myspace / Lua /InventoryItemCompositeDef /DebugAuto.generated.lua
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-- ========== GENERATED BY InventoryItemCompositeDef Editor (Ctrl-Alt-Y) DO NOT EDIT MANUALLY! ==========
UndefineClass('DebugAuto')
DefineClass.DebugAuto = {
__parents = { "AssaultRifle" },
__generated_by_class = "InventoryItemCompositeDef",
object_class = "AssaultRifle",
ScrapParts = 10,
RepairCost = 20,
Reliability = 95,
Icon = "UI/Icons/Weapons/AK47",
DisplayName = T(396889236298, --[[InventoryItemCompositeDef DebugAuto DisplayName]] "Debug Gun"),
DisplayNamePlural = T(343215376565, --[[InventoryItemCompositeDef DebugAuto DisplayNamePlural]] "Debug Guns"),
LargeItem = 1,
Cost = 800,
RestockWeight = 0,
Caliber = "762WP",
Damage = 10,
MagazineSize = 30,
PenetrationClass = 2,
WeaponRange = 24,
OverwatchAngle = 1440,
HandSlot = "TwoHanded",
Entity = "Weapon_AK47",
ComponentSlots = {
PlaceObj('WeaponComponentSlot', {
'SlotType', "Bipod",
'CanBeEmpty', true,
'AvailableComponents', {
"Bipod",
},
}),
PlaceObj('WeaponComponentSlot', {
'SlotType', "Grenadelauncher",
'CanBeEmpty', true,
'AvailableComponents', {
"AK47_Launcher",
},
}),
PlaceObj('WeaponComponentSlot', {
'SlotType', "Stock",
'AvailableComponents', {
"StockNormal",
"StockLight",
"StockBump",
"StockHeavy",
},
'DefaultComponent', "StockNormal",
}),
PlaceObj('WeaponComponentSlot', {
'SlotType', "Magazine",
'AvailableComponents', {
"MagNormal",
"MagLarge",
"MagQuick",
"MagNormalFine",
"MagLargeFine",
},
'DefaultComponent', "MagNormal",
}),
PlaceObj('WeaponComponentSlot', {
'SlotType', "Handguard",
'AvailableComponents', {
"AK47_VerticalGrip",
"AK47_Handguard_basic",
"AK47_TacGrip",
},
'DefaultComponent', "AK47_Handguard_basic",
}),
PlaceObj('WeaponComponentSlot', {
'SlotType', "Scope",
'CanBeEmpty', true,
'AvailableComponents', {
"LROptics",
"ReflexSight",
"ScopeCOG",
"ThermalScope",
"ImprovedIronsight",
"LROpticsAdvanced",
"ReflexSightAdvanced",
"ScopeCOGQuick",
},
}),
PlaceObj('WeaponComponentSlot', {
'SlotType', "Muzzle",
'CanBeEmpty', true,
'AvailableComponents', {
"Compensator",
"MuzzleBooster",
"Suppressor",
},
}),
PlaceObj('WeaponComponentSlot', {
'SlotType', "Side",
'CanBeEmpty', true,
'AvailableComponents', {
"Flashlight",
"FlashlightDot",
"LaserDot",
"UVDot",
},
}),
PlaceObj('WeaponComponentSlot', {
'SlotType', "Barrel",
'AvailableComponents', {
"BarrelHeavy",
"BarrelLong",
"BarrelLongImproved",
"BarrelNormal",
"BarrelNormalImproved",
"BarrelShort",
},
}),
},
AvailableAttacks = {
"BurstFire",
"SingleShot",
"AutoFire",
},
ShootAP = 6000,
ReloadAP = 3000,
}