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"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"
}
}