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Modding Database

Up to date with Steam · checked 10s ago· Viewing build 6731 (Oct 01 2026), not the latest

ability_stacking_damage

Fixationability_stacking_damageOpen the ability page

28 keys · inherits from signature_base

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

ability_stacking_damage = {
_class = "ability_stacking_damage"
_editor = {
folder_name = "Hero Haze"
}
_multibase = [
]
m_iMaxLevel = 1
m_iUpdateTime = 1679958890
m_eAbilityType = "EAbilityType_Signature"
m_bStartTrained = false
m_mapWeaponInfos = {
primary = {
m_flBulletSpeed = 10000
}
}
m_strAbilityImage = "file://{images}/hud/abilities/haze/haze_fixation.psd"
m_StackingModifier = {
_class = "modifier_passive_haze_stacking_damage"
m_nAttributes = "MODIFIER_ATTRIBUTE_MULTIPLE"
m_SlowModifier = {
_class = "modifier_slow_base"
m_bIsHidden = true
_my_subclass_name = "slow"
m_vecAutoRegisterModifierValueFromAbilityPropertyName = [
0"SlowPercent"
]
}
m_SpreadParticle = "particles/abilities/gunslinger/gunslinger_spreadingfire_tether.vpcf"
_my_subclass_name = "modifier_passive_haze_stacking_damage"
m_eHudDisplayLocation = "DISPLAY_HUD_NONE"
m_strSmallIconCssClass = "fixated"
m_eModifierDisplayLocaiton = "MODIFIER_DISPLAY_HEALTHBAR"
}
m_flBossDamageScale = 0.2
m_sCustomStackLabel = "#CurrentBonus_label" // Current Bonus:
m_eAbilityActivation = "CITADEL_ABILITY_ACTIVATION_PASSIVE"
m_nAbilityPointsCost = 0
m_vecAbilityUpgrades = [
0{
m_vecPropertyUpgrades = [
0{
m_strBonus = 40
m_strPropertyName = "ProcDamage"
}
1{
m_strBonus = 0.8
m_eUpgradeType = "EAddToScale"
m_strPropertyName = "ProcDamage"
m_eScaleStatFilter = "ETechPower"
}
2{
m_strBonus = "20"
m_strPropertyName = "ProcDamageStackCount"
}
3{
m_strBonus = "12"
m_strPropertyName = "SlowPercent"
}
4{
m_strBonus = "2"
m_strPropertyName = "SlowDuration"
}
]
}
1{
m_vecPropertyUpgrades = [
0{
m_strBonus = "5"
m_strPropertyName = "AbilityDuration"
}
1{
m_strBonus = "40"
m_strPropertyName = "MaxStacks"
}
]
}
2{
m_vecPropertyUpgrades = [
0{
m_strBonus = "0.11"
m_strPropertyName = "DamageBonusFixedPerStack"
}
1{
m_strBonus = "0.00035"
m_eUpgradeType = "EAddToScale"
m_strPropertyName = "DamageBonusFixedPerStack"
m_eScaleStatFilter = "EBaseWeaponDamageIncrease"
}
]
}
]
m_PreviewPathParticle = "particles/generic/generic_arc.vpcf"
m_nAbilityTargetTypes = "CITADEL_UNIT_TARGET_HERO_FRIENDLY"
m_mapAbilityProperties = {
MaxStacks = { // Max Stacks
m_strValue = "40"
}
TechPower = { // Spirit Power
m_strValue = "0"
m_strDisableValue = "0"
m_bCanSetTokenOverride = true
m_eProvidedPropertyType = "MODIFIER_VALUE_TECH_POWER"
}
ProcDamage = { // Spirit Damage
m_strValue = "0"
m_strCSSClass = "tech_damage"
m_subclassScaleFunction = {
_class = "scale_function_tech_damage"
m_flStatScale = 0
_my_subclass_name = "ProcDamage_scale_function"
m_eSpecificStatScaleType = "ETechPower"
}
m_bIsAbilityDamageProperty = true
}
SlowPercent = { // Move Speed
m_strValue = "0"
m_eStatsUsageFlags = "ConditionallyApplied"
m_eProvidedPropertyType = "MODIFIER_VALUE_MOVEMENT_SPEED_SLOW_PERCENT"
}
SpreadRange = {
m_strValue = "0"
}
WeaponPower = { // Weapon Damage
m_strValue = "0"
m_strDisableValue = "0"
m_bCanSetTokenOverride = true
m_eProvidedPropertyType = "MODIFIER_VALUE_WEAPON_POWER"
}
SlowDuration = { // Slow Duration
m_strValue = "0"
m_strCSSClass = "duration"
m_subclassScaleFunction = {
_class = "scale_function_single_stat"
_my_subclass_name = "SlowDuration_scale_function"
m_eSpecificStatScaleType = "ETechDuration"
}
}
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"
}
}
HeadshotStacks = {
m_strValue = "3"
}
AbilityCooldown = { // Cooldown
m_strValue = "0"
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 = "6"
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
}
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
}
ProcDamageStackCount = {
m_strValue = "0"
}
AbilityUnitTargetLimit = {
m_strValue = "1"
m_bCanSetTokenOverride = true
}
AbilityPostCastDuration = {
m_strValue = "0"
m_strDisableValue = "0"
}
DamageBonusFixedPerStack = { // Weapon Damage
m_strValue = "0.2"
m_strCSSClass = "bullet_damage"
m_eDisplayType = "EBulletDamage"
m_subclassScaleFunction = {
_class = "scale_function_ability_weapon_damage"
m_flStatScale = 0
_my_subclass_name = "damagesf"
m_eSpecificStatScaleType = "EBaseWeaponDamageIncrease"
}
}
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_stacking_damage_desc" // Shooting a target <span class="highlight">increases your bullet damage on that target</span>. Gain one <span class="highlight">stack</span> per bullet hit, three if the hit is a headshot.
m_vecAbilityPropertiesBlock = [
0{
m_vecAbilityProperties = [
0{
m_strImportantProperty = "DamageBonusFixedPerStack"
}
1{
m_strImportantProperty = "MaxStacks"
}
2{
m_strImportantProperty = "ProcDamage"
}
]
}
]
}
]
}
m_skillshotMissParticle = "particles/abilities/skillshot_default_miss_owner.vpcf"
m_bitsInterruptingStates = "MODIFIER_STATE_STUNNED"
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"
}

History

  1. 6722–6745changed
    • +m_mapAbilityProperties.SpreadRange0
    • +m_mapWeaponInfos
      { 1 key }
      {
      	primary = 
      	{
      		m_flBulletSpeed = 10000
      	}
      }
    • +m_StackingModifier.m_SpreadParticleparticles/abilities/gunslinger/gunslinger_spreadingfire_tether.vpcf
    • +m_sCustomStackLabel#CurrentBonus_label
    • −m_AbilityTooltipDetails.m_vecAbilityInfoSections[0].m_vecAbilityPropertiesBlock[0].m_vecAbilityProperties[2].m_bRequiresAbilityUpgradetrue
    • −m_WeaponInfo
      { 1 key }
      {
      	m_flBulletSpeed = 10000
      }
    • −m_strMoviePreviewPathfile://{resources}/videos/hero_abilities/ability_haze_fixation.webm
  2. 6696–6701first dumped