// Just a special Templates made by Yuugi with a lot of custom thingy // Everyone joining the bandwagon of custom Templates or something // Missions that I used for like older event ones I guess? // Sig/Rafmod Only, This robot_template will not work without it! // Please consider asking using this template if you're planning to use it // Also, why are you reading this robot template? Shoo! go away! // Used Custom bots of these missions: // Underworld - Subterranean Animism (HH1) // Nox - Duality Diversion (Unused mission) // Isolation - Reverse Glistening Glacier (RR) // Isolation - Reverse Desolated Death (RR) // Swirl Event - Trickster Terror (HH2) // Skeleclipse - Crescent Calamity (HH2) // Shank - Darksky Descendants (HH2) // Seabed - Delusional Depth (CBT Mission) // Humbridge - Misanthrope (??) // TO DO LIST: // Create a burst flare pyro + Giant variant - done! // Create a crit banner soldier + Giant variant - requires testing Waveschedule { PrecacheModel "models/bots/sniper_boss/bot_sniper_boss.mdl" // Might be needed for this template? PrecacheModel "models/weapons/c_models/c_critbanner/c_critbanner.mdl" PrecacheModel "models/weapons/c_models/c_critbanner/c_critbanner_red.mdl" PointTemplates { MeleePullout { OnSpawnOutput { Target "!activator" Action "AddOutput" Param "targetname corporal" Delay 0.1 } OnParentKilledOutput { Target "!activator" Action "AddOutput" Param "targetname corporal" Delay 0 } filter_activator_tfteam { "targetname" "filter_is_red" "Negated" "0" "TeamNum" "2" } filter_tf_class { "targetname" "filter_isnt_spy" "Negated" "1" "tfclass" "8" } filter_multi { "targetname" "filter_melee_pullout_main" "Negated" "0" "FilterType" "0" "Filter01" "filter_is_red" "Filter02" "filter_isnt_spy" } //sucker punches you out of his way if you attempt to bodyblock like a boss //doesn't trigger against spies so as to make their job not aid trigger_multiple { "targetname" "melee_pullout_range" "origin" "0 0 0" "mins" "-100.0 -100.0 -100.0" "maxs" "100.0 100.0 100.0" "spawnflags" "1" "filtername" "filter_melee_pullout_main" //"OnStartTouch" "!activator,$DisplayTextCenter,switched to melee [DEBUG],0,-1" "OnStartTouch" "corporal,$WeaponSwitchSlot,2,0,-1" "OnStartTouch" "corporal,$AddPlayerAttribute,disable weapon switch|1,0.01,-1" "OnStartTouch" "corporal,$RemovePlayerAttribute,disable weapon switch,0.4,-1" "OnStartTouch" "corporal,$WeaponSwitchSlot,1,0.41,-1" "OnStartTouch" "!self,Disable,1,0.42,-1" "OnStartTouch" "!self,Enable,1,1.42,-1" //"OnEndTouch" "!activator,$DisplayTextCenter,switched to secondary [DEBUG],0,-1" } } combo_pyro { NoFixup 1 logic_relay // Pyro bot uses his Melee once it hits target with his primary { "targetname" "combo_primary_to_melee" "spawnflags" "2" "OnTrigger" "!self,EnableRefire,,0,-1" "OnTrigger" "!activator,$RemoveItemAttribute,fire input on hit|0,0,-1" "OnTrigger" "!activator,$WeaponSwitchSlot,2,0,-1" "OnTrigger" "!activator,$AddPlayerAttribute,disable weapon switch|1,0.01,-1" "OnTrigger" "!activator,$RemovePlayerAttribute,disable weapon switch,0.6,-1" "OnTrigger" "!activator,$WeaponSwitchSlot,0,0.61,-1" "OnTrigger" "!activator,$AddItemAttribute,fire input on hit|combo_primary_to_melee^Trigger^|0,0.62,-1" } logic_relay { "targetname" "combo_primary_to_secondary" "spawnflags" "2" "OnTrigger" "!self,EnableRefire,,0,-1" "OnTrigger" "!activator,$RemoveItemAttribute,fire input on hit|0,0,-1" "OnTrigger" "!activator,$WeaponSwitchSlot,1,0,-1" "OnTrigger" "!activator,$AddPlayerAttribute,disable weapon switch|1,0.01,-1" "OnTrigger" "!activator,$RemovePlayerAttribute,disable weapon switch,0.6,-1" "OnTrigger" "!activator,$WeaponSwitchSlot,0,0.61,-1" "OnTrigger" "!activator,$AddItemAttribute,fire input on hit|combo_primary_to_secondary^Trigger^|0,0.62,-1" } logic_relay // Recommended for Giants { "targetname" "combo_primary_to_secondary_longhold" "spawnflags" "2" "OnTrigger" "!self,EnableRefire,,0,-1" "OnTrigger" "!activator,$RemoveItemAttribute,fire input on hit|0,0,-1" "OnTrigger" "!activator,$WeaponSwitchSlot,1,0,-1" "OnTrigger" "!activator,$AddPlayerAttribute,disable weapon switch|1,0.01,-1" "OnTrigger" "!activator,$RemovePlayerAttribute,disable weapon switch,1.5,-1" "OnTrigger" "!activator,$WeaponSwitchSlot,0,1.51,-1" "OnTrigger" "!activator,$AddItemAttribute,fire input on hit|combo_primary_to_secondary_longhold^Trigger^|0,1.52,-1" } } Widowmaker_Dudebro_Logic // Engineer stuff - Permission Granted by Royal { Nofixup 1 logic_relay { "targetname" "switch_to_sentry_mode" "spawnflags" "2" "OnTrigger" "!self,EnableRefire,,0,-1" "OnTrigger" "!activator,$WeaponSwitchSlot,5,0,-1" "OnTrigger" "!activator,$AddPlayerAttribute,disable weapon switch|1,0.01,-1" } logic_relay { "targetname" "switch_to_shotgun_mode" "spawnflags" "2" "OnTrigger" "!self,EnableRefire,,0,-1" "OnTrigger" "!activator,$RemovePlayerAttribute,disable weapon switch,0,-1" "OnTrigger" "!activator,$WeaponSwitchSlot,0,0.1,-1" } } powerup_logic_general { NoFixup 1 logic_relay { "targetname" "powerup_logic_relay" "OnTrigger" "@p@powerup_haver_target*,$RemoveCond,89,0.1,-1" // Just a powerup? "OnTrigger" "@p@powerup_haver_target*,$RemoveCond,90,0.1,-1" // Strength "OnTrigger" "@p@powerup_haver_target*,$RemoveCond,91,0.1,-1" // Haste "OnTrigger" "@p@powerup_haver_target*,$RemoveCond,92,0.1,-1" // Regen "OnTrigger" "@p@powerup_haver_target*,$RemoveCond,93,0.1,-1" // Resistance "OnTrigger" "@p@powerup_haver_target*,$RemoveCond,94,0.1,-1" // Vampire "OnTrigger" "@p@powerup_haver_target*,$RemoveCond,95,0.1,-1" // Reflect "OnTrigger" "@p@powerup_haver_target*,$RemoveCond,96,0.1,-1" // Precision "OnTrigger" "@p@powerup_haver_target*,$RemoveCond,97,0.1,-1" // Agility "OnTrigger" "@p@powerup_haver_target*,$RemoveCond,103,0.1,-1" // Knockout "OnTrigger" "@p@powerup_haver_target*,$RemoveCond,109,0.1,-1" // King "OnTrigger" "@p@powerup_haver_target*,$RemoveCond,110,0.1,-1" // Plague "OnTrigger" "@p@powerup_haver_target*,$RemoveCond,111,0.1,-1" // Supernova "OnTrigger" "@p@powerup_haver_target*,$RemoveCond,112,0.1,-1" // Plague Infected "OnTrigger" "@p@powerup_haver_target*,$RemoveCond,113,0.1,-1" // King AOE } } powerup_logic_target { OnSpawnOutput { Target "powerup_haver_target" Action SetParent Param "!activator" Delay 0.01 } OnParentKilledOutput { Target "item_powerup_rune" Action Kill Delay 0 } info_target { "targetname" "powerup_haver_target" } } powerup_logic_medic { OnParentKilledOutput { Target "item_powerup_rune" Action Kill Delay 0 } OnParentKilledOutput { Target "powerup_logic_relay" Action Trigger Delay 0.001 } } KGBshotgun_heavy // Shamelessly stole this from Seelpit/Royal. Modified to KGB Heavy for the funnies { NoFixup 1 OnSpawnOutput { Target combo_melee_to_secondary Action Trigger } OnSpawnOutput { Target "!activator" Action "$WeaponSwitchSlot" Param "2" } OnSpawnOutput { Target "!activator" Action "$AddPlayerAttribute" Param "disable weapon switch|1" Delay 0.1 } filter_tf_condition { "targetname" "filter_crit" "condition" "40" //Crits from KGB? "Negated" "0" "OnPass" "!activator,$RemovePlayerAttribute,disable weapon switch,0,-1" "OnPass" "!activator,$WeaponSwitchSlot,1,0.01,-1" "OnPass" "!activator,$AddPlayerAttribute,disable weapon switch|1,0.012,-1" "OnFail" "!activator,$RemovePlayerAttribute,disable weapon switch,0,-1" "OnFail" "!activator,$WeaponSwitchSlot,2,0.01,-1" "OnFail" "!activator,$AddPlayerAttribute,disable weapon switch|1,0.012,-1" } logic_relay { "targetname" "combo_melee_to_secondary" "spawnflags" "2" "OnTrigger" "!self,Trigger,,0.5,-1" //checks every 0.5 seconds "OnTrigger" "filter_crit,TestActivator,,0,-1" //Tests filter on activator } } OnDestroyBecomeMobber // Taken from Seelpit, because why not? { OnParentKilledOutput { Target @e@m_hOwnerEntity@!activator Action $ChangeAttributes Param "Aggro" } } BLU_crit_radius // ONLY WORKS FOR BLU { KeepAlive 1 OnParentKilledOutput { Target "crit_radius_brush" Action Disable } OnParentKilledOutput { Target "crit_radius_brush" Action Kill Delay 0.2 } OnSpawnOutput { Target "crit_radius_brush" Action Enable Delay 0.2 } trigger_multiple { "targetname" "crit_radius_brush" "filtername" "filter_blueteam" // Depends "spawnflags" "1" "StartDisabled" "1" "mins" "-225 -225 -450" "maxs" "225 225 450" "origin" "100 0 0" "onstarttouch" "@c@!activator,$fireuser5,,0,-1" "onendtouch" "@c@!activator,$fireuser6,,0,-1" } RemoveIfKilled "crit_radius_brush" } RED_crit_radius // ONLY WORKS FOR RED { KeepAlive 1 OnParentKilledOutput { Target "crit_radius_brush" Action Disable } OnParentKilledOutput { Target "crit_radius_brush" Action Kill Delay 0.2 } OnSpawnOutput { Target "crit_radius_brush" Action Enable Delay 0.2 } trigger_multiple { "targetname" "crit_radius_brush" "filtername" "filter_redteam" // Depends "spawnflags" "1" "StartDisabled" "1" "mins" "-225 -225 -450" "maxs" "225 225 450" "origin" "100 0 0" "onstarttouch" "@c@!activator,$fireuser5,,0,-1" "onendtouch" "@c@!activator,$fireuser6,,0,-1" } RemoveIfKilled "crit_radius_brush" } powerup_logic_critbuff_recipient { OnParentKilledOutput { Target "item_powerup_rune" Action Kill } OnSpawnOutput { Target "parentoutput_target" Action SetParent Param "!activator" } info_target { "targetname" "parentoutput_target" "$OnUser5" "recipient_counter,Add,1,0,-1" "$OnUser6" "recipient_counter,Subtract,1,0,-1" } math_counter { "targetname" "recipient_counter" "max" "9999" "outvalue" "countcompare,setvaluecompare,,0,-1" } logic_compare { "targetname" "countcompare" "onequalto" "!parent,$removecond,40,0,-1" "onequalto" "!parent,$removecond,20,0,-1" "ongreaterthan" "!parent,$addcond,40,0,-1" "ongreaterthan" "!parent,$addcond,20,0,-1" } } //icicle_thingy //{ // OnSpawnOutput // { // Target "!activator" // Action "addoutput" // Param "rendermode 10" // Delay 0.01 // } // prop_dynamic // { // "TargetName" "icicle_thing" // "model" "models\weapons\c_models\c_xms_cold_shoulder\c_xms_cold_shoulder.mdl" // "origin" "0 0 0" // "angles" "90 0 0" // "modelscale" "2" // } //} } //BuildingSpawnTemplate // important note later //{ // //AllowBots 1 // Name "OnDestroyBecomeMobber" // BuildingType "Sentry" //} Templates { // AddTemplates fuckeries because I'm Lazy Addrocket_homing // Works on Soldier only! { RocketCustomParticle eyeboss_projectile Addcond { Index 36 } HomingRockets { Enable 1 IgnoreDisguisedSpies 1 IgnoreStealthedSpies 1 RocketSpeed 0.65 // Multiplier of rocket speed. 1 for default speed TurnPower 45 //How fast should the rocket rotate to face the target MaxAimError 90 //Max angle between rocket and the target AimTime 2.5 //How long should the rocket be aiming (Default: 9999) } } Global_homing_stuff // Rockets/Pipes/Loose Cannon/Bison/Arrows/Crossbow/Rescue Ranger/Pomson/Flares only works with this Template! Do not use Stickybomb/Sandman/Wrap Assassin/Flying Guillotine/Short Circuit/Syringe Gun? { Addcond { Index 36 } CharacterAttributes { "projectile trail particle" eyeboss_projectile "mod projectile heat aim error" 90 "mod projectile heat seek power" 45 "mod projectile heat aim time" 2.5 } } Add_Buff_Banner // Works? but the flag deployment is wack { Item "The Buff Banner" Attributes SpawnWithFullCharge CharacterAttributes { "Increase buff duration" 9 "deploy time increased" 0.5 } } Add_Battalions_Backup // Works? but the flag deployment is wack { Item "The Battalion's Backup" Attributes SpawnWithFullCharge CharacterAttributes { "Increase buff duration" 9 "deploy time increased" 0.5 } } Add_Concheror // Works? but the flag deployment is wack { Item "The Concheror" Attributes SpawnWithFullCharge CharacterAttributes { "Increase buff duration" 9 "deploy time increased" 0.5 } } Add_Piss_And_Shit_And_Also_Cum // Pyro Only { WeaponRestrictions SecondaryOnly Item "The Gas Passer" ItemAttributes { ItemName "The Gas Passer" "mult_item_meter_charge_rate" 0.5 // ??? "effect cond override" 1775739 // You know where this is going } } Add_Skittles // Bison Only { Item "The Righteous Bison" ItemAttributes { ItemName "The Righteous Bison" "particle color rainbow" 420 } } // Gatebot things because I'm Lazy Add_Scout_Gatebot { EventChangeAttributes { Default { Tag nav_prefer_gate1_flank // having these will cause bots to run towards gates Tag bot_gatebot // having these will cause bots to run towards gates BehaviorModifiers push // having these will cause bots to run towards gates Attributes IgnoreFlag // having these will cause bots to run towards gates Item "MvM GateBot Light Scout" } RevertGateBotsBehavior { Item "MvM GateBot Light Scout" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Scout" "item style override" 1 } } } } Add_Scout_Gatebot_Giant { EventChangeAttributes { Default { Tag nav_prefer_gate1_flank // having these will cause bots to run towards gates Tag bot_gatebot // having these will cause bots to run towards gates BehaviorModifiers push // having these will cause bots to run towards gates Attributes IgnoreFlag // having these will cause bots to run towards gates Item "MvM GateBot Light Scout" Tag bot_giant } RevertGateBotsBehavior { Item "MvM GateBot Light Scout" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Scout" "item style override" 1 } Tag bot_giant } } } Add_Soldier_Gatebot { EventChangeAttributes { Default { BehaviorModifiers push // having these will cause bots to run towards gates Attributes IgnoreFlag // having these will cause bots to run towards gates Tag nav_prefer_gate1_flank // having these will cause bots to run towards gates Tag bot_gatebot // having these will cause bots to run towards gates Item "MvM GateBot Light Soldier" } RevertGateBotsBehavior { Item "MvM GateBot Light Soldier" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Soldier" "item style override" 1 } } } } Add_Soldier_Gatebot_Giant { EventChangeAttributes { Default { BehaviorModifiers push // having these will cause bots to run towards gates Attributes IgnoreFlag // having these will cause bots to run towards gates Tag nav_prefer_gate1_flank // having these will cause bots to run towards gates Tag bot_gatebot // having these will cause bots to run towards gates Item "MvM GateBot Light Soldier" Tag bot_giant } RevertGateBotsBehavior { Item "MvM GateBot Light Soldier" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Soldier" "item style override" 1 } Tag bot_giant } } } Add_Pyro_Gatebot { EventChangeAttributes { Default { Tag nav_prefer_gate1_flank // having these will cause bots to run towards gates Tag bot_gatebot // having these will cause bots to run towards gates BehaviorModifiers push // having these will cause bots to run towards gates Attributes IgnoreFlag // having these will cause bots to run towards gates Item "MvM GateBot Light Pyro" } RevertGateBotsBehavior { Item "MvM GateBot Light Pyro" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Pyro" "item style override" 1 } } } } Add_Pyro_Gatebot_Giant { EventChangeAttributes { Default { Tag nav_prefer_gate1_flank // having these will cause bots to run towards gates Tag bot_gatebot // having these will cause bots to run towards gates BehaviorModifiers push // having these will cause bots to run towards gates Attributes IgnoreFlag // having these will cause bots to run towards gates Item "MvM GateBot Light Pyro" Tag bot_giant } RevertGateBotsBehavior { Item "MvM GateBot Light Pyro" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Pyro" "item style override" 1 } Tag bot_giant } } } Add_Demoman_Gatebot { EventChangeAttributes { Default { BehaviorModifiers push // having these will cause bots to run towards gates Attributes IgnoreFlag // having these will cause bots to run towards gates Tag nav_prefer_gate1_flank // having these will cause bots to run towards gates Tag bot_gatebot // having these will cause bots to run towards gates Item "MvM GateBot Light Demoman" } RevertGateBotsBehavior { Item "MvM GateBot Light Demoman" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Demoman" "item style override" 1 } } } } Add_Demoman_Gatebot_Giant { EventChangeAttributes { Default { BehaviorModifiers push // having these will cause bots to run towards gates Attributes IgnoreFlag // having these will cause bots to run towards gates Tag nav_prefer_gate1_flank // having these will cause bots to run towards gates Tag bot_gatebot // having these will cause bots to run towards gates Item "MvM GateBot Light Demoman" Tag bot_giant } RevertGateBotsBehavior { Item "MvM GateBot Light Demoman" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Demoman" "item style override" 1 } Tag bot_giant } } } Add_Heavyweapons_Gatebot { EventChangeAttributes { Default { BehaviorModifiers push // having these will cause bots to run towards gates Attributes IgnoreFlag // having these will cause bots to run towards gates Tag nav_prefer_gate1_flank // having these will cause bots to run towards gates Tag bot_gatebot // having these will cause bots to run towards gates Item "MvM GateBot Light Heavy" } RevertGateBotsBehavior { Item "MvM GateBot Light Heavy" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Heavy" "item style override" 1 } } } } Add_Heavyweapons_Gatebot_Giant { EventChangeAttributes { Default { BehaviorModifiers push // having these will cause bots to run towards gates Attributes IgnoreFlag // having these will cause bots to run towards gates Tag nav_prefer_gate1_flank // having these will cause bots to run towards gates Tag bot_gatebot // having these will cause bots to run towards gates Item "MvM GateBot Light Heavy" Tag bot_giant } RevertGateBotsBehavior { Item "MvM GateBot Light Heavy" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Heavy" "item style override" 1 } Tag bot_giant } } } Add_Engineer_Gatebot // ?? { EventChangeAttributes { Default { BehaviorModifiers push // having these will cause bots to run towards gates Attributes IgnoreFlag // having these will cause bots to run towards gates Tag nav_prefer_gate1_flank // having these will cause bots to run towards gates Tag bot_gatebot // having these will cause bots to run towards gates Item "MvM GateBot Light Engineer" } RevertGateBotsBehavior { Item "MvM GateBot Light Engineer" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Engineer" "item style override" 1 } } } } Add_Engineer_Gatebot_Giant // ?? { EventChangeAttributes { Default { BehaviorModifiers push // having these will cause bots to run towards gates Attributes IgnoreFlag // having these will cause bots to run towards gates Tag nav_prefer_gate1_flank // having these will cause bots to run towards gates Tag bot_gatebot // having these will cause bots to run towards gates Item "MvM GateBot Light Engineer" Tag bot_giant } RevertGateBotsBehavior { Item "MvM GateBot Light Engineer" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Engineer" "item style override" 1 } Tag bot_giant } } } Add_Gatebot_Medic // ?? { EventChangeAttributes { Default { BehaviorModifiers push // having these will cause bots to run towards gates Attributes IgnoreFlag // having these will cause bots to run towards gates Tag nav_prefer_gate1_flank // having these will cause bots to run towards gates Tag bot_gatebot // having these will cause bots to run towards gates Item "MvM GateBot Light Medic" } RevertGateBotsBehavior { Item "MvM GateBot Light Medic" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Medic" "item style override" 1 } } } } Add_Gatebot_Medic_Giant // ?? { EventChangeAttributes { Default { BehaviorModifiers push // having these will cause bots to run towards gates Attributes IgnoreFlag // having these will cause bots to run towards gates Tag nav_prefer_gate1_flank // having these will cause bots to run towards gates Tag bot_gatebot // having these will cause bots to run towards gates Item "MvM GateBot Light Medic" Tag bot_giant } RevertGateBotsBehavior { Item "MvM GateBot Light Medic" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Medic" "item style override" 1 } Tag bot_giant } } } Add_Gatebot_Sniper { EventChangeAttributes { Default { BehaviorModifiers push // having these will cause bots to run towards gates Attributes IgnoreFlag // having these will cause bots to run towards gates Tag nav_prefer_gate1_flank // having these will cause bots to run towards gates Tag bot_gatebot // having these will cause bots to run towards gates Item "MvM GateBot Light Sniper" } RevertGateBotsBehavior { Item "MvM GateBot Light Sniper" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Sniper" "item style override" 1 } } } } Add_Gatebot_Sniper_Giant { EventChangeAttributes { Default { BehaviorModifiers push // having these will cause bots to run towards gates Attributes IgnoreFlag // having these will cause bots to run towards gates Tag nav_prefer_gate1_flank // having these will cause bots to run towards gates Tag bot_gatebot // having these will cause bots to run towards gates Item "MvM GateBot Light Sniper" Tag bot_giant } RevertGateBotsBehavior { Item "MvM GateBot Light Sniper" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Sniper" "item style override" 1 } Tag bot_giant } } } Add_Gatebot_Spy // ?? { EventChangeAttributes { Default { BehaviorModifiers push // having these will cause bots to run towards gates Attributes IgnoreFlag // having these will cause bots to run towards gates Tag nav_prefer_gate1_flank // having these will cause bots to run towards gates Tag bot_gatebot // having these will cause bots to run towards gates Item "MvM GateBot Light Spy" } RevertGateBotsBehavior { Item "MvM GateBot Light Spy" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Spy" "item style override" 1 } } } } Add_Gatebot_Spy_Giant // ?? { EventChangeAttributes { Default { BehaviorModifiers push // having these will cause bots to run towards gates Attributes IgnoreFlag // having these will cause bots to run towards gates Tag nav_prefer_gate1_flank // having these will cause bots to run towards gates Tag bot_gatebot // having these will cause bots to run towards gates Item "MvM GateBot Light Spy" Tag bot_giant } RevertGateBotsBehavior { Item "MvM GateBot Light Spy" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Spy" "item style override" 1 } Tag bot_giant } } } // Reverse specific only red_common_easy_ai_mobber { CustomEyeGlowColor "255 0 0" AddCond { Index 43 } AddCond { Index 52 Duration 2 } Action Mobber } red_common_hard_ai_mobber { AddCond { Index 43 } AddCond { Index 52 Duration 2 } Action Mobber } red_common_easy_ai_defendflag { CustomEyeGlowColor "255 0 0" AddCond { Index 43 } AddCond { Index 52 Duration 2 } Action EscortFlag } red_common_hard_ai_defendflag { AddCond { Index 43 } AddCond { Index 52 Duration 2 } Action EscortFlag } red_giant_easy_ai_mobber { CustomEyeGlowColor "255 0 0" AddCond { Index 43 } AddCond { Index 52 Duration 2 } Action Mobber CharacterAttributes { "damage force reduction" 0 "voice pitch scale" 0 } } red_giant_mobber { AddCond { Index 43 } AddCond { Index 52 Duration 2 } Action Mobber CharacterAttributes { "damage force reduction" 0 "voice pitch scale" 0 } } red_giant_easy_ai_defendflag { CustomEyeGlowColor "255 0 0" AddCond { Index 43 } AddCond { Index 52 Duration 2 } Action EscortFlag CharacterAttributes { "damage force reduction" 0 "voice pitch scale" 0 } } red_giant_defendflag { AddCond { Index 43 } AddCond { Index 52 Duration 2 } Action EscortFlag CharacterAttributes { "damage force reduction" 0 "voice pitch scale" 0 } } // Actual Robot Templates/Unused Templates Yuugibot_Sig_Wrap_Assassin_Scout { Class Scout ClassIcon scout_wrap_lite Name "Wrap Assassin Scout" Skill Hard Item "The Wrap Assassin" ItemAttributes { ItemName "The Wrap Assassin" "effect bar recharge rate increased" 0.3 } FireWeapon // Test it { Delay 3 Cooldown 2.25 Repeats 0 Duration 0.01 Type "Secondary" } } Yuugibot_Giant_Rapid_Burst_Soldier_Sigmod { Class Soldier ClassIcon soldier_burstfire_spammer Name "Giant Rapid Burst Soldier" Health 3800 Skill Expert WeaponRestrictions PrimaryOnly Attributes MiniBoss ItemAttributes { ItemName "TF_WEAPON_ROCKETLAUNCHER" "mult projectile count" 4 // 3 rockets "projectile spread angle penalty" 1 "faster reload rate" 0 "fire rate bonus" 0.5 // lol too fast, might nerf it "Projectile speed increased" 0.65 "ignores other projectiles" 1 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 3 } } Yuugibot_Giant_Rapid_Burst_Accelerated_Soldier { Class Soldier ClassIcon soldier_burstfire_spammer // remind me later to make a rapid burst accel icon Name "Giant Rapid Burst Soldier" Health 3800 Skill Expert WeaponRestrictions PrimaryOnly Attributes MiniBoss ItemAttributes { ItemName "TF_WEAPON_ROCKETLAUNCHER" "mult projectile count" 4 // 3 rockets "projectile spread angle penalty" 1 "faster reload rate" 0 "fire rate bonus" 0.5 // lol too fast, might nerf it "Projectile speed increased" 0.1 "ignores other projectiles" 1 "projectile acceleration time" 1.3 "projectile acceleration start time" 0.3 "projectile acceleration" 2200 // fuck it, double the speed } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 3 } } Yuugibot_Im_Not_Gonna_Sugarcoat_It_Medic_But_Worse // Committing a Crime { Class Medic ClassIcon medic_uber_shield_lite Name "Uber Shield Medic" WeaponRestrictions SecondaryOnly Skill Expert Attributes SpawnWithFullCharge Attributes IgnoreEnemies Attributes ProjectileShield ExtAttr SuppressCanteenUse Item "Default Power Up Canteen (MvM)" ItemAttributes { ItemName "TF_WEAPON_MEDIGUN" "generate rage on heal" 2 "ubercharge rate bonus" 2 "heal rate bonus" 5 "canteen specialist" 3 //"increase buff duration" 9 } ItemAttributes // Removed because too op { ItemName "Default Power Up Canteen (MvM)" "ubercharge" 3 "powerup duration" 5 "powerup charges" 3 } CharacterAttributes { "voice pitch scale" 0 // Wtf human voice on robots? } FireWeapon // Extra Canteen trolling { IfHealthBelow 75 Delay 0 Cooldown 0 Repeats 0 IfSeeTarget 0 Duration 0.1 Type "Action" } } Yuugibot_Giant_Burst_Flare_Pyro { Class Pyro //ClassIcon pyro_flare_burst_nys_giant ClassIcon pyro_flare_burst_nys Name "Giant Burst Flare Pyro" Skill Expert Health 3000 Item "The Flare Gun" WeaponRestrictions SecondaryOnly Attributes MiniBoss Attributes SuppressFire AimOffset "0 0 10" ItemAttributes // You know why I hate about this gun? Knockback >:( { ItemName "The Flare Gun" "fire rate bonus" 0.1 "faster reload rate" 0.4 "projectile speed decreased" 0.65 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.6 "airblast vulnerability multiplier" 0.6 "override footstep sound set" 6 } FireWeapon { Delay 3 // depends really Cooldown 4.39 // should be same as Giant burst fire soldier? Repeats 0 Duration 0.72 // should be 9 shots? IfSeeTarget 1 Type "Primary" } } Engineer_But_He_Is_Pulling_His_Gun_Out { EventChangeAttributes { Aggro { ActionOverride Mobber WeaponRestrictions PrimaryOnly } } } shamelessly_stolen_from_table_pomson_barrage // Tried to crash the server but no? Might be something else? { Class Engineer //ClassIcon soldier_barrage_mangler // irrelevant Name "Giant Pomson Barrage Engineer" //Scale 1.7 Skill Expert Health 3000 WeaponRestrictions PrimaryOnly Attributes HoldFireUntilFullReload // I don't think that will work on the pomson lol Attributes MiniBoss //UseCustomModel "models/bots/engineer/bot_engineer_gray.mdl" //AlwaysGlow 1 Item "the pomson 6000" ItemAttributes { ItemName "the pomson 6000" "set item tint RGB" 16777215 "faster reload rate" 0.22 "fire rate bonus" 0.2 "projectile spread angle penalty" 5 "clip size bonus upgrade" 16 "projectile speed increased" 0.4 //0.25 // okay fuck this, no balls "penetrate teammates" 1 "ignores other projectiles" 1 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.5 "airblast vulnerability multiplier" 0.5 "override footstep sound set" 4 "voice pitch scale" 0 "attach particle effect" 3043 // what even is this } } obligatory_moonlight_laser_wall_soldier { Class Soldier ClassIcon soldier_bison Name "Giant Laser Wall Soldier" Skill Expert Health 4000 WeaponRestrictions PrimaryOnly Attributes AlwaysCrit Attributes MiniBoss Attributes HoldFireUntilFullReload Item "Exquisite Rack" Item "tyrantium helmet" //ItemAttributes //{ // ItemName "tyrantium helmet" // "set item tint RGB" 075187188 // Depends really //} Item "Upgradeable tf_weapon_rocketlauncher" ItemAttributes { ItemName "Upgradeable tf_weapon_rocketlauncher" //"paintkit_proto_def_index" 257 // Depends really //"set item tint RGB" 075187188 // Depends really //"attach particle effect" 3026 // Depends Really "clip size upgrade atomic" 26 "fire rate bonus" 0.001 "faster reload rate" 0.18 "energy weapon penetration" 1 // bison "override projectile type" 13 // pomson "projectile spread angle penalty" 6 "remove damage type" 64 "add damage type" 2 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 3 } } Yuugibot_Giant_Frosty_Soldier // not worth it { Class Soldier ClassIcon soldier_frostbite Name "Giant Frosty Soldier" Skill Expert Health 3800 WeaponRestrictions PrimaryOnly Attributes MiniBoss Attributes HoldFireUntilFullReload Item "Upgradeable tf_weapon_rocketlauncher" ItemAttributes { ItemName "Upgradeable tf_weapon_rocketlauncher" "paintkit_proto_def_index" 248 "set_item_texture_wear" 0 //"custom projectile model" "models\weapons\c_models\c_xms_cold_shoulder\c_xms_cold_shoulder.mdl" // jank //"explosion particle" "" "projectile trail particle" "~healshot_trail_blue" "custom impact sound" "weapons\icicle_melt_01.wav" "mult projectile scale" 0.001 "set turn to ice" 1 "slow enemy on hit" 1 "bleeding duration" 3 "projectile speed decreased" 0.65 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 3 //"attach particle effect" 3034 } //ShootTemplate //{ // Name icicle_thingy // AttachToProjectile 1 //} } // Underworld - Subterranean Animism Yuugibot_Burst_Ignite_Soldier // Similar to blast/black box Soldier { Class Soldier ClassIcon soldier_fire_burst Name "Burst Ignite Soldier" Skill Expert WeaponRestrictions PrimaryOnly Attributes HoldFireUntilFullReload ItemAttributes { ItemName "tf_weapon_rocketlauncher" "set damagetype ignite" 3 "projectile trail particle" superrare_burning1 //"weapon burn dmg increased" 2 "damage penalty" 0.45 "projectile spread angle penalty" 2 "fire rate bonus" 0.01 "clip size upgrade atomic" -1 "faster reload rate" 0.9 "Projectile speed increased" 0.6 } } Yuugibot_Ignite_Bowman { Class Sniper ClassIcon sniper_bow_ignite Name "Flame-tipped Bowman" Skill Hard WeaponRestrictions PrimaryOnly Item "The Huntsman" ItemAttributes { ItemName "The Huntsman" "attach particle effect" 13 "set damagetype ignite" 1 // This attribute does accept in Vanilla for the huntsman "damage penalty" 0.5 "projectile trail particle" superrare_burning1 // This does not however } } Yuugibot_Giant_Burst_Ignite_Soldier { Class Soldier ClassIcon soldier_fire_burst // There is no giant icon :( Name "Giant Burst Ignite Soldier" Health 3800 Skill Expert WeaponRestrictions PrimaryOnly Attributes MiniBoss Attributes HoldFireUntilFullReload Tag nav_prefer_main_back Item "The Infernal Impaler" Item "Exquisite Rack" ItemAttributes { ItemName "tf_weapon_rocketlauncher" //"damage bonus" 1.2 "set damagetype ignite" 1 "projectile trail particle" superrare_burning1 //"weapon burn dmg increased" 2 "fire rate bonus" 0.1 "clip size upgrade atomic" 5 "faster reload rate" 0.6 "Projectile speed increased" 0.65 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 3 } } Yuugibot_Phenomenal_Oni // lol self insert. { Class Heavyweapons ClassIcon heavy_chief_fireball Name "Greater Almighty Oni" Health 25000 //20000 //30000 Skill Expert Attributes "MiniBoss" Attributes "UseBossHealthBar" Scale 1.9 //Cosmetics Item "War Head" Item "The Tyurtlenek" Item "The Mann of the House" //Weapons Item "The Huo Long Heatmaker" Item "Fists of steel" ItemAttributes { ItemName "The Huo Long Heatmaker" "damage bonus" 7 "minigun spinup time decreased" 1.5 "fire rate bonus" 3 "crits_become_minicrits" 1 "Projectile speed increased" 0.4 "projectile spread angle penalty" 1 "override projectile type" 6 "set damagetype ignite" 1 "dmg bonus vs buildings" 4 "mod projectile heat seek power" 10 // Don't look at this one "projectile trail particle" spell_fireball_small_red "custom projectile model" models/weapons/w_models/w_drg_ball.mdl "custom kill icon" "spellbook_fireball" } ItemAttributes { ItemName "Fists of steel" "damage bonus" 2 "fire rate penalty" 1.2 //"dmg bonus vs buildings" 2 // Perhaps useful for the boss } CharacterAttributes { "deploy time decreased" 0.5 "health regen" 40 "move speed bonus" 0.4 "damage force reduction" 0.3 "airblast vulnerability multiplier" 0.3 "override footstep sound set" 2 "airblast vertical vulnerability multiplier" 0.1 "rage giving scale" 0.1 } } Yuugibit_Enraged_Oni // Why did I made a second Template of the same boss { Class Heavyweapons ClassIcon heavy_chief_fireball Name "Greater Almighty Oni" Health 8000 Skill Expert Attributes "MiniBoss" Scale 1.9 //Cosmetics Item "War Head" Item "The Tyurtlenek" Item "The Mann of the House" //Weapons Item "The Huo Long Heatmaker" Item "Fists of steel" ItemAttributes { ItemName "The Huo Long Heatmaker" "damage bonus" 7 "fire rate bonus" 3 "minigun spinup time decreased" 1.5 "crits_become_minicrits" 1 "Projectile speed increased" 0.4 "projectile spread angle penalty" 1 "override projectile type" 6 "set damagetype ignite" 1 "dmg bonus vs buildings" 4 "mod projectile heat seek power" 10 // Don't look at this one "projectile trail particle" spell_fireball_small_red "custom projectile model" models/weapons/w_models/w_drg_ball.mdl "custom kill icon" "spellbook_fireball" } ItemAttributes { ItemName "Fists of steel" "damage bonus" 2 "fire rate penalty" 1.2 //"dmg bonus vs buildings" 2 // Perhaps useful for the boss } CharacterAttributes { "deploy time decreased" 0.5 "health regen" 40 "move speed bonus" 0.4 "damage force reduction" 0.3 "airblast vulnerability multiplier" 0.3 "override footstep sound set" 2 "airblast vertical vulnerability multiplier" 0.1 "rage giving scale" 0.1 } } Yuugibot_Nuclear_Yatagarasu // Utsuho Reiuji, ONLY USE 1 MAX { //SpawnTemplate "MeleePullout" Class Soldier ClassIcon soldier_barrage_fire Name "Inferno Atomic Raven" Skill Expert Health 40000 //60000 //45000 Scale 1.9 Attributes "MiniBoss" Attributes "HoldFireUntilFullReload" Attributes "UseBossHealthBar" WeaponRestrictions PrimaryOnly Tag nav_prefer_main_back StripItemSlot 1 // Removed the shotgun, what how can he use the shotgun wtf Item "The Diplomat" Item "The Man in Slacks" Item "Battle Bird" Item "The Half-Zatoichi" ItemAttributes { ItemName "Battle Bird" "attach particle effect" 13 "set item tint rgb" 1315860 //"set item tint rgb" 202020 } ItemAttributes { ItemName "tf_weapon_rocketlauncher" "damage bonus" 1.25 "projectile spread angle penalty" 13 "projectile speed increased" 0.35 "faster reload rate" 0.25 //0.40//0.30 "fire rate bonus" 0.001 //"blast radius increased" 1.50 "clip size upgrade atomic" 24.0 "set damagetype ignite" 1 "projectile trail particle" superrare_burning1 "weapon burn dmg increased" 4 //"dmg bonus vs buildings" 2 // Perhaps useful for the boss } ItemAttributes { ItemName "The Half-Zatoichi" "damage bonus" 1.5 "melee range multiplier" 1.25 "honorbound" 0 // Haha, No free melee kills for you. "damage causes airblast" 1 // GO AWAY "restore health on kill" 15 // Should only heal around 6000 hp } CharacterAttributes { "deploy time decreased" 0.001 "health regen" 60 "blast dmg to self increased" 0 "move speed bonus" 0.4 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 3 "airblast vertical vulnerability multiplier" 0.1 "rage giving scale" 0.1 } } // Nox - Duality Diversion Yuugibot_Homing_Soldier { Class Soldier ClassIcon soldier_homing_nys Name "Homing Soldier" Item "Upgradeable TF_WEAPON_ROCKETLAUNCHER" ItemAttributes { ItemName "Upgradeable TF_WEAPON_ROCKETLAUNCHER" "paintkit_proto_def_index" 80 "set_item_texture_wear" 0 "Projectile speed increased" 0.65 } AddTemplate Addrocket_homing } Yuugibot_Knockout_Medic // You will need a PointTemplate to kill the item rune, Otherwise players can pick it up! { Class Medic Name "Knockout Medic" Skill Expert Classicon medic_knockout Item "Platinum Pickelhaube" Attributes SpawnWithFullCharge ItemAttributes { ItemName "TF_WEAPON_MEDIGUN" "effect cond override" 103 } CharacterAttributes { "heal rate bonus" 100 "bot medic uber health threshold" 999 "uber duration bonus" 999 } } // Isolation - Reverse Glistening Glacier Yuugibot_Mortar_Demoman { Class Demoman ClassIcon demo_loch_nys Name "Mortar Demoman" Skill Hard Item "The Loch-n-Load" AimLeadProjectileSpeed 1 AimAt Body ItemAttributes { ItemName "The Loch-n-Load" "damage bonus" 1.2 "dmg bonus vs buildings" 1 "grenade explode on impact" 1 "sticky air burst mode" 0 } } Yuugibot_Amby_Spy { Class Spy Skill Expert Name "Ambassador Spy" Item "The Ambassador" Item "Hat of Cards" AimAt Head ItemAttributes { ItemName "The Ambassador" "fire rate penalty" 2 } } Yuugibot_Homing_Bowman // People actually hate this bot lol { Class Sniper ClassIcon sniper_bow_homing Skill Hard Name "Homing Bowman" WeaponRestrictions PrimaryOnly Item "The Huntsman" Addcond { Index 36 } ItemAttributes { ItemName "The Huntsman" "projectile trail particle" "eyeboss_projectile" "mod projectile heat seek power" 90 "mod projectile heat aim error" 45 "mod projectile heat aim time" 1.5 "Projectile speed increased" 0.5 "damage penalty" 0.5 } } Yuugibot_RED_Crit_Banner_Soldier // Minigiant too! { Class Soldier ClassIcon soldier_critbuff_red Name "Crit Banner Soldier" Scale 1.4 Health 800 Attributes DisableDodge Skill Hard Action Mobber Addcond { Index 43 } //SpawnTemplate "RED_crit_radius" //SpawnTemplate "RED_powerup_logic_critbuff_recipient" Item "Tyrant's Helm" Item "The Samson Skewer" ItemModel { ItemName "The Samson Skewer" Model "models/weapons/c_models/c_critbanner/c_critbanner_red.mdl" } CharacterAttributes { "increase buff duration" 200 "cannot taunt" 1 "voice pitch scale" 0.8 } } T_TFBot_Combo_Pyro_Secondary // This is like Moonlight Menace bot { Class Pyro ClassIcon pyro_degreaser_flare Name "Combo Pyro" Skill Hard // Use whatever skill you want. keep it Hard or Expert //UseMeleeThreatPrioritization 1 // Optional but prefers to attack the closest (melee) players Item "The Degreaser" Item "The Flare Gun" Item "The Axtinguisher" ItemAttributes { ItemName "The Degreaser" "fire input on hit" "combo_primary_to_secondary^Trigger^" // This is important! //"airblast_destroy_projectile" 1 // Either this //"airblast disabled" 1 // Or this but not both! } CharacterAttributes { "deploy time decreased" 0.001 // Important as it needs a fast deploy time } } Yuugibot_Combo_Pyro_Extended_Secondary { Class Pyro ClassIcon pyro_degreaser_flare Name "Combo Pyro" Skill Hard //UseMeleeThreatPrioritization 1 Item "The Flare Gun" Item "The Axtinguisher" ItemAttributes { ItemName "The Degreaser" "fire input on hit" "combo_primary_to_secondary_longhold^Trigger^" //"airblast_destroy_projectile" 1 //"airblast disabled" 1 } CharacterAttributes { "deploy time decreased" 0.001 } } Yuugibot_Combo_Pyro_Melee // The template I made for the reverse but stripped down { Class Pyro ClassIcon pyro_degreaser_flare Name "Combo Pyro" Skill Hard UseBestWeapon 1 UseMeleeThreatPrioritization 1 Item "The Degreaser" Item "The Flare Gun" Item "The Axtinguisher" ItemAttributes { ItemName "The Degreaser" "fire input on hit" "combo_primary_to_melee^Trigger^" //"airblast_destroy_projectile" 1 //"airblast disabled" 1 } CharacterAttributes { "deploy time decreased" 0.001 } } Yuugibot_Hybrid_Knight { Class Demoman ClassIcon demoknight_grenade Skill Hard Name "Hybrid Knight" Item "The Chargin' Targe" Item "The Eyelander" //Attributes HoldFireUntilFullReload Action Sniper //MaxVisionRange 1500 ItemAttributes { ItemName "The Eyelander" "critboost on kill" 3 "max health additive penalty" -0 } ItemAttributes { ItemName "The Chargin' Targe" "charge recharge rate increased" 2 "attack not cancel charge" 1 } CharacterAttributes { "deploy time decreased" 0.001 "full charge turn control" 1 } } Yuugibot_Giant_Rapidfire_Bowman_With_Mastery { Class Sniper ClassIcon sniper_bow_multi_giant Name "Giant Rapid Fire Bowman" Skill Expert Health 3000 Attributes MiniBoss WeaponRestrictions PrimaryOnly Item "The Fortified Compound" Item "The Triggerman's Tacticals" Item "The Birdman of Australiacatraz" //AimAt Head UseCustomModel "models/bots/sniper_boss/bot_sniper_boss.mdl" ItemAttributes { ItemName "The Fortified Compound" "damage bonus" 1.5 "fire rate bonus" 0.6 "arrow mastery" 1 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.6 "airblast vulnerability multiplier" 0.6 "override footstep sound set" 7 } } Yuugibot_Giant_Atomic_Demoman_Boss // ONLY USE 1 MAX, DOESN'T MOVE { //SpawnTemplate "MeleePullout" Class Demoman ClassIcon demo_atomic Name "Giant Atomic Demoman" Health 12000 Scale 1.9 Skill Expert Item "The Black Watch" Item "The Gaelic Golf Bag" Item "The Gaelic Garb" Item "The Loose Cannon" Item "Nessie's Nine Iron" StripItemSlot 1 Attributes MiniBoss Attributes UseBossHealthBar Attributes HoldFireUntilFullReload Attributes AlwaysCrit MaxVisionRange 690 ItemAttributes { ItemName "The Loose Cannon" "custom impact sound" "ambient\explosions\explode_4.wav" "grenade launcher mortar mode" 0 "faster reload rate" 1.8 "fire rate bonus" 2 "clip size penalty" 0.5 "Projectile speed increased" 0.8 "projectile spread angle penalty" 5 "damage bonus" 5 "damage causes airblast" 1 "blast radius increased" 1.2 "use large smoke explosion" 1 } ItemAttributes { ItemName "Nessie's Nine Iron" "damage bonus" 1.5 "damage causes airblast" 1 "max health additive penalty" -0 } CharacterAttributes { "deploy time increased" 0.001 "move speed bonus" 0.001 "no_jump" 1 "damage force reduction" 0 "rage giving scale" 0.1 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 4 "force distribute currency on death" 1 "crit mod disabled" 0 } } Yuugibot_Burst_Mortar_Demoman { Class Demoman ClassIcon demo_burst Name "Burst Mortar Demoman" Skill Hard Item "The Loch-n-Load" //Item "The Chargin' Targe" Attributes HoldFireUntilFullReload AimLeadProjectileSpeed 1 //AimAt Body ItemAttributes { ItemName "The Loch-n-Load" "damage bonus" 1.2 "dmg bonus vs buildings" 1 "grenade explode on impact" 1 "sticky air burst mode" 0 "faster reload rate" 1.75 // Wtf "fire rate bonus" 0.05 "projectile spread angle penalty" 3 } } Yuugibot_Giant_Combo_Pyro_Melee { Class Pyro ClassIcon pyro_degreaser_flare // A giant icon doesn't exist Name "Giant Combo Pyro" Skill Expert Health 3300 Attributes MiniBoss UseBestWeapon 1 UseMeleeThreatPrioritization 1 Item "The Degreaser" Item "The Flare Gun" Item "The Axtinguisher" ItemAttributes { ItemName "The Degreaser" "fire input on hit" "combo_primary_to_melee^Trigger^" //"airblast_destroy_projectile" 1 } CharacterAttributes { "deploy time decreased" 0.001 "move speed bonus" 0.5 "damage force reduction" 0.6 "airblast vulnerability multiplier" 0.6 "override footstep sound set" 6 } } Yuugibot_Giant_Combo_Pyro_Secondary { Class Pyro ClassIcon pyro_degreaser_flare // A giant icon doesn't exist Name "Giant Combo Pyro" Skill Expert Health 3300 Attributes MiniBoss //UseBestWeapon 1 UseMeleeThreatPrioritization 1 Item "The Degreaser" Item "The Flare Gun" Item "The Axtinguisher" ItemAttributes { ItemName "The Degreaser" "fire input on hit" "combo_primary_to_secondary_longhold^Trigger^" //"airblast_destroy_projectile" 1 } ItemAttributes { ItemName "The Flare Gun" "fire rate bonus" 0.3 } CharacterAttributes { "deploy time decreased" 0.001 "move speed bonus" 0.5 "damage force reduction" 0.6 "airblast vulnerability multiplier" 0.6 "override footstep sound set" 6 } } // Isolation - Reverse Desolated Death Yuugibot_Giant_Bowman // For whatever reason I made this template first then the mastery one wtf { Class Sniper ClassIcon sniper_bow_giant Name "Giant Bowman" Skill Expert Health 3000 Attributes MiniBoss WeaponRestrictions PrimaryOnly Item "The Huntsman" UseCustomModel "models/bots/sniper_boss/bot_sniper_boss.mdl" ItemAttributes { ItemName "The Huntsman" "damage bonus" 1.5 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.6 "airblast vulnerability multiplier" 0.6 "override footstep sound set" 7 } } Yuugibot_Giant_Rapidfire_Bowman_No_Mastery { Class Sniper ClassIcon sniper_bow_multi_giant // ?? Name "Giant Rapid Fire Bowman" Skill Expert Health 3000 Attributes MiniBoss WeaponRestrictions PrimaryOnly Item "The Huntsman" UseCustomModel "models/bots/sniper_boss/bot_sniper_boss.mdl" ItemAttributes { ItemName "The Huntsman" "fire rate bonus" 0.6 "damage bonus" 1.5 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.6 "airblast vulnerability multiplier" 0.6 "override footstep sound set" 7 } } Yuugibot_RED_Giant_Bazaar_Sniper // Giant Sniper on Ashes be like { Class Sniper ClassIcon sniper_giant Name "Giant Bazaar Sniper" Skill Expert Health 3000 Attributes MiniBoss AimTrackingInterval 0 AimAt Head UseMeleeThreatPrioritization 1 MaxVisionRange 3000 UseCustomModel "models/bots/sniper_boss/bot_sniper_boss.mdl" Tag bot_giant Item "The Bazaar Bargain" Item "The Razorback" Item "The Shahanshah" Item "The Triggerman's Tacticals" Item "Airborne Attire" Item "The Cold Killer" ItemAttributes { ItemName "The Cold Killer" "set item tint rgb" 15132390 } AddCond { Index 43 } Action Sniper ItemAttributes { ItemName "The Bazaar Bargain" "sniper fires tracer HIDDEN" 1 //"damage bonus" 1.5 "mult dmg vs giants" 2 "killstreak tier" 1 } ItemAttributes { ItemName "The Razorback" "item_meter_charge_rate" 4 } ItemAttributes { ItemName "The Shahanshah" //"damage bonus" 1.5 "mult dmg vs giants" 2 "killstreak tier" 1 } CharacterAttributes { "deploy time decreased" 0.1 "move speed bonus" 0.4 "damage force reduction" 0 "airblast vulnerability multiplier" 0.6 "override footstep sound set" 7 "cannot pick up intelligence" 1 "voice pitch scale" 0 "crit mod disabled" 0 } } Yuugibot_Hybrid_Knight_Skullcutter // I made too many Hybrid Knights lol { Class Demoman ClassIcon demoknight_skullcutter_lite Skill Hard Name "Hybrid Demoknight" Item "The Scotsman's Skullcutter" Item "The Splendid Screen" Action Sniper MaxVisionRange 1500 ItemAttributes { ItemName "tf_weapon_grenadelauncher" "no self blast dmg" 2 } ItemAttributes { ItemName "The Scotsman's Skullcutter" "critboost on kill" 5 } ItemAttributes { ItemName "The Splendid Screen" "charge recharge rate increased" 2 "attack not cancel charge" 1 } CharacterAttributes { "deploy time decreased" 0.001 "full charge turn control" 1 } } Yuugibot_Red_Giant_Boss_Engineer // DO NOT USE, REVERSE ONLY BOT! { //SpawnTemplate "Yakuza_Title_Card_Plasma" Class Engineer ClassIcon engineer_pomson_giant Name "Overcharged Plasmatic Voltage" Skill Expert Health 40000 WeaponRestrictions PrimaryOnly Attributes MiniBoss //Attributes SuppressFire Attributes UseBossHealthBar UseMeleeThreatPrioritization 1 AddCond { Index 43 } Action Mobber StripItemSlot 4 StripItemSlot 5 StripItemSlot 6 Tag bot_giant Item "Pocket Admin" ItemModel // Should fix the cosmetics style override { ItemName "Pocket Admin" Model "models/workshop/player/items/engineer/sf14_iron_fist/sf14_iron_fist.mdl" } Item "Brain Interface" Item "Iron Lung" //Item "Dead'er Alive" Item "Roboot" Item "The Pomson 6000" MaxVisionRange 2400 ChangeAttributes { Delay 0 Repeats 1 IfHealthBelow 40001 Name "phase1" } ChangeAttributes { Delay 0 Repeats 1 IfHealthBelow 28501 Name "phase2" } ChangeAttributes { Delay 0 Repeats 1 IfHealthBelow 16001 Name "phase3" } EventChangeAttributes // I have no idea how this works { phase1 { ItemAttributes { ItemName "The Pomson 6000" "attach particle effect" 69 "dmg penalty vs players" 1.5 "mark for death" 1 "minicrits become crits" 1 "override projectile type" 1 "sniper fires tracer HIDDEN" 1 //"always crit" 1 "fire rate penalty" 1.5 "dmg bonus vs buildings" 10 "damage applies to sappers" 1 "subtract victim cloak on hit" 1 "subtract victim medigun charge on hit" 2 //"mult dmg vs giants" 3 "faster reload rate" 0.2 } } phase2 { Item "The C.A.P.P.E.R" Attributes AlwaysFireWeapon ItemAttributes { ItemName "The Pomson 6000" "attach particle effect" 69 //"dmg penalty vs players" 1.5 "mult projectile count" 5 "projectile spread angle penalty" 7 "fire rate bonus" 0.6 "faster reload rate" 0.2 "projectile speed decreased" 0.5 "ragdolls become ash" 1 "mult dmg vs giants" 2 } ItemAttributes { ItemName "The C.A.P.P.E.R" "is_passive_weapon" 1 "override projectile type" 13 "energy weapon penetration" 0 "mult projectile count" 16 "projectile spread angle penalty" 69 "fire rate penalty" 8 "faster reload rate" 0.2 "set item tint rgb" 8208497 "projectile speed decreased" 0.3 "mod projectile heat seek power" 70 "mod projectile heat aim error" 30 "mod projectile heat aim time" 4 "mult dmg vs giants" 2 } } phase3 // This will be interesting { Attributes SuppressFire Item "Upgradeable TF_WEAPON_PISTOL" ItemAttributes { ItemName "The Pomson 6000" "attach particle effect" 69 //"dmg penalty vs players" 2 "clip size bonus upgrade" 7 "fire rate bonus" 0.001 "faster reload rate" 0 "mod projectile heat seek power" 180 "mod projectile heat aim error" 30 "mod projectile heat aim time" 4 "projectile speed decreased" 0.3 "projectile spread angle penalty" 45 "set item tint rgb" 8208497 "subtract victim medigun charge on hit" 1 "subtract victim cloak on hit" 2 "ragdolls become ash" 1 //"mult dmg vs giants" 3 } ItemAttributes { ItemName "Upgradeable TF_WEAPON_PISTOL" "is_passive_weapon" 1 "override projectile type" 2 "damage bonus HIDDEN" 13 "blast radius increased" 1.5 "clip size penalty" 0.5 "mult dmg vs giants" 3 "fire rate penalty" 19 "no self blast dmg" 2 "faster reload rate" 0.2 "projectile speed decreased" 0.4 "use large smoke explosion" 1 "projectile spread angle penalty" 15 //"projectile no deflect" 1 "mult projectile scale" 1.5 "mod projectile heat seek power" 45 "mod projectile heat aim error" 20 "mod projectile heat aim time" 4 "projectile trail particle" flare_glow "projectile trail particle" eyeboss_projectile "custom weapon fire sound" "=70|mvm/giant_soldier/giant_soldier_rocket_shoot.wav" "custom impact sound" "ambient\explosions\explode_1.wav" } } } CharacterAttributes { "mult stun resistance" 0 "move speed bonus" 0.4 "damage force reduction" 0 "airblast vulnerability multiplier" 0.3 "override footstep sound set" 7 "cannot pick up intelligence" 1 "voice pitch scale" 0 "crit mod disabled" 0 } FireWeapon { Delay 2 Duration 1.4 IfSeeTarget 1 Cooldown 4 Type "Primary" IfHealthBelow 15001 } } Yuugibot_Giant_Burst_Ranger_Engineer { Class Engineer ClassIcon engineer_ranger_nys_giant Name "Giant Burst Ranger Engineer" Skill Expert Health 3300 WeaponRestrictions PrimaryOnly Attributes MiniBoss Item "The Rescue Ranger" ItemAttributes { ItemName "The Rescue Ranger" "damage bonus" 1.5 "clip size bonus" 2.25 "faster reload rate" 0.8 "fire rate bonus" 0.2 "auto fires full clip" 1 "auto fires when full" 1 //"mult dmg vs giants" 1.5 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.6 "airblast vulnerability multiplier" 0.6 "override footstep sound set" 4 } } Yuugibot_Giant_Widowmaker_Engineer_v1 { Class Engineer ClassIcon engineer_widowmaker_nys_giant Name "Giant Widowmaker Engineer" Skill Expert Health 3300 WeaponRestrictions PrimaryOnly Attributes MiniBoss Item "The Widowmaker" CharacterAttributes { "voice pitch scale" 0 // human death sound is so weird "move speed bonus" 0.5 "damage force reduction" 0.6 "airblast vulnerability multiplier" 0.6 "override footstep sound set" 4 } } Yuugibot_Giant_Widowmaker_Engineer_v2 { Class Engineer ClassIcon engineer_widowmaker_inf_nys_giant Name "Giant Rapid Widowmaker Engineer" Skill Expert Health 3300 WeaponRestrictions PrimaryOnly Attributes MiniBoss Item "The Widowmaker" ItemAttributes { ItemName "The Widowmaker" "fire rate bonus" 0.6 //"projectile penetration" 1 //"damage bonus" 1.5 // Why //"mult dmg vs giants" 1.5 } CharacterAttributes { "voice pitch scale" 0 // human death sound is so weird "move speed bonus" 0.5 "damage force reduction" 0.6 "airblast vulnerability multiplier" 0.6 "override footstep sound set" 4 } } Yuugibot_Giant_Frontier_Justice_Engineer { Class Engineer ClassIcon engineer_frontier_justice_nys_giant Name "Giant Frontier Engineer" Skill Expert Health 3300 WeaponRestrictions PrimaryOnly Attributes MiniBoss //Item "Support Spurs" Item "The Texas Half-Pants" Item "Sheriff's Stetson" Item "Wild West Waistcoat" Item "The Frontier Justice" Tag bot_giant ItemAttributes { ItemName "The Frontier Justice" //"clip size penalty" 1 "fire rate bonus" 2.5 "bullets per shot bonus" 10 "damage penalty" 0.5 "faster reload rate" 0.2 "critboost on kill" 5 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.6 "airblast vulnerability multiplier" 0.6 "override footstep sound set" 4 } } Yuugibot_Shotgun_Engineer { Class Engineer ClassIcon heavy_shotgun Name "Shotgun Engineer" Health 250 Skill Hard WeaponRestrictions PrimaryOnly ItemAttributes { ItemName "TF_WEAPON_SHOTGUN_PRIMARY" "faster reload rate" 0.1 "fire rate bonus" 2.5 "bullets per shot bonus" 3 "damage penalty" 0.6 } } Yuugibot_Burst_Panic_Engineer { Class Engineer ClassIcon heavy_shotgun_burst_lite Name "Burst Shotgun Engineer" Health 250 Skill Hard WeaponRestrictions PrimaryOnly //Attributes HoldFireUntilFullReload Item "Panic Attack Shotgun" ItemAttributes { ItemName "Panic Attack Shotgun" "clip size bonus" 1.5 "faster reload rate" 0.8 "fire rate bonus" 0.2 "bullets per shot bonus" 3 "damage penalty" 0.6 "auto fires full clip" 1 "auto fires when full" 1 } } Yuugibot_Widowmaker_Engineer_Sigmod_Infinite { Class Engineer ClassIcon engineer_widowmaker_nys Name "Widowmaker Engineer" Health 275 Skill Hard WeaponRestrictions PrimaryOnly Item "The Widowmaker" Item "The Gunslinger" CharacterAttributes { //"mod wrench builds minisentry" 1 "deploy time decreased" 0.5 } FireInput { Target "switch_to_sentry_mode" Action "Trigger" Delay 3 Cooldown 4 IfSeeTarget 0 } FireInput { Target "switch_to_shotgun_mode" Action "Trigger" Delay 0 Cooldown 3 IfSeeTarget 1 } } Yuugibot_Widowmaker_Engineer_Sigmod_Limited { Class Engineer ClassIcon engineer_widowmaker_nys Name "Widowmaker Engineer" Health 275 Skill Hard WeaponRestrictions PrimaryOnly Item "The Widowmaker" Item "The Gunslinger" CharacterAttributes { //"mod wrench builds minisentry" 1 "deploy time decreased" 0.5 } FireInput // 2 times only I hope { Target "switch_to_sentry_mode" Action "Trigger" Delay 3 Cooldown 4 IfSeeTarget 0 Repeats 2 } FireInput { Target "switch_to_shotgun_mode" Action "Trigger" Delay 0 Cooldown 3 IfSeeTarget 1 Repeats 0 } } Yuugibot_Frontier_Justice_Engineer { Class Engineer ClassIcon engineer_frontier_justice_nys Name "Frontier Justice Engineer" Health 250 Skill Hard WeaponRestrictions PrimaryOnly AddCond { Index 43 } Item "The Frontier Justice" ItemAttributes { ItemName "The Frontier Justice" "critboost on kill" 3 } } Yuugibot_Short_Combo_Engineer { Class Engineer ClassIcon engineer_shortcircuit_lite Name "Short Circuit Engineer" Health 825 Scale 1.3 Skill Hard Item "The Widowmaker" Item "The Short Circuit" Item "The Gunslinger" ItemAttributes { ItemName "The Short Circuit" "fire rate bonus HIDDEN" 3 } CharacterAttributes { "move speed bonus" 0.75 "damage force reduction" 0.8 "deploy time decreased" 0.5 } } Yuugibot_Hybrid_Knight_samurai // Why { Class Demoman ClassIcon demoknight_samurai Skill Expert Name "Hybrid Samurai Knight" Item "The Half-Zatoichi" Item "The Chargin' Targe" Item "The Loch-n-Load" Action Sniper MaxVisionRange 1500 AimLeadProjectileSpeed 1 AimAt Body ItemAttributes { ItemName "The Loch-n-Load" "damage bonus" 1.2 "no self blast dmg" 2 "dmg bonus vs buildings" 1 } ItemAttributes { ItemName "The Half-Zatoichi" "damage bonus" 1.5 "critboost on kill" 5 } ItemAttributes { ItemName "The Chargin' Targe" "charge recharge rate increased" 2 "attack not cancel charge" 1 } CharacterAttributes { "deploy time decreased" 0.001 "full charge turn control" 1 } } Yuugibot_Sigmod_Sticky_Demoman { Class Demoman ClassIcon demo_sticky_daan Name "Stickybomb Demoman" Skill Expert WeaponRestrictions SecondaryOnly //Attributes SuppressFire UseHumanAnimations 1 // No passive weapon required, only rafmod :) ItemAttributes { ItemName "tf_weapon_pipebomblauncher" "faster reload rate" -1 //"reload full clip at once" 1 //"stickybomb charge rate" 0.001 //"projectile range decreased" 0.35 //"max pipebombs decreased" -7 } } Yuugibot_Giant_Rapid_Mangler_Soldier // You can use fireweapon to allow to use his secondary fire { Class Soldier ClassIcon soldier_mangler_spammer_giant Name "Giant Rapid Atomic Soldier" Skill Expert Health 3800 Attributes MiniBoss Item "Lord Cockswain's Pith Helmet" Item "Lord Cockswain's Novelty Mutton Chops and Pipe" //Item "Batter's Bracers" Item "The Cow Mangler 5000" ItemAttributes { ItemName "The Cow Mangler 5000" "fire rate bonus" 0.5 "faster reload rate" -0.8 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 3 } } Yuugibot_Combo_Gauntlet // Minigiant { //SpawnTemplate "KGBshotgun_heavy" Class Heavyweapons ClassIcon heavy_champ Name "Combo Champ Gauntlet" Skill Expert Health 900 Scale 1.5 StripItemSlot 0 Item "the killing gloves of boxing" Item "Pugilist's Protector" Item "The Heavy-Weight Champ" ItemAttributes { ItemName "TF_WEAPON_SHOTGUN_HWG" "faster reload rate" 0.1 "fire rate bonus" 2.5 "bullets per shot bonus" 3 "damage bonus" 0.5 } ItemAttributes { ItemName "the killing gloves of boxing" "damage bonus" 1.5 } CharacterAttributes { "deploy time increased" 0.5 } } Yuugibot_Medic_Kingmaker { Class Medic Classicon medic_king Name "Kingmaker Medic" Skill Expert Item "Prince Tavish's Crown" Item "The Quadwrangler" ItemAttributes { ItemName "TF_WEAPON_MEDIGUN" "effect cond override" 109 } CharacterAttributes { "heal rate bonus" 100 "bot medic uber health threshold" 999 "uber duration bonus" 999 } } Yuugibot_Giant_Medic_Kingmaker { Class Medic Classicon medic_king Name "Giant Kingmaker Medic" Skill Expert Health 4500 Item "Prince Tavish's Crown" Item "The Quadwrangler" Attributes SpawnWithFullCharge Attributes MiniBoss //Attributes IgnoreEnemies // Optional Tag bot_giant ItemAttributes { ItemName "TF_WEAPON_MEDIGUN" "effect cond override" 109 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.6 "airblast vulnerability multiplier" 0.6 "heal rate bonus" 200 "bot medic uber health threshold" 4777 "uber duration bonus" 999 } } Yuugibot_Giant_Burst_Mortar_Demo { Class Demoman ClassIcon demo_burst_giant Name "Giant Burst Mortar Demo" Skill Expert Health 3300 WeaponRestrictions PrimaryOnly Attributes MiniBoss Attributes HoldFireUntilFullReload AddCond { Index 43 } Action Mobber Item "The Loch-n-Load" ItemAttributes { ItemName "The Loch-n-Load" "damage bonus" 1.2 "faster reload rate" 0.65 "fire rate bonus" 0.1 "projectile spread angle penalty" 5 "clip size upgrade atomic" 7 "dmg bonus vs buildings" 1 "grenade explode on impact" 1 "sticky air burst mode" 0 } CharacterAttributes { "move speed bonus" 0.5 "voice pitch scale" 0 "damage force reduction" 0 "airblast vulnerability multiplier" 0.5 "override footstep sound set" 4 } } // Illegal Bots, DO NOT USE THEM. It is very unbalanced! Yuugibot_Red_Player_Scout { //Spawntemplate "MeleePullout_playerone" Class Scout ClassIcon tf2_lite Name "Player" Skill Expert Attributes AutoJump AutoJumpMin 5 AutoJumpMax 5 Attributes HoldFireUntilFullReload UseMeleeThreatPrioritization 1 UseBestWeapon 1 UseHumanModel 1 AddCond { Index 43 } Action Mobber Item "Upgradeable tf_weapon_scattergun" Item "The Winger" Item "The Boston Basher" Item "Fortunate Son" Item "Gingerbread Mann" Item "Hexadecimal Horrors Moonlit Magnate 2021" // Doesn't show up :( ItemAttributes { ItemName "Upgradeable tf_weapon_scattergun" "damage bonus" 2 "clip size bonus" 3 "projectile penetration" 1 "faster reload rate" 0.4 "fire rate bonus" 0.6 "heal on kill" 100 "paintkit_proto_def_index" 257 "set_item_texture_wear" 0.5 } ItemAttributes { ItemName "The Winger" "clip size bonus" 3 "projectile penetration" 1 "fire rate bonus" 0.6 "heal on kill" 100 "paintkit_proto_def_index" 256 "set_item_texture_wear" 0.5 } ItemAttributes { ItemName "The Boston Basher" "hit self on miss" 0 "melee attack rate bonus" 0.6 "heal on kill" 100 } CharacterAttributes { "deploy time decreased" 0.001 "increased air control" 4 "dmg taken from blast reduced" 0.25 "dmg taken from bullets reduced" 0.25 "dmg taken from fire reduced" 0.25 //"mult dmgtaken from melee" 0.25 // Uh oh "dmg taken from crit reduced" 0.4 "health regen" 10 "move speed bonus" 1.3 "increased jump height" 1.6 "cannot pick up intelligence" 1 } VoiceCommand { Delay 0 Cooldown 5 IfHealthBelow 65 Type "Medic" } } Yuugibot_Red_Player_Soldier { //Spawntemplate "MeleePullout_playertwo" Class Soldier ClassIcon tf2_lite Name "Player" Skill Expert Attributes SpawnWithFullCharge UseMeleeThreatPrioritization 1 UseHumanModel 1 //UseBestWeapon 1 AddCond { Index 43 } Action Mobber ExtAttr SuppressCanteenUse Item "The Beggar's Bazooka" Item "The Concheror" Item "The Half-Zatoichi" Item "The Classified Coif" Item "Fancy Dress Uniform" Item "The Man in Slacks" Item "The Spook Specs" Item "Battery Canteens" ItemAttributes { ItemName "Battery Canteens" "critboost" 3 "powerup duration" 5 "powerup charges" 3 } ItemAttributes { ItemName "The Beggar's Bazooka" "can overload" 0 "auto fires full clip" 0 "damage bonus" 2 "rocket specialist" 4 "clip size upgrade atomic" 8 "faster reload rate" 0.4 "fire rate bonus" 0.6 "heal on kill" 100 "no self blast dmg" 2 } ItemAttributes { ItemName "The Concheror" "increase buff duration" 1.5 } ItemAttributes { ItemName "The Half-Zatoichi" "damage causes airblast" 1 "honorbound" 0 "damage bonus" 2 "critboost on kill" 4 "melee attack rate bonus" 0.6 } CharacterAttributes { "deploy time decreased" 0.001 "dmg taken from fire reduced" 0.25 "dmg taken from bullets reduced" 0.25 "dmg taken from blast reduced" 0.25 //"mult dmgtaken from melee" 0.25 // Uh oh "dmg taken from crit reduced" 0.4 "health regen" 10 "move speed bonus" 1.3 "increased jump height" 1.6 //"cannot be backstabbed" 1 "cannot pick up intelligence" 1 } FireWeapon // Extra Canteen trolling { IfHealthBelow 100 Delay 0 Cooldown 2 Repeats 0 IfSeeTarget 0 Duration 0.1 Type "Action" } VoiceCommand { Delay 0 Cooldown 5 IfHealthBelow 100 Type "Medic" } } Yuugibot_Red_Player_Pyro { //Spawntemplate "MeleePullout_playerthree" Class Pyro ClassIcon tf2_lite Name "Player" Skill Expert UseMeleeThreatPrioritization 1 UseHumanModel 1 UseBestWeapon 1 AddCond { Index 43 } Action Mobber Item "The Thermal Thruster" Item "The Axtinguisher" Item "The Sub Zero Suit" Item "Saxton Hat" Item "Silver Botkiller Flame Thrower Mk.I" ItemAttributes { ItemName "Silver Botkiller Flame Thrower Mk.I" "damage bonus" 2 "weapon burn dmg increased" 2 "airblast pushback scale" 2 "heal on kill" 100 //"weapon burn time increased" 2 //JI broke this upgrade :( } ItemAttributes { ItemName "The Thermal Thruster" "thermal_thruster_air_launch" 1 "item_meter_charge_rate" 0.01 "falling_impact_radius_stun" 1 "holster_anim_time" 0 "deploy time decreased" 0.001 } ItemAttributes { ItemName "The Axtinguisher" "melee attack rate bonus" 0.6 "heal on kill" 100 } CharacterAttributes { "deploy time decreased" 0.001 "dmg taken from fire reduced" 0.25 "dmg taken from bullets reduced" 0.25 "dmg taken from blast reduced" 0.25 //"mult dmgtaken from melee" 0.25 // Uh oh "dmg taken from crit reduced" 0.4 "health regen" 10 "move speed bonus" 1.3 "increased jump height" 1.6 //"cannot be backstabbed" 1 // Fuck you //"jarate backstabber" 1 // Fuck you } FireWeapon { IfSeeTarget 1 Type "Primary" } FireWeapon { Delay 2.5 Cooldown 2.5 IfSeeTarget 1 Type "Jump" } VoiceCommand { Delay 0 Cooldown 5 IfHealthBelow 100 Type "Medic" } } Yuugibot_Red_Player_Heavy { Class HeavyWeapons ClassIcon tf2_lite Name "Player" Skill Expert UseMeleeThreatPrioritization 1 UseHumanModel 1 AddCond { Index 43 } Action Mobber Item "Upgradeable tf_weapon_minigun" Item "tf_weapon_shotung_hwg" Item "Festive Gloves of Running Urgently" Item "The All-Father" Item "The Gift Bringer" Item "Heavy Hair" ItemAttributes { ItemName "Heavy Hair" "attach particle effect" 30 "set item tint rgb" 15132390 } ItemAttributes // Epic Gamer { ItemName "Upgradeable tf_weapon_minigun" "is_festivized" 1 "attach particle effect" 702 "paintkit_proto_def_index" 263 "set_item_texture_wear" 0 "projectile penetration heavy" 3 "attack projectiles" 2 "fire rate bonus" 0.6 "heal on kill" 100 } ItemAttributes { ItemName "tf_weapon_shotung_hwg" "paintkit_proto_def_index" 302 "set_item_texture_wear" 0 "faster reload rate" 0.4 "fire rate bonus" 0.6 "clip size bonus" 3 "projectile penetration" 1 "heal on kill" 100 } ItemAttributes { ItemName "Festive Gloves of Running Urgently" "mod_maxhealth_drain_rate" 0 "single wep holster time increased" 1.5 "self mark for death" 3 "provide on active" 1 "damage penalty" 0.75 "melee attack rate bonus" 0.6 "heal on kill" 100 } CharacterAttributes { "dmg taken from fire reduced" 0.5 "dmg taken from bullets reduced" 0.5 "dmg taken from blast reduced" 0.5 //"mult dmgtaken from melee" 0.25 // Uh oh "dmg taken from crit reduced" 0.4 "health regen" 10 "move speed bonus" 1.3 "increased jump height" 1.6 //"cannot be backstabbed" 1 "cannot pick up intelligence" 1 } VoiceCommand { Delay 0 Cooldown 5 IfHealthBelow 100 Type "Medic" } } Yuugibot_Red_Player_Engineer { Class Engineer ClassIcon tf2_lite Name "Player" Health 150 Skill Expert UseMeleeThreatPrioritization 1 UseHumanModel 1 AddCond { Index 43 } Action Mobber Item "The Frontier Justice" Item "The Short Circuit" Item "The Gunslinger" Item "The El Paso Poncho" Item "The Wide-Brimmed Bandito" Item "The Bruiser's Bandanna" ItemAttributes { ItemName "The Bruiser's Bandanna" "item style override" 1 "set item tint rgb" 12073019 } ItemAttributes { ItemName "The Frontier Justice" "always crit" 1 "faster reload rate" 0.4 "clip size bonus" 3 "projectile penetration" 1 "fire rate bonus" 0.6 "heal on kill" 100 } ItemAttributes { ItemName "The Short Circuit" "fire rate penalty" 3 "projectile penetration" 1 "fire rate bonus" 0.6 "heal on kill" 100 } ItemAttributes { ItemName "The Gunslinger" "melee attack rate bonus" 0.6 "heal on kill" 100 } CharacterAttributes { "dmg taken from fire reduced" 0.25 "dmg taken from bullets reduced" 0.25 "dmg taken from blast reduced" 0.25 //"mult dmgtaken from melee" 0.25 // Uh oh "dmg taken from crit reduced" 0.1 "health regen" 10 "move speed bonus" 1.3 "increased jump height" 1.6 "engy building health bonus" 4 "engy sentry fire rate increased" 0.7 "deploy time decreased" 0.5 "cannot pick up intelligence" 1 } VoiceCommand { Delay 0 Cooldown 5 IfHealthBelow 75 Type "Medic" } FireInput { Target "switch_to_sentry_mode" Action "Trigger" Delay 3 Cooldown 4 IfSeeTarget 0 } FireInput { Target "switch_to_shotgun_mode" Action "Trigger" Delay 0 Cooldown 3 IfSeeTarget 1 } } Yuugibot_Red_Player_Medic { Class Medic ClassIcon tf2_lite Name "Player" Skill Expert Attributes SpawnWithFullCharge Attributes ProjectileShield UseMeleeThreatPrioritization 1 UseHumanModel 1 AddCond { Index 43 } Action Mobber //ExtAttr SuppressCanteenUse Item "The Crusader's Crossbow" Item "The Quick-Fix" Item "The Ubersaw" Item "Default Power Up Canteen (MvM)" Item "Doc's Holiday" Item "The Marxman" ItemAttributes { ItemName "The Marxman" "item style override" 1 } Item "Pocket-Medes" //Item "Tough Stuff Muffs" ItemModel // Should fix the cosmetics style override { ItemName "Pocket-Medes" Model "models/workshop/player/items/all_class/all_earmuffs_style1/all_earmuffs_style1_medic.mdl" } //ItemAttributes // Removed because too op //{ // ItemName "Default Power Up Canteen (MvM)" // "ubercharge" 3 // "powerup duration" 5 // "powerup charges" 3 //} ItemAttributes { ItemName "The Crusader's Crossbow" "projectile penetration" 1 "clip size upgrade atomic" 8 "faster reload rate" 0.4 "fire rate bonus" 0.6 "heal on kill" 100 "paintkit_proto_def_index" 281 "set_item_texture_wear" 0 } ItemAttributes { ItemName "The Quick-Fix" "is_festivized" 1 "ubercharge rate bonus" 2 "generate rage on heal" 2 //"increase buff duration" 3 "uber duration bonus" 6 "overheal expert" 4 "healing mastery" 4 //"canteen specialist" 3 // Sad :( } ItemAttributes { ItemName "The Ubersaw" "melee attack rate bonus" 0.6 "heal on kill" 100 } CharacterAttributes { "dmg taken from fire reduced" 0.5 "dmg taken from bullets reduced" 0.5 "dmg taken from blast reduced" 0.5 //"mult dmgtaken from melee" 0.25 // Uh oh "dmg taken from crit reduced" 0.4 "health regen" 10 "move speed bonus" 1.3 "increased jump height" 1.6 "bot medic uber health threshold" 65 "cannot pick up intelligence" 1 } //FireWeapon // Extra Canteen trolling //{ // IfHealthBelow 75 // Delay 0 // Cooldown 0 // Repeats 0 // IfSeeTarget 0 // Duration 0.1 // Type "Action" //} } Yuugibot_Giant_Threeruneblade_Scout // aka illegal knight scout { Class Scout ClassIcon scout_threerune_daan_giant Name "Giant Three-Rune Blade Scout" Skill Expert Health 1600 //WeaponRestrictions MeleeOnly StripItemSlot 0 Attributes MiniBoss Item "EOTL_demopants" // Pants are so fucking funny Item "The King of Scotland Cape" Item "Prince Tavish's Crown" Item "The Flying Guillotine" Item "Three-Rune Blade" ItemAttributes { ItemName "The Flying Guillotine" "mark for death" 1 "minicrits become crits" 1 "effect bar recharge rate increased" 0.6 //"force weapon switch" 1 } ItemAttributes { ItemName "Three-Rune Blade" "damage bonus" 1.5 "hit self on miss" 0 } CharacterAttributes { "damage force reduction" 0 "voice pitch scale" 0 "airblast vulnerability multiplier" 0.7 "override footstep sound set" 5 } } Yuugibot_RED_Illegal_Hybrid_Knight_mk3 { Class Demoman ClassIcon soldier_banner_trio Skill Expert Name "Scatter Hybrid Knight" Item "The Scotsman's Skullcutter" Item "The Splendid Screen" Item "The Buff Banner" Item "The Bomber Knight" Item "EOTL_demopants" Attributes SpawnWithFullCharge Attributes HoldFireUntilFullReload AddCond { Index 43 } Action Sniper MaxVisionRange 1500 ItemAttributes { ItemName "tf_weapon_grenadelauncher" "damage bonus" 1.2 "faster reload rate" 0.4 "fire rate bonus" 0.2 "clip size upgrade atomic" 7 "projectile spread angle penalty" 5 "Projectile speed increased" 1.1 "Fuse bonus" 2 "no self blast dmg" 2 } ItemAttributes { ItemName "The Scotsman's Skullcutter" "damage bonus" 1.95 "critboost on kill" 5 } ItemAttributes { ItemName "The Splendid Screen" "charge recharge rate increased" 2 "attack not cancel charge" 1 } CharacterAttributes { "deploy time decreased" 0.001 //"full charge turn control" 1 "cannot pick up intelligence" 1 "crit mod disabled" 0 "increase buff duration" 9.0 } } Yuugibot_RED_Illegal_Hybrid_Knight_mk4 { Class Demoman ClassIcon soldier_banner_trio Skill Expert Name "Burst Hybrid Knight" Item "The Half-Zatoichi" Item "The Chargin' Targe" Item "The Loch-n-Load" Item "The Concheror" Item "Demo Kabuto" Item "Mann of the Seven Sees" Attributes SpawnWithFullCharge AddCond { Index 43 } Action Sniper MaxVisionRange 1500 AimLeadProjectileSpeed 1513 //AimAt Body ItemAttributes { ItemName "The Loch-n-Load" "damage bonus" 1.2 "clip size upgrade atomic" 3 "no self blast dmg" 2 "dmg bonus vs buildings" 1 "grenade explode on impact" 1 "sticky air burst mode" 0 "faster reload rate" 1.5 // Wtf "fire rate bonus" 0.05 "projectile spread angle penalty" 3 } ItemAttributes { ItemName "The Half-Zatoichi" "damage bonus" 1.5 "critboost on kill" 5 } ItemAttributes { ItemName "The Chargin' Targe" "charge recharge rate increased" 2 "attack not cancel charge" 1 } CharacterAttributes { "deploy time decreased" 0.001 //"full charge turn control" 50 "cannot pick up intelligence" 1 "crit mod disabled" 0 "increase buff duration" 9.0 } } Yuugibot_RED_Illegal_Hybrid_Knight_mk5 { Class Demoman ClassIcon soldier_banner_trio Skill Expert Name "Rapid Hybrid Knight" Item "The Iron Bomber" Item "Nessie's Nine Iron" Item "The Tide Turner" Item "The Battalion's Backup" Item "The Black Watch" Item "The Gaelic Garb" Attributes SpawnWithFullCharge AddCond { Index 43 } Action Sniper MaxVisionRange 1500 ItemAttributes { ItemName "The Iron Bomber" "damage bonus" 1.2 "faster reload rate" -0.75 "fire rate bonus" 0.5 "no self blast dmg" 2 } ItemAttributes { ItemName "The Scotsman's Skullcutter" "damage bonus" 1.95 "critboost on kill" 5 } ItemAttributes { ItemName "The Tide Turner" "lose demo charge on damage when charging" 0 "charge recharge rate increased" 2 "attack not cancel charge" 1 } CharacterAttributes { "deploy time decreased" 0.001 "full charge turn control" 1 "cannot pick up intelligence" 1 "crit mod disabled" 0 "increase buff duration" 9.0 } } Yuugibot_RED_Caber_Knight { Tag bot_caber Tag bot_noteleport Class Demoman ClassIcon demo_caber_nys Skill Expert Name "Caber Knight" Item "The Ullapool Caber" Item "The Splendid Screen" Item "Ali Baba's Wee Booties" Item "EOTL_demo_dynamite" Item "The Sub Zero Suit" Item "EOTL_summerhat" Attributes AlwaysCrit WeaponRestrictions MeleeOnly AddCond { Index 43 } Action Mobber ItemAttributes { ItemName "The Splendid Screen" "charge recharge rate increased" 2 "attack not cancel charge" 1 } ItemAttributes { ItemName "The Ullapool Caber" "cannot taunt" 1 "regenerate stickbomb" 1 "damage bonus" 1.5 "mult dmg vs giants" 2 "dmg bonus vs buildings" 2 } } T_TFBot_Red_Titanium_Terror { //SpawnTemplate "Yakuza_Title_Card_Terror" //SpawnTemplate "terror_thingy" // Go ask for permission first before you use this PointTemplate Class HeavyWeapons ClassIcon heavy_chief Name "Titanium Terror" Health 70000 Skill Expert Attributes DisableDodge Attributes MiniBoss Attributes UseBossHealthBar //Attributes SuppressFire // temporary test Scale 2 Item "Fists of steel" Item "The Tyurtlenek" Item "The Mann of the House" Item "War Head" ItemAttributes { ItemName "War Head" "attach particle effect" 56 } //Tag bot_noteleport //Tag terror //Tag bot_giant Action Mobber AddCond { Index 43 } //UseCustomModel "models/bots/heavy_boss/bot_heavy_gray_boss.mdl" // Nah ItemColor { ItemName "The Tyurtlenek" Red 60 Green 60 Blue 60 } ItemColor { ItemName "The Mann of the House" Red 60 Green 60 Blue 60 } ItemColor { ItemName "Fists of steel" Red 60 Green 60 Blue 60 } ItemAttributes { ItemName "tf_weapon_minigun" "damage bonus" 1.5 "fire rate bonus" 0.6 "projectile penetration heavy" 1 "attack projectiles" 1 //"heal on kill" 2500 } ItemAttributes { ItemName "Fists of Steel" //"dmg from ranged reduced" 1 "damage bonus" 5 "mult dmg vs giants" 2 "melee cleave attack" 1 "fire rate bonus" 0.8 "crit kill will gib" 1 "melee range multiplier" 1.5 //"custom impact sound" "=80|physics\metal\metal_sheet_impact_hard7.wav" } CharacterAttributes { //"dmg from ranged reduced" 0.6 "cancel falling damage" 1 "mult stun resistance" 0 // Fuck rocket specialist "dmg taken from fire increased" 2 "dmg from melee increased" 2 "deploy time increased" 0.001 "cannot pick up intelligence" 1 "voice pitch scale" 0 "move speed bonus" 0.32 "health regen" 20 "damage force reduction" 0 "airblast vulnerability multiplier" 0.3 "airblast vertical vulnerability multiplier" 0.1 "override footstep sound set" 2 "rage giving scale" 0.1 "crit mod disabled" 0 } WeaponSwitch //Periodically switches weapon { Delay 0 Repeats 1 Type "Melee" IfHealthBelow 70001 } WeaponSwitch //Periodically switches weapon { Delay 6 Repeats 1 Type "Primary" IfHealthBelow 32001 } //FireInput // Taunt stun //{ // Target rage_stun // Action Trigger // Delay 2 // Repeats 1 // IfHealthBelow 60001 //} //FireInput // Taunt Stun //{ // Target rage_stun // Action Trigger /// Delay 2 // Repeats 1 // IfHealthBelow 50001 //} //FireInput // Taunt Stun //{ // Target rage_stun // Action Trigger // Delay 2 // Repeats 1 // IfHealthBelow 40001 //} //FireInput // Taunt Stun //{ // Target rage_stun // Action Trigger // Delay 2 // Repeats 1 // IfHealthBelow 32001 //} //FireInput //{ // Target "pick_a_weapon" // Action "PickRandom" // Delay 6 // Cooldown 12 // Repeats 0 //} //FireInput //{ // Target "pick_a_weapon" // Action "Disable" // Delay 0 // Cooldown 1 // Repeats 10 // IfHealthBelow 7500 //} } Yuugibot_RED_Giant_Crit_Banner_Burst_Soldier { //SpawnTemplate "crit_radius" //SpawnTemplate "powerup_logic_critbuff_recipient" Class Soldier Name "Boosted Enraged Commander" ClassIcon soldier_critbuff_red //soldier_burstfire_hyper_lite Health 4200 Skill Expert AddCond { Index 43 } Action Mobber Attributes MiniBoss Attributes HoldFireUntilFullReload Attributes AlwaysCrit Attributes DisableDodge Item "Tyrant's Helm" Item "The Man in Slacks" Item "The Samson Skewer" ItemModel { ItemName "The Samson Skewer" Model "models/weapons/c_models/c_critbanner/c_critbanner_red.mdl" } ItemAttributes { ItemName "TF_WEAPON_ROCKETLAUNCHER" "mod rage on hit penalty" 0 "damage bonus" 2.0 "faster reload rate" 0.4 "fire rate bonus" 0.2 "clip size upgrade atomic" 5.0 } CharacterAttributes { "increase buff duration" 200 "cannot taunt" 1 "move speed bonus" 0.5 "voice pitch scale" 0 "damage force reduction" 0 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 3 "Projectile speed increased" 0.9 } } Yuugibot_RED_Giant_Multishot_Mangler_Soldier { Class Soldier ClassIcon soldier_mangler_barrage Name "Cluster Plasmatic Veteran" Skill Expert Health 4000 AddCond { Index 43 } Action Mobber Attributes MiniBoss Item "Lord Cockswain's Pith Helmet" Item "Lord Cockswain's Novelty Mutton Chops and Pipe" //Item "Batter's Bracers" Item "The Cow Mangler 5000" Tag bot_giant ItemAttributes { ItemName "The Cow Mangler 5000" //"damage bonus" 1.25 "reload time decreased" -0.8 "fire rate penalty" 3 "mult projectile count" 13 "projectile spread angle penalty" 13 } CharacterAttributes { "move speed bonus" 0.5 "voice pitch scale" 0 "damage force reduction" 0 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 3 } FireWeapon { Delay 4 Cooldown 16 Repeats 0 IfSeeTarget 1 Duration 4 Type "Secondary" } } Yuugibot_RED_Giant_Medic_Kingmaker { Class Medic Classicon medic_king Name "Overlord Scientist" Skill Expert Health 4500 Item "Prince Tavish's Crown" Item "The Quadwrangler" Attributes SpawnWithFullCharge Attributes MiniBoss Attributes DisableDodge Attributes IgnoreEnemies AddCond { Index 43 } //Action Mobber Tag bot_giant ItemAttributes { ItemName "TF_WEAPON_MEDIGUN" "effect cond override" 109 } CharacterAttributes { "voice pitch scale" 0 "move speed bonus" 0.5 "damage force reduction" 0 "airblast vulnerability multiplier" 0.6 "heal rate bonus" 200 "bot medic uber health threshold" 4777 "uber duration bonus" 999 } } Yuugibot_RED_Giant_Burst_Atomic_Demo { //SpawnTemplate "MeleePullout" Class Demoman ClassIcon demo_chief_loosecannon Name "Unstable Erupted Bomber" Skill Expert Health 30000 Attributes MiniBoss Attributes HoldFireUntilFullReload Attributes UseBossHealthBar Attributes AlwaysCrit Item "Prince Tavish's Crown" Item "EOTL_demopants" Item "The King of Scotland Cape" Item "The Loose Cannon" Item "The Chargin' Targe" Item "The Eyelander" AddCond { Index 43 } Action Mobber Tag bot_giant Tag bot_noteleport ItemAttributes { ItemName "The Loose Cannon" "grenade launcher mortar mode" 0 "damage bonus" 4 "mult dmg vs giants" 2 "faster reload rate" 0.65 "fire rate bonus" 0.1 "projectile spread angle penalty" 5 "clip size upgrade atomic" 20 } ItemAttributes { ItemName "The Eyelander" "damage causes airblast" 1 "damage bonus" 2 "critboost on kill" 4 "melee cleave attack" 1 } CharacterAttributes { "deploy time increased" 0.001 "move speed bonus" 0.32 "no_jump" 1 "voice pitch scale" 0 "damage force reduction" 0 "airblast vulnerability multiplier" 0 "override footstep sound set" 4 } } Yuugibot_RED_Giant_Burst_Mortar_Demo { Class Demoman ClassIcon demo_burst_red Name "Overloaded Mortar Bomber" Skill Expert Health 3300 WeaponRestrictions PrimaryOnly Attributes MiniBoss Attributes HoldFireUntilFullReload AddCond { Index 43 } Action Mobber Item "Tartan Tyrolean" Item "The Juggernaut Jacket" Item "Highland High Heels" Item "The Loch-n-Load" Item "The Chargin' Targe" Tag bot_giant ItemAttributes { ItemName "The Loch-n-Load" "damage bonus" 1.2 "faster reload rate" 0.65 "fire rate bonus" 0.1 "projectile spread angle penalty" 5 "clip size upgrade atomic" 7 "dmg bonus vs buildings" 1 "grenade explode on impact" 1 "sticky air burst mode" 0 } CharacterAttributes { "move speed bonus" 0.5 "voice pitch scale" 0 "damage force reduction" 0 "airblast vulnerability multiplier" 0.5 "override footstep sound set" 4 } } Yuugibot_RED_Giant_Burst_Homing_Soldier // almost a Giga :> { Class Soldier Name "Giant Burst Homing Soldier" ClassIcon soldier_burstfire_homing_nys Health 4200 Skill Expert Item "Tyrant's Helm" Item "The Man in Slacks" AddCond { Index 43 } AddCond { Name TF_COND_SODAPOPPER_HYPE } Action Mobber Attributes AlwaysCrit Attributes DisableDodge Attributes MiniBoss Attributes HoldFireUntilFullReload RocketCustomParticle eyeboss_projectile ItemAttributes { ItemName "TF_WEAPON_ROCKETLAUNCHER" "damage bonus" 1.5 "faster reload rate" 0.4 "fire rate bonus" 0.2 "clip size upgrade atomic" 5.0 "Projectile speed increased" 0.65 } CharacterAttributes { "voice pitch scale" 0 "move speed bonus" 0.5 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 3 } } Yuugibot_RED_Giant_Rapid_Scout { Class Scout Name "Giant Super Rapid Scout" ClassIcon scout_spammer Skill Expert Health 1600 Item "The Track Terrorizer" Item "Blizzard Britches" AddCond { Index 43 } Action Mobber Attributes MiniBoss tag bot_giant ItemAttributes { ItemName "tf_weapon_scattergun" "faster reload rate" -0.8 "fire rate bonus" 0.75 //"damage bonus" 1.5 "bullets per shot bonus" 3 } CharacterAttributes { "damage force reduction" 0.7 "health from packs decreased" 0.01 "voice pitch scale" 0 "airblast vulnerability multiplier" 0.7 "override footstep sound set" 5 } } // Swirl Event - Trickster Terror The_Funny_Skeleton_Bot // Works on Halloween only { Class Demoman Name "Skeleton Buster" Skill Expert Health 2500 Item "The Ullapool Caber" Item "Explosive Mind" Item "Aerobatics Demonstrator" Item "The Crocodile Smile" ItemModel { ItemName "The Crocodile Smile" Model "models/workshop/player/items/demo/tw_sentrybuster/tw_sentrybuster.mdl" } WeaponRestrictions PrimaryOnly ClassIcon sentry_buster Attributes MiniBoss Attributes DisableDodge UseCustomModel "models/bots/skeleton_sniper/skeleton_sniper.mdl" DeathSound "misc/halloween/skeleton_break.wav" UseHumanAnimations 1 ItemAttributes { ItemName "tf_weapon_grenadelauncher" "is invisible" 1 "override projectile type" 7 // Fires nothing lmao "damage bonus" 0 "fire rate bonus" 9999 } CharacterAttributes { "voice pitch scale" 0 "move speed bonus" 2 "damage force reduction" 0.5 "airblast vulnerability multiplier" 0.5 "override footstep sound set" 7 "cannot be backstabbed" 1 } Tag bot_giant } Yuugibot_Giant_Magical_Fireball_Pyro { Class Pyro ClassIcon pyro_dragon_fury_swordstone Name "Giant Fireball Wizard" Skill Expert Health 3000 Item "The Flare Gun" Item "The Seared Sorcerer" Item "The Hot Case" WeaponRestrictions SecondaryOnly Attributes MiniBoss ItemAttributes { ItemName "The Flare Gun" "set damagetype ignite" 1 "projectile speed decreased" 0.4 //"mod projectile heat seek power" 60 //"fire rate bonus" 0.5 "damage bonus" 2 "override projectile type" 2 "projectile trail particle" "spell_fireball_small_red" "custom projectile model" "models/weapons/w_models/w_drg_ball.mdl" "custom kill icon" "spellbook_fireball" } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.6 "airblast vulnerability multiplier" 0.6 "override footstep sound set" 6 } } Yuugibot_Giant_Burst_Milk_Skeleton { Class Demoman ClassIcon demo_milky //demo_giant Name "Giant Calcium Crusader" Health 3300 Skill Expert WeaponRestrictions PrimaryOnly Attributes MiniBoss Attributes HoldFireUntilFullReload UseCustomModel "models/bots/skeleton_sniper/skeleton_sniper.mdl" DeathSound "misc/halloween/skeleton_break.wav" UseHumanAnimations 1 Item "The Milkman" Item "Upgradeable TF_WEAPON_GRENADELAUNCHER" ItemAttributes { ItemName "Upgradeable TF_WEAPON_GRENADELAUNCHER" "paintkit_proto_def_index" 130 //bovine blazemaker bc I am very funny "set_item_texture_wear" 0 "add cond on hit" 27 "add cond on hit duration" 4 "grenade explode on impact" 1 "custom projectile model" "models/weapons/c_models/c_madmilk/c_madmilk.mdl" "explosion particle" "peejar_impact_milk" //"projectile trail particle" "peejar_trail" "fire rate bonus" 0.1 "faster reload rate" 0.65 "clip size upgrade atomic" 7 "blast radius decreased" 0.6 "projectile spread angle penalty" 5 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 4 "voice pitch scale" 0 } } The_skeleton_gatebot { //SpawnTemplate "skeleton" Class Sniper ClassIcon dead_ylw_lite Name "Skeleton" Skill Normal Health 200 Scale 1.002 WeaponRestrictions MeleeOnly UseCustomModel "models/bots/skeleton_sniper/skeleton_sniper.mdl" DeathSound "misc/halloween/skeleton_break.wav" Aimtrackinginterval 0.15 EventChangeAttributes { Default { Attributes IgnoreFlag BehaviorModifiers Push Attributes DisableDodge Tag nav_prefer_gate1_flank Tag bot_gatebot Skin 3 ItemAttributes { ItemName "tf_weapon_club" "custom kill icon" "spellbook_skeleton" "is invisible" 1 } CharacterAttributes { "voice pitch scale" 0 } } RevertGateBotsBehavior { Skin 1 ItemAttributes { ItemName "tf_weapon_club" "custom kill icon" "spellbook_skeleton" "is invisible" 1 } CharacterAttributes { "voice pitch scale" 0 } } } } The_skeleton_gatebot_but_arrows { //SpawnTemplate "skeleton" Class Sniper ClassIcon sniper_bow Name "Skeleton Archer" Skill Hard Health 125 Scale 1.002 WeaponRestrictions PrimaryOnly UseCustomModel "models/bots/skeleton_sniper/skeleton_sniper.mdl" DeathSound "misc/halloween/skeleton_break.wav" Item "The Huntsman" Item "Larrikin Robin" ItemAttributes { ItemName "The Huntsman" "damage penalty" 0.5 } EventChangeAttributes { Default { Attributes IgnoreFlag BehaviorModifiers Push Attributes DisableDodge Tag nav_prefer_gate1_flank Tag bot_gatebot Skin 3 CharacterAttributes { "voice pitch scale" 0 } } RevertGateBotsBehavior { Skin 1 CharacterAttributes { "voice pitch scale" 0 } } } } The_Idle_Milk_Mark_Skeleton { Class Scout ClassIcon scout_fanowar_milk Skill Expert Scale 1.002 Name "Calcium Delivery Skeleton" Item "Mad Milk" Item "The Fan O'War" Item "The Milkman" Item "The Ticket Boy" Item "The Mustachioed Mann" UseHumanAnimations 1 StripItemSlot 0 UseCustomModel "models/bots/skeleton_sniper/skeleton_sniper.mdl" DeathSound "misc/halloween/skeleton_break.wav" CharacterAttributes { "voice pitch scale" 0 } } Yuugibot_Giga_Burst_Ignite_Soldier { Class Soldier ClassIcon soldier_fire_burst // No hyper icon :( Name "Giga Burst Ignite Soldier" Health 4200 Skill Expert WeaponRestrictions PrimaryOnly Attributes MiniBoss Attributes HoldFireUntilFullReload Attributes AlwaysCrit Item "Upgradeable TF_WEAPON_ROCKETLAUNCHER" Item "The Diplomat" Item "The Man in Slacks" Item "Battle Bird" ItemAttributes { ItemName "Battle Bird" "attach particle effect" 13 "set item tint rgb" 1315860 } ItemAttributes { ItemName "Upgradeable TF_WEAPON_ROCKETLAUNCHER" "paintkit_proto_def_index" 258 "set_item_texture_wear" 0 "attach particle effect" 704 "damage bonus" 2 "set damagetype ignite" 5 "projectile trail particle" superrare_burning1 "weapon burn dmg increased" 2 "fire rate bonus" 0.2 "clip size upgrade atomic" 5 "faster reload rate" 0.4 "Projectile speed decreased" 0.9 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 3 } } The_Joker_Himself { //AlwaysGlow 1 Action FetchFlag Class Spy ClassIcon spy_revolver_hyper Name "The Joker" Skill Expert Health 42000 WeaponRestrictions PrimaryOnly Attributes MiniBoss Attributes UseBossHealthBar ExtAttr SuppressCanteenUse //UseCustomModel "models/player/vatican/joker/spy.mdl" // Add this thing manually in the pop UseHumanAnimations 1 //Item "The Enforcer" Item "Upgradeable TF_WEAPON_REVOLVER" Item "Default Power Up Canteen (MvM)" ItemAttributes { ItemName "Default Power Up Canteen (MvM)" "is invisible" 1 "critboost" 3 "powerup duration" 5 "powerup charges" 3 //"powerup max charges" 99 } ItemAttributes { //ItemName "The Enforcer" ItemName "Upgradeable TF_WEAPON_REVOLVER" "paintkit_proto_def_index" 202 "set_item_texture_wear" 0 "damage bonus" 4 "clip size bonus" 3 "fire rate bonus" 0.65 //"spread penalty" 2 // Fuck this nerf, basically hits nothing "reload time increased" 2.5 "projectile penetration" 1 "fire rate bonus with reduced health" 0.2 } CharacterAttributes { "voice pitch scale" 0 "cannot disguise" 1 "move speed bonus" 0.4 "damage force reduction" 0.001 "airblast vulnerability multiplier" 0.001 "override footstep sound set" 7 "rage giving scale" 0.1 "health regen" 15 } FireWeapon { IfHealthBelow 30000 Delay 1 Repeats 1 IfSeeTarget 1 Duration 0.1 Type "Action" } FireWeapon { IfHealthBelow 19000 Delay 1 Repeats 1 IfSeeTarget 1 Duration 0.1 Type "Action" } FireWeapon { IfHealthBelow 8000 Delay 1 Repeats 1 IfSeeTarget 1 Duration 0.1 Type "Action" } } Sweet_Tooth_Himself { //AlwaysGlow 1 Class Pyro ClassIcon pyro_hyper_lite Name "The Sweet Tooth" Skill Expert Health 46000 Attributes MiniBoss Attributes UseBossHealthBar UseHumanAnimations 1 UsehumanModel 2 Item "Flavorful Baggies" Item "Burly Beast" Item "The Fire Tooth" ItemAttributes { ItemName "The Fire Tooth" "attach particle effect" 13 } CharacterAttributes { "move speed bonus" 0.4 "damage force reduction" 0.001 "airblast vulnerability multiplier" 0.001 "override footstep sound set" 6 "rage giving scale" 0.1 "health regen" 20 } ChangeAttributes { Delay 0 Repeats 1 IfHealthBelow 46001 Name "phase1" } ChangeAttributes { Delay 0 Repeats 1 IfHealthBelow 34001 Name "phase2" } ChangeAttributes { Delay 0 Repeats 1 IfHealthBelow 22001 Name "phase3" } EventChangeAttributes { phase1 // Kinda regular ish { Item "The Axtinguisher" WeaponRestrictions PrimaryOnly ItemAttributes { ItemName "tf_weapon_flamethrower" "custom item model" "models/weapons/c_models/c_axtinguisher/c_axtinguisher_pyro.mdl" "airblast disabled" 1 "damage bonus" 2 } ItemAttributes { ItemName "The Axtinguisher" "is_passive_weapon" 1 "damage bonus" 2 } } phase2 // Torpedo like rockets { Item "tf_weapon_rocketlauncher" Item "The Flare Gun" Item "The Third Degree" WeaponRestrictions PrimaryOnly ItemAttributes // Torpedo Rocket? { ItemName "tf_weapon_rocketlauncher" "custom item model" "models/weapons/c_models/c_flaregun_pyro/c_flaregun_pyro.mdl" "damage bonus" 1.5 "reload full clip at once" 1 "fire rate bonus" 0.001 "clip size upgrade atomic" 7 "reload time increased" 6 "Blast radius increased" 1.5 "clip size penalty" 0.75 "projectile spread angle penalty" 13 "projectile speed decreased" 0.1 "projectile acceleration" 1650 "projectile acceleration start time" 1.5 "projectile acceleration time" 0.75 //"custom kill icon" "tf_projectile_rocket" //? } ItemAttributes { ItemName "The Flare Gun" "is_passive_weapon" 1 "set damagetype ignite" 1 "projectile speed increased" 0.25 "mod projectile heat seek power" 60 "mod projectile heat aim time" 10 "projectile spread angle penalty" 50 "mult projectile count" 3 "fire rate bonus" 0.5 "damage bonus" 1.5 "override projectile type" 2 "projectile no deflect" 1 "projectile trail particle" "spell_fireball_small_red" "custom projectile model" "models/weapons/w_models/w_drg_ball.mdl" "custom kill icon" "spellbook_fireball" } } phase3 // Flare wall idk { Item "The Dragon's Fury" Item "The Flare Gun" Item "The Third Degree" WeaponRestrictions SecondaryOnly ItemAttributes { ItemName "The Dragon's Fury" "is_passive_weapon" 1 "is invisible" 1 "airblast disabled" 1 "damage bonus" 1.5 "item_meter_charge_rate" 0.75 } ItemAttributes // Like wall of flares { ItemName "The Flare Gun" "custom item model" "models/weapons/c_models/c_flameball/c_flameball.mdl" "reload time increased" 3 "mult projectile count" 13 "damage bonus" 1.25 "Projectile speed increased" 0.4 "projectile spread angle penalty" 7 } } } } // Shank - Darksky Descendants Yuugibot_Giant_Homing_Soldier { Class Soldier Name "Giant Homing Soldier" ClassIcon soldier_homing_nys_giant Skill Expert Health 3800 WeaponRestrictions PrimaryOnly Attributes HoldFireUntilFullReload Attributes MiniBoss Item "Upgradeable TF_WEAPON_ROCKETLAUNCHER" ItemAttributes { ItemName "Upgradeable TF_WEAPON_ROCKETLAUNCHER" "paintkit_proto_def_index" 80 "set_item_texture_wear" 0 "Projectile speed increased" 0.65 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 3 } AddTemplate Addrocket_homing } // Skeleclipse - Crescent Calamity Yuugibot_Spellcasting_Gauntlet // INT { Class Heavyweapons ClassIcon spellbook_lite Name "Spellcasting Wizard" Skill Hard //Attributes DefensiveBuffHigh // Passive damage reduction, replaces high health Health 900 Scale 1.5 // Force scale to 1 when "Health" set high //WeaponRestrictions MeleeOnly StripItemSlot 0 StripItemSlot 1 Item "The Freedom Staff" //Item "The Mantreads" Item "Point and Shoot" Item "The All-Father" Item "tf_weapon_spellbook" ItemAttributes { ItemName "tf_weapon_spellbook" "dmg penalty vs players" 0.5 "blast radius decreased" 0.5 "projectile speed decreased" 0.75 } CharacterAttributes { "voice pitch scale" 0.8 } } // Humbridge - Misanthrope Yuugibot_Golf_Demo // Unused { Class Demoman ClassIcon demoknight_nineiron Name "Golf Demoknight" Skill Hard Item "The Splendid Screen" Item "Nessie's Nine Iron" Item "The Black Watch" Item "The Gaelic Golf Bag" Item "The Gaelic Garb" DesiredAttackRange 100 ItemAttributes { ItemName "tf_weapon_grenadelauncher" "override projectile type extra" "stunball" "mod max primary clip override" -1 "fire rate penalty" 4 "custom item model" "models/workshop/weapons/c_models/c_golfclub/c_golfclub.mdl" "custom kill icon" "nessieclub" // should work??? } ItemAttributes { ItemName "The Splendid Screen" "attack not cancel charge" 1 } ItemAttributes { ItemName "Nessie's Nine Iron" "is_passive_weapon" 1 //"critboost on kill" 3 "max health additive penalty" -0 } CharacterAttributes { "gesture speed increase" 2 // this maybe? Suggested by B855 } } Yuugibot_Giant_Golf_Demo_v2 { Class Demoman ClassIcon demoknight_nineiron_giant // whatever this icon is Name "Giant Golf Demoknight" Skill Expert Health 3300 Attributes MiniBoss UseMeleeThreatPrioritization 1 // fuck spies lol DesiredAttackRange 100 Item "The Splendid Screen" Item "Nessie's Nine Iron" Item "The Black Watch" Item "The Gaelic Golf Bag" Item "The Gaelic Garb" ItemAttributes { ItemName "tf_weapon_grenadelauncher" "override projectile type extra" "stunball" //"dmg penalty vs players" 1.25 "mod max primary clip override" -1 "fire rate penalty" 3 // might need to nerf it further "custom item model" "models/workshop/weapons/c_models/c_golfclub/c_golfclub.mdl" "custom kill icon" "nessieclub" // should work??? } ItemAttributes { ItemName "The Splendid Screen" "attack not cancel charge" 1 } ItemAttributes { ItemName "Nessie's Nine Iron" "is_passive_weapon" 1 "critboost on kill" 3 "max health additive penalty" -0 } CharacterAttributes { "gesture speed increase" 2 // this maybe? Suggested by B855 "move speed bonus" 0.5 "damage force reduction" 0.5 "airblast vulnerability multiplier" 0.5 "override footstep sound set" 4 } } Yuugibot_Burst_Flare_Pyro // Unused { Class Pyro ClassIcon pyro_flare_burst_nys Name "Burst Flare Pyro" Skill Hard WeaponRestrictions SecondaryOnly Attributes SuppressFire MaxVisionRange 1200 //Item "The Flare Gun" // This weapon is fucking stupid, huge knockback from crit dmg Item "The detonator" ItemAttributes // rework this weapon { ItemName "The detonator" //"mult projectile count" 4 "fire rate bonus" 0.1 //"projectile spread angle penalty" 3 "projectile speed decreased" 0.65 } FireWeapon { Delay 3 Cooldown 4 Repeats 0 Duration 0.6 IfSeeTarget 1 Type "Primary" } } } }