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Pasted as XML by registered user Loopydude ( 6 years ago )
<LoopyBarrett>
<append xpath="/items">
<item name="Barrett M82">
<property name="CustomIcon" value="m82"/>
<property name="Tags" value="weapon,ranged,holdBreathAiming,reloadPenalty,gun,barrelAttachments,sideAttachments,smallTopAttachments,mediumTopAttachments,largeTopAttachments,stock,magazine,drumMagazine,firingMode,selfLoading,bottomAttachments,attPerception,perkDeadEye,canHaveCosmetic"/>
<property name="DescriptionKey" value="BarrettM82Desc"/>
<property name="DisplayType" value="rangedGun"/>
<property name="HoldType" value="11"/>
<property name="Meshfile" value="#Other/Items?Weapons/Ranged/SniperRifle/sniperRiflePrefab.prefab"/>
<property name="Material" value="MRifleParts"/> <property name="Weight" value="6"/>
<property name="RepairTools" value="resourceRepairKit"/>
<property name="DegradationBreaksAfter" value="false"/>
<property name="SoundJammed" value="weapon_jam"/>
<property name="Attachments" value="meleeToolFlashlight02"/>
<property name="CrosshairOnAim" value="true"/> <!-- aimTest -->
<property name="CrosshairUpAfterShot" value="true"/> <!-- aimTest -->
<property name="Sound_Sight_In" value="rifle_sight_in"/>
<property name="Sound_Sight_Out" value="rifle_sight_out"/>
<property name="LightSource" value="lightSource"/> <!-- Start: Needed for the attachment flashlight -->
<property name="ActivateObject" value="Attachments/flashlight/lightSource"/>
<property name="AttachmentFlashlight" value="meleeToolFlashlight02"/> <!-- End: Needed for the attachment flashlight -->
<property name="Group" value="Ammo/Weapons"/>
<property name="RepairExpMultiplier" value="10.8"/>
<property name="LightValue" value=".45"/>
<property name="EconomicValue" value="1000"/>
<property name="UnlockedBy" value="Barrett M82 Schematic"/>
<property name="ShowQuality" value="true"/>
<property class="Action0">
<property name="Class" value="Ranged"/>
<property name="Delay" value=".5"/> <!-- obsolete if rounds per minute exists -->
<property name="Magazine_items" value="50cal,50calHP,50calAP"/>
<property name="Reload_time" value="3.5"/>
<property name="Sound_start" value="m60_fire"/>
<property name="Sound_repeat" value=""/>
<property name="Sound_end" value=""/>
<property name="Sound_empty" value="dryfire"/>
<property name="Sound_reload" value="sniperrifle_reload"/>
<property name="Particles_muzzle_fire" value="gunfire_pistol"/>
<property name="Particles_muzzle_fire_fpv" value="gunfire_magnum_fpv"/>
<requirement name="CVarCompare" cvar="_underwater" operation="LT" value=".98"/>
</property>
<property class="Action1">
<property name="Class" value="Zoom"/>
<property name="Zoom_max_out" value="55"/>
<property name="Zoom_max_in" value="55"/>
<property name="ScopeCameraOffset" value="0,.0262,-.05"/>
</property>
<effect_group name="Base Effects">
<passive_effect name="MaxRange" operation="base_set" value="250"/>
<passive_effect name="DamageFalloffRange" operation="base_set" value="200"/>
<passive_effect name="DamageFalloffRange" operation="perc_add" value="-.05,.25"/> <!-- random effective rng -->
<passive_effect name="EntityDamage" operation="base_add" value="21"/>
<passive_effect name="RoundsPerMinute" operation="base_set" value="100"/>
<passive_effect name="BurstRoundCount" operation="base_set" value="1"/>
<passive_effect name="MagazineSize" operation="base_set" value="10"/>
<passive_effect name="ReloadSpeedMultiplier" operation="base_set" value="1"/> <!-- 2.7s -->
<passive_effect name="ModSlots" operation="base_set" value="1,2,3,4,5,6" tier="1,2,3,4,5,6"/>
<passive_effect name="ModPowerBonus" operation="perc_add" value=".20" tags="EntityDamage,BlockDamage"/>
<passive_effect name="ModPowerBonus" operation="base_add" value="300" tags="EconomicValue"/>
<passive_effect name="EntityDamage" operation="perc_add" value="-.10,.20"/> <!-- random EntityDmg -->
<passive_effect name="EntityDamage" operation="perc_add" value=".1,.5" tier="2,6"/> <!-- tier bonus -->
<passive_effect name="BlockDamage" operation="perc_add" value="-.05,.25"/> <!-- random BlockDmg -->
<passive_effect name="BlockDamage" operation="perc_add" value=".1,.5" tier="2,6"/> <!-- tier bonus -->
<passive_effect name="DegradationMax" operation="perc_add" value="-.05,.25" tags="perkDeadEye"/> <!-- random DegMax -->
<passive_effect name="RoundsPerMinute" operation="perc_add" value="-.05,.15"/> <!-- random APM -->
<passive_effect name="MagazineSize" operation="base_add" value="-.5,1.6"/> <!-- random MagazineSize -->
<passive_effect name="WeaponHandling" operation="perc_add" value="-.08,.08"/> <!-- random WeaponHandling -->
<passive_effect name="SpreadDegreesVertical" operation="base_set" value="6"/>
<passive_effect name="SpreadDegreesHorizontal" operation="base_set" value="6"/>
<passive_effect name="SpreadMultiplierAiming" operation="base_set" value=".04"/>
<passive_effect name="SpreadMultiplierCrouching" operation="base_set" value=".8"/>
<passive_effect name="SpreadMultiplierWalking" operation="base_set" value="1.5"/>
<passive_effect name="SpreadMultiplierRunning" operation="base_set" value="2"/>
<passive_effect name="KickDegreesVerticalMin" operation="base_set" value="1.5"/>
<passive_effect name="KickDegreesVerticalMax" operation="base_set" value="3.0"/>
<passive_effect name="KickDegreesHorizontalMin" operation="base_set" value="-.2"/>
<passive_effect name="KickDegreesHorizontalMax" operation="base_set" value=".2"/>
<passive_effect name="IncrementalSpreadMultiplier" operation="base_set" value="11"/>
<passive_effect name="WeaponHandling" operation="base_set" value=".7"/>
<passive_effect name="DegradationMax" operation="base_set" value="70,700" tier="1,6" tags="perkDeadEye"/>
<passive_effect name="DegradationPerUse" operation="base_set" value="1" tags="perkDeadEye"/>
<!--
<passive_effect name="SpreadMultiplierWalking" operation="base_set" value="1.5"/>
-->
</effect_group>
</item>
<item name="Barrett M82 Schematic">
<property name="Extends" value="schematicMaster"/>
<property name="CreativeMode" value="Player"/>
<property name="CustomIcon" value="m82s"/>
<property name="Unlocks" value="Barrett 82"/>
<effect_group tiered="false">
<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="Barrett m82" operation="set" value="1"/>
<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
</effect_group>
</item>
<item name="loopyammo">
<property name="Tags" value="ammo"/>
<property name="DisplayType" value="ammoBullet"/>
<property name="HoldType" value="45"/>
<property name="Meshfile" value="#Other/Items?Misc/sackPrefab.prefab"/>
<property name="DropMeshfile" value="#Other/Items?Misc/sack_droppedPrefab.prefab"/>
<property name="Material" value="Mbrass"/>
<property name="MeltTimePerUnit" value=".4"/>
<property name="Stacknumber" value="30000"/> <!-- STK ammo high -->
<property name="EconomicValue" value="9"/>
<property name="Group" value="Ammo/Weapons"/>
<effect_group name="loopyammo" tiered="false">
<passive_effect name="EntityDamage" operation="base_set" value="8"/>
<passive_effect name="BlockDamage" operation="base_set" value="8"/>
<passive_effect name="DamageModifier" operation="perc_add" value="-.8" tags="earth"/>
<passive_effect name="DamageModifier" operation="perc_add" value="2" tags="wood"/>
</effect_group>
</item>
<item name="50cal">
<property name="Extends" value="loopyammo"/>
<property name="CustomIcon" value="50cal"/>
<property name="DescriptionKey" value="50calDesc"/>
<property name="EconomicValue" value="21"/>
<effect_group name="50cal" tiered="false">
<passive_effect name="EntityDamage" operation="base_set" value="55"/>
<passive_effect name="BlockDamage" operation="base_set" value="35"/>
<passive_effect name="DamageModifier" operation="perc_add" value="-.6" tags="earth"/>
<passive_effect name="DamageModifier" operation="perc_add" value="1" tags="wood"/>
<passive_effect name="DamageModifier" operation="perc_add" value=".2" tags="metal"/>
<passive_effect name="DamageModifier" operation="perc_add" value=".2" tags="stone"/>
</effect_group>
</item>
<item name="50calHP">
<property name="Extends" value="50cal"/>
<property name="DisplayType" value="ammoBulletHP"/>
<property name="CustomIcon" value="50calHP"/>
<property name="EconomicValue" value="24"/>
<property name="DescriptionKey" value="ammoHPGroupDesc"/>
<property name="UnlockedBy" value="perkSniperHPAmmo"/>
<effect_group name="50calHP" tiered="false">
<passive_effect name="EntityDamage" operation="base_set" value="85"/>
<passive_effect name="BlockDamage" operation="base_set" value="15"/>
<passive_effect name="TargetArmor" operation="perc_add" value="1"/>
<display_value name="dTargetArmor" value="1"/>
</effect_group>
</item>
<item name="50calAP">
<property name="Extends" value="50cal"/>
<property name="DisplayType" value="ammoBulletAP"/>
<property name="CustomIcon" value="50calAP"/>
<property name="EconomicValue" value="24"/>
<property name="DescriptionKey" value="ammoAPGroupDesc"/>
<property name="UnlockedBy" value="perkSniperAPAmmo"/>
<effect_group name="50calAP" tiered="false">
<passive_effect name="EntityDamage" operation="base_set" value="55"/>
<passive_effect name="BlockDamage" operation="base_set" value="45"/>
<passive_effect name="TargetArmor" operation="perc_add" value="-.4"/>
<display_value name="dTargetArmor" value="-.4"/>
<passive_effect name="EntityPenetrationCount" operation="base_set" value="1"/>
<display_value name="dTargetPenetration" value="1"/>
<passive_effect name="DegradationPerUse" operation="perc_add" value=".3" tags="perkDeadEye,perkMachineGunner"/>
<display_value name="dDegradationPerUse" value=".3"/>
</effect_group>
</item>
<item name="Bundleloopyammo">
<property name="CustomIcon" value="ammo9mmBulletBall"/><property name="ItemTypeIcon" value="bundle"/>
<property name="DescriptionKey" value="ammoBundleGroupDesc"/>
<property name="HoldType" value="45"/>
<property name="Meshfile" value="#Other/Items?Misc/sackPrefab.prefab"/>
<property name="DropMeshfile" value="#Other/Items?Misc/sack_droppedPrefab.prefab"/>
<property name="Material" value="Mmetal"/>
<property name="Stacknumber" value="5"/> <!-- STK ammobundle -->
<property name="Weight" value="0"/>
<property name="EconomicValue" value="900"/>
<property name="Group" value="Ammo/Weapons"/>
<property class="Action0">
<property name="Class" value="OpenBundle"/>
<property name="Delay" value="0"/>
<property name="Use_time" value="0"/>
<property name="Sound_start" value="close_garbage"/>
<property name="Create_item" value="ammo9mmBulletBall"/>
<property name="Create_item_count" value="100"/>
<!--
This can spawn multiple item types and quantities. No randomness.
<property name="Create_item" value="ammo9mmBulletBall,drinkCanRiverWater"/>
<property name="Create_item_count" value="50,5"/>
-->
</property>
</item>
<item name="Bundle50cal">
<property name="Extends" value="Bundleloopyammo"/>
<property name="CustomIcon" value="50cal"/>
<property name="EconomicValue" value="2100"/>
<property name="UnlockedBy" value="perkSniperComplete"/>
<property class="Action0">
<property name="Create_item" value="50cal"/>
<property name="Create_item_count" value="100"/>
</property>
</item>
<item name="Bundle50calHP">
<property name="Extends" value="Bundleloopyammo"/>
<property name="CustomIcon" value="50calHP"/>
<property name="EconomicValue" value="2400"/>
<property name="UnlockedBy" value="perkSniperComplete"/>
<property class="Action0">
<property name="Create_item" value="50calHP"/>
<property name="Create_item_count" value="100"/>
</property>
</item>
<item name="Bundle50calAP">
<property name="Extends" value="Bundleloopyammo"/>
<property name="CustomIcon" value="50calAP"/>
<property name="EconomicValue" value="2400"/>
<property name="UnlockedBy" value="perkSniperComplete"/>
<property class="Action0">
<property name="Create_item" value="50cal"/>
<property name="Create_item_count" value="100"/>
</property>
</item>
</append>
<append xpath="/item/item[@name='bookSniperAPAmmo']/property[@name='Unlocks']/@value">,50calAP,Bundle50calAP</append>
<append xpath="/item/item[@name='bookSniperHPAmmo']/property[@name='Unlocks']/@value">,50calHP,Bundle50calHP</append>
</LoopyBarrett>
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