Download Lua/InventoryItemCompositeDef/BarretM82.generated.lua from sirnii/myspace: direct link, hf CLI and curl.
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https://huggingface.co/spaces/sirnii/myspace/resolve/main/Lua/InventoryItemCompositeDef/BarretM82.generated.lua
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curl -L -o BarretM82.generated.lua https://huggingface.co/spaces/sirnii/myspace/resolve/main/Lua/InventoryItemCompositeDef/BarretM82.generated.lua
2.43 kB
| -- ========== GENERATED BY InventoryItemCompositeDef Editor (Ctrl-Alt-Y) DO NOT EDIT MANUALLY! ========== | |
| UndefineClass('BarretM82') | |
| DefineClass.BarretM82 = { | |
| __parents = { "SniperRifle" }, | |
| __generated_by_class = "InventoryItemCompositeDef", | |
| object_class = "SniperRifle", | |
| ScrapParts = 16, | |
| Reliability = 10, | |
| Icon = "UI/Icons/Weapons/M82", | |
| DisplayName = T(370732763913, --[[InventoryItemCompositeDef BarretM82 DisplayName]] "M82"), | |
| DisplayNamePlural = T(682970362005, --[[InventoryItemCompositeDef BarretM82 DisplayNamePlural]] "M82s"), | |
| Description = T(600238639136, --[[InventoryItemCompositeDef BarretM82 Description]] 'The .50 BMG is a heavy machine gun cartridge - hence the name. But place it in a semi auto long range gun and you have a great anti-materiel rifle. Or "shoot through walls" gun. It does need a muzzle break the size of a small shovel to counteract that recoil however. '), | |
| AdditionalHint = T(439023780259, --[[InventoryItemCompositeDef BarretM82 AdditionalHint]] "<bullet_point> Very high damage\n<bullet_point> High attack costs\n<bullet_point> Very noisy\n<bullet_point> Cumbersome (no Free Move)"), | |
| LargeItem = 1, | |
| Cumbersome = 1, | |
| UnitStat = "Marksmanship", | |
| Valuable = 1, | |
| Cost = 11000, | |
| CanAppearInShop = true, | |
| Tier = 3, | |
| CategoryPair = "Rifles", | |
| Caliber = "50BMG", | |
| Damage = 60, | |
| AimAccuracy = 5, | |
| CritChanceScaled = 20, | |
| MagazineSize = 5, | |
| PenetrationClass = 3, | |
| WeaponRange = 40, | |
| OverwatchAngle = 360, | |
| Noise = 30, | |
| HandSlot = "TwoHanded", | |
| Entity = "Weapon_BarrettM82", | |
| ComponentSlots = { | |
| PlaceObj('WeaponComponentSlot', { | |
| 'SlotType', "Bipod", | |
| 'AvailableComponents', { | |
| "Bipod", | |
| }, | |
| 'DefaultComponent', "Bipod", | |
| }), | |
| PlaceObj('WeaponComponentSlot', { | |
| 'SlotType', "Magazine", | |
| 'AvailableComponents', { | |
| "MagNormal", | |
| "MagLarge", | |
| }, | |
| 'DefaultComponent', "MagNormal", | |
| }), | |
| PlaceObj('WeaponComponentSlot', { | |
| 'SlotType', "Scope", | |
| 'CanBeEmpty', true, | |
| 'AvailableComponents', { | |
| "LROptics", | |
| "ScopeCOG", | |
| "ScopeCOGQuick", | |
| "ThermalScope", | |
| "LROpticsAdvanced", | |
| "ImprovedIronsight", | |
| }, | |
| }), | |
| PlaceObj('WeaponComponentSlot', { | |
| 'SlotType', "Muzzle", | |
| 'AvailableComponents', { | |
| "Compensator", | |
| "Suppressor", | |
| }, | |
| 'DefaultComponent', "Compensator", | |
| }), | |
| }, | |
| HolsterSlot = "Shoulder", | |
| PreparedAttackType = "Both", | |
| AvailableAttacks = { | |
| "SingleShot", | |
| "CancelShot", | |
| }, | |
| ShootAP = 10000, | |
| ReloadAP = 3000, | |
| } | |