What it inherits is already merged in: this is the entry as the game compiled it.
upgrade_headhunter = {
_class = "citadel_item"
_editor = {
folder_name = "Weapon"
}
_multibase = [
]
m_iItemTier = "EModTier_3"
m_WeaponInfo = {
m_flBulletSpeed = 10000
}
m_strCSSClass = "headhunter"
m_eAbilityType = "EAbilityType_Item"
m_eShopFilters = "EShopFilterWeaponDamage"
m_bStartTrained = true
m_eItemSlotType = "EItemSlotType_WeaponMod"
m_strAbilityImage = "file://{images}/upgrades/mods_weapon/headhunter.psd"
m_nUpgradeSlotCost = 1
m_strAG2SourceName = "item"
m_strShopIconLarge = "file://{images}/items/weapon/headhunter.psd"
m_flBossDamageScale = 1
m_vecComponentItems = [
]
m_eAbilityActivation = "CITADEL_ABILITY_ACTIVATION_PASSIVE"
m_vecAbilityUpgrades = [
0{
m_vecPropertyUpgrades = [
0{
m_strBonus = "75"
m_strPropertyName = "HeadShotBonusDamage"
}
1{
m_strBonus = "4"
m_strPropertyName = "HealPercentPerHeadshot"
}
2{
m_strBonus = "-3"
m_strPropertyName = "AbilityCooldown"
}
]
}
]
m_PreviewPathParticle = "particles/generic/generic_arc.vpcf"
m_vecDisabledOnHeroes = [
]
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 = "100"
}
BonusHealth = { // Bonus Health
m_strValue = "50"
m_strCSSClass = "health"
m_eDisplayType = "EMaxHealth"
m_eProvidedPropertyType = "MODIFIER_VALUE_HEALTH_MAX"
}
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"
}
}
BonusMoveSpeed = { // Move Speed
m_strValue = "1.75m"
m_strCSSClass = "move_speed"
m_eStatsUsageFlags = "ConditionallyApplied"
m_eProvidedPropertyType = "MODIFIER_VALUE_MOVEMENT_SPEED_MAX"
}
AbilityCooldown = { // Cooldown
m_strValue = "8"
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"
]
}
}
AbilityResourceCost = {
m_strValue = "0"
m_strCSSClass = "cast"
m_strDisableValue = "0"
m_bCanSetTokenOverride = true
}
HeadShotBonusDamage = { // Head Shot Bonus Damage
m_strValue = "75"
m_subclassScaleFunction = {
_class = "scale_function_single_stat"
m_flStatScale = 4
_my_subclass_name = "Damage_scale_function"
m_eSpecificStatScaleType = "ELevelUpBoons"
}
}
AbilityUnitTargetLimit = {
m_strValue = "1"
m_bCanSetTokenOverride = true
}
HealPercentPerHeadshot = { // Heal Per Headshot
m_strValue = "4"
m_strCSSClass = "healing"
m_subclassScaleFunction = {
_class = "scale_function_healing_boon_scale"
m_flStatScale = 0.06
_my_subclass_name = "HealPercentAmount_scale_function"
}
}
AbilityPostCastDuration = {
m_strValue = "0"
m_strDisableValue = "0"
}
BaseAttackDamagePercent = { // Weapon Damage
m_strValue = "5"
m_eDisplayType = "EBaseWeaponDamageIncrease"
m_eStatsUsageFlags = ""
m_eProvidedPropertyType = "MODIFIER_VALUE_WEAPON_DAMAGE_INCREASE"
}
MovementSpeedBonusDuration = { // Move Speed Duration
m_strValue = "3"
m_strCSSClass = "duration"
m_subclassScaleFunction = {
_class = "scale_function_tech_duration"
_my_subclass_name = "duration_scale_function"
}
}
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_strCastAnimGraphParam = "e_GenericCast"
m_vecTooltipSectionInfo = [
0{
m_eAbilitySectionType = "EArea_Innate"
m_vecSectionAttributes = [
0{
m_vecAbilityProperties = [
0"BaseAttackDamagePercent"
1"BonusHealth"
]
}
]
}
1{
m_eAbilitySectionType = "EArea_Passive"
m_vecSectionAttributes = [
0{
m_strLocString = "#upgrade_headhunter_desc" // Your next <span class="highlight">headshot</span> against an enemy Hero deals {g:citadel_inline_attribute:'BonusWeaponDamage'}, {g:citadel_inline_attribute:'Heal'} you, and briefly grants {g:citadel_inline_attribute:'BonusMoveSpeed'}.
m_vecAbilityProperties = [
0"BonusMoveSpeed"
1"MovementSpeedBonusDuration"
2"AbilityCooldown"
]
m_vecImportantAbilityProperties = [
0{
m_strImportantProperty = "HeadShotBonusDamage"
}
1{
m_strImportantProperty = "HealPercentPerHeadshot"
}
]
}
]
}
]
m_AutoIntrinsicModifiers = [
0{
_class = "modifier_headhunter_watcher"
m_bIsHidden = true
m_sStartSound = ""
m_bCanBeEvaded = true
m_HeadShotSound = "Mods.Weapon.Headshot.Booster.Proc"
_my_subclass_name = "modifier_headhunter_watcher"
m_nAbilityTargetTypes = "CITADEL_UNIT_TARGET_ALL_ENEMY"
m_HeadshotBuffModifier = {
_class = "modifier_upgrade_headhunter_headshot_buff"
m_bIsHidden = true
_my_subclass_name = "modifier_upgrade_headhunter_headshot_buff"
m_sLocalizationName = "modifier_upgrade_headhunter_headshot_buff"
m_strHudMessageText = "#upgrade_headhunter" // Headhunter
m_strParticleEffect = "particles/upgrades/magic_storm_buff.vpcf"
m_strParticleStatusEffect = ""
m_vecAutoRegisterModifierValueFromAbilityPropertyName = [
0"BonusMoveSpeed"
]
}
m_bRequiresTargetFilter = true
m_flMaxBulletsToProcInShot = 1
m_bRollOnceForAllBulletsInAShot = false
m_bCanProcMultipleTimesOnOneTarget = false
m_bCanProcMultipleTimesFromSameShot = false
m_vecAutoRegisterModifierValueFromAbilityPropertyName = [
0"BaseAttackDamagePercent"
1"BonusHealth"
]
}
]
m_bShowInPassiveItemsArea = true
m_strCastAnimSequenceName = "ability_generic_cast"
m_strSelectionNameOverride = "item"
m_eAbilityTargetingLocation = "CITADEL_ABILITY_TARGETING_LOCATION_SELF"
m_bWarnIfNoAffectedAbilities = true
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 = "200" m_strPropertyName = "BonusHealth" }, { m_strBonus = "15" m_strPropertyName = "BaseAttackDamagePercent" }, { m_strBonus = "150" m_strPropertyName = "HeadShotBonusDamage" }, { m_strBonus = "3" m_strPropertyName = "HealPercentPerHeadshot" }, { m_strBonus = "0.75m" m_strPropertyName = "BonusMoveSpeed" }, { m_strBonus = "1.5" m_strPropertyName = "MovementSpeedBonusDuration" }, { m_strBonus = "-3" m_strPropertyName = "AbilityCooldown" }, ] } } - +m_sCustomStackLabel
#CurrentStacks_label - ±m_vecDisabledOnHeroes
+hero_deadpack - +m_strDisableItemTarget
"" - +m_vecTooltipSectionInfo[EArea_Innate].m_vecSectionAttributes[0].m_vecElevatedAbilityProperties
[] - +m_eAdditionalShopFilters
"" - −m_WeaponInfo
{ 1 key }
{ m_flBulletSpeed = 10000 } - −m_eShopFilters
EShopFilterWeaponDamage - −m_nUpgradeSlotCost
1 - −m_strCastAnimGraphParam
e_GenericCast
- +m_nShopVersion
- 6696–6701first dumped
