- Feb 9, 2020
- 55
- 207
(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
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:
- Use a custom FGD (e.g. FGD fit for a lord) that has an entry of that trigger
- 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:
- Attribute (attribute_name): The name of the attribute to apply.
- 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
- 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.
- 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:
- 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.
- 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
There are four types of attributes:
- 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.
- 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)
- Percentage Multiplier: Multiplies something by the set value (e.g. Multiply reload time by 0.75)
- 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
Multiple attributes that work the same are in one cell separated by a comma, and a line break.
add jingle to footsteps | Additive | Adds Christmas jingles to the player's footsteps | • Final sum must be higher than 0 for the effect to happen |
override footstep sound set | Additive | Changes the player's footstep sounds | To-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 flags | Or | Enables Pyrovision visuals | • Value must not be 0 for the effect to happen |
SET BONUS: calling card on kill | Additive | Spawns a calling card on kill based on the final sum | • func_regenerate removes this |
SET BONUS: special dsp | Additive | Player'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 modulation | Additive | Makes the player's voice deep similarly to the Halloween vocal spells tool items | TO-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 scale | Percentage Multiplier | Player's voice pitch is multiplied by the specified value | |
SPELL: set Halloween footstep type | Additive | Gives the player a particle trail at their feet that is based on the specified value | TO-DO: Test out if it overrides the footstep Halloween spell-affected items • Only works if Halloween mode is enabled • 1: Team Spirit Footprints
• 2: Headless Horseshoes • 3100495: Corpse Gray Footprints • 5322826: Violent Violet Footprints • 8208497: Bruised Purple Footprints • 8421376: Gangreen Footprints • 13595446: Rotten Orange Footprints |
SET BONUS: custom taunt particle attr | Additive | Taunts 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 Multiplier | Knockback force recieved from airblasts is multiplied by the specified value | |
airblast vertical vulnerability multiplier | Percentage Multiplier | Vertical force recieved from airblasts is multiplied by the specified value | |
increased air control | Percentage Multiplier | Air control is multiplied by the specified value | |
mod_air_control_blast_jump | Percentage Multiplier | Air control is multiplied by the specified value while rocket jumping | |
metal_pickup_decreased | Percentage Multiplier | Metal gained from ammopacks is multiplied by the specified value | |
ammo gives charge | Additive | Enables the Demoman's shield charge to be replenished via ammo boxes | • Final sum must be not 0 for the effect to happen |
kill refills meter | Additive Percentage | Replenish Demoman's shield charge by the specified amount of % on kill | |
charge impact damage increased, charge impact damage decreased | Percentage Multiplier | Demoman's shield impact damage is multiplied by the specified value | |
charge recharge rate increased | Percentage Multiplier | Demoman's shield charge recharge speed is multiplied by the specified value | |
charge time increased, charge time decreased | Additive | Increases the amount of seconds that Demoman can charge by the specified value | • Negative values make the duration infinite |
full charge turn control | Additive | Increases Demoman's shield charge turning control by the specified value | |
mult charge turn control | Percentage Multiplier | Multiplies Demoman's shield charge turning control by the specified value | |
lose demo charge on damage when charging | Additive | Demoman loses shield charge when hurt while charging, the amount lost per hit is proportional to the specified value | |
backstab shield | Additive | Blocks backstabs similarly to the Razorback | • Doesn't get removed after a backstab • Razorback doesn't get used up while active |
cannot be backstabbed | Additive | Cannot be backstabbed | • Final sum must not be 0 for the effect to happen |
jarate backstabber | Additive | Coats your killer in Jarate when backstabbed | • Final sum must not be 0 for the effect to happen |
mod_disguise_consumes_cloak | Additive | Disguises require and consume a full cloak meter | • Final sum must not be 0 for the effect to happen |
mult cloak rate | Percentage Multiplier | Multiplies Spy's cloaking time by the specified value | |
mult decloak rate | Percentage Multiplier | Spy's decloak speed is multiplied by the specified value | |
mult cloak meter consume rate, cloak consume rate increased, cloak consume rate decreased | Percentage Multiplier | Spy's cloak drain is multiplied by the specified value | • Only updates while the player is not cloaked |
SET BONUS: cloak blink time penalty | Percentage Multiplier | Spy's cloak bump reveal time is multiplied by the specified value | • func_regenerate removes this |
SET BONUS: quiet unstealth | Additive | Spy'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 Multiplier | Damage dealt by Spy's sapper is multiplied by the specified value | |
sapper damage leaches health | Additive | Player regenerates the specified value of health over time per every active sapper | |
sapper degenerates buildings | Percentage Multiplier | Spy'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 stomp | Additive | Deal damage to players you land similarly to the Mantreads | |
parachute attribute | Additive | Enables 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_pushback | Additive | Falling 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_stun | Additive | Falling 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_launch | Additive | Allows the Thermal Thruster to be re-actived when already launched | • Final sum must not be 0 for the effect to happen |
cancel falling damage | Additive | Grants immunity to fall damage | • Final sum must be not 0 for the effect to happen |
disguise no burn | Additive | Grants immunity to fire damage while disguised | • Final sum must be 1 for the effect to happen |
SET BONUS: no death from headshots | Additive | Prevents death from headshot hits | |
damage force increase, damage force increase hidden, damage force reduction | Percentage Multiplier | Knockback recieved is multiplied by the specified value | |
dmg taken increased, mult_dmgtaken_active | Percentage Multiplier | Damage taken is multiplied by the specified value | |
dmg from melee increased | Percentage Multiplier | Melee damage taken is multiplied by the specified value | |
dmg from ranged reduced | Percentage Multiplier | Ranged damage taken is multiplied by the specified value | |
SET BONUS: dmg taken from bullets increased | Percentage Multiplier | Bullet damage taken is multiplied by the specified value | |
dmg taken from blast increased, dmg taken from blast reduced | Percentage Multiplier | Blast 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 Multiplier | Self-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 Multiplier | Fire 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 Multiplier | Bonus damage taken from critical hits is multiplied by the specified value | • Doesn't apply to mini-crits |
SET BONUS: dmg from sentry reduced | Percentage Multiplier | Damage taken from sentries is multiplied by the specified value | • func_regenerate removes this |
energy buff dmg taken multiplier | Percentage Multiplier | Damage taken while the Buffalo Steak Sandvich's/Crit-a-Cola's effect is active is multiplied by the specified value | |
spunup_damage_resistance | Percentage Multiplier | Damage taken is multiplied by the specified value while spun up with a minigun and under 50% of health | |
aiming knockback resistance | Percentage Multiplier | Damage knockback is multiplied by the specified value while Sniper's rifle charge is full | |
aiming no flinch | Additive | Prevents 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 Multiplier | The 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 duration | Additive | Applies jarate on scoped sniper rifle hits for 2 to the specified value of seconds based on the charge level | |
back headshot | Additive | Hitscan headshots require the player to be behind their victim in order to crit | |
headshot damage increase | Percentage Multiplier | Headshot damage is multiplied by the specified value | |
rage on assists | Additive | The Hitman's Heatmaker gains the specified value of focus on assists | |
rage on kill | Additive | The Hitman's Heatmaker gains the specified value of focus on kills | |
rage giving scale | Percentage Multiplier | Multiplies 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 penalty | Percentage Multiplier | The switch time between weapons is multiplied by the specified value while not being healed by a Medic | |
reload time decreased while healed | Percentage Multiplier | The reload time is multiplied by the specified value while being healed by a Medic | |
faster reload rate, halloween reload time decreased | Percentage Multiplier | Reload time is multiplied by the specified value | |
halloween fire rate bonus | Percentage Multiplier | The 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 Multiplier | The weapon deploy time is multiplied by the specified value | |
gesture speed increase | Percentage Multiplier | The 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 switch | Additive | Prevents weapon switching | • Applies to switching loadout weapons; trying to switch loadout weapons with this attribute active prevents equipping the new weapons |
head scale | Percentage Multiplier | Head size is multiplied by the specified value | • Plays a growing/shrinking animation • Only visual |
hand scale | Percentage Multiplier | Hand and weapon size is multiplied by the specified value | • Plays a growing/shrinking animation • Only visual |
torso scale | Percentage Multiplier | The 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 Multiplier | The 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 Multiplier | The 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 increased | Percentage Multiplier | The 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 Multiplier | Maximum 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 kill | Additive | Small 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 Multiplier | Healing 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 Multiplier | Healing from healthkits is multiplied by the specified value | |
health regen, SET BONUS: health regen set bonus, CARD: health regen, health drain, health drain medic | Additive | Increases passive health regeneration by the specified value | |
ammo regen | Additive | Regenerates the specified value of percent of ammo on all weapons every 5 seconds | |
metal regen | Additive | Regenerates 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 | Additive | Adds the specified value to the maximum health | |
reduced_healing_from_medics | Percentage Multiplier | Healing from Medics is multiplied by the specified value | |
patient overheal penalty | Percentage Multiplier | Maximum overheal from Medics is multiplied by the specified value | • Doesn't update the maximum overheal while being healed |
ubercharge rate bonus for healer | Percentage Multiplier | ÜberCharge charge rate is multiplied by the specified value for Medics healing you | |
heal rate bonus, heal rate penalty | Percentage Multiplier | Medigun healing rate is multiplied by the specified value | • Doesn't update the healing rate while healing someone |
overheal fill rate reduced | Percentage Multiplier | Medigun overheal rate is multiplied by the specified value | |
healing mastery | Additive | Increases 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 Multiplier | Medigun ÜberCharge charge rate is multiplied by the specified value | |
uber duration bonus | Additive | Increases the duration of medigun ÜberCharge by the specified value | |
ubercharge overheal rate penalty | Percentage Multiplier | Medigun ÜberCharge charge rate is multiplied by the specified value while healing overhealed targets | |
ubercharge_preserved_on_spawn_max | Additive Percentage | The maximum amount of ÜberCharge that can be preserved by collecting organs with the Vita-Saw is increased by the specified value | |
medigun bullet resist passive | Additive | Increases 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 passive | Additive | Increases 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 passive | Additive | Increases 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 deployed | Additive | Increases 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 deployed | Additive | Increases 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 deployed | Additive | Increases 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 Multiplier | Player'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 Multiplier | Player'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 required | Percentage Multiplier | Player'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 | Additive | Adds 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 damage | Additive | Scout'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 damage | Additive | Scout'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 time | Additive | Scout's Boost/Hype meter gains the specified value of charge every second | |
hype resets on jump | Additive | Scout's Boost/Hype meter loses the specified value of charge when the player performs a double jump | |
lose hype on take damage | Additive | Scout's Boost/Hype meter loses the specified value multiplied by taken damage when hurt | |
kill forces attacker to laugh | Additive | Performs 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 Multiplier | Multiplies Pyro's flamethrower flame reach by the specified value | • Updates only when the player has no flamethrower particles in the world |
mult_end_flame_size | Percentage Multiplier | Pyro'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_mult | Percentage Multiplier | Pyro'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_drag | Additive | Increases Pyro's flamethrower flame drag by the specified value | • Updates only when the player has no flamethrower particles in the world |
flame_ignore_player_velocity | Additive | Pyro's flamethrower flames are not affected by player movement | • Updates only when the player has no flamethrower particles in the world |
flame_lifetime | Additive | Increases 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_offset | Additive | Increases 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_time | Additive | Pyro'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_collision | Additive | Increases 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_reduction | Additive | Damage 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_speed | Additive | Increases Pyro's flamethrower flame speed by the specified value | • Updates only when the player has no flamethrower particles in the world |
flame_up_speed | Additive | Increases 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_degree | Additive | Increases Pyro's flamethrower flame spread by the specified value of degrees | • Updates only when the player has no flamethrower particles in the world |
fuse bonus | Percentage Multiplier | The lifetime of Demoman's grenades is multiplied by the specified value | |
generate rage on damage | Additive | Heavy 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 heal | Additive | Medic 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 syringes | Additive | Medic's Syringe Gun coats enemy players in Mad Milk for 1 second similarly to the Mad Milky Syringes upgrade from MvM | TO-DO: Test in MvM |
overheal expert | Additive | Grants 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 specialist | Additive | Canteen 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 specialist | Additive | Grants 15% faster rockets and direct hits have 15% larger blast radius, deal maximal damage, and stun targets | TO-DO: Test in MvM |
mod soldier buff type, mod demo buff type | Additive | Changes 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 • 1: Buff Banner
• 2: Battalion's Backup • 3: Concheror • 4: The B.A.S.E. Jumper • 5: Phlogistinator • 6: Hitman's Heatmaker |
no_attack | Additive | Prevents attacking | • Final sum must not be 0 for the effect to happen |
no_jump | Additive | Prevents jumping | • Final sum must not be 0 for the effect to happen |
no_duck | Additive | Prevents crouching | • Final sum must not be 0 for the effect to happen |
no double jump | Additive | Prevents double jumping | • Final sum must be 1 for the effect to happen |
cannot disguise | Additive | Prevents the use of the Disguise Kit | • Final sum must be 1 for the effect to happen |
cannot pick up intelligence | Additive | Prevents 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 buildings | Additive | Prevents the player from picking up buildings | • Final sum must not be 0 for the effect to happen |
mark for death on building pickup | Additive | Player is marked for death while carrying a building | • Final sum must not be 0 for the effect to happen |
increase player capture value | Additive | Increases the player's capture worth by the specified value | • Can be negative to instead subtract the total capture worth of a control point |
bidirectional teleport | Additive | Engineer's teleporters can teleport players in both directions | • Final sum must be 1 for the effect to happen |
engineer sentry build rate multiplier | Percentage Multiplier | Engineer's sentry build time is multiplied by the specified value | |
engineer teleporter build rate multiplier | Percentage Multiplier | Engineer's dispenser and teleport build time is multiplied by the specified value | |
build rate bonus | Percentage Multiplier | Engineer's building build time is multiplied by the specified value | |
building cost reduction | Percentage Multiplier | Engineer'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 cost | Percentage Multiplier | Engineer'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 decrease | Percentage Multiplier | Engineer's upgrade amtwhack is multiplied by the specified value | |
engy sentry damage bonus | Percentage Multiplier | Engineer's sentry gun's damage is multiplied by the specified value | |
engy sentry fire rate increased | Percentage Multiplier | Engineer's sentry gun's fire delay is multiplied by the specified value | |
engy sentry radius increased | Percentage Multiplier | Engineer's sentry gun's detection radius is multiplied by the specified value | |
engy dispenser radius increased | Percentage Multiplier | AoE of the Engineer's dispenser is multiplied by the specified value | |
engy building health bonus | Percentage Multiplier | Engineer buildings have their health multiplied by the specified value | • Updates only on newly built and upgraded buildings |
has pipboy build interface | Additive | Engineer'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 counter | Additive | The Wrangler uses the Giger Counter kill icon | • Final sum must be 1 for the effect to happen |
energy weapon penetration | Additive | Energy weapons penetrate enemy players | • Final sum must be higher than 0 for the effect to happen |
powerup duration | Additive | Increases the MvM Power-up Canteen duration by the specified value | |
powerup max charges | Additive | Increases 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.
Attribute | Type | Effect | Notes |
---|---|---|---|
accuracy scales damage | Percentage Multiplier | Damage 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_pattern | Additive | Bullet 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 full | Additive | Causes 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 | Additive | Beggar'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 type | Additive | Headshot 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 overload | Additive | Enables 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 spawn | Additive | Eureka 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 Multiplier | Engineer'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 | Additive | Bullets 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 bonus | Percentage Multiplier | The 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 properties | Additive | Attacks 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_burning | Additive | Melee 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 health | Additive | Increases 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 crits | Additive | Manmelter'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 level | Additive | Medic'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_active | Additive | Player'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_ignite | Additive | Gas 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 charge | Additive | Melee 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 multiplier | Percentage Multiplier | The 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 multiplier | Percentage Multiplier | The 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 projectiles | Additive | Heavy'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 aiming | Additive | Heavy'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 aiming | Additive | Heavy'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 zoomed | Additive | Sniper 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 scope | Additive | Classic'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 charge | Additive | Sniper 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 bonus | Percentage Multiplier | The 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 charged | Additive | Sniper 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 Multiplier | The 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 tier | Additive | Enables 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 idleeffect | Additive | Adds 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 effect | Additive | Adds 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 | Additive | Attaches 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 weapon | Percentage Multiplier | Player'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 | Additive | Regenerates 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 Multiplier | All 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_active | Percentage Multiplier | Healing 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_active | Percentage Multiplier | Maximum 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 bonus | Percentage Multiplier | Medic'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 healing | Additive | Prevents 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 decreased | Percentage Multiplier | Healing 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 Multiplier | Bullet 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 penalty | Percentage Multiplier | Projectile 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_consecutive | Additive | Consecutive 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_shot | Additive | The 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 hit | Additive | Recovers 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_rate | Additive | Increases 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_charged | Additive | Increases 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 override | Additive | Changes 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 | Additive | Bullets 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 locations | Additive | Ambassador'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 Multiplier | Multiplies 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 players | Percentage Multiplier | Multiplies 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 Multiplier | Multiplies 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 burning | Percentage Multiplier | Multiplies 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 nonburning | Percentage Multiplier | Multiplies 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 target | Percentage Multiplier | Multiplies 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 bodyshot | Percentage Multiplier | Multiplies 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 alive | Percentage Multiplier | Multiplies 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 dead | Percentage Multiplier | Multiplies 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 disguised | Percentage Multiplier | Multiplies 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 Multiplier | Multiplies 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 Multiplier | The 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 Multiplier | The 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 player | Additive | Guranteed 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 players | Or | Guranteed 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 players | Or | Guranteed 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 players | Or | Guranteed 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 players | Or | Guranteed 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 airborne | Additive | Guranteed 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 minicrits | Additive | Guranteed 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 behind | Additive | Guranteed 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 crit | Additive | Guranteed 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 airborne | Additive | Guranteed 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 Multiplier | The 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 damage | Additive | Melee 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_minicrits | Additive | Critical 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 crits | Additive | Mini-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_falloff | Additive | Critical 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 gib | Additive | Critical 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 laugh | Additive | Melee 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 backstab | Additive | Disguises 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 killer | Additive | Prevents 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 |
sanguisuge | Additive | Backstabs 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 victim | Additive | Backstabbed 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 fire | Additive | Increases 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 hit | Additive | Recovers 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 kill | Additive | Recovers 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 hit | Percentage Additive | Adds 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 hit | Additive | Subtracts 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 hit | Additive | Subtracts 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 | Additive | Recovers 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 damage | Additive | Recovers 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 kill | Additive | Recovers 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 kill | Additive | Recovers 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_hit | Additive | Grants 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_enemy | Additive | Grants 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_kill | Additive | Grants 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_kill | Additive | The 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 kill | Additive | Grants 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 kill | Additive | Grants 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 airborne | Additive | Stuns 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 weapon | Additive | Stuns 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 weapon | Additive | Forces 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 hit | Additive | Decloaks 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 hit | Additive | Removes 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 duration | Additive | Causes 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 Ignite | Additive | Ignites 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 hit | Additive Percentage | Grants 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 major | Additive | Causes 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 death | Additive | Causes 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 ally | Additive | Grants 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 immunity | Additive | Grants 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 fire | Additive | Grants 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 count | Additive | Increases 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 attack | Additive | Enables 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 gold | Additive | Killed 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 ash | Additive | Killed 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 effect | Additive | Killed 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 hit | Additive | Killed 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 ghosts | Additive | Killed 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 flames | Additive | Flamethrower 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 | Additive | Changes 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 | Additive | Similar 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 single | Additive | Allows 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 knockback | Additive | Player 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 mult | Additive Percentage | Adds 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 Multiplier | Spy'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 |
ReducedCloakFromAmmo | Percentage Multiplier | The 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_items | Additive | Prevents 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 |
NoCloakWhenCloaked | Additive | Prevents 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 active | Additive | Prevents 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 active | Additive | Prevents 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 damage | Additive | Applies 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 push | Percentage Multiplier | The 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 Multiplier | The 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 airblast | Additive | Causes 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 Multiplier | Ammo 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 time | Percentage Multiplier | The 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 Multiplier | The 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 disabled | Additive | Prevents 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 multiplier | Additive | The 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 scale | Percentage Multiplier | The 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 scale | Percentage Multiplier | The 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 airblast | Additive | Allows 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_disabled | Additive | Prevents 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_projectile | Additive | Causes 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_boost | Additive | Causes 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_disabled | Additive | Prevents 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_viewpunch | Additive | Disables 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_disabled | Additive | Prevents 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_ammo | Additive | Causes 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 upgrade | Percentage Multiplier | Multiplies 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 atomic | Additive | Adds 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 kill | Additive | Increases 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 shot | Additive | Changes 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 addammo | Additive | Increases 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 override | Additive | Hides 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 Multiplier | The 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 Multiplier | Reload 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 bonus | Percentage Multiplier | The 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 health | Percentage Multiplier | The 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 Multiplier | The 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 sounds | Additive | Heavy'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 bonus | Percentage Multiplier | The 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 Multiplier | The 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 buildings | Additive | Arrow-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 Multiplier | The 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 decreased | Percentage Multiplier | The 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 increased | Percentage Multiplier | The 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_sword | Additive | Slows 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_denied | Additive | Prevents 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_denied | Additive | Prevents 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_denied | Additive | Prevents 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_denied | Additive | Prevents 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 increased | Percentage Multiplier | The 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_rate | Percentage Multiplier | The 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 cooldown | Percentage Multiplier | The 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_charge | Additive | Increases 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 | Additive | Increases 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 revenge | Additive | Frontier 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 minisentry | Additive | Hides 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 pickup | Additive | Rescue 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 Multiplier | Spy 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 crits | Additive | Spy'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 projectile | Additive | Projectiles 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 type | Additive | Changes 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 explosions | Additive | Explosives 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 explosion | Additive | Rockets 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 rockets | Additive | Rockets 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 dmg | Additive | Rockets 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 Multiplier | The 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 Multiplier | The 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 Multiplier | The 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 mode | Additive | Loose 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 contact | Percentage Multiplier | The 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 penalty | Percentage Multiplier | The 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 bounce | Additive | Prevents 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 spin | Additive | Prevents 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 | Additive | The 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 rate | Percentage Multiplier | The 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_increase | Percentage Multiplier | The 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 | Additive | The 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 time | Additive | Stickybombs 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 stickies | Additive | Stickybombs 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 health | Additive | View 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 health | Additive | Spy 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 heal | Additive | Amputator'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 miss | Additive | Melee 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_death | Additive | Increases 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 sappers | Additive | Enables 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 Multiplier | The 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 penalty | Percentage Multiplier | The 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 connected | Additive | Damage 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 death | Additive | Marks 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 |
honorbound | Additive | Switching 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_rate | Additive | Drains 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_time | Additive | Weapon 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 animations | Additive | Prevents 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 active | Additive | Forces 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_weapon | Additive | Forces 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 taunt | Additive | Prevents 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 override | Additive | Player'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 toy | Additive | Spawns 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 death | Additive | Bombinomicon'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 |
zombiezombiezombiezombie | Additive | Player 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.
Attribute | Effect | Notes |
---|---|---|
absorb damage while cloaked | Nothing | • Not implemented |
accepted wedding ring account id 1 | Nothing | |
accepted wedding ring account id 2 | Nothing | |
add head on hit | Nothing | • Unsure about this • Supposedly adds an percentage |
additional halloween response criteria name | Nothing | • Requires a string - likely to cause a crash, but I couldn't find when |
airblast_pushback_no_stun | Nothing | • I can't notice a difference |
allowed in medieval mode | Nothing | |
allow_halloween_offering | Nothing | |
alt-fire disabled | Nothing | • Not implemented |
always tradable | Nothing | |
always_transmit_so | Nothing | |
ammo becomes health | Nothing | |
aoe_deflection | Nothing | |
applies snare effect | Nothing | |
apply look velocity on damage | Nothing | |
armor piercing | Nothing | TO-DO: Verify in MvM - affects damage against giant MvM robots |
robo sapper | Nothing | TO-DO: Verify in MvM - affects damage against giant MvM robots |
engy disposable sentries | Nothing | |
auto fires full clip all at once | Nothing | |
bot custom jump particle | ||
bot medic uber health threshold | Nothing | • Affects MvM robots |
bot medic uber deploy delay duration | Nothing | • Affects Mvm robots |
breadgloves properties | Nothing | |
breadgloves_properties | Nothing | |
burn damage earns rage | Nothing | |
can shuffle crate contents | Nothing | |
cannonball push back | Nothing | |
cannot delete | Nothing | |
cannot giftwrap | Nothing | |
cannot restore | Nothing | |
cannot trade | Nothing | |
cannot_transmute | Nothing | |
class select override vcd | Nothing | |
cleaver description | Nothing | |
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_activate | Nothing | |
collection bits DEPRECATED | Nothing | |
community description | Nothing | |
cosmetic taunt sound | Crashes the game upon taunting | • Requires a string |
cosmetic_allow_inspect | Nothing | |
counts as assister is some kind of pet this update is going to be awesome | Nothing | |
crate generation code | Nothing | |
crit vs stunned players | Nothing | |
custom name attr | Nothing | • Requires a string |
custom desc attr | Nothing | • Requires a string |
custom_paintkit_seed_lo | Nothing | |
custom_paintkit_seed_hi | Nothing | |
powerup charges | Nothing | • MvM Canteen power-up charges - does nothing if not directly on the canteen |
critboost | Nothing | • MvM Canteen critboost - does nothing if not directly on the canteen |
ubercharge | Nothing | • MvM Canteen ÜberCharge - does nothing if not directly on the canteen |
building instant upgrade | Nothing | • MvM Canteen instant building upgrade - does nothing if not directly on the canteen |
refill_ammo | Nothing | • MvM Canteen ammo refill - does nothing if not directly on the canteen |
crit_vs_burning_FLARES_DISPLAY_ONLY | Nothing | |
currency bonus | Nothing | TO-DO: Verify |
custom employee number | Nothing | |
custom projectile model | Nothing | |
custom texture lo | Nothing | |
custom texture hi | Nothing | |
damage force increase text | Nothing | |
deactive date | Nothing | |
decoded by itemdefindex | Nothing | |
DEPRECATED socketed item definition id DEPRECATED | Nothing | |
disable fancy class select anim | Nothing | |
disguise damage reduction | Nothing | |
disguise speed penalty | Nothing | |
display duck leaderboard | Nothing | |
dmg penalty vs nonstunned | Nothing | • Not implemented |
dmg pierces resists absorbs | Nothing | TO-DO: Verify |
dragons fury positive properties | Nothing | |
dragons fury neutral properties | Nothing | |
dragons fury negative properties | Nothing | |
duck badge level | Nothing | |
duck rating | Nothing | |
duckstreaks active | Nothing | |
duel loser account id | Nothing | |
electrical airblast DISPLAY ONLY | Nothing | |
elevate quality | Nothing | |
elevate to unusual if applicable | Nothing | |
energy weapon charged shot | Nothing | |
energy weapon no ammo | Nothing | |
energy weapon no deflect | Nothing | |
energy weapon no drain | Nothing | |
energy weapon no hurt building | Nothing | |
event date | Nothing | |
expiration date | Nothing | |
explosive sniper shot | Nothing | |
fire particle blue | Nothing | • Requires a string - likely to cause a crash, but I couldn't find when |
fire particle blue crit | Nothing | • Requires a string - likely to cause a crash, but I couldn't find when |
fire particle red | Nothing | • Requires a string - likely to cause a crash, but I couldn't find when |
fire particle red crit | Nothing | • Requires a string - likely to cause a crash, but I couldn't find when |
fire retardant | Nothing | |
flame life bonus, flame life penalty | Nothing | |
flame_gravity | Nothing | |
force center wrap | Nothing | |
force level display | Nothing | |
force weapon switch | Nothing | TO-DO: Verify, for reference: this is used on the Grappling Hook |
engineer rage on dmg | Nothing | • Un-used, likely a scrapped concept for the Rescue Ranger |
gifter account id | Nothing | |
grenade not explode on impact | Nothing | |
gunslinger punch combo | Nothing | |
halloween item | Nothing | |
Halloween Spellbook Page: Tumidum | Nothing | |
Halloween Spellbook Page: Gratanter | ||
Halloween Spellbook Page: Audere | ||
Halloween Spellbook Page: Congeriae | ||
Halloween Spellbook Page: Veteris | Nothing | |
halloweenvision filter DISPLAY ONLY | Nothing | |
has team color paintkit | Nothing | |
hat only unusual effect | Nothing | |
hide crate series number | Nothing | |
hide enemy health | Nothing | |
hide_strange_prefix | Nothing | |
inspect_viewmodel_offset | Crashes the game when the player tries to inspect their weapon | • Requires a string |
is commodity | Nothing | |
is_festivized | Nothing | |
is marketable | Nothing | |
is throwable chargeable | Nothing | • Probably intended to be used with the scrapped throwable weapons |
is throwable primable | Nothing | • Probably intended to be used with the scrapped throwable weapons |
projectile entity name | Nothing | • Probably intended to be used with the scrapped throwable weapons |
projectile particle name | Nothing | • Probably intended to be used with the scrapped throwable weapons |
set throwable type | Nothing | • Probably intended to be used with the scrapped throwable weapons |
throwable damage | Nothing | • Probably intended to be used with the scrapped throwable weapons |
throwable detonation time | Nothing | • Probably intended to be used with the scrapped throwable weapons |
throwable fire speed | Nothing | • Probably intended to be used with the scrapped throwable weapons |
throwable healing | Nothing | • Probably intended to be used with the scrapped throwable weapons |
throwable particle trail only | Nothing | • Probably intended to be used with the scrapped throwable weapons |
throwable recharge time | Nothing | • Probably intended to be used with the scrapped throwable weapons |
tool escrow until date | Nothing | |
is australium item | Nothing | |
is_operation_pass | Nothing | |
item drop wave | Nothing | |
item in slot 1 | Nothing | |
item in slot 2 | Nothing | |
item in slot 3 | Nothing | |
item in slot 4 | Nothing | |
item in slot 5 | Nothing | |
item in slot 6 | Nothing | |
item in slot 7 | Nothing | |
item in slot 8 | Nothing | |
item name text override | Nothing | • Requires a string - likely to cause a crash, but I couldn't find when |
item slot criteria 1 | Nothing | |
item slot criteria 2 | Nothing | |
item slot criteria 3 | Nothing | |
item slot criteria 4 | Nothing | |
item slot criteria 5 | Nothing | |
item slot criteria 6 | Nothing | |
item slot criteria 7 | Nothing | |
item slot criteria 8 | Nothing | |
item style override | Nothing | |
items traded in for | Nothing | |
item_meter_charge_rate | Nothing | |
item_meter_charge_type | Nothing | |
item_meter_charge_type_3_DISPLAY_ONLY | Nothing | |
item_meter_resupply_denied | Nothing | |
item_meter_starts_empty_DISPLAY_ONLY | Nothing | |
jarate description | Nothing | |
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 ID | Nothing | |
style changes on strange level | Nothing | |
strange score selector | Nothing | |
limited quantity item | Nothing | |
loot list name | Nothing | |
loot rarity | Nothing | |
lose revenge crits on death DISPLAY ONLY | Nothing | |
makers mark id | Nothing | |
max_flame_reflection_count | Nothing | |
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_label | Nothing | • Requires a string - likely to cause a crash, but I couldn't find when |
min_viewmodel_offset | Crashes the game if the player is using minimal viewmodels | • Requires a string |
merasmus hat level display ONLY | Nothing | |
mod ammo per shot missed DISPLAY ONLY | Nothing | |
mod flamethrower push | Nothing | • 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 bonus | Nothing | |
mod medic killed marked for death | Nothing | |
mod medic killed minicrit boost | Nothing | |
mod medic killed revenge | Nothing | |
mod mini-crit airborne deploy | Nothing | |
mod no reload DISPLAY ONLY | Nothing | |
mod rage damage boost | Nothing | |
mod use metal ammo type | Nothing | |
rocket launch impulse | Nothing | • Not implemented, originally intended to be something like the Force-a-Nature but for the Soldier |
mult sniper charge after headshot | Nothing | |
mult sniper charge after bodyshot | Nothing | |
mult sniper charge after miss | Nothing | |
mult sniper charge penalty DISPLAY ONLY | Nothing | |
multiple sentries | Nothing | |
mvm completed challenges bitmask | Nothing | |
never craftable | Nothing | |
no charge impact range | Nothing | |
no crit boost | Nothing | |
no crit vs nonburning | Nothing | |
noise maker | Nothing | |
non economy | Nothing | |
obsolete ammo penalty | Nothing | |
override item level desc string | Nothing | |
taunt attach particle index | Nothing | |
paint decal enum | Nothing | |
paintkit_proto_def_index | Nothing | |
panic_attack | Nothing | |
panic_attack_negative | Nothing | |
particle effect use head origin | Nothing | |
particle effect vertical offset | Nothing | |
preserve ubercharge | Nothing | • 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 |
purchased | Nothing | |
pyrovision only DISPLAY ONLY | Nothing | |
pyrovision opt in DISPLAY ONLY | Nothing | |
pyro year number | Nothing | |
quality text override | Nothing | |
quest earned standard points | Nothing | |
quest earned bonus points | Nothing | |
quest loaner id high | Nothing | |
quest loaner id low | Nothing | |
random drop line item 0 | Nothing | |
random drop line item 1 | Nothing | |
random drop line item 2 | Nothing | |
random drop line item 3 | Nothing | |
random drop line item footer desc | Nothing | |
random drop line item unusual chance | Nothing | |
random drop line item unusual list | Nothing | |
recall | Nothing | TO-DO: Verify |
recipe component defined item 1 | Nothing | |
recipe component defined item 2 | Nothing | |
recipe component defined item 3 | Nothing | |
recipe component defined item 4 | Nothing | |
recipe component defined item 5 | Nothing | |
recipe component defined item 6 | Nothing | |
recipe component defined item 7 | Nothing | |
recipe component defined item 8 | Nothing | |
recipe component defined item 9 | Nothing | |
recipe component defined item 10 | Nothing | |
recipe no partial complete | Nothing | |
referenced item def UPDATED | Nothing | |
referenced item id low | Nothing | |
referenced item id high | Nothing | |
repair health to metal ratio DISPLAY ONLY | Nothing | |
rj air bombardment | Nothing | |
sapper voice pak, sapper voice pak wait idle | Nothing | TO-DO: Verify if either attributes affect the Ap-Sap in any way |
saxxy award category | Nothing | • Not only is used for display, not only does it require a string, but it requires two strings |
selfmade description | Nothing | |
series number | Nothing | |
SET BONUS: alien isolation merc bonus pos | Nothing | TO-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 neg | Nothing | TO-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 pos | Nothing | TO-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 neg | Nothing | TO-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 decrease | Nothing | |
SET BONUS: mystery solving time decrease | Nothing | |
set item tint RGB | Nothing | |
set item tint RGB 2 | Nothing | |
set supply crate series | Nothing | |
texture_wear_default | Nothing | |
set_item_texture_wear | Nothing | |
share consumable with patient | Nothing | TO-DO: Verify |
shot penetrate all players | Nothing | |
show paint description | Nothing | |
shuffle crate item def min | Nothing | |
shuffle crate item def max | Nothing | |
sniper independent zoom DISPLAY ONLY | Nothing | |
sniper no charge | Nothing | • Not implemented |
sniper rage DISPLAY ONLY | Nothing | |
sniper zoom penalty | Nothing | |
soldier model index | Nothing | |
speed boost when active | Nothing | |
SPELL: set item tint RGB | Nothing | |
spellbook page attr id | Nothing | |
spunup_push_force_immunity | Nothing | |
start drop date | Nothing | |
end drop date | Nothing | |
store sort override DEPRECATED | Nothing | |
squad surplus claimer id DEPRECATED | Nothing | |
tag__eotlearlysupport | Nothing | |
tag__summer2014 | Nothing | |
taunt attack name | Nothing | • Requires a string |
taunt attack time | Nothing | |
taunt force move forward | Nothing | |
taunt force weapon slot | Nothing | |
taunt is highfive | Nothing | |
taunt is press and hold | Nothing | |
taunt mimic | Nothing | |
taunt move acceleration time | Nothing | |
taunt move speed | Nothing | |
taunt only unusual effect | Nothing | |
taunt success sound | Nothing | |
taunt success sound offset | Nothing | |
taunt success sound loop | Nothing | |
taunt success sound loop offset | Nothing | |
taunt turn acceleration time | Nothing | |
taunt turn speed | Nothing | |
taunt_attr_player_invis_percent | Nothing | |
thermal_thruster | Nothing | |
tmp dmgbuff on hit | Nothing | |
tool needs giftwrap | Nothing | |
tool target item | Nothing | |
tool_target_item_icon_offset | Nothing | |
tradable after date | Nothing | |
unique craft index | Nothing | |
unusualifier_attribute_template_name | Nothing | |
use_model_cache_icon | Nothing | |
unlimited quantity | Nothing | |
weapon_allow_inspect | Nothing | |
weapon_uses_stattrak_module | Nothing | |
weapon_stattrak_module_scale | Nothing | |
wide item level | Nothing | |
Wrench index | Nothing | |
zoom speed mod disabled | Nothing | • 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.