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Modding Database

Up to date with Steam · checked 30s ago· Viewing build 6745 (Oct 02 2026)

upgrade_eldritch_shot/modifier_eldritch_shot

modifier

class modifier_eldritch_shot · defined in upgrade_eldritch_shot (Haunting Shot) at m_AutoIntrinsicModifiers.0

Deadworks (C#)
pawn.AddModifier("upgrade_eldritch_shot/modifier_eldritch_shot");

VData

_class"modifier_eldritch_shot"
m_bIsHiddentrue
m_sStartSound""
m_ExplodeSound"Mods.Haunting.Shot.Explode"
m_bCanBeEvadedfalse
m_DebuffModifier
7 keys
{
  "_class": "modifier_base",
  "m_bIsHidden": true,
  "_my_subclass_name": "modifier_eldritch_shot_debuff",
  "m_nEnabledStateMask": "MODIFIER_STATE_SLOWED",
  "m_strParticleEffect": "particles/upgrades/spirit_sap_debuff.vpcf",
  "m_strSmallIconCssClass": "slowed",
  "m_vecAutoRegisterModifierValueFromAbilityPropertyName": [
    "OutgoingDamagePenaltyPercent",
    "HealAmpReceivePenaltyPercent",
    "HealAmpRegenPenaltyPercent",
    "MovementSpeedSlow",
    "GroundDashReductionPercent"
  ]
}
_my_subclass_name"modifier_eldritch_shot"
m_ExplodeParticle"particles/upgrades/eldritch_tracer_impact.vpcf"
m_nAbilityTargetTypes"CITADEL_UNIT_TARGET_ALL_ENEMY"
m_bRequiresTargetFiltertrue
m_TracerAdditionParticle"particles/upgrades/eldritch_tracer.vpcf"
m_OnBulletRolledProcSound"Mods.Haunting.Shot.Proc"
m_flMaxBulletsToProcInShot1
m_bShouldApplyAbilityCooldowntrue
m_bRollOnceForAllBulletsInAShotfalse
m_bCanProcMultipleTimesOnOneTargetfalse
m_bCanProcMultipleTimesFromSameShotfalse

History

  1. 6696–6745first dumped