myspace / Lua /InventoryItemCompositeDef /DragunovSVD.generated.lua
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-- ========== GENERATED BY InventoryItemCompositeDef Editor (Ctrl-Alt-Y) DO NOT EDIT MANUALLY! ==========
UndefineClass('DragunovSVD')
DefineClass.DragunovSVD = {
__parents = { "SniperRifle" },
__generated_by_class = "InventoryItemCompositeDef",
object_class = "SniperRifle",
ScrapParts = 14,
Reliability = 50,
Icon = "UI/Icons/Weapons/Dragunov",
DisplayName = T(204531102680, --[[InventoryItemCompositeDef DragunovSVD DisplayName]] "Dragunov"),
DisplayNamePlural = T(663701954106, --[[InventoryItemCompositeDef DragunovSVD DisplayNamePlural]] "Dragunovs"),
Description = T(925638108776, --[[InventoryItemCompositeDef DragunovSVD Description]] "Not what it seems at first glance. On the outside it looks like an AK but actually uses a short stroke gas piston system that reduces the recoil and allows for better follow up shots. It is more of a close support designated marksman's rifle than a sniper one. "),
AdditionalHint = T(907655175705, --[[InventoryItemCompositeDef DragunovSVD AdditionalHint]] "<bullet_point> Decreased bonus from Aiming\n<bullet_point> Very noisy\n<bullet_point> Rifle with Burst firing mode"),
LargeItem = 1,
UnitStat = "Marksmanship",
Cost = 2050,
CanAppearInShop = true,
Tier = 2,
CategoryPair = "Rifles",
Caliber = "762WP",
Damage = 36,
AimAccuracy = 3,
CritChance = 10,
CritChanceScaled = 0,
MagazineSize = 10,
PenetrationClass = 2,
WeaponRange = 36,
OverwatchAngle = 360,
Noise = 30,
HandSlot = "TwoHanded",
Entity = "Weapon_Dragunov",
ComponentSlots = {
PlaceObj('WeaponComponentSlot', {
'SlotType', "Stock",
'AvailableComponents', {
"StockHeavy",
"StockLight",
"StockNormal",
},
'DefaultComponent', "StockNormal",
}),
PlaceObj('WeaponComponentSlot', {
'SlotType', "Bipod",
'CanBeEmpty', true,
'AvailableComponents', {
"Bipod",
},
}),
PlaceObj('WeaponComponentSlot', {
'SlotType', "Magazine",
'AvailableComponents', {
"MagNormal",
"MagLarge",
},
'DefaultComponent', "MagNormal",
}),
PlaceObj('WeaponComponentSlot', {
'SlotType', "Scope",
'AvailableComponents', {
"LROptics_DragunovDefault",
"ReflexSight",
"ScopeCOG",
"ThermalScope",
"LROpticsAdvanced",
"ReflexSightAdvanced",
"ScopeCOGQuick",
},
'DefaultComponent', "LROptics_DragunovDefault",
}),
PlaceObj('WeaponComponentSlot', {
'SlotType', "Muzzle",
'AvailableComponents', {
"Compensator",
"Suppressor",
},
'DefaultComponent', "Compensator",
}),
},
HolsterSlot = "Shoulder",
PreparedAttackType = "Both",
AvailableAttacks = {
"SingleShot",
"BurstFire",
"CancelShot",
},
ShootAP = 8000,
ReloadAP = 3000,
}