List of TF2C conditions: Difference between revisions

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{{Todo|Discover the purpose of TF2C conditions 117, 120, 125, 126, 127 and 130.
{{Todo|Update TF2 table to show any quirks those conditions have in Classified.}}
* I'll do some digging and find out [[User:VivaRomania|🇷🇴]] 02:18, 19 June 2025 (UTC)}}


The following tables contain a list of every ''functioning'' player condition in Team Fortress 2 Classic. All conditions can be triggered ingame with the {{code|addcond (ID#)}} command.
The following tables contain a list of every player condition in Team Fortress 2 Classified. All conditions can be triggered ingame with the {{code|preset=10|addcond <ID>}} command.
For example, to give yourself the [[Haste]] boost, you would enter {{code|addcond 121}}, as 121 is the ID number for this effect, as shown below.
For example, to give yourself the [[Haste]] boost, you would enter {{code|preset=10|addcond 137}}, as 137 is the ID number for this effect, as shown below.
__TOC__
__TOC__
== Team Fortress 2 conditions ==
== Team Fortress 2 conditions ==
The following table contains conditions present in Team Fortress 2 that still function in Team Fortress 2 Classic.
The following table contains conditions present in Team Fortress 2 that have been carried over to Team Fortress 2 Classified. Be aware that some conditions may function incorrectly in Classified. Sourced from [[tf:Cheats#addcond|this page]] on the Official TF2 Wiki.
{| class="wikitable grid"
{| class="wikitable grid"
! class="header" style="font-size: 16px;background-color: #583a31;color: white;" | ID
! class="header" style="font-size: 16px;background-color: #583a31;color: white;" | ID
Line 27: Line 26:
|| TF_COND_STEALTHED
|| TF_COND_STEALTHED
|-
|-
| 5 ||  Medi Gun invulnerability effect. Will drop as soon as the user starts to receive continuous healing from a Dispenser, Payload cart or Medic's secondary healing gun. Also drops from a Medic as soon as he activates or comes to the end of his own ÜberCharge. Not affected by a Medic's self-healing.
| 5 ||  Medi Gun invulnerability effect. Will drop as soon as the user starts to receive continuous healing from a Dispenser, Payload cart or Medic's secondary healing gun. Also drops from a Medic as soon as he activates or comes to the end of his own ÜberCharge. Not affected by a Medic or Civilian's self-healing.
|| TF_COND_INVULNERABLE
|| TF_COND_INVULNERABLE
|-
| 6 ||  Teleporter dust.
|| TF_COND_TELEPORTED
|-
|-
| 7 ||  Intended to be taunting. Does nothing via addcond, but can be used with removecond to immediately stop taunting.
| 7 ||  Intended to be taunting. Does nothing via addcond, but can be used with removecond to immediately stop taunting.
Line 39: Line 41:
|| TF_COND_STEALTHED_BLINK
|| TF_COND_STEALTHED_BLINK
|-
|-
| 11 ||  Crit boost (Kritzkrieg, Revenge crits). Drops under the same conditions as 5.
| 10 ||  Intended to be condition for Teleporting. Prevents you from doing things you normally wouldn't be able to do when teleporting (e.g. picking up The Intelligence).
|| TF_COND_SELECTED_TO_TELEPORT
|-
| 11 ||  Crit boost. Drops under the same conditions as 5.
|| TF_COND_CRITBOOSTED
|| TF_COND_CRITBOOSTED
|-
|-
| 15 ||  Adds the slowing effect icon in the HUD without any change to movement speed. Can be used with removecond to remove a stun.
| 12 ||  Intended to be a temporary damage buff. Does nothing.
|| TF_COND_TMPDAMAGEBONUS
|-
| 13 ||  Dead Ringer Cloak defense buff, works with any watch as Spy. Automatically adds condition 4.
|| TF_COND_FEIGN_DEATH
|-
| 14 ||  Player does not take damage (except for instant deaths), cannot attack and is forced into third person. Any damage is marked as "MISS!" above the player's head. Used for the Bonk! Atomic Punch.
|| TF_COND_PHASE
|-
| 15 ||  Adds the slowing effect icon in the HUD without any change to movement speed.
|| TF_COND_STUNNED
|| TF_COND_STUNNED
|-
|-
| 17 ||  Will cause any class to begin moving forward at 720 HU/s until directly impacting a wall, prop or an enemy.
| 16 ||  Buff Banner Mini-Crit boost effect.
|| TF_COND_OFFENSEBUFF
|-
| 17 ||  Charging effect. Causes any class to begin moving forward with a restricted turn rate as if charging, while emitting the Demoman's charging yell (the Demoman's speed increases to 750 HU/s, and for Demomen this condition expires when the charge meter empties).
|| TF_COND_SHIELD_CHARGE
|| TF_COND_SHIELD_CHARGE
|-
| 18 ||  Intended to be the glowing eye effect associated with the Eyelander's head-taking capability. Can be used with removecond to remove such a glow.
|| TF_COND_DEMO_BUFF
|-
| 19 ||  Crit-a-Cola/Buffalo Steak Sandvich/Cleaner's Carbine effect.
|| TF_COND_ENERGY_BUFF
|-
| 20 ||  Medicating Melody effect (does not heal, only adds rings around the player's feet; the rings are removed after a taunt ends, though the condition persists).
|| TF_COND_RADIUSHEAL
|-
|-
| 21 ||  Intended to be the effect associated with any kind of continuous healing. Can be used with removecond to remove such an effect.
| 21 ||  Intended to be the effect associated with any kind of continuous healing. Can be used with removecond to remove such an effect.
Line 54: Line 80:
|| TF_COND_BURNING
|| TF_COND_BURNING
|-
|-
| 24 ||  Turns player and weapon models yellow. The [[Admiralty Anchor]], [[Flame Thrower]], [[Dynamite Pack]], [[Anti-Aircraft Cannon]], [[Fists]], [[Fishwhacker]] and [[Tranquilizer Gun]] will not become yellow. Only the [[Scout]], [[Medic]], [[Sniper]], [[Pyro]]'s head, and [[Civilian]]'s suit will turn yellow.
| 23 ||  Intended to indicate Overhealing. Does nothing via addcond.
|| TF_COND_HEALTH_OVERHEALED
|-
| 24 ||  All damage taken is Mini-Crits. The player's vision is distorted and tinted yellow. Used for Jarate.
|| TF_COND_URINE
|| TF_COND_URINE
|-
|-
| 25 ||  Intended to be the Bleeding effect. Can only be used with removecond to remove bleeding.
| 25 ||  Intended to be the Bleeding effect. Can only be used with removecond to remove bleeding.
|| TF_COND_BLEEDING
|| TF_COND_BLEEDING
|-  
|-
| 26 ||  Player takes 35% less damage (50% less from Sentry Guns) and gains team-colored buff rings. Used for the Battalion's Backup.
|| TF_COND_DEFENSEBUFF
|-
| 27 ||  Enemy players heal 60% of damage done to the player. Used for Mad Milk.
|| TF_COND_MAD_MILK
|-
| 28 ||  Quick-Fix visual effects + knock back/movement immunity (no healing). Drops under the same conditions as 5.
|| TF_COND_MEGAHEAL
|-
| 29 ||  Player is healed for 35% of damage done. Used for the Concheror.
|| TF_COND_REGENONDAMAGEBUFF
|-
| 30 ||  Player becomes Marked-for-Death, displaying a skull icon above the health icon and above their head, and all damage taken being Mini-crits.
| 30 ||  Player becomes Marked-for-Death, displaying a skull icon above the health icon and above their head, and all damage taken being Mini-crits.
|| TF_COND_MARKEDFORDEATH
|| TF_COND_MARKEDFORDEATH
|-
|-
| 32 ||  [[Haste]] speed boost without the other boosted effects. See the [[Haste]] page for boosted speeds.
| 31 ||  All attacks are Mini-Crits (no Mini-Crit glow occurs, but Mini-Crit hit sounds and effects occur). Player cannot be healed in any way.
|| TF_COND_NOHEALINGDAMAGEBUFF
|-
| 32 ||  Player gains faster movement speed and "speed" particles around their vision. Used for various speed boosts.
|| TF_COND_SPEED_BOOST
|| TF_COND_SPEED_BOOST
|-
|-
| 33 ||  Crit boost.
| 33 ||  Halloween pumpkin Crit boost.
|| TF_COND_CRITBOOSTED_PUMPKIN
|| TF_COND_CRITBOOSTED_PUMPKIN
|-
|-
| 34 ||  Crit boost.
| 34 ||  Canteen Crit boost. Provides Critical hits and doubles Sentry Gun firing rate.
|| TF_COND_CRITBOOSTED_USER_BUFF
|| TF_COND_CRITBOOSTED_USER_BUFF
|-
|-
| 35 ||  Yet another crit boost.
| 35 ||  Player's weapon gains Crit glow and emits Crit sound cues as if charging (but does not gain a Crit boost). Automatically added by condition 17 when the player's charge meter drops below 75%.
|| TF_COND_CRITBOOSTED_DEMO_CHARGE
|| TF_COND_CRITBOOSTED_DEMO_CHARGE
|-
| 36 ||  Hype multiple jump. On classes other than Scout, this provides the purple glow effect on weapons, but no additional jumps granted (Note: May still occur).
|| TF_COND_SODAPOPPER_HYPE
|-
|-
| 37 ||  First blood crit boost.
| 37 ||  First blood crit boost.
Line 89: Line 136:
| 41 ||  Cannot switch away from melee weapon.
| 41 ||  Cannot switch away from melee weapon.
|| TF_COND_CANNOT_SWITCH_FROM_MELEE
|| TF_COND_CANNOT_SWITCH_FROM_MELEE
|-
| 42 ||  Player takes 35% less damage (50% less from Sentry Guns), gains team-colored buff rings. This is used for the Mann vs. Machine bomb carrier defensive buff. This is similar to condition 26, though without the icon above the health bar in the HUD.
|| TF_COND_DEFENSEBUFF_NO_CRIT_BLOCK
|-
| 43 ||  "Reprogrammed". Intended for the scrapped Spy Trap weapon but does not function. Used to swap the player from BLU to RED for the duration of the condition. Removal of this condition caused the player to swap from RED to BLU. Added sparks to player's head. Automatically added condition 15 and slowed the player for 5 seconds.
|| TF_COND_REPROGRAMMED
|-
| 44 ||  Mmmph Crit boost.
|| TF_COND_CRITBOOSTED_RAGE_BUFF
|-
| 45 ||  Mmmph activation defense buff.
|| TF_COND_DEFENSEBUFF_HIGH
|-
| 46 ||  Focus effect. This affects only Sniper primaries, but not the Classic, the Huntsman or its reskin. All other weapons gain the lightning effects, however.
|| TF_COND_SNIPERCHARGE_RAGE_BUFF
|-
| 47 ||  Causes the Enforcer to lose its 20% damage bonus, as when firing it to remove a disguise.
|| TF_COND_DISGUISE_WEARINGOFF
|-
|-
| 48 ||  Self marked for death (as with Rescue Ranger hauling).
| 48 ||  Self marked for death (as with Rescue Ranger hauling).
|| TF_COND_MARKEDFORDEATH_SILENT
|| TF_COND_MARKEDFORDEATH_SILENT
|-
|-
| 51 ||  "Hidden" ÜberCharge (player's viewmodel and their appearance is not ÜberCharged unless they are hit by a source of damage, after which the player appears ÜberCharged for a few seconds.
| 49 ||  Crouching causes the player to appear to be a Dispenser of the enemy team to enemy players. As a side effect, it forces the player's speed to 450 Hammer Units per second (diagonal movement is at 520 HU/s). Swapping weapons while in this state causes the player to briefly stop moving, and then return to 450 HU/s. This condition also causes Sentry Guns to ignore the player, which was possibly used for a Spy disguise that was later scrapped.
|| TF_COND_DISGUISED_AS_DISPENSER
|-
| 50 ||  Adds a sparking effect to the player's head (associated with sapping a Robot in Mann vs. Machine). Applying to a BLU player in Mann vs. Machine allows them to be backstabbed from any angle unless they are a giant.
|| TF_COND_SAPPED
|-
| 51 ||  "Hidden" ÜberCharge (player sees their viewmodel as ÜberCharged, but their appearance is not ÜberCharged unless they are hit by a source of damage, after which the player appears ÜberCharged for several seconds. Much like Robots on a Mann vs. Machine wave before entering the arena).
|| TF_COND_INVULNERABLE_HIDE_UNLESS_DAMAGED
|| TF_COND_INVULNERABLE_HIDE_UNLESS_DAMAGED
|-
|-
| 52 ||  Canteen ÜberCharge.
| 52 ||  Canteen ÜberCharge. Reduces damage to your Sentry Gun. Also used for Mannpower respawn Über protection.
|| TF_COND_INVULNERABLE_USER_BUFF
|| TF_COND_INVULNERABLE_USER_BUFF
|-
|-
Line 102: Line 173:
|| TF_COND_HALLOWEEN_BOMB_HEAD
|| TF_COND_HALLOWEEN_BOMB_HEAD
|-
|-
| 56 ||  Miscellaneous crit boost.
| 56 ||  Crit boost.
|| TF_COND_CRITBOOSTED_CARD_EFFECT
|| TF_COND_CRITBOOSTED_CARD_EFFECT
|-
|-
| 57 ||  Miscellaneous ÜberCharge.
| 57 ||  ÜberCharge.
|| TF_COND_INVULNERABLE_CARD_EFFECT
|| TF_COND_INVULNERABLE_CARD_EFFECT
|-
| 58 ||  Vaccinator Über bullet resistance.
|| TF_COND_MEDIGUN_UBER_BULLET_RESIST
|-
| 59 ||  Vaccinator Über blast resistance.
|| TF_COND_MEDIGUN_UBER_BLAST_RESIST
|-
| 60 ||  Vaccinator Über fire resistance.
|| TF_COND_MEDIGUN_UBER_FIRE_RESIST
|-
| 61 ||  Vaccinator passive bullet resistance.
|| TF_COND_MEDIGUN_SMALL_BULLET_RESIST
|-
| 62 ||  Vaccinator passive blast resistance.
|| TF_COND_MEDIGUN_SMALL_BLAST_RESIST
|-
| 63 ||  Vaccinator passive fire resistance.
|| TF_COND_MEDIGUN_SMALL_FIRE_RESIST
|-
|-
| 64 ||  Player will Cloak immediately regardless of class.
| 64 ||  Player will Cloak immediately regardless of class.
|| TF_COND_STEALTHED_USER_BUFF
|| TF_COND_STEALTHED_USER_BUFF
|-
| 65 ||  Unknown. Likely related to the Medi Gun.
|| TF_COND_MEDIGUN_DEBUFF
|-
| 66 ||  Player is ignored by enemy bots and Sentry Guns, and fades to Invisibility. Attacking makes the player visible, but the player rapidly fades out again, during which the player is unable to attack. Player gains a shadowed-border "Stealth" overlay. Used when the Invisibility Magic spell is fading.
|| TF_COND_STEALTHED_USER_BUFF_FADING
|-
|-
| 67 ||  Bullet damage immunity.
| 67 ||  Bullet damage immunity.
Line 120: Line 215:
|| TF_COND_FIRE_IMMUNE
|| TF_COND_FIRE_IMMUNE
|-
|-
| 74 ||  Player is doubled in size, but movement speed, melee range, and damage remain unchanged. The player's max health is multiplied by 10 and the player is forced into thirdperson shoulder view.
| 70 ||  Player survives all damage until their health reaches 1, after which this condition is automatically removed. Damage that would be fatal does not show as combat text above the player's head to the attacker.
|| TF_COND_PREVENT_DEATH
|-
| 71 ||  MvM Bot gate-capture stun (automatically stuns bots and adds a radio effect above their heads, but has no effect on human players).
|| TF_COND_MVM_BOT_STUN_RADIOWAVE
|-
| 72 ||  Player gains speed boost, firing rate boost, reload speed boost, and infinite air jumps. Used for the Power Up Magic spell.
|| TF_COND_HALLOWEEN_SPEED_BOOST
|-
| 73 ||  Quick-Fix-like healing effect. Automatically adds condition 21 for the duration of the effect, as well as condition 28 for a brief period. Used for the Healing Aura Magic spell.
|| TF_COND_HALLOWEEN_QUICK_HEAL
|-
| 74 ||  Player is doubled in size, but movement speed, melee range, and damage remain unchanged. The player's max health is scaled upwards by 10 and any ammo lost while under this effect is regenerated instantly. The player is forced into the Medieval thirdperson shoulder view.
|| TF_COND_HALLOWEEN_GIANT
|| TF_COND_HALLOWEEN_GIANT
|-
|-
| 75 ||  Player is halved in size, although head size, movement speed, melee range, and damage remain unchanged. The player is forced into thirdperson.
| 75 ||  Player is halved in size, although head size, movement speed, melee range, and damage remain unchanged. The player is forced into thirdperson. Used for the Bumper Cars in Carnival of Carnage and Gravestone.
|| TF_COND_HALLOWEEN_TINY
|| TF_COND_HALLOWEEN_TINY
|-
|-
| 77 ||  Player is forced into thirdperson.
| 76 ||  Player gains condition 77 upon death, used for when the player is in Hell.
|| TF_COND_HALLOWEEN_IN_HELL
|-
| 77 ||  Player becomes a Ghost; can be reverted with removecond.
|| TF_COND_HALLOWEEN_GHOST_MODE
|| TF_COND_HALLOWEEN_GHOST_MODE
|-
| 78 ||  Unknown. Intended to be Mini-Crit boost from Mini-Crit-on-kill weapons (like the Cleaner's Carbine before the December 17, 2015 Patch), but is unused.
|| TF_COND_MINICRITBOOSTED_ON_KILL
|-
| 79 ||  Player has a 75% chance to dodge every time damage is taken (dodged damage causes the MISS! effect from condition 14 to appear).
|| TF_COND_OBSCURED_SMOKE
|-
| 80 ||  Player gains a B.A.S.E. Jumper parachute if airborne. Removed upon landing.
|| TF_COND_PARACHUTE_ACTIVE
|-
| 81 ||  Player gains fire rate bonus on the Air Strike. Applied whenever the player is launched by blast damage.
|| TF_COND_BLASTJUMPING
|-
| 82 ||  Player gains Bumper Car movement, controls and bumper car model. Associated HUD is not visible.
|| TF_COND_HALLOWEEN_KART
|-
| 83 ||  Player's Field of View increases, with their world model playing the Bumper Car boosting animation, and if the player has condition 82, the player is forced to move forwards at a boosted speed until the condition is removed or upon collision with a wall or an enemy player.
|| TF_COND_HALLOWEEN_KART_DASH
|-
| 84 ||  Player gains a larger head and lowered gravity.
|| TF_COND_BALLOON_HEAD
|-
| 85 ||  Same as condition 41, but automatically adds conditions 32 and 75 when added.
|| TF_COND_MELEE_ONLY
|-
| 86 ||  Player can swim in air, and gains vision effects as if underwater or covered in Jarate.
|| TF_COND_SWIMMING_CURSE
|-
| 87 ||  Player is locked in place and cannot turn, attack, or switch weapons. The player can still taunt, however.
|| TF_COND_FREEZE_INPUT
|-
| 88 ||  Player gains a cage surrounding them. Automatically adds condition 87 when added. This is used for the Scream Fortress Halloween bumper car minigames. This crashes the game unless the player is on a map that supports bumper cars.
|| TF_COND_HALLOWEEN_KART_CAGE
|-
| 89 ||  Player is considered as holding a Mannpower powerup. Using the dropitem command (default key: L) drops a powerup pickup (usually Strength) and removes this condition.
|| TF_COND_DONOTUSE_0
|-
| 90 ||  Player gains double damage for all weapons and distance damage fall-off immunity. Used for the "Strength" powerup in Mannpower mode.
|| TF_COND_RUNE_STRENGTH
|-
| 91 ||  Player gains double firing rate, reload rate, clip size, and max ammo count. Movement speed is also increased by 30%. Used for the "Haste" powerup in Mannpower mode.
|| TF_COND_RUNE_HASTE
|-
| 92 ||  Player periodically regenerates ammo, health, and metal. Health regeneration rate is inversely proportional to maximum health. Used for the "Regen" powerup in Mannpower mode.
|| TF_COND_RUNE_REGEN
|-
| 93 ||  Player gains a 50% resistance to all incoming damage, as well as an immunity to all Critical hits. Used for the "Resistance" powerup in Mannpower mode.
|| TF_COND_RUNE_RESIST
|-
| 94 ||  Player gains the ability to receive HP based on damage dealt, a 25% damage resistance, and a 40% increase in maximum HP. Used for the "Vampire" powerup in Mannpower mode.
|| TF_COND_RUNE_VAMPIRE
|-
| 95 ||  Player gains the ability to reflect damage dealt to them back at the attacker, although this cannot directly cause death. Player additionally gets a 50% increase in max HP. Used for the "Reflect" powerup in Mannpower mode.
|| TF_COND_RUNE_REFLECT
|-
| 96 ||  Player gains a drastic decrease in bullet spread, as well as damage falloff immunity. Projectiles fired by the player gain a 250% increase in projectile speed. Sniper rifles deal double damage, gain faster damage ramp-up, and re-zooms quicker after firing. Used for the "Precision" powerup in Mannpower mode.
|| TF_COND_RUNE_PRECISION
|-
| 97 ||  Player gains an increase in movement speed, grapple speed, and jump height. The player can instantly switch between their weapons. Used for the "Agility" powerup in Mannpower mode.
|| TF_COND_RUNE_AGILITY
|-
| 98 ||  Added when a player fires the Grappling Hook. Addition or removal via commands has no effect.
|| TF_COND_GRAPPLINGHOOK
|-
| 99 ||  Added when a player's Grappling Hook begins pulling them. Removed when the player lands. Addition or removal via commands has no effect.
|| TF_COND_GRAPPLINGHOOK_SAFEFALL
|-
| 100 ||  Added when a player's Grappling Hook latches to a wall, and removed when player disengages the Grappling Hook. Addition of this condition causes the player's world model to play the Grappling Hook shoot animation briefly, then does nothing.
|| TF_COND_GRAPPLINGHOOK_LATCHED
|-
| 101 ||  Added when a player is latched by another player's Grappling Hook. Adding this condition does not initiate bleeding, but does show the icon in the HUD.
|| TF_COND_GRAPPLINGHOOK_BLEEDING
|-
| 102 ||  Added when a player activates their Dead Ringer, giving them immunity to afterburn.
|| TF_COND_AFTERBURN_IMMUNE
|-
| 103 ||  Player is restricted to Melee and their Grappling Hook, has their max health increased by 150 and becomes immune to knockback. They also do 4x damage to Buildings. Used for the "Knockout" powerup in Mannpower mode.
|| TF_COND_RUNE_KNOCKOUT
|-
| 104 ||  Added when player gains the Mannpower Revenge powerup. Prevents pickup of the Mannpower Crit or Uber powerups.
|| TF_COND_RUNE_IMBALANCE
|-
|-
| 105 ||  Mannpower Crit powerup.
| 105 ||  Mannpower Crit powerup.
|| TF_COND_CRITBOOSTED_RUNE_TEMP
|| TF_COND_CRITBOOSTED_RUNE_TEMP
|-
| 106 ||  Added whenever a player intercepts the Jack/Ball in the PASS Time gamemode. When added, displays the distortion effect.
|| TF_COND_PASSTIME_INTERCEPTION
|-
| 107 ||  Player can swim in air, similar to condition 86, but without swimming animations, forced third-person perspective, and underwater overlay.
|| TF_COND_SWIMMING_NO_EFFECTS
|-
| 108 ||  "Purgatory", used for Eyeaduct when the player enters the Underworld. When added, refills health and adds 1 second of ÜberCharge to the player. When removed, displays "<playername> has escaped the underworld!", additionally granting the effects of escaping the Underworld if the player had condition 108 when removecond was used.
|| TF_COND_PURGATORY
|-
| 109 ||  Player gains an increase in max health, health regen, fire rate, and reload rate. Used for the "King" powerup in Mannpower mode.
|| TF_COND_RUNE_KING
|-
| 110 ||  The Plague powerup from Mannpower.
|| TF_COND_RUNE_PLAGUE
|-
| 111 ||  The Supernova powerup from Mannpower.
|| TF_COND_RUNE_SUPERNOVA
|-
| 112 ||  Plagued by the Plague powerup from Mannpower. Player bleeds until they pick up a health kit, touch a Resupply locker, or die. Blocks the health regen and team buff from the King powerup.
|| TF_COND_PLAGUE
|-
| 113 ||  The area-of-effect buffs from the King powerup from Mannpower. Player gains an increase in health regen, fire rate, and reload rate.
|| TF_COND_KING_BUFFED
|-
| 114 ||  Enables glow outlines on friendly players and buildings. Used when player respawns.
|| TF_COND_TEAM_GLOWS
|-
| 115 ||  Used whenever a player is under the effects of Compression blast. Removed when the player touches the ground.
|| TF_COND_KNOCKED_INTO_AIR
|-
| 116 ||  Applied when the player is on the competitive winner's podium.
|| TF_COND_COMPETITIVE_WINNER
|-
| 117 ||  Applied when the player is on the loser team in competitive match summary. Prevents taunting.
|| TF_COND_COMPETITIVE_LOSER
|-
| 118 ||  Player gains reduced efficiency when healing targets and 20% reduced Vaccinator ubercharge effects. Added by afterburn on the Pyro's Flame Thrower.
|| TF_COND_HEALING_DEBUFF
|-
| 119 ||  Applied when the player is carrying the Jack in PASS Time with no nearby teammates. Marks the player for death.
|| TF_COND_PASSTIME_PENALTY_DEBUFF
|-
| 120 ||  Used when a player with the Grappling Hook is grappled to another player. Prevents taunting and performs some grappling hook movement logic.
|| TF_COND_GRAPPLED_TO_PLAYER
|-
| 121 ||  Unknown. Checked when attempting to set the target for a grappling hook.
|| TF_COND_GRAPPLED_BY_PLAYER
|-
| 122 ||  Added when deploying the B.A.S.E. Jumper. While active with the cvar tf_parachute_deploy_toggle_allowed 0, the player cannot deploy the B.A.S.E. Jumper again. Removed when the player presses JUMP again after landing.
|| TF_COND_PARACHUTE_DEPLOYED
|-
| 123 ||  All damage taken applies afterburn (including on the Pyro). Used for the Gas Passer.
|| TF_COND_GAS
|-
| 124 ||  Afterburn effect applied to Pyros when hit by the Dragon's Fury projectile.
|| TF_COND_BURNING_PYRO
|-
| 125 ||  Applied when the boosters on the Thermal Thruster activate. Removed when the player touches the ground.
|| TF_COND_ROCKETPACK
|-
| 126 ||  When added while moving, decreases the player's friction, causing them to slide around. Removed when the player stops moving.
|| TF_COND_LOST_FOOTING
|-
| 127 ||  Used whenever a player is under the effects of an air current (such as Compression blast). Applies a multiplier on air control and surface friction.
|| TF_COND_AIR_CURRENT
|-
| 128 ||  Used whenever a player gets teleported to Hell. Does nothing when added, but stops the gradual healing effect from the teleport when removed.
|| TF_COND_HALLOWEEN_HELL_HEAL
|-
| 129 ||  Used in Mannpower when a player has a high kill count compared to the rest of the players in the game. Reduces the strength of the currently equipped powerup.
|| TF_COND_POWERUPMODE_DOMINANT
|-
| 130 ||  Does nothing by itself, but when a player also has condition 51, they will become immune to all forms of knockback (including self-blast jumping). Used in Mann vs. Machine to prevent robots from being endlessly knocked back into spawn.
|| TF_COND_IMMUNE_TO_PUSHBACK
|-
|}
|}


== Team Fortress 2 Classic conditions ==
== Team Fortress 2 Classified conditions ==
The following are new conditions added to Team Fortress 2 Classic, that are not present in Team Fortress 2.
The following are new conditions added to Team Fortress 2 Classified that are not present in Team Fortress 2.
{| class="wikitable grid"
{| class="wikitable grid"
! class="header" style="font-size: 16px;background-color: #583a31;color: white;" | ID
! class="header" style="font-size: 16px;background-color: #583a31;color: white;" | ID
Line 140: Line 407:
! class="header" style="font-size: 16px;background-color: #583a31;color: white;" | Internal Name
! class="header" style="font-size: 16px;background-color: #583a31;color: white;" | Internal Name
|-
|-
| 109 ||  Player becomes clourblind, sound is muffled, has their movement speed and damage reduced, and takes guaranteed crits from melee attacks. This is the effect inflicted by the [[Tranquilizer Gun]].
| 131 ||  Placeholder condition.
|| TF_COND_TRANQUILIZED
|| ---
|-
|-
| 110 ||  Generates invisible walls that block movement in certain ways on the player.
| 132 ||  Placeholder condition.
|| TF_COND_AIRBLASTED
|| ---
|-
|-
| 111 ||  The Radial buff granted by the [[Civilian]]. Grants 20% damage resistance, and 5-15 health regened per second.
| 133 ||  Placeholder condition.
|| TF_COND_RESISTANCE_BUFF
|| ---
|-
|-
| 112 ||  Grants the Mini-crit damage boost granted by the [[Umbrella]]
| 134 ||  Placeholder condition.
|| TF_COND_DAMAGE_BOOST
|| ---
|-
|-
| 113 ||  If in mid-air, landing deals no fall damage, and creates a small cloud particle around your feet and allows for stomp damage if landing on an enemy. Granted by the [[Jump Pad]]
| 135 ||  Placeholder condition.
|| TF_COND_LAUNCHED
|| ---
|-
|-
| 114 ||  Grants a crit boost without the signature team-colored glowing effect on weapon model. The glowing projectiles, "Critical Hit!" damage indicator, and team-colored electrical crackling particles remain.
| 136 ||  Player becomes colorblind, sound is muffled, has their movement speed, reload speed and fire rate reduced, and takes guaranteed crits from melee attacks. This is the effect inflicted by the [[Tranquilizer Gun]].
|| TF_COND_CRITBOOSTED_HIDDEN
|| TF2C_COND_TRANQUILIZED
|-
|-
| 115 ||  All damage taken is Mini-crits.
| 137 ||  The Haste effect granted by the [[Derby Cane]]
|| TF_COND_SUPERMARKEDFORDEATH
|| TF2C_COND_CIV_SPEED
|-
|-
| 116 ||  All damage taken is mini-crits. Enemies cannot see the Marked-for-death skull above your head.
| 138 ||  Prevents the player from moving towards the airblast's origin. If applied by anything other than airblast, the player will instead be unable to move towards the map origin. Removed upon touching the ground.
|| TF_COND_SUPERMARKEDFORDEATH_SILENT
|| TF2C_COND_AIRBLAST
|-
|-
| 117 ||  Unknown.
| 139 ||  Adds a trail behind the player. Applied when the [[Admiralty Anchor]] reaches full charge.
|| TF_COND_JUST_USED_JUMPPAD
|| TF2C_COND_ANCHOR_FALL_CHARGED
|-
|-
| 118 ||  Increases player movespeed to 720 Hu/s. Being revved up or scoped does not decrease speed.
| 140 ||  If in mid-air, landing deals no fall damage, creates a small cloud particle around your feet and allows for stomp damage if landing on an enemy. Granted by the [[Jump Pad]].
|| TF_COND_SPEEDBOOST_DETONATOR
|| TF2C_COND_LAUNCHED
|-
|-
| 119 ||  Player becomes immune to all damage without being considered as Übercharged.
| 141 ||  Unknown. Used for the Skyfall [[Achievement]] in legacy ''TF2C''.
|| TF_COND_INVULNERABLE_SMOKE_BOMB
|| TF2C_COND_JUMPPAD_ASSIST
|-
|-
| 120 ||  Unknown. Use cond 111 for the civilian defense buff.
| 142 ||  Applied when using a Jump Pad. Prevents players from using Jump Pads until removed.
|| TF_COND_CIV_DEFENSEBUFF
|| TF2C_COND_JUST_USED_JUMPPAD
|-
|-
| 121 ||  Grants the [[Haste]] effect.
| 143 ||  The Mini-crit boost granted by the [[Umbrella]]. Also boosts owned sentries and [[Medi Gun]] healing.
|| TF_COND_CIV_SPEEDBUFF
|| TF2C_COND_CIV_DAMAGE
|-
|-
| 122 ||  Grants a payload/intel-like team-coloured outline to the player.
| 144 ||  Given when launching yourself with the [[Twin Barrel]] for [[Pyro]]. Knockback Force is multiplied by an item's {{code|preset=10|damage_force_reduction_self_launch}} stat. (1.5 for the Twin Barrel).
|| TF_COND_MARKED_OUTLINE
|| TF2C_COND_LAUNCHED_SELF
|-
|-
| 123 ||  Grants a Mini-crit boost to the player.
| 145 ||  The Radial buff granted by the [[Civilian]]. Grants 20% damage resistance, and 5-15 health regenerated per second.
|| TF_COND_RADIAL_UBER
|| TF2C_COND_CIV_HEAL
|-
|-
| 124 ||  All bullet damage taken is reflected, not deflected, back onto the attacker.
| 146 ||  Causes a figure-8 view bobbing effect. Applied by [[Demoman]]'s [[Bottle]] after taunting more than twice.
|| TF_COND_DEFLECT_BULLETS
|| TF2C_COND_CONCUSSION
|-
|-
| 125 ||  Unknown.
| 147 ||  Unknown. Applied when a player is hit by a [[Dynamite Pack]].
|| TF_COND_TAKEBONUSHEALING
|| TF2C_COND_MIRV_SLOW
|-
|-
| 126 ||  Unknown. Does not undisguise disguised spies.
| 148 ||  Unknown. Applied when a player receives passive healing from the [[Rejuvenator]].
|| TF_COND_DID_DISGUISE_BREAKING_ACTION
|| TF2C_COND_RESIDUAL_HEAL
|-
|-
| 127 ||  Unknown.
| 149 ||  Added when a player is hit by a [[Brick]]. Presumably used for the Brick Achievement.
|| TF_COND_JUMPPAD_ASSIST
|| TF2C_COND_BRICK
|-
| 128 ||  Inflicts the slowness effect, reducing movement speed by 25%.
|| TF_COND_MIRV_SLOW
|-
| 129 ||  Spawns team-colored "teleporter dust" particles that appear after recently having been teleported. This will persist until using the removecond 129 command.
|| TF_COND_TELEPORTED_ALWAYS_SHOW
|-
| 130 ||  Unknown
|| TF_COND_LAUNCHED_SELF
|}
|}


[[Category:Lists]]
[[Category:Lists]]

Latest revision as of 14:34, 24 June 2026

The following tables contain a list of every player condition in Team Fortress 2 Classified. All conditions can be triggered ingame with the addcond <ID> command. For example, to give yourself the Haste boost, you would enter addcond 137, as 137 is the ID number for this effect, as shown below.

Team Fortress 2 conditions

The following table contains conditions present in Team Fortress 2 that have been carried over to Team Fortress 2 Classified. Be aware that some conditions may function incorrectly in Classified. Sourced from this page on the Official TF2 Wiki.

ID Description Internal Name
0 Slowed (as in when revving Minigun or zooming in with Sniper Rifles). Places the player in their class's zoomed/revved pose (for classes without this animation, this uses the reference pose). TF_COND_AIMING
1 Sniper Rifle zoom/scope. If applied whilst in third person, the player will appear invisible. Upon switching out of a weapon whilst this condition is active when the weapon does not allow zooming, the game will crash. TF_COND_ZOOMED
2 Disguise smoke. Resupplying without undisguising or removing the effect will result in a crash. TF_COND_DISGUISING
3 Disguise donning. TF_COND_DISGUISED
4 Cloak effect. Applying this effect as Spy initiates cloaking but with no sound (with the selected PDA's deploy animation playing). When applied as a class other than Spy, the player will immediately uncloak with no noise. TF_COND_STEALTHED
5 Medi Gun invulnerability effect. Will drop as soon as the user starts to receive continuous healing from a Dispenser, Payload cart or Medic's secondary healing gun. Also drops from a Medic as soon as he activates or comes to the end of his own ÜberCharge. Not affected by a Medic or Civilian's self-healing. TF_COND_INVULNERABLE
6 Teleporter dust. TF_COND_TELEPORTED
7 Intended to be taunting. Does nothing via addcond, but can be used with removecond to immediately stop taunting. TF_COND_TAUNTING
8 ÜberCharge expiration effect, if the player is ÜberCharged. TF_COND_INVULNERABLE_WEARINGOFF
9 Intended to be flickering effect if Cloaked. Removed immediately if added. (Bots will react to cloaked spies once when this effect is added) TF_COND_STEALTHED_BLINK
10 Intended to be condition for Teleporting. Prevents you from doing things you normally wouldn't be able to do when teleporting (e.g. picking up The Intelligence). TF_COND_SELECTED_TO_TELEPORT
11 Crit boost. Drops under the same conditions as 5. TF_COND_CRITBOOSTED
12 Intended to be a temporary damage buff. Does nothing. TF_COND_TMPDAMAGEBONUS
13 Dead Ringer Cloak defense buff, works with any watch as Spy. Automatically adds condition 4. TF_COND_FEIGN_DEATH
14 Player does not take damage (except for instant deaths), cannot attack and is forced into third person. Any damage is marked as "MISS!" above the player's head. Used for the Bonk! Atomic Punch. TF_COND_PHASE
15 Adds the slowing effect icon in the HUD without any change to movement speed. TF_COND_STUNNED
16 Buff Banner Mini-Crit boost effect. TF_COND_OFFENSEBUFF
17 Charging effect. Causes any class to begin moving forward with a restricted turn rate as if charging, while emitting the Demoman's charging yell (the Demoman's speed increases to 750 HU/s, and for Demomen this condition expires when the charge meter empties). TF_COND_SHIELD_CHARGE
18 Intended to be the glowing eye effect associated with the Eyelander's head-taking capability. Can be used with removecond to remove such a glow. TF_COND_DEMO_BUFF
19 Crit-a-Cola/Buffalo Steak Sandvich/Cleaner's Carbine effect. TF_COND_ENERGY_BUFF
20 Medicating Melody effect (does not heal, only adds rings around the player's feet; the rings are removed after a taunt ends, though the condition persists). TF_COND_RADIUSHEAL
21 Intended to be the effect associated with any kind of continuous healing. Can be used with removecond to remove such an effect. TF_COND_HEALTH_BUFF
22 Fire ignite sound effect. (sound, but no voicelines or fire). Can be used with removecond to remove afterburn. TF_COND_BURNING
23 Intended to indicate Overhealing. Does nothing via addcond. TF_COND_HEALTH_OVERHEALED
24 All damage taken is Mini-Crits. The player's vision is distorted and tinted yellow. Used for Jarate. TF_COND_URINE
25 Intended to be the Bleeding effect. Can only be used with removecond to remove bleeding. TF_COND_BLEEDING
26 Player takes 35% less damage (50% less from Sentry Guns) and gains team-colored buff rings. Used for the Battalion's Backup. TF_COND_DEFENSEBUFF
27 Enemy players heal 60% of damage done to the player. Used for Mad Milk. TF_COND_MAD_MILK
28 Quick-Fix visual effects + knock back/movement immunity (no healing). Drops under the same conditions as 5. TF_COND_MEGAHEAL
29 Player is healed for 35% of damage done. Used for the Concheror. TF_COND_REGENONDAMAGEBUFF
30 Player becomes Marked-for-Death, displaying a skull icon above the health icon and above their head, and all damage taken being Mini-crits. TF_COND_MARKEDFORDEATH
31 All attacks are Mini-Crits (no Mini-Crit glow occurs, but Mini-Crit hit sounds and effects occur). Player cannot be healed in any way. TF_COND_NOHEALINGDAMAGEBUFF
32 Player gains faster movement speed and "speed" particles around their vision. Used for various speed boosts. TF_COND_SPEED_BOOST
33 Halloween pumpkin Crit boost. TF_COND_CRITBOOSTED_PUMPKIN
34 Canteen Crit boost. Provides Critical hits and doubles Sentry Gun firing rate. TF_COND_CRITBOOSTED_USER_BUFF
35 Player's weapon gains Crit glow and emits Crit sound cues as if charging (but does not gain a Crit boost). Automatically added by condition 17 when the player's charge meter drops below 75%. TF_COND_CRITBOOSTED_DEMO_CHARGE
36 Hype multiple jump. On classes other than Scout, this provides the purple glow effect on weapons, but no additional jumps granted (Note: May still occur). TF_COND_SODAPOPPER_HYPE
37 First blood crit boost. TF_COND_CRITBOOSTED_FIRST_BLOOD
38 Winning team crit boost. TF_COND_CRITBOOSTED_BONUS_TIME
39 Intelligence capture crit boost. TF_COND_CRITBOOSTED_CTF_CAPTURE
40 Crit boost. TF_COND_CRITBOOSTED_ON_KILL
41 Cannot switch away from melee weapon. TF_COND_CANNOT_SWITCH_FROM_MELEE
42 Player takes 35% less damage (50% less from Sentry Guns), gains team-colored buff rings. This is used for the Mann vs. Machine bomb carrier defensive buff. This is similar to condition 26, though without the icon above the health bar in the HUD. TF_COND_DEFENSEBUFF_NO_CRIT_BLOCK
43 "Reprogrammed". Intended for the scrapped Spy Trap weapon but does not function. Used to swap the player from BLU to RED for the duration of the condition. Removal of this condition caused the player to swap from RED to BLU. Added sparks to player's head. Automatically added condition 15 and slowed the player for 5 seconds. TF_COND_REPROGRAMMED
44 Mmmph Crit boost. TF_COND_CRITBOOSTED_RAGE_BUFF
45 Mmmph activation defense buff. TF_COND_DEFENSEBUFF_HIGH
46 Focus effect. This affects only Sniper primaries, but not the Classic, the Huntsman or its reskin. All other weapons gain the lightning effects, however. TF_COND_SNIPERCHARGE_RAGE_BUFF
47 Causes the Enforcer to lose its 20% damage bonus, as when firing it to remove a disguise. TF_COND_DISGUISE_WEARINGOFF
48 Self marked for death (as with Rescue Ranger hauling). TF_COND_MARKEDFORDEATH_SILENT
49 Crouching causes the player to appear to be a Dispenser of the enemy team to enemy players. As a side effect, it forces the player's speed to 450 Hammer Units per second (diagonal movement is at 520 HU/s). Swapping weapons while in this state causes the player to briefly stop moving, and then return to 450 HU/s. This condition also causes Sentry Guns to ignore the player, which was possibly used for a Spy disguise that was later scrapped. TF_COND_DISGUISED_AS_DISPENSER
50 Adds a sparking effect to the player's head (associated with sapping a Robot in Mann vs. Machine). Applying to a BLU player in Mann vs. Machine allows them to be backstabbed from any angle unless they are a giant. TF_COND_SAPPED
51 "Hidden" ÜberCharge (player sees their viewmodel as ÜberCharged, but their appearance is not ÜberCharged unless they are hit by a source of damage, after which the player appears ÜberCharged for several seconds. Much like Robots on a Mann vs. Machine wave before entering the arena). TF_COND_INVULNERABLE_HIDE_UNLESS_DAMAGED
52 Canteen ÜberCharge. Reduces damage to your Sentry Gun. Also used for Mannpower respawn Über protection. TF_COND_INVULNERABLE_USER_BUFF
53 Player is forced into thirdperson. TF_COND_HALLOWEEN_BOMB_HEAD
56 Crit boost. TF_COND_CRITBOOSTED_CARD_EFFECT
57 ÜberCharge. TF_COND_INVULNERABLE_CARD_EFFECT
58 Vaccinator Über bullet resistance. TF_COND_MEDIGUN_UBER_BULLET_RESIST
59 Vaccinator Über blast resistance. TF_COND_MEDIGUN_UBER_BLAST_RESIST
60 Vaccinator Über fire resistance. TF_COND_MEDIGUN_UBER_FIRE_RESIST
61 Vaccinator passive bullet resistance. TF_COND_MEDIGUN_SMALL_BULLET_RESIST
62 Vaccinator passive blast resistance. TF_COND_MEDIGUN_SMALL_BLAST_RESIST
63 Vaccinator passive fire resistance. TF_COND_MEDIGUN_SMALL_FIRE_RESIST
64 Player will Cloak immediately regardless of class. TF_COND_STEALTHED_USER_BUFF
65 Unknown. Likely related to the Medi Gun. TF_COND_MEDIGUN_DEBUFF
66 Player is ignored by enemy bots and Sentry Guns, and fades to Invisibility. Attacking makes the player visible, but the player rapidly fades out again, during which the player is unable to attack. Player gains a shadowed-border "Stealth" overlay. Used when the Invisibility Magic spell is fading. TF_COND_STEALTHED_USER_BUFF_FADING
67 Bullet damage immunity. TF_COND_BULLET_IMMUNE
68 Blast damage immunity. TF_COND_BLAST_IMMUNE
69 Fire damage immunity. TF_COND_FIRE_IMMUNE
70 Player survives all damage until their health reaches 1, after which this condition is automatically removed. Damage that would be fatal does not show as combat text above the player's head to the attacker. TF_COND_PREVENT_DEATH
71 MvM Bot gate-capture stun (automatically stuns bots and adds a radio effect above their heads, but has no effect on human players). TF_COND_MVM_BOT_STUN_RADIOWAVE
72 Player gains speed boost, firing rate boost, reload speed boost, and infinite air jumps. Used for the Power Up Magic spell. TF_COND_HALLOWEEN_SPEED_BOOST
73 Quick-Fix-like healing effect. Automatically adds condition 21 for the duration of the effect, as well as condition 28 for a brief period. Used for the Healing Aura Magic spell. TF_COND_HALLOWEEN_QUICK_HEAL
74 Player is doubled in size, but movement speed, melee range, and damage remain unchanged. The player's max health is scaled upwards by 10 and any ammo lost while under this effect is regenerated instantly. The player is forced into the Medieval thirdperson shoulder view. TF_COND_HALLOWEEN_GIANT
75 Player is halved in size, although head size, movement speed, melee range, and damage remain unchanged. The player is forced into thirdperson. Used for the Bumper Cars in Carnival of Carnage and Gravestone. TF_COND_HALLOWEEN_TINY
76 Player gains condition 77 upon death, used for when the player is in Hell. TF_COND_HALLOWEEN_IN_HELL
77 Player becomes a Ghost; can be reverted with removecond. TF_COND_HALLOWEEN_GHOST_MODE
78 Unknown. Intended to be Mini-Crit boost from Mini-Crit-on-kill weapons (like the Cleaner's Carbine before the December 17, 2015 Patch), but is unused. TF_COND_MINICRITBOOSTED_ON_KILL
79 Player has a 75% chance to dodge every time damage is taken (dodged damage causes the MISS! effect from condition 14 to appear). TF_COND_OBSCURED_SMOKE
80 Player gains a B.A.S.E. Jumper parachute if airborne. Removed upon landing. TF_COND_PARACHUTE_ACTIVE
81 Player gains fire rate bonus on the Air Strike. Applied whenever the player is launched by blast damage. TF_COND_BLASTJUMPING
82 Player gains Bumper Car movement, controls and bumper car model. Associated HUD is not visible. TF_COND_HALLOWEEN_KART
83 Player's Field of View increases, with their world model playing the Bumper Car boosting animation, and if the player has condition 82, the player is forced to move forwards at a boosted speed until the condition is removed or upon collision with a wall or an enemy player. TF_COND_HALLOWEEN_KART_DASH
84 Player gains a larger head and lowered gravity. TF_COND_BALLOON_HEAD
85 Same as condition 41, but automatically adds conditions 32 and 75 when added. TF_COND_MELEE_ONLY
86 Player can swim in air, and gains vision effects as if underwater or covered in Jarate. TF_COND_SWIMMING_CURSE
87 Player is locked in place and cannot turn, attack, or switch weapons. The player can still taunt, however. TF_COND_FREEZE_INPUT
88 Player gains a cage surrounding them. Automatically adds condition 87 when added. This is used for the Scream Fortress Halloween bumper car minigames. This crashes the game unless the player is on a map that supports bumper cars. TF_COND_HALLOWEEN_KART_CAGE
89 Player is considered as holding a Mannpower powerup. Using the dropitem command (default key: L) drops a powerup pickup (usually Strength) and removes this condition. TF_COND_DONOTUSE_0
90 Player gains double damage for all weapons and distance damage fall-off immunity. Used for the "Strength" powerup in Mannpower mode. TF_COND_RUNE_STRENGTH
91 Player gains double firing rate, reload rate, clip size, and max ammo count. Movement speed is also increased by 30%. Used for the "Haste" powerup in Mannpower mode. TF_COND_RUNE_HASTE
92 Player periodically regenerates ammo, health, and metal. Health regeneration rate is inversely proportional to maximum health. Used for the "Regen" powerup in Mannpower mode. TF_COND_RUNE_REGEN
93 Player gains a 50% resistance to all incoming damage, as well as an immunity to all Critical hits. Used for the "Resistance" powerup in Mannpower mode. TF_COND_RUNE_RESIST
94 Player gains the ability to receive HP based on damage dealt, a 25% damage resistance, and a 40% increase in maximum HP. Used for the "Vampire" powerup in Mannpower mode. TF_COND_RUNE_VAMPIRE
95 Player gains the ability to reflect damage dealt to them back at the attacker, although this cannot directly cause death. Player additionally gets a 50% increase in max HP. Used for the "Reflect" powerup in Mannpower mode. TF_COND_RUNE_REFLECT
96 Player gains a drastic decrease in bullet spread, as well as damage falloff immunity. Projectiles fired by the player gain a 250% increase in projectile speed. Sniper rifles deal double damage, gain faster damage ramp-up, and re-zooms quicker after firing. Used for the "Precision" powerup in Mannpower mode. TF_COND_RUNE_PRECISION
97 Player gains an increase in movement speed, grapple speed, and jump height. The player can instantly switch between their weapons. Used for the "Agility" powerup in Mannpower mode. TF_COND_RUNE_AGILITY
98 Added when a player fires the Grappling Hook. Addition or removal via commands has no effect. TF_COND_GRAPPLINGHOOK
99 Added when a player's Grappling Hook begins pulling them. Removed when the player lands. Addition or removal via commands has no effect. TF_COND_GRAPPLINGHOOK_SAFEFALL
100 Added when a player's Grappling Hook latches to a wall, and removed when player disengages the Grappling Hook. Addition of this condition causes the player's world model to play the Grappling Hook shoot animation briefly, then does nothing. TF_COND_GRAPPLINGHOOK_LATCHED
101 Added when a player is latched by another player's Grappling Hook. Adding this condition does not initiate bleeding, but does show the icon in the HUD. TF_COND_GRAPPLINGHOOK_BLEEDING
102 Added when a player activates their Dead Ringer, giving them immunity to afterburn. TF_COND_AFTERBURN_IMMUNE
103 Player is restricted to Melee and their Grappling Hook, has their max health increased by 150 and becomes immune to knockback. They also do 4x damage to Buildings. Used for the "Knockout" powerup in Mannpower mode. TF_COND_RUNE_KNOCKOUT
104 Added when player gains the Mannpower Revenge powerup. Prevents pickup of the Mannpower Crit or Uber powerups. TF_COND_RUNE_IMBALANCE
105 Mannpower Crit powerup. TF_COND_CRITBOOSTED_RUNE_TEMP
106 Added whenever a player intercepts the Jack/Ball in the PASS Time gamemode. When added, displays the distortion effect. TF_COND_PASSTIME_INTERCEPTION
107 Player can swim in air, similar to condition 86, but without swimming animations, forced third-person perspective, and underwater overlay. TF_COND_SWIMMING_NO_EFFECTS
108 "Purgatory", used for Eyeaduct when the player enters the Underworld. When added, refills health and adds 1 second of ÜberCharge to the player. When removed, displays "<playername> has escaped the underworld!", additionally granting the effects of escaping the Underworld if the player had condition 108 when removecond was used. TF_COND_PURGATORY
109 Player gains an increase in max health, health regen, fire rate, and reload rate. Used for the "King" powerup in Mannpower mode. TF_COND_RUNE_KING
110 The Plague powerup from Mannpower. TF_COND_RUNE_PLAGUE
111 The Supernova powerup from Mannpower. TF_COND_RUNE_SUPERNOVA
112 Plagued by the Plague powerup from Mannpower. Player bleeds until they pick up a health kit, touch a Resupply locker, or die. Blocks the health regen and team buff from the King powerup. TF_COND_PLAGUE
113 The area-of-effect buffs from the King powerup from Mannpower. Player gains an increase in health regen, fire rate, and reload rate. TF_COND_KING_BUFFED
114 Enables glow outlines on friendly players and buildings. Used when player respawns. TF_COND_TEAM_GLOWS
115 Used whenever a player is under the effects of Compression blast. Removed when the player touches the ground. TF_COND_KNOCKED_INTO_AIR
116 Applied when the player is on the competitive winner's podium. TF_COND_COMPETITIVE_WINNER
117 Applied when the player is on the loser team in competitive match summary. Prevents taunting. TF_COND_COMPETITIVE_LOSER
118 Player gains reduced efficiency when healing targets and 20% reduced Vaccinator ubercharge effects. Added by afterburn on the Pyro's Flame Thrower. TF_COND_HEALING_DEBUFF
119 Applied when the player is carrying the Jack in PASS Time with no nearby teammates. Marks the player for death. TF_COND_PASSTIME_PENALTY_DEBUFF
120 Used when a player with the Grappling Hook is grappled to another player. Prevents taunting and performs some grappling hook movement logic. TF_COND_GRAPPLED_TO_PLAYER
121 Unknown. Checked when attempting to set the target for a grappling hook. TF_COND_GRAPPLED_BY_PLAYER
122 Added when deploying the B.A.S.E. Jumper. While active with the cvar tf_parachute_deploy_toggle_allowed 0, the player cannot deploy the B.A.S.E. Jumper again. Removed when the player presses JUMP again after landing. TF_COND_PARACHUTE_DEPLOYED
123 All damage taken applies afterburn (including on the Pyro). Used for the Gas Passer. TF_COND_GAS
124 Afterburn effect applied to Pyros when hit by the Dragon's Fury projectile. TF_COND_BURNING_PYRO
125 Applied when the boosters on the Thermal Thruster activate. Removed when the player touches the ground. TF_COND_ROCKETPACK
126 When added while moving, decreases the player's friction, causing them to slide around. Removed when the player stops moving. TF_COND_LOST_FOOTING
127 Used whenever a player is under the effects of an air current (such as Compression blast). Applies a multiplier on air control and surface friction. TF_COND_AIR_CURRENT
128 Used whenever a player gets teleported to Hell. Does nothing when added, but stops the gradual healing effect from the teleport when removed. TF_COND_HALLOWEEN_HELL_HEAL
129 Used in Mannpower when a player has a high kill count compared to the rest of the players in the game. Reduces the strength of the currently equipped powerup. TF_COND_POWERUPMODE_DOMINANT
130 Does nothing by itself, but when a player also has condition 51, they will become immune to all forms of knockback (including self-blast jumping). Used in Mann vs. Machine to prevent robots from being endlessly knocked back into spawn. TF_COND_IMMUNE_TO_PUSHBACK

Team Fortress 2 Classified conditions

The following are new conditions added to Team Fortress 2 Classified that are not present in Team Fortress 2.

ID Description Internal Name
131 Placeholder condition. ---
132 Placeholder condition. ---
133 Placeholder condition. ---
134 Placeholder condition. ---
135 Placeholder condition. ---
136 Player becomes colorblind, sound is muffled, has their movement speed, reload speed and fire rate reduced, and takes guaranteed crits from melee attacks. This is the effect inflicted by the Tranquilizer Gun. TF2C_COND_TRANQUILIZED
137 The Haste effect granted by the Derby Cane TF2C_COND_CIV_SPEED
138 Prevents the player from moving towards the airblast's origin. If applied by anything other than airblast, the player will instead be unable to move towards the map origin. Removed upon touching the ground. TF2C_COND_AIRBLAST
139 Adds a trail behind the player. Applied when the Admiralty Anchor reaches full charge. TF2C_COND_ANCHOR_FALL_CHARGED
140 If in mid-air, landing deals no fall damage, creates a small cloud particle around your feet and allows for stomp damage if landing on an enemy. Granted by the Jump Pad. TF2C_COND_LAUNCHED
141 Unknown. Used for the Skyfall Achievement in legacy TF2C. TF2C_COND_JUMPPAD_ASSIST
142 Applied when using a Jump Pad. Prevents players from using Jump Pads until removed. TF2C_COND_JUST_USED_JUMPPAD
143 The Mini-crit boost granted by the Umbrella. Also boosts owned sentries and Medi Gun healing. TF2C_COND_CIV_DAMAGE
144 Given when launching yourself with the Twin Barrel for Pyro. Knockback Force is multiplied by an item's damage_force_reduction_self_launch stat. (1.5 for the Twin Barrel). TF2C_COND_LAUNCHED_SELF
145 The Radial buff granted by the Civilian. Grants 20% damage resistance, and 5-15 health regenerated per second. TF2C_COND_CIV_HEAL
146 Causes a figure-8 view bobbing effect. Applied by Demoman's Bottle after taunting more than twice. TF2C_COND_CONCUSSION
147 Unknown. Applied when a player is hit by a Dynamite Pack. TF2C_COND_MIRV_SLOW
148 Unknown. Applied when a player receives passive healing from the Rejuvenator. TF2C_COND_RESIDUAL_HEAL
149 Added when a player is hit by a Brick. Presumably used for the Brick Achievement. TF2C_COND_BRICK