WaveSchedule { ExtendedUpgrades { texas_power { AllowPlayerClass Engineer Name "Texas power" Attribute "cannot pick up buildings" Description "Disables the ability to move buildings, gives additional mini-sentry, \nincreases the speed + radius of all turrets by +0.15, gives resistance over enemy turrets +0.35. Construction sentry speed +0.5" Cost 450 Cap 1 Increment 1 SecondaryAttributes { "cannot pick up buildings" 1 "engineer sentry build rate multiplier" 0.5 "upgrade rate decrease" 0.25 "engy dispenser radius increased" 0.25 "SET BONUS: dmg from sentry reduced" 0.35 "engy sentry fire rate increased" 0.15 "engy sentry radius increased" 0.15 "engy disposable sentries" 1 } PlayerUpgrade 1 } medicprofsianal { AllowPlayerClass Medic Name "Medic's license" Description "Takes away the medic's Crits, in return gives high regen to allies comparable to Quick-Fix" Attribute "fists have radial buff" Cost 500 Cap 1 Increment 1 SecondaryAttributes { "crit mod disabled" 1 "heal rate bonus" 1.25 "health from healers increased" 2 "ubercharge rate bonus for healer" 1.15 "overheal expert" 1 "overheal bonus" 2.5 "health from packs increased" 0.25 "mod medic killed marked for death" 1 } AllowedWeapons { Slot "Secondary" } } demo_fragmentation { AllowPlayerClass Demoman Name "Fragmentation" Attribute "bleeding duration" Cost 250 Cap 1 Increment 1 SecondaryAttributes { "bleeding duration" 3 "sticky arm time penalty" 0.12 "dmg falloff increased" -0.2 } AllowedWeapons { Slot "Secondary" } } demo_Aviation { AllowPlayerClass Demoman Name "Aviation" Attribute "rj air bombardment" Description "Gives you a parachute" Cost 550 Cap 1 Increment 1 SecondaryAttributes { "mod mini-crit airborne" 1 "reload time increased hidden" 0.1 "reload time decreased while healed" 0.25 "mod shovel speed boost" 1 "dmg penalty while half alive" 0.25 "mark for death" 1 "switch from wep deploy time decreased" 0.5 "heal on kill" 15 "rocketjump attackrate bonus" 1 "rj air bombardment" 1 "parachute attribute" 1 "no self blast dmg" 1 } AllowedWeapons { Slot "Secondary" } } sniper_rifle { AllowPlayerClass Sniper Name "Bodyshoter" Description "You have increased damage to the body" Attribute "sniper no headshots" Cost 550 Cap 1 Increment 1 Tier 1 SecondaryAttributes { "sniper no headshots" 1 "mult sniper charge after bodyshot" 2.5 "mult sniper charge after miss" 0.75 "dmg penalty while half alive" 0.5 "damage penalty on bodyshot" 0.5 "sniper rage DISPLAY ONLY" 1 "damage bonus" 0.25 } AllowedWeapons { Slot "Primary" } } sniper_explosion { AllowPlayerClass Sniper Name "Explosive sniper" Attribute "sniper rage DISPLAY ONLY" Cost 750 Cap 1 Increment 1 Tier 1 SecondaryAttributes { "explosive sniper shot" 1 "sniper fires tracer" 1 "sniper rage DISPLAY ONLY" 1 "sniper only fire zoomed" 1 "damage penalty" 0.25 } AllowedWeapons { Slot "Primary" } } cok_weak { Name "+2 seconds of crits on kill" Attribute "critboost on kill" Cap 4 Increment 2 Cost 200 AllowPlayerClass Spy AllowPlayerClass Scout AllowedWeapons { Slot "Secondary" ClassName "tf_weapon_jar_milk" ClassName "tf_weapon_lunchbox_drink" } DisallowedWeapons // Disallow those weapons { ItemName "Mad Milk" ItemName "Crit-a-Cola" ItemName "Bonk! Atomic Punch" ClassName "tf_weapon_jar_milk" ClassName "tf_weapon_lunchbox_drink" } } cok_strong { Name "+1 second of crits on kill" Attribute "critboost on kill" Cap 2 Increment 1 Cost 500 AllowPlayerClass Soldier AllowPlayerClass Pyro AllowPlayerClass Heavy AllowPlayerClass Medic AllowPlayerClass Sniper AllowPlayerClass Engineer AllowPlayerClass HeavyWeapons AllowedWeapons { Slot "Melee" } } frag { Name "+25% Faster Bleeding" Attribute "mult bleeding delay" Cap 0.5 Increment -0.25 Cost 150 AllowedWeapons { ItemName "The Huntsman" ItemName "The Fortified Compound" ItemName "Festive Huntsman" ItemName "The Boston Basher" ItemName "The Wrap Assassin" ItemName "Three-Rune Blade" ItemName "The Tribalman's Shiv" } } basher_safe { Name "No self hit" Attribute "hit self on miss" Cap 0 Increment -1 Cost 100 AllowedWeapons { ItemName "The Boston Basher" ItemName "Three-Rune Blade" } } scout_mark { Name "Mark Target For death" Attribute "mark for death" Cap 1 Increment 1 Cost 100 AllowPlayerClass Scout AllowedWeapons { Slot "Melee" ItemName "The Flying Guillotine" } } BatA ///includes Fish { Name "Apply Mad Milk on hit" Attribute "add cond on hit duration" Cap 4 Increment 4 Cost 400 SecondaryAttributes //Secondary attributes applied when upgrade is applied, for each upgrade level { "add cond on hit" 27 } AllowedWeapons { ClassName TF_WEAPON_BAT ItemName "The Holy Mackerel" ItemName "Festive Bat 2011" ItemName "Festive Holy Mackerel" ItemName "The Wrap Assassin" ItemName "The Sandman" ItemName "The Candy Cane" } DisallowedWeapons // Disallow those weapons { ItemName "The Fan O'War" } } thermal { Name "+25 max hp" Attribute "max health additive bonus" Cap 25 Increment 25 Cost 200 AllowedWeapons { ItemName "The Thermal Thruster" ItemName "The Gunboats" } } XbowBalancedA { Name "Milk Bolts" Attribute "add cond on hit" Cap 27 Increment 27 Cost 400 SecondaryAttributes //Secondary attributes applied when upgrade is applied, for each upgrade level { "add cond on hit duration" 4.0 } AllowedWeapons { ItemName "The Crusader's Crossbow" ItemName "Festive Crusader's Crossbow" } } heavy_shotty { Name "Destroy Projectiles" Attribute "attack projectiles" Cap 2 Increment 2 Cost 150 Allowplayerclass Heavyweapons AllowedWeapons { ItemName "Panic Attack Shotgun" ItemName "The Family Business" ClassName TF_WEAPON_SHOTGUN_HWG //ItemName "The Family Business" } } ShotgunMark { Name "Mark For Death" Attribute "Mark for death" Cap 1 Increment 1 Cost 250 AllowedWeapons { ClassName TF_WEAPON_SHOTGUN_SOLDIER } } ReserveA { Name "Air-raid rounds" Attribute "mod crit while airborne" Cap 1 Increment 1 Cost 400 SecondaryAttributes //Secondary attributes applied when upgrade is applied, for each upgrade level { "rocketjump attackrate bonus" -0.5 "fire rate penalty HIDDEN" 0.5 "parachute attribute" 1 "weapon spread bonus" -0.5 } Description "+Deals crits and fires 40% faster while rocket jumping +50% accuracy -50% slower firing speed" Tier 1 Allowplayerclass Soldier AllowedWeapons { ItemName "The Reserve Shooter" } } Mantreads { Name "Heavy Duty Boots" Attribute "move speed bonus" Cap 1.1 Increment 0.1 Cost 250 SecondaryAttributes //Secondary attributes applied when upgrade is applied, for each upgrade level { "kb fall min velocity" 150 "kb fall radius" 75 "kb fall force" 100 "kb fall damage" 175 "kb fall stun time" -1 } Description "+175 stomp damage +10% movement speed" Tier 1 AllowedWeapons { ItemName "The Mantreads" ItemName "The Thermal Thruster" } } Melee_Airblast { Name "Reflect projectiles" Attribute "melee airblast" Cap 1 Increment 1 Cost 100 AllowedWeapons { ItemName "The Hot Hand" ItemName "Fists of Steel" } } } }