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Modding Database

Up to date with Steam · checked 23s ago· Viewing build 6698 (Sep 17 2026), not the latest

upgrade_medic_bullets

Restorative Shotcitadel_itemOpen the ability page

32 keys · inherits from weapon_upgrade_t1

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

upgrade_medic_bullets = {
_class = "citadel_item"
_editor = {
folder_name = "Weapon"
}
_multibase = [
]
m_bDisabled = false
m_iItemTier = "EModTier_1"
m_WeaponInfo = {
m_flBulletSpeed = 10000
}
m_iUpdateTime = 1707443273
m_strCSSClass = "medicBullets"
m_eAbilityType = "EAbilityType_Item"
m_eShopFilters = "EShopFilterWeaponDamage | EShopFilterHealing"
m_bStartTrained = true
m_eItemSlotType = "EItemSlotType_WeaponMod"
m_strAbilityImage = "file://{images}/upgrades/mods_weapon/medic_bullets.psd"
m_nUpgradeSlotCost = 1
m_strAG2SourceName = "item"
m_strShopIconLarge = "file://{images}/items/weapon/restorative_shot.psd"
m_flBossDamageScale = 1
m_eAbilityActivation = "CITADEL_ABILITY_ACTIVATION_PASSIVE"
m_vecAbilityUpgrades = [
0{
m_vecPropertyUpgrades = [
0{
m_strBonus = "100"
m_strPropertyName = "HealFromHero"
}
1{
m_strBonus = "40"
m_strPropertyName = "HealFromNPC"
}
]
}
]
m_PreviewPathParticle = "particles/generic/generic_arc.vpcf"
m_nAbilityTargetTypes = "CITADEL_UNIT_TARGET_ALL_ENEMY"
m_mapAbilityProperties = {
Radius = { // Radius
m_strValue = "1m"
m_strCSSClass = "distance"
m_subclassScaleFunction = {
_class = "scale_function_single_stat"
_my_subclass_name = "Radius_scale_function"
m_eSpecificStatScaleType = "ETechRange"
}
}
TechPower = { // Spirit Power
m_strValue = "0"
m_strDisableValue = "0"
m_bCanSetTokenOverride = true
m_eProvidedPropertyType = "MODIFIER_VALUE_TECH_POWER"
}
ProcChance = { // Proc Chance
m_strValue = "100"
}
HealFromNPC = { // Healing From NPCs / Orbs
m_strValue = "20"
m_strCSSClass = "healing"
m_subclassScaleFunction = {
_class = "scale_function_single_stat"
_my_subclass_name = "heal_npc_scaling_function"
m_eSpecificStatScaleType = "EHealingOutput"
}
}
WeaponPower = { // Weapon Damage
m_strValue = "0"
m_strDisableValue = "0"
m_bCanSetTokenOverride = true
m_eProvidedPropertyType = "MODIFIER_VALUE_WEAPON_POWER"
}
HealFromHero = { // Healing From Heroes
m_strValue = "50"
m_strCSSClass = "healing"
m_subclassScaleFunction = {
_class = "scale_function_single_stat"
_my_subclass_name = "hero_healing_scale_function"
m_eSpecificStatScaleType = "EHealingOutput"
}
}
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 = "6"
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
}
AbilityUnitTargetLimit = {
m_strValue = "1"
m_bCanSetTokenOverride = true
}
AbilityPostCastDuration = {
m_strValue = "0"
m_strDisableValue = "0"
}
BaseAttackDamagePercent = { // Weapon Damage
m_strValue = "6"
m_strCSSClass = "bullet_damage"
m_eDisplayType = "EBaseWeaponDamageIncrease"
m_eDisplayUnits = "EDisplayUnit_Normal"
m_eStatsUsageFlags = ""
m_eProvidedPropertyType = "MODIFIER_VALUE_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_strCastAnimGraphParam = "e_GenericCast"
m_vecTooltipSectionInfo = [
0{
m_eAbilitySectionType = "EArea_Innate"
m_vecSectionAttributes = [
0{
m_vecAbilityProperties = [
0"BaseAttackDamagePercent"
]
}
]
}
1{
m_vecSectionAttributes = [
0{
m_strLocString = "#upgrade_medic_bullets_desc" // Your next bullet will <span class="highlight">heal</span> you based on what target you hit.
m_vecAbilityProperties = [
0"AbilityCooldown"
]
m_vecImportantAbilityProperties = [
0{
m_strImportantProperty = "HealFromHero"
}
1{
m_strImportantProperty = "HealFromNPC"
}
]
}
]
}
]
m_AutoIntrinsicModifiers = [
0{
_class = "modifier_medic_bullets"
m_ProcSound = ""
m_bIsHidden = true
m_ExplodeSound = "Upgrade.ExplosiveBullets.Explode"
m_ImpactParticle = "particles/upgrades/medic_bullets_tracer_impact.vpcf"
_my_subclass_name = "modifier_medic_bullets"
m_BuildUpModifier = {
_class = ""
_my_subclass_name = ""
}
m_ExplodeParticle = "particles/upgrades/crack_shot_hit.vpcf"
m_nAbilityTargetTypes = "CITADEL_UNIT_TARGET_ALL_ENEMY | CITADEL_UNIT_TARGET_GOLD_ORBS"
m_bRequiresTargetFilter = true
m_TracerAdditionParticle = "particles/upgrades/medic_bullets_tracer.vpcf"
m_flMaxBulletsToProcInShot = 1
m_bShouldApplyAbilityCooldown = true
m_bRollOnceForAllBulletsInAShot = false
m_bCanProcMultipleTimesOnOneTarget = false
m_bCanProcMultipleTimesFromSameShot = false
}
1{
_class = "modifier_base"
m_bIsHidden = true
_my_subclass_name = "modifier_regenerating_bullet_shield"
m_vecAutoRegisterModifierValueFromAbilityPropertyName = [
0"BaseAttackDamagePercent"
]
}
]
m_bShowInPassiveItemsArea = true
m_strCastAnimSequenceName = "ability_generic_cast"
m_strSelectionNameOverride = "item"
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_vecTooltipSectionInfo[0].m_vecSectionAttributes[0].m_vecElevatedAbilityProperties[]
    • +m_AutoIntrinsicModifiers[modifier_medic_bullets].m_bProcOnFriendlyBulletHitstrue
    • +m_eAdditionalShopFilters""
    • −m_WeaponInfo
      { 1 key }
      {
      	m_flBulletSpeed = 10000
      }
    • −m_eShopFiltersEShopFilterWeaponDamage | EShopFilterHealing
    • −m_nUpgradeSlotCost1
    • −m_strCastAnimGraphParame_GenericCast
    • −m_strCastAnimSequenceNameability_generic_cast
  2. 6696–6701first dumped