// 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

"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"
	}
	"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" 

	}
}