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Copy pathrtd2_perks.default.cfg
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rtd2_perks.default.cfg
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"Effects"
{
"0"
{
"name" "Godmode"
"good" "1"
"sound" "vo/scout_invincible01.mp3"
"token" "godmode"
"time" "0"
"class" "0"
"weapons" "0"
"settings"
{
"mode" "0"
"uber" "0"
"resistance" "0.2"
"fight_back" "1"
}
"tags" "godmode, god, mode, invincible, invulnerable, good"
"call" "Godmode_Call"
"init" "Godmode_Init"
"docs"
{
"brief" "Grants godmode."
"description" "Player does not take any damage from others and deal damage to themselves with a selected rule. They are surrounded by white aura. However, if damage is dealt to another player, that player is able to retaliate back, albeit they will fight against heavy resistance."
"settings"
{
"mode"
{
"-1" "No self damage."
"0" "No self damage, but keep pushback for explosive jumping."
"1" "Deal self damage normally."
}
"uber"
{
"0" "Do not Übercharge player."
"1" "Übercharge player (interferes with MvM's Übercharge Canteen; helpful in custom gamemodes)."
}
"resistance"
{
"<float>" "Damage multiplier from attacked players (does nothing when uber mode is enabled)."
}
"fight_back"
{
"0" "Do not allow enemy players to retaliate when attacked."
"1" "Allow enemy players to retaliate when attacked."
}
}
}
}
"1"
{
"name" "Toxic"
"good" "1"
"sound" "vo/soldier_pickaxetaunt01.mp3"
"token" "toxic"
"time" "0"
"class" "0"
"weapons" "0"
"settings"
{
"radius" "192.0"
"interval" "0.2"
"damage" "20.0"
}
"tags" "toxic, gas, smoke, hurt, good"
"call" "Toxic_Call"
"init" "Toxic_Init"
"docs"
{
"brief" "Hurts enemy players in the specified radius."
"description" "Player damages enemies in specified radius, interval and damage."
"settings"
{
"radius"
{
"<float>" "Toxic cloud radius."
}
"interval"
{
"<float>" "Interval in seconds damaging occurs."
}
"damage"
{
"<float>" "Amount of damage dealt."
}
}
}
}
"2"
{
"name" "Lucky Sandvich"
"good" "1"
"sound" "vo/heavy_sandwichtaunt17.mp3"
"token" "luckysandvich"
"time" "-1"
"class" "0"
"weapons" "0"
"settings"
{
"amount" "1000"
}
"tags" "luckysandvich, lucky, sandvich, sandwich, health, instant, notimer, good"
"call" "LuckySandvich_Call"
"init" "LuckySandvich_Init"
"docs"
{
"brief" "Greatly heals up."
"description" "Heals player up specified amount of health and guarantees the next attack to be a crit."
"settings"
{
"amount"
{
"<integer>" "Amount to heal."
}
}
}
}
"3"
{
"name" "Increased Speed"
"good" "1"
"sound" "vo/scout_apexofjump02.mp3"
"token" "increasedspeed"
"time" "0"
"class" "0"
"weapons" "0"
"settings"
{
"multiplier" "3"
}
"tags" "increasedspeed, increased, speed, boost, fast, faster, good"
"call" "IncreasedSpeed_Call"
"docs"
{
"brief" "Grants increased speed."
"description" "Increases player's movement speed by specified multiplier."
"settings"
{
"multiplier"
{
"<float>" "Multiplier to increase the speed by."
}
}
}
}
"4"
{
"name" "Flying"
"good" "1"
"sound" "vo/scout_sf12_goodmagic05.mp3"
"token" "flying"
"time" "0"
"class" "0"
"weapons" "0"
"settings"
{
"mode" "0"
}
"tags" "flying, noclip, noclipping, fly, ghost, good"
"call" "Noclip_Call"
"init" "Noclip_Init"
"docs"
{
"brief" "Grants noclip or gravity-less flying."
"description" "Turns on noclip or flying on the player. Flying means noclip controls but without noclipping through solid objects."
"settings"
{
"mode"
{
"0" "Flying."
"1" "Noclip."
}
}
}
}
"5"
{
"name" "Low Gravity"
"good" "1"
"sound" "vo/scout_sf12_badmagic11.mp3"
"token" "lowgravity"
"time" "0"
"class" "0"
"weapons" "0"
"settings"
{
"multiplier" "0.5"
"jump_mode" "1"
"fall_damage" "0"
}
"tags" "lowgravity, low, gravity, grav, jump, good"
"call" "LowGravity_Call"
"init" "LowGravity_Init"
"docs"
{
"brief" "Grants low gravity or jump height."
"description" "Sets player's gravity or increases their jump height to the multiplier. If jump height increase mode is selected, it will also feature a slight speed boost when jumping."
"settings"
{
"multiplier"
{
"<float>" "gravity/jump height multiplier."
}
"jump_mode"
{
"0" "Lowers gravity."
"1" "Increases jump height."
}
"fall_damage"
{
"0" "Disables fall damage."
"1" "Does not disable fall damage."
}
}
}
}
"6"
{
"name" "Full Übercharge"
"good" "1"
"sound" "vo/medic_autochargeready02.mp3"
"token" "fullubercharge"
"time" "0"
"class" "0"
"weapons" "tf_weapon_medigun"
"tags" "fullubercharge, full, ubercharge, uber, charge, max, maximum, medic, good"
"call" "FullUbercharge_Call"
"init" "FullUbercharge_Init"
"docs"
{
"brief" "Grants infinite Übercharge."
"description" "Gives player's MediGun infinite Übercharge for the perk's duration."
"notes" "Rolls only when a MediGun is equipped."
}
}
"7"
{
"name" "Invisibility"
"good" "1"
"sound" "vo/compmode/cm_spy_pregamefirst_08.mp3"
"token" "invisibility"
"time" "0"
"class" "0"
"weapons" "0"
"settings"
{
"alpha" "0"
"blink_on_foe" "1"
"blink_on_bump" "0"
"blink_on_hurt" "1"
"blink_on_fire" "1"
"blink_rate" "0.5"
}
"tags" "invisibility, cloak, invis, invisible, transparent, good"
"call" "Invisibility_Call"
"init" "Invisibility_Init"
"docs"
{
"brief" "Grants full invisibility."
"description" "Turns roller as transparent as the `alpha` value. Each blink setting specifies when the player silhouette should be briefly shown. Player silhouette effect does not follow the player, but it lingers in its place for a little bit. However, it won't be shown more often than specified by `blink_rate` interval."
"settings"
{
"alpha"
{
"<integer[0 - 255]>" "0 = completely invisible, 255 = completely visible."
}
"blink_on_foe"
{
"0" "Do not blink when bumping into enemies."
"1" "Blink when bumping into enemies."
}
"blink_on_bump"
{
"0" "Do not blink when bumping into anything."
"1" "Blink when bumping into anything."
}
"blink_on_hurt"
{
"0" "Do not blink when taking damage."
"1" "Blink when taking damage."
}
"blink_on_fire"
{
"0" "Do not blink when attacking."
"1" "Blink when attacking."
}
"blink_rate"
{
"<float>" "Max frequency of blinks in seconds."
}
}
}
}
"8"
{
"name" "Infinite Cloak"
"good" "1"
"sound" "vo/taunts/spy_taunts16.mp3"
"token" "infinitecloak"
"time" "0"
"class" "9"
"weapons" "0"
"tags" "infinitecloak, inf, infinite, cloak, invis, invisibility, transparent, spy, good"
"call" "InfiniteCloak_Call"
"docs"
{
"brief" "Grants infinite cloak."
"description" "Gives the player infinite Cloak."
"notes" "Rolls only on Spy."
}
}
"9"
{
"name" "Criticals"
"good" "1"
"sound" "vo/taunts/demoman_taunts11.mp3"
"token" "criticals"
"time" "0"
"class" "0"
"weapons" "0"
"settings"
{
"full" "1"
}
"tags" "criticals, crit, crits, critical, hit, hits, good"
"call" "Criticals_Call"
"docs"
{
"brief" "Grants crits or minicrits."
"description" "Gives the player Crits or MiniCrits."
"settings"
{
"full"
{
"0" "MiniCrits."
"1" "FullCrits."
}
}
}
}
"10"
{
"name" "Infinite Ammo"
"good" "1"
"sound" "vo/taunts/engineer_taunts05.mp3"
"token" "infiniteammo"
"time" "0"
"class" "0"
"weapons" "0"
"settings"
{
"reload" "0"
}
"tags" "infiniteammo, inf, infinite, ammo, resupply, reload, good"
"call" "InfiniteAmmo_Call"
"docs"
{
"brief" "Grants infinite ammo."
"description" "Gives the player infinite ammo."
"settings"
{
"reload"
{
"0" "No need to reload."
"1" "Reloading required."
}
}
}
}
"11"
{
"name" "Scary Bullets"
"good" "1"
"sound" "vo/soldier_sf12_scared01.mp3"
"token" "scarybullets"
"time" "0"
"class" "0"
"weapons" "0"
"settings"
{
"duration" "3"
"min_damage" "5"
}
"tags" "scarybullets, scary, bullets, stun, spooky, halloween, good"
"call" "ScaryBullets_Call"
"init" "ScaryBullets_Init"
"docs"
{
"brief" "Grants ''scary bullets'' which stun victims for a brief moment."
"description" "Player's attacks stun victims for specified amount of seconds. Default required damage to trigger the effect is 5, this is mostly to make bleed or afterburn less overpowered."
"settings"
{
"duration"
{
"<float>" "Stun duration."
}
"min_damage"
{
"<integer>" "Minimum amount of damage required to trigger the effect."
}
}
}
}
"12"
{
"name" "Spawn Sentry"
"good" "1"
"sound" "vo/engineer_autobuildingsentry02.mp3"
"token" "spawnsentry"
"time" "0"
"class" "0"
"weapons" "0"
"settings"
{
"level" "2"
"keep" "0"
"amount" "1"
}
"tags" "spawnsentry, instant, spawn, turret, sentry, gun, voice, voicecommand, command, good"
"call" "SpawnSentry_Call"
"init" "SpawnSentry_Init"
"no_medieval" "1"
"docs"
{
"brief" "Spawns a Sentry Gun upon a voice command."
"description" "Player can spawn a Sentry Gun upon a voice command."
"notes" "The `amount` will be capped at 3 for technical (and ethical) reasons.;If `keep` is enabled, the perk will end immediately after the Sentry Gun is spawned."
"settings"
{
"level"
{
"<integer[0 - 3]>" "Sentry level, 0 = minisentry."
}
"keep"
{
"0" "Sentry Gun disappears after perk's ended."
"1" "Sentry Gun remains after the perk's ended."
}
"amount"
{
"<integer[1 - 3]>" "Amount of Sentries that can be placed (max 3)."
}
}
}
}
"13"
{
"name" "Homing Projectiles"
"good" "1"
"sound" "vo/sniper_domination16.mp3"
"token" "homingprojectiles"
"time" "0"
"class" "0"
"weapons" "rocketl, particle_c, flaregun, crossbow, compound"
"settings"
{
"crits" "0"
}
"tags" "homingprojectiles, crits, crit, criticals, critical, homing, projectile, projectiles, rocket, flare, arrow, rockets, flares, arrows, good"
"call" "HomingProjectiles_Call"
"init" "HomingProjectiles_Init"
"docs"
{
"brief" "Grants homing projectiles."
"description" "Player's rockets, flares, arrows, bolts and energy balls are locking onto enemies."
"notes" "Rolls only when Rocket Launchers, Flare Guns, Bows, Crossbows or Engineer Particle Guns are equipped."
"settings"
{
"crits"
{
"0" "No Crits."
"1" "MiniCrits."
"2" "FullCrits."
}
}
}
}
"14"
{
"name" "Full Rifle Charge"
"good" "1"
"sound" "vo/soldier_battlecry01.mp3"
"token" "fullriflecharge"
"time" "0"
"class" "0"
"weapons" "tf_weapon_sniperrifle, tf_weapon_compound_bow"
"tags" "fullriflecharge, instant, full, maximum, charge, rifle, sniper, good"
"call" "FullRifleCharge_Call"
"init" "FullRifleCharge_Init"
"docs"
{
"brief" "Instantly fills the Sniper Rifle or Huntsman charge when zooming in."
"description" "Upon zooming in Sniper Rifles or Bows, the charge meter is filled up instantly."
"notes" "Rolls only when Sniper Rifles or Bows are equipped."
}
}
"15"
{
"name" "Explode"
"good" "0"
"sound" "vo/halloween_merasmus/sf12_staff_magic12.mp3"
"token" "explode"
"time" "0"
"class" "0"
"weapons" "0"
"settings"
{
"range" "128"
"health" "780"
}
"tags" "explode, blow, up, blowup, death, die, bad"
"call" "Explode_Call"
"init" "Explode_Init"
"docs"
{
"brief" "Binds to a bomb which explodes once the perk ends, unless destroyed."
"description" "Binds player to a bomb which explodes them once the perk ends. The bomb can be destroyed to free the victim, potentially with the help of other players."
"notes" "Default health is configured for 12 regular melee hits.;Time can be set to `-1` to instantly explode the player without spawning a bomb."
"settings"
{
"range"
{
"<float>" "Range of the bomb tether, the player cannot move outside of it."
}
"health"
{
"<integer>" "Bomb's health."
}
}
}
}
"16"
{
"name" "Snail"
"good" "0"
"sound" "vo/scout_dominationhvy08.mp3"
"token" "snail"
"time" "0"
"class" "0"
"weapons" "0"
"settings"
{
"multiplier" "0.4"
}
"tags" "snail, slow, slower, slowly, walk, bad"
"call" "Snail_Call"
"docs"
{
"brief" "Slows down movement."
"description" "Multiplies player's movement speed by the specified value."
"settings"
{
"multiplier"
{
"<float>" "Movement speed multiplier."
}
}
}
}
"17"
{
"name" "Frozen"
"good" "0"
"sound" "vo/sniper_specialcompleted16.mp3"
"token" "frozen"
"time" "0"
"class" "0"
"weapons" "0"
"settings"
{
"ice_health" "500"
"resistance" "0.1"
"flame_buff" "5.0"
"breakable" "1"
"muffle" "1"
"volume" "50"
"legacy" "0"
}
"tags" "frozen, freeze, cold, ice, statue, stop, hold, bad"
"call" "Frozen_Call"
"init" "Frozen_Init"
"docs"
{
"brief" "Freezes player, they are unable to move or attack."
"description" "Freezes the player, leaving an ice statue. They are unable to move or attack."
"settings"
{
"ice_health"
{
"<integer>" "Health of the ice statue to be destroyed."
}
"resistance"
{
"<float>" "Multiplier to incoming damage while the player is frozen."
}
"flame_buff"
{
"<float>" "Damage multiplier against the ice statue (no the player) for fire attacks."
}
"breakable"
{
"0" "Ice statue is unbreakable and victim remains frozen until the perk ends."
"1" "Ice statue takes damage and can be broken to free the victim early."
}
"muffle"
{
"0" "Victim's voice commands use their class' voice lines."
"1" "Victim's voice commands use Pyro's voice lines, giving a muffled effect."
}
"volume"
{
"0" "Victim makes no sound whatsoever."
"100" "Volume of victim's voice lines remains unchanged."
"<integer[0 - 100]>" "Custom volume percentage of victim's voice lines."
}
"legacy"
{
"0" "Use modern Frozen featuring a breakable ice statue with custom visuals."
"1" "Use legacy Frozen imitating a Spy-cicle death."
}
}
}
}
"18"
{
"name" "Timebomb"
"good" "0"
"sound" "vo/heavy_cartmovingforwardoffense15.mp3"
"token" "timebomb"
"time" "10"
"class" "0"
"weapons" "0"
"settings"
{
"radius" "512.0"
"damage" "270.0"
"resistance" "0.75"
"headshot" "0.1"
}
"tags" "timebomb, time, bomb, explode, death, die, bad"
"call" "Timebomb_Call"
"init" "Timebomb_Init"
"docs"
{
"brief" "Set a timebomb on a player."
"description" "Turns player's head into a ticking bomb and explodes when the perk ends. The explosion deals damage in specified radius dealing specified amount of damage. Additionally, with the bomb covering the head, the player is extra resistant and cannot die to headshots."
"settings"
{
"radius"
{
"<float>" "Explosion radius."
}
"damage"
{
"<float>" "Explosion damage."
}
"resistance"
{
"<float>" "Multiplier of incoming damage for extra resistance."
}
"headshot"
{
"<float>" "Multiplier of headshot damage for extra resistance."
}
}
}
}
"19"
{
"name" "Ignition"
"good" "0"
"sound" "vo/heavy_autoonfire01.mp3"
"token" "ignition"
"time" "-1"
"class" "0"
"weapons" "0"
"tags" "ignition, spontaneous, combustion, fire, ignite, burn, burning, notimer, bad"
"call" "Ignition_Call"
"docs"
{
"brief" "Sets player on fire."
"description" "Sets the player on fire."
}
}
"20"
{
"name" "Low Health"
"good" "0"
"sound" "vo/medic_autodejectedtie07.mp3"
"token" "lowhealth"
"time" "-1"
"class" "0"
"weapons" "0"
"settings"
{
"health" "7"
}
"tags" "lowhealth, low, health, notimer, bad"
"call" "LowHealth_Call"
"docs"
{
"brief" "Sets player's health to low."
"description" "Sets the player's health to the specified amount."
"settings"
{
"health"
{
"<integer>" "Set player health to this amount."
}
}
}
}
"21"
{
"name" "Drugged"
"good" "0"
"sound" "vo/demoman_positivevocalization04.mp3"
"token" "drugged"
"time" "0"
"class" "0"
"weapons" "0"
"settings"
{
"interval" "1.0"
}
"tags" "drugged, abuse, narcotics, drug, drugs, bad"
"call" "Drugged_Call"
"docs"
{
"brief" "Causes the screen to flicker different colors."
"description" "Drugs the player coloring their screen and punching the view periodically."
"settings"
{
"interval"
{
"<float>" "Interval with which overlay color changes."
}
}
}
}
"22"
{
"name" "Blind"
"good" "0"
"sound" "vo/test_one.mp3"
"token" "blind"
"time" "0"
"class" "0"
"weapons" "0"
"settings"
{
"alpha" "254"
"annotations" "1"
"unblind" "1"
}
"tags" "blind, blindness, black, screen, bad"
"call" "Blind_Call"
"init" "Blind_Init"
"docs"
{
"brief" "Turns the screen dark."
"description" "Blinds the player's screen by the specified alpha. Their other senses is heightened indicated by visual aid that follow enemy players on the screen. Additionally, each time an attack is landed, the player is briefly unblinded."
"settings"
{
"alpha"
{
"<integer[0 - 255]>" "0 = transparent, 255 = full black"
}
"annotations"
{
"0" "Do not display annotations over enemies' heads."
"1" "Display annotations over enemies' heads."
}
"unblind"
{
"0" "Do not trigger a brief unblind when attacking enemies."
"1" "Trigger a brief unblind when attacking enemies."
}
}
}
}
"23"
{
"name" "Strip to Melee"
"good" "0"
"sound" "vo/heavy_meleedare02.mp3"
"token" "striptomelee"
"time" "0"
"class" "0"
"weapons" "0"
"settings"
{
"fullhealth" "1"
"boxhealth" "100"
"flingspeed" "2000"
}
"tags" "striptomelee, strip, weapons, weapon, melee, only, bad"
"call" "StripToMelee_Call"
"init" "StripToMelee_Init"
"docs"
{
"brief" "Packs every non-melee weapons into cases and flings them ahead."
"description" "Removes the player's non-melee weapons and packs them into cases which are flung ahead in a chaotic fashion. Cases can be destroyed by teammates or the player themselves, which effectively retrieves the weapon that was in the particular case."
"notes" "Cases release rings of beams to signal their location better, the amount of rings corresponds to the slot of their corresponding weapon, i.e. 3 rings is primary, 2 is secondary, 1 is PDA/Disguise Kit.;When a case is broken, the player who destroyed it and the perk roller are rewarded with ammo restock.;Enemy players cannot break the cases, but they can cause them to bounce around still.;During the perk run, it is impossible to retrieve weapons from the Resupply Locker.;When the perk ends, undestroyed cases disappear.;Time can be set to `-1` to prevent spawning any cases."
"settings"
{
"fullhealth"
{
"0" "Player's health stays same."
"1" "Player gets a bonus of full health."
}
"boxhealth"
{
"<float>" "Health of the spawned weapon cases."
}
"flingspeed"
{
"<float>" "Speed at which the cases and flung."
}
}
}
}
"24"
{
"name" "Beacon"
"good" "0"
"sound" "vo/scout_award01.mp3"
"token" "beacon"
"time" "0"
"class" "0"
"weapons" "0"
"settings"
{
"interval" "0.5"
"radius" "375.0"
}
"tags" "beacon, look, beep, blip, position, bad"
"call" "Beacon_Call"
"init" "Beacon_Init"
"docs"
{
"brief" "Notifies others of player's position every beep."
"description" "Fires a circular beam with a sound from the player's location every interval, with a specified range."
"settings"
{
"interval"
{
"<float>" "Fire interval in seconds."
}
"radius"
{
"<float[10.0+]>" "Radius of the beams. No less than 10.0, otherwise the effect is not shown."
}
}
}
}
"25"
{
"name" "Forced Taunt"
"good" "0"
"sound" "items/scout_boombox_02.wav"
"token" "forcedtaunt"
"time" "0"
"class" "0"
"weapons" "0"
"settings"
{
"interval" "1.0"
}
"tags" "forcedtaunt, force, forced, taunt, bad"
"call" "ForcedTaunt_Call"
"init" "ForcedTaunt_Init"
"docs"
{
"brief" "Forces player to taunt."
"description" "Forces the player to taunt with held item every interval."
"notes" "If the player is in air, they will taunt immediately after landing, unless the perk has ended.;It's possible to bunny hop with a near frame-perfect jump."
"settings"
{
"interval"
{
"<float>" "Interval to taunt in seconds, after that last taunt's end."
}
}
}
}
"26"
{
"name" "Monochromia"
"good" "0"
"sound" "ui/tv_tune.wav"
"token" "monochromia"
"time" "0"
"class" "0"
"weapons" "0"
"tags" "monochromia, black, white, nostalgia, monochromic, gray, screen, bad"
"call" "Monochromia_Call"
"docs"
{
"brief" "Makes player's vision black and white."
"description" "Makes player's vision black and white."
}
}
"27"
{
"name" "Earthquake"
"good" "0"
"sound" "ambient/atmosphere/terrain_rumble1.wav"
"token" "earthquake"
"time" "0"
"class" "0"
"weapons" "0"
"settings"
{
"amplitude" "25.0"
"frequency" "25.0"
}
"tags" "earthquake, earth, quake, shake, ground, screen, bad"
"call" "Earthquake_Call"
"docs"
{
"brief" "Shakes the screen."
"description" "Shakes the player's screen with specified amplitude and frequency."
"notes" "The shake effect gradually dissipates and is barely noticeable close to the perk's end."
"settings"
{
"amplitude"
{
"<float>" "Shake amplitude."
}
"frequency"
{
"<float>" "Shake frequency."
}
}
}
}
"28"
{
"name" "Funny Feeling"
"good" "0"
"sound" "ambient/cow1.wav"
"token" "funnyfeeling"
"time" "0"
"class" "0"
"weapons" "0"
"settings"
{
"fov" "160"
}
"tags" "funnyfeeling, funny, feeling, cow, moo, high, fov, screen, bad"
"call" "FunnyFeeling_Call"
"init" "FunnyFeeling_Init"
"docs"
{
"brief" "Messes up player's FOV."
"description" "Sets the player's field of view to the specified value."
"settings"
{
"fov"
{
"<float>" "New FOV value."
}
}
}
}
"29"
{
"name" "Bad Sauce"
"good" "0"