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Modding Database

Up to date with Steam · checked 22s ago· Viewing build 6722 (Sep 29 2026), not the latest

upgrade_active_reload

Active Reloadupgrade_active_reloadOpen the ability page

37 keys · inherits from weapon_upgrade_t2

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

upgrade_active_reload = {
_class = "upgrade_active_reload"
_editor = {
folder_name = "Weapon"
}
_multibase = [
]
m_iItemTier = "EModTier_2"
m_flGraceTime = 0.3
m_iUpdateTime = 1718840457
m_strCSSClass = "activeReload"
m_eAbilityType = "EAbilityType_Item"
m_nShopVersion = 0
m_bStartTrained = true
m_eItemSlotType = "EItemSlotType_WeaponMod"
m_mapWeaponInfos = {
primary = {
m_flBulletSpeed = 10000
}
}
m_FailureParticle = "particles/upgrades/active_reload_fail.vpcf"
m_SuccessModifier = {
_class = "modifier_base"
m_bIsHidden = true
_my_subclass_name = "buff"
m_vecAutoRegisterModifierValueFromAbilityPropertyName = [
0"BonusFireRate"
1"BulletLifestealPercent"
2"BonusMoveSpeed"
]
}
m_SuccessParticle = "particles/upgrades/active_reload_success.vpcf"
m_strAbilityImage = "file://{images}/upgrades/mods_utility/deployable_bullet_shield.psd"
m_strFailureSound = "Mods.Weapon.ActiveReload.Fail"
m_strSuccessSound = "Mods.Weapon.ActiveReload.Success"
m_strAG2SourceName = "item"
m_strShopIconLarge = "file://{images}/items/weapon/active_reload.psd"
m_flBossDamageScale = 1
m_sCustomStackLabel = "#CurrentStacks_label" // Current Stacks:
m_eAbilityActivation = "CITADEL_ABILITY_ACTIVATION_PASSIVE"
m_vecAbilityUpgrades = [
0{
m_vecPropertyUpgrades = [
0{
m_strBonus = "15"
m_strPropertyName = "BonusFireRate"
}
1{
m_strBonus = "3m"
m_strPropertyName = "BonusMoveSpeed"
}
2{
m_strBonus = "12"
m_strPropertyName = "BulletLifestealPercent"
}
3{
m_strBonus = "10"
m_strPropertyName = "BonusClipSizePercent"
}
]
}
]
m_PreviewPathParticle = "particles/generic/generic_arc.vpcf"
m_mapAbilityProperties = {
TechPower = { // Spirit Power
m_strValue = "0"
m_strDisableValue = "0"
m_bCanSetTokenOverride = true
m_eProvidedPropertyType = "MODIFIER_VALUE_TECH_POWER"
}
WeaponPower = { // Weapon Damage
m_strValue = "0"
m_strDisableValue = "0"
m_bCanSetTokenOverride = true
m_eProvidedPropertyType = "MODIFIER_VALUE_WEAPON_POWER"
}
BonusFireRate = { // Fire Rate
m_strValue = "25"
m_strCSSClass = "fire_rate"
m_eDisplayType = "EFireRate"
m_eStatsUsageFlags = "ConditionallyApplied"
m_eProvidedPropertyType = "MODIFIER_VALUE_FIRE_RATE"
}
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"
}
}
BonusMoveSpeed = { // Move Speed
m_strValue = "0.75m"
m_strCSSClass = "move_speed"
m_eDisplayType = "EMaxMoveSpeed"
m_eStatsUsageFlags = ""
m_eProvidedPropertyType = "MODIFIER_VALUE_MOVEMENT_SPEED_MAX"
}
AbilityCooldown = { // Cooldown
m_strValue = "12"
m_strCSSClass = "cooldown"
m_strDisableValue = "0"
m_bCanSetTokenOverride = true
m_subclassScaleFunction = {
_class = "scale_function_single_stat"
_my_subclass_name = "AbilityCooldown_scale_function"
m_eSpecificStatScaleType = "EItemCooldown"
}
}
AbilityDuration = { // Duration
m_strValue = "7"
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"
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
}
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
}
BonusClipSizePercent = { // Max Ammo
m_strValue = "20"
m_eDisplayType = "EClipSizeIncrease"
m_eStatsUsageFlags = ""
m_eProvidedPropertyType = "MODIFIER_VALUE_AMMO_CLIP_SIZE_PERCENT"
}
AbilityUnitTargetLimit = {
m_strValue = "1"
m_bCanSetTokenOverride = true
}
BulletLifestealPercent = { // Bullet Lifesteal
m_strValue = "16"
m_strCSSClass = "healing"
m_eDisplayType = "EBulletLifesteal"
m_eStatsUsageFlags = "ConditionallyApplied"
m_eProvidedPropertyType = "MODIFIER_VALUE_BULLET_LIFESTEAL"
m_subclassScaleFunction = {
_class = "scale_function_single_stat"
_my_subclass_name = "BulletLifestealPercent_scale_function"
m_eSpecificStatScaleType = "EHealingOutput"
}
}
AbilityPostCastDuration = {
m_strValue = "0"
m_strDisableValue = "0"
}
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_strDisableItemTarget = ""
m_AbilityTooltipDetails = {
m_vecAbilityInfoSections = []
}
m_strWindowEnteredSound = "Mods.Weapon.ActiveReload.WindowEntered"
m_vecTooltipSectionInfo = [
0{
m_eAbilitySectionType = "EArea_Innate"
m_vecSectionAttributes = [
0{
m_strLocString = ""
m_vecAbilityProperties = [
0"BonusClipSizePercent"
]
m_vecElevatedAbilityProperties = []
}
]
}
1{
m_eAbilitySectionType = "EArea_Passive"
m_vecSectionAttributes = [
0{
m_strLocString = "#upgrade_active_reload_desc" // While reloading, pressing {g:citadel_binding:'Reload'} during the highlighted portion will <span class="highlight">instantly finish your reload</span> and grant you <span class="highlight">Fire Rate</span>, <span class="highlight">Bullet Lifesteal</span> and <span class="highlight">Move Speed</span>.
m_vecAbilityProperties = [
0"AbilityCooldown"
1"AbilityDuration"
]
m_vecImportantAbilityProperties = [
0{
m_strImportantProperty = "BonusFireRate"
}
1{
m_strImportantProperty = "BulletLifestealPercent"
}
2{
m_strImportantProperty = "BonusMoveSpeed"
}
]
}
]
}
]
m_AutoIntrinsicModifiers = [
0{
_class = "modifier_intrinsic_base"
_my_subclass_name = "modifier_intrinsic_base"
m_nEnabledStateMask = "MODIFIER_STATE_ALLOW_RELOAD_WHEN_FULL"
m_vecAutoRegisterModifierValueFromAbilityPropertyName = [
0"BonusClipSizePercent"
]
}
]
m_eAdditionalShopFilters = ""
m_bShowInPassiveItemsArea = "true"
m_eAbilityTargetingLocation = "CITADEL_ABILITY_TARGETING_LOCATION_SELF"
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_nShopVersion0
    • +m_mapWeaponInfos
      { 1 key }
      {
      	primary = 
      	{
      		m_flBulletSpeed = 10000
      	}
      }
    • +m_sCustomStackLabel#CurrentStacks_label
    • +m_strDisableItemTarget""
    • +m_eAdditionalShopFilters""
    • −m_WeaponInfo
      { 1 key }
      {
      	m_flBulletSpeed = 10000
      }
    • −m_eShopFiltersEShopFilterWeaponDamage
    • −m_nUpgradeSlotCost1
    • −m_strCastAnimGraphParame_GenericCast
    • −m_strCastAnimSequenceNameability_generic_cast
    • −m_strSelectionNameOverrideitem
  2. 6696–6701first dumped