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tf2rebalance_attributes.example.txt
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tf2rebalance_attributes.example.txt
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"tf2rebalance_attributes"
{
// This is an example file meant to teach how to add attributes onto
// classes or weapons. The plugin does not read from this file.
// However, if you wish to see this file in action, rename it to:
// tf2rebalance_attributes.txt
// If you modify this file and you wish the changes to apply right now,
// be sure to have root admin privileges and type: "sm_tfrebalance_refresh"
// ---
// This is the classes section. Within here, and only here, you will
// be able to modify the starting attributes for each class.
// If you wish to add any attributes into any class, then this
// needs to be the first section of the file.
// If you don't wish to modify any class, don't add this section.
"classes"
{
// Here, you can add a section for each class you want to add
// attributes on. These can be:
// "scout", "soldier", "pyro", "demoman", "heavy", "engineer",
// "sniper", "medic", and "spy"
// This is a scout section. Any attributes or information added
// here will be attributed to the scout class.
"scout"
{
// The "info" key gives the class a description.
// This can potentially be used to give a brief description
// about the changes done to the player. By default, the
// description character limit is 475 characters.
// Typing \n will add a new line into the description.
// Players can see this info by typing /official in chat,
// then by selecting "Class Changes".
// Adding this key isn't required, but recommended.
"info" "This is a cool info piece.\nAwesome!"
// This is an attribute[number] section.
// Each attribute you add must be numbered incrementally,
// like "attribute1", "attribute2", "attribute3"...
// You can add up to 20 attributes.
"attribute1"
{
// For each attribute, you must add an "id" key
// and a "value" key. Otherwise, the attribute
// you add might not work correctly.
// The "id" key indicates the id of the
// attribute you wish to add into the class.
// You can find them on the follwing website:
// https://tf2b.com/attriblist.php
"id" "26" // move speed bonus
// The "value" indicates the value of the
// attribute you wish to add.
"value" "100"
}
// If you don't wish to add any attributes or info on
// the class, then please don't add it.
}
// Here's a soldier section:
"soldier"
{
"info" "Soldier:\n- Your torso is now 100% bigger. Whoa.\n- +2 HP per second."
"attribute1"
{
"id" "620" // torso scale
"value" "2.0"
}
"attribute2"
{
"id" "190" // active health regen
"value" "2"
}
}
}
// This is a weapon section.
// Weapons are defined through their item definition IDs. These
// can be found here:
// https://tf2b.com/itemlist.php
// "127" is the Direct Hit's item definition ID.
"127"
{
// This is a "keepattribs" key. If set to 1, then the item
// will preserve the attributes it spawns with.
// If this key isn't added, or if the key is set to 0,
// Then all of the weapon's attributes will be removed
// by default, which can be useful for complete weapon remakes.
"keepattribs" "1"
// This is an "info" key. Works as explained like on the
// classes section above, but if a player wants to see
// its description, they must write /official, then select
// its respective weapon slot.
"info" "Direct Hit:\n- 25% jump height.\n- -50% less clip size."
// Attributes can be added on weapons just like it was
// explained before:
"attribute1"
{
"id" "326" // increased jump height
"value" "1.25"
}
"attribute2"
{
"id" "3" // clip size penalty
"value" "1.50"
}
}
// This is a weapon section with multiple weapons defined.
// Each weapon added must be separated with a " ; " and
// will use the same information defined within the section,
// such as attributes or information.
// The IDs define both the YER and the Wanga Prick.
"225 ; 574"
{
// We don't define an "keepattribs" key because
// we want to wipe all of the attributes of both weapons.
// We don't add an "info" key because it's optional.
"attribute1"
{
"id" "201" // gesture speed increase
"value" "2.0"
}
"attribute2"
{
"id" "6" // fire rate bonus
"value" "2.0"
}
}
// The weapon ID we define here is the Chargin' Targe.
// This is special because it's a wearable and cannot be held.
"131"
{
// If a player wishes to see the description of their
// wearable-like items, then they must write /official,
// then select Cosmetics.
"info" "Why are you using a shield?"
"keepattribs" "1"
// We don't add any new attributes because we just want to add
// information about the weapon in case it's modified through another
// plugin.
}
}