What it inherits is already merged in: this is the entry as the game compiled it.
upgrade_close_quarter_combat = {
_class = "citadel_item"
_editor = {
folder_name = "Weapon"
}
_multibase = [
]
m_iItemTier = "EModTier_3"
m_strCSSClass = "pointBlank"
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/point_blank.psd"
m_strAG2SourceName = "item"
m_strShopIconLarge = "file://{images}/items/weapon/point_blank.psd"
m_CorruptedItemInfo = {
m_Upgrade = {
m_vecPropertyUpgrades = [
0{
m_strBonus = "175"
m_strPropertyName = "BonusHealth"
}
1{
m_strBonus = "40"
m_strPropertyName = "MeleeResistPercent"
}
2{
m_strBonus = "50"
m_strPropertyName = "CloseRangeBonusWeaponPower"
}
3{
m_strBonus = "15"
m_strPropertyName = "SlowPercent"
}
4{
m_strBonus = "1"
m_strPropertyName = "SlowDuration"
}
]
}
}
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 = "30"
m_strPropertyName = "CloseRangeBonusWeaponPower"
}
1{
m_strBonus = "30"
m_strPropertyName = "MeleeResistPercent"
}
2{
m_strBonus = "150"
m_strPropertyName = "BonusHealth"
}
3{
m_strBonus = "4"
m_strPropertyName = "SlowPercent"
}
]
}
]
m_PreviewPathParticle = "particles/generic/generic_arc.vpcf"
m_nAbilityTargetTypes = "CITADEL_UNIT_TARGET_HERO_ENEMY"
m_mapAbilityProperties = {
TechPower = { // Spirit Power
m_strValue = "0"
m_strDisableValue = "0"
m_bCanSetTokenOverride = true
m_eProvidedPropertyType = "MODIFIER_VALUE_TECH_POWER"
}
BonusHealth = { // Bonus Health
m_strValue = "75"
m_strCSSClass = "health"
m_eDisplayType = "EMaxHealth"
m_eProvidedPropertyType = "MODIFIER_VALUE_HEALTH_MAX"
}
SlowPercent = { // Move Speed
m_strValue = "20"
m_strCSSClass = "slow"
m_eStatsUsageFlags = "ConditionallyApplied"
m_eProvidedPropertyType = "MODIFIER_VALUE_MOVEMENT_SPEED_SLOW_PERCENT"
}
WeaponPower = { // Weapon Damage
m_strValue = "0"
m_strDisableValue = "0"
m_bCanSetTokenOverride = true
m_eProvidedPropertyType = "MODIFIER_VALUE_WEAPON_POWER"
}
SlowDuration = { // Slow Duration
m_strValue = "2"
m_strCSSClass = "duration"
m_subclassScaleFunction = {
_class = "scale_function_tech_duration"
_my_subclass_name = "duration_scale_function"
}
}
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 = "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
}
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"
]
}
}
MeleeResistPercent = { // Melee Resist
m_strValue = "30"
m_eDisplayType = "EMeleeResist"
m_eStatsUsageFlags = ""
m_eProvidedPropertyType = "MODIFIER_VALUE_MELEE_RESIST"
}
AbilityResourceCost = {
m_strValue = "0"
m_strCSSClass = "cast"
m_strDisableValue = "0"
m_bCanSetTokenOverride = true
}
AbilityUnitTargetLimit = {
m_strValue = "1"
m_bCanSetTokenOverride = true
}
AbilityPostCastDuration = {
m_strValue = "0"
m_strDisableValue = "0"
}
CloseRangeBonusDamageRange = { // Close Range
m_strValue = "15m"
m_strCSSClass = "distance"
m_eStatsUsageFlags = ""
m_eProvidedPropertyType = "MODIFIER_VALUE_BONUS_WEAPON_DAMAGE_CLOSE_RANGE_MAX_RANGE"
}
CloseRangeBonusWeaponPower = { // Weapon Damage
m_strValue = "50"
m_eStatsUsageFlags = ""
m_eProvidedPropertyType = "MODIFIER_VALUE_CLOSE_RANGE_WEAPON_DAMAGE_INCREASE"
}
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_eAbilitySectionType = "EArea_Innate"
m_vecSectionAttributes = [
0{
m_vecAbilityProperties = [
0"BonusHealth"
1"MeleeResistPercent"
]
m_vecElevatedAbilityProperties = []
}
]
}
1{
m_eAbilitySectionType = "EArea_Passive"
m_vecSectionAttributes = [
0{
m_strLocString = "#upgrade_close_quarter_combat_desc" // When in <span class="highlight">close range</span> to your target, gain <span class="highlight">Weapon Damage</span> and your bullets apply a <span class="highlight">Movement Slow</span>.
m_vecAbilityProperties = [
0"SlowDuration"
1"CloseRangeBonusDamageRange"
]
m_vecImportantAbilityProperties = [
0{
m_strImportantProperty = "CloseRangeBonusWeaponPower"
}
1{
m_strImportantProperty = "SlowPercent"
}
]
}
]
}
]
m_AutoIntrinsicModifiers = [
0{
_class = "modifier_close_range_proc"
m_bIsHidden = true
m_DebuffModifier = {
_class = "modifier_slow_base"
_my_subclass_name = "modifier_slow_base"
m_sLocalizationName = "modifier_slow_base"
m_strSmallIconCssClass = "slowed"
m_vecAutoRegisterModifierValueFromAbilityPropertyName = [
0"SlowPercent"
]
}
_my_subclass_name = "modifier_close_range_proc"
m_vecAutoRegisterModifierValueFromAbilityPropertyName = [
0"CloseRangeBonusWeaponPower"
1"CloseRangeBonusDamageRange"
2"MeleeResistPercent"
3"BonusHealth"
]
}
]
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
- 6722–6745changed
- +m_nShopVersion
0 - +m_mapWeaponInfos
{ 1 key }
{ primary = { m_flBulletSpeed = 10000 } } - +m_CorruptedItemInfo
{ 1 key }
{ m_Upgrade = { m_vecPropertyUpgrades = [ { m_strBonus = "175" m_strPropertyName = "BonusHealth" }, { m_strBonus = "40" m_strPropertyName = "MeleeResistPercent" }, { m_strBonus = "50" m_strPropertyName = "CloseRangeBonusWeaponPower" }, { m_strBonus = "15" m_strPropertyName = "SlowPercent" }, { m_strBonus = "1" m_strPropertyName = "SlowDuration" }, ] } } - +m_sCustomStackLabel
#CurrentStacks_label - +m_strDisableItemTarget
"" - +m_vecTooltipSectionInfo[EArea_Innate].m_vecSectionAttributes[0].m_vecElevatedAbilityProperties
[] - +m_eAdditionalShopFilters
"" - −m_WeaponInfo
{ 1 key }
{ m_flBulletSpeed = 10000 } - −m_eShopFilters
EShopFilterWeaponDamage | EShopFilterDurability | EShopFilterDisruption - −m_nUpgradeSlotCost
1 - −m_strCastAnimGraphParam
e_GenericCast - −m_strCastAnimSequenceName
ability_generic_cast
- +m_nShopVersion
- 6696–6701first dumped
