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Modding Database

Up to date with Steam · checked 17s ago· Viewing build 6742 (Oct 02 2026), not the latest

upgrade_apex_combat

Apex Combatupgrade_apex_combatOpen the ability page

32 keys · inherits from weapon_upgrade_t5

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

upgrade_apex_combat = {
_class = "upgrade_apex_combat"
_editor = {
folder_name = "Weapon"
}
_multibase = [
]
m_bDisabled = true
m_iItemTier = "EModTier_5"
m_strCSSClass = "ricochet"
m_eAbilityType = "EAbilityType_Item"
m_nShopVersion = 0
m_bStartTrained = true
m_eItemSlotType = "EItemSlotType_WeaponMod"
m_mapWeaponInfos = {
primary = {
m_flBulletSpeed = 10000
}
}
m_strAbilityImage = "file://{images}/upgrades/mods_weapon/ricochet.psd"
m_strAG2SourceName = "item"
m_strShopIconLarge = "file://{images}/items/brawl/apex_combat.psd"
m_flBossDamageScale = 1
m_sCustomStackLabel = "#CurrentStacks_label" // Current Stacks:
m_vecComponentItems = [
]
m_eAbilityActivation = "CITADEL_ABILITY_ACTIVATION_PASSIVE"
m_vecAbilityUpgrades = [
0{
m_vecPropertyUpgrades = [
0{
m_strBonus = "25"
m_strPropertyName = "RicochetDamagePercent"
}
1{
m_strBonus = "30"
m_strPropertyName = "CritDamagePercent"
}
2{
m_strBonus = "5"
m_strPropertyName = "ProcChance"
}
]
}
]
m_PreviewPathParticle = "particles/generic/generic_arc.vpcf"
m_nAbilityTargetFlags = "CITADEL_UNIT_TARGET_FLAG_NO_INVIS"
m_nAbilityTargetTypes = "CITADEL_UNIT_TARGET_HERO_ENEMY | CITADEL_UNIT_TARGET_BOSS_ENEMY | CITADEL_UNIT_TARGET_TROOPER_ENEMY | CITADEL_UNIT_TARGET_PROP_ENEMY | CITADEL_UNIT_TARGET_MINION_ENEMY | CITADEL_UNIT_TARGET_NEUTRAL"
m_eAbilityRequirements = "ERequirementStreetBrawl"
m_mapAbilityProperties = {
TechPower = { // Spirit Power
m_strValue = "0"
m_strDisableValue = "0"
m_bCanSetTokenOverride = true
m_eProvidedPropertyType = "MODIFIER_VALUE_TECH_POWER"
}
ProcChance = { // Proc Chance
m_strValue = "40"
}
WeaponPower = { // Weapon Damage
m_strValue = "0"
m_strDisableValue = "0"
m_bCanSetTokenOverride = true
m_eProvidedPropertyType = "MODIFIER_VALUE_WEAPON_POWER"
}
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"
}
}
RicochetRadius = { // Ricochet Range
m_strValue = "13m"
m_strCSSClass = "distance"
m_subclassScaleFunction = {
_class = "scale_function_single_stat"
_my_subclass_name = "RicochetRadius_scale_function"
m_eSpecificStatScaleType = "ETechRange"
}
}
AbilityCooldown = { // Cooldown
m_strValue = "0"
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 = "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"
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
}
CritDamagePercent = { // Bonus Weapon Damage
m_strValue = "125"
m_strCSSClass = "bullet_damage"
}
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
}
RicochetDamagePercent = { // Ricochet Damage
m_strValue = "65"
m_strCSSClass = "bullet_damage"
}
AbilityUnitTargetLimit = {
m_strValue = "1"
m_bCanSetTokenOverride = true
}
AbilityPostCastDuration = {
m_strValue = "0"
m_strDisableValue = "0"
}
RicochetTargetsTooltipOnly = { // Ricochet Targets
m_strValue = "4"
}
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_vecTooltipSectionInfo = [
0{
m_vecSectionAttributes = [
0{
m_strLocString = "#upgrade_apex_combat_desc" // Your bullets will <span class="highlight">ricochet</span> on enemies near your target, <span class="highlight">applying any bullet procs</span> and <span class="highlight">dealing a percentage of the original damage.</span>
m_vecAbilityProperties = [
0"RicochetTargetsTooltipOnly"
1"RicochetRadius"
]
m_vecImportantAbilityProperties = [
0{
m_strImportantProperty = "RicochetDamagePercent"
}
]
}
]
}
1{
m_vecSectionAttributes = [
0{
m_strLocString = "#upgrade_critshot_desc" // Your bullets have a chance to be empowered, causing them to deal <span class="highlight">bonus weapon damage</span> on hit.<br><span class="diminish">Bonus damage cannot Crit.</span>
m_vecAbilityProperties = [
0"ProcChance"
]
m_vecElevatedAbilityProperties = []
m_vecImportantAbilityProperties = [
0{
m_strImportantProperty = "CritDamagePercent"
}
]
}
]
}
]
m_AutoIntrinsicModifiers = [
0{
_class = "modifier_apex_combat_proc"
m_bIsHidden = true
_my_subclass_name = "modifier_apex_combat_proc"
m_nEnabledStateMask = "MODIFIER_STATE_RICOCHET_ACTIVE"
m_RicochetTracerParticle = "particles/weapon_fx/ricochet_tracer.vpcf"
m_vecAutoRegisterModifierValueFromAbilityPropertyName = []
}
1{
_class = "modifier_crit_shot"
m_bIsHidden = true
m_bCanBeEvaded = false
_my_subclass_name = "modifier_crit_shot"
m_strHitProcSound = "Mods.Weapon.Lucky.Bullets.Proc"
m_nAbilityTargetTypes = "CITADEL_UNIT_TARGET_ALL_ENEMY"
m_bRequiresTargetFilter = true
m_TracerAdditionParticle = "particles/items/critshot_tracer.vpcf"
m_OnBulletRolledProcSound = ""
m_bShouldApplyAbilityCooldown = false
m_bRollOnceForAllBulletsInAShot = true
m_bCanProcMultipleTimesOnOneTarget = false
m_bCanProcMultipleTimesFromSameShot = true
m_vecAutoRegisterModifierValueFromAbilityPropertyName = []
}
]
m_eAdditionalShopFilters = ""
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_eShopFiltersEShopFilterClipSize
    • −m_nUpgradeSlotCost1
    • −m_strCastAnimGraphParame_GenericCast
    • −m_strCastAnimSequenceNameability_generic_cast
    • −m_strSelectionNameOverrideitem
  2. 6696–6701first dumped