-- ========== GENERATED BY InventoryItemCompositeDef Editor (Ctrl-Alt-Y) DO NOT EDIT MANUALLY! ========== UndefineClass('FNFAL') DefineClass.FNFAL = { __parents = { "AssaultRifle" }, __generated_by_class = "InventoryItemCompositeDef", object_class = "AssaultRifle", ScrapParts = 10, Reliability = 50, Icon = "UI/Icons/Weapons/FNFAL", DisplayName = T(291629379642, --[[InventoryItemCompositeDef FNFAL DisplayName]] "FN-FAL"), DisplayNamePlural = T(103102569939, --[[InventoryItemCompositeDef FNFAL DisplayNamePlural]] "FN-FALs"), Description = T(600961576283, --[[InventoryItemCompositeDef FNFAL Description]] "Often described as the Right Arm of the Free World, it delivers pure Democracy in volleys!"), AdditionalHint = T(869035575847, --[[InventoryItemCompositeDef FNFAL AdditionalHint]] " High damage\n Faster Condition loss"), LargeItem = 1, UnitStat = "Marksmanship", Valuable = 1, Cost = 3500, CanAppearInShop = true, Tier = 2, CategoryPair = "AssaultRifles", Caliber = "762NATO", Damage = 30, MagazineSize = 30, PenetrationClass = 2, WeaponRange = 24, OverwatchAngle = 1440, HandSlot = "TwoHanded", Entity = "Weapon_FNFAL", ComponentSlots = { PlaceObj('WeaponComponentSlot', { 'SlotType', "Handguard", 'Modifiable', false, 'AvailableComponents', { "FNFAL_Handguard", }, 'DefaultComponent', "FNFAL_Handguard", }), PlaceObj('WeaponComponentSlot', { 'SlotType', "Side", 'CanBeEmpty', true, 'AvailableComponents', { "Flashlight", "FlashlightDot", "LaserDot", "UVDot", }, }), PlaceObj('WeaponComponentSlot', { 'SlotType', "Scope", 'CanBeEmpty', true, 'AvailableComponents', { "ScopeCOG", "ScopeCOGQuick", "LROptics", "ThermalScope", "ReflexSight", "ReflexSightAdvanced", }, }), PlaceObj('WeaponComponentSlot', { 'SlotType', "Muzzle", 'CanBeEmpty', true, 'AvailableComponents', { "Compensator", "Suppressor", "ImprovisedSuppressor", "MuzzleBooster", }, }), PlaceObj('WeaponComponentSlot', { 'SlotType', "Magazine", 'AvailableComponents', { "MagNormal", "MagNormalFine", "MagLarge", "MagLargeFine", }, 'DefaultComponent', "MagNormal", }), PlaceObj('WeaponComponentSlot', { 'SlotType', "Bipod", 'CanBeEmpty', true, 'AvailableComponents', { "Bipod", }, }), PlaceObj('WeaponComponentSlot', { 'SlotType', "Barrel", 'AvailableComponents', { "BarrelNormal", "BarrelNormalImproved", "BarrelHeavy", "BarrelLong", "BarrelLongImproved", "BarrelShort", "BarrelShortImproved", }, 'DefaultComponent', "BarrelNormal", }), PlaceObj('WeaponComponentSlot', { 'SlotType', "Stock", 'AvailableComponents', { "StockNormal", "StockHeavy", "StockLight", }, 'DefaultComponent', "StockNormal", }), PlaceObj('WeaponComponentSlot', { 'SlotType', "Under", 'CanBeEmpty', true, 'AvailableComponents', { "GrenadeLauncher", "TacGrip", "VerticalGrip", }, }), }, HolsterSlot = "Shoulder", AvailableAttacks = { "BurstFire", "AutoFire", "SingleShot", "CancelShot", }, ShootAP = 6000, ReloadAP = 3000, }