//-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- //--TF2C ATTRIBUTES LISTING------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- //-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- // // Heya! This here's a WIP, mostly-complete catalog of what attributes do and don't work in TF2C! // // This is only a list of attributes that would otherwise DO SOMETHING! Live TF2 has a lot of filler and background attributes, so let's ignore those. It's stuff like crates. // Also omitted will be the outlandish attributes, such as for Halloween and Pyrovision, and stuff related to other esoteric features. // // // // As a rule of thumb - most NEWER attributes will, without fail, not work. // What is "new?" // Further back than you think. Before Mannconomy. Before the WAR! Update. Before even the Scout Update..! // // Basically, if the attribute is relatively simple to have coded in - like most of the ones near the beginning are - then it's generally in! // Attributes for weapon concepts or weapon types that didn't exist way back when - Demo swords, Gunslinger, Jarate, you name it, can sometimes show up as text in the description, but are nonfunctional. // // SOMETIMES an attribute that shows up in text can end up working, somehow, but more often than not, they don't. Also, if they don't have any description text at all... the might as well not exist 99 times out of 100. // // // Keep this in mind... // // Last thing! This document probably isn't the best for beginners - it's a lot of raw information and I expect you to already know how these attributes generally are set up, where they're found, and how they work. // You're certainly all free to read over it for reference, though! I left a lot of notes on more noteworthy attributes, so do take care to read. // // And follow along in TF2C's / Live TF2's items_game.txt, if you like. I encourage it, especially in live TF2's items_game, // if you find an attribute that looks interesting. (Please, for the love of the Gods, use Ctrl + F) // //-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- //-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- //-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- //------------------------------------------------------------------------------- //------------------------------------------------------------------------------- Just as a quick refresher, here's a rundown on TF2C's new attributes as of v2.0.2! //--TF2C ADDITIONS - New attributes that show up near the end of items_game.txt-- These attributes provide a bit of insight into the development behind the scenes, and what order the weapons were tested in! //------------------------------------------------------------------------------- I'll provide commentary for these, at least, since most are new and some aren't on any existing weapons. //------------------------------------------------------------------------------- [v2.0.0 Prerelease B4] 10001 - "spawn ammo override" (mod_spawn_ammo_override) - Removed Attribute. So far as I can tell, this was an unlisted attribute that forces the reserve ammo for a weapon to a specific number. Useful, but ultimately unnessecary! [v2.0.0 TF2C Release] 3019 - "headshot damage decrease" (headshot_damage_modify) 3020 - "no scope" (mod_no_scope) - Gets rid of the Scope overlay, but also gets rid of your Damage Charge. Using it on its own behaves strangely - your shots will do 5 dmg for whatever reason. 3021 - "rocket gravity" (mod_rocket_gravity) - Your rockets sink like a rock, and how much they sink like a rock can be modified by changing the number. 3022 - "sniper no dmg charge DISPLAY ONLY" (mod_sniper_no_dmg_charge) 3023 - "view punch on hit" (add_viewpunch_onhit) - When hit, the victim of your attack's view gets thrown in a random, front-facing direction. Disorienting. 3024 - "tranq on hit" (mod_tranq_onhit) - Tranq. Enemies get slowed and slightly color blinded, among other things, for a variable amount of time. 3025 - "armor footsteps" (mod_armor_footsteps) - Plays a thunking sound as you walk around with the item equipped. 3026 - "soft zoom" (mod_sniper_soft_zoom) - Widens your scoped-in FOV from default zoom. 3027 - "sniper slower scoped fire speed DISPLAY ONLY" (mod_sniper_slower_scoped_fire_speed_DISPLAY_ONLY) 3028 - "dmg bonus vs buildings hidden" (mult_dmg_vs_buildings) 3029 - "keep disguise" (set_keep_disguise) - You can attack while still disguised and not break disguise. 3030 - "proximity mines" (mod_sticky_is_proxy) - Stickybombs explode in close contact, and use the Mine Layer's sounds! 3031 - "no sticky detonation" (mod_sticky_no_detonation) 3032 - "sticky fizzles" (mod_sticky_fizzles) 3033 - "experimental weapon" (experimental_weapon) - Doesn't appear to function. In fact, it's buggy and removes the weapon from your weapon slot until you take it off. 3034 - "sentry shoots projectile" (set_sentry_projectile) - Your sentry shoots nails / darts that don't seem to harm you. They do the same damage as normal. 3035 - "heal on afterburn" (add_burn_heals) 3036 - "crit vs bleeding players" (crit_vs_bleeding_players) 3037 - "teleporter is jump pad" (set_teleporter_mode) - Jump pads can't be upgraded, and activate as soon as they finish building. You have 2 of 'em. 3038 - "explosive bullets" (explosive_bullets) - On hitscan weapons, when a bullet hits something, it explodes. Multi-pellet weapons create huge explosions per shot. 3039 - "airblast cannot push players" (airblast_functionality_flags) 3040 - "rocket limited lifetime" (rocket_lifetime) - Projectile has a limited range before it explodes. The value is in seconds traveled before it explodes. 3041 - "crit vs wet players hidden" (crit_vs_wet_players) 3042 - "move speed bonus while cloaked" (mult_player_movespeed_cloaked) - You move faster when cloaked! 3043 - "engineer dispenser build rate multiplier" (dispenser_build_rate_multiplier) 3044 - "pda can remote deploy" (pda_remote_deploy) - When you put down a building, it stays a toolbox. You can start building it by hitting it with a Wrench, or pulling out your PDA and "building" it again. 3045 - "lose cloak on damage" (lose_cloak_on_damage) 3046 - "heal on hit vs burning" (add_onhit_addhealth_vs_burning) 3047 - "set cloak is speed" (set_weapon_mode) - You move faster when cloaked! Display text, that is. 3048 - "no damage falloff over distance" (mod_no_dmg_falloff) - A little buggy, doesnt seem super consistent in behavior, but it does do.. something. 3049 - "add condition on hit" (add_onhit_addcond) - Adds an AddCond condition to the enemy when you hit 'em. Most existing addconds are beneficial, so not too useful right now. 3050 - "minigun spindown time increased" (mult_minigun_spindown_time) 3051 - "minigun spindown time decreased" (mult_minigun_spindown_time) 3052 - "add construction on hit" (add_onhit_construction) - When hitting an enemy, your buildings will get upgrade, construction, and / or repair progress, based on how much damage you just dealt. No metal cost at all. 3053 - "copy victim on hit" (mod_onhit_copy_victim) - When hitting an enemy, you instantly switch over to their class and copy any of their equipped weapons - on the spot. [v2.0.2] 3054 - "self mark for death alt" (self_mark_for_death_alt) 3055 - "particle on melee hit" (particle_on_melee_hit) - Spawns another particle on top of the existing hit particle for the melee weapon. Best for worn-out or broken looking weapons! 3056 - "mark self on miss" (self_mark_for_death_on_miss) 3057 - "civ boost cond override" (add_civ_boost_override) - Override your boost's effect, follows the same rules as "add condition on hit" for syntax, but where a duration of "1" means it lasts as long as a normal boost! 3058 - "civ boost aura override" (add_civ_aura_override) - Same deal but for the passive aura around a Civ 3059 - "civ boost targets enemies" (add_civ_boost_enemies) - You'll only be able to "boost" enemies instead of teammates - preferably with a detrimental status effect with boost override! //-------------------------------------------------------------------------------------------- //-------------------------------------------------------------------------------------------- //------------------------------------------------------------ //------------------------------------------------------------ I won't be explaining what most of these do since I assume you can figure it out by the names. Seriously. //--WHAT WORKS - Attributes below generally work as intended-- If you're really curious, search items_game.txt from both TF2C and live TF2 to see what some of these mean if you need to! Context for where they're used helps. //------------------------------------------------------------ I'll just point out unique or interesting ones, if they crop up. Weirder ones get their own section below. //------------------------------------------------------------ 1 - "damage penalty" (mult_dmg) 2 - "damage bonus" (mult_dmg) 3 - "clip size penalty" (mult_clipsize) 4 - "clip size bonus" (mult_clipsize) 5 - "fire rate penalty" (mult_postfiredelay) 6 - "fire rate bonus" (mult_postfiredelay) 7 - "heal rate penalty" (mult_medigun_healrate) 8 - "heal rate bonus" (mult_medigun_healrate) - Only affects Mediguns, as you'd expect, but not the Shock Therapy heal. 9 - "ubercharge rate penalty" (mult_medigun_uberchargerate) - No effect on "add uber charge on hit" 10 - "ubercharge rate bonus" (mult_medigun_uberchargerate) 15 - "crit mod disabled" (mult_crit_chance) - This is actually a general-purpose critrate mult - if you set it to anything above 0, it actually does work! 16 - "heal on hit for rapidfire" (add_onhit_addhealth) 17 - "add uber charge on hit" (add_onhit_ubercharge) 18 - "medigun charge is crit boost" (set_charge_type) 20 - "crit vs burning players" (or_crit_vs_playercond) 23 - "mod flamethrower push" (set_flamethrower_push_disabled) - There's an identical attribute in name that's called "disable airblast", for some reason. 25 - "hidden secondary max ammo penalty" (mult_maxammo_secondary) 26 - "max health additive bonus" (add_maxhealth) 28 - "crit mod disabled hidden" (mult_crit_chance) - First of many. These are generally identical to their parent attributes, but the text doesn't show up. 31 - "critboost on kill" (add_onkill_critboost_time) 34 - "mult cloak meter consume rate" (mult_cloak_meter_consume_rate) 35 - "mult cloak meter regen rate" (mult_cloak_meter_regen_rate) 36 - "spread penalty" (mult_spread_scale) 37 - "hidden primary max ammo bonus" (mult_maxammo_primary) 45 - "bullets per shot bonus" (mult_bullets_per_shot) - Doesn't work on projectiles 47 - "sniper no charge" (unimplemented_mod_sniper_no_charge) - Interestingly, this works! You cannot use your alt-fire to zoom in. This DOES NOT work on other items with an alt-fire. 54 - "move speed penalty" (mult_player_movespeed) 57 - "health regen" (add_health_regen) 58 - "self dmg push force increased" (mult_dmgself_push_force) 59 - "self dmg push force decreased" (mult_dmgself_push_force) 71 - "weapon burn dmg increased" (mult_wpn_burndmg) - This stuff refers to afterburn. 72 - "weapon burn dmg reduced" (mult_wpn_burndmg) 73 - "weapon burn time increased" (mult_wpn_burntime) 74 - "weapon burn time reduced" (mult_wpn_burntime) 75 - "aiming movespeed increased" (mult_player_aiming_movespeed) - Modified speed while aiming. Revved Miniguns and Scoped Rifles count as "aiming". 76 - "maxammo primary increased" (mult_maxammo_primary) 77 - "maxammo primary reduced" (mult_maxammo_primary) 78 - "maxammo secondary increased" (mult_maxammo_secondary) 79 - "maxammo secondary reduced" (mult_maxammo_secondary) 80 - "maxammo metal increased" (mult_maxammo_metal) - This modifies your metal capacity. Unused, but it works fine. 81 - "maxammo metal reduced" (mult_maxammo_metal) 82 - "cloak consume rate increased" (mult_cloak_meter_consume_rate) 83 - "cloak consume rate decreased" (mult_cloak_meter_consume_rate) 84 - "cloak regen rate increased" (mult_cloak_meter_regen_rate) 85 - "cloak regen rate decreased" (mult_cloak_meter_regen_rate) 86 - "minigun spinup time increased" (mult_minigun_spinup_time) 87 - "minigun spinup time decreased" (mult_minigun_spinup_time) 88 - "max pipebombs increased" (add_max_pipebombs) 89 - "max pipebombs decreased" (add_max_pipebombs) 92 - "Construction rate increased" (mult_construction_value) 93 - "Construction rate decreased" (mult_construction_value) 94 - "Repair rate increased" (mult_repair_value) 95 - "Repair rate decreased" (mult_repair_value) 96 - "Reload time increased" (mult_reload_time) 97 - "Reload time decreased" (mult_reload_time) 98 - "selfdmg on hit for rapidfire" (add_onhit_addhealth) 99 - "Blast radius increased" (mult_explosion_radius) 100 - "Blast radius decreased" (mult_explosion_radius) 101 - "Projectile range increased" (mult_projectile_range) - This works for hitscan, btw. 102 - "Projectile range decreased" (mult_projectile_range) 103 - "Projectile speed increased" (mult_projectile_speed) 104 - "Projectile speed decreased" (mult_projectile_speed) 106 - "weapon spread bonus" (mult_spread_scale) 107 - "move speed bonus" (mult_player_movespeed) 110 - "heal on hit for slowfire" (add_onhit_addhealth) 111 - "selfdmg on hit for slowfire" (add_onhit_addhealth) 123 - "speed boost when active" (mult_move_speed_when_active) 125 - "max health additive penalty" (add_maxhealth) 128 - "provide on active" (provide_on_active) 129 - "health drain" (add_health_regen) 135 - "rocket jump damage reduction" (rocket_jump_dmg_reduction) 137 - "dmg bonus vs buildings" (mult_dmg_vs_buildings) 148 - "building cost reduction" (building_cost_reduction) - Technically uncapped, but the costs can go over your current max metal capacity. 149 - "bleeding duration" (bleeding_duration) 160 - "SET BONUS: quiet unstealth" (set_quiet_unstealth) - This totally mutes your uncloak. A bit OP, at least I think so. 170 - "airblast cost increased" (mult_airblast_cost) 171 - "airblast cost decreased" (mult_airblast_cost) 173 - "flame ammopersec increased" (mult_flame_ammopersec) - Modifies the drain rate of a Flamethrower. Doesn't change how much damage you do, though. It's like a fuel leak. 174 - "flame ammopersec decreased" (mult_flame_ammopersec) 177 - "deploy time increased" (mult_deploy_time) - Applies to all other weapons equipped on that class. 178 - "deploy time decreased" (mult_deploy_time) 180 - "heal on kill" (heal_on_kill) 181 - "no self blast dmg" (no_self_blast_dmg) - Rocket & Sticky Jumper 183 - "aiming movespeed decreased" (mult_player_aiming_movespeed) 199 - "switch from wep deploy time decreased" (mult_switch_from_wep_deploy_time) 202 - "charge time increased" (mod_charge_time) - No text, but modifies Ubercharge time. 207 - "blast dmg to self increased" (blast_dmg_to_self) 208 - "Set DamageType Ignite" (set_dmgtype_ignite) 221 - "mult decloak rate" (mult_decloak_rate) - No text, but modifies how long it takes for you to become visible after decloaking. 238 - "minigun no spin sounds" (minigun_no_spin_sounds) - Gets rid of both the spin and unrev sound, if the Minigun had those. You can also just set those sounds to... silence. Manually. Either-or. 241 - "reload time increased hidden" (mult_reload_time_hidden) 253 - "mult cloak rate" (mult_cloak_rate) 256 - "mult airblast refire time" (mult_airblast_refire_time) - Resembles that glitch you can do on the Commentary Maps at low values. Also drains your ammo at lightning speed unless you lower the consumption. 259 - "boots falling stomp" (boots_falling_stomp) - The Mantreads are, surprisingly, coded in almost perfectly. Guess they scrapped it! 260 - "deflection size multiplier" (deflection_size_multiplier) - No text, but this increases or decreases your Airblast's effective range. 263 - "melee bounds multiplier" (melee_bounds_multiplier) - These two are used to increase your melee range. They always appear together, so hard to say what they do individually. 264 - "melee range multiplier" (melee_range_multiplier) 278 - "effect bar recharge rate increased" (effectbar_recharge_rate) - No text, but this DOES work. The only item I'm aware of that is affected is the MIRV currently, though. 279 - "maxammo grenades1 increased" (mult_maxammo_grenades1) - Certain weapons use "Grenades1" as an ammo type - such as the MIRV and the Shock Therapy. 280 - "override projectile type" (override_projectile_type) - Change your projectiles to something else! Works for most conventional projectiles, as well as to-and-from bullets (which is "1") 286 - "engy building health bonus" (mult_engy_building_health) 289 - "centerfire projectile" (centerfire_projectile) - Works for everything I've tested it with, not just rockets 298 - "mod ammo per shot" (mod_ammo_per_shot) - Changes your "ammo efficiency" - how much each shot decrements your ammo counter. -1 in conjuncton with "mod max primary clip override" allows for a functionally infinite clip (with no reloading to boot) 303 - "mod max primary clip override" (mod_max_primary_clip_override) - Changes how much ammo is loaded in your clip by force. You can set this to -1 to have your weapon operate solely on its reserves (it DOESN'T reload!) 314 - "uber duration bonus" (add_uber_time) - No text 318 - "faster reload rate" (fast_reload) 328 - "disable fancy class select anim" (disable_fancy_class_select_anim) 345 - "engy dispenser radius increased" (mult_dispenser_radius) 348 - "fire rate penalty hidden" (mult_postfiredelay) 350 - "ragdolls become ash" (ragdolls_become_ash) 353 - "cannot pick up buildings" (cannot_pick_up_buildings) 356 - "airblast disabled" (airblast_disabled) 378 - "sniper aiming movespeed decreased" (mult_player_aiming_movespeed) 394 - "fire rate bonus hidden" (mult_postfiredelay) 396 - "melee attack rate bonus" (mult_postfiredelay) - Just a text difference for the same firing speed attribute. 400 - "cannot pick up intelligence" (cannot_pick_up_intelligence) 408 - "crit vs non burning players" (or_crit_vs_not_playercond) 412 - "dmg taken increased" (mult_dmgtaken) - DMG VULNERABILITY THAT WORKS! 414 - "self mark for death" (self_mark_for_death) - Seems to be conditional. Melee only? 421 - "no primary ammo from dispensers while active" (no_primary_ammo_from_dispensers) 424 - "clip size penalty hidden" (mult_clipsize) 428 - "sapper health bonus" (mult_sapper_health) 429 - "sapper health penalty" (mult_sapper_health) 438 - "crit vs wet players" (crit_vs_wet_players) 442 - "major move speed bonus" (mult_player_movespeed) 464 - "engineer sentry build rate multiplier" (sentry_build_rate_multiplier) 465 - "engineer teleporter build rate multiplier" (teleporter_build_rate_multiplier) 475 - "Projectile speed increased hidden" (mult_projectile_speed) 476 - "damage bonus hidden" (mult_dmg) 489 - "SET BONUS: move speed set bonus" (mult_player_movespeed) 490 - "SET BONUS: health regen set bonus" (add_health_regen) 517 - "SET BONUS: max health additive bonus" (add_maxhealth) 547 - "single wep deploy time decreased" (mult_single_wep_deploy_time) 551 - "special taunt" (special_taunt) - If a weapon has a taunt that SHOULD NOT be cancelled by say, Thriller or April Fool's Laugh, put this on it. Applicable for stuff that taunt-kills and consumables 614 - "no metal from dispensers while active" (no_metal_from_dispensers_while_active) 643 - "rocket jump damage reduction hidden" (rocket_jump_dmg_reduction) 670 - "stickybomb charge rate" (stickybomb_charge_rate) 674 - "class select override vcd" (class_select_override_vcd) - Force the class to play a different ".vcd" animation on the Class Select screen. Useful. 675 - "custom projectile model" (custom_projectile_model) - Set a custom model for the projectile - if it supports it. Rockets, Pipes, Stickies, and Tranq Darts fit this bill, currently! 732 - "metal_pickup_decreased" (mult_metal_pickup) 739 - "ubercharge overheal rate penalty" (mult_medigun_overheal_uberchargerate) - If the patient is overhealed, modify the ubercharge gain rate! Presumably nuking it into the ground. 740 - "reduced_healing_from_medics" (mult_healing_from_medics) 772 - "single wep holster time increased" (mult_switch_from_wep_deploy_time) - "Technically" works - but behaves like deploy time instead. Modifies speed of switching to the weapon - but not from. 773 - "single wep deploy time increased" (mult_single_wep_deploy_time) 774 - "charge time decreased" (mod_charge_time) 775 - "dmg penalty vs buildings" (mult_dmg_vs_buildings) 790 - "mod teleporter cost" (mod_teleporter_cost) - No text. 795 - "damage bonus vs burning" (mult_dmg_vs_burning) 796 - "min_viewmodel_offset" (min_viewmodel_offset) - Used for "tf_use_min_viewmodels 1" 797 - "dmg pierces resists absorbs" (mod_pierce_resists_absorbs) - Civilian's defensive aura counts as a "resist" for the purposes of this attribute. 1000 - "CARD: damage bonus" (mult_dmg) 1002 - "CARD: move speed bonus" (mult_player_movespeed) 1003 - "CARD: health regen" (add_health_regen) 2029 - "allowed in medieval mode" (allowed_in_medieval_mode) 2043 - "upgrade rate decrease" (upgrade_rate_mod) 2058 - "meter_label" - Seems to be used for a few select weapons with meters - like the Sandvich. Unclear how to get it to work for anything nonstock, though. 2062 - "airblast cost scale hidden" (mult_airblast_cost) //-------------------------------------------------------------------------------------------- //-------------------------------------------------------------------------------------------- //----------------------------------------------------------------------------------------------------- //----------------------------------------------------------------------------------------------------- //--WHAT'S WEIRD - Attributes below are special cases; generally half-functional or unique attributes-- //----------------------------------------------------------------------------------------------------- //----------------------------------------------------------------------------------------------------- 43 - "scattergun no reload single" (set_scattergun_no_reload_single) - This behaves a bit strangely. It works, but if it's on a weapon that usually reloads multiple shells, it'll reload the entire clip in the time it takes for ONE shell reload. 56 - "jarate description" (desc_jarate_description) - This is just illustrating that they do technically "work" as intended. This does nothing on its own beside text. 116 - "mod soldier buff type" (set_buff_type) - I can't test this. It probably doesn't work. It seems to be used for several non-Soldier weapons in live, though, so that's interesting. 144 - "lunchbox adds minicrits" (set_weapon_mode) - Seems to be used as a global "weapon mode" attribute. It has nothing to do with a Heavy Sandvich anymore. It works on certain weapons. 231 - "medigun charge is megaheal" (set_charge_type) - This attribute class is "set_charge_type", and it's only barely coded in when set to "2" (Quick Fix's). All it does is remove sound, and make it so that neither you nor the patient are invincible. 243 - "mod rage on hit penalty" (rage_on_hit) - I can't say confidently if any of these 3 would work or not. There's nothing that uses "rage" in TF2C. Keep an eye on these. 244 - "mod rage on hit bonus" (rage_on_hit) 245 - "mod rage damage boost" (rage_damage) 301 - "mod use metal ammo type" (mod_use_metal_ammo_type) - Extremely jank. It DOES switch your ammo type, but it's invisible on non-engi and changes your max metal capacity (unmodified) in odd ways per class. 319 - "increase buff duration" (mod_buff_duration) - Probably would work if they add anything that uses a "buff". It doesn't do anything for Civilian's Mini-crit buff. 357 - "increase buff duration hidden" (mod_buff_duration) 469 - "engineer building teleporting pickup" (building_teleporting_pickup) - Rescue Ranger's long-range pickup is the only surviving attribute from it. It works perfectly well, however! 473 - "medigun charge is resists" (set_charge_type) - Same deal as the Quick Fix. 781 - "is_a_sword" (is_a_sword) - Well, is it? In seriousness, this extends your melee range by some variable amount of hammer units, I think... //-------------------------------------------------------------------------------------------- //-------------------------------------------------------------------------------------------- //---------------------------------------------------- This is just a quick section before the attributes that all don't work to talk about a hacky way to "hide" attributes that *do* work, but that don't natively come with a DISPLAY ONLY variant. //---------------------------------------------------- In very shortest terms, an attribute entry has three parts - a "name", an "attribute_class", and a "description_format". And basically, //--[ADVANCED] | "Hiding" or "Disabling" Attributes -- You can switch the "name" and / or "attribute_class" of attributes that have the -same- "description_format", and it'll work fine. //---------------------------------------------------- "name" controls the description you want to show up, while "attribute_class" controls the actual function of the attrib. //---------------------------------------------------- As you can imagine - this can let us display a description from an entirely different attribute, but have the function of something completely different! //---------------------------------------------- //-- "value_is_additive" General Replacements -- These are just some attributes that fit the bill that are unlikely to change / get added. Any "value_is_additive" attribute will work - just use caution! //---------------------------------------------- 454 - "strange restriction type 1" (strange_restriction_type_1) 455 - "strange restriction value 1" (strange_restriction_value_1) 456 - "strange restriction type 2" (strange_restriction_type_2) 457 - "strange restriction value 2" (strange_restriction_value_2) 496 - "strange restriction type 3" (strange_restriction_type_3) 497 - "strange restriction value 3" (strange_restriction_value_3) //------------------------------------------------ //-- "value_is_percentage" General Replacements -- None of these should have any text by default as a description, and no effect in TF2C as it is. Therefore, they're just dummy entries that we use for splicing. //------------------------------------------------ 620 - "torso scale" (torso_scale) 699 - "hand scale" (hand_scale) 724 - "weapon_stattrak_module_scale" (weapon_stattrak_module_scale) 2048 - "voice pitch scale" (voice_pitch_scale) //--------------------------------------------------------- //-- "value_is_inverted_percentage" General Replacements -- //--------------------------------------------------------- 548 - "halloween reload time decreased" (hwn_mult_reload_time) 549 - "halloween fire rate bonus" (hwn_mult_postfiredelay) 874 - "mult_item_meter_charge_rate" (mult_item_meter_charge_rate) EXAMPLE: //---// "attributes" { "Set DamageType Ignite" { "attribute_class" "set_dmgtype_ignite" "value" "1" } } //---// Say you've got this attribute, "Set DamageType Ignite". It's an attribute that lights people on fire if you damage them with that weapon. But say you wanna HIDE it. Maybe fire isn't that important and it's a little funny bonus? And obviously, no "hidden" or "display only" variant exists for this one. Shoot. Adding an entirely new attribute just for this seems annoying and needs a lot of upkeep update-to-update. Hm. Any other way to do this? Here's what it looks like, below. It's got a "name" field that's filled out, "Set DamageType Ignite" - which corresponds with the description, as well as an "attribute class", "set_dmgtype_ignite" - which is the actual light-people-on-fire bit. //---// "208" { "name" "Set DamageType Ignite" "attribute_class" "set_dmgtype_ignite" "description_string" "#Attrib_SetDamageType_Ignite" "description_format" "value_is_additive" "hidden" "0" "effect_type" "positive" "stored_as_integer" "0" } //---// If you wanted to HIDE this attribute, check up what the attribute looks like in items_game.txt, in the bottom-most section. Check what description_format it is. See here? It's a "value_is_additive" type. Easy enough. Go back to your weapon attribute, then check this out; //---// "attributes" { "strange restriction type 1" { "attribute_class" "set_dmgtype_ignite" "value" "1" } } //---// What just happened? Remember what I told you. If the two attributes share the same description_format - then you can interchange the "name" and "attribute_class" and things will still work. What's going on here, then? The name changed to "strange restriction type 1" - this attribute doesn't have any text associated with it. So what happens? It doesn't show up on your weapon. But the function is still there! Notice how we didn't change the attribute_class? It's still "set_dmgtype_ignite", and it's still set to 1. Even if the text is gone - go shoot someone. You'll suddenly find that, indeed, the enemy lights on fire - but the weapon doesn't say anything text-wise about the weapon's newfound incendiary nature! Alright, rant's over, time for all the attribute stuff that's nonfunctional! //-------------------------------------------------------------------------------------------- //-------------------------------------------------------------------------------------------- //-------------------------------------------------------------------------------------------- //-------------------------------------------------------------------------------------------- Most of these have no level of functionality, or are completely missing anything to use them on (like hats or certain weapon types) //--WHAT DOESN'T WORK - Attributes below generally are either missing or don't have any code-- Many, however, do appear on your weapon as a string describing what it does, but any functionality associated is largely absent. //-------------------------------------------------------------------------------------------- However, several have "working" workarounds above, and you can use a lot of these as flavor text (with caution for future updates) //-------------------------------------------------------------------------------------------- 11 - "overheal bonus" (mult_medigun_overheal_amount) 12 - "overheal decay penalty" (mult_medigun_overheal_decay) 13 - "overheal decay bonus" (mult_medigun_overheal_decay) 14 - "overheal decay disabled" (mult_medigun_overheal_decay) 19 - "tmp dmgbuff on hit" (addperc_ondmgdone_tmpbuff) 21 - "dmg penalty vs nonburning" (mult_dmg_vs_nonburning) 22 - "no crit vs nonburning" (set_nocrit_vs_nonburning) 24 - "mod flamethrower back crit" (set_flamethrower_back_crit) 27 - "alt-fire disabled" (unimplemented_altfire_disabled) 30 - "fists have radial buff" (set_weapon_mode) - The Attribute Class is just set_weapon_mode - and that's used and works, albeit for the "lunchbox adds minicrits" attribute, generally. 32 - "slow enemy on hit" (mult_onhit_enemyspeed) - Weird considering TF2C has some slowing effects, but sure. 33 - "set cloak is feign death" (set_weapon_mode) 38 - "mod bat launches balls" (set_weapon_mode) 39 - "dmg penalty vs nonstunned" (unimplemented_mod_dmg_vs_nonstunned) - This can't be tested in TF2C - no stunning effects exist yet. However, based on the attr class-name, it most likely has no effect. 40 - "zoom speed mod disabled" (unimplemented_mod_zoom_speed_disabled) - Speed boost while scoped. Can be replicated by changing "aiming move speed" to a higher value. Revved Miniguns and Scoped Rifles count as "aiming". 41 - "sniper charge per sec" (mult_sniper_charge_per_sec) 42 - "sniper no headshots" (set_weapon_mode) 44 - "scattergun has knockback" (set_scattergun_has_knockback) - I was led to believe before the knockback was partially coded in - but it was just some jankiness with bullet knockback. None of this works. 46 - "sniper zoom penalty" (mult_zoom_fov) - Could try using the TF2C attribute "soft zoom" to widen your FOV 48 - "set cloak is movement based" (set_weapon_mode) 49 - "no double jump" (set_scout_doublejump_disabled) 50 - "absorb damage while cloaked" (unimplemented_absorb_dmg_while_cloaked) 51 - "revolver use hit locations" (set_weapon_mode) 52 - "backstab shield" (set_blockbackstab_once) 53 - "fire retardant" (set_fire_retardant) 55 - "obsolete ammo penalty" 60 - "dmg taken from fire reduced" (mult_dmgtaken_from_fire) - None of the damage vulnerabilities seem to currently do anything. Weird, but OK. 61 - "dmg taken from fire increased" (mult_dmgtaken_from_fire) 62 - "dmg taken from crit reduced" (mult_dmgtaken_from_crit) 63 - "dmg taken from crit increased" (mult_dmgtaken_from_crit) 64 - "dmg taken from blast reduced" (mult_dmgtaken_from_explosions) 65 - "dmg taken from blast increased" (mult_dmgtaken_from_explosions) 66 - "dmg taken from bullets reduced" (mult_dmgtaken_from_bullets) 67 - "dmg taken from bullets increased" (mult_dmgtaken_from_bullets) 68 - "increase player capture value" (add_player_capturevalue) 69 - "health from healers reduced" (mult_health_fromhealers) 70 - "health from healers increased" (mult_health_fromhealers) 90 - "SRifle Charge rate increased" (mult_sniper_charge_per_sec) 91 - "SRifle Charge rate decreased" (mult_sniper_charge_per_sec) 105 - "overheal penalty" (mult_medigun_overheal_amount) 108 - "health from packs increased" (mult_health_frompacks) 109 - "health from packs decreased" (mult_health_frompacks) 112 - "ammo regen" (addperc_ammo_regen) 113 - "metal regen" (add_metal_regen) 114 - "mod mini-crit airborne" (mini_crit_airborne) - EXTREMELY hard to test alone, but it doesn't work. 115 - "mod shovel damage boost" (set_weapon_mode) 117 - "dmg falloff increased" (mult_dmg_falloff) 118 - "dmg falloff decreased" (mult_dmg_falloff) 119 - "sticky detonate mode" (set_detonate_mode) 120 - "sticky arm time penalty" (sticky_arm_time) 121 - "stickies detonate stickies" (stickies_detonate_stickies) 122 - "mod demo buff type" (set_buff_type) 124 - "mod wrench builds minisentry" (wrench_builds_minisentry) 126 - "sticky arm time bonus" (sticky_arm_time) 127 - "sticky air burst mode" (set_detonate_mode) 138 - "dmg penalty vs players" (mult_dmg_vs_players) 130 - "medic regen bonus" (medic_regen) - No effect. Use "health regen" or "health drain" instead to get the desired healing buff or debuff. 131 - "medic regen penalty" (medic_regen) 136 - "mod sentry killed revenge" (sentry_killed_revenge) 139 - "lunchbox adds maxhealth bonus" (set_weapon_mode) 140 - "hidden maxhealth non buffed" (add_maxhealth_nonbuffed) 146 - "damage applies to sappers" (set_dmg_apply_to_sapper) - Doesn't work. A workaround is to turn a melee into a Wrench and nerf its Repair and Upgrade Rate into the ground. 152 - "custom texture lo" (custom_texture_lo) - This probably requires a connection to Steam servers directly. Doubt it could ever work in TF2C. 154 - "disguise on backstab" (set_disguise_on_backstab) 155 - "cannot disguise" (set_cannot_disguise) 156 - "silent killer" (set_silent_killer) 157 - "disguise speed penalty" (disguise_speed_penalty) 158 - "add cloak on kill" (add_cloak_on_kill) 166 - "add cloak on hit" (add_cloak_on_hit) 159 - "SET BONUS: cloak blink time penalty" (cloak_blink_time_penalty) 161 - "flame size penalty" (mult_flame_size) 162 - "flame size bonus" (mult_flame_size) 163 - "flame life penalty" (mult_flame_life) 164 - "flame life bonus" (mult_flame_life) 165 - "charged airblast" (set_charged_airblast) 167 - "disguise damage reduction" (disguise_damage_reduction) 168 - "disguise no burn" (disguise_no_burn) 169 - "SET BONUS: dmg from sentry reduced" (dmg_from_sentry_reduced) 175 - "jarate duration" (jarate_duration) - Untestable, but you can sorta do similar things with "addcond on hit" 176 - "SET BONUS: no death from headshots" 179 - "minicrits become crits" (minicrits_become_crits) 182 - "slow enemy on hit major" (mult_onhit_enemyspeed_major) 188 - "preserve ubercharge" (preserve_ubercharge) 190 - "active health regen" (active_item_health_regen) 191 - "active health degen" (active_item_health_regen) 200 - "enables aoe heal" (enables_aoe_heal) 201 - "gesture speed increase" (mult_gesture_time) 203 - "drop health pack on kill" (drop_health_pack_on_kill) 204 - "hit self on miss" (hit_self_on_miss) - This is GREAT flavor text, since it doesn't work in-game at all currently. 205 - "dmg from ranged reduced" (dmg_from_ranged) 206 - "dmg from melee increased" (dmg_from_melee) 209 - "minicrit vs burning player" (or_minicrit_vs_playercond_burning) 215 - "apply z velocity on damage" 216 - "apply look velocity on damage" 217 - "sanguisuge" (sanguisuge) - Kunai's backstab lifesteal 218 - "mark for death" (mark_for_death) - Non-functional, but you can do something identical with "addcond on hit" and the Marked for Death attribute. 219 - "decapitate type" (decapitate_type) - So, no head? 220 - "restore health on kill" (restore_health_on_kill) 222 - "mult sniper charge after bodyshot" (mult_sniper_charge_after_bodyshot) 223 - "mult sniper charge after miss" (mult_sniper_charge_after_miss) 224 - "dmg bonus while half dead" (mult_dmg_bonus_while_half_dead) 225 - "dmg penalty while half alive" (mult_dmg_penalty_while_half_alive) 226 - "honorbound" (honorbound) 227 - "custom texture hi" (custom_texture_hi) 230 - "mod medic killed revenge" (medic_killed_revenge) - These are insanely difficult to test, but I did one and it didn't seem like it worked. Not surprised. 232 - "mod medic killed minicrit boost" (medic_killed_minicrit_boost) 233 - "mod medic healed damage bonus" (medic_healed_damage_bonus) 234 - "mod medic healed deploy time penalty" (mod_medic_healed_deploy_time) 235 - "mod shovel speed boost" (set_weapon_mode) 236 - "mod weapon blocks healing" (weapon_blocks_healing) 237 - "mult sniper charge after headshot" (mult_sniper_charge_after_headshot) 239 - "ubercharge rate bonus for healer" (mult_uberchargerate_for_healer) 240 - "reload time decreased while healed" (mult_reload_time_while_healed) 242 - "mod medic killed marked for death" (medic_killed_marked_for_death) 246 - "mult charge turn control" (charge_turn_control) 247 - "no charge impact range" (no_charge_impact_range) 248 - "charge impact damage increased" (charge_impact_damage) 249 - "charge recharge rate increased" (charge_recharge_rate) 250 - "air dash count" (air_dash_count) 251 - "speed buff ally" (speed_buff_ally) - I think some speed-boosting effects exist in TF2C. Odd. 252 - "damage force reduction" (damage_force_reduction) 255 - "airblast pushback scale" (airblast_pushback_scale) 257 - "airblast vertical pushback scale" (airblast_vertical_pushback_scale) 258 - "ammo becomes health" (ammo_becomes_health) 265 - "mod mini-crit airborne deploy" (mini_crit_airborne_deploy) 266 - "projectile penetration" (projectile_penetration) 267 - "mod crit while airborne" (crit_while_airborne) - No Market Gardening for ya! 268 - "mult sniper charge penalty DISPLAY ONLY" (mult_sniper_charge_base_dummy) - It DOES say it's text-only. 269 - "mod see enemy health" (see_enemy_health) 270 - "powerup max charges" (powerup_max_charges) - There's no equivalent item in TF2C, so doubtless these are unused and unworking. Can't test. 271 - "powerup charges" (powerup_charges) 272 - "powerup duration" (powerup_duration) 273 - "critboost" (critboost) - These are for the canteen, they don't do anything beside show text. 274 - "ubercharge" (ubercharge) 275 - "cancel falling damage" (cancel_falling_damage) 276 - "bidirectional teleport" (bidirectional_teleport) 277 - "multiple sentries" (multiple_sentries) 281 - "energy weapon no ammo" (energy_weapon_no_ammo) - You can replicate this by increasing ammo efficiency (no ammo spent while shooting) or making your reserve ammo nearly impossible to drain conventionally (999) 282 - "energy weapon charged shot" (energy_weapon_charged_shot) 283 - "energy weapon penetration" (energy_weapon_penetration) 284 - "energy weapon no hurt building" (energy_weapon_no_hurt_building) - Just use something like "damage penalty vs buildings" for this! 285 - "energy weapon no deflect" (energy_weapon_no_deflect) 287 - "engy sentry damage bonus" (mult_engy_sentry_damage) 288 - "no crit boost" (no_crit_boost) 295 - "has pipboy build interface" (set_custom_buildmenu) 296 - "sapper kills collect crits" (sapper_kills_collect_crits) 297 - "sniper only fire zoomed" (sniper_only_fire_zoomed) 299 - "add onhit addammo" (add_onhit_addammo) 300 - "electrical airblast DISPLAY ONLY" (electrical_airblast_DISPLAY_ONLY) 304 - "sniper full charge damage bonus" (sniper_full_charge_damage_bonus) 305 - "sniper fires tracer" (sniper_fires_tracer) 306 - "sniper no headshot without full charge" (sniper_no_headshot_without_full_charge) 307 - "mod no reload DISPLAY ONLY" (mod_no_reload_display_only) - Display only. Discussed above how you can get no-reloading to work. 308 - "sniper penetrate players when charged" (sniper_penetrate_players_when_charged) 309 - "crit kill will gib" (crit_kill_will_gib) 310 - "recall" (recall) - Could use this as cheeky text for something that just bloody kills you! 312 - "disable weapon hiding for animations" (disable_weapon_hiding_for_animations) - Supposed to keep the weapon visible while you do stuff like taunt..? 313 - "applies snare effect" (applies_snare_effect) - I don't know what this does, but I'd assume it was similar to "add tranq on hit" - a new TF2C attribute. 315 - "refill_ammo" (refill_ammo) 320 - "robo sapper" (robo_sapper) 321 - "build rate bonus" (mod_build_rate) - Doesn't work by itself, but the individual build rate multipliers for each building work. 323 - "attack projectiles" (attack_projectiles) 324 - "accuracy scales damage" (accuracy_scales_damage) 326 - "increased jump height" (mod_jump_height) 327 - "building instant upgrade" (building_instant_upgrade) 329 - "airblast vulnerability multiplier" (airblast_vulnerability_multiplier) 330 - "override footstep sound set" (override_footstep_sound_set) 331 - "spawn with physics toy" (spawn_with_physics_toy) 332 - "fish damage override" (fish_damage_override) - This is probably supposed to toggle between FISH KILL! and ARM KILL! 333 - "SET BONUS: special dsp" (special_dsp) - Doesn't.. seem to work? My ears aren't what they used to be. 334 - "bombinomicon effect on death" (bombinomicon_effect_on_death) 335 - "clip size bonus upgrade" (mult_clipsize_upgrade) - Just use "clip size bonus", this doesn't work. 336 - "hide enemy health" (hide_enemy_health) 337 - "subtract victim medigun charge on hit" (subtract_victim_medigun_charge_onhit) 338 - "subtract victim cloak on hit" (subtract_victim_cloak_on_hit) 339 - "reveal cloaked victim on hit" (reveal_cloaked_victim_on_hit) - I mean, that's sorta how it works, no? Use it as flavor text, maybe. 340 - "reveal disguised victim on hit" (reveal_disguised_victim_on_hit) 341 - "jarate backstabber" (jarate_backstabber) 343 - "engy sentry fire rate increased" (mult_sentry_firerate) 344 - "engy sentry radius increased" (mult_sentry_range) 346 - "mod bat launches ornaments" (set_weapon_mode) 347 - "freeze backstab victim" (freeze_backstab_victim) 349 - "energy weapon no drain" (energy_weapon_no_drain) 351 - "engy disposable sentries" (engy_disposable_sentries) 352 - "alt fire teleport to spawn" (alt_fire_teleport_to_spawn) 354 - "stun enemies wielding same weapon" (stun_enemies_wielding_same_weapon) 355 - "mod ammo per shot missed DISPLAY ONLY" (mod_ammo_per_shot_missed_DISPLAY_ONLY) 358 - "crit forces victim to laugh" (crit_forces_victim_to_laugh) 359 - "melts in fire" (melts_in_fire) 360 - "damage all connected" (damage_all_connected) 361 - "become fireproof on hit by fire" (become_fireproof_on_hit_by_fire) 362 - "crit from behind" (crit_from_behind) 363 - "crit does no damage" (crit_does_no_damage) 364 - "add jingle to footsteps" (add_jingle_to_footsteps) 365 - "set icicle knife mode" (set_weapon_mode) 366 - "mod stun waist high airborne" (stun_waist_high_airborne) 367 - "extinguish earns revenge crits" (extinguish_revenge) 368 - "burn damage earns rage" (burn_damage_earns_rage) 369 - "tickle enemies wielding same weapon" (tickle_enemies_wielding_same_weapon) 371 - "cosmetic taunt sound" (cosmetic_taunt_sound) 375 - "generate rage on damage" (generate_rage_on_dmg) - Minigun knockback 376 - "aiming no flinch" (aiming_no_flinch) 377 - "aiming knockback resistance" (mult_aiming_knockback_resistance) 387 - "rage on kill" (rage_on_kill) - Not as funny as it sounds. It's the Hitman's Heatmaker's attrib. 389 - "shot penetrate all players" (shot_penetrate_all_players) 390 - "headshot damage increase" (headshot_damage_modify) 392 - "damage penalty on bodyshot" (bodyshot_damage_modify) 393 - "sniper rage DISPLAY ONLY" (sniper_rage_DISPLAY_ONLY) 395 - "explosive sniper shot" (explosive_sniper_shot) 397 - "projectile penetration heavy" (projectile_penetration) 398 - "rage on assists" (rage_on_assists) 399 - "armor piercing" (armor_piercing) 402 - "cannot be backstabbed" (cannot_be_backstabbed) 404 - "share consumable with patient" (share_consumable_with_patient) 405 - "airblast vertical vulnerability multiplier" (airblast_vertical_vulnerability_multiplier) 407 - "crit vs disguised players" (or_crit_vs_playercond) 409 - "kill forces attacker to laugh" (kill_forces_attacker_to_laugh) 410 - "damage bonus while disguised" (mult_dmg_disguised) 411 - "projectile spread angle penalty" (projectile_spread_angle) 413 - "auto fires full clip" (auto_fires_full_clip) 416 - "mod flaregun fires pellets with knockback" (set_weapon_mode) 417 - "can overload" (can_overload) 418 - "boost on damage" (boost_on_damage) 419 - "hype resets on jump" (hype_resets_on_jump) 425 - "sapper damage bonus" (mult_sapper_damage) - Might work eventually. 426 - "sapper damage penalty" (mult_sapper_damage) 427 - "sapper damage leaches health" (sapper_damage_leaches_health) 430 - "ring of fire while aiming" (ring_of_fire_while_aiming) 431 - "uses ammo while aiming" (uses_ammo_while_aiming) 433 - "sapper degenerates buildings" (sapper_degenerates_buildings) 434 - "sapper damage penalty hidden" (mult_sapper_damage) 435 - "cleaver description" (desc_cleaver_description) - You can add the "bleeding duration" effect to simulate the bleed of the Cleaver, at least. 436 - "ragdolls plasma effect" (ragdolls_plasma_effect) 437 - "crit vs stunned players" (or_crit_vs_playercond) 440 - "clip size upgrade atomic" (mult_clipsize_upgrade_atomic) 441 - "auto fires full clip all at once" (auto_fires_full_clip_all_at_once) 443 - "major increased jump height" (mod_jump_height) 448 - "player skin override" (player_skin_override) 466 - "grenade launcher mortar mode" (grenade_launcher_mortar_mode) 467 - "grenade not explode on impact" (grenade_not_explode_on_impact) 470 - "grenade damage reduction on world contact" (grenade_damage_reduction_on_world_contact) 471 - "engineer rage on dmg" (generate_rage_on_dmg) 472 - "mark for death on building pickup" (mark_for_death_on_building_pickup) 474 - "arrow heals buildings" (arrow_heals_buildings) 477 - "cannonball push back" (cannonball_push_back) 478 - "rage giving scale" (rage_giving_scale) 479 - "overheal fill rate reduced" (overheal_fill_rate) 481 - "canteen specialist" (canteen_specialist) 482 - "overheal expert" (overheal_expert) 484 - "mad milk syringes" (mad_milk_syringes) 488 - "rocket specialist" (rocket_specialist) 491 - "SET BONUS: dmg taken from crit reduced set bonus" (mult_dmgtaken_from_crit) 492 - "SET BONUS: dmg taken from fire reduced set bonus" (mult_dmgtaken_from_fire) 493 - "healing mastery" (healing_mastery) 499 - "generate rage on heal" (generate_rage_on_heal) 503 - "medigun bullet resist passive" (medigun_bullet_resist_passive) - Vaccinator is a pretty late addition, so no surprise it's nonfunctional. 504 - "medigun blast resist passive" (medigun_blast_resist_passive) 505 - "medigun fire resist passive" (medigun_fire_resist_passive) 506 - "medigun bullet resist deployed" (medigun_bullet_resist_deployed) 507 - "medigun blast resist deployed" (medigun_blast_resist_deployed) 508 - "medigun fire resist deployed" (medigun_fire_resist_deployed) 509 - "medigun crit bullet percent bar deplete" (medigun_crit_bullet_percent_bar_deplete) 510 - "medigun crit blast percent bar deplete" (medigun_crit_blast_percent_bar_deplete) 511 - "medigun crit fire percent bar deplete" (medigun_crit_fire_percent_bar_deplete) 512 - "throwable fire speed" (throwable_fire_speed) - I'm not entirely sure what these are for, but I assume they're the SF13 halloween spells. The MIRV uses the normal attributes, so ignore these. 513 - "throwable damage" (throwable_damage) 514 - "throwable healing" (throwable_healing) 515 - "throwable particle trail only" (throwable_particle_trail_only) 516 - "SET BONUS: dmg taken from bullets increased" (mult_dmgtaken_from_bullets) 518 - "scattergun knockback mult" (scattergun_knockback_mult) 521 - "use large smoke explosion" (use_large_smoke_explosion) 522 - "damage causes airblast" (damage_causes_airblast) 524 - "increased jump height from weapon" (mod_jump_height_from_weapon) 525 - "damage force increase" (damage_force_reduction) 526 - "healing received bonus" (mult_healing_received) 527 - "afterburn immunity" (afterburn_immunity) 532 - "hype decays over time" (hype_decays_over_time) 533 - "SET BONUS: custom taunt particle attr" (custom_taunt_particle_attr) 534 - "airblast vulnerability multiplier hidden" (airblast_vulnerability_multiplier) 535 - "damage force increase hidden" (damage_force_reduction) 536 - "damage force increase text" (damage_force_reduction) 537 - "SET BONUS: calling card on kill" (calling_card_on_kill) 539 - "set throwable type" (set_throwable_type) 540 - "add head on hit" (add_head_on_hit) 548 - "halloween reload time decreased" (hwn_mult_reload_time) 549 - "halloween fire rate bonus" (hwn_mult_postfiredelay) 550 - "halloween increased jump height" (mod_jump_height) 554 - "revive" (revive) Revive" 556 - "taunt attack name" (taunt_attack_name) - Seems to be used to summon certain particle effects at a certain time during an Action Taunt..? 557 - "taunt attack time" (taunt_attack_time) 600 - "taunt force move forward" (taunt_force_move_forward) - Conga, conga, conga! 602 - "taunt mimic" (taunt_mimic) 606 - "taunt success sound" (taunt_success_sound) 607 - "taunt success sound offset" (taunt_success_sound_offset) 608 - "taunt success sound loop" (taunt_success_sound_loop) 609 - "taunt success sound loop offset" (taunt_success_sound_loop_offset) 610 - "increased air control" (mod_air_control) - I don't really notice a difference? Both Soldier and Demo already have an incredible amount of air control if they know how to strafe. 612 - "rocket launch impulse" (mod_rocket_launch_impulse) 613 - "minicritboost on kill" (add_onkill_minicritboost_time) 615 - "projectile entity name" (projectile_entity_name) 616 - "is throwable primable" (is_throwable_primable) 617 - "throwable detonation time" (throwable_detonation_time) 618 - "throwable recharge time" (throwable_recharge_time) 619 - "closerange backattack minicrits" (closerange_backattack_minicrits) 621 - "rocketjump attackrate bonus" (rocketjump_attackrate_bonus) 622 - "is throwable chargeable" (is_throwable_chargeable) 630 - "back headshot" (back_headshot) 632 - "rj air bombardment" (rj_air_bombardment) 633 - "projectile particle name" (projectile_particle_name) 634 - "air jump on attack" (air_jump_on_attack) 636 - "sniper crit no scope" (sniper_crit_no_scope) - You could probably recreate the Classic with a Huntsman-based hybrid (Huntsman that shoots bullets?) 637 - "sniper independent zoom DISPLAY ONLY" (sniper_independent_zoom_DISPLAY_ONLY) 638 - "axtinguisher properties" (axtinguisher_properties) 639 - "full charge turn control" (charge_turn_control) 640 - "parachute attribute" (parachute_attribute) 641 - "taunt force weapon slot" (taunt_force_weapon_slot) 642 - "mini rockets" (mini_rockets) 644 - "clipsize increase on kill" (clipsize_increase_on_kill) 645 - "breadgloves properties" (breadgloves_properties) 646 - "taunt turn speed" (taunt_turn_speed) 647 - "sniper fires tracer hidden" (sniper_fires_tracer_hidden) 651 - "fire rate bonus with reduced health" (mult_postfiredelay_with_reduced_health) 669 - "stickybomb fizzle time" (stickybomb_fizzle_time) 671 - "grenade no bounce" (grenade_no_bounce) - I don't know if this does anything, tempted to say half the reason for this attribute was to describe how the Iron Bomber's grenades don't really do either of those inherently. 676 - "lose demo charge on damage when charging" (lose_demo_charge_on_damage_when_charging) 681 - "grenade no spin" (grenade_no_spin) 684 - "grenade detonation damage penalty" (grenade_detonation_damage_penalty) 687 - "taunt turn acceleration time" (taunt_turn_acceleration_time) 688 - "taunt move acceleration time" (taunt_move_acceleration) 689 - "taunt move speed" (taunt_move_speed) 698 - "disable weapon switch" (disable_weapon_switch) 708 - "panic_attack" (panic_attack) - Panic Attack has always been extremely gimmicky, so no surprise it doesn't work in TF2C 709 - "panic_attack_negative" (panic_attack_negative) 710 - "auto fires full clip penalty" (auto_fires_full_clip) 711 - "auto fires when full" (auto_fires_when_full) 712 - "force weapon switch" (force_weapon_switch) 725 - "set_item_texture_wear" (set_item_texture_wear) - Irrelevant. 726 - "cloak_consume_on_feign_death_activate" (cloak_consume_on_feign_death_activate) 727 - "stickybomb_charge_damage_increase" (stickybomb_charge_damage_increase) 728 - "NoCloakWhenCloaked" (NoCloakWhenCloaked) 729 - "ReducedCloakFromAmmo" (ReducedCloakFromAmmo) 731 - "weapon_allow_inspect" (weapon_allow_inspect) - Shame TF2C doesn't have inspects... it'd be nice! 733 - "lose hype on take damage" (lose_hype_on_take_damage) 734 - "healing received penalty" (mult_healing_received) 735 - "crit_vs_burning_FLARES_DISPLAY_ONLY" (crit_vs_burning_FLARES_DISPLAY_ONLY) 736 - "speed_boost_on_kill" (speed_boost_on_kill) 737 - "speed_boost_on_hit" (speed_boost_on_hit) 738 - "spunup_damage_resistance" (spunup_damage_resistance) 741 - "health on radius damage" (add_health_on_radius_damage) 776 - "charge impact damage decreased" (charge_impact_damage) 778 - "charge meter on hit" (charge_meter_on_hit) 779 - "minicrit_boost_when_charged" (minicrit_boost_when_charged) - Belongs to the Cleaner's Carbine, I believe. 780 - "minicrit_boost_charge_rate" (minicrit_boost_charge_rate) 782 - "ammo gives charge" (ammo_gives_charge) 783 - "extinguish restores health" (extinguish_restores_health) 784 - "extinguish reduces cooldown" (extinguish_reduces_cooldown) 787 - "fuse bonus" (fuse_mult) - Tempted to say you might be able to use "rocket limited lifetime" in lieu of this..? 788 - "move speed bonus shield required" (mult_player_movespeed_shieldrequired) 789 - "damage bonus bullet vs sentry target" (mult_dmg_bullet_vs_sentry_target) 791 - "damage blast push" (damage_blast_push) 792 - "move speed bonus resource level" (mult_player_movespeed_resource_level) 793 - "hype on damage" (hype_on_damage) 794 - "dmg taken from fire reduced on active" (mult_dmgtaken_from_fire_active) 798 - "energy buff dmg taken multiplier" (energy_buff_dmg_taken_multiplier) 799 - "lose revenge crits on death DISPLAY ONLY" (lose_revenge_crits_on_death_DISPLAY_ONLY) 800 - "patient overheal penalty" (mult_patient_overheal_penalty) 801 - "item_meter_charge_rate" (item_meter_charge_rate) - Superseded by "effect bar recharge rate increased" - at least so much as I can tell. 804 - "mult_spread_scale_first_shot" (mult_spread_scale_first_shot) 807 - "add_head_on_kill" (add_head_on_kill) 808 - "mult_spread_scales_consecutive" (mult_spread_scales_consecutive) 809 - "fixed_shot_pattern" (fixed_shot_pattern) 810 - "mod_cloak_no_regen_from_items" (mod_cloak_no_regen_from_items) 811 - "ubercharge_preserved_on_spawn_max" (ubercharge_preserved_on_spawn_max) 812 - "mod_air_control_blast_jump" (mod_air_control_blast_jump) 813 - "spunup_push_force_immunity" (spunup_push_force_immunity) 814 - "mod_mark_attacker_for_death" (mod_mark_attacker_for_death) 816 - "mod_disguise_consumes_cloak" (mod_disguise_consumes_cloak) 817 - "inspect_viewmodel_offset" (inspect_viewmodel_offset) - Presumably the offset to snap back to when inspecting your weapon with "tf_use_min_viewmodels 1" 818 - "is_passive_weapon" (is_passive_weapon) 819 - "no_jump" (no_jump) 820 - "no_duck" (no_duck) 821 - "no_attack" (no_attack) 822 - "airblast_destroy_projectile" (airblast_destroy_projectile) 823 - "airblast_pushback_disabled" (airblast_pushback_disabled) 824 - "airblast_pushback_no_stun" (airblast_pushback_no_stun) 825 - "airblast_pushback_no_viewpunch" (airblast_pushback_no_viewpunch) 826 - "airblast_deflect_projectiles_disabled" (airblast_deflect_projectiles_disabled) 827 - "airblast_put_out_teammate_disabled" (airblast_put_out_teammate_disabled) 828 - "afterburn duration penalty" (afterburn_duration_mult) - Use "weapon burn time reduced" instead! 829 - "afterburn duration bonus" (afterburn_duration_mult) 830 - "aoe_deflection" (aoe_deflection) 831 - "mult_end_flame_size" (mult_end_flame_size) 832 - "airblast_give_teammate_speed_boost" (airblast_give_teammate_speed_boost) 833 - "airblast_turn_projectile_to_ammo" (airblast_turn_projectile_to_ammo) 837 - "redirected_flame_size_mult" (redirected_flame_size_mult) 838 - "flame_reflect_on_collision" (flame_reflect_on_collision) 839 - "flame_spread_degree" (flame_spread_degree) 840 - "holster_anim_time" (holster_anim_time) 841 - "flame_gravity" (flame_gravity) 842 - "flame_ignore_player_velocity" (flame_ignore_player_velocity) 843 - "flame_drag" (flame_drag) 844 - "flame_speed" (flame_speed) 845 - "grenades1_resupply_denied" (grenades1_resupply_denied) - Despite these ammo types existing, these attributes don't appear to work. 846 - "grenades2_resupply_denied" (grenades2_resupply_denied) 847 - "grenades3_resupply_denied" (grenades3_resupply_denied) 848 - "item_meter_resupply_denied" (item_meter_resupply_denied) 851 - "mult_player_movespeed_active" (mult_player_movespeed_active) 852 - "mult_dmgtaken_active" (mult_dmgtaken_active) 853 - "mult_patient_overheal_penalty_active" (mult_patient_overheal_penalty_active) 854 - "mult_health_fromhealers_penalty_active" (mult_health_fromhealers_penalty_active) 855 - "mod_maxhealth_drain_rate" (mod_maxhealth_drain_rate) 856 - "item_meter_charge_type" (item_meter_charge_type) 859 - "max_flame_reflection_count" (max_flame_reflection_count) 860 - "flame_reflection_add_life_time" (flame_reflection_add_life_time) 861 - "reflected_flame_dmg_reduction" (reflected_flame_dmg_reduction) 862 - "flame_lifetime" (flame_lifetime) 863 - "flame_random_life_time_offset" (flame_random_life_time_offset) 865 - "flame_up_speed" (flame_up_speed) 868 - "crit_dmg_falloff" (crit_dmg_falloff) Dmg_Crit_Falloff" 869 - "crits_become_minicrits" (crits_become_minicrits) - Would be useful as hell, but doesn't work. 870 - "falling_impact_radius_pushback" (falling_impact_radius_pushback) 871 - "falling_impact_radius_stun" (falling_impact_radius_stun) 872 - "thermal_thruster_air_launch" (thermal_thruster_air_launch) 873 - "thermal_thruster" (thermal_thruster) 874 - "mult_item_meter_charge_rate" (mult_item_meter_charge_rate) 875 - "explode_on_ignite" (explode_on_ignite) - F. It don't work. It'd be funny! 876 - "lunchbox healing decreased" (attribute_class" "lunchbox_healing_scale) 877 - "speed_boost_on_hit_enemy" (attribute_class" "speed_boost_on_hit_enemy) 878 - "item_meter_starts_empty_DISPLAY_ONLY" (item_meter_starts_empty_DISPLAY_ONLY) 879 - "item_meter_charge_type_3_DISPLAY_ONLY" (item_meter_charge_type_3_DISPLAY_ONLY) 880 - "repair health to metal ratio DISPLAY ONLY" (repair_health_to_metal_ratio_DISPLAY_ONLY) 1001 - "CARD: dmg taken from bullets reduced" (mult_dmgtaken_from_bullets) 1030 - "Attack not cancel charge" (attack_not_cancel_charge) 2021 - "additional halloween response criteria name" (additional_halloween_response_criteria_name) 2023 - "quality text override" (quality_text_override) - These two don't seem functional. 2024 - "item name text override" (item_name_text_override) 2030 - "crit on hard hit" (crit_on_hard_hit) - Internally, crit-swings of a melee weapon are already referred to as "Hard Hits", btw this doesn't seem to do anything. 2034 - "kill refills meter" (kill_refills_meter) 2049 - "gunslinger punch combo" (gunslinger_punch_combo) 2059 - "item_meter_damage_for_full_charge" (item_meter_damage_for_full_charge) 2067 - "attack_minicrits_and_consumes_burning" (attack_minicrits_and_consumes_burning) //-------------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------------