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-- ========== GENERATED BY InventoryItemCompositeDef Editor (Ctrl-Alt-Y) DO NOT EDIT MANUALLY! ==========
PlaceObj('InventoryItemCompositeDef', {
'Group', "Firearm - Rifle",
'Id', "DragunovSVD",
'Comment', "tier 2",
'object_class', "SniperRifle",
'ScrapParts', 14,
'Reliability', 50,
'Icon', "UI/Icons/Weapons/Dragunov",
'DisplayName', T(204531102680, --[[InventoryItemCompositeDef DragunovSVD DisplayName]] "Dragunov"),
'DisplayNamePlural', T(663701954106, --[[InventoryItemCompositeDef DragunovSVD DisplayNamePlural]] "Dragunovs"),
'Description', T(925638108776, --[[InventoryItemCompositeDef DragunovSVD Description]] "Not what it seems at first glance. On the outside it looks like an AK but actually uses a short stroke gas piston system that reduces the recoil and allows for better follow up shots. It is more of a close support designated marksman's rifle than a sniper one. "),
'AdditionalHint', T(907655175705, --[[InventoryItemCompositeDef DragunovSVD AdditionalHint]] "<bullet_point> Decreased bonus from Aiming\n<bullet_point> Very noisy\n<bullet_point> Rifle with Burst firing mode"),
'LargeItem', 1,
'UnitStat', "Marksmanship",
'Cost', 2050,
'CanAppearInShop', true,
'Tier', 2,
'CategoryPair', "Rifles",
'Caliber', "762WP",
'Damage', 36,
'AimAccuracy', 3,
'CritChance', 10,
'CritChanceScaled', 0,
'MagazineSize', 10,
'PenetrationClass', 2,
'WeaponRange', 36,
'OverwatchAngle', 360,
'Noise', 30,
'HandSlot', "TwoHanded",
'Entity', "Weapon_Dragunov",
'ComponentSlots', {
PlaceObj('WeaponComponentSlot', {
'SlotType', "Stock",
'AvailableComponents', {
"StockHeavy",
"StockLight",
"StockNormal",
},
'DefaultComponent', "StockNormal",
}),
PlaceObj('WeaponComponentSlot', {
'SlotType', "Bipod",
'CanBeEmpty', true,
'AvailableComponents', {
"Bipod",
},
}),
PlaceObj('WeaponComponentSlot', {
'SlotType', "Magazine",
'AvailableComponents', {
"MagNormal",
"MagLarge",
},
'DefaultComponent', "MagNormal",
}),
PlaceObj('WeaponComponentSlot', {
'SlotType', "Scope",
'AvailableComponents', {
"LROptics_DragunovDefault",
"ReflexSight",
"ScopeCOG",
"ThermalScope",
"LROpticsAdvanced",
"ReflexSightAdvanced",
"ScopeCOGQuick",
},
'DefaultComponent', "LROptics_DragunovDefault",
}),
PlaceObj('WeaponComponentSlot', {
'SlotType', "Muzzle",
'AvailableComponents', {
"Compensator",
"Suppressor",
},
'DefaultComponent', "Compensator",
}),
},
'HolsterSlot', "Shoulder",
'PreparedAttackType', "Both",
'AvailableAttacks', {
"SingleShot",
"BurstFire",
"CancelShot",
},
'ShootAP', 8000,
'ReloadAP', 3000,
})