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Up to date with Steam · checked 31s ago· Viewing build 6742 (Oct 02 2026), not the latest

ability_boho_skipgrenade

ability_boho_skipgrenadeOpen the ability page

42 keys · inherits from signature_base

What it inherits is already merged in: this is the entry as the game compiled it.

ability_boho_skipgrenade = {
_class = "ability_boho_skipgrenade"
_editor = {
folder_name = "Hero Boho"
}
_multibase = [
]
m_iMaxLevel = 1
m_iUpdateTime = 0
m_SlowModifier = {
_class = "modifier_diminishing_slow"
_my_subclass_name = "slow"
}
m_eAbilityType = "EAbilityType_Signature"
m_strCastSound = ""
m_bStartTrained = false
m_flClimbHeight = 16
m_flTraceRadius = 2
m_ExplosionSound = "Unicorn.Dazzling.Orb.World.Impact"
m_mapWeaponInfos = {
primary = {
m_flBulletSpeed = 10000
}
}
m_projectileInfo = {
m_flSpeed = 1200
m_particle = "particles/abilities/unicorn/unicorn_ball_projectile.vpcf"
m_flUpSpeed = 100
m_nBehaviors = ""
m_warningParticle = ""
m_bHideWarningParticle = true
}
m_ExplodeParticle = "particles/abilities/unicorn/unicorn_beams_of_light_explode.vpcf"
m_flBounceUpSpeed = 600
m_flFloatDownRate = 20
m_strAbilityImage = "file://{images}/hud/abilities/astro/bounce_pad.psd"
m_flStepDownHeight = 0
m_flBossDamageScale = 1
m_sCustomStackLabel = "#CurrentBonus_label" // Current Bonus:
m_eAbilityActivation = "CITADEL_ABILITY_ACTIVATION_PRESS"
m_nAbilityPointsCost = 0
m_vecAbilityUpgrades = [
0{
m_vecPropertyUpgrades = [
0{
m_strBonus = "0"
m_strPropertyName = "AbilityCooldown"
}
]
}
1{
m_vecPropertyUpgrades = [
0{
m_strBonus = "0"
m_strPropertyName = "AbilityCooldown"
}
]
}
2{
m_vecPropertyUpgrades = [
0{
m_strBonus = "0"
m_strPropertyName = "AbilityCooldown"
}
]
}
]
m_PreviewPathParticle = "particles/generic/generic_arc.vpcf"
m_nAbilityTargetTypes = "CITADEL_UNIT_TARGET_ALL_ENEMY"
m_AbilityBehaviorsBits = "CITADEL_ABILITY_BEHAVIOR_PROJECTILE | CITADEL_ABILITY_BEHAVIOR_NO_TARGET | CITADEL_ABILITY_BEHAVIOR_DISPLAYS_DAMAGE_IMPACT"
m_flBounceForwardRatio = 0.2
m_flBounceForwardSpeed = 300
m_mapAbilityProperties = {
Damage = { // Damage
m_strValue = "30"
}
Radius = { // Radius
m_strValue = "5m"
}
TechPower = { // Spirit Power
m_strValue = "0"
m_strDisableValue = "0"
m_bCanSetTokenOverride = true
m_eProvidedPropertyType = "MODIFIER_VALUE_TECH_POWER"
}
SlowPercent = { // Move Speed
m_strValue = "40"
}
WeaponPower = { // Weapon Damage
m_strValue = "0"
m_strDisableValue = "0"
m_bCanSetTokenOverride = true
m_eProvidedPropertyType = "MODIFIER_VALUE_WEAPON_POWER"
}
SlowDuration = { // Slow Duration
m_strValue = "2.5"
}
AbilityCharges = { // Charges
m_strValue = "0"
m_strCSSClass = "cast"
m_strDisableValue = "-1"
m_bCanSetTokenOverride = true
m_subclassScaleFunction = {
_class = "scale_function_ability_charges"
_my_subclass_name = "AbilityCharges_scale_function"
}
}
DebuffDuration = { // Debuff Duration
m_strValue = "3"
}
MaxBounceCount = {
m_strValue = "3"
}
AbilityCooldown = { // Cooldown
m_strValue = "3"
m_strCSSClass = "cooldown"
m_strDisableValue = "0"
m_bCanSetTokenOverride = true
m_subclassScaleFunction = {
_class = "scale_function_single_stat"
_my_subclass_name = "AbilityCooldown_scale_function"
m_eSpecificStatScaleType = "ETechCooldown"
}
}
AbilityDuration = { // Duration
m_strValue = "0"
m_strCSSClass = "duration"
m_strDisableValue = "0"
m_bCanSetTokenOverride = true
m_subclassScaleFunction = {
_class = "scale_function_single_stat"
_my_subclass_name = "AbilityDuration_scale_function"
m_eSpecificStatScaleType = "ETechDuration"
}
}
AbilityCastDelay = { // Cast Delay
m_strValue = "0.1"
m_strCSSClass = "cast"
m_strDisableValue = "0"
m_bCanSetTokenOverride = true
}
AbilityCastRange = { // Cast Range
m_strValue = "0"
m_strCSSClass = "range"
m_eDisplayUnits = "EDisplayUnit_Meters"
m_bCanSetTokenOverride = true
m_subclassScaleFunction = {
_class = "scale_function_single_stat"
_my_subclass_name = "AbilityCastRange_scale_function"
m_eSpecificStatScaleType = "ETechRange"
}
}
ChannelMoveSpeed = {
m_strValue = "-1"
m_strCSSClass = "move_speed"
m_eDisplayUnits = "EDisplayUnit_MetersPerSecond"
m_bCanSetTokenOverride = true
}
AbilityChannelTime = { // Channel Duration
m_strValue = "0"
m_strCSSClass = "cast"
m_strDisableValue = "0"
m_bCanSetTokenOverride = true
m_subclassScaleFunction = {
_class = "scale_function_multi_stats"
_my_subclass_name = "scale_duration"
m_vecScalingStats = [
0"EChannelDuration"
1"ETechDuration"
]
}
}
AbilityResourceCost = {
m_strValue = "0"
m_strCSSClass = "cast"
m_strDisableValue = "0"
m_bCanSetTokenOverride = true
}
AbilityUnitTargetLimit = {
m_strValue = "1"
m_bCanSetTokenOverride = true
}
AbilityPostCastDuration = {
m_strValue = "0"
m_strDisableValue = "0"
}
AbilityCooldownBetweenCharge = { // Charge Delay
m_strValue = "-1.0"
m_strCSSClass = "charge_cooldown"
m_strDisableValue = "-2"
m_bCanSetTokenOverride = true
m_subclassScaleFunction = {
_class = "scale_function_ability_recharge_time"
_my_subclass_name = "scale_function_ability_recharge_time"
}
}
}
m_nAbillityUnlocksCost = 1
m_AbilityTooltipDetails = {
m_vecAbilityInfoSections = [
0{
m_strLocString = "#ability_boho_skipgrenade_desc"
m_vecAbilityPropertiesBlock = [
0{
m_vecAbilityProperties = []
}
]
}
]
}
m_flDistanceAboveGround = 4
m_skillshotMissParticle = "particles/abilities/skillshot_default_miss_owner.vpcf"
m_bitsInterruptingStates = "MODIFIER_STATE_STUNNED"
m_eAbilityTargetingShape = "CITADEL_ABILITY_TARGETING_SHAPE_CIRCLE"
m_eAbilityTargetingLocation = "CITADEL_ABILITY_TARGETING_LOCATION_NONE"
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

  1. 6722–6745added