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Modding Database

Up to date with Steam · checked 25s ago· Viewing build 6738 (Oct 02 2026), not the latest

rutger_force_field

rutger_force_fieldOpen the ability page

36 keys · inherits from signature_base, weapon_info_base

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

rutger_force_field = {
_class = "rutger_force_field"
_editor = {
folder_name = "Hero Rutger"
}
_multibase = [
]
m_HUDPanel = {
m_vecHUDElements = []
}
m_iMaxLevel = 1
m_iUpdateTime = 1659036527
m_AuraModifier =
m_SlowModifier = {
_class = "modifier_slow_base"
_my_subclass_name = "slow"
m_vecAutoRegisterModifierValueFromAbilityPropertyName = [
0"SlowPercent"
]
}
m_eAbilityType = "EAbilityType_Signature"
m_bStartTrained = false
m_mapWeaponInfos =
m_projectileInfo = {
m_flSpeed = 1200
m_particle = "particles/abilities/chrono/chrono_sphere_projectile.vpcf"
m_flUpSpeed = 0
m_nBehaviors = "PBF_StickToWorld | PBF_DetonateOnHitWorld"
m_flVerticalAimBias = 10
m_bHideWarningParticle = 1
}
m_previewParticle = "particles/abilities/chrono/chrono_sphere_projectile_preview.vpcf"
m_strAbilityImage = "file://{images}/hud/abilities/rutger/rutger_force_field.psd"
m_flBossDamageScale = 1
m_sCustomStackLabel = "#CurrentBonus_label" // Current Bonus:
m_VictimPushModifier = {
_class = "modifier_rutger_force_field_push_out"
m_bIsHidden = true
m_flDuration = -1
_my_subclass_name = "modifier_rutger_force_field_push_out"
m_nEnabledStateMask = "MODIFIER_STATE_SILENCED | MODIFIER_STATE_COMMAND_RESTRICTED | MODIFIER_STATE_AIR_DUCKING_FORCED"
}
m_eAbilityActivation = "CITADEL_ABILITY_ACTIVATION_PRESS"
m_nAbilityPointsCost = 0
m_vecAbilityUpgrades =
m_PreviewPathParticle = "particles/generic/generic_arc.vpcf"
m_nAbilityTargetTypes = "CITADEL_UNIT_TARGET_HERO_ENEMY | CITADEL_UNIT_TARGET_TROOPER_ENEMY | CITADEL_UNIT_TARGET_MINION_ENEMY | CITADEL_UNIT_TARGET_NEUTRAL"
m_AbilityBehaviorsBits = "CITADEL_ABILITY_BEHAVIOR_PROJECTILE | CITADEL_ABILITY_BEHAVIOR_DISPLAYS_DAMAGE_IMPACT"
m_mapAbilityProperties =
m_nAbillityUnlocksCost = 1
m_skillshotMissParticle = "particles/abilities/skillshot_default_miss_owner.vpcf"
m_strCastAnimGraphParam = "e_CastChronoSphere"
m_bitsInterruptingStates = "MODIFIER_STATE_STUNNED"
m_eAbilityTargetingShape = "CITADEL_ABILITY_TARGETING_SHAPE_CIRCLE"
m_eAbilityTargetingLocation = "CITADEL_ABILITY_TARGETING_LOCATION_NONE"
m_ChronoSphereChargeParticle = "particles/abilities/chrono/chrono_sphere_charge.vpcf"
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.SlowPercent.m_strValueMove Speed60→48−20%
    • ~_editor.folder_nameBase→Hero Rutger
    • +m_mapWeaponInfos
      { 1 key }
      {
      	primary = 
      	{
      		m_Spread = 0.5
      		m_flRange = 7000
      		m_bCanZoom = true
      		m_iBullets = 1
      		m_flZoomFOV = 35
      		m_iClipSize = 10
      		m_flCycleTime = 0.3
      		m_flBulletSpeed = 25000
      		m_flRecoilSpeed = 1
      		m_StandingSpread = 1.5
      		m_flBulletRadius = 3
      		m_flCritBonusEnd = 1.65
      		m_reloadDuration = 1.5
      		m_VerticallRecoil = 
      		{
      			m_Range = [ -0.2, 0.2 ]
      			m_flBurstSlope = 0
      			m_flBurstConstant = 0
      			m_flBurstExponent = 0
      		}
      		m_flVerticalPunch = 0
      		m_iBurstShotCount = 1
      		m_HorizontalRecoil = 
      		{
      			m_Range = [ -0.1, 0.1 ]
      			m_flBurstExponent = 0
      		}
      		m_flBulletLifetime = 2
      		m_flCritBonusStart = 1.65
      		m_mapImpactEffects = 
      		{
      			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"
      			}
      			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"
      			}
      			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"
      			}
      		}
      		m_flHorizontalPunch = 0
      		m_flReloadMoveSpeed = "10000"
      		m_flScatterYawScale = 1
      		m_flZoomFOV_Relative = -40
      		m_strBulletWhizSound = "Base.Bullet.Whizby"
      		m_flCritBonusEndRange = 1500
      		m_flDamageFalloffBias = 0.5
      		m_flBulletGravityScale = 0.8
      		m_flBulletReflectScale = 0
      		m_flBulletWhizDistance = 80
      		m_flBulletReflectAmount = 1
      		m_flCritBonusStartRange = 500
      		m_flIntraBurstCycleTime = 0
      		m_flRecoilRecoverySpeed = 10
      		m_strWeaponImpactEffect = "particles/weapon_fx/default_tracer_impact.vpcf"
      		m_flCritBonusAgainstNPCs = 0
      		m_flZoomMoveSpeedPercent = 1
      		m_flDamageFalloffEndRange = 2264
      		m_flDamageFalloffEndScale = 0.1
      		m_flShootMoveSpeedPercent = 0.75
      		m_szMuzzleFlashEffectName = "particles/dev/bullet_debug_muzzle_flash.vpcf"
      		m_flDamageFalloffStartRange = 787
      		m_flDamageFalloffStartScale = 1
      		m_flShootSpreadPenaltyDecay = 2
      		m_flShootingUpSpreadPenalty = 0
      		m_flShootSpreadPenaltyPerShot = 0
      		m_szBulletTravelTracerParticle = "particles/weapon_fx/default_tracer.vpcf"
      		m_flShootSpreadPenaltyDecayDelay = 0
      		m_strLocalPlayerBulletImpactSound = "Player.Bullet.Impact.Default"
      		m_flBulletInheritShooterVelocityScale = 0
      		m_flRecoilShotIndexRecoveryTimeFactor = 0.25
      		m_strLocalPlayerBulletImpactHeavySound = "Player.Bullet.Impact.Default"
      	}
      }
    • +m_sCustomStackLabel#CurrentBonus_label
    • −m_WeaponInfo
      { 52 keys }
      {
      	m_Spread = 0.5
      	m_flRange = 7000
      	m_bCanZoom = true
      	m_iBullets = 1
      	m_flZoomFOV = 35
      	m_iClipSize = 10
      	m_flCycleTime = 0.3
      	m_flBulletSpeed = 25000
      	m_flRecoilSpeed = 1
      	m_StandingSpread = 1.5
      	m_flBulletRadius = 3
      	m_flCritBonusEnd = 1.65
      	m_reloadDuration = 1.5
      	m_VerticallRecoil = 
      	{
      		m_Range = [ -0.2, 0.2 ]
      		m_flBurstSlope = 0
      		m_flBurstConstant = 0
      		m_flBurstExponent = 0
      	}
      	m_flVerticalPunch = 0
      	m_iBurstShotCount = 1
      	m_HorizontalRecoil = 
      	{
      		m_Range = [ -0.1, 0.1 ]
      		m_flBurstExponent = 0
      	}
      	m_flBulletLifetime = 2
      	m_flCritBonusStart = 1.65
      	m_mapImpactEffects = 
      	{
      		flesh = 
      		{
      			m_strDecal = ""
      			m_strParticle = "particles/blood_impact/blood_impact_red_01.vpcf"
      		}
      		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"
      		}
      		solidmetal = 
      		{
      			m_strDecal = "Impact.Concrete"
      			m_strParticle = "particles/impact_fx/impact_spark_spray_large.vpcf"
      		}
      	}
      	m_flHorizontalPunch = 0
      	m_flReloadMoveSpeed = "10000"
      	m_flScatterYawScale = 1
      	m_flZoomFOV_Relative = -40
      	m_strBulletWhizSound = "Base.Bullet.Whizby"
      	m_flBurstShotCooldown = 0
      	m_flCritBonusEndRange = 1500
      	m_flDamageFalloffBias = 0.5
      	m_flBulletGravityScale = 0.8
      	m_flBulletReflectScale = 0
      	m_flBulletWhizDistance = 80
      	m_flBulletReflectAmount = 1
      	m_flCritBonusStartRange = 500
      	m_flRecoilRecoverySpeed = 10
      	m_strWeaponImpactEffect = "particles/weapon_fx/default_tracer_impact.vpcf"
      	m_flCritBonusAgainstNPCs = 0
      	m_flZoomMoveSpeedPercent = 1
      	m_flDamageFalloffEndRange = 2264
      	m_flDamageFalloffEndScale = 0.1
      	m_flShootMoveSpeedPercent = 0.75
      	m_szMuzzleFlashEffectName = "particles/dev/bullet_debug_muzzle_flash.vpcf"
      	m_flDamageFalloffStartRange = 787
      	m_flDamageFalloffStartScale = 1
      	m_flShootSpreadPenaltyDecay = 2
      	m_flShootingUpSpreadPenalty = 0
      	m_flShootSpreadPenaltyPerShot = 0
      	m_szBulletTravelTracerParticle = "particles/weapon_fx/default_tracer.vpcf"
      	m_flShootSpreadPenaltyDecayDelay = 0
      	m_strLocalPlayerBulletImpactSound = "Player.Bullet.Impact.Default"
      	m_flBulletInheritShooterVelocityScale = 0
      	m_flRecoilShotIndexRecoveryTimeFactor = 0.25
      	m_strLocalPlayerBulletImpactHeavySound = "Player.Bullet.Impact.Default"
      }
  2. 6696–6701first dumped