#base "items_game.txt" // MANDATORY - Also load TF2C's default schema! COPY THIS if working on your own! #base "tf2c_unlisted_attributes.txt" // Includes unlisted / undocumented attributes #base "tf2c_prefabs_backport.txt" // Prefabs backported from Legacy TF2C for quick-testing, REMOVE LATER! #base "test_items.txt" // IF YOU WANNA MOD THIS SCHEMA, I'd recommend making another hook and having your item_schema changes or additions live there! You can do something like this, which I'll leave here as an example; #base "custom_weapons_additions.txt" // No header or explanatory anything yet, sorry. I'll write those as I get closer to done! // TO-DO: KIRI DONT FORGET THIS PLS "items_game" { "prefabs" { // Class Modifiers "isAllclass" { "used_by_classes" { "Scout" "1" "Soldier" "1" "Pyro" "1" "Demoman" "1" "Heavy" "1" "Engineer" "1" "Medic" "1" "Sniper" "1" "Spy" "1" "Civilian" "melee" } } // Qualities "isNOWP_New" { "item_name_color" "204 204 250 255" "item_quality" "rarity3" } "isNOWP_Old" { "item_name_color" "255 215 0 255" "item_quality" "normal" } // Taunts "hasTaunt_Hi5" { "attributes" { "taunt is press and hold" {"value" "1"} "taunt attack name" {"value" "TAUNTATK_HIGHFIVE_PARTICLE"} "taunt attack time" {"value" "1.9"} } "taunt" { "custom_taunt_scene_per_class" { "Scout" "scenes/player/scout/low/taunt_hi5_start.vcd" "Soldier" "scenes/player/soldier/low/taunt_hi5_start.vcd" "Pyro" "scenes/player/pyro/low/taunt_hi5_start.vcd" "Demoman" "scenes/player/demoman/low/taunt_hi5_start.vcd" "Heavy" "scenes/player/heavy/low/taunt_hi5_start.vcd" "Engineer" "scenes/player/engineer/low/taunt_hi5_start.vcd" "Medic" "scenes/player/medic/low/taunt_hi5_start.vcd" "Sniper" "scenes/player/sniper/low/taunt_hi5_start.vcd" "Spy" "scenes/player/spy/low/taunt_hi5_start.vcd" } "custom_partner_taunt_per_class" { "Scout" { "1" "scenes/player/scout/low/taunt_hi5_a.vcd" "2" "scenes/player/scout/low/taunt_hi5_b.vcd" } "Soldier" { "1" "scenes/player/soldier/low/taunt_hi5_a.vcd" "2" "scenes/player/soldier/low/taunt_hi5_b.vcd" } "Pyro" { "1" "scenes/player/pyro/low/taunt_hi5_a.vcd" "2" "scenes/player/pyro/low/taunt_hi5_b.vcd" } "Demoman" { "1" "scenes/player/demoman/low/taunt_hi5_a.vcd" "2" "scenes/player/demoman/low/taunt_hi5_b.vcd" } "Heavy" { "1" "scenes/player/heavy/low/taunt_hi5_a.vcd" "2" "scenes/player/heavy/low/taunt_hi5_b.vcd" } "Engineer" { "1" "scenes/player/engineer/low/taunt_hi5_a.vcd" "2" "scenes/player/engineer/low/taunt_hi5_b.vcd" } "Medic" { "1" "scenes/player/medic/low/taunt_hi5_a.vcd" "2" "scenes/player/medic/low/taunt_hi5_b.vcd" } "Sniper" { "1" "scenes/player/sniper/low/taunt_hi5_a.vcd" "2" "scenes/player/sniper/low/taunt_hi5_b.vcd" } "Spy" { "1" "scenes/player/spy/low/taunt_hi5_a.vcd" "2" "scenes/player/spy/low/taunt_hi5_b.vcd" } } "is_partner_taunt" "1" "taunt_separation_forward_distance" "60" } } "hasTaunt_Laugh" { "taunt" { "custom_taunt_scene_per_class" { "Scout" "scenes/player/scout/low/taunt_laugh.vcd" "Soldier" "scenes/player/soldier/low/taunt_laugh.vcd" "Pyro" "scenes/player/pyro/low/taunt_laugh.vcd" "Demoman" "scenes/player/demoman/low/taunt_laugh.vcd" "Heavy" "scenes/player/heavy/low/taunt_laugh.vcd" "Engineer" "scenes/player/engineer/low/taunt_laugh.vcd" "Medic" "scenes/player/medic/low/taunt_laugh.vcd" "Sniper" "scenes/player/sniper/low/taunt_laugh.vcd" "Spy" "scenes/player/spy/low/taunt_laugh.vcd" "Civilian" "scenes/player/civilian/low/taunt_laugh.vcd" } } } "hasTaunt_Replay" { "taunt" { "custom_taunt_scene_per_class" { "Scout" "scenes/player/scout/low/taunt_replay.vcd" "Soldier" "scenes/player/soldier/low/taunt_replay.vcd" "Pyro" { "1" "scenes/player/pyro/low/taunt_replay.vcd" "2" "scenes/player/pyro/low/taunt_replay2.vcd" } "Demoman" "scenes/player/demoman/low/taunt_replay.vcd" "Heavy" "scenes/player/heavy/low/taunt_replay.vcd" "Engineer" "scenes/player/engineer/low/taunt_replay.vcd" "Medic" "scenes/player/medic/low/taunt_replay.vcd" "Sniper" "scenes/player/sniper/low/taunt_replay.vcd" "Spy" "scenes/player/spy/low/taunt_replay.vcd" } } } "hasTaunt_Conga" { "attributes" { "taunt is press and hold" {"value" "1"} "taunt force move forward" {"value" "1"} "taunt move speed" {"value" "60"} "taunt turn speed" {"value" "75"} "taunt mimic" {"value" "1"} "taunt success sound loop" {"value" "music.conga_loop"} } "taunt" { "custom_taunt_scene_per_class" { "Scout" "scenes/player/scout/low/conga.vcd" "Sniper" "scenes/player/sniper/low/conga.vcd" "Soldier" "scenes/player/soldier/low/conga.vcd" "Demoman" "scenes/player/demoman/low/conga.vcd" "Medic" "scenes/player/medic/low/conga.vcd" "Heavy" "scenes/player/heavy/low/conga.vcd" "Spy" "scenes/player/spy/low/conga.vcd" "Engineer" "scenes/player/engineer/low/conga.vcd" "Pyro" "scenes/player/pyro/low/conga.vcd" } "is_partner_taunt" "1" } "visuals" { "custom_sound0" "music.conga_loop" } } // WEAPON PREFABS "weapon_fryingpan" { "item_class" "saxxy" "item_slot" "melee" "anim_slot" "melee_allclass" "item_quality" "normal" "item_name" "#TF_Unique_FryingPan" "item_type_name" "#LoadoutSlot_Melee" "image_inventory" "backpack/player/items/all_class/all_pan" "model_player" "models/weapons/c_models/c_frying_pan/c_frying_pan.mdl" "attach_to_hands" "1" "static_attrs" { "min_viewmodel_offset" "5 0 -10" "allowed in medieval mode" "1" } "visuals" { "sound_melee_miss" "Weapon_Machete.Miss" "sound_burst" "Weapon_Machete.MissCrit" "sound_melee_hit" "Weapon_Machete.HitFlesh" "sound_melee_hit_world" "Weapon_Machete.HitWorld" } "mouse_pressed_sound" "#ui/item_metal_weapon_pickup.wav" "drop_sound" "#ui/item_metal_weapon_drop.wav" } } "items" { //-------------------------------------------------- "264" // NOWP v4.0.0 - This might be a bit weird for returning users of my pack, but I'll try to move items back to their existing Live entry locations where possible. This is just for compatability with, hell, a lot of old things that expect TF2 items to be in specific spots. { "name" "Frying Pan" // NOWP v4.0.0 - Since this is gonna be a ground-up port, I figured now's as good a time as any to finally switch back over to using Live's styling for internal weapon names, as well as directly lifting Live's names for these where possible. "prefab" "weapon_fryingpan hasTaunt_Laugh" "item_name_color" "255 215 0 255" "item_quality" "unique" "item_name" "#TF_Weapon_FryingPan" "item_type_name" "#TF_Weapon_FryingPan" "item_description" "Serve up fresh-seared victory with a side of hearing loss." "item_logname" "fryingpan" "item_iconname" "FryingPan" "image_inventory" "backpack/player/items/all_class/all_pan" "model_world" "models/weapons/w_models/w_frying_pan.mdl" "model_player" "models/weapons/v_models/v_frying_pan_scout.mdl" "attach_to_hands" "2" "used_by_classes" { "Scout" "1" "Soldier" "1" "Pyro" "1" "Demoman" "1" "Heavy" "1" "Engineer" "1" "Medic" "1" "Sniper" "1" "Spy" "1" // YES, YOU CAN BACKSTAB WITH THIS!! How? Yes. // "Civilian" "1" } "item_description_per_class" { "Scout" "Oh, sorry, I can't hear ya over the sound of me beatin' ya to death!" "Soldier" "Cookware built to withstand the horrors of war... (and spoiled soup)" "Pyro" "You'll never guess today's secret ingredient!" "Demoman" "The taste o' bacon-grease is nary pleasant." "Heavy" "Years of cooking and killing have made itty-bitty pan invincible!" "Engineer" "Makes bacon, buildings, and bruises: Texas style." "Medic" "My diagnosis: Chronic acoustic trauma!" "Sniper" "Straight from the outback, and almost as seasoned as I am." "Spy" "Revenge is a dish best served in a deep sanguine." "Civilian" "When I'm having a fine breakfast one moment, and running for my life the next!" } "model_world_per_class" { "Engineer" "models/weapons/w_models/w_frying_pan_engineer.mdl" "Spy" "models/weapons/w_models/w_frying_pan_spy.mdl" "Civilian" "models/weapons/w_models/w_frying_pan_civilian.mdl" "basename" "models/weapons/w_models/w_frying_pan.mdl" } "model_player_per_class" { "basename" "models/weapons/v_models/v_frying_pan_%s.mdl" } "static_attrs" { "particle on melee hit" "lowV_blood_headshot_oildroplets" // This weapon has a unique particle on hitting anything, player or not! I was thinking something to match how LOUD it is, but just settled for some oil droplets instead. "special taunt" "1" "noise damage" "100" // Display-only joke! Get used to these, haha } "visuals" { "sound_melee_miss" "Weapon_Crowbar.Miss" "sound_melee_hit" "FryingPan.HitFlesh" "sound_melee_hit_world" "FryingPan.HitWorld" "sound_burst" "Weapon_Crowbar.MissCrit" "sound_special1" "FryingPan.HitFlesh" // Yes, you're reading that right. This thing makes pan noises when building. I hope you hate it <3 // "sound_special2" "FryingPan.HitWorld" // But still, for most Engi Melees, they should probably make the sharp clink sound at full upgrade for clarity "sound_single_shot" "FryingPan.HitFlesh" "sound_single_shot_npc" "FryingPan.HitWorld" "sound_double_shot" "FryingPan.HitFlesh" "sound_double_shot_npc" "FryingPan.HitWorld" "animation_replacement" { "ACT_MP_ATTACK_STAND_MELEE_SECONDARY_ALLCLASS" "ACT_MP_ATTACK_STAND_MELEE_SECONDARY" "ACT_MP_ATTACK_CROUCH_MELEE_SECONDARY_ALLCLASS" "ACT_MP_ATTACK_CROUCH_MELEE_SECONDARY" "ACT_MP_ATTACK_SWIM_MELEE_SECONDARY_ALLCLASS" "ACT_MP_ATTACK_SWIM_MELEE_SECONDARY" "ACT_MP_ATTACK_STAND_SECONDARYFIRE" "ACT_MP_GESTURE_VC_FINGERPOINT_MELEE" "ACT_MP_ATTACK_CROUCH_SECONDARYFIRE" "ACT_MP_GESTURE_VC_FINGERPOINT_MELEE" "ACT_MP_ATTACK_SWIM_SECONDARYFIRE" "ACT_MP_GESTURE_VC_FINGERPOINT_MELEE" } } "mouse_pressed_sound" "#ui/item_metal_pot_pickup.wav" // Some UI sounds are different from live TF2's just for extra effect, like this clattering when picking up or dropping a pan! "drop_sound" "#ui/item_metal_pot_drop.wav" } //-------------------------------------------------- "220" { "name" "The Shortstop" // This is a NEW (take III) version of the Shortstop! If you want to see what the old version(s) were like, they're still in some older versions. "item_class" "tf_weapon_handgun_scout_primary" "item_slot" "primary" "anim_slot" "secondary" // Even if this is a Primary weapon, force Scout to use his Secondary anims (which in this case would be Pistol anims) "propername" "1" // For non-stocks, this adds "The " to the item's name. Simple, but gets the job done. "item_name_color" "255 215 0 255" "item_quality" "unique" "item_name" "#TF_TheShortstop" "item_type_name" "Derringer" // I always go back and forth on this, both Peppergun and Derringer seem appropriate. Aaargh! "item_description" "Special delivery! It's an ass-beatin'!" "item_logname" "shortstop" "item_iconname" "Shortstop" "image_inventory" "backpack/workshop/weapons/c_models/c_shortstop/c_shortstop" "model_world" "models/weapons/w_models/w_shortstop.mdl" "model_player" "models/weapons/v_models/v_shortstop_scout.mdl" "brass_eject_model" "models/weapons/shells/shell_revolver.mdl" "attach_to_hands" "2" "used_by_classes" { "Scout" "1" } "static_attrs" { "class select override vcd" "class_select_nailgun" "min_viewmodel_offset" "10 0 -11" } "attributes" // While a 1-1 Live version is certainly possible, THIS is based primarily on the near-launch version of the Shortstop, which had a VERY fast reload rate and was about on-par with the Force-a-Nature for sheer damage output! I just like it better. { "provide on active" { "attribute_class" "provide_on_active" "value" "1" } "health from packs increased on active" { "attribute_class" "mult_health_frompacks_active" "value" "1.2" } "shared push force increased TEXT" // NOWP v4.0.0 - Rewrote this to include actual numbers, since it helps to know. { "attribute_class" "damage_force_reduction" "value" "1.4" } "airblast vulnerability multiplier hidden" { "attribute_class" "airblast_vulnerability_multiplier" "value" "1.4" } "clip info full reload input shots" { "attribute_class" "DISPLAY_ONLY" "value" "4" } "shortstop shove explain" { "attribute_class" "DISPLAY_ONLY" "value" "1" } } "taunt" { "custom_taunt_scene_per_class" { "Scout" // NOWP v4.0.0 - The first weapon using Live TF2's frankly insanely over-engineered taunts-system! On top of Classified allowing easy loading of .vcd files, you can implement any taunt you want, animations-allowing! { "1" "scenes/player/scout/low/taunt02_vocal01.vcd" "2" "scenes/player/scout/low/taunt02_vocal02.vcd" "3" "scenes/player/scout/low/taunt02_vocal03.vcd" } } } "visuals" { "sound_single_shot" "Weapon_Short_Stop.Single" "sound_burst" "Weapon_Short_Stop.SingleCrit" "sound_reload" "Weapon_Pistol.WorldReload" // TF2C v3.0.0 - As a result of the whole engine-change deal, this now has reload noises forcibly played for both world and view for... some, reason. Resultingly, this doesn't do anything, and I had to dummy out the reload sounds in the viewmodels! "muzzle_flash" "muzzle_scattergun" // A little-used feature even in live TF2 - you can set custom Muzzle and Tracer effects. "tracer_effect" "bullet_scattergun_tracer01" } "mouse_pressed_sound" "#ui/item_light_gun_pickup.wav" "drop_sound" "#ui/item_light_gun_drop.wav" } //-------------------------------------------------- "45" { "name" "The Force-a-Nature" "item_class" "tf_weapon_scattergun" // For how complicated this weapon is under the hood, it's surprising this is JUST a Scattergun "item_slot" "primary" "anim_slot" "item2" "propername" "1" "item_name_color" "255 215 0 255" "item_quality" "unique" "item_name" "#TF_Unique_Achievement_Scattergun_Double" "item_type_name" "#TF_Weapon_DoubleBarrelShotgun" "item_description" "You ain't so funny flyin' through a frickin' windshield, huh?" "item_logname" "force_a_nature" "item_iconname" "Force_a_Nature" "image_inventory" "backpack/weapons/c_models/c_double_barrel" "model_world" "models/weapons/w_models/w_double_barrel.mdl" "model_player" "models/weapons/v_models/v_double_barrel_scout.mdl" "brass_eject_model" "models/weapons/shells/shell_forceanature.mdl" "attach_to_hands" "2" "used_by_classes" { "Scout" "1" } "static_attrs" { "apply self knockback hidden" "150" // NOWP v4.0.0 - This is a helper to make the FaN-jump more responsive! I enjoyed how it felt in my Sourcemod recreation of it, and while I'd rather keep it working mostly like it actually does, I wanted it to feel a bit more responsive to use here. "class select override vcd" "taunt01_alt_vocal01" "min_viewmodel_offset" "10 0 -10" } "attributes" { "scattergun has knockback" { "attribute_class" "set_scattergun_has_knockback" "value" "1" } "fire rate bonus" { "attribute_class" "mult_postfiredelay" "value" "0.5" } "bullets per shot bonus" { "attribute_class" "mult_bullets_per_shot" "value" "1.2" } "damage penalty" { "attribute_class" "mult_dmg" "value" "0.9" } "clip size penalty" { "attribute_class" "mult_clipsize" "value" "0.34" } "scattergun no reload single" { "attribute_class" "set_scattergun_no_reload_single" "value" "1" } "clip info full reload" { "attribute_class" "DISPLAY_ONLY" "value" "1" } } "taunt" { "custom_taunt_scene_per_class" { "Scout" { "1" "scenes/player/scout/low/taunt01_alt_vocal01.vcd" "2" "scenes/player/scout/low/taunt01_alt_vocal02.vcd" "3" "scenes/player/scout/low/taunt01_alt_vocal03.vcd" } } } "visuals" { "sound_single_shot" "Weapon_Scatter_Gun_Double.Single" "sound_burst" "Weapon_Scatter_Gun_Double.SingleCrit" "sound_reload" "Weapon_DoubleBarrel.WorldReload" // On closer inspection (with TF2C v3.0.0) - it seems like both Valve and EMINOMA completely ignore or otherwise avoid using world reload sounds for weapons. This seems... weird, but I'll try to re-implement them where I can, if only since I like hearing them more. } "mouse_pressed_sound" "#ui/item_medium_gun_drop.wav" // NOWP v2.5.0 - Some things use these variants, most don't. I envision it as, these have either more equipment carried on their person / more moving parts than usual, explaining the clicky noises! Some exceptions, of course!! "drop_sound" "#ui/item_heavy_gun_drop.wav" } //-------------------------------------------------- "237" { "tags" { "bots_cant_use" "1" // TF2C v2.1.0 - Weapon bans for bots! Apparently, this uses the tags system, which hasn't been used previously. But, either way, things with this tag won't be used by Bots ever! } // I'll try to use this only for weapons the bots are physically unable to use effectively at all - some they at least try to use it with variable success... "name" "Rocket Jumper" "item_class" "tf_weapon_rocketlauncher" "item_slot" "primary" "show_in_armory" "1" "propername" "1" "item_name_color" "255 215 0 255" "item_quality" "unique" "item_name" "#TF_Weapon_RocketLauncher_Jump" "item_type_name" "Training Weapon" "item_description" "Rocket jumping so easy, you won't even need a lower body to do it!" "item_logname" "rocketjumper" "item_iconname" "RocketJumper" // You shouldn't physically be able to kill with this. If you do, SOMEHOW, get a funny icon. "image_inventory" "backpack/weapons/c_models/c_rocketjumper/c_rocketjumper" "model_world" "models/weapons/w_models/w_rocketjumper.mdl" "model_player" "models/weapons/v_models/v_rocketjumper_soldier.mdl" "attach_to_hands" "2" "used_by_classes" { "Soldier" "1" } "static_attrs" { "no damage increase over distance" "1.0" "no damage falloff over distance" "1.0" "min_viewmodel_offset" "10 -3 -10" // "weapon enemy knockback mod mult hidden" "100" // NOWP v3.0.0 - This adds funny knockback to the Jumpers, but comes with a slew of other issues, so these are disabled for now... } "attributes" { "no self blast dmg" { "attribute_class" "no_self_blast_dmg" // This attribute seems to control the whistling noise as you blast jump, but only seems to work for weapons that already fire explosives (like RL, SBL, GL) "value" "2" } "maxammo primary increased" { "attribute_class" "mult_maxammo_primary" "value" "3.0" } "damage penalty" { "attribute_class" "mult_dmg" // This is a surprise for if you get a crit or some Kritzkrieg Medic is looking at you, a Jumper, with malicious intent "value" "0.01" // Former value prior to NOWP v2.5.0 was "0.004", which I believe made it do 0 dmg normally and 1 dmg on crit hits ONLY. } "jumper disable flags" // Starting here, I try to shorten a bunch of stats that have needlessly wordy text. They still do the same things, but in less words! { "attribute_class" "cannot_pick_up_intelligence" "value" "1" } // "jumper disable capture" // Tested this, and while I think it fits, I just don't feel like folks are gonna be happy with me if I add this, aha... // { // "attribute_class" "add_player_capturevalue" // "value" "-2" // } "custom projectile model" { "attribute_class" "custom_projectile_model" // Tt has a custom rocket model, too. What can I say? I have an eye for detail. "value" "models/weapons/w_models/w_rocket_rocketjumper.mdl" } // Backend stuff "hidden separator" "1" "no damage increase over distance" {"value" "1"} // Disabled rampup and falloff so it ALWAYS does 1 DMG, so long as it was a direct hit on a target (splash does 0) "no damage falloff over distance" {"value" "1"} } "visuals" { "sound_single_shot" "Weapon_Rocket_Jumper.Single" "sound_burst" "Weapon_Rocket_Jumper.SingleCrit" "sound_reload" "Weapon_RPG.WorldReload" "sound_special1" "Weapon_Rocket_Jumper.Explode" "explosion_effect" "ExplosionCore_MidAir_Jumper_ExtraFX" // Made some white-smoke effects just for this as of NOWP v2.7.5! Then, updated them with MORE fx, from the TF2 Ult. Visual Fix pack in NOWP v3.6.0! "animation_replacement" { "ACT_MP_RELOAD_SWIM_PRIMARY" "ACT_MP_RELOAD_AIRWALK_PRIMARY" "ACT_MP_RELOAD_SWIM_PRIMARY_LOOP" "ACT_MP_RELOAD_AIRWALK_PRIMARY_LOOP" "ACT_MP_RELOAD_SWIM_PRIMARY_END" "ACT_MP_RELOAD_AIRWALK_PRIMARY_END" } } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } //-------------------------------------------------- "265" { "tags" { "bots_cant_use" "1" } "name" "Sticky Jumper" "item_class" "tf_weapon_pipebomblauncher" "item_slot" "secondary" "anim_slot" "primary" // Apparently, Stickybomb Launchers act weirdly if you don't define this manually in either a prefab or the entry. Strange... "show_in_armory" "1" "propername" "1" "item_name_color" "255 215 0 255" "item_quality" "unique" "item_name" "#TF_Weapon_StickyBomb_Jump" "item_type_name" "Training Weapon" "item_description" "Let's not lose any more of me bloody parts today, aye?" "item_logname" "stickyjumper" "item_iconname" "StickyJumper" "image_inventory" "backpack/weapons/c_models/c_sticky_jumper/c_sticky_jumper" "model_world" "models/weapons/w_models/w_sticky_jumper.mdl" "model_player" "models/weapons/v_models/v_sticky_jumper_demo.mdl" "brass_eject_model" "models/weapons/shells/shell_stickybomb.mdl" // The H3VR Stickybomb Shell! "attach_to_hands" "2" "used_by_classes" { "Demoman" "1" } "static_attrs" { "class select override vcd" "class_select_gunboats_sticky" "min_viewmodel_offset" "10 0 -10" // "weapon enemy knockback mod mult hidden" "100" // NOWP v3.0.0 - This adds funny knockback to the Jumpers, but comes with a slew of other issues, so these are disabled for now... } "attributes" { "no self blast dmg" { "attribute_class" "no_self_blast_dmg" "value" "1" } "maxammo secondary increased" { "attribute_class" "mult_maxammo_secondary" "value" "3.0" } "damage penalty" // TF2C v3.0.8 - Fix for strange damage numbers on grenade-based stuff. Revert this when possible! | Original was 0.01 { "attribute_class" "mult_dmg" "value" "0.1" // SJ seems to rely on Splash Damage, so I can't really change it doing damage to nearby people. Damn. } "max pipebombs decreased" { "attribute_class" "add_max_pipebombs" "value" "-4" } "jumper disable flags" { "attribute_class" "cannot_pick_up_intelligence" "value" "1" } // "jumper disable capture" // { // "attribute_class" "add_player_capturevalue" // "value" "-2" // } "custom projectile model" { "attribute_class" "custom_projectile_model" "value" "models/weapons/w_models/w_stickybomb2.mdl" // Teamcolored! I had to replace the default stickybomb2 model, since for whatever reason the game is fidgety with it. Aaargh! } "override projectile type" { "attribute_class" "override_projectile_type" "value" "14" // This seems to be a dupe of the normal SBL projectile, except with a new model... okay, Valve... } } "visuals" { "sound_single_shot" "Weapon_Sticky_Jumper.Single" "sound_burst" "Weapon_Sticky_Jumper.SingleCrit" "sound_reload" "Weapon_StickyBombLauncher.WorldReload" "sound_special1" "Weapon_Sticky_Jumper.ExplodeSofter" "explosion_effect" "ExplosionCore_MidAir_JumperSoft_ExtraFX" } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } //-------------------------------------------------- "442" { "name" "The Righteous Bison" "item_class" "tf_weapon_raygun" // A LOT about the various DRG weapons are almost entirely hardcoded, so be patient while we figure out how to wrangle this thing to do anything!! "item_slot" "secondary" "anim_slot" "secondary2" "propername" "1" "item_name_color" "255 215 0 255" "item_quality" "unique" "item_name" "#TF_RighteousBison" "item_type_name" "Ray Gun" "item_description" "Turn those sorry bastards into stardust with some good ol' American space-magic!" "item_logname" "righteous_bison" "item_iconname" "Righteous_Bison" "image_inventory" "backpack/workshop/weapons/c_models/c_drg_righteousbison/c_drg_righteousbison" "model_world" "models/weapons/w_models/w_raygun.mdl" "model_player" "models/weapons/v_models/v_raygun_soldier_new.mdl" "attach_to_hands" "2" "used_by_classes" { "Soldier" "1" } "static_attrs" // WOW, this weapon SUCKS. Let's try a rebalance I was workshoppin' - much faster fire rate, more consistent damage to make it more reliable for midrange combat (or combat in general)! Ain't much I can do to edit this, sadly, so we'll make do. { "min_viewmodel_offset" "10 0 -9" "fire rate bonus HIDDEN" "0.6" // "reload time increased hidden" "1.15" } "attributes" { "energy weapon penetration" {"value" "5"} // "energy weapon no deflect" {"value" "1"} // I've never seen this used in practice. I'm uncertain if this is a baked-in stat so we'll see. "energy weapon no ammo" {"value" "1"} // NOTE: This is display-only, infinite ammo is just a part of a lot of the DRG Raygun item_classes... "dmg penalty vs buildings DISPLAY ONLY" {"value" "0.2"} // This is display-only anyway, but this should also make it less confusing that it just does less dmg to buildings. // Backend stuff "hidden separator" "1" "no damage falloff over distance" {"value" "1"} // This helps distinguish it a little, I think. Very consistent damage, less dumb unpredictability. "hidden secondary max ammo penalty" {"value" "31.21875"} // Just boosts maxammo to 999, for visual consistency + fun! // "dmg bonus vs buildings" {"value" "5"} // For fun. Undoes the dmg penalty, making it do 20 dmg per tick } "taunt" { "custom_taunt_scene_per_class" { "Soldier" "scenes/player/soldier/low/taunt09.vcd" } } "visuals" { "sound_single_shot" "Weapon_Bison.Single" "sound_burst" "Weapon_Bison.SingleCrit" "sound_reload" "Weapon_Bison.Reload" } "mouse_pressed_sound" "#ui/item_taser_gun_pickup.wav" "drop_sound" "#ui/item_light_gun_drop.wav" } //-------------------------------------------------- "36" { "name" "The Blutsauger" "item_class" "tf_weapon_syringegun_medic" "item_slot" "primary" "propername" "1" "item_name_color" "255 215 0 255" "item_quality" "unique" "item_name" "#TF_Unique_Achievement_Syringegun1" "item_type_name" "#TF_Weapon_SyringeGun" "item_description" "I call zhis, “needle therapy” - you get filled with syringes, and I get to watch you suffer!" "item_logname" "blutsauger" "item_iconname" "Blutsauger" "image_inventory" "backpack/weapons/c_models/c_leechgun/c_leechgun" "model_world" "models/weapons/w_models/w_leechgun.mdl" "model_player" "models/weapons/v_models/v_leechgun_medic.mdl" "attach_to_hands" "2" "used_by_classes" { "Medic" "1" } "static_attrs" { "min_viewmodel_offset" "10 0 -12" "custom projectile origin offset" "18 5 -5" } "attributes" { "heal on hit for rapidfire" { "attribute_class" "add_onhit_addhealth" "value" "3" } "health drain short" { "attribute_class" "add_health_regen" "value" "-2" } } "visuals" { "sound_single_shot" "Weapon_Blutsauger.Single" // NOWP v2.5.0 - This finally has unique sounds! These just use the Aderlasser's old sounds "sound_burst" "Weapon_Blutsauger.SingleCrit" } "mouse_pressed_sound" "#ui/item_light_gun_pickup.wav" "drop_sound" "#ui/item_light_gun_drop.wav" } //-------------------------------------------------- "214" { "name" "The Powerjack" "item_class" "tf_weapon_fireaxe" "item_slot" "melee" "propername" "1" "item_name_color" "255 215 0 255" "item_quality" "unique" "item_name" "#TF_ThePowerjack" "item_type_name" "#TF_Weapon_SledgeHammer" "item_description" "A jumpstart for when you're running on fumes." "item_logname" "powerjack" "item_iconname" "Powerjack" "image_inventory" "backpack/workshop/weapons/c_models/c_powerjack/c_powerjack" "model_world" "models/weapons/w_models/w_powerjack.mdl" "model_player" "models/weapons/v_models/v_powerjack_pyro.mdl" "attach_to_hands" "2" "used_by_classes" { "Pyro" "1" } "static_attrs" { "min_viewmodel_offset" "10 0 -9" "particle on melee hit" "lowV_blood_headshot_oildroplets" // Beside the Frying Pan, this weapon is also implied to be very slick with oil and grease - this time from gasoline and not food! } "attributes" { "provide on active" // Yes, these escape if I don't do this. Besides, it's like that in regular TF2 { "attribute_class" "provide_on_active" "value" "1" } "move speed bonus" { "attribute_class" "mult_player_movespeed" "value" "1.15" } "heal on kill" { "attribute_class" "heal_on_kill" "value" "25" } "dmg taken increased" { "attribute_class" "mult_dmgtaken" "value" "1.2" } } "taunt" { "custom_taunt_scene_per_class" { "Pyro" "scenes/player/pyro/low/taunt_lollichop.vcd" } } "visuals" { "sound_melee_hit" "Weapon_Crowbar.HitFlesh" } "mouse_pressed_sound" "#ui/item_metal_weapon_pickup.wav" "drop_sound" "#ui/item_metal_weapon_drop.wav" } //-------------------------------------------------- "329" { "name" "The Jag" "item_class" "tf_weapon_wrench" "item_slot" "melee" "propername" "1" "item_name_color" "255 215 0 255" "item_quality" "unique" "item_name" "#TF_Jag" "item_type_name" "#TF_Weapon_Wrench" "item_description" "The muscle cramps ain't nothing a cold one can't fix." "item_logname" "wrench_jag" "item_iconname" "Wrench_Jag" "image_inventory" "backpack/workshop/weapons/c_models/c_jag/c_jag" "model_world" "models/weapons/w_models/w_jag.mdl" "model_player" "models/weapons/v_models/v_jag_engineer.mdl" "attach_to_hands" "2" "used_by_classes" { "Engineer" "1" } "static_attrs" { "min_viewmodel_offset" "10 -2 -9" } "attributes" { "Construction rate increased" { "attribute_class" "mult_construction_value" "value" "1.3" } "swing speed bonus" { "attribute_class" "mult_postfiredelay" "value" "0.85" } "damage penalty" { "attribute_class" "mult_dmg" "value" "0.75" } "Repair rate decreased" { "attribute_class" "mult_repair_value" "value" "0.7" // NOWP v3.2.1 - This is actually a NOWP v3.0.0 change, but I forgot about it until just now - Jag gets a very slight nerf and now only heals 72 HP per swing (from 81 HP) - this generally means you have to swing once more to fully repair. Small, but meaningful. Maybe unpopular? Let me know! } "dmg penalty vs buildings" { "attribute_class" "mult_dmg_vs_buildings" "value" "0.67" } } "mouse_pressed_sound" "#ui/item_metal_weapon_pickup.wav" "drop_sound" "#ui/item_metal_weapon_drop.wav" } //-------------------------------------------------- "513" // Yep. As threatened, here it is. The Original! { "name" "The Original" "item_class" "tf_weapon_rocketlauncher" "item_slot" "primary" "item_name_color" "255 215 0 255" "item_quality" "unique" // Vintage: This item is superseded by an official inclusion, and it's not in the spirit to make it work differently. "item_name" "The Original" "item_type_name" "#TF_Weapon_RocketLauncher" "item_description" "You had better start quaking in your boots." "item_logname" "quake_rl" "item_iconname" "Quake_RL" "image_inventory" "backpack/workshop_partner/weapons/c_models/c_bet_rocketlauncher/c_bet_rocketlauncher" "model_world" "models/weapons/w_models/w_bet_rocketlauncher.mdl" "model_player" "models/weapons/v_models/v_bet_rocketlauncher_soldier.mdl" "attach_to_hands" "2" // This used to be on "3" in older versions, that value made it so the c_arms don't load in... at the cost of no critglows. Ouch?? "used_by_classes" { "Soldier" "1" } "static_attrs" { "class select override vcd" "taunt01_v2" // TO-DO: Replace with RPG pose? "min_viewmodel_offset" "-5 0 -10" // TF2C v2.0.2 patch - to fix a bug with positioning! } "attributes" { "centerfire projectile TEXT" // This wording might be succinct enough to explain it. I kinda started feeling specifying "center of the screen" was too meta and not so intuitive to understand { "attribute_class" "centerfire_projectile" "value" "1" } "custom projectile model" { "attribute_class" "custom_projectile_model" "value" "models/weapons/w_models/w_rocket_original.mdl" // Oh, yeah, it comes with its own UNIQUE rocket model, too. Try and spot it! } } "visuals" // Fun fact. A lot of these sound-scripts were left over in the original release of TF2C. Weird. They mighta' been testing this. { "sound_single_shot" "Weapon_QuakeRPG.Single" "sound_burst" "Weapon_QuakeRPG.SingleCrit" "sound_reload" "Weapon_QuakeRPG.Reload" "sound_special1" "Weapon_QuakeRPG.Explode" "explosion_effect" "ExplosionCore_MidAir_Classic" // NOWP v2.7.5 - Okay. Since the old particles as-is were kinda bad, let's try a sorta hybrid between stock and Classic particles!! "animation_replacement" // TO-DO: These look awful. They're also Valve default animations. They're also the best of a bad bunch for this RL. Do we fix this?? { "ACT_MP_RELOAD_STAND_PRIMARY" "ACT_MP_RELOAD_STAND_PRIMARY3" "ACT_MP_RELOAD_STAND_PRIMARY_LOOP" "ACT_MP_RELOAD_STAND_PRIMARY3_LOOP" "ACT_MP_RELOAD_STAND_PRIMARY_END" "ACT_MP_RELOAD_STAND_PRIMARY3_END" "ACT_MP_RELOAD_CROUCH_PRIMARY" "ACT_MP_RELOAD_CROUCH_PRIMARY3" "ACT_MP_RELOAD_CROUCH_PRIMARY_LOOP" "ACT_MP_RELOAD_CROUCH_PRIMARY3_LOOP" "ACT_MP_RELOAD_CROUCH_PRIMARY_END" "ACT_MP_RELOAD_CROUCH_PRIMARY3_END" "ACT_MP_RELOAD_SWIM_PRIMARY" "ACT_MP_RELOAD_AIRWALK_PRIMARY3" "ACT_MP_RELOAD_SWIM_PRIMARY_LOOP" "ACT_MP_RELOAD_AIRWALK_PRIMARY3_LOOP" "ACT_MP_RELOAD_SWIM_PRIMARY_END" "ACT_MP_RELOAD_AIRWALK_PRIMARY3_END" "ACT_MP_RELOAD_AIRWALK_PRIMARY" "ACT_MP_RELOAD_AIRWALK_PRIMARY3" "ACT_MP_RELOAD_AIRWALK_PRIMARY_LOOP" "ACT_MP_RELOAD_AIRWALK_PRIMARY3_LOOP" "ACT_MP_RELOAD_AIRWALK_PRIMARY_END" "ACT_MP_RELOAD_AIRWALK_PRIMARY3_END" } } "visuals_red" // Copy this for anything that uses a custom explosion effect but that also needs a crit explosion to match { "use_visualsblock_as_base" "visuals" "explosion_effect_crit" "SYS_explosion_150_crit_red" } "visuals_blu" { "use_visualsblock_as_base" "visuals" "explosion_effect_crit" "SYS_explosion_150_crit_blue" } "visuals_grn" { "use_visualsblock_as_base" "visuals" "explosion_effect_crit" "SYS_explosion_150_crit_green" } "visuals_ylw" { "use_visualsblock_as_base" "visuals" "explosion_effect_crit" "SYS_explosion_150_crit_yellow" } "mouse_pressed_sound" "#weapons/quake_ammo_pickup_remastered.wav" // You can point to ANY sound that's loaded, not just the ones in "sound/ui/..." ! "drop_sound" "#weapons/quake_rpg_reload_remastered.wav" } //-------------------------------------------------- "1178" { "name" "The Dragon's Fury" "item_class" "tf_weapon_rocketlauncher_fireball" // This item class is incredibly strange... "item_slot" "primary" "propername" "1" "item_name_color" "255 215 0 255" "item_quality" "unique" "item_name" "#TF_Weapon_DragonsFury" "item_type_name" "#TF_Weapon_FireballLauncher" "item_description" "For a more personal touch to arson." "item_logname" "dragons_fury" "item_iconname" "Dragons_Fury_Fireball" "image_inventory" "backpack/weapons/c_models/c_flameball/c_flameball" "model_world" "models/weapons/w_models/w_flameball.mdl" "model_player" "models/weapons/w_models/w_flameball.mdl" "attach_to_hands" "1" // NOWP v4.0.0 - I. Cannot. For the life of me. Get this to animate properly with v_models. Unfortunately, I'm gonna have to cut my losses and just have this use a combined model for now. Sorry. "used_by_classes" { "Pyro" "1" } "static_attrs" { "item_meter_charge_type" "1" // Strangely, this is considered an "item meter" type weapon like the throwables or consumables. It's used for the strange re-pressurization mechanic the DF has. "item_meter_charge_rate" "0.8" // Functionally, this is a really weird firerate modifier. It affects both primary fire and airblast... "meter_label" "#TF_Pressure" "hidden primary max ammo bonus" "0.2" // DF surprisingly inherits ammo information from the Flamethrower, so this lowers your maxammo and airblast consumption from 200 ammo / 20 airblast, to 40 ammo / 5 airblast. "airblast cost scale hidden" "0.25" "dragons fury launches fireballs short" "1" // Ended up rewriting all of DF's display-only stats, since Valve is INCREDIBLY WORDY to a fault with many of their descriptions, geez... "damage bonus vs burning DISPLAY ONLY" "4" "firerate bonus on hit DISPLAY ONLY" "0.5" "firerate penalty on airblast DISPLAY ONLY" "1.5" "dragons fury shared firerate explain" "1" // Backend stuff "hidden separator" "1" // "extinguish restores health" "20" // This seems to be disabled for most TF2C Flamethrowers, so I'll follow suit. "min_viewmodel_offset" "10 -3 -10" // TO-DO: Add a projectile origin offset to this when possible, because holy FUCK flashbang } "taunt" { "custom_taunt_scene_per_class" { "Pyro" { "1" "scenes/player/pyro/low/taunt01_v1.vcd" "2" "scenes/player/pyro/low/taunt01_v2.vcd" "3" "scenes/player/pyro/low/taunt01_v3.vcd" } } } "visuals" { "sound_deploy" "Weapon_Flamethrower.PilotShort" // This can't be PilotLoop, since the sound doesn't stop playing on its own, so it's liable to start stacking up (ESPECIALLY if you modded the Pilot light sound to actually loop!) "sound_single_shot" "Weapon_DragonsFury.Single" // These don't actually do anything, just insurance for it they ever do properly work. What a scuffed weapon... "sound_burst" "Weapon_DragonsFury.SingleCrit" "sound_special1" "Weapon_Airstrike.Explosion" "animation_replacement" { "ACT_VM_PRIMARYATTACK" "ACT_PRIMARY_VM_PRIMARYATTACK_3" // This appears to be 1000% necessary for not just the firing animation (as a c_model now), but ALSO the sounds??? Valve???? "ACT_MP_ATTACK_CROUCH_PRIMARY" "ACT_MP_ATTACK_CROUCH_PRIMARY_ALT" "ACT_MP_ATTACK_STAND_PRIMARY" "ACT_MP_ATTACK_STAND_PRIMARY_ALT" "ACT_MP_ATTACK_SWIM_PRIMARY" "ACT_MP_ATTACK_SWIM_PRIMARY_ALT" } } "mouse_pressed_sound" "#ui/item_flamethrower_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } //-------------------------------------------------- "221" { "name" "The Holy Mackerel" // Lmao, about time, huh? Give the humiliating weapon to Civ first but don't give it to the actual class it belongs to! Classic me. "item_class" "tf_weapon_bat_fish" "item_slot" "melee" "propername" "1" "item_name_color" "255 215 0 255" "item_quality" "unique" "item_name" "#TF_TheHolyMackerel" "item_type_name" "Fresh-Wrapped Fish - (Fishstick)" "item_description" "Gettin' hit by a fish has gotta be humiliating." "item_logname" "holymackerel" "item_iconname" "HolyMackerel" "image_inventory" "backpack/workshop/weapons/c_models/c_holymackerel/c_holymackerel" "model_world" "models/weapons/w_models/w_holymackerel_scout.mdl" "model_player" "models/weapons/v_models/v_holymackerel_scout.mdl" "attach_to_hands" "2" "used_by_classes" { "Scout" "1" } "static_attrs" // TO-DO: I'd like to someday make this random crit even when random crits are disabled... { "particle on melee hit" "doublejump_smoke" // stink lines haha "special taunt" "1" "taunt attack name" "TAUNTATK_PYRO_GASBLAST" // NOWP v4.0.0 - FISH TAUNT KILL "taunt attack time" "4" "min_viewmodel_offset" "10 0 -10" "extremely embarrassing kill" "1" "humiliation rate increased" "1.66" "crit mod disabled hidden" "1.66" // :3c - this is about 25-100% crit-rate (+10, from 15-60) } "taunt" { "custom_taunt_scene_per_class" { "Scout" "scenes/player/scout/low/taunt05_v1.vcd" } } "visuals" { "sound_melee_miss" "Weapon_Crowbar.Miss" "sound_melee_hit" "Weapon_HolyMackerel.HitFlesh" "sound_melee_hit_world" "Weapon_HolyMackerel.HitWorld" "sound_burst" "Weapon_Crowbar.MissCrit" } "mouse_pressed_sound" "#ui/item_gooey_pickup.wav" "drop_sound" "#ui/hitsound_squasher.wav" // It's a tiiiny bit loud vs. the pickup sound, but it's appropriate I think. } //-------------------------------------------------- "43" { "name" "The Killing Gloves of Boxing" "item_class" "tf_weapon_fists" "item_slot" "melee" "propername" "1" "item_name_color" "255 215 0 255" "item_quality" "unique" "item_name" "#TF_Unique_Achievement_Fists" "item_type_name" "#TF_Weapon_Gloves" "item_description" "Come here, I promise fight will not hurt for long." "item_logname" "gloves" "item_iconname" "Gloves" "image_inventory" "backpack/weapons/c_models/c_boxing_gloves/c_boxing_gloves" "model_world" "models/weapons/w_models/w_boxing_gloves.mdl" // NOWP v2.5.0 - Note: I have the ability to make "ragdoll" physics meshes now, but the problem is TF2C doesn't accept spawning those as weapon drop models. So, it stays with the static physics for both gloves... "model_player" "models/weapons/v_models/v_boxing_gloves_heavy.mdl" "attach_to_hands" "2" "used_by_classes" { "Heavy" "1" } "static_attrs" { "particle on melee hit" "highfive_red" // Contrary to the name, this is just a generic dust-puff, so this works well for certain weapon impacts. "min_viewmodel_offset" "10 0 -10" } "attributes" { "critboost on kill" { "attribute_class" "add_onkill_critboost_time" "value" "5" } "swing speed penalty" { "attribute_class" "mult_postfiredelay" "value" "1.2" } "mod melee crit swing custom damage" { "attribute_class" "mod_melee_crit_swing_custom_damage" "value" "96" // Pow! Was going back and forth between enabling this or not, but decided to leave it. KGB is one of Heavy's most overwhelmingly powerful unlocks! } } "taunt" { "custom_taunt_scene_per_class" { "Heavy" "scenes/player/heavy/low/taunt05.vcd" } } "hide_bodygroups_deployed_only" "1" // NOWP v2.1.5 - I believe this should fix the weird hands bug if a Heavy dies with either of the gloves equipped "visuals" { "sound_melee_miss" "Weapon_BoxingGloves.Miss" // Interestingly, the sounds and their soundscripts were left in older versions of TF2C. Maybe they were planning on adding the KGB officially for a time? "sound_melee_hit" "Weapon_BoxingGloves.HitFlesh" "sound_melee_hit_world" "Weapon_BoxingGloves.HitWorld" "sound_burst" "Weapon_BoxingGloves.MissCritFix" // Newer fix for authenticity, makes an actual crit-sound for the glove-type items! "player_bodygroups" { "hands" "1" } } "mouse_pressed_sound" "#ui/item_boxing_gloves_pickup.wav" "drop_sound" "#ui/item_boxing_gloves_drop.wav" } //-------------------------------------------------- "239" { "name" "Gloves of Running Urgently" // I'll be honest - the GRU is just here since it's almost basically a reskin of the KGB. Still, works out, Да? "item_class" "tf_weapon_fists" "item_slot" "melee" "propername" "1" "item_name_color" "255 215 0 255" "item_quality" "unique" "item_name" "#TF_Unique_Gloves_of_Running_Urgently" "item_type_name" "#TF_Weapon_Gloves" "item_description" "Run, coward, run!" "item_logname" "gloves_running_urgently" "item_iconname" "Gloves_Running_Urgently" "image_inventory" "backpack/weapons/c_models/c_boxing_gloves_urgency/c_boxing_gloves_urgency" "model_world" "models/weapons/w_models/w_boxing_gloves_urgent.mdl" "model_player" "models/weapons/v_models/v_boxing_gloves_urgent_heavy.mdl" "attach_to_hands" "2" "used_by_classes" { "Heavy" "1" } "static_attrs" { "particle on melee hit" "highfive_red" "min_viewmodel_offset" "10 0 -10" } "attributes" { "provide on active" { "attribute_class" "provide_on_active" "value" "1" } "lunchbox adds minicrits" // To this day, I'm not really sure what this does. { "attribute_class" "set_weapon_mode" "value" "2" } "move speed bonus active TEXT" { "attribute_class" "mult_player_movespeed_active" "value" "1.30435" } "damage penalty" { "attribute_class" "mult_dmg" "value" "0.75" } "self mfd short" // For as wordy as the MfD description is, it decides it wants to leave out vital info! Fun. { "attribute_class" "self_mark_for_death" "value" "3" // You get MfD for 3 seconds whenever you pull out the weapon! } } "taunt" { "custom_taunt_scene_per_class" { "Heavy" "scenes/player/heavy/low/taunt05.vcd" } } "hide_bodygroups_deployed_only" "1" "visuals" { "sound_melee_miss" "Weapon_BoxingGloves.Miss" "sound_melee_hit" "Weapon_BoxingGloves.HitFlesh" "sound_melee_hit_world" "Weapon_BoxingGloves.HitWorld" "sound_burst" "Weapon_BoxingGloves.MissCritFix" "player_bodygroups" { "hands" "1" } } "mouse_pressed_sound" "#ui/item_boxing_gloves_pickup.wav" "drop_sound" "#ui/item_boxing_gloves_drop.wav" } //-------------------------------------------------- "58" { "name" "#TF_Unique_Achievement_Jar" "item_class" "tf_weapon_jar" "item_slot" "secondary" "anim_slot" "item1" "item_name_color" "255 215 0 255" "item_quality" "unique" "item_name" "#TF_Unique_Achievement_Jar" // Another exception to the general naming-rule, some items like Jarate and Bonk are a little awkward when referred to in propername context, so they lack it. I think it's cuz both refer to a substance more than an object? "item_type_name" "#TF_Weapon_Jar" "item_description" "Calm down, that ain't the worst thing I can throw at ya." "item_logname" "urinejar" "item_iconname" "UrineJar" // This shouldn't do any damage, but if it DOES, a funny icon shows up "image_inventory" "backpack/weapons/c_models/urinejar" "model_world" "models/weapons/w_models/w_urinejar.mdl" "model_player" "models/weapons/v_models/v_urinejar_sniper.mdl" "attach_to_hands" "2" "used_by_classes" { "Sniper" "1" } "static_attrs" // Make the projectile resemble Jarate's behavior: { "jarate description new" "1" // "item recharge desc TEXT" "16" // NOWP v4.0.0 - This is just generally helpful text for a lot of items that have recharge times... "hidden separator" "1" "allowed in medieval mode" "1" "extinguish reduces cooldown" "0.8" "min_viewmodel_offset" "10 0 -9" } "taunt" { "custom_taunt_scene_per_class" { "Sniper" { "1" "scenes/player/sniper/low/taunt03_v1.vcd" "2" "scenes/player/sniper/low/taunt03_v3.vcd" } } } "visuals" { "animation_replacement" { "ACT_MP_GESTURE_VC_FINGERPOINT_ITEM1" "ACT_MP_GESTURE_VC_FINGERPOINT_MELEE" "ACT_MP_GESTURE_VC_THUMBSUP_ITEM1" "ACT_MP_GESTURE_VC_THUMBSUP_MELEE" "ACT_MP_GESTURE_VC_HANDMOUTH_ITEM1" "ACT_MP_GESTURE_VC_HANDMOUTH_MELEE" "ACT_MP_GESTURE_VC_FISTPUMP_ITEM1" "ACT_MP_GESTURE_VC_FISTPUMP_PRIMARY" // The melee anims move the jar SLIGHTLY out of his hands, so Primary is a good stopgap } } "visuals_red" // New as of NOWP v2.7.5 - CUSTOM PARTICLES!! I was really dragging my feet on it, but now that I needed it for one weapon, the gates are open! { "use_visualsblock_as_base" "visuals" "trail_effect" "peejar_trail_red" // I reckon I'll use this trail for pipes-based stuff where the detonation / its time isn't that important } "visuals_blu" { "use_visualsblock_as_base" "visuals" "trail_effect" "peejar_trail_blu" } "visuals_grn" { "use_visualsblock_as_base" "visuals" "trail_effect" "peejar_trail_grn" } "visuals_ylw" { "use_visualsblock_as_base" "visuals" "trail_effect" "peejar_trail_ylw" } "mouse_pressed_sound" "#ui/item_bottle_pickup.wav" "drop_sound" "#ui/item_bottle_drop.wav" } //-------------------------------------------------- "305" // This weapon is by Yakibomb! Revised to fit in with the rest of my pack! { "name" "The Crusader's Crossbow" "item_class" "tf_weapon_crossbow" "item_slot" "primary" "propername" "1" "item_name_color" "255 215 0 255" "item_quality" "unique" "item_name" "#TF_CrusadersCrossbow" "item_type_name" "#TF_Weapon_Crossbow" "item_description" "Zhis is an experimental form of acupuncture. Now, hold still!" "item_logname" "crusaders_crossbow" "item_iconname" "Crusaders_Crossbow" "image_inventory" "backpack/workshop/weapons/c_models/c_crusaders_crossbow/c_crusaders_crossbow" // TF2C v3.0.0 - THIS CHANGED!? WHY?? "model_world" "models/weapons/w_models/w_crusaders_crossbow.mdl" // NOWP v2.5.0 - I -finally- fixed these to fit the same model conventions as everything else. Sorry for the wait. "model_player" "models/weapons/v_models/v_crusaders_crossbow_medic.mdl" // This is adjusted to look about correct on BOTH Syringe Gun and Tranq Gun internals! "attach_to_hands" "2" "used_by_classes" { "Medic" "1" } "static_attrs" // There's not too much left from Yakibomb's version of this that survives the engine-change, but nevertheless I'll try to keep it in mind going forward! { // Display stats "comm weapon yaki" "1" "crusaders crossbow explain" "1" "damage and health at range increased" "1.5" // Live TF2 shoves all of its text in the description, so rewrite time wheeee. This should be a decent way of conveying it shoots healing bolts, and also that it's more effective at range. "maxammo primary reduced" "0.1" // To disincentivize ppl from just using this over the 'Nader... 0.15 is 22 ammo, 0.1 is 15 ammo. Original is 0.25 (38 ammo) "holds single shot penalty" "1" // TO-DO: Is this necessary? Tranq / Cyclops are comparable items, but both treat being single-shot differently. "allowed in medieval mode" "1" "reload while not active explain" "1" // Backend stuff "hidden separator" "1" "fire rate bonus HIDDEN" "0.67" "damage penalty" "0.5" // HEALING NERF!! This is long warranted, and super necessary given how the 'Nader exists now. Nevertheless, this is super interesting. "dmg penalty vs players" "2" // For some reason, it gets its healing numbers FROM its damage numbers - it deals 2x its damage as healing to teammates. So, nerf damage across the board, then bump it back up, and you've got something mostly serviceable! "dmg bonus vs buildings" "2" // (Note; I can re-increase damage vs. players and buildings, but not for anything else, so Crossbow is slightly nerfed against NPC's like Tanks, Halloween Bosses, and map-breakables, if that... means anything to you.) "lunchbox adds minicrits" "1" // "custom projectile model" "models/weapons/w_models/w_dm_crossbow_arrow.mdl" // This has some weird visual behavior, so disabled for now. Crossbow does accept the model change, but it seems to scale the model up by 2-3x, it's offset at an angle, and it reverts to the syringe on hitting something... "custom magazine model" "models/weapons/mags/vial_mp40.mdl" "min_viewmodel_offset" "10 0 -12" "custom projectile origin offset" "18 11 -5" // Shoot, I forgot these. This will make these show up properly and not from the left side of the screen. } "taunt" { "custom_taunt_scene_per_class" { "Medic" { "1" "scenes/player/medic/low/taunt01_vocal01.vcd" "2" "scenes/player/medic/low/taunt01_vocal03.vcd" "3" "scenes/player/medic/low/taunt01_vocal04.vcd" "4" "scenes/player/medic/low/taunt01_vocal05.vcd" } } } "visuals" { "sound_single_shot" "Weapon_CrusadersCrossbow.SingleFix" "sound_burst" "Weapon_CrusadersCrossbow.SingleCritFix" "sound_reload" "Weapon_SyringeGun.WorldReload" } "mouse_pressed_sound" "#ui/item_light_gun_pickup.wav" // (was pickup small) "drop_sound" "#ui/item_light_gun_drop.wav" } //-------------------------------------------------- "441" // THE WEAPON NOBODY ASKED FOR! Too late. I was bored and curious how much I could get it to work. Surprisingly, more than I expected. { "name" "The Cow Mangler 5000" "item_class" "tf_weapon_particle_cannon" "item_slot" "primary" "anim_slot" "primary2" "propername" "1" "item_name_color" "255 215 0 255" "item_quality" "unique" "item_name" "#TF_CowMangler" "item_type_name" "Particle Launcher" // Is "Laser Cannon" more appropriate?? "item_description" "If the government wants their guns back, they'll have to send more disintegration-proof men next time." "item_logname" "cow_mangler" "item_iconname" "Cow_Mangler" "image_inventory" "backpack/workshop/weapons/c_models/c_drg_cowmangler/c_drg_cowmangler" "model_world" "models/weapons/w_models/w_cowmangler.mdl" "model_player" "models/weapons/v_models/v_cowmangler_soldier.mdl" "attach_to_hands" "2" "used_by_classes" { "Soldier" "1" } "static_attrs" { "energy weapon charged shot short" "1" // Rewrite so it's significantly easier to get across what it does... "energy weapon no ammo" "1" "dmg penalty vs buildings DISPLAY ONLY" "0.2" "crits_become_minicrits" "1" // Interestingly, this weapon doesn't appear to be coded to even make crit-sounds at all. How weird. "crit mod disabled" "0" // Imagine getting Crockets on a weapon with infinite ammo. Come on. // Backend stuff "hidden separator" "1" "damage bonus HIDDEN" "0.9" // Random numbers dragged from OG CM5K "reload time increased hidden" "1.05" "clip size bonus upgrade" "1.25" // Weirdly, this seems to be the ONLY clip-size modifier that works for this particular weapon. Very, very strange... in any case, this restores the old 5-rocket Cow Mangler! "maxammo primary increased" "49.95" // Just boosts maxammo to 999, for visual consistency + fun! "min_viewmodel_offset" "10 -3 -10" } "taunt" { "custom_taunt_scene_per_class" { "Soldier" "scenes/player/soldier/low/taunt08.vcd" // TO-DO: Rework sounds here? Like maybe include a "Ten-hut!" or something, it's weirdly silent. } } "visuals" { "sound_single_shot" "Weapon_CowManglerOld.Single" // NOWP v4.0.0 - Attempted to change these sounds over to their "old" variants, but it only works for some of them - several others are hardcoded. Dammit! As of now, the explosions and the reload-finish noise are both forced. "sound_burst" "Weapon_CowMangler.SingleCrit" // This doesn't seem to trigger for either a critical hit or the charged shot?? Weird? "sound_reload" "Weapon_CowManglerOld.Reload" "sound_special1" "Weapon_CowManglerOld.Charging" "sound_special2" "Weapon_CowManglerOld.Explode" // This appears to be hardcoded to the projectile type... "animation_replacement" { "ACT_MP_RELOAD_SWIM_PRIMARY_ALT" "ACT_MP_RELOAD_AIRWALK_PRIMARY_ALT" "ACT_MP_RELOAD_SWIM_PRIMARY_LOOP_ALT" "ACT_MP_RELOAD_AIRWALK_PRIMARY_LOOP_ALT" // These don't appear to work, and I'm not sure why... "ACT_MP_RELOAD_SWIM_PRIMARY_END_ALT" "ACT_MP_RELOAD_AIRWALK_PRIMARY_END_ALT" } } "visuals_red" // TF2C v2.1.0 - TRAIL EFFECTS!! Been looking forward to this! I'll be using these to give projectiles more distinct visuals { "use_visualsblock_as_base" "visuals" "trail_effect" "drg_cow_rockettrail_normal" // NOWP v2.7.5 - COW MANGLER PARTICLES!!!! This has been a long time coming, and was... VERY laborious to port over. Hopefully I don't need to do more... "trail_effect_crit" "drg_cow_rockettrail_charged" "explosion_effect" "drg_cow_explosioncore_normal" "explosion_effect_crit" "drg_cow_explosioncore_charged" } "visuals_blu" { "use_visualsblock_as_base" "visuals" "trail_effect" "drg_cow_rockettrail_normal_blue" "trail_effect_crit" "drg_cow_rockettrail_charged_blue" "explosion_effect" "drg_cow_explosioncore_normal_blue" "explosion_effect_crit" "drg_cow_explosioncore_charged_blue" } "visuals_grn" { "use_visualsblock_as_base" "visuals" "trail_effect" "drg_cow_rockettrail_normal_green" "trail_effect_crit" "drg_cow_rockettrail_charged_green" "explosion_effect" "drg_cow_explosioncore_normal_green" "explosion_effect_crit" "drg_cow_explosioncore_charged_green" } "visuals_ylw" { "use_visualsblock_as_base" "visuals" "trail_effect" "drg_cow_rockettrail_normal_yellow" "trail_effect_crit" "drg_cow_rockettrail_charged_yellow" "explosion_effect" "drg_cow_explosioncore_normal_yellow" "explosion_effect_crit" "drg_cow_explosioncore_charged_yellow" } "mouse_pressed_sound" "#weapons/cow_mangler_reload_final.wav" "drop_sound" "#ui/item_heavier_gun_drop.wav" } //-------------------------------------------------- "132" { "name" "The Eyelander" "item_class" "tf_weapon_sword" "item_slot" "melee" "anim_slot" "item1" "propername" "1" "item_name_color" "255 215 0 255" "item_quality" "unique" "item_name" "#TF_Unique_Achievement_Sword" "item_type_name" "#TF_Weapon_Sword" "item_description" "Don't be next on me head-count, lad!" "item_logname" "claymore" "item_iconname" "Sword" "image_inventory" "backpack/weapons/c_models/c_claymore/c_claymore" "model_world" "models/weapons/w_models/w_claymore.mdl" "model_player" "models/weapons/v_models/v_claymore_demoman.mdl" "attach_to_hands" "2" // "extra_wearable" "models/player/items/demo_swordsheath_claymore.mdl" // Very, very far back in NOWP's history, shields weren't possible, so this used the Targe model as a wearable! "extra_wearable_bodygroup_toggle_on_active" "sword" "used_by_classes" { "Demoman" "1" } "static_attrs" { "particle on melee hit" "medic_explosion_wisps_green" // Supposed to be spirit energies... repair_claw_heal_green2 was the original! "extra wearable bodygroup toggle active" "sword" // TO-DO: ALL EXTRA WEARABLES BROKEN AS OF TF2C V3.0.0 - REVISE THIS!! "min_viewmodel_offset" "10 0 -14" "class select override vcd" "taunt09" "special taunt" "1" "taunt attack name" "TAUNTATK_DEMOMAN_BARBARIAN_SWING" "taunt attack time" "2.4" } "attributes" { "eyelander explain" { "attribute_class" "decapitate_type" // This is essentially a weapon-mode for some weapons that can already decap - if you want a more general-purpose decap-enabler, try using "mod_melee_crit_swing_custom_damage"! "value" "1" } "max health additive penalty" { "attribute_class" "add_maxhealth" "value" "-25" } "crit mod disabled" { "attribute_class" "mult_crit_chance" "value" "0" } // Backend stuff "hidden separator" "1" // Shared sword properties; you can copy-paste this entire block to any other TF_Weapon_Sword, for convenience. "is_a_sword" {"value" "72"} // Description stuff for most swords - hide this!! This extends the range of the swing an extra 72 hU's forward! "switch from wep deploy time decreased" {"value" "0.5"} // TF_Weapon_Sword appears to have a 50% switch speed penalty baked into it, both-ways - this undoes that! "single wep deploy time decreased" {"value" "0.5"} } "taunt" { "custom_taunt_scene_per_class" { "Demoman" "scenes/player/demoman/low/taunt09.vcd" } } "visuals" { "sound_melee_miss" "Weapon_Sword.Swing" "sound_melee_hit" "Weapon_Sword.HitFlesh" "sound_melee_hit_world" "Weapon_Sword.HitWorld" "sound_burst" "Weapon_Sword.SwingCrit" "sound_special1" "Sword.Hit" // Interestingly, these DO actually get checked for and played, set this to any sound you want for your very own schizo background mutterings!! "sound_special2" "Sword.Idle" "animation_replacement" { "ACT_MP_GESTURE_VC_FINGERPOINT_ITEM1" "ACT_MP_GESTURE_VC_FINGERPOINT_PRIMARY" "ACT_MP_GESTURE_VC_THUMBSUP_ITEM1" "ACT_MP_GESTURE_VC_THUMBSUP_PRIMARY" "ACT_MP_GESTURE_VC_HANDMOUTH_ITEM1" "ACT_MP_GESTURE_VC_HANDMOUTH_PRIMARY" "ACT_MP_GESTURE_VC_FISTPUMP_ITEM1" "ACT_MP_GESTURE_VC_FISTPUMP_PRIMARY" } } "mouse_pressed_sound" "#ui/item_knife_large_pickup.wav" "drop_sound" "#ui/item_metal_weapon_drop.wav" } //-------------------------------------------------- "411" { "name" "The Quick-Fix" "item_class" "tf_weapon_medigun" "item_slot" "secondary" "equip_region" "medigun_backpack" "propername" "1" "item_name_color" "255 215 0 255" "item_quality" "unique" "item_name" "#TF_Unique_MediGun_QuickFix" "item_type_name" "#TF_Weapon_Medigun_Prototype" "item_description" "Now? Let's go practice medicine." "image_inventory" "backpack/weapons/c_models/c_proto_medigun/c_proto_medigun" "model_world" "models/weapons/w_models/w_quickfix.mdl" "model_player" "models/weapons/v_models/v_quickfix_medic.mdl" "attach_to_hands" "2" "extra_wearable" "models/player/items/quickfix_backpack.mdl" // Interesting observation; Medigun Backpacks aren't affected by Crit / Minicrit glows. This goes for the TF2C Kritzkrieg, too. Interesting... "used_by_classes" { "Medic" "1" } "static_attrs" { "min_viewmodel_offset" "10 0 -9" // "taunt attack name" "TAUNTATK_MEDIC_HEROIC_TAUNT" // You know what? It's way funnier if he does this taunt but it's just dead silent, except for him making a dumb little snort like a goober // "taunt attack time" "0.0" } "attributes" // I'd like to bring back Legacy TF2C's "push-buff" Medigun concept, in some way, one day. Here's hoping! { "lunchbox adds minicrits" { "attribute_class" "set_weapon_mode" "value" "2" } "medigun charge is megaheal" { "attribute_class" "set_charge_type" "value" "2" } "heal rate bonus" { "attribute_class" "mult_medigun_healrate" "value" "1.4" } "ubercharge rate bonus" { "attribute_class" "mult_medigun_uberchargerate" "value" "1.1" } "overheal penalty" { "attribute_class" "mult_medigun_overheal_amount" "value" "0.5" } "boost speed from patient TEXT" // NOWP v4.0.0 - Re-added this, surprisingly it's not natively a part of the QF anymore!? { "attribute_class" "boost_speed_from_patient" "value" "1" } // Backend stuff "hidden separator" "1" // "ubercharge overheal rate penalty" // THIS NEEDS TO BE HERE!! Otherwise, the Patient never reaches full Overheal and Medic just keeps getting Uber rate as if it was still ticking up // { // "attribute_class" "mult_medigun_overheal_uberchargerate" // Nevermind it's like that in Live TF2, wtf // "value" "0.3" // Is THAT why it's called the Quick-Fix!? // } } "taunt" { "custom_taunt_scene_per_class" { "Medic" { "1" "scenes/player/medic/low/taunt09_v1.vcd" // NOWP-added, you'll need to copy these if you want to use these! "2" "scenes/player/medic/low/taunt09_v2.vcd" "3" "scenes/player/medic/low/taunt09_v3.vcd" } } } "visuals" { "player_bodygroups" { "backpack" "1" "medic_backpack" "1" } "sound_single_shot" "Weapon_Quick_Fix.Healing" "sound_special2" "TFPlayer.QuickFixInvulnerableOn" // Neither of these sounds work. I'm not sure why. "sound_special3" "TFPlayer.MegaHealOff" } "visuals_red" { "use_visualsblock_as_base" "visuals" "beam_effect" "quickfix_beam_red" "custom_particlesystem" { "system" "medicgun_beam_attrib_overheal_red" } } "visuals_blu" { "use_visualsblock_as_base" "visuals" "beam_effect" "quickfix_beam_blue" "custom_particlesystem" { "system" "medicgun_beam_attrib_overheal_blue" } } "visuals_grn" { "use_visualsblock_as_base" "visuals" "beam_effect" "quickfix_beam_green" "custom_particlesystem" { "system" "medicgun_beam_attrib_overheal_blue" } } "visuals_ylw" { "use_visualsblock_as_base" "visuals" "beam_effect" "quickfix_beam_yellow" "custom_particlesystem" { "system" "medicgun_beam_attrib_overheal_red" } } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } //-------------------------------------------------- "1180" { "name" "The Gas Passer" // Same deal as Jarate, BUT it had to be its own independent weapon! No prefabs, those were causing weirdness. "item_class" "tf_weapon_jar_gas" "item_slot" "secondary" "anim_slot" "melee_allclass" "propername" "1" "item_name_color" "255 215 0 255" "item_quality" "unique" "item_name" "#TF_GasPasser" "item_type_name" "#TF_Weapon_Jar_Gas" "item_description" "Now with extra lead!" "item_logname" "jar_gas" "item_iconname" "Jar_Gas" "image_inventory" "backpack/weapons/c_models/c_gascan/c_gascan" "model_world" "models/weapons/w_models/w_gascan.mdl" "model_player" "models/weapons/v_models/v_gascan_pyro.mdl" "attach_to_hands" "2" "drop_type" "drop" "used_by_classes" { "Pyro" "1" } "static_attrs" // As with later Valve weapons, a weird amount of Gas Passer's properties are hard to work with. Not all of it is hardcoded, just extremely... confusing. { "gas passer explain" "1" "item meter is auto recharge damage" "3" // I tried condensing "item_meter_charge_type" into this, but it keeps failing for whatever reason. Keep these separate for now. "item meter starts empty" "1" // "item recharge desc TEXT" "30" "item_meter_charge_type" "3" // Sets recharge type, so it refills your item meter both passively and also with weapon damage done! "item_meter_charge_rate" "30" // Time in seconds to recharge if you do nothing. Def: 60. "item_meter_damage_for_full_charge" "1250" // Damage required to fill the entire meter starting from zero. Def: 750. Raise this if you lower idle recharge time! // Backend stuff "hidden separator" "1" "item_meter_resupply_denied" "1" // Makes it so your charge-progress isn't reset upon touching a resupply or grenades1 ammo refill - this is actually a good thing! "grenades1_resupply_denied" "1" "meter_label" "#TF_Gas" "min_viewmodel_offset" "10 3 -7" "special taunt" "1" "taunt attack name" "TAUNTATK_PYRO_HADOUKEN" "taunt attack time" "2" } "taunt" { "custom_taunt_scene_per_class" { "Pyro" "scenes/player/pyro/low/taunt02.vcd" } } "visuals" { "sound_single_shot" "Weapon_GasCan.Throw" "sound_burst" "Weapon_GasCan.ThrowCrit" "sound_special1" "Weapon_GasCan.Explode" "sound_special2" "Weapon_GasCan.Explode" "sound_special3" "Weapon_GasCan.Throw" "player_poseparam" { "r_hand_grip" "16" } } "visuals_red" { "use_visualsblock_as_base" "visuals" "trail_effect" "peejar_trail_red_timer" "explosion_effect" "gas_can_impact_red" // No bits of shrapnel unlike the Jarate, just a cloud of gas. pumpkin_cloud might also work for this...? } "visuals_blu" { "use_visualsblock_as_base" "visuals" "trail_effect" "peejar_trail_blu_timer" "explosion_effect" "gas_can_impact_blue" } "visuals_grn" { "use_visualsblock_as_base" "visuals" "trail_effect" "peejar_trail_grn_timer" "explosion_effect" "gas_can_impact_green" } "visuals_ylw" { "use_visualsblock_as_base" "visuals" "trail_effect" "peejar_trail_ylw_timer" "explosion_effect" "gas_can_impact_yellow" } "mouse_pressed_sound" "#ui/item_metal_slosh_pickup.wav" "drop_sound" "#ui/item_bottle_drop.wav" } //-------------------------------------------------- "44" { "name" "The Sandman" "item_class" "tf_weapon_bat_wood" // Most of the Sandman's properties are hardcoded, so not much wiggle-room here - sorry! "item_slot" "melee" "propername" "1" "item_name_color" "255 215 0 255" "item_quality" "unique" "item_name" "#TF_Unique_Achievement_Bat" "item_type_name" "Baseball Bat" "item_description" "Hey look, a full-size “stupid dumbass” bobblehead!" "item_logname" "sandman" "item_iconname" "Sandman" "image_inventory" "backpack/weapons/c_models/c_wooden_bat/c_wooden_bat" "model_world" "models/weapons/w_models/w_wooden_bat.mdl" "model_player" "models/weapons/v_models/v_wooden_bat_scout.mdl" // NOWP v4.0.0 - Dear god, this required some hacky bullshit to get looking alright. Currently, uses some modified TF2C v_bat anims with some fixed Sandman-bat animations that are better-fit to the bat, suffice it to say... also includes the older draw-fix at high FoV's I did! "attach_to_hands" "2" "drop_type" "drop" "used_by_classes" { "Scout" "1" } "static_attrs" { "particle on melee hit" "impact_wood" "special taunt" "1" "taunt attack name" "TAUNTATK_SCOUT_GRAND_SLAM" "taunt attack time" "4" "min_viewmodel_offset" "10 0 -10" } "attributes" // TF2C v3.0.0 - Lordy, this thing is hardcoded to hell and back. Ideally, I'd revert this to the old Sandman (variable stun on hit), but no can do. Deflect bat stuff also doesn't work, sadly. { "mod bat launches balls" { "attribute_class" "set_weapon_mode" "value" "1" } "max health additive penalty" { "attribute_class" "add_maxhealth" "value" "-15" } "special taunt" { "attribute_class" "special_taunt" "value" "1" } // Backend stuff "hidden separator" "1" "mod melee crit swing custom damage" {"value" "96"} } "taunt" { "custom_taunt_scene_per_class" { "Scout" "scenes/player/scout/low/taunt05_v1.vcd" } } "visuals" { "sound_melee_miss" "Weapon_Bat.Miss" "sound_burst" "Weapon_Bat.MissCrit" "sound_melee_hit" "Weapon_BaseballBat.HitFlesh" "sound_melee_hit_world" "Weapon_BaseballBat.HitWorld" } "visuals_red" { "use_visualsblock_as_base" "visuals" "trail_effect" "stunballtrail_red" "trail_effect_crit" "stunballtrail_red_crit" } "visuals_blu" { "use_visualsblock_as_base" "visuals" "trail_effect" "stunballtrail_blue" "trail_effect_crit" "stunballtrail_blue_crit" } "visuals_grn" { "use_visualsblock_as_base" "visuals" "trail_effect" "stunballtrail_green" "trail_effect_crit" "stunballtrail_green_crit" } "visuals_ylw" { "use_visualsblock_as_base" "visuals" "trail_effect" "stunballtrail_yellow" "trail_effect_crit" "stunballtrail_yellow_crit" } "mouse_pressed_sound" "#ui/item_brick_pickup.wav" // Not many melees use this, since not many imply they carry extra gear AND don't already have their own soundset! "drop_sound" "#ui/item_wood_weapon_drop.wav" } //-------------------------------------------------- "447" { "name" "The Disciplinary Action" "item_class" "tf_weapon_shovel" "item_slot" "melee" "propername" "1" "item_name_color" "255 215 0 255" "item_quality" "unique" "item_name" "#TF_DisciplinaryAction" "item_type_name" "#TF_Weapon_Riding_Crop" "item_description" "Move it, we've got a long campaign ahead of us." "item_logname" "disciplinary_action" "item_iconname" "Disciplinary_Action" "image_inventory" "backpack/workshop/weapons/c_models/c_riding_crop/c_riding_crop" "model_world" "models/weapons/w_models/w_riding_crop.mdl" "model_player" "models/weapons/v_models/v_riding_crop_soldier.mdl" // Swapped back onto Soldier's anims with the swap back to Shovel internals "attach_to_hands" "2" "used_by_classes" { "Soldier" "1" } "static_attrs" // Since this is an Umbrella, turn it back into a Shovel { "melee range multiplier" "1.7" "melee bounds multiplier" "1.55" "particle on melee hit" "highfive_red" "min_viewmodel_offset" "10 -6 -12" } "attributes" { "speed buff ally" { "attribute_class" "speed_buff_ally" "value" "1" } // "speed_boost_on_hit" // TO-DO: Is having enemy speed-boost too excessive? Disciplinary is already a fairly good melee... // { // "attribute_class" "DISPLAY_ONLY" // "value" "1" // } "damage penalty" { "attribute_class" "mult_dmg" "value" "0.75" } } "visuals" { "sound_melee_miss" "DisciplineDevice.Swing" "sound_burst" "DisciplineDevice.SwingCrit" // Re-added since it was annoying me a little bit "sound_melee_hit" "DisciplineDevice.Impact" "sound_melee_hit_world" "DisciplineDevice.HitWorld" "sound_melee_burst" "DisciplineDevice.ImpactCrit" // Huh, this is weird. This weapon is one of the only ones to have additional crit sounds for the actual melee impact. Interesting. "sound_special1" "DisciplineDevice.PowerUp" "animation_replacement" { "ACT_MP_ATTACK_STAND_SECONDARYFIRE" "ACT_MP_GESTURE_VC_FINGERPOINT_MELEE" "ACT_MP_ATTACK_CROUCH_SECONDARYFIRE" "ACT_MP_GESTURE_VC_FINGERPOINT_MELEE" "ACT_MP_ATTACK_SWIM_SECONDARYFIRE" "ACT_MP_GESTURE_VC_FINGERPOINT_MELEE" } } "mouse_pressed_sound" "#weapons/discipline_device_hit_world.wav" "drop_sound" "#ui/item_hat_drop.wav" } //-------------------------------------------------- "153" { "name" "The Homewrecker" "item_class" "tf_weapon_wrench" // While the original fireaxe Homewrecker is very, very easily possible, I wanted to keep it as a Wrench since I like the bonus easter-egg of it being able to outright repair buildings, even if quite badly! "item_slot" "melee" "propername" "1" "item_name_color" "255 215 0 255" "item_quality" "unique" "item_name" "#TF_Unique_SledgeHammer" "item_type_name" "#TF_Weapon_SledgeHammer" "item_description" "Commit property damage that'd make John Henry proud." "item_logname" "sledgehammer" "item_iconname" "Sledgehammer" "image_inventory" "backpack/workshop/weapons/c_models/c_sledgehammer/c_sledgehammer" "model_world" "models/weapons/w_models/w_sledgehammer.mdl" "model_player" "models/weapons/v_models/v_sledgehammer_pyro.mdl" "attach_to_hands" "2" "used_by_classes" { "Pyro" "1" } "attributes" { "damage applies to sappers" { "attribute_class" "set_dmg_apply_to_sapper" // Technically, this is unnecessary with it working off of Wrench internals, but I think it can't hurt to keep on here! The main thing that'll nuke sappers is the buildings damage bonus. "value" "1" } "dmg bonus vs buildings" { "attribute_class" "mult_dmg_vs_buildings" "value" "2.0" } "dmg penalty vs players" { "attribute_class" "mult_dmg_vs_players" "value" "0.75" } // Backend stuff "hidden separator" "1" "Repair rate increased" {"value" "0.01"} // Hehe. This reduces metal repair to like, 1. 1 Metal. I could make it 0 if I wanted, but it's funny. It takes like over 30 seconds and like 30+ hammer swings to heal just 100 HP on any Building. An Engineer can do that in just TWO swings in like a second. "min_viewmodel_offset" {"value" "10 0 -9"} } "taunt" { "custom_taunt_scene_per_class" { "Pyro" "scenes/player/pyro/low/taunt_lollichop.vcd" } } "visuals" { "sound_melee_miss" "Weapon_FireAxe.Miss" "sound_melee_hit" "Weapon_Machete.HitFlesh" "sound_melee_hit_world" "Weapon_FireAxe.HitWorld" "sound_burst" "Weapon_FireAxe.MissCrit" "sound_special1" "Weapon_FireAxe.HitWorld" // This would be the Building clinking noise when you hit it with a melee. Changes it to be the same as hitting any other object. "sound_special2" "Weapon_FireAxe.HitWorld" } "mouse_pressed_sound" "#ui/item_wood_weapon_pickup.wav" "drop_sound" "#ui/item_wood_weapon_drop.wav" } //-------------------------------------------------- "997" { "name" "The Rescue Ranger" "item_class" "tf_weapon_shotgun_building_rescue" // This item class is weiiiirdd. "item_slot" "primary" "propername" "1" "item_name_color" "255 215 0 255" "item_quality" "unique" "item_name" "#TF_Weapon_Shotgun_Building_Rescue" "item_type_name" "#TF_Weapon_Shotgun" "item_description" "All of the wonders of modern logistics in one gun-shaped package." "item_logname" "rescue_ranger" "item_iconname" "Rescue_Ranger_Claw" "image_inventory" "backpack/workshop/weapons/c_models/c_tele_shotgun/c_tele_shotgun" "model_world" "models/weapons/w_models/w_tele_shotgun.mdl" "model_player" "models/weapons/v_models/v_tele_shotgun_engineer.mdl" "attach_to_hands" "2" "used_by_classes" { "Engineer" "1" } "attributes" { "arrow heals buildings" { "attribute_class" "arrow_heals_buildings" "value" "48" // How much HP to heal a building on hit, in multiples of 4! Def: 60. Lowering this to make it slightly less oppressive to use. Might need to make it more extreme... } "building teleporting pickup short" { "attribute_class" "building_teleporting_pickup" "value" "100" } "clip size penalty" { "attribute_class" "mult_clipsize" "value" "0.67" } "maxammo primary reduced" { "attribute_class" "mult_maxammo_primary" "value" "0.5" } "mark for death on building pickup" { "attribute_class" "mark_for_death_on_building_pickup" "value" "1" } // Backend stuff "hidden separator" "1" "override projectile type" {"value" "18"} // For some reason, this shoots huntsman arrows by default? They do still heal buildings though, amusingly. "repair health to metal ratio DISPLAY ONLY" {"value" "4"} // This explains the health-to-metal ratio thing, but it's not like you have a frame of reference to how much a "repair bolt" is supposed to heal a building to begin with. Hiding this. "min_viewmodel_offset" {"value" "10 0 -9"} "custom projectile origin offset" {"value" "18 3 -1"} // Shoot, I forgot these. This will make these show up properly and not from the left side of the screen. } "taunt" { "custom_taunt_scene_per_class" { "Engineer" { "1" "scenes/player/engineer/low/taunt01_vocal01.vcd" "2" "scenes/player/engineer/low/taunt01_vocal02.vcd" "3" "scenes/player/engineer/low/taunt01_vocal03.vcd" "4" "scenes/player/engineer/low/taunt01_vocal04.vcd" } } } "visuals" { "sound_single_shot" "Weapon_RescueRanger.Single" "sound_burst" "Weapon_RescueRanger.SingleCrit" "muzzle_flash" "muzzle_tranq" } "mouse_pressed_sound" "#ui/item_medium_gun_drop.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } //-------------------------------------------------- "425" { "name" "The Family Business" "item_class" "tf_weapon_shotgun" "item_slot" "secondary" "propername" "1" "item_name_color" "255 215 0 255" "item_quality" "unique" "item_name" "#TF_RussianRiot" "item_type_name" "#TF_Weapon_Shotgun" "item_description" "I take care of business, very quick and painfully." "item_logname" "family_business" "item_iconname" "Family_Business" "image_inventory" "backpack/workshop/weapons/c_models/c_russian_riot/c_russian_riot" "model_world" "models/weapons/w_models/w_russian_riot.mdl" // The ejection port still does open in both w / v, even if Heavy can't see it "model_player" "models/weapons/v_models/v_russian_riot_heavy.mdl" "attach_to_hands" "2" "used_by_classes" { "Heavy" "1" } "static_attrs" { "class select override vcd" "taunt02" "min_viewmodel_offset" "10 0 -9" } "attributes" { "clip size bonus" { "attribute_class" "mult_clipsize" "value" "1.33" } "fire rate bonus" { "attribute_class" "mult_postfiredelay" "value" "0.85" } "damage penalty" { "attribute_class" "mult_dmg" "value" "0.85" } } "visuals" { "sound_single_shot" "Weapon_FamilyBusiness.Single" "sound_burst" "Weapon_FamilyBusiness.SingleCrit" } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } //-------------------------------------------------- "460" { "name" "The Enforcer" "item_class" "tf_weapon_revolver" "item_slot" "secondary" // TF2C v3.0.0 - Apparently, the Revolvers got moved back to being Secondary slot again. O... kay? "propername" "1" "item_name_color" "255 215 0 255" "item_quality" "unique" "item_name" "#TF_Enforcer" "item_type_name" "#TF_Weapon_Revolver" "item_description" "Hollow-point ammunition is an excellent answer to overconfidence." "item_logname" "enforcer" "item_iconname" "Enforcer" "image_inventory" "backpack/workshop/weapons/c_models/c_snub_nose/c_snub_nose" "model_world" "models/weapons/w_models/w_snub_nose.mdl" "model_player" "models/weapons/v_models/v_snub_nose_spy.mdl" // This weapon has some kind of ejection rod, but I chose not to do anything about it since it looks incredibly awkward in movement "brass_eject_model" "models/weapons/shells/shell_revolver.mdl" "attach_to_hands" "2" "used_by_classes" { "Spy" "1" } "attributes" { "dmg pierces resists absorbs" { "attribute_class" "mod_pierce_resists_absorbs" "value" "1" } // "minicrit while disguised" // This is closer to 35% dmg bonus with no falloff, but we take what we can get, okay!? // { // "attribute_class" "minicrit_while_disguised" // "value" "1" // This does about 81 DMG, so it's technically stronger than Live's 72 DMG boost at first blush (Live's can be further minicritboosted, itself, but minicrits are kinda rare there...) // } "damage bonus while disguised" { "attribute_class" "mult_dmg_disguised" "value" "1.2" // NOWP v4.0.0 - Okay, while this is underwhelming, I'll revert this to the Live disguise behavior if only because this damage can be further (mini-)critboosted by other sources! } "fire rate penalty" { "attribute_class" "mult_postfiredelay" "value" "1.2" } "crit mod disabled" { "attribute_class" "mult_crit_chance" "value" "0" } // Backend stuff "hidden separator" "1" "min_viewmodel_offset" {"value" "10 0 -6"} "custom magazine model" {"value" "models/weapons/mags/speedloader.mdl"} } "visuals" { "sound_single_shot" "Weapon_Enforcer.Single" "sound_burst" "Weapon_Enforcer.SingleCrit" } "mouse_pressed_sound" "#ui/item_light_gun_pickup.wav" "drop_sound" "#ui/item_light_gun_drop.wav" } //-------------------------------------------------- "225" { "name" "Your Eternal Reward" "item_class" "tf_weapon_knife" "item_slot" "melee" "item_name_color" "255 215 0 255" "item_quality" "unique" "item_name" "#TF_EternalReward" // Kinda an extra-unique exception, Your Eternal Reward is just a really strange object name to begin with. I switch back and forth between Your Eternal Reward, and just, The Eternal Reward "item_type_name" "#TF_Weapon_Knife" "item_description" "Y'all folks go on ahead! I'll catch up." "item_logname" "eternal_reward" "item_iconname" "Eternal_Reward" "image_inventory" "backpack/workshop/weapons/c_models/c_eternal_reward/c_eternal_reward" "model_world" "models/weapons/w_models/w_eternal_reward.mdl" // As an aside, the knife has proper bloodied skins for killing someone - even though it probably won't. "model_player" "models/weapons/v_models/v_eternal_reward_spy.mdl" // Makes a little twirl sound when drawn! "attach_to_hands" "2" "used_by_classes" { "Spy" "1" } "static_attrs" { "lunchbox adds minicrits" "1" "special taunt" "1" "min_viewmodel_offset" "5 0 -4" } "attributes" { "disguise on backstab short" // I might need to rewrite this again, since this doesn't work on MvM robots. Then again, does "players" cover that? They're only technically players. { "attribute_class" "set_disguise_on_backstab" "value" "1" } "silent killer" { "attribute_class" "set_silent_killer" "value" "1" } "mult cloak meter consume rate" { "attribute_class" "mult_cloak_meter_consume_rate" "value" "1.33" } "disguise consumes cloak short" { "attribute_class" "mod_disguise_consumes_cloak" "value" "1" } // "cannot disguise DISPLAY ONLY" {"value" "1"} // Backend stuff "hidden separator" "1" // "mult disguise speed penalty" {"value" "99999"} // While I won't do this, if you want to "prevent" manually disguising like the old YER, you can have the disguise speed set to a ludicrously high number, so you functionally can't disguise until you backstab someone. That's instant, so it isn't affected! } "mouse_pressed_sound" "#ui/item_knife_small_pickup.wav" "drop_sound" "#ui/item_knife_small_drop.wav" } //-------------------------------------------------- "812" { "name" "The Flying Guillotine" "item_class" "tf_weapon_cleaver" "item_slot" "secondary" "anim_slot" "item1" "propername" "1" "item_name_color" "255 215 0 255" "item_quality" "unique" "item_name" "#TF_SD_Cleaver" "item_type_name" "#TF_Weapon_Cleaver" "item_description" "Who's next on da choppin' block!?" "item_logname" "guillotine" "item_iconname" "Guillotine" "image_inventory" "backpack/workshop_partner/weapons/c_models/c_sd_cleaver/c_sd_cleaver" "model_world" "models/weapons/w_models/w_sd_cleaver.mdl" "model_player" "models/weapons/v_models/v_sd_cleaver_scout.mdl" "attach_to_hands" "2" "used_by_classes" { "Scout" "1" } "static_attrs" // TO-DO: Re-add long-range damage mult! Can't do it currently without also affecting the bleed damage in insane ways. { "cleaver description fix" "1" "minicrit vs stunned players" "1" // NOWP v4.0.0 - Okay! Cleaver is almost entirely outclassed by the Brick in most respects! Let's try this, restoring its old stun-damage mechanic but less dumb and insane this time. // "crit mod disabled" "0" // This does 150 dmg crits, which is scary, but I'll leave it be since Brick also does crits and it even does 195 dmg random crits. // "item recharge desc TEXT" "5" "mult dmg crit multiplier" "0.8" // Normally, I wouldn't care about this... but it was brought to my attention Cleaver counts as melee-damage for some other things, like Tranq or Chekhov's crits. Ouch!! // Backend stuff "hidden separator" "1" "allowed in medieval mode" "1" "min_viewmodel_offset" "10 0 -8" // "cleaver desc simple" "5" // TEMP: Text for the simplified long-range variant // "damage at range increased" "1.5" // "custom rampup" "0.5" // This would theoretically make it do 50 dmg close up and 75 at distance, but it has a really bad issue with the damage mults leaking onto bleed... disabled for now. // "dmg penalty vs players" "1.5" } "attributes" { "minicrit vs cond no dot" {"value" "16"} } "taunt" { "custom_taunt_scene_per_class" { "Scout" { "1" "scenes/player/scout/low/taunt_bat_man_v1.vcd" // NOWP-added, you'll need to copy these if you want to use these! "2" "scenes/player/scout/low/taunt_bat_man_v2.vcd" "3" "scenes/player/scout/low/taunt_bat_man_v3.vcd" "4" "scenes/player/scout/low/taunt_bat_man_v4.vcd" } } } "visuals" { "sound_single_shot" "Cleaver.Single" "sound_burst" "Cleaver.SingleCrit" } "visuals_red" { "use_visualsblock_as_base" "visuals" "trail_effect" "peejar_trail_red_glow" // Added the cleaver glowy trail back for NOWP v2.7.5! From Chaofanatic's TIP particles } "visuals_blu" { "use_visualsblock_as_base" "visuals" "trail_effect" "peejar_trail_blu_glow" } "visuals_grn" { "use_visualsblock_as_base" "visuals" "trail_effect" "peejar_trail_grn_glow" } "visuals_ylw" { "use_visualsblock_as_base" "visuals" "trail_effect" "peejar_trail_ylw_glow" } "mouse_pressed_sound" "#ui/item_knife_small_pickup.wav" "drop_sound" "#ui/item_knife_small_drop.wav" } //-------------------------------------------------- "444" { "name" "The Mantreads" "item_class" "tf_wearable" "item_slot" "secondary" "anim_slot" "FORCE_NOT_USED" "equip_region" "feet" // Probably vestigial, not sure. "act_as_wearable" "1" "propername" "1" "item_name_color" "255 215 0 255" "item_quality" "unique" "item_name" "#TF_Mantreads" "item_type_name" "#TF_Weapon_Boots" "item_description" "This'll help soften the fall... for you, at least." "item_logname" "mantreads" "item_iconname" "Mantreads" "image_inventory" "backpack/workshop/player/items/soldier/mantreads/mantreads" "model_player" "models/player/items/tankerboots.mdl" "used_by_classes" { "Soldier" "1" "Demoman" "primary" } "item_description_per_class" { "Soldier" "Pull up your bootstraps and give 'em hell." "Demoman" "Fine bloody tooth-kickers for a man with places to be." } "model_player_per_class" { "Soldier" "models/player/items/tankerboots.mdl" "Demoman" "models/player/items/tankerboots_demo.mdl" // The model's kinda crappy, but it's the thought that counts. } "static_attrs" { "allowed in medieval mode" "1" "override footstep sound set" "10" // Thunk-thunk, thunk-thunk, thunk-thunk! This accepts a few set values (mostly MvM Giant robot steps), and setting it to this gives you clunky footstep sounds. "class select override slot" "1" // TF2C v2.2.0 - If you have this equipped, then shunt class select anim responsibilities over to a specified slot! | TF2C v3.0.0 - This changed, but luckily, this is able to be used for single-slot shared items if you're clever with what slots they're equipped in. } "attributes" { "boots falling stomp" // TF2C v3.0.0 - This even plays a funny little noise + animation when falling from great height! And it stacks with the Anchor. Terrifying! Doesn't actually stack though from what I can tell. { "attribute_class" "boots_falling_stomp" "value" "1" } "shared push force decreased TEXT" // Copied this over from Shortstop, new text to convey actual numbers cleanly... { "attribute_class" "damage_force_reduction" "value" "0.25" } "airblast vulnerability multiplier hidden" { "attribute_class" "airblast_vulnerability_multiplier" "value" "0.25" } "increased air movement control blast" { "attribute_class" "mod_air_control_blast_jump" "value" "3" } } "visuals" { "player_bodygroups" { "shoes" "1" "shoes_socks" "1" } } "mouse_pressed_sound" "#ui/item_pack_pickup.wav" "drop_sound" "#ui/item_pack_drop.wav" } //-------------------------------------------------- "159" { "name" "The Dalokohs Bar" // Prior to TF2C v2.1.0, this had an issue where it had to be named specifically "The Sandvich" in the backend here in order to taunt. "item_class" "tf_weapon_lunchbox" "item_slot" "secondary" "anim_slot" "item1" "propername" "1" "item_name_color" "255 215 0 255" "item_quality" "unique" "item_name" "#TF_Unique_Lunchbox_Chocolate" "item_type_name" "#TF_Weapon_Lunchbox" "item_description" "Is good for your health! Dark chocolate is Heavy's favorite." "image_inventory" "backpack/workshop/weapons/c_models/c_chocolate/c_chocolate" "model_world" "models/weapons/w_models/w_chocolate.mdl" "model_player" "models/weapons/v_models/v_chocolate_heavy.mdl" // By the way, for models, the bite bodygroup has to be the FIRST bodygroup in order! "attach_to_hands" "2" "extra_wearable" "models/player/items/sandvich_lunchbox.mdl" // TF2C v2.1.5 - A new, cute lunchbox! This is officially used for the Sandvich, so I thought it'd be fitting to backport it to the Dalokohs Bar. "used_by_classes" { "Heavy" "1" } "static_attrs" // Since this keeps its (consumable) behavior from Live, most of the balancing stays intact to account for that. { "item_meter_charge_type" "1" // This stuff seems to actually be necessary for Lunchbox-types, they don't have a default meter for whatever reason... "item_meter_charge_rate" "10" "meter_label" "#TF_Sandwich" "custom lunchbox throwable model" "models/items/plate_chocolate.mdl" "custom lunchbox throwable type" "1" "min_viewmodel_offset" "10 0 -11" "class select override vcd" "taunt04" "special taunt" "1" "allowed in medieval mode" "1" } "attributes" { "lunchbox adds maxhealth bonus" // Many Live TF2 lunchboxes seem to have MOST of their functions hardcoded to the weapon modes. Annoying, but it works out here. I'll still include redundant info as a failsafe, anyway. { "attribute_class" "set_weapon_mode" "value" "1" } "item recharge rate increased DISPLAY ONLY" { "attribute_class" "DISPLAY_ONLY" "value" "1.66" } "lunchbox consumed on use" // This isn't strictly necessary, since eating this will start the cooldown anyway, but this is good display text to have anyway, and good future-proofing. { "attribute_class" "lunchbox_force_cooldown" "value" "1" } "lunchbox healing amount TEXT" { "attribute_class" "DISPLAY_ONLY" "value" "100" } "lunchbox share explain dalokohs" { "attribute_class" "DISPLAY_ONLY" "value" "1" } "mod lunchbox critboostable" // TO-DO: This doesn't work for weapon mode Sandviches?? { "attribute_class" "mod_lunchbox_critboostable" "value" "1" } } "visuals" { "animation_replacement" { "ACT_MP_GESTURE_VC_FINGERPOINT_ITEM1" "ACT_MP_GESTURE_VC_THUMBSUP_PRIMARY" // This is more than a little scuffed, but the fingerpoint anims just don't cut it yet "ACT_MP_GESTURE_VC_THUMBSUP_ITEM1" "ACT_MP_GESTURE_VC_THUMBSUP_SECONDARY" "ACT_MP_GESTURE_VC_HANDMOUTH_ITEM1" "ACT_MP_GESTURE_VC_HANDMOUTH_SECONDARY" "ACT_MP_GESTURE_VC_FISTPUMP_ITEM1" "ACT_MP_GESTURE_VC_FISTPUMP_SECONDARY" } } "mouse_pressed_sound" "#ui/item_sandwich_drop.wav" "drop_sound" "#ui/item_sandwich_pickup.wav" } //-------------------------------------------------- "127" { "name" "The Direct Hit" "item_class" "tf_weapon_rocketlauncher_directhit" // Why does this even have its own item_class? Well, whatever, no harm using it for now. "item_slot" "primary" "propername" "1" "item_name_color" "255 215 0 255" "item_quality" "unique" "item_name" "#TF_Unique_Achievement_RocketLauncher" "item_type_name" "#TF_Weapon_RocketLauncher" "item_description" "These rockets are full of freedom! And copious amounts of nitroglycerin." "item_logname" "directhit" "item_iconname" "rocketlauncher_directhit" "image_inventory" "backpack/weapons/c_models/c_directhit/c_directhit" "model_world" "models/weapons/w_models/w_directhit.mdl" "model_player" "models/weapons/v_models/v_directhit_soldier.mdl" "attach_to_hands" "2" "used_by_classes" { "Soldier" "1" } "static_attrs" { "min_viewmodel_offset" "10 -3 -10" } "attributes" { "damage bonus" { "attribute_class" "mult_dmg" "value" "1.25" } "Projectile speed increased" { "attribute_class" "mult_projectile_speed" "value" "1.8" } "mod mini-crit airborne tf2c" // Rewritten to simplify compared to Live... { "attribute_class" "mini_crit_airborne" // TF2C v2.1.0 - This finally works properly! Comes in two flavors - this one works as expected and crits against blast-jumping players and jumppad jumping players! "value" "1" } "Blast radius decreased" { "attribute_class" "mult_explosion_radius" "value" "0.3" } "custom projectile model" { "attribute_class" "custom_projectile_model" "value" "models/weapons/w_models/w_rocket_directhit.mdl" // You know the drill! This one isn't teamcolored by default - the viewmodel ones are, though! } } "taunt" { "custom_taunt_scene_per_class" { "Soldier" "scenes/player/soldier/low/taunt07.vcd" } } "visuals" { "sound_single_shot" "Weapon_RPG_DirectHit.Single" "sound_burst" "Weapon_RPG_DirectHit.SingleCrit" "sound_reload" "Weapon_RPG.WorldReload" "sound_special1" "Weapon_RPG_DirectHit.Explode" "animation_replacement" // NOWP v4.0.0 - Oops! I never noticed most RL's were missing swimming reload anims. Fixed, for most of 'em. { "ACT_MP_RELOAD_SWIM_PRIMARY" "ACT_MP_RELOAD_AIRWALK_PRIMARY" "ACT_MP_RELOAD_SWIM_PRIMARY_LOOP" "ACT_MP_RELOAD_AIRWALK_PRIMARY_LOOP" "ACT_MP_RELOAD_SWIM_PRIMARY_END" "ACT_MP_RELOAD_AIRWALK_PRIMARY_END" } } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } //-------------------------------------------------- "155" { "name" "The Southern Hospitality" // Originally, this weapon was made to because I heard tell of a "Nail Sentry" the TF2C devs left in. The SH looks like it'd have fit well for that! "item_class" "tf_weapon_wrench" // ...however, a lot of other small problems that made them annoying. Darn. This got demoted to its Live TF2 status... "item_slot" "melee" "propername" "1" "item_name_color" "255 215 0 255" "item_quality" "unique" "item_name" "#TF_Unique_Combat_Wrench" "item_type_name" "#TF_Weapon_Wrench" "item_description" "Y'all can come back for the munitions or the swift kickin's. Your preference." "item_logname" "southern_hospitality" "item_iconname" "Southern_Comfort_kill" "image_inventory" "backpack/workshop/weapons/c_models/c_spikewrench/c_spikewrench" "model_world" "models/weapons/w_models/w_spikewrench.mdl" "model_player" "models/weapons/v_models/v_spikewrench_engineer.mdl" "attach_to_hands" "2" "used_by_classes" { "Engineer" "1" } "static_attrs" { "min_viewmodel_offset" "10 -2 -9" } "attributes" // This has some rebalances simply because I wanted to spice this up a little! It deserves it after the long history I've put it through. { "bleeding duration" { "attribute_class" "bleeding_duration" "value" "5" } "minicrit vs bleeding players" // NOWP v3.0.0 - Given this wrench has so, so little going for it, and bleeding seems like a staple mechanic for it for, some reason, maybe this will help? { "attribute_class" "minicrit_vs_playercond" "value" "26" } "metal_pickup_increased" // NOWP v2.8.0 - I kinda felt like this is way too plain, so let's give it a simple niche. Engi passively gets a bit more metal from various sources when using this wrench! { "attribute_class" "mult_metal_pickup" "value" "1.5" // About +50 on a medium ammobox } "damage penalty" // This is from the older version of the spikewrench. No particular preference, I just think it's marginally more interesting than no random crits { "attribute_class" "mult_dmg" "value" "0.75" } "dmg taken from fire increased" { "attribute_class" "mult_dmgtaken_from_fire" "value" "1.2" } } "mouse_pressed_sound" "#ui/item_metal_weapon_pickup.wav" "drop_sound" "#ui/item_metal_weapon_drop.wav" } //-------------------------------------------------- "230" { "name" "The Sydney Sleeper" "item_class" "tf_weapon_sniperrifle" "item_slot" "primary" "propername" "1" "item_name_color" "255 215 0 255" "item_quality" "unique" "item_name" "#TF_SydneySleeper" "item_type_name" "Tranquilizer Rifle" "item_description" "For the record, mate, that wasn't from me." "item_logname" "sydney_sleeper" "item_iconname" "Sydney_Sleeper" "image_inventory" "backpack/workshop/weapons/c_models/c_sydney_sleeper/c_sydney_sleeper" "model_world" "models/weapons/w_models/w_sydney_sleeper.mdl" "model_player" "models/weapons/v_models/v_sydney_sleeper_sniper.mdl" "extra_wearable" "models/player/items/sniper_darts.mdl" // NOWP v3.0.0 - I was doing some housekeeping for another mod, and noticed Sniper had a bodygroup for Sydney Sleeper darts!! Since they work fine, I added them back in. "attach_to_hands" "2" "brass_eject_model" "" // I was EXCITED as hell to find this, but it doesn't... seem to be functional? "used_by_classes" { "Sniper" "1" } "static_attrs" { "min_viewmodel_offset" "10 0 -10" } "attributes" // NOWP v4.0.0 - 'Kay, I actually kinda liked the explosive shots iteration of the Sleeper. Since the Marker got a big buff, let's try to expand on that old idea to make this more competitive with that, too! { "headshot deals radial damage" { "attribute_class" "DISPLAY_ONLY" "value" "1" } "jarate duration short" // WHY is this text so ungodly long by default!?!? { "attribute_class" "jarate_duration" "value" "8" } "sniper charge per sec" { "attribute_class" "mult_sniper_charge_per_sec" "value" "1.25" } "headshot is minicrit" // This would need to be display-only, but luckily Sydney Sleeper already works like this anyway, so it's just useful text! { "attribute_class" "headshot_is_minicrit" "value" "1" } "status duration sniper charge" { "attribute_class" "DISPLAY_ONLY" "value" "1" } // Backend stuff "hidden separator" "1" // "sniper no headshots" {"value" "1"} // Disabled because it breaks explosive headshots "explosive sniper shot" {"value" "1.0 0.16"} // EXPLOSIVE HEADSHOTS! This acts as a little facsimile to the original mechanic of applying splash jarate on full-charged headshots | 0.015 for 1 dmg, 0.16 for 20 dmg, 0.195 for 25 dmg "add condition on hit weapon" {"value" "TF_COND_URINE 1.5"} // to get splash jarate to work, this has to add generic jarate on hit. Adds it for 1.5s so it's still strictly worse than scoping in. } "taunt" { "custom_taunt_scene_per_class" { "Sniper" { "1" "scenes/player/sniper/low/taunt_i_see_you_v1.vcd" // NOWP-added, you'll need to copy these if you want to use these! "2" "scenes/player/sniper/low/taunt_i_see_you_v2.vcd" } } } "visuals" { "sound_single_shot" "Weapon_SydneySleeper.Single" "sound_burst" "Weapon_SydneySleeper.SingleCrit" "sound_reload" "Weapon_SniperRifle.WorldReload" "sound_special1" "TFPlayer.SafestLanding" // TO-DO: Find a better sound for this!!!! | TF2C v3.0.7 - The game seems to be trying to play "weapons\upgrade_explosive_headshot.wav" - should we be worried about that? "muzzle_flash" "muzzle_tranq" "explosion_effect" "peejar_impact_small" } "mouse_pressed_sound" "#ui/item_wood_weapon_pickup.wav" "drop_sound" "#ui/item_wood_weapon_drop.wav" } //-------------------------------------------------- "773" // TO-DO: If needed, this can be split into 2 again and Engi's goes in 3535! { "name" "Pretty Boy's Pocket Pistol" "item_class" "tf_weapon_pistol" // TO-DO: This actually uses "tf_weapon_handgun_scout_secondary", switch that over or nah? "item_slot" "secondary" "propername" "1" "item_name_color" "255 215 0 255" "item_quality" "unique" "item_name" "#TF_Weapon_PEP_Pistol" "item_type_name" "#TF_Weapon_Pistol" "item_description" "Shooting others has never been so therapeutic!" // This is an awkward description, but I really can think of no other way to reconcile how he... heals with this. "item_logname" "pep_pistol" "item_iconname" "Pep_Pistol" "image_inventory" "backpack/workshop/weapons/c_models/c_pep_pistol/c_pep_pistol" "model_world" "models/weapons/w_models/w_pep_pistol.mdl" "model_player" "models/weapons/v_models/v_pep_pistol_scout.mdl" "attach_to_hands" "2" "used_by_classes" { "Scout" "1" "Engineer" "1" // Nothing much to it. It seems to work fine on Engi, and he doesn't really have utility secondaries right now, so here's this! Of note, he still has the 200 reserve ammo, but it feels... fine, for now. } "item_name_per_class" { "Scout" "#TF_Weapon_PEP_Pistol" "Engineer" "Prairie Boy's Pocket Pistol" // Cute little rename, to keep the same initials and general name flow! } "item_description_per_class" { "Scout" "Well, I mean, not to brag or anything." "Engineer" "Stick 'em up, hoss" } "model_player_per_class" { "basename" "models/weapons/v_models/v_pep_pistol_%s.mdl" } "static_attrs" { "min_viewmodel_offset" "10 0 -10" } "attributes" { "heal on hit for rapidfire" { "attribute_class" "add_onhit_addhealth" "value" "5" } "fire rate bonus" { "attribute_class" "mult_postfiredelay" "value" "0.85" } "clip size penalty" { "attribute_class" "mult_clipsize" "value" "0.75" } "custom magazine model" // TF2C v2.1.2 - Custom mags!! I prepared a lot of these in advance, so hopefully everything works fine as-is! { "attribute_class" "custom_magazine_model" "value" "models/weapons/mags/mag_pbpp.mdl" } } "visuals" { "sound_single_shot" "Weapon_PickPocket_Pistol.Single" "sound_burst" "Weapon_PickPocket_Pistol.SingleCrit" "sound_reload" "Weapon_Pistol.WorldReload" } "mouse_pressed_sound" "#ui/item_light_gun_pickup.wav" "drop_sound" "#ui/item_light_gun_drop.wav" } //-------------------------------------------------- "474" { "name" "The Conscientious Objector" "prefab" "weapon_fryingpan hasTaunt_Conga" "propername" "1" "item_name_color" "255 215 0 255" "item_quality" "unique" "item_name" "#TF_ConscientiousObjector" "item_type_name" "#TF_Weapon_Sign" "item_description" "Stop violence the only way you know how." "item_logname" "nonnonviolent_protest" "item_iconname" "NonnonViolent_Protest" "image_inventory" "backpack/workshop/weapons/c_models/c_picket/c_picket" "model_world" "models/weapons/w_models/w_picket.mdl" // What I should note, is that this item comes with customizable images! "model_player" "models/weapons/v_models/v_picket_scout.mdl" // You'll probably have seen the folder for it. Just shove some .vtf files in there and it's done! Each team gets one team-unique texture. "attach_to_hands" "2" "used_by_classes" { "Scout" "1" "Soldier" "1" "Pyro" "1" "Demoman" "1" "Heavy" "1" "Engineer" "1" "Medic" "1" "Sniper" "1" "Spy" "1" // "Civilian" "1" } "item_description_per_class" { "Scout" "Please save the whales, by not smoking cigarettes anymore! (Or I'll call 9-1-1 on you!)" // https://www.youtube.com/watch?v=n9BwBPLmNVs "Soldier" "If Hippies are good for one thing, it's giving me signs to beat their asses with." "Pyro" "Spread some anarchy." "Demoman" "Show those bloody prohibitionists ye mean business." "Heavy" "Why not hold violence rally instead?" "Engineer" "No trespassing, son. Can't ya read?" "Medic" "I'm not being violent. I'm just giving a live demonstration on violence!" "Sniper" "Let's see how those fruit-shop owners like it." "Spy" "Keep your enemies close, and your other enemies even closer." "Civilian" "Isn't this quite a violent anti-violence rally!?" } "model_world_per_class" { "Engineer" "models/weapons/w_models/w_picket_engineer.mdl" "Spy" "models/weapons/w_models/w_picket_spy.mdl" "Civilian" "models/weapons/w_models/w_picket_civilian.mdl" "basename" "models/weapons/w_models/w_picket.mdl" } "model_player_per_class" { "basename" "models/weapons/v_models/v_picket_%s.mdl" } "static_attrs" { "mod custom decal" "1" "particle on melee hit" "impact_wood" // A new attribute with TF2C v2.0.2! This changes the particles on melee hit. This one is good for "shitty wood weapons" - something the Objector clearly falls into! "special taunt" "1" "mod custom decal explain" "1" } "visuals" { "sound_melee_miss" "Weapon_Crowbar.Miss" "sound_melee_hit" "Weapon_BaseballBat.HitFlesh" // This one pulls its sounds from multiple different weps. I... think that's fine? "sound_melee_hit_world" "Weapon_Fishwhacker.HitWorld" // If it gets to be a problem for like, sound mods, let me know!! "sound_burst" "Weapon_Crowbar.MissCrit" "sound_single_shot" "Weapon_BaseballBat.HitFlesh" "sound_single_shot_npc" "Weapon_Fishwhacker.HitWorld" "sound_double_shot" "Weapon_BaseballBat.HitFlesh" "sound_double_shot_npc" "Weapon_Fishwhacker.HitWorld" "animation_replacement" { "ACT_MP_ATTACK_STAND_MELEE_SECONDARY_ALLCLASS" "ACT_MP_ATTACK_STAND_MELEE_SECONDARY" "ACT_MP_ATTACK_CROUCH_MELEE_SECONDARY_ALLCLASS" "ACT_MP_ATTACK_CROUCH_MELEE_SECONDARY" "ACT_MP_ATTACK_SWIM_MELEE_SECONDARY_ALLCLASS" "ACT_MP_ATTACK_SWIM_MELEE_SECONDARY" "ACT_MP_ATTACK_STAND_SECONDARYFIRE" "ACT_MP_GESTURE_VC_THUMBSUP_MELEE" // Different because of a Hidden Feature I implemented into Civ's allclass melees in NOWP v2.5.0 "ACT_MP_ATTACK_CROUCH_SECONDARYFIRE" "ACT_MP_GESTURE_VC_THUMBSUP_MELEE" "ACT_MP_ATTACK_SWIM_SECONDARYFIRE" "ACT_MP_GESTURE_VC_THUMBSUP_MELEE" } "player_poseparam" { "r_hand_grip" "0" "r_arm" "2" // This is way too weirdly posed on some classes, disabled for now } } "mouse_pressed_sound" "#ui/item_wood_weapon_pickup.wav" // This item sound goes unused normally - I start using it here for "mixed" material weapons "drop_sound" "#ui/item_wood_weapon_drop.wav" // Stuff like, how the sign has a wood top but a metal handle. Some other weapons are the opposite, but still mixed material! } //-------------------------------------------------- "415" { "name" "The Reserve Shooter" "item_class" "tf_weapon_shotgun" "item_slot" "secondary" "propername" "1" "item_name_color" "255 215 0 255" "item_quality" "unique" "item_name" "#TF_ReserveShooter" "item_type_name" "#TF_Weapon_Shotgun" "item_description" "Only Soldiers and eagles should be flying. You look to be neither, son." "item_logname" "reserve_shooter" "item_iconname" "Reserve_Shooter" "image_inventory" "backpack/workshop/weapons/c_models/c_reserve_shooter/c_reserve_shooter" "model_world" "models/weapons/w_models/w_reserve_shooter.mdl" "model_player" "models/weapons/v_models/v_reserve_shooter_soldier.mdl" "attach_to_hands" "2" "used_by_classes" { "Soldier" "1" } "model_player_per_class" { "basename" "models/weapons/v_models/v_reserve_shooter_%s.mdl" } "static_attrs" { "special taunt" "1" // "taunt attack name" "TAUNTATK_MEDIC_RELEASE_DOVES" // "taunt attack time" "3" "min_viewmodel_offset" "10 0 -9" } "attributes" { "mod mini-crit airborne tf2c" { "attribute_class" "mini_crit_airborne" "value" "1" } "faster weapon draw speed" { "attribute_class" "mult_single_wep_deploy_time" "value" "0.8" } "clip size penalty" { "attribute_class" "mult_clipsize" "value" "0.67" } // Backend stuff "hidden separator" "1" "minicrit vs cond no dot" { "attribute_class" "single_minicrit_vs_playercond_no_dot" "value" "139" } } "taunt" { "custom_taunt_scene_per_class" { "Soldier" "scenes/player/soldier/low/taunt04_reserve.vcd" // TO-DO: Is a weapon-fixed version better? Test with taunt04_fix and taunt04_reserve... } } "visuals" { "sound_single_shot" "Weapon_Reserve_Shooter.Single" "sound_burst" "Weapon_Reserve_Shooter.SingleCrit" } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } //-------------------------------------------------- "38" { "name" "The Axtinguisher" "item_class" "tf_weapon_fireaxe" "item_slot" "melee" "propername" "1" "item_name_color" "255 215 0 255" "item_quality" "unique" "item_name" "#TF_Unique_Achievement_FireAxe1" "item_type_name" "#TF_Weapon_FireAxe" "item_description" "Flames won't be the only thing you'll extinguish." "item_logname" "axtinguisher" "item_iconname" "Axtinguisher" "image_inventory" "backpack/weapons/c_models/c_axtinguisher/c_axtinguisher_pyro" "model_world" "models/weapons/w_models/w_axtinguisher.mdl" "model_player" "models/weapons/v_models/v_axtinguisher_pyro.mdl" "attach_to_hands" "2" "used_by_classes" { "Pyro" "1" } "static_attrs" { "min_viewmodel_offset" "10 0 -9" } "attributes" // NOWP v3.0.0 - Okay, enough of this, this just gets approx. turned back into the normal Live one before all the nerfs. { "crit vs burning players" { "attribute_class" "or_crit_vs_playercond" "value" "1" } "dmg penalty vs nonburning" { "attribute_class" "mult_dmg_vs_nonburning" "value" "0.5" } "slower weapon draw speed" { "attribute_class" "mult_single_wep_deploy_time" "value" "1.33" } "swing speed penalty" { "attribute_class" "mult_postfiredelay" "value" "1.15" } "crit mod disabled" { "attribute_class" "mult_crit_chance" "value" "0" } "mod melee crit swing custom damage" // This doesn't actually work, since it isn't a crit until the hit actually connects... { "attribute_class" "mod_melee_crit_swing_custom_damage" "value" "20" // It was a bit of a tossup between this and Afterburn death, but I think this is snappier! } } "mouse_pressed_sound" "#ui/item_wood_weapon_pickup.wav" "drop_sound" "#ui/item_wood_weapon_drop.wav" } //-------------------------------------------------- "772" { "name" "Baby Face's Blaster" "item_class" "tf_weapon_pep_brawler_blaster" "item_slot" "primary" "propername" "1" "item_name_color" "255 215 0 255" "item_quality" "unique" "item_name" "#TF_Weapon_PEP_Scattergun" "item_type_name" "#TF_Weapon_Scattergun" "item_description" "Hey, I'm runnin' ova' here!" "item_logname" "pep_brawlerblaster" "item_iconname" "Pep_BrawlerBlaster" "image_inventory" "backpack/workshop/weapons/c_models/c_pep_scattergun/c_pep_scattergun" "model_world" "models/weapons/w_models/w_pep_scattergun.mdl" // This would be the first place I used a technique that went on to fix a few more weapons - procedural bones! It's sorcery honestly!! "model_player" "models/weapons/v_models/v_pep_scattergun_scout.mdl" // I just manually animated the cover moving for the v_model "attach_to_hands" "2" "used_by_classes" { "Scout" "1" } "static_attrs" { "min_viewmodel_offset" "10 0 -11" } "attributes" { // "haste on kill with time" // { // "attribute_class" "DISPLAY_ONLY" // "value" "2" // } // "add condition on kill" // { // "attribute_class" "add_onkill_addcond_self" // "value" "TF2C_COND_CIV_SPEED 2.5" // Haste! This affects not just your move-speed, but also your firerate and reload speed // } "boost on damage short" { "attribute_class" "boost_on_damage" "value" "1" } "bfb boost loss explain" { "attribute_class" "DISPLAY_ONLY" "value" "1" } "move speed penalty" { "attribute_class" "mult_player_movespeed" "value" "0.9" } "clip size penalty" { "attribute_class" "mult_clipsize" "value" "0.67" } // Backend stuff "hidden separator" "1" "hype resets on jump" { "attribute_class" "hype_resets_on_jump" "value" "75" } "lose hype on take damage" { "attribute_class" "lose_hype_on_take_damage" "value" "4" } } "taunt" { "custom_taunt_scene_per_class" { "Scout" { "1" "scenes/player/scout/low/taunt07_vocal01.vcd" // Sure, Scattergun taunt works, but have you considered this is funny? "2" "scenes/player/scout/low/taunt07_vocal02.vcd" "3" "scenes/player/scout/low/taunt07_vocal03.vcd" "4" "scenes/player/scout/low/taunt07_vocal04.vcd" "5" "scenes/player/scout/low/taunt07_vocal05.vcd" } } } "visuals" { "sound_single_shot" "Weapon_Brawler_Blaster.Single" "sound_burst" "Weapon_Brawler_Blaster.SingleCrit" } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } //-------------------------------------------------- "1150" { "name" "The Quickiebomb Launcher" "item_class" "tf_weapon_pipebomblauncher" "item_slot" "secondary" "anim_slot" "primary" "propername" "1" "item_name_color" "255 215 0 255" "item_quality" "unique" "item_name" "#TF_Weapon_Sticky_Quickie" "item_type_name" "#TF_Weapon_PipeBombLauncher" "item_description" "Get a load o' this, I packed in extra gunpowder!" "item_logname" "quickiebomb_launcher" "item_iconname" "QuickieBomb_Launcher" "image_inventory" "backpack/workshop/weapons/c_models/c_kingmaker_sticky/c_kingmaker_sticky" "model_world" "models/weapons/w_models/w_kingmaker_sticky.mdl" "model_player" "models/weapons/v_models/v_kingmaker_sticky_demo.mdl" "attach_to_hands" "2" "used_by_classes" { "Demoman" "1" } "static_attrs" { "class select override vcd" "class_select_gunboats_sticky" "min_viewmodel_offset" "10 0 -10" } "attributes" // TO-DO: THIS STEPS ON MINE-LAYER'S TOES A BIT!! Revisit once they stop fucking changing Mine Layer and have it be consistent... { "stickybomb_charge_damage_increase" { "attribute_class" "stickybomb_charge_damage_increase" "value" "1.35" } "stickybomb charge rate" { "attribute_class" "stickybomb_charge_rate" "value" "0.3" } "sticky arm time bonus" { "attribute_class" "sticky_arm_time" "value" "-0.2" } "clip size penalty" { "attribute_class" "mult_clipsize" "value" "0.5" } "damage bonus hidden" {"value" "0.875"} // TF2C v3.0.8 - Fix for strange damage numbers on grenade-based stuff. Revert this when possible! "damage penalty DISPLAY ONLY" { "attribute_class" "mult_dmg" "value" "0.85" } "max pipebombs decreased" // NOWP v4.0.0 - While this keeps most of its Live stats, I feel like this weapon has a bit of a risk of being stock but better. Let's try dragging in an older change, it also has less stickies out, so while individual stickies are higher-damage, you just have less of them too. { "attribute_class" "add_max_pipebombs" "value" "-4" } "custom projectile model" { "attribute_class" "custom_projectile_model" "value" "models/weapons/w_models/w_kingmaker_stickybomb.mdl" // Technically this stickybomb does have gibs, but something about precaching makes them not appear. Weird... } // Backend stuff "hidden separator" "1" // "stickies detonate stickies" // I think this SBL is already front-loaded enough, it doesn't really need this. Steps on ScoRes' toes a bit if I decide to add that, too. // { // "attribute_class" "stickies_detonate_stickies" // "value" "1" // } // "fire rate bonus" // Buncha old stats for the fast-firing variant... // { // "attribute_class" "mult_postfiredelay" // "value" "0.67" // } // "Reload time decreased" // { // "attribute_class" "mult_reload_time" // "value" "0.75" // } } "visuals" { "sound_single_shot" "Weapon_AirBurster.Single" "sound_burst" "Weapon_AirBurster.SingleCrit" "sound_double_shot" "Weapon_Throwable.ChargeUpFast" // NOWP v2.7.5 - I totally forgot about this, so tackling this now for most hold-charging weapons. Makes the sound faster! "sound_special1" "Weapon_AirBurster.Explode" } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } //-------------------------------------------------- "128" { "name" "The Equalizer" "item_class" "tf_weapon_shovel" "item_slot" "melee" "propername" "1" "item_name_color" "255 215 0 255" "item_quality" "unique" "item_name" "Great Equalizer" "item_type_name" "#TF_Weapon_Pickaxe" "item_description" "I'd like to see you pansies try and kill me!" "item_logname" "unique_pickaxe" "item_iconname" "Pickaxe" "image_inventory" "backpack/weapons/c_models/c_pickaxe/c_pickaxe" "model_world" "models/weapons/w_models/w_pickaxe.mdl" "model_player" "models/weapons/v_models/v_pickaxe_soldier.mdl" "attach_to_hands" "2" "used_by_classes" { "Soldier" "1" } "static_attrs" { "min_viewmodel_offset" "10 -6 -12" "special taunt" "1" "taunt attack name" "TAUNTATK_SOLDIER_GRENADE_KILL" "taunt attack time" "3.5" } "attributes" // We're doing the unthinkable. We're reviving the Equalizer from its grave! Strap in, this'll be fun! { "provide on active" { "attribute_class" "provide_on_active" "value" "1" } "mod shovel damage speed boost" { "attribute_class" "set_weapon_mode" "value" "2" // First, this needs to be the Escape Plan's weapon_mode, so the speed-boost is active. } "reduced_healing_from_medics" // TO-DO: Make this generic heal reduction?? { "attribute_class" "mult_healing_from_medics" "value" "0.1" } "self mfd short" // I don't really like this attrib, but it's from the Escape Plan. It'll make life extremely dangerous for you even if you're a living death machine at low health! { "attribute_class" "self_mark_for_death" "value" "1" } "crit mod disabled" // Actually useful for once, Equalizer tends to get 5 million random crits, which each do 300+ dmg at max, so limit that so you only get that with a dedicated push or active effect of some sort. { "attribute_class" "mult_crit_chance" "value" "0" } // Backend stuff "hidden separator" "1" "damage penalty" {"value" "0.505"} // Then, it needs Equalizer's very old dmg reduction at full health... "mult dmg with reduced health" {"value" "3.24"} // NOW THE FUN PART - this is an unlisted attribute that works exactly how the damage-part of the equalizer does! Raise damage all the way up to 107! "mult dmg crit multiplier" {"value" "1.005"} // TF2C v2.1.3 - Fix for annoying discrepancy with damage numbers... } "taunt" { "custom_taunt_scene_per_class" { "Soldier" "scenes/player/soldier/low/taunt05.vcd" } } "visuals" { "sound_melee_miss" "Weapon_PickAxe.Swing" "sound_melee_hit" "Weapon_PickAxe.HitFlesh" "sound_burst" "Weapon_PickAxe.SwingCrit" } "mouse_pressed_sound" "#ui/item_wood_weapon_pickup.wav" "drop_sound" "#ui/item_wood_weapon_drop.wav" } //-------------------------------------------------- "60" { "name" "The Cloak and Dagger" "item_class" "tf_weapon_invis" "item_slot" "pda2" "anim_slot" "FORCE_NOT_USED" "propername" "1" "item_name_color" "255 215 0 255" "item_quality" "unique" "item_name" "#TF_Unique_Achievement_CloakWatch" "item_type_name" "#TF_Weapon_Watch" "item_description" "Ah, zhe lost art of hiding in plain sight." "image_inventory" "backpack/weapons/c_models/c_leather_watch/parts/c_leather_watch" "model_player" "models/weapons/v_models/v_watch_leather_spy.mdl" "attach_to_hands" "0" "used_by_classes" { "Spy" "1" } "static_attrs" { "min_viewmodel_offset" "8 0 -6" } "attributes" { // "set cloak is movement based short" // { // "attribute_class" "set_weapon_mode" // "value" "2" // } "cloak and dagger movement explain" { "attribute_class" "set_weapon_mode" "value" "2" } "cloak and dagger regen explain" { "attribute_class" "DISPLAY_ONLY" "value" "1" } "mult cloak meter regen rate" // These help, but come across more as innate properties of this being the Cloak n' Dagger rather than being active properties to remember about. { "attribute_class" "mult_cloak_meter_regen_rate" "value" "2" } "NoCloakWhenCloaked" { "attribute_class" "NoCloakWhenCloaked" "value" "1" } // Backend stuff "hidden separator" "1" "ReducedCloakFromAmmo" { "attribute_class" "ReducedCloakFromAmmo" "value" "0.65" } } "visuals" { "sound_special1" "Player.Spy_CloakAndDagger" // hehe "sound_special2" "Player.Spy_UnCloakAndDagger" } "mouse_pressed_sound" "#ui/item_watch_pickup.wav" "drop_sound" "#ui/item_watch_drop.wav" } //-------------------------------------------------- "173" { "name" "The Vita-Saw" "item_class" "tf_weapon_bonesaw" "item_slot" "melee" "propername" "1" "item_name_color" "255 215 0 255" "item_quality" "unique" "item_name" "#TF_Unique_BattleSaw" "item_type_name" "#TF_Weapon_Syringe" "item_description" "You'll be my test subject for today, dummkopf!" "item_logname" "battleneedle" "item_iconname" "BattleNeedle_Color" "image_inventory" "backpack/workshop/weapons/c_models/c_uberneedle/c_uberneedle" "model_world" "models/weapons/w_models/w_uberneedle.mdl" "model_player" "models/weapons/v_models/v_uberneedle_medic.mdl" "attach_to_hands" "2" "used_by_classes" { "Medic" "1" } "static_attrs" { "lunchbox adds minicrits" "2" // Note: Valve seems to have completely removed the old, unconditional Vita-saw mechanics, so if you wanted to try to recreate that, you'd have to put some elbow grease in. I'm perfectly fine with the new iteration! "ubercharge_preserved_on_spawn_max" "0.6" "max health additive penalty" "-15" "min_viewmodel_offset" "10 0 -12" // Backend stuff "hidden separator" "1" // "heal on hit for rapidfire" "10" // TO-DO: Split variant for this if they add any resource storage mechanic // "heal on kill" "35" // "swing speed bonus" "0.75" // "damage penalty" "0.6955" // "max health additive penalty" "-15" // "mult dmg crit multiplier" "0.995" // TF2C v2.1.3 - Fix for annoying discrepancy with damage numbers... } "attributes" { "mod melee crit swing custom damage" {"value" "20"} // IT DECAPS! It's one of the few Bonesaws that I think could just take someone's head clean off. } "visuals" { "sound_melee_hit" "Weapon_UberSaw.HitFlesh" "sound_taunt" "Taunt.MedicViolinUber" } "mouse_pressed_sound" "#ui/item_metal_weapon_pickup.wav" "drop_sound" "#ui/item_metal_weapon_drop.wav" } //-------------------------------------------------- "232" { "name" "The Bushwacka" "item_class" "tf_weapon_club" "item_slot" "melee" "propername" "1" "item_name_color" "255 215 0 255" "item_quality" "unique" "item_name" "#TF_TheBushwacka" "item_type_name" "#TF_Weapon_Kukri" "item_description" "Add some insult to their injury, with even more injury." "item_logname" "bushwacka" "item_iconname" "Bushwacka" "image_inventory" "backpack/workshop/weapons/c_models/c_croc_knife/c_croc_knife" "model_world" "models/weapons/w_models/w_croc_knife.mdl" "model_player" "models/weapons/v_models/v_croc_knife_sniper.mdl" "attach_to_hands" "2" "used_by_classes" { "Sniper" "1" } "static_attrs" { "min_viewmodel_offset" "10 0 -6" } "attributes" { "provide on active" { "attribute_class" "provide_on_active" "value" "1" } "minicrits become crits" { "attribute_class" "minicrits_become_crits" "value" "1" } // "swing speed penalty" // Slight nerf, since Sniper has a lot more means of getting Minicrits either from himself or others // { // "attribute_class" "mult_postfiredelay" // "value" "1.33" // } "critical damage penalty" // NOWP v4.0.0 - Okay, I'm sorry, but with how much mini-crits have become a thing, and Sniper having ready access to it both in NOWP -and- Live, sadly I need to throw the hammer at this thing. Huge nerf to damage. { "attribute_class" "mult_dmg_crit_multiplier" "value" "0.604545" // Does 118 damage now } "crit mod disabled" { "attribute_class" "mult_crit_chance" "value" "0" } "dmg taken increased" { "attribute_class" "mult_dmgtaken" "value" "1.2" } } "mouse_pressed_sound" "#ui/item_knife_small_pickup.wav" "drop_sound" "#ui/item_metal_weapon_drop.wav" } //-------------------------------------------------- "161" { "name" "TTG Sam Revolver" "item_class" "tf_weapon_revolver" "item_slot" "secondary" "propername" "1" "item_name_color" "255 215 0 255" "item_quality" "unique" "item_name" "#TF_TTG_SamRevolver" "item_type_name" "#TF_Weapon_Revolver" "item_description" "Deliver vigilante justice. With reckless abandon." // Let's not kid ourselves, Sam is just as complicit with beating people up as Max is! "item_logname" "samrevolver" "item_iconname" "SamRevolver" "image_inventory" "backpack/workshop/weapons/c_models/c_ttg_sam_gun/c_ttg_sam_gun" "model_world" "models/weapons/w_models/w_ttg_sam_gun.mdl" "model_player" "models/weapons/v_models/v_ttg_sam_gun_spy.mdl" "brass_eject_model" "models/weapons/shells/shell_revolver.mdl" "attach_to_hands" "2" "used_by_classes" { "Spy" "1" } "static_attrs" { "mystery solving time decrease" "1.87" // Could these numbers be referring to something, I wonder...? // "always draw tracer" "1" "hidden separator" "1" "mult_spread_scales_consecutive" "0" // Hehe. Your first shot will always be 100% accurate, and then every shot after that gets worse accuracy "spread penalty" "1.5" "min_viewmodel_offset" "10 0 -6" "custom magazine model" "models/weapons/mags/speedloader.mdl" } "visuals" // NOWP v2.7.5 - I FINALLY FOUND THE EQUIP SOUND!! Following some clues it was a stock sound, ended up searching it and, lo and behold, it was one of the first ones. Go figure, huh? { "sound_single_shot" "Weapon_TTGSamGun.Single" "sound_burst" "Weapon_TTGSamGun.SingleCrit" "sound_reload" "Weapon_Revolver.WorldReload" } "mouse_pressed_sound" "#weapons/draw_bigkill.wav" "drop_sound" "#ui/item_light_gun_drop.wav" } //-------------------------------------------------- "160" { "name" "TTG Max Pistol" "item_class" "tf_weapon_pistol" "item_slot" "secondary" "propername" "1" "item_name_color" "255 215 0 255" "item_quality" "unique" "item_name" "#TF_TTG_MaxGun" "item_type_name" "#TF_Weapon_Pistol" "item_description" "A must-have for any crime-stopper wanting to turn everything in that general direction into swiss cheese." "item_logname" "maxgun" "item_iconname" "MaxGun" "image_inventory" "backpack/workshop/weapons/c_models/c_ttg_max_gun/c_ttg_max_gun" "model_world" "models/weapons/w_models/w_ttg_max_gun.mdl" "model_player" "models/weapons/v_models/v_ttg_max_gun_scout.mdl" "attach_to_hands" "2" "used_by_classes" { "Scout" "1" "Engineer" "1" } "item_description_per_class" { "Scout" "The second-easiest way to stop crime is by shootin' first!" "Engineer" "You crack me up, lil' pardner." } "model_player_per_class" { "basename" "models/weapons/v_models/v_ttg_max_gun_%s.mdl" // Used some reanimations that makes the slide move back like an actual Ruger } "static_attrs" { "mystery solving time decrease" "1.93" "custom magazine model" "models/weapons/mags/mag_luger.mdl" "hidden separator" "1" "mult_spread_scales_consecutive" "0" "spread penalty" "1.5" "min_viewmodel_offset" "10 0 -10" } "visuals" { "sound_single_shot" "Weapon_TTGMaxGun.Single" "sound_burst" "Weapon_TTGMaxGun.SingleCrit" "sound_reload" "Weapon_Pistol.WorldReload" } "mouse_pressed_sound" "#weapons/draw_bigkill.wav" "drop_sound" "#ui/item_light_gun_drop.wav" } //-------------------------------------------------- "416" { "name" "The Market Gardener" "item_class" "tf_weapon_shovel" // "item_class" "tf2c_weapon_anchor" // TF2C v2.2.0 - Decided to switch the MG over to the Anchor - but mostly for aesthetics, the Anchor's actual mechanical stuff only really does anything with earthquake attack added as a stat...! "item_slot" "melee" "propername" "1" "item_name_color" "255 215 0 255" "item_quality" "unique" "item_name" "#TF_MarketGardener" "item_type_name" "#TF_Weapon_Shovel" "item_description" "Take to the skies, and give 'em hell." "item_logname" "market_gardener" "item_iconname" "Market_Gardener" "image_inventory" "backpack/workshop/weapons/c_models/c_market_gardener/c_market_gardener" "model_world" "models/weapons/w_models/w_market_gardener.mdl" "model_player" "models/weapons/v_models/v_market_gardener_soldier.mdl" "attach_to_hands" "2" "used_by_classes" { "Soldier" "1" } "static_attrs" { "meter_label" "#TF_Airtime" "min_viewmodel_offset" "10 -6 -12" } "attributes" { "hide_attrib_additive" // NOWP v3.3.0 - At the suggestion of a friend, added a prov. on active juuust to be sure. Take crits while airborne seems to be global, so it affects you even without the shovel out. I don't think I'm bold enough to offer THAT as a downside, so just while it's being held out! { "attribute_class" "provide_on_active" "value" "1" } "mod crit while airborne short" // IT'S BACK, BABY!! As a bonus, this also triggers when you're in the air from Jump Pads, too! { "attribute_class" "crit_while_airborne" // REWRITE THIS: Also triggers for: SSG Jump, Musket Jump, Pocket Rocket Jump, Brick Jump "value" "1" // REWRITE THIS: Does NOT trigger for: LMG Boost Jump, Bucket Jump } "take crits from projectile airborne" // NOWP v3.0.0 - Okay, I know it's already otherwise identical to Live, but I think having another downside is direly needed, its existing 2 downsides are very... nothing. So, being shot will MOST likely kill you! { "attribute_class" "take_crits_projectile_airborne" "value" "1" } "swing speed penalty" { "attribute_class" "mult_postfiredelay" "value" "1.2" } "crit mod disabled" { "attribute_class" "mult_crit_chance" "value" "0" } "market gardener temp restrictions soldier" { "attribute_class" "DISPLAY_ONLY" "value" "1" } } "visuals" { "sound_melee_miss" "Weapon_Shovel.Miss" "sound_melee_hit" "Weapon_Shovel.HitFlesh" "sound_melee_hit_world" "Weapon_Shovel.HitWorld" "sound_burst" "Weapon_Shovel.MissCrit" } "mouse_pressed_sound" "#ui/item_shovel_pickup.wav" "drop_sound" "#ui/item_shovel_drop.wav" } //-------------------------------------------------- "461" { "name" "The Big Earner" "item_class" "tf_weapon_knife" "item_slot" "melee" "propername" "1" "item_name_color" "255 215 0 255" "item_quality" "unique" "item_name" "#TF_BigEarner" "item_type_name" "Switchblade" "item_description" "Suitable for those “cut-and-run” kinds of jobs." "item_logname" "big_earner" "item_iconname" "Big_Earner" "image_inventory" "backpack/workshop/weapons/c_models/c_switchblade/c_switchblade" "model_world" "models/weapons/w_models/w_switchblade.mdl" "model_player" "models/weapons/v_models/v_switchblade_spy.mdl" // This uses the YER draw anim, but the drawsound is still the Knife's. I found it more fitting since it has moving parts anyway "attach_to_hands" "2" "used_by_classes" { "Spy" "1" } "static_attrs" { "special taunt" "1" "min_viewmodel_offset" "5 0 -4" } "attributes" { "speed on kill with time" { "attribute_class" "DISPLAY_ONLY" "value" "3" } "add cloak on kill" { "attribute_class" "add_cloak_on_kill" "value" "30" } "max health additive penalty" { "attribute_class" "add_maxhealth" "value" "-25" } // Backend stuff "hidden separator" "1" "speed_boost_on_kill" { "attribute_class" "speed_boost_on_kill" "value" "3" } } "mouse_pressed_sound" "#ui/item_knife_small_pickup.wav" "drop_sound" "#ui/item_knife_small_drop.wav" } //-------------------------------------------------- "813" { "name" "The Neon Annihilator" // As of NOWP v2.2.5, this is just here so I don't have it unlisted on the Powerjack (the crits vs. wet players, I mean!) "item_class" "tf_weapon_fireaxe" // TO-DO: Fix broken bodygroup when possible!! "item_slot" "melee" "propername" "1" "item_name_color" "255 215 0 255" "item_quality" "unique" "item_name" "#TF_SD_Sign" "item_type_name" "#TF_Weapon_Sign" "item_description" "Their last mistake was thinking they were safe underwater." "item_logname" "annihilator" "item_iconname" "Annihilator" "image_inventory" "backpack/workshop_partner/weapons/c_models/c_sd_neonsign/c_sd_neonsign" "model_world" "models/weapons/w_models/w_sd_neonsign.mdl" "model_player" "models/weapons/v_models/v_sd_neonsign_pyro.mdl" "attach_to_hands" "2" "used_by_classes" { "Pyro" "1" } "static_attrs" { "particle on melee hit" "explosioncore_sapperdestroyed" "min_viewmodel_offset" "10 0 -9" } "attributes" { "crit vs wet players" { "attribute_class" "crit_vs_wet_players" "value" "1" } // "damage applies to sappers" // I'm just leaving this out since I don't like this stat and think it adds nothing beside just stepping on Homewrecker's toes. // { // "attribute_class" "set_dmg_apply_to_sapper" // "value" "1" // } "dmg penalty vs players" { "attribute_class" "mult_dmg_vs_players" "value" "0.8" } "crit mod disabled" { "attribute_class" "mult_crit_chance" "value" "0" } // "ragdolls plasma effect" // { // "attribute_class" "ragdolls_plasma_effect" // "value" "1" // } "mod melee crit swing custom damage" {"value" "46"} // Makes it so the plasma effect only happens for crit deaths... // Backend stuff "hidden separator" "1" "crit vs cond no dot" {"value" "25"} // TO-DO: Add or re-add any other conditional "wet" damage here. 25 is just Jarate, which already counts as "wet" "minicrit vs cond no dot" {"value" "130"} // Also minicrits vs. a temp cond added by Spray n' Pray, for the psychos of you out there. } "taunt" { "custom_taunt_scene_per_class" { "Pyro" "scenes/player/pyro/low/annihilator_taunt.vcd" } } "visuals" { "sound_melee_miss" "Weapon_Batsaber.Swing" // I actually included this in NOWP v2.3.5 but forgot to implement it, teehee. I'd imagine this is for melees with a very strong / exposed electric current (like this, also Shock Therapy if I was able) "sound_melee_hit" "Neon_Sign.ImpactFlesh" "sound_melee_hit_world" "Neon_Sign.ImpactWorld" "sound_burst" "Weapon_Batsaber.SwingCrit" "sound_special1" "Neon_Sign.Break" // Buncha sounds for the old Bottle variant... "sound_single_shot" "Neon_Sign.ImpactFlesh" "sound_single_shot_npc" "Neon_Sign.ImpactWorld" "sound_double_shot" "Neon_Sign.ImpactFlesh" "sound_double_shot_npc" "Neon_Sign.ImpactWorld" "sound_taunt" "Taunt.PyroAnnihilator" // Pretty sure this doesn't work, but oh well! } "mouse_pressed_sound" "#ui/item_heavy_emp_pickup.wav" "drop_sound" "#ui/item_thick_metal_drop.wav" } //-------------------------------------------------- "1179" { // "tags" // { // "bots_cant_use" "1" // } "name" "The Thermal Thruster" // This weapon was largely inspired by OCSonic & azzy, creators / co-creators of the TF2 Un-Classic pack - which includes some funky techniques! "item_class" "tf_weapon_grenade_mirv" // Un-Classic includes an interesting take on the Thermal Thruster - it inspired me to try to make a similar variant with some recent attribute magic I learned! "item_slot" "secondary" "anim_slot" "ITEM4" "equip_region" "back" "propername" "1" "item_name_color" "255 215 0 255" "item_quality" "unique" "item_name" "#TF_ThermalThruster" "item_type_name" "#TF_Weapon_RocketPack" "item_description" "Soar with all the glory of a misfired firework." // MIRV used here as a "Secondary Weapon w/ Recharging Ammo" for these boosts! "item_logname" "rocketpack" "item_iconname" "RocketPack" "image_inventory" "backpack/weapons/c_models/c_rocketpack/c_rocketpack" "model_world" "models/weapons/w_models/w_rocketpack_deployed.mdl" // NOWP v2.5.0 - Now it deploys its handles if active! And undeploys when you're not holding it out as of NOWP v2.7.5! "model_player" "models/weapons/v_models/v_rocketpack_pyro.mdl" // Fun Fact: If I had to guess, Live TF2 has a special exception to animate the Rocketpack away, since trying to load the weapon onto the animations leads to the RP covering the screen! "extra_wearable" "models/weapons/w_models/w_rocketpack.mdl" "extra_wearable_hide_on_active" "1" "attach_to_hands" "2" "used_by_classes" { "Pyro" "1" } "static_attrs" { "min_viewmodel_offset" "10 0 -10" "meter_label" "JETPACK" // The text in Live TF2 is technically "Charges", but comes with its own UI element. Since this just uses the MIRV element, this word fits better. "special taunt" "1" "taunt attack name" "TAUNTATK_PYRO_GASBLAST" "taunt attack time" "2" "ragdolls become ash" "1" // "hide extra wearable on active" "1" "crit mod disabled hidden" "1" "damage bonus HIDDEN" "0.001" "fire rate penalty hidden" "2.75" // This feels... about right? // "holster_anim_time" "0.8" } "attributes" { "comm weapon azzy basil" { "attribute_class" "DISPLAY_ONLY" "value" "1" } "thermal thruster nowp" { "attribute_class" "DISPLAY_ONLY" "value" "1" } "anchor explain" { "attribute_class" "DISPLAY_ONLY" "value" "1" } "anchor earthquake" { "attribute_class" "earthquake_attack_active" "value" "192.0 0.0 1.2" } "earthquake attack mins anchor" { "attribute_class" "earthquake_attack_mins_anchor" "value" "0.5 96.0" } "deploy time increased" { "attribute_class" "mult_deploy_time" "value" "1.33" } "thermal thruster SIMPLE explain" { "attribute_class" "DISPLAY_ONLY" "value" "2" } // Backend stuff. Oh lordy is there a lot of it. "hidden separator" "1" // Weapon properties "boots falling stomp" {"value" "1"} "damage force increase hidden" {"value" "1.5"} "single wep deploy time increased" {"value" "2"} // Even with the already slow switch speed, it takes a bit longer to use this specifically "effect bar recharge rate increased" {"value" "1.5"} // SHOULD be 15s "stickybomb charge rate" {"value" "0.5"} "maxammo grenades1 increased" {"value" "2"} // Propulsive force "override projectile type" {"value" "2"} "centerfire projectile" {"value" "1"} // Actually rEALLY important - otherwise rockets will send you slightly to the right when exploding "apply z velocity on damage" {"value" "175"} // Enough lift-off force on taking damage to get you off the ground, even if you use it from a standstill "Blast radius decreased" {"value" "0.01"} // JUST small enough to avoid hitting enemies unless you're practically touching "rocket limited lifetime" {"value" "0.00001"} // Rockets explode INSTANTLY - which is somewhere in front of your torso! "blast dmg to self increased" {"value" "0"} "selfdmg pushforce hidden" {"value" "-0.55"} // Negative propulsive force generally means this sends you in the direction you were looking! } "taunt" { "custom_taunt_scene_per_class" { "Pyro" "scenes/player/pyro/low/taunt02.vcd" } } "visuals" { // "sound_single_shot" "Weapon_RocketPack.BoostersQuickFire" "sound_single_shot" "Weapon_RocketPack.BoostersFire" // NOWP v3.0.0 - This is the OLD soundscript, but I made a new, shortened sound so it doesn't linger for super long... "sound_burst" "Weapon_RocketPack.BoostersFire" "sound_special1" "Weapon_Airstrike.Explosion" "sound_double_shot" "Weapon_Throwable.ChargeUpFast" "explosion_effect" "SYS_explosion_100" "player_bodygroups" { "backpack" "1" "medic_backpack" "1" } "animation_replacement" { // "ACT_MP_ATTACK_STAND_ITEM4" "ACT_MP_JUMP_START_ITEM4" // TO-DO: Does jump_land work here? // "ACT_MP_ATTACK_CROUCH_ITEM4" "ACT_MP_JUMP_START_ITEM4" // "ACT_MP_ATTACK_SWIM_ITEM4" "ACT_MP_JUMP_START_ITEM4" "ACT_MP_GESTURE_VC_FINGERPOINT_ITEM4" "ACT_MP_GESTURE_VC_FINGERPOINT_MELEE" "ACT_MP_GESTURE_VC_THUMBSUP_ITEM4" "ACT_MP_GESTURE_VC_THUMBSUP_MELEE" "ACT_MP_GESTURE_VC_HANDMOUTH_ITEM4" "ACT_MP_GESTURE_VC_HANDMOUTH_MELEE" "ACT_MP_GESTURE_VC_FISTPUMP_ITEM4" "ACT_MP_GESTURE_VC_FISTPUMP_MELEE" } } "mouse_pressed_sound" "#ui/item_heavier_gun_pickup.wav" "drop_sound" "#weapons/rocket_pack_boosters_retract.wav" } //-------------------------------------------------- "355" { "name" "The Fan O'War" // I just felt like adding some Live TF2 weapons for fun, so let's start with this! "item_class" "tf_weapon_bat" "item_slot" "melee" "propername" "1" "item_name_color" "255 215 0 255" "item_quality" "unique" "item_name" "#TF_Gunbai" "item_type_name" "#TF_Weapon_Gunbai" "item_description" "Your day's about ta get a whole lot worse!" "item_logname" "warfan" "item_iconname" "WarFan" // As of writing, adding support for all Live TF2 weapons in hud_textures is saving an immense amount of time already! "image_inventory" "backpack/workshop_partner/weapons/c_models/c_shogun_warfan/c_shogun_warfan" "model_world" "models/weapons/w_models/w_shogun_warfan.mdl" "model_player" "models/weapons/v_models/v_shogun_warfan_scout.mdl" "attach_to_hands" "2" "used_by_classes" { "Scout" "1" } "static_attrs" { "min_viewmodel_offset" "10 0 -10" } "attributes" { "provide on active HIDDEN" // Not technically needed anymore, but might be useful for if I wanted to reactivate the switch speed nerf... { "attribute_class" "provide_on_active" "value" "1" } "mark for death" { "attribute_class" "mark_for_death" "value" "1" } "minicrits become crits" // WHEN DID IT GET THIS STAT IN LIVE!? Well, uh, alright, we take those { "attribute_class" "minicrits_become_crits" "value" "1" } "damage penalty" { "attribute_class" "mult_dmg" "value" "0.25" } "mult dmg crit multiplier" { "attribute_class" "mult_dmg_crit_multiplier" "value" "1.02" } // "deploy time increased" // Minor nerf so Scout can't instantly 2-tap stuff. Still can, just takes a second // { // "attribute_class" "mult_deploy_time" // "value" "1.66" // } } "visuals" { "sound_melee_miss" "Weapon_Crowbar.Miss" "sound_melee_hit" "Weapon_Crowbar.HitFlesh" "sound_melee_hit_world" "Weapon_Crowbar.HitWorld" "sound_burst" "Weapon_Crowbar.MissCrit" } "mouse_pressed_sound" "#ui/item_wood_weapon_pickup.wav" // I don't know anymore, I'm just giving up and making this use default material sounds for everything "drop_sound" "#ui/item_wood_weapon_drop.wav" } //-------------------------------------------------- "228" { "name" "The Black Box" "item_class" "tf_weapon_rocketlauncher" "item_slot" "primary" "propername" "1" "item_name_color" "255 215 0 255" "item_quality" "unique" "item_name" "#TF_TheBlackBox" "item_type_name" "#TF_Weapon_RocketLauncher" "item_description" "There's nothing like the smell of fresh gunpowder and burnt gibs in the morning." "item_logname" "blackbox" "item_iconname" "BlackBox" "image_inventory" "backpack/workshop/weapons/c_models/c_blackbox/c_blackbox" "model_world" "models/weapons/w_models/w_blackbox.mdl" "model_player" "models/weapons/v_models/v_blackbox_soldier.mdl" // Not a slight, but like everyone seems to forget that the Black Box uses modified RL anims. They load closer inward. Just a friendly reminder. "attach_to_hands" "2" "used_by_classes" { "Soldier" "1" } "static_attrs" { "class select override vcd" "taunt02_v1" "min_viewmodel_offset" "10 -3 -10" } "attributes" // There's not much TO even adjust here, but wanted to make Soldier consider just a tiny bit if they want the lifesteal or not { "health on radius damage" // TO-DO: Is the generic health-on-hit variant fine? This did 15 hp for every foe hit in NOWP1... { "attribute_class" "add_health_on_radius_damage" "value" "20" } "clip size penalty" { "attribute_class" "mult_clipsize" "value" "0.75" } // "max health additive penalty" // Re-enable this for the unconditional heals variant... // { // "attribute_class" "add_maxhealth" // "value" "-20" // Not much reduction for sure, but Soldier might feel it when blast jumping or in combat...? 180 is close to Demoman's 175 health, and there's an appreciable diff between Soldier + Demo bulkiness // } "custom projectile model" // Black Box rocket! { "attribute_class" "custom_projectile_model" "value" "models/weapons/w_models/w_rocket_blackbox.mdl" } } "visuals" { "sound_single_shot" "Weapon_RPG_BlackBox.Single" "sound_burst" "Weapon_RPG_BlackBox.SingleCrit" "sound_reload" "Weapon_RPG.WorldReload" "sound_special1" "Weapon_RPG_BlackBox.Explode" "animation_replacement" { "ACT_MP_RELOAD_STAND_PRIMARY" "ACT_MP_RELOAD_STAND_PRIMARY_2" "ACT_MP_RELOAD_STAND_PRIMARY_LOOP" "ACT_MP_RELOAD_STAND_PRIMARY_LOOP_2" "ACT_MP_RELOAD_STAND_PRIMARY_END" "ACT_MP_RELOAD_STAND_PRIMARY_END_2" "ACT_MP_RELOAD_CROUCH_PRIMARY" "ACT_MP_RELOAD_CROUCH_PRIMARY_2" "ACT_MP_RELOAD_CROUCH_PRIMARY_LOOP" "ACT_MP_RELOAD_CROUCH_PRIMARY_LOOP_2" "ACT_MP_RELOAD_CROUCH_PRIMARY_END" "ACT_MP_RELOAD_CROUCH_PRIMARY_END_2" "ACT_MP_RELOAD_SWIM_PRIMARY" "ACT_MP_RELOAD_AIRWALK_PRIMARY_2" "ACT_MP_RELOAD_SWIM_PRIMARY_LOOP" "ACT_MP_RELOAD_AIRWALK_PRIMARY_LOOP_2" "ACT_MP_RELOAD_SWIM_PRIMARY_END" "ACT_MP_RELOAD_AIRWALK_PRIMARY_END_2" "ACT_MP_RELOAD_AIRWALK_PRIMARY" "ACT_MP_RELOAD_AIRWALK_PRIMARY_2" "ACT_MP_RELOAD_AIRWALK_PRIMARY_END" "ACT_MP_RELOAD_AIRWALK_PRIMARY_END_2" "ACT_MP_RELOAD_AIRWALK_PRIMARY_LOOP" "ACT_MP_RELOAD_AIRWALK_PRIMARY_LOOP_2" } } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } //-------------------------------------------------- "215" { "name" "The Degreaser" "item_class" "tf_weapon_flamethrower" "item_slot" "primary" "propername" "1" "item_name_color" "255 215 0 255" "item_quality" "unique" "item_name" "#TF_TheDegreaser" "item_type_name" "#TF_Weapon_Flamethrower" "item_description" "For grease removal and grease fires alike." "item_logname" "degreaser" "item_iconname" "Degreaser" "image_inventory" "backpack/workshop/weapons/c_models/c_degreaser/c_degreaser" "model_world" "models/weapons/w_models/w_degreaser.mdl" "model_player" "models/weapons/v_models/v_degreaser_pyro.mdl" // SLOWED down the viewmodel draw speed so it equalizes in-game to pretty-fast-but-not-too-fast "attach_to_hands" "2" "used_by_classes" { "Pyro" "1" } "static_attrs" { "min_viewmodel_offset" "10 0 -10" "flame_gravity" "0" // IMPORTANT!! Shared Flamethrower properties; you can copy-paste this entire block to any other TF_Weapon_Flamethrower, for convenience. These are NEEDED for Flamethrowers to work! "flame_drag" "8.5" "flame_up_speed" "50" "flame_speed" "2450" "flame_spread_degree" "2.8" "flame_lifetime" "0.6" "flame_random_life_time_offset" "0.1" "flame_velocity_fade_start" "0.3" "flame_velocity_fade_end" "0.5" } "attributes" { "faster weapon draw speed DISPLAY ONLY" // I've always been a little fidgety about adding this weapon, because well, the Axtinguisher exists. But... I think the switch speed debuff on axt works, so I'm okay with bringing this in... maybe { "attribute_class" "DISPLAY_ONLY" // I think this stacks with the global switch modifiers so I'm gonna display only this "value" "0.4" } "deploy time decreased" { "attribute_class" "mult_deploy_time" "value" "0.7" // Global switch speed bonus returns! Weaker obviously, but still very effective! } "airblast cost increased" { "attribute_class" "mult_airblast_cost" "value" "1.25" } "weapon burn dmg reduced" { "attribute_class" "mult_wpn_burndmg" "value" "0.34" } // Backend stuff "hidden separator" "1" "single wep deploy time decreased" // Stacks with the global switch time bonus so you draw this weapon another 30% faster on-top! { "attribute_class" "mult_single_wep_deploy_time" "value" "0.7" } } "visuals" { "sound_single_shot" "Weapon_Degreaser.FireStart" "sound_special1" "Weapon_Degreaser.FireLoop" "sound_special3" "Weapon_Degreaser.FireEnd" "sound_burst" "Weapon_Degreaser.FireLoopCrit" } "mouse_pressed_sound" "#ui/item_flamethrower_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } //-------------------------------------------------- "348" { "name" "Sharpened Volcano Fragment" // This weapon is from / partially inspired by user Yakibomb's take on it, as seen in Renaissance Revival! "item_class" "tf_weapon_fireaxe" // (also, if you're the one reading this; hi yaki!!!!) "item_slot" "melee" "propername" "1" "item_name_color" "255 215 0 255" "item_quality" "unique" "item_name" "#TF_Unique_RiftFireAxe" "item_type_name" "Lava Axe" "item_description" "Hot enough to instantly vaporize flesh! Well, at one of you has a fireproof suit." "item_logname" "lava_axe" "item_iconname" "Lava_Axe" "image_inventory" "backpack/workshop/weapons/c_models/c_rift_fire_axe/c_rift_fire_axe" "model_world" "models/weapons/w_models/w_lavaaxe.mdl" "model_player" "models/weapons/v_models/v_lavaaxe_pyro.mdl" // This is the BEST PART about Yaki's version - it's TEAMCOLORED!! "attach_to_hands" "2" "used_by_classes" { "Pyro" "1" } "static_attrs" { "particle on melee hit" "flaregun_destroyed" // Heat cloud to imply the weapon is extremely hot! "min_viewmodel_offset" "10 0 -9" } "attributes" { "provide on active HIDDEN" { "attribute_class" "provide_on_active" "value" "1" } "Set DamageType Ignite" { "attribute_class" "set_dmgtype_ignite" "value" "1" } "ignites enemy pyros" { "attribute_class" "DISPLAY_ONLY" "value" "1" } "weapon burn time increased" // Hopefully fills more of a niche of "annoying long-lasting afterburn" a-la Spray n' Pray and Gas Passer { "attribute_class" "mult_wpn_burntime" "value" "1.2" } "weapon burn dmg reduced" { "attribute_class" "mult_wpn_burndmg" // A little surreal but it's better than nothing "value" "0.67" } "damage penalty" { "attribute_class" "mult_dmg" "value" "0.8" } // Backend stuff "hidden separator" "1" "add condition on hit weapon" {"value" "TF_COND_BURNING_PYRO 3"} // NOWP v4.0.0 - This lights Pyros on fire too. That seems funny. } "visuals" { "sound_melee_hit" "Weapon_BrandingIron.HitFlesh" // PF2's Branding Iron sizzle noises when you hit someone! } "mouse_pressed_sound" "#ui/item_metal_weapon_pickup.wav" // This sound is the closest to what would be a hard, brittle stone weapon "drop_sound" "#ui/item_metal_weapon_drop.wav" } //-------------------------------------------------- "172" { "name" "The Scotsman's Skullcutter" "item_class" "tf_weapon_sword" "item_slot" "melee" "anim_slot" "item1" "propername" "1" "item_name_color" "255 215 0 255" "item_quality" "unique" "item_name" "#TF_Unique_BattleAxe" "item_type_name" "Battleaxe" "item_description" "If life comes at ye, come back at it screamin' with the ol' battleaxe!" "item_logname" "battleaxe" "item_iconname" "Battleaxe" "image_inventory" "backpack/workshop/weapons/c_models/c_battleaxe/c_battleaxe" "model_world" "models/weapons/w_models/w_battleaxe.mdl" "model_player" "models/weapons/v_models/v_battleaxe_demoman.mdl" "attach_to_hands" "2" "used_by_classes" { "Demoman" "1" } "static_attrs" { "min_viewmodel_offset" "10 0 -14" "class select override vcd" "taunt02" "special taunt" "1" "taunt attack name" "TAUNTATK_DEMOMAN_BARBARIAN_SWING" "taunt attack time" "2.4" } "attributes" // I honestly can't think of anything to tweak, it's just the Skullcutter and it does the thing it does { "provide on active" { "attribute_class" "provide_on_active" "value" "1" } "damage bonus" { "attribute_class" "mult_dmg" // I'm not gonna sugarcoat it "value" "1.2" // -234 } "move speed penalty" { "attribute_class" "mult_player_movespeed" "value" "0.85" } // Backend stuff "hidden separator" "1" // Shared sword properties; you can copy-paste this entire block to any other TF_Weapon_Sword, for convenience. "is_a_sword" {"value" "72"} // Description stuff for most swords - hide this!! This extends the range of the swing an extra 72 hU's forward! "switch from wep deploy time decreased" {"value" "0.5"} // TF_Weapon_Sword appears to have a 50% switch speed penalty baked into it, both-ways - this undoes that! "single wep deploy time decreased" {"value" "0.5"} } "taunt" { "custom_taunt_scene_per_class" { "Demoman" "scenes/player/demoman/low/taunt09.vcd" } } "visuals" { "sound_melee_miss" "Weapon_Sword.Swing" "sound_melee_hit" "Weapon_Sword.HitFlesh" "sound_melee_hit_world" "Weapon_Sword.HitWorld" "sound_burst" "Weapon_Sword.SwingCrit" "animation_replacement" { "ACT_MP_GESTURE_VC_FINGERPOINT_ITEM1" "ACT_MP_GESTURE_VC_FINGERPOINT_PRIMARY" "ACT_MP_GESTURE_VC_THUMBSUP_ITEM1" "ACT_MP_GESTURE_VC_THUMBSUP_PRIMARY" "ACT_MP_GESTURE_VC_HANDMOUTH_ITEM1" "ACT_MP_GESTURE_VC_HANDMOUTH_PRIMARY" "ACT_MP_GESTURE_VC_FISTPUMP_ITEM1" "ACT_MP_GESTURE_VC_FISTPUMP_PRIMARY" } } "mouse_pressed_sound" "#ui/item_knife_large_pickup.wav" "drop_sound" "#ui/item_metal_weapon_drop.wav" } //-------------------------------------------------- "312" { "name" "The Brass Beast" "item_class" "tf_weapon_minigun" "item_slot" "primary" "propername" "1" "item_name_color" "255 215 0 255" "item_quality" "unique" "item_name" "#TF_GatlingGun" // Oksana, like it was in the comic "item_type_name" "Minigun - (Oksana)" "item_description" "I have more time, armor, and bullets than you, little man." "item_logname" "brass_beast" "item_iconname" "Brass_Beast" "image_inventory" "backpack/workshop/weapons/c_models/c_gatling_gun/c_gatling_gun" "model_world" "models/weapons/w_models/w_gatling_gun.mdl" "model_player" "models/weapons/v_models/v_gatling_gun_heavy.mdl" // Matching the barrel up in the viewmodel is still misery, have I mentioned that? "attach_to_hands" "2" "used_by_classes" { "Heavy" "1" } "static_attrs" { "min_viewmodel_offset" "10 0 -9" } "attributes" { "spunup_damage_resistance" { "attribute_class" "spunup_damage_resistance" "value" "0.8" } "damage bonus" { "attribute_class" "mult_dmg" "value" "1.2" } "minigun spinup time increased" { "attribute_class" "mult_minigun_spinup_time" "value" "1.25" // TF2C v3.0.0 - Huh. Did they make this slower?? This feels completely unbearably slow using the original numbers. Buffed to compensate, sorry! | 1.5 for old numbers for fast minigun rev } "aiming movespeed decreased" { "attribute_class" "mult_player_aiming_movespeed" "value" "0.4" } // Backend stuff "hidden separator" "1" "minigun deployed crouchwalk" {"value" "1"} // Literally almost entirely immobile, lmao } "visuals" { "sound_empty" "Weapon_Gatling.ClipEmpty" "sound_double_shot" "Weapon_Gatling.Fire" "sound_burst" "Weapon_Gatling.FireCrit" "sound_special1" "Weapon_Gatling.WindUp" "sound_special2" "Weapon_Gatling.WindDown" "sound_special3" "Weapon_Gatling.Spin" } "mouse_pressed_sound" "#ui/item_heavier_gun_pickup.wav" "drop_sound" "#ui/item_heavier_gun_drop.wav" } //-------------------------------------------------- "424" { "name" "Tomislav" "item_class" "tf_weapon_minigun" "item_slot" "primary" "propername" "1" "item_name_color" "255 215 0 255" "item_quality" "unique" "item_name" "#TF_Tomislav" // Svetlana, like it was in the comic "item_type_name" "Minigun - (Svetlana)" "item_description" "No more time for words." "item_logname" "tomislav" "item_iconname" "Tomislav" "image_inventory" "backpack/workshop/weapons/c_models/c_tomislav/c_tomislav" "model_world" "models/weapons/w_models/w_tomislav.mdl" "model_player" "models/weapons/v_models/v_tomislav_heavy.mdl" // No barrel to sync, thank god. Still shortened tho so it matches other Minigun proportions "attach_to_hands" "2" "used_by_classes" { "Heavy" "1" } "static_attrs" { "min_viewmodel_offset" "10 0 -9" } "attributes" // To be blunt I'm just too afraid to even touch this, Tomi is one of THOSE weapons that are defined by its very specific stats and not a niche... { "minigun no spin sounds" { "attribute_class" "minigun_no_spin_sounds" "value" "1" } "minigun spinup time decreased" { "attribute_class" "mult_minigun_spinup_time" "value" "0.8" } "weapon spread bonus" { "attribute_class" "mult_spread_scale" "value" "0.8" } "minigun fire rate penalty" // TF2C v3.0.0 - This seems to be the only Minigun that has a fire rate modifier by default. Odd that the behavior leaks. { "attribute_class" "mul_nonrocketjump_attackrate" "value" "1.2" } // Backend stuff "hidden separator" "1" "minigun deployed crouchwalk" {"value" "1"} } "visuals" { "sound_empty" "Weapon_Tomislav.ClipEmpty" "sound_double_shot" "Weapon_Tomislav.Fire" "sound_burst" "Weapon_Tomislav.FireCrit" "sound_special1" "Weapon_Tomislav.WindUp" "sound_special2" "Weapon_Tomislav.WindDown" // "sound_special3" "Weapon_Null" // Note: the attrib above actually works... for some reason. I mean, you could literally just make the spin sound silence... but I guess they didn't want people to mod it back in, maybe? "muzzle_flash" "muzzle_chaingun_constant" } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } //-------------------------------------------------- "426" { "name" "The Eviction Notice" "item_class" "tf_weapon_fists" "item_slot" "melee" "propername" "1" "item_name_color" "255 215 0 255" "item_quality" "unique" "item_name" "#TF_EvictionNotice" "item_type_name" "Brass Knuckles" "item_description" "Pack bags and run. We are coming for you!" "item_logname" "eviction_notice" "item_iconname" "Eviction_Notice" "image_inventory" "backpack/workshop/weapons/c_models/c_eviction_notice/c_eviction_notice" "model_world" "models/weapons/w_models/w_eviction_notice.mdl" "model_player" "models/weapons/v_models/v_eviction_notice_heavy.mdl" // Never noticed until recently, doesn't it hurt to just slap your fist into the palm of your hand if you're wearing BRASS KNUCKLES??? but Heavy's a big boy he can tank the pain // "extra_wearable" "models/weapons/w_models/w_eviction_notice_alt.mdl" // I tried this out, but it doesn't really work as well as I intended... so I had to tweak it // "extra_wearable_hide_on_active" "1" // NOTE: This is what hides weapons IN LOADOUT / 3D RENDER!! "attach_to_hands" "2" "used_by_classes" { "Heavy" "1" } "static_attrs" { "min_viewmodel_offset" "10 0 -7" } "attributes" // These stats are getting cluttered so I MIGHT revert this to the old version again if people don't like it { "swing speed bonus" { "attribute_class" "mult_postfiredelay" "value" "0.6" } "speed on hit with time" { "attribute_class" "DISPLAY_ONLY" "value" "3" } "move speed bonus active TEXT" // Honestly I don't know why they even added this stat in Live, but it adds minor depth to the weapon so let's roll with it { "attribute_class" "mult_player_movespeed_active" "value" "1.15" } "damage penalty" { "attribute_class" "mult_dmg" "value" "0.67" // Higher than it's supposed to be to make way for Knux } "dmg taken increased" // From Live { "attribute_class" "mult_dmgtaken" "value" "1.2" } // Backend stuff "hidden separator" "1" "speed_boost_on_hit" { "attribute_class" "speed_boost_on_hit" "value" "3" // Speed Boost! As advertised, but I deliberately want this to only be regular speed boost and not a Haste boost } "mult dmg crit multiplier" { "attribute_class" "mult_dmg_crit_multiplier" "value" "1.01" } } "visuals" { "sound_melee_miss" "Weapon_Fist.Miss" // Since this weapon doesn't seem like it'd create much air drag / make the boxing glove swing noise, this just uses the Fist swing noises "sound_burst" "Weapon_Fist.MissCrit" "sound_melee_hit" "EvictionNotice.Impact" "sound_melee_hit_world" "EvictionNotice.HitWorld" "sound_melee_burst" "EvictionNotice.ImpactCrit" // Eviction Notice is one of those weird weps where the crits are tied to the actual impact sound. But since it already shares sounds with the gloves / fists... might as well use those! } "mouse_pressed_sound" "#ui/item_light_gun_pickup.wav" "drop_sound" "#ui/item_light_gun_drop.wav" } //-------------------------------------------------- "304" { "name" "The Amputator" "item_class" "tf_weapon_bonesaw" "item_slot" "melee" "propername" "1" "item_name_color" "255 215 0 255" "item_quality" "unique" "item_name" "#TF_Amputator" "item_type_name" "#TF_Weapon_Bonesaw" "item_description" "Trust me, you'll feel as good as new!" "item_logname" "amputator" "item_iconname" "Amputator" "image_inventory" "backpack/workshop/weapons/c_models/c_amputator/c_amputator" "model_world" "models/weapons/w_models/w_amputator.mdl" "model_player" "models/weapons/v_models/v_amputator_medic.mdl" "attach_to_hands" "2" "used_by_classes" { "Medic" "1" } "static_attrs" { "min_viewmodel_offset" "10 0 -12" } "attributes" { "provide on active" { "attribute_class" "provide_on_active" "value" "1" } "amputator heal aoe explain" { "attribute_class" "enables_aoe_heal" "value" "1" } "health regen short" { "attribute_class" "add_health_regen" "value" "3" } "damage penalty" { "attribute_class" "mult_dmg" "value" "0.80" } "special taunt" { "attribute_class" "special_taunt" "value" "1" // Don't get rid of this, this is very important for once!! Enables alt-fire taunting and also disables this taunt being cut off by holiday taunt overrides. } } "mouse_pressed_sound" "#ui/item_metal_weapon_pickup.wav" "drop_sound" "#ui/item_metal_weapon_drop.wav" } //-------------------------------------------------- "171" { "name" "The Tribalman's Shiv" "item_class" "tf_weapon_club" "item_slot" "melee" "propername" "1" "item_name_color" "255 215 0 255" "item_quality" "unique" "item_name" "#TF_Unique_TribalmanKukri" "item_type_name" "#TF_Weapon_Kukri" "item_description" "They'll be in for a bloody bad time." "item_logname" "tribalkukri" "item_iconname" "TribalKukri" "image_inventory" "backpack/workshop/weapons/c_models/c_wood_machete/c_wood_machete" "model_world" "models/weapons/w_models/w_wood_machete.mdl" "model_player" "models/weapons/v_models/v_wood_machete_sniper.mdl" "attach_to_hands" "2" "used_by_classes" { "Sniper" "1" } "static_attrs" { "min_viewmodel_offset" "10 0 -6" } "attributes" { "bleeding duration" { "attribute_class" "bleeding_duration" "value" "6" } "swing speed bonus" // It's not much but I think it makes the weapon feel way better. On-top of being a bleed option it gets to be Sniper's fastest "get away from me" option beside the Knux { "attribute_class" "mult_postfiredelay" "value" "0.8" } "damage penalty" { "attribute_class" "mult_dmg" "value" "0.5" } "mult dmg crit multiplier" { "attribute_class" "mult_dmg_crit_multiplier" "value" "1.02" // TF2C v2.1.3 - Fix for annoying discrepancy with damage numbers... } } "visuals" { // "sound_melee_hit" "Weapon_Fishwhacker.HitFlesh" // Commented out since the Tribalman's is sharp, unlike the Fishwhacker. It's made of wood though so it still gets the blunt worldhit sounds "sound_melee_hit_world" "Weapon_Fishwhacker.HitWorld" } "mouse_pressed_sound" "#ui/item_wood_weapon_pickup.wav" "drop_sound" "#ui/item_wood_weapon_drop.wav" } //-------------------------------------------------- "593" { "name" "The Third Degree" // Don't worry, it's not a straight upgrade this time. "item_class" "tf_weapon_fireaxe" "item_slot" "melee" "propername" "1" "item_name_color" "255 215 0 255" "item_quality" "unique" "item_name" "#TF_ThirdDegree" "item_type_name" "#TF_Weapon_FireAxe" // I went back and forth with my friends on what this was classified as, before setting sure, it's still a Fire Axe "item_description" "Cut them down to size." "item_logname" "thirddegree" "item_iconname" "ThirdDegree" "image_inventory" "backpack/workshop/weapons/c_models/c_drg_thirddegree/c_drg_thirddegree" "model_world" "models/weapons/w_models/w_thirddegree.mdl" "model_player" "models/weapons/v_models/v_thirddegree_pyro.mdl" "attach_to_hands" "2" "used_by_classes" { "Pyro" "1" } "static_attrs" { "particle on melee hit" "sapper_elec" "min_viewmodel_offset" "10 0 -9" } "attributes" { "damage all connected" // TF2C v3.0.0 - Hey, this is back!! After some experimenting, + feedback from chat, though, I decided to keep some of the old mechanic here too, with another extra downside. Maybe it'll work, I dunno. { "attribute_class" "damage_all_connected" "value" "1" } "crit vs overhealed players" // My thinking is... this encourages Pyros to go after people who tend to be much bulkier (the patients) in order to more consistently kill the Medic behind them! Also effective for MvM... { "attribute_class" "or_crit_vs_playercond" "value" "262144" } // "crit vs healbeam players" // This crits vs. people with the healing cond, which is... any form of Medigun and Dispenser + PL Cart. It does NOT crit against the healing Medics themselves! // { // "attribute_class" "or_crit_vs_playercond" // "value" "131072" // } "damage bonus hidden" { "attribute_class" "mult_dmg" "value" "0.77" } "damage penalty DISPLAY ONLY" { "attribute_class" "mult_dmg" "value" "0.75" } "swing speed penalty" { "attribute_class" "mult_postfiredelay" "value" "1.25" } "crit mod disabled" { "attribute_class" "mult_crit_chance" "value" "0" } "ragdolls become ash" { "attribute_class" "ragdolls_become_ash" "value" "1" } } "taunt" { "custom_taunt_scene_per_class" { "Pyro" "scenes/player/pyro/low/drg_axe_taunt.vcd" } } "visuals" { "sound_melee_hit" "Weapon_3rd_Degree.HitFlesh" "sound_melee_hit_world" "Weapon_3rd_Degree.HitWorld" // "sound_melee_miss" "Weapon_Batsaber.Swing" // Ehhh it's not electric-y enough // "sound_burst" "Weapon_Batsaber.SwingCrit" "sound_taunt" "pyro.guitar_shred_01" // Pretty sure this doesn't work, but oh well! } "mouse_pressed_sound" "#ui/item_metal_weapon_pickup.wav" "drop_sound" "#ui/item_metal_weapon_drop.wav" } //-------------------------------------------------- "37" { "name" "The Übersaw" "item_class" "tf_weapon_bonesaw" "item_slot" "melee" "item_name_color" "255 215 0 255" "item_quality" "unique" // Vintage: This item is superseded by an official inclusion, and it's not in the spirit to make it work differently. An older version of sorts! "item_name" "The Übersaw" // This is semantics, but I always wondered why it doesn't use the Umlaut "Ü" when Über is generally referred to with it. Live TF2 sure as hell doesn't... "item_type_name" "#TF_Weapon_Bonesaw" "item_description" "Perform life-threatening surgery in record time." "item_logname" "ubersaw_live" "item_iconname" "ubersaw-" "image_inventory" "backpack/weapons/c_models/c_ubersaw/c_ubersaw" "model_world" "models/weapons/w_models/w_ubersaw.mdl" "model_player" "models/weapons/v_models/v_ubersaw_medic.mdl" // I had to go in and manually fix the uber vial not really animating correctly. It was complicated, but not as hard as I thought TBH. First foray into dealing with Pose Parameters! "attach_to_hands" "2" "used_by_classes" { "Medic" "1" } "static_attrs" { "min_viewmodel_offset" "10 0 -12" "taunt attack name" "TAUNTATK_MEDIC_UBERSLICE_IMPALE" "taunt attack time" "2.15" } "attributes" { "add uber charge on hit" { "attribute_class" "add_onhit_ubercharge" "value" "0.25" } "swing speed penalty" { "attribute_class" "mult_postfiredelay" "value" "1.2" } "lunchbox adds minicrits" { "attribute_class" "set_weapon_mode" "value" "1" } "special taunt" { "attribute_class" "special_taunt" "value" "1" } } "taunt" { "custom_taunt_scene_per_class" { "Medic" "scenes/player/medic/low/taunt08_old.vcd" // Interestingly, pressing alt-fire on Bonesaws will play the weapon's default taunt regardless of what you tried to override it to. Luckily, Überspritze already has a taunt defined for it, so easy work there! } } "visuals" { "sound_melee_hit" "Weapon_UberSaw.HitFlesh" "sound_taunt" "Taunt.MedicViolinUber" // This goes unused AGAIN lmao } "mouse_pressed_sound" "#ui/item_metal_weapon_pickup.wav" "drop_sound" "#ui/item_metal_weapon_drop.wav" } //-------------------------------------------------- "414" { "name" "The Liberty Launcher" "item_class" "tf_weapon_rocketlauncher" "item_slot" "primary" "propername" "1" "item_name_color" "255 215 0 255" "item_quality" "unique" "item_name" "#TF_LibertyLauncher" "item_type_name" "#TF_Weapon_RocketLauncher" "item_description" "A great balance of murder and mobility. Your ankles are gonna thank you for this!" "item_logname" "liberty_launcher" "item_iconname" "Liberty_Launcher" "image_inventory" "backpack/workshop/weapons/c_models/c_liberty_launcher/c_liberty_launcher" "model_world" "models/weapons/w_models/w_libertylauncher.mdl" "model_player" "models/weapons/v_models/v_libertylauncher_soldier.mdl" "attach_to_hands" "2" "used_by_classes" { "Soldier" "1" } "static_attrs" { "min_viewmodel_offset" "10 -3 -10" } "attributes" { "clip size bonus" { "attribute_class" "mult_clipsize" "value" "1.25" } "Projectile speed increased" { "attribute_class" "mult_projectile_speed" "value" "1.4" } "rocket jump damage reduction" { "attribute_class" "rocket_jump_dmg_reduction" // After talking with friends, I finally figured out what the niche of this is, with some help. "value" "0.75" // LL is a stopgap between doing damage with the RL (proj speed + it doing damage at all), and jumping with the RJ (clip size, damage reductions) } "damage penalty" { "attribute_class" "mult_dmg" "value" "0.75" } "custom projectile model" { "attribute_class" "custom_projectile_model" "value" "models/weapons/w_models/w_rocket_libertylauncher.mdl" } } "visuals" { "sound_single_shot" "Weapon_Liberty_Launcher.Single" "sound_burst" "Weapon_Liberty_Launcher.SingleCrit" "sound_reload" "Weapon_RPG.WorldReload" "sound_special1" "Weapon_Airstrike.Explosion" // Doesn't come with its own explosion noises for some reason, so we settle for this? "animation_replacement" { "ACT_MP_RELOAD_SWIM_PRIMARY" "ACT_MP_RELOAD_AIRWALK_PRIMARY" "ACT_MP_RELOAD_SWIM_PRIMARY_LOOP" "ACT_MP_RELOAD_AIRWALK_PRIMARY_LOOP" "ACT_MP_RELOAD_SWIM_PRIMARY_END" "ACT_MP_RELOAD_AIRWALK_PRIMARY_END" } } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } //-------------------------------------------------- "730" { "name" "The Beggar's Bazooka" "item_class" "tf_weapon_rocketlauncher" "item_slot" "primary" "propername" "1" "item_name_color" "255 215 0 255" "item_quality" "unique" "item_name" "#TF_DS_DumpsterDevice" "item_type_name" "#TF_Weapon_RocketLauncher" "item_description" "Those pencil-pushers don't want you to know that you can cram as many rockets into a gun as you want." "item_logname" "dumpster_device" "item_iconname" "Dumpster_Device" "image_inventory" "backpack/workshop/weapons/c_models/c_dumpster_device/c_dumpster_device" "model_world" "models/weapons/w_models/w_dumpsterdevice.mdl" "model_player" "models/weapons/v_models/v_dumpsterdevice_soldier.mdl" "attach_to_hands" "2" "used_by_classes" { "Soldier" "1" } "static_attrs" { "min_viewmodel_offset" "10 -3 -10" } "attributes" { "rocket barrage explain" { "attribute_class" "DISPLAY_ONLY" "value" "3" } "rocket overload explain" { "attribute_class" "can_overload" "value" "1" } "fire rate bonus HIDDEN" { "attribute_class" "mult_postfiredelay" "value" "0.3" } "projectile spread angle penalty" { "attribute_class" "projectile_spread_angle" "value" "3" } "no primary ammo from dispensers while active" { "attribute_class" "no_primary_ammo_from_dispensers" "value" "1" } // Backend stuff "hidden separator" "1" "auto fires full clip" // This switches to the Beggar's firemode - start with 0 ammo, hold fire to load until your clip is full. Fires all loaded shots at once. Like it says on the tin! { "attribute_class" "auto_fires_full_clip" "value" "1" } "reload time increased hidden" { "attribute_class" "mult_reload_time_hidden" "value" "1.3" } "clip size penalty HIDDEN" { "attribute_class" "mult_clipsize" "value" "0.75" } "blast radius decreased" // Doesn't need to be hidden, but Beggar's is such a topheavy weapon, hiding as much as possible helps. { "attribute_class" "mult_explosion_radius" "value" "0.8" } } "taunt" { "custom_taunt_scene_per_class" { "Soldier" "scenes/player/soldier/low/taunt07.vcd" } } "visuals" { "sound_single_shot" "Weapon_Does_Dumpster.Single" "sound_burst" "Weapon_Does_Dumpster.SingleCrit" "sound_reload" "Weapon_DumpsterRocket.Reload" // This works now!! "sound_special1" "Weapon_RPG_BlackBox.Explode" "animation_replacement" { "ACT_MP_RELOAD_SWIM_PRIMARY" "ACT_MP_RELOAD_AIRWALK_PRIMARY" "ACT_MP_RELOAD_SWIM_PRIMARY_LOOP" "ACT_MP_RELOAD_AIRWALK_PRIMARY_LOOP" "ACT_MP_RELOAD_SWIM_PRIMARY_END" "ACT_MP_RELOAD_AIRWALK_PRIMARY_END" } } "mouse_pressed_sound" "#ui/item_heavier_gun_pickup.wav" // This isn't physically heavy, but it makes these sounds because of its poor construction (plus it's still heavy) "drop_sound" "#ui/item_heavier_gun_drop.wav" } //-------------------------------------------------- "349" { "name" "Sun-on-a-Stick" // This weapon is weird. In Live... it doesn't really have a purpose honestly. It's pretty bleedingly obvious it and SVF were made to be played w/ eachother "item_class" "tf_weapon_bat" // which... never happens. I wonder if it's supposed to be a "surprise pick" weapon for a Scout taking advantage of a weird uncommon situation? // Hm. Let's try that, yeah? "item_slot" "melee" "propername" "1" "item_name_color" "255 215 0 255" "item_quality" "unique" "item_name" "#TF_Unique_RiftFireMace" "item_type_name" "Lava Mace" "item_description" "Not lookin' so hot anymore, are ya, buddy?" "item_logname" "lava_bat" "item_iconname" "Lava_Bat" "image_inventory" "backpack/workshop/weapons/c_models/c_rift_fire_mace/c_rift_fire_mace" "model_world" "models/weapons/w_models/w_lavamace.mdl" "model_player" "models/weapons/v_models/v_lavamace_scout.mdl" "attach_to_hands" "2" "used_by_classes" { "Scout" "1" } "static_attrs" { "particle on melee hit" "coilgun_destroyed" // Heat cloud, but not as intense as the SVF - it can't light people on fire! "min_viewmodel_offset" "10 0 -10" } "attributes" { "sun on a stick combined" { "attribute_class" "or_crit_vs_playercond" // TO-DO: Replace stunned with something else? Scout DOES have access to it which is scary, but only on melee. Hm. "value" "67713" // This crits vs... Burning (1), Teleported (128, 2048), and Stunned (65536) } "crit vs cond no dot" // Just since it's thematically appropriate, crits vs. concussed too. Might remove since Scout has a history of having conc weapons, though. { "attribute_class" "single_minicrit_vs_playercond_no_dot" "value" "147" } "dmg taken from fire reduced" { "attribute_class" "mult_dmgtaken_from_fire_active" "value" "0.75" } "damage penalty" { "attribute_class" "mult_dmg" "value" "0.75" } // "swing speed penalty" // { // "attribute_class" "mult_postfiredelay" // "value" "1.1" // } } "visuals" { "sound_melee_miss" "Weapon_Crowbar.Miss" "sound_melee_hit" "Weapon_BrandingIron.HitFlesh" // PF2's Branding Iron sizzle noises when you hit someone! "sound_melee_hit_world" "Weapon_Fishwhacker.HitWorld" "sound_burst" "Weapon_Crowbar.MissCrit" } "mouse_pressed_sound" "#ui/item_metal_weapon_pickup.wav" // This sound is the closest to what would be a hard, brittle stone weapon "drop_sound" "#ui/item_metal_weapon_drop.wav" } //-------------------------------------------------- "357" { "name" "The Half-Zatoichi" // As of TF2 Classified, this weapon is officially held together by hopes and dreams. What the fuck. "item_class" "tf_weapon_katana" // TO-DO: SPLIT THIS BACK INTO 2 IF IT CAUSES EXTRA PROBLEMS!!!! They work fine seperate. Soldier + Demoman dual-katana is already barely holding together as is!! "item_slot" "melee" "anim_slot" "item3" // TF2C v3.0.0 - I don't have any fucking clue how this is working. It's redirecting animation slots for Demo??? How? Well, whatever, let's worry about it if it breaks further later down the line. "propername" "1" "item_name_color" "255 215 0 255" "item_quality" "unique" "item_name" "#TF_SoldierKatana" "item_type_name" "#TF_Weapon_SoldierKatana" "item_description" "Take the honorable way out in dishonorable combat!" "item_logname" "demokatana" "item_iconname" "DemoKatana" "image_inventory" "backpack/workshop_partner/weapons/c_models/c_shogun_katana/c_shogun_katana" "model_world" "models/weapons/w_models/w_shogun_katana_demoman.mdl" // Soldier holds this... alright, but when model_world_per_player works, he'll hold it better! "model_player" "models/weapons/v_models/v_shogun_katana_demoman.mdl" // "extra_wearable" "models/player/items/demo_swordsheath_katana.mdl" // TEMP REPLACE LATER "extra_wearable_bodygroup_toggle_on_active" "sword" "attach_to_hands" "2" "used_by_classes" { "Soldier" "1" "Demoman" "1" } "item_description_per_class" { "Soldier" "Every honorable ronin fights his own wars." "Demoman" "Cuttin' people in half runs in the family." } "model_world_per_class" // Note - this is currently nonexistent, but hopefully it'll exist at some point. { "Soldier" "models/weapons/w_models/w_shogun_katana_new_soldier.mdl" "Demoman" "models/weapons/w_models/w_shogun_katana_demoman.mdl" } "static_attrs" { "extra wearable bodygroup toggle active" "sword" "min_viewmodel_offset" "10 0 -14" "class select override vcd" "taunt09" } "attributes" { "restore health on kill" { "attribute_class" "restore_health_on_kill" "value" "50" } "crit mod disabled" { "attribute_class" "mult_crit_chance" "value" "0" } "honorbound short" { "attribute_class" "honorbound" "value" "1" } "katana instant kill explain" // NOTE: This is part of Honorbound! You'll 1hko any other players using a TF_Weapon_Katana - not necessarily just this specific weapon! Plan ahead. { "attribute_class" "DISPLAY_ONLY" "value" "1" } "decapitate type" { "attribute_class" "decapitate_type" "value" "1" } // Combo hit stuff (modified) "add condition on swing" {"value" "TF_COND_DISGUISE_WEARINGOFF 180"} // Combo checks against: TF_COND_DISGUISE_WEARINGOFF (Cond 47) | This is backend stuff to act as a failsafe for if the honorbound stuff fails. Add an effect onto yourself for a long time on swing, which other players can crit against! "crit vs cond no dot" {"value" "48"} // Backend stuff "hidden separator" "1" // Shared sword properties; you can copy-paste this entire block to any other TF_Weapon_Sword, for convenience. "is_a_sword" {"value" "72"} // Description stuff for most swords - hide this!! This extends the range of the swing an extra 72 hU's forward! "switch from wep deploy time decreased" {"value" "0.5"} // TF_Weapon_Sword appears to have a 50% switch speed penalty baked into it, both-ways - this undoes that! "single wep deploy time decreased" {"value" "0.5"} } "taunt" { "custom_taunt_scene_per_class" // Removed individual taunt kills for now since this has timing issues for both - have a battle cry instead! { "Demoman" "scenes/player/demoman/low/taunt11.vcd" "Soldier" "scenes/player/soldier/low/taunt07.vcd" } } "visuals" { "sound_melee_miss" "Weapon_Katana.Miss" "sound_melee_hit" "Weapon_Katana.HitFlesh" "sound_melee_hit_world" "Weapon_Katana.HitWorld" "sound_burst" "Weapon_Katana.MissCrit" "animation_replacement" { "ACT_MP_STAND_PRIMARY" "ACT_MP_STAND_ITEM1" // Loadout fix attempts? Doesn't work? | TO-DO: Swap approaches; have this not have an anim slot, remap Soldier's melee animations to ITEM3 (same end result, Soldier is slightly less broken in loadout... but this is more prone to failure in other ways) "ACT_MP_STAND_SECONDARY" "ACT_MP_STAND_ITEM1" "ACT_MP_STAND_MELEE" "ACT_MP_STAND_ITEM1" "ACT_MP_GESTURE_VC_FINGERPOINT_ITEM1" "ACT_MP_GESTURE_VC_FINGERPOINT_PRIMARY" // For Demo's variant - I still have no idea how or why he's autocorrecting to ITEM1, but whatever, we take those! "ACT_MP_GESTURE_VC_THUMBSUP_ITEM1" "ACT_MP_GESTURE_VC_THUMBSUP_PRIMARY" "ACT_MP_GESTURE_VC_HANDMOUTH_ITEM1" "ACT_MP_GESTURE_VC_HANDMOUTH_PRIMARY" "ACT_MP_GESTURE_VC_FISTPUMP_ITEM1" "ACT_MP_GESTURE_VC_FISTPUMP_PRIMARY" "ACT_MP_ATTACK_STAND_ITEM3" "ACT_MP_ATTACK_CROUCH_ITEM3" // NOWP v3.6.0 - Following Yakibomb's advice, I swapped this other to the crouch-swing animations, since they look like they're reaching further ahead toward enemies! "ACT_MP_GESTURE_VC_FINGERPOINT_ITEM3" "ACT_MP_GESTURE_VC_FINGERPOINT_MELEE" // For Soldier's variant "ACT_MP_GESTURE_VC_THUMBSUP_ITEM3" "ACT_MP_GESTURE_VC_THUMBSUP_MELEE" "ACT_MP_GESTURE_VC_HANDMOUTH_ITEM3" "ACT_MP_GESTURE_VC_HANDMOUTH_MELEE" "ACT_MP_GESTURE_VC_FISTPUMP_ITEM3" "ACT_MP_GESTURE_VC_FISTPUMP_MELEE" } } "mouse_pressed_sound" "#ui/item_knife_large_pickup.wav" "drop_sound" "#ui/item_metal_weapon_drop.wav" } //-------------------------------------------------- "1099" { "name" "The Tide Turner" // It's finally here! Been waiting for a while to finally make a TF2C v2.1.0 exclusive weapon, so here's this! "item_class" "tf_wearable_demoshield" // This was INITIALLY the Chargin' Targe, but at the suggestion of a friend, changed it to the Tide Turner. Back then, it was due to technical restraints, and I suppose that hasn't gone away. We just have different ones now! "item_slot" "secondary" "anim_slot" "FORCE_NOT_USED" "act_as_wearable" "1" "propername" "1" "item_name_color" "255 215 0 255" "item_quality" "unique" "item_name" "#TF_TideTurner" "item_type_name" "Steering Wheel" "item_description" "Turn on a dime as fast as sailin' through a hurricane." "item_logname" "tide_turner" "item_iconname" "Tide_Turner" "image_inventory" "backpack/workshop/weapons/c_models/c_wheel_shield/c_wheel_shield" "model_player" "models/player/items/tide_turner.mdl" // TF2C v3.0.7 - With LOTS of black magic and quite a lot of pain, these work as c_models WITHOUT weapon_targe in world-view!! Big thanks to Clone, Jareb, and Maximus766 for the help figuring out the arcane sorcery for this!! $definebone is a lifesaver and also extremely confusing! "attach_to_hands" "0" "attach_to_hands_vm_only" "1" // NOTE: Demo Shields seem coded to ONLY show up for swords... // "extra_wearable_vm" "models/weapons/v_models/v_tideturner_wearable.mdl" // Doesn't work??? "used_by_classes" { "Demoman" "1" } "static_attrs" { // "custom hand viewmodel" "models/weapons/c_models/c_demo_arms_tideturner.mdl" // TO-DO: Doesn't work currently! I think it's broken in code, dammit. It won't load custom models, only default ones. "class select override slot" "2" // Shunts loadout slot anims to melee! } "attributes" { "demoman shield explain" { "attribute_class" "DISPLAY_ONLY" "value" "1" } "tide turner charge explain" { "attribute_class" "DISPLAY_ONLY" "value" "1" } "full charge turn control" { "attribute_class" "charge_turn_control" "value" "50" } "kill refills meter" { "attribute_class" "kill_refills_meter" "value" "0.75" } "dmg taken from fire and blast reduced" { "attribute_class" "DISPLAY_ONLY" "value" "0.85" } "lose charge on damage taken short" { "attribute_class" "lose_demo_charge_on_damage_when_charging" "value" "1" } "allowed in medieval mode" { "attribute_class" "allowed_in_medieval_mode" "value" "1" } // Backend stuff "hidden separator" "1" "dmg taken from blast reduced" { "attribute_class" "mult_dmgtaken_from_explosions" "value" "0.85" } "dmg taken from fire reduced" { "attribute_class" "mult_dmgtaken_from_fire" "value" "0.85" } "add condition on hit self weapon" // DANGIT, doesn't work!! { "attribute_class" "add_onhit_addcond_weapon" "value" "TF_COND_ENERGY_BUFF 0.5" } // "charge recharge rate increased" // { // "attribute_class" "charge_recharge_rate" // "value" "1.5" // } } "mouse_pressed_sound" "#ui/item_wood_weapon_pickup.wav" "drop_sound" "#ui/item_wood_weapon_drop.wav" } //-------------------------------------------------- "156" { "name" "The Pain Train" "item_class" "saxxy" "item_slot" "melee" "propername" "1" "item_name_color" "255 215 0 255" "item_quality" "unique" "item_name" "#TF_Unique_Makeshiftclub" "item_type_name" "#TF_Weapon_MakeshiftClub" "item_description" "Take back what's yours with the pilfered remains of what's decidedly not yours." "item_logname" "paintrain" "item_iconname" "PainTrain" "image_inventory" "backpack/workshop/weapons/c_models/c_paintrain/c_paintrain" "model_world" "models/weapons/w_models/w_paintrain_demo.mdl" "model_player" "models/weapons/v_models/v_paintrain_soldier.mdl" "attach_to_hands" "2" "used_by_classes" { "Soldier" "1" "Demoman" "1" "Pyro" "1" } "item_description_per_class" { "Soldier" "I am not out of options! I have a fence-post, and I will use it!" "Demoman" "It takes a stiff drink and a bar-fight to bring out some inspiration." "Pyro" "The broken splinters of your very first axe... You're not about to let go of it that easily." // I decided last-minute to let Pyro be able to use the Pain Train. } // IMO, Pyro is also very vulnerable to bullets, and spends a lot of time hovering around objectives offensively, but isn't terribly strong with it either. "model_world_per_class" // Scout + Civ get too much from it, Heavy's too bulky, and everyone else (Engi Med Sniper Spy) shouldn't be capping much to begin with!! { "Soldier" "models/weapons/w_models/w_paintrain.mdl" "Demoman" "models/weapons/w_models/w_paintrain_demo.mdl" "Pyro" "models/weapons/w_models/w_paintrain_demo.mdl" // Amusingly, Demoman's adjusted Pain Train fits basically perfectly into Pyro's hands as-is } "model_player_per_class" { "Soldier" "models/weapons/v_models/v_paintrain_soldier.mdl" "Demoman" "models/weapons/v_models/v_paintrain_soldier.mdl" "Pyro" "models/weapons/v_models/v_paintrain_pyro.mdl" // I only realized like halfway through that the Pain Train is just a broken Axtinguisher... } "static_attrs" { "particle on melee hit" "impact_wood" "min_viewmodel_offset" "10 -3 -11" "class select override vcd" "taunt03_v1" } "attributes" { "minicrit on objective simple" // Rewrote since it seems to whittle down to: "It works if either of you are doing objective stuff currently". If only one of you is on the point, it'll still do it! { "attribute_class" "mini_crit_on_objectives" // A funky attrib in TF2C v2.1.0 lets you crit / minicrit against folks if either you or they are doing objectives. "value" "1" // I'll see how this goes on this weapon for at least one patch, it seems most fitting here! } "increase player capture value" // What counts (so far, by my testing...) { "attribute_class" "add_player_capturevalue" // Against Enemies: Capturing / Defending Control Points + Payloads. Holding any kind of Flag. Standing near an enemy V.I.P. Are a V.I.P. "value" "1" // While You're: Capturing / Defending Control Points + Payloads. Holding any kind of Flag. Standing near a friendly V.I.P. (Doesn't work unconditionally if you're a V.I.P. yourself!!) } "dmg taken from bullets increased" { "attribute_class" "mult_dmgtaken_from_bullets" // To compensate for the higher bonuses, you take way more damage from bullets and also melee now "value" "1.2" } "mult dmgtaken from melee" { "attribute_class" "melee_taken_becomes_minicrit_active" "value" "1.35" } } "taunt" { "custom_taunt_scene_per_class" { "Soldier" { "1" "scenes/player/soldier/low/taunt03_v1.vcd" "2" "scenes/player/soldier/low/taunt03_v2.vcd" "3" "scenes/player/soldier/low/taunt03_v3.vcd" "4" "scenes/player/soldier/low/taunt03_v4.vcd" } "Pyro" "scenes/player/pyro/low/taunt_lollichop.vcd" "Demoman" { "1" "scenes/player/demoman/low/taunt02.vcd" "2" "scenes/player/demoman/low/taunt02.vcd" "3" "scenes/player/demoman/low/taunt02.vcd" "4" "scenes/player/demoman/low/taunt03_pan.vcd" // hehe } } } "visuals" { "sound_melee_miss" "Weapon_PickAxe.Swing" "sound_melee_hit" "Weapon_PickAxe.HitFlesh" "sound_melee_hit_world" "Weapon_Shovel.HitWorld" "sound_burst" "Weapon_PickAxe.SwingCrit" } "mouse_pressed_sound" "#ui/item_wood_pole_pickup.wav" "drop_sound" "#ui/item_wood_pole_drop.wav" } //-------------------------------------------------- "266" { "name" "The Horseless Headless Horseman's Headtaker" "item_class" "tf2c_weapon_scythe" // Unlike other weapons, this actully NEEDS the Beacon's passive effects to work! "item_slot" "melee" "anim_slot" "item1" "propername" "1" "item_quality" "rarity4" // IT'S UNUSUAL, BAYBEE! I figure it's blasphemy to have it be normal quality like everything else, it's just too funny "item_name" "#TF_HalloweenBoss_Axe" // This CAN break formatting in some text boxes, but it's too funny of a name not to keep. If you'd like a shorter variant, Horsemann's Headtaker or H.H.H. Headtaker works. I'd keep the "Unusual" prefix, but I think having it be the actual localized name helps a bit... "item_type_name" "Battleaxe" "item_description" "You've got a date with the devil once I'm through with ye." "item_logname" "headtaker" "item_iconname" "Headtaker" "image_inventory" "backpack/weapons/c_models/c_headtaker/c_headtaker" "model_world" "models/weapons/w_models/w_headtaker.mdl" // This glows purple like the HHH's variant when you get a crit kill, but I must say it was kinda complicated getting that to work... "model_player" "models/weapons/v_models/v_headtaker_demoman.mdl" "attach_to_hands" "2" "extra_wearable" "models/player/items/headtaker_wearable.mdl" // NOWP v3.0.0 - Originally, this was HHH's cape, but I later replaced it with a visible weapon a-la the Harvester, since this works the same way. "hide_wearable_deployed_only" "1" "used_by_classes" { "Demoman" "1" } "static_attrs" { "particle on melee hit" "medic_explosion_wisps_blue" "meter_label" "SOULFIRE" "min_viewmodel_offset" "10 10 -14" // Special offset since the HHHH is ungodly huge for a weapon "class select override vcd" "taunt09" "special taunt" "1" "taunt attack name" "TAUNTATK_DEMOMAN_BARBARIAN_SWING" "taunt attack time" "2.4" } "attributes" { "harvester explain" { "attribute_class" "harvester_explain" "value" "1" } "remember targets remaining afterburn" // This makes it a little easier to play around... somehow. What I know is that it keeps counting up for your magic afterburn meter even if someone died? { "attribute_class" "remember_targets_afterburn" "value" "1" } "Set DamageType Ignite" // TO-DO: REVISIT TO FIX BURN TIME MODIFIERS LATER!! { "attribute_class" "set_dmgtype_ignite" "value" "1" } "afterburn does no damage" { "attribute_class" "mult_wpn_burndmg" "value" "0" } "swing speed penalty" { "attribute_class" "mult_postfiredelay" "value" "1.33" } "crit mod disabled" // ACTUALLY important since crits are a vital part of this weapon! { "attribute_class" "mult_crit_chance" "value" "0" } // Backend stuff "hidden separator" "1" // Shared sword properties; you can copy-paste this entire block to any other TF_Weapon_Sword, for convenience. "is_a_sword" {"value" "72"} // Description stuff for most swords - hide this!! This extends the range of the swing an extra 72 hU's forward! "switch from wep deploy time decreased" {"value" "0.5"} // TF_Weapon_Sword appears to have a 50% switch speed penalty baked into it, both-ways - this undoes that! "single wep deploy time decreased" {"value" "0.5"} "additive_burntime" {"value" "-7"} // THIS IS BROKEN DAMMIT "add condition on hit weapon" {"value" "TF_COND_BURNING_PYRO 3"} // NOWP v4.0.0 - This lights Pyros on fire too. That seems funny. } "taunt" { "custom_taunt_scene_per_class" { "Demoman" "scenes/player/demoman/low/taunt09.vcd" } } "visuals" { "sound_melee_miss" "Weapon_Anchor.Miss" "sound_melee_hit" "Halloween.HeadlessBossAxeHitFlesh" "sound_melee_hit_world" "Halloween.HeadlessBossAxeHitWorld" "sound_burst" "Weapon_Anchor.MissCrit" "sound_special1" "Knight.LaughRand" // Currently, the idle-noises for TF_Weapon_Sword seem to be essentially hardcoded to the Eyelander, so while I have a workaround, this is here as insurance for it if ever does work later! "sound_special2" "Weapon_Headtaker.Idle" // New idle noises (baked in too!) to remind you of spookier times anywhere! "animation_replacement" { "ACT_MP_GESTURE_VC_FINGERPOINT_ITEM1" "ACT_MP_GESTURE_VC_FINGERPOINT_PRIMARY" "ACT_MP_GESTURE_VC_THUMBSUP_ITEM1" "ACT_MP_GESTURE_VC_THUMBSUP_PRIMARY" "ACT_MP_GESTURE_VC_HANDMOUTH_ITEM1" "ACT_MP_GESTURE_VC_HANDMOUTH_PRIMARY" "ACT_MP_GESTURE_VC_FISTPUMP_ITEM1" "ACT_MP_GESTURE_VC_FISTPUMP_PRIMARY" } } "mouse_pressed_sound" "#ui/item_knife_large_pickup.wav" "drop_sound" "#ui/item_thick_metal_drop.wav" } //-------------------------------------------------- "449" { "name" "The Winger" "item_class" "tf_weapon_pistol" // TO-DO: This actually uses "tf_weapon_handgun_scout_secondary", switch that over or nah? "item_slot" "secondary" "propername" "1" "item_name_color" "255 215 0 255" "item_quality" "unique" "item_name" "#TF_Winger" "item_type_name" "#TF_Weapon_Pistol" "item_description" "Yeah, the weather up here's great, thanks for askin'." "item_logname" "the_winger" "item_iconname" "The_Winger" "image_inventory" "backpack/workshop/weapons/c_models/c_winger_pistol/c_winger_pistol" "model_world" "models/weapons/w_models/w_winger.mdl" "model_player" "models/weapons/v_models/v_winger_scout.mdl" // Had to do this by hand ack... "attach_to_hands" "2" "used_by_classes" { "Scout" "1" } "static_attrs" { "min_viewmodel_offset" "10 0 -10" } "attributes" // I can drag over that thing the PBPP used to do with the no fall damage, too, just still thinking if this deserves that. Tentatively, no... { "increased jump height from weapon" { "attribute_class" "mod_jump_height_from_weapon" "value" "1.25" } "damage bonus" { "attribute_class" "mult_dmg" "value" "1.15" } // "dmg taken from fall reduced" // TO-DO: Does this feel alright???? This IS more jump-centric... // { // "attribute_class" "mult_dmgtaken_from_fall" // "value" "0.5" // Less fall damage reduction than OG PBPP (as in, only half instead of all) as to not fuck up weird non-fall fall damage stuff // } "clip size penalty" { "attribute_class" "mult_clipsize" "value" "0.4" } "custom magazine model" { "attribute_class" "custom_magazine_model" "value" "models/weapons/mags/mag_winger.mdl" } } "visuals" { "sound_single_shot" "Weapon_Winger.Single" "sound_burst" "Weapon_Winger.SingleCrit" "sound_reload" "Weapon_Pistol.WorldReload" "animation_replacement" { "ACT_MP_AIRWALK_SECONDARY" "ACT_MP_JUMP_FLOAT_SECONDARY" // NOWP v3.0.0 - Hacky fix for the arm-flailing animation playing EVERY jump... } } "mouse_pressed_sound" "#ui/item_light_gun_pickup.wav" "drop_sound" "#ui/item_light_gun_drop.wav" } //-------------------------------------------------- "331" { "name" "Fists of Steel" "item_class" "tf_weapon_fists" "item_slot" "melee" "propername" "1" "item_name_color" "255 215 0 255" "item_quality" "unique" "item_name" "#TF_FistsOfSteel" "item_type_name" "Gauntlets" "item_description" "You call those bullets? That is most hilarious thing all day!" "item_logname" "steel_fists" "item_iconname" "Steel_Fists" "image_inventory" "backpack/workshop/weapons/c_models/c_fists_of_steel/c_fists_of_steel" "model_world" "models/weapons/w_models/w_fists_of_steel.mdl" // This is sizably bigger than the previous Boxing Gloves, so that impacted how it looks in world view... "model_player" "models/weapons/v_models/v_fists_of_steel_heavy.mdl" "attach_to_hands" "2" "used_by_classes" { "Heavy" "1" } "static_attrs" { "particle on melee hit" "sapper_elec" // Something to help sell the impact, these might not actually hit hard but they LOOK like they would! "min_viewmodel_offset" "10 0 -7" } "attributes" { "provide on active" { "attribute_class" "provide_on_active" "value" "1" } "dmg from ranged reduced" { "attribute_class" "dmg_from_ranged" "value" "0.6" } "dmg from melee increased" { "attribute_class" "dmg_from_melee" "value" "2" } // "deploy time increased" // { // "attribute_class" "mult_deploy_time" // "value" "2.0" // } "healing received on active penalty" { "attribute_class" "mult_healing_received_active" "value" "0.6" } // "patient overheal penalty" // This works, but might be a little overkill especially since he already gets less healing from Medics, so we'll see... // { // "attribute_class" "mult_patient_overheal_penalty" // "value" "0.6" // } } "taunt" { "custom_taunt_scene_per_class" { "Heavy" "scenes/player/heavy/low/taunt05.vcd" } } "hide_bodygroups_deployed_only" "1" "visuals" { "sound_melee_miss" "Weapon_MetalGloves.Miss" "sound_melee_hit" "Weapon_MetalGloves.HitRobot" // For the hit sounds, I swapped them around since by default they're EXTREMELY loud. "sound_melee_hit_world" "Weapon_MetalGloves.HitFlesh" // In short, HitWorld uses HitFlesh's sounds. HitFlesh now uses the NOWP re-added "Hit MvM Robot" sounds (yes, FoS has sounds for those, it's not too clattery!) "sound_burst" "Weapon_BoxingGloves.MissCritFix" "player_bodygroups" { "hands" "1" } } "mouse_pressed_sound" "#weapons/metal_gloves_hit.wav" "drop_sound" "#ui/item_heavier_gun_drop.wav" } //-------------------------------------------------- "310" { "name" "Warrior's Spirit" "item_class" "tf_weapon_fists" "item_slot" "melee" "propername" "1" "item_name_color" "255 215 0 255" "item_quality" "unique" "item_name" "#TF_WarriorsSpirit" "item_type_name" "Gauntlets" // Was debating just calling this "Claws", but the Deathclaw Gauntlet in Fallout is essentially the same deal, and it's, well, called a gauntlet there... "item_description" "I will kill you with bear hands!" "item_logname" "warrior_spirit" "item_iconname" "Warrior_Spirit" "image_inventory" "backpack/workshop/weapons/c_models/c_bear_claw/c_bear_claw" "model_world" "models/weapons/w_models/w_bear_claw.mdl" "model_player" "models/weapons/v_models/v_bear_claw_heavy.mdl" // "extra_wearable" "models/weapons/w_models/w_bear_claw_alt.mdl" // "extra_wearable_hide_on_active" "1" "attach_to_hands" "2" "used_by_classes" { "Heavy" "1" } "static_attrs" { "min_viewmodel_offset" "10 0 -7" // "special taunt" "1" // "taunt attack name" "TAUNTATK_ENGINEER_ARM_IMPALE" // "taunt attack time" "0.85" } "attributes" { "provide on active" { "attribute_class" "provide_on_active" "value" "1" } "damage bonus" { "attribute_class" "mult_dmg" "value" "1.3" } "heal on kill" { "attribute_class" "heal_on_kill" "value" "50" } "dmg taken increased" { "attribute_class" "mult_dmgtaken" "value" "1.3" } "mod melee crit swing custom damage" { "attribute_class" "mod_melee_crit_swing_custom_damage" "value" "104" } // "hide extra wearable on active" // { // "attribute_class" "hide_extra_wearable_active" // "value" "1" // } "mult dmg crit multiplier" { "attribute_class" "mult_dmg_crit_multiplier" "value" "1.005" // TF2C v2.1.3 - Fix for annoying discrepency with damage numbers... } } "taunt" { "custom_taunt_scene_per_class" { "Heavy" "scenes/player/heavy/low/taunt07_halloween.vcd" } } "visuals" { "sound_melee_miss" "Weapon_BoxingGloves.Miss" "sound_melee_hit" "Weapon_BaseballBat.HitFlesh" // Most fitting sound for now, for the combo of fists + claws hitting at the same time "sound_melee_hit_world" "Weapon_Sword.HitWorld" "sound_burst" "Weapon_BoxingGloves.MissCritFix" "animation_replacement" { "ACT_MP_ATTACK_STAND_MELEE_SECONDARY" "ACT_MP_ATTACK_STAND_SECONDARY2" // Replaces the crit-swing anims with a two-handed slam, since it also uses that like the Chekhov's does "ACT_MP_ATTACK_CROUCH_MELEE_SECONDARY" "ACT_MP_ATTACK_CROUCH_SECONDARY2" // "ACT_MP_ATTACK_SWIM_MELEE_SECONDARY" "ACT_MP_ATTACK_SWIM_SECONDARY2" // These kinda look awful, tbh I don't think Heavy had much work put in his swimming-melee-attack anims to begin with... } } "mouse_pressed_sound" "#ui/item_rubber_pickup.wav" // Unlike some other weapons, the straps imply more action in order to pick up and use it, so convey that here! "drop_sound" "#ui/item_boxing_gloves_drop.wav" } //-------------------------------------------------- "412" { "name" "The Overdose" "item_class" "tf_weapon_syringegun_medic" "item_slot" "primary" "propername" "1" "item_name_color" "255 215 0 255" "item_quality" "unique" "item_name" "#TF_Overdose" "item_type_name" "#TF_Weapon_SyringeGun_Prototype" "item_description" "Feel zhe power coursing through your veins!" "item_logname" "proto_syringe" "item_iconname" "Proto_Syringe" "image_inventory" "backpack/weapons/c_models/c_proto_syringegun/c_proto_syringegun" "model_world" "models/weapons/w_models/w_overdose.mdl" "model_player" "models/weapons/v_models/v_overdose_medic.mdl" "attach_to_hands" "2" "used_by_classes" { "Medic" "1" } "static_attrs" { "min_viewmodel_offset" "10 0 -12" } "attributes" // TO-DO: This is really boring now... find another mechanic to roll into this? { "move speed increase with uber" // I'll never understand why Valve likes putting objective upsides / weapon features in the descriptions of weapons instead of at the top... { "attribute_class" "mult_player_movespeed_resource_level" "value" "1.2" } "damage penalty" { "attribute_class" "mult_dmg" "value" "0.85" } "lunchbox adds minicrits" { "attribute_class" "set_weapon_mode" "value" "1" } "overdose keep speed explain" { "attribute_class" "DISPLAY_ONLY" "value" "1" } // Backend stuff "hidden separator" "1" // "uber build bonus on hit short OD" // TO-DO: THIS IS CRAZY BUSTED ON 'NADER - can I even fix this without making it useless for the Mediguns?? // { // "attribute_class" "uber_build_rate_on_hit" // A pretty funky attribute, this makes it so your Uber build rate gets increased if you land hits, but otherwise you still need to heal to build the Uber // "value" "10" // Contrary to the attrib description, each hit builds a Stack that only increases your Uber Build rate marginally. With all 8 stacks active, you get the full 15% boosted rate! // } // "clip size penalty" // { // "attribute_class" "mult_clipsize" // "value" "0.5" // } // "fire rate penalty" // { // "attribute_class" "mult_postfiredelay" // "value" "1.2" // } } "visuals" { "sound_single_shot" "Weapon_Overdose.Single" "sound_burst" "Weapon_Overdose.SingleCrit" } "mouse_pressed_sound" "#ui/item_light_gun_pickup.wav" "drop_sound" "#ui/item_light_gun_drop.wav" } //-------------------------------------------------- "224" { "name" "L'Etranger" "item_class" "tf_weapon_revolver" "item_slot" "secondary" // "propername" "1" // As always, don't make other language names like this have "The " if it's not appropriate. So far only applicable for a few Spy items due to the French naming "item_name_color" "255 215 0 255" "item_quality" "unique" "item_name" "L'Étranger" // "The Stranger" "item_type_name" "#TF_Weapon_Revolver" "item_description" "Leave a magnificent last impression." "item_logname" "letranger" "item_iconname" "LEtranger" "image_inventory" "backpack/workshop/weapons/c_models/c_letranger/c_letranger" "model_world" "models/weapons/w_models/w_letranger.mdl" "model_player" "models/weapons/v_models/v_letranger_spy.mdl" // I wasn't really sure what to do with the ejection rod (is that what it is??), so I just left it static for now. Same goes for the Enforcer "brass_eject_model" "models/weapons/shells/shell_revolver_silver.mdl" // The bullets are distinctly silver, so they use a different model "attach_to_hands" "2" "used_by_classes" { "Spy" "1" } "static_attrs" { // "always draw tracer" "1" "min_viewmodel_offset" "10 0 -6" "custom magazine model" "models/weapons/mags/speedloader.mdl" } "attributes" { // "provide on active" // This... doesn't really do much, tbh, but I'm not super sure what all to do about this weapon's stats, either. // { // "attribute_class" "provide_on_active" // "value" "1" // } "add cloak on hit" { "attribute_class" "add_cloak_on_hit" "value" "15" } "cloak consume rate decreased" // DOES stack with the CnD (and all other invis watches for the matter), unsure how that will pan out { "attribute_class" "mult_cloak_meter_consume_rate" // NOWP v3.2.1 - Alright, I don't really like changing 1-1 Live TF2 weapons, but this is necessary. This utility is horrendously strong for being passive, it essentially completely nullifies the Speed Watches' downsides! "value" "0.75" // This seems to generally extend cloak uptime by 2s (12s for Invis, 8s for SpeedWatch, 26 for CnD) } "damage penalty" { "attribute_class" "mult_dmg" "value" "0.8" } } "visuals" { "sound_single_shot" "Weapon_Letranger.Single" "sound_burst" "Weapon_Letranger.SingleCrit" } "mouse_pressed_sound" "#ui/item_light_gun_pickup.wav" "drop_sound" "#ui/item_light_gun_drop.wav" } //-------------------------------------------------- "61" { "name" "The Ambassador" // AMBY'S HERE! People have been wanting this weapon for a while, so here it finally is. Yes, it can headshot. No, it's not a HR. "item_class" "tf_weapon_revolver" "item_slot" "secondary" "propername" "1" "item_name_color" "255 215 0 255" "item_quality" "unique" "item_name" "#TF_Unique_Achievement_Revolver" "item_type_name" "#TF_Weapon_Revolver" "item_description" "The finest negotiator money can buy." "item_logname" "ambassador" "item_iconname" "Ambassador" // I belieeeveee this has headshot icons in-file, but the game never loads them - same as any other headshot / backstab weapon "image_inventory" "backpack/weapons/c_models/c_ambassador/parts/c_ambassador_opt" // The backpack icon actually features a TINGE of shininess - I felt the shine is a pretty distinct part of Amby's looks. It's toned down by hand, though! "model_world" "models/weapons/w_models/w_ambassador.mdl" "model_player" "models/weapons/v_models/v_ambassador_spy.mdl" // Working on this made me realize that how I've been doing Revolvers up to this point has been very messy, to say the least... "brass_eject_model" "models/weapons/shells/shell_revolver_gold.mdl" "attach_to_hands" "2" "used_by_classes" { "Spy" "1" } "static_attrs" { // "always draw tracer" "1" "min_viewmodel_offset" "10 0 -6" "custom magazine model" "models/weapons/mags/speedloader.mdl" } "attributes" { "revolver use hit locations" { "attribute_class" "set_weapon_mode" // If you wanted, you could also make a more general-purpose version of this using the simple "can_headshot", but I want to keep the nerfs / playstyle of the new Amby! "value" "1" // Specifically, this has a "crosshair cooldown" in addition to the low firing speed, and also has falloff after which it stops dealing crit damage entirely. Mid-long range only! } "damage penalty" { "attribute_class" "mult_dmg" "value" "0.85" } "fire rate penalty" { "attribute_class" "mult_postfiredelay" "value" "1.2" } "crit mod disabled" { "attribute_class" "mult_crit_chance" "value" "0" } } "visuals" { "sound_single_shot" "Weapon_Ambassador.Single" "sound_burst" "Weapon_Ambassador.SingleCrit" "tracer_effect" "bullet_scattergun_tracer01" } "mouse_pressed_sound" "#ui/item_light_gun_pickup.wav" "drop_sound" "#ui/item_light_gun_drop.wav" } //-------------------------------------------------- "751" { "name" "The Cleaner's Carbine" "item_class" "tf_weapon_charged_smg" "item_slot" "secondary" "propername" "1" "item_name_color" "255 215 0 255" "item_quality" "unique" "item_name" "#TF_Pro_SMG" "item_type_name" "#TF_Weapon_SMG" "item_description" "Want my advice? Stay down, mate." "item_logname" "pro_smg" "item_iconname" "Pro_SMG" "image_inventory" "backpack/workshop/weapons/c_models/c_pro_smg/c_pro_smg" "model_world" "models/weapons/w_models/w_pro_smg.mdl" "model_player" "models/weapons/v_models/v_pro_smg_sniper.mdl" // Same deal as the UMP45, this also has its stock extended in view! Also, it was a huge pain getting it lined up with Sniper's hands, guh... "attach_to_hands" "2" "used_by_classes" { "Sniper" "1" } "static_attrs" { "min_viewmodel_offset" "10 0 -7" } "attributes" { "minicrit boost when charged short" { "attribute_class" "minicrit_boost_when_charged" "value" "8" } "minicrit_boost_charge_rate" { "attribute_class" "minicrit_boost_charge_rate" "value" "0.67" } "clip size penalty" { "attribute_class" "mult_clipsize" "value" "0.8" } "fire rate penalty" { "attribute_class" "mult_postfiredelay" "value" "1.25" } "crit mod disabled" { "attribute_class" "mult_crit_chance" "value" "0" } "custom magazine model" { "attribute_class" "custom_magazine_model" "value" "models/weapons/mags/mag_carbine.mdl" } } "visuals" { "sound_single_shot" "Weapon_UrbanProfessional.Single" "sound_burst" "Weapon_UrbanProfessional.SingleCrit" } "mouse_pressed_sound" "#ui/item_medium_gun_pickup.wav" "drop_sound" "#ui/item_light_gun_drop.wav" } //-------------------------------------------------- "527" { "name" "The Widowmaker" // Been wanting to tackle this thing for a while, but figured I'd take a crack at it now that we have more attributes "item_class" "tf_weapon_shotgun" "item_slot" "primary" "propername" "1" "item_name_color" "255 215 0 255" "item_quality" "unique" "item_name" "#TF_DEX_Shotgun" "item_type_name" "#TF_Weapon_Shotgun" "item_description" "Point n' shoot for the hills, long as your trigger finger can keep up." "item_logname" "widowmaker" "item_iconname" "Widowmaker" "image_inventory" "backpack/workshop_partner/weapons/c_models/c_dex_shotgun/c_dex_shotgun" "model_world" "models/weapons/w_models/w_dex_shotgun.mdl" // ANNOYINGLY, the Ejection Port was just painted on the flat side of the gun and not even modelled in... "model_player" "models/weapons/v_models/v_dex_shotgun_engineer.mdl" // So, I'm using another mod by newguy111 to make the magazine cylinder and the bolt move! Additionally, one by R234 to make the ejection port modelled. "brass_eject_model" "models/weapons/shells/shell_shotgun_black.mdl" // Just think it fits "attach_to_hands" "2" "used_by_classes" { "Engineer" "1" } "static_attrs" { "min_viewmodel_offset" "10 0 -9" } "attributes" // TF2C v3.0.0 - Finally back to how it's supposed to be. Well, beside the metal ammo type fucking up your ammo count. Beside that part! { "mod max primary clip override" { "attribute_class" "mod_max_primary_clip_override" "value" "-1" } "add onhit addammo capitalized" // This is a super petty grammar fix but it's going to bother me until I fix it { "attribute_class" "add_onhit_addammo" "value" "100" } "mod no reload DISPLAY ONLY" { "attribute_class" "mod_no_reload_display_only" "value" "1" } // "damage bonus bullet vs sentry target" // { // "attribute_class" "mult_dmg_bullet_vs_sentry_target" // "value" "1.1" // } "mod ammo per shot" { "attribute_class" "mod_ammo_per_shot" "value" "30" } "mod use metal ammo type" { "attribute_class" "mod_use_metal_ammo_type" "value" "1" } "no metal from dispensers while active" // Not there in Live, but prevents Engi from easily griefing other Engineers by just standing and shooting { "attribute_class" "no_metal_from_dispensers_while_active" "value" "1" } // Backend stuff "hidden separator" "1" "maxammo metal increased" // Engineer's metal count gets fucked up by the metal ammo type attribute, for some reason... { "attribute_class" "mult_maxammo_metal" // Thankfully, since EVERYTHING here is weapon-active, this can just be effective for any other weapons Engineer has! "value" "6.25" } } "visuals" // Also comes with the Widowmaker's unused sounds baked in as part of the animation! { "sound_single_shot" "Weapon_WidowMaker.Single" "sound_burst" "Weapon_WidowMaker.SingleCrit" "sound_empty" "Weapon_WidowMaker.Empty" "tracer_effect" "bullet_scattergun_tracer01" } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } //-------------------------------------------------- "448" { "name" "The Soda Popper" // I just kinda felt like making another FAN-styled weapon, so here we are! "item_class" "tf_weapon_soda_popper" "item_slot" "primary" "anim_slot" "item2" "propername" "1" "item_name_color" "255 215 0 255" "item_quality" "unique" "item_name" "#TF_SodaPopper" "item_type_name" "#TF_Weapon_DoubleBarrelShotgun" "item_description" "Twice the barrels, radiation, and fun! Half the lifetime for everyone involved!" "item_logname" "soda_popper" "item_iconname" "Soda_Popper" "image_inventory" "backpack/workshop/weapons/c_models/c_soda_popper/c_soda_popper" "model_world" "models/weapons/w_models/w_soda_popper.mdl" "model_player" "models/weapons/v_models/v_soda_popper_scout.mdl" "brass_eject_model" "models/weapons/shells/shell_sodapopper.mdl" // These have extremely unique shells, of course I gotta include them! "attach_to_hands" "2" "used_by_classes" { "Scout" "1" } "static_attrs" { "class select override vcd" "taunt01_alt_vocal01" "min_viewmodel_offset" "10 0 -10" } "attributes" { "soda popper hype" { "attribute_class" "hype_on_damage" "value" "1" } // "damage fills hype meter text" // { // "attribute_class" "DISPLAY_ONLY" // "value" "1" // } "fire rate bonus" { "attribute_class" "mult_postfiredelay" "value" "0.5" } "Reload time decreased" { "attribute_class" "mult_reload_time" "value" "0.75" } "clip size penalty" { "attribute_class" "mult_clipsize" "value" "0.34" } "scattergun no reload single" { "attribute_class" "set_scattergun_no_reload_single" "value" "1" } "clip info full reload" { "attribute_class" "DISPLAY_ONLY" "value" "1" } } "taunt" { "custom_taunt_scene_per_class" { "Scout" { "1" "scenes/player/scout/low/taunt01_alt_vocal01.vcd" "2" "scenes/player/scout/low/taunt01_alt_vocal02.vcd" "3" "scenes/player/scout/low/taunt01_alt_vocal03.vcd" } } } "visuals" { "sound_single_shot" "Weapon_Soda_Popper.Single" "sound_burst" "Weapon_Soda_Popper.SingleCrit" "sound_reload" "Weapon_DoubleBarrel.WorldReload" } "mouse_pressed_sound" "#ui/item_scrap_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } //-------------------------------------------------- "325" { "name" "The Boston Basher" // BOSTON BASHER, BAYBEE! With the surprise new stats from TF2C v2.2.3, as well as my desire to make the Basher from the start, it's a no brainer that it'd be here. Let's get to it! "item_class" "tf_weapon_bat" "item_slot" "melee" "propername" "1" "item_name_color" "255 215 0 255" "item_quality" "unique" "item_name" "#TF_BostonBasher" "item_type_name" "#TF_Weapon_Bat" "item_description" "C'mon, bleed out faster!" "item_logname" "boston_basher" "item_iconname" "Boston_Basher" "image_inventory" "backpack/workshop/weapons/c_models/c_boston_basher/c_boston_basher" "model_world" "models/weapons/w_models/w_boston_basher.mdl" // Reoriented it so the pointy, bloody end is facing toward the enemy proper! "model_player" "models/weapons/v_models/v_boston_basher_scout.mdl" "attach_to_hands" "2" "used_by_classes" { "Scout" "1" } "static_attrs" { "bleeding duration" "5" // "minicrit vs bleeding players" "26" "hit self on miss" "1" "min_viewmodel_offset" "10 0 -10" } "attributes" { // Backend stuff "hidden separator" "1" // "mod melee swing custom damage" {"value" "20"} // fun on-kill effects, for enemies but primarily for yourself when you obliterate your dumb-ass~ "mod melee crit swing custom damage" {"value" "20"} } "visuals" { "sound_melee_miss" "Weapon_Crowbar.Miss" "sound_melee_hit" "BostonBasher.Impact" // I also figured out a fun way to get the hit sound to also play for hitting yourself (idiot); I used the viewmodel to play hit sounds on every swing, and it's quiet enough that when you hit anything else, it'd be nearly inaudible. "sound_melee_hit_world" "BostonBasher.HitWorld" "sound_burst" "Weapon_Crowbar.MissCrit" } "mouse_pressed_sound" "#ui/item_brick_pickup.wav" "drop_sound" "#ui/item_wood_weapon_drop.wav" } } "attributes" { //------------------------------------------------------------------- //------------------------------------------------------------------- //------------------------------------------------------------------- // New-Old Weapons Pack! Custom Stats / Attributes //----- // [Overview: A set of new stats / attributes, mostly to add custom stat-text but also to fix or tweak some stuff! Everything here's already included in some way in default TF2C!] // // At long last, with NOWP v2.5.0, this mod now uses custom attributes!! For the most part, it's mostly used for new text-display, but occasionally also for stat functions! Thanks to azzy, of course, for letting attributes accept plaintext descriptions~! // Really, as mentioned, I mostly just make use of these to change stat text - be that making new text not present in tf2c_english.txt, or simplifying wording to not be so ridiculously wordy, or even just changing colors around. It's simple work, and NOWP hardly -needs- it per-se, but it helps make it all feel just that bit more official. Really. // If you're modding New-Old Weapons Pack, or using one of its weapons, it'd probably be best if you copy any relevant attributes from here to your project. The game might fuss, piss itself, cry, and / or die (probably in that order) otherwise, if you don't. //------------------------------------------------------------------- //------------------------------------------------------------------- //------------------------------------------------------------------- // (AID 15000~15025) | Custom Stats - v1.0.0 | Tags: (Attribute) //----- // [Overview: Weapon stats / text for New-Old Weapons Pack!] //-------------------------------------------------- "15000" { "name" "noise damage" "description_string" "+%s1% eardrum-shattering capacity" // As mentioned, this is largely only display-only text, obviously this won't do anything as an attrib of its own. "description_format" "value_is_additive" "effect_type" "positive" } "15001" { "name" "live weapon function notif" "description_string" "Wep. functions differ slightly from Live TF2" // Would use more often but a few weapons are already really cramped for space, this doesn't really convey new info anyway "description_format" "value_is_additive" "effect_type" "negative" } "15002" { "name" "minigun spin time decreased" "attribute_class" "mult_minigun_spinup_time" "description_string" "+%s1% faster spinup and spindown time" // I tend to couple spinup and spindown attributes, so use this to convey that "description_format" "value_is_inverted_percentage" "effect_type" "positive" } "15003" { "name" "minigun spin time increased" "attribute_class" "mult_minigun_spinup_time" "description_string" "%s1% slower spinup and spindown time" "description_format" "value_is_percentage" "effect_type" "negative" } "15004" { "name" "hat no tactical advantage" "description_string" "Hat has no tactical advantage whatsoever" // I am putting this on every single hat "description_format" "value_is_additive" "effect_type" "negative" } "15005" { "name" "dragons fury fireballs" "description_string" "Fires explosive fireballs" "description_format" "value_is_additive" "effect_type" "neutral" } "15006" { "name" "humiliation rate increased" "description_string" "+%s1% higher humiliation rate" "description_format" "value_is_percentage" "effect_type" "positive" } "15007" { "name" "crit_kill_effect_gib" "attribute_class" "mod_melee_crit_swing_custom_damage" "description_string" "On Crit-Kill: Turn enemies into a pile of gibs!" "description_format" "value_is_additive" "effect_type" "positive" } "15008" { "name" "crit_kill_effect_decap" "attribute_class" "mod_melee_crit_swing_custom_damage" "description_string" "On Crit-Kill: Decapitate your enemies!" "description_format" "value_is_additive" "effect_type" "positive" } "15009" { "name" "self mfd short" "attribute_class" "self_mark_for_death" "description_string" "Marked for death while active (and %s1s after)" // It pisses me off that the MfD attribute's text spans like 3 lines for no reason at all, it can be conveyed in ONE "description_format" "value_is_additive" "effect_type" "negative" } "15010" { "name" "air mobility increased" "description_string" "+%s1% increased mobility in the air" "description_format" "value_is_percentage" "effect_type" "positive" } "15011" { "name" "jarate jump" "description_string" "+%s1% Jarate blast force" "description_format" "value_is_percentage" "effect_type" "positive" } "15012" { "name" "speed on kill with time" "description_string" "On Kill: Gain a speed-boost for %s1 seconds" // The speed text does work, it's just annoying how they don't list effect duration at all "description_format" "value_is_additive" "effect_type" "positive" } "15013" { "name" "speed on hit with time" "description_string" "On Hit: Gain a speed-boost for %s1 seconds" "description_format" "value_is_additive" "effect_type" "positive" } "15014" { "name" "mfd short desc" "description_string" "On Hit: Inflict marked for death on targets, any damage dealt will mini-crit!" // Rewrite to reflect TF2C's properties, also just more concise "description_format" "value_is_additive" "effect_type" "positive" } "15015" { "name" "mfd short time" "description_string" "On Hit: Inflict marked for death for %s1s" // Useful for when MfD timing is important "description_format" "value_is_additive" "effect_type" "positive" } "15016" { "name" "outline target TEXT" "attribute_class" "mod_outline_on_hit" "description_string" "Mark enemies with an outline for %s1s" "description_format" "value_is_additive" "effect_type" "positive" } "15017" { "name" "loadout item disables primary" "description_string" "Cannot use a Primary weapon while active" "description_format" "value_is_additive" "effect_type" "negative" } "15018" { "name" "loadout item disables secondary" "description_string" "Cannot use Secondary weapon while active" // Slightly different grammar but it just barely lets it fit onto a single line "description_format" "value_is_additive" "effect_type" "negative" } "15019" { "name" "loadout item disables melee" "description_string" "Cannot use a Melee weapon while active" "description_format" "value_is_additive" "effect_type" "negative" } "15020" { "name" "self mfd swing" "description_string" "On Swing: Mark yourself for Death! (%s1s)" "description_format" "value_is_additive" "effect_type" "negative" } "15021" { "name" "no baseballs" "description_string" "Cannot pitch or launch baseballs" "description_format" "value_is_additive" "effect_type" "negative" } "15022" { "name" "construct on hit enemy TEXT" "attribute_class" "add_onhit_construction" "description_string" "On Hit Enemy: Supply metal to buildings based on damage dealt - no metal spent!" // It was tricky summing this up in only 2 lines, but hopefully this works well! "description_format" "value_is_additive" "effect_type" "positive" } "15023" { "name" "damage pierce resistances" "attribute_class" "mod_pierce_resists_absorbs" "description_string" "Damage ignores active damage resistances" "description_format" "value_is_additive" "effect_type" "positive" } "15024" { "name" "bodydouble transform TEXT" "attribute_class" "mod_onhit_copy_victim" "description_string" "On Hit Enemy: Rapidly transform into their Class and copy their weapons on the spot" // Also very tricky to sum up concisely "description_format" "value_is_additive" "effect_type" "positive" } "15025" { "name" "dna transform debuff" "description_string" "Transformations start with reduced health" "description_format" "value_is_additive" "effect_type" "negative" } // (AID 15026~15031) | Custom Stats - v1.5.0 | Tags: (Attribute) //----- // [Overview: Weapon stats / text for New-Old Weapons Pack!] //-------------------------------------------------- "15026" { "name" "cleaver desc simple" "description_string" "Throw at enemies to make them bleed!" // Shorter-form desc since the mini-crit thing isn't true for any version of the Cleaver, even Live's, right now "description_format" "value_is_additive" "effect_type" "positive" } "15027" { "name" "airblast vulnerability decreased" "attribute_class" "airblast_vulnerability_multiplier" "description_string" "%s1% reduction in airblast vulnerability" "description_format" "value_is_percentage" "effect_type" "positive" } "15028" { "name" "airblast vulnerability increased" "attribute_class" "airblast_vulnerability_multiplier" "description_string" "+%s1% increased airblast vulnerability" "description_format" "value_is_inverted_percentage" "effect_type" "negative" } "15029" { "name" "cannot provide civ minicrit" "description_string" "Cannot provide Offense boost to allies" // I'm not really sure about the wording. Eminoma hasn't really given the Alt-Fire Boost a proper name, so I figure this is most immediately obvious to Players "description_format" "value_is_additive" "effect_type" "negative" } "15030" { "name" "cannot provide civ radius" "description_string" "Cannot provide Radius boost to allies" // ...cont. from above, they do call this "Morale Boost" (only sometimes) but I feel that's not intuitive at all for knowing it's the radial, defensive boost. Aaargh!! "description_format" "value_is_additive" "effect_type" "negative" } "15031" { "name" "flares explode" "description_string" "Flares explode on contact with world" "description_format" "value_is_additive" "effect_type" "positive" } // (AID 15032~15035) | Custom Stats - v1.7.5 | Tags: (Attribute) //----- // [Overview: Weapon stats / text for New-Old Weapons Pack!] //-------------------------------------------------- "15032" { "name" "upgrade rate increase" "attribute_class" "upgrade_rate_mod" "description_string" "+%s1% faster upgrade rate" "description_format" "value_is_percentage" "effect_type" "positive" } "15033" { "name" "mod weapon chainsaw" "description_string" "Shred enemies with constant melee hits" "description_format" "value_is_percentage" "effect_type" "neutral" } "15034" { "name" "aiming movespeed fullspeed" "attribute_class" "mult_player_aiming_movespeed" "description_string" "Move at full speed while aiming" "description_format" "value_is_percentage" "effect_type" "positive" } "15035" { "name" "mod custom decal" "description_string" "Current Decal: Team Pride" // Side-note; I can't yet make it accept arbitrary text for a variable, only numbers. I'd like to have the Current Decal field be editable! "description_format" "value_is_additive" "effect_type" "positive" } // (AID 15036~15040) | Custom Stats - v2.0.0 | Tags: (Attribute) //----- // [Overview: Weapon stats / text for New-Old Weapons Pack!] //-------------------------------------------------- "15036" { "name" "mod weapon longjump" "description_string" "Primary Fire: Leap away with a Long Jump!" "description_format" "value_is_percentage" "effect_type" "positive" } "15037" { "name" "health no regen" "attribute_class" "add_health_regen" "description_string" "No health regeneration" "description_format" "value_is_additive" "effect_type" "negative" } "15038" { "name" "boost targets enemies TEXT" "attribute_class" "add_civ_boost_enemies" "description_string" "Boost targets enemies instead of allies" // Maybe need to reword this to specify Alt-Fire Boost... "description_format" "value_is_additive" "effect_type" "neutral" } "15039" { "name" "haste on kill with time" "description_string" "On Kill: Gain Haste for %s1 seconds" "description_format" "value_is_additive" "effect_type" "positive" } "15040" { "name" "dmg push force to stickies increased TEXT" "attribute_class" "mult_dmg_push_force_to_stickies" "description_string" "+%s1% push force to enemy stickybombs" // This IS a property of the stock AA Gun, but it's unlisted. "description_format" "value_is_percentage" "effect_type" "positive" } // (AID 15041~15048) | Custom Stats - v2.1.5 | Tags: (Attribute) //----- // [Overview: Weapon stats / text for New-Old Weapons Pack!] //-------------------------------------------------- "15041" { "name" "move speed penalty while cloaked" "attribute_class" "mult_player_movespeed_cloaked" "description_string" "%s1% slower move speed while cloaked" "description_format" "value_is_inverted_percentage" "effect_type" "negative" } "15042" { "name" "bullets ricochet" "description_string" "Shots ricochet off surfaces up to %s1 times" // Language intentionally ambiguous in case they ever let normal bullets ricochet "description_format" "value_is_additive" "effect_type" "positive" } "15043" { "name" "weapon fires nails" "description_string" "Fires nail projectiles" // I dunno, these types technically should be neutral but I just like them being blue text "description_format" "value_is_additive" "effect_type" "neutral" } "15044" { "name" "weapon fires lasers" "description_string" "Fires laser projectiles" "description_format" "value_is_additive" "effect_type" "neutral" } "15045" { "name" "damage at range increased" "description_string" "+%s1% damage bonus at long range" "description_format" "value_is_percentage" "effect_type" "positive" } "15046" { "name" "minicrit vs outlined players" "attribute_class" "minicrit_vs_playercond" "description_string" "100% mini-crits vs outlined players" "description_format" "value_is_additive" "effect_type" "positive" } "15047" { "name" "faster weapon draw speed" "attribute_class" "mult_single_wep_deploy_time" // Simplified language since all these weapon switch / draw attributes are worded so awfully. Just abysmal to understand at a glance. "description_string" "+%s1% faster weapon draw speed" // "Draw" makes it clearer this refers to the act of pulling your weapon out. Draw a gun! Nobody says they "deploy" a gun, blimey... "description_format" "value_is_inverted_percentage" "effect_type" "positive" } "15048" { "name" "slower weapon draw speed" "attribute_class" "mult_single_wep_deploy_time" "description_string" "%s1% slower weapon draw speed" "description_format" "value_is_percentage" "effect_type" "negative" } // (AID 15049~15063) | Custom Stats - v2.2.5 | Tags: (Attribute) //----- // [Overview: Weapon stats / text for New-Old Weapons Pack!] //-------------------------------------------------- "15049" { "name" "set tripmine conc tranq" "description_string" "Lay up to 3 tripmines that concuss and tranquilize nearby enemies for %s1s" // Sadly I can only have one variable per stat... "description_format" "value_is_additive" "effect_type" "positive" } "15050" { "name" "mine detection radius decreased" "attribute_class" "mult_proxymine_radius" "description_string" "%s1% smaller mine activation radius" // "Mine" is apt I think, it helps it fit in a small text footprint and is only relevant for proximity -mines- anyway "description_format" "value_is_percentage" "effect_type" "negative" } "15051" { "name" "mine detection radius increased" "attribute_class" "mult_proxymine_radius" "description_string" "+%s1% larger mine activation radius" "description_format" "value_is_inverted_percentage" "effect_type" "positive" } "15052" { "name" "mod crit while airborne short" "attribute_class" "crit_while_airborne" "description_string" "Deals crits while blast or Jump pad jumping" "description_format" "value_is_additive" // Also might need to adjust "jumppad" to "jump pad", but that also feels really long-winded. Jumppad Jump. Jump Pad Jump... "effect_type" "positive" } "15053" { "name" "crit vs tranqed players" "attribute_class" "crit_vs_playercond" "description_string" "100% critical hit vs tranquilized players" "description_format" "value_is_additive" "effect_type" "positive" } "15054" { "name" "mod flechette launcher" "description_string" "Fires timed explosive Flechettes" "description_format" "value_is_additive" "effect_type" "neutral" } "15055" { "name" "flechette no stick no det" "description_string" "Flechettes do not stick to players, and cannot be manually detonated" "description_format" "value_is_additive" "effect_type" "negative" } "15056" { "name" "medic shotgun placeholder" "description_string" "(Schwienhunds... It still doesn't fire syringes)" // This is written in-character, I think it's funny "description_format" "value_is_additive" "effect_type" "negative" } "15057" { "name" "dispenser rate increased" "attribute_class" "mult_dispenser_rate" "description_string" "Dispenser gives +%s1% more ammo + metal" // Wording this was, and still is, tricky, since it's extremely ambiguous how this attribute works. "description_format" "value_is_percentage" "effect_type" "positive" } "15058" { "name" "engy dispenser radius decreased" "attribute_class" "mult_dispenser_radius" "description_string" "%s1% lower dispenser range" "description_format" "value_is_inverted_percentage" "effect_type" "negative" } "15059" { "name" "dispenserizer dispenserizes" "description_string" "Fires explosive Mini-Dispensers" "description_format" "value_is_additive" "effect_type" "neutral" } "15060" { "name" "minidisp no regenerate" "description_string" "Mini-Dispenser cannot heal or resupply allies" // Singular since you might imagine this could be used as legitimate text for a real Mini-Dispenser's downside stat, as a building "description_format" "value_is_additive" "effect_type" "negative" } "15061" { "name" "explosive bolts" "description_string" "Fires explosive crossbow bolts" "description_format" "value_is_additive" "effect_type" "neutral" } "15062" { "name" "mod maxlevel killed revenge" "description_string" "When a Lvl. 3 Building of yours is destroyed by an enemy, gain %s1s of Revenge Crits!" "description_format" "value_is_additive" "effect_type" "positive" } "15063" { "name" "weapon fires baseballs" "description_string" "Fires baseball projectiles" "description_format" "value_is_additive" "effect_type" "neutral" } // (AID 15064~15072) | Custom Stats - v2.3.5 | Tags: (Attribute) //----- // [Overview: Weapon stats / text for New-Old Weapons Pack!] //-------------------------------------------------- "15064" { "name" "radiogun noisemaker" "description_string" "Fires a device that plays a wide selection of important noises where it lands" "description_format" "value_is_additive" "effect_type" "positive" } "15065" { "name" "crit vs healbeam players" "attribute_class" "or_crit_vs_playercond" "description_string" "100% critical hit vs players being healed by Medigun or Dispenser beams" "description_format" "value_is_additive" "effect_type" "positive" } "15066" { "name" "health regen short" "attribute_class" "add_health_regen" "description_string" "+%s1 health regenerated per second" // Text is too long normally. "... on wearer" doesn't say too much especially if it's not actually on-wearer because of a provide on active "description_format" "value_is_additive" "effect_type" "positive" } "15067" { "name" "health drain short" "attribute_class" "add_health_regen" "description_string" "%s1 health drained per second" "description_format" "value_is_additive" "effect_type" "negative" } "15068" { "name" "mod enemy downwards knockback" "description_string" "On Hit: Send foes cratering downwards" "description_format" "value_is_additive" "effect_type" "positive" } "15069" { "name" "rocket barrage" "description_string" "Unleash a barrage of %s1 rockets at once" "description_format" "value_is_additive" "effect_type" "positive" } "15070" { "name" "weapon fires molotov" "description_string" "Fires explosive molotov cocktails" "description_format" "value_is_additive" "effect_type" "neutral" } "15071" { "name" "crit vs teleported players" "attribute_class" "or_crit_vs_playercond" "description_string" "100% critical hit vs teleported players" "description_format" "value_is_additive" "effect_type" "positive" } "15072" { "name" "crit vs katana players" "attribute_class" "crit_vs_playercond" "description_string" "100% critical hit vs other Katana wielders" // Moved the 2nd part of the string to just be part of the description "description_format" "value_is_additive" "effect_type" "positive" } // (AID 15073~15123) | Custom Stats - v2.5.0 | Tags: (Attribute) //----- // [Overview: Weapon stats / text for New-Old Weapons Pack!] //-------------------------------------------------- "15073" { "name" "set weapon flamerocket" "description_string" "Primary Fire: Fire a spray of mini-fireballs" "description_format" "value_is_additive" "effect_type" "positive" } "15074" { "name" "sapper self-destruct" "description_string" "Sapper self-destructs after %s1s" "description_format" "value_is_additive" "effect_type" "negative" } "15075" { "name" "headtaker harvester TEXT" "description_string" "Light your enemies' souls ablaze, to build up progress towards a guaranteed critical hit!" "description_format" "value_is_additive" "effect_type" "positive" } "15076" { "name" "minicrit vs players below feet" "attribute_class" "minicrit_vs_player_under_feet" "description_string" "100% mini-crits vs players below you" "description_format" "value_is_additive" "effect_type" "positive" } "15077" { "name" "defense boost on kill with time" "description_string" "On Kill: Gain a Def. Buff for %s1 seconds" "description_format" "value_is_additive" "effect_type" "positive" } "15078" { "name" "fuse time bonus" "attribute_class" "fuse_mult" "description_string" "%s1% fuse time on grenades" "description_format" "value_is_percentage" "effect_type" "positive" } "15079" { "name" "fuse time penalty" "attribute_class" "fuse_mult" "description_string" "+%s1% fuse time on grenades" "description_format" "value_is_percentage" "effect_type" "negative" } "15080" { "name" "khopesh climber fling" "description_string" "On Swing: Gain a small boost forwards" "description_format" "value_is_additive" "effect_type" "positive" } "15081" { "name" "tmp dmgbonus minicrit" "description_string" "On Hit: Gain a brief 100% mini-crit chance" // No time specified since it already implies a very short time. "Temporary for 2s" is a little bit of a moot statement, see? "description_format" "value_is_additive" "effect_type" "positive" } "15082" { "name" "no overheal" "attribute_class" "mult_medigun_overheal_amount" "description_string" "Cannot overheal patients" "description_format" "value_is_percentage" "effect_type" "negative" } "15083" { "name" "thermal thruster nowp" "description_string" "Blast off and fly using your jetpack!" "description_format" "value_is_additive" "effect_type" "positive" } "15084" { "name" "jumper no damage" "description_string" "Weapon deals no damage" "description_format" "value_is_additive" "effect_type" "negative" } "15085" { "name" "jumper disable flags" "attribute_class" "cannot_pick_up_intelligence" "description_string" "Unable to carry active Flags or Intel" "description_format" "value_is_additive" // The wording on this was annoying since Intelligence Briefcase is pointlessly longform. "Intel" and "Flag" suffice. "effect_type" "negative" } "15086" { "name" "jumper disable capture" "attribute_class" "add_player_capturevalue" "description_string" "Unable to capture or defend Objectives" // Left ambiguous since Control Points aren't the only kind of objective that can be captured or defended. Payloads and Capture Zones also count "description_format" "value_is_additive" "effect_type" "negative" } "15087" { "name" "brick text nowp" "attribute_class" "bleeding_duration" "description_string" "Throw at enemies to bludgeon them! (%s1s) That's gotta hurt in the morning" "description_format" "value_is_additive" "effect_type" "positive" } "15088" { "name" "voices from below scout" "description_string" "Voices from Below: Haunted by the soul of a twitchy hooligan" "description_format" "value_is_additive" "effect_type" "negative" } "15089" { "name" "wrench current update number" "description_string" "Wrench no. %s1" "description_format" "value_is_additive" "effect_type" "neutral" } "15090" { "name" "retired weapon" "description_string" "A nostalgic feeling washes over you..." // '...Why not take this old keepsake for a spin?' "custom_color" "225 209 0 255" // Yellow text! This is the limited item text color "description_format" "value_is_additive" "effect_type" "positive" } "15091" { "name" "icannon proj spread awful hack" "description_string" "+7 degrees random projectile deviation" // Terrible hack since that weapon has no more space to fit attributes... "description_format" "value_is_additive" "effect_type" "negative" } "15092" { "name" "cannot backstab" "description_string" "Cannot backstab" "description_format" "value_is_additive" "effect_type" "negative" } "15093" { "name" "centerfire projectile positive" "attribute_class" "centerfire_projectile" "description_string" "Projectile always fires from the center" "description_format" "value_is_additive" "effect_type" "positive" } "15094" { "name" "cannot do engi stuff" // Not needed for anything yet, I've been pretty good about this! "description_string" "Cannot upgrade, repair, or speed up construction on friendly buildings" "description_format" "value_is_additive" "effect_type" "negative" } "15095" { "name" "cannot heal" "description_string" "Cannot heal patients" // "patients" implies Medic, but it's generally just consistency, most healing conds tend to reference patients explicitly as well "description_format" "value_is_additive" "effect_type" "negative" } "15096" { "name" "throwable has knockback" "description_string" "Throw at enemies to knock them back!" "description_format" "value_is_additive" "effect_type" "positive" } "15097" { "name" "crit vs outlined players" "attribute_class" "crit_vs_playercond" "description_string" "100% critical hit vs outlined players" "description_format" "value_is_additive" "effect_type" "positive" } "15098" { "name" "sun on a stick combined" "attribute_class" "or_crit_vs_playercond" "description_string" "100% critical hit vs burning, stunned, or teleported players" "description_format" "value_is_additive" "effect_type" "positive" } "15099" { "name" "defense boost on eat with time" "description_string" "On Drink: Gain a Def. Buff for %s1 seconds" "description_format" "value_is_additive" "effect_type" "positive" } "15100" { "name" "no afterburn" "attribute_class" "mult_wpn_burntime" "description_string" "No afterburn" "description_format" "value_is_percentage" "effect_type" "negative" } "15101" { "name" "minicrit on objective simple" "attribute_class" "mini_crit_on_objectives" "description_string" "Deals mini-crits when you or the enemy are near active objectives or carrying flags" // Simplified language since original was really long-winded "description_format" "value_is_additive" // Functionally it applies to either you or the enemy being on or near an objective (point, flag, vip), so that's what I wrote. Might exclude some weird edge-case... "effect_type" "positive" } "15102" { "name" "airblast refire time decreased" "attribute_class" "mult_airblast_refire_time" "description_string" "%s1% shorter airblast cooldown" "description_format" "value_is_percentage" "effect_type" "positive" } "15103" { "name" "airblast refire time increased" "attribute_class" "mult_airblast_refire_time" "description_string" "%s1% longer airblast cooldown" "description_format" "value_is_percentage" "effect_type" "negative" } "15104" { "name" "deflection size increased" "attribute_class" "deflection_size_multiplier" "description_string" "%s1% larger airblast range" "description_format" "value_is_percentage" "effect_type" "positive" } "15105" { "name" "deflection size decreased" "attribute_class" "deflection_size_multiplier" "description_string" "%s1% smaller airblast range" "description_format" "value_is_percentage" "effect_type" "negative" } "15106" { "name" "weapon fires bricks" "description_string" "Fires explosive bricks!" "description_format" "value_is_additive" "effect_type" "positive" } "15107" { "name" "taser heal TEXT" "description_string" "Hit and heal allies by %s1% at max charge" "description_format" "value_is_additive" "effect_type" "positive" } "15108" { "name" "rush order combined" "description_string" "Faster Dispenser and Teleporter build speed" // I'd list how much faster, but that quickly clogs up the description... "description_format" "value_is_percentage" "effect_type" "positive" } "15109" { "name" "pda default desc" "description_string" "Build a Sentry, Dispenser, and 2 Teleporters" // Dummy text for non-building PDAs as a holdover "description_format" "value_is_percentage" "effect_type" "neutral" } "15110" { "name" "brick explodes TEXT" "description_string" "Brick explodes after a short delay" // This used to have text, but it didn't make it to the final TF_Language.txt, so re-added "description_format" "value_is_additive" "effect_type" "neutral" } "15111" { "name" "heal on kill nonspecific" "attribute_class" "heal_on_kill" "description_string" "Health restored slightly on kill" "description_format" "value_is_additive" "effect_type" "positive" } "15112" { "name" "infinite brick supply" "attribute_class" "mult_maxammo_grenades1" "description_string" "Infinite supply of bricks on wearer" "description_format" "value_is_percentage" "effect_type" "positive" } "15113" { "name" "brick explodes hack fix" "attribute_class" "energy_weapon_no_ammo" "description_string" "Brick explodes after a short delay" // SCUFFED. To fix civ brick cutting off desc. text... "description_format" "value_is_additive" "effect_type" "neutral" } "15114" { "name" "noisemaker" "description_string" "On Use: Make some noise!" "description_format" "value_is_additive" "effect_type" "positive" } "15115" { "name" "iridescent weapon" "description_string" "Iridescence: Changes sheen based on team" "description_format" "value_is_additive" "effect_type" "positive" } "15116" { "name" "crit instant kill user" "attribute_class" "mult_dmgtaken_from_crit" "description_string" "Critical hits taken will instantly kill you" "description_format" "value_is_additive" // Additive for a trick "effect_type" "negative" } "15117" { "name" "melee range no buildings" "description_string" "Melee range does not apply to buildings" "description_format" "value_is_additive" "effect_type" "negative" } "15118" { "name" "melee range no backstab" "description_string" "Melee range does not apply to backstabs" "description_format" "value_is_additive" "effect_type" "negative" } "15119" { "name" "no blast damage kill" "description_string" "No blast damage taken on a successful kill" "description_format" "value_is_additive" "effect_type" "positive" } "15120" { "name" "gas passer nowp" "description_string" "Throw at enemies to light them on fire!" "description_format" "value_is_additive" "effect_type" "positive" } "15121" { "name" "maxammo grenades2 increased TEXT" "attribute_class" "mult_maxammo_grenades2" "description_string" "+%s1% max grenades on wearer" "description_format" "value_is_percentage" "effect_type" "positive" } "15122" { "name" "hide_attrib_additive" // Yes... It unfortunately only occurred to me to make this, -AFTER- I did everything else. I may be a bit stupid. "attribute_class" "DISPLAY_ONLY" // These are only for backend purposes. You can replace them with any similar stock attribute of the same kind, doesn't matter. "description_format" "value_is_additive" "hidden" "1" } "15123" { "name" "hide_attrib_percentage" "attribute_class" "DISPLAY_ONLY" "description_format" "value_is_percentage" "hidden" "1" } // (AID 15124~15142) | Custom Stats - v2.6.5 | Tags: (Attribute) //----- // [Overview: Weapon stats / text for New-Old Weapons Pack!] //-------------------------------------------------- "15124" { "name" "weapon cook projectile mode" "attribute_class" "grenade_cook" "description_string" "Hold fire to light the fuse! Grenades will explode quicker the longer you hold" "description_format" "value_is_additive" "effect_type" "neutral" } "15125" { "name" "weapon explodes" "description_string" "On Overcharge: Blow yourself up. Idiot." "description_format" "value_is_additive" "effect_type" "negative" } "15126" { "name" "stickies dont stick TEXT" "attribute_class" "stickies_dont_stick" "description_string" "Stickybombs don't stick to surfaces" "description_format" "value_is_additive" "effect_type" "neutral" } "15137" { "name" "health from lunchbox increased" "attribute_class" "lunchbox_healing_scale" "description_string" "+%s1% health gained on consumption" "description_format" "value_is_percentage" "effect_type" "positive" } "15138" { "name" "health from lunchbox decreased" "attribute_class" "lunchbox_healing_scale" "description_string" "%s1% health gained on consumption" "description_format" "value_is_percentage" "effect_type" "negative" } "15139" { "name" "projectile detonates with rocket" "attribute_class" "mirv_detonate_with_rocket_radius" "description_string" "Rockets will detonate grenades on contact" "description_format" "value_is_additive" "effect_type" "neutral" } "15140" { "name" "grenade no autodet" "description_string" "You forgot to pull the pins first, stupid" "description_format" "value_is_additive" "effect_type" "negative" } "15141" { "name" "stealth on kill with time" "description_string" "On Kill: Become Stealthed for %s1 seconds" "description_format" "value_is_additive" "effect_type" "positive" } "15142" { "name" "attack while cloaked" "description_string" "Can attack while fully cloaked" "description_format" "value_is_additive" "effect_type" "positive" } // (AID 15143~15156) | Custom Stats - v2.7.5 | Tags: (Attribute) //----- // [Overview: Weapon stats / text for New-Old Weapons Pack!] //-------------------------------------------------- "15143" { "name" "medigun charge is invuln" "attribute_class" "set_charge_type" "description_string" "ÜberCharge grants invulnerability" "description_format" "value_is_additive" "effect_type" "neutral" } "15144" { "name" "uber duration increased" "attribute_class" "add_uber_time_active" "description_string" "+%s1% ÜberCharge duration" "description_format" "value_is_percentage" "effect_type" "positive" } "15145" { "name" "medigun charge is push buff neutral" // Parity with Kritzkrieg, Live TF2 QF & Vacc "attribute_class" "set_charge_type" "description_string" "#Attrib_MedigunChargeIsPushBuff" "description_format" "value_is_additive" "effect_type" "neutral" } "15146" { "name" "toolgun disintegrates" "description_string" "Primary Fire: Remover Tool" "description_format" "value_is_additive" "effect_type" "positive" } "15147" { "name" "toolgun makes sharks" "description_string" "Alt-Fire: Toggle Adv. Duplicator ON / OFF" "description_format" "value_is_additive" "effect_type" "positive" } "15148" { "name" "secret weapon" "description_string" "Something secret this way comes..." "custom_color" "165 15 121 255" // Magenta text! This is the Valve item quality color "description_format" "value_is_additive" "effect_type" "positive" } "15149" { "name" "explosive arrows" "description_string" "Fires explosive arrows" "description_format" "value_is_additive" "effect_type" "neutral" } "15150" { "name" "tmp dmgbonus minicrit kill" "attribute_class" "add_onkill_minicritboost_time" "description_string" "On Kill: Gain a brief 100% mini-crit chance" "description_format" "value_is_additive" "effect_type" "positive" } "15151" { "name" "sentry target override TEXT" "attribute_class" "sentry_target_override_on_hit" "description_string" "On Hit: Sentry switches targets to enemy" "description_format" "value_is_additive" "effect_type" "positive" } "15152" { "name" "vision text generic" "description_string" "On Equip: Breathe, and see things differently" "description_format" "value_is_additive" "effect_type" "positive" } "15153" { "name" "medic syringe shotgun" "description_string" "Shoot a burst of %s1 syringes at once" "description_format" "value_is_additive" "effect_type" "positive" } "15154" { "name" "mod weapon autoreload" "attribute_class" "use_ammo_meter" "description_string" "Weapon passively reloads over time" "description_format" "value_is_additive" "effect_type" "neutral" } "15155" { "name" "sentry backpack" "attribute_class" "mod_max_primary_clip_override" "description_string" "Take control of an automatic turret" "description_format" "value_is_additive" "effect_type" "neutral" } "15156" { "name" "lunchbox consumed on use" "attribute_class" "lunchbox_force_cooldown" "description_string" "Item is consumed after use and recharges" "description_format" "value_is_additive" "effect_type" "negative" } // (AID 15157~15164) | Custom Stats - v2.8.0 | Tags: (Attribute) //----- // [Overview: Weapon stats / text for New-Old Weapons Pack!] //-------------------------------------------------- "15157" { "name" "mod backstab regular crit" "attribute_class" "crit_from_behind" "description_string" "Backstabs deal normal critical damage" "description_format" "value_is_additive" "effect_type" "negative" } "15158" { "name" "melee flurry burst fire" "description_string" "On Swing: Rapidly swing melee %s1 times" // Hopefully generic enough to apply to most use-cases "description_format" "value_is_additive" "effect_type" "positive" } "15159" { "name" "medkit overheal injured short" "attribute_class" "health_kits_cannot_overheal_unless_injured_modifier" "description_string" "Health packs cannot overheal at full health" "description_format" "value_is_additive" "effect_type" "neutral" } "15160" { "name" "lunchbox is supercharge" "attribute_class" "lunchbox_addcond" "description_string" "On Eat: Supercharge! After first bite, bites will heal 300% more and can overheal" "attribute_type" "string" "description_format" "value_is_additive" "effect_type" "positive" } "15161" { "name" "crit_kill_effect_boioing" "attribute_class" "mod_melee_crit_swing_custom_damage" "description_string" "On Crit-Kill: Send enemy bodies flying!" "description_format" "value_is_additive" "effect_type" "positive" } "15162" { "name" "metal_pickup_increased" "attribute_class" "mult_metal_pickup" "description_string" "+%s1% metal from pickups and Dispensers" "description_format" "value_is_percentage" "effect_type" "positive" } "15163" { "name" "crit vs players below feet" "attribute_class" "crit_vs_player_under_feet" "description_string" "100% critical hit vs players below you" "description_format" "value_is_additive" "effect_type" "positive" } "15164" { "name" "minicrits on eat with time" "description_string" "On Drink: Gain mini-crits for %s1 seconds" "description_format" "value_is_additive" "effect_type" "positive" } // (AID 15165~15206) | Custom Stats - v3.0.0 | Tags: (Attribute) //----- // [Overview: Weapon stats / text for New-Old Weapons Pack!] //-------------------------------------------------- "15165" { "name" "full charge turn control neutral" "attribute_class" "charge_turn_control" "description_string" "#Attrib_ChargeTurnControlFull" // Neutral text since this is just a innate property of ALL charge-based items in TF2C... "description_format" "value_is_additive" "effect_type" "neutral" "stored_as_integer" "0" } "15166" { "name" "increased air movement control" "attribute_class" "mod_air_control" "description_string" "+%s1% movement control in the air" "description_format" "value_is_percentage" "effect_type" "positive" } "15167" { "name" "flechette burstfire" "description_string" "Shoot a burst of %s1 mini-stickies at once" "description_format" "value_is_additive" "effect_type" "positive" } "15168" { "name" "stickybomb no charge" "attribute_class" "stickybomb_charge_rate" "description_string" "No distance charge" "description_format" "value_is_inverted_percentage" "effect_type" "negative" } "15169" { "name" "reload all on melee kill TEXT" "attribute_class" "instant_reload_all_weapons_on_direct_hit_kill" "description_string" "On Melee Kill: Reload all weapons instantly" "description_format" "value_is_additive" "effect_type" "positive" } "15170" { "name" "minicrit vs bleeding players" "attribute_class" "minicrit_vs_playercond" "description_string" "100% mini-crits vs bleeding players" "description_format" "value_is_additive" "effect_type" "positive" } "15171" { "name" "build rate bonus fix" "attribute_class" "mod_build_rate" "description_string" "#Attrib_BuildRateBonus" "description_format" "value_is_percentage" "effect_type" "positive" } "15172" { "name" "mod coil no bounce" "attribute_class" "mod_coil_max_bounces" "description_string" "Charged shots cannot ricochet" "description_format" "value_is_additive" "effect_type" "negative" } "15173" { "name" "charge damage altfire generic" "description_string" "Alt-Fire: Charge up for more damage" "description_format" "value_is_additive" "effect_type" "neutral" } "15174" { "name" "coilgun explode time decreased" "attribute_class" "mod_coilgun_explode_time" "description_string" "Charged shots overcharge faster" "description_format" "value_is_additive" "effect_type" "neutral" } "15175" { "name" "add civ boost to self fix" "attribute_class" "add_civ_boost_to_self" "attribute_type" "string" // Absent in the normal attrib, needed to hotfix it to work! "description_format" "value_is_additive" "effect_type" "neutral" } "15176" { "name" "add civ boost to self ally" "attribute_class" "add_civ_boost_to_self" "description_string" "Boosts to allies also apply to yourself" "attribute_type" "string" "description_format" "value_is_additive" "effect_type" "neutral" } "15177" { "name" "mod use primary ammo type" "attribute_class" "mod_use_custom_ammo_type" "description_string" "Uses primary ammo" "description_format" "value_is_additive" "effect_type" "negative" } "15178" { "name" "mod crit damage falloff" "attribute_class" "crit_dmg_falloff" "description_string" "Critical damage affected by range" "description_format" "value_is_additive" "effect_type" "negative" } "15179" { "name" "mult cloak rate TEXT" "attribute_class" "mult_cloak_rate" "description_string" "%s1s decreased cloak time" "description_format" "value_is_additive" "effect_type" "positive" } "15180" { "name" "mult decloak rate TEXT" "attribute_class" "mult_decloak_rate" "description_string" "-%s1s decreased decloak time" "description_format" "value_is_additive" "effect_type" "positive" } "15181" { "name" "mult cloak rate shared TEXT" "attribute_class" "mult_cloak_rate" "description_string" "+40% faster cloak and decloak time" // Hacky bullshit since exact times are a bit complicated, and space-intensive... "description_format" "value_is_additive" "effect_type" "positive" } "15182" { "name" "mod radar applies outline" "attribute_class" "mod_outline_on_hit" "description_string" "Apply to enemies to highlight through walls for %s1s, without removing your disguise" "description_format" "value_is_additive" "effect_type" "neutral" } "15183" { "name" "sapper cant sap TEXT" "attribute_class" "sapper_cant_sap" "description_string" "Cannot sap enemy buildings" "description_format" "value_is_additive" "effect_type" "negative" } "15184" { "name" "sniper no unscope focus" "attribute_class" "mult_postfiredelay_scoped" "description_string" "No unscoping with continuous fire" "description_format" "value_is_inverted_percentage" "effect_type" "positive" } "15185" { "name" "always headshot" "attribute_class" "can_headshot" "description_string" "Can headshot while unscoped" "description_format" "value_is_additive" "effect_type" "positive" } "15186" { "name" "mod crossbow firemode" "attribute_class" "override_projectile_type" "description_string" "Unscoped shots fire explosive arrows" "description_format" "value_is_additive" "effect_type" "neutral" } "15187" { "name" "crit on objective simple" "attribute_class" "crit_on_objectives" "description_string" "Deals critical hits when you or the enemy are near active objectives or carrying flags" "description_format" "value_is_additive" // Functionally it applies to either you or the enemy being on or near an objective (point, flag, vip), so that's what I wrote. Might exclude some weird edge-case... "effect_type" "positive" } "15188" { "name" "jarate description new" "description_string" "Enemies coated in Jarate take mini-crit damage Handy for putting out fires, and causing lifelong trauma" // (enemies also take lifelong emotional damage) "description_format" "value_is_additive" "effect_type" "neutral" } "15189" { "name" "inflict afterbleeding" "attribute_class" "bleeding_duration" "description_string" "Throw to douse enemies in acid! Coated enemies take bleed dmg + afterburn" "description_format" "value_is_additive" "effect_type" "neutral" } "15190" { "name" "acidball burstfire" "description_string" "Shoot a burst of %s1 acid-balls at once" "description_format" "value_is_additive" "effect_type" "neutral" } "15191" { "name" "dmg taken from burning target increased" "attribute_class" "mult_dmgtaken_from_burning_target_active" "description_string" "%s1% damage taken from burning targets" "description_format" "value_is_percentage" "effect_type" "negative" } "15192" { "name" "set flare shockblast" "description_string" "Fires a short-range electric blast" "description_format" "value_is_additive" "effect_type" "neutral" } "15193" { "name" "no afterburn weapon" "description_string" "Cannot inflict afterburn" // This language might be important, this is unlisted on Flare Gun and Flamethrower so if those get an unlock that can't do that, mention it! "description_format" "value_is_additive" "effect_type" "negative" } "15194" { "name" "maxammo grenades2 increased temp" "attribute_class" "mult_maxammo_grenades2" "description_string" "#Attrib_MaxammoGrenades1_Increased" // TO-DO: Does this need unique text, or is this fine as-is? "description_format" "value_is_percentage" "effect_type" "positive" } "15195" { "name" "uber build bonus on hit short OD" "attribute_class" "uber_build_rate_on_hit" "description_string" "On Hit: Briefly raise ÜberCharge build rate by 1.25% per hit, up to a total of %s1% faster" // The text for this is SO complicated, hopefully this gets the point across... for the one weapon this is for. "description_format" "value_is_additive" "effect_type" "positive" } "15196" { "name" "anti gravity boots short" "attribute_class" "anti_gravity_boots" "description_string" "Double jump reverses your vertical velocity" "description_format" "value_is_additive" "effect_type" "positive" } "15197" { "name" "weapon fires explosive lasers" "description_string" "Fires explosive lasers" "description_format" "value_is_additive" "effect_type" "neutral" } "15198" { "name" "lunchbox is full heal" "attribute_class" "lunchbox_healing_scale" "description_string" "On Eat: Fully heal yourself to 100% health" "description_format" "value_is_percentage" "effect_type" "positive" } "15199" { "name" "slowed on eat with time" "description_string" "On Eat: Become Slowed for %s1 seconds" "description_format" "value_is_additive" "effect_type" "negative" } "15200" { "name" "self mfd on hit" "description_string" "On Hit: Mark yourself for Death! (%s1s)" // Useful for when MfD timing is important "description_format" "value_is_additive" "effect_type" "negative" } "15201" { "name" "mod bat launches balls short" "attribute_class" "set_weapon_mode" "description_string" "Alt-Fire: Launches a ball that slows enemies" "description_format" "value_is_additive" "effect_type" "positive" } "15202" { "name" "inflict slow short time" "description_string" "On Hit: Inflict slowness for %s1s" "description_format" "value_is_additive" "effect_type" "positive" } "15203" { "name" "civ boost duration increased" "description_string" "+%s1% Offense boost duration" "description_format" "value_is_percentage" "effect_type" "positive" } "15204" { "name" "civ boost duration decreased" "description_string" "%s1% Offense boost duration" "description_format" "value_is_percentage" "effect_type" "negative" } "15205" { "name" "no mirv bomblets" "attribute_class" "bomblets_count_mod" "description_string" "No bomblets on explosion" "description_format" "value_is_percentage" "effect_type" "negative" } "15206" { "name" "take projectile crits during jump short" "attribute_class" "take_crits_projectile_blast_jump" "description_string" "Take crits from projectiles during blast jump" "description_format" "value_is_additive" "effect_type" "negative" } // (AID 15207~15218) | Custom Stats - v3.2.1 | Tags: (Attribute) //----- // [Overview: Weapon stats / text for New-Old Weapons Pack!] //-------------------------------------------------- "15207" { "name" "mod deflect no minicrit TEXT" "attribute_class" "mod_deflect_no_minicrit" "description_string" "Deflected projectiles deal no extra damage" "description_format" "value_is_additive" "effect_type" "negative" } "15208" { "name" "riot shield dmg absorb" "description_string" "Block up to %s1 damage taken from the front" "description_format" "value_is_additive" "effect_type" "positive" } "15209" { "name" "riot shield ammo explain" "description_string" "Shield health is restored with ammo packs" "description_format" "value_is_additive" "effect_type" "positive" } "15210" { "name" "crit vs cows" "attribute_class" "crit_vs_playercond" "description_string" "100% critical hit vs cows" "description_format" "value_is_additive" "effect_type" "positive" } "15211" { "name" "welder firerate" "attribute_class" "mult_postfiredelay" "description_string" "Attacks are continuous with no delay" "description_format" "value_is_percentage" "effect_type" "positive" } "15212" { "name" "building support increase" "description_string" "+%s1% faster building support rate" "description_format" "value_is_percentage" "effect_type" "positive" } "15213" { "name" "building support decrease" "description_string" "%s1% slower building support rate" "description_format" "value_is_percentage" "effect_type" "negative" } "15214" { "name" "grenade no bounce neutral" "attribute_class" "grenade_no_bounce" "description_string" "#Attrib_grenade_no_bounce" "description_format" "value_is_additive" "effect_type" "neutral" } "15215" { "name" "grenades stay stationary" "attribute_class" "grenade_no_bounce" "description_string" "Grenades stay stationary on the ground" "description_format" "value_is_additive" "effect_type" "neutral" } "15216" { "name" "sniper charge rate decreased" "attribute_class" "mult_sniper_charge_per_sec" "description_string" "%s1% charge rate" "description_format" "value_is_percentage" "effect_type" "negative" } "15217" { "name" "projectile penetration charged" "attribute_class" "projectile_penetration" "description_string" "Charged projectiles penetrate players" "description_format" "value_is_additive" "effect_type" "positive" } "15218" { "name" "burstfire shots generic" "description_string" "Shoot a burst of %s1 shots at once" "description_format" "value_is_additive" "effect_type" "neutral" } // (AID 15219~15276) | Custom Stats - v3.6.0 | Tags: (Attribute) //----- // [Overview: Weapon stats / text for New-Old Weapons Pack!] //-------------------------------------------------- "15219" { "name" "mod deflected projectiles ignite TEXT" "attribute_class" "mod_deflected_projectiles_ignite" "description_string" "Airblasted projectiles ignite enemies" // This already has text defined, but it's hidden by default, and also is 2 lines long for some reason "description_format" "value_is_additive" "effect_type" "positive" } "15220" { "name" "keep ammo on kill" "attribute_class" "add_ammo_on_kill" "description_string" "Successful kills don't consume ammo" "description_format" "value_is_additive" "effect_type" "positive" } "15221" { "name" "keep ammo on hit" "attribute_class" "add_ammo_on_hit" "description_string" "Successful hits don't consume ammo" "description_format" "value_is_additive" "effect_type" "positive" } "15222" { "name" "minicrit vs wet players TEXT" "attribute_class" "minicrit_vs_wet_players" "description_string" "100% mini-crits vs wet players" "description_format" "value_is_additive" "effect_type" "positive" } "15223" { "name" "can minicrit headshot" "attribute_class" "can_headshot" "description_string" "Mini-crits on headshot" "description_format" "value_is_additive" "effect_type" "positive" } "15224" { "name" "mod minicrit while airborne short" "attribute_class" "crit_while_airborne" "description_string" "Deals mini-crits with blast or Jump pad jumps" "description_format" "value_is_additive" "effect_type" "positive" } "15225" { "name" "mult cloak rate negative" "attribute_class" "mult_cloak_rate" "description_string" "%s1s increased cloak time" "description_format" "value_is_additive" "effect_type" "negative" } "15226" { "name" "mult decloak rate negative" "attribute_class" "mult_decloak_rate" "description_string" "%s1s increased decloak time" "description_format" "value_is_additive" "effect_type" "negative" } "15227" { "name" "set watch is smoke TEXT" "description_string" "Cloak Type: Vanish" "description_format" "value_is_additive" "effect_type" "neutral" } "15228" { "name" "smoke bomb on full cloak short" "attribute_class" "smoke_bomb_on_full_cloak" "description_string" "Release a smoke bomb and cloak instantly!" "description_format" "value_is_additive" "effect_type" "positive" } "15229" { "name" "no cloak blink time" "attribute_class" "cloak_blink_time_penalty" "description_string" "No cloak blink when bumping into enemies" "description_format" "value_is_percentage" "effect_type" "positive" } "15230" { "name" "has custom rampup display" "description_string" "+%s1% damage bonus at close range" "description_format" "value_is_percentage" "effect_type" "positive" } "15231" { "name" "has custom falloff display" "description_string" "%s1% damage penalty at long range" "description_format" "value_is_percentage" "effect_type" "negative" } "15232" { "name" "mod min cloak to activate TEXT" "attribute_class" "mod_min_cloak_to_activate" "description_string" "Cloak can only activate at %s1% cloak meter" "description_format" "value_is_additive" "effect_type" "negative" } "15233" { "name" "mod min cloak to activate text neutral" "attribute_class" "mod_min_cloak_to_activate" "description_string" "Cloak can only activate at %s1% cloak meter" "description_format" "value_is_additive" "effect_type" "neutral" } "15234" { "name" "ammo no regen" "description_string" "Ammo doesn't regenerate over time" "description_format" "value_is_additive" "effect_type" "negative" } "15235" { "name" "charge damage primaryfire" "description_string" "Primary Fire: Charge up for more damage" "description_format" "value_is_additive" "effect_type" "neutral" } "15236" { "name" "sapper no damage" "attribute_class" "mult_sapper_damage" "description_string" "Does no damage while on buildings" "description_format" "value_is_percentage" "effect_type" "negative" } "15237" { "name" "speed on eat with time" "description_string" "On Drink: Gain a Speed-boost for %s1 seconds" "description_format" "value_is_additive" "effect_type" "positive" } "15238" { "name" "charge on eat" "description_string" "On Drink: Charge away from danger!" "description_format" "value_is_additive" "effect_type" "positive" } "15239" { "name" "sentry miss while charging TEXT" "attribute_class" "sentry_hit_chance_shield_charge" "description_string" "Sentry Guns miss shots while charging" "description_format" "value_is_percentage" "effect_type" "positive" } "15240" { "name" "tranq on eat with time" "description_string" "On Eat: Become tranquilized for %s1 seconds" "description_format" "value_is_additive" "effect_type" "negative" } "15241" { "name" "successive hit minicrit" // "attribute_class" "minicrit_vs_playercond" // Temp disabled until I clean up my weapon entries (never) "description_string" "On Hit: 100% mini-crit on next successful hit" "description_format" "value_is_additive" "effect_type" "positive" } "15242" { "name" "successive hit crit" // "attribute_class" "crit_vs_playercond" "description_string" "On Hit: 100% critical hit on next successful hit" "description_format" "value_is_additive" "effect_type" "positive" } "15243" { "name" "medigun charge is crit boost nader" "attribute_class" "set_charge_type" "description_string" "Alt-Fire: Launch a device that grants 100% critical chance in a radius" "description_format" "value_is_additive" "effect_type" "neutral" } "15244" { "name" "medigun charge is push buff nader" "attribute_class" "set_charge_type" "description_string" "Alt-Fire: Launch a device that grants mini-crits + dmg res. in a radius" "description_format" "value_is_additive" "effect_type" "neutral" } "15245" { "name" "heal grenade heal bonus TEXT" "description_string" "+%s1% healing done with heal grenades" "description_format" "value_is_percentage" "effect_type" "positive" } "15246" { "name" "heal grenade heal penalty TEXT" "description_string" "%s1% healing done with heal grenades" "description_format" "value_is_percentage" "effect_type" "negative" } "15247" { "name" "tmp dmgbonus crit" "description_string" "On Hit: Gain a brief 100% critical hit chance" "description_format" "value_is_additive" "effect_type" "positive" } "15248" { "name" "grenade bounces DISPLAY ONLY" "description_string" "Grenades bounce repeatedly off surfaces" "description_format" "value_is_additive" "effect_type" "neutral" } "15249" { "name" "grenade explodes after bouncing" "description_string" "Grenades can hit enemies after bouncing" "description_format" "value_is_additive" "effect_type" "positive" } "15250" { "name" "direct hit splash dmg only" "description_string" "Direct hits only deal splash damage" "description_format" "value_is_additive" "effect_type" "negative" } "15251" { "name" "multiple bullets per shot TEXT" "attribute_class" "mult_bullets_per_shot" "description_string" "Fires multiple bullets per shot" "description_format" "value_is_percentage" "effect_type" "positive" } "15252" { "name" "one bullet per shot TEXT" "attribute_class" "mult_bullets_per_shot" "description_string" "Fires only one bullet per shot" "description_format" "value_is_percentage" "effect_type" "negative" } "15253" { "name" "mod dmg vs airborne scaling explain" "attribute_class" "crit_airborne_simple_min_height" "description_string" "Damage increases vs airborne enemies" "description_format" "value_is_additive" "effect_type" "positive" } "15254" { "name" "airborne crit high minicrit low explain" "attribute_class" "mini_crit_airborne_simple_min_height" "description_string" "Deal crits up high, and mini-crits lower down" "description_format" "value_is_additive" "effect_type" "positive" } "15255" { "name" "swing speed bonus" // Extremely late additions of melee swing speed text. Freely replace the fire rate text back and forth as needed! "attribute_class" "mult_postfiredelay" "description_string" "+%s1% faster swing speed" "description_format" "value_is_inverted_percentage" "effect_type" "positive" } "15256" { "name" "swing speed penalty" "attribute_class" "mult_postfiredelay" "description_string" "%s1% slower swing speed" "description_format" "value_is_percentage" "effect_type" "negative" } "15257" { "name" "swing speed bonus with reduced health" "attribute_class" "mult_postfiredelay_with_reduced_health" "description_string" "Swing speed increases as health decreases" "description_format" "value_is_inverted_percentage" "effect_type" "positive" } "15258" { "name" "mod pyrocar runs people over" "attribute_class" "add_onswing_addcond" "description_string" "Primary Fire: Step on the gas! Hit-and-run enemies for massive damage" "attribute_type" "string" "description_format" "value_is_additive" "effect_type" "positive" } "15259" { "name" "no jump enabled" "attribute_class" "mod_jump_height" "description_string" "Cannot jump while weapon is active" "description_format" "value_is_percentage" "effect_type" "negative" } "15260" { "name" "decreased jump height" "attribute_class" "mod_jump_height" "description_string" "%s1% lower jump height when active" "description_format" "value_is_percentage" "effect_type" "negative" } "15261" { "name" "maxammo penalty all weps" "attribute_class" "mult_maxammo_primary" "description_string" "%s1% max ammo on all weapons" "description_format" "value_is_percentage" "effect_type" "negative" } "15262" { "name" "evil crit mod disabled" "attribute_class" "mult_crit_chance" "description_string" "#Attrib_CritChance_Disabled" "description_format" "value_is_percentage" "effect_type" "positive" } "15263" { "name" "powerplay particle speedglow" "attribute_class" "add_onswing_addcond" "description_string" "★ Unusual Effect: Battle Blitzer" "custom_color" "134 80 172 255" "attribute_type" "string" "description_format" "value_is_additive" "effect_type" "neutral" } "15264" { "name" "powerplay dmg desc" "attribute_class" "mult_dmg" "description_string" "Damage instantly kills enemies" "description_format" "value_is_percentage" "effect_type" "positive" } "15265" { "name" "powerplay ammo desc" "attribute_class" "mult_clipsize" "description_string" "Clip size and reserve ammo maxed out" "description_format" "value_is_percentage" "effect_type" "positive" } "15266" { "name" "powerplay kill fx desc" "attribute_class" "add_onkill_critboost_time" "description_string" "On Kill: Gain %s1s of invuln and 100% crit chance" "description_format" "value_is_additive" "effect_type" "positive" } "15267" { "name" "earthquake attack short" "attribute_class" "earthquake_attack_wearer" "description_string" "Create an earthquake upon taking fall dmg" "attribute_type" "string" "description_format" "value_is_additive" "effect_type" "positive" } "15268" { "name" "earthquake attack short neutral" "attribute_class" "earthquake_attack_wearer" "description_string" "Create an earthquake upon taking fall dmg" "attribute_type" "string" "description_format" "value_is_additive" "effect_type" "neutral" } "15269" { "name" "lightning gun returns" "description_string" "Fires electricity instead of flames" "description_format" "value_is_additive" "effect_type" "positive" } "15270" { "name" "extreme spread neutral" "attribute_class" "mult_spread_scale" "description_string" "Bullets spread across a very wide area" "description_format" "value_is_inverted_percentage" "effect_type" "neutral" } "15271" { "name" "afterburn does no damage" "attribute_class" "mult_wpn_burndmg" "description_string" "Afterburn does no damage" "description_format" "value_is_percentage" "effect_type" "negative" } "15272" { "name" "grenade predet allies" "description_string" "Grenades explode against allies" "description_format" "value_is_additive" "effect_type" "negative" } "15273" { "name" "tranq on hit short" "attribute_class" "mod_tranq_onhit" "description_string" "On Hit: Color-blind and slow enemies for %s1s" "description_format" "value_is_additive" "effect_type" "positive" } "15274" { "name" "tranq on hit short 2" "description_string" "Tranquilized enemies take 100% melee crits" "description_format" "value_is_additive" "effect_type" "positive" } "15275" { "name" "effect bar recharge rate decreased" "attribute_class" "effectbar_recharge_rate" "description_string" "%s1% decrease in recharge rate" "description_format" "value_is_inverted_percentage" "effect_type" "negative" } "15276" { "name" "weapon enemy knockback mod mult decreased UNHIDDEN" "attribute_class" "weapon_enemy_knockback_mod" "description_string" "%s1% knockback on enemy" "description_format" "value_is_percentage" "effect_type" "negative" } // (AID 15277~15???) | Custom Stats - v4.0.0 | Tags: (Attribute) //----- // [Overview: Weapon stats / text for New-Old Weapons Pack! For TF2 Classified's engine-change.] //-------------------------------------------------- "15277" { "name" "melee range multiplier increased TEXT" "attribute_class" "melee_range_multiplier" "description_string" "+%s1% melee range" "description_format" "value_is_percentage" "effect_type" "positive" } "15278" { "name" "umbrella boost is crits" "description_string" "Alt-Fire: Give crit-boost to a teammate" "description_format" "value_is_additive" "effect_type" "neutral" } "15279" { "name" "mod custom decal explain" "description_string" "(To change Decals, mod in your own!)" "description_format" "value_is_percentage" "effect_type" "neutral" } "15280" { "name" "clip info full reload 4 shots" "description_string" "Holds a 4-shot clip and reloads its entire clip at once" "description_format" "value_is_percentage" "effect_type" "neutral" } "15281" { "name" "shortstop shove explain" "description_string" "Alt-Fire: Push enemies back!" "description_format" "value_is_additive" "effect_type" "neutral" } "15282" { "name" "clip info full reload" "description_string" "Weapon reloads its entire clip at once" "description_format" "value_is_additive" "effect_type" "neutral" } "15283" { "name" "weapon fires rockets" "description_string" "Fires rocket projectiles" "description_format" "value_is_additive" "effect_type" "positive" } "15284" { "name" "dmg penalty vs buildings DISPLAY ONLY" "description_string" "#Attrib_DmgVsBuilding_decreased" "description_format" "value_is_percentage" "effect_type" "negative" } "15285" { "name" "fire rate penalty DISPLAY ONLY" "description_string" "#Attrib_FireRate_Negative" "description_format" "value_is_inverted_percentage" "effect_type" "negative" } "15286" { "name" "fire rate bonus DISPLAY ONLY" "description_string" "#Attrib_FireRate_Positive" "description_format" "value_is_inverted_percentage" "effect_type" "positive" } "15287" { "name" "centerfire projectile TEXT" "attribute_class" "centerfire_projectile" "description_string" "Projectile always fires from the center" "description_format" "value_is_additive" "effect_type" "neutral" } "15288" { "name" "dragons fury launches fireballs short" "description_string" "Launches fireballs that briefly ignite on impact" "description_format" "value_is_additive" "effect_type" "positive" } "15289" { "name" "damage bonus vs burning DISPLAY ONLY" "description_string" "#Attrib_DmgBonusVsBurning" "description_format" "value_is_percentage" "effect_type" "positive" } "15290" { "name" "firerate bonus on hit DISPLAY ONLY" "description_string" "+%s1% faster firing speed on hit" "description_format" "value_is_inverted_percentage" "effect_type" "positive" } "15291" { "name" "firerate penalty on airblast DISPLAY ONLY" "description_string" "%s1% slower firing speed on airblast" "description_format" "value_is_percentage" "effect_type" "negative" } "15292" { "name" "dragons fury shared firerate explain" "description_string" "Firing speed is shared between primary and alt-fire" "description_format" "value_is_additive" "effect_type" "neutral" } "15293" { "name" "mod teleporter cost generic" // Text only... "description_string" "%s1% Teleporter build cost" "description_format" "value_is_percentage" "effect_type" "positive" } "15294" { "name" "mod teleporter cost generic negative" "description_string" "+%s1% Teleporter build cost" "description_format" "value_is_percentage" "effect_type" "negative" } "15295" { "name" "mult teleporter recharge rate penalty" "attribute_class" "mult_teleporter_recharge_rate" "description_string" "%s1% slower teleporter recharge rate" "description_format" "value_is_percentage" "effect_type" "negative" } "15296" { "name" "mod teleporter cost live negative" "attribute_class" "mod_teleporter_cost" "description_string" "#Attrib_TeleporterBuildCost" "description_format" "value_is_inverted_percentage" "effect_type" "negative" } "15297" { "name" "engineer jumppad build rate penalty" "attribute_class" "jumppad_build_rate_multiplier" "description_string" "Decreases Jump Pad build speed by %s1%" "description_format" "value_is_percentage" "effect_type" "negative" } "15298" { "name" "extremely embarrassing kill" "description_string" "On Kill: Cause foe to re-evaluate life choices" "description_format" "value_is_additive" "effect_type" "positive" } "15299" { "name" "item recharge desc TEXT" "description_string" "Item recharge: (%s1s)" "description_format" "value_is_additive" "effect_type" "neutral" } "15300" { "name" "eureka effect explain" "attribute_class" "alt_fire_teleport_to_spawn" "description_string" "Reload Key: Teleport to your spawn room or teleporter exit" "description_format" "value_is_additive" "effect_type" "positive" } "15301" { "name" "additive_damage" // Additions to make weapon-tweaking easier now that Splicing is dead in Live TF2... mostly useful for weapons where various properties start at 0, so need to be re-added manually! "attribute_class" "mult_dmg" "description_format" "value_is_additive" "hidden" "1" } "15302" { "name" "additive_critrate" "attribute_class" "mult_crit_chance" "description_format" "value_is_additive" "hidden" "1" } "15303" { "name" "additive_spread" "attribute_class" "mult_spread_scale" "description_format" "value_is_additive" "hidden" "1" } "15304" { "name" "additive_bullets" "attribute_class" "mult_bullets_per_shot" "description_format" "value_is_additive" "hidden" "1" } "15305" { "name" "additive_pushforce_self" "attribute_class" "mult_dmgself_push_force" "description_format" "value_is_additive" "hidden" "1" } "15306" { "name" "additive_burntime" "attribute_class" "mult_wpn_burntime" "description_format" "value_is_additive" "hidden" "1" } "15307" { "name" "additive_blastradius" "attribute_class" "mult_explosion_radius" "description_format" "value_is_additive" "hidden" "1" } "15308" { "name" "additive_projectile_speed" "attribute_class" "mult_projectile_speed" "description_format" "value_is_additive" "hidden" "1" } "15309" { "name" "additive_splashdamage" "attribute_class" "mult_explosion_splash_damage" "description_format" "value_is_additive" "hidden" "1" } "15310" { "name" "additive_critdamage" "attribute_class" "mult_dmg_crit_multiplier" "description_format" "value_is_additive" "hidden" "1" } "15311" { "name" "additive_hitdelay" "attribute_class" "mult_melee_smack_delay" "description_format" "value_is_additive" "hidden" "1" } "15312" { "name" "additive_fusetime" "attribute_class" "fuse_mult" "description_format" "value_is_additive" "hidden" "1" } "15313" { "name" "additive_knockback" "attribute_class" "weapon_enemy_knockback_mod" "description_format" "value_is_additive" "hidden" "1" } "15314" { "name" "selfdmg pushforce hidden" // TO-DO: Backported from Legacy TF2C - may cause problems in the future! "attribute_class" "mult_dmgself_push_force" "description_string" "#Attrib_SelfDmgPush_Decreased" "description_format" "value_is_percentage" "hidden" "1" "effect_type" "positive" } "15315" { "name" "minigun fire rate bonus" "attribute_class" "mul_nonrocketjump_attackrate" // Avoids the dumb pitch-shifting property! "description_string" "#Attrib_FireRate_Positive" "description_format" "value_is_inverted_percentage" "effect_type" "positive" } "15316" { "name" "minigun fire rate penalty" "attribute_class" "mul_nonrocketjump_attackrate" "description_string" "#Attrib_FireRate_Negative" "description_format" "value_is_inverted_percentage" "effect_type" "negative" } "15317" { "name" "damage and health at range increased" "description_string" "+%s1% damage and healing bonus at long range" "description_format" "value_is_percentage" "effect_type" "positive" } "15318" { "name" "crusaders crossbow explain" "description_string" "Fires crossbow bolts that can heal teammates on hit" "description_format" "value_is_additive" "effect_type" "positive" } "15319" { "name" "holds single shot penalty" "description_string" "Can only fire once before reloading" "description_format" "value_is_percentage" "effect_type" "negative" } "15320" { "name" "energy weapon charged shot short" "attribute_class" "energy_weapon_charged_shot" "description_string" "Alt-Fire: Charged shot! Deals mini-crits and ignites enemies, and temporarily disable buildings caught in the blast" "description_format" "value_is_additive" "effect_type" "positive" } "15321" { "name" "eyelander explain" "attribute_class" "decapitate_type" "description_string" "Gives increased speed and health with every head taken" // Re-use the Eyelander desc instead? "description_format" "value_is_additive" "effect_type" "positive" } "15322" { "name" "explode on world fix" "attribute_class" "set_detonate_mode" "description_string" "Grenades explode on contact with world" "description_format" "value_is_additive" "effect_type" "positive" } "15323" { "name" "fire rate bonus with reduced health showmult" "attribute_class" "mult_postfiredelay_with_reduced_health" "description_string" "Fire rate increases up to +%s1% as health decreases" "description_format" "value_is_inverted_percentage" "effect_type" "positive" } "15324" { "name" "mult dmg with reduced health showmult" "attribute_class" "mult_dmg_with_reduced_health" "description_string" "Damage increases up to +%s1% as health decreases" "description_format" "value_is_inverted_percentage" "effect_type" "positive" } "15325" { "name" "sniper firerate bonus" "attribute_class" "fast_reload" "description_string" "#Attrib_FireRate_Positive" "description_format" "value_is_inverted_percentage" "effect_type" "positive" } "15326" { "name" "sniper firerate penalty" "attribute_class" "fast_reload" "description_string" "#Attrib_FireRate_Negative" "description_format" "value_is_inverted_percentage" "effect_type" "negative" } "15327" { "name" "gas passer explain" "description_string" "All enemies coated in gasoline will ignite when taking any damage, including enemy Pyros" "description_format" "value_is_additive" "effect_type" "neutral" } "15328" { "name" "item meter is auto recharge damage" "description_string" "Item meter fills over time and with damage done" "description_format" "value_is_additive" "effect_type" "positive" } "15329" { "name" "item meter starts empty" "description_string" "Item meter starts empty" "description_format" "value_is_additive" "effect_type" "negative" } "15330" { "name" "building teleporting pickup short" "attribute_class" "building_teleporting_pickup" "description_string" "Alt-Fire: Pick up a building from long range! Uses %s1 metal" "description_format" "value_is_additive" "effect_type" "positive" } "15331" { "name" "arrow heals buildings TEXT" "attribute_class" "arrow_heals_buildings" "description_string" "Fires bolts that repair %s1 damage to buildings, using metal" "description_format" "value_is_additive" "effect_type" "positive" } "15332" { "name" "disguise on backstab short" "attribute_class" "set_disguise_on_backstab" "description_string" "Backstabs on players will immediately disguise you as them" "description_format" "value_is_additive" "effect_type" "positive" } "15333" { "name" "disguise consumes cloak short" "attribute_class" "mod_disguise_consumes_cloak" "description_string" "Manually disguising consumes a full cloak meter" "description_format" "value_is_additive" "effect_type" "negative" } "15334" { "name" "cannot disguise DISPLAY ONLY" "description_string" "#Attrib_CannotDisguise" "description_format" "value_is_additive" "effect_type" "negative" } "15335" { "name" "mod shovel damage speed boost" "attribute_class" "set_weapon_mode" "description_string" "Damage and move speed increases as the user becomes injured" "description_format" "value_is_additive" "effect_type" "positive" } "15336" { "name" "weapon deals knockback DISPLAY ONLY" "description_string" "Deals knockback to enemies on hit" "description_format" "value_is_additive" "effect_type" "positive" } "15337" { "name" "honorbound short" "attribute_class" "honorbound" "description_string" "Honorbound: Get a kill, or lose -50 health switching weapons" "description_format" "value_is_additive" "effect_type" "negative" } "15338" { "name" "katana instant kill explain" "description_string" "Settle the score! Instant-kill others using the same weapon" "description_format" "value_is_additive" "effect_type" "neutral" } "15339" { "name" "generic instant kill explain" "description_string" "Players using this weapon can instant-kill eachother" "description_format" "value_is_additive" "effect_type" "neutral" } "15340" { "name" "punchomatic detailed explain" "description_string" "Successful hits or kills provide 100% mini-crits / crits to next hit" "description_format" "value_is_additive" "effect_type" "positive" } "15341" { "name" "bonk explain" "description_string" "Drink to become invulnerable for %s1 seconds Cannot attack while invulnerable" "description_format" "value_is_additive" "effect_type" "neutral" } "15342" { "name" "critacola explain" "description_string" "Drink to deal (and take) 100% mini-crit damage for %s1 seconds" "description_format" "value_is_additive" "effect_type" "neutral" } "15343" { "name" "keep disguise on attack TEXT" "attribute_class" "keep_disguise_on_attack" "description_string" "Attacking does not undisguise" "description_format" "value_is_additive" "effect_type" "positive" } "15344" { "name" "boost speed from patient TEXT" "attribute_class" "boost_speed_from_patient" "description_string" "Move at the speed of any faster heal target" "description_format" "value_is_additive" "effect_type" "neutral" } "15345" { "name" "cleaver description fix" "description_string" "Throw at enemies to make them bleed! Long distance hits reduce recharge time" "description_format" "value_is_additive" "effect_type" "neutral" } "15346" { "name" "minicrit vs stunned players" "description_string" "100% mini-crits vs stunned players" "description_format" "value_is_additive" "effect_type" "positive" } "15347" { "name" "increased air movement control blast" "attribute_class" "mod_air_control_blast_jump" "description_string" "+%s1% movement control while blast jumping" "description_format" "value_is_percentage" "effect_type" "positive" } "15348" { "name" "shared push force increased TEXT" "attribute_class" "damage_force_reduction" "description_string" "+%s1% push force taken from damage and airblast" "description_format" "value_is_percentage" "effect_type" "negative" } "15349" { "name" "shared push force decreased TEXT" "attribute_class" "damage_force_reduction" "description_string" "%s1% push force taken from damage and airblast" "description_format" "value_is_percentage" "effect_type" "positive" } "15350" { "name" "lunchbox healing amount TEXT" "description_string" "Eat to regain up to %s1 health" "description_format" "value_is_additive" "effect_type" "neutral" } "15351" { "name" "lunchbox share explain dalokohs" "description_string" "Alt-Fire: Share Chocolate bar with a friend (Small health kit)" "description_format" "value_is_additive" "effect_type" "neutral" } "15352" { "name" "lunchbox share explain subsandvich" "description_string" "Alt-Fire: Share Sandvich with a friend (Large health kit)" "description_format" "value_is_additive" "effect_type" "neutral" } "15353" { "name" "drink share explain" "description_string" "Alt-Fire: Share a Drink with a friend!" "description_format" "value_is_additive" "effect_type" "neutral" } "15354" { "name" "item recharge rate increased DISPLAY ONLY" "description_string" "+%s1% faster item recharge rate" "description_format" "value_is_percentage" "effect_type" "positive" } "15355" { "name" "item recharge rate decreased DISPLAY ONLY" "description_string" "%s1% slower item recharge rate" "description_format" "value_is_percentage" "effect_type" "negative" } "15356" { "name" "mod mini-crit airborne tf2c" "attribute_class" "mini_crit_airborne" "description_string" "Mini-crits targets launched by explosions or jump pads" "description_format" "value_is_additive" "effect_type" "positive" } "15357" { "name" "mod mini-crit airborne short" "attribute_class" "mini_crit_airborne" "description_string" "Mini-crits airborne enemies" "description_format" "value_is_additive" "effect_type" "positive" } "15358" { "name" "clip size bonus DISPLAY ONLY" "description_string" "#Attrib_ClipSize_Positive" "description_format" "value_is_percentage" "effect_type" "positive" } "15359" { "name" "Reload time increased DISPLAY ONLY" "description_string" "#Attrib_ReloadTime_Increased" "description_format" "value_is_percentage" "effect_type" "negative" } "15360" { "name" "damage penalty DISPLAY ONLY" "description_string" "#Attrib_DamageDone_Negative" "description_format" "value_is_percentage" "effect_type" "negative" } "15361" { "name" "provide on active HIDDEN" "attribute_class" "provide_on_active" "description_format" "value_is_additive" "hidden" "1" "effect_type" "neutral" } "15362" { "name" "ignites enemy pyros" "description_string" "Afterburn can ignite enemy Pyros" "description_format" "value_is_additive" "effect_type" "positive" } "15363" { "name" "uber duration decreased TEXT" "attribute_class" "add_uber_time_active" "description_string" "%s1% ÜberCharge duration" "description_format" "value_is_percentage" "effect_type" "negative" } "15364" { "name" "minigun overheat accuracy bonus DISPLAY ONLY" "description_string" "Becomes +%s1% more accurate with continuous fire" "description_format" "value_is_inverted_percentage" "effect_type" "positive" } "15365" { "name" "minigun overheat damage penalty DISPLAY ONLY" "description_string" "Deals %s1% less damage with continuous fire" "description_format" "value_is_percentage" "effect_type" "negative" } "15366" { "name" "minigun overheat damage bonus DISPLAY ONLY" "description_string" "Deals +%s1% more damage with continuous fire" "description_format" "value_is_percentage" "effect_type" "positive" } "15367" { "name" "minigun overheat accuracy SIMPLE" "description_string" "Slowly becomes more accurate as you fire" "description_format" "value_is_additive" "effect_type" "positive" } "15368" { "name" "minigun overheat accuracy damage SIMPLE" "description_string" "Slowly becomes more accurate and deals less damage as you fire" "description_format" "value_is_additive" "effect_type" "neutral" } "15369" { "name" "minigun overheat damage SIMPLE" "description_string" "Slowly deals more damage as you fire" "description_format" "value_is_additive" "effect_type" "positive" } "15370" { "name" "medigun custom charge minicrits" "attribute_class" "mod_ubercharge_cond" "description_string" "Alt-Fire: Launch a device that grants mini-crits in a radius" "description_format" "value_is_additive" "effect_type" "neutral" } "15371" { "name" "blast splash damage increased TEXT" // TO-DO: Backported from Legacy TF2C - may cause problems in the future! "attribute_class" "mult_explosion_splash_damage" "description_string" "+%s1% explosion splash damage" "description_format" "value_is_percentage" "effect_type" "positive" } "15372" { "name" "mark self on miss TEXT" "description_string" "On Miss: Mark yourself for death for %s1s" "description_format" "value_is_additive" "effect_type" "negative" } "15373" { "name" "jarate duration short" "attribute_class" "jarate_duration" "description_string" "On Hit: Douse enemies in Jarate" // TO-DO: This is a generic on-hit, do I need to make a more specific one again? "description_format" "value_is_additive" "effect_type" "positive" } "15374" { "name" "headshot deals radial damage" "description_string" "Headshots deal splash damage to nearby enemies" "description_format" "value_is_additive" "effect_type" "positive" } "15375" { "name" "status duration sniper charge" "description_string" "Applied effect duration increases with charge level" "description_format" "value_is_additive" "effect_type" "neutral" } "15376" // TO-DO: These are a buncha fixes for these stats not displaying correctly! Changed stored_as_integer to 0 instead. Dammit all! { "name" "add ammo on direct hit FIX" "attribute_class" "add_ammo_on_direct_hit" "description_string" "#Attrib_AddAmmoOnDirectHit" "description_format" "value_is_additive" "effect_type" "positive" "stored_as_integer" "0" } "15377" { "name" "add ammo on direct hit kill FIX" "attribute_class" "add_ammo_on_direct_hit_kill" "description_string" "#Attrib_AddAmmoOnDirectHitKill" "description_format" "value_is_additive" "effect_type" "positive" "stored_as_integer" "0" } "15378" { "name" "add ammo on kill FIX" "attribute_class" "add_ammo_on_kill" "description_string" "#Attrib_AddAmmoOnKill" "description_format" "value_is_additive" "effect_type" "positive" "stored_as_integer" "0" } "15379" { "name" "instant reload on direct hit FIX" "attribute_class" "instant_reload_on_direct_hit" "description_string" "#Attrib_InstantReloadOnDirectHit" "description_format" "value_is_additive" "effect_type" "positive" "stored_as_integer" "0" } "15380" { "name" "instant reload on hit FIX" "attribute_class" "instant_reload_on_hit" "description_string" "#Attrib_InstantReloadOnHit" "description_format" "value_is_additive" "effect_type" "positive" "stored_as_integer" "0" } "15381" { "name" "instant reload on direct hit kill FIX" "attribute_class" "instant_reload_on_direct_hit_kill" "description_string" "#Attrib_InstantReloadOnDirectHitKill" "description_format" "value_is_additive" "effect_type" "positive" "stored_as_integer" "0" } "15382" { "name" "instant reload on kill FIX" "attribute_class" "instant_reload_on_kill" "description_string" "#Attrib_InstantReloadOnKill" "description_format" "value_is_additive" "effect_type" "positive" "stored_as_integer" "0" } "15383" { "name" "weapon enemy knockback mod mult increased TEXT" "attribute_class" "weapon_enemy_knockback_mod" "description_string" "+%s1% knockback on enemy" "description_format" "value_is_percentage" "effect_type" "positive" } "15384" { "name" "umbrella debuff is mfd" "description_string" "Alt-Fire: Inflict marked for death on an enemy" "description_format" "value_is_additive" "effect_type" "neutral" } "15385" { "name" "crit vs burning players old" "attribute_class" "or_crit_vs_playercond" "description_string" "100% critical hit vs burning players" "description_format" "value_is_additive" "effect_type" "positive" } "15386" { "name" "boost on damage short" "attribute_class" "boost_on_damage" "description_string" "On Hit: Build boost to increase your movement speed" "description_format" "value_is_additive" "effect_type" "positive" } "15387" { "name" "bfb boost loss explain" "description_string" "Lose boost after getting hit, or after double-jumping" "description_format" "value_is_additive" "effect_type" "negative" } "15388" { "name" "set cloak is movement based short" "attribute_class" "set_weapon_mode" "description_string" "Cloak Type: Motion Sensitive" "description_format" "value_is_additive" "effect_type" "neutral" } "15389" { "name" "cloak and dagger movement explain" "attribute_class" "set_weapon_mode" "description_string" "Cloak only drains while actively moving" "description_format" "value_is_additive" "effect_type" "neutral" } "15390" { "name" "cloak and dagger regen explain" "description_string" "Cloak regenerates while invisible and standing still" "description_format" "value_is_additive" "effect_type" "positive" } "15393" { "name" "maxammo secondary increased DISPLAY ONLY" "description_string" "#Attrib_MaxammoSecondary_Increased" "description_format" "value_is_percentage" "effect_type" "positive" } "15394" { "name" "maxammo secondary reduced DISPLAY ONLY" "description_string" "#Attrib_MaxammoSecondary_Reduced" "description_format" "value_is_percentage" "effect_type" "negative" } "15395" { "name" "clip info full reload input shots" "description_string" "Holds a %s1-shot clip and reloads its entire clip at once" "description_format" "value_is_additive" "effect_type" "neutral" } "15396" { "name" "projectile limited lifetime TEXT" "attribute_class" "rocket_lifetime" "description_string" "Projectiles explode after a short delay" "description_format" "value_is_additive" "effect_type" "neutral" } "15397" { "name" "market gardener temp restrictions soldier" "description_string" "Cannot deal crits with explosive-hitscan or recoil-jumps" "description_format" "value_is_additive" "effect_type" "neutral" } "15398" { "name" "market gardener temp restrictions demoman" "description_string" "Cannot deal crits with pipe-bomb or dynamite jumps" "description_format" "value_is_additive" "effect_type" "neutral" } "15399" { "name" "health drain short DISPLAY ONLY" "description_string" "%s1 health drained per second" "description_format" "value_is_additive" "effect_type" "negative" } "15400" { "name" "clipsize increase on kill TEXT" "description_string" "#Attrib_ExtraRocketsOnKill" "description_format" "value_is_additive" "effect_type" "positive" } "15401" { "name" "clip increase on kill numbers" "description_string" "On Kill: Gain +%s1 increased clip size" "description_format" "value_is_additive" "effect_type" "positive" } "15402" { "name" "clip increase on kill with cap" "description_string" "On Kill: Gain +1 increased clip size, up to a maximum of +%s1" "description_format" "value_is_additive" "effect_type" "positive" } "15403" { "name" "clip increase on kill cap neutral" "description_string" "Clip size increases to a maximum of %s1" "description_format" "value_is_additive" "effect_type" "neutral" } "15404" { "name" "hippocratic ammo explain awful hack" "description_string" "Holds 6 shells at once, with %s1 reserve ammo" // What the fuck "description_format" "value_is_additive" "effect_type" "neutral" } "15405" { "name" "maxammo primary reduced DISPLAY ONLY" "description_string" "#Attrib_MaxammoPrimary_Reduced" "description_format" "value_is_percentage" "effect_type" "negative" } "15406" { "name" "medic syringe shotgun simple" "attribute_class" "mod_projectiles_per_shot" "description_string" "Shoot a burst of syringes" "description_format" "value_is_additive" "effect_type" "positive" } "15407" { "name" "caber explain" "description_string" "On First Hit: Cause an explosion!" "description_format" "value_is_additive" "effect_type" "neutral" } "15408" { "name" "dispenserizer deploy count" "description_string" "Can deploy %s1 Mini-Dispensers at a time" "description_format" "value_is_additive" "effect_type" "neutral" } "15409" { "name" "detonate mini dispensers" "description_string" "Alt-Fire: Detonate all Mini-Dispensers" "description_format" "value_is_additive" "effect_type" "neutral" } "15410" { "name" "detonate tripmines" "description_string" "Alt-Fire: Remove all Tripmines" "description_format" "value_is_additive" "effect_type" "neutral" } "15411" { "name" "dispenserizer deploy count single" "description_string" "Can deploy %s1 Mini-Dispenser at a time" "description_format" "value_is_additive" "effect_type" "neutral" } "15412" { "name" "no headshot DISPLAY ONLY" "description_string" "#Attrib_SniperNoHeadshots" "description_format" "value_is_additive" "effect_type" "negative" } "15413" { "name" "faster weapon draw speed DISPLAY ONLY" "description_string" "+%s1% faster weapon draw speed" "description_format" "value_is_inverted_percentage" "effect_type" "positive" } "15414" { "name" "sentry revenge crits explain" "attribute_class" "sentry_killed_revenge" "description_string" "Gain revenge crits for any kills or assists done by your Sentry Gun once it gets destroyed" "description_format" "value_is_additive" "effect_type" "positive" } "15415" { "name" "umbrella boost is def boost" "description_string" "Alt-Fire: Give damage resistance to a teammate" "description_format" "value_is_additive" "effect_type" "neutral" } "15416" { "name" "amputator heal aoe explain" "attribute_class" "enables_aoe_heal" "description_string" "On Taunt: Apply a healing aura to all nearby teammates" "description_format" "value_is_additive" "effect_type" "positive" } "15417" { "name" "clip size penalty DISPLAY ONLY" "description_string" "#Attrib_ClipSize_Negative" "description_format" "value_is_percentage" "effect_type" "negative" } "15418" { "name" "fired baseball no effects" "description_string" "Fired baseballs cannot slow or stun" "description_format" "value_is_additive" "effect_type" "negative" } "15419" { "name" "airblast disabled DISPLAY ONLY" "description_string" "#Attrib_AirblastDisabled" "description_format" "value_is_additive" "effect_type" "negative" } "15420" { "name" "maxammo primary increased DISPLAY ONLY" "description_string" "#Attrib_MaxammoPrimary_Increased" "description_format" "value_is_percentage" "effect_type" "positive" } "15421" { "name" "weapon burn time increased DISPLAY ONLY" "description_string" "#Attrib_WpnBurnTime_Increased" "description_format" "value_is_percentage" "effect_type" "positive" } "15422" { "name" "weapon burn time reduced DISPLAY ONLY" "description_string" "#Attrib_WpnBurnTime_Reduced" "description_format" "value_is_percentage" "effect_type" "negative" } "15423" { "name" "swing speed bonus DISPLAY ONLY" "description_string" "+%s1% faster swing speed" "description_format" "value_is_inverted_percentage" "effect_type" "positive" } "15424" { "name" "swing speed penalty DISPLAY ONLY" "description_string" "%s1% slower swing speed" "description_format" "value_is_percentage" "effect_type" "negative" } "15425" { "name" "ammo from packs active bonus TEXT" "description_string" "+%s1% ammo from ammo boxes while active" "description_format" "value_is_percentage" "effect_type" "positive" } "15426" { "name" "charge damage primary generic" "description_string" "Fully charged shots deal more damage" "description_format" "value_is_additive" "effect_type" "neutral" } "15427" { "name" "gadget slot explain temp" "description_string" "(Sappers cannot be placed. Sappers also copy item visuals!)" // TO-DO: Remove this or rewrite when fixed... "description_format" "value_is_additive" "effect_type" "neutral" } "15428" { "name" "fuse time bonus DISPLAY ONLY" "description_string" "%s1% fuse time on grenades" "description_format" "value_is_percentage" "effect_type" "positive" } "15429" { "name" "move speed bonus active TEXT" "attribute_class" "mult_player_movespeed_active" "description_string" "+%s1% faster move speed while active" "description_format" "value_is_percentage" "effect_type" "positive" } "15430" { "name" "new saboteur combined crits" "attribute_class" "or_crit_vs_playercond" "description_string" "100% critical hit vs overhealed or Übercharged players" "description_format" "value_is_additive" "effect_type" "positive" } "15431" { "name" "cannot damage invulnerable explain" "description_string" "Cannot damage invulnerable Übercharged players" "description_format" "value_is_additive" "effect_type" "negative" } "15432" { "name" "mod rocket is homing" "attribute_class" "set_rocket_detonate_mode" "description_string" "Rockets home in on the nearest enemy" "description_format" "value_is_additive" "effect_type" "neutral" } "15433" { "name" "mod rocket is bouncing" "attribute_class" "set_rocket_detonate_mode" "description_string" "Rockets bounce off surfaces" "description_format" "value_is_additive" "effect_type" "neutral" } "15434" { "name" "scattergun has knockback DISPLAY ONLY" "description_string" "#Attrib_Scattergun_HasKnockback" "description_format" "value_is_additive" "effect_type" "positive" } "15435" { "name" "bullets per shot penalty TEXT" // TO-DO: Backported from Legacy TF2C - may cause problems in the future! "attribute_class" "mult_bullets_per_shot" "description_string" "%s1% bullets per shot" "description_format" "value_is_percentage" "effect_type" "negative" } "15436" { "name" "dmg taken from fall increased TEXT" "attribute_class" "mult_dmgtaken_from_fall" "description_string" "+%s1% fall damage vulnerability on wearer" "description_format" "value_is_percentage" "effect_type" "negative" } "15437" { "name" "additive_range" "attribute_class" "mult_projectile_range" "description_format" "value_is_additive" "hidden" "1" } "15438" { "name" "mad milk on hit TEXT" "description_string" "On Hit: Douse enemies in Mad Milk" "description_format" "value_is_additive" "effect_type" "positive" } "15439" { "name" "mad milk explain short" "description_string" "Players heal 60% of damage done to enemies coated in milk" "description_format" "value_is_additive" "effect_type" "positive" } "15440" { "name" "effect bar recharge rate decreased DISPLAY ONLY" "description_string" "%s1% decrease in recharge rate" "description_format" "value_is_inverted_percentage" "effect_type" "negative" } "15441" { "name" "secret weapon april fools" "description_string" "Secret Weapon: Only usable during April Fools" "custom_color" "242 125 209 255" "description_format" "value_is_additive" "effect_type" "neutral" } "15442" { "name" "secret weapon valentines" "description_string" "Secret Weapon: Only usable during Valentine's Day" "custom_color" "242 125 209 255" "description_format" "value_is_additive" "effect_type" "neutral" } "15443" { "name" "secret weapon monthly" "description_string" "Secret Weapon: Periodically usable every month" "custom_color" "242 125 209 255" "description_format" "value_is_additive" "effect_type" "neutral" } "15444" { "name" "secret weapon tf birthday" "description_string" "Secret Weapon: Only usable during TF Anniversaries" "custom_color" "242 125 209 255" "description_format" "value_is_additive" "effect_type" "neutral" } "15445" { "name" "secret weapon halloween" "description_string" "Secret Weapon: Only usable during Halloween" "custom_color" "242 125 209 255" "description_format" "value_is_additive" "effect_type" "neutral" } "15446" { "name" "secret weapon spooky" "description_string" "Secret Weapon: Only usable during Halloween or Full Moons" "custom_color" "242 125 209 255" "description_format" "value_is_additive" "effect_type" "neutral" } "15447" { "name" "clip increase on kill scrappistol" "description_string" "On Kill: Gain +8 increased clip size, up to a maximum of +%s1" "description_format" "value_is_additive" "effect_type" "positive" } "15448" { "name" "maxammo grenades1 increased TEXT" "attribute_class" "mult_maxammo_grenades1" "description_string" "+%s1% max grenades on wearer" "description_format" "value_is_percentage" "effect_type" "positive" } "15449" { "name" "brick text nowp new" "description_string" "Beat 'em down with bricks! That's gotta hurt in the morning" "description_format" "value_is_additive" "effect_type" "neutral" } "15450" { "name" "weapon enemy knockback decreased DISPLAY ONLY" "description_string" "%s1% knockback on enemy" "description_format" "value_is_percentage" "effect_type" "negative" } "15451" { "name" "maxammo grenades2 increased DISPLAY ONLY" "description_string" "+%s1% max grenades on wearer" "description_format" "value_is_percentage" "effect_type" "positive" } "15452" { "name" "flechette gun explain" "description_string" "Mini-stickies detonate with the next burst-fire" "description_format" "value_is_additive" "effect_type" "positive" } "15453" { "name" "thermal thruster SIMPLE explain" "description_string" "Holds %s1 charges of Jetpack boost" "description_format" "value_is_additive" "effect_type" "neutral" } "15454" { "name" "hot hand nowp" "description_string" "Swings once per attack, with normal swing-speed" "description_format" "value_is_additive" "effect_type" "neutral" } "15455" { "name" "crit vs overhealed players" "attribute_class" "or_crit_vs_playercond" "description_string" "100% critical hit vs overhealed players" "description_format" "value_is_additive" "effect_type" "positive" } "15456" { "name" "rocket barrage explain" "description_string" "Load and unleash a barrage of %s1 rockets at once" "description_format" "value_is_additive" "effect_type" "positive" } "15457" { "name" "rocket overload explain" "attribute_class" "can_overload" "description_string" "Extra reloads consume ammo and explode violently" "description_format" "value_is_additive" "effect_type" "negative" } "15458" { "name" "lose charge on damage taken short" "attribute_class" "lose_demo_charge_on_damage_when_charging" "description_string" "Damage taken reduces charge time while charging" "description_format" "value_is_additive" "effect_type" "negative" } "15459" { "name" "dmg taken from fire and blast reduced" "description_string" "+%s1% fire and blast damage resistance on wearer" "description_format" "value_is_inverted_percentage" "effect_type" "positive" } "15460" { "name" "demoman shield explain" "description_string" "Alt-Fire: Charge toward your enemies!" "description_format" "value_is_additive" "effect_type" "neutral" } "15461" { "name" "tide turner charge explain" "description_string" "Gain 100% mini-crits for melees near the start of a charge" "description_format" "value_is_additive" "effect_type" "neutral" } "15462" { "name" "move speed increase with uber" "attribute_class" "mult_player_movespeed_resource_level" "description_string" "Active move speed increases up to +20% with ÜberCharge" "description_format" "value_is_percentage" "effect_type" "positive" } "15463" { "name" "overdose keep speed explain" "description_string" "Movement speed does not change while active" "description_format" "value_is_percentage" "effect_type" "neutral" } "15464" { "name" "minicrit boost when charged short" "attribute_class" "minicrit_boost_when_charged" "description_string" "Alt-Fire: When charged, gain a 100% mini-crit boost for %s1s" "description_format" "value_is_additive" "effect_type" "positive" } "15465" { "name" "critical damage penalty" "attribute_class" "mult_dmg_crit_multiplier" "description_string" "Critical hits deal %s1% less damage" "description_format" "value_is_percentage" "effect_type" "negative" } "15466" { "name" "add onhit addammo capitalized" "attribute_class" "add_onhit_addammo" "description_string" "On Hit: Damage dealt is returned as ammo" "description_format" "value_is_additive" "effect_type" "positive" } "15467" { "name" "soda popper hype" "attribute_class" "hype_on_damage" "description_string" "Alt-Fire: When Hype is full, gain 4 extra midair jumps" "description_format" "value_is_additive" "effect_type" "positive" } "15468" { "name" "damage fills charge meter text" "description_string" "#Attrib_MiniCritBoost_ChargeRate" "description_format" "value_is_additive" "effect_type" "positive" } "15469" { "name" "damage fills hype meter text" "description_string" "Dealing damage fills Hype meter" "description_format" "value_is_additive" "effect_type" "positive" } // (AID 21000~21006) | Comm. Contributor Text | Tags: (Attribute) //----- // [Overview: Community Contributor credit / thanks stats for New-Old Weapons Pack!] //-------------------------------------------------- "21000" { "name" "comm weapon yaki" "description_string" "Contributed by: Yakibomb" "description_format" "value_is_additive" "custom_color" "112 176 74 255" // Green text! This is the Community item quality color } "21001" { "name" "comm weapon kris" "description_string" "Contributed by: Kristofer" "description_format" "value_is_additive" "custom_color" "112 176 74 255" } "21002" { "name" "comm weapon azzy basil" "description_string" "Contributed by: azzy + OCsonic" "description_format" "value_is_additive" "custom_color" "112 176 74 255" } "21003" { "name" "comm weapon colrot" "description_string" "Contributed by: Colrot" "description_format" "value_is_additive" "custom_color" "112 176 74 255" } "21004" { "name" "comm weapon azzy" "description_string" "Contributed by: azzy" "description_format" "value_is_additive" "custom_color" "112 176 74 255" } "21005" { "name" "comm weapon paint" "description_string" "Contributed by: Tangerine Paint" "description_format" "value_is_additive" "custom_color" "112 176 74 255" } "21006" { "name" "comm weapon raptor" "description_string" "Contributed by: Raptor Dan" "description_format" "value_is_additive" "custom_color" "112 176 74 255" } } } // END OF NOWP Weapons