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-- ========== GENERATED BY InventoryItemCompositeDef Editor (Ctrl-Alt-Y) DO NOT EDIT MANUALLY! ==========
UndefineClass('AA12')
DefineClass.AA12 = {
__parents = { "Shotgun" },
__generated_by_class = "InventoryItemCompositeDef",
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,
}