{
  "id": "upgrade_medic_bullets",
  "slug": "restorative-shot",
  "sourcePath": "game/citadel/pak01_dir.vpk:scripts/abilities.vdata_c#upgrade_medic_bullets",
  "updatedAt": "2026-06-06T16:23:38.392Z",
  "token": "upgrade_medic_bullets",
  "displayName": {
    "english": "Restorative Shot",
    "byLanguage": {
      "brazilian": "Disparo Restaurador",
      "czech": "Léčivá kulka",
      "english": "Restorative Shot",
      "french": "Tir curatif",
      "german": "Heilende Kugel",
      "italian": "Colpo curativo",
      "indonesian": "Tembakan Restoratif",
      "japanese": "ヒーリングショット",
      "koreana": "회복탄",
      "latam": "Tiro restaurador",
      "polish": "Strzał Witalności",
      "russian": "Живительный выстрел",
      "schinese": "疗愈子弹",
      "spanish": "Disparo Reparador",
      "thai": "​รีสตอเรทีฟ​ช็อต​",
      "turkish": "Şifalı Atış",
      "ukrainian": "Цілющий постріл"
    }
  },
  "description": {
    "english": "Your next bullet will <span class=\"highlight\">heal</span> you based on what target you hit.",
    "byLanguage": {
      "brazilian": "A sua próxima bala <span class=\"highlight\">curará</span> você com base no alvo atingido.",
      "czech": "Vlastníkova příští střela ho <span class=\"highlight\">vyléčí</span> v závislosti na tom, koho zasáhne.",
      "english": "Your next bullet will <span class=\"highlight\">heal</span> you based on what target you hit.",
      "french": "Votre prochain tir <span class=\"highlight\">vous soigne</span> en fonction de la cible touchée.",
      "german": "Deine nächste Kugel <span class=\"highlight\">heilt</span> Dich basierend auf dem Einheitentyp, den Du triffst.",
      "italian": "La tua prossima pallottola <span class=\"highlight\">ti guarisce</span> in base al bersaglio che colpisci.",
      "indonesian": "Peluru berikutnya akan <span class=\"highlight\">menyembuhkanmu</span> berdasarkan jenis target yang terkena.",
      "japanese": "次の弾薬が<span class=\"highlight\">HPを回復</span>する。回復量はヒットした対象に応じて変化する",
      "koreana": "총탄 피해를 입힌 대상에 따라 자신을 <span class=\"highlight\">치유</span>합니다.",
      "latam": "Tu próxima bala <span class=\"highlight\">te curará</span> según el objetivo al que alcance.",
      "polish": "Twój kolejny nabój <span class=\"highlight\">uleczy cię</span> w zależności od trafionego celu.",
      "russian": "Следующий выстрел вас <span class=\"highlight\">излечит</span> (количество будет зависеть от того, во что или кого вы попадёте).",
      "schinese": "下一颗子弹将根据击中的目标<span class=\"highlight\">治疗</span>自身。",
      "spanish": "Tu próxima bala <span class=\"highlight\">te curará</span> según el objetivo al que alcance.",
      "thai": "กระสุนนัดถัดไปของคุณจะ<span class=\"highlight\">รักษา</span>คุณตามประเภท​เป้าหมาย​ที่คุณยิง",
      "turkish": "Bir sonraki atışınız, vurduğunuz hedefe göre sizi <span class=\"highlight\">iyileştirir</span>.",
      "ukrainian": "Наступна куля власника <span class=\"highlight\">вилікує</span> його залежно від того, в яку ціль влучить."
    }
  },
  "descriptionDisplay": {
    "english": "Your next bullet will heal you based on what target you hit.",
    "byLanguage": {
      "brazilian": "A sua próxima bala curará você com base no alvo atingido.",
      "czech": "Vlastníkova příští střela ho vyléčí v závislosti na tom, koho zasáhne.",
      "english": "Your next bullet will heal you based on what target you hit.",
      "french": "Votre prochain tir vous soigne en fonction de la cible touchée.",
      "german": "Deine nächste Kugel heilt Dich basierend auf dem Einheitentyp, den Du triffst.",
      "italian": "La tua prossima pallottola ti guarisce in base al bersaglio che colpisci.",
      "indonesian": "Peluru berikutnya akan menyembuhkanmu berdasarkan jenis target yang terkena.",
      "japanese": "次の弾薬がHPを回復する。回復量はヒットした対象に応じて変化する",
      "koreana": "총탄 피해를 입힌 대상에 따라 자신을 치유합니다.",
      "latam": "Tu próxima bala te curará según el objetivo al que alcance.",
      "polish": "Twój kolejny nabój uleczy cię w zależności od trafionego celu.",
      "russian": "Следующий выстрел вас излечит (количество будет зависеть от того, во что или кого вы попадёте).",
      "schinese": "下一颗子弹将根据击中的目标治疗自身。",
      "spanish": "Tu próxima bala te curará según el objetivo al que alcance.",
      "thai": "กระสุนนัดถัดไปของคุณจะรักษาคุณตามประเภทเป้าหมายที่คุณยิง",
      "turkish": "Bir sonraki atışınız, vurduğunuz hedefe göre sizi iyileştirir.",
      "ukrainian": "Наступна куля власника вилікує його залежно від того, в яку ціль влучить."
    }
  },
  "kind": "upgrade",
  "shop": {
    "category": "weapon",
    "slotType": "EItemSlotType_WeaponMod",
    "tier": 1,
    "tierLabel": "Tier 1",
    "cost": 800,
    "isPublicShopItem": true,
    "filters": [
      "EShopFilterWeaponDamage",
      "EShopFilterHealing"
    ],
    "upgradeSlotCost": 1,
    "groupId": "EHealing",
    "groupLabel": "Healing",
    "componentIds": [],
    "upgradeIds": []
  },
  "activation": {
    "raw": "CITADEL_ABILITY_ACTIVATION_PASSIVE",
    "isPassive": true,
    "isActive": false,
    "isImbue": false
  },
  "properties": {
    "AbilityCooldown": {
      "value": "6",
      "disableValue": "0",
      "cssClass": "cooldown",
      "displayUnits": null,
      "displayType": null,
      "providedPropertyType": null,
      "conditionalLocToken": null,
      "scale": {
        "stat": "EItemCooldown",
        "value": null
      }
    },
    "AbilityDuration": {
      "value": "0",
      "disableValue": "0",
      "cssClass": "duration",
      "displayUnits": null,
      "displayType": null,
      "providedPropertyType": null,
      "conditionalLocToken": null,
      "scale": {
        "stat": "ETechDuration",
        "value": null
      }
    },
    "AbilityCastRange": {
      "value": "0",
      "disableValue": null,
      "cssClass": "range",
      "displayUnits": "EDisplayUnit_Meters",
      "displayType": null,
      "providedPropertyType": null,
      "conditionalLocToken": null,
      "scale": {
        "stat": "ETechRange",
        "value": null
      }
    },
    "AbilityUnitTargetLimit": {
      "value": "1",
      "disableValue": null,
      "cssClass": null,
      "displayUnits": null,
      "displayType": null,
      "providedPropertyType": null,
      "conditionalLocToken": null,
      "scale": null
    },
    "AbilityCastDelay": {
      "value": "0",
      "disableValue": "0",
      "cssClass": "cast",
      "displayUnits": null,
      "displayType": null,
      "providedPropertyType": null,
      "conditionalLocToken": null,
      "scale": null
    },
    "AbilityChannelTime": {
      "value": "0",
      "disableValue": "0",
      "cssClass": "cast",
      "displayUnits": null,
      "displayType": null,
      "providedPropertyType": null,
      "conditionalLocToken": null,
      "scale": null
    },
    "AbilityPostCastDuration": {
      "value": "0",
      "disableValue": "0",
      "cssClass": null,
      "displayUnits": null,
      "displayType": null,
      "providedPropertyType": null,
      "conditionalLocToken": null,
      "scale": null
    },
    "AbilityCharges": {
      "value": "0",
      "disableValue": "-1",
      "cssClass": "cast",
      "displayUnits": null,
      "displayType": null,
      "providedPropertyType": null,
      "conditionalLocToken": null,
      "scale": null
    },
    "AbilityCooldownBetweenCharge": {
      "value": "-1.0",
      "disableValue": "-2",
      "cssClass": "charge_cooldown",
      "displayUnits": null,
      "displayType": null,
      "providedPropertyType": null,
      "conditionalLocToken": null,
      "scale": null
    },
    "ChannelMoveSpeed": {
      "value": "-1",
      "disableValue": null,
      "cssClass": "move_speed",
      "displayUnits": "EDisplayUnit_MetersPerSecond",
      "displayType": null,
      "providedPropertyType": null,
      "conditionalLocToken": null,
      "scale": null
    },
    "AbilityResourceCost": {
      "value": "0",
      "disableValue": "0",
      "cssClass": "cast",
      "displayUnits": null,
      "displayType": null,
      "providedPropertyType": null,
      "conditionalLocToken": null,
      "scale": null
    },
    "TechPower": {
      "value": "0",
      "disableValue": "0",
      "cssClass": null,
      "displayUnits": null,
      "displayType": null,
      "providedPropertyType": "MODIFIER_VALUE_TECH_POWER",
      "conditionalLocToken": null,
      "scale": null
    },
    "WeaponPower": {
      "value": "0",
      "disableValue": "0",
      "cssClass": null,
      "displayUnits": null,
      "displayType": null,
      "providedPropertyType": "MODIFIER_VALUE_WEAPON_POWER",
      "conditionalLocToken": null,
      "scale": null
    },
    "Radius": {
      "value": "1m",
      "disableValue": null,
      "cssClass": "distance",
      "displayUnits": null,
      "displayType": null,
      "providedPropertyType": null,
      "conditionalLocToken": null,
      "scale": {
        "stat": "ETechRange",
        "value": null
      }
    },
    "ProcChance": {
      "value": "100",
      "disableValue": null,
      "cssClass": null,
      "displayUnits": null,
      "displayType": null,
      "providedPropertyType": null,
      "conditionalLocToken": null,
      "scale": null
    },
    "HealFromHero": {
      "value": "50",
      "disableValue": null,
      "cssClass": "healing",
      "displayUnits": null,
      "displayType": null,
      "providedPropertyType": null,
      "conditionalLocToken": null,
      "scale": {
        "stat": "EHealingOutput",
        "value": null
      }
    },
    "HealFromNPC": {
      "value": "20",
      "disableValue": null,
      "cssClass": "healing",
      "displayUnits": null,
      "displayType": null,
      "providedPropertyType": null,
      "conditionalLocToken": null,
      "scale": {
        "stat": "EHealingOutput",
        "value": null
      }
    },
    "BaseAttackDamagePercent": {
      "value": "6",
      "disableValue": null,
      "cssClass": "bullet_damage",
      "displayUnits": "EDisplayUnit_Normal",
      "displayType": "EBaseWeaponDamageIncrease",
      "providedPropertyType": "MODIFIER_VALUE_WEAPON_DAMAGE_INCREASE",
      "conditionalLocToken": null,
      "scale": null
    }
  },
  "upgrades": [
    {
      "level": 1,
      "abilityPointCost": 1,
      "propertyUpgrades": [
        {
          "propertyName": "HealFromHero",
          "bonus": "100"
        },
        {
          "propertyName": "HealFromNPC",
          "bonus": "40"
        }
      ]
    }
  ],
  "card": {
    "sections": [
      {
        "type": "innate",
        "description": null,
        "properties": [
          {
            "key": "BaseAttackDamagePercent",
            "role": "normal"
          }
        ],
        "cooldownKey": null,
        "chargeUpKey": null
      },
      {
        "type": "unknown",
        "description": {
          "english": "Your next bullet will heal you based on what target you hit.",
          "byLanguage": {
            "brazilian": "A sua próxima bala curará você com base no alvo atingido.",
            "czech": "Vlastníkova příští střela ho vyléčí v závislosti na tom, koho zasáhne.",
            "english": "Your next bullet will heal you based on what target you hit.",
            "french": "Votre prochain tir vous soigne en fonction de la cible touchée.",
            "german": "Deine nächste Kugel heilt Dich basierend auf dem Einheitentyp, den Du triffst.",
            "italian": "La tua prossima pallottola ti guarisce in base al bersaglio che colpisci.",
            "indonesian": "Peluru berikutnya akan menyembuhkanmu berdasarkan jenis target yang terkena.",
            "japanese": "次の弾薬がHPを回復する。回復量はヒットした対象に応じて変化する",
            "koreana": "총탄 피해를 입힌 대상에 따라 자신을 치유합니다.",
            "latam": "Tu próxima bala te curará según el objetivo al que alcance.",
            "polish": "Twój kolejny nabój uleczy cię w zależności od trafionego celu.",
            "russian": "Следующий выстрел вас излечит (количество будет зависеть от того, во что или кого вы попадёте).",
            "schinese": "下一颗子弹将根据击中的目标治疗自身。",
            "spanish": "Tu próxima bala te curará según el objetivo al que alcance.",
            "thai": "กระสุนนัดถัดไปของคุณจะรักษาคุณตามประเภทเป้าหมายที่คุณยิง",
            "turkish": "Bir sonraki atışınız, vurduğunuz hedefe göre sizi iyileştirir.",
            "ukrainian": "Наступна куля власника вилікує його залежно від того, в яку ціль влучить."
          }
        },
        "properties": [
          {
            "key": "HealFromHero",
            "role": "important"
          },
          {
            "key": "HealFromNPC",
            "role": "important"
          }
        ],
        "cooldownKey": "AbilityCooldown",
        "chargeUpKey": null
      }
    ]
  },
  "assets": {
    "icon": {
      "sourcePath": "panorama/images/upgrades/mods_weapon/medic_bullets_psd.vtex_c",
      "packagePath": "packages/game-data/assets/game/panorama/images/upgrades/mods_weapon/medic_bullets_psd.png",
      "publicPath": null,
      "type": "image"
    },
    "shopIcon": {
      "sourcePath": "panorama/images/items/weapon/restorative_shot_psd.vtex_c",
      "packagePath": "packages/game-data/assets/game/panorama/images/items/weapon/restorative_shot_psd.png",
      "publicPath": "/assets/game/panorama/images/items/weapon/restorative_shot_psd.png",
      "type": "image"
    }
  },
  "raw": {
    "className": "citadel_item",
    "cssClass": "medicBullets",
    "multibase": [
      "weapon_upgrade_t1"
    ],
    "updateTime": 1707443273
  }
}
