// Made by Mince (STEAM_0:0:41588292) WaveSchedule { // General ForceHoliday 2 NoReanimators 1 NoHolidayPickups 1 NoCritPumpkin 1 NoThrillerTaunt 1 NoRomevisionCosmetics 1 BotPushaway 0 BodyPartScaleSpeed 10 WaveStartCountdown 5 FixHuntsmanDamageBonus 1 // Server AllowBotExtraSlots 1 RobotLimit 48 MaxSpectators 9 // NPCs NoSkeletonSplit 1 MaxActiveSkeletons 12 FastNPCUpdate 1 NPCLagCompensation 1 // Bots / humans BotsAreHumans 1 ForceRobotBleed 1 // Fix spell hud being hidden BotsDropSpells 1 GiantsDropRareSpells 1 SpellDropRateCommon 0 SpellDropRateGiant 0 // Assets PrecacheModel "models/bots/skeleton_sniper/skeleton_sniper.mdl" PrecacheModel "models/workshop/weapons/c_models/c_celtic_cleaver/c_demo_sultan_sword.mdl" PrecacheModel "models/weapons/c_models/c_flintlock/c_ambassador.mdl" PrecacheModel "models/capnkinky.mdl" PrecacheModel "models/props_halloween/c_flask_florence/c_flask_florence.mdl" PrecacheModel "models/weapons/c_models/c_soldier_arms_rocketless.mdl" PrecacheSound "kinkyjump.wav" PrecacheSound "kinkyspree1.wav" PrecacheSound "kinkyspree2.wav" PrecacheSound "kinkyspree3.wav" PrecacheSound "kinkyspree4.wav" PrecacheSound "kinkyspree5.wav" PrecacheSound "kinkyspree6.wav" PrecacheSound "kinkyspree7.wav" PrecacheSound "kinkyspree8.wav" PrecacheSound "kinkystart1.wav" PrecacheSound "kinkystart2.wav" PrecacheSound "kinkystart3.wav" PrecacheSound "kinkystart4.wav" PrecacheSound "kinkystart5.wav" PrecacheSound "kinkyrage1.wav" PrecacheSound "kinkyrage2.wav" PrecacheSound "kinkydeath2.wav" // Civilian AllowCivilianClass 1 ClassLimit { Civilian 1 } OverrideSounds { Civilian.Death "vo/soldier_painsevere03.mp3" Civilian.CritDeath "kinkydeath2.wav" Civilian.MeleeDeath "vo/soldier_painsevere03.mp3" Civilian.ExplosionDeath "vo/soldier_painsharp03.mp3" } HandModelOverride { Soldier "models/weapons/c_models/c_soldier_arms_rocketless.mdl" Civilian "models/weapons/c_models/c_soldier_arms.mdl" } // Scripts LuaScriptFile "ravenous_globals.lua" LuaScriptFile "ravenous_misc.lua" LuaScriptFile "ravenous_spells.lua" LuaScriptFile "ravenous_display.lua" LuaScriptFile "ravenous_callbacks.lua" LuaScriptFile "ravenous_upgrades.lua" // Upgrades CustomUpgradesFile "mvm_upgrades_ravenous.txt" DisallowUpgrade { Upgrade "critboost on kill" ClassName "saxxy" } DisallowUpgrade { Upgrade "critboost on kill" ClassName "tf_weapon_katana" } DisallowUpgrade { Upgrade "critboost on kill" ClassName "tf_weapon_sword" } DisallowUpgrade { Upgrade "critboost on kill" ClassName "tf_weapon_bottle" } DisallowUpgrade { Upgrade "critboost on kill" ClassName "tf_weapon_stickbomb" } DisallowUpgrade { Upgrade "mad milk syringes" ClassName "tf_weapon_syringegun_medic" } DisallowUpgrade { Upgrade "projectile penetration" ItemName "The Fortified Compound" } DisallowUpgrade { Upgrade "generate rage on heal" ItemName "Health Redistributor" } DisallowUpgrade { Upgrade "canteen specialist" ItemName "Health Redistributor" } DisallowUpgrade { Upgrade "critboost on kill" ItemName "Battle Hatchet" } DisallowUpgrade { Upgrade "fire rate bonus" ItemName "Flintlock Pistol" } DisallowUpgrade { Upgrade "applies snare effect" ItemName "Mad Milk" } DisallowUpgrade { Upgrade "effect bar recharge rate increased" ItemName "Mad Milk" } DisallowUpgrade { Upgrade "applies snare effect" ItemName "Flask" } // For some reason this appears for demo's upgrades DisallowUpgrade { Upgrade "damage bonus" ItemName "Flask" } ExtendedUpgrades { // 1 - 1 upgrade_player_wizard_usemana { Name "Become a Mana-Using Wizard" Attribute "zoom speed mod disabled" Cap 1 Increment +1 Cost 0 PlayerUpgrade 1 AllowPlayerClass Engineer DisallowedUpgrade { Upgrade "upgrade_player_wizard_userolls" } OnUpgrade { Output "popscript,$UpgradeWizardUseMana,0,0" } OnDowngrade { Output "popscript,$UpgradeWizardUseMana,2,0" } OnRestore { Output "popscript,$UpgradeWizardUseMana,3,0" } } // 1 - 2 upgrade_player_wizard_userolls { Name "Become a Random Spells Wizard" Attribute "sniper no headshots" Cap 1 Increment +1 Cost 800 PlayerUpgrade 1 AllowPlayerClass Engineer DisallowedUpgrade { Upgrade "upgrade_player_wizard_usemana" } OnUpgrade { Output "popscript,$UpgradeWizardUseRolls,0,0" } OnDowngrade { Output "popscript,$UpgradeWizardUseRolls,2,0" } OnRestore { Output "popscript,$UpgradeWizardUseRolls,3,0" } } // 1 - 3 upgrade_spellbook_dummy { Name "------------------------------------------------------------" Attribute "tag__eotlearlysupport" Cap 0 Increment +0 Cost 0 AllowPlayerClass Engineer PlayerUpgrade 1 } // 1 - 4 upgrade_player_wizard_maxmana { Name "+25% Max Mana" Attribute "tag__eotlearlysupport" Cap 2 Increment +0.25 Cost 200 PlayerUpgrade 1 AllowPlayerClass Engineer RequiredUpgrade { Upgrade "upgrade_player_wizard_usemana" } OnUpgrade { Output "popscript,$UpgradeWizardMaxMana,0,0" } OnDowngrade { Output "popscript,$UpgradeWizardMaxMana,2,0" } OnRestore { Output "popscript,$UpgradeWizardMaxMana,3,0" } } // 1 - 5 upgrade_player_wizard_manaregen { Name "+5 Mana Regen Per Second" Attribute "elevate to unusual if applicable" Cap 25 Increment +5 Cost 250 PlayerUpgrade 1 AllowPlayerClass Engineer RequiredUpgrade { Upgrade "upgrade_player_wizard_usemana" } OnUpgrade { Output "popscript,$UpgradeWizardManaRegen,0,0" } OnDowngrade { Output "popscript,$UpgradeWizardManaRegen,2,0" } OnRestore { Output "popscript,$UpgradeWizardManaRegen,3,0" } } // 1 - 6 upgrade_spellbook_dummy { Name "------------------------------------------------------------" Attribute "tag__eotlearlysupport" Cap 0 Increment +0 Cost 0 AllowPlayerClass Engineer PlayerUpgrade 1 } // 1 - 7 upgrade_spellbook_dummy { Name "------------------------------------------------------------" Attribute "tag__eotlearlysupport" Cap 0 Increment +0 Cost 0 AllowPlayerClass Engineer PlayerUpgrade 1 } // 2 - 1 upgrade_spellbook_commons_mana_cost { Name "-10% Common Spells Mana Cost" Attribute "custom texture lo" Cap 2 Increment +1 Cost 200 AllowPlayerClass Engineer PlayerUpgrade 1 RequiredUpgrade { Upgrade "upgrade_player_wizard_usemana" } OnUpgrade { Output "popscript,$UpgradeSpellbookCommonsManaCost,0,0" } OnDowngrade { Output "popscript,$UpgradeSpellbookCommonsManaCost,2,0" } OnRestore { Output "popscript,$UpgradeSpellbookCommonsManaCost,3,0" } } // 2 - 2 upgrade_spellbook_commons_roll_time { Name "-10% Common Spells Roll Time" Attribute "cannot trade" Cap 6 Increment +1 Cost 100 AllowPlayerClass Engineer PlayerUpgrade 1 RequiredUpgrade { Upgrade "upgrade_player_wizard_usemana" } OnUpgrade { Output "popscript,$UpgradeSpellbookCommonsRollTime,0,0" } OnDowngrade { Output "popscript,$UpgradeSpellbookCommonsRollTime,2,0" } OnRestore { Output "popscript,$UpgradeSpellbookCommonsRollTime,3,0" } } // 2 - 3 upgrade_spellbook_dummy { Name "------------------------------------------------------------" Attribute "tag__eotlearlysupport" Cap 0 Increment +0 Cost 0 AllowPlayerClass Engineer PlayerUpgrade 1 } // 2 - 4 upgrade_spellbook_rares_mana_cost { Name "-10% Rare Spells Mana Cost" Attribute "duel loser account id" Cap 2 Increment +1 Cost 300 AllowPlayerClass Engineer PlayerUpgrade 1 RequiredUpgrade { Upgrade "upgrade_player_wizard_usemana" } OnUpgrade { Output "popscript,$UpgradeSpellbookRaresManaCost,0,0" } OnDowngrade { Output "popscript,$UpgradeSpellbookRaresManaCost,2,0" } OnRestore { Output "popscript,$UpgradeSpellbookRaresManaCost,3,0" } } // 2 - 5 upgrade_spellbook_rares_roll_time { Name "-10% Rare Spells Roll Time" Attribute "event date" Cap 2 Increment +1 Cost 300 AllowPlayerClass Engineer PlayerUpgrade 1 RequiredUpgrade { Upgrade "upgrade_player_wizard_usemana" } OnUpgrade { Output "popscript,$UpgradeSpellbookRaresRollTime,0,0" } OnDowngrade { Output "popscript,$UpgradeSpellbookRaresRollTime,2,0" } OnRestore { Output "popscript,$UpgradeSpellbookRaresRollTime,3,0" } } // 2 - 6 upgrade_spellbook_dummy { Name "------------------------------------------------------------" Attribute "tag__eotlearlysupport" Cap 0 Increment +0 Cost 0 AllowPlayerClass Engineer PlayerUpgrade 1 } // 2 - 7 upgrade_spellbook_dummy { Name "------------------------------------------------------------" Attribute "tag__eotlearlysupport" Cap 0 Increment +0 Cost 0 AllowPlayerClass Engineer PlayerUpgrade 1 } // 3 - 1 upgrade_spellbook_fireball { Name "Unlock Fireball [300 Mana]" Attribute "DEPRECATED socketed item definition id DEPRECATED " Cap 1 Increment +1 Cost 0 AllowPlayerClass Engineer PlayerUpgrade 1 RequiredUpgrade { Upgrade "upgrade_player_wizard_usemana" } OnUpgrade { Output "popscript,$UpgradeSpellbookUnlockFireball,0,0" } OnDowngrade { Output "popscript,$UpgradeSpellbookUnlockFireball,2,0" } OnRestore { Output "popscript,$UpgradeSpellbookUnlockFireball,3,0" } } // // 3 - 2 // upgrade_spellbook_ballobats // { // Name "Unlock Ball O' Bats [200 Mana]" // Attribute "purchased" // Cap 0 // Increment +0 // Cost 200 // AllowPlayerClass Engineer // PlayerUpgrade 1 // RequiredUpgrade { Upgrade "upgrade_player_wizard_usemana" } // OnUpgrade { Output "popscript,$UpgradeSpellbookUnlockBallobats,0,0" } // OnDowngrade { Output "popscript,$UpgradeSpellbookUnlockBallobats,2,0" } // OnRestore { Output "popscript,$UpgradeSpellbookUnlockBallobats,3,0" } // } // 3 - 2 upgrade_spellbook_healingaura { Name "Unlock Healing Aura [400 Mana]" Attribute "gifter account id" Cap 1 Increment +1 Cost 400 AllowPlayerClass Engineer PlayerUpgrade 1 RequiredUpgrade { Upgrade "upgrade_player_wizard_usemana" } OnUpgrade { Output "popscript,$UpgradeSpellbookUnlockHealingaura,0,0" } OnDowngrade { Output "popscript,$UpgradeSpellbookUnlockHealingaura,2,0" } OnRestore { Output "popscript,$UpgradeSpellbookUnlockHealingaura,3,0" } } // 3 - 3 upgrade_spellbook_pumpkinmirv { Name "Unlock Pumpkin MIRV [300 Mana]" Attribute "referenced item id high" Cap 1 Increment +1 Cost 200 AllowPlayerClass Engineer PlayerUpgrade 1 RequiredUpgrade { Upgrade "upgrade_player_wizard_usemana" } OnUpgrade { Output "popscript,$UpgradeSpellbookUnlockPumpkinmirv,0,0" } OnDowngrade { Output "popscript,$UpgradeSpellbookUnlockPumpkinmirv,2,0" } OnRestore { Output "popscript,$UpgradeSpellbookUnlockPumpkinmirv,3,0" } } // 3 - 4 upgrade_spellbook_superjump { Name "Unlock Superjump [100 Mana]" Attribute "halloween item" Cap 1 Increment +1 Cost 0 AllowPlayerClass Engineer PlayerUpgrade 1 RequiredUpgrade { Upgrade "upgrade_player_wizard_usemana" } OnUpgrade { Output "popscript,$UpgradeSpellbookUnlockSuperjump,0,0" } OnDowngrade { Output "popscript,$UpgradeSpellbookUnlockSuperjump,2,0" } OnRestore { Output "popscript,$UpgradeSpellbookUnlockSuperjump,3,0" } } // 3 - 5 upgrade_spellbook_invisibility { Name "Unlock Invisibility [200 Mana]" Attribute "force level display" Cap 1 Increment +1 Cost 100 AllowPlayerClass Engineer PlayerUpgrade 1 RequiredUpgrade { Upgrade "upgrade_player_wizard_usemana" } OnUpgrade { Output "popscript,$UpgradeSpellbookUnlockInvisibility,0,0" } OnDowngrade { Output "popscript,$UpgradeSpellbookUnlockInvisibility,2,0" } OnRestore { Output "popscript,$UpgradeSpellbookUnlockInvisibility,3,0" } } // 3 - 6 upgrade_spellbook_teleport { Name "Unlock Teleport [300 Mana]" Attribute "unique craft index" Cap 1 Increment +1 Cost 200 AllowPlayerClass Engineer PlayerUpgrade 1 RequiredUpgrade { Upgrade "upgrade_player_wizard_usemana" } OnUpgrade { Output "popscript,$UpgradeSpellbookUnlockTeleport,0,0" } OnDowngrade { Output "popscript,$UpgradeSpellbookUnlockTeleport,2,0" } OnRestore { Output "popscript,$UpgradeSpellbookUnlockTeleport,3,0" } } // 3 - 7 upgrade_spellbook_minify { Name "Unlock Minify [300 Mana]" Attribute "strange part new counter ID" Cap 1 Increment +1 Cost 100 AllowPlayerClass Engineer PlayerUpgrade 1 RequiredUpgrade { Upgrade "upgrade_player_wizard_usemana" } OnUpgrade { Output "popscript,$UpgradeSpellbookUnlockMinify,0,0" } OnDowngrade { Output "popscript,$UpgradeSpellbookUnlockMinify,2,0" } OnRestore { Output "popscript,$UpgradeSpellbookUnlockMinify,3,0" } } // 4 - 1 upgrade_spellbook_teslabolt { Name "Unlock Tesla Bolt [2000 Mana]" Attribute "unlimited quantity" Cap 1 Increment +1 Cost 800 AllowPlayerClass Engineer PlayerUpgrade 1 RequiredUpgrade { Upgrade "upgrade_player_wizard_usemana" } OnUpgrade { Output "popscript,$UpgradeSpellbookUnlockTeslabolt,0,0" } OnDowngrade { Output "popscript,$UpgradeSpellbookUnlockTeslabolt,2,0" } OnRestore { Output "popscript,$UpgradeSpellbookUnlockTeslabolt,3,0" } } // 4 - 2 upgrade_spellbook_meteorshower { Name "Unlock Meteor Shower [2500 Mana]" Attribute "pyro year number" Cap 1 Increment +1 Cost 800 AllowPlayerClass Engineer PlayerUpgrade 1 RequiredUpgrade { Upgrade "upgrade_player_wizard_usemana" } OnUpgrade { Output "popscript,$UpgradeSpellbookUnlockMeteorshower,0,0" } OnDowngrade { Output "popscript,$UpgradeSpellbookUnlockMeteorshower,2,0" } OnRestore { Output "popscript,$UpgradeSpellbookUnlockMeteorshower,3,0" } } // 4 - 3 upgrade_spellbook_summonmonoculus { Name "Unlock Monoculus [1250 Mana]" Attribute "zombiezombiezombiezombie" Cap 1 Increment +1 Cost 600 AllowPlayerClass Engineer PlayerUpgrade 1 RequiredUpgrade { Upgrade "upgrade_player_wizard_usemana" } OnUpgrade { Output "popscript,$UpgradeSpellbookUnlockSummonmonoculus,0,0" } OnDowngrade { Output "popscript,$UpgradeSpellbookUnlockSummonmonoculus,2,0" } OnRestore { Output "popscript,$UpgradeSpellbookUnlockSummonmonoculus,3,0" } } // 4 - 4 upgrade_spellbook_summonskeletons { Name "Unlock Skeletons [1250 Mana]" Attribute "strange restriction type 2" Cap 1 Increment +1 Cost 600 AllowPlayerClass Engineer PlayerUpgrade 1 RequiredUpgrade { Upgrade "upgrade_player_wizard_usemana" } OnUpgrade { Output "popscript,$UpgradeSpellbookUnlockSummonmonskeletons,0,0" } OnDowngrade { Output "popscript,$UpgradeSpellbookUnlockSummonmonskeletons,2,0" } OnRestore { Output "popscript,$UpgradeSpellbookUnlockSummonmonskeletons,3,0" } } // 4 - 5 upgrade_spellbook_dummy { Name "------------------------------------------------------------" Attribute "tag__eotlearlysupport" Cap 0 Increment +0 Cost 0 AllowPlayerClass Engineer PlayerUpgrade 1 } // 4 - 6 upgrade_spellbook_dummy { Name "------------------------------------------------------------" Attribute "tag__eotlearlysupport" Cap 0 Increment +0 Cost 0 AllowPlayerClass Engineer PlayerUpgrade 1 } // 4 - 7 upgrade_spellbook_dummy { Name "------------------------------------------------------------" Attribute "tag__eotlearlysupport" Cap 0 Increment +0 Cost 0 AllowPlayerClass Engineer PlayerUpgrade 1 } // 5 - 1 upgrade_spellbook_custom_crocket { Name "Unlock Crocket! [500 Mana]" Attribute "sniper no charge" Cap 1 Increment +1 Cost 300 AllowPlayerClass Engineer PlayerUpgrade 1 RequiredUpgrade { Upgrade "upgrade_player_wizard_usemana" } OnUpgrade { Output "popscript,$UpgradeSpellbookUnlockCrocket,0,0" } OnDowngrade { Output "popscript,$UpgradeSpellbookUnlockCrocket,2,0" } OnRestore { Output "popscript,$UpgradeSpellbookUnlockCrocket,3,0" } } // 5 - 2 upgrade_spellbook_custom_crocket_homing { Name "Rocket Homes to Cursor" Attribute "sticky detonate mode" Cap 1 Increment +1 Cost 200 AllowPlayerClass Engineer PlayerUpgrade 1 RequiredUpgrade { Upgrade "upgrade_spellbook_custom_crocket" } } // 5 - 3 upgrade_spellbook_custom_gravitybomb { Name "Gravity Bomb [2500 Mana]" Attribute "strange restriction user value 1" Cap 1 Increment +1 Cost 800 AllowPlayerClass Engineer PlayerUpgrade 1 RequiredUpgrade { Upgrade "upgrade_player_wizard_usemana" } OnUpgrade { Output "popscript,$UpgradeSpellbookUnlockGravitybomb,0,0" } OnDowngrade { Output "popscript,$UpgradeSpellbookUnlockGravitybomb,2,0" } OnRestore { Output "popscript,$UpgradeSpellbookUnlockGravitybomb,3,0" } } // 1 - 1 upgrade_pyro_aoeblast_recharge_time { Name "-5s AOE Fireblast Recharge Time" Attribute "ring of fire while aiming" Cap 2 Increment +1 Cost 250 AllowPlayerClass Pyro PlayerUpgrade 1 OnUpgrade { Output "popscript,$UpgradePyroAOEBlast,0,0" } OnDowngrade { Output "popscript,$UpgradePyroAOEBlast,2,0" } OnRestore { Output "popscript,$UpgradePyroAOEBlast,3,0" } } // 1 - 2 upgrade_pyro_aoeblast_duration { Name "+1s AOE Fireblast Duration" Attribute "strange restriction value 2" Cap 2 Increment +1 Cost 400 AllowPlayerClass Pyro PlayerUpgrade 1 OnUpgrade { Output "popscript,$UpgradePyroAOEBlastDuration,0,0" } OnDowngrade { Output "popscript,$UpgradePyroAOEBlastDuration,2,0" } OnRestore { Output "popscript,$UpgradePyroAOEBlastDuration,3,0" } } // 1 - 1 upgrade_pyro_burn_time { Name "+25% Volcano Fragment Afterburn Speed" Attribute "weapon burn time increased" Cap 2 Increment +0.25 Cost 200 AllowPlayerClass Pyro AllowedWeapons { ItemName "Sharpened Volcano Fragment" } } // 1 - 2 upgrade_pyro_burn_damage { Name "+50% Volcano Fragment Afterburn Damage" Attribute "weapon burn dmg increased" Cap 3 Increment +0.5 Cost 200 AllowPlayerClass Pyro AllowedWeapons { ItemName "Sharpened Volcano Fragment" } } // 1 - 1 upgrade_demo_charge_damage { Name "+50% Shield Charge Damage" Attribute "charge impact damage increased" Cap 2.5 Increment +0.5 Cost 100 AllowPlayerClass Demoman AllowedWeapons { ClassName "tf_wearable_demoshield" } } // 1 - 1 upgrade_demo_hatchet_rechargetime { Name "-0.5s Hatchet Recharge Time" Attribute "strange restriction user value 3" Cap 4 Increment +1 Cost 250 AllowPlayerClass Demoman AllowedWeapons { ItemName "Battle Hatchet" } OnUpgrade { Output "popscript,$UpgradeDemoHatchetRechargeTime,0,0" } OnDowngrade { Output "popscript,$UpgradeDemoHatchetRechargeTime,2,0" } OnRestore { Output "popscript,$UpgradeDemoHatchetRechargeTime,3,0" } } // 1 - 1 upgrade_spy_backstab_smalls { Name "Backstab small bots" Attribute "sniper independent zoom DISPLAY ONLY" Cap 1 Increment +1 Cost 800 AllowPlayerClass Spy PlayerUpgrade 1 } // 1 - 1 upgrade_medic_flask_bleed { Name "Unlock Bleeding Flask" Attribute "squad surplus claimer id DEPRECATED" Cap 1 Increment +1 Cost 0 AllowPlayerClass Medic AllowedWeapons { ItemName "Flask" } OnUpgrade { Output "popscript,$UpgradeMedicFlaskBleeding,0,0" } OnDowngrade { Output "popscript,$UpgradeMedicFlaskBleeding,2,0" } OnRestore { Output "popscript,$UpgradeMedicFlaskBleeding,3,0" } } // 1 - 2 upgrade_medic_flask_heal_debuff { Name "Unlock Healing Debuff Flask" Attribute "accepted wedding ring account id 1" Cap 1 Increment +1 Cost 400 AllowPlayerClass Medic AllowedWeapons { ItemName "Flask" } OnUpgrade { Output "popscript,$UpgradeMedicFlaskHealDebuff,0,0" } OnDowngrade { Output "popscript,$UpgradeMedicFlaskHealDebuff,2,0" } OnRestore { Output "popscript,$UpgradeMedicFlaskHealDebuff,3,0" } } // 1 - 3 upgrade_medic_flask_quickheal { Name "Unlock Quick Heal Flask" Attribute "mvm completed challenges bitmask" Cap 1 Increment +1 Cost 400 AllowPlayerClass Medic AllowedWeapons { ItemName "Flask" } OnUpgrade { Output "popscript,$UpgradeMedicFlaskQuickHeal,0,0" } OnDowngrade { Output "popscript,$UpgradeMedicFlaskQuickHeal,2,0" } OnRestore { Output "popscript,$UpgradeMedicFlaskQuickHeal,3,0" } } // 1 - 4 upgrade_medic_flask_uber { Name "Unlock Uber Flask" Attribute "explosive sniper shot" Cap 1 Increment +1 Cost 500 AllowPlayerClass Medic AllowedWeapons { ItemName "Flask" } OnUpgrade { Output "popscript,$UpgradeMedicFlaskUber,0,0" } OnDowngrade { Output "popscript,$UpgradeMedicFlaskUber,2,0" } OnRestore { Output "popscript,$UpgradeMedicFlaskUber,3,0" } } } // Allow use of weapons blocked by tf_logic_medieval MedievalMode 0 CustomWeapon { "Battle Hatchet" { OriginalItemName "Prinny Machete" "custom item model" "models/workshop/weapons/c_models/c_celtic_cleaver/c_demo_sultan_sword.mdl" "custom kill icon" "battleaxe" "back headshot" 1 // Used to detect this in lua "crit mod disabled" 0 "deploy time decreased" 0.7 } "Health Redistributor" { OriginalItemName "TF_WEAPON_MEDIGUN" "custom item model" "models/weapons/c_models/c_pigeon_medigun/c_pigeon_medigun.mdl" "deactive date" 1 // Used to detect this in lua "medigun attack enemy" 2 "medigun self drain" 1 "health from healers reduced" 0.25 "ubercharge rate penalty" 0.5 "medigun charge is megaheal" 2 } "Flintlock Pistol" { OriginalItemName "The Ambassador" "custom item model" "models/weapons/c_models/c_flintlock/c_ambassador.mdl" "rj air bombardment" 1 // Used to detect this in lua "clip size penalty" 0.1666 "Reload time increased" 2 "damage bonus" 2 "mult crit dmg" 1.5 } "Flask" { OriginalItemName "Jarate" "custom item model" "models/props_halloween/c_flask_florence/c_flask_florence.mdl" "custom projectile model" "models/props_halloween/c_flask_florence/c_flask_florence.mdl" "use original class weapon animations" 1 "use original class player animations" 1 "store sort override DEPRECATED" 1 // Used to detect this in lua "effect cond override" 78 // TF_COND_MINICRITBOOSTED_ON_KILL (unused, we use it to clear jarate cond) "effect bar recharge rate increased" 0.5 } } ExtraLoadoutItems { Scout { Secondary "Flask" } Soldier { Secondary "Flask" } Pyro { Secondary "Flask" } Demoman { Melee "Battle Hatchet" Secondary "Flask" } Heavyweapons { Secondary "The Robo-Sandvich" } Medic { Secondary "Health Redistributor" Secondary "Flask" } Sniper { Secondary "Flask" } Spy { Secondary "Flintlock Pistol" Secondary "Flask" } } ////// BEGIN ATTRIBUTES ////////////////////////////////////////////////////// PlayerAttributes { // Buff Soldier's banners Soldier { "increase buff duration" 2 "mod rage on hit bonus" 25 "mod soldier buff range" 1.5 } // Increase Pyro's survivability a bit Pyro { "dmg taken increased" 0.85 "fire retardant" 1 "max health additive bonus" 25 } // Increase Heavy's survivability Heavy { "mult dmgtaken from melee" 0.5 } // ROCK AND STONE, BROTHER Engineer { "model scale" 0.9 "torso scale" 0.8 "head scale" 1.4 "hand scale" 1.4 } // Increase Spy's survivability Spy { "dmg taken increased" 0.75 "max health additive bonus" 25 } // Captain Kinky Civilian { "max health additive bonus" 300 "critboost on kill" 2 "healing received penalty" 0.001 "min respawn time" 0 "cannot upgrade" 1 "move speed bonus" 1.6 "cancel falling damage" 1 "melee range multiplier" 1.25 "crit mod disabled hidden" 0 "damage force reduction" 0.25 "wet immunity" 1 "overheal penalty" 0.001 } } // Generic all-class melees ItemAttributes { Classname "saxxy" "damage bonus" 1.3 } ////// SCOUT ///////////////////////////////////////////////////////////////// // Overall, Scout's changes increase his survivability and damage to // match the rest of the mercs output while retaining his support capabilities ///////////// SECONDARIES //////////////////////////////////////////////////// // One-shots small bots ItemAttributes { ItemName "The Flying Guillotine" "always crit" 1 "weapon always gib" 1 "dmg pierces resists absorbs" 1 "damage bonus" 60.006666 // (9001/150) "mult dmg vs giants" 0.033329 // (1/60.006666) * 2 "bleeding duration" 0 } ///////////// MELEES ///////////////////////////////////////////////////////// // Base ItemAttributes { SimilarToItem "TF_WEAPON_BAT" // + Festive Bat "minicrits become crits" 1 "damage bonus" 1.5 } // Base ItemAttributes { ItemName "Upgradeable TF_WEAPON_BAT" "minicrits become crits" 1 "damage bonus" 1.5 } // Base ItemAttributes { Classname "tf_weapon_bat_fish" "minicrits become crits" 1 "damage bonus" 1.5 } // Stuns small bots, lower damage ItemAttributes { ItemName "The Sandman" "fire rate penalty" 1.5 "damage bonus" 1.5 "stun on damage" 80 // .75 * (80/60) = 1 "max health additive penalty" 0 } // Higher ranged bleed damage, lower damage ItemAttributes { ItemName "The Wrap Assassin" "damage penalty" 1 "mult bleeding dmg" 4 "effect bar recharge rate increased" 0.25 } // Increased survivability, lower damage ItemAttributes { ItemName "The Candy Cane" "damage bonus" 1.35 "drop health pack on kill" 0 "dmg taken from blast increased" 1 "max health additive bonus" 75 "heal on hit for rapidfire" 10 } // Higher bleed damage, lower base damage ItemAttributes { ItemName "The Boston Basher" "damage bonus" 1.62 "bleeding duration" 8 "mult bleeding dmg" 2 "dmg taken from self reduced" 0.4 } // Higher bleed damage, lower base damage ItemAttributes { ItemName "Three-Rune Blade" "damage bonus" 1.62 "bleeding duration" 8 "mult bleeding dmg" 2 "dmg taken from self reduced" 0.3 } // Higher single target damage, lower base damage ItemAttributes { ItemName "Sun-on-a-Stick" "Set DamageType Ignite" 1 "crit vs burning players" 1 "damage penalty" 1 "weapon burn time reduced" 0.2 } // Mark targets, lower damage ItemAttributes { ItemName "The Fan O'War" "damage penalty" 1 } // Higher damage mid-air, lower base damage, improves movement ItemAttributes { ItemName "The Atomizer" "damage bonus" 1.35 "dmg penalty vs players" 1 "minicrits become crits" 1 } ////// SOLDIER /////////////////////////////////////////////////////////////// // Overall, Soldier's changes increase his survivability and damage to // match the rest of the mercs output while retaining his support capabilities ///////////// SECONDARIES //////////////////////////////////////////////////// // Indirectly helps survivability with some utility ItemAttributes { ItemName "The Mantreads" "max health additive bonus" 75 "wet immunity" 1 "cancel falling damage" 1 "move speed bonus" 1.25 } // Direct damage resistances without the utility of The Mantreads ItemAttributes { ItemName "The Gunboats" "mult dmgtaken from melee" 0.75 // 250 EH "dmg from ranged reduced" 0.85 // 230 EH "fire retardant" 1 "damage force reduction" 0.001 } ItemAttributes { ItemName "The B.A.S.E. Jumper" "parachute redeploy" 1 "increased air control" 4 "allow bunny hop" 2 } ///////////// MELEES ///////////////////////////////////////////////////////// // Base ItemAttributes { SimilarToItem "TF_WEAPON_SHOVEL" "damage bonus" 1.3 } // Base ItemAttributes { ItemName "Upgradeable TF_WEAPON_SHOVEL" "damage bonus" 1.3 } // Higher damage when low health, higher survivability when low health ItemAttributes { ItemName "The Escape Plan" "provide on active" 1 "move speed bonus" 1.2 "speed_boost_on_hit_enemy" 3 "mod shovel speed boost" 0 "mult crit when health is below percent" 0.3 "self mark for death" 0 "reduced_healing_from_medics" 1 "gesture speed increase" 2 "taunt attack time mult" 0.55 } // Much higher damage when low health ItemAttributes { ItemName "The Equalizer" "mult crit when health is below percent" 0.75 "damage bonus" 2 "fire rate penalty" 1.3 "reduced_healing_from_medics" 1 "gesture speed increase" 1.4 "taunt attack time mult" 0.7 } // Slightly lower base damage, higher bleed damage, slight survivability increase ItemAttributes { ItemName "The Pain Train" "dmg taken from bullets increased" 1 "max health additive bonus" 25 "bleeding duration" 5 "mult bleeding dmg" 2 } // Higher damage when chaining kills with CoK, lower base damage ItemAttributes { ItemName "The Half-Zatoichi" "critboost on kill" 1 "damage penalty" 0.75 } // Stuns small bots, lower damage ItemAttributes { ItemName "The Disciplinary Action" "always crit" 1 "mult crit dmg" 0.3333 "dmg pierces resists absorbs" 1 "crit forces victim to laugh" 1 } // Lower base damage, market garden ItemAttributes { ItemName "The Market Gardener" "mult crit dmg" 2.5 "no crit boost" 1 } ////// PYRO ////////////////////////////////////////////////////////////////// // Overall, Pyro has small changes to his weapons to boost his damage output // closer to being on par with the rest of the mercs while retaining his // "crowd control" from the base game for the most part ///////////// SECONDARIES //////////////////////////////////////////////////// ItemAttributes { ItemName "The Thermal Thruster" "switch from wep deploy time decreased" 0.25 } ///////////// MELEES ///////////////////////////////////////////////////////// // Base ItemAttributes { SimilarToItem "TF_WEAPON_FIREAXE" "bleeding duration" 5 "damage bonus" 1.2 } // Base ItemAttributes { ItemName "Upgradeable TF_WEAPON_FIREAXE" "bleeding duration" 5 "damage bonus" 1.2 } // Base ItemAttributes { ItemName "The Lollichop" "bleeding duration" 5 "damage bonus" 1.2 } // Base ItemAttributes { ItemName "The Third Degree" "bleeding duration" 5 "damage bonus" 1.2 } // Higher base damage and self sustain, reduced healing from healers ItemAttributes { ItemName "The Back Scratcher" "damage bonus" 1.3 "max health additive bonus" 25 } // Ability to ignite enemies and benefit from afterburn upgrades ItemAttributes { ItemName "Sharpened Volcano Fragment" "melee cleave attack" 1 "damage penalty" 0.85 } // This weapon is honestly just a meme, go slap some zombie ass yo ItemAttributes { ItemName "The Hot Hand" "melee cleave attack" 1 "crit from behind" 1 "speed_boost_on_hit_enemy" 3 "speed buff ally" 1 } // Cleave stun, slower swing speed ItemAttributes { SimilarToItem "The Homewrecker" // + Maul "melee cleave attack" 1 "stun on damage" 50 // 1.2 * (50/60) = 1 "fire rate penalty" 1.5 "dmg penalty vs players" 1 } // Higher damage vs multiple burning targets ItemAttributes { SimilarToItem "The Axtinguisher" // + Postal Pummeler, Festive Axtinguisher "melee cleave attack" 1 "damage penalty" 1 } // Higher damage vs wet targets ItemAttributes { ItemName "The Neon Annihilator" "wet immunity" 1 "dmg taken from crit reduced" 0.0001 "dmg penalty vs players" 1 "mult crit dmg" 1.5 "fire rate penalty" 1.3 } // Lower damage, higher survivability ItemAttributes { ItemName "The Powerjack" "dmg taken increased" 0.85 "speed_boost_on_hit_enemy" 3 "max health additive bonus" 25 "damage penalty" 0.8 } ////// DEMO ////////////////////////////////////////////////////////////////// // Overall, Demo received a few changes to his weapons to allow all of them to // be viable options in relation to The Eyelander ///////////// PRIMARIES ////////////////////////////////////////////////////// // Increased health, slower move speed ItemAttributes { ItemName "The Bootlegger" "max health additive bonus" 50 "move speed bonus shield required" 1 "move speed penalty" 0.8 } ///////////// MELEES ///////////////////////////////////////////////////////// // Base ItemAttributes { SimilarToItem "TF_WEAPON_BOTTLE" "max health additive bonus" 20 "bleeding duration" 2 "mult bleeding dmg" 1.5 "mult crit dmg" 0.75 } // Base ItemAttributes { ItemName "Upgradeable TF_WEAPON_BOTTLE" "max health additive bonus" 20 "bleeding duration" 2 "mult bleeding dmg" 1.5 "mult crit dmg" 0.75 } // Increased melee range and bleed damage, lower health gain ItemAttributes { ItemName "The Claidheamohmor" "fire rate bonus" 0.8 "bleeding duration" 5 "mult bleeding dmg" 3 "melee range multiplier" 2 "max health additive bonus" 10 } // Melee cleave, lower base damage, lower health gain ItemAttributes { ItemName "The Persian Persuader" "melee cleave attack" 1 "max health additive bonus" 10 "move speed bonus" 1.2 } // Can random crit, no health gain ItemAttributes { ItemName "The Scotsman's Skullcutter" "weapon always gib" 1 "dmg pierces resists absorbs" 1 "mult crit dmg" 0.75 } // KABOOOOOM ItemAttributes { ItemName "The Ullapool Caber" "fire rate penalty" 1.5 "damage penalty" 0.5 "regenerate stickbomb" 1 "aoe blast on damage" 12.5 // 1.2 * (12.5/60) = .25 "cancel falling damage" 1 "self dmg push force decreased" 0.01 } ////// HEAVY ///////////////////////////////////////////////////////////////// // Overall, Heavy received a few changes to his weapons to allow all of them // to be viable options in relation to The Killing Gloves of Boxing ///////////// SECONDARIES //////////////////////////////////////////////////// ItemAttributes { ClassName "TF_WEAPON_LUNCHBOX" "provide on active" 1 "gesture speed increase" 1.75 } ///////////// MELEES ///////////////////////////////////////////////////////// // Base ItemAttributes { SimilarToItem "TF_WEAPON_FISTS" "damage bonus" 1.3 } // Base ItemAttributes { ItemName "Upgradeable TF_WEAPON_FISTS" "damage bonus" 1.3 } // Extremely increased survivability, lower damage ItemAttributes { ItemName "Fists of Steel" "dmg taken increased" 0.75 "dmg from melee increased" 1 } // For the JoJos out there ItemAttributes { ItemName "The Eviction Notice" "damage penalty" 0.7 "bleeding duration" 5 "mod_maxhealth_drain_rate" 0 "speed_boost_on_hit" 0 "speed_boost_on_kill" 1 "max health additive bonus" 50 } // Higher damage, slower swing speed, chance of increased survivability ItemAttributes { ItemName "Warrior's Spirit" "damage bonus" 2.31 // 150 "crits_become_minicrits" 1 "fire rate penalty" 1.75 "teleport instead of die" 0.5 } // Cleave stun, lower damage ItemAttributes { ItemName "The Holiday Punch" "always crit" 1 "melee cleave attack" 1 "crit does no damage" 0 "damage penalty" 0.3 } // Lower damage, increased move speed and survivability ItemAttributes { SimilarToItem "Gloves of Running Urgently" // + Festive GRU "dmg taken increased" 0.85 "mod_maxhealth_drain_rate" 0 "speed_boost_on_hit" 1 } // The man, the myth, the legend ItemAttributes { ItemName "The Killing Gloves of Boxing" "critboost on kill" 1 // yeaaa, you don't need 5 seconds } ////// ENGINEER ////////////////////////////////////////////////////////////// // Overall, aside from being a hairy wizard, Engie received some buffs to // his melee arsenal to make him a bit less useless outside of his spells ///////////// MELEES ///////////////////////////////////////////////////////// // Base ItemAttributes { SimilarToItem "TF_WEAPON_WRENCH" "critboost on kill" 1 "damage penalty" 0.8 } // Base ItemAttributes { ItemName "Upgradeable TF_WEAPON_WRENCH" "critboost on kill" 1 "damage penalty" 0.8 } // Increased health, lower damage ItemAttributes { ItemName "The Gunslinger" "max health additive bonus" 125 "damage bonus" 1.25 } // Lower damage, higher bleed damage ItemAttributes { ItemName "The Southern Hospitality" "damage bonus" 1.5 "bleeding duration" 10 "mult bleeding dmg" 2 "dmg taken from fire increased" 1 "crit mod disabled" 1 } // Increased moved speed, lower damage ItemAttributes { ItemName "The Jag" "damage penalty" 1 "damage bonus" 1.5 "fire rate bonus" 0.8 "move speed bonus" 1.2 } // Stuns small bots, lower damage ItemAttributes { ItemName "The Eureka Effect" "stun on damage" 100 // .8 * (100/60) = 1 "melee cleave attack" 1 "damage bonus" 1.2 } ////// MEDIC ///////////////////////////////////////////////////////////////// // Overall, Medic received some changes to his balance to allow for a more // diverse choice of weapons outside of The Crusader's Crossbow and Amputator, // while increasing his damage output to be closer to the other classes ///////////// PRIMARIES ////////////////////////////////////////////////////// // Base ItemAttributes { ItemName "TF_WEAPON_SYRINGEGUN_MEDIC" "damage bonus" 2 } // Base ItemAttributes { ItemName "Upgradeable TF_WEAPON_SYRINGEGUN_MEDIC" "damage bonus" 2 } // Increased move speed and fire rate, lower damage ItemAttributes { ItemName "The Overdose" "damage penalty" 1 "damage bonus" 1.5 "move speed bonus" 1.3 "fire rate bonus" 0.5 } // Lower damage, chance to aoe heal ItemAttributes { ItemName "The Blutsauger" "aoe heal chance" 285.714 // .105 * (285.714/60) ~ .5 } ///////////// MELEES ///////////////////////////////////////////////////////// // Base ItemAttributes { SimilarToItem "TF_WEAPON_BONESAW" "fire rate bonus" 0.8 "health regen" 10 } // Base ItemAttributes { ItemName "Upgradeable TF_WEAPON_BONESAW" "fire rate bonus" 0.8 "health regen" 10 } // Higher damage, less survivability ItemAttributes { SimilarToItem "The Ubersaw" // + Festive Ubersaw "dmg taken increased" 1.15 "fire rate penalty" 1.3 "damage bonus" 1.75 "add uber charge on hit" 0 } // Lower damage, higher bleed damage, different survivability ItemAttributes { ItemName "The Vita-Saw" "bleeding duration" 10 "max health additive penalty" 0 "max health additive bonus" 25 } // Highly lowered damage, chance to aoe heal, increased survivability ItemAttributes { ItemName "The Amputator" "max health additive bonus" 50 "dmg taken increased" 0.9 "mult dmgtaken from melee" 0.8 "aoe heal chance" 75 // .8 * (75/60) = 1 } // Stuns small bots, does no damage ItemAttributes { ItemName "The Solemn Vow" "damage penalty" 0.015 "stun on damage" 75 // .8 * (75/60) = 1 "single wep deploy time increased" 0.4 } ////// SNIPER //////////////////////////////////////////////////////////////// // Overall, Sniper received some small changes to his arsenal to allow // for a more diverse selection of weapons aside from The Bushwacka and Jarate // while keeping his close range capabilities purposefully weak ///////////// PRIMARIES ////////////////////////////////////////////////////// ItemAttributes { ItemName "The Huntsman" "damage penalty" 0.75 "projectile penetration limit" 3 // Hit 3 players max } ItemAttributes { ItemName "Festive Huntsman" "damage penalty" 0.75 "projectile penetration limit" 3 // Hit 3 players max } ItemAttributes { ItemName "The Fortified Compound" // No projectile penetration upgrade "projectile acceleration" 5000 "projectile acceleration time" 2 "projectile acceleration start time" 0.01 "grenade bounce speed" 1.5 "grenade bounce damage" 1 "hidden primary max ammo bonus" 0.9 "projectile lifetime" 1 } ///////////// SECONDARIES //////////////////////////////////////////////////// ItemAttributes { ItemName "The Razorback" "max health additive bonus" 50 } ///////////// MELEES ///////////////////////////////////////////////////////// // Base ItemAttributes { SimilarToItem "TF_WEAPON_CLUB" "damage bonus" 1.3 } // Base ItemAttributes { ItemName "Upgradeable TF_WEAPON_CLUB" "damage bonus" 1.3 } // Lower base damage, higher bleed damage ItemAttributes { ItemName "The Tribalman's Shiv" "damage penalty" 1 "bleeding duration" 10 "mult bleeding dmg" 2 } // Melee cleave, small bleed damage, lower base damage ItemAttributes { ItemName "The Shahanshah" "melee cleave attack" 1 "bleeding duration" 2 } ////// SPY /////////////////////////////////////////////////////////////////// // Overall, Spy received some fundamental changes to his role in the team // for the improvement of general game balance. In general, his ability to // fight (not sap) robots directly has been improved, while decreasing // his ability of being a giant killer by decreasing his armor penetration // upgrade cap by 2 ticks. His weaponry below plays on this new balance. ///////////// PDA2 /////////////////////////////////////////////////////////// // Increased survivability from melee and ranged attacks ItemAttributes { SimilarToItem "TF_WEAPON_INVIS" "max health additive bonus" 25 "dmg from ranged reduced" 0.9 "mult dmgtaken from melee" 0.80 } // Increased survivability from melee and ranged attacks ItemAttributes { ItemName "Upgradeable TF_WEAPON_INVIS" "max health additive bonus" 25 "dmg from ranged reduced" 0.9 "mult dmgtaken from melee" 0.80 } // Increased survivability from melee and fire ItemAttributes { ItemName "The Cloak and Dagger" "max health additive bonus" 50 "mult dmgtaken from melee" 0.9 } ///////////// MELEES ///////////////////////////////////////////////////////// // Base ItemAttributes { SimilarToItem "TF_WEAPON_KNIFE" "closerange backattack minicrits" 1 "bleeding duration" 5 "mult bleeding dmg" 2 "damage bonus" 1.5 "mult dmg vs giants" 0.6666 // 100% "mult dmg vs tanks" 0.6666 // 100% } // Base ItemAttributes { ItemName "Upgradeable TF_WEAPON_KNIFE" "closerange backattack minicrits" 1 "bleeding duration" 5 "mult bleeding dmg" 2 "damage bonus" 1.5 "mult dmg vs giants" 0.6666 // 100% "mult dmg vs tanks" 0.6666 // 100% } // Lower damage to small bots, higher damage to tanks ItemAttributes { ItemName "The Spy-cicle" "closerange backattack minicrits" 1 "mult dmg vs tanks" 3.75 // 275% "melts in fire" 0 "slow enemy on hit major" 1 } // Higher damage to small bots, higher bleed damage, lower damage to giants, // increased survivability ItemAttributes { ItemName "Your Eternal Reward" "closerange backattack minicrits" 1 "bleeding duration" 10 "mult bleeding dmg" 3.5 "mult dmgtaken from melee" 0.75 "damage bonus" 2 "mult dmg vs giants" 0.25 // 50% "mult dmg vs tanks" 0.25 // 50% "set icicle knife mode" 0 "disguise on backstab" 0 "mod_disguise_consumes_cloak" 0 } // Lower damage, highly increased survivability ItemAttributes { ItemName "Conniver's Kunai" "closerange backattack minicrits" 1 "max health additive penalty" 0 "mult dmgtaken from melee" 0.85 "max health additive bonus" 20 "heal on hit for rapidfire" 15 "sanguisuge" 0 } // Highly lowered damage to small bots, increased move speed, // higher damage to giants, decreased survivability ItemAttributes { ItemName "The Big Earner" "closerange backattack minicrits" 1 "damage penalty" 0.75 "mult dmg vs giants" 1.6666 // 125% "max health additive penalty" -50 "move speed bonus" 1.2 } Templates { ////// TEMPLATE MODULES ////////////////////////////////////////////////////// Mobber { Action Mobber Attributes IgnoreFlag } Zombie { ClassIcon heavy_zombie_lite Skill Hard MaxVisionRange 512 NoIdleSound 1 Attributes DisableDodge ExtAttr IgnoreBuildings UseMeleeThreatPrioritization 1 CharacterAttributes { "voice pitch scale" 0.7 } } ZombieScout { AddTemplate Zombie Class Scout Item "Zombie Scout" } ZombieSoldier { AddTemplate Zombie Class Soldier Item "Zombie Soldier" } ZombiePyro { AddTemplate Zombie Class Pyro Item "Zombie Pyro" } ZombieDemoman { AddTemplate Zombie Class Demoman Item "Zombie Demo" } ZombieHeavy { AddTemplate Zombie Class Heavy Item "Zombie Heavy" } ZombieEngineer { AddTemplate Zombie Class Engineer Item "Zombie Engineer" } ZombieMedic { AddTemplate Zombie Class Medic Item "Zombie Medic" } ZombieSniper { AddTemplate Zombie Class Sniper Item "Zombie Sniper" } GiantZombieScout { Class Scout Skill Expert Health 1600 Attributes MiniBoss MaxVisionRange 512 NoIdleSound 1 Attributes DisableDodge ExtAttr IgnoreBuildings UseMeleeThreatPrioritization 1 Tag bot_giant Item "Zombie Scout" CharacterAttributes { "voice pitch scale" 0.5 "damage force reduction" 0.7 "airblast vulnerability multiplier" 0.7 "override footstep sound set" 5 "cancel falling damage" 1 } } GiantZombieSoldier { Class Soldier Skill Expert Health 3800 Attributes MiniBoss MaxVisionRange 512 NoIdleSound 1 Attributes DisableDodge ExtAttr IgnoreBuildings UseMeleeThreatPrioritization 1 Tag bot_giant Item "Zombie Soldier" CharacterAttributes { "voice pitch scale" 0.5 "move speed penalty" 0.5 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 3 "cancel falling damage" 1 } } GiantZombiePyro { Class Pyro Skill Expert Health 3000 Attributes MiniBoss MaxVisionRange 512 NoIdleSound 1 Attributes DisableDodge ExtAttr IgnoreBuildings UseMeleeThreatPrioritization 1 Tag bot_giant Item "Zombie Pyro" CharacterAttributes { "voice pitch scale" 0.5 "move speed penalty" 0.5 "damage force reduction" 0.6 "airblast vulnerability multiplier" 0.6 "override footstep sound set" 6 "cancel falling damage" 1 } } GiantZombieDemoman { Class Demoman Skill Expert Health 3300 Attributes MiniBoss MaxVisionRange 512 NoIdleSound 1 Attributes DisableDodge ExtAttr IgnoreBuildings UseMeleeThreatPrioritization 1 Tag bot_giant Item "Zombie Demo" CharacterAttributes { "voice pitch scale" 0.5 "move speed penalty" 0.5 "damage force reduction" 0.5 "airblast vulnerability multiplier" 0.5 "override footstep sound set" 4 "cancel falling damage" 1 } } GiantZombieHeavy { Class Heavy Skill Expert Health 5000 Attributes MiniBoss MaxVisionRange 512 NoIdleSound 1 Attributes DisableDodge ExtAttr IgnoreBuildings UseMeleeThreatPrioritization 1 Tag bot_giant Item "Zombie Heavy" CharacterAttributes { "voice pitch scale" 0.5 "move speed penalty" 0.35 "damage force reduction" 0.3 "airblast vulnerability multiplier" 0.3 "override footstep sound set" 2 "cancel falling damage" 1 } } GiantZombieEngineer { Class Engineer Skill Expert Health 2500 Attributes MiniBoss MaxVisionRange 512 NoIdleSound 1 Attributes DisableDodge ExtAttr IgnoreBuildings UseMeleeThreatPrioritization 1 Tag bot_giant Item "Zombie Engineer" CharacterAttributes { "voice pitch scale" 0.5 "move speed penalty" 0.7 "damage force reduction" 0.7 "airblast vulnerability multiplier" 0.7 "override footstep sound set" 5 "cancel falling damage" 1 } } GiantZombieMedic { Class Medic Skill Expert Health 4500 Attributes MiniBoss Attributes SpawnWithFullCharge NoIdleSound 1 Attributes DisableDodge ExtAttr IgnoreBuildings UseMeleeThreatPrioritization 1 Tag bot_giant Item "Zombie Medic" CharacterAttributes { "voice pitch scale" 0.5 "move speed penalty" 0.5 "damage force reduction" 0.6 "airblast vulnerability multiplier" 0.6 "heal rate bonus" 200 "cancel falling damage" 1 } } GiantZombieSniper { Class Sniper Skill Expert Health 2500 Attributes MiniBoss MaxVisionRange 512 NoIdleSound 1 Attributes DisableDodge ExtAttr IgnoreBuildings UseMeleeThreatPrioritization 1 Tag bot_giant Item "Zombie Sniper" CharacterAttributes { "voice pitch scale" 0.5 "move speed penalty" 0.7 "damage force reduction" 0.7 "airblast vulnerability multiplier" 0.7 "override footstep sound set" 5 "cancel falling damage" 1 } } GatebotScout { Class Scout Item "MvM GateBot Light Scout" EventChangeAttributes { Default { Attributes IgnoreFlag BehaviorModifiers Push Tag nav_prefer_gate1_flank Tag bot_gatebot } RevertGateBotsBehavior { ItemAttributes { ItemName "MvM GateBot Light Scout" "item style override" 1 } } } } GatebotSoldier { Class Soldier Item "MvM GateBot Light Soldier" EventChangeAttributes { Default { Attributes IgnoreFlag BehaviorModifiers Push Tag nav_prefer_gate1_flank Tag bot_gatebot } RevertGateBotsBehavior { ItemAttributes { ItemName "MvM GateBot Light Soldier" "item style override" 1 } } } } GatebotPyro { Class Pyro Item "MvM GateBot Light Pyro" EventChangeAttributes { Default { Attributes IgnoreFlag BehaviorModifiers Push Tag nav_prefer_gate1_flank Tag bot_gatebot } RevertGateBotsBehavior { ItemAttributes { ItemName "MvM GateBot Light Pyro" "item style override" 1 } } } } GatebotDemoman { Class Demoman Item "MvM GateBot Light Demoman" EventChangeAttributes { Default { Attributes IgnoreFlag BehaviorModifiers Push Tag nav_prefer_gate1_flank Tag bot_gatebot } RevertGateBotsBehavior { ItemAttributes { ItemName "MvM GateBot Light Demoman" "item style override" 1 } } } } GatebotHeavy { Class Heavy Item "MvM GateBot Light Heavy" EventChangeAttributes { Default { Attributes IgnoreFlag BehaviorModifiers Push Tag nav_prefer_gate1_flank Tag bot_gatebot } RevertGateBotsBehavior { ItemAttributes { ItemName "MvM GateBot Light Heavy" "item style override" 1 } } } } GatebotEngineer { Class Engineer Item "MvM GateBot Light Engineer" EventChangeAttributes { Default { Attributes IgnoreFlag BehaviorModifiers Push Tag nav_prefer_gate1_flank Tag bot_gatebot } RevertGateBotsBehavior { ItemAttributes { ItemName "MvM GateBot Light Engineer" "item style override" 1 } } } } GatebotMedic { Class Medic Item "MvM GateBot Light Medic" EventChangeAttributes { Default { Attributes IgnoreFlag BehaviorModifiers Push Tag nav_prefer_gate1_flank Tag bot_gatebot } RevertGateBotsBehavior { ItemAttributes { ItemName "MvM GateBot Light Medic" "item style override" 1 } } } } GatebotSniper { Class Sniper Item "MvM GateBot Light Sniper" EventChangeAttributes { Default { Attributes IgnoreFlag BehaviorModifiers Push Tag nav_prefer_gate1_flank Tag bot_gatebot } RevertGateBotsBehavior { ItemAttributes { ItemName "MvM GateBot Light Sniper" "item style override" 1 } } } } GatebotSpy { Class Spy Item "MvM GateBot Light Spy" EventChangeAttributes { Default { Attributes IgnoreFlag BehaviorModifiers Push Tag nav_prefer_gate1_flank Tag bot_gatebot } RevertGateBotsBehavior { ItemAttributes { ItemName "MvM GateBot Light Spy" "item style override" 1 } } } } } }