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Modding Database

Up to date with Steam · checked 1s ago· Viewing build 6698 (Sep 17 2026), not the latest

citadel_weapon_priest_crossbow

Ira Dominiability_priest_crossbowweaponOpen the ability page

39 keys · inherits from hero_weapon_base

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

citadel_weapon_priest_crossbow = {
_class = "ability_priest_crossbowweapon"
_editor = {
folder_name = "Hero Priest"
}
_multibase = [
]
m_HUDPanel = {
m_vecHUDElements = [
0{
m_eType = "CITADEL_ABILITY_HUD_ELEMENT_TYPE_GUN"
m_strContext = "gun"
}
]
}
m_WeaponInfo =
m_strHitSound = "Priest.Witching.Hour.Hit"
m_eAbilityType = "EAbilityType_Weapon"
m_strCastSound = ""
m_bStartTrained = true
m_DOFWhileZoomed = {
m_flDofFarCrisp = 100
m_flDofFarBlurry = 7000
m_flDofNearCrisp = 200
}
m_sDisarmedSound = "Player.Weapon.Jammed"
m_strAbilityImage = "file://{images}/hud/abilities/weapon_damage.psd"
m_strAG2SourceName = "weapon"
m_flBossDamageScale = 1
m_LaserSightParticle = "particles/abilities/priest/priest_crossbow_laser_sight.vpcf"
m_cameraSequenceBolt =
m_eAbilityActivation = "CITADEL_ABILITY_ACTIVATION_ON_BUTTON_IS_DOWN"
m_nAbilityPointsCost = 1
m_mapDelayLoopsSounds = {
EDelayReason_BetweenShots = {
CITADEL_AUDIO_LOOP_LOOP_SOUND = "Priest.Witching.Hour.Cycle.Lp"
CITADEL_AUDIO_LOOP_STOP_SOUND = "Priest.Witching.Hour.Cycle.Stop"
}
}
m_strAG2CastingAction = "crossbow_casting"
m_strHitHeadshotSound = "Priest.Witching.Hour.Hit.Headshot"
m_AbilityBehaviorsBits = "CITADEL_ABILITY_BEHAVIOR_DONT_INTERRUPT_SPRINT | CITADEL_ABILITY_BEHAVIOR_IS_PRIMARY_WEAPON | CITADEL_ABILITY_BEHAVIOR_NO_TARGET | CITADEL_ABILITY_BEHAVIOR_SILENT_CAST_FAILURE_FEEDBACK | CITADEL_ABILITY_BEHAVIOR_DISARMABLE | CITADEL_ABILITY_BEHAVIOR_NOT_SILENCABLE | CITADEL_ABILITY_BEHAVIOR_WEAPON_TOGGLE"
m_mapAbilityProperties =
m_sObstructedShotSound = ""
m_strCrosshairCSSClass = "priestult"
m_strSecondaryStatName = "citadel_weapon_priest_crossbow_pure"
m_BlessedTracerParticle = "particles/abilities/priest/priest_crossbow_blessed_projectile.vpcf"
m_flRicochetBulletSpeed = 4000
m_bitsInterruptingStates = "MODIFIER_STATE_STUNNED | MODIFIER_STATE_IS_ASLEEP"
m_strAG2ChannelingAction = "crossbow_channeling"
m_SpreadPenaltyScaleCurve =
m_eAbilityTargetingLocation = "CITADEL_ABILITY_TARGETING_LOCATION_SELF"
m_strAG2CastCompletedAction = "crossbow_cast_completed"
m_flMinDisarmedSoundInterval = 0.1
m_CrossbowMuzzleFlashParticle = "particles/abilities/priest/priest_crossbow_muzzle_flash.vpcf"
m_LaserSightParticleOwnerOnly = ""
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_mapWeaponInfos
      { 1 key }
      {
      	primary = 
      	{
      		m_Spread = 0
      		m_flRange = 7000
      		m_bCanZoom = true
      		m_iBullets = 1
      		m_flZoomFOV = 35
      		m_iClipSize = 4
      		m_bIsSemiAuto = false
      		m_flCycleTime = 0.9
      		m_nRecoilSeed = 32152
      		m_flBulletSpeed = 52500
      		m_flDamageForce = 50
      		m_flRecoilSpeed = 10
      		m_flRecycleTime = 2
      		m_flSpreadDecay = 2.5
      		m_strShootSound = "Priest.Witching.Hour.Fire"
      		m_StandingSpread = 1.5
      		m_flBulletDamage = 20
      		m_flBulletRadius = 14
      		m_flCritBonusEnd = 1.3
      		m_iSplitShotsMax = 3
      		m_reloadDuration = 1.5
      		m_strReloadSound = ""
      		m_strSpinUpSound = ""
      		m_strZoomInSound = "Hero.Default.ZoomIn"
      		m_VerticallRecoil = 
      		{
      			m_Range = [ 0.15, 0.1 ]
      			m_flBurstSlope = 0
      			m_flBurstConstant = 0
      			m_flBurstExponent = 0
      		}
      		m_flSpreadPerShot = 0
      		m_flVerticalPunch = 1
      		m_iBurstShotCount = 1
      		m_strZoomOutSound = "Hero.Default.ZoomOut"
      		m_HorizontalRecoil = 
      		{
      			m_Range = [ -0.05, 0.05 ]
      			m_flBurstExponent = 0
      		}
      		m_flBulletLifetime = 2
      		m_flCritBonusStart = 1.3
      		m_mapImpactEffects = 
      		{
      			dirt = 
      			{
      			}
      			wood = 
      			{
      				m_strDecal = "Impact.Wood"
      				m_strParticle = "particles/impact_fx/impact_wood.vpcf"
      			}
      			flesh = 
      			{
      				m_strDecal = ""
      				m_strParticle = "particles/blood_impact/blood_impact_red_01.vpcf"
      			}
      			metal = 
      			{
      			}
      			default = 
      			{
      				m_strDecal = "Impact.Concrete"
      				m_strSound = "Default.BulletImpact"
      				m_strParticle = "particles/impact_fx/impact_spark_spray_large.vpcf"
      			}
      			portals = 
      			{
      				m_strDecal = "Impact.Concrete"
      				m_strSound = ""
      				m_strParticle = "particles/impact_fx/impact_spark_spray_large.vpcf"
      			}
      			concrete = 
      			{
      				m_strDecal = "Impact.Concrete"
      				m_strParticle = "particles/impact_fx/impact_spark_spray_large.vpcf"
      			}
      			leafy_tree = 
      			{
      			}
      			solidmetal = 
      			{
      				m_strDecal = "Impact.Concrete"
      				m_strParticle = "particles/impact_fx/impact_spark_spray_large.vpcf"
      			}
      			wood_plank = 
      			{
      				m_strDecal = "Impact.Wood"
      				m_strParticle = "particles/impact_fx/impact_wood.vpcf"
      			}
      			metalvehicle = 
      			{
      			}
      		}
      		m_flHorizontalPunch = 0
      		m_flReloadMoveSpeed = "10000"
      		m_flScatterYawScale = 1
      		m_flSplitShotAngles = 37
      		m_strReloadEndSound = ""
      		m_flZoomFOV_Relative = -40
      		m_strBulletWhizSound = "Priest.Witching.Hour.Whizby"
      		m_flCritBonusEndRange = 1500
      		m_flDamageFalloffBias = 0.5
      		m_bExpressShotDisabled = true
      		m_flBulletGravityScale = 0
      		m_flBulletReflectScale = 0
      		m_flBulletWhizDistance = 120
      		m_flPenetrationPercent = 100
      		m_iAmmoConsumedPerShot = 1
      		m_bUseWeaponAbilityName = true
      		m_eAttachmentSourceType = "EAttachmentSource_Custom"
      		m_flBulletReflectAmount = 1
      		m_flCritBonusStartRange = 500
      		m_flIntraBurstCycleTime = 0
      		m_flRecoilRecoverySpeed = 20
      		m_strWeaponImpactEffect = ""
      		m_bBulletShouldUseVerlet = true
      		m_flCritBonusAgainstNPCs = 0
      		m_flZoomMoveSpeedPercent = 0.3
      		m_flDamageFalloffEndRange = 3800
      		m_flDamageFalloffEndScale = 1
      		m_flShootMoveSpeedPercent = 0.2
      		m_szMuzzleFlashEffectName = ""
      		m_AimingShootSpreadPenalty = [ 0, 1 ]
      		m_bFirstShotPerfectAccuracy = true
      		m_flDamageFalloffStartRange = 1400
      		m_flDamageFalloffStartScale = 1
      		m_flShootSpreadPenaltyDecay = 2
      		m_flShootingUpSpreadPenalty = 0
      		m_strCustomAttachmentSource = "crossbow_muzzle_fx"
      		m_flRecoilRecoveryDelayFactor = 0.1
      		m_flShootSpreadPenaltyPerShot = 1
      		m_szBulletTravelTracerParticle = "particles/abilities/priest/priest_crossbow_projectile.vpcf"
      		m_flShootSpreadPenaltyDecayDelay = 0
      		m_strLocalPlayerBulletImpactSound = "Player.Bullet.Impact.Hero"
      		m_flBulletInheritShooterVelocityScale = 0
      		m_flRecoilShotIndexRecoveryTimeFactor = 0.25
      		m_strLocalPlayerBulletImpactHeavySound = "Player.Bullet.Impact.Hero.Large"
      	}
      }
    • +m_ExecuteModifier
      { 6 keys }
      {
      	_class = "modifier_base"
      	m_bIsHidden = true
      	m_eDebuffType = "MODIFIER_DEBUFF_NO"
      	_my_subclass_name = "barrage_execute_modifier"
      	m_nEnabledStateMask = "MODIFIER_STATE_ASSASSINATE_LOWHEALTH_TARGET"
      	m_bCasterCountsAsAssister = false
      }
    • +m_sCustomStackLabel#CurrentBonus_label
    • +m_cameraSequenceZoom
      { 2 keys }
      {
      	m_nPriority = 2
      	m_vecFOVOperations = 
      	[
      		{
      			m_flLerpGain = 0.75
      			m_flLerpDuration = 0.1
      			m_bSpringToDefault = false
      			m_eCameraOperation = "k_ECameraOp_Spring"
      			m_flSpringStrength = 40
      			m_bLerpEndAtDefault = false
      			m_bValuesAreRelative = true
      		},
      		{
      			m_eCameraOperation = "k_ECameraOp_Maintain"
      		},
      	]
      }
    • +m_cameraSequenceUnZoom
      { 2 keys }
      {
      	m_nPriority = 2
      	m_vecFOVOperations = 
      	[
      		{
      			m_flLerpBias = 0.75
      			m_flLerpDuration = 0.12
      			m_bApproachDefault = true
      			m_bSpringToDefault = true
      			m_eCameraOperation = "k_ECameraOp_Lerp"
      			m_flSpringStrength = 40
      			m_bValuesAreRelative = true
      		},
      	]
      }
    • +m_strBeamPointClosestLoopSoundPriest.Witching.Hour.Aim.Lp
    • −m_WeaponInfo
      { 76 keys }
      {
      	m_Spread = 0
      	m_flRange = 7000
      	m_bCanZoom = true
      	m_iBullets = 1
      	m_flZoomFOV = 35
      	m_iClipSize = 4
      	m_bIsSemiAuto = false
      	m_flCycleTime = 0.9
      	m_nRecoilSeed = 32152
      	m_flBulletSpeed = 52500
      	m_flDamageForce = 50
      	m_flRecoilSpeed = 10
      	m_flSpreadDecay = 2.5
      	m_strShootSound = "Priest.Witching.Hour.Fire"
      	m_StandingSpread = 1.5
      	m_flBulletDamage = 20
      	m_flBulletRadius = 14
      	m_flCritBonusEnd = 1.3
      	m_iSplitShotsMax = 3
      	m_reloadDuration = 1.5
      	m_strReloadSound = ""
      	m_strSpinUpSound = ""
      	m_strZoomInSound = "Hero.Default.ZoomIn"
      	m_VerticallRecoil = 
      	{
      		m_Range = [ 0.15, 0.1 ]
      		m_flBurstSlope = 0
      		m_flBurstConstant = 0
      		m_flBurstExponent = 0
      	}
      	m_flSpreadPerShot = 0
      	m_flVerticalPunch = 1
      	m_iBurstShotCount = 1
      	m_strZoomOutSound = "Hero.Default.ZoomOut"
      	m_HorizontalRecoil = 
      	{
      		m_Range = [ -0.05, 0.05 ]
      		m_flBurstExponent = 0
      	}
      	m_flBulletLifetime = 2
      	m_flCritBonusStart = 1.3
      	m_mapImpactEffects = 
      	{
      		dirt = 
      		{
      		}
      		wood = 
      		{
      		}
      		flesh = 
      		{
      			m_strDecal = ""
      			m_strParticle = "particles/blood_impact/blood_impact_red_01.vpcf"
      		}
      		metal = 
      		{
      		}
      		default = 
      		{
      			m_strDecal = "Impact.Concrete"
      			m_strSound = "Default.BulletImpact"
      			m_strParticle = "particles/impact_fx/impact_spark_spray_large.vpcf"
      		}
      		portals = 
      		{
      			m_strDecal = "Impact.Concrete"
      			m_strSound = ""
      			m_strParticle = "particles/impact_fx/impact_spark_spray_large.vpcf"
      		}
      		concrete = 
      		{
      			m_strDecal = "Impact.Concrete"
      			m_strParticle = "particles/impact_fx/impact_spark_spray_large.vpcf"
      		}
      		leafy_tree = 
      		{
      		}
      		solidmetal = 
      		{
      			m_strDecal = "Impact.Concrete"
      			m_strParticle = "particles/impact_fx/impact_spark_spray_large.vpcf"
      		}
      		wood_plank = 
      		{
      		}
      		metalvehicle = 
      		{
      		}
      	}
      	m_flHorizontalPunch = 0
      	m_flReloadMoveSpeed = "10000"
      	m_flScatterYawScale = 1
      	m_flSplitShotAngles = 37
      	m_strReloadEndSound = ""
      	m_flZoomFOV_Relative = -40
      	m_strBulletWhizSound = "Priest.Witching.Hour.Whizby"
      	m_flBurstShotCooldown = 0
      	m_flCritBonusEndRange = 1500
      	m_flDamageFalloffBias = 0.5
      	m_bExpressShotDisabled = true
      	m_flBulletGravityScale = 0
      	m_flBulletReflectScale = 0
      	m_flBulletWhizDistance = 120
      	m_flPenetrationPercent = 100
      	m_iAmmoConsumedPerShot = 1
      	m_bUseWeaponAbilityName = true
      	m_eAttachmentSourceType = "EAttachmentSource_Custom"
      	m_flBulletReflectAmount = 1
      	m_flCritBonusStartRange = 500
      	m_flRecoilRecoverySpeed = 20
      	m_strWeaponImpactEffect = ""
      	m_bBulletShouldUseVerlet = true
      	m_flCritBonusAgainstNPCs = 0
      	m_flZoomMoveSpeedPercent = 0.3
      	m_flDamageFalloffEndRange = 3800
      	m_flDamageFalloffEndScale = 1
      	m_flShootMoveSpeedPercent = 0.2
      	m_szMuzzleFlashEffectName = ""
      	m_AimingShootSpreadPenalty = [ 0, 1 ]
      	m_bFirstShotPerfectAccuracy = true
      	m_flDamageFalloffStartRange = 1400
      	m_flDamageFalloffStartScale = 1
      	m_flShootSpreadPenaltyDecay = 2
      	m_flShootingUpSpreadPenalty = 0
      	m_strCustomAttachmentSource = "crossbow_muzzle_fx"
      	m_flRecoilRecoveryDelayFactor = 0.1
      	m_flShootSpreadPenaltyPerShot = 1
      	m_szBulletTravelTracerParticle = "particles/abilities/priest/priest_crossbow_projectile.vpcf"
      	m_flShootSpreadPenaltyDecayDelay = 0
      	m_strLocalPlayerBulletImpactSound = "Player.Bullet.Impact.Hero"
      	m_flBulletInheritShooterVelocityScale = 0
      	m_flRecoilShotIndexRecoveryTimeFactor = 0.25
      	m_strLocalPlayerBulletImpactHeavySound = "Player.Bullet.Impact.Hero.Large"
      }
  2. 6696–6701first dumped