// Base file for Unconnected Unimarkets and it's extra wave WaveSchedule { ExtendedUpgradesOnly 1 ExtendedUpgrades { Super_Scout_Badge { Name "Super Scout Badge" Attribute "move speed bonus" //Description "Super Scouts were made for speed. Gives your legs the ability to reach the engine's speed limit. Stacks twice." Description "+30% move speed" PlayerUpgrade 1 Increment 0.3 Cap 1.6 Cost 600 AllowPlayerClass Soldier AllowPlayerClass Pyro AllowPlayerClass Demoman AllowPlayerClass Heavyweapons AllowPlayerClass Engineer AllowPlayerClass Medic AllowPlayerClass Sniper AllowPlayerClass Spy } Super_Scout_Badge_Scout { Name "Super Scout Badge" Attribute "move speed bonus" //Description "Super Scouts were made for speed. Gives your legs the ability to reach the engine's speed limit. Stacks twice." Description "+30% move speed" PlayerUpgrade 1 Increment 0.3 Cap 1.3 Cost 600 AllowPlayerClass Scout } Generic_Fire_Rate { Name "Fire Rate Badge" Attribute "fire rate bonus" //Description "A general badge to help fire bullets faster. You also swing melee weapons faster. Stacks 4 times. Does not work with flamethrowers/DF." Description "+10% fire rate/melee swing speed" PlayerUpgrade 1 Increment -0.1 Cap 0.6 Cost 200 } Generic_Hp_Bonus { Name "Health Bonus Badge" Attribute "max health additive bonus" //Description "This badges smell like fishcake. HeavyWeapons all over the world live and die by the fishcakes. Can't blame them, that stuff tastes good with the right fish." Description "+50 max hp. Smells like fishcake." PlayerUpgrade 1 Increment 50 Cap 50 Cost 600 } Generic_Damage_Bonus { Name "Damage Badge" Attribute "damage bonus" //Description "A simple badge for a simple purpose. Stacks 4 times." Description "+20% damage" PlayerUpgrade 1 Increment 0.2 Cap 1.8 Cost 350 } Generic_Resistance { Name "Damage Resistance Badge" Attribute "dmg from ranged reduced" //Description "Steel Gauntlets have those gauntlets for a reason. Bullets hurt you know. Stacks 3 times." Description "-20% dmg from ranged sources" PlayerUpgrade 1 Increment -0.2 Cap 0.4 Cost 500 } Generic_Resistance_Melee { Name "Melee Resistance Badge" Attribute "dmg from melee increased" //Description "A badge simply made for dulling swords. Stacks twice." Description "-20% dmg from melee sources" PlayerUpgrade 1 Increment -0.2 Cap 0.6 Cost 350 } Generic_Crit_Resistance { Name "Crit Resistance Badge" Attribute "dmg taken from crit reduced" Description "-40% dmg from critical hits" PlayerUpgrade 1 Increment -0.4 Cap 0.2 Cost 300 } Generic_HealthOnKill { Name "Health Restoration Badge" Attribute "restore health on kill" Description "5% of health on kill" PlayerUpgrade 1 Increment 5 Cap 10 Cost 500 } Medic_Shield { Name "Projectile Shield" Attribute "generate rage on heal" //Description "Probably a must have for medic. Robots don't get much use of the projectile shield." Description "2 points of projectile shield" PlayerUpgrade 1 Increment 2 Cap 2 Cost 1200 AllowPlayerClass Medic } Medic_MilkSyringe { Name "Mad Milk Syringe Badge" Attribute "mad milk syringes" //Description "Dr. Spritze Laktose's syringe gun has this mystery milk like substance. Having this badge gives your syringe guns the mad milk effect." PlayerUpgrade 1 Increment 1 Cap 1 Cost 600 AllowPlayerClass Medic } Medic_HealMaster { Name "Medigun Upgrade Badge" Attribute "healing mastery" //Description "Keeping your teammates alive makes them happy. Bringing them back to life is a mixed bag. Stacks 4 times." Description "1 point of healing mastery" PlayerUpgrade 1 Increment 1 Cap 8 Cost 400 AllowPlayerClass Medic } Scout_CashRangeIncrease { Name "Money Magnet Badge" Attribute "mult credit collect range" //Description "Scouts have an increased cash collection range. Either it's for funding research or making sure OCD doesn't kick in. Increases collection range by 1." PlayerUpgrade 1 Increment 1 Cap 5 Cost 400 AllowPlayerClass Scout } Engineer_BuildingHealth { Name "Building Health Badge" Attribute "engy building health bonus" //Description "'Buildings are weak! They die too quickly!' The engineers said. They opted to use more metal to reinforce the material on the guns." Description "+100% building health" PlayerUpgrade 1 Increment 1 Cap 5 Cost 400 AllowPlayerClass Engineer } Soldier_MultiProjectile { Name "Double Projectile Badge" Attribute "mult projectile count" //Description "Some robots fire more than one projectile at a time, with more spread to go with it. Could cause issues with balancing on the players end." Description "+1 projectile per shot. Adds a 5° angle spread penalty." PlayerUpgrade 1 Increment 1 Cap 2 Cost 2200 AllowPlayerClass Soldier AllowedMinWave 2 SecondaryAttributes { "projectile spread angle penalty" 5 "ignores other projectiles" 1 } } Demoman_MultiProjectile { Name "Double Projectile Badge" Attribute "mult projectile count" Description "+1 projectile per shot. Adds a 5° angle spread penalty." Increment 1 Cap 2 Cost 2200 AllowedMinWave 2 AllowPlayerClass Demoman AllowedWeapons { ClassName "TF_Weapon_GrenadeLauncher" } SecondaryAttributes { "projectile spread angle penalty" 5 } } Soldier_AimRockets { Name "Projectile Aim Badge" Attribute "mod projectile heat follow crosshair" //Description "Some soldiers have the ability to control the rockets where they point at. Hijinks could happen with this." PlayerUpgrade 1 Increment 1 Cap 1 Cost 200 AllowPlayerClass Soldier AllowedMinWave 2 SecondaryAttributes { "mod projectile heat seek power" 360 } } Generic_AmmoBonus { Name "Ammo Badge" Attribute "maxammo primary increased" Description "+100% ammo capacity" PlayerUpgrade 1 Increment 1 Cap 2 Cost 200 SecondaryAttributes { "maxammo secondary increased" 1 } } Generic_Damage_Bonus_LowHealth { Name "DMG Bonus with low hp" Attribute "mult dmg with reduced health" //Description "What doesn't kill you makes you stronger. Until you get shot in the face or a french bot stabs you. The Equalizer's scent comes off this badge. It's almost sad in a way you can't explain." PlayerUpgrade 1 Increment 0.4 Cap 1.4 Cost 700 AllowedMinWave 2 } Generic_ReloadSpeed { Name "Reload Badge" Attribute "faster reload rate" //Description "Because slow hands suck. These badges became popular because people hated slow hands. Stacks 4 times." Description "+20% faster reload speed" PlayerUpgrade 1 Increment -0.2 Cap 0.4 Cost 400 } Pyro_DamageBonus { Name "Damage Badge (For Pyro)" Attribute "damage bonus HIDDEN" //Description "A simple badge for a simple purpose. Stacks twice times and the normal damage bonus badge." Description "+40% damage bonus. Stacks with normal damage bonus." PlayerUpgrade 1 Increment 0.4 Cap 1.8 Cost 300 AllowPlayerClass Pyro } Pyro_Airblast_Rate { Name "Airblast Rate Badge" Attribute "mult airblast refire time" //Description "Airblast is a double edge sword. This makes sure it happens quicker." Description "+50% faster airblast rate" Increment -0.5 Cap 0.5 Cost 200 AllowedWeapons { ClassName "tf_weapon_flamethrower" } DisallowedWeapons { ItemName "The Phlogistinator" } } Pyro_FlameSpeed { Name "Flamethrower Range Badge" Attribute "flame_speed" //Description "Too pratical for it's own good in normal gameplay but it's perfectly fine when fighting robots." Description "Increases the speed of the flamethrower's fire particles." Increment 500 Cap 4000 Cost 200 AllowedWeapons { ClassName "tf_weapon_flamethrower" } } Spy_SapperRadius { Name "Sapper Badge" Attribute "robo sapper" //Description "Make those sappers useful again. People might complain about it, but you're already playing spy to begin with." PlayerUpgrade 1 Increment 5 Cap 5 Cost 600 AllowPlayerClass Spy } Sniper_EH { Name "Explosive Headshot Badge" Attribute "explosive sniper shot" //Description "Make yourself useful again. People might complain about it, but you're already playing sniper to begin with." Description "3 points of Explosive Headshot" PlayerUpgrade 1 Increment 3 Cap 3 Cost 1400 AllowPlayerClass Sniper } Spy_AP { Name "Armor Piercing Badge" Attribute "armor piercing" Description "1 point of giant armor piercing" Increment 25 Cap 100 Cost 400 AllowedWeapons { ClassName "tf_weapon_knife" } } Engineer_MetalCapacity { Name "Metal Capacity Badge" Attribute "maxammo metal increased" Description "+100% metal capacity" PlayerUpgrade 1 Increment 1 Cap 4 Cost 200 AllowPlayerClass Engineer } Sniper_BOOM_HEADSHOT { Name "Headshot DMG Bonus Badge" Attribute "headshot damage increase" Description "+50% headshot damage" PlayerUpgrade 1 Increment 0.5 Cap 2 Cost 550 AllowPlayerClass Sniper } Soldier_BannerMastery { Name "Banner Mastery Badge" Attribute "increase buff duration" Description "+50% buff duration and range" PlayerUpgrade 1 Increment 0.5 Cap 2 Cost 400 AllowPlayerClass Soldier AllowedMinWave 2 SecondaryAttributes { "mod soldier buff range" 0.5 } } Generic_BunnyHopping { Name "Bunny Hop Badge" Attribute "allow bunny hop" Description "Allows bunny hopping" PlayerUpgrade 1 Increment 1 Cap 1 Cost 250 } Generic_Dodge { Name "Dodge Badge" Attribute "add cond when active" Description "75% chance to take zero damage" PlayerUpgrade 1 Increment 79 Cap 79 Cost 4000 AllowedMinWave 4 } Medic_UberRetainOnDeath { Name "Ubercharge Preserver Badge" Attribute "preserve ubercharge" Description "10% of uber is preserved on death" PlayerUpgrade 1 Increment 0.1 Cap 1 Cost 1400 AllowPlayerClass Medic AllowedMinWave 2 } Demoman_StickyBomb_Charge_DMGBoost { Name "Powerful Charge Sticky Badge" Attribute "stickybomb_charge_damage_increase" Description "Up to +30% damage based on charge" PlayerUpgrade 1 Increment 0.3 Cap 1.6 Cost 400 AllowPlayerClass Demoman AllowedMinWave 2 RequiredWeapons { ItemName "TF_WEAPON_PIPEBOMBLAUNCHER" ItemName "Upgradeable TF_WEAPON_PIPEBOMBLAUNCHER" ItemName "The Quickiebomb Launcher" ItemName "The Scottish Resistance" } } Soldier_BannerDamage_Boost { Name "Banner Gain Bonus Badge" Attribute "mod rage on hit bonus" Description "+10% rage gained on hit, +10% damage bonus based on rage" PlayerUpgrade 1 Increment 0.1 Cap 1 Cost 400 AllowPlayerClass Soldier AllowedMinWave 2 RequiredWeapons { ItemName "The Battalion's Backup" ItemName "The Concheror" ItemName "The Buff Banner" } SecondaryAttributes { "mod rage on hit bonus" 0.1 } } Scout_TripleJump { Name "Triple Jump Badge" Attribute "air dash count" Description "+1 Jump. Melee attacks mini-crit." PlayerUpgrade 1 Increment 1 Cap 1 Cost 400 AllowPlayerClass Scout AllowedMinWave 2 } Pyro_Minicrit_Burning { Name "Mini-Crit Burning Badge" Attribute "minicrit vs burning player" Description "Deal mini-crit damage to burning targets." PlayerUpgrade 1 Increment 1 Cap 1 Cost 1200 AllowPlayerClass Pyro } Spy_UberOnDamage { Name "Panic Ubercharge Badge" Attribute "uber on damage taken" Description "50% of 3 seconds of ubercharge when getting hit" PlayerUpgrade 1 Increment 0.5 Cap 0.5 Cost 3200 AllowPlayerClass Spy } Heavy_BecomeGiant { Name "Big Mann Badge" Attribute "model scale" Description "Model scale is set to 1.3, 40% damage force reduced, +350 hp, -50% hp from healing sources/packs, -40% move speed penalty" PlayerUpgrade 1 Increment 0.3 Cap 1.3 Cost 4000 AllowPlayerClass Heavyweapons AllowedMinWave 4 SecondaryAttributes { "damage force reduction" -0.4 "max health additive bonus" 350 "move speed penalty" -0.4 "health from healers reduced" -0.5 "health from packs decreased" -0.5 } } // Engineer_AmmoIsHp // fuck me this is broken // { // Name "Ammo to Health Badge" // Attribute "ammo becomes health" // Description "Converts ammo packs into health" // PlayerUpgrade 1 // Increment 1 // Cap 1 // Cost 400 // AllowPlayerClass Engineer // AllowedMinWave 3 // } // Sniper_DebuffOnHit // why are you like this // { // Name "Strange Badge" // Attribute "dmg taken increased" // Description "40% damage vulnerability, +1 bullet penetration, hitting enemies causes them to loose 15 health when they hit players." // PlayerUpgrade 1 // Increment 0.4 // Cap 1.4 // Cost 800 // AllowPlayerClass Sniper // AllowedMinWave 3 // SecondaryAttributes // { // "add attributes on hit" "selfdmg on hit for slowfire|-15|20" // "projectile penetration heavy" 1 // } // } } }