List of TF2C conditions: Difference between revisions
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|| TF_COND_HALLOWEEN_GHOST_MODE | || TF_COND_HALLOWEEN_GHOST_MODE | ||
|- | |- | ||
| 105 || Crit | | 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 | || TF_COND_CRITBOOSTED_RUNE_TEMP | ||
|} | |} | ||