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Modding Database

Up to date with Steam · checked 19s ago· Viewing build 6723 (Sep 30 2026), not the latest

citadel_hold_melee

citadel_ability_hold_meleeOpen the ability page

41 keys · inherits from inherent_base, melee_base · inherited by

59 entriescitadel_ability_melee_genericperson, ability_melee_butcher, citadel_ability_melee_kali, citadel_ability_melee_butcher, citadel_ability_melee_gunslinger, citadel_ability_melee_yakuza, citadel_ability_melee_thumper, citadel_ability_melee_architect, ability_melee_astro, citadel_ability_melee_bull, citadel_ability_melee_bebop, ability_melee_bomber, citadel_ability_melee_cadence, citadel_ability_melee_chrono, citadel_ability_melee_sumo, citadel_ability_melee_engineer, citadel_ability_melee_targetdummy, ability_melee_ghost, citadel_ability_melee_gigawatt, ability_melee_haze, citadel_ability_melee_hornet, ability_melee_inferno, ability_melee_kelvin, ability_melee_lash, ability_melee_mirage, ability_melee_digger, ability_melee_nano, ability_melee_archer, citadel_ability_melee_shiv, ability_melee_shieldguy, citadel_ability_melee_tengu, ability_melee_viscous, citadel_ability_melee_warden, citadel_ability_melee_wraith, ability_melee_wrecker, ability_melee_yamato, ability_melee_viper, ability_melee_vandal, ability_melee_magician, ability_melee_trapper, ability_melee_vampirebat, ability_melee_boho, ability_melee_swan, ability_melee_skyrunner, ability_melee_druid, ability_melee_graf, ability_melee_fortuna, ability_melee_frank, ability_melee_bookworm, ability_melee_doorman, ability_melee_punkgoat, ability_melee_drifter, ability_melee_opera, ability_melee_priest, ability_melee_familiar, ability_melee_fencer, ability_melee_necro, ability_melee_werewolf, ability_melee_unicorn

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

citadel_hold_melee = {
_class = "citadel_ability_hold_melee"
_editor = {
folder_name = "Base"
}
_multibase = [
]
m_HUDPanel =
m_iMaxLevel = 1
m_mapAttacks =
m_eAbilityType = "EAbilityType_Melee"
m_strHoldBegin = "Player.Melee.Hold.Shared"
m_bStartTrained = true
m_flParryWindow = 0.28
m_mapWeaponInfos = {
primary = {
m_flBulletSpeed = 10000
}
}
m_AirMeleeUpScale = [
020
1-45
21
30.1
]
m_HoldBeginEffect = "particles/abilities/melee/melee_heavy_activate_charge.vpcf"
m_flParryStunTime = 1.1
m_strAbilityImage = "file://{images}/hud/abilities/melee_damage.psd"
m_MeleeDamageFlags = "DFLAG_TRIGGER_FLINCH"
m_strAG2SourceName = "melee"
m_sCustomStackLabel = "#CurrentBonus_label" // Current Bonus:
m_cameraSequenceMiss =
m_eAbilityActivation = "CITADEL_ABILITY_ACTIVATION_INSTANT_CAST"
m_HeavyTurnSpeedCurve =
m_flBackDashDodgeDist = 50
m_flCameraMaxTurnRate = 720
m_flCollisionDistance = 50
m_flSideDashDodgeDist = 45
m_nAbilityTargetFlags = "CITADEL_UNIT_TARGET_FLAG_PENETRATE_INVULNERABLE | CITADEL_UNIT_TARGET_FLAG_ALLOW_SMALL_DEPLOYABLES"
m_nAbilityTargetTypes = "CITADEL_UNIT_TARGET_ALL_ENEMY | CITADEL_UNIT_TARGET_TROPHY_ENEMY"
m_AbilityBehaviorsBits = "CITADEL_ABILITY_BEHAVIOR_HIDDEN | CITADEL_ABILITY_BEHAVIOR_SILENT_CAST_FAILURE_FEEDBACK | CITADEL_ABILITY_BEHAVIOR_NOT_SILENCABLE | CITADEL_ABILITY_BEHAVIOR_NO_TARGET | CITADEL_ABILITY_BEHAVIOR_CASTABLE_WHILE_HIDDEN"
m_mapAbilityProperties =
m_ParryActivateParticle = "particles/abilities/melee/melee_parry_attack.vpcf"
m_bitsInterruptingStates = "MODIFIER_STATE_STUNNED | MODIFIER_STATE_IS_ASLEEP"
m_SuccessfulParryParticle = "particles/abilities/melee/melee_parry_success.vpcf"
m_cameraSequenceHitImpact =
m_cameraSequenceHoldStart =
m_flHeavyMeleeMaxTurnRate = 700
m_strSuccessfulParrySound = "Player.Melee.Parry.Shared"
m_eAbilityTargetingLocation = "CITADEL_ABILITY_TARGETING_LOCATION_SELF"
m_bitsChannelEnabledStateMask = "MODIFIER_STATE_BUSY_WITH_ACTION"
m_bitsPreCastEnabledStateMask = "MODIFIER_STATE_BUSY_WITH_ACTION"
m_bitsPostCastEnabledStateMask = "MODIFIER_STATE_BUSY_WITH_ACTION"
m_cameraSequenceHighSpeedHoldStart =
}

History

  1. 6722–6745changed
    • ~m_mapAttacks.EAttackType_Heavy.m_strHitSoundAbility.Melee.Impact.Player→Ability.Melee.Impact.Heavy.NPC
    • ~m_mapAttacks.EAttackType_Heavy.m_strHitHeroSoundAbility.Melee.Impact.Player→Ability.Melee.Impact.Heavy.Player
    • ~m_mapAttacks.EAttackType_Heavy.m_strMeleeDashSoundPlayer.Melee.Dash→Player.Melee.Dash.Ground
    • ~m_mapAttacks.EAttackType_Light.m_strHitSoundAbility.Melee.Impact.Player→Ability.Melee.Impact.NPC
    • +m_mapAttacks.EAttackType_HeavyAir.m_strHitSoundAbility.Melee.Impact.Heavy.NPC
    • ~m_mapAttacks.EAttackType_HeavyAir.m_strHitHeroSoundAbility.Melee.Impact.Player→Ability.Melee.Impact.Heavy.Player
    • +m_mapAttacks.EAttackType_HeavyAir.m_strMeleeDashSoundPlayer.Melee.Dash.Air
    • +m_mapWeaponInfos
      { 1 key }
      {
      	primary = 
      	{
      		m_flBulletSpeed = 10000
      	}
      }
    • +m_sCustomStackLabel#CurrentBonus_label
    • +m_cameraSequenceMiss
      { 2 keys }
      {
      	m_vecFOVOperations = 
      	[
      		{
      			m_flLerpEnd = 7
      			m_flLerpBias = 0.687
      			m_flLerpDuration = 0.2
      			m_eCameraOperation = "k_ECameraOp_Lerp"
      			m_bLerpEndAtDefault = false
      			m_bValuesAreRelative = true
      		},
      		{
      			m_eCameraOperation = "k_ECameraOp_Spring"
      			m_flSpringStrength = 10
      		},
      	]
      	m_vecDistanceOperations = 
      	[
      		{
      			m_flApproachSpeed = 350
      			m_bApproachDefault = true
      			m_flApproachTarget = 20
      			m_bValuesAreRelative = true
      			m_flApproachAcceleration = 700
      		},
      	]
      }
    • +m_cameraSequenceHitImpact.m_vecFOVOperations[]
    • +m_cameraSequenceHitImpact.m_vecDistanceOperations[0].m_flDelay0.25
  2. 6696–6701first dumped