// Character: Hatsune Miku
// Class: Scout
// Attack: Saxxy (with killstreaks enabled)
// Health: Normal
// Model by Yosuganosora (Sniper) & El Diablo War3Evo (Scout)
// CFG by Koishi & M76030

// Dependencies:
// Ability Management System: https://forums.alliedmods.net/showthread.php?t=267291
// SHADoW93's Abilities: https://forums.alliedmods.net/showthread.php?t=272190
// Phat Rages: https://forums.alliedmods.net/showpost.php?p=2353009&postcount=59
// Replace Projectile: https://forums.alliedmods.net/showthread.php?t=215244
// TFConditions: https://forums.alliedmods.net/showthread.php?t=263598

// BGM's:
// Weekender Girl: https://www.youtube.com/watch?v=vpYkz5WU1Vg
// Triple Baka: https://www.youtube.com/watch?v=n5n7CSGPzqw
// Tell Your World: https://www.youtube.com/watch?v=fmrA-gxJxgQ

"character"
{
	"name"					"Hatsune Miku"
	"class"					"1"	
	"model"					"models/custom/player/miku/miku.mdl"
	"ragedist"				"800.0"
	"maxspeed"				"360.0"
	"sound_block_vo"			"0"

	
	"description_en" "Hatsune Miku:\nI think she wants to sing? Maybe?\n \nSuper Jump: alt-fire, look up and release.\n \nWeightdown:\nin midair, look down and crouch\n \nAbility Management System:\nPress reload to cycle abilities!\nCall Medic to activate selected ability."
	
	"weapon1"
	{
		"name"				"tf_weapon_bat"
		"index"				"423"
		"show"				"1"
	}			
	"ability1"
	{
		"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"	"BAKA Meter: %.0f%%\nHP: %d / %d" // HUD replacement text
		"arg10"	"0.80" // HUD replacement Y
		"plugin_name"	"ff2_sarysapub3"
	}
	"ability2"
	{
		"name"	"rage_random_weapon"
		
		"arg1"	"1" // trigger. 0 = E rage, 1 = triggered by ability management system
		"arg2"	"1" // number of weapons (MAX: 10)
		"arg3"	"0.0" // weapon duration. set to 0.0 to keep it forever. (or until replaced)
		"arg4"	"" // mapwide sound to play when rage is used
		
		// all weapons below have the "no random critical hits" attribute
		// from arg11 and every 10 args after, specs for various weapons repeat
		"arg11"	"tf_weapon_cleaver" // weapon name
		"arg12"	"812" // weapon index (ambassador)
		"arg13"	"15 ; 0 ; 1 ; 0.2" // weapon args (set to headshot for 360, body shot for 60)
		"arg14"	"1" // weapon visibility
		"arg15"	"255" // weapon alpha (0 = fully hidden, 255 = fully visible)
		"arg16"	"1" // weapon slot
		"arg17"	"0" //"454" // optional, wearable to use for bodygroup swaps
		"arg18"	"1" // starting clip
		"arg19"	"10" // starting reserve ammo

		// args reserved for the ability management system
		"arg1001"	"0.0" // delay before first use
		"arg1002"	"0.0" // cooldown
		"arg1003"	"leeks" // name
		"arg1004"	"Get Leeks to throw on the enemy Bakas" // description
		"arg1005"	"75.0" // rage cost
		"arg1006"	"0" // index for ability in the AMS menu
		
		"plugin_name"	"ff2_sarysapub3"
	}
	"ability3"
	{
		"name"			"rage_thriller_taunt" 
		"arg1"			"1"    // # of dances 
		"arg2"			"1"    // Affect ubered players? (1=yes, 0=no) 
		"arg3"			"600"    // Range (if 0, will use ragedist value instead) 
		
		"arg6"			"1"    // 0 = E rage, 1 = AMS ability 
		
		// args reserved for the ability management system, if configured to be used with AMS. 
		"arg1001"	"0.0" // delay before first use 
		"arg1002"	"30.0" // cooldown 
		"arg1003"	"Thriller" // name 
		"arg1004"	"Make them dance to your Music!" // description 
		"arg1005"	"50.0" // rage cost 
		"arg1006"	"1" // index for ability in the AMS menu 
		"plugin_name"	"shadow93_abilities" 
	}
	"ability4"  
    {  
        "name" "rage_delirium"  
		"arg1" "600"  //Range
		"arg2" "10.0"  //Duration
		
		// Is this a normal E rage? or triggered from the ability management system?
		"arg3"	"1"  // Trigger. 0 = E rage, 1 = triggered by ability management system
		"arg4"	"" // Sound to play (if triggered by ability management system)
		
		// args reserved for the ability management system, if configured to be used with AMS.
		"arg1001"	"0.0" // delay before first use
		"arg1002"	"35.0" // cooldown
		"arg1003"	"Delirium" // name
		"arg1004"	"Make the Bakas drunk" // description
		"arg1005"	"75.0" // rage cost
		"arg1006"	"2" // index for ability in the AMS menu
		"plugin_name"	"ff2_phatrages"  
    }
	"ability5"
	{
		"name"	"rage_tfcondition"
		"arg1" "72 ; 10.0" // Boss Conditions (TFCond ; Duration)
		"arg4" "1" // Triggered by AMS
		
		// args reserved for the ability management system
		"arg1001"	"0.0" // delay before first use
		"arg1002"	"40.0" // cooldown
		"arg1003"	"Sprint Jump" // name
		"arg1004"	"Fly away.....from the Bakas!" // description
		"arg1005"	"30" // rage cost
		"arg1006"	"3" // index for ability in the AMS menu
		
		"plugin_name"	"ff2_tfcond"
	}	
	"ability6"
   	{
   	     "name"         "replace_projectile"
   	     "arg1"         "tf_projectile_cleaver"   //name of the projectile to replace the model of
   	     "arg2"         "models/custom/player/miku/leek.mdl"   //replacement model
   	     "arg3"         "1.0"  //model scale
   	     "plugin_name"  "ff2_replaceprojectile"
   	}  
	"ability7"
	{
		"name" "dynamic_jump"
		"arg1"	"1" // charge time, same as charge_bravejump
		"arg2"	"8.0" // cooldown, same as charge_bravejump. (NOTE: Set higher than our other other bosses to minimize glide stacking)
		"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"	"3.0" // cooldown before first use
		"arg6"	"300.0" // 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 BAKA! Jump ready! Look up, press and release ALT-FIRE." // super duper jump message
		"arg18"	"BAKA! Jump will be ready in %.1f seconds remaining." // cooldown message
		"arg19"	"BAKA! Jump is %.0f percent charged.\nLook up, press and release ALT-FIRE." // charge message
		"plugin_name"	"ff2_dynamic_defaults"
	}
	"ability8"
	{
		"name" "dynamic_weighdown"		
		"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"	"BAKA!"
		"plugin_name"	"ff2_dynamic_defaults"
	}
	"ability9"
	{
		"name"	"dynamic_speed_management"
		"arg1"	"400.0" // start speed
		"arg2"	"430.0" // end speed
		"plugin_name"	"ff2_dynamic_defaults"
	}
	"ability10"
	{
		"name"	"dynamic_melee_management"
		
		"arg1"	"tf_weapon_bat" // weapon name
		"arg2"	"423" // weapon index
		"arg3"	"2 ; 1.50 ; 15 ; 0 ; 128 ; 1 ; 5 ; 1.38 ; 49 ; 1 ; 137 ; 3 ; 150 ; 1 ; 224 ; 1.5 ; 225 ; 0.85 ; 252 ; 0.6 ; 2025 ; 1" // weapon args
		"arg4"	"1" // weapon visibility
		"plugin_name"	"ff2_dynamic_defaults"
	}	
	// models, sounds, whatever come later
	"sound_begin"
	{
		"1" 	"saxton_hale/miku/miku_go.mp3"
		"2" 	"saxton_hale/miku/miku_good_morning.mp3"
		"3" 	"saxton_hale/miku/miku_cute.mp3"
	}	
	"sound_win"
	{
		"1"	"saxton_hale/miku/miku_yay.mp3"
		"2"	"saxton_hale/miku/miku_yay2.mp3"
		"3"	"saxton_hale/miku/miku_yay3.mp3"
	}
	"sound_hit"
	{
		"1"	"saxton_hale/miku/miku_goodbye.mp3"
		"2"	"saxton_hale/miku/miku_goodnight.mp3"
		"3"	"saxton_hale/miku/miku_goodnight2.mp3"		
	}
	"sound_death"
	{
		"1"	"saxton_hale/miku/miku_go_away.mp3"
		"2"	"saxton_hale/miku/miku_see_you_next_time.mp3"
	}
	"sound_kspree"
	{
		"1"	"saxton_hale/miku/miku_no_way.mp3"
		"2"	"saxton_hale/miku/miku_i_like_this.mp3"
	}
	"sound_lastman"
	{
		"1"	"saxton_hale/miku/miku_awesome.mp3"
		"2"	"saxton_hale/miku/miku_come_here.mp3"
	}
	"sound_ability"
	{
		"1"	"saxton_hale/miku/miku_excuse_me.mp3"
		"2"	"saxton_hale/miku/miku_no.mp3"
		"3"	"saxton_hale/miku/miku_huh.mp3"
		"slot3" "1"
		"4"	"saxton_hale/miku/miku_huh2.mp3"
		"slot4" "1"
	}
	"sound_stabbed"
	{
		"1"	"saxton_hale/miku/miku_help1.mp3"
		"2"	"saxton_hale/miku/miku_help2.mp3"
		"3"	"saxton_hale/miku/miku_help3.mp3"
		"4"	"saxton_hale/miku/miku_leave_me_alone.mp3"
		"5"	"saxton_hale/miku/miku_stop_bothering_me.mp3"
		"6"	"saxton_hale/miku/miku_stop.mp3"
	}
	"catch_phrase"
	{
		"1"	"saxton_hale/miku/miku_what.mp3"
		"2"	"saxton_hale/miku/miku_what2.mp3"
		"3"	"saxton_hale/miku/miku_what3.mp3"
		"4"	"saxton_hale/miku/miku_what4.mp3"
		"5"	"saxton_hale/miku/miku_what_is_this.mp3"
	}
	"sound_precache"
	{
		"1"	"saxton_hale/miku/miku_song.mp3"
		"2"	"saxton_hale/miku/miku_triplebaka.mp3"
		"3"	"saxton_hale/miku/tell_your_world.mp3"
	}	
	"sound_bgm"
	{
		"path1"	"saxton_hale/miku/miku_song.mp3"
		"time1"	"210"
		"path2" "saxton_hale/miku/miku_triplebaka.mp3"
		"time2" "236"
		"path3" "saxton_hale/miku/tell_your_world.mp3"
		"time3" "236"
	}
	"mod_download"
	{
		"1"	"models/custom/player/miku/miku"
		"2"	"models/custom/player/miku/leek"
	}
	"mat_download"
	{
		"1" "materials/models/custom/player/hatsunemiku/iris_l"
		"2" "materials/models/custom/player/hatsunemiku/iris_r"
		"3" "materials/models/custom/player/hatsunemiku/mikubody"
		"4" "materials/models/custom/player/hatsunemiku/mikubody_blue"
		"5" "materials/models/custom/player/hatsunemiku/mikuhead"
		"6" "materials/models/custom/player/hatsunemiku/mikuhead_blue"
		"7" "materials/HatsuneMiku/mikuleek"
	}
	"download"
	{	
		"1"	"sound/saxton_hale/miku/miku_yay3.mp3"
		"2"	"sound/saxton_hale/miku/miku_awesome.mp3"
		"3"	"sound/saxton_hale/miku/miku_come_here.mp3"
		"4"	"sound/saxton_hale/miku/miku_cute.mp3"
		"5"	"sound/saxton_hale/miku/miku_excuse_me.mp3"
		"6"	"sound/saxton_hale/miku/miku_go.mp3"
		"7"	"sound/saxton_hale/miku/miku_go_away.mp3"
		"8"	"sound/saxton_hale/miku/miku_good_morning.mp3"
		"9"	"sound/saxton_hale/miku/miku_goodbye.mp3"
		"10"	"sound/saxton_hale/miku/miku_goodnight.mp3"
		"11"	"sound/saxton_hale/miku/miku_goodnight2.mp3"
		"12"	"sound/saxton_hale/miku/miku_help1.mp3"
		"13"	"sound/saxton_hale/miku/miku_help2.mp3"
		"14"	"sound/saxton_hale/miku/miku_help3.mp3"
		"15"	"sound/saxton_hale/miku/miku_huh.mp3"
		"16"	"sound/saxton_hale/miku/miku_huh2.mp3"
		"17"	"sound/saxton_hale/miku/miku_i_like_this.mp3"
		"18"	"sound/saxton_hale/miku/miku_leave_me_alone.mp3"
		"19"	"sound/saxton_hale/miku/miku_no.mp3"
		"20"	"sound/saxton_hale/miku/miku_no_way.mp3"
		"21"	"sound/saxton_hale/miku/miku_see_you_next_time.mp3"
		"22"	"sound/saxton_hale/miku/miku_song.mp3"
		"23"	"sound/saxton_hale/miku/miku_stop.mp3"
		"24"	"sound/saxton_hale/miku/miku_stop_bothering_me.mp3"
		"25"	"sound/saxton_hale/miku/miku_what.mp3"
		"26"	"sound/saxton_hale/miku/miku_what_is_this.mp3"
		"27"	"sound/saxton_hale/miku/miku_what2.mp3"
		"28"	"sound/saxton_hale/miku/miku_what3.mp3"
		"29"	"sound/saxton_hale/miku/miku_what4.mp3"
		"30"	"sound/saxton_hale/miku/miku_yay.mp3"
		"31"	"sound/saxton_hale/miku/miku_yay2.mp3"
		"32"	"sound/saxton_hale/miku/miku_triplebaka.mp3"
		"33"	"materials/models/custom/player/hatsunemiku/eyeball.vtf"
		"34"	"materials/models/custom/player/hatsunemiku/mikuheadnormal.vtf"
		"35"	"materials/models/custom/player/hatsunemiku/mikunormalmap.vtf"
		"36"	"models/custom/player/miku/miku.phy"
		"37"	"models/custom/player/miku/leek.phy"
		"38"	"materials/HatsuneMiku/mikuleeknormap.vtf"
		"39"	"materials/HatsuneMiku/MikuNormalMap.vtf"
		"40"	"sound/saxton_hale/miku/tell_your_world.mp3"
	}
}