// CFG by SHADoW NiNE TR3S
// Model by RavensBro
//
// DEPENDENCIES:
// War3: https://forums.alliedmods.net/showpost.php?p=2334852&postcount=4
// TFConditions: https://forums.alliedmods.net/showthread.php?t=263598
// 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

// BGMs:
// Wonder Woman 2009 Ending: https://www.youtube.com/watch?v=z29VWhI7wkQ
// Wonder Woman Theme (The Best Themysciran Symphony Dialogue Dance Mix): https://www.youtube.com/watch?v=yivtn1qRo20

"character"
{
	"name"					"Wonder Woman"
	"class"					"5"	
	"sound_block_vo"		"1"
	"subversion"			"31" // BBG-specific, not applicable on public FF2 versions.
	"bossteam"				"0"	 // BBG-specific, not applicable on public FF2 versions.

	"model"					"models/freak_fortress_2/superheros/wonderwoman/medic.mdl"

	"health_formula"		"(((600+n)*(n-1))^1.04)+1941" 	// 1.10.6 formula
	//"health_formula"		"((600+n)*n)^1.04"		// 1.10.5 and legacy formula
	
	"ragedamage"		"3500"
	
	"description_en" "Wonder Woman:\nOne of the greatest superheroines of all-time\n \nBrave Jump:\nAlt-fire, look up and release \n \nWeightdown:\nCrouch and look down\n \nFlight:\nGlide by pressing SPACE \n \nAbility Management System:\nPress RELOAD to cycle through abilities, Call MEDIC to activate. RAGE cost varies" 

	"weapon1"
	{
		"name"				"tf_weapon_bonesaw"
		"index"				"880"
		"show"				"0"
		"attributes"		"1 ; 0.5 ; 15 ; 0"
	}
	
    "ability1"  
    {  
        "name" "entangle_activator"  
        "arg0"    "3"    // Do not Change! (Activate when button is pressed.) 
        "buttonmode" "2" // Do not Change! (Custom button is being used.) 
        "plugin_name"    "ff2_otokiru_wc3"  
    }  
	
	"ability2"
	{
		"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"
	}
	
	"ability3"
	{
		"name"	"dynamic_glide"
		
		"arg1"	"0" // 1 = disabled by default
		"arg2"	"50.0" // max downward velocity when the glide begins
		"arg3"	"0.0" // velocity decay per second
		"arg4"	"2.0" // delay in seconds between glide uses (cooldown)
		"arg7"	"0" // 0 = controls like B.A.S.E. Jumper, 1 = user must hold to keep open
		
		"plugin_name"	"ff2_dynamic_defaults"
	}
	
	"ability4"
	{
		"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"
	}
	
	"ability5"
	{
		// 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"
	}
	
	"ability6"
	{
		"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"
	}
	
	"ability7"  
	{  
		"name" "entangle_config"  
		"arg1"	"2"		// ActivationKey     (1 = LeftClick. 2 = RightClick. 3 = ReloadButton. 4 = Special, 5 = Use) 
		"arg2"	"1"		// No. of Skills     (No. of skill to be given per rage) 
		"arg3"	"7.0"	// Entangle Time        (No. of seconds that will Entangle the entangled player.) 
		"arg4"	"0"		// Should skills stack? 1 - yes, 0 - no
		"arg5"	"1"		// 0 - Normal RAGE, 1 - Managed by Ability Management System
		"arg6"	"1"		// Entangle prevents player from firing weapon? 1: yes, 0: no

		// args 7-10 are for entangle beam color
		"arg7"	"255"		// RED value (0-255)
		"arg8"	"255"		// GREEN value (0-255)				
		"arg9"	"0"		// BLUE value (0-255)
		"arg10"	"255"		// ALPHA value (0-255)

		// args reserved for the ability management system 
		"arg1001"    "60.0" // delay before first use 
		"arg1002"    "45.0" // cooldown 
		"arg1003"    "Lasso of Truth" // name 
		"arg1004"    "Wonder Woman's ultimate weapon" // description 
		"arg1005"    "25" // rage cost 
		"arg1006"    "0" // index for ability in the AMS menu 
      
		"plugin_name"    "ff2_otokiru_wc3"  
 	}
	
    "ability8"
	{
		"name"	"rage_tfcondition"
		"arg1" "34 ; 15 ; 26 ; 15" // Boss Conditions (TFCond ; Duration)

		// Is this a normal E rage? or triggered from the ability management system?
		"arg4" "1"  // Trigger. 0 = E rage, 1 = 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"	"30.0" // cooldown
		"arg1003"	"Gauntlet of Atlas" // name
		"arg1004"	"Magnifies physical strength and stamina of the wearer by a factor of ten" // description
		"arg1005"	"50" // rage cost
		"arg1006"	"1" // index for ability in the AMS menu
		"plugin_name"	"ff2_tfcond"
	}
	"ability9"
    {
        "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" " " // Sound (if triggered from AMS)
        
        // args reserved for the ability management system
        "arg1001"    "0.0" // delay before first use
        "arg1002"    "10.0" // cooldown
        "arg1003"    "Superhuman Speed" // name
        "arg1004"    "Reach speeds as fast as Flash" // description
        "arg1005"    "100" // rage cost
        "arg1006"    "2" // index for ability in the AMS menu
     
        "plugin_name" "ff2_movespeed"    
    }  
	"ability10"
	{
		"name"	"rage_ams_dynamic_teleport"
		
		"arg1"	"1" // trigger. 0 = E rage, 1 = triggered by ability management system
		"arg2"	"1" // 1 = try teleport on top
		"arg3"	"1" // 0 = try teleport on side
		"arg4"	"0.5" // self-stun duration (intentionally short, since the idea is this only gets used if a merc is trolling them)
		//"arg5"	"" // mapwide sound to play when used
		"arg6"	"0" // maximum number of living players for ability to work. set to 0 to not have such a limitation.
		
		// args reserved for the ability management system
		"arg1001"	"60.0" // delay before first use
		"arg1002"	"60.0" // cooldown (intentionally high, it's not meant to be primary mobility, only last ditch)
		"arg1003"	"Dimensional Teleportation" // name
		"arg1004"	"Literally leave the planet through meditation" // description
		"arg1005"	"75.0" // rage cost
		"arg1006"	"3" // index for ability in the AMS menu
		
		"plugin_name"	"ff2_sarysapub3"
	}
	"ability11"
	{
		// ability provides knockback immunity and limited damage protection from the front
		"name"	"rage_front_protection"
		
		"arg1"	"1" // trigger. 0 = E rage, 1 = triggered by ability management system
		"arg2"	"15.0" // duration of effect
		"arg3"	"2000.0" // maximum damage to deflect before the rage ends prematurely
		//"arg4"	"weapons/fx/rics/arrow_impact_wood4.wav" // sound effect to play for user and attacker when shots are absorbed
		"arg5"	"-60.0" // min yaw offset for shots to be considered "front"
		"arg6"	"90.0" // max yaw offset for shots to be considered "front". I'm intentionally including a left-side bias since his shield is on his left arm.
		//"arg7"	"player/spy_shield_break.wav"  // sound effect to play when the shield breaks (the user and the attacker who breaks it [if applicable] will hear it)
		//"arg8"	" " // mapwide sound to play when rage is used
		"arg9"	"0" //"150" // optional, any wearable that'll trigger desired bodygroup changes
		"arg10"	"models/freak_fortress_2/superheros/wonderwoman/medic.mdl" // since the above will likely never work again, MORE MODEL SWAPS.

		// args reserved for the ability management system
		"arg1001"	"10.0" // delay before first use
		"arg1002"	"30.0" // cooldown
		"arg1003"	"Superhuman Reflexes" // name
		"arg1004"	"Never understimate this..." // description
		"arg1005"	"60.0" // rage cost
		"arg1006"	"4" // index for ability in the AMS menu
		
		"plugin_name"	"ff2_sarysapub3"
	}
	// models, sounds, whatever come late
	"sound_bgm"
	{
		"path1"	"freak_fortress_2/superheros/wonderwoman/theme_1.mp3"
		"time1"	"186.0"
		"path2"	"freak_fortress_2/superheros/wonderwoman/theme_2.mp3"
		"time2"	"275.0"
	}
	"sound_begin"
	{
		"1"	"freak_fortress_2/superheros/wonderwoman/begin.mp3"
	}
	"sound_kspree"
	{
		"1"	"freak_fortress_2/superheros/wonderwoman/kspree.mp3"
		"2"	"freak_fortress_2/superheros/wonderwoman/kspree2.mp3"
	}
	"sound_lastman"
	{
		"1"	"freak_fortress_2/superheros/wonderwoman/lastman.mp3"
		"2"	"freak_fortress_2/superheros/wonderwoman/lastman2.mp3"
	}
	"sound_win"
	{
		"1"	"freak_fortress_2/superheros/wonderwoman/lastman.mp3"
		"2"	"freak_fortress_2/superheros/wonderwoman/win.mp3"
	}
	"sound_stabbed"
	{
		"1"	"freak_fortress_2/superheros/wonderwoman/backstab.mp3"
	}
	"sound_kill_demoman"
	{
		"1"	"freak_fortress_2/superheros/wonderwoman/kill_demo.mp3"
	}
	"sound_full_rage"
	{
		"1"	"freak_fortress_2/superheros/wonderwoman/lasso.mp3"
	}
	"mod_download"
	{
		"1"	"models/freak_fortress_2/superheros/wonderwoman/medic"
	}	
	"mat_download"
	{
		"1"	"materials/freak_fortress_2/superheros/wonderwoman/wonderwoman"
	}
	"download"
	{
		"1"	"materials/freak_fortress_2/superheros/wonderwoman/wonderwoman_lightwarp.vtf"
		"2"	"materials/freak_fortress_2/superheros/wonderwoman/wonderwoman_n.vtf"
		"3"	"materials/freak_fortress_2/superheros/wonderwoman/wonderwoman_s.vtf"
		"4"	"materials/freak_fortress_2/superheros/wonderwoman/wonderwoman_invun.vmt"
		"5"	"models/freak_fortress_2/superheros/wonderwoman/medic.phy"
		
		// BGM
		"6"	"sound/freak_fortress_2/superheros/wonderwoman/theme_1.mp3"
		"7"	"sound/freak_fortress_2/superheros/wonderwoman/theme_2.mp3"
		
		"8"	"freak_fortress_2/superheros/wonderwoman/begin.mp3"
		"9"	"freak_fortress_2/superheros/wonderwoman/kspree.mp3"
		"10"	"freak_fortress_2/superheros/wonderwoman/kspree2.mp3"
		"11"	"freak_fortress_2/superheros/wonderwoman/lastman.mp3"
		"12"	"freak_fortress_2/superheros/wonderwoman/lastman2.mp3"
		"13"	"freak_fortress_2/superheros/wonderwoman/win.mp3"
		"14"	"freak_fortress_2/superheros/wonderwoman/backstab.mp3"
		"15"	"freak_fortress_2/superheros/wonderwoman/kill_demo.mp3"
		"16"	"freak_fortress_2/superheros/wonderwoman/lasso.mp3"
	}
}