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Modding Database

Up to date with Steam · checked 15s ago· Viewing build 6730 (Oct 01 2026), not the latest

ability_skyrunner_flakshot

Flakshotability_skyrunner_flakshotOpen the ability page

34 keys · inherits from signature_base

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

ability_skyrunner_flakshot = {
_class = "ability_skyrunner_flakshot"
_editor = {
folder_name = "Hero SkyRunner"
}
_multibase = [
]
m_iMaxLevel = 1
m_iUpdateTime = 0
m_ExplodeSound = "Astro.ExpBarrels.Explode"
m_eAbilityType = "EAbilityType_Signature"
m_strCastSound = ""
m_bStartTrained = false
m_mapWeaponInfos = {
primary = {
m_Spread = 6
m_flBulletSpeed = 6000
m_flBulletRadius = 3
m_mapImpactEffects = {
default = {}
}
m_flBulletGravityScale = 0
}
}
m_ExplodeParticle = "particles/abilities/skyrunner/skyrunner_flakshot_explode.vpcf"
m_strAbilityImage = "file://{images}/upgrades/mods_weapon/ricochet.psd"
m_strExplodeSound = "npc_nano_rollermine.Killed"
m_flBossDamageScale = 1
m_sCustomStackLabel = "#CurrentBonus_label" // Current Bonus:
m_eAbilityActivation = "CITADEL_ABILITY_ACTIVATION_PASSIVE"
m_nAbilityPointsCost = 0
m_vecAbilityUpgrades = [
0{
m_vecPropertyUpgrades = [
0{
m_strBonus = "50"
m_strPropertyName = "RicochetChance"
}
]
}
1{
m_vecPropertyUpgrades = [
0{
m_strBonus = "5"
m_strPropertyName = "BonusDamage"
}
]
}
2{
m_vecPropertyUpgrades = [
0{
m_strBonus = "50"
m_strPropertyName = "RicochetDamagePercent"
}
]
}
]
m_PreviewPathParticle = "particles/generic/generic_arc.vpcf"
m_nAbilityTargetTypes = "CITADEL_UNIT_TARGET_ALL_ENEMY"
m_AbilityBehaviorsBits = "CITADEL_ABILITY_BEHAVIOR_PROJECTILE_FIRED_AS_BULLET"
m_mapAbilityProperties = {
Radius = { // Radius
m_strValue = "5m"
}
TechPower = { // Spirit Power
m_strValue = "0"
m_strDisableValue = "0"
m_bCanSetTokenOverride = true
m_eProvidedPropertyType = "MODIFIER_VALUE_TECH_POWER"
}
BonusDamage = { // Bonus Damage
m_strValue = "3"
m_strCSSClass = "bullet_damage"
m_subclassScaleFunction = {
_class = "scale_function_tech_damage"
m_flStatScale = 0.093
_my_subclass_name = "damagesf"
}
}
WeaponPower = { // Weapon Damage
m_strValue = "0"
m_strDisableValue = "0"
m_bCanSetTokenOverride = true
m_eProvidedPropertyType = "MODIFIER_VALUE_WEAPON_POWER"
}
BonusFireRate = { // Fire Rate
m_strValue = "0"
m_strCSSClass = "fire_rate"
m_eProvidedPropertyType = "MODIFIER_VALUE_FIRE_RATE"
}
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"
}
}
RicochetChance = { // Ricochet Chance
m_strValue = "50"
m_strCSSClass = "cast"
}
RicochetRadius = { // Ricochet Range
m_strValue = "20m"
}
AbilityCooldown = { // Cooldown
m_strValue = 26
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"
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
}
MinEffectiveness = {
m_strValue = "-1"
}
DirectionVariance = {
m_strValue = "0.02"
}
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
}
RicochetAssistRatio = {
m_strValue = "0.5"
}
RicochetDamagePercent = { // Ricochet Damage
m_strValue = "100"
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"
}
}
}
m_nAbillityUnlocksCost = 1
m_AbilityTooltipDetails = {
m_vecAbilityInfoSections = [
0{
m_strLocString = "#ability_skyrunner_flakshot_desc" // Bullets deal {g:citadel_inline_attribute:'BonusWeaponDamage'} and can <span class="highlight">ricochet</span> off of surfaces.
m_vecAbilityPropertiesBlock = [
0{
m_vecAbilityProperties = [
0{
m_strImportantProperty = "BonusDamage"
}
1{
m_strImportantProperty = "RicochetChance"
}
2{
m_strImportantProperty = "RicochetDamagePercent"
}
]
}
]
}
]
}
m_skillshotMissParticle = "particles/abilities/skillshot_default_miss_owner.vpcf"
m_AutoIntrinsicModifiers = [
0{
_class = "modifier_base"
m_bIsHidden = true
_my_subclass_name = "flakshotbase"
m_vecAutoRegisterModifierValueFromAbilityPropertyName = [
0"BonusFireRate"
]
}
]
m_bitsInterruptingStates = "MODIFIER_STATE_STUNNED"
m_eAbilityTargetingShape = "CITADEL_ABILITY_TARGETING_SHAPE_SPHERE"
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. 6722–6745changed
    • ~m_ExplodeSoundAbility.Astro.ExpBarrels.Explode→Astro.ExpBarrels.Explode
    • +m_mapWeaponInfos
      { 1 key }
      {
      	primary = 
      	{
      		m_Spread = 6
      		m_flBulletSpeed = 6000
      		m_flBulletRadius = 3
      		m_mapImpactEffects = 
      		{
      			default = 
      			{
      			}
      		}
      		m_flBulletGravityScale = 0
      	}
      }
    • +m_sCustomStackLabel#CurrentBonus_label
    • −m_WeaponInfo
      { 5 keys }
      {
      	m_Spread = 6
      	m_flBulletSpeed = 6000
      	m_flBulletRadius = 3
      	m_mapImpactEffects = 
      	{
      		default = 
      		{
      		}
      	}
      	m_flBulletGravityScale = 0
      }
  2. 6696–6701first dumped