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-- ========== GENERATED BY InventoryItemCompositeDef Editor (Ctrl-Alt-Y) DO NOT EDIT MANUALLY! ==========
UndefineClass('AR15')
DefineClass.AR15 = {
__parents = { "AssaultRifle" },
__generated_by_class = "InventoryItemCompositeDef",
object_class = "AssaultRifle",
ScrapParts = 10,
Reliability = 80,
Icon = "UI/Icons/Weapons/AR15",
DisplayName = T(532039127176, --[[InventoryItemCompositeDef AR15 DisplayName]] "AR-15"),
DisplayNamePlural = T(685781028407, --[[InventoryItemCompositeDef AR15 DisplayNamePlural]] "AR-15s"),
Description = T(436294294475, --[[InventoryItemCompositeDef AR15 Description]] "Created to ensure the highest constitutional rights of self-defense and the possibility to bear a weapon that's easy as hell to convert to a fully-automatic one because a law-abiding citizen always needs one."),
AdditionalHint = T(387507453824, --[[InventoryItemCompositeDef AR15 AdditionalHint]] "<bullet_point> High Crit chance\n<bullet_point> Low attack costs\n<bullet_point> Highly modifiable\n<bullet_point> No Auto firing mode with standard Stock"),
LargeItem = 1,
UnitStat = "Marksmanship",
Cost = 4500,
CanAppearInShop = true,
Tier = 2,
CategoryPair = "AssaultRifles",
Caliber = "556",
Damage = 17,
AimAccuracy = 4,
CritChanceScaled = 30,
MagazineSize = 30,
PenetrationClass = 2,
WeaponRange = 24,
OverwatchAngle = 1440,
HandSlot = "TwoHanded",
Entity = "Weapon_AR15",
ComponentSlots = {
PlaceObj('WeaponComponentSlot', {
'SlotType', "Scope",
'AvailableComponents', {
"ScopeCOG",
"LROptics",
"LROpticsAdvanced",
"ThermalScope",
"ReflexSight",
"DefaultIronsight_AR15",
"ImprovedIronsight_AR15",
},
'DefaultComponent', "DefaultIronsight_AR15",
}),
PlaceObj('WeaponComponentSlot', {
'SlotType', "Magazine",
'AvailableComponents', {
"MagNormal",
"MagNormalFine",
"MagLarge",
"MagLargeFine",
"MagQuick",
},
'DefaultComponent', "MagNormal",
}),
PlaceObj('WeaponComponentSlot', {
'SlotType', "Barrel",
'AvailableComponents', {
"BarrelNormal",
"BarrelNormalImproved",
"BarrelShort",
"BarrelShortImproved",
"BarrelLong",
"BarrelLongImproved",
},
'DefaultComponent', "BarrelNormal",
}),
PlaceObj('WeaponComponentSlot', {
'SlotType', "Stock",
'AvailableComponents', {
"StockHeavy_AR_BurstOnly",
"StockLight_AR_BurstOnly",
"StockBump",
},
'DefaultComponent', "StockHeavy_AR_BurstOnly",
}),
PlaceObj('WeaponComponentSlot', {
'SlotType', "Under",
'CanBeEmpty', true,
'AvailableComponents', {
"GrenadeLauncher",
"VerticalGrip",
"TacGrip",
},
}),
PlaceObj('WeaponComponentSlot', {
'SlotType', "Side",
'CanBeEmpty', true,
'AvailableComponents', {
"Flashlight",
"FlashlightDot",
"LaserDot",
"UVDot",
},
}),
PlaceObj('WeaponComponentSlot', {
'SlotType', "Muzzle",
'CanBeEmpty', true,
'AvailableComponents', {
"Compensator",
"ImprovisedSuppressor",
"Suppressor",
"MuzzleBooster",
},
'DefaultComponent', "Compensator",
}),
},
HolsterSlot = "Shoulder",
AvailableAttacks = {
"BurstFire",
"SingleShot",
"CancelShot",
},
ShootAP = 5000,
ReloadAP = 3000,
}