Join Date: Sep 2015
Location: In my couch
So, I decided to stop being lazy and saying:
"Man I wish *codername* did this for an attribute"
and decided to learn how to make my own attributes.
This is what has come of it so far:
-"refill clip on kill"
<max clip of weapon> <max ammo of weapon> <ammo restoration> <bonus firing speed>
Refills this weapon's clip to max on kill plus some ammo and applies bonus firing speed for about 2 seconds. Using 1.0 will not apply bonus firing speed.
To restore ammo you need to use something like 4 for a quarter of the ammo. Haven't figured out how to get the ammo restoration to work with decimal values.
<bullet res> <blast res> <fire res> <sentry res> <knockback res> <reduce debuff duration>
Applies X% damage resistance to this source while spun up. Values such as 1.5 can be used to increase damage taken, while 1.0 will neither increase nor decrease damage taken from that source. Last value can be used to reduce the duration of debuffs while spun up. 0.0 will not reduce the duration of debuffs.
-"dmg bonus vs overhealed"
Self explanatory. Extra damage versus overhealed players.
-"gain resist on kill"
<bullet res> <blast res> <fire res> <sentry res> <knockback res> <duration in seconds>
Applies X% damage resistance to this source for X seconds after getting a kill. Values such as 1.5 can be used to increase damage taken, while 1.0 will neither increase nor decrease damage taken from that source.
-"remove resist on damage"
<amount of damage required> <maximum duration in seconds>
On hit, if the damage you dealt is at least X damage then it will remove all resistance effects from the victim for 1 second. Up to X seconds before it stops adding to the duration.
-"addcond while cloaked"
<cond 1> <cond 2> <mode> <duration>
Adds X and X conditions while cloaked. If mode is set to 1 it will add X and X conditions for X seconds.
-max metal on kill"
<metal to add on kill> <max stacks> <max metal to start>
Adds X amount of maximum metal to the wearer on kill, with X stacks maximum. Last value is required so it adds the right amount, especially if your starting metal is reduced.
-"faster reload on headshot"
<reload speed on headshot> <reload speed on bodyshot or miss>
On headshot your next shot will be reloaded X% faster or slower. On bodyshot or miss your next shot will be reloaded X% slower or faster.
-"store crit on headshot"
<maximum crits that can be stored>
On headshot this weapon will store 1 crit. Up to X amount of crits can be stored at a time.
<cloak speed> <decloak speed> <move speed> <sapper power> <max stacks>
On backstab you will gain X% faster cloak and decloak speed, X% faster movement speed and X% increased sapper power, with X stacks maximum before they stop adding.
-"cannot manually cloak"
Any value will activate it. Pretty self explanatory, makes it so that you cannot cloak on your own. Other sources have to be used to cloak.
-"damage taken drains cloak"
<damage multiplier to drain cloak>
X% of the damage you take will be applied to your invis watch instead as cloak loss. As your cloak drains your damage resistance reduces.
Any value will activate it. Press your Special Attack key to change between normal firing mode and a hammer firing mode. Hammer firing mode will increase this weapon's firing speed by 33%, while reducing your movement speed by 15% (to help with accuracy) and removing attributes that increase deploy and holster time for this weapon.
<fire dmg vulnerability to victim> <max stacks> <duration in seconds>
On hit your victim will take X% more damage from fire for X seconds, with X maximum stacks.
Any value will activate it. When activated on a weapon that weapon will carry three types of ammo:
Type 1: High Explosive (Increase blast radius, slower projectiles.)
Type 2: Armor Piercing (Increase damage, much increase damage vs buildings, slightly smaller blast, more damage to self when rocket jumping.)
Type 3: Lightweight (Increased projectile speed, slightly faster reload, smaller blast radius)
If the selected type of ammo matches the loaded type (not displayed on the HUD) the player can reload, otherwise the player must empty the clip first before being able to load new rockets.
-"bloodlust on kill"
<move speed on kill> <attack speed on kill> <health gained> <health added to health gain per kill> <maximum stacks> <duration in seconds> <how many stacks are subtracted after the duration ends>
On kill gain X% faster movement speed and X% faster attack speed. Gain X health back, increasing by X per stack. Maximum of X stacks, and X stacks are subtracted after X seconds.
-"damage shield attrib"
<maximum 'shield' health> <'shield' health regen> <health regen delay> <maximum damage resistance>
Weapons with this attribute will apply a 'health' display on the screen, showing how much health this 'shield' has. The 'shield' has X maximum health, regenerating X health after X seconds, and granting a maximum of X% damage resistance against all sources. Damage resistance will start going down after the 'shield' health reaches 100. After taking damage the 'shield' will not regenerate health for 5 seconds. The 'shield' will completely absorb low damage attacks (afterburn, bleed...). After the 'shield' reaches 0 health it destroys itself and it does not regenerate without a resupply locker.
-"kills increase ubercharge rate"
<bonus ubercharge build rate on kill> <maximum stacks> <how many stacks to lose upon deploying an ubercharge>
On kill your ubercharge will build X% faster, with X stacks maximum. After deploying an ubercharge you will lose X stacks.
-"hits increase healing rate"
<bonus heal rate> <max stacks> <how many stacks to lose per half second of healing>
On hit your medigun will heal X% faster, with X maximum stacks. While healing a non-overhealed medigun patient you will lose X stacks per half second.
-"damage taken drains ubercharge"
<maximum damage resistance>
While active you will take X% less damage with max ubercharge, and the damage resisted will apply to your ubercharge instead.
<damage bonus> <swing speed penalty> <max stacks> <overheal cap> <damage resistance>
When you pick up a health pack you will receive 1 pint of Moonshine. Moonshine increases your damage by X% and reduces your swing speed by X% per pint. Up to X pints of Moonshine can be carried.
Taunting will restore a fraction of your health equal to your maximum health divided by the maximum amount of Moonshine that can be carried. Can overheal to X% your normal health. Use 1.0 for no overheal. You also receive X% damage resistance after drinking for 8 seconds.
-"lady luck attrib"
<max cash able to carry> <max dmg charge> <cash gained>
Damage dealt will build up a 'Payoff' meter. When full you can press Alt-Fire to play your luck. If your luck serves you, you can gain X dollars. If your luck doesn't serve you, you will lose X dollars. With a preposterously rare chance at winning a lottery and maxing out your credits! By pressing
Alt-Fire while your damage charge is not full you can switch between three different upgrades. Press Special-Attack to buy one stack. These upgrades are temporary, but buying again even with max stacks will increase the duration.
-"dispenser minigun main"
<what charges fury> <max charge> <kill buff duration> <fury duration> <kill buff boost> <dispensing radius>
Either by dealing damage or healing allies (1 for healing, 2 for damage) you will build up a 'Fury' meter. When this meter is full press your Special-Attack key to activate Dispensing Fury, doubling the dispensing radius and effectiveness for X seconds.
Kills will buff your dispensing effectiveness by X% for X seconds. This effect will not stack with Dispensing Fury.
-"dispenser minigun heal"
<delay before healing again>
Every X seconds you and nearby allies will restore 1 hp. Dispensing Fury will cut the delay in half for its duration.
This attribute requires the "dispenser minigun main" attribute to even work!
-"dispenser minigun ammo"
<delay before dispensing again> <percentage of offhand ammo restored>
Every X seconds nearby allies will receive X% of their offhand ammo. Dispensing Fury will cut the delay in half and you will also receive ammo.
This attribute requires the "dispenser minigun main" attribute to even work!
Wow! Lots of attributes!!!
Comes with weapons!:
-"The Industrialist" Scattergun
On kill your clip is fully reloaded, 25% of your maximum ammo is restored and you fire 15% faster for about 2 seconds.
Reloads 33% slower and cannot receive ammo from ammo boxes or dispensers.
-"The Provisioner" Minigun
While spun up you and nearby allies receive 12 hp per second and allies receive 20% of their offhand ammo per second. Kills increase dispensing effectiveness by 50% for 5 second. Healing allies builds up a 'Fury' meter. Once 'Fury' is full, press your Special-Attack key to activate 'Dispensing Fury', doubling the dispensing radius and effectiveness and you will also receive offhand ammo for 10 seconds.
25% Damage penalty and 50% Less health gained from other healing sources on wearer.
-"Hole Puncher" Engineer Shotgun
On kill your maximum metal capacity is increased by 25. Up to 300 metal can be carried, and will restore 25 metal on kill even after.
You carry 25 less metal to start and it holds only 4 shots.
-"Drunkard's Wrath" Grenade Launcher
Holds 6 shots. Press your Special Attack key to switch between Normal firing and Hammer Firing. Hammer firing increases firing speed by 33%, but decreases your movement speed by 15% and will deploy and holster at normal speed. Deploys and Holsters 25% faster (while not in Hammer Firing mode) and grenades move 25% faster.
60% Smaller blast radius, 25% damage penalty and grenades shatter on contact with surfaces.
"Bushman's Butterfly" Kukri
On headshot this weapon stores 1 garenteed critical hit. Up to 15 can be stored.
Deals less damage, swings slightly slower and gets no random crits.
-"Secretive Service" Knife
On backstab you will move faster, cloak and decloak faster and your sapper becomes more effective. This is a snowballing effect. Up to 25% faster movement speed, 50% faster cloaking and decloaking speed and 50% more effective sappers.
50% of the damage you take will be returned as cloak loss.
-"Maniac's Maschinenpistole" Syringe Gun
On hit your healing speed will increase by 5%, up to 100% faster healing speed can be gained. Holds 50 syringes, deals 25% less damage and while healing a not overhealed patient the extra healing speed will slowly drain.
-"The Trench Buster" Rocket Launcher
Press your Special Attack key to switch between three different rocket types. Holds only 2 rockets, and cannot reload if the selected rocket type does not match the loaded rocket type. And no random critical hits.
I think the amount of attributes I'm making are getting to the point where I'm going to have to simplify my list or make a file with all the attributes listed in it.
*deploys Gaben voice* Thanks, and have fun!
Last edited by Zethax; 05-24-2016 at 21:07.
Reason: Dispenser Minigun duration related fixes