-- ========== 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]] " High Crit chance\n Low attack costs\n Highly modifiable\n 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, }