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-- ========== GENERATED BY InventoryItemCompositeDef Editor (Ctrl-Alt-Y) DO NOT EDIT MANUALLY! ==========
PlaceObj('InventoryItemCompositeDef', {
'Group', "Firearm - Shotgun",
'Id', "AA12",
'Comment', "tier 5",
'object_class', "Shotgun",
'ScrapParts', 12,
'RepairCost', 50,
'Reliability', 80,
'Icon', "UI/Icons/Weapons/AA12",
'DisplayName', T(845020864842, --[[InventoryItemCompositeDef AA12 DisplayName]] "AA12"),
'DisplayNamePlural', T(738216506503, --[[InventoryItemCompositeDef AA12 DisplayNamePlural]] "AA12s"),
'Description', T(553979887379, --[[InventoryItemCompositeDef AA12 Description]] "Firing from an open bolt, the AA12 has more similarity with some machine guns than with other shotguns. Boasting reduced recoil for a 12-gauge round, it is made for sustained fire."),
'AdditionalHint', T(721901751495, --[[InventoryItemCompositeDef AA12 AdditionalHint]] "<bullet_point> Decreased bonus from Aiming\n<bullet_point> Special firing mode: Buckshot Burst"),
'LargeItem', 1,
'UnitStat', "Marksmanship",
'Valuable', 1,
'Cost', 5200,
'CanAppearInShop', true,
'Tier', 3,
'CategoryPair', "Shotguns",
'Caliber', "12gauge",
'Damage', 26,
'ObjDamageMod', 150,
'MagazineSize', 15,
'WeaponRange', 8,
'PointBlankBonus', 1,
'OverwatchAngle', 1200,
'BuckshotConeAngle', 1200,
'HandSlot', "TwoHanded",
'Entity', "Weapon_AA12",
'ComponentSlots', {
PlaceObj('WeaponComponentSlot', {
'SlotType', "Barrel",
'AvailableComponents', {
"BarrelNormal",
"BarrelLongShotgun",
},
'DefaultComponent', "BarrelNormal",
}),
PlaceObj('WeaponComponentSlot', {
'SlotType', "Magazine",
'AvailableComponents', {
"MagNormal",
"MagLarge",
},
'DefaultComponent', "MagNormal",
}),
PlaceObj('WeaponComponentSlot', {
'SlotType', "Scope",
'CanBeEmpty', true,
'AvailableComponents', {
"ReflexSight",
"ReflexSightAdvanced",
"ScopeCOGQuick",
},
}),
PlaceObj('WeaponComponentSlot', {
'SlotType', "Side",
'CanBeEmpty', true,
'AvailableComponents', {
"Flashlight_aa12",
"LaserDot_aa12",
"FlashlightDot_aa12",
"UVDot_aa12",
},
}),
PlaceObj('WeaponComponentSlot', {
'SlotType', "Muzzle",
'CanBeEmpty', true,
'AvailableComponents', {
"Suppressor",
"Compensator",
},
}),
},
'HolsterSlot', "Shoulder",
'AvailableAttacks', {
"BuckshotBurst",
"Buckshot",
"CancelShotCone",
},
'ShootAP', 5000,
'ReloadAP', 3000,
})