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