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UndefineClass('AA12') |
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DefineClass.AA12 = { |
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__parents = { "Shotgun" }, |
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__generated_by_class = "InventoryItemCompositeDef", |
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object_class = "Shotgun", |
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ScrapParts = 12, |
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RepairCost = 50, |
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Reliability = 80, |
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Icon = "UI/Icons/Weapons/AA12", |
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DisplayName = T(845020864842, "AA12"), |
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DisplayNamePlural = T(738216506503, "AA12s"), |
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Description = T(553979887379, "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."), |
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AdditionalHint = T(721901751495, "<bullet_point> Decreased bonus from Aiming\n<bullet_point> Special firing mode: Buckshot Burst"), |
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LargeItem = 1, |
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UnitStat = "Marksmanship", |
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Valuable = 1, |
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Cost = 5200, |
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CanAppearInShop = true, |
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Tier = 3, |
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CategoryPair = "Shotguns", |
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Caliber = "12gauge", |
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Damage = 26, |
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ObjDamageMod = 150, |
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MagazineSize = 15, |
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WeaponRange = 8, |
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PointBlankBonus = 1, |
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OverwatchAngle = 1200, |
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BuckshotConeAngle = 1200, |
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HandSlot = "TwoHanded", |
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Entity = "Weapon_AA12", |
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ComponentSlots = { |
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PlaceObj('WeaponComponentSlot', { |
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'SlotType', "Barrel", |
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'AvailableComponents', { |
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"BarrelNormal", |
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"BarrelLongShotgun", |
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}, |
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'DefaultComponent', "BarrelNormal", |
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}), |
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PlaceObj('WeaponComponentSlot', { |
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'SlotType', "Magazine", |
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'AvailableComponents', { |
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"MagNormal", |
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"MagLarge", |
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}, |
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'DefaultComponent', "MagNormal", |
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}), |
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PlaceObj('WeaponComponentSlot', { |
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'SlotType', "Scope", |
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'CanBeEmpty', true, |
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'AvailableComponents', { |
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"ReflexSight", |
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"ReflexSightAdvanced", |
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"ScopeCOGQuick", |
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}, |
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}), |
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PlaceObj('WeaponComponentSlot', { |
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'SlotType', "Side", |
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'CanBeEmpty', true, |
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'AvailableComponents', { |
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"Flashlight_aa12", |
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"LaserDot_aa12", |
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"FlashlightDot_aa12", |
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"UVDot_aa12", |
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}, |
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}), |
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PlaceObj('WeaponComponentSlot', { |
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'SlotType', "Muzzle", |
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'CanBeEmpty', true, |
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'AvailableComponents', { |
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"Suppressor", |
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"Compensator", |
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}, |
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}), |
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}, |
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HolsterSlot = "Shoulder", |
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AvailableAttacks = { |
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"BuckshotBurst", |
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"Buckshot", |
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"CancelShotCone", |
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}, |
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ShootAP = 5000, |
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ReloadAP = 3000, |
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} |
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