What it inherits is already merged in: this is the entry as the game compiled it.
synth_barrage = {
_class = "synth_barrage"
_editor = {
folder_name = "Hero Synth"
}
_multibase = [
]
m_HUDPanel = {
m_vecHUDElements = [
0{
m_Style = "panorama/styles/ability_hud_elements/abilities_synth.vcss"
m_eType = "CITADEL_ABILITY_HUD_ELEMENT_TYPE_PROGRESS"
m_Layout = "file://{resources}/layout/ability_hud_elements/element_progress_bar_text.vxml"
m_strContext = "channel"
}
]
}
m_iMaxLevel = 1
m_WeaponInfo =
m_AmpModifier = {
_class = "modifier_synth_barrage_amp"
m_bIsHidden = false
_my_subclass_name = "modifier_synth_barrage_amp"
m_sLocalizationName = "modifier_synth_barrage_amp"
m_strParticleEffect = "particles/abilities/pocket/pocket_damage_buff.vpcf"
m_eHudDisplayLocation = "DISPLAY_HUD_NONE"
m_strSmallIconCssClass = "pocket_damage_amp"
m_eModifierDisplayLocaiton = "MODIFIER_DISPLAY_HEALTHBAR"
}
m_iUpdateTime = 1709844990
m_eAbilityType = "EAbilityType_Signature"
m_strCastSound = ""
m_ShootParticle = ""
m_bStartTrained = false
m_DebuffModifier = {
_class = "modifier_slow_base"
m_bIsHidden = true
_my_subclass_name = "modifier_synth_barrage_debuff"
m_sLocalizationName = "modifier_synth_barrage_debuff"
m_strParticleEffect = "particles/abilities/pocket/pocket_barrage_slow_debuff.vpcf"
m_strSmallIconCssClass = "slowed"
m_vecAutoRegisterModifierValueFromAbilityPropertyName = [
0"MoveSlowPercent"
]
}
m_ImpactParticle = "particles/abilities/pocket/pocket_barrage_explosion.vpcf"
m_projectileInfo = {}
m_ChannelParticle = "particles/abilities/pocket/pocket_barrage_channel_cast.vpcf"
m_strAbilityImage = "file://{images}/hud/abilities/synth/synth_barrage.psd"
m_strChannelSound = ""
m_flAttackInterval = 0.5
m_flBossDamageScale = 1
m_strCastDelaySound = "Pocket.Barrage.Start"
m_eAbilityActivation = "CITADEL_ABILITY_ACTIVATION_INSTANT_CAST"
m_nAbilityPointsCost = 0
m_vecAbilityUpgrades =
m_AutoChannelModifier = {
_class = "modifier_intrinsic_base"
_my_subclass_name = "modifier_intrinsic_base"
}
m_PreviewPathParticle = "particles/generic/generic_arc.vpcf"
m_nAbilityTargetTypes = "CITADEL_UNIT_TARGET_ALL_ENEMY"
m_strAG2CastingAction = "barrage_cast"
m_strMoviePreviewPath = "file://{resources}/videos/hero_abilities/pocket_barrage.webm"
m_AbilityBehaviorsBits = "CITADEL_ABILITY_BEHAVIOR_NO_TARGET | CITADEL_ABILITY_BEHAVIOR_CHANNELLED | CITADEL_ABILITY_BEHAVIOR_DISPLAYS_DAMAGE_IMPACT | CITADEL_ABILITY_BEHAVIOR_DONT_INTERRUPT_SLIDE_ON_CAST"
m_mapAbilityProperties =
m_nAbillityUnlocksCost = 1
m_AbilityTooltipDetails =
m_BarrageCasterModifier = {
_class = "modifier_synth_barrage_caster"
m_bIsHidden = false
_my_subclass_name = "modifier_synth_barrage_caster"
m_sLocalizationName = "modifier_synth_barrage_caster"
}
m_skillshotMissParticle = "particles/abilities/skillshot_default_miss_owner.vpcf"
m_strCastAnimGraphParam = "e_BarrageCast"
m_bitsInterruptingStates = "MODIFIER_STATE_STUNNED | MODIFIER_STATE_IS_ASLEEP"
m_strAG2ChannelingAction = "barrage_channeling"
m_strProjectileLaunchSound = "Pocket.Barrage.Fire"
m_eAbilityTargetingLocation = "CITADEL_ABILITY_TARGETING_LOCATION_SELF"
m_strAG2CastCompletedAction = "barrage_completed"
m_strAbilityChargeReadySound = ""
m_strAbilityOffCooldownSound = ""
m_bitsChannelEnabledStateMask = "MODIFIER_STATE_SHOOTING_DISABLED | MODIFIER_STATE_IN_ABILITY_ALLOW_ZOOM"
m_bitsPreCastEnabledStateMask = "MODIFIER_STATE_BUSY_WITH_ACTION | MODIFIER_STATE_IN_ABILITY_ALLOW_ZOOM"
m_bitsPostCastEnabledStateMask = "MODIFIER_STATE_IN_ABILITY_ALLOW_ZOOM"
}
History
- 6722–6745changed
- +m_mapWeaponInfos
{ 1 key }
{ primary = { m_Spread = 0.5 m_flRange = 10000 m_bCanZoom = true m_iBullets = 1 m_flZoomFOV = 35 m_iClipSize = 1 m_flCycleTime = 0.3 m_flBulletSpeed = 2300 m_flRecoilSpeed = 1 m_StandingSpread = 1.5 m_flBulletRadius = 10 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 = 5 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_vecScatterOffsets = [ [ 0, 0 ], [ 1, 0 ], [ -1, 0 ], ] m_flZoomFOV_Relative = -40 m_strBulletWhizSound = "Pocket.Barrage.Proj.Whizby" m_flCritBonusEndRange = 1500 m_flDamageFalloffBias = 0.5 m_flBulletGravityScale = 0 m_flBulletReflectScale = 0 m_flBulletWhizDistance = 80 m_flPenetrationPercent = 0 m_strBulletImpactSound = "Pocket.Barrage.Proj.Impact" m_eAttachmentSourceType = "EAttachmentSource_Custom" m_flBulletReflectAmount = 1 m_flCritBonusStartRange = 500 m_flIntraBurstCycleTime = 0 m_flPelletScatterFactor = 2 m_flRecoilRecoverySpeed = 10 m_strBulletLoopingSound = "Pocket.Barrage.Proj.Lp" m_strWeaponImpactEffect = "" m_flCritBonusAgainstNPCs = 0 m_flZoomMoveSpeedPercent = 1 m_flDamageFalloffEndRange = -1 m_flDamageFalloffEndScale = 0.1 m_flShootMoveSpeedPercent = 0.75 m_szMuzzleFlashEffectName = "" m_bHitOnceAcrossAllBullets = true m_flDamageFalloffStartRange = -1 m_flDamageFalloffStartScale = 1 m_flShootSpreadPenaltyDecay = 2 m_flShootingUpSpreadPenalty = 0 m_strCustomAttachmentSource = "attach_suitcase_fx" m_flShootSpreadPenaltyPerShot = 0 m_szBulletTravelTracerParticle = "particles/abilities/pocket/pocket_barrage_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_strHitConfirmationSound
Pocket.Barrage.Hit - −m_WeaponInfo
{ 59 keys }
{ m_Spread = 0.5 m_flRange = 10000 m_bCanZoom = true m_iBullets = 1 m_flZoomFOV = 35 m_iClipSize = 1 m_flCycleTime = 0.3 m_flBulletSpeed = 2300 m_flRecoilSpeed = 1 m_StandingSpread = 1.5 m_flBulletRadius = 10 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 = 5 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_vecScatterOffsets = [ [ 0, 0 ], [ 1, 0 ], [ -1, 0 ], ] m_flZoomFOV_Relative = -40 m_strBulletWhizSound = "Orion.Charged.Shot.Whizby" m_flBurstShotCooldown = 0 m_flCritBonusEndRange = 1500 m_flDamageFalloffBias = 0.5 m_flBulletGravityScale = 0 m_flBulletReflectScale = 0 m_flBulletWhizDistance = 80 m_flPenetrationPercent = 0 m_strBulletImpactSound = "Pocket.Barrage.Proj.Impact" m_eAttachmentSourceType = "EAttachmentSource_Custom" m_flBulletReflectAmount = 1 m_flCritBonusStartRange = 500 m_flPelletScatterFactor = 2 m_flRecoilRecoverySpeed = 10 m_strWeaponImpactEffect = "" m_flCritBonusAgainstNPCs = 0 m_flZoomMoveSpeedPercent = 1 m_flDamageFalloffEndRange = -1 m_flDamageFalloffEndScale = 0.1 m_flShootMoveSpeedPercent = 0.75 m_szMuzzleFlashEffectName = "" m_bHitOnceAcrossAllBullets = true m_flDamageFalloffStartRange = -1 m_flDamageFalloffStartScale = 1 m_flShootSpreadPenaltyDecay = 2 m_flShootingUpSpreadPenalty = 0 m_strCustomAttachmentSource = "attach_suitcase_fx" m_flShootSpreadPenaltyPerShot = 0 m_szBulletTravelTracerParticle = "particles/abilities/pocket/pocket_barrage_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_strMoviePreviewPath
file://{resources}/videos/hero_abilities/pocket_barrage.webm
- +m_mapWeaponInfos
- 6696–6701first dumped
