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Up to date with Steam · checked 13s ago· Viewing build 6731 (Oct 01 2026), not the latest

ability_gunslinger_demon_carbine

Hellfire Salvocitadel_ability_gunslinger_demon_carbineOpen the ability page

34 keys · inherits from ultimate_base

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

ability_gunslinger_demon_carbine = {
_class = "citadel_ability_gunslinger_demon_carbine"
_editor = {
folder_name = "Hero Gunslinger"
}
_multibase = [
]
m_HUDPanel = {
m_vecHUDElements = [
0{
m_eType = "CITADEL_ABILITY_HUD_ELEMENT_TYPE_PROGRESS"
m_Layout = "file://{resources}/layout/ability_hud_elements/element_kinetic_carbine.vxml"
m_strContext = "charging_carbine"
}
]
}
m_iMaxLevel = 1
m_iUpdateTime = 1657223240
m_eAbilityType = "EAbilityType_Ultimate"
m_strCastSound = ""
m_bStartTrained = false
m_DebuffModifier = {
_class = "modifier_chrono_kinetic_carbine_slow"
m_bIsHidden = true
m_sStartSound = "Chrono.KineticCarbine.Hit"
_my_subclass_name = "modifier_chrono_kinetic_carbine_slow"
m_strParticleEffect = "particles/abilities/chrono/chrono_time_carbine_tracer_debuff.vpcf"
m_nStatusEffectPriority = 50
m_strParticleStatusEffect = "particles/status_fx/status_fx_chrono_carbine_hit_debuff.vpcf"
}
m_mapWeaponInfos = {
primary = {
m_flBulletSpeed = 10000
}
}
m_strAbilityImage = "file://{images}/hud/abilities/duo/duo_attack.psd"
m_ChargingModifier = {
_class = "modifier_gunslinger_demon_carbine"
m_bIsHidden = true
m_sStartSound = "Chrono.KineticCarbine.Charge.Begin"
m_strShotSound = "Chrono.KineticCarbine.Cast"
m_sExpiredSound = "Chrono.KineticCarbine.Charge.Expire"
m_TracerParticle = "particles/abilities/gunslinger/gunslinger_carbine_tracer.vpcf"
_my_subclass_name = "modifier_gunslinger_demon_carbine"
m_strFullyCharged = "Chrono.KineticCarbine.Charge.Full"
m_strParticleEffect = "particles/abilities/chrono/chrono_time_carbine_charging.vpcf"
m_FullyChargedParticle = "particles/abilities/chrono/chrono_time_carbine_fully_charged.vpcf"
m_sAmbientLoopingSound = "Chrono.KineticCarbine.Charge.Lp"
m_strParticleStatusEffect = ""
}
m_flBossDamageScale = 1
m_sCustomStackLabel = "#CurrentBonus_label" // Current Bonus:
m_eAbilityActivation = "CITADEL_ABILITY_ACTIVATION_INSTANT_CAST"
m_nAbilityPointsCost = 0
m_vecAbilityUpgrades = [
0{
m_vecPropertyUpgrades = [
0{
m_strBonus = "-15"
m_strPropertyName = "AbilityCooldown"
}
1{
m_strBonus = "-15"
m_strPropertyName = "AbilityCooldown"
}
2{
m_strBonus = "-15"
m_strPropertyName = "AbilityCooldown"
}
]
}
]
m_PreviewPathParticle = "particles/generic/generic_arc.vpcf"
m_AbilityBehaviorsBits = "CITADEL_ABILITY_BEHAVIOR_DONT_BREAK_INVISIBILITY | CITADEL_ABILITY_BEHAVIOR_DONT_INTERRUPT_SPRINT | CITADEL_ABILITY_BEHAVIOR_CASTABLE_WHILE_BUSY | CITADEL_ABILITY_BEHAVIOR_DONT_INTERRUPT_MELEE_ON_CAST | CITADEL_ABILITY_BEHAVIOR_NO_TARGET | CITADEL_ABILITY_BEHAVIOR_DISPLAYS_DAMAGE_IMPACT"
m_mapAbilityProperties = {
TechPower = { // Spirit Power
m_strValue = "0"
m_strDisableValue = "0"
m_bCanSetTokenOverride = true
m_eProvidedPropertyType = "MODIFIER_VALUE_TECH_POWER"
}
SpeedChange = { // Bonus Speed
m_strValue = "25"
m_strCSSClass = "move_speed"
m_subclassScaleFunction = {
_class = "scale_function_single_stat"
m_flStatScale = 0.0914
_my_subclass_name = "SpeedChange_scale_function"
m_eSpecificStatScaleType = "ETechPower"
}
}
WeaponPower = { // Weapon Damage
m_strValue = "0"
m_strDisableValue = "0"
m_bCanSetTokenOverride = true
m_eProvidedPropertyType = "MODIFIER_VALUE_WEAPON_POWER"
}
HeadshotBonus = { // Headshot Damage
m_strValue = "15"
m_strCSSClass = "tech_damage"
m_strLocTokenOverride = "CarbineHeadshotBonus"
}
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"
}
}
DemonShotCount = { // Demon Rounds
m_strValue = "3"
}
AbilityCooldown = { // Cooldown
m_strValue = 30
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"
}
}
BulletTimeScale = {
m_strValue = "0.01"
}
AbilityCastDelay = { // Cast Delay
m_strValue = "0"
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"
}
}
BaseBulletDamage = { // Bullet Damage
m_strValue = "5"
m_strCSSClass = "bullet_damage"
m_subclassScaleFunction = {
_class = "scale_function_kinetic_carbine_damage"
m_flStatScale = 1
_my_subclass_name = "BaseBulletDamage_scale_function"
m_eSpecificStatScaleType = "EBulletDamage"
}
}
BonusBulletSpeed = {
m_strValue = "100"
}
ChannelMoveSpeed = {
m_strValue = "-1"
m_strCSSClass = "move_speed"
m_eDisplayUnits = "EDisplayUnit_MetersPerSecond"
m_bCanSetTokenOverride = true
}
MaxChargeDuration = { // Full Charge Time
m_strValue = "2.5"
m_strCSSClass = "duration"
}
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
}
WeaponReadyDuration = {
m_strValue = "5"
m_strCSSClass = "duration"
m_subclassScaleFunction = {
_class = "scale_function_single_stat"
_my_subclass_name = "SpeedBoostDuration_scale_function"
m_eSpecificStatScaleType = "ETechDuration"
}
}
BulletRadiusOverride = {
m_strValue = "13.7"
}
ProcDamagePercentage = { // Bonus Bullet Damage
m_strValue = "400"
m_strCSSClass = "bullet_damage"
}
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"
}
}
MoveSpeedWhileShootingPenaltyReduction = {
m_strValue = "100"
}
}
m_nAbillityUnlocksCost = 1
m_AbilityTooltipDetails = {
m_vecAbilityInfoSections = [
0{
m_strLocString = "#ability_gunslinger_demon_carbine_desc" // Load your weapon with demonic rounds. After a delay, you empower your next shots to deal bonus damage and penetrate enemies.
m_vecBasicProperties = []
m_vecAbilityPropertiesBlock = [
0{
m_vecAbilityProperties = [
0{
m_strImportantProperty = "ProcDamagePercentage"
}
1{
m_strImportantProperty = "DemonShotCount"
}
]
}
]
}
]
}
m_skillshotMissParticle = "particles/abilities/skillshot_default_miss_owner.vpcf"
m_strCastAnimGraphParam = "b_KineticCarbineFire"
m_bitsInterruptingStates = ""
m_eAbilityTargetingLocation = "CITADEL_ABILITY_TARGETING_LOCATION_SELF"
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"
m_cameraKineticCarbineShotFired = {
m_vecFOVOperations = []
m_vecDistanceOperations = [
0{
m_flApproachSpeed = 1000
m_flApproachTarget = -40
m_bValuesAreRelative = true
m_flApproachAcceleration = 1000
}
1{
m_flApproachSpeed = 600
m_eCameraOperation = "k_ECameraOp_Approach"
m_flApproachTarget = 40
m_bValuesAreRelative = true
m_flMaintainDuration = 1
m_flApproachAcceleration = 1000
}
2{
m_bApproachDefault = true
m_flApproachMinDuration = -20
m_flApproachAcceleration = 1000
}
]
m_vecTargetPosOperations = []
}
m_flShotTimeScaleLingerDuration = 0.15
}

History

  1. 6722–6745changed
    • ~m_DebuffModifier.m_sStartSoundAbility.TimeBank.Full→Chrono.KineticCarbine.Hit
    • +m_mapWeaponInfos
      { 1 key }
      {
      	primary = 
      	{
      		m_flBulletSpeed = 10000
      	}
      }
    • +m_sCustomStackLabel#CurrentBonus_label
    • −m_WeaponInfo
      { 1 key }
      {
      	m_flBulletSpeed = 10000
      }
    • −m_strMoviePreviewPathfile://{resources}/videos/hero_abilities/chrono_time_bank.webm
  2. 6696–6701first dumped