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-- ========== GENERATED BY InventoryItemCompositeDef Editor (Ctrl-Alt-Y) DO NOT EDIT MANUALLY! ==========
UndefineClass('DoubleBarrelShotgun')
DefineClass.DoubleBarrelShotgun = {
__parents = { "Shotgun" },
__generated_by_class = "InventoryItemCompositeDef",
object_class = "Shotgun",
ScrapParts = 8,
RepairCost = 50,
Reliability = 50,
Icon = "UI/Icons/Weapons/Double-barrelled Shotgun",
DisplayName = T(354097123587, --[[InventoryItemCompositeDef DoubleBarrelShotgun DisplayName]] "Double-Barrel"),
DisplayNamePlural = T(178360690641, --[[InventoryItemCompositeDef DoubleBarrelShotgun DisplayNamePlural]] "Double-Barrels"),
Description = T(563332952231, --[[InventoryItemCompositeDef DoubleBarrelShotgun Description]] "A simple hunting weapon. Fancier combat shotguns can shoot semi and fully automatic but only the double-barrel can shoot two shells at once. "),
AdditionalHint = T(345329597555, --[[InventoryItemCompositeDef DoubleBarrelShotgun AdditionalHint]] "<bullet_point> High Crit chance\n<bullet_point> Limited ammo capacity\n<bullet_point> Greatly decreased bonus from Aiming\n<bullet_point> Special firing mode: Double Barrel"),
LargeItem = 1,
UnitStat = "Marksmanship",
Cost = 700,
CanAppearInShop = true,
MaxStock = 5,
RestockWeight = 120,
CategoryPair = "Shotguns",
Caliber = "12gauge",
Damage = 28,
ObjDamageMod = 150,
AimAccuracy = 1,
CritChanceScaled = 30,
MagazineSize = 2,
WeaponRange = 8,
PointBlankBonus = 1,
OverwatchAngle = 1200,
BuckshotConeAngle = 1200,
HandSlot = "TwoHanded",
Entity = "Weapon_DBShotgun",
ComponentSlots = {
PlaceObj('WeaponComponentSlot', {
'SlotType', "Barrel",
'AvailableComponents', {
"BarrelLongShotgun",
"BarrelNormal",
"BarrelShortShotgun",
},
'DefaultComponent', "BarrelNormal",
}),
},
HolsterSlot = "Shoulder",
ModifyRightHandGrip = true,
AvailableAttacks = {
"Buckshot",
"DoubleBarrel",
"CancelShotCone",
},
ShootAP = 5000,
ReloadAP = 3000,
}
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