About trigger_add_or_remove_tf_player_attributes

D

Deleted member 33500

(Note: Attributes can also be added with Vscript, which also let's you clear the attribute cache - making this entity effectively obsolete)


trigger_add_or_remove_tf_player_attributes is an entity that sounds powerful on paper, due to its ability to add an item attribute directly to the player just through a trigger. Those attributes could be used to give a player an increase in max health, movement speed, or fire rate. This would seem to be a blessing to people who fiddle with logic to make wacky gamemodes, right?

Unfortunately though, due to way TF2 handles attributes, many of these attributes don't get added and removed properly when using this trigger. Due to this, I have decided to manually test out every single attribute in the game with this trigger to determine which attributes work well, and which ones don't.

However, lets first talk about...



The Trigger
• Why Doesn't It Show Up In My Entity List?
You may not be able to see it within the entity list, and any of it's properties. That is because it is not in the stock FGD, there are two ways of getting an FGD entry of it:
  1. Use a custom FGD (e.g. FGD fit for a lord) that has an entry of that trigger
  2. Add it manually to the stock .FGD (The FGD code can be found here)

Do note that a FGD entry is not required for this trigger to work. All the FGD entry does is give Hammer information about the entity so that the key values can be seen with SmartEdit.


• The Trigger's Properties
This trigger has all the other properties that a regular trigger has, but it also has its four own unique key values that make it do what it does:
  1. Attribute (attribute_name): The name of the attribute to apply.
  2. Add or Remove (add_or_remove): Determines if the trigger should add or remove the defined attribute to players. - Handy note: Remove only works for attributes added by this trigger
  3. Value (value): If an attribute requires a value to work, it will use this. Redundant if the trigger is set to remove attributes. - Note: If an attribute requires a string, the game crashes. Possibly because the trigger was not developed to handle anything else than numbers.
  4. Duration (duration): The amount of seconds the attribute lasts for. Re-entering the trigger will reset the timer to the specified duration. -1 makes it last until the player leaves the trigger. Redundant if the trigger is set to remove attributes.

It also has two kinks to be aware of:
  1. The timer for the attribute won't be paused while inside of the trigger, so the attribute can run out while still inside the trigger. One way to avoid this is to parent it to a moving entity (e.g. func_door) to have it moving at all times, forcing it to re-apply the attribute constantly.
  2. Changing class within this trigger will not register as the player leaving and re-entering the trigger, but the attribute will be removed. Can be fixed the same way you can fix the first issue.

That is all you need to know about the trigger, now...



The Attributes
• How They Work
There are four types of attributes:
  1. Additive: Adds the set value to something (e.g. Add 20 to the player's maximum health)
    • Some of additive attributes also work by enabling or disabling an effect when the sum of all instances of that attribute is higher than, equal to, or lower than a specific number. I will be listing off each attribute's sum effects in the notes section.
    • Example of this is the cannot carry intelligence attribute, which disables the ability to carry intelligence briefcases and the PASS Time jack when the final sum is not 0.Each of the jumper weapons have that attribute with the value of 1, thus when you equip one of them, your sum of that attribute is non-zero, thus preventing you from picking up the intelligence and the JACK.
      If you were to give a player this attribute but with the value of -1, this would lead to players not using any of the jumper weapons unable to pick-up the intelligence - their final sum would be -1, which is not zero, and players using a jumper weapon be able to pick-up the intelligence - their final sum would be 0, thus letting them pick-up the intelligence.
  2. Or: Check if either the wearer or the weapon has the attribute set to a non-zero value, and do something if yes (e.g. Guarantee critical hits if either the weapon or the carrier has the attribute with a non-zero value)
  3. Percentage Multiplier: Multiplies something by the set value (e.g. Multiply reload time by 0.75)
  4. Percentage Additive: Same as additive, but it instead adds to percentage (e.g. Add 0.25 [25%] to a chance to slow down players)



The List of All Working Attributes
All attributes on this list usually don't have any side-effects nor get removed improperly when used with the trigger.

Multiple attributes that work the same are in one cell separated by a comma, and a line break.

add jingle to footstepsAdditiveAdds Christmas jingles to the player's footsteps• Final sum must be higher than 0 for the effect to happen
override footstep sound setAdditiveChanges the player's footstep soundsTo-Do: Test out if it overrides the Sprinting Cephalopod or the Ball-Kicking Boots
• 1: Ball-Kicking Boots
• 2: MvM Robot
• 3: MvM Giant Robot
• 4: MvM Robot
• 5: MvM Robot
• 6: MvM Robot
• 7: Sentry Buster
• 8: Spy's Knife
• 9: Sprinting Cephalopod
vision opt in flagsOrEnables Pyrovision visuals• Value must not be 0 for the effect to happen
SET BONUS: calling card on killAdditiveSpawns a calling card on kill based on the final sum• func_regenerate removes this
SET BONUS: special dspAdditivePlayer's sounds are affected by the DSP effect determined by the specified value
• 2: Reverb #1
• 3: Reverb #2
• 4: Reverb #3
• 5: Short Reverb
• 11: Metal Reverb
• 20: Delay #1
• 21: Delay #2
• 22: Long Delay
• 23: Robodelay
• 24: Distant Delay #1
• 25: Distant Delay #2
• 30: Highpass
• 33: Explosion Ring
• 37: Shock Muffle
• 38: Distorted Speaker
• 44: +10% Pitch
• 45: -10% Pitch
• 47: Repeater
• 55: Speaker
• 56: Echo Speaker
• 111: Reverb + Delay
• 112: Chorus
• 116: Chorusverb
• 126: Bandpass
• 130: Cavernous Delay
• 134: Brundle Bundle
• 135: Evil

Source
SPELL: Halloween voice modulationAdditiveMakes the player's voice deep similarly to the Halloween vocal spells tool itemsTO-DO: Test out if it overrides the vocal Halloween spell-affected items
• Only works if Halloween mode is enabled
• Final sum must be higher than 0 for the effect to happen
voice pitch scalePercentage MultiplierPlayer's voice pitch is multiplied by the specified value
SPELL: set Halloween footstep typeAdditiveGives the player a particle trail at their feet that is based on the specified valueTO-DO: Test out if it overrides the footstep Halloween spell-affected items
• Only works if Halloween mode is enabled
SET BONUS: custom taunt particle attrAdditiveTaunts are accompanied by a spiraling dust effect as seen when using the Familiar Fez set• Final sum must be 1 for the effect to happen
• func_regenerate removes this
airblast vulnerability multiplier,
airblast vulnerability multiplier hidden
Percentage MultiplierKnockback force recieved from airblasts is multiplied by the specified value
airblast vertical vulnerability multiplierPercentage MultiplierVertical force recieved from airblasts is multiplied by the specified value
increased air controlPercentage MultiplierAir control is multiplied by the specified value
mod_air_control_blast_jumpPercentage MultiplierAir control is multiplied by the specified value while rocket jumping
metal_pickup_decreasedPercentage MultiplierMetal gained from ammopacks is multiplied by the specified value
ammo gives chargeAdditiveEnables the Demoman's shield charge to be replenished via ammo boxes• Final sum must be not 0 for the effect to happen
kill refills meterAdditive PercentageReplenish Demoman's shield charge by the specified amount of % on kill
charge impact damage increased,
charge impact damage decreased
Percentage MultiplierDemoman's shield impact damage is multiplied by the specified value
charge recharge rate increasedPercentage MultiplierDemoman's shield charge recharge speed is multiplied by the specified value
charge time increased,
charge time decreased
AdditiveIncreases the amount of seconds that Demoman can charge by the specified value• Negative values make the duration infinite
full charge turn controlAdditiveIncreases Demoman's shield charge turning control by the specified value
mult charge turn controlPercentage MultiplierMultiplies Demoman's shield charge turning control by the specified value
lose demo charge on damage when chargingAdditiveDemoman loses shield charge when hurt while charging, the amount lost per hit is proportional to the specified value
backstab shieldAdditiveBlocks backstabs similarly to the Razorback• Doesn't get removed after a backstab
• Razorback doesn't get used up while active
cannot be backstabbedAdditiveCannot be backstabbed• Final sum must not be 0 for the effect to happen
jarate backstabberAdditiveCoats your killer in Jarate when backstabbed• Final sum must not be 0 for the effect to happen
mod_disguise_consumes_cloakAdditiveDisguises require and consume a full cloak meter• Final sum must not be 0 for the effect to happen
mult cloak ratePercentage MultiplierMultiplies Spy's cloaking time by the specified value
mult decloak ratePercentage MultiplierSpy's decloak speed is multiplied by the specified value
mult cloak meter consume rate,
cloak consume rate increased,
cloak consume rate decreased
Percentage MultiplierSpy's cloak drain is multiplied by the specified value• Only updates while the player is not cloaked
SET BONUS: cloak blink time penaltyPercentage MultiplierSpy's cloak bump reveal time is multiplied by the specified value• func_regenerate removes this
SET BONUS: quiet unstealthAdditiveSpy's decloak noise is muted• Final sum must be 1 for the effect to happen
• func_regenerate removes this
sapper damage bonus,
sapper damage penalty,
sapper damage penalty hidden
Percentage MultiplierDamage dealt by Spy's sapper is multiplied by the specified value
sapper damage leaches healthAdditivePlayer regenerates the specified value of health over time per every active sapper
sapper degenerates buildingsPercentage MultiplierSpy's sapper deconstructs buildings• The specified value multiplies the time it takes it to degrade a building from Level 3 to Level 1
boots falling stompAdditiveDeal damage to players you land similarly to the Mantreads
parachute attributeAdditiveEnables the player to deploy a parachute mid-air similarly to the B.A.S.E. Jumper• Final sum must be 1 for the effect to happen
falling_impact_radius_pushbackAdditiveFalling near enemy players pushes them back when using the Thermal Thruster• Final sum must not be 0 for the effect to happen
falling_impact_radius_stunAdditiveFalling near players stuns them for a brief duration when using the Thermal Thruster• Final sum must not be 0 for the effect to happen
thermal_thruster_air_launchAdditiveAllows the Thermal Thruster to be re-actived when already launched• Final sum must not be 0 for the effect to happen
cancel falling damageAdditiveGrants immunity to fall damage• Final sum must be not 0 for the effect to happen
disguise no burnAdditiveGrants immunity to fire damage while disguised• Final sum must be 1 for the effect to happen
SET BONUS: no death from headshotsAdditivePrevents death from headshot hits
damage force increase,
damage force increase hidden,
damage force reduction
Percentage MultiplierKnockback recieved is multiplied by the specified value
dmg taken increased,
mult_dmgtaken_active
Percentage MultiplierDamage taken is multiplied by the specified value
dmg from melee increasedPercentage MultiplierMelee damage taken is multiplied by the specified value
dmg from ranged reducedPercentage MultiplierRanged damage taken is multiplied by the specified value
SET BONUS: dmg taken from bullets increasedPercentage MultiplierBullet damage taken is multiplied by the specified value
dmg taken from blast increased,
dmg taken from blast reduced
Percentage MultiplierBlast damage taken is multipled by the specified value• Doesn't apply to self-inflicted blast damage
rocket jump damage reduction,
blast dmg to self increased,
rocket jump damage reduction HIDDEN
Percentage MultiplierSelf-inflicted blast damage is multiplied by the specified value
dmg taken from fire reduced,
dmg taken from fire increased,
SET BONUS: dmg taken from fire reduced set bonus,
dmg taken from fire reduced on active
Percentage MultiplierFire damage taken is multiplied by the specified value
dmg taken from crit reduced,
dmg taken from crit increased,
SET BONUS: dmg taken from crit reduced set bonus
Percentage MultiplierBonus damage taken from critical hits is multiplied by the specified value• Doesn't apply to mini-crits
SET BONUS: dmg from sentry reducedPercentage MultiplierDamage taken from sentries is multiplied by the specified value• func_regenerate removes this
energy buff dmg taken multiplierPercentage MultiplierDamage taken while the Buffalo Steak Sandvich's/Crit-a-Cola's effect is active is multiplied by the specified value
spunup_damage_resistancePercentage MultiplierDamage taken is multiplied by the specified value while spun up with a minigun and under 50% of health
aiming knockback resistancePercentage MultiplierDamage knockback is multiplied by the specified value while Sniper's rifle charge is full
aiming no flinchAdditivePrevents flinching when hurt while Sniper's rifle charge is full• Final sum must be higher than 0 for the effect to happen
aiming movespeed increased,
aiming movespeed decreased,
sniper aiming movespeed decreased
Percentage MultiplierThe sniper rifle's and minigun's move speed penalty while scoped in/revved up is multiplied by the specified value• Speed updates only when the player is not scoped in
jarate durationAdditiveApplies jarate on scoped sniper rifle hits for 2 to the specified value of seconds based on the charge level
back headshotAdditiveHitscan headshots require the player to be behind their victim in order to crit
headshot damage increasePercentage MultiplierHeadshot damage is multiplied by the specified value
rage on assistsAdditiveThe Hitman's Heatmaker gains the specified value of focus on assists
rage on killAdditiveThe Hitman's Heatmaker gains the specified value of focus on kills
rage giving scalePercentage MultiplierMultiplies the amount of Mmmph! and Banner buff charge that is given to players that hit you by the specified value
mod medic healed deploy time penaltyPercentage MultiplierThe switch time between weapons is multiplied by the specified value while not being healed by a Medic
reload time decreased while healedPercentage MultiplierThe reload time is multiplied by the specified value while being healed by a Medic
faster reload rate,
halloween reload time decreased
Percentage MultiplierReload time is multiplied by the specified value
halloween fire rate bonusPercentage MultiplierThe delay between shots is multiplied by the specified value• Melee weapons, Demoman's stickybomb and grenade launcher are all unaffected
deploy time increased,
deploy time decreased
Percentage MultiplierThe weapon deploy time is multiplied by the specified value
gesture speed increasePercentage MultiplierThe taunt speed is multiplied by the specified value• Certain taunts don't work properly
• If the effect runs out while taunting, then the taunting animation speed returns back to normal while the freeze time and cooldown remain the same
disable weapon switchAdditivePrevents weapon switching• Applies to switching loadout weapons; trying to switch loadout weapons with this attribute active prevents equipping the new weapons
head scalePercentage MultiplierHead size is multiplied by the specified value• Plays a growing/shrinking animation
• Only visual
hand scalePercentage MultiplierHand and weapon size is multiplied by the specified value• Plays a growing/shrinking animation
• Only visual
torso scalePercentage MultiplierThe torso height is multiplied by the specified value• Plays a growing/shrinking animation
• Only visual
maxammo primary increased,
hidden primary max ammo bonus,
maxammo primary reduced
Percentage MultiplierThe maximum reserve ammo on primary weapons is multiplied by the specified value• The current reserve ammo is kept until the player spends it, even if the maximum becomes lower than that
maxammo secondary increased,
maxammo secondary reduced,
hidden secondary max ammo penalty
Percentage MultiplierThe maximum reserve ammo on secondary weapons is multiplied by the specified value• The current reserve ammo is kept until the player spends it, even if the maximum becomes lower than that
maxammo grenades1 increasedPercentage MultiplierThe maximum Jarate, ornament, baseball reserve amount is multiplied by the specified value• The current reserve amount is kept until the player spends it, even if the maximum becomes lower than that
maxammo metal increased,
maxammo metal reduced
Percentage MultiplierMaximum metal is multiplied by the specified value• The current metal is kept until the player spends it, even if the maximum becomes lower than that
drop health pack on killAdditiveSmall health packs drop from killed enemy players• Final sum must be 1 for the effect to happen
health from healers increased,
health from healers reduced
Percentage MultiplierHealing from Medics and dispensers is multiplied by the specified value• Does not affect the Crusader's Crossbow
health from packs increased,
health from packs decreased
Percentage MultiplierHealing from healthkits is multiplied by the specified value
health regen,
SET BONUS: health regen set bonus,
CARD: health regen,
health drain,
health drain medic
AdditiveIncreases passive health regeneration by the specified value
ammo regenAdditiveRegenerates the specified value of percent of ammo on all weapons every 5 seconds
metal regenAdditiveRegenerates the specified value of metal every 5 seconds
max health additive penalty,
max health additive bonus,
SET BONUS: max health additive bonus,
hidden maxhealth non buffed
AdditiveAdds the specified value to the maximum health
reduced_healing_from_medicsPercentage MultiplierHealing from Medics is multiplied by the specified value
patient overheal penaltyPercentage MultiplierMaximum overheal from Medics is multiplied by the specified value• Doesn't update the maximum overheal while being healed
ubercharge rate bonus for healerPercentage MultiplierÜberCharge charge rate is multiplied by the specified value for Medics healing you
heal rate bonus,
heal rate penalty
Percentage MultiplierMedigun healing rate is multiplied by the specified value• Doesn't update the healing rate while healing someone
overheal fill rate reducedPercentage MultiplierMedigun overheal rate is multiplied by the specified value
healing masteryAdditiveIncreases self-heal rate, Medigun healing rate and revive rate by 25%, per value• Doesn't update while healing someone
• Restricted to MvM
ubercharge rate bonus,
ubercharge rate penalty
Percentage MultiplierMedigun ÜberCharge charge rate is multiplied by the specified value
uber duration bonusAdditiveIncreases the duration of medigun ÜberCharge by the specified value
ubercharge overheal rate penaltyPercentage MultiplierMedigun ÜberCharge charge rate is multiplied by the specified value while healing overhealed targets
ubercharge_preserved_on_spawn_maxAdditive PercentageThe maximum amount of ÜberCharge that can be preserved by collecting organs with the Vita-Saw is increased by the specified value
medigun bullet resist passiveAdditiveIncreases the percentage amount of bullet damage that the Vaccinator's passive bullet resistance absorbs by the specified value• By default, the passive absorption amount is 0.1 (10%)
medigun blast resist passiveAdditiveIncreases the percentage amount of blast damage that the Vaccinator's passive blast resistance absorbs by the specified value• By default, the passive absorption amount is 0.1 (10%)
medigun fire resist passiveAdditiveIncreases the percentage amount of fire damage that the Vaccinator's passive fire resistance absorbs by the specified value• By default, the passive absorption amount is 0.1 (10%)
medigun bullet resist deployedAdditiveIncreases the percentage amount of bullet damage that the Vaccinator's ÜberCharge bullet resistance absorbs by the specified value• By default, the ÜberCharge absorption amount is 0.75 (75%)
medigun blast resist deployedAdditiveIncreases the percentage amount of blast damage that the Vaccinator's ÜberCharge blast resistance absorbs by the specified value• By default, the ÜberCharge absorption amount is 0.75 (75%)
medigun fire resist deployedAdditiveIncreases the percentage amount of fire damage that the Vaccinator's ÜberCharge fire resistance absorbs by the specified value• By default, the ÜberCharge absorption amount is 0.75 (75%)
halloween increased jump height,
major increased jump height,
increased jump height
Percentage MultiplierPlayer's jump height is multiplied by the specified value
move speed bonus,
major move speed bonus,
SET BONUS: move speed set bonus,
CARD: move speed bonus,
move speed penalty
Percentage MultiplierPlayer's movement speed is multiplied by the specified value• There is an innate movement speed limit of 520
• Doesn't revert the effects after being removed until the movement speed is recalculated
move speed bonus shield requiredPercentage MultiplierPlayer's movement speed is multiplied by the specified value if they are carrying a shield• There is an innate movement speed limit of 520
increase buff duration,
increase buff duration HIDDEN
AdditiveAdds the specified value to the duration of temporary item buffs• While the HUD gets updated after the attribute has run out while a buff is active, the duration will stay the same
• Certain buffs (like Hype from the Soda Popper) are not affected - Most buffs that get affected are re-filled through the use of impulse 101
boost on damageAdditiveScout's Boost/Hype meter uses the Baby Face's Blaster's damage to charge ratio• Final sum must not be 0 for the effect to happen
hype on damageAdditiveScout's Boost/Hype meter uses the Soda Popper's damage to charge ratio• Final sum must not be 0 for the effect to happen
hype decays over timeAdditiveScout's Boost/Hype meter gains the specified value of charge every second
hype resets on jumpAdditiveScout's Boost/Hype meter loses the specified value of charge when the player performs a double jump
lose hype on take damageAdditiveScout's Boost/Hype meter loses the specified value multiplied by taken damage when hurt
kill forces attacker to laughAdditivePerforms the Schadenfreude upon killing an enemy• Final sum must be higher than 0 for the effect to happen
• Taunting limits apply
• Cannot taunt mid-air
• Cannot taunt with the PASS Time JACK
• Cannot taunt if already performing an another taunt
flame size bonus,
flame size penalty
Percentage MultiplierMultiplies Pyro's flamethrower flame reach by the specified value• Updates only when the player has no flamethrower particles in the world
mult_end_flame_sizePercentage MultiplierPyro's flamethrower flame size is multiplied by the specified value• Updates only when the player has no flamethrower particles in the world
redirected_flame_size_multPercentage MultiplierPyro's flamethrower flame size is multiplied by the specified value when they deflect off surfaces• Updates only when the player has no flamethrower particles in the world
flame_dragAdditiveIncreases Pyro's flamethrower flame drag by the specified value• Updates only when the player has no flamethrower particles in the world
flame_ignore_player_velocityAdditivePyro's flamethrower flames are not affected by player movement• Updates only when the player has no flamethrower particles in the world
flame_lifetimeAdditiveIncreases Pyro's flamethrower flame lifetime by the specified value• Updates only when the player has no flamethrower particles in the world
flame_random_life_time_offsetAdditiveIncreases Pyro's flamethrower flame lifetime randomness by the specified value• Updates only when the player has no flamethrower particles in the world
flame_reflection_add_life_timeAdditivePyro's flamethrower flames gain the specified value of lifetime when deflecting off surfaces• Updates only when the player has no flamethrower particles in the world
flame_reflect_on_collisionAdditiveIncreases Pyro's flamethrower flame surface deflection strength by the specified value• Updates only when the player has no flamethrower particles in the world
reflected_flame_dmg_reductionAdditiveDamage of Pyro's flamethrower flames is multiplied by the specified value when deflecting off surfaces• Updates only when the player has no flamethrower particles in the world
flame_speedAdditiveIncreases Pyro's flamethrower flame speed by the specified value• Updates only when the player has no flamethrower particles in the world
flame_up_speedAdditiveIncreases Pyro's flamethrower flame upward float speed by the specified value• Updates only when the player has no flamethrower particles in the world
flame_spread_degreeAdditiveIncreases Pyro's flamethrower flame spread by the specified value of degrees• Updates only when the player has no flamethrower particles in the world
fuse bonusPercentage MultiplierThe lifetime of Demoman's grenades is multiplied by the specified value
generate rage on damageAdditiveHeavy gains the Knockback Rage effect from MvM• Final sum must not be 0 for the effect to happen
• Charge is kept when removed
• The effect gets paused when removed while it is active
generate rage on healAdditiveMedic gains the Projectile Shield effect from MvM, the specified value affects its charging speed• The player can activate the effect when charged even if it has been removed
mad milk syringesAdditiveMedic's Syringe Gun coats enemy players in Mad Milk for 1 second similarly to the Mad Milky Syringes upgrade from MvMTO-DO: Test in MvM
overheal expertAdditiveGrants 25% maximum overheal and 50% longer overheal duration similarly to the Overheal Expert upgrade from MvM, multiplied by the specified value• Has a small delay before being added or removed
• Restricted to MvM
canteen specialistAdditiveCanteen power-ups are shared with healing targets, the duration of power-ups on healing targets is increased by the specified value, the cost of power-ups from the Upgrade Station is also reduced based on the specified value.• Effects are only updated when starting to heal someone
rocket specialistAdditiveGrants 15% faster rockets and direct hits have 15% larger blast radius, deal maximal damage, and stun targetsTO-DO: Test in MvM
mod soldier buff type,
mod demo buff type
AdditiveChanges the effect of charge-up buffs based off the final sum• Seems to affect only the Sniper's Focus meter
Meter is displayed upon gaining this attribute if it was not there before, it won't get filled by itself however
no_attackAdditivePrevents attacking• Final sum must not be 0 for the effect to happen
no_jumpAdditivePrevents jumping• Final sum must not be 0 for the effect to happen
no_duckAdditivePrevents crouching• Final sum must not be 0 for the effect to happen
no double jumpAdditivePrevents double jumping• Final sum must be 1 for the effect to happen
cannot disguiseAdditivePrevents the use of the Disguise Kit• Final sum must be 1 for the effect to happen
cannot pick up intelligenceAdditivePrevents the player from picking up item_teamflag entities and the PASS Time JACK• Final sum must not be 0 for the effect to happen
cannot pick up buildingsAdditivePrevents the player from picking up buildings• Final sum must not be 0 for the effect to happen
mark for death on building pickupAdditivePlayer is marked for death while carrying a building• Final sum must not be 0 for the effect to happen
increase player capture valueAdditiveIncreases the player's capture worth by the specified value• Can be negative to instead subtract the total capture worth of a control point
bidirectional teleportAdditiveEngineer's teleporters can teleport players in both directions• Final sum must be 1 for the effect to happen
engineer sentry build rate multiplierPercentage MultiplierEngineer's sentry build time is multiplied by the specified value
engineer teleporter build rate multiplierPercentage MultiplierEngineer's dispenser and teleport build time is multiplied by the specified value
build rate bonusPercentage MultiplierEngineer's building build time is multiplied by the specified value
building cost reductionPercentage MultiplierEngineer's building costs are multiplied by the specified value• Construction PDA's HUD doesn't update the cost until the player switches off their PDA
mod teleporter costPercentage MultiplierEngineer's teleporter building costs are multiplied by the specified value• Construction PDA's HUD doesn't update the cost until the player switches off their PDA
upgrade rate decreasePercentage MultiplierEngineer's upgrade amtwhack is multiplied by the specified value
engy sentry damage bonusPercentage MultiplierEngineer's sentry gun's damage is multiplied by the specified value
engy sentry fire rate increasedPercentage MultiplierEngineer's sentry gun's fire delay is multiplied by the specified value
engy sentry radius increasedPercentage MultiplierEngineer's sentry gun's detection radius is multiplied by the specified value
engy dispenser radius increasedPercentage MultiplierAoE of the Engineer's dispenser is multiplied by the specified value
engy building health bonusPercentage MultiplierEngineer buildings have their health multiplied by the specified value• Updates only on newly built and upgraded buildings
has pipboy build interfaceAdditiveEngineer's PDA uses the Pip-Boy HUD• Final sum must be 1 for the effect to happen
• Construction PDA's HUD doesn't update the cost until the player switches off their PDA
is giger counterAdditiveThe Wrangler uses the Giger Counter kill icon• Final sum must be 1 for the effect to happen
energy weapon penetrationAdditiveEnergy weapons penetrate enemy players• Final sum must be higher than 0 for the effect to happen
powerup durationAdditiveIncreases the MvM Power-up Canteen duration by the specified value
powerup max chargesAdditiveIncreases the amount of charges the MvM Power-up Canteen can hold by the specified value• The current charges are kept until the player uses them, even if the maximum becomes lower than that

List of All Jank Attributes
All attributes on this list usually work, but suffer from undesired side-effects that may make using them unfavourable and risky.
Majority of the attributes on this list suffer from a negative side-effect that is caused by the fact that TF2 weapons will check for the effects of some attributes once when they need it, and then will simply remember those attributes instead of checking every time, even if the attributes change. This is likely an oversight, as this trigger applies custom attributes, which is only used by the Dalokohs Bar for its temporary maximum health increase.

Multiple attributes that work the same are in one cell separated by a comma, and a line break.
AttributeTypeEffectNotes
accuracy scales damagePercentage MultiplierDamage for weapons is multiplied by the specified value as long the player has hit an enemy in the past moment• Doesn't work on all weapons that the player has fired until they update the attribute
• The attribute's effect is only updated when switching weapons via a func_regenerate, or a dropped weapon
fixed_shot_patternAdditiveBullet deviate in a fixed pattern• Final sum must not be 0 for the effect to happen
• Doesn't work on all weapons that the player has fired until they update the attribute
• The attribute's effect is only updated when switching weapons via a func_regenerate, or a dropped weapon
auto fires when fullAdditiveCauses a shot to be fired when fully reloading a weapon• Final sum must not be 0 for the effect to happen
• Doesn't work on all weapons that the player has fully reloaded until they update the attribute
• The attribute's effect is only updated when switching weapons via a func_regenerate, or a dropped weapon
auto fires full clip,
auto fires full clip penalty
AdditiveBeggar's Bazooka barrage ability• Final sum must not be 0 for the effect to happen
• Incredibly broken - If the effect is toggled at any time, it will cause a lot of client-side weirdness
• Doesn't work on all weapons that the player has had out until they update the attribute
• The attribute's effect is only updated when switching weapons via a func_regenerate, or a dropped weapon
decapitate typeAdditiveHeadshot and sword kills decapitate victims• Final sum must be higher than 0 for the effect to happen
• Doesn't work on all weapons that the player has killed someone with until they update the attribute
• The attribute's effect is only updated when switching weapons via a func_regenerate, or a dropped weapon
can overloadAdditiveEnables weapon overloading• Final sum must not be 0 for the effect to happen
• Doesn't work on all weapons that the player has started reloading until they update the attribute
• The attribute's effect is only updated when switching weapons via a func_regenerate, or a dropped weapon
alt fire teleport to spawnAdditiveEureka Effect's teleportational ability• Final sum must not be 0 for the effect to happen
• Doesn't work if the player has pressed their reload key with their wrench out until they update the attribute
• HUD works, but the teleportational ability doesn't work on any wrench but the Eureka Effect
• The attribute's effect is only updated when switching weapons via a func_regenerate, or a dropped weapon
Construction rate increased,
Construction rate decreased
Percentage MultiplierEngineer's wrench construction speed boost is multiplied by the specified value• Doesn't work if the player has hit friendly buildings with their wrench until they update the attribute
• The attribute's effect is only updated when switching weapons via a func_regenerate, or a dropped weapon
sniper fires tracer,
sniper fires tracer HIDDEN
AdditiveBullets are fired as tracers as seen on the Machina• Final sum must not be 0 for the effect to happen
• Doesn't work on all weapons that the player has fired until they update the attribute
• The attribute's effect is only updated when switching weapons via a func_regenerate, or a dropped weapon
bullets per shot bonusPercentage MultiplierThe amount of bullets fired per shot is multiplied by the specified value• Doesn't work on all weapons that the player has fired until they update the attribute
• The attribute's effect is only updated when switching weapons via a func_regenerate, or a dropped weapon
axtinguisher propertiesAdditiveAttacks mini-crit burning players from the front, and crit burning players from the back• Final sum must not be 0 for the effect to happen
• Doesn't work on all weapons that the player has hit burning players with until they update the attribute
• The attribute's effect is only updated when switching weapons via a func_regenerate, or a dropped weapon
attack_minicrits_and_consumes_burningAdditiveMelee attacks mini-crit and extinguish burning players, damage is increased based on afterburn and killing blows against burning targets grant a speedboost, all as seen on the Axtinguisher• Final sum must not be 0 for the effect to happen
• Doesn't work on all weapons that the player has hit burning players with until they update the attribute
• The attribute's effect is only updated when switching weapons via a func_regenerate, or a dropped weapon
extinguish restores healthAdditiveIncreases the amount of health gained from extinguishing teammates by the specified value• Doesn't work if the player has extinguished someone with their flamethrower until they update the attribute
• The attribute's effect is only updated when switching weapons via a func_regenerate, or a dropped weapon
extinguish earns revenge critsAdditiveManmelter's critical hits on extinguish• Final sum must not be 0 for the effect to happen
• Only affects the Manmelter
• Grants critical hits on all weapons for an unlimited amount of hits if the attribute with final sum is 0 changes to not be 0
• Doesn't work if the player has extinguished someone with their Manmelter until they update the attribute
• The attribute's effect is only updated when switching weapons via a func_regenerate, or a dropped weapon
move speed bonus resource levelAdditiveMedic's movement speed is multiplied between 1 and the specified value based on ÜberCharge• There is an innate movement speed limit of 520
• Doesn't revert the effects after being removed until the movement speed is recalculated
• Doesn't work on all weapons that the player had out until they update the attribute
• The attribute's effect is only updated when switching weapons via a func_regenerate, or a dropped weapon
• Respawning
• Switching weapons
• func_regenerate
• Condition 32 being added/removed
mult_player_movespeed_activeAdditivePlayer's movement speed is multiplied by the specified value• There is an innate movement speed limit of 520
• Doesn't revert the effects after being removed until the movement speed is recalculated
• Doesn't work on all weapons that the player had out until they update the attribute
• The attribute's effect is only updated when switching weapons via a func_regenerate, or a dropped weapon
• Respawning
• Switching weapons
• func_regenerate
• Condition 32 being added/removed
explode_on_igniteAdditiveGas Passer will explode coated enemies when they are set ablaze• Final sum must be higher than 0 for the effect to happen
• Doesn't work if the gas coated player were set on fire until they update the attribute
• The attribute's effect is only updated when switching weapons via a func_regenerate, or a dropped weapon
Attack not cancel chargeAdditiveMelee swings don't cancel out Demoman's shield charge• Final sum must be higher than 0 for the effect to happen
• Doesn't work if the player has cancelled their shield charge until they update the attribute
• The attribute's effect is only updated when switching weapons via a func_regenerate, or a dropped weapon
melee bounds multiplierPercentage MultiplierThe size of melee swings is multiplied by the specified value• Doesn't work if the player has swung their melee weapon until they update the attribute
• The attribute's effect is only updated when switching weapons via a func_regenerate, or a dropped weapon
melee range multiplierPercentage MultiplierThe range of melee swings is multiplied by the specified value• Doesn't work if the player has swung their melee weapon until they update the attribute
• The attribute's effect is only updated when switching weapons via a func_regenerate, or a dropped weapon
attack projectilesAdditiveHeavy's minigun gains the ability to destroy projectiles• Final sum must be higher than 0 for the effect to happen
• Doesn't work if the player has revved their minigun until they update the attribute
• The attribute's effect is only updated when switching weapons via a func_regenerate, or a dropped weapon
uses ammo while aimingAdditiveHeavy's minigun passively uses up the specified value of ammo per second while spun up as seen on the Huo-Long Heater• Passive ammo drain cannot be negative
• Doesn't work if the player has revved their minigun until they update the attribute
• The attribute's effect is only updated when switching weapons via a func_regenerate, or a dropped weapon
ring of fire while aimingAdditiveHeavy's minigun creates a ring of flames while spun up as seen on the Huo-Long Heater• The specified value determines damage dealt to enemies caught in the ring
• Doesn't work if the player has revved their minigun until they update the attribute
• The attribute's effect is only updated when switching weapons via a func_regenerate, or a dropped weapon
sniper only fire zoomedAdditiveSniper rifles can only be fired while zoomed in• Final sum must not be 0 for the effect to happen
• Doesn't work if the player has fired their sniper rifle until they update the attribute
• The attribute's effect is only updated when firing in while scoped, switching weapons via a func_regenerate, or a dropped weapon
sniper crit no scopeAdditiveClassic's no-scope headshot ability• Final sum must not be 0 for the effect to happen
• Doesn't work if the player has killed someone with a no-scope headshot until they update the attribute
• The attribute's effect is only updated when switching weapons via a func_regenerate, or a dropped weapon
sniper no headshot without full chargeAdditiveSniper rifles requires full charge in order to headshot• Final sum must not be 0 for the effect to happen
• If the player is using the Classic: this doesn't work if the player has started charging their sniper rifle until they update the attribute
• If the player is using the Classic: The attribute's effect is only updated when switching weapons via a func_regenerate, or a dropped weapon
sniper full charge damage bonusPercentage MultiplierThe damage of fully charged sniper rifle shots is multiplied by the specified value• Final sum must not be 0 for the effect to happen
• If the player is using the Classic: this doesn't work if the player has hit someone with their sniper rifle until they update the attribute
• If the player is using the Classic: The attribute's effect is only updated when switching weapons via a func_regenerate, or a dropped weapon
sniper penetrate players when chargedAdditiveSniper rifles penetrate players when fully charged• Final sum must not be 0 for the effect to happen
• If the player is using the Classic: this doesn't work if the player has killed started charging their sniper rifle until they update the attribute
• If the player is using the Classic: The attribute's effect is only updated when switching weapons via a func_regenerate, or a dropped weapon
sniper charge per sec,
SRifle Charge rate increased,
SRifle Charge rate decreased
Percentage MultiplierThe charge rate of sniper rifles is multiplied by the specified value• There is an innate minimal charge time limit of ~1.75 seconds
• The attribute's effect is only updated after firing a scoped shot, or when switching weapons via a func_regenerate, or dropped weapons
killstreak tierAdditiveEnables the killstreak counter• Doesn't work on all weapons that the player has killed someone with until they update the attribute
• The attribute's effect is only updated when switching weapons via a func_regenerate, or a dropped weapon
• 1: Standard
• 2: Specialized
• 3 or higher: Professional
killstreak idleeffectAdditiveAdds a weapon sheen effect as see on specialized killstreak weapons• Doesn't work on all weapons that the player has killed someone with until they update the attribute
• The attribute's effect is only updated when switching weapons via a func_regenerate, or a dropped weapon
• 1: Team Shine
• 2: Deadly Daffodil
• 3: Manndarin
• 4: Mean Green
• 5: Agonizing Emerald
• 6: Villanious Violet
• 7: Hot Rod
killstreak effectAdditiveAdds an eye effect as seen on professional killstreak weapons• Needs the killstreak idleeffect attribute to determine the particle's colour
• Doesn't work on all weapons that the player has killed someone with until they update the attribute
• The attribute's effect is only updated when switching weapons via a func_regenerate, or a dropped weapon
• 2002: Fire Horns
• 2003: Celebral Discharge
• 2004: Tornado
• 2005: Flames
• 2006: Singularity
• 2007: Incinerator
• 2008: Hypno-Beam
attach particle effect,
attach particle effect static
AdditiveAttaches a particle effect as seen on Unusual items• Works both on weapons and cosmetics
• Doesn't work until the player updates the attribute
• The attribute's effect is only updated when switching weapons and cosmetics via a func_regenerate, or a dropped weapon
increased jump height from weaponPercentage MultiplierPlayer's jump height is multiplied by the specified value• Doesn't work on all weapons that the player has jumped with until they update the attribute
• The attribute's effect is only updated when switching weapons via a func_regenerate, or a dropped weapon
active health regen,
active health degen
AdditiveRegenerates the specified value of health while holding a specific weapon• Applies to all weapons BUT the weapon that was active when this attribute was added
• func_regenerate gives the effect to the weapon that the effect wasn't applied to
• Regeneration goes on indefinitely, ignoring the maximum health and overheal limit
• The attribute's effect is only updated when switching weapons via a func_regenerate, or a dropped weapon
healing received bonus,
healing received penalty
Percentage MultiplierAll healing received is multiplied by the specified value• Doesn't work on all weapons that the player had out while being healed by anything until they update the attribute
• The attribute's effect is only updated when switching weapons via a func_regenerate, or a dropped weapon
mult_health_fromhealers_penalty_activePercentage MultiplierHealing from Medics is multiplied by the specified value• Doesn't work on all weapons that the player had out while being healed by a Medic until they update the attribute
• The attribute's effect is only updated when switching weapons via a func_regenerate, or a dropped weapon
mult_patient_overheal_penalty_activePercentage MultiplierMaximum overheal is multiplied by the specified value• Doesn't work if the player was healed by a Medic until they update the attribute
• The attribute's effect is only updated when switching weapons via a func_regenerate, or a dropped weapon
overheal bonusPercentage MultiplierMedic's medigun maximum overheal is multiplied by the specified value• Doesn't work if the player has healed someone with their medigun until they update the attribute
• The attribute's effect is only updated when switching weapons via a func_regenerate, or a dropped weapon
mod weapon blocks healingAdditivePrevents healing from Medics• Final sum must be 1 for the effect to happen
• Doesn't work on all weapons that the player had out while being healed by a Medic until they update the attribute
• The attribute's effect is only updated when switching weapons via a func_regenerate, or a dropped weapon
lunchbox healing decreasedPercentage MultiplierHealing gained from eating a lunchbox item is multiplied by the specified value• Doesn't work on all lunchboxes the player ate until they update the attribute
• The attribute's effect is only updated when switching weapons via a func_regenerate, or a dropped weapon
weapon spread bonus,
spread penalty
Percentage MultiplierBullet spread is multiplied by the specified value• Doesn't work on all weapons that the player has fired until they update the attribute
• The attribute's effect is only updated when switching weapons via a func_regenerate, or a dropped weapon
projectile spread angle penaltyPercentage MultiplierProjectile spread is increased by the specified value of degrees• Doesn't work on all weapons that the player has fired until they update the attribute
• The attribute's effect is only updated when switching weapons via a func_regenerate, or a dropped weapon
mult_spread_scales_consecutiveAdditiveConsecutive shots become less accurate• Final sum must not be 0 for the effect to happen
• Doesn't work on all weapons that the player has fired until they update the attribute
• The attribute's effect is only updated when switching weapons via a func_regenerate, or a dropped weapon
mult_spread_scale_first_shotAdditiveThe spread of the first shot after switching to or reloading a weapon is multiplied by the specified value• Weapons that fire multiple bullets have one bullet of every shot affected instead
• Doesn't work on all weapons that the player has fired until they update the attribute
• The attribute's effect is only updated when switching weapons via a func_regenerate, or a dropped weapon
charge meter on hitAdditiveRecovers the specified value of shield charge upon hitting an enemy• Doesn't work on all weapons that the player has hit someone with until they update the attribute
• The attribute's effect is only updated when switching weapons via a func_regenerate, or a dropped weapon
minicrit_boost_charge_rateAdditiveIncreases the amount of Crikey! gained when hitting an enemy with the Cleaner's Carbine• Doesn't work if the player has hit someone with the Cleaner's Carbine until they update the attribute
• The attribute's effect is only updated when switching weapons via a func_regenerate, or a dropped weapon
minicrit_boost_when_chargedAdditiveIncreases the duration of Crikey! by the specified value• Doesn't work if the player has triggered their Crikey! until they update the attribute
• The attribute's effect is only updated when switching weapons via a func_regenerate, or a dropped weapon
fish damage overrideAdditiveChanges the text displayed in the killfeed when killing someone with the Holy Mackerel and Unarmed Combat• Doesn't work on if the player has dealt damage with said weapons until they update the attribute
• The attribute's effect is only updated when switching weapons via a func_regenerate, or a dropped weapon
• 0: FISH KILL!
• 1: ARM KILL!
projectile penetration,
projectile penetration heavy
AdditiveBullets and projectiles penetrate enemies• Final sum must be higher than 0 for the effect to happen
• All weapons penetrate unlimited amount of enemies, but Heavy's minigun can only penetrate the specified value of enemies
• Triggers Machina's collateral sound
• Doesn't work on all weapons that the player has dealt damage with until they update the attribute
• The attribute's effect is only updated when switching weapons via a func_regenerate, or a dropped weapon
revolver use hit locationsAdditiveAmbassador's headshoting ability• Final sum must be 1 for the effect to happen
• Doesn't work on all weapons that the player has dealt damage with until they update the attribute
• The attribute's effect is only updated when switching weapons via a func_regenerate, or a dropped weapon
damage bonus,
damage bonus HIDDEN,
CARD: damage bonus,
damage penalty
Percentage MultiplierMultiplies damage dealt by the specified value• Doesn't work on all weapons that the player has dealt damage with until they update the attribute
• The attribute's effect is only updated when switching weapons via a func_regenerate, or a dropped weapon
dmg penalty vs playersPercentage MultiplierMultiplies damage dealt to players by the specified value• Doesn't work on all weapons that the player has dealt damage to players with until they update the attribute
• The attribute's effect is only updated when switching weapons via a func_regenerate, or a dropped weapon
dmg bonus vs buildings,
dmg penalty vs buildings
Percentage MultiplierMultiplies damage dealt to buildings by the specified value• Doesn't work on all weapons that the player has dealt damage to buildings with until they update the attribute
• The attribute's effect is only updated when switching weapons via a func_regenerate, or a dropped weapon
damage bonus vs burningPercentage MultiplierMultiplies damage dealt to burning players by the specified value• Doesn't work on some weapons that the player has dealt damage with until they update the attribute
• The attribute's effect is only updated when switching weapons via a func_regenerate, or a dropped weapon
dmg penalty vs nonburningPercentage MultiplierMultiplies damage dealt to non-burning players by the specified value• Doesn't work on all weapons that the player has dealt damage with until they update the attribute
• The attribute's effect is only updated when switching weapons via a func_regenerate, or a dropped weapon
damage bonus bullet vs sentry targetPercentage MultiplierMultiplies damage dealt to whoever the player's sentry gun is targetting by the specified value• Doesn't work on all weapons that the player has hit someone with until they update the attribute
• The attribute's effect is only updated when switching weapons via a func_regenerate, or a dropped weapon
damage penalty on bodyshotPercentage MultiplierMultiplies non-headshot damage by the specified value• Doesn't work on all weapons that the player has hit someone with until they update the attribute
• The attribute's effect is only updated when switching weapons via a func_regenerate, or a dropped weapon
dmg penalty while half alivePercentage MultiplierMultiplies melee damage dealt above or at 50% health by the specified value• Doesn't work on all weapons that the player has hit someone with while above or at 50% of maximum health until they update the attribute
• The attribute's effect is only updated when switching weapons via a func_regenerate, or a dropped weapon
dmg bonus while half deadPercentage MultiplierMultiplies melee damage dealt under 50% health by the specified value• Doesn't work on all weapons that the player has hit someone with while under 50% of maximum health until they update the attribute
• The attribute's effect is only updated when switching weapons via a func_regenerate, or a dropped weapon
damage bonus while disguisedPercentage MultiplierMultiplies damage dealt while disguised by the specified value• Doesn't work on all weapons that the player has dealt damage with while disguised until they update the attribute
• The attribute's effect is only updated when switching weapons via a func_regenerate, or a dropped weapon
dmg falloff increased,
dmg falloff decreased
Percentage MultiplierMultiplies damage fall-off on explosive weapons by the specified value• Doesn't work on all weapons that the player has caused explosions with until they update the attribute
• The attribute's effect is only updated when switching weapons via a func_regenerate, or a dropped weapon
weapon burn dmg increased,
weapon burn dmg reduced
Percentage MultiplierThe afterburn damage is multiplied by the specified value• Doesn't work on all weapons that the player has caused afterburn with until they update the attribute
• The attribute's effect is only updated when switching weapons via a func_regenerate, or a dropped weapon
weapon burn time increased,
afterburn duration bonus,
afterburn duration penalty
Percentage MultiplierThe afterburn duration is multiplied by the specified value• Doesn't work on all weapons that the player has caused afterburn with until they update the attribute
• The attribute's effect is only updated when switching weapons via a func_regenerate, or a dropped weapon
minicrit vs burning playerAdditiveGuranteed mini-crit hits on burning targets• Final sum must be 1 for the effect to happen
• Doesn't work on all weapons that the player has hit someone with until they update the attribute
• The attribute's effect is only updated when switching weapons via a func_regenerate, or a dropped weapon
crit vs burning playersOrGuranteed critical hits on burning players• Value must not be 0 for the effect to happen
• Doesn't work on all weapons that the player has hit someone with until they update the attribute
• The attribute's effect is only updated when switching weapons via a func_regenerate, or a dropped weapon
crit vs non burning playersOrGuranteed critical hits on non-burning players• Final sum must not be 0 for the effect to happen
• Doesn't work on all weapons that the player has hit someone with until they update the attribute
• The attribute's effect is only updated when switching weapons via a func_regenerate, or a dropped weapon
crit vs wet playersOrGuranteed critical hits on wet players• Final sum must not be 0 for the effect to happen
• Doesn't work on all weapons that the player has hit someone with until they update the attribute
• The attribute's effect is only updated when switching weapons via a func_regenerate, or a dropped weapon
crit vs disguised playersOrGuranteed critical hits on disguised players• Final sum must not be 0 for the effect to happen
• Doesn't work on all weapons that the player has hit someone with until they update the attribute
• The attribute's effect is only updated when switching weapons via a func_regenerate, or a dropped weapon
mod mini-crit airborneAdditiveGuranteed mini-crit hits on enemies that are blast jumping• Final sum must be 1 for the effect to happen
• Doesn't work on all weapons that the player has hit someone with until they update the attribute
• The attribute's effect is only updated when switching weapons via a func_regenerate, or a dropped weapon
closerange backattack minicritsAdditiveGuranteed mini-crit hits when attacking from behind• Final sum must be 1 for the effect to happen
• Doesn't work on all weapons that the player has hit someone with until they update the attribute
• The attribute's effect is only updated when switching weapons via a func_regenerate, or a dropped weapon
crit from behindAdditiveGuranteed melee critical hits when attacking from behind• Final sum must not be 0 for the effect to happen
• Doesn't work if the player has hit someone with their melee weapon until they update the attribute
• The attribute's effect is only updated when switching weapons via a func_regenerate, or a dropped weapon
mod flamethrower back critAdditiveGuranteed flamethrower critical hits when attacking from behind• Final sum must be 1 for the effect to happen
• Doesn't work if the player has hit someone from behind with their flamethrower until they update the attribute
• The attribute's effect is only updated when switching weapons via a func_regenerate, or a dropped weapon
mod crit while airborneAdditiveGuranteed critical hits while blast jumping• Final sum must not be 0 for the effect to happen
• Doesn't work on all weapons that the player has hit someone with until they update the attribute
• The attribute's effect is only updated when switching weapons via a func_regenerate, or a dropped weapon
crit mod disabled,
crit mod disabled hidden
Percentage MultiplierThe random critical hit chance is multiplied by the specified value• It is impossible to use this attribute to gurantee critical hits due to anti-cheat measures
• Doesn't work on all weapons that the player has fired until they update the attribute
• The attribute's effect is only updated when switching weapons via a func_regenerate, or a dropped weapon
crit does no damageAdditiveMelee critical hits deal no damage• Final sum must not be 0 for the effect to happen
• Doesn't work if the player has hit someone with their melee weapon until they update the attribute
• The attribute's effect is only updated when switching weapons via a func_regenerate, or a dropped weapon
crits_become_minicritsAdditiveCritical hits are turned into mini-crits• Final sum must not be 0 for the effect to happen
• Doesn't work on all weapons that the player has critical hit someone with until they update the attribute
• The attribute's effect is only updated when switching weapons via a func_regenerate, or a dropped weapon
minicrits become critsAdditiveMini-crit hits are turned into critical hits• Final sum must not be 0 for the effect to happen
• Doesn't work on all weapons that the player has mini-crit hit someone with until they update the attribute
• The attribute's effect is only updated when switching weapons via a func_regenerate, or a dropped weapon
crit_dmg_falloffAdditiveCritical hits are affected by damage fall-off• Final sum must not be 0 for the effect to happen
• Doesn't work on all weapons that the player has hit someone with until they update the attribute
• The attribute's effect is only updated when switching weapons via a func_regenerate, or a dropped weapon
crit kill will gibAdditiveCritical hit kills gib enemies• Doesn't work on all weapons that the player has killed someone with until they update the attribute
• The attribute's effect is only updated when switching weapons via a func_regenerate, or a dropped weapon
crit forces victim to laughAdditiveMelee critical hits force hit players to laugh• Final sum must not be 0 for the effect to happen
• Doesn't work if the player has hit someone with their melee weapon until they update the attribute
• The attribute's effect is only updated when switching weapons via a func_regenerate, or a dropped weapon
disguise on backstabAdditiveDisguises the player as the enemies they backstab as seen on the Your Eternal Reward• Final sum must be 1 for the effect to happen
• Doesn't work if the player has hit someone with their knife until they update the attribute
• The attribute's effect is only updated when switching weapons via a func_regenerate, or a dropped weapon
silent killerAdditivePrevents backstab responses on backstabbed players as seen on the Your Eternal Reward• Final sum must be 1 for the effect to happen
• Doesn't work if the player has backstabbed someone with their knife until they update the attribute
• The attribute's effect is only updated when switching weapons via a func_regenerate, or a dropped weapon
sanguisugeAdditiveBackstabs steal enemy health as seen on the Conniver's Kunai• Final sum must be 1 for the effect to happen
• Doesn't work if the player has hit someone with their knife until they update the attribute
• The attribute's effect is only updated when switching weapons via a func_regenerate, or a dropped weapon
freeze backstab victimAdditiveBackstabbed enemies are frozen as seen on the Spy-cicle• Final sum must not be 0 for the effect to happen
• Doesn't work if the player has backstabbed someone with their knife until they update the attribute
• The attribute's effect is only updated when switching weapons via a func_regenerate, or a dropped weapon
melts in fireAdditiveIncreases the Spycicle's recharge time by the specified value• Doesn't work if the player has used up the Spycicle until they update the attribute
• The attribute's effect is only updated when switching weapons via a func_regenerate, or a dropped weapon
add cloak on hitAdditiveRecovers the specified value of cloak upon hitting an enemy• 100 is the default maximum amount of cloak
• Negative values don't work
• Doesn't work on all weapons that the player has hit someone with until they update the attribute
• The attribute's effect is only updated when switching weapons via a func_regenerate, or a dropped weapon
add cloak on killAdditiveRecovers the specified value of cloak upon killing an enemy• 100 is the default maximum amount of cloak
• Negative values don't work
• Doesn't work on all weapons that the player has killed someone with until they update the attribute
• The attribute's effect is only updated when switching weapons via a func_regenerate, or a dropped weapon
add uber charge on hitPercentage AdditiveAdds the specified value of percent to the ÜberCharge meter upon hitting an enemy• Doesn't work on all weapons that the player has hit someone with until they update the attribute
• The attribute's effect is only updated when switching weapons via a func_regenerate, or a dropped weapon
subtract victim cloak on hitAdditiveSubtracts the specified value of cloak on an enemy Spy upon hitting them• 100 is the default maximum cloak
• Can't use negative values to add cloak
• Doesn't work on all weapons that the player has hit someone with until they update the attribute
• The attribute's effect is only updated when switching weapons via a func_regenerate, or a dropped weapon
subtract victim medigun charge on hitAdditiveSubtracts the specified value of ÜberCharge on an enemy Medic upon hitting them• 100 in this case would be all ÜberCharge
• Can't use negative values to add ÜberCharge
• Doesn't work on all weapons that the player has hit someone with until they update the attribute
• The attribute's effect is only updated when switching weapons via a func_regenerate, or a dropped weapon
heal on hit for rapidfire,
heal on hit for slowfire,
selfdmg on hit for rapidfire,
selfdmg on hit for slowfire
AdditiveRecovers the specified value of health upon hitting an enemy• Cannot heal less than 3 health
• Doesn't work on all weapons that the player has hit someone with until they update the attribute
• The attribute's effect is only updated when switching weapons via a func_regenerate, or a dropped weapon
health on radius damageAdditiveRecovers up to the specified value of health upon hitting an enemy with an explosion based on distance• Doesn't work on all explosive weapons that the player has hit someone with until they update the attribute
• The attribute's effect is only updated when switching weapons via a func_regenerate, or a dropped weapon
heal on killAdditiveRecovers the specified value of health upon killing an enemy• Doesn't work on all weapons that the player has killed someone with until they update the attribute
• The attribute's effect is only updated when switching weapons via a func_regenerate, or a dropped weapon
restore health on killAdditiveRecovers the specified value of health upon killing an enemy• This variant doesn't display the +(HP) blurb when healing, and caps at the maximum overheal rather than maximum health
• Doesn't work on all weapons that the player has killed someone with until they update the attribute
• The attribute's effect is only updated when switching weapons via a func_regenerate, or a dropped weapon
speed_boost_on_hitAdditiveGrants a speedboost for the specified value of seconds upon hitting an enemy• Doesn't work on all weapons that the player has hit someone with until they update the attribute
• The attribute's effect is only updated when switching weapons via a func_regenerate, or a dropped weapon
speed_boost_on_hit_enemyAdditiveGrants a speedboost for the specified value of seconds upon hitting an enemy with their melee weapon• Doesn't work on all weapons that the player has hit someone with until they update the attribute
• The attribute's effect is only updated when switching weapons via a func_regenerate, or a dropped weapon
speed_boost_on_killAdditiveGrants a speedboost for the specified value of seconds upon killing an enemy• Doesn't work on all weapons that the player has killed someone with until they update the attribute
• The attribute's effect is only updated when switching weapons via a func_regenerate, or a dropped weapon
add_head_on_killAdditiveThe Vita-Saw gains an additional organ upon killing an enemy• Final sum must not be 0 for the effect to happen
• While the counter will count any organs gained from any other saws than the Vita-Saw, they will not count for the total ÜberCharge preservation cap
• Doesn't work on all weapons that the player has killed someone with until they update the attribute
• The attribute's effect is only updated when switching weapons via a func_regenerate, or a dropped weapon
minicritboost on killAdditiveGrants mini-crit hits for the specified value of seconds upon killing an enemy• Doesn't work on all weapons that the player has hit someone with until they update the attribute
• The attribute's effect is only updated when switching weapons via a func_regenerate, or a dropped weapon
critboost on killAdditiveGrants critical hits for the specified value of seconds upon killing an enemy• Doesn't work on all weapons that the player has hit someone with until they update the attribute
• The attribute's effect is only updated when switching weapons via a func_regenerate, or a dropped weapon
mod stun waist high airborneAdditiveStuns the enemy for the specified value of seconds upon hitting them while the player's eye level is under the enemy's belt• Doesn't work on all weapons that the player has hit someone with until they update the attribute
• The attribute's effect is only updated when switching weapons via a func_regenerate, or a dropped weapon
stun enemies wielding same weaponAdditiveStuns the enemy for the specified value of seconds upon hitting them if they have the same weapon as the player• Doesn't work on all weapons that the player has hit someone with until they update the attribute
• The attribute's effect is only updated when switching weapons via a func_regenerate, or a dropped weapon
tickle enemies wielding same weaponAdditiveForces the enemy to perform the Schadenfreude upon hitting them if they have the same melee weapon as the player• Final sum must be 1 for the effect to happen
• Doesn't work on all weapons that the player has hit someone with until they update the attribute
• The attribute's effect is only updated when switching weapons via a func_regenerate, or a dropped weapon
reveal cloaked victim on hitAdditiveDecloaks the enemy Spy upon hitting them• Final sum must be higher than 1 for the effect to happen
• Doesn't work on all weapons that the player has hit a cloaked Spy with until they update the attribute
• The attribute's effect is only updated when switching weapons via a func_regenerate, or a dropped weapon
reveal disguised victim on hitAdditiveRemoves disguises from enemy Spies upon hitting them• Final sum must be higher than 1 for the effect to happen
• Doesn't work on all weapons that the player has hit a cloaked Spy with until they update the attribute
• The attribute's effect is only updated when switching weapons via a func_regenerate, or a dropped weapon
bleeding durationAdditiveCauses the enemy to bleed for the specified value of seconds upon hitting them• Doesn't work on all weapons that the player has hit someone with until they update the attribute
• The attribute's effect is only updated when switching weapons via a func_regenerate, or a dropped weapon
Set DamageType IgniteAdditiveIgnites enemies upon hitting them• Final sum must not be 0 for the effect to happen
• Only Pyro's melee weapons actually ignite, other weapons trigger the fire response, but don't actually set the hit enemy ablaze
• Doesn't work on all weapons that the player has hit someone with until they update the attribute
• The attribute's effect is only updated when switching weapons via a func_regenerate, or a dropped weapon
slow enemy on hitAdditive PercentageGrants the specified value of percentage chance to stun enemies upon hitting them as seen on the Natascha• Doesn't work on all weapons that the player has hit someone with until they update the attribute
• The attribute's effect is only updated when switching weapons via a func_regenerate, or a dropped weapon
slow enemy on hit majorAdditiveCauses the enemy to be slowed down by 40% for the specified value of seconds• Doesn't work on all weapons that the player has hit someone with until they update the attribute
• The attribute's effect is only updated when switching weapons via a func_regenerate, or a dropped weapon
mark for deathAdditiveCauses the enemy to be marked for death for 15 seconds upon hitting them as seen on the Fan O'War• Final sum must be 1 for the effect to happen
• Only one player can be marked at a time
• Doesn't work on all weapons that the player has hit someone with until they update the attribute
• The attribute's effect is only updated when switching weapons via a func_regenerate, or a dropped weapon
speed buff allyAdditiveGrants both the player and a teammate a short speedboost upon hitting a teammate as seen on the Disciplinary Action• Final sum must higher than 0 for the effect to happen
• Doesn't work on if the player has hit a teammate with their melee until they update the attribute
• The attribute's effect is only updated when switching weapons via a func_regenerate, or a dropped weapon
afterburn immunityAdditiveGrants immunity to afterburn• Final sum must not be 0 for the effect to happen
• Doesn't work on all weapons that the player has had out while suffering afterburn until they update the attribute
• The attribute's effect is only updated when switching weapons via a func_regenerate, or a dropped weapon
become fireproof on hit by fireAdditiveGrants immunity to fire when hurt by fire• Final sum must be higher than 0 for the effect to happen
• Doesn't work on all weapons that the player has had out while suffering fire damage until they update the attribute
• The attribute's effect is only updated when switching weapons via a func_regenerate, or a dropped weapon
air dash countAdditiveIncreases the amount of mid-air jumps the Scout can perform by the specified value
Scout weapons mini-crit while airborne
• Doesn't work on all weapons that the player has double jumped with until they update the attribute
• The attribute's effect is only updated when switching weapons via a func_regenerate, or a dropped weapon
air jump on attackAdditiveEnables Soldier to perform a mid-air jump when he swings his melee• Final sum must not be 0 for the effect to happen
• Doesn't work on all weapons that the player has swung their melee weapon while mid-air until they update the attribute
• The attribute's effect is only updated when switching weapons via a func_regenerate, or a dropped weapon
turn to goldAdditiveKilled enemies turn into gold as seen on the Saxxy, Golden Pan and Golden Wrench• Final sum must not be 0 for the effect to happen
• Doesn't work on all weapons that the player has killed someone with until they update the attribute
• The attribute's effect is only updated when switching weapons via a func_regenerate, or a dropped weapon
ragdolls become ashAdditiveKilled enemies turn into ash as seem on the Phlogistinator and Manmelter• Final sum must not be 0 for the effect to happen
• Doesn't work on all weapons that the player has killed someone with until they update the attribute
• The attribute's effect is only updated when switching weapons via a func_regenerate, or a dropped weapon
ragdolls plasma effectAdditiveKilled enemies turn into plasma as seen on the Cow Mangler, Pomson and Righteous Bison• Final sum must not be 0 for the effect to happen
• Doesn't work on all weapons that the player has killed someone with until they update the attribute
• The attribute's effect is only updated when switching weapons via a func_regenerate, or a dropped weapon
crit on hard hitAdditiveKilled enemies explode into gibs as seen on the Classic• Final sum must not be 0 for the effect to happen
• Doesn't work on all weapons that the player has killed someone with until they update the attribute
• The attribute's effect is only updated when switching weapons via a func_regenerate, or a dropped weapon
SPELL: Halloween death ghostsAdditiveKilled enemies let off ghost particles as seen on items affected by the Exorcism spell• Final sum must be higher than 0 for the effect to happen
• Doesn't work on all weapons that the player has killed someone with until they update the attribute
• The attribute's effect is only updated when switching weapons via a func_regenerate, or a dropped weapon
SPELL: Halloween green flamesAdditiveFlamethrower flames are tinted green as seen on flamethrowers affected by the Spectral Flame spell• Final sum must be higher than 0 for the effect to happen
• Doesn't work until the player updates the attribute
• The attribute's effect is only updated when switching weapons via a func_regenerate, or a dropped weapon
fists have radial buff,
mod shovel damage boost,
mod shovel speed boost,
set cloak is feign death,
set cloak is movement based,
sniper no headshots
medigun charge is crit boost,
medigun charge is megaheal,
medigun charge is resists,
lunchbox adds maxhealth bonus,
lunchbox adds minicrits,
mod bat launches balls,
mod bat launches ornaments,
set icicle knife mode,
mod flaregun fires pellets with knockback
AdditiveChanges the weapon mode on all weapons based off each weapon's final sum• Used on weapons that have a different core function than stock - example being Spy's invisibility watches
• May not apply all changes until a loadout change or swapping with a dropped weapon
• Doesn't work on weapons depending if the player has used their core function until they update the attribute
• The attribute's effect is only updated when switching weapons via a func_regenerate, or a dropped weapon
A more throughout read on these attributes
sticky detonate mode,
sticky air burst mode
AdditiveSimilar to the attributes above, but for Demoman's weapons specifically• Final sum of 1 on the stickybomb launcher makes stickybombs function like Scottish Resistance's
• Final sum of 2 on either the stickybomb or grenade launcher makes stickybombs/pipebombs shatter on surfaces
• Doesn't work on all weapons that the player has fired until they update the attribute
• The attribute's effect is only updated when switching weapons via a func_regenerate, or a dropped weapon
scattergun no reload singleAdditiveAllows Scout's scattergun to be fully loaded in after a single reload as seen on the Force-a-Nature and the Soda Popper• Final sum must be 1 for the effect to happen
• Doesn't work if the player has reloaded their scattergun until they update the attribute
• The attribute's effect is only updated when switching weapons via a func_regenerate, or a dropped weapon
scattergun has knockbackAdditivePlayer and enemies they hit with their scattergun are knocked around as seen on the Force-a-Nature• Also forces the scattergun to use Force-a-Nature's reload animations
• Final sum must be 1 for the effect to happen
• Doesn't work until the player updates the attribute
• The attribute's effect is only updated when switching weapons via a func_regenerate, or a dropped weapon
scattergun knockback multAdditive PercentageAdds the specified value to the Force-a-Nature's enemy knockback multiplier• Doesn't work if the player has fired their scattergun until they update the attribute
• The attribute's effect is only updated when switching weapons via a func_regenerate, or a dropped weapon
mult cloak meter regen rate,
cloak regen rate increased,
cloak regen rate decreased
Percentage MultiplierSpy's cloak regeneration rate is multiplied by the specified value• Doesn't work if the player has cloaked until they update the attribute
• The attribute's effect is only updated when switching weapons via a func_regenerate, or a dropped weapon
ReducedCloakFromAmmoPercentage MultiplierThe amount of cloak regained when picking up ammopacks is multiplied by the specified value• Doesn't work if the player has touched an ammopack until they update the attribute
• The attribute's effect is only updated when switching weapons via a func_regenerate, or a dropped weapon
mod_cloak_no_regen_from_itemsAdditivePrevents Spy from recovering cloak when picking up ammopacks• Final sum must be 1 for the effect to happen
• Doesn't work if the player has touched an ammopack until they update the attribute
• The attribute's effect is only updated when switching weapons via a func_regenerate, or a dropped weapon
NoCloakWhenCloakedAdditivePrevents Spy from recovering cloak when picking up ammopacks while invisible• Final sum must be higher than 0 for the effect to happen
• Doesn't work if the player has touched an ammopack until they update the attribute
• The attribute's effect is only updated when switching weapons via a func_regenerate, or a dropped weapon
no metal from dispensers while activeAdditivePrevents gathering metal from dispensers• Final sum must be 1 for the effect to happen
• Doesn't work if the player has used a dispenser until they update the attribute
• The attribute's effect is only updated when switching weapons via a func_regenerate, or a dropped weapon
no primary ammo from dispensers while activeAdditivePrevents primary weapons from receiving ammo from dispensers• Final sum must be 1 for the effect to happen
• Doesn't work if the player has used a dispenser with their primary out until they update the attribute
• The attribute's effect is only updated when switching weapons via a func_regenerate, or a dropped weapon
apply z velocity on damageAdditiveApplies the specified value of upwards velocity on an enemy upon hitting them• Doesn't work on all explosive weapons that the player has hit someone with until they update the attribute
• The attribute's effect is only updated when switching weapons via a func_regenerate, or a dropped weapon
damage blast pushPercentage MultiplierThe knockback on explosives is multiplied by the specified value• Doesn't work on all explosive weapons that the player has hit someone with until they update the attribute
• The attribute's effect is only updated when switching weapons via a func_regenerate, or a dropped weapon
self dmg push force increased,
self dmg push force decreased
Percentage MultiplierThe knockback of self-inflicted damage is multiplied by the specified value• Doesn't work on all explosive weapons that the player has fired until they update the attribute
• The attribute's effect is only updated when switching weapons via a func_regenerate, or a dropped weapon
damage causes airblastAdditiveCauses hit enemies to be pushed a short distance similarly to Shortstop shove• Final sum must not be 0 for the effect to happen
• Doesn't work on all weapons that the player has hit someone with until they update the attribute
• The attribute's effect is only updated when switching weapons via a func_regenerate, or a dropped weapon
flame ammopersec increased,
flame ammopersec decreased
Percentage MultiplierAmmo drain while firing a flamethrower is multiplied by the specified value• Doesn't work if the player has fired their flamethrower until they update the attribute
• The attribute's effect is only updated when switching weapons via a func_regenerate, or a dropped weapon
mult airblast refire timePercentage MultiplierThe delay between airblasts is multiplied by the specified value• Doesn't work if the player has airblasted until they update the attribute
• The attribute's effect is only updated when switching weapons via a func_regenerate, or a dropped weapon
airblast cost increased,
airblast cost decreased,
airblast cost scale hidden
Percentage MultiplierThe cost of airblast is multiplied by the specified value• Doesn't work if the player has airblasted until they update the attribute
• The attribute's effect is only updated when switching weapons via a func_regenerate, or a dropped weapon
airblast disabledAdditivePrevents the usage of airblast• Final sum must not be 0 for the effect to happen
• Doesn't work if the player has airblasted until they update the attribute
• The attribute's effect is only updated when switching weapons via a func_regenerate, or a dropped weapon
deflection size multiplierAdditiveThe size of airblast is increased by the specified value• Specified value should be the % to increase the size by (1 = 2x size)
• Doesn't work if the player has used airblast until they update the attribute
• The attribute's effect is only updated when switching weapons via a func_regenerate, or a dropped weapon
airblast pushback scalePercentage MultiplierThe strength of airblast is multiplied by the specified value• Doesn't work if the player has hit an enemy with airblast until they update the attribute
• The attribute's effect is only updated when switching weapons via a func_regenerate, or a dropped weapon
airblast vertical pushback scalePercentage MultiplierThe vertical strength of the flamethrower airblast is multiplied by the specified value• Doesn't work if the player has hit an enemy with airblast until they update the attribute
• The attribute's effect is only updated when switching weapons via a func_regenerate, or a dropped weapon
charged airblastAdditiveAllows airblast to be "charged"• Final sum must not be between 0 and 3 for the effect to happen
• While airblast is only triggered after releasing alt-fire, the amount of time the player held it down for doesn't affect the strength
• Doesn't work if the player has used airblast until they update the attribute
• The attribute's effect is only updated when switching weapons via a func_regenerate, or a dropped weapon
airblast_deflect_projectiles_disabledAdditivePrevents airblast from deflecting projectiles• Final sum must not be 0 for the effect to happen
• Doesn't work if the player has reflected a projectile until they update the attribute
• The attribute's effect is only updated when switching weapons via a func_regenerate, or a dropped weapon
airblast_destroy_projectileAdditiveCauses airblast to turn projectiles into gibs• Final sum must not be 0 for the effect to happen
• Doesn't work if the player has reflected a projectile until they update the attribute
• The attribute's effect is only updated when switching weapons via a func_regenerate, or a dropped weapon
airblast_give_teammate_speed_boostAdditiveCauses airblast to grant speed boost similarly to the Disciplinary Action• Final sum must not be 0 for the effect to happen
• Doesn't work if the player has hit a teammate with airblast until they update the attribute
• The attribute's effect is only updated when switching weapons via a func_regenerate, or a dropped weapon
airblast_pushback_disabledAdditivePrevents airblast from pushing back enemies• Final sum must not be 0 for the effect to happen
• Doesn't work if the player has hit an enemy with airblast until they update the attribute
• The attribute's effect is only updated when switching weapons via a func_regenerate, or a dropped weapon
airblast_pushback_no_viewpunchAdditiveDisables the slight camera sway on airblasted enemies• Final sum must not be 0 for the effect to happen
• Doesn't work if the player has hit an enemy with airblast until they update the attribute
• The attribute's effect is only updated when switching weapons via a func_regenerate, or a dropped weapon
airblast_put_out_teammate_disabledAdditivePrevents airblast from extinguishing teammates• Final sum must not be 0 for the effect to happen
• Doesn't work if the player has extinguished a teammate until they update the attribute
• The attribute's effect is only updated when switching weapons via a func_regenerate, or a dropped weapon
airblast_turn_projectile_to_ammoAdditiveCauses airblast to turn projectiles into ammopacks• Ammopacks spawned by this attribute replenish 1.05% ammo, and 100 metal
• Final sum must not be 0 for the effect to happen
• Doesn't work if the player has reflected a projectile until they update the attribute
• The attribute's effect is only updated when switching weapons via a func_regenerate, or a dropped weapon
clip size bonus upgradePercentage MultiplierMultiplies the clip size of weapons by the specified value• Doesn't work with some weapons - those weapons are instead affected by the clip size upgrade atomic attribute
• Doesn't work on all weapons that the player has fired until they update the attribute
• The attribute's effect is only updated when touching func_regenerate, or switching weapons via a func_regenerate, or a dropped weapon
clip size upgrade atomicAdditiveAdds the specified value to the clip size of weapons• Doesn't work on all weapons that the player has fired until they update the attribute
• The attribute's effect is only updated switching weapons via a func_regenerate, or a dropped weapon
clipsize increase on killAdditiveIncreases the maximum amount Air Strike's can be increased by the specified value• Doesn't work until the player updates the attribute
• The attribute's effect is only updated switching weapons via a func_regenerate, or a dropped weapon
mod ammo per shotAdditiveChanges the amount of ammo to consume per shot to the specified value• Can't consume less than 1 ammo
• Weapons with a differently functioning ammo (like flamethrowers) don't work with this
• Weapons with clips can shoot even if the ammo in clip is less than the ammo consumed
• Doesn't work on all weapons that the player has fired until they update the attribute
• The attribute's effect is only updated switching weapons via a func_regenerate, or a dropped weapon
add onhit addammoAdditiveIncreases the amount of metal the Widowmaker recovers upon hitting an enemy• Default is 100 metal
• Doesn't work if the player has fired their Widowmaker until they update the attribute
• The attribute's effect is only updated switching weapons via a func_regenerate, or a dropped weapon
mod max primary clip overrideAdditiveHides reserve ammo on the HUD• Effect persists until class change
• Doesn't affect currently held weapon
• Doesn't affect certain weapons
• Switching from an affected weapon that doesn't have reserve ammo to one that has reserve ammo crashes the game
fire rate bonus,
fire rate bonus HIDDEN,
fire rate penalty,
fire rate penalty HIDDEN
Percentage MultiplierThe delay between shots is multiplied by the specified value• Melee weapons, Demoman's stickybomb and grenade launcher are all unaffected
• Doesn't work on all weapons that the player fired until they update the attribute
• The attribute's effect is only updated when switching weapons via a func_regenerate, or a dropped weapon
Reload time increased,
Reload time decreased,
reload time increased hidden
Percentage MultiplierReload time is multiplied by the specified value• Doesn't work on all weapons that the player started reloading until they update the attribute
• The attribute's effect is only updated when switching weapons via a func_regenerate, or a dropped weapon
melee attack rate bonusPercentage MultiplierThe delay between melee swings is multiplied by the specified value• For some reason also affects the Demoman's stickybomb and grenade launcher
• Doesn't work on all weapons that the player fired until they update the attribute
• The attribute's effect is only updated when switching weapons via a func_regenerate, or a dropped weapon
fire rate bonus with reduced healthPercentage MultiplierThe delay between shots is multiplied between 1 and the specified value based on missing health• Melee weapons, Demoman's stickybomb and grenade launcher are all unaffected
• Doesn't work on all weapons that the player fired until they update the attribute
• The attribute's effect is only updated when switching weapons via a func_regenerate, or a dropped weapon
minigun spinup time increased,
minigun spinup time decreased
Percentage MultiplierThe time to rev up Heavy's minigun is multiplier by the specified value• Doesn't work if the player revved up their minigun until they update the attribute
• The attribute's effect is only updated when switching weapons via a func_regenerate, or a dropped weapon
minigun no spin soundsAdditiveHeavy's minigun does not produce any noise while revved up• Only affects the looping noise while fully revved up
• Final sum must be 1 for the effect to happen
• Doesn't work until the player updates the attribute
• The attribute's effect is only updated when switching weapons via a func_regenerate, or a dropped weapon
rocketjump attackrate bonusPercentage MultiplierThe delay between shots and blast radius of rocket are multiplied by the specified value while blast jumping• Doesn't work if the player fired their rocket launcher while blast jumping until they update the attribute
• The attribute's effect is only updated when switching weapons via a func_regenerate, or a dropped weapon
Repair rate increased,
Repair rate decreased
Percentage MultiplierThe amount of metal that Engineer can use to repair buildings per swing is multiplied by the specified value• Doesn't work if the player has hit a friendly building with their wrench until they update the attribute
• The attribute's effect is only updated when switching weapons via a func_regenerate, or a dropped weapon
arrow heals buildingsAdditiveArrow-like projectiles heal friendly buildings for the specified value of health as seen on the Rescue Ranger• Doesn't work on all weapons that the player has hit a friendly building with until they update the attribute
• The attribute's effect is only updated when switching weapons via a func_regenerate, or a dropped weapon
single wep deploy time increased,
single wep deploy time decreased
Percentage MultiplierThe weapon deploy time is multiplied by the specified value• Doesn't work on all weapons that the player had out until they update the attribute
• The attribute's effect is only updated when switching weapons via a func_regenerate, or a dropped weapon
switch from wep deploy time decreasedPercentage MultiplierThe weapon deploy time is multiplied by the specified value• Ignored if the player switches to an another weapon while still in the switching animation
• Doesn't work on all weapons that the player has switched to until they update the attribute
• The attribute's effect is only updated when switching weapons via a func_regenerate, or a dropped weapon
single wep holster time increasedPercentage MultiplierThe weapon holster time is multiplied by the specified value• Doesn't work on all weapons that the player had out until they update the attribute
• The attribute's effect is only updated when switching weapons via a func_regenerate, or a dropped weapon
is_a_swordAdditiveSlows down melee weapon deploy and holster speed• Supposedly adds the specified value to the range of the melee weapon, but it doesn't do that when added by the trigger
• Doesn't work if the player had their melee out until they update the attribute
• The attribute's effect is only updated when switching weapons via a func_regenerate, or a dropped weapon
grenades1_resupply_deniedAdditivePrevents Jarate, Sandman balls and Wrap Assasin bobbles from being re-filled via func_regenerate• Final sum must not be 0 for the effect to happen
• Gas Passer is only visual - if final sum for it is 0, you can select it when "re-filled" via func_regenerate, but you are unable to throw it
• Weapons (except the Gas Passer) cannot get re-filled by any means, and get emptied if trying to re-fill via func_regenerate
grenades2_resupply_deniedAdditivePrevents the Flying Guillotine, Bonk! Atomic Punch, Crit-a-Cola and Mad Milk from being re-filled via func_regenerate• Final sum must not be 0 for the effect to happen
• Weapons cannot get re-filled by any means
grenades3_resupply_deniedAdditivePrevents the Spellbook from being re-filled via spellbook pick-ups• Final sum must not be 0 for the effect to happen
• Need to use a func_regenerate before the effect starts happening
• While the spells appear on the HUD and pressing the action key will bring up the spellbook, they spell won't actually be cast
item_meter_resupply_deniedAdditivePrevents the Sandvich, the Buffalo Steak Sandvich, the Second Banana, the Dalokohs Bar and the Gas Passer from being re-filled via func_regenerate• Final sum must not be 0 for the effect to happen
• Only visual: only the recharge meters will be affected by this
effect bar recharge rate increasedPercentage MultiplierThe recharge time of consumable weapons is multiplied by the specified value• Heavy's food weapons aren't affected
• Doesn't work on all consumable weapons that started regenerating until they update the attribute
• The attribute's effect is only updated when switching weapons via a func_regenerate, or a dropped weapon
mult_item_meter_charge_ratePercentage MultiplierThe recharge time of Heavy's food weapons is multiplied• Doesn't work until the player updates the attribute
• The attribute's effect is only updated when switching weapons via a func_regenerate, or a dropped weapon
extinguish reduces cooldownPercentage MultiplierThe recharge time of Jarate and Mad Milk for each teammate they extinguish is multiplied by the specified value• Doesn't work if the player has extinguished a teammate with said weapons until they update the attribute
• The attribute's effect is only updated when switching weapons via a func_regenerate, or a dropped weapon
item_meter_damage_for_full_chargeAdditiveIncreases the amount of damage needed to completely charge the Gas Passer by the specified value• Doesn't work if the player has dealt damage until they update the attribute
• The attribute's effect is only updated when switching weapons via a func_regenerate, or a dropped weapon
mod rage on hit bonus,
mod rage on hit penalty
AdditiveIncreases the amount of rage gained per hit by the specified value• Doesn't work on all weapons that the player has dealt damage with until they update the attribute
• The attribute's effect is only updated when switching weapons via a func_regenerate, or a dropped weapon
mod sentry killed revengeAdditiveFrontier Justice's critical hits on sentry destruction• Final sum must be 1 for the effect to happen
• Doesn't work at all until the player updates the attribute
• The attribute's effect is only updated when switching weapons via a func_regenerate, or a dropped weapon
mod wrench builds minisentryAdditiveHides the glove on the Engineer's viewmodel• Final sum must not be 0 for the effect to happen
• Messes up viewmodels terribly if applied to any other class than Engineer (applies when switching class)
engineer building teleporting pickupAdditiveRescue Ranger's far-away building pick-up ability• Doesn't work if the player has right-clicked on a building with their shotgun out until they update the attribute
• The attribute's effect is only updated when switching weapons via a func_regenerate, or a dropped weapon
sapper health bonus,
sapper health penalty
Percentage MultiplierSpy sapper's health is mutliplied by the specified value• Doesn't update if the player has the sapper out while adding and removing until they switch off the sapper and back
sapper kills collect critsAdditiveSpy's revolver gains critical hits after sapping a building as seen on the Diamondback• If this effect is applied to any revolver other than the Diamondback, the game will instead grant infinite amount of critical hits until the player is healed by either a dispenser or a Medic
• Final sum must be higher than 0 for the effect to happen
• Doesn't work if the player has placed down a sapper until they update the attribute
• The attribute's effect is only updated when switching weapons via a func_regenerate, or a dropped weapon
centerfire projectileAdditiveProjectiles are fired from the center of the screen• Final sum must be higher than 0 for the effect to happen
• Doesn't work on all weapons that the player has fired until they update the attribute
• The attribute's effect is only updated when switching weapons via a func_regenerate, or a dropped weapon
override projectile typeAdditiveChanges the projectile fired by weapons based on the specified value• Some weapons completely break when using specific projectiles, so use this with caution
• Doesn't work on all weapons that the player has fired until they update the attribute
• The attribute's effect is only updated when switching weapons via a func_regenerate, or a dropped weapon
• 1: Bullet
• 2: Rocket
• 3: Pipebomb
• 4: Stickybomb
• 5: Syringe
• 6: Flare
• 7: Jarate (does nothing)
• 8: Arrow
• 9: Unused (non-functional)
• 10: Mad Milk (does nothing)
• 11: Crusader's Crossbow syringe
• 12: Cow Mangler's Particle
• 13: Laser
• 14: Stickybomb (Sticky Jumper model)
• 15: Flying Guillotine
• 16: Unused (non-functional)
• 17: Loose Cannon's cannonball
• 18: Rescue Ranger's bolt
• 19: Arrow (Festivized model)
• 20: Throwable
• 21: Fireball spell
• 22: Jarate (Festivized model) - works only with Jarate
• 23: Crusader's Crossbow syringe (Festivized model)
• 24: Self-Aware Beauty Mark - works only with Jarate
• 25: Mutated Milk - works only with Mad Milk
• 26: Grappling Hook
• 27: Sentry Rockets
• 28: Bread Monster (non-functional...?)
• 29: Gas Passer

Source
SPELL: Halloween pumpkin explosionsAdditiveExplosives have the pumpkin bomb spell effect particles• Final sum must be higher than 0 for the effect to happen
• If the player is Demoman, the attribute doesn't work on all weapons that had their projectiles explode until they update the attribute
• If the player is a Demoman, the attribute's effect is only updated when switching weapons via a func_regenerate, or a dropped weapon
use large smoke explosionAdditiveRockets and grenades use a large smokey explosion effect• Final sum must be higher than 0 for the effect to happen
• If the player is Demoman, the attribute doesn't work on all weapons that had their projectiles explode until they update the attribute
• If the player is a Demoman, the attribute's effect is only updated when switching weapons via a func_regenerate, or a dropped weapon
mini rocketsAdditiveRockets use Air-Strike's unique rocket model• Final sum must not be 0 for the effect to happen
• Doesn't work on if the player has fired their rocket launcher until they update the attribute
• The attribute's effect is only updated when switching weapons via a func_regenerate, or a dropped weapon
no self blast dmgAdditiveRockets and stickybombs use Rocket Jumper's/Sticky Jumper's particles
Final sum of 2 also disables self-inflicted blast damage
• Final sum must not be 0 for the effect to happen
• Doesn't work on all weapons that the player has fired until they update the attribute
• The attribute's effect is only updated when switching weapons via a func_regenerate, or a dropped weapon
Blast radius increased,
Blast radius decreased
Percentage MultiplierThe explosion radius of explosive projectiles is multiplied by the specified value• Doesn't work on all weapons that the player has fired until they update the attribute
• The attribute's effect is only updated when switching weapons via a func_regenerate, or a dropped weapon
Projectile speed increased,
Projectile speed increased HIDDEN,
Projectile speed decreased
Percentage MultiplierThe speed of projectiles is multiplied by the specified value• Some weapons aren't affected by this
• Doesn't work on all weapons that the player has fired until they update the attribute (exception: Pyro's flare guns)
• The attribute's effect is only updated when switching weapons via a func_regenerate, or a dropped weapon
Projectile range increased,
Projectile range decreased
Percentage MultiplierThe velocity of Demoman's pipebombs and stickybombs is multiplied by the specified value• Doesn't work on all weapons that the player has fired until they update the attribute
• The attribute's effect is only updated when switching weapons via a func_regenerate, or a dropped weapon
grenade launcher mortar modeAdditiveLoose Cannon's fuse time is increased by the specified value• Doesn't work if the player has started the fuse until they update the attribute
• The attribute's effect is only updated when switching weapons via a func_regenerate, or a dropped weapon
grenade damage reduction on world contactPercentage MultiplierThe damage of pipebombs is multiplied by the specified value when they hit a surface• Doesn't work if the player has fired their grenade launcher until they update the attribute
• The attribute's effect is only updated when switching weapons via a func_regenerate, or a dropped weapon
grenade detonation damage penaltyPercentage MultiplierThe damage of pipebombs is multiplied by the specified value if they explode by timing out• Doesn't work if the player has fired their grenade launcher until they update the attribute
• The attribute's effect is only updated when switching weapons via a func_regenerate, or a dropped weapon
grenade no bounceAdditivePrevents pipebombs from tumbling on the ground• Final sum must not be 0 for the effect to happen
• Doesn't work if the player has fired their grenade launcher until they update the attribute
• The attribute's effect is only updated when switching weapons via a func_regenerate, or a dropped weapon
grenade no spinAdditivePrevents pipebombs from spinning in the air• Final sum must not be 0 for the effect to happen
• Doesn't work if the player has fired their grenade launcher until they update the attribute
• The attribute's effect is only updated when switching weapons via a func_regenerate, or a dropped weapon
max pipebombs increased,
max pipebombs decreased
AdditiveThe maximum amount of stickybombs that can be placed is increased by the specified value• Final sum must not be 0 for the effect to happen
• Doesn't work if the player has fired their stickybomb launcher until they update the attribute
• The attribute's effect is only updated when switching weapons via a func_regenerate, or a dropped weapon
stickybomb charge ratePercentage MultiplierThe maximum stickybomb charge time is multiplied by the specified value• Doesn't work if the player has started charging their stickybomb launcher until they update the attribute
• The attribute's effect is only updated when switching weapons via a func_regenerate, or a dropped weapon
stickybomb_charge_damage_increasePercentage MultiplierThe damage of stickybombs is multiplied between 1 and the specified value based on charge time• Doesn't work if the player has fired their stickybomb launcher until they update the attribute
• The attribute's effect is only updated when switching weapons via a func_regenerate, or a dropped weapon
sticky arm time bonus,
sticky arm time penalty
AdditiveThe stickybomb arm time is increased by the specified value• Doesn't work if the player has fired their stickybomb launcher until they update the attribute
• The attribute's effect is only updated when switching weapons via a func_regenerate, or a dropped weapon
stickybomb fizzle timeAdditiveStickybombs harmlessly expire after the specified value of seconds• Doesn't work if the player has fired their stickybomb launcher until they update the attribute
• The attribute's effect is only updated when switching weapons via a func_regenerate, or a dropped weapon
stickies detonate stickiesAdditiveStickybombs can detonate enemy players' stickybombs• Final sum must be 1 for the effect to happen
• Doesn't work if the player has fired their stickybomb launcher until they update the attribute
• The attribute's effect is only updated when switching weapons via a func_regenerate, or a dropped weapon
mod see enemy healthAdditiveView enemy player's health when looking at them• Only Heavy, Spy, and Medic can see the player name
• Doesn't work if the player has TargetID - Disable floating healthbar turned on
hide enemy healthAdditiveSpy is unable to see enemy health• Only hides the information panel on the HUD - players that have the TargetID - Disable floating healthbar option disabled still can see enemy's health above their heads
enables aoe healAdditiveAmputator's AoE healing ability• Final sum must be 1 for the effect to happen
• Applies to all weapon taunts
• Doesn't work on all weapons that the player has taunted with until they update the attribute
• The attribute's effect is only updated when switching weapons via a func_regenerate, or a dropped weapon
hit self on missAdditiveMelee weapons hit the player if they don't hit anything• Final sum must be 1 for the effect to happen
• Doesn't work on if the player has missed with their melee until they update the attribute
• The attribute's effect is only updated when switching weapons via a func_regenerate, or a dropped weapon
mod_mark_attacker_for_deathAdditiveIncreases the duration of Crit-a-Cola's mark-for-death debuff by the specified value• Doesn't work on if the player has drunk their Crit-a-Cola until they update the attribute
• The attribute's effect is only updated when switching weapons via a func_regenerate, or a dropped weapon
damage applies to sappersAdditiveEnables damage against placed enemy sappers• Final sum must not be 0 for the effect to happen
• Doesn't work on all weapons that the player has hit a building with until they update the attribute
• The attribute's effect is only updated when switching weapons via a func_regenerate, or a dropped weapon
overheal decay bonus,
overheal decay penalty,
overheal decay disabled
Percentage MultiplierThe length of overheal on heal targets is multiplied by the specified value• Doesn't work if the player has healed someone with their medigun until they update the attribute
• The attribute's effect is only updated when switching weapons via a func_regenerate, or a dropped weapon
overheal penaltyPercentage MultiplierThe maximum overheal on heal targets is multiplied by the specified value• Doesn't work if the player has healed someone with their medigun until they update the attribute
• The attribute's effect is only updated when switching weapons via a func_regenerate, or a dropped weapon
damage all connectedAdditiveDamage is split between all enemies connected by mediguns• Final sum must not be 0 for the effect to happen
• Doesn't work on all weapons that the player has hit someone with until they update the attribute
• The attribute's effect is only updated when switching weapons via a func_regenerate, or a dropped weapon
self mark for deathAdditiveMarks the player for death while they have their melee out• Final sum must not be 0 for the effect to happen
• Doesn't work if the player has had their melee out with until they update the attribute
• The attribute's effect is only updated when switching weapons via a func_regenerate, or a dropped weapon
honorboundAdditiveSwitching weapons deals 50 damage unless the player has killed someone as seen on the Half-Zatoichi• Doesn't work on all weapons that the player has switched away from until they update the attribute
• The attribute's effect is only updated when switching weapons via a func_regenerate, or a dropped weapon
mod_maxhealth_drain_rateAdditiveDrains the specified value of maximum health per second as seen on the Gloves of Running Urgently and Eviction Notice• Doesn't work on all weapons that the player has had out until they update the attribute
• The attribute's effect is only updated when switching weapons via a func_regenerate, or a dropped weapon
holster_anim_timeAdditiveWeapon switching is delayed by the specified value of seconds• Doesn't work on all weapons that the player has switched to/from until they update the attribute
• The attribute's effect is only updated when switching weapons via a func_regenerate, or a dropped weapon
disable weapon hiding for animationsAdditivePrevents the held weapon from being hidden when taunting• Final sum must be higher than 0 for the effect to happen
• Some taunts ignore this
• Doesn't work on all weapons that the player has taunted with until they update the attribute
• The attribute's effect is only updated when switching weapons via a func_regenerate, or a dropped weapon
provide on activeAdditiveForces on wearer effects to only apply while the weapon is active• Final sum must be 1 for the effect to happen
• Doesn't work on all weapons until the player updates the attribute
• The attribute's effect is only updated when switching weapons via a func_regenerate, or a dropped weapon
is_passive_weaponAdditiveForces weapons to be always out no matter what• VERY BUGGY! - Weapons that are affected by this that aren't supposed to have this attribute fight for being the current active weapon, and if two of such weapons are given this attribute, the game will crash
• Final sum must not be 0 for the effect to happen
• Doesn't work on all weapons until the player updates the attribute
• The attribute's effect is only updated when switching weapons via a func_regenerate, or a dropped weapon
special tauntAdditivePrevents the Thriller taunt from happening and enables taunting via right-click for some weapons• Final sum must be higher than 0 for the effect to happen
• Doesn't work on all weapons that the player has taunted with until they update the attribute
• The attribute's effect is only updated when switching weapons via a func_regenerate, or a dropped weapon
player skin overrideAdditivePlayer's model uses Voodoo-Cursed Souls• Final sum must not be 0 for the effect to happen
• Need to change class with this attribute for it to take effect
• Lasts until class change
spawn with physics toyAdditiveSpawns a football when you change class in a respawn room• Final sum must not be 0 for the effect to happen
• Only one football can exist
bombinomicon effect on deathAdditiveBombinomicon's ragdoll explosion effect• Final sum must not be 0 for the effect to happen
• Doesn't apply on death, since it gets removed on death - it will perform the effect when added while the player's ragdoll still exists however
• The effect is spawned where the player is rather than where their ragdoll is located
zombiezombiezombiezombieAdditivePlayer uses the Voodoo-Cursed Soul voice lines• Final sum must not be 0 for the effect to happen
• Doesn't work on all weapons until the player updates the attribute
• The attribute's effect is only updated when switching weapons via a func_regenerate, or a dropped weapon


List of All Non-functional Attributes
These attributes don't do anything when added by the trigger.

This category exists so you could check if the attribute you are trying to use is not functional.
AttributeEffectNotes
absorb damage while cloakedNothing• Not implemented
accepted wedding ring account id 1Nothing
accepted wedding ring account id 2Nothing
add head on hitNothing• Unsure about this
• Supposedly adds an percentage
additional halloween response criteria nameNothing• Requires a string - likely to cause a crash, but I couldn't find when
airblast_pushback_no_stunNothing• I can't notice a difference
allowed in medieval modeNothing
allow_halloween_offeringNothing
alt-fire disabledNothing• Not implemented
always tradableNothing
always_transmit_soNothing
ammo becomes healthNothing
aoe_deflectionNothing
applies snare effectNothing
apply look velocity on damageNothing
armor piercingNothingTO-DO: Verify in MvM - affects damage against giant MvM robots
robo sapperNothingTO-DO: Verify in MvM - affects damage against giant MvM robots
engy disposable sentriesNothing
auto fires full clip all at onceNothing
bot custom jump particle
bot medic uber health thresholdNothing• Affects MvM robots
bot medic uber deploy delay durationNothing• Affects Mvm robots
breadgloves propertiesNothing
breadgloves_propertiesNothing
burn damage earns rageNothing
can shuffle crate contentsNothing
cannonball push backNothing
cannot deleteNothing
cannot giftwrapNothing
cannot restoreNothing
cannot tradeNothing
cannot_transmuteNothing
class select override vcdNothing
cleaver descriptionNothing
clip size bonus,
clip size penalty,
clip size penalty HIDDEN
If the clip size becomes higher with this attribute, the weapon will perform jittery reload animations, but won't actually reload
If the clip size becomes lower with this attribute, nothing happens
cloak_consume_on_feign_death_activateNothing
collection bits DEPRECATEDNothing
community descriptionNothing
cosmetic taunt soundCrashes the game upon taunting• Requires a string
cosmetic_allow_inspectNothing
counts as assister is some kind of pet this update is going to be awesomeNothing
crate generation codeNothing
crit vs stunned playersNothing
custom name attrNothing• Requires a string
custom desc attrNothing• Requires a string
custom_paintkit_seed_loNothing
custom_paintkit_seed_hiNothing
powerup chargesNothing• MvM Canteen power-up charges - does nothing if not directly on the canteen
critboostNothing• MvM Canteen critboost - does nothing if not directly on the canteen
uberchargeNothing• MvM Canteen ÜberCharge - does nothing if not directly on the canteen
building instant upgradeNothing• MvM Canteen instant building upgrade - does nothing if not directly on the canteen
refill_ammoNothing• MvM Canteen ammo refill - does nothing if not directly on the canteen
crit_vs_burning_FLARES_DISPLAY_ONLYNothing
currency bonusNothingTO-DO: Verify
custom employee numberNothing
custom projectile modelNothing
custom texture loNothing
custom texture hiNothing
damage force increase textNothing
deactive dateNothing
decoded by itemdefindexNothing
DEPRECATED socketed item definition id DEPRECATEDNothing
disable fancy class select animNothing
disguise damage reductionNothing
disguise speed penaltyNothing
display duck leaderboardNothing
dmg penalty vs nonstunnedNothing• Not implemented
dmg pierces resists absorbsNothingTO-DO: Verify
dragons fury positive propertiesNothing
dragons fury neutral propertiesNothing
dragons fury negative propertiesNothing
duck badge levelNothing
duck ratingNothing
duckstreaks activeNothing
duel loser account idNothing
electrical airblast DISPLAY ONLYNothing
elevate qualityNothing
elevate to unusual if applicableNothing
energy weapon charged shotNothing
energy weapon no ammoNothing
energy weapon no deflectNothing
energy weapon no drainNothing
energy weapon no hurt buildingNothing
event dateNothing
expiration dateNothing
explosive sniper shotNothing
fire particle blueNothing• Requires a string - likely to cause a crash, but I couldn't find when
fire particle blue critNothing• Requires a string - likely to cause a crash, but I couldn't find when
fire particle redNothing• Requires a string - likely to cause a crash, but I couldn't find when
fire particle red critNothing• Requires a string - likely to cause a crash, but I couldn't find when
fire retardantNothing
flame life bonus,
flame life penalty
Nothing
flame_gravityNothing
force center wrapNothing
force level displayNothing
force weapon switchNothingTO-DO: Verify, for reference: this is used on the Grappling Hook
engineer rage on dmgNothing• Un-used, likely a scrapped concept for the Rescue Ranger
gifter account idNothing
grenade not explode on impactNothing
gunslinger punch comboNothing
halloween itemNothing
Halloween Spellbook Page: TumidumNothing
Halloween Spellbook Page: Gratanter
Halloween Spellbook Page: Audere
Halloween Spellbook Page: Congeriae
Halloween Spellbook Page: VeterisNothing
halloweenvision filter DISPLAY ONLYNothing
has team color paintkitNothing
hat only unusual effectNothing
hide crate series numberNothing
hide enemy healthNothing
hide_strange_prefixNothing
inspect_viewmodel_offsetCrashes the game when the player tries to inspect their weapon• Requires a string
is commodityNothing
is_festivizedNothing
is marketableNothing
is throwable chargeableNothing• Probably intended to be used with the scrapped throwable weapons
is throwable primableNothing• Probably intended to be used with the scrapped throwable weapons
projectile entity nameNothing• Probably intended to be used with the scrapped throwable weapons
projectile particle nameNothing• Probably intended to be used with the scrapped throwable weapons
set throwable typeNothing• Probably intended to be used with the scrapped throwable weapons
throwable damageNothing• Probably intended to be used with the scrapped throwable weapons
throwable detonation timeNothing• Probably intended to be used with the scrapped throwable weapons
throwable fire speedNothing• Probably intended to be used with the scrapped throwable weapons
throwable healingNothing• Probably intended to be used with the scrapped throwable weapons
throwable particle trail onlyNothing• Probably intended to be used with the scrapped throwable weapons
throwable recharge timeNothing• Probably intended to be used with the scrapped throwable weapons
tool escrow until dateNothing
is australium itemNothing
is_operation_passNothing
item drop waveNothing
item in slot 1Nothing
item in slot 2Nothing
item in slot 3Nothing
item in slot 4Nothing
item in slot 5Nothing
item in slot 6Nothing
item in slot 7Nothing
item in slot 8Nothing
item name text overrideNothing• Requires a string - likely to cause a crash, but I couldn't find when
item slot criteria 1Nothing
item slot criteria 2Nothing
item slot criteria 3Nothing
item slot criteria 4Nothing
item slot criteria 5Nothing
item slot criteria 6Nothing
item slot criteria 7Nothing
item slot criteria 8Nothing
item style overrideNothing
items traded in forNothing
item_meter_charge_rateNothing
item_meter_charge_typeNothing
item_meter_charge_type_3_DISPLAY_ONLYNothing
item_meter_resupply_deniedNothing
item_meter_starts_empty_DISPLAY_ONLYNothing
jarate descriptionNothing
kill eater,
kill eater 2,
kill eater 3,
kill eater score type,
kill eater score type 2,
kill eater score type 3,
kill eater kill type,
kill eater user 1,
kill eater user 2,
kill eater user 3,
kill eater user score type 1,
kill eater user score type 2,
kill eater user score type 3
Nothing• These attributes handle Strange items in some form
strange restriction type 1,
strange restriction type 2,
strange restriction type 3,
strange restriction user type 1,
strange restriction user type 2,
strange restriction user type 3
Nothing
strange restriction value 1,
strange restriction value 2,
strange restriction value 3,
trange restriction user value 1,
trange restriction user value 2,
trange restriction user value 3
Nothing
strange part new counter IDNothing
style changes on strange levelNothing
strange score selectorNothing
limited quantity itemNothing
loot list nameNothing
loot rarityNothing
lose revenge crits on death DISPLAY ONLYNothing
makers mark idNothing
max_flame_reflection_countNothing
medic regen bonus,
medic regen penalty
Nothing
medigun crit bullet percent bar deplete,
medigun crit blast percent bar deplete,
medigun crit fire percent bar deplete
Nothing
meter_labelNothing• Requires a string - likely to cause a crash, but I couldn't find when
min_viewmodel_offsetCrashes the game if the player is using minimal viewmodels• Requires a string
merasmus hat level display ONLYNothing
mod ammo per shot missed DISPLAY ONLYNothing
mod flamethrower pushNothing• Likely a broken relic of the past - "No compression blast" was an attribute on the Backburner when it was first added in 2008
mod medic healed damage bonusNothing
mod medic killed marked for deathNothing
mod medic killed minicrit boostNothing
mod medic killed revengeNothing
mod mini-crit airborne deployNothing
mod no reload DISPLAY ONLYNothing
mod rage damage boostNothing
mod use metal ammo typeNothing
rocket launch impulseNothing• Not implemented, originally intended to be something like the Force-a-Nature but for the Soldier
mult sniper charge after headshotNothing
mult sniper charge after bodyshotNothing
mult sniper charge after missNothing
mult sniper charge penalty DISPLAY ONLYNothing
multiple sentriesNothing
mvm completed challenges bitmaskNothing
never craftableNothing
no charge impact rangeNothing
no crit boostNothing
no crit vs nonburningNothing
noise makerNothing
non economyNothing
obsolete ammo penaltyNothing
override item level desc stringNothing
taunt attach particle indexNothing
paint decal enumNothing
paintkit_proto_def_indexNothing
panic_attackNothing
panic_attack_negativeNothing
particle effect use head originNothing
particle effect vertical offsetNothing
preserve uberchargeNothing• Keeps the specified value of ÜberCharge from the player's last life after respawning as seen on the old iteration of the Vita-Saw
• Would not function due to the trigger adding custom attributes, which are removed upon death, and this attribute would have been probably checked for when respawning
purchasedNothing
pyrovision only DISPLAY ONLYNothing
pyrovision opt in DISPLAY ONLYNothing
pyro year numberNothing
quality text overrideNothing
quest earned standard pointsNothing
quest earned bonus pointsNothing
quest loaner id highNothing
quest loaner id lowNothing
random drop line item 0Nothing
random drop line item 1Nothing
random drop line item 2Nothing
random drop line item 3Nothing
random drop line item footer descNothing
random drop line item unusual chanceNothing
random drop line item unusual listNothing
recallNothingTO-DO: Verify
recipe component defined item 1Nothing
recipe component defined item 2Nothing
recipe component defined item 3Nothing
recipe component defined item 4Nothing
recipe component defined item 5Nothing
recipe component defined item 6Nothing
recipe component defined item 7Nothing
recipe component defined item 8Nothing
recipe component defined item 9Nothing
recipe component defined item 10Nothing
recipe no partial completeNothing
referenced item def UPDATEDNothing
referenced item id lowNothing
referenced item id highNothing
repair health to metal ratio DISPLAY ONLYNothing
rj air bombardmentNothing
sapper voice pak,
sapper voice pak wait idle
NothingTO-DO: Verify if either attributes affect the Ap-Sap in any way
saxxy award categoryNothing• Not only is used for display, not only does it require a string, but it requires two strings
selfmade descriptionNothing
series numberNothing
SET BONUS: alien isolation merc bonus posNothingTO-DO: I didn't bother re-testing this attribute, as it is way too niche to bother with it. If you want to re-test this attribute, go ahead
SET BONUS: alien isolation merc bonus negNothingTO-DO: I didn't bother re-testing this attribute, as it is way too niche to bother with it. If you want to re-test this attribute, go ahead
SET BONUS: alien isolation xeno bonus posNothingTO-DO: I didn't bother re-testing this attribute, as it is way too niche to bother with it. If you want to re-test this attribute, go ahead
SET BONUS: alien isolation xeno bonus negNothingTO-DO: I didn't bother re-testing this attribute, as it is way too niche to bother with it. If you want to re-test this attribute, go ahead
SET BONUS: chance of hunger decreaseNothing
SET BONUS: mystery solving time decreaseNothing
set item tint RGBNothing
set item tint RGB 2Nothing
set supply crate seriesNothing
texture_wear_defaultNothing
set_item_texture_wearNothing
share consumable with patientNothingTO-DO: Verify
shot penetrate all playersNothing
show paint descriptionNothing
shuffle crate item def minNothing
shuffle crate item def maxNothing
sniper independent zoom DISPLAY ONLYNothing
sniper no chargeNothing• Not implemented
sniper rage DISPLAY ONLYNothing
sniper zoom penaltyNothing
soldier model indexNothing
speed boost when activeNothing
SPELL: set item tint RGBNothing
spellbook page attr idNothing
spunup_push_force_immunityNothing
start drop dateNothing
end drop dateNothing
store sort override DEPRECATEDNothing
squad surplus claimer id DEPRECATEDNothing
tag__eotlearlysupportNothing
tag__summer2014Nothing
taunt attack nameNothing• Requires a string
taunt attack timeNothing
taunt force move forwardNothing
taunt force weapon slotNothing
taunt is highfiveNothing
taunt is press and holdNothing
taunt mimicNothing
taunt move acceleration timeNothing
taunt move speedNothing
taunt only unusual effectNothing
taunt success soundNothing
taunt success sound offsetNothing
taunt success sound loopNothing
taunt success sound loop offsetNothing
taunt turn acceleration timeNothing
taunt turn speedNothing
taunt_attr_player_invis_percentNothing
thermal_thrusterNothing
tmp dmgbuff on hitNothing
tool needs giftwrapNothing
tool target itemNothing
tool_target_item_icon_offsetNothing
tradable after dateNothing
unique craft indexNothing
unusualifier_attribute_template_nameNothing
use_model_cache_iconNothing
unlimited quantityNothing
weapon_allow_inspectNothing
weapon_uses_stattrak_moduleNothing
weapon_stattrak_module_scaleNothing
wide item levelNothing
Wrench indexNothing
zoom speed mod disabledNothing• Not implemented



I hope you may find this documentation helpful in some way! ^^
If you find any inconsistencies or missing attributes, then please tell me, and I will correct it.

If you feel like you want to help, you can re-test attributes that have TO-DO: Verify in their notes section.

My thanks goes to everyone who has helped me improve and correct this documentation.