// CFG by Koishi (SHADoW NiNE TR3S)
// Model by RavensBro
//
// DEPENDENCIES:
// Move Speed: https://forums.alliedmods.net/showthread.php?t=263939
// sarysapub3 (Epic Scout): https://forums.alliedmods.net/showthread.php?t=267291
// Dynamic Defaults: https://forums.alliedmods.net/showthread.php?t=258090

// BGM:
// The Flash CW Theme: https://www.youtube.com/watch?v=u17W2JCnVmQ

"character"
{
	"name"					"The Flash"
	"class"					"1"	
	"sound_block_vo"		"1"
	"subversion"			"31" // BBG-specific, not applicable on public FF2 versions.
	"bossteam"				"0"	 // BBG-specific, not applicable on public FF2 versions.
	"maxspeed"				"380.0"
	"model"					"models/freak_fortress_2/superheros/flash/scout.mdl"

	"health_formula"		"(((600+n)*(n-1))^1.04)+1940" 	// 1.10.6 formula
	//"health_formula"		"((600+n)*n)^1.04"		// 1.10.5 and legacy formula
	
	"ragedamage"		"2500"
	
	"description_en" "The Flash:\nThe fastest man alive\nAKA the ''Scarlet Speedster'', the ''Crimson Comet'', ''The Blur'', and ''The Streak''\n \nBrave Jump:\nAlt-fire, look up and release \n \nWeightdown:\nCrouch and look down\n \nAbility Management System:\nPress RELOAD to cycle through abilities, Call MEDIC to activate. RAGE cost varies" 

	"weapon1"
	{
		"name"				"tf_weapon_bat"
		"index"				"880"
		"show"				"0"
		"attributes"		"1 ; 0.5 ; 15 ; 0"
	}
	
	"ability1"
	{
		"name" "dynamic_jump"

		// slot is ignored.
		"arg1"	"2.5" // charge time, same as charge_bravejump
		"arg2"	"8.0" // cooldown, same as charge_bravejump
		"arg3"	"0" // 1 = disabled by default (can only be re-enabled in code)
		"arg4"	"0" // number of uses. set to 0 to be infinite.
		"arg5"	"5.0" // cooldown before first use
		"arg6"	"100.0" // minimum damage before super duper jump
		"arg7"	"0" // use new jump
		"arg8"	"1.2" // jump intensity multiplier. unlike charge_bravejump, this works for oldjump too
		"arg9"	"0" // 1 = use RELOAD instead of ALT-FIRE
		"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"
	{
		// NOTE: If you have the Teleport to Spawn plugin
		// You should just remove this ability entirely.
		"name"	"dynamic_env_management"
		
		// since parkour can make pits deadly, makes the hale invincible for N seconds after reaching an environmental damage threshold
		"arg1"	"50.0" // environmental damage threshold
		"arg2"	"3.0" // invincibility duration, set to 0.0 to not use
		"arg3"	"1" // if 1, will not actually uber the target (doing this for Epic Scout because it removes alpha from some badly broken viewmodels)
		
		// another option is to teleport this player directly to another player
		"arg11"	"1" // if 1, teleports the victim to a random player
		"arg12"	"1" // 1 = try teleport on top
		"arg13"	"1" // 0 = try teleport on side
		"arg14"	"4.0" // self-stun duration
		
		"plugin_name"	"ff2_dynamic_defaults"
	}
	
	"ability4"
	{
		"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_movespeed"
        "arg1" "520"     // Boss Move Speed
        "arg2" "15"      // Boss Move Speed Duration (seconds)

        // Is this a normal E rage? or triggered from the ability management system?
        "arg6" "1"  // Trigger. 0 = E rage, 1 = triggered by ability management system
        "arg7" "freak_fortress_2/superheros/flash/speed.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"    "Super Speed" // name
        "arg1004"    "This is what you're known for." // description
        "arg1005"    "50" // rage cost
        "arg1006"    "0" // index for ability in the AMS menu
     
        "plugin_name" "ff2_movespeed"    
    }  
	"ability6"
	{
		"name"	"rage_dodge_specific_damage"
		
		"arg1"	"1" // trigger. 0 = E rage, 1 = triggered by ability management system
		"arg2"	"10.5" // duration
		"arg3"	"520.0" // speed to set hale to. 0.0 to not change.
		"arg4"	"0.5" // replay speed to set
		"arg5"	"1" // 1 = dodge bullets
		"arg6"	"1" // 1 = dodge blast
		"arg7"	"1" // 1 = dodge fire
		"arg8"	"1" // 1 = dodge melee
		"arg9"	"freak_fortress_2/superheros/flash/speed2.mp3" // mapwide activation sound
		
		// args reserved for the ability management system
		"arg1001"	"25.0" // delay before first use
		"arg1002"	"45.0" // cooldown (intentionally high, it's not meant to be primary mobility, only last ditch)
		"arg1003"	"SUPER Speed" // name
		"arg1004"	"You're so fast, time moves very slowly..." // description
		"arg1005"	"100.0" // rage cost
		"arg1006"	"1" // index for ability in the AMS menu
		
		"plugin_name"	"ff2_sarysapub3"
	}
	// models, sounds, whatever come late
	"sound_bgm"
	{
		"path1"	"freak_fortress_2/superheros/flash/bgm1.mp3"
		"time1"	"164.0"
	}
	"sound_begin"
	{
		"1"	"freak_fortress_2/superheros/flash/begin.mp3"
		"2"	"freak_fortress_2/superheros/flash/begin2.mp3"
		"3"	"freak_fortress_2/superheros/flash/begin3.mp3"
	}
	"sound_kspree"
	{
		"1"	"freak_fortress_2/superheros/flash/kspree.mp3"
		"2"	"freak_fortress_2/superheros/flash/kspree2.mp3"
	}
	"sound_lastman"
	{
		"1"	"freak_fortress_2/superheros/flash/lastman.mp3"
		"2"	"freak_fortress_2/superheros/flash/lastman2.mp3"
		"3"	"freak_fortress_2/superheros/flash/lastman3.mp3"
		"4"	"freak_fortress_2/superheros/flash/lastman4.mp3"
	}
	"sound_win"
	{
		"1"	"freak_fortress_2/superheros/flash/kspree2.mp3"
		"2"	"freak_fortress_2/superheros/flash/win.mp3"
	}
	"sound_stabbed"
	{
		"1"	"freak_fortress_2/superheros/flash/backstab.mp3"
	}
	"sound_kill_scout"
	{
		"1"	"freak_fortress_2/superheros/flash/kspree.mp3"
		"2"	"freak_fortress_2/superheros/flash/kspree2.mp3"
	}
	"sound_death"
	{
		"1"	"freak_fortress_2/superheros/flash/fail.mp3"
	}
	"mod_download"
	{
		"1"	"models/freak_fortress_2/superheros/flash/scout"
	}	
	"mat_download"
	{
		"1"	"materials/freak_fortress_2/superheros/flash/flash"
	}
	"download"
	{
		"1"	"materials/freak_fortress_2/superheros/flash/flash_lightwarp.vtf"
		"2"	"materials/freak_fortress_2/superheros/flash/flash_n.vtf"
		"3"	"materials/freak_fortress_2/superheros/flash/flash_s.vtf"
		"4"	"materials/freak_fortress_2/superheros/flash/flash_invun.vmt"
		"5"	"models/freak_fortress_2/superheros/flash/scout.phy"
		
		// BGM
		"6"	"sound/freak_fortress_2/superheros/flash/bgm1.mp3"
		
		"7"	"sound/freak_fortress_2/superheros/flash/begin2.mp3"
		"8"	"sound/freak_fortress_2/superheros/flash/begin3.mp3"
		"9"	"sound/freak_fortress_2/superheros/flash/bgm1.mp3"
		"10"	"sound/freak_fortress_2/superheros/flash/fail.mp3"
		"11"	"sound/freak_fortress_2/superheros/flash/kspree.mp3"
		"12"	"sound/freak_fortress_2/superheros/flash/kspree2.mp3"
		"13"	"sound/freak_fortress_2/superheros/flash/lastman.mp3"
		"14"	"sound/freak_fortress_2/superheros/flash/lastman2.mp3"
		"15"	"sound/freak_fortress_2/superheros/flash/lastman3.mp3"
		"16"	"sound/freak_fortress_2/superheros/flash/lastman4.mp3"
		"17"	"sound/freak_fortress_2/superheros/flash/speed.mp3"
		"18"	"sound/freak_fortress_2/superheros/flash/speed2.mp3"
		"19"	"sound/freak_fortress_2/superheros/flash/win.mp3"
		"20"	"sound/freak_fortress_2/superheros/flash/backstab.mp3"
		"21"	"sound/freak_fortress_2/superheros/flash/begin.mp3"
	}
}