What it inherits is already merged in: this is the entry as the game compiled it.
rutger_pulse = {
_class = "rutger_pulse"
_editor = {
folder_name = "Hero Rutger"
}
_multibase = [
]
m_iMaxLevel = 1
m_iUpdateTime = 1671571505
m_strCSSClass = "empWave"
m_AuraModifier =
m_eAbilityType = "EAbilityType_Ultimate"
m_bStartTrained = false
m_mapWeaponInfos =
m_strAbilityImage = "file://{images}/hud/abilities/rutger/rutger_pulse.psd"
m_flBossDamageScale = 1
m_sCustomStackLabel = "#CurrentBonus_label" // Current Bonus:
m_eAbilityActivation = "CITADEL_ABILITY_ACTIVATION_INSTANT_CAST"
m_nAbilityPointsCost = 0
m_vecAbilityUpgrades =
m_PreviewPathParticle = "particles/generic/generic_arc.vpcf"
m_nAbilityTargetTypes = "CITADEL_UNIT_TARGET_ALL_ENEMY"
m_AbilityBehaviorsBits = "CITADEL_ABILITY_BEHAVIOR_NO_TARGET"
m_mapAbilityProperties =
m_nAbillityUnlocksCost = 1
m_skillshotMissParticle = "particles/abilities/skillshot_default_miss_owner.vpcf"
m_bitsInterruptingStates = "MODIFIER_STATE_STUNNED"
m_eAbilityTargetingShape = "CITADEL_ABILITY_TARGETING_SHAPE_SPHERE"
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
- 6722–6745changed
- ~m_mapAbilityProperties.MovementSlow.m_strValueMovement Slow
25→20−20% - ~m_vecAbilityUpgrades[0].m_vecPropertyUpgrades[MovementSlow].m_strBonusMovement Slow
25→20−20% - ~_editor.folder_name
Base→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" }
- ~m_mapAbilityProperties.MovementSlow.m_strValueMovement Slow
- 6696–6701first dumped
