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Artvin edited this page Oct 30, 2025 · 5 revisions

For references see fast_X Wavesets.

Gloal Waveset Settings

For music changes, see fast_void.cfg for all examples such as lastman, win, loss, etc.

Gift chance multi
gift_drop_chance_multiplier "1.5"

Grigori sells always, 0 means only on sales, old ZR logic
grigori_special_shop_logic "1"

Credits!
author_npcs "Artvin, Batfoxkid, Polaric"
author_format "Artvin, Batfoxkid"
author_raid "Artvin, Batfoxkid, Polaric"

For TAB menu and fancy shit
mvmdiff "4"

Max waves to fake, xeno uses this to suprise, set to -1 to have no max
fakemaxwaves "60"

Barney will not spawn.
no_barney "1"

Per Wave Settings

Translation file needed, displays message if you get past this wave.
message_outro "Xeno_Wave_4"

Music to play when wave ends, only plays once.
music_track_outro "#zombiesurvival/wave_music/wave_60_prepare.mp3"
music_download_outro "1"

How much cash to give on round end, or auto scaling if
auto_raid_cash is 1
cash "500"

XP gained on wave end, its automatic if nothing is typed
xp "500"

Extra Ammobox count to give on wave end
ammobox_extra "15"

Setup time on wave end, if its 60 or more, itll do the F4 vote
setup "60"

Refreshes grigoris store, it does this automatically if a setup is present
grigori_refresh_store "1"

No miniboss will spawn this wave, this also is automatically applied if theres a setup
no_miniboss "1"

Grigori will spawn this wave
spawn_grigori "1"

Grigori will sell these many items, can be set to any number
grigori_sells_items_max "3"

Music to sue this wave, only upto 2 at max, i.e. music_2

"music_1"   
{   
    "file"        "#zombiesurvival/altwaves_and_blitzkrieg/music/wave60_2.mp3" //what music   
    "time"        "320" //how long is the track   
    "download"    "1" //custom music   
    "name"        "Call of the Void" //name of song   
    "author"    "Helblinde" //who made it   
}   
"music_2"   
{   
   
}    

Enemy Settings

Time untill new wave hits, scales off player count, ifi ts 0.0, itll wait till all enemies spawned before it died
0.0

How many enemies would spawn at 4 players, it scales up and down depending on player count
If its 0, its only ever 1, but it has higher HP
count "7"

What NPC is it?
plugin "npc_vip_building"

From what spawn point? Mostly only used for rogue, leave blank normally
spawn "spawn_defense"

Give data to the summoned NPC, useless if you didnt code the NPC and dont know what it does, leave blank
data "final_item"

Health of NPC, if not set, uses default
Warning: For bosses and raids, or enemies that scale with hp, always set this.
health "650"

Is the NPC immune to nukes
is_immune_to_nuke "1"

Is the NPC a boss?
If its 2, its a raidboss
if its 3, its a raidboss but it doesnt cause a 30second timer to preapre for the raidboss if its 4, itll respawn everyone even if they werent in the wave before, good for bossrushes Automatically applies HP scaling if set to higher then 0
is_boss "1"

should be the npc spawn first regardless of others after it? its to circumvent how waves spawn things. Setting is_boss to anything higher then 1 will automatically set this to one. This will allow you to override it, or just give it to any other wave, it goes upto 2. Higher means itll spawn first. priority "1"

how much extra damage does the NPC deal, deafult 1.0
extra_damage "5.0"

How much extra speed do they have
extra_speed "1.25"

how much res or vulneratilbity of each type, 1.0 neutral, 0 is invul, any higher then 1 is vulnerability
extra_melee_res "2.0"
extra_ranged_res "0.75"

Size of NPC, doesnt alter collision or range
extra_size "1.25"

If not boss, does it still scale HP with player count
is_health_scaling "1"

Is the NPC outlined?
is_outlined "1"

How much money does this npc give on death? scales with amount of npcs spawned automatically
i.e. 20 and amount 4 means:
4 npcs that give 20 cash

if it scales upto 8, each NPC will give 10, so its the same outcome
cash "20"

Makes enemy count stay at this no matter the scaling
does_not_scale "1"

if not whatever reason you need more then 250 (max cap) in 1 wave
ingore_max_cap "1"

Adds waiting time before that enemy spawns or whatever after it spawns
waiting_time_give "0.0"

boss "2" forces 30 seconds, this can be overritten with this
boss "3" just has no waiting time

Lastman forces 45 seconds anyways if it was "boss" "2" or "3"

Makes npcs think in a multiplicative of this
its like attackspeed.
extra_thinkspeed "1.65"
Makes them think 65% slower, if you want 2x faster, do "0.5"

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