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2465 lines (2098 loc) · 53.9 KB
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//List of keys for each class-slot and weapon index
//- prefab - Which weapon index should weapon copy to (Only works on index, use this for reskin weapons)
//- desp - Description of the weapon (displays when round starts and /vshclass)
//- restricted - Should weapon be replaced with default weapon (Only works on index)
//- attrib - List of attributes and value to apply weapon
//- minicrit - Give minicrit when holding weapon
//- crit - Give crit when holding weapon
//- clip - Set given clip size on spawn
//- ignorefalloff - Whenever to ignore blast damage falloff
//
//List of calling function name
//- banner - Called when player uses banner
//- uber - Called when player uses uber
//- jarate - Called when player jarated someone
//- spawn - Called when player spawns into map
//- lunchbox - Called when player consumes lunchbox
//- think - Called on every player frame
//- projectile - Called when projectile touches something, only to weapon's projectile owner
//- takedamage - Called when player taken damage
//- attackdamage - Called when player dealt damage, only to whoever slot dealt damage
//- attack - Called when player shoots/swing weapon, only to whoever active weapon
//- heal - Called when player attempts to heal only to medigun
//
//List of params to pass for calling to set values
//- passive - From 'attackdamage', always call this regardless of weapon used to damage boss
//- perplayer - From 'attackdamage' and 'takedamage', sets damage to X multiplied by amount of players
//- set - From 'attackdamage' and 'takedamage', sets damage to X
//- min - From 'attackdamage' and 'takedamage', min possible damage to be made
//- multiply - From 'attackdamage' and 'takedamage', multiplies damage by X
//- max - From 'attackdamage' and 'takedamage', max possible damage to be made
//- damagetype - From 'attackdamage' and 'takedamage', damage types to add/remove
//- attackcrit - From 'attack' key, set whenever if weapon should crit or not
//- healbuilding - From 'heal' key, enable/disable healing building
//
//List of possible filters
//- cond - Does client have cond id X
//- victimcond - Does the victim have cond id X, only meant for 'attackdamage', use 'cond' for 'takedamage'
//- activeweapon - Is client active weapon X
//- attackweapon - Is attacked weapon in slot X, only works on 'attackdamage' and 'takedamage'
//- aim - Is client aiming at boss
//- sentrytarget - Is client's sentry targeting at boss
//- damagemax - Did client deal less than X amount of damage
//- damagemin - Did client deal more than X amount of damage
//- damagetype - Does damagetype have X, only works on 'attackdamage' and 'takedamage'
//- damagecustom - Is damagecustom X, only works on 'attackdamage' and 'takedamage'
//- backstabcount - X consecutive backstabs required
//- hitfrombehind - Victim is attacked from behind and within X range in hammer units (range is ignored if at or below 0), only works on 'attackdamage' and 'takedamage'
//- feigndeath - Does client have feign death ready
//- selfdamage - Is this self-damage, only works on 'attackdamage' and 'takedamage'
//- victimuber - Is victim ubered or not, only works on 'attackdamage' and 'takedamage'
//
//List of possible targets for each functions, where client is the calling function
//- client - Client itself (default)
//- victim - Victim from 'attackdamage' and 'takedamage' call
//- attacker - Attacker from 'attackdamage' and 'takedamage' call
//- patient - Whoever patient client is healing to
//- primary - Primary weapon client currently uses
//- secondary - Secondary weapon client currently uses
//- melee - Melee weapon client currently uses
//- pda1 - PDA1 weapon client currently uses
//- pda2 - PDA2 weapon client currently uses
//- building - Toolbox weapon client currently uses
//- projectile - Projectile entity from 'projectile' call
//Params for every function tags
//- name - Unique name of function for 'block' and 'override' to search into
//- override - Override this 'name' with new params, instead of creating new function
//- target - Client/Entity to give stuffs to
//- delay - Delay in seconds before calling function if given
//- call - Amount of times to call this function, 1 as default
//- rate - Delay in seconds to call each functions from "call", 0.0 as default (call all functions in an instant)
//
//Tags_AddCond - Add a condition to player
//- cond - Cond id to give
//- duration - Duration of the cond, default value 0.05 which is enough to call every frame
//
//Tags_AddCondVaccinator - Add a condition to player, depending on vaccinator charge type from calling player
//- bullet - Cond id to give if bullet resistance
//- blast - Cond id to give if blast resistance
//- fire - Cond id to give if fire resistance
//- duration - Duration of the cond, default value 0.05 which is enough to call every frame
//
//Tags_RemoveCond - Remove a condition from player
//- cond - Cond id to remove
//
//Tags_SetEntProp - Sets a netprop to a entity
//- type - Variable type to store value, either 'int' or 'float'
//- prop - Netprop to change value
//- element - If prop is array, which element to put
//- math - How should value be changed, none to hard-set, 'add'/'multiply' from current value, 'damage' to scale from current damage dealt
//- min - Min allowed value after calculating
//- max - Max allowed value after calculating
//
//Tags_SetAttrib - Add an attribute to an entity
//- index - Attribute index
//- value - Value to apply index
//- math - How should value be changed, none to hard-set, 'add'/'multiply' from current value, 'damage' to scale from current damage dealt
//- min - Min allowed value after calculating
//- max - Max allowed value after calculating
//
//Tags_AddAttrib - Add an attribute to an entity
//- index - Attribute index
//- value - Value to apply index
//- duration - Duration before removing attribute
//
//Tags_RemoveAttrib - Remove an attribute to an entity
//- index - Attribute index
//
//Tags_AreaOfEffect - Add an area of effect condition with target as centre of effect
//- radius - Radius of effect
//- cond - Condition to apply as an effect
//- duration - Duration of area of effect
//
//Tags_Glow - Add glow to target boss
//- duration - Max duration of glow, while scales by sniper rifle change if exists
//
//Tags_Climb - Climbs a wall if possible
//- height - Height of the climb
//- max - Max allowed to climb, before reset on touching ground
//- selfdamage - Amount of selfdamage on climb
//- horizontal - Horizontal speed multiplier on climb
//
//Tags_OnBackstab - Announces target has been backstabed from calling player
//
//Tags_OnBackstabChain - Announces backstab chain
//- requirement - Number of backstabs required
//
//Tags_OnMarketGardened - Announces target has been market gardened from calling player
//
//Tags_AddHealth - Add health to player
//- amount - Amount of health to add
//- overheal - Multiplier of the player's max health to cap the overheal at, default is 1.5
//
//Tags_AddHealthBase - Add health to player
//- amount - Max health percentage to add
//- overheal - Multiplier of the player's max health to cap the overheal at, default is 1.5
//
//Tags_DropHealth - Drops small health pack to target player
//
//Tags_RemoveRage - Removes rage from target boss
//- amount - Amount of rage damage to remove
//
//Tags_ViewRage - Allows target to see boss rage until respawned
//
//Tags_AddClip - Adds clip to weapon
//- amount - Amount of clips to add
//- duration - After duration ends, limit current clip to usual max
//
//Tags_SummonZombie - Summon zombies
//- max - Max amount of zombies to summon
//- min - Min amount of zombies to summon
//- reduce - Reduce X amount on every call
//
//Tags_AddAmmo - Adds ammo to weapon
//- amount - Amount of ammo to add
//- max - Optional max ammo to cap
//
//Tags_AddHealersUber - Add uber to every healers healing target
//- amount - Max uber to evenly split give every healers
//
//Tags_Airblast - Set weapon cooldown inorder to able to airblast
//- cooldown - Cooldown in seconds to be able to use airblast
//
//Tags_Explode - Creates explosion at target
//- damage - Explosion damage
//- radius - Radius of explosion
//- particle - Optional particle effect. Set to a generic explosion particle by default
//- sound - Optional sound of the explosion, up to 16 sounds can be specified. Set to air strike explosion sounds by default. Does not support custom sounds
//
//Tags_DestroyEntity - Destroy entity target
// - attrib - Check if entity has attribute index
// - value - Value to check from attribute
//
//Tags_ForceSuicide - Forces the target to suicide
//
//Tags_Stun - Used to apply stun
//- duration - Stun duration
//- slowdown - Slowdown strength, from 0.0 to 1.0
//- type - Stun type, default is 1, which is simple slowdown
//
//Tags_MakeBleed - Adds bleed to target
//- duration - Bleed duration
//
//Tags_IgnitePlayer - Sets target on fire
//- duration - Afterburn duration
//
//Tags_DelayNextAttack - Delays the next weapon attack
//- seconds - Amount of seconds to delay the next attack for
"Config"
{
"class"
{
"Scout"
{
"Primary"
{
"desp" "Primary: {positive}+50% bullets per shot"
"attrib" "45 ; 1.5"
}
"Melee"
{
"crit" "1"
}
}
"Soldier"
{
"Primary"
{
"desp" "Primary: {positive}Crits when aiming directly at the boss"
"attack"
{
"filter"
{
"aim" "1" //Is client aiming at boss
}
"params"
{
"attackcrit" "1"
}
}
}
}
"Pyro"
{
"Primary"
{
"desp" "Primary: {positive}+200% afterburn damage bonus, {negative}12 seconds airblast cooldown"
"attrib" "71 ; 3.0 ; 171 ; 0.0"
"spawn"
{
"Tags_Airblast"
{
"name" "pyro-primary-airblast"
"cooldown" "12" //12 Seconds
}
}
}
"Melee"
{
"crit" "1"
}
}
"Demoman"
{
"Secondary"
{
"desp" "Secondary (Shields): {positive}Primary weapon receives minicrits"
"attackdamage"
{
"params"
{
"damagetype" "knockback"
}
}
}
"Melee"
{
"crit" "1"
}
}
"Heavy"
{
"Primary"
{
"attackdamage"
{
"params"
{
"damagetype" "noknockback"
}
}
}
"Secondary"
{
"minicrit" "1"
}
"Melee"
{
"crit" "1"
}
}
"Engineer"
{
"Melee"
{
"crit" "1"
}
}
"Medic"
{
"Primary"
{
"crit" "1"
}
"Secondary"
{
"desp" "Secondary: {positive}Patients get minicrits, able to heal buildings"
"think"
{
"Tags_AddCond"
{
"target" "patient" //Give cond to whoever patient healed
"cond" "16" //Minicrit
}
}
"heal"
{
"params"
{
"healbuilding" "1"
}
}
}
"Melee"
{
"crit" "1"
}
}
"Sniper"
{
"Primary"
{
"desp" "Primary: {positive}Adds an outline to the boss on hit"
"minicrit" "1"
"attackdamage"
{
"params"
{
"damagetype" "noknockback"
}
"Tags_Glow"
{
"name" "sniper-primary-glow" //Name of this function used for weapons to override it
"target" "victim"
"duration" "6.0"
}
}
}
"Secondary"
{
"crit" "1"
}
"Melee"
{
"desp" "Melee: {positive}Able to wall climb"
"crit" "1"
"attack"
{
"Tags_Climb"
{
"name" "sniper-melee-climb" //Name of this function used for weapons to override it
"height" "750.0"
"max" "1"
"selfdamage" "15.0" //Self-damage
}
}
}
}
"Spy"
{
"Primary"
{
"minicrit" "1"
}
"Secondary"
{
"attrib" "429 ; 0.5"
}
"Melee"
{
"desp" "Melee: {neutral}Backstab deals 1000 damage"
"attackdamage"
{
"filter"
{
"victimuber" "0"
"damagecustom" "backstab"
}
"params"
{
"set" "1000.0" //Set backstab damage to 1000 dmg
"damagetype" "crit" //Force crit
"damagetype" "noknockback" //Disable knockback
}
"Tags_OnBackstab" //Do backstab effects
{
"target" "victim"
}
}
}
"PDA2"
{
"takedamage"
{
"filter"
{
"cond" "4" //Cloaked
}
"params"
{
"multiply" "0.4" //Multiply damage by x0.4 if cloaked
}
}
"takedamage"
{
"filter"
{
"cond" "4" //Cloaked
"attackweapon" "melee" //Is attacked from melee weapon?
}
"Tags_SetEntProp" //Reduce cloak meter
{
"target" "client"
"type" "float"
"prop" "m_flCloakMeter"
"math" "multiply" //Multiply current cloak by "value"
"value" "0.1"
}
}
}
}
}
"weapons"
{
// MULTI CLASS
"357" //Half-Zatoichi
{
"desp" "Half-Zatoichi: {positive}Gain 50% of base health on hit"
"attackdamage"
{
"filter"
{
"victimuber" "0"
}
"Tags_AddHealthBase" //Add 50% of base health
{
"amount" "0.5"
}
"Tags_SetEntProp" //Set bloody state
{
"target" "melee"
"type" "int"
"prop" "m_bIsBloody"
"value" "1"
}
"Tags_SetEntProp" //Set kill count
{
"target" "client"
"type" "int"
"prop" "m_iKillCountSinceLastDeploy"
"value" "1"
}
}
}
"154" //Pain Train
{
"desp" "Pain Train: {positive}5x capture rate, {negative}+10% damage vulnerability from all sources"
"attrib" "67 ; 1.0 ; 68 ; 4.0 ; 412 ; 1.1"
}
"415" //Reserve Shooter
{
"attackdamage"
{
"filter"
{
"victimcond" "81" // Blast jumping
}
// Scuffed way of dealing minicrits
"Tags_AddCond"
{
"cond" "78" // On-kill minicrit
"duration" "0.001"
}
}
}
// SCOUT
"45" //Force-A-Nature
{
"desp" "Force-A-Nature: {negative}-75% slower reload time"
"attrib" "96 ; 1.75"
}
"1078" //Festive Force-A-Nature
{
"prefab" "45"
}
"1103" //Back Scatter
{
"desp" "Back Scatter: {positive}Crits from behind and at close range"
"attrib" "619 ; 0.0"
"attackdamage"
{
"filter"
{
"hitfrombehind" "512"
}
"params"
{
"damagetype" "crit"
}
}
}
"772" //Baby Face Blaster
{
"desp" "Baby Face Blaster: {negative}Boost takes up to 400 damage to fully charge and is reset on stun"
"attrib" "793 ; 1.0 ; 418 ; 0.0" //Replacing boost meter with hype meter increases damage requirement for max speed to around 400
"think" //used to be from TF2_OnConditionAdded, but prob more easier if going for this way
{
"filter"
{
"cond" "15" //Dazed
}
"Tags_SetEntProp"
{
"target" "client"
"type" "float"
"prop" "m_flHypeMeter"
"value" "0.0"
}
"Tags_AddCond"
{
"cond" "32" //Speed boost
"duration" "0.0" //No duration, really just to recalculate speed
}
}
"attackdamage"
{
"params"
{
"passive" "1" //Meter builds with any weapon so speed has to be recalculated on every hit
}
"Tags_AddCond"
{
"cond" "32" //Speed boost
"duration" "0.0" //No duration, really just to recalculate speed
}
}
}
"46" //Bonk! Atomic Punch
{
"desp" "Bonk: {neutral}Replaces bonk effect with a defense buff for 8 seconds"
"think"
{
"filter"
{
"cond" "14" //Bonk
}
"Tags_AddCond" //Add defense buff for 8 seconds
{
"cond" "26"
"duration" "8.0"
}
"Tags_RemoveCond" //Remove bonk
{
"cond" "14"
}
}
}
"1145" //Festive Bonk! Atomic Punch
{
"prefab" "46"
}
"773" //Pretty Boy's Pocket Pistol
{
"desp" "Pretty Boy's Pocket Pistol: {positive}+10 health on hit"
"attrib" "16 ; 0.0"
"attackdamage"
{
"filter"
{
"victimuber" "0"
}
"Tags_AddHealth" //Add 10 health
{
"amount" "10"
"overheal" "1.6"
}
}
}
"812" //Flying Guillotine
{
"desp" "Flying Guillotine: {positive}Always crits"
"crit" "1"
}
"833" //Genuine Flying Guillotine
{
"prefab" "812"
}
"44" //Sandman
{
"desp" "Sandman: {negative}Minicrits instead of crits"
"minicrit" "1"
"crit" "0"
}
"317" //Candy Cane
{
"desp" "Candy Cane: {positive}Drops 2 small health packs on hit"
"attackdamage"
{
"filter"
{
"victimuber" "0"
}
"Tags_DropHealth"
{
"target" "victim"
"call" "2" //Call this function twice
}
}
}
"325" //Boston Basher
{
"desp" "Boston Basher: {positive}+75 max health, +60% damage bonus, {negative}only medieval weapons can be equipped"
"attrib" "26 ; 75.0 ; 2 ; 1.60"
"spawn"
{
"Tags_DestroyEntity"
{
"target" "primary"
"attrib" "2029" //allowed_in_medieval_mode
"value" "0.0"
}
"Tags_DestroyEntity"
{
"target" "secondary"
"attrib" "2029" //allowed_in_medieval_mode
"value" "0.0"
}
}
}
"452" //Three-Rune Blade
{
"prefab" "325"
}
"355" //Fan O'War
{
"desp" "Fan O'War: {neutral}Replaces marked-for-death effect with 5 seconds of crits on hit, {negative}no crits"
"attrib" "218 ; 0.0"
"crit" "0"
"attackdamage"
{
"filter"
{
"victimuber" "0"
}
"Tags_AddCond" //Add crit for 5 seconds
{
"cond" "56"
"duration" "5.0"
}
}
}
"648" //Wrap Assassin
{
"desp" "Wrap Assassin: {positive}Can hold up to 2 balls at once"
"attrib" "279 ; 2.0"
}
"349" //Sun-on-a-Stick
{
"desp" "Sun-on-a-Stick: {positive}Deals high damage to burning targets and extinguishes them"
"attrib" "2067 ; 1.0"
}
// SOLDIER
"237" //Rocket Jumper
{
"desp" "Rocket Jumper: {neutral}Replaced with Rocket Launcher"
"restricted" "1"
}
"441" //Cow Mangler 5000
{
//This weapon is quite wonky on clip size, need to use m_flEnergy method
"banner"
{
"block" "129-addclip" //Blocks Tags_AddClip function in Buff Banner
"Tags_SetEntProp"
{
"target" "primary"
"type" "float"
"prop" "m_flEnergy"
"math" "add" //Add current entprop by "value"
"value" "80.0" //5.0 for every rocket, 5.0 * 16 makes 80.0
}
"Tags_SetEntProp"
{
"target" "primary"
"delay" "5.0" //5 sec delay before calling
"type" "float"
"prop" "m_flEnergy"
"math" "add"
"value" "0.0" //Add nothing...
"max" "20.0" //..But check cow mangler's max clip size, 20 energy
}
}
}
"1104" //Air Strike
{
"desp" "Air Strike: {positive}Adds 1 clip size per 200 damage done"
"attackdamage"
{
"filter"
{
"victimuber" "0"
}
"Tags_SetEntProp" //Add heads
{
"delay" "0.1" //Delay to get actual damage dealt
"target" "client"
"type" "int"
"prop" "m_iDecapitations"
"math" "damage" //Requires "value" to get every head
"value" "200" //200 damage required for every 1 head
}
}
}
"127" //Direct Hit
{
"attackdamage"
{
"filter"
{
"victimcond" "81" // Blast jumping
}
// Scuffed way of dealing minicrits
"Tags_AddCond"
{
"cond" "78" // On-kill minicrit
"duration" "0.001"
}
}
}
"129" //Buff Banner
{
"desp" "Buff Banner: {positive}Barrage of minicrit rockets on use"
"banner" //Called when client use banner
{
"Tags_AddAttrib"
{
"target" "primary" //Primary weapon
"index" "6" //Faster firing rate
"value" "0.1" //10x faster firing speed
"duration" "5.0" //After 5 sec, remove attrib
}
"Tags_AddAttrib"
{
"target" "primary" //Primary weapon
"index" "869" //Crit becomes minicrit
"value" "1.0" //true
"duration" "5.0" //After 5 sec, remove attrib
}
"Tags_AddClip"
{
"name" "129-addclip"
"target" "primary" //Primary weapon
"amount" "16" //Adds 16 clip
"duration" "5.0" //After 5 sec, remove any extra clips
}
}
}
"1001" //Festive Buff Banner
{
"prefab" "129"
}
"133" //Gunboats
{
"desp" "Gunboats: {positive}50% less fall damage"
"takedamage"
{
"filter"
{
"damagetype" "fall" //Falldmg
}
"params"
{
"multiply" "0.5" //Multiply damage by x0.5 if fall damage
}
}
}
"226" //Battalion's Backup
{
"desp" "Battalion's Backup: {positive}Spawns up to 3 Zombie Scouts on use"
"banner" //Called when client use banner
{
"Tags_SummonZombie"
{
"max" "3"
}
}
}
"354" //Concheror
{
"desp" "Concheror: {positive}50% move speed bonus and ammo regen on use"
"banner" //Called when client use banner
{
"Tags_AddAttrib"
{
"target" "secondary" //Secondary weapon
"index" "107" //Faster movement speed
"value" "1.5" //1.5x faster movement speed
"duration" "10.0" //After 10 sec, remove attrib
}
"Tags_AddAmmo"
{
"target" "primary" //Primary weapon
"call" "10" //Call this function 10 times
"rate" "1.0" //1 sec delay between each functions
"amount" "1" //1 ammo on every call
}
}
"think"
{
"filter"
{
"cond" "15" //Dazed
}
"Tags_RemoveAttrib"
{
"target" "secondary" //Secondary weapon
"index" "107" //Faster movement speed
}
}
}
"442" //Righteous Bison
{
"desp" "Righteous Bison: {positive}+50% faster firing speed, no reload necessary"
"attrib" "6 ; 0.5 ; 307 ; 1.0"
"think"
{
"Tags_SetEntProp"
{
"target" "secondary"
"type" "float"
"prop" "m_flEnergy"
"math" "set" //Set current entprop by "value"
"value" "100.0" //5.0 for every energy, but set it way above
}
}
}
"444" //Mantreads
{
"desp" "Mantreads: {positive}-60% blast damage to self, stomping deals 500 damage"
"attrib" "135 ; 0.4"
"attackdamage"
{
"filter"
{
"victimuber" "0"
"damagecustom" "stomp"
}
"params"
{
"set" "500.0" //Set stomp damage to 500
}
}
}
"416" //Market Gardener
{
"desp" "Market Gardener: {positive}Airborne hit deals 750 damage, {negative}no crits"
"minicrit" "0"
"crit" "0"
"attackdamage"
{
"filter"
{
"victimuber" "0"
"cond" "81" //Blast jumping
}
"params"
{
"set" "750.0" //Set damage to 750
"damagetype" "crit" //Force crit
}