What it inherits is already merged in: this is the entry as the game compiled it.
tokamak_breach = {
_class = "tokamak_breach"
_editor = {
folder_name = "Hero Tokamak"
}
_multibase = [
]
m_iMaxLevel = 1
m_WeaponInfo = {
m_flBulletSpeed = 10000
}
m_eAbilityType = "EAbilityType_Signature"
m_strCastSound = "Tokamak.Breach.Cast"
m_PurgeParticle = "particles/upgrades/tech_purge.vpcf"
m_bStartTrained = false
m_strAbilityImage = "file://{images}/hud/abilities/tokamak/tokamak_breach.psd"
m_flBossDamageScale = 1
m_eAbilityActivation = "CITADEL_ABILITY_ACTIVATION_INSTANT_CAST"
m_nAbilityPointsCost = 0
m_vecAbilityUpgrades = [
0{
m_vecPropertyUpgrades = [
0{
m_strBonus = -14
m_strPropertyName = "AbilityCooldown"
}
]
}
1{
m_vecPropertyUpgrades = [
0{
m_strBonus = "1"
m_strPropertyName = "PurgeDebuffs"
}
]
}
2{
m_vecPropertyUpgrades = [
0{
m_strBonus = "1"
m_strPropertyName = "EMPEnemies"
}
]
}
]
m_PreviewPathParticle = "particles/generic/generic_arc.vpcf"
m_AllySmokeAOEModifier = {
_class = "modifier_tokamak_ally_smoke_aoe"
m_sStartSound = "Tokamak.Smoke.Modifier.Start"
m_AuraParticle = "particles/abilities/tokamak/tokamak_breach.vpcf"
m_sExpiredSound = "Tokamak.Smoke.Modifier.End"
_my_subclass_name = "modifier_tokamak_ally_smoke_aoe"
m_iAuraSearchType = "CITADEL_UNIT_TARGET_ALL_FRIENDLY"
m_sLocalizationName = "modifier_tokamak_ally_smoke_aoe"
m_strParticleEffect = ""
m_sAmbientLoopingSound = "Tokamak.Smoke.Modifier.Duration.Lp"
m_modifierProvidedByAura = {
_class = "modifier_invis"
_my_subclass_name = "modifier_tokamak_ally_in_smoke"
m_InvisLoopParticle = "particles/modifiers/invis_loop.vpcf"
m_sLocalizationName = "modifier_tokamak_ally_in_smoke"
m_strParticleEffect = "particles/abilities/tokamak/tokamak_breach_buff.vpcf"
m_InvisRevealedParticle = "particles/generic/invis_revealed.vpcf"
m_strInvisRevealedSound = "StatusEffects.InvisRevealed"
m_InvisDetectRadiusParticle = "particles/modifiers/invis_delay.vpcf"
m_bFadeToVisibleAtEndOfDuration = false
m_bFadeInsteadOfRemoveOnAbilityUse = true
m_bFadeInsteadOfRemoveOnBulletFire = true
}
}
m_mapAbilityProperties = {
Radius = { // Radius
m_strValue = "12m"
m_strCSSClass = "distance"
m_subclassScaleFunction = {
_class = "scale_function_single_stat"
_my_subclass_name = "Radius_scale_function"
m_eSpecificStatScaleType = "ETechRadius"
}
}
TechPower = { // Spirit Power
m_strValue = "0"
m_strDisableValue = "0"
m_bCanSetTokenOverride = true
m_eProvidedPropertyType = "MODIFIER_VALUE_TECH_POWER"
}
EMPEnemies = {
m_strValue = "0"
}
TechResist = { // Spirit Resist
m_strValue = "20"
m_eProvidedPropertyType = "MODIFIER_VALUE_TECH_RESIST"
}
SlowPercent = { // Move Speed
m_strValue = "0"
m_strCSSClass = "slow"
}
WeaponPower = { // Weapon Damage
m_strValue = "0"
m_strDisableValue = "0"
m_bCanSetTokenOverride = true
m_eProvidedPropertyType = "MODIFIER_VALUE_WEAPON_POWER"
}
BulletResist = { // Bullet Resist
m_strValue = "0"
m_strCSSClass = "bullet_armor_up"
m_eProvidedPropertyType = "MODIFIER_VALUE_BULLET_ARMOR_DAMAGE_RESIST"
}
PurgeDebuffs = {
m_strValue = "0"
}
SmokeDuration = {
m_strValue = "8"
m_strCSSClass = "duration"
m_subclassScaleFunction = {
_class = "scale_function_single_stat"
_my_subclass_name = "SmokeDuration_scale_function"
m_eSpecificStatScaleType = "ETechDuration"
}
}
SpottedRadius = { // Spot Radius
m_strValue = "2.5m"
}
AbilityCharges = { // Charges
m_strValue = "0"
m_strCSSClass = "cast"
m_strDisableValue = "-1"
m_bCanSetTokenOverride = true
m_subclassScaleFunction = {
_class = "scale_function_ability_charges"
_my_subclass_name = "AbilityCharges_scale_function"
}
}
AbilityCooldown = { // Cooldown
m_strValue = 42
m_strCSSClass = "cooldown"
m_strDisableValue = "0"
m_bCanSetTokenOverride = true
m_subclassScaleFunction = {
_class = "scale_function_single_stat"
_my_subclass_name = "AbilityCooldown_scale_function"
m_eSpecificStatScaleType = "ETechCooldown"
}
}
AbilityDuration = { // Duration
m_strValue = "0"
m_strCSSClass = "duration"
m_strDisableValue = "0"
m_bCanSetTokenOverride = true
m_subclassScaleFunction = {
_class = "scale_function_single_stat"
_my_subclass_name = "AbilityDuration_scale_function"
m_eSpecificStatScaleType = "ETechDuration"
}
}
AbilityCastDelay = { // Cast Delay
m_strValue = "0.25"
m_strCSSClass = "cast"
m_strDisableValue = "0"
m_bCanSetTokenOverride = true
}
AbilityCastRange = { // Cast Range
m_strValue = "0"
m_strCSSClass = "range"
m_eDisplayUnits = "EDisplayUnit_Meters"
m_bCanSetTokenOverride = true
m_subclassScaleFunction = {
_class = "scale_function_single_stat"
_my_subclass_name = "AbilityCastRange_scale_function"
m_eSpecificStatScaleType = "ETechRange"
}
}
ChannelMoveSpeed = {
m_strValue = "-1"
m_strCSSClass = "move_speed"
m_eDisplayUnits = "EDisplayUnit_MetersPerSecond"
m_bCanSetTokenOverride = true
}
FullInvisDistance = {
m_strValue = "5m"
}
InvisMoveSpeedMod = { // Invis Sprint Speed
m_strValue = "0"
m_strCSSClass = "move_speed"
}
AbilityChannelTime = { // Channel Duration
m_strValue = "0"
m_strCSSClass = "cast"
m_strDisableValue = "0"
m_bCanSetTokenOverride = true
m_subclassScaleFunction = {
_class = "scale_function_multi_stats"
_my_subclass_name = "scale_duration"
m_vecScalingStats = [
0"EChannelDuration"
1"ETechDuration"
]
}
}
AbilityResourceCost = {
m_strValue = "0"
m_strCSSClass = "cast"
m_strDisableValue = "0"
m_bCanSetTokenOverride = true
}
InvisCancelOnDamage = {
m_strValue = "0"
}
InvisFadeToDuration = { // Fade Time
m_strValue = "1.0"
m_strCSSClass = "duration"
}
BulletArmorReduction = { // Bullet Resist
m_strValue = "0"
m_strCSSClass = "bullet_armor_down"
}
InvisAlertWhenFading = {
m_strValue = "1"
}
AbilityUnitTargetLimit = {
m_strValue = "1"
m_bCanSetTokenOverride = true
}
RevealOnDamageDuration = {
m_strValue = "1.0"
m_strCSSClass = "duration"
}
AbilityPostCastDuration = {
m_strValue = "0"
m_strDisableValue = "0"
}
RevealOnSpottedDuration = {
m_strValue = "1.0"
m_strCSSClass = "duration"
}
AbilityCooldownBetweenCharge = { // Charge Delay
m_strValue = "-1.0"
m_strCSSClass = "charge_cooldown"
m_strDisableValue = "-2"
m_bCanSetTokenOverride = true
m_subclassScaleFunction = {
_class = "scale_function_ability_recharge_time"
_my_subclass_name = "scale_function_ability_recharge_time"
}
}
}
m_nAbillityUnlocksCost = 1
m_EnemySmokeAOEModifier = {
_class = "modifier_tokamak_enemy_smoke_aoe"
_my_subclass_name = "modifier_tokamak_enemy_smoke_aoe"
m_iAuraSearchType = "CITADEL_UNIT_TARGET_ALL_ENEMY"
m_sLocalizationName = "modifier_tokamak_enemy_smoke_aoe"
m_modifierProvidedByAura = {
_class = "modifier_citadel_silenced"
_my_subclass_name = "modifier_citadel_silenced"
m_sLocalizationName = "modifier_citadel_silenced"
m_eDrawOverheadStatus = "OVERHEAD_DRAW_FOR_EVERYONE"
m_strSmallIconCssClass = "silence_proc"
}
}
m_skillshotMissParticle = "particles/abilities/skillshot_default_miss_owner.vpcf"
m_strCastAnimGraphParam = "b_CastBreach"
m_bitsInterruptingStates = "MODIFIER_STATE_STUNNED"
m_eAbilityTargetingLocation = "CITADEL_ABILITY_TARGETING_LOCATION_NONE"
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"
}
