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- // Borderlands 2 Handsome Jack
- // By Koishi (SHADoW NiNE TR3S)
- //
- // Class: Sniper
- // Health: Medium-High
- // Ragedamage: 2300
- // Model: KingRaptor
- // Rage: Random arsenal. Also clones jack.
- // Description: Handsome Jack is the main antagonist of Borderlands 2.
- // He has taken over the Hyperion corporation, declared himself dictator of Pandora,
- // and stolen all of the credit for finding The Vault, going so far as to claim responsibility
- // for killing The Destroyer. A new team of Vault Hunters is tasked with killing Jack and restoring
- // (relative) peace to Pandora.
- // Dependencies:
- // Dynamic Defaults: https://forums.alliedmods.net/showthread.php?t=258090
- // TFConditions: https://forums.alliedmods.net/showthread.php?t=263598
- // SHADoW93's Bosses: https://forums.alliedmods.net/showthread.php?t=246980
- // BGM:
- // Handsome Jack's Theme: https://www.youtube.com/watch?v=jqxqG_XuKlw
- // Use GCFScape to extract .vpk file if not using the vpk method.
- "character"
- {
- "name" "Handsome Jack"
- "class" "2"
- "model" "models/freak_fortress_2/handsome_jack/jack.mdl"
- "ragedist" "800.0"
- "health_formula" "(((650+n)*(n-1))^1.04)+1900"
- "lives" "1"
- "sound_block_vo" "1"
- "ragedamage" "2300" //Boss must get this amout of damage to fill his ragemeter
- "description_en" "Handsome Jack:\nThe main antagonist from Borderlands 2.\nSuper Jump: Alt-Fire, look up and release.\nWeigh-down: in midair, look down and crouch.\nRage (Arsenal): Call for Medic to activate RAGE\nRage Info: Get either a Classic, an SMG, a Rocket Launcher, a Pistol, Invisibility, or resistances."
- "weapon1"
- {
- "name" "tf_weapon_club"
- "index" "401"
- "show" "1"
- "attributes" "114 ; 1 ; 115 ; 1 ; 176 ; 1 ; 224 ; 3 ; 225 ; 0.4 ; 2025 ; 1"
- }
- "ability1"
- {
- "name" "dynamic_jump"
- // slot is ignored.
- "arg1" "2.5" // charge time, same as charge_bravejump
- "arg2" "7.0" // cooldown, same as charge_bravejump
- "arg5" "3.0" // cooldown before first use
- "arg6" "300.0" // minimum damage before super duper jump
- "arg8" "1.3" // jump intensity multiplier. unlike charge_bravejump, this works for oldjump too
- "arg10" "1" // don't affect weighdown's cooldown
- // HUD strings
- "arg17" "Super DUPER Jump ready! Look up, press and release ALT-FIRE." // super duper jump message
- "arg18" "Super Jump is not ready. %.1f seconds remaining." // cooldown message
- "arg19" "Super Jump is ready. %.0f percent charged.\nLook up, press and release ALT-FIRE." // charge message
- "plugin_name" "ff2_dynamic_defaults"
- }
- "ability2"
- {
- "name" "dynamic_weighdown"
- // slot is ignored
- "arg1" "0" // 1 = disabled by default (can only be re-enabled in code)
- "arg2" "0" // number of uses. set to 0 to be infinite.
- "arg3" "1.0" // the hale's normal gravity. this will practically always be 1.0
- // strings
- "arg19" "You have used weighdown!"
- "plugin_name" "ff2_dynamic_defaults"
- }
- "ability3"
- {
- "name" "ability_management_system"
- "arg1" "0" // activation key. 0=E, 1=R, 2=MIDDLE MOUSE, 3=USE(not bound by default)
- "arg2" "1" // selection key. 0=not usable, 1=R, 2=MIDDLE MOUSE, 3=USE(not bound by default)
- "arg3" "3" // reverse selection key. 0=not usable, 1=R, 2=MIDDLE MOUSE, 3=USE(not bound by default) [note: hidden feature, keeping this standard going]
- "arg4" "0xc00000" // HUD color (unavailable)
- "arg5" "%s (%.0f rage) [RELOAD (R) to change]\n%s\nAbility is currently unavailable." // HUD text format (unavailable)
- "arg6" "0xffffff" // HUD color (available)
- "arg7" "%s (%.0f rage) [RELOAD (R) to change]\n%s\nAbility is available. (press E)" // HUD text format (available)
- "arg8" "0.68" // HUD Y
- "arg9" "RAGE Meter: %.0f%%\nHP: %d / %d" // HUD replacement text
- "arg10" "0.80" // HUD replacement Y
- "plugin_name" "ff2_sarysapub3"
- }
- "ability5"
- {
- "name" "rage_random_weapon"
- "arg1" "1" // trigger. 0 = E rage, 1 = triggered by ability management system
- "arg2" "5" // number of weapons (MAX: 10)
- "arg3" "0.0" // weapon duration. set to 0.0 to keep it forever. (or until replaced)
- "arg4" "freak_fortress_2/hjack/jack_rocketlauncher.mp3" // mapwide sound to play when rage is used
- "arg11" "tf_weapon_sniperrifle_classic" // weapon name
- "arg12" "1098" // weapon index (classic)
- "arg13" "1 ; 1.25 ; 305 ; 1 ; 308 ; 1 ; 395 ; 1 ; 37 ; 0 ; 2025 ; 2 ; 2014 ; 1" // weapon args
- "arg14" "1" // weapon visibility
- "arg15" "255" // weapon alpha (0 = fully hidden, 255 = fully visible)
- "arg19" "5" // starting reserve ammo
- "arg21" "tf_weapon_smg" // weapon name
- "arg22" "751" // weapon index (cleaner's carbine)
- "arg23" "138 ; 0.85 ; 106 ; 0.50 ; 265 ; 20 ; 309 ; 1 ; 323 ; 99 ; 362 ; 1 ; 37 ; 0 ; 2025 ; 2 ; 2014 ; 1" // weapon args
- "arg24" "1" // weapon visibility
- "arg25" "255" // weapon alpha (0 = fully hidden, 255 = fully visible)
- "arg26" "1" // weapon slot
- "arg28" "15" // starting reserve clip
- "arg31" "tf_weapon_rocketlauncher_airstrike" // weapon name
- "arg32" "1104" // weapon index (air strike)
- "arg33" "413 ; 1 ; 37 ; 0 ; 99 ; 1.50 ; 642 ; 1 ; 2025 ; 2 ; 2014 ; 1" // weapon args
- "arg34" "1" // weapon visibility
- "arg35" "255" // weapon alpha (0 = fully hidden, 255 = fully visible)
- "arg39" "8" // starting reserve ammo
- "arg41" "tf_weapon_handgun_scout_secondary" // weapon name
- "arg42" "773" // weapon index (pocket pistol)
- "arg43" "138 ; 0.75 ; 5 ; 1.25 ; 37 ; 0 ; 2025 ; 2 ; 2014 ; 1" // weapon args
- "arg44" "1" // weapon visibility
- "arg45" "255" // weapon alpha (0 = fully hidden, 255 = fully visible)
- "arg46" "1" // weapon slot
- "arg48" "15" // starting reserve clip
- "arg51" "tf_weapon_grenadelauncher" // weapon name
- "arg52" "1151" // weapon index (huo long heater)
- "arg53" "413 ; 1 ; 97 ; 0.5 ; 1 ; 1.10 ; 37 ; 0 ; 2025 ; 2 ; 2014 ; 1" // weapon args
- "arg54" "1" // weapon visibility
- "arg55" "255" // weapon alpha (0 = fully hidden, 255 = fully visible)
- "arg59" "8" // starting reserve ammo
- // args reserved for the ability management system
- "arg1001" "0.0" // delay before first use
- "arg1002" "0.0" // cooldown
- "arg1003" "Arsernal" // name
- "arg1004" "Equip a random weapon" // description
- "arg1005" "100.0" // rage cost
- "arg1006" "0" // index for ability in the AMS menu
- "plugin_name" "ff2_sarysapub3"
- }
- "ability6"
- {
- "name" "rage_tfcondition"
- "arg1" "66 ; 10.0" // Boss Conditions (TFCond ; Duration)
- "arg4" "1" // Triggered by AMS
- "arg5" "freak_fortress_2/hjack/jack_cloaked.mp3" // Sound (if triggered from AMS)
- // args reserved for the ability management system
- "arg1001" "0.0" // delay before first use
- "arg1002" "30.0" // cooldown
- "arg1003" "Cloak" // name
- "arg1004" "Become invisible for a few seconds" // description
- "arg1005" "50" // rage cost
- "arg1006" "1" // index for ability in the AMS menu
- "plugin_name" "ff2_tfcond"
- }
- "ability7"
- {
- "name" "hj_spawnclone"
- // args reserved for the ability management system
- "arg1001" "0.0" // delay before first use
- "arg1002" "10.0" // cooldown
- "arg1003" "Clones" // name
- "arg1004" "Multiply yourself." // description
- "arg1005" "75" // rage cost
- "arg1006" "2" // index for ability in the AMS menu
- "plugin_name" "shadow93_bosses"
- }
- "ability8"
- {
- "name" "hj_randombuff"
- "arg1" "10.0" // Bullet Resistance Duration
- "arg2" "10.0" // Blast Resistance Duration
- "arg3" "10.0" // Fire Resistance Duration
- "arg4" "10.0" // Uber Duration
- // args reserved for the ability management system
- "arg1001" "0.0" // delay before first use
- "arg1002" "10.0" // cooldown
- "arg1003" "Random Buff" // name
- "arg1004" "Gain resistance or invulnerability." // description
- "arg1005" "50" // rage cost
- "arg1006" "3" // index for ability in the AMS menu
- "plugin_name" "shadow93_bosses"
- }
- // models, sounds, whatever come later
- "sound_begin"
- {
- "1" "freak_fortress_2/hjack/jack_start.mp3"
- }
- "sound_win"
- {
- "1" "freak_fortress_2/hjack/jack_win1.mp3"
- "2" "freak_fortress_2/hjack/jack_win2.mp3"
- }
- "sound_death"
- {
- "1" "freak_fortress_2/hjack/jack_lose1.mp3"
- "2" "freak_fortress_2/hjack/jack_lose2.mp3"
- "3" "freak_fortress_2/hjack/jack_lose3.mp3"
- }
- "sound_ability"
- {
- "1" "freak_fortress_2/hjack/jack_jump1.mp3"
- "slot1" "1"
- "2" "freak_fortress_2/hjack/jack_jump2.mp3"
- "slot2" "1"
- "3" "freak_fortress_2/hjack/jack_jump3.mp3"
- "slot3" "1"
- }
- "sound_kspree"
- {
- "1" "freak_fortress_2/hjack/jack_hit1.mp3"
- "2" "freak_fortress_2/hjack/jack_hit2.mp3"
- "3" "freak_fortress_2/hjack/jack_hit3.mp3"
- }
- "sound_lastman"
- {
- "1" "freak_fortress_2/hjack/jack_lastman1.mp3"
- "2" "freak_fortress_2/hjack/jack_lastman2.mp3"
- "3" "freak_fortress_2/hjack/jack_lastman3.mp3"
- "4" "freak_fortress_2/hjack/jack_lastman4.mp3"
- }
- "sound_stabbed"
- {
- "1" "freak_fortress_2/hjack/jack_stabbed1.mp3"
- "2" "freak_fortress_2/hjack/jack_stabbed2.mp3"
- "3" "freak_fortress_2/hjack/jack_stabbed3.mp3"
- }
- "sound_precache"
- {
- "1" "freak_fortress_2/hjack/bl2_hj_bossfight.mp3"
- }
- "sound_bgm"
- {
- "path1" "freak_fortress_2/hjack/bl2_hj_bossfight.mp3"
- "time1" "231.0"
- "name1" "Handsome Jack's Theme"
- "artist1" "Borderlands 2"
- }
- "mod_download"
- {
- "1" "models/freak_fortress_2/handsome_jack/jack"
- }
- "mat_download"
- {
- "1" "materials/kustomfleetings/sniper/hj/blacktex"
- "2" "materials/kustomfleetings/sniper/hj/face"
- "3" "materials/kustomfleetings/sniper/hj/face_blue_invun"
- "4" "materials/kustomfleetings/sniper/hj/face_red_invun"
- "5" "materials/kustomfleetings/sniper/hj/handsomejack_blue_invun"
- "6" "materials/kustomfleetings/sniper/hj/handsomejack_red"
- "7" "materials/kustomfleetings/sniper/hj/handsomejack_red_invun"
- }
- "download"
- {
- "1" "sound/freak_fortress_2/hjack/jack_lastman2.mp3"
- "2" "sound/freak_fortress_2/hjack/jack_lastman3.mp3"
- "3" "sound/freak_fortress_2/hjack/jack_lastman4.mp3"
- "4" "sound/freak_fortress_2/hjack/jack_lose1.mp3"
- "5" "sound/freak_fortress_2/hjack/jack_lose2.mp3"
- "6" "sound/freak_fortress_2/hjack/jack_lose3.mp3"
- "7" "sound/freak_fortress_2/hjack/jack_rocketlauncher.mp3"
- "8" "sound/freak_fortress_2/hjack/jack_stabbed1.mp3"
- "9" "sound/freak_fortress_2/hjack/jack_stabbed2.mp3"
- "10" "sound/freak_fortress_2/hjack/jack_stabbed3.mp3"
- "11" "sound/freak_fortress_2/hjack/jack_win1.mp3"
- "12" "sound/freak_fortress_2/hjack/jack_win2.mp3"
- "13" "sound/freak_fortress_2/hjack/jack_hit2.mp3"
- "14" "sound/freak_fortress_2/hjack/bl2_hj_bossfight.mp3"
- "15" "sound/freak_fortress_2/hjack/jack_blastresist.mp3"
- "16" "sound/freak_fortress_2/hjack/jack_bulletresist.mp3"
- "17" "sound/freak_fortress_2/hjack/jack_cloaked.mp3"
- "18" "sound/freak_fortress_2/hjack/jack_fireresist.mp3"
- "19" "sound/freak_fortress_2/hjack/jack_hit1.mp3"
- "20" "sound/freak_fortress_2/hjack/jack_hit3.mp3"
- "21" "sound/freak_fortress_2/hjack/jack_jump1.mp3"
- "22" "sound/freak_fortress_2/hjack/jack_jump2.mp3"
- "23" "sound/freak_fortress_2/hjack/jack_jump3.mp3"
- "24" "sound/freak_fortress_2/hjack/jack_lastman1.mp3"
- "25" "sound/freak_fortress_2/hjack/jack_start.mp3"
- "26" "models/freak_fortress_2/handsome_jack/jack.phy"
- "27" "materials/kustomfleetings/sniper/hj/handsomejack.vtf"
- "28" "materials/kustomfleetings/sniper/hj/handsomejack_blue.vmt"
- "29" "materials/kustomfleetings/sniper/hj/jack_lightwarp.vtf"
- "30" "materials/kustomfleetings/sniper/hj/jacknormals.vtf"
- }
- }
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