Need help with plugins or servers? Join our Discord

Modding Database

Up to date with Steam · checked 26s ago· Viewing build 6701 (Sep 25 2026), not the latest

upgrade_weapon_shielding

Weapon Shieldingupgrade_weapon_shieldingOpen the ability page

30 keys · inherits from armor_upgrade_t2

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

upgrade_weapon_shielding = {
_class = "upgrade_weapon_shielding"
_editor = {
folder_name = "Armor"
}
_multibase = [
]
m_iItemTier = "EModTier_2"
m_WeaponInfo = {
m_flBulletSpeed = 10000
}
m_strCSSClass = "bulletShield"
m_eAbilityType = "EAbilityType_Item"
m_eShopFilters = "EShopFilterDurability"
m_bStartTrained = true
m_eItemSlotType = "EItemSlotType_Armor"
m_BarrierModifier = {
_class = "modifier_base"
m_bIsHidden = true
m_sStartSound = "Player.Barrier.Activate"
_my_subclass_name = "modifier_weapon_shielding_barrier"
m_vecAutoRegisterModifierValueFromAbilityPropertyName = [
0"CombatBarrier"
1"BulletResist"
]
}
m_strAbilityImage = "file://{images}/upgrades/mods_armor/bullet_shield.psd"
m_nUpgradeSlotCost = 1
m_strAG2SourceName = "item"
m_strShopIconLarge = "file://{images}/items/vitality/weapon_shielding.psd"
m_flBossDamageScale = 1
m_vecComponentItems = [
]
m_eAbilityActivation = "CITADEL_ABILITY_ACTIVATION_PASSIVE"
m_vecAbilityUpgrades = [
0{
m_vecPropertyUpgrades = [
0{
m_strBonus = "3"
m_strPropertyName = "OutOfCombatHealthRegen"
}
1{
m_strBonus = "225"
m_strPropertyName = "CombatBarrier"
}
2{
m_strBonus = "15"
m_strPropertyName = "BulletResist"
}
3{
m_strBonus = "-20"
m_strPropertyName = "AbilityCooldown"
}
]
}
]
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"
}
BulletResist = { // Bullet Resist
m_strValue = "18"
m_strCSSClass = "bullet_armor_up"
m_eDisplayType = "EBulletArmorDamageReduction"
m_eStatsUsageFlags = "ConditionallyApplied"
m_eProvidedPropertyType = "MODIFIER_VALUE_BULLET_ARMOR_DAMAGE_RESIST"
}
DamageWindow = { // Time Frame
m_strValue = "4.0"
m_strCSSClass = "duration"
}
CombatBarrier = { // Barrier
m_strValue = "300"
m_strCSSClass = "combat_barrier"
m_eStatsUsageFlags = "ConditionallyApplied"
m_eProvidedPropertyType = "MODIFIER_VALUE_BARRIER_HEALTH"
m_subclassScaleFunction = {
_class = "scale_function_single_stat"
m_flStatScale = 5
_my_subclass_name = "Health_scale_function"
m_eSpecificStatScaleType = "ELevelUpBoons"
}
}
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 = "35"
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"
}
}
BarrierDuration = { // Barrier Duration
m_strValue = "8"
m_strCSSClass = "duration"
m_subclassScaleFunction = {
_class = "scale_function_tech_duration"
_my_subclass_name = "duration_scale_function"
}
}
DamageThreshold = { // Damage Threshold
m_strValue = "250"
m_strCSSClass = "bullet_armor_up"
m_eDisplayType = "EBulletArmorDamageReduction"
}
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
}
OutOfCombatHealthRegen = { // Out of Combat Regen
m_strValue = "2.5"
m_strCSSClass = "healing"
m_eDisplayType = "EOOCHealthRegen"
m_eProvidedPropertyType = "MODIFIER_VALUE_OUT_OF_COMBAT_HEALTH_REGEN"
}
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_strCastAnimGraphParam = "e_GenericCast"
m_vecTooltipSectionInfo = [
0{
m_eAbilitySectionType = "EArea_Innate"
m_vecSectionAttributes = [
0{
m_vecAbilityProperties = [
0"OutOfCombatHealthRegen"
]
}
]
}
1{
m_eAbilitySectionType = "EArea_Passive"
m_vecSectionAttributes = [
0{
m_strLocString = "#upgrade_weapon_shielding_desc" // Gain a <span class="highlight">Barrier</span> whenever you take significant {g:citadel_inline_attribute:'WeaponDamage'} from enemy Heroes in a small time frame.
m_vecAbilityProperties = [
0"DamageThreshold"
1"DamageWindow"
2"AbilityCooldown"
3"BarrierDuration"
]
m_vecElevatedAbilityProperties = []
m_vecImportantAbilityProperties = [
0{
m_strImportantProperty = "CombatBarrier"
}
1{
m_strImportantProperty = "BulletResist"
}
]
}
]
}
]
m_AutoIntrinsicModifiers = [
0{
_class = "modifier_base"
m_bIsHidden = true
_my_subclass_name = "modifier_base"
m_vecAutoRegisterModifierValueFromAbilityPropertyName = [
0"OutOfCombatHealthRegen"
]
}
]
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[EArea_Innate].m_vecSectionAttributes[0].m_vecElevatedAbilityProperties[]
    • −m_vecTooltipSectionInfo[EArea_Passive].m_vecSectionAttributes[0].m_vecElevatedAbilityProperties[]
    • +m_eAdditionalShopFilters""
    • −m_WeaponInfo
      { 1 key }
      {
      	m_flBulletSpeed = 10000
      }
    • −m_eShopFiltersEShopFilterDurability
    • −m_nUpgradeSlotCost1
    • −m_strCastAnimGraphParame_GenericCast
    • −m_strCastAnimSequenceNameability_generic_cast
  2. 6696–6701first dumped