// every attribute and description, ? means unsure, blank means unable to find sufficient description/explanation // damage penalty - affects damage // damage bonus - clone // damage bonus hidden - clone; hidden when inspected // dmg bonus while half dead - damage modifier that is active when the player reaches under 50% health // dmg penalty while half alive - damage modifier that is active when the player is above 50% health // dmg penalty vs nonburning - damage becomes affected by specified amount when the player is not currently on fire // dmg penalty vs nonstunned - affects the damage done to a target when they are not in a stunned status effect // weapon burn dmg increased - affects how much afterburn damage a weapon does // weapon burn dmg reduced - clone // dmg falloff increased - affects the rate in which distance from a target affects damage done to them // dmg falloff decreased - clone // dmg bonus vs buildings - affects the amount of damage done to buildings but not to players // dmg penalty vs players - affects the amount of damage done to players but not to buildings // clip size penalty - affects clip size // clip size penalty hidden - clone; hidden when inspected // clip size bonus - clone // clip size bonus upgrade - clone // fire rate penalty - affects fire rate // fire rate bonus - clone // heal rate penalty - affects rate in which a target can be healed // heal rate bonus - clone // fire rate penalty hidden - clone; hidden when inspected // fire rate bonus hidden - clone; hidden when inspected // ubercharge rate penalty - affects rate in which a medic can gain ubercharge // ubercharge rate bonus - clone // uber duration bonus - adds or removes specified seconds from ubercharges // add uber charge on hit - specified amount of ubercharge is added (or subtracted) whenever a target is successfully hit // preserve ubercharge - ubercharge is preserved by specified amount every successful hit // subtract victim medigun charge on hit - when hit, the target gets the specified percentage of their uber removed or added // medigun charge is crit boost - uber becomes the kritzkrieg ubercharge regardless of medi gun // medigun charge is megaheal - uber becomes the quick fix ubercharge regardless of medi gun // medigun charge is resists - specifies which resistance the medi gun uses // share consumable with patient - wearer can share canteens with their heal target // ubercharge rate bonus for healer - affects rate of ubercharge gained for a medic while healing the player // overheal bonus - affects how much a target can be overhealed // overheal decay penalty - affects the speed in which overheal goes away // overheal decay bonus - clone // overheal decay disabled - overheal cannot be subtracted naturally // crit mod disabled - no random critical hits // crit mod disabled hidden - clone; hidden when inspected // heal on hit for rapidfire - gain up to the specified number on hit // tmp dmgbuff on hit - gain specified percentage of damage bonus on hit // crit vs burning players - damage becomes critical when the target is currently on fire // no crit vs nonburning - damage cannot be critical when the target is not currently on fire // minicrit vs burning player - always deal mini crit damage when it would not be critical damage to players who are burning // set damagetype ignite - successful hits cause them to experience afterburn // mod flamethrower push - no airblast // mod flamethrower back crit - if flames hit the target's back, it deals critical damage // maxammo primary increased - affects how much ammo the primary weapon has // maxammo primary reduced - clone // maxammo secondary increased - affects how much ammo the secondary weapon has // maxammo secondary reduced - clone // maxammo metal increased - affects the amount of metal a player has // maxammo metal reduced - clone // hidden primary max ammo bonus - affects how much ammo the primary weapon has; hidden from item description // hidden secondary max ammo penalty - affects how much ammo the secondary weapon has; hidden from item description // maxammo grenades1 increased - affects how many baseballs, ornaments, or etc the player can hold at one time // obsolete ammo penalty - // max health additive bonus - increases or decreases maximum health by value specified // max health additive penalty - clone // hidden maxhealth nonbuffed - clone; hidden // alt-fire disabled - disables any secondary fire input // alt-fire is vampire - // fists have radial buff - on kill, teammates gain health and some crit chance // heal on kill - adds or removes the specified amount of health when a target is killed // restore health on kill - clone // critboost on kill - crits are granted for the specified amount of seconds on a kill // drop health pack on kill - killed targets drop a small health kit // mod sentry killed revenge - gives the weapon a number of crits pertaining to the success of the player's sentry when the sentry is destroyed // silent killer - weapon emits no sound when a specified action is taken (currently used on mini gun rev up sound and screams of victim, hiding the killfeed notice on the latter) // slow enemy on hit - slows the target when hit // cloak consume rate increased - affects the rate in which cloak is consumed // cloak consume rate decreased - clone // cloak regen rate increased - affects the rate in which cloak is regenerated // cloak regen rate decreased - clone // set cloak is feign death - uses the dead ringer version of cloaking; fake corpse, gain speed boost, invisibility and resistance when hit // set cloak is movement based - cloak becomes the cloak and dagger watch regardless of watch variation // mult cloak meter consume rate - affects the rate in which cloak is consumed when moving // mult cloak meter regen rate - affects the rate in which cloak is regenerated when remaining still // add cloak on hit - adds or removes specified percentage of cloak on a succesful hit // add cloak on kill - adds or removes specified percentage of cloak on a successful kill // mult decloak rate - // absorb damage while cloaked - // spread penalty - if applicable, affects the distance on average between bullets in a weapon that fires multiple at a time // mod bat launches balls - enables the melee weapon to launch baseballs as an alt-fire effect // mod bat launches ornaments - launch ornaments instead of baseballs // zoom speed mod disabled - while cloaked, absorb the specified amount of damage when hit // scattergun has knockback - gives the weapon knockback affects when hitting a target // scattergun knockback mult - specifies the strength of scattergun knockback by the specified percentage when hit // bullets per shot bonus - affects the amount of bullets fired in a shotgun // sniper charge per sec - specifies the rate the sniper rifle attains while zoomed in // mult sniper charge after bodyshot - affects the rate of the sniper rifle recharge after a bodyshot // mult sniper charge after miss - affects the rate of the sniper rifle charge after a missed shot // sniper zoom penalty - does not allow the sniper rifle to zoom? // sniper no charge - does not allow the sniper rifle to gain charge while zoomed in // srifle charge rate increased - affects the rate in which a sniper rifle gains charge // srifle charge rate decreased - clone // sniper full charge damage bonus - when fully charged, the specified percentage is applied to the predetermined damage when a target is hit // sniper fires tracer display only - when fired, a tracer appears between where the shot lands and the player // sniper no headshot without full charge - sniper rifle cannot deal headshot damage until fully charged // sniper penetrate players when charged - when fully charged, shots penetrate players // headshot damage increase - affects the damage done by a successful headshot // mult sniper charge after headshot - affects the charge rate of a sniper rifle after a headshot kill // sniper only fire zoomed - sniper rifle will only fire when zoomed in // revolver use hit locations - crit on headshot // no double jump - does not allow the player to jump twice while equipping the weapon // backstab shield - does not allow the player to be backstabbed when worn and available // fire retardant - does not allow the player to be burned // move speed penalty - affects the move speed of a player // move speed bonus - clone // health regen - affects how much health the player gains or loses per tick // health drain - clone // active health regen - adds or removes player health per tick while weapon is active // active health degen - clone // medic regen bonus - affects the natural health regeneration rate for medics? // medic regen penalty - clone // increase player capture value - affects the rate in which the player can capture points // health from healers reduced - affects the rate in which incoming healing heals the player // health from healers increased - clone // health from pakcs increased - affects how much health is gained from health packs while the weapon is equipped // health from packs decreased - clone // self dmg push force increased - affects how much a player is affected by knockback they cause // self dmg push force decreased - clone // no self blast dmg - player does not take self damage from their weapon splash // dmg taken from fire reduced - affects the amount of damage taken from fire damage // dmg taken from fire increased - clone // dmg taken from crit reduced - affects the amount of damage taken from crit damage // dmg taken from crit increased - clone // dmg taken from blast reduced - affects the amount of damage taken from crit damage // dmg taken from blast increased - clone // dmg taken from bullets reduced - affects the amount of damage taken from crit damage // dmg taken from bullets increased - clone // dmg bonus from ranged reduced - affects the damage taken from weapons that have a type that is not melee // dmg from melee increased - affects the damage taken from melee weapons // hit self on miss - missed shots deal damage to the player // weapon burn time increased - affects how long the afterburn of a weapon lasts // weapon burn time reduced - clone // aiming movespeed increased - faster move speed when deployed // minigun spinup time increased - affects how long it takes for a mini gun to rev up // minigun spinup time decreased - clone // max pipebombs increased - affects the maximum number of placed sticky bombs active at a time // max pipebombs decreased - clone // construction rate increased - affects how long it takes for buildings to build on their own // construction rate decreased - clone // build rate bonus - affects the rate in which a building is constructed (while hit with a wrench?) // repair rate increased - affects how much health buildings are given when hit // mod wrench builds minisentry - built sentries are mini sentries // multiple sentries - player can build more than one sentry // building cost reduction - reduces the cost of buildings when equipped // engy building health bonus - affects the amount of health the buildings have by a specified percentage // engineer build rate multiplier - affects amount of time it takes for a sentry to be built // engineer teleporter build rate multiplier - affects the amount of time it takes for a teleporter to be built // engy sentry fire rate increased - affects how fast an engineer's sentry fires // engy sentry radius increased - affects how far an engineer's sentry can see // engy dispenser radius increased - affects how far an engineer's dispenser radius is // repair rate decreased - clone // reload time increased - affects how long it takes to reload a weapon // faster reload rate - clone // reload time decreased - clone // reload time decreased while healed - affects the reload rate of a weapon while being healed by a medic // reload time increased hidden - affects the reload rate; hidden in item description // scattergun no reload single - makes the weapon reload its entire clip at once // mod no reload display only - no reload needed // selfdmg on hit for rapidfire - // selfdmg on hit for slowfire - // blast radius increased - affects the radius of the explosion for weapons that deal splash damage // blast radius decreased - clone // projectile range increased - // projectile range decreased - // overheal penalty - affects how much overheal a medi gun can apply // weapon spread bonus - more accurate by the specified percentage // heal on hit for slowfire - // ammo regen - affects how much ammo is regenerated per tick // metal regen - affects how much metal is regenerated per tick // mod mini crit airborne - shots become mini crit while the target is in air // mod shovel damage boost - increases damage as the user becomes more injured // mod soldier buff type - // sticky detonate mode - if 1, detonates stickies near crosshair and feet // sticky arm time penalty - affects how long it takes for a stickybomb to become ready to detonate // sticky arm time bonus - clone // stickies detonate stickies - stickybombs can destroy other stickybombs when detonated // mod demo buff type - // speed boost when active - affects the speed of a player when the weapon is active // bidirectional teleport - teleporter can be used both ways // sticky air burst mode - launched stickies shatter when hitting a surface // provide on active - appends "When weapon is active" to description // community description - appends "Given to valuable Community Contributors" to descrition // halloween item - appends "Holiday Restriction: Halloween / Full Moon" to description // purchased - appends "Purchased: Not Tradable, Marketable, or Usable in Crafting" to description // selfmade description - appends "I made this!" to description // wrench index - specifies the number in order that the (golden) wrench was generated // jarate description - appends the description of the jarate to item // cleaver description - appends the description of the flying guillotine to item // expiration date - when the weapon expires and is deleted // tradable after date - specifies when the item will become tradable // powerup max charges - how many of a powerup can be held at a time // powerup charges - the current selected powerup charge // powerup duration - how long the powerup lasts when activated // critboost - canteen type that grants critical boost // ubercharge - canteen type that grants ubercharge // recall - canteen type that grants the ability to teleport to spawn and gain a speed boost // alt fire teleport to spawn - press "Reload" key to decide to teleport to spawn or exit teleporter // building instant upgrade - canteen type that instantly builds and repairs existing buildings to level 3 // saxxy award category - specifies category that the owner won for the saxy // duel loser account id - specifies the account of the loser of the duel // event date - specifies the date the item was recieved // custom name attr - // custom desc attr - // custom employee number - specifies the date in which the player first played TF2 // gifter account id - specifies the gifter of the item // set supply crate series - specifies which # series the item is // markers mark id - specifies who crafted the item // unique craft index - specifies what number in order the item has been rafted // referenced item id low - // referenced item id high - // referenced item def updated - appends "Contains:" to description // elevate quality - // always tradable - // force level display - enforces a specified item level // merasmus hat level display only - item shows the highest level in which merasmus was defeated by the player // accepted wedding ring id 1 - appends "A perpetual bond between x" and specifies the person who proposed the ring // accepted wedding ring id 2 - appends "and x, forever and ever and ever. XoXoX" and specifies the person who accepted the ring // tool escrow until date - specifies the date in which the tool can be used // paint decal enum - // show paint description - // mvm completed challenges bitmask - specifies which mvm missions have been completed in a tour // kill eater - describes the weapon to be strange // kill eater score type - // kill eater score type 2 - // kill eater 2 - // kill eater user user 1 - // kill eater user score type 1 - // kill eater user 2 - // kill eater user score type 2 - // kill eater user 3 // kill eater user score type 3 - // kill eater kill type - // kill eater 3 - // kill eater score type 3 - // strange restriction value 3 - // strange restriction type 1 - // strange restriction value 1 - // strange restriction type 2 - // strange restriction value 2 - // strange restriction user type 1 - // strange restriction user value 1 - // strange restriction user type 2 - // strange restriction user value 2 - // strange restriction user type 3 - // strange restriction user value 3 - // strange part new counter id - // strange score selector - // noise maker - describes the item as a noise maker // collection bits deprecated - // soldier model index - specifies the order in which the gentlemann's service medal was created // attach particle effect - item has specified unusual particle effect // rocket jump damage reduction - affects the self damage a player takes when hit by their rocket // lunchbox adds maxhealth bonus - gives or takes the specified amount of health from the player when consumed // lunchbox adds minicrits - gives the player mini crits for the specified amount of seconds when consumed // set item tint rgb - changes the appearance of the item on a RGB, 0-255 0-255 0-255 scale // taunt is highfive - forces the weapon taunt to be the high five taunt // taunt is press and hold - // damage penalty applies to sappers - will apply the existing damage penalty to sapper buildings // sapper degenerates buildings - instead of slowly draining health, the sapper will instead slowly downgrade the building // sapper damage bonus - affects the damage done by a sapper // sapper damage penalty - clone // sapper damage penalty hidden - clone; hidden // sapper damage leaches health - the sapper gains the amount of health it steals from a building // bleeding duration - affects the number of seconds the bleed effect lasts // turn to gold - // likely "imbued with an ancient power" // deprecated socketed item definition id deprecated - // custom texture lo - // custom texture hi - // hello! // cannot trade - // disguise on backstab - forces the identity of the backstabbed victim onto the player immediately after a successful backstab // cannot disguise - player is unable to disguise // disguise speed penalty - // set bonus: cloak blink time penalty - the player blinks for a longer duration when touched while disguised // set bonus: quiet unstealth - disguise sound volume reduced // set bonus: dmg from sentry reduced - damage taken from sentries reduced // set bonus: no death from headshots - unable to be killed by headshots // set bonus: special dsp - // set bonus: mystery solving time decrease - no actual effect; joke // set bonus: chance of hunger decrease - no actual effect; joke // set bonus: move speed set bonus - affects move speed // set bonus: health regen set bonus - affects health gained or lost per tick // set bonus: dmg taken from crit reduced set bonus - affects the player's reception to critical damage // set bonus: dmg taken from fire reduced set bonus - affects the player's reception to fire damage // set bonus: dmg taken from bullets increased - affects the amount of damage taken from hitscan as a specified percentage // set bonus: max health additive bonus - adds or removes health from the player by the specified amount // flame size penalty - // flame size bonus - clone // flame life penalty - // flame life bonus - // charged airblast - // disguise damage reduction - // disguise no burn - // airblast cost increased - affects the amount of ammo an airblast takes up // airblast cost decreased - clone // flame ammopersec increased - affects the amount of ammo constantly holding the primary fire of a flamethrower consumes // flame ammopersec decreased - clone // jarate duration - affects how long victims are sodden when successfully hit // deploy time increased - affects how long it takes for a weapon to fully deploy and become usable // deploy time decreased - clone // minicrits become crits - successful hits that would normally become minicrit damage become critical damage // slow enemy on hit major - // aiming movespeed decreased - // fires healing bolts - shoots bolts instead of regular ammo that does more healing or harming as distance increases to teammates and enemies respectively // enables aoe heal - // gesture speed increase - affects the speed of taunts // charge time increased - // apply z velocity on damage - // apply look velocity on damage - // sanguisuge - kunai backstab health // mark for death - force the target to take minicrit damage temporarily after a successful hit // decapitate type - // honorbound - if the weapon does not gain a kill while active, it will damage the player for 50 health when holstered // mod medic killed revenge - // mod medic killed minicrit boost - // mod medic healed damage bonus - weapon deals more damage while healed by a medic // mod medic healed deploy time penalty - weapon deploys slower while healed by a medic // mod shovel speed boost - // mod weapon blocks healing - player cannot be healed while weapon is active? // minigun no spin sounds - mini gun does not emit sounds while revving up // mod medic killed mark for death - // mod rage on hit penalty - // mod rage on hit bonus - // mult charge turn control - affects how much the player can turn while charging // no charge impact range - // charge impact damage increased - affects how much damage colliding with a target while charging does // charge recharge rate increased - // air dash count - // speed buff ally - give a teammate a speedboost when hit? // damage force reduction - reduces knockback done by incoming damage // mult cloak rate - // airblast functionality flags - // airblast pushback scale - // mult airblast refire time - affects how long it takes to be able to airblast again // airblast vertical pushback scale - affects how much upward a target can be airblasted // ammo becomes health - collected ammo packs instead add to the player's health // boots falling stomp - when landing on a target's head, damage is done depending on fall damage the player takes // deflection size multiplier - affects the size of an airblast hitbox? // set item tint rgb 2 - // melee bounds multiplier - // melee range multiplier - // mod mini-crit airborne deploy - // projectile penetration - // mod crit while airborne - weapon deals critical damage while the player is airborne // mult sniper charge penalty display only - // mod see enemy health - allows the player to see the health of enemies while the weapon is equipped // hide enemy health - player cannot see enemy health while weapon is equipped // cancel falling damage - player does not take fall damage // effect bar recharge rate increased - affects the percentage of the rate the item recharges // override projectile type - when fired, change what becomes shot out of the weapon // energy weapon no ammo - weapon requires no ammo // energy weapon charged shot - // energy weapon penetration - projectile penetrates multiple player // energy weapon no hurt building - shots cannot deal damage to buildings // energy weapon no deflect - projectile cannot be deflected // no crit boost - weapon cannot deal critical damage? // centerfire projectile - projectiles, when fired, come from slightly under the center of the player's view // has pipboy build interface - uses an alternate building selection screen when equipped // sapper kills collect crits - when a building is successfully sapped and destroyed, the weapon gains crits // mod ammo per shot - affects the amount of ammo consumed every time the weapon is fired // add onhit addammo - affects how much ammo the player gains or loses on a successful hit? // electrical airblast display only - // mod use metal ammo type - shots fired from the weapon directly come from the metal reserve rather than from traditional, separate ammo // mod max primary clip override - // explosive sniper shot - upon a successful headshot, enemies around and along with the target will be damaged and slowed // crit kill will gib - if the weapon deals lethal critical damage, the target will gib // unlimited quantity - does not use "limited" attribute in item description // disable weapon hiding for animations - // applies snare effect - slows sodden victims // store sort override deprecated - // increase buff duration - affects the amount of time a banner's buff duration lasts // increase buff duration hidden - clone; hidden in weapon description // robo sapper - // attack projectiles - will shoot down certain projectiles while firing // accuracy scales damage - // currency bonus - // increased jump height - multiplies jump height by specified percentage // disable fancy class select anim - // airblast vulnerability multiplier - affects how much the player will be affected by airblast knockback // airblast vulnerability multiplier hidden - clone; hidden when inspected // override footstep sound set - changes the footstep soundset a player emits // spawn with physics toy - // fish damage override - // bombinomicon effect on death - on death, the player's body will explode into firey gibs // reveal cloaked victim on hit - // reveal disguised victim on hit // jarate backstabber - // freeze backstab victim - upon a successful backstab, the victim's ragdoll turns into an ice statue // ragdolls become ash - upon a successful kill, the ragdoll will vaporize in ashes // ragdolls plasma effect - upon a successful kill, the ragdoll will vaporize in plasma // energy weapon no drain - // engy disposable sentries - // cannot pick up buildings - wearer is unable to pickup and move buildings // stun enemies wielding same weapon - // mod ammo per shot missed display only - // airblast disabled - affects whether or not the weapon can airblast // crit forces victim to laugh - upon a successful critical hit, the player will be forced to laugh // melts in fire - when caught on fire with the weapon active, the weapon will temporarily become unavailable // damage all connected - when a victim is hit, any medic beams connected to them will have themselves damaged // become fireproof on hit by fire - when caught on fire with the weapon active, the wearer is temporarily immune to direct fire damage and then afterburn // crit from behind - if the weapon hits a target's back, it will deal critical damage // crit does no damage - when a successful critical hit is landed, it will deal no damage // add jingle to footsteps - while worn/active, the player will have audible jingling footsteps whenever they walk // set icicle knife mode - // mod stun waist high airborne - // extinguish earns revenge crits - when a target is extinguished, the weapon will gain bonus critical shots // burn damage earns rage - when attacking an enemy, the flamethrower gains rage // tickle enemies wielding same weapon - if the target has the same weapon active as the player, hitting them will force them to laugh // attach particle effect static - // taunt success sound - // generate rage on damage - upon a successful hit, the player will gain rage for weapons that use a rage function // aiming no flinch - player will not flinch when hit (while zoomed in?) // aiming knockback resistance - affects how much knockback the player will take (while zoomed in?) // sniper aiming movespeed decreased - // rage on kill - gains rage upon a successful kill // rage on assists - gains rage upon a successful kill assist // shot penetrate all players - the weapon can penetrate any amount of players // damage penalty on bodyshot - if a successful hit is a bodyshot, the player will have their damage affected by this amount // sniper rage display only - // melee attack rate bonus - affects the rate in which a melee weapon attacks // projectile penetration - allows the minigun to penetrate the specified number of enemies // armor piercing - affects how much backstab damage does to a target if they have some form of resistance to backstab damage // cannot pick up intelligence - player cannot carry the intelligence // cannot be backstabbed - wearer is unable to be backstabbed // squad surplus claimer id deprecated - // airblast vertical vulnerability multiplier - affects how high the player can be airblasted upward // vision opt in flags - // crit vs disguised players - if the target is disguised, the hit will deal critical damage // crit vs non burning players - if the target is not currently on fire, the hit will deal critical damage // kill forces attacker to laugh - if the player successfully kills a target, they will be forced to laugh // damage bonus while disguised - // projectile spread angle penalty - // dmg taken increased - affects how much damage a target will take // auto fires full clip - if the clip is full, the weapon will automatically shoot // self mark for death - while the weapon is active, the player is forced to // counts as assister if some kind of pet this update is going to be awesome - // lmao // mod flaregun fires pellets with knockback - when a target is directly hit, they will experience knockback // can overload - if the player reloads too much in a clip, the weapon will cause self damage from the location of the gun // hype on damage - identical to rage generation // hype resets on jump - if the player jumps, they lose all gained hype - // pyro year number - // no primary ammo from dispensers - while active, the primary weapon cannot gain ammo from dispensers // pyrovision only display only - // ring of fire while aiming - while revved up, the player emits rings of fire that deal afterburn damage // uses ammo while aiming - while revved up, the player automatically consumed the specified amount of ammo per second // crit vs stunned players - if the targer is under a stunned status condition, the damage will be critical // crit vs wet players - if the target is wet, the damage will be critical // override item level desc string - // clip size upgrade atomic - affects the size of the clip by the specified amount // auto fires full clip all at once - if the clip is full, the weapon will fire all of their loaded ammo at once? // major move speed bonus - // major increased jump height - // head scale - affects the size of the head by the specified percentage // pyrovision opt in display only - // halloween opt in display only - // halloweenvision filter display only - // player skin override - // never craftable - weapon is unable to be used in crafting // zombiezombiezombiezombie - // lmao // sapper voice pak - will use custom sapper sounds while idle or being used // sapper voice pak idle wait - affects how long the sapper waits until it emits another sound // grenade launcher mortar mode - // grenade not explode on impact - grenades will not detonate when they touch the target while midair // engineer building teleporting pickup - // grenade damage reduction on world contact - affects the damage the grenade does after it bounces off world geometry // engineer rage on dmg - identical to other rage attributes // mark for death on building pickup - when the player picks up a building, they are temporarily marked for death until a bit after placement // arrow heals buildings - how much is healed to a building when a projectile hits it // projectile speed increased hidden - affects the speed of projectiles; hidden // cannonball push back - specifies if the projectile deals immense knockback // rage giving scale - determines how much rage the player gives enemies when hit // overheal fill rate reduces - affects the rate in which overheal is gained // canteen specialist - allows the player to buy canteens for cheaper and share with medi gun target // overheal expert - specified value determines the rate in which overheal decays and the value it is capped at // mad milk syringes - projectiles cause target to experience the mad milk effect temporarily // rocket specialist - point determines how fast and wide the radius of the explosion of the projectile is and if it stuns the target temporarily upon a direct hit // healing mastery - point determines how fast a player's target is healed // bot custom jump particle - // generate rage on heal - projectile shield fueled by heal target dealing and taking damage, 2 is better shield // medigun bullet resist passive - sets the resistance to bullet damage as a percentage when not charged but simply healing with it selected // medigun blast resist passive - sets the resistance to blast damage as a percentage when not charged but simply healing with it selected // medigun fire resist passive - sets the resistance to fire damage as a percentage when not charged but simply healing with it selected // medigun bullet resist deployed - sets the resistance to bullet damage as a percentage when charged // medigun blast resist deployed - sets the resistance to bullet damage as a percentage when charged // medigun fire resist deployed - sets the resistance to bullet damage as a percentage when charged // medigun crit bullet percent bar deplete - // medigun crit blast percent bar deplete - // medigun crit fire percent bar deplete - // particle effect vertical offset - affects how far or close to the head an unusual effect is // particle effect use head origin - unusual effect emits from the center of the head // use large smoke explosion - explosions produce a large, dense smoke that is hard to see through // damage causes airblast - damage causes harsh airblast knockback // increased jump height from weapon - // damage force increase - affects how much knockback a player suffers from knockback // damage force increase hidden - clone; hidden // damage force increase text - // healing recieved bonus - affects how much healing a player gains from healing sources // afterburn immunity - player is immune to afterburn // decoded by itemdefindex - // hype decays over time - hype rage slowly reduces over time // set bonus: custom taunt particle attr - speciied unusual effect plays while taunting // set bonus: calling card on kill - // righthand pose parameter - // set throwable type - // item style override - if the item has an alternate skin or style, it will be changed to whichever is specified // bot medic uber health threshold - the specified amount of health the medic or the target has to be at or below in order to forcefully deploy uber // bot medic uber deploy delay duration - if the medic meets the conditions to deploy an ubercharge, it will wait the specified seconds until doing so // single wep deploy time decreased - // halloween reload time decreased - // halloween fire rate bonus - // halloween increased jump height - // special taunt - // card: damage bonus - // card: dmg taken from bullets reduced - // card: move speed bonus - // card: health regen - // spell: set item tint rgb - // spell: set halloween footstep type - adds new footsteps to the player // spell: halloween voice modulation - changes the voice pitch of the player // spell: halloween pumpkin explosions - enables the weapon to use pumpkin bombs // spell: halloween green flames - enables the weapon to use halloween fire // spell: halloween death ghosts - enables the weapon to use exorcism // attack not cancel charge - // recipe component defined item 1 - // recipe component defined item 2 - // recipe component defined item 3 - // recipe component defined item 4 - // recipe component defined item 5 - // recipe component defined item 6 - // recipe component defined item 7 - // recipe component defined item 8 - // recipe component defined item 9 - // recipe component defined item 10 - // start drop date - // end drop date - // tool target item - // killstreak effect - specifies an effect that the eyes glow during a killstreak // killstreak idleeffect - specifies the sheen of a weapon // spellbook page attr id - // halloween spellbook page: tumidum - specifies the spellbook page as tumidum // halloween spellbook page: grantanter - specifies the spellbook page as grantanter // halloween spellbook page: audere - specifies the spellbook page as audere // halloween spellbook page: congeriae specifies the spellbook page as congeriae // halloween spellbook page: veteris - specifies the spellbook page as veteris // additional halloween response criteria name - // loot rarity - // quality text override - // item name text override - // killstreak tier - specifies the killstreak weapon to be basic, specialized, or professional // wide item level - // is australium item - specifies the item as australium or not //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // all attributes a bot can be given // SpawnWithFullCharge - bot spawns will the full amount of uber, banner, rage, lunchbox charge, etc. // AlwaysCrit - the weapon will always deal critical damage; bot is outlined in flashing blue on wavebar // HoldFireUntilFullReload - the weapon/bot will not fire until they are fully reloaded // SuppressFire - the bot will not fire their weapon, but will use lunchbox items or medi gun // DisableDodge - the bot will not attempt to dodge incoming bullets or projectiles // MiniBoss - the bot becomes a giant; their icon appears red in the main wavebar, gain backstab resistance, have different footstep sounds, a different model, and are enlarged (to 1.75 default size by default) // UseBossHealthBar - the bot's health will be visible in the upper center of the screen to players // TeleportToHint - will effectively spawn in engineer bot hints throughout the map // AlwaysFireWeapon - bot will continuously fire; never stopping // IgnoreFlag - bot will not pick up the bomb // AutoJump - bot will automatically jump during specified time periods // VaccinatorBullets - defines the resistance type of the vaccinator mvm weapon to bullet // VaccinatorBlast - defines the resistance type of the vaccinator mvm weapon to blast // VaccinatorFire - defines the resistance type of the vaccinator mvm weapon to fire // BulletImmune - makes the bot immune to bullet damage // BlastImmune - makes the bot immune to blast damage // FireImmune - makes the bot immune to fire damage // AirChargeOnly - bots with shield will only charge while airborne // Parachute - bot has the ability to use the base jumper // ProjectileShield - bot has the ability to use the projectile shield // Aggressive - will force bot to run to hatch and back or to a highlighted destination along a nav prefer, ignoring the bomb until they reach their final destination // BecomeSpectatorOnDeath - vestigial // RemoveOnDead - vestigial // RetainBuildings - vestigial //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // all behavior modifiers a bot can be given // Idle - vestigial // Push - identical to aggressive attribute // Mobber - identical to push, aggressive attribute //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // all weapon restrictions a bot can have // Primaryonly - bot forced to use primary weapon only // Secondaryonly - bot forced to use secondary weapon only // Meleeonly - bot forced to use melee weapon only //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // all skills a bot can be given // Easy - Default when a skill is not specified, robot uses blue eye color, takes a second to notice players, resolves aim every second, do not aim slightly upward with bows nor aim for headshots, aim for the middle of players with rockets, do not aim for a player's healer, do not try to attack long distance important targets, do not attempt to dodge enemy fire, does not avoid bumping into players while disguised, will not airblast projectiles, will disguise as any random class and look at players when diguised // Normal - robot uses blue eye color, takes half a second to notice players, resolves aim every quarter second (spies are forced to this tracking level,) aims for headshots with bows when the target is right in front of them, sometimes aim for a player's healer, do not attack long distance important targets, attempts to dodge enemy fire, does not avoid bumping into players while disguised, has a 50% chance of airblasting projectiles, will disguise as any random class and look at players when diguised // Hard - robot uses yellow eye color, takes 3/10ths of a second to notice players, resolves aim 10th of a second, aims for headshots with bows, aims for a player's healer, attacks long distance importance targets, attempts to dodge enemy fire, avoids bumping into players while disguised, has a 90% chance of airblasting projectiles, will disguise as any class the team currently has and look away from players when diguised // Expert - robot uses yellow eye color, takes 1/5 of a second to notice players, resolves aim every 20th of a second, aim for headshots with bows, aims for a player's healer, attacks long distance importance targets, attempts to dodge enemy fire, avoids bumping into players while disguised, will airblast projectiles, will disguise as any class the team currently has and look away from players when diguised //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // all misc values bots and tanks can have // Health - dictates how much health a bot has instead of default // Scale - affects bot size by percentage specified // Template - bot uses a preexisting template // Class - bot class // ClassIcon - changes the wavebar icon to specified // Name - bot name in killfeed and spectator // Skill - ai level // MaxVisionRange - how far the bot can see in hammer units // Item - what item the bot is holding // Attributes - dictates an attribute listed above // ItemAttributes - affects the attributes of an item the bot has // ItemName - name of the item, used in itemattributes substrings // CharacterAttributes - affects the attributes of a bot // EventChangeAttributes - when called, change the bot's attributes to new one (such when the final gate is capped) // TeleportWhere - for engineer bots; dictates which spawnbots the engi can teleport, lists info_teamspawn names // AutoJumpMin - lowest interval a bot automatically jumps randomly // AutoJumpMax - highest interval a bot automatically jumps randomly // Speed - for tanks, dictates hammer units per second traveled // Skin - for tanks, dictates if the tank uses the final tank skin or not // StartingPathTrackNode - dictates which path track node the tank will start on // OnKilledOutput - uses an action on a map entity when a tank dies // OnBombDroppedOutput - uses an action on a map entity when a tank deploys the bomb WaveSchedule { Templates { // Fixed existing templates // Commons // Scout T_TFBot_Scout_Jumping_Sandman_Fixed // name is "scout" in normal template { Class Scout Name "Jumping Sandman Scout" Skill Hard ClassIcon scout_jumping WeaponRestrictions MeleeOnly Item "The Sandman" Item "The Hanger-On Hood" Item "The Flight of the Monarch" Attributes AutoJump AutoJumpMin 5 AutoJumpMax 5 CharacterAttributes { "increased jump height" 2 } ItemAttributes { ItemName "The Sandman" "effect bar recharge rate increased" 0.5 } } T_TFBot_Scout_Bat // does not use a perfectly icon in game for some reason { Class Scout Skill Hard ClassIcon scout_bat WeaponRestrictions MeleeOnly } T_TFBot_Scout_Force_A_Nature // correct dmg { Class Scout Skill Expert ClassIcon scout_fan Name "Force-A-Nature Scout" Item "The Fed-Fightin' Fedora" Item "The Bolt Boy" Item "The Force-a-Nature" MaxVisionRange 500 ItemAttributes { ItemName "The Force-a-Nature" "faster reload rate" 1.6 "scattergun knockback mult" 1.5 "damage penalty" 0.65 } } // Soldier T_TFBot_Soldier_Black_Box // correct dmg { Class Soldier ClassIcon soldier_blackbox Item "The Black Box" Name "Black Box Soldier" Skill Normal WeaponRestrictions PrimaryOnly Attributes HoldFireUntilFullReload ItemAttributes { ItemName "The Black Box" "damage penalty" 0.33 "fire rate bonus" 0.001 "faster reload rate" 0.9 "blast radius increased" 1.25 "projectile spread angle penalty" 2 "heal on hit for rapidfire" 60 } } T_TFBot_Soldier_Blast // correct dmg { Class Soldier Skill Expert WeaponRestrictions PrimaryOnly Item "The Liberty Launcher" Name "Blast Soldier" ClassIcon soldier_libertylauncher Attributes HoldFireUntilFullReload ItemAttributes { ItemName "The Liberty Launcher" "damage causes airblast" 1 "damage penalty" .45 "fire rate bonus" 0.001 "clip size upgrade atomic" -2 "faster reload rate" 1.5 "Blast radius decreased" 1.2 "projectile spread angle penalty" 2 } } // Pyro // Demoman // Heavyweapons T_TFBot_Heavyweapons_Deflector // not in robot_standard.pop and is in mannslaughter { Class Heavyweapons Name "Deflector Heavy" ClassIcon heavy_deflector Skill Hard Item "The U-clank-a" Item "Deflector" WeaponRestrictions PrimaryOnly MaxVisionRange 1200 ItemAttributes { ItemName "Deflector" "attack projectiles" 1 } } T_TFBot_Heavyweapons_Shotgun_Fixed { Class Heavyweapons ClassIcon heavy_shotgun Name "Heavy Shotgun" Skill Hard WeaponRestrictions SecondaryOnly ItemAttributes { ItemName "TF_WEAPON_SHOTGUN_HWG" "faster reload rate" 0.1 "fire rate bonus" 2.5 "bullets per shot bonus" 3 "damage penalty" 0.33 } } // Engineer T_TFBot_Engineer_Sentry_Teleporter_Fixed // includes flankers spawnbot { Class Engineer Name Engineer Skill Expert TeleportWhere spawnbot TeleportWhere flankers Health 500 Attributes TeleportToHint } T_TFBot_Engineer_Sentry_Tele_Battle_Fixed // includes flankers spawnbot { Class Engineer Name Engineer Skill Expert TeleportWhere spawnbot TeleportWhere flankers Health 275 } // Medic T_TFBot_Medic_QuickUber_Fixed // could use a better name yknow { Class Medic Name "Quick Recharge Uber Medic" Tag bot_squad_member ClassIcon medic_uber Skill Normal Attributes SpawnWithFullCharge ItemAttributes { ItemName "TF_WEAPON_MEDIGUN" "ubercharge rate bonus" 5 "uber duration bonus" -3 } ItemAttributes { ItemName "TF_WEAPON_SYRINGEGUN_MEDIC" "damage penalty" 0.1 } CharacterAttributes { "heal rate bonus" 0.1 } } T_TFBot_Medic_Vaccinator_Bullet_Fixed // broken as a whole, complete rework courtesy of potato.tf's templates { Name "Bullet Vaccinator Medic" Class Medic Skill Expert Attributes VaccinatorBullets Tag bot_squad_member ClassIcon medic_bullet // custom icon WeaponRestrictions SecondaryOnly Attributes IgnoreEnemies Attributes SpawnWithFullCharge ItemAttributes { ItemName "TF_WEAPON_MEDIGUN" "attach particle effect" 703 "lunchbox adds minicrits" 3 "medigun bullet resist deployed" 0.75 "medigun bullet resist passive" 0.75 "medigun charge is resists" 3 "ubercharge rate bonus" 999 } CharacterAttributes { "bot medic uber health threshold" 999 } } T_TFBot_Medic_Vaccinator_Blast_Fixed // broken as a whole, complete rework courtesy of potato.tf's templates { Name "Blast Vaccinator Medic" Class Medic Skill Expert Attributes VaccinatorBlast Tag bot_squad_member ClassIcon medic_blast // custom icon WeaponRestrictions SecondaryOnly Attributes IgnoreEnemies Attributes SpawnWithFullCharge ItemAttributes { ItemName "TF_WEAPON_MEDIGUN" "attach particle effect" 702 "lunchbox adds minicrits" 3 "medigun blast resist deployed" 0.75 "medigun blast resist passive" 0.75 "medigun charge is resists" 4 "ubercharge rate bonus" 999 } CharacterAttributes { "bot medic uber health threshold" 999 } } T_TFBot_Medic_Vaccinator_Fire_Fixed // broken as a whole, complete rework courtesy of potato.tf's templates { Name "Fire Vaccinator Medic" Class Medic Skill Expert Attributes VaccinatorFire Tag bot_squad_member ClassIcon medic_fire // custom icon WeaponRestrictions SecondaryOnly Attributes IgnoreEnemies Attributes SpawnWithFullCharge ItemAttributes { ItemName "TF_WEAPON_MEDIGUN" "attach particle effect" 701 "lunchbox adds minicrits" 3 "medigun fire resist deployed" 0.75 "medigun fire resist passive" 0.75 "medigun charge is resists" 5 "ubercharge rate bonus" 999 } CharacterAttributes { "bot medic uber health threshold" 999 } } T_TFBot_Medic_BigHeal_Fixed // the naming situation is even worse here { Class Medic Name "Bigheal Quick-Fix Medic" Tag bot_squad_member Skill Normal Item "The Quick-Fix" ItemAttributes { ItemName "The Quick-Fix" "ubercharge rate bonus" 0.1 } ItemAttributes { ItemName "TF_WEAPON_SYRINGEGUN_MEDIC" "damage penalty" 0.1 } CharacterAttributes { "heal rate bonus" 10 } } T_TFBot_Medic_SlowRecharge_Fixed // naming etc { Class Medic Name "Slow Charge Uber Medic" Tag bot_squad_member ClassIcon medic_uber Skill Normal Attributes SpawnWithFullCharge ItemAttributes { ItemName "TF_WEAPON_MEDIGUN" "ubercharge rate bonus" 0.25 } ItemAttributes { ItemName "TF_WEAPON_SYRINGEGUN_MEDIC" "damage penalty" 0.1 } CharacterAttributes { "heal rate bonus" 5 } } // Sniper T_TFBot_Sniper_Jarate // commented out in robot_standard.pop and not used in mannslaughter, combined traits from both templates { Class Sniper Name "Jarate Thrower" Skill Easy ClassIcon sniper_jarate Item "Jarate" Item "Desert Marauder" WeaponRestrictions SecondaryOnly ItemAttributes { ItemName "Jarate" "effect bar recharge rate increased" 0.1 } } T_TFBot_Sniper_Bowman_Rapid_Fire // name, does not use a better suited icon, mostly preference { Class Sniper Name "Rapid Fire Bowman" Item "The Huntsman" ClassIcon sniper_bow_multi Skill Hard Health 1200 Scale 1.5 ItemAttributes { ItemName "The Huntsman" "fire rate bonus" 0.6 } CharacterAttributes { "head scale" 0.7 "move speed bonus" 0.85 } } T_TFBot_Sniper_Huntsman_Fixed_Damage // correct damage { Class Sniper Name "Bowman" Skill Hard ClassIcon sniper_bow WeaponRestrictions PrimaryOnly Item "The Huntsman" ItemAttributes { ItemName "The Huntsman" "damage penalty" 0.5 } } // Giants // Soldier T_TFBot_Giant_Soldier_Blast // correct dmg { Class Soldier Skill Expert WeaponRestrictions PrimaryOnly Item "The Liberty Launcher" ClassIcon soldier_libertylauncher_giant Attributes MiniBoss Attributes HoldFireUntilFullReload Name "Giant Blast Soldier" Health 3800 Tag bot_giant ItemAttributes { ItemName "The Liberty Launcher" "damage causes airblast" 1 "damage penalty" 0.75 "fire rate bonus" 0.25 "clip size upgrade atomic" 5 "faster reload rate" 0.2 "Blast radius decreased" 1.2 "projectile spread angle penalty" 4 } CharacterAttributes { "move speed bonus" 0.5 "override footstep sound set" 3 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "airblast vertical vulnerability multiplier" 0.1 } } T_TFBot_Giant_Soldier_Black_Box // correct dmg { Class Soldier ClassIcon soldier_blackbox_giant Name "Giant Black Box Soldier" Health 4200 Tag bot_giant Item "The Black Box" Skill Expert Attributes MiniBoss WeaponRestrictions PrimaryOnly Attributes HoldFireUntilFullReload ItemAttributes { ItemName "The Black Box" "damage penalty" 0.45 "fire rate bonus" 0.001 "clip size upgrade atomic" 0 "faster reload rate" 1.6 "blast radius increased" 1.25 "projectile spread angle penalty" 4 "heal on hit for rapidfire" 1000 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 3 "Projectile speed increased" 0.9 } } // Pyro T_TFBot_Giant_Pyro_Airblast // dmg/icon { Name "Giant Airblast Pyro" Class Pyro ClassIcon pyro_reflect_daan Skill Expert Item "The Degreaser" Item "Traffic Cone" Health 3000 WeaponRestrictions PrimaryOnly Attributes MiniBoss Tag bot_giant ItemAttributes { ItemName "The Degreaser" "damage penalty" 0.05 "fire rate bonus" 1 "airblast pushback scale" 5 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.6 "airblast vulnerability multiplier" 0.6 "override footstep sound set" 6 } } // Demoman T_TFBot_Giant_Demoman_Fixed // icon { Class Demoman Name "Giant Rapid Fire Demoman" ClassIcon vex_demo_rapidfire_giant Skill Expert Health 3300 WeaponRestrictions PrimaryOnly Attributes HoldFireUntilFullReload Attributes MiniBoss Tag bot_giant ItemAttributes { ItemName "TF_WEAPON_GRENADELAUNCHER" "faster reload rate" -0.4 "fire rate bonus" 0.75 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.5 "airblast vulnerability multiplier" 0.5 "override footstep sound set" 4 } } T_TFBot_Giant_Demo_RapidFire_Fixed // icon { Class Demoman Name "Giant Rapid Fire Demoman" ClassIcon vex_demo_rapidfire_giant Health 3000 Skill Expert WeaponRestrictions PrimaryOnly Attributes HoldFireUntilFullReload Attributes MiniBoss Tag bot_giant ItemAttributes { ItemName "TF_WEAPON_GRENADELAUNCHER" "fire rate bonus" 0.5 "damage force reduction" 0.5 } CharacterAttributes { "move speed bonus" 0.5 "airblast vulnerability multiplier" 0.5 "override footstep sound set" 4 } } // Heavy T_TFBot_Giant_Heavyweapons_Brass // Icon and damage { Class Heavyweapons Name "Giant Heavy" ClassIcon heavy_brass_nys_giant Item "The Brass Beast" Skill Expert Health 5000 WeaponRestrictions PrimaryOnly Attributes MiniBoss Tag bot_giant ItemAttributes { ItemName "The Brass Beast" "damage bonus" 1.7 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.3 "airblast vulnerability multiplier" 0.3 "override footstep sound set" 2 } } T_TFBot_Giant_Heavyweapons_Heater // name { Class Heavyweapons Name "Giant Heater Heavy" ClassIcon heavy_heater_giant Skill Expert Health 5000 WeaponRestrictions PrimaryOnly Item "The Huo Long Heatmaker" Attributes MiniBoss Tag bot_giant ItemAttributes { ItemName "The Huo Long Heatmaker" "damage bonus" 1 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.3 "airblast vulnerability multiplier" 0.3 "override footstep sound set" 2 } } // Medic T_TFBot_Giant_Medic_IgnoreEnemies { Class Medic Name "Giant Medic" ClassIcon medic_giant Tag bot_squad_member Skill Expert Health 4500 Attributes SpawnWithFullCharge Attributes IgnoreEnemies Item "The Quick-Fix" WeaponRestrictions SecondaryOnly Attributes MiniBoss Tag bot_giant CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.6 "airblast vulnerability multiplier" 0.6 "heal rate bonus" 200 } } T_TFBot_Giant_Medic_Regen_IgnoreEnemies { Class Medic Name "Giant Regen Medic" Tag bot_squad_member ClassIcon medic_giant Skill Expert Health 4500 Item "The Quick-Fix" Item "The Surgeon's Stahlhelm" WeaponRestrictions SecondaryOnly Attributes IgnoreEnemies Attributes MiniBoss Tag bot_giant ItemAttributes { ItemName "The Quick-Fix" "ubercharge rate bonus" 0.01 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.6 "airblast vulnerability multiplier" 0.6 "heal rate bonus" 200 "health regen" 40 } } // My bots! // Commons // Scout // Soldier T_TFBot_Soldier_Beggars_Bazooka { Name "Bazooka Soldier" Class Soldier ClassIcon soldier_bazooka Skill Normal Item "The Beggar's Bazooka" WeaponRestrictions PrimaryOnly Attributes HoldFireUntilFullReload ItemAttributes { ItemName "The Beggar's Bazooka" "auto fires full clip" 0 "can overload" 0 } } // Pyro T_TFBot_Pyro_Deflector { Class Pyro Name "Deflector Pyro" Skill Normal WeaponRestrictions PrimaryOnly Item "The U-clank-a" ItemAttributes { ItemName "tf_weapon_flamethrower" "airblast_destroy_projectile" 1 "airblast pushback scale" 0.01 } } // Demoman T_TFBot_Demo_Sticky { Name "Sticky Demo" Class Demoman Skill Normal WeaponRestrictions SecondaryOnly ClassIcon demo_sticky_daan ItemAttributes { ItemName "TF_WEAPON_GRENADELAUNCHER" "is_passive_weapon" 1 "override projectile type" 27 } ItemAttributes { ItemName "TF_WEAPON_PIPEBOMBLAUNCHER" "stickybomb charge rate" 0.001 "max pipebombs decreased" -7 "Projectile range increased" 0.5 } } // Heavyweapons T_TFBot_Heavy_Heater { Name "Heater Heavy" Class Heavyweapons WeaponRestrictions PrimaryOnly ClassIcon heavy_heater Skill Normal Item "The Huo Long Heatmaker" Item "The Bunsen Brave" ItemAttributes { ItemName "The Huo Long Heatmaker" } } T_TFBot_Heavyweapons_Flare { Name "Flare Heavy" Class Heavyweapons Skill Normal ClassIcon pyro_flare_rain_nys WeaponRestrictions PrimaryOnly Item "The Huo Long Heatmaker" Item "The Hard Counter" ItemAttributes { ItemName "The Huo Long Heatmaker" "override projectile type" 6 "projectile spread angle penalty" 3.0 "minicrit vs burning player" 1 "projectile speed increased" 0.4 } } T_TFBot_Heavyweapons_Gnome_Uncommented { Class Heavyweapons Name "Heavy Mittens" Skill Easy ClassIcon heavy_mittens Scale 0.65 WeaponRestrictions MeleeOnly Health 60 Attributes AlwaysCrit Item "The All-Father" Item "Point and Shoot" Item "The Holiday Punch" CharacterAttributes { "move speed bonus" 1.3 } } // Engineer // Medic T_TFBot_Medic_Crossbow { Name "Crossbow Medic" Class Medic Skill Normal ClassIcon medic_crossbow Item "The Crusader's Crossbow" Item "The Berliner's Bucket Helm" Attributes DisableDodge WeaponRestrictions PrimaryOnly ItemAttributes { ItemName "The Crusader's Crossbow" "projectile penetration" 1 } } T_TFBot_Medic_Kritzkrieg { Name "Kritzkrieg Medic" Class Medic ClassIcon medic_kritz Tag bot_squad_member Skill Normal Attributes SpawnWithFullCharge Item "The Kritzkrieg" CharacterAttributes { "bot medic uber health threshold" 999 "move speed bonus" 0.5 "damage force reduction" 0.6 "airblast vulnerability multiplier" 0.6 } ItemAttributes { ItemName "TF_WEAPON_SYRINGEGUN_MEDIC" "damage penalty" 0.1 } ItemAttributes { ItemName "The Kritzkrieg" "ubercharge rate bonus" 100 "uber duration bonus" 9999 } } // Spy // Giants // Scout // Soldier T_TFBot_Giant_Soldier_Bigrock_BurstFire { Class Soldier Name "Giant Burst Fire Soldier" ClassIcon soldier_burstfire Health 4200 Skill Expert WeaponRestrictions PrimaryOnly Attributes MiniBoss Attributes HoldFireUntilFullReload Attributes AlwaysCrit Item "Tyrant's Helm" ItemAttributes { ItemName "TF_WEAPON_ROCKETLAUNCHER" "damage bonus" 2.0 "faster reload rate" 0.4 "fire rate bonus" 0.2 "clip size upgrade atomic" 5.0 "projectile speed increased" 0.9 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 3 } } // Pyro T_TFBot_Giant_Pyro_AlwaysFire { Name "Giant Pyro" Class Pyro ClassIcon pyro_giant Skill Expert Health 3000 WeaponRestrictions PrimaryOnly attributes AlwaysFireWeapon Attributes MiniBoss CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.6 "airblast vulnerability multiplier" 0.6 "override footstep sound set" 6 } } T_TFBot_Giant_Pyro_Phlog { Name "Giant Phlogistinator Pyro" Class Pyro ClassIcon pyro_phlog_giant Skill Expert Health 3300 Attributes MiniBoss Attributes SpawnWithFullCharge Item "The Phlogistinator" Tag bot_giant CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.6 "airblast vulnerability multiplier" 0.6 "override footstep sound set" 6 } ItemAttributes { ItemName "The Phlogistinator" "airblast disabled" 0 } } // Demoman // Heavyweapons // Engineer // Medic T_TFBot_Giant_Medic_Vaccinator_Bullet { Name "Giant Bullet Vaccinator Medic" Class Medic Health 4500 Skill Expert Attributes VaccinatorBullets ClassIcon medic_bullet_giant WeaponRestrictions SecondaryOnly Attributes MiniBoss Attributes SpawnWithFullCharge Attributes IgnoreEnemies Tag bot_giant Tag bot_squad_member ItemAttributes { ItemName "TF_WEAPON_MEDIGUN" "lunchbox adds minicrits" 3 "medigun bullet resist deployed" 0.75 "medigun bullet resist passive" 0.75 "medigun charge is resists" 3 "ubercharge rate bonus" 999 } CharacterAttributes { "bot medic uber health threshold" 999 "move speed bonus" 0.5 "damage force reduction" 0.6 "airblast vulnerability multiplier" 0.6 } } T_TFBot_Giant_Medic_Vaccinator_Blast { Name "Giant Blast Vaccinator Medic" Class Medic Health 4500 Skill Expert Attributes VaccinatorBlast ClassIcon medic_blast_giant WeaponRestrictions SecondaryOnly Attributes MiniBoss Attributes SpawnWithFullCharge Attributes IgnoreEnemies Tag bot_giant Tag bot_squad_member ItemAttributes { ItemName "TF_WEAPON_MEDIGUN" "lunchbox adds minicrits" 3 "medigun blast resist deployed" 0.75 "medigun blast resist passive" 0.75 "medigun charge is resists" 4 "ubercharge rate bonus" 999 } CharacterAttributes { "bot medic uber health threshold" 9999 "move speed bonus" 0.5 "damage force reduction" 0.6 "airblast vulnerability multiplier" 0.6 } } T_TFBot_Giant_Medic_Vaccinator_Fire { Name "Giant Fire Vaccinator Medic" Class Medic Health 4500 Skill Expert Attributes VaccinatorFire ClassIcon medic_fire_giant WeaponRestrictions SecondaryOnly Attributes MiniBoss Attributes SpawnWithFullCharge Attributes IgnoreEnemies Tag bot_giant Tag bot_squad_member ItemAttributes { ItemName "TF_WEAPON_MEDIGUN" "lunchbox adds minicrits" 3 "medigun fire resist deployed" 0.75 "medigun fire resist passive" 0.75 "medigun charge is resists" 5 "ubercharge rate bonus" 999 } CharacterAttributes { "bot medic uber health threshold" 9999 "move speed bonus" 0.5 "damage force reduction" 0.6 "airblast vulnerability multiplier" 0.6 } } T_TFBot_Giant_Medic_Kritzkrieg { Name "Giant Kritzkrieg Medic" Class Medic ClassIcon medic_kritz_giant Health 4500 Skill Expert Attributes Miniboss Attributes SpawnWithFullCharge Attributes IgnoreEnemies WeaponRestrictions SecondaryOnly Item "The Kritzkrieg" Tag bot_giant CharacterAttributes { "bot medic uber health threshold" 9999 "move speed bonus" 0.5 "damage force reduction" 0.6 "airblast vulnerability multiplier" 0.6 } ItemAttributes { ItemName "The Kritzkrieg" "ubercharge rate bonus" 999 "uber duration bonus" 9999 } } T_TFBot_Giant_Medic_Shield // stock so he encompasses target { Name "Giant Shield Medic" Class Medic Skill Expert ClassIcon medic_shield_lite Health 4500 Attributes IgnoreEnemies Attributes SpawnWithFullCharge Attributes ProjectileShield Attributes MiniBoss WeaponRestrictions SecondaryOnly Item "The Surgeon's Stahlhelm" Tag bot_giant ItemAttributes { ItemName "tf_weapon_medigun" "increase buff duration" 999 "generate rage on heal" 1 // never use 2 holy shit } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.6 "airblast vulnerability multiplier" 0.6 "bot medic uber deploy delay duration" 9999 } } // Sniper // Spy } }