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Submitted on April 26, 2025 at 06:07 PM
Expires on July 25, 2025 at 06:07 PM (2 months from now)

New Paste 1 (Text)

	"abilityX"
	{
		"name"	"rage_earthquake_machine"

		// variables for while the bass cannon is on the ground
		"arg1"	"11.0" // duration of wub machine, after it lands
		"arg2"	"1000.0" // effect radius
		"arg3"	"80.0" // required ground clearance for immunity to damage/knock around effects
		"arg4"	"50.0" // maximum damage per tick caused by earthquake. this is only at the epicenter. (if using exponential damage, this should be high)
		"arg5"	"0.5" // earthquake damage interval
		"arg6"	"450.0" // knock around intensity (x,y), scales downward over distance
		"arg7"	"300.0" // minimum Z for knock around, does not scale downward. knock around would do nothing if this is too low.
		"arg8"	"300.0" // percent chance of knock-around. THIS SCALES WITH DISTANCE, so for 300% beyond 2/3 distance it becomes under 100%
		"arg9"	"1.5" // interval for knock around
		
		// variables for while the bass cannon is falling
		"arg10"	"3.0" // gravity modifier for falling bass cannon
		"arg11"	"250.0" // damage upon striking a player (note: by necessity, buildings are utterly destroyed on impact)
		"arg12"	"1000.0" // knockback intensity when striking a player
		"arg13"	"50.0" // collision cylinder height
		"arg14"	"55.0" // collision cylinder radius
		
		// supports for the flags below
		"arg15"	"1.5" // damage range falloff exponent. cannot be 0. below 1.0 means slowly decreasing damage from the epicenter. above 1.0 means rapidly decreasing.
		"arg16"	"2.0" // building damage factor
		
		// flags, including:
		// 0x0001: If the player rage spams, cancel the rage and refund their rage percent. If this isn't set, it'll just remove the existing machine.
		//         Unfortunately, this will cause problems in VSP since I'd have to redo all companion rages, and I don't know what to do for unicorn silence.
		// 0x0002: Exponential damage decrease. Should result in a rapid, sharp damage decline from the epicenter.
		// 0x0004: Addative knock around. If this is not set, the knock around will cancel their current velocity entirely.
		// 0x0008: Those in water are immune.
		// 0x0010: No earthquake.
		// 0x0020: No building damage. (except when amp is falling)
		// 0x0040: No hitsounds for the repeating damage. (it's so loud...) Note that user will not see damage displayed either, but will get kill credit.
		"arg19"	"0x004e"

		"plugin_name"	"ff2_sarysamods8"
	}
	"abilityX"
	{
		"name"	"earthquake_machine_aesthetics"
		
		// sounds
		"arg1"	"freak_frotress_2/ass_pancakes/hammer_ground_11s.mp3" // sound to play. note that I didn't go for looping sound since interval would last too long.
		"arg2"	"mvm/mvm_tank_smash.wav" // crash sound, only plays if the hale uses the rage off the ground and it lands.
		"arg3"	"" // mapwide rage sound, since the "refund" flag causes sound spamming problems otherwise. only use if flag 0x0001 is set.
		
		// models/materials/effects
		"arg7"	"models/freak_fortress_2/ass_pancakes_hammer/hammer_falling.mdl" // machine's model (falling)
		"arg8"	"models/freak_fortress_2/ass_pancakes_hammer/hammer_ground.mdl" // machine's model (on ground)
		"arg9"	"materials/sprites/laser.vmt" // sonic effect (similar to beacon) material
		"arg10"	"0.6" // sonic effect repeat interval (it'll be best if it's in time with the music)
		"arg11"	"30.0" // sonic effect radius
		"arg12"	"2.5" // sonic effect speed factor. (fun fact, also affects the max reach of the effect. because the TE for beam ring has crappy parameters)
		"arg13"	"0x3165CB" // sonic effect color
		"arg14"	"25.0" // sonic effect Z offset
		"arg15"	"utaunt_poweraura_blue_start" // immediate particle to display when amp crashes down
		"arg16"	"utaunt_poweraura_blue_base" // persistent particle to place on the grounded amp
		//utaunt_disco_ball
		//utaunt_lightning_bolt
		
		// text
		"arg19"	"You already have a wub machine out. Returning your rage percentage." // display to user when they try to rage spam (if flag 0x0001 set)
		
		"plugin_name"	"ff2_sarysamods8"
	}
	"abilityX"
	{
		"name"			"dot_base" // all drain-over-time rages must have this ability. manages timing, etc. for all of a hale's DOT's (yes, can be multiple!)
		"arg1"			"25" 		// minimum rage to activate
		"arg2"			"1.0" 		// rage % drain per 100ms
		"arg3"			"0.0" 		// rage penalty for entry
		"arg4"			"0.0" 		// rage penalty for ending it manually
		"arg5"			"vo/scout_paincrticialdeath02.mp3" 	// sound to play when entering rage
		"arg6"			"vo/scout_negativevocalization01.mp3" 	// sound to play when exiting rage
		"arg7"			"cowmangler_impact_charged_child_electrohelpers" 						// particle effect to apply to user when entering rage
		"arg8"			"1.0" 									// duration of above particle effect (not necessarily applicable)
		"arg9"			"ghost_smoke" 							// particle effect to apply to user when exiting rage
		"arg10"			"1.0" 									// duration of above particle effect (not necessarily applicable)
		"arg11" 		"30" // conditions to add during DOT, format like weapon attributes. i.e. 3 ; 23 ; 47 [strict space-semicolon-space between each condition, max 10]
		"plugin_name"	"drain_over_time"
	}
	"abilityX"
	{
		"name"			"rage_manic_mode"
		"arg1"			"tf_weapon_bat" 	// weapon for manic mode: name
		"arg2"			"0" 			// weapon for manic mode: index (festive holy mackerel, change to 221 to get normal fish)
		"arg3"			"250 ; 1 ; 2 ; 1.45 ; 6 ; 0.6875 ; 15 ; 0 ; 137 ; 0.25 ; 107 ; 1.50 ; 178 ; 0.4" // weapon for manic mode: attributes
		"arg4"			"0" 			// visibility for manic mode weapon (will someday be 1 for future version with visible rubber chicken)
		"arg5"			"tf_weapon_bat" // weapon for normal mode: name
		"arg6"			"0" 			// weapon for normal mode: index
		"arg7"			"49 ; 1 ; 2 ; 1.85 ; 54 ; 0.7 ; 252 ; 0.30 ; 5 ; 1.6 ; 178 ; 0.5 ; 137 ; 2.0" // weapon for normal mode: attributes -- 
		"arg8"			"0" 			// visibility for normal mode weapon
		"arg9"			"1" 			// 1 = sentry knockback immune, 0 = not. Cannot scale it (technical limitation), it's either on or off.
		"arg10"			"" // model swap for manic mode, or blank to not use this feature
		"plugin_name"	"default_dots"
	}
	"mat_download"
	{
	    "X"    "freak_frotress_2/ass_pancakes_hammer/flame"
	}
	"sound_precache"
	{
	    "X"    "freak_frotress_2/ass_pancakes/hammer_ground_11s.mp3"
	}
	"mod_precache"
	{
		"X"	"models/freak_fortress_2/ass_pancakes_hammer/hammer_ground.mdl"
		"X"	"models/freak_fortress_2/ass_pancakes_hammer/hammer_falling.mdl"
	}
	"mod_download"
	{
		"X"	"models/freak_fortress_2/ass_pancakes_hammer/hammer_ground"
		"X"	"models/freak_fortress_2/ass_pancakes_hammer/hammer_falling"
	}
	"download"
	{
	    "X"    "sound/freak_frotress_2/ass_pancakes/hammer_ground_11s.mp3"
		"X"	"models/freak_fortress_2/ass_pancakes_hammer/hammer_ground.phy"
		"X"	"models/freak_fortress_2/ass_pancakes_hammer/hammer_falling.phy"
	}
}