "!activator,$AddItemAttribute,fire rate bonus|0.5|0,0.1,-1" } AllowPlayerClass Sniper AllowedWeapons { Slot Primary } RequiredUpgrade { Upgrade sniper_001_a } } tier3 { Name "Tier 3" Attribute "medigun charge is crit boost" Cap 0 Increment 1 Cost 0 AllowedWeapons { Slot Primary } } demo_300_a { Name "Super Explosion" Description "Slow down all hit bloons and massive damage increase" Attribute "ubercharge rate penalty" Cap 2 Increment 1 Cost 345 OnApply { // Output "!activator,$AddItemAttribute,Set DamageType Ignite|1|0,0.2,-1" Output "!activator,$AddItemAttribute,slow enemy on hit major|2|0,0.2,-1" Output "!activator,$AddItemAttribute,damage bonus HIDDEN|5|0,0.2,-1" } OnDowngrade { Output "!activator,$RemoveItemAttribute,slow enemy on hit major|0,0.5,-1" // Output "!activator,$RemoveItemAttribute,Set DamageType Ignite|0,0.5,-1" } AllowPlayerClass Demoman AllowedWeapons { Slot Primary } RequiredUpgrade { Upgrade demo_200_a } DisallowedUpgrade { Upgrade demo_030_a } DisallowedUpgrade { Upgrade demo_003_a } } demo_030_a { Name "Slick Grenades" Description "More efficient bomb design allows for faster shooting" Attribute "overheal decay disabled" Cap 2 Increment 1 Cost 190 OnApply { Output "!activator,$AddItemAttribute,custom projectile model|models\weapons\w_models\w_grenade_grenadelauncher.mdl|0,0.2,-1" Output "!activator,$AddItemAttribute,fire rate bonus|0.25|0,0.2,-1" Output "!activator,$AddItemAttribute,Projectile speed increased|1.1|0,0.2,-1" Output "!activator,$AddItemAttribute,grenade no spin|1|0,0.2,-1" } OnDowngrade { Output "!activator,$AddItemAttribute,custom projectile model|models\weapons\w_models\w_cannonball.mdl|0,0.5,-1" Output "!activator,$RemoveItemAttribute,Projectile speed increased|0,0.5,-1" Output "!activator,$RemoveItemAttribute,grenade no spin|0,0.5,-1" } AllowPlayerClass Demoman AllowedWeapons { Slot Primary } RequiredUpgrade { Upgrade demo_020_a } DisallowedUpgrade { Upgrade demo_300_a } DisallowedUpgrade { Upgrade demo_003_a } } demo_003_a { Name "Fire Bombs" Description "Highly volitile bombs that ignite bloons" Attribute "self dmg push force increased" Cap 2 Increment 1 Cost 280 OnApply { Output "!activator,$AddItemAttribute,custom projectile model|models\weapons\w_models\w_flaregun_shell.mdl|0,0.2,-1" Output "!activator,$AddItemAttribute,Set DamageType Ignite|1|0,0.2,-1" Output "!activator,$AddItemAttribute,weapon burn dmg increased|6.25|0,0.2,-1" Output "!activator,$AddItemAttribute,damage bonus|3|0,0.2,-1" Output "!activator,$AddItemAttribute,mult projectile scale|1.4|0,0.2,-1" } OnDowngrade { Output "!activator,$AddItemAttribute,custom projectile model|models\weapons\w_models\w_cannonball.mdl|0,0.3,-1" Output "!activator,$RemoveItemAttribute,Set DamageType Ignite|0,0.5,-1" Output "!activator,$RemoveItemAttribute,weapon burn dmg increased|0,0.5,-1" } AllowPlayerClass Demoman AllowedWeapons { Slot Primary } RequiredUpgrade { Upgrade demo_002_a } DisallowedUpgrade { Upgrade demo_300_a } DisallowedUpgrade { Upgrade demo_030_a } } heavy_300_a { Name "Hyper-Sonic Bullets" Description "Penetrate up to 5 bloons with increased damage" Attribute "ubercharge rate penalty" Cap 2 Increment 1 Cost 330 OnApply { Output "!activator,$AddItemAttribute,sniper fires tracer|1|0,0.2,-1" Output "!activator,$AddItemAttribute,projectile penetration heavy|4|0,0.2,-1" Output "!activator,$AddItemAttribute,damage bonus|2|0,0.2,-1" Output "!activator,$AddItemAttribute,no damage falloff|1|0,0.2,-1" } OnDowngrade { Output "!activator,$RemoveItemAttribute,sniper fires tracer|0,0.5,-1" Output "!activator,$RemoveItemAttribute,projectile penetration heavy|0,0.5,-1" Output "!activator,$RemoveItemAttribute,damage bonus|0,0.5,-1" Output "!activator,$RemoveItemAttribute,no damage falloff|1|0,0.5,-1" } AllowPlayerClass HeavyWeapons AllowedWeapons { Slot Primary } RequiredUpgrade { Upgrade heavy_200_a } DisallowedUpgrade { Upgrade heavy_030_a } DisallowedUpgrade { Upgrade heavy_003_a } } heavy_030_a { Name "Vulcan Technology" Description "Increases fire rate even more" Attribute "overheal decay disabled" Cap 2 Increment 1 Cost 210 OnApply { Output "!activator,$AddItemAttribute,fire rate bonus|0.25|0,0.2,-1" } AllowPlayerClass HeavyWeapons AllowedWeapons { Slot Primary } RequiredUpgrade { Upgrade heavy_020_a } DisallowedUpgrade { Upgrade heavy_300_a } DisallowedUpgrade { Upgrade heavy_003_a } } heavy_003_a { Name "Pyrotechnics" Description "Create ring of fire and shoot flares" Attribute "self dmg push force increased" Cap 2 Increment 1 Cost 200 OnApply { Output "!activator,$AddItemAttribute,ring of fire while aiming|100|0,0.2,-1" Output "!activator,$AddItemAttribute,weapon burn dmg increased|2.5|0,0.2,-1" Output "!activator,$AddItemAttribute,override projectile type|6|0,0.2,-1" Output "!activator,$AddItemAttribute,crits_become_minicrits|1|0,0.2,-1" Output "!activator,$AddItemAttribute,damage bonus HIDDEN|4|0,0.2,-1" Output "!activator,$AddItemAttribute,Projectile speed increased|2.5|0,0.2,-1" Output "!activator,$AddItemAttribute,projectile gravity native|0.01|0,0.2,-1" Output "!activator,$AddItemAttribute,attach particle effect|13|0,0.2,-1" } OnDowngrade { Output "!activator,$RemoveItemAttribute,ring of fire while aiming|0,0.5,-1" Output "!activator,$RemoveItemAttribute,weapon burn dmg increased|0,0.5,-1" Output "!activator,$RemoveItemAttribute,override projectile type|0,0.5,-1" Output "!activator,$RemoveItemAttribute,crits_become_minicrits|0,0.5,-1" Output "!activator,$RemoveItemAttribute,Projectile speed increased|0,0.5,-1" Output "!activator,$RemoveItemAttribute,projectile gravity native|0,0.5,-1" Output "!activator,$RemoveItemAttribute,attach particle effect|0,0.5,-1" } AllowPlayerClass HeavyWeapons AllowedWeapons { Slot Primary } RequiredUpgrade { Upgrade heavy_002_a } DisallowedUpgrade { Upgrade heavy_300_a } DisallowedUpgrade { Upgrade heavy_030_a } } sniper_300_a { Name "Deadly Precicion" Description "Massive damage and more damage to ceramics" Attribute "ubercharge rate penalty" Cap 2 Increment 1 Cost 370 OnApply { Output "!activator,$AddItemAttribute,damage bonus|20|0,0.2,-1" Output "!activator,$AddItemAttribute,special damage type|1|0,0.2,-1" } OnDowngrade { Output "!activator,$RemoveItemAttribute,special damage type|0,0.5,-1" } AllowPlayerClass Sniper AllowedWeapons { Slot Primary } RequiredUpgrade { Upgrade sniper_200_a } DisallowedUpgrade { Upgrade sniper_030_a } DisallowedUpgrade { Upgrade sniper_003_a } } sniper_030_a { Name "Bloon Penetration" Description "Penetrate multipple bloons with 1 shot" Attribute "overheal decay disabled" Cap 2 Increment 1 Cost 150 OnApply { Output "!activator,$AddItemAttribute,projectile penetration|1|0,0.2,-1" } OnDowngrade { Output "!activator,$RemoveItemAttribute,projectile penetration|0,0.5,-1" } AllowPlayerClass Sniper AllowedWeapons { Slot Primary } RequiredUpgrade { Upgrade sniper_020_a } DisallowedUpgrade { Upgrade sniper_300_a } DisallowedUpgrade { Upgrade sniper_003_a } } sniper_003_a { Name "Semi-Auto" Description "Tripple the firing speed. Can shoot unscoped" Attribute "self dmg push force increased" Cap 2 Increment 1 Cost 378 OnApply { Output "!activator,$AddItemAttribute,fire rate bonus|0.167|0,0.2,-1" Output "!activator,$AddItemAttribute,sniper only fire zoomed|-1|0,0.2,-1" } OnDowngrade { Output "!activator,$RemoveItemAttribute,sniper only fire zoomed|0,0.5,-1" } AllowPlayerClass Sniper AllowedWeapons { Slot Primary } RequiredUpgrade { Upgrade sniper_002_a } DisallowedUpgrade { Upgrade sniper_030_a } DisallowedUpgrade { Upgrade sniper_300_a } } tier4 { Name "Tier 4" Attribute "medigun charge is crit boost" Cap 0 Increment 1 Cost 0 AllowedWeapons { Slot Primary } } demo_400_a { Name "Atomic Bomb" Description "Huge explosion radius and damage" Attribute "ubercharge rate bonus" Cap 2 Increment 1 Cost 750 OnApply { Output "!activator,$AddItemAttribute,Blast radius increased|4|0,0.3,-1" Output "!activator,$AddItemAttribute,custom projectile model|models/weapons/w_models/w_atomball_blu.mdl|0,0.3,-1" Output "!activator,$AddItemAttribute,explosion particle|rd_robot_explosion|0,0.3,-1" Output "!activator,$AddItemAttribute,damage bonus HIDDEN|30|0,0.3,-1" Output "!activator,$AddItemAttribute,fire rate penalty|1.65|0,0.3,-1" } OnDowngrade { Output "!activator,$AddItemAttribute,custom projectile model|models\weapons\w_models\w_cannonball.mdl|0,0.5,-1" Output "!activator,$RemoveItemAttribute,explosion particle|0,0.5,-1" Output "!activator,$RemoveItemAttribute,fire rate penalty|0,0.5,-1" } AllowPlayerClass Demoman AllowedWeapons { Slot Primary } RequiredUpgrade { Upgrade demo_300_a } } demo_040_a { Name "High Velocity Grenades" Description "Increases speed and damage of grenades" Attribute "add uber charge on hit" Cap 1 Increment 1 Cost 800 OnApply { Output "!activator,$AddItemAttribute,damage penalty|4|0,0.3,-1" Output "!activator,$AddItemAttribute,Projectile speed increased|2|0,0.3,-1" } OnDowngrade { Output "!activator,$RemoveItemAttribute,damage penalty|0,0.5,-1" } AllowPlayerClass Demoman AllowedWeapons { Slot Primary } RequiredUpgrade { Upgrade demo_030_a } } demo_004_a { Name "Molotov" Description "Stronger burn" Attribute "self dmg push force decreased" Cap 2 Increment 1 Cost 699 OnApply { Output "!activator,$AddPlayerAttribute,self dmg push force increased|0.25|0,0.3,-1" Output "!activator,$AddItemAttribute,projectile trail particle|flaregun_trail_red|0,0.3,-1" Output "!activator,$AddItemAttribute,weapon burn dmg increased|18.75|0,0.3,-1" Output "!activator,$AddItemAttribute,damage bonus|25|0,0.3,-1" } OnDowngrade { Output "!activator,$RemoveItemAttribute,projectile trail particle|0,0.5,-1" } AllowPlayerClass Demoman AllowedWeapons { Slot Primary } RequiredUpgrade { Upgrade demo_003_a } } heavy_400_a { Name "Laser Core" Description "Sub-light speed bullets that deal massive damage" Attribute "ubercharge rate bonus" Cap 2 Increment 1 Cost 950 OnApply { Output "!activator,$AddItemAttribute,damage bonus|8|0,0.3,-1" } AllowPlayerClass HeavyWeapons AllowedWeapons { Slot Primary } RequiredUpgrade { Upgrade heavy_300_a } } heavy_040_a { Name "Ultimate Fire Rate" Description "There can never be enough bullets" Attribute "add uber charge on hit" Cap 1 Increment 1 Cost 860 OnApply { Output "!activator,$AddItemAttribute,bullets per shot bonus|2.5|0,0.3,-1" } OnDowngrade { Output "!activator,$RemoveItemAttribute,bullets per shot bonus|0,0.5,-1" } AllowPlayerClass HeavyWeapons AllowedWeapons { Slot Primary } RequiredUpgrade { Upgrade heavy_030_a } } heavy_004_a { Name "Fireworks" Description "4 times more flares" Attribute "self dmg push force decreased" Cap 2 Increment 1 Cost 1015 OnApply { Output "!activator,$AddItemAttribute,mult projectile count|4|0,0.3,-1" Output "!activator,$AddItemAttribute,projectile spread angle penalty|2|0,0.3,-1" Output "!activator,$AddItemAttribute,mult projectile scale|0.66|0,0.3,-1" } OnDowngrade { Output "!activator,$RemoveItemAttribute,mult projectile count|0,0.5,-1" Output "!activator,$RemoveItemAttribute,projectile spread angle penalty|0,0.5,-1" Output "!activator,$RemoveItemAttribute,mult projectile scale|0,0.5,-1" } AllowPlayerClass HeavyWeapons AllowedWeapons { Slot Primary } RequiredUpgrade { Upgrade heavy_003_a } } sniper_400_a { Name "MOAB Damage" Description "Even more damage and even more damage to MOAB" Attribute "ubercharge rate bonus" Cap 2 Increment 1 Cost 1610 OnApply { Output "!activator,$AddItemAttribute,damage bonus|30|0,0.3,-1" Output "!activator,$AddItemAttribute,mult dmg vs tanks|1.5|0,0.3,-1" } OnDowngrade { Output "!activator,$RemoveItemAttribute,mult dmg vs tanks|0,0.5,-1" } AllowPlayerClass Sniper AllowedWeapons { Slot Primary } RequiredUpgrade { Upgrade sniper_300_a } } sniper_040_a { Name "Ricochet" Description "Deal more damage the more bloons you penetrate" Attribute "add uber charge on hit" Cap 1 Increment 1 Cost 850 OnApply { Output "!activator,$AddItemAttribute,penetration damage penalty|2|0,0.3,-1" Output "!activator,$AddItemAttribute,damage bonus HIDDEN|1.5|0,0.3,-1" Output "!activator,$AddItemAttribute,explosive bullets|240|0,0.3,-1" } OnDowngrade { Output "!activator,$RemoveItemAttribute,penetration damage penalty|0,0.5,-1" Output "!activator,$RemoveItemAttribute,damage bonus HIDDEN|0,0.5,-1" } AllowPlayerClass Sniper AllowedWeapons { Slot Primary } RequiredUpgrade { Upgrade sniper_030_a } } sniper_004_a { Name "Full Auto" Description "Superior firing speed" Attribute "self dmg push force decreased" Cap 2 Increment 1 Cost 1560 OnApply { Output "!activator,$AddItemAttribute,fire rate bonus|0.05|0,0.3,-1" } AllowPlayerClass Sniper AllowedWeapons { Slot Primary } RequiredUpgrade { Upgrade sniper_003_a } } tier5 { Name "Tier 5" Attribute "medigun charge is crit boost" Cap 0 Increment 1 Cost 0 AllowedWeapons { Slot Primary } } demo_500_a { Name "Hyper Explosion" Description "Greatly increased MOAB and ceramic damage, can damage black" Attribute "overheal bonus" Cap 2 Increment 1 Cost 3105 OnApply { Output "!activator,$AddItemAttribute,explosion particle|hightower_explosion|0,0.4,-1" Output "!activator,$AddItemAttribute,special damage type|1|0,0.4,-1" Output "!activator,$AddItemAttribute,mult dmg vs tanks|4|0,0.4,-1" Output "!activator,$AddItemAttribute,dmg pierces resists absorbs|1|0,0.4,-1" Output "!activator,$AddItemAttribute,Blast radius increased|5|0,0.4,-1" } OnDowngrade { Output "!activator,$RemoveItemAttribute,special damage type|0,0.5,-1" Output "!activator,$RemoveItemAttribute,mult dmg vs tanks|0,0.5,-1" Output "!activator,$RemoveItemAttribute,dmg pierces resists absorbs|0,0.5,-1" } AllowPlayerClass Demoman AllowedWeapons { Slot Primary } RequiredUpgrade { Upgrade demo_400_a } } demo_050_a { Name "S.P.A.M." Description "Very high projectile ammount" Attribute "hidden secondary max ammo penalty" Cap 2 Increment 1 Cost 2800 OnApply { Output "!activator,$AddItemAttribute,projectile spread angle penalty|1|0,0.4,-1" Output "!activator,$AddItemAttribute,damage penalty|8|0,0.4,-1" Output "!activator,$AddItemAttribute,mult projectile count|3|0,0.4,-1" } OnDowngrade { Output "!activator,$RemoveItemAttribute,projectile spread angle penalty|0,0.5,-1" Output "!activator,$RemoveItemAttribute,mult projectile count|0,0.5,-1" } AllowPlayerClass Demoman AllowedWeapons { Slot Primary } RequiredUpgrade { Upgrade demo_040_a } } demo_005_a { Name "Napalm Grenades" Description "Powerfull bombs that deal high damage" Attribute "health from healers reduced" Cap 2 Increment 1 Cost 3200 OnApply { Output "!activator,$AddItemAttribute,projectile trail particle|spell_fireball_small_red|0,0.4,-1" Output "!activator,$AddItemAttribute,damage bonus|100|0,0.4,-1" } AllowPlayerClass Demoman AllowedWeapons { Slot Primary } RequiredUpgrade { Upgrade demo_004_a } } heavy_500_a { Name "Doom Beam" Description "Super deadly laser that cuts through the bloons of all types" Attribute "overheal bonus" Cap 2 Increment 1 Cost 3500 OnApply { Output "!activator,$AddItemAttribute,damage bonus|40|0,0.4,-1" Output "!activator,$AddItemAttribute,projectile penetration heavy|19|0,0.4,-1" Output "!activator,$AddItemAttribute,dmg pierces resists absorbs|1|0,0.4,-1" Output "!activator,$AddItemAttribute,weapon spread bonus|0.1|0,0.4,-1" } OnDowngrade { Output "!activator,$RemoveItemAttribute,dmg pierces resists absorbs|0,0.5,-1" } AllowPlayerClass HeavyWeapons AllowedWeapons { Slot Primary } RequiredUpgrade { Upgrade heavy_400_a } } heavy_050_a { Name "Atomic Ammunition" Description "Deadly bullets that deal very high damage to MOAB" Attribute "hidden secondary max ammo penalty" Cap 2 Increment 1 Cost 3100 OnApply { Output "!activator,$AddItemAttribute,damage bonus|2|0,0.4,-1" Output "!activator,$AddItemAttribute,explosive bullets|130|0,0.4,-1" Output "!activator,$AddItemAttribute,no explosion particles|1|0,0.4,-1" Output "!activator,$AddItemAttribute,mult dmg vs tanks|2|0,0.4,-1" Output "!activator,$AddItemAttribute,dmg pierces resists absorbs|1|0,0.4,-1" } OnDowngrade { Output "!activator,$RemoveItemAttribute,damage bonus|0,0.5,-1" Output "!activator,$RemoveItemAttribute,explosive bullets|0,0.5,-1" Output "!activator,$RemoveItemAttribute,no explosion particles|0,0.5,-1" Output "!activator,$RemoveItemAttribute,mult dmg vs tanks|0,0.5,-1" Output "!activator,$RemoveItemAttribute,dmg pierces resists absorbs|0,0.5,-1" } AllowPlayerClass HeavyWeapons AllowedWeapons { Slot Primary } RequiredUpgrade { Upgrade heavy_040_a } } heavy_005_a { Name "Dragon Breath" Description "Unleash the fury of a dragon. Can move while spunup" Attribute "health from healers reduced" Cap 2 Increment 1 Cost 2650 OnApply { Output "!activator,$AddItemAttribute,projectile trail particle|spell_fireball_small_red|0,0.3,-1" Output "!activator,$AddItemAttribute,damage bonus|3|0,0.4,-1" Output "!activator,$AddItemAttribute,dmg pierces resists absorbs|1|0,0.4,-1" Output "!activator,$AddItemAttribute,ring of fire while aiming|500|0,0.4,-1" Output "!activator,$AddItemAttribute,aiming movespeed increased|200|0,0.4,-1" } OnDowngrade { Output "!activator,$RemoveItemAttribute,projectile trail particle|0,0.5,-1" Output "!activator,$RemoveItemAttribute,mult projectile scale|0,0.5,-1" Output "!activator,$RemoveItemAttribute,damage bonus|0,0.5,-1" Output "!activator,$RemoveItemAttribute,dmg pierces resists absorbs|0,0.5,-1" Output "!activator,$RemoveItemAttribute,aiming movespeed increased|0,0.5,-1" } AllowPlayerClass HeavyWeapons AllowedWeapons { Slot Primary } RequiredUpgrade { Upgrade heavy_004_a } } sniper_500_a { Name "MOAB Cripple" Description "Massive damage to MOAB" Attribute "overheal bonus" Cap 2 Increment 1 Cost 3100 OnApply { Output "!activator,$AddItemAttribute,mult dmg vs tanks|5|0,0.4,-1" } AllowPlayerClass Sniper AllowedWeapons { Slot Primary } RequiredUpgrade { Upgrade sniper_400_a } } sniper_050_a { Name "Elite Sniper" Description "Greater mobility, damage and fire rate. can shoot unscoped" Attribute "hidden secondary max ammo penalty" Cap 2 Increment 1 Cost 2500 OnApply { Output "!activator,$AddItemAttribute,damage bonus HIDDEN|4|0,0.4,-1" Output "!activator,$AddItemAttribute,fire rate bonus HIDDEN|0.5|0,0.4,-1" Output "!activator,$AddItemAttribute,move speed bonus|1.5|0,0.4,-1" Output "!activator,$AddItemAttribute,increased jump height from weapon|1.5|0,0.4,-1" Output "!activator,$AddItemAttribute,sniper only fire zoomed|-1|0,0.4,-1" } OnDowngrade { Output "!activator,$RemoveItemAttribute,fire rate bonus HIDDEN|0,0.5,-1" Output "!activator,$RemoveItemAttribute,move speed bonus|0,0.5,-1" Output "!activator,$RemoveItemAttribute,increased jump height from weapon|0,0.5,-1" Output "!activator,$RemoveItemAttribute,sniper only fire zoomed|0,0.5,-1" } AllowPlayerClass Sniper AllowedWeapons { Slot Primary } RequiredUpgrade { Upgrade sniper_040_a } } sniper_005_a { Name "Elite Defender" Description "Less health you have the higher is the fire rate" Attribute "health from healers reduced" Cap 2 Increment 1 Cost 2700 OnApply { Output "!activator,$AddItemAttribute,fire rate bonus|0.04|0,0.4,-1" Output "!activator,$AddItemAttribute,fire rate bonus with reduced health|0.4|0,0.4,-1" Output "!activator,$AddItemAttribute,hidden primary max ammo bonus|10|0,0.4,-1" } OnDowngrade { Output "!activator,$RemoveItemAttribute,fire rate bonus with reduced health|0,0.5,-1" Output "!activator,$RemoveItemAttribute,hidden primary max ammo bonus|0,0.5,-1" } AllowPlayerClass Sniper AllowedWeapons { Slot Primary } RequiredUpgrade { Upgrade sniper_004_a } } //engie needs his own tier separation tier1_engie { Name "Tier 1" Attribute "medigun charge is crit boost" Cap 0 Increment 1 Cost 0 AllowedWeapons { Slot PDA } } engie_100_a { Name "Advanced blueprint" Description "Allows you to build a double-minigun sentry" Attribute "cannot giftwrap" Cap 1 Increment 1 Cost 80 OnApply { Output "!activator,$AddItemAttribute,building max level|1|4,0,-1" } OnDowngrade { Output "!activator,$RemoveItemAttribute,building max level|4,0.5,-1" } AllowedWeapons { Slot PDA } Tier 1 } engie_010_a { Name "Optimized ammo supply" Description "Increases fire rate of the sentry gun" Attribute "spread penalty" Cap 2 Increment 1 Cost 26 OnApply { Output "!activator,$AddItemAttribute,engy sentry fire rate increased|0.75|4,0,-1" } OnDowngrade { Output "!activator,$RemoveItemAttribute,engy sentry fire rate increased|4,0.5,-1" } AllowedWeapons { Slot PDA } Tier 1 } engie_001_a { Name "Enhanced vision" Description "Increases range of the sentry gun" Attribute "add uber charge on hit" Cap 1 Increment 1 Cost 18 OnApply { Output "!activator,$AddItemAttribute,engy sentry radius increased|1.5|4,0,-1" } OnDowngrade { Output "!activator,$RemoveItemAttribute,engy sentry radius increased|4,0.5,-1" } AllowedWeapons { Slot PDA } Tier 1 } tier2_engie { Name "Tier 2" Attribute "medigun charge is crit boost" Cap 0 Increment 1 Cost 0 AllowedWeapons { Slot PDA } } engie_200_a { Name "Rocket Add-on" Description "Instal adittional rocket launcher on your sentry gun" Attribute "heal rate bonus" Cap 2 Increment 1 Cost 56 OnApply { Output "!activator,$AddItemAttribute,building max level|2|4,0.1,-1" Output "!activator,$AddItemAttribute,sentry rocket weapon|SentryRocket_200_a|4,0.1,-1" } OnDowngrade { Output "!activator,$RemoveItemAttribute,sentry rocket weapon|4,0.5,-1" } AllowedWeapons { Slot PDA } RequiredUpgrade { Upgrade engie_100_a } } engie_020_a { Name "Supply Chains" Description "Faster fire rate for rockets and bullets" Attribute "no crit boost" Cap 1 Increment 1 Cost 69 OnApply { Output "!activator,$AddItemAttribute,engy sentry fire rate increased|0.5|4,0.1,-1" Output "!activator,$AddItemAttribute,mult firerocket rate|0.75|4,0.1,-1" } OnDowngrade { Output "!activator,$RemoveItemAttribute,mult firerocket rate|4,0.5,-1" } AllowedWeapons { Slot PDA } RequiredUpgrade { Upgrade engie_010_a } } engie_002_a { Name "Long Range Sensor" Description "Enhance the range of the sentry gun further" Attribute "mult cloak meter regen rate" Cap 2 Increment 1 Cost 31 OnApply { Output "!activator,$AddItemAttribute,engy sentry radius increased|2|4,0.1,-1" } AllowedWeapons { Slot PDA } RequiredUpgrade { Upgrade engie_001_a } } tier3_engie { Name "Tier 3" Attribute "medigun charge is crit boost" Cap 0 Increment 1 Cost 0 AllowedWeapons { Slot PDA } } engie_300_a { Name "Sentry Missiles" Description "Replace rocket launcher with more powerfull homing missiles" Attribute "ubercharge rate penalty" Cap 2 Increment 1 Cost 540 OnApply { Output "!activator,$AddItemAttribute,sentry rocket weapon|SentryRocket_300_a|4,0.2,-1" } AllowedWeapons { Slot PDA } RequiredUpgrade { Upgrade engie_200_a } DisallowedUpgrade { Upgrade engie_030_a } DisallowedUpgrade { Upgrade engie_003_a } } engie_030_a { Name "Advanced Firing Mechanism" Description "Greatly increases rocket and bullet fire rate" Attribute "set cloak is feign death" Cap 1 Increment 1 Cost 444 OnApply { Output "!activator,$AddItemAttribute,engy sentry fire rate increased|0.25|4,0.2,-1" Output "!activator,$AddItemAttribute,mult firerocket rate|0.5|4,0.2,-1" Output "!activator,$AddItemAttribute,sentry bullet weapon|SentryBullet_030_a|4,0.2,-1" } OnDowngrade { Output "!activator,$RemoveItemAttribute,sentry bullet weapon|4,0.5,-1" } AllowedWeapons { Slot PDA } RequiredUpgrade { Upgrade engie_020_a } DisallowedUpgrade { Upgrade engie_300_a } DisallowedUpgrade { Upgrade engie_003_a } } engie_003_a { Name "Sniper Module" Description "Greatly increases damage and range" Attribute "hidden secondary max ammo penalty" Cap 2 Increment 1 Cost 375 OnApply { Output "!activator,$AddItemAttribute,engy sentry radius increased|3|4,0.2,-1" Output "!activator,$AddItemAttribute,sentry bullet weapon|SentryBullet_003_a|4,0.2,-1" Output "!activator,$AddItemAttribute,engy sentry fire rate increased|1.5|3,0.2,-1" } OnDowngrade { Output "!activator,$RemoveItemAttribute,sentry bullet weapon|4,0.5,-1" Output "!activator,$RemoveItemAttribute,engy sentry fire rate increased|3,0.5,-1" } AllowedWeapons { Slot PDA } RequiredUpgrade { Upgrade engie_002_a } DisallowedUpgrade { Upgrade engie_300_a } DisallowedUpgrade { Upgrade engie_030_a } } tier4_engie { Name "Tier 4" Attribute "medigun charge is crit boost" Cap 0 Increment 1 Cost 0 AllowedWeapons { Slot PDA } } engie_400_a { Name "System Hydra" Description "Sentry will now shoot micro-missiles instead of bullets" Attribute "ubercharge rate bonus" Cap 2 Increment 1 Cost 1400 OnApply { Output "!activator,$AddItemAttribute,sentry bullet weapon|SentryBullet_400_a|4,0.3,-1" } OnDowngrade { Output "!activator,$RemoveItemAttribute,sentry bullet weapon|4,0.5,-1" } AllowedWeapons { Slot PDA } RequiredUpgrade { Upgrade engie_300_a } } engie_040_a { Name "Tripple-Bullet Action" Description "Shoot more bullets" Attribute "overheal decay bonus" Cap 2 Increment 1 Cost 1513 OnApply { Output "!activator,$AddItemAttribute,sentry bullet weapon|SentryBullet_040_a|4,0.3,-1" } AllowedWeapons { Slot PDA } RequiredUpgrade { Upgrade engie_030_a } } engie_004_a { Name "Multi Core PDA" Description "Build 4 adittional mini-sentries" Attribute "self dmg push force decreased" Cap 2 Increment 1 Cost 1600 OnApply { Output "!activator,$AddItemAttribute,engy disposable sentries|4|4,0.3,-1" } OnDowngrade { Output "!activator,$RemoveItemAttribute,engy disposable sentries|4,0.5,-1" } AllowedWeapons { Slot PDA } RequiredUpgrade { Upgrade engie_003_a } } tier5_engie { Name "Tier 5" Attribute "medigun charge is crit boost" Cap 0 Increment 1 Cost 0 AllowedWeapons { Slot PDA } } engie_500_a { Name "System Oblivion" Description "Much stronger rockets and even stronger MOAB damage" Attribute "overheal bonus" Cap 2 Increment 1 Cost 4300 OnApply { Output "!activator,$AddItemAttribute,sentry bullet weapon|SentryBullet_500_a|4,0.4,-1" Output "!activator,$AddItemAttribute,sentry rocket weapon|SentryRocket_500_a|4,0.4,-1" } AllowedWeapons { Slot PDA } RequiredUpgrade { Upgrade engie_400_a } } engie_050_a { Name "Shotgun Action" Description "Shoot even more bullets" Attribute "overheal decay disabled" Cap 2 Increment 1 Cost 3890 OnApply { Output "!activator,$AddItemAttribute,sentry bullet weapon|SentryBullet_050_a|4,0.4,-1" } AllowedWeapons { Slot PDA } RequiredUpgrade { Upgrade engie_040_a } } engie_005_a { Name "High Velocity Projectiles" Description "Very high damage for all sentries" Attribute "health from healers reduced" Cap 2 Increment 1 Cost 4000 OnApply { Output "!activator,$AddItemAttribute,sentry bullet weapon|SentryBullet_005_a|4,0.4,-1" } AllowedWeapons { Slot PDA } RequiredUpgrade { Upgrade engie_004_a } } } CustomWeapon { "SentryRocket_200_a" { OriginalItemName "tf_weapon_rocketlauncher" "damage bonus HIDDEN" 1.1112 //100 base dmg "damage bonus" 5 "Projectile speed increased" 1.2 "rocket specialist" 1 "mod projectile heat seek power" 5 "mod projectile heat aim error" 90 "penetrate teammates" 1 } "SentryRocket_300_a" { OriginalItemName "tf_weapon_rocketlauncher" "damage bonus HIDDEN" 1.1112 //100 base dmg "damage bonus" 25 "Projectile speed increased" 1.4 "rocket specialist" 1 "mod projectile heat seek power" 90 "mod projectile heat aim error" 90 "custom projectile model" "models\buildables\sentry3_rockets.mdl" "penetrate teammates" 1 "custom projectile size" 0.1 "custom weapon fire sound" "Building_Sentrygun.FireRocket" } "SentryBullet_400_a" { OriginalItemName "tf_weapon_rocketlauncher" "damage bonus HIDDEN" 1.1112 //100 base dmg "damage bonus" 2 "Projectile speed increased" 2.7 "mod projectile heat seek power" 30 "mod projectile heat aim error" 30 "mini rockets" 1 "penetrate teammates" 1 "custom weapon fire sound" "Weapon_Airstrike.AltFire" } "SentryRocket_500_a" { OriginalItemName "tf_weapon_rocketlauncher" "damage bonus HIDDEN" 1.1112 //100 base dmg "damage bonus" 50 "mult dmg vs tanks" 5 "Projectile speed increased" 2 "rocket specialist" 1 "mod projectile heat seek power" 120 "mod projectile heat aim error" 90 "mini rockets" 1 "penetrate teammates" 1 "custom projectile size" 0.66 "mult projectile scale" 1.5 "Blast radius increased" 1.33 "custom weapon fire sound" "Weapon_RPG_BlackBox.Single" } "SentryBullet_500_a" { OriginalItemName "tf_weapon_rocketlauncher" "damage bonus HIDDEN" 1.1112 //100 base dmg "damage bonus" 6 "Projectile speed increased" 2.7 "mod projectile heat seek power" 10 "mod projectile heat aim error" 30 "mult projectile scale" 0.9 "penetrate teammates" 1 "custom weapon fire sound" "Weapon_Reserve_Shooter.Single" } "SentryBullet_030_a" { OriginalItemName "Upgradeable TF_WEAPON_SHOTGUN_PRIMARY" "damage bonus HIDDEN" 16.6667 //100 base dmg "damage bonus" 0.2 "no damage falloff" 1 "weapon spread bonus" 0.3 "bullets per shot bonus" 0.1 "custom weapon fire sound" "Weapon_SMG.Single" "custom kill icon" "minigun" } "SentryBullet_040_a" { OriginalItemName "Upgradeable TF_WEAPON_SHOTGUN_PRIMARY" "damage bonus HIDDEN" 16.6667 //100 base dmg "damage bonus" 0.2 "no damage falloff" 1 "weapon spread bonus" 0.3 "bullets per shot bonus" 0.3 "custom weapon fire sound" "Weapon_Short_Stop.Single" "custom kill icon" "minigun" } "SentryBullet_050_a" { OriginalItemName "Upgradeable TF_WEAPON_SHOTGUN_PRIMARY" "damage bonus HIDDEN" 16.6667 //100 base dmg "damage bonus" 0.2 "no damage falloff" 1 "weapon spread bonus" 0.3 "bullets per shot bonus" 0.9 "custom kill icon" "minigun" } "SentryBullet_003_a" { OriginalItemName "Upgradeable TF_WEAPON_SNIPERRIFLE" "damage bonus HIDDEN" 2 //100 base dmg "damage bonus" 0.5 } "SentryBullet_005_a" { OriginalItemName "Upgradeable TF_WEAPON_SNIPERRIFLE" "damage bonus HIDDEN" 2 //100 base dmg "damage bonus" 1.25 "custom weapon fire sound" "Weapon_ClassicSniperRifle.Single" } } ClassLimit { Spy 0 } }