Abilities / yakuza_protection_racket
yakuza_protection_racket ability Copy name class yakuza_protection_racket · The Boss Signature 3 · inherits from signature_base
Deadworks (C#) Copy
pawn.AddAbility("yakuza_protection_racket", (ushort)EAbilitySlot.Signature3);
pawn.RemoveAbility("yakuza_protection_racket"); Properties Ability values, by the name modifiers and AddModifier overrides use. Tier columns are what each upgrade adds; "scaling" is how much more the value grows with spirit power or another stat.
Property English label Value Tier 1 Tier 2 Tier 3 Provides TechPower Spirit Power 0 TECH_POWER WeaponPower Weapon Damage 0 WEAPON_POWER AbilityCharges Charges 0 AbilityCooldown Cooldown 32 AbilityDuration Duration 12 AbilityCastDelay Cast Delay 0.25 AbilityCastRange Cast Range 30m ChannelMoveSpeed -1 AbilityChannelTime Channel Duration 0 BulletShieldHealth Bullet Shield Health 180 +360 BULLET_SHIELD_HEALTH AbilityResourceCost 0 WeaponRecoilReduction 0 +60 WEAPON_RECOIL_REDUCTION_PERCENT AbilityUnitTargetLimit 1 BonusCritDamagePercent 20 +40 BONUS_CRIT_DAMAGE_PERCENT AbilityPostCastDuration 0 AbilityCooldownBetweenCharge Charge Delay -1.0 MoveWhileShootingSpeedPenaltyReductionPercent 0 +60 MOVEMENT_SPEED_WHILE_SHOOTING_PENALTY_REDUCTION_PERCENT
VData _class "yakuza_protection_racket" _editor 1 key {
"folder_name": "Base"
} _multibase 1 item [
"signature_base"
] m_iMaxLevel 1 m_WeaponInfo 1 key {
"m_flBulletSpeed": 10000
} m_eAbilityType "EAbilityType_Signature" m_bStartTrained false m_strAbilityImage "file://{images}/hud/abilities/theboss/the_boss_protection_racket.psd" m_CastOtherParticle "particles/abilities/ballista/ballista_teamwork_cast.vpcf" m_flBossDamageScale 1 m_eAbilityActivation "CITADEL_ABILITY_ACTIVATION_PRESS" m_nAbilityPointsCost 0 m_PreviewPathParticle "particles/generic/generic_arc.vpcf" m_nAbilityTargetTypes "CITADEL_UNIT_TARGET_HERO_FRIENDLY" m_AbilityBehaviorsBits "CITADEL_ABILITY_BEHAVIOR_DISPLAYS_DAMAGE_IMPACT|CITADEL_ABILITY_BEHAVIOR_PROJECTILE_PASS_THROUGH_WORLD|CITADEL_ABILITY_BEHAVIOR_EQUAL_UNIT_TARGET_PRIORITY|CITADEL_ABILITY_BEHAVIOR_ALLOW_SELF_CAST" m_flTargetingConeAngle 35 m_nAbillityUnlocksCost 1 m_skillshotMissParticle "particles/abilities/skillshot_default_miss_owner.vpcf" m_strCastAnimGraphParam "e_GenericCast" m_bitsInterruptingStates "MODIFIER_STATE_STUNNED" m_eAbilityTargetingShape "CITADEL_ABILITY_TARGETING_SHAPE_CONE" m_eAbilitySpectatePriority "CITADELTV_ABILITY_SPECTATE_PRIORITY_MEDIUM" m_eAbilityTargetingLocation "CITADEL_ABILITY_TARGETING_LOCATION_UNIT" m_strAbilityChargeReadySound "" m_strAbilityOffCooldownSound "" m_bitsChannelEnabledStateMask "MODIFIER_STATE_BUSY_WITH_ACTION" m_bitsPreCastEnabledStateMask "MODIFIER_STATE_BUSY_WITH_ACTION" m_bitsPostCastEnabledStateMask "MODIFIER_STATE_BUSY_WITH_ACTION"
History 6722–6745 changed ~ _editor .folder_name Base→ Hero Yakuza+ m_mapWeaponInfos { 1 key } {
primary =
{
m_flBulletSpeed = 10000
}
} + m_sCustomStackLabel #CurrentBonus_label− m_WeaponInfo { 1 key } {
m_flBulletSpeed = 10000
} 6696–6701 first dumped