Gale
Well-Known Member
- Joined
- Sep 19, 2024
- Messages
- 146
Hey y'all back again with another JB suggestion. Woah crazy. Here's your link! https://forums.alliedmods.net/showthread.php?t=278579&page=29
This one is pretty simple, we'd be replacing the RTD current plugin with the new revamped one that a few servers currently use that would include these new RTDs during RTD wardays and days.
On top of adding these 8 new perks, it also vastly reworks a lot of the current RTDs! These changes can be toggled and such
Let me know what y'all think! Feel free to use the link yourself and read around to see what you like and don't like. This does seem to still be updated with fixes! Small Credit to @Madact helping find it
This one is pretty simple, we'd be replacing the RTD current plugin with the new revamped one that a few servers currently use that would include these new RTDs during RTD wardays and days.
- 8 new perks added:
- Sunlight Spear: Hurl a spear of lightning at foes or friends, dealing moderate damage and slowdown, or speed boosting teammates.
- Elden Stars: Conjure a stream of shooting stars that assail the area.
- Frog: Can move only by jumping.
- Paranoia: Spy is gonna get you! Or will he?
- Heavy Rockets: Your rockets fall to the ground, as they should.
- Weapon Mixup: Mixes up attack patterns so even you won't know what's coming.
- Autoheal: Rapid self healing.
- Team Autoheal: Healing for self and nearby teammate
Toxic:
- Updated visuals to a new effect which reflects the perk's range and does not glitch in first person.
- Increased default range from 128HU to 192HU.
- Full Übercharge: fixed chance to break another perk when that perk is immediately applied after.
- Scary Bullets & Drug Bullets: now requires a minimum of 5 damage to trigger the effect (bleed and afterburn deal 4).
- Timebomb & Fire Timebomb:
- Slightly updated visuals.
- Added 25% resistance to all kinds of damage.
- Cannot die from headshots.
- Spawn Sentry & Spawn Dispenser:
- Fixed not being able to spawn buildings on anything other than perfectly flat ground.
- Limited the configurable building amount to a maximum of 3.
- Spawn Sentry: disabled in Medieval mode by default.
- Monochromia: fixed the monochrome overlay being able to be replaced by another (ex. when Übercharge is applied).
- Earthquake: fixed the effect continuing after the perk was prematurely removed (ex. via command or player death).
- Bad Sauce: perk is now removed when visiting a Resupply Locker.
- Powerful Hits: fixed not having increased damage against buildings.
- Tiny Mann:
- Increased default scale from 15% to 35% (barely enough not to enter enemy spawn on Dustbowl).
- Added speed boost.
- Lag: Added randomization to teleport triggers.
- Drunk Walk: perk now does nothing on Demoman.
- PowerPlay:
- Updated visuals.
- Replaced full invulnerability with extremely high damage resistance.
- Rebalanced around melee combat with knockback as counter.
- On Scout: instead of knockback, the player is slowed down when taking damage.
- On Heavy: the player does not suffer from knockback whatsoever.
- Godmode:
- Upon attacking an enemy, that enemy is allowed to deal damage back.
- Added high damage resistance.
- Cannot capture objectives.
- Bat Swarm:
- Now must be activated/deactivated via voice command.
- Activation takes time and leaves the player exposed.
- When active, player becomes invulnerable but their movement speed is greatly reduced.
- Blind:
- No longer complete darkness, bright landmarks are ever so slightly visible.
- UI shows enemy locations.
- Damaging an enemy briefly unblinds.
- Explode:
- Instead of exploding straight away, the player is confined to a bomb which detonates when the perk ends.
- Player survives when the bomb is destroyed, either by them or other players.
- Firework:
- Updated visuals.
- Instead of killing the player, they are only set on fire.
- Smite:
- Updated visuals.
- Instead of killing the player, the thunder does percentage of max health.
- For the duration of the perk, the player is randomly electrocuted for a split second.
- During electrocution ticks, the player is granted crits.
- Taking damage increases electrocution frequency.
- Flying:
- Fixed "flying" mode awkward controls by rewriting them to imitate noclip's.
- Changed the default mode from "noclip" to "flying".
- Strip to Melee:
- Player's weapons are packed into cases and flung in front of them.
- Destroying a case gives its weapon back and restocks all ammo.
- Teammates can help destroy the cases to share the benefit.
- Frozen:
- Updated visuals, the player is frozen in place and does not move.
- Other players can break the ice statue to free the victim, with flamethrowers being particularly effective.
- Enemies contribute to breaking the statue, albeit damaging the victim in the process.
- Cannot capture objectives.
- Invisibility:
- Player silhouette is briefly shown when bumping into enemies, attacking or taking damage.
- Increased movement speed.
- Cannot capture objectives.
- Team Criticals:
- Fixed removing crits from players with the Criticals perk.
- Now works in tandem with other players' Criticals and Team Criticalssuch that two minicrit effects on a player are added up to grant them full crits.
- For example, if Team Criticals is configured for minicrits, when two players with this effect meet, they will compliment each other and have full crits.
- This effect is not noticeable by default because both perks are configured to full crits anyway.
- Updated visuals in an attempt to redirect enemy attention towards the player.
- Marks for death.
- Mercs Die Twice:
- Fixed being able to actually die when the incoming damage matches current health rounded down.
- Player death now shows up in the killfeed (known issue: uses generic kill icon, regardless of weapon).
- Decreased the invulnerability period on revival.
- After dying, the player must wait at least 3 seconds to revive.
- With each revival, less health is regained.
- Cannot capture objectives while dead.
- Low Gravity:
- Reimplemented to increase jump height instead.
- Brief speed boost while jumping.
- No fall damage by default.
- Hell's Reach:
- Slowdown is now reset after explosions, and must repeat before the next one.
- Explosions are much less frequent, but deal more damage.
- No longer launches or ignites player at the end