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Copy file name to clipboardExpand all lines: CONVARS.md
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@@ -300,9 +300,10 @@ ttt_vampire_show_target_icon 0 // Whether Vampires have
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ttt_vampire_damage_reduction 0// The fraction an attacker's bullet damage will be reduced by when they are shooting a Vampire
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ttt_vampire_fang_timer 5// The amount of time fangs must be used to fully drain a target's blood
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ttt_vampire_fang_dead_timer 0// The amount of time fangs must be used to fully drain a dead target's blood. Set to 0 to use the same time as "ttt_vampire_fang_timer"
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ttt_vampire_fang_heal 50// The amount of health a vVampire will heal by when they fully drain a target's blood
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ttt_vampire_fang_heal 50// The amount of health a Vampire will heal by when they fully drain a target's blood
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ttt_vampire_fang_overheal 25// The amount over the Vampire's normal maximum health (e.g. 100 + this ConVar) that the Vampire can heal to by drinking blood.
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ttt_vampire_fang_overheal_living -1// The amount of overheal (see "ttt_vampire_fang_overheal") to give if the Vampire's target is living. Set to -1 to use the same amount as "ttt_vampire_fang_overheal" instead
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ttt_vampire_fang_overheal_mode 0// How to handle healing a vampire over their maximum health. 0 - Increase health. 1 - Increase max health. 2 - Increase both.
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ttt_vampire_fang_unfreeze_delay 2// The number of seconds before players who were frozen in place by the fangs should be released if the Vampire stops using the fangs on them
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ttt_vampire_prime_death_mode 0// What to do when the prime Vampire(s) (e.g. players who spawn as Vampires originally) are killed. 0 - Do nothing. 1 - Kill all Vampire thralls (non-prime Vampires). 2 - Revert all Vampire thralls (non-prime Vampires) to their original role
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ttt_vampire_prime_only_convert 1// Whether only prime Vampires (e.g. players who spawn as Vampire originally) are allowed to convert other players
@@ -411,6 +412,7 @@ ttt_deputy_activation_credits 0 // The number of credits
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// Mercenary
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ttt_mercenary_credits_starting 1// The number of credits a Mercenary should start with
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ttt_mercenary_armor_loadout 1// Whether the mercenary should get body armor as part of their loadout
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// Veteran
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ttt_veteran_damage_bonus 0.5// Damage bonus that the Veteran has when they are the last innocent alive (e.g. 0.5 = 50% more damage)
@@ -1240,7 +1242,8 @@ ttt_dna_scan_detectives_loadout 0 // Whether all detectives
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ttt_dna_scan_on_dialog 1// Whether to show a button to open the DNA scanner on the body search dialog
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ttt_dna_scan_only_drop_on_death 0// Whether the DNA scanner should only be droppable when the holder dies
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ttt_spectator_corpse_search 1// Whether spectators can search bodies (not shared with other players)
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ttt_corpse_search_not_shared 0// Whether corpse searches are not shared with other players (only affects non-detective-like searchers)
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ttt_corpse_search_auto_confirm 1// Whether corpse searches are not shared with other players (only affects non-detective-like searchers)
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ttt_corpse_search_not_shared 0// Whether corpse searches automatically confirm the death of the player
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ttt_corpse_search_killer_team_text_traitor 0// Whether corpse searches should include flavor text hinting at the team of their traitor team killer
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ttt_corpse_search_killer_team_text_innocent 0// Whether corpse searches should include flavor text hinting at the team of their innocent team killer
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ttt_corpse_search_killer_team_text_monster 0// Whether corpse searches should include flavor text hinting at the team of their monster team killer
<li><em>speaker</em> - The player trying to send their team voice state message</li>
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<li><em>targets</em> - The table of players that this message will be sent to. Add or remove players from this table to change the message recipients</li>
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<li><em>state</em> - Whether the speaker is speaking globally (<code>true</code>) or only to their team (<code>false</code>) <em>(Added in 2.3.5)</em></li>
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</ul>
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<p>
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<em>Return:</em> Whether or not this team voice state message should be sent (Defaults to <code>true</code>).
<li><em>ent</em> - The target entity. Generally either a player or a ragdoll</li>
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<li><em>living</em> - Whether the target entity was living at the time they were eaten</li>
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<li><em>healed</em> - The amount of health the player gained from eating the body</li>
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<li><em>maxchange</em> - The amount of maximum health the player gained from eating the body <em>(Added in 2.3.5)</em><spandata-text="Beta Only" class="betaonly betaicon tooltip"> </span></li>
Returns the first item in the given table that has an item whose property specified by the provided <code>key</code> has a value that matches the given <code>val</code>.<br>
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<em>Realm:</em> Client and Server<br>
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<em>Added in:</em> 2.3.5<br>
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<em>Parameters:</em>
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</p>
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<ul>
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<li><em>tbl</em> - The table whose values are being inspected</li>
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<li><em>key</em> - The property name whose value is being compared</li>
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<li><em>val</em> - The value to find in the given property</li>
Returns whether the given table has an item whose property specified by the provided <code>key</code> has a value that makes the given <code>val</code>.<br>
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Returns whether the given table has an item whose property specified by the provided <code>key</code> has a value that matches the given <code>val</code>.<br>
<td>The amount over the Vampire's normal maximum health that the Vampire can heal to by drinking blood from living players. <i>(Set to -1 to use the same amount as <code>ttt_vampire_fang_overheal</code> instead.)</i></td>
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</tr>
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<tr>
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<td>ttt_vampire_fang_overheal_mode</td>
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<td>0</td>
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<td>Integer (0-1)</td>
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<td>How to handle healing a vampire over their maximum health:
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<olstart="0">
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<li>Heal over their max health.</li>
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<li>Increase their max health.</li>
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<li>Increase their max health and heal them to full.</li>
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