myspace / Lua /InventoryItemCompositeDef /BarretM82.generated.lua
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-- ========== GENERATED BY InventoryItemCompositeDef Editor (Ctrl-Alt-Y) DO NOT EDIT MANUALLY! ==========
UndefineClass('BarretM82')
DefineClass.BarretM82 = {
__parents = { "SniperRifle" },
__generated_by_class = "InventoryItemCompositeDef",
object_class = "SniperRifle",
ScrapParts = 16,
Reliability = 10,
Icon = "UI/Icons/Weapons/M82",
DisplayName = T(370732763913, --[[InventoryItemCompositeDef BarretM82 DisplayName]] "M82"),
DisplayNamePlural = T(682970362005, --[[InventoryItemCompositeDef BarretM82 DisplayNamePlural]] "M82s"),
Description = T(600238639136, --[[InventoryItemCompositeDef BarretM82 Description]] 'The .50 BMG is a heavy machine gun cartridge - hence the name. But place it in a semi auto long range gun and you have a great anti-materiel rifle. Or "shoot through walls" gun. It does need a muzzle break the size of a small shovel to counteract that recoil however. '),
AdditionalHint = T(439023780259, --[[InventoryItemCompositeDef BarretM82 AdditionalHint]] "<bullet_point> Very high damage\n<bullet_point> High attack costs\n<bullet_point> Very noisy\n<bullet_point> Cumbersome (no Free Move)"),
LargeItem = 1,
Cumbersome = 1,
UnitStat = "Marksmanship",
Valuable = 1,
Cost = 11000,
CanAppearInShop = true,
Tier = 3,
CategoryPair = "Rifles",
Caliber = "50BMG",
Damage = 60,
AimAccuracy = 5,
CritChanceScaled = 20,
MagazineSize = 5,
PenetrationClass = 3,
WeaponRange = 40,
OverwatchAngle = 360,
Noise = 30,
HandSlot = "TwoHanded",
Entity = "Weapon_BarrettM82",
ComponentSlots = {
PlaceObj('WeaponComponentSlot', {
'SlotType', "Bipod",
'AvailableComponents', {
"Bipod",
},
'DefaultComponent', "Bipod",
}),
PlaceObj('WeaponComponentSlot', {
'SlotType', "Magazine",
'AvailableComponents', {
"MagNormal",
"MagLarge",
},
'DefaultComponent', "MagNormal",
}),
PlaceObj('WeaponComponentSlot', {
'SlotType', "Scope",
'CanBeEmpty', true,
'AvailableComponents', {
"LROptics",
"ScopeCOG",
"ScopeCOGQuick",
"ThermalScope",
"LROpticsAdvanced",
"ImprovedIronsight",
},
}),
PlaceObj('WeaponComponentSlot', {
'SlotType', "Muzzle",
'AvailableComponents', {
"Compensator",
"Suppressor",
},
'DefaultComponent', "Compensator",
}),
},
HolsterSlot = "Shoulder",
PreparedAttackType = "Both",
AvailableAttacks = {
"SingleShot",
"CancelShot",
},
ShootAP = 10000,
ReloadAP = 3000,
}