List of TF2C conditions: Difference between revisions
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{{Todo|Update both tables to include all live TF2 and modern TF2C conditions respectively.}} | {{Todo|Update both tables to include all live TF2 and modern TF2C conditions respectively. | ||
Test to see what is visually affected by cond 24 (Jarate). | |||
Credit the official TF2 wiki for the live TF2 section.}} | |||
The following tables contain a list of every ''functioning'' player condition in Team Fortress 2 Classified. All conditions can be triggered ingame with the {{code|preset=10|addcond (ID#)}} command. | The following tables contain a list of every ''functioning'' player condition in Team Fortress 2 Classified. All conditions can be triggered ingame with the {{code|preset=10|addcond (ID#)}} command. | ||
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| 22 || Fire ignite sound effect. (sound, but no voicelines or fire). Can be used with removecond to remove afterburn. | | 22 || Fire ignite sound effect. (sound, but no voicelines or fire). Can be used with removecond to remove afterburn. | ||
|| TF_COND_BURNING | || TF_COND_BURNING | ||
|- | |||
| 23 || Intended to indicate Overhealing. Does nothing via addcond. | |||
|| TF_COND_HEALTH_OVERHEALED | |||
|- | |- | ||
| 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. | | 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. | ||
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| 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 | ||