├── CMakeLists.txt
├── README.md
├── data.qrc
├── data
├── artifact-parts.tsv
├── balance_to_inv_key.json
├── bl3.bms
├── classmod-parts.tsv
├── descriptions
│ ├── README
│ ├── anointments.tsv
│ ├── artifacts.tsv
│ ├── com-amara.tsv
│ ├── com-fl4k.tsv
│ ├── com-zane.tsv
│ ├── grenades.tsv
│ ├── shields.tsv
│ └── weapons
│ │ ├── ar-atl.tsv
│ │ ├── ar-cov.tsv
│ │ ├── ar-dal.tsv
│ │ ├── ar-jak.tsv
│ │ ├── ar-tor.tsv
│ │ ├── ar-vla.tsv
│ │ ├── hw-atl.tsv
│ │ ├── hw-cov.tsv
│ │ ├── hw-tor.tsv
│ │ ├── hw-vla.tsv
│ │ ├── ps-atl.tsv
│ │ ├── ps-cov.tsv
│ │ ├── ps-dal.tsv
│ │ ├── ps-jak.tsv
│ │ ├── ps-mal.tsv
│ │ ├── ps-ted.tsv
│ │ ├── ps-tor.tsv
│ │ ├── ps-vla.tsv
│ │ ├── sg-hyp.tsv
│ │ ├── sg-jak.tsv
│ │ ├── sg-mal.tsv
│ │ ├── sg-ted.tsv
│ │ ├── sg-tor.tsv
│ │ ├── sm-dal.tsv
│ │ ├── sm-hyp.tsv
│ │ ├── sm-mal.tsv
│ │ ├── sm-ted.tsv
│ │ ├── sr-dal.tsv
│ │ ├── sr-hyp.tsv
│ │ ├── sr-jak.tsv
│ │ ├── sr-mal.tsv
│ │ └── sr-vla.tsv
├── english-names.json
├── grenade-parts.tsv
├── inventory-serials.json
├── item-data.json
├── missions.json
├── shield-parts.tsv
└── weapon-parts.tsv
├── doc
├── screenshot-consumables.png
├── screenshot-inventory.png
├── screenshot-missions.png
└── screenshot.png
└── src
├── Constants.cpp
├── Constants.h
├── ConsumablesTab.cpp
├── ConsumablesTab.h
├── GameSettingsTab.cpp
├── GameSettingsTab.h
├── GeneralTab.cpp
├── GeneralTab.h
├── InventoryItem.h
├── InventoryTab.cpp
├── InventoryTab.h
├── ItemData.cpp
├── ItemData.h
├── Lol.cpp
├── Lol.h
├── MainWindow.cpp
├── MainWindow.h
├── MissionsTab.cpp
├── MissionsTab.h
├── Savegame.cpp
├── Savegame.h
├── json
└── basics.json
├── main.cpp
├── obfuscation.h
└── protobufs
├── OakProfile.proto
├── OakSave.proto
└── OakShared.proto
/CMakeLists.txt:
--------------------------------------------------------------------------------
1 | cmake_minimum_required(VERSION 3.5)
2 |
3 | project(borderlands3-save-editor LANGUAGES CXX)
4 |
5 | set(CMAKE_INCLUDE_CURRENT_DIR ON)
6 |
7 | set(CMAKE_AUTOUIC ON)
8 | set(CMAKE_AUTOMOC ON)
9 | set(CMAKE_AUTORCC ON)
10 |
11 | set(CMAKE_CXX_STANDARD 17)
12 | set(CMAKE_CXX_STANDARD_REQUIRED ON)
13 |
14 | find_package(Qt5 COMPONENTS Widgets REQUIRED)
15 |
16 | find_package(Protobuf REQUIRED)
17 |
18 | # wtf cmake... automoc?
19 | qt5_wrap_cpp(moc_sources src/Lol.h)
20 |
21 | protobuf_generate_cpp(protobufs_SRC protobufs_HDR
22 | src/protobufs/OakProfile.proto
23 | src/protobufs/OakSave.proto
24 | src/protobufs/OakShared.proto
25 | )
26 |
27 | add_executable(borderlands3-save-editor
28 | src/main.cpp
29 | src/MainWindow.cpp
30 | src/Savegame.cpp
31 | src/Constants.cpp
32 | src/GeneralTab.cpp
33 | src/InventoryTab.cpp
34 | src/GameSettingsTab.cpp
35 | src/ConsumablesTab.cpp
36 | src/ItemData.cpp
37 | src/MissionsTab.cpp
38 |
39 | src/Lol.cpp
40 |
41 | ${protobufs_SRC}
42 | ${moc_sources}
43 |
44 | data.qrc
45 | )
46 |
47 |
48 | target_link_libraries(borderlands3-save-editor PRIVATE Qt5::Widgets protobuf::libprotobuf)
49 |
--------------------------------------------------------------------------------
/README.md:
--------------------------------------------------------------------------------
1 | ### Probably won't get updated anymore, I've played through the game. Though this should at least help others solve the same game-breaking bugs I had to get past.
2 |
3 | ## Be warned that since it hasn't been updated in a while it might break things badly.
4 |
5 | https://github.com/apocalyptech/bl3-cli-saveedit is still in active development, as an alternative.
6 |
7 | Borderlands 3 Savegame Editor
8 | =============================
9 |
10 | 
11 |
12 |
13 |
14 | Work in progress, whenever I encounter a game-breaking bug and need to get past
15 | it. Because they don't provide a console in game.
16 |
17 | If you want a more complete, better written and more tested editor and you are
18 | okay with using a command line, try
19 | https://github.com/apocalyptech/bl3-cli-saveedit instead. Almost everything
20 | here is just based on his discoveries anyways.
21 |
22 |
23 | ## Windows builds
24 |
25 | Download the zip from here:
26 |
27 | https://ci.appveyor.com/project/sandsmark/borderlands3-save-editor/build/artifacts
28 |
29 | NB: I don't run windows nor do I have a windows machine to test on, but when I
30 | set up appveyor I tested it in Wine (on Linux) and it worked.
31 |
32 | A snapshot is here, because appveyor doesn't keep artifacts around for that long:
33 |
34 | https://github.com/sandsmark/borderlands3-save-editor/releases/download/arbitrary-release-because-github-is-dumb/borderlands3-save-editor-1.0.132.2880e4a1.zip
35 |
36 |
37 | ## Functionality
38 |
39 | I. e. what it can edit. And will probably break.
40 |
41 | - Basics (name, level, experience points)
42 | - Mission objectives progress (so you can bypass bugs making the main story line not progress).
43 | - Edit items/weapons in the inventory, also tries to validate your changes (can't create new from scratch yet though)
44 | - Amount of ammo, SDUs, eridium and money
45 | - View and edit active missions and progress
46 | - UUID (not very interesting, but we can generate valid ones)
47 | - Save slot ID (not very interesting either)
48 |
49 |
50 | ## Credits
51 |
52 | Thanks to https://github.com/apocalyptech and https://github.com/gibbed for the
53 | protobufs, the obfuscation methods, data, etc.
54 |
55 | If you want to pay someone for this Gibbed would probably appreciate it:
56 | https://www.patreon.com/gibbed
57 |
58 | # Some more screenshots
59 | 
60 | 
61 | 
62 |
63 |
64 | ### How to update missions and objectives for latest game version
65 |
66 | This is pulled from my bash history, so probably not complete or accurate, but might give you an idea at least.
67 |
68 | Dependencies are JohnWickParse (I used the version from here: https://github.com/apocalyptech/JohnWickParse.git) and jq.
69 |
70 | First extract the pak files to get the uexp files, I think this is how I did it (with quickbms):
71 |
72 | ```
73 | # First enter the game data folder
74 |
75 | # Figure out which pak files contains mission data:
76 | for p in *.pak; do quickbms -l ~/path-to-this-repo/data/bl3.bms "$p" >> "$p-files.txt"; done
77 | # Look through the -files.txt files to see which contains useful files
78 |
79 | # Then extract the relevant files
80 | quickbms -f "Missions/*" ~/path-to-this-repo/data/bl3.bms pakchunk4-WindowsNoEditor.pak
81 | quickbms -f "Missions/*" ~/path-to-this-repo/data/bl3.bms pakchunk7-WindowsNoEditor.pak
82 | # etc.
83 | ```
84 |
85 | Create json:
86 |
87 | ```
88 | # Paths to stuff needs to be adjusted, obviously
89 | cd Missions
90 |
91 | pushd ProvingGrounds1/ # Enter first folder
92 | for file in *.uexp; do john-wick-parse serialize $(basename "$file" .uexp); done
93 | popd
94 |
95 | pushd ProvingGrounds2/ # Enter second folder
96 | for file in *.uexp; do john-wick-parse serialize $(basename "$file" .uexp); done
97 | popd
98 |
99 | # ... and repeat for all the relevant folders
100 | ```
101 |
102 | Then run the following tool in the same dir, it should recursively find all the json files and put them together in a nice, usable format:
103 |
104 | https://github.com/sandsmark/borderlands3-john-wick-grokker
105 |
--------------------------------------------------------------------------------
/data.qrc:
--------------------------------------------------------------------------------
1 |
2 |
3 | data/english-names.json
4 | data/inventory-serials.json
5 | data/balance_to_inv_key.json
6 | data/item-data.json
7 | data/weapon-parts.tsv
8 | data/grenade-parts.tsv
9 | data/shield-parts.tsv
10 | data/classmod-parts.tsv
11 | data/artifact-parts.tsv
12 | data/descriptions/anointments.tsv
13 | data/descriptions/artifacts.tsv
14 | data/descriptions/com-amara.tsv
15 | data/descriptions/com-fl4k.tsv
16 | data/descriptions/com-zane.tsv
17 | data/descriptions/grenades.tsv
18 | data/descriptions/shields.tsv
19 | data/descriptions/weapons/ar-atl.tsv
20 | data/descriptions/weapons/ar-cov.tsv
21 | data/descriptions/weapons/ar-dal.tsv
22 | data/descriptions/weapons/ar-jak.tsv
23 | data/descriptions/weapons/ar-tor.tsv
24 | data/descriptions/weapons/ar-vla.tsv
25 | data/descriptions/weapons/hw-atl.tsv
26 | data/descriptions/weapons/hw-cov.tsv
27 | data/descriptions/weapons/hw-tor.tsv
28 | data/descriptions/weapons/hw-vla.tsv
29 | data/descriptions/weapons/ps-atl.tsv
30 | data/descriptions/weapons/ps-cov.tsv
31 | data/descriptions/weapons/ps-dal.tsv
32 | data/descriptions/weapons/ps-jak.tsv
33 | data/descriptions/weapons/ps-mal.tsv
34 | data/descriptions/weapons/ps-ted.tsv
35 | data/descriptions/weapons/ps-tor.tsv
36 | data/descriptions/weapons/ps-vla.tsv
37 | data/descriptions/weapons/sg-hyp.tsv
38 | data/descriptions/weapons/sg-jak.tsv
39 | data/descriptions/weapons/sg-mal.tsv
40 | data/descriptions/weapons/sg-ted.tsv
41 | data/descriptions/weapons/sg-tor.tsv
42 | data/descriptions/weapons/sm-dal.tsv
43 | data/descriptions/weapons/sm-hyp.tsv
44 | data/descriptions/weapons/sm-mal.tsv
45 | data/descriptions/weapons/sm-ted.tsv
46 | data/descriptions/weapons/sr-dal.tsv
47 | data/descriptions/weapons/sr-hyp.tsv
48 | data/descriptions/weapons/sr-jak.tsv
49 | data/descriptions/weapons/sr-mal.tsv
50 | data/descriptions/weapons/sr-vla.tsv
51 | data/missions.json
52 |
53 |
54 |
--------------------------------------------------------------------------------
/data/descriptions/README:
--------------------------------------------------------------------------------
1 | Data cleaned a bit up from here:
2 |
3 | https://docs.google.com/spreadsheets/d/16b7bGPFKIrNg_cJm_WCMO6cKahexBs7BiJ6ja0RlD04/edit
4 |
--------------------------------------------------------------------------------
/data/descriptions/com-amara.tsv:
--------------------------------------------------------------------------------
1 | # Class perk
2 | ClassMod_Part_Siren_Unique_01_Storm.ClassMod_Part_Siren_Unique_01_Storm Whenever Amarea first damages an enemy with her Action Skill, she creates a damaging cloud of her Action Skill Element at that Location. Cloud Dmaage: +25/s
3 | # Natural Skill Perks Tempest, Conflux, Violent Tapestry
4 | ClassMod_Part_Siren_Unique_02_Dragon.ClassMod_Part_Siren_Unique_02_Dragon Whenever Amara kills an enemy with a melee attack, her Action Skill Augment is triggered.
5 | # Natural Skill Perks Anima, Conflux, Clarity
6 | ClassMod_Part_Siren_Unique_03_Bruiser.ClassMod_Part_Siren_Unique_03_Bruiser Amara gains Damage Reduction. This bonus is based on the distance to the enemry. The close the enemy, the greater the bonus. Dmaage Reduction: Up to 29%
7 | # Natural Skill Perks Personal Space, Find Your Center, Jab Cross
8 | ClassMod_Part_Siren_Unique_04_Phasezerker.ClassMod_Part_Siren_Unique_04_Phasezerker On Action Skill Used, Amara gains her Max Rush Stack count, but they decay over time. Amara gains 3% Weapon Damage and 10% Action Skill Cooldown Rate based on the number of Rush Stacks. Max Rush Stacks: +5
9 | # Natural Skill Perks Clarity, Anima, Conflux
10 | ClassMod_Part_Siren_Unique_05_Siren.ClassMod_Part_Siren_Unique_05_Siren Whenever Amara Phasegraps an enemry, her Action Skill Element is applied to all nearby enemies.
11 | # Natural Skill Perks Violent Tapestry, Infusion, Wildfire
12 | Part_CM_Siren_Raid1.Part_CM_Siren_Raid1 Whenever Amara activates her action skill, she applies her action skill element to herself. Amara's Gun Damage is increased while moving. The quicker she moves, the greater the Gun Damage bonus.
13 | Part_CM_Siren_DLC1.Part_CM_Siren_DLC1 Whenever an enemy damages Amara, she gains increased Action Skill Cooldown Rate (5%) for a 8 seconds. This effect stacks.
14 | # Skill Tree Perks (1 component = +1 to that skill, 5 of the same component = +5 to that skill)
15 | ClassMod_Part_Skill_Siren_Alacrity.ClassMod_Part_Skill_Siren_Alacrity
16 | ClassMod_Part_Skill_Siren_Anima.ClassMod_Part_Skill_Siren_Anima
17 | ClassMod_Part_Skill_Siren_ArmsDeal.ClassMod_Part_Skill_Siren_ArmsDeal
18 | ClassMod_Part_Skill_Siren_BareKnuckle.ClassMod_Part_Skill_Siren_BareKnuckle
19 | ClassMod_Part_Skill_Siren_Clarity.ClassMod_Part_Skill_Siren_Clarity
20 | ClassMod_Part_Skill_Siren_Conflux.ClassMod_Part_Skill_Siren_Conflux
21 | ClassMod_Part_Skill_Siren_DeepWell.ClassMod_Part_Skill_Siren_DeepWell
22 | ClassMod_Part_Skill_Siren_DoHarm.ClassMod_Part_Skill_Siren_DoHarm
23 | ClassMod_Part_Skill_Siren_Dread.ClassMod_Part_Skill_Siren_Dread
24 | ClassMod_Part_Skill_Siren_Empowered.ClassMod_Part_Skill_Siren_Empowered
25 | ClassMod_Part_Skill_Siren_FastHands.ClassMod_Part_Skill_Siren_FastHands
26 | ClassMod_Part_Skill_Siren_FearPassThroughMe.ClassMod_Part_Skill_Siren_FearPassThroughMe
27 | ClassMod_Part_Skill_Siren_FindYourCenter.ClassMod_Part_Skill_Siren_FindYourCenter
28 | ClassMod_Part_Skill_Siren_FromRest.ClassMod_Part_Skill_Siren_FromRest
29 | ClassMod_Part_Skill_Siren_IlluminatedFist.ClassMod_Part_Skill_Siren_IlluminatedFist
30 | ClassMod_Part_Skill_Siren_Infusion.ClassMod_Part_Skill_Siren_Infusion
31 | ClassMod_Part_Skill_Siren_Mindfulness.ClassMod_Part_Skill_Siren_Mindfulness
32 | ClassMod_Part_Skill_Siren_OneWithNature.ClassMod_Part_Skill_Siren_OneWithNature
33 | ClassMod_Part_Skill_Siren_PersonalSpace.ClassMod_Part_Skill_Siren_PersonalSpace
34 | ClassMod_Part_Skill_Siren_Remnant.ClassMod_Part_Skill_Siren_Remnant
35 | ClassMod_Part_Skill_Siren_Restless.ClassMod_Part_Skill_Siren_Restless
36 | ClassMod_Part_Skill_Siren_Samsara.ClassMod_Part_Skill_Siren_Samsara
37 | ClassMod_Part_Skill_Siren_SteadyHands.ClassMod_Part_Skill_Siren_SteadyHands
38 | ClassMod_Part_Skill_Siren_Tempest.ClassMod_Part_Skill_Siren_Tempest
39 | ClassMod_Part_Skill_Siren_Transcend.ClassMod_Part_Skill_Siren_Transcend
40 | ClassMod_Part_Skill_Siren_Vigor.ClassMod_Part_Skill_Siren_Vigor
41 | ClassMod_Part_Skill_Siren_ViolentTapestry.ClassMod_Part_Skill_Siren_ViolentTapestry
42 | ClassMod_Part_Skill_Siren_WildFire.ClassMod_Part_Skill_Siren_WildFire
43 | ClassMod_Part_Skill_Siren_Wrath.ClassMod_Part_Skill_Siren_Wrath
44 | CM_Part_Skill_Siren_Mindfulness_Raid1.CM_Part_Skill_Siren_Mindfulness_Raid1
45 | CM_Part_Skill_Siren_HelpingHands_Raid1.CM_Part_Skill_Siren_HelpingHands_Raid1
46 | CM_Part_Skill_Siren_Clarity_Raid1.CM_Part_Skill_Siren_Clarity_Raid1
47 | ClassMod_Part_Skill_Siren_Mindfulness_dlc1.ClassMod_Part_Skill_Siren_Mindfulness_dlc1
48 | ClassMod_Part_Skill_Siren_LaidBare.ClassMod_Part_Skill_Siren_LaidBare
49 | ClassMod_Part_Skill_Siren_HelpingHands.ClassMod_Part_Skill_Siren_HelpingHands
50 |
--------------------------------------------------------------------------------
/data/descriptions/com-fl4k.tsv:
--------------------------------------------------------------------------------
1 | # Class Mod Skill Perk Pool (Orange/Legendary)
2 | Orange class mod ClassMod_Part_Beastmaster_Unique_01_Friendbot.ClassMod_Part_Beastmaster_Unique_01_Friendbot Psycho Head on a Stick / All my BFFs / Barbaric Yawp When FL4K kills an enemy, their pet gains second wind
3 | Orange class mod ClassMod_Part_Beastmaster_Unique_02_CosmicStalker.ClassMod_Part_Beastmaster_Unique_02_CosmicStalker Big Game / Interplanetary Stalker / Hunter's Eye FL4K's Hunt Skill Power is increased by 25%
4 | Orange class mod ClassMod_Part_Beastmaster_Unique_03_BountyHunter.ClassMod_Part_Beastmaster_Unique_03_BountyHunter Hunter's Eye / The Most Dangerous Game / Frenzy FL4K has a 3% chance to activate any purchased Hunt Kill Skill when dealing gun damage. Bosses are now treated as Humans, Beasts and Robotics for FL4K's Hunt Skills.
5 | Orange class mod BPInvPart_ClassMod_C ClassMod_Part_Beastmaster_Unique_04_DE4DEYE.ClassMod_Part_Beastmaster_Unique_04_DE4DEYE The Fast and the Furryous / Go for the Eyes! / Two F4ng FL4K and their pets deal 35% additional damage against enemies above 75% health.
6 | Orange class mod ClassMod_Part_Beastmaster_Unique_05_RakkCommander.ClassMod_Part_Beastmaster_Unique_05_RakkCommander He Bites! / Go for the Eyes! / Eager to Impress Rakk Attack gains 1 extra charge!
7 | Orange class mod ClassMod_Part_Beastmaster_Unique_06_RedFang.ClassMod_Part_Beastmaster_Unique_06_RedFang Eager to impress / Ferocity / He Bites! While Gamma Burst is active, FL4K's pet taunts all enemies.
8 | Orange class mod ClassMod_Part_Beastmaster_Unique_07_BlueFang.ClassMod_Part_Beastmaster_Unique_07_BlueFang Fade Away kills have a 33% chance to refund a Fade Away Charge and extend the duration of Fade Away by 3 seconds.
9 | Orange class mod Part_CM_Beastmaster_Raid1.Part_CM_Beastmaster_Raid1
10 | # Class Mod Skill Perk Pool (Purple/Very Rare) Note to self, come back and change these to skill tree names:
11 | Purple class mod ClassMod_Part_Mod_Beastmaster_01_QuickCharge.ClassMod_Part_Mod_Beastmaster_01_QuickCharge Hunter's Eye / Two F4ng / Turn Tail and Run
12 | Purple class mod ClassMod_Part_Mod_Beastmaster_02_Divergent.ClassMod_Part_Mod_Beastmaster_02_Divergent Eager To Impress / Hive Mind / Who Rescued Who?
13 | Purple class mod ClassMod_Part_Mod_Beastmaster_03_Bushmaster.ClassMod_Part_Mod_Beastmaster_03_Bushmaster Ambush Predator / Leave No Trace / Turn Tail and Run
14 | Purple class mod ClassMod_Part_Mod_Beastmaster_04_Whistleblower.ClassMod_Part_Mod_Beastmaster_04_Whistleblower Sic Em' / Eager To Impress / Psycho Head on a Stick
15 | Purple class mod ClassMod_Part_Mod_Beastmaster_05_DARPAW.ClassMod_Part_Mod_Beastmaster_05_DARPAW Ferocity / Who Rescued Who? / Self-Repairing System
16 | Purple class mod ClassMod_Part_Mod_Beastmaster_06_Overdriven.ClassMod_Part_Mod_Beastmaster_06_Overdriven Rage and Recover / The Fast and the Furryous / Who Rescued Who?
17 | Purple class mod ClassMod_Part_Mod_Beastmaster_07_Thrillbotting.ClassMod_Part_Mod_Beastmaster_07_Thrillbotting The Most Dangerous Game / Big Game / Hidden Machine
18 | Purple class mod ClassMod_Part_Mod_Beastmaster_08_TurboCharged.ClassMod_Part_Mod_Beastmaster_08_TurboCharged Second Intention / Furious Attack / Overclocked
19 | Purple class mod ClassMod_Part_Mod_Beastmaster_09_Headcase.ClassMod_Part_Mod_Beastmaster_09_Headcase Ambush Predator / Leave No Trace / The Fast and the Furryous
20 | Purple class mod ClassMod_Part_Mod_Beastmaster_10_Botmaster.ClassMod_Part_Mod_Beastmaster_10_Botmaster Ferocity / He Bites! / Go for the Eyes!
21 | # Skill Tree Perks (1 component = +1 to that skill, 5 of the same component = +5 to that skill)
22 | Skill tree perk ClassMod_Part_Skill_BeastMaster_Bond11.ClassMod_Part_Skill_BeastMaster_Bond11 When FL4K's pet takes damage, the pet returns some of that damage to the attacker.
23 | Skill tree perk ClassMod_Part_Skill_BeastMaster_Bond2.ClassMod_Part_Skill_BeastMaster_Bond2 Kill Skill. Whenever FL4K kills an enemy, Action Skill Cooldown Time is reduces.
24 | Skill tree perk ClassMod_Part_Skill_BeastMaster_Bond3.ClassMod_Part_Skill_BeastMaster_Bond3 Whenever FL4K's Pet deals damage, FL4K regenerates health for a few seconds.
25 | Skill tree perk ClassMod_Part_Skill_BeastMaster_Bond4.ClassMod_Part_Skill_BeastMaster_Bond4 When FL4K's pet attacks an enemy, the first melee attack is an automatic Critcal Hit that deals increased damage.
26 | Skill tree perk ClassMod_Part_Skill_BeastMaster_Bond7.ClassMod_Part_Skill_BeastMaster_Bond7 FL4K's Pet deals increased damage.
27 | Skill tree perk ClassMod_Part_Skill_BeastMaster_DangerousGame.ClassMod_Part_Skill_BeastMaster_DangerousGame Hunter Kill Skill. Whenever FL4K kills a Badass or stronger enemy, they gain increased Critical Hit Damage, Gun Damage, and Handling for a long time.
28 | Skill tree perk ClassMod_Part_Skill_BeastMaster_FastAndFurry.ClassMod_Part_Skill_BeastMaster_FastAndFurry Turn Tail and Run: While moving, FL4K constantly regenerates health and gains Damage Reduction. While Still, FL4K gains Gun Damage and Fire Rate.
29 | Skill tree perk ClassMod_Part_Skill_BeastMaster_Frenzy.ClassMod_Part_Skill_BeastMaster_Frenzy Frenzy: Hunter Skill. When FL4K's pet deals damage, FL4K and their pet gain a stack of Frenzy. Each stack of Frenzy increases Damage. The stacks decay after a few seconds.
30 | Skill tree perk ClassMod_Part_Skill_BeastMaster_FullTank.ClassMod_Part_Skill_BeastMaster_FullTank Fast and the Furryous: While above half health, FL4K's Gun Damage and Movement Speed are increased.
31 | Skill tree perk ClassMod_Part_Skill_BeastMaster_GeneticLink.ClassMod_Part_Skill_BeastMaster_GeneticLink When FL4K takes damage, a portion of all damage they take is shared to their pet instead.
32 | Skill tree perk ClassMod_Part_Skill_BeastMaster_GotThisForYou.ClassMod_Part_Skill_BeastMaster_GotThisForYou Hunter Kill Skill. Whenever FL4K kills an enemy, their Pet gains increased Movement Speed and Damage for a few seconds.
33 | Skill tree perk ClassMod_Part_Skill_BeastMaster_HeadCount.ClassMod_Part_Skill_BeastMaster_HeadCount Whenever FL4K scores a Critical hit, there is a chance their Action Skill Cooldown is reduced.
34 | Skill tree perk ClassMod_Part_Skill_BeastMaster_HR1.ClassMod_Part_Skill_BeastMaster_HR1 Hunter Skill. After shooting an enemy, FL4K gains a stack of Furious Attack.
35 | Skill tree perk ClassMod_Part_Skill_BeastMaster_HR2.ClassMod_Part_Skill_BeastMaster_HR2 Attack Command has a lowered Cooldown and increased Damage.
36 | Skill tree perk ClassMod_Part_Skill_BeastMaster_HR3.ClassMod_Part_Skill_BeastMaster_HR3 Kill Skill. After killing an enemy, FL4K and FL4K's pet regenerate health for a few seconds.
37 | Skill tree perk ClassMod_Part_Skill_BeastMaster_HR4.ClassMod_Part_Skill_BeastMaster_HR4 FL4K's Maxium Health is increased, and they constantly regenerate health.
38 | Skill tree perk ClassMod_Part_Skill_BeastMaster_HR7.ClassMod_Part_Skill_BeastMaster_HR7 Allies share a portion of FL4K's total Health Regeneration. FL4K's pet shares twice the amount of Health Regeneration.
39 | Skill tree perk ClassMod_Part_Skill_BeastMaster_HR8.ClassMod_Part_Skill_BeastMaster_HR8 FL4K gains increased Fire Rate. FL4K gains even more Fire Rate after reloading.
40 | Skill tree perk ClassMod_Part_Skill_BeastMaster_HR9.ClassMod_Part_Skill_BeastMaster_HR9 When an enemy has no target or is attacking a different target, FL4K deals increased damage against them.
41 | Skill tree perk ClassMod_Part_Skill_BeastMaster_Hunt1.ClassMod_Part_Skill_BeastMaster_Hunt1 Leave No Trace: When FL4K scores a Critical Hit, there is a chance for 1 ammo to be added to their magazine.
42 | Skill tree perk ClassMod_Part_Skill_BeastMaster_Hunt2.ClassMod_Part_Skill_BeastMaster_Hunt2 Second Intention: Hunter Kill Skill. Whenever FL4K kills an enemy, they gain increased Reload Speed.
43 | Skill tree perk ClassMod_Part_Skill_BeastMaster_Hunt5.ClassMod_Part_Skill_BeastMaster_Hunt5 Ambush Predator: While there are no enemies nearby, FL4K's Weapon Handling and Critical Hit Damage are increased.
44 | Skill tree perk ClassMod_Part_Skill_BeastMaster_HuntersEye.ClassMod_Part_Skill_BeastMaster_HuntersEye FL4K gains bonuses when fighting different types of enemies.
45 | Skill tree perk ClassMod_Part_Skill_BeastMaster_InterStalker.ClassMod_Part_Skill_BeastMaster_InterStalker Hunter Kill Skill. Whenever FL4K kills an enemy, they gain a stack of Interplanetary Stalker. For each stack of Interplanetary Stalker, they gain a bonus to all damage dealth.
46 | Skill tree perk ClassMod_Part_Skill_BeastMaster_LifeTraining.ClassMod_Part_Skill_BeastMaster_LifeTraining Whenever FL4K's Pet deals damage, FL4K regenerates health for a few seconds.
47 | Skill tree perk ClassMod_Part_Skill_BeastMaster_Symbiosis.ClassMod_Part_Skill_BeastMaster_Symbiosis Increases the power of Pet Bonuses granted to FL4K.
48 | Skill tree perk ClassMod_Part_Skill_BeastMaster_TwoFang.ClassMod_Part_Skill_BeastMaster_TwoFang FL4K has a chance to fire an extra projectile per shot
49 |
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/data/descriptions/com-zane.tsv:
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1 | # Class perk
2 | ClassMod_Part_Operative_Unique_01_Infiltrator.ClassMod_Part_Operative_Unique_01_Infiltrator Zane's Weapon Damage and Movement Speed are increased. The lower his shield, the greater the bonus. Whenever Zane activates an action skill he breaks his shield.
3 | ClassMod_Part_Operative_Unique_02_Executor.ClassMod_Part_Operative_Unique_02_Executor Kill Skill. Whenever Zane kills an enemy, he gains increased Accuracy, Handling, Critical Hit Damage, Status Effect Damage, and Status Effect Chance.
4 | ClassMod_Part_Operative_Unique_03_Expert.ClassMod_Part_Operative_Unique_03_Expert Kill Skill. +5% Chance on kill to recharge SNTL Cooldown and Duration.
5 | ClassMod_Part_Operative_Unique_04_Firebrand.ClassMod_Part_Operative_Unique_04_Firebrand Grants Zane's Digit-Clone the Binary System Augment. Whenever Zane's Clone receives melee damage, it creates a Shock Nova around it.
6 | ClassMod_Part_Operative_Unique_05_Operative.ClassMod_Part_Operative_Unique_05_Operative Whenever Zane freezes an enemy, a random Status Effect is applied to them instantly.
7 | Part_CM_Operative_Raid1.Part_CM_Operative_Raid1 While Sliding or Airborne, Zane gains +40% Weapon Damage and +20% Damage Reduction. While Slowed, Zane gains +25% Movement Speed
8 | # Skill Tree Perks (1 component = +1 to that skill, 5 of the same component = +5 to that skill)
9 | ClassMod_Part_Skill_Operative_Adrenaline.ClassMod_Part_Skill_Operative_Adrenaline Zane gains increased Action Skill Cooldown Rate. This bonus is based on the amount of shield he has. The more percent full, the greater the bonus.
10 | ClassMod_Part_Skill_Operative_BorrowedTime.ClassMod_Part_Skill_Operative_BorrowedTime Zane gains increased Action Skill Duration for every active Action Skill.
11 | ClassMod_Part_Skill_Operative_Chancer.ClassMod_Part_Skill_Operative_Chancer Zane gains Health Regeneration. The lower his shield is, the higher the bonus.
12 | ClassMod_Part_Skill_Operative_ColdBore.ClassMod_Part_Skill_Operative_ColdBore Zane gains increased Weapon Swap Speed. The next shot fired after swapping weapons deals Bonus Cryo Damage.
13 | ClassMod_Part_Skill_Operative_CoolerHeads.ClassMod_Part_Skill_Operative_CoolerHeads Whenever Zane scores a Critical Hit on an enemy, theres a chance they will be Slowed. This effect stacks until the target is Frozen.
14 | ClassMod_Part_Skill_Operative_CoolHand.ClassMod_Part_Skill_Operative_CoolHand Zane gains increased Reload Speed. Kill Skill. After killing an enemy, Zanes Reload Speed is increasted for a few seconds. Duration 15sec
15 | ClassMod_Part_Skill_Operative_Donnybrook.ClassMod_Part_Skill_Operative_Donnybrook Kill Skill. Whenever Zane kills an enemy, he and his Digi-Clone receieve increased Gun Damage and gain Health Regeneration for a few seconds. Duration, 15sec
16 | ClassMod_Part_Skill_Operative_DroneDelivery.ClassMod_Part_Skill_Operative_DroneDelivery "SNTL will occasionally drop a free grenade based on Zane's current grenade mod while attacking enemies. ""Cooldown 15sec"""
17 | ClassMod_Part_Skill_Operative_DuctTape.ClassMod_Part_Skill_Operative_DuctTape The first shot fired from Zane's gun has a chance to also fire a grenade. Cooldown Time 8sec
18 | ClassMod_Part_Skill_Operative_ExtraParts.ClassMod_Part_Skill_Operative_ExtraParts Zane gains Increased Mazimum Shield Capacity.
19 | ClassMod_Part_Skill_Operative_GoodMisfortune.ClassMod_Part_Skill_Operative_GoodMisfortune Kill Skill. Killing an enemy increased Zane's Action Skill Duration.
20 | ClassMod_Part_Skill_Operative_LikeAGhost.ClassMod_Part_Skill_Operative_LikeAGhost Zane and his Digi-Clone gain a chance to ignore bullets. This chance is increased for a few seconds after activating an Action skill. This effect stacks. Duration 8sec
21 | ClassMod_Part_Skill_Operative_MultiTasker.ClassMod_Part_Skill_Operative_MultiTasker Whenever one or more of Zane's action skills are active, he gains increased Gun Damage for each active action skill.
22 | ClassMod_Part_Skill_Operative_Ordnance.ClassMod_Part_Skill_Operative_Ordnance Kill Skill. Whenever Zane kills an enemy, they create a Cryo Nova, dealing damage to all nearby enemies. Cooldown 2sec
23 | ClassMod_Part_Skill_Operative_PlayingDirty.ClassMod_Part_Skill_Operative_PlayingDirty Kill Skill. After killing an enemy, Zane's next five shots all have a chance to fire an additional projectile.
24 | ClassMod_Part_Skill_Operative_PocketFullOfGrenades.ClassMod_Part_Skill_Operative_PocketFullOfGrenades Kill Skill. After killing an enemy, Zane gains Grenade Regeneration for a few seconds. Duration 15sec
25 | ClassMod_Part_Skill_Operative_Praemunitus.ClassMod_Part_Skill_Operative_Praemunitus Zane and his Digi-Clone gain increased Magazine Size.
26 | ClassMod_Part_Skill_Operative_ReadyForAction.ClassMod_Part_Skill_Operative_ReadyForAction Zane gains improved Shield Recharge Rate and Shield Recharge Delay.
27 | ClassMod_Part_Skill_Operative_ReallyExpensiveJacket.ClassMod_Part_Skill_Operative_ReallyExpensiveJacket Elemental Status Effects applied to Zane have a reduced duration.
28 | ClassMod_Part_Skill_Operative_Refreshment.ClassMod_Part_Skill_Operative_Refreshment Whenever Zane damages a frozen enemy with his weapon, he gains some of that damage back as health.
29 | ClassMod_Part_Skill_Operative_SupersonicMan.ClassMod_Part_Skill_Operative_SupersonicMan Whenever one or more of Zane's Action Skills are active, he gains increased Movement Speed for each active Action Skill.
30 | ClassMod_Part_Skill_Operative_Teamwork.ClassMod_Part_Skill_Operative_Teamwork Zane deals Bonus Shock Damage to enemies that arent targeting him.
31 | ClassMod_Part_Skill_Operative_TheWantVsNeed.ClassMod_Part_Skill_Operative_TheWantVsNeed Kill Skill. After killing an enemy, Zane's weapons gain Life Steal for a few seconds. Duration 15sec
32 | ClassMod_Part_Skill_Operative_Violent_Momentum.ClassMod_Part_Skill_Operative_Violent_Momentum Zane's Gun Damage is increased while moving. The quicker he moves, the greater the Gun Damage.
33 | ClassMod_Part_Skill_Operative_Violent_Speed.ClassMod_Part_Skill_Operative_Violent_Speed Kill Skill. After killing an enemy, Zane gains increased Movement Speed for a few seconds. Duration 15sec
34 | ClassMod_Part_Skill_Operative_ViolentViolence.ClassMod_Part_Skill_Operative_ViolentViolence Kill Skill. After killing an enemy, Zane gains increased Fire Rate for a few seconds. Duration 15sec
35 | CM_Part_Skill_Operative_ViolentSpeed_Raid1.CM_Part_Skill_Operative_ViolentSpeed_Raid1
36 | CM_Part_Skill_Operative_ViolentMomentum_Raid1.CM_Part_Skill_Operative_ViolentMomentum_Raid1
37 | CM_Part_Skill_Operative_Supersonic_Raid1.CM_Part_Skill_Operative_Supersonic_Raid1
38 |
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/data/descriptions/weapons/ar-atl.tsv:
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1 | # Object name Positives Negatives Effects Naming
2 | Part_AR_ATL_Barrel_01.Part_AR_ATL_Barrel_01 - N-System
3 | Part_AR_ATL_Barrel_01_A.Part_AR_ATL_Barrel_01_A Mag Size +10%
4 | Part_AR_ATL_Barrel_01_B.Part_AR_ATL_Barrel_01_B Fire Rate +10%
5 | Part_AR_ATL_Barrel_01_C.Part_AR_ATL_Barrel_01_C Fire Rate +10%
6 | Part_AR_ATL_Barrel_02.Part_AR_ATL_Barrel_02 - Q-System
7 | Part_AR_ATL_Barrel_02_A.Part_AR_ATL_Barrel_02_A Fire Rate +10%
8 | Part_AR_ATL_Barrel_02_B.Part_AR_ATL_Barrel_02_B Reload Time -10%, Dmg +10%
9 | Part_AR_ATL_Barrel_02_C.Part_AR_ATL_Barrel_02_C Dmg +10%
10 | Part_AR_ATL_Barrel_03.Part_AR_ATL_Barrel_03 - V-System
11 | Part_AR_ATL_Barrel_03_A.Part_AR_ATL_Barrel_03_A Weapon Sway -20%, Acc Bloom -25%
12 | Part_AR_ATL_Barrel_03_B.Part_AR_ATL_Barrel_03_B Acc +15%
13 | Part_AR_ATL_Barrel_03_C.Part_AR_ATL_Barrel_03_C Acc +15%
14 | Part_AR_ATL_Barrel_Carrier.Part_AR_ATL_Barrel_Carrier Acc Bloom -15% Dmg -50%
15 | Part_AR_ATL_Barrel_Portals.Part_AR_ATL_Barrel_Portals
16 | Part_AR_ATL_Barrel_RebelYell.Part_AR_ATL_Barrel_RebelYell Recoil height -25% Dmg -30%
17 | Part_AR_ATL_Foregrip_01.Part_AR_ATL_Foregrip_01 Acc -10%, Dmg +5%
18 | Part_AR_ATL_Foregrip_02.Part_AR_ATL_Foregrip_02 Weapon Sway -30%, Fire Rate +5%
19 | Part_AR_ATL_Foregrip_03.Part_AR_ATL_Foregrip_03 Reload Time -5%, Acc Bloom -30%
20 | Part_AR_ATL_Foregrip_04.Part_AR_ATL_Foregrip_04 Crit Dmg +10%
21 | Part_AR_ATL_Grip_01.Part_AR_ATL_Grip_01 Acc Bloom -20%, Fire Rate +5%
22 | Part_AR_ATL_Grip_02.Part_AR_ATL_Grip_02 Reload Time -5%, Acc -20%
23 | Part_AR_ATL_Grip_03.Part_AR_ATL_Grip_03 Crit Dmg +10%, Dmg Size +10% Dmg -5%, Acc +10%
24 | Part_AR_ATL_Grip_04.Part_AR_ATL_Grip_04 Recoil height -15%, Dmg +5%
25 | Part_AR_ATL_Mag_01.Part_AR_ATL_Mag_01 22 Round, Dmg +10%
26 | Part_AR_ATL_Mag_02.Part_AR_ATL_Mag_02 28 Round
27 | Part_AR_ATL_Mag_03.Part_AR_ATL_Mag_03 34 Round Dmg -10%
28 | Part_AR_ATL_Material_01_Common.Part_AR_ATL_Material_01_Common Skin Weapon Skin
29 | Part_AR_ATL_Material_02_UnCommon.Part_AR_ATL_Material_02_UnCommon Skin Weapon Skin
30 | Part_AR_ATL_Material_03_Rare.Part_AR_ATL_Material_03_Rare Skin Weapon Skin
31 | Part_AR_ATL_Material_04_VeryRare.Part_AR_ATL_Material_04_VeryRare Skin Weapon Skin
32 | Part_AR_ATL_Material_Carrier.Part_AR_ATL_Material_Carrier Skin Weapon Skin
33 | Part_AR_ATL_Material_Portals.Part_AR_ATL_Material_Portals Skin Weapon Skin
34 | Part_AR_ATL_Material_RebelYell.Part_AR_ATL_Material_RebelYell Skin Weapon Skin
35 | Part_AR_ATL_Scope_01.Part_AR_ATL_Scope_01 1.5x
36 | Part_AR_ATL_Scope_02.Part_AR_ATL_Scope_02
37 | Part_AR_ATL_Scope_03.Part_AR_ATL_Scope_03
38 | Part_AR_ATL_Tracker_01.Part_AR_ATL_Tracker_01 Stick Puck
39 | Part_AR_ATL_Tracker_02.Part_AR_ATL_Tracker_02 Recoil Heught -25% Grenade Tracker
40 | Part_AR_ATL_Tracker_03.Part_AR_ATL_Tracker_03 Weapon Sway -20% Stick Darts
41 | Part_AR_ATL_Tracker_RebelYell.Part_AR_ATL_Tracker_RebelYell Weapon Sway -20% Stick Darts
42 | Part_ATL_AR_Body.Part_ATL_AR_Body
43 | Part_ATL_AR_Body_A.Part_ATL_AR_Body_A Dmg +10%
44 | Part_ATL_AR_Body_B.Part_ATL_AR_Body_B Fire Rate +10%
45 | Part_ATL_AR_Body_C.Part_ATL_AR_Body_C Reload Time -10%, Acc -15%
46 | # Naming strategy Name Priority
47 | # If MagSize Greater Than 34 Overencumbered 1001.0
48 | # If Projectiles Per Shot = 2 Cost-Effective 1003.0
49 |
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/data/descriptions/weapons/ar-cov.tsv:
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1 | # Object name Positives Negatives Effects Naming
2 | Part_AR_COV_Barrel_01.Part_AR_COV_Barrel_01 - BizZurker
3 | Part_AR_COV_Barrel_01_A.Part_AR_COV_Barrel_01_A Fire Rate +10%
4 | Part_AR_COV_Barrel_01_B.Part_AR_COV_Barrel_01_B Heat per Shot -25%
5 | Part_AR_COV_Barrel_01_C.Part_AR_COV_Barrel_01_C Dmg +10%
6 | Part_AR_COV_Barrel_02.Part_AR_COV_Barrel_02 - Ratatater
7 | Part_AR_COV_Barrel_02_A.Part_AR_COV_Barrel_02_A Acc -15%
8 | Part_AR_COV_Barrel_02_B.Part_AR_COV_Barrel_02_B Recoil Height -25%, Melee Dmg +80%
9 | Part_AR_COV_Barrel_02_C.Part_AR_COV_Barrel_02_C Fire Rate +10%
10 | Part_AR_COV_Barrel_02_D.Part_AR_COV_Barrel_02_D Fire Rate +10%
11 | Part_AR_COV_Barrel_03.Part_AR_COV_Barrel_03 - Purferater
12 | Part_AR_COV_Barrel_03_A.Part_AR_COV_Barrel_03_A Dmg +10%
13 | Part_AR_COV_Barrel_03_B.Part_AR_COV_Barrel_03_B Dmg +10%
14 | Part_AR_COV_Barrel_03_C.Part_AR_COV_Barrel_03_C Acc Bloom -25%
15 | Part_AR_COV_Barrel_ETech.Part_AR_COV_Barrel_ETech Heat per Shot +100% Wizzperer
16 | Part_AR_COV_Barrel_ETech_A.Part_AR_COV_Barrel_ETech_A Heat per Shot -25%
17 | Part_AR_COV_Barrel_HeatDamage.Part_AR_COV_Barrel_HeatDamage Dmg -20%
18 | Part_AR_COV_Barrel_HeatFirerate.Part_AR_COV_Barrel_HeatFirerate Acc +35%
19 | Part_AR_COV_Barrel_Sawbar.Part_AR_COV_Barrel_Sawbar Dmg -40%
20 | Part_AR_COV_Barrel_Zheitsev.Part_AR_COV_Barrel_Zheitsev Dmg +15% """Zheitsev"""
21 | Part_AR_COV_Barrel_Zheitsev_A.Part_AR_COV_Barrel_Zheitsev_A Heat per Shot -25%
22 | Part_AR_COV_Barrel_Zheitsev_B.Part_AR_COV_Barrel_Zheitsev_B Dmg +10%
23 | Part_AR_COV_Barrel_Zheitsev_C.Part_AR_COV_Barrel_Zheitsev_C
24 | Part_AR_COV_Body.Part_AR_COV_Body DO NOT REMOVE
25 | Part_AR_COV_Body_A.Part_AR_COV_Body_A Heat per Shot -25% Dmg -5%, Acc +10%
26 | Part_AR_COV_Body_B.Part_AR_COV_Body_B Heat per Shot -25% Dmg -5%, Acc +10%
27 | Part_AR_COV_Body_C.Part_AR_COV_Body_C Dmg +10%
28 | Part_AR_COV_BulletForge.Part_AR_COV_BulletForge
29 | Part_AR_COV_Ele_Corr.Part_AR_COV_Ele_Corr Kemik
30 | Part_AR_COV_Ele_Cryo.Part_AR_COV_Ele_Cryo Brrr
31 | Part_AR_COV_Ele_Fire.Part_AR_COV_Ele_Fire Hawt
32 | Part_AR_COV_Ele_Radiation.Part_AR_COV_Ele_Radiation Melty
33 | Part_AR_COV_Ele_Shock.Part_AR_COV_Ele_Shock Zappy
34 | Part_AR_COV_Foregrip_01.Part_AR_COV_Foregrip_01 Weapon Sway -30%, Dmg +5%
35 | Part_AR_COV_Foregrip_02.Part_AR_COV_Foregrip_02 Weapon Sway -30%, Recoil Height -30%
36 | Part_AR_COV_Foregrip_03.Part_AR_COV_Foregrip_03 Proj per Shot +1, Recoil Width -15% Acc +10%, Heat per Shot +40%, Acc Bloom +20%, Dmg -20%
37 | Part_AR_COV_Foregrip_04.Part_AR_COV_Foregrip_04 Recoil Height -30%, Fire Rate +5%
38 | Part_AR_COV_Grip_01.Part_AR_COV_Grip_01 Weapon Sway -30%, Fire Rate +5%
39 | Part_AR_COV_Grip_02.Part_AR_COV_Grip_02 Recoil Height -15%, Dmg +5%
40 | Part_AR_COV_Grip_03.Part_AR_COV_Grip_03 Heat per Shot -15%, Acc Bloom -20%
41 | Part_AR_COV_Grip_04.Part_AR_COV_Grip_04 Recoil Width -30%, Proj per Shot +1 Acc +10%, Dmg -20%, Acc Bloom +20%
42 | Part_AR_COV_Material_01_Common.Part_AR_COV_Material_01_Common Skin Weapon Skin
43 | Part_AR_COV_Material_02_UnCommon.Part_AR_COV_Material_02_UnCommon Skin Weapon Skin
44 | Part_AR_COV_Material_03_rare.Part_AR_COV_Material_03_Rare Skin Weapon Skin
45 | Part_AR_COV_Material_04_VeryRare.Part_AR_COV_Material_04_VeryRare Skin Weapon Skin
46 | Part_AR_COV_Material_KriegAR.Part_AR_COV_Material_KriegAR Skin Weapon Skin
47 | Part_AR_COV_Material_Sawbar.Part_AR_COV_Material_Sawbar Skin Weapon Skin
48 | Part_AR_COV_Material_Zheitsev.Part_AR_COV_Material_Zheitsev Skin Weapon Skin - Zheitsev
49 | Part_AR_COV_Bottle.Part_AR_COV_Bottle Bottle Scope
50 | Part_AR_COV_ScopeMount.Part_AR_COV_ScopeMount
51 | Part_AR_COV_Scope_01.Part_AR_COV_Scope_01 3.3x
52 | Part_AR_COV_Scope_02.Part_AR_COV_Scope_02
53 | Part_AR_COV_Scope_03.Part_AR_COV_Scope_03
54 | Part_AR_COV_Starter_01.Part_AR_COV_Starter_01 Heat per Shot -25% Dmg -5%, Acc +10%
55 | Part_AR_COV_Starter_02.Part_AR_COV_Starter_02 Fire Rate +10%
56 | Part_AR_COV_Starter_03.Part_AR_COV_Starter_03 Dmg +10%
57 | # Naming strategy Name Priority
58 | # If Shot Cost = 2 Moar 1002.0
59 | # If Shot Cost = 3 MOARR 1002.0
60 |
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/data/descriptions/weapons/ar-dal.tsv:
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1 | # Object name Positives Negatives Effects Naming
2 | Part_DAL_AR_Auto_Burst.Part_DAL_AR_Auto_Burst Fire Mode Toggle Auto/Burst
3 | Part_DAL_AR_Auto_Single.Part_DAL_AR_Auto_Single Fire Mode Toggle Auto/Single
4 | Part_DAL_AR_Burst_Single.Part_DAL_AR_Burst_Single Fire Mode Toggle Burst/Single
5 | Part_DAL_AR_BOTD.Part_DAL_AR_BOTD
6 | Part_DAL_AR_Barrel_01.Part_DAL_AR_Barrel_01 - Caracal
7 | Part_DAL_AR_Barrel_01_A.Part_DAL_AR_Barrel_01_A Recoil height -25%
8 | Part_DAL_AR_Barrel_01_B.Part_DAL_AR_Barrel_01_B Dmg +10%
9 | Part_DAL_AR_Barrel_01_C.Part_DAL_AR_Barrel_01_C Dmg +10%
10 | Part_DAL_AR_Barrel_02.Part_DAL_AR_Barrel_02 - Jaguar
11 | Part_DAL_AR_Barrel_02_A.Part_DAL_AR_Barrel_02_A Acc -15%
12 | Part_DAL_AR_Barrel_02_B.Part_DAL_AR_Barrel_02_B Acc -15%
13 | Part_DAL_AR_Barrel_02_C.Part_DAL_AR_Barrel_02_C Fire Rate +10%
14 | Part_DAL_AR_Barrel_03.Part_DAL_AR_Barrel_03 - Puma
15 | Part_DAL_AR_Barrel_03_A.Part_DAL_AR_Barrel_03_A Fire Rate +10%
16 | Part_DAL_AR_Barrel_03_B.Part_DAL_AR_Barrel_03_B Fire Rate +10%
17 | Part_DAL_AR_Barrel_03_C.Part_DAL_AR_Barrel_03_C Acc Bloom -25%
18 | Part_DAL_AR_Barrel_Barrage.Part_DAL_AR_Barrel_Barrage Mag Size +10, Crit Dmg +15%, Recoil Width -75%, Acc Bloom -50%
19 | Part_DAL_AR_Barrel_ETech.Part_DAL_AR_Barrel_ETech Mag Size +20% Mngwa
20 | Part_DAL_AR_Barrel_ETech_A.Part_DAL_AR_Barrel_ETech_A Reload Time -10%
21 | Part_DAL_AR_Barrel_Earworm.Part_DAL_AR_Barrel_Earworm Dmg +15%
22 | Part_DAL_AR_Barrel_Hail.Part_DAL_AR_Barrel_Hail Crit Dmg +150%
23 | Part_DAL_AR_Barrel_Kaos.Part_DAL_AR_Barrel_Kaos Dmg +15% Acc +60%
24 | Part_DAL_AR_Barrel_StarHelix.Part_DAL_AR_Barrel_StarHelix Dmg -15%
25 | Part_DAL_AR_Barrel_Warlord.Part_DAL_AR_Barrel_Warlord
26 | Part_DAL_AR_Barrel_ETech_Juju.Part_DAL_AR_Barrel_ETech_Juju Fire Rate +1250%, Dmg +125% Crit Dmg -50%
27 | Part_DAL_AR_Barrel_ETech_Juju_A.Part_DAL_AR_Barrel_ETech_Juju_A Reload Time -10%
28 | Part_DAL_AR_Barrel_Digby.Part_DAL_AR_Barrel_Digby Dmg +20% Digby
29 | Part_DAL_AR_Body.Part_DAL_AR_Body DO NOT REMOVE
30 | Part_DAL_AR_Body_A.Part_DAL_AR_Body_A Recoil Width -25%
31 | Part_DAL_AR_Body_B.Part_DAL_AR_Body_B Reload Time -10%
32 | Part_DAL_AR_Body_C.Part_DAL_AR_Body_C Acc -15%
33 | Part_DAL_AR_Bolt_01.Part_DAL_AR_Bolt_01 Fire Rate +10%
34 | Part_DAL_AR_Bolt_02.Part_DAL_AR_Bolt_02 Acc -15%
35 | Part_DAL_AR_Ele_Corr.Part_DAL_AR_Ele_Corr Venomous
36 | Part_DAL_AR_Ele_Cryo.Part_DAL_AR_Ele_Cryo Arctic
37 | Part_DAL_AR_Ele_Fire.Part_DAL_AR_Ele_Fire Searing
38 | Part_DAL_AR_Ele_Radiation.Part_DAL_AR_Ele_Radiation Decaying
39 | Part_DAL_AR_Ele_Shock.Part_DAL_AR_Ele_Shock Shocking
40 | Part_DAL_AR_Foregrip_01.Part_DAL_AR_Foregrip_01 Recoil Height -30%, Reload Time -5%
41 | Part_DAL_AR_Foregrip_02.Part_DAL_AR_Foregrip_02 Weapon Sway -30%, Acc Bloom -30%
42 | Part_DAL_AR_Foregrip_03.Part_DAL_AR_Foregrip_03 Recoil Height -30%, Acc -10%
43 | Part_DAL_AR_Foregrip_04.Part_DAL_AR_Foregrip_04 Weapon Sway -30%, Acc Bloom -30%
44 | Part_DAL_AR_Foregrip_05.Part_DAL_AR_Foregrip_05 Recoil Width -15%, Dmg +5%
45 | Part_DAL_AR_Grip_01.Part_DAL_AR_Grip_01 Recoil Width -30%, Fire Rate +5%
46 | Part_DAL_AR_Grip_02.Part_DAL_AR_Grip_02 Weapon Sway -30%, Recoil Height -15%
47 | Part_DAL_AR_Grip_03.Part_DAL_AR_Grip_03 Reload Time -5%, Crit Dmg +10%
48 | Part_DAL_AR_Grip_04.Part_DAL_AR_Grip_04 Acc Bloom -20%, Dmg +5%
49 | Part_DAL_AR_Grip_05.Part_DAL_AR_Grip_05 Weapon Sway -30%, Mag Size +10% Dmg -5%, Acc +10%
50 | Part_DAL_AR_Grip_06.Part_DAL_AR_Grip_06 Recoil Height -15%, Acc -20%
51 | Part_DAL_AR_Magazine_01.Part_DAL_AR_Magazine_01 24 Round, Dmg +10%
52 | Part_DAL_AR_Magazine_02.Part_DAL_AR_Magazine_02 32 Round
53 | Part_DAL_AR_Magazine_03.Part_DAL_AR_Magazine_03 45 Round Dmg -10%
54 | Part_DAL_AR_Magazine_Warlord.Part_DAL_AR_Magazine_Warlord 45 Round
55 | Part_DAL_AR_Material_01_Common.Part_DAL_AR_Material_01_Common Skin Weapon Skin
56 | Part_DAL_AR_Material_02_Uncommon.Part_DAL_AR_Material_02_Uncommon Skin Weapon Skin
57 | Part_DAL_AR_Material_03_Rare.Part_DAL_AR_Material_03_Rare Skin Weapon Skin
58 | Part_DAL_AR_Material_04_VeryRare.Part_DAL_AR_Material_04_VeryRare Skin Weapon Skin
59 | Part_DAL_AR_Material_BOTD.Part_DAL_AR_Material_BOTD Skin Weapon Skin
60 | Part_DAL_AR_Material_Barrage.Part_DAL_AR_Material_Barrage Skin Weapon Skin
61 | Part_DAL_AR_Material_DigiClone.Part_DAL_AR_Material_DigiClone Skin Weapon Skin
62 | Part_DAL_AR_Material_Earworm.Part_DAL_AR_Material_Earworm Skin Weapon Skin
63 | Part_DAL_AR_Material_Gaige.Part_DAL_AR_Material_Gaige Skin Weapon Skin
64 | Part_DAL_AR_Material_Hail.Part_DAL_AR_Material_Hail Skin Weapon Skin
65 | Part_DAL_AR_Material_Kaos.Part_DAL_AR_Material_Kaos Skin Weapon Skin
66 | Part_DAL_AR_Material_StarHelix.Part_DAL_AR_Material_StarHelix Skin Weapon Skin
67 | Part_DAL_AR_Material_Warlord.Part_DAL_AR_Material_Warlord Skin Weapon Skin
68 | Part_DAL_AR_Material_Juju.Part_DAL_AR_Material_Juju Skin Weapon Skin - Juju
69 | Part_DAL_AR_Material_Digby.Part_DAL_AR_Material_Digby Skin Weapon Skin - Digby
70 | Part_DAL_AR_Rail_01.Part_DAL_AR_Rail_01
71 | Part_DAL_AR_Rail_02.Part_DAL_AR_Rail_02
72 | Part_DAL_AR_Rail_03.Part_DAL_AR_Rail_03
73 | Part_DAL_AR_Rail_04.Part_DAL_AR_Rail_04 Iron Sights
74 | Part_DAL_AR_Scope_01.Part_DAL_AR_Scope_01 2.2x,5x
75 | Part_DAL_AR_Scope_02.Part_DAL_AR_Scope_02 2.9x.4x
76 | Part_DAL_AR_Scope_03.Part_DAL_AR_Scope_03 1.5x,6.0x
77 | # Naming strategy Name Priority
78 | # If MagSize is Greater Than 45 High Capacity 1001.0
79 |
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/data/descriptions/weapons/ar-jak.tsv:
--------------------------------------------------------------------------------
1 | # Object name Positives Negatives Effects Naming
2 | Part_AR_JAK_Barrel_01.Part_AR_JAK_Barrel_01 - Carbine
3 | Part_AR_JAK_Barrel_01_A.Part_AR_JAK_Barrel_01_A Dmg +10%
4 | Part_AR_JAK_Barrel_01_B.Part_AR_JAK_Barrel_01_B Dmg +10%
5 | Part_AR_JAK_Barrel_01_C.Part_AR_JAK_Barrel_01_C Acc -15%
6 | Part_AR_JAK_Barrel_02.Part_AR_JAK_Barrel_02 - Clipper
7 | Part_AR_JAK_Barrel_02_A.Part_AR_JAK_Barrel_02_A Fire Rate +10
8 | Part_AR_JAK_Barrel_02_B.Part_AR_JAK_Barrel_02_B Acc Bloom -25%, Melee Dmg +60% Bowie
9 | Part_AR_JAK_Barrel_02_C.Part_AR_JAK_Barrel_02_C Fire Rate +10
10 | Part_AR_JAK_Barrel_03.Part_AR_JAK_Barrel_03 - Repeater
11 | Part_AR_JAK_Barrel_03_A.Part_AR_JAK_Barrel_03_A Acc -15%
12 | Part_AR_JAK_Barrel_03_B.Part_AR_JAK_Barrel_03_B Crit Dmg +10%, Melee Dmg +60% Cuttin
13 | Part_AR_JAK_Barrel_03_C.Part_AR_JAK_Barrel_03_C Acc -15%
14 | Part_AR_JAK_Barrel_Bekah.Part_AR_JAK_Barrel_Bekah Recoil Height +45%
15 | Part_AR_JAK_Barrel_GatlingGun.Part_AR_JAK_Barrel_GatlingGun Recoil Height -25%, Mag Size +25, Acc Bloom -15%, Recoild Width -25% Acc +150%
16 | Part_AR_JAK_Barrel_HandOfGlory.Part_AR_JAK_Barrel_HandOfGlory Mag Size +4, Dmg -10%
17 | Part_AR_JAK_Barrel_LeadSprinkler.Part_AR_JAK_Barrel_LeadSprinkler Recoil Height -25%, Heat per Shot -90%, Acc Bloom -15% Crit Cmg -25%, Acc +50%, Dmg -25%
18 | Part_AR_JAK_Barrel_PasRifle.Part_AR_JAK_Barrel_PasRifle Mag Size +6
19 | Part_AR_JAK_Barrel_RowansCall.Part_AR_JAK_Barrel_RowansCall Recoil Height -30% Acc +25%
20 | Part_AR_JAK_Barrel_TraitorsDeath.Part_AR_JAK_Barrel_TraitorsDeath Acc Bloom -75%
21 | Part_AR_JAK_Body.Part_AR_JAK_Body DO NOT REMOVE
22 | Part_AR_JAK_Bolt_01.Part_AR_JAK_Bolt_01 Crit Dmg +10%
23 | Part_AR_JAK_Bolt_02.Part_AR_JAK_Bolt_02 Fire Rate +10
24 | Part_AR_JAK_Bolt_03.Part_AR_JAK_Bolt_03 Reload Time -10%
25 | Part_AR_JAK_Foregrip_01.Part_AR_JAK_Foregrip_01 Weapon Sway -30%, Recoil Height -30%
26 | Part_AR_JAK_Foregrip_02.Part_AR_JAK_Foregrip_02 Acc -10%, Crit Dmg +10%
27 | Part_AR_JAK_Foregrip_03.Part_AR_JAK_Foregrip_03 Weapon Sway -30%, Acc Bloom -30%
28 | Part_AR_JAK_Foregrip_04.Part_AR_JAK_Foregrip_04 Recoil Height -30%, Dmg +5%
29 | Part_AR_JAK_Mag_01.Part_AR_JAK_Mag_01 8 Round, Dmg +20%
30 | Part_AR_JAK_Mag_02.Part_AR_JAK_Mag_02 10 Round, Dmg +10%
31 | Part_AR_JAK_Mag_03.Part_AR_JAK_Mag_03 20 Round Dmg -10%
32 | Part_AR_JAK_Mag_04.Part_AR_JAK_Mag_04 14 Round
33 | Part_AR_JAK_Material_01_Common.Part_AR_JAK_Material_01_Common Weapon Skin
34 | Part_AR_JAK_Material_02_UnCommon.Part_AR_JAK_Material_02_UnCommon Weapon Skin
35 | Part_AR_JAK_Material_03_Rare.Part_AR_JAK_Material_03_Rare Weapon Skin
36 | Part_AR_JAK_Material_04_VeryRare.Part_AR_JAK_Material_04_VeryRare Weapon Skin
37 | Part_AR_JAK_Material_Bekah.Part_AR_JAK_Material_Bekah Weapon Skin
38 | Part_AR_JAK_Material_GatlingGun.Part_AR_JAK_Material_GatlingGun Weapon Skin
39 | Part_AR_JAK_Material_HandOfGlory.Part_AR_JAK_Material_HandOfGlory Weapon Skin
40 | Part_AR_JAK_Material_LeadSprinkler.Part_AR_JAK_Material_LeadSprinkler Weapon Skin
41 | Part_AR_JAK_Material_PasRifle.Part_AR_JAK_Material_PasRifle Weapon Skin
42 | Part_AR_JAK_Material_RowansCall.Part_AR_JAK_Material_RowansCall Weapon Skin
43 | Part_AR_JAK_Material_TraitorsDeath.Part_AR_JAK_Material_TraitorsDeath Weapon Skin
44 | Part_AR_JAK_Rowan_Ele_Fire.Part_AR_JAK_Rowan_Ele_Fire
45 | Part_AR_JAK_Rowan_Ele_Radiation.Part_AR_JAK_Rowan_Ele_Radiation
46 | Part_AR_JAK_Rowan_Ele_Shock.Part_AR_JAK_Rowan_Ele_Shock
47 | Part_AR_JAK_Scope_01.Part_AR_JAK_Scope_01 1.7x
48 | Part_AR_JAK_Scope_02.Part_AR_JAK_Scope_02
49 | Part_AR_JAK_Scope_03.Part_AR_JAK_Scope_03
50 | Part_AR_JAK_StockMod_01.Part_AR_JAK_StockMod_01 Crit Dmg +10%
51 | Part_AR_JAK_StockMod_02.Part_AR_JAK_StockMod_02 Reload Time -10%
52 | Part_AR_JAK_StockMod_03.Part_AR_JAK_StockMod_03 Acc -15%
53 | Part_AR_JAK_StockMod_04.Part_AR_JAK_StockMod_04 Mag Size +4 Acc +10%, Dmg -5% Loaded
54 | Part_AR_JAK_StockMod_05.Part_AR_JAK_StockMod_05 Weapon Sway -20%
55 | Part_AR_JAK_Stock_01.Part_AR_JAK_Stock_01 Weapon Sway -30%, Acc -20%
56 | Part_AR_JAK_Stock_02.Part_AR_JAK_Stock_02 Reload Time -5%, Fire Rate +5%
57 | Part_AR_JAK_Stock_03.Part_AR_JAK_Stock_03 Acc Bloom -20%, Dmg +5%
58 | Part_AR_JAK_Stock_04.Part_AR_JAK_Stock_04 Weapon Sway -30%, Reload Time -5%
59 | Part_AR_JAK_Stock_05.Part_AR_JAK_Stock_05 Recoil Width -30%, Recoil Height -15%
60 | Part_AR_JAK_Trigger_01.Part_AR_JAK_Trigger_01 Fire Rate +10% Gatlin
61 | Part_AR_JAK_Trigger_02.Part_AR_JAK_Trigger_02 Dmg +10%
62 | Part_AR_JAK_Trigger_03.Part_AR_JAK_Trigger_03 Acc -15%
63 | Part_AR_JAK_Trigger_04.Part_AR_JAK_Trigger_04 Proj per Shot +3 Acc Bloom +25%, Fire Rate -30%, Dmg -58%, Acc +120%, Recoil Hight +55% Masher
64 |
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/data/descriptions/weapons/ar-tor.tsv:
--------------------------------------------------------------------------------
1 | # Object name Positives Negatives Effects Naming
2 | Part_AR_TOR_Barrel_01.Part_AR_TOR_Barrel_01 - Polisher
3 | Part_AR_TOR_Barrel_01_A.Part_AR_TOR_Barrel_01_A Proj Speed +30%
4 | Part_AR_TOR_Barrel_01_B.Part_AR_TOR_Barrel_01_B Splash Dmg Radius +20%
5 | Part_AR_TOR_Barrel_01_C.Part_AR_TOR_Barrel_01_C Proj Speed +30%
6 | Part_AR_TOR_Barrel_02.Part_AR_TOR_Barrel_02 - Stranger
7 | Part_AR_TOR_Barrel_02_A.Part_AR_TOR_Barrel_02_A Dmg +10%
8 | Part_AR_TOR_Barrel_02_AmberManagement.Part_AR_TOR_Barrel_02_AmberManagement
9 | Part_AR_TOR_Barrel_02_B.Part_AR_TOR_Barrel_02_B Fire Rate +10%
10 | Part_AR_TOR_Barrel_02_C.Part_AR_TOR_Barrel_02_C Dmg +10%
11 | Part_AR_TOR_Barrel_03.Part_AR_TOR_Barrel_03 - Flogger
12 | Part_AR_TOR_Barrel_03_A.Part_AR_TOR_Barrel_03_A Acc Bloom -25%
13 | Part_AR_TOR_Barrel_03_B.Part_AR_TOR_Barrel_03_B Fire Rate +10%
14 | Part_AR_TOR_Barrel_03_C.Part_AR_TOR_Barrel_03_C Fire Rate +10%
15 | Part_AR_TOR_Barrel_Alchemist.Part_AR_TOR_Barrel_Alchemist Dmg -20%
16 | Part_AR_TOR_Barrel_Bearcat.Part_AR_TOR_Barrel_Bearcat Reload Time -25% Acc +200%
17 | Part_AR_TOR_Barrel_ETech.Part_AR_TOR_Barrel_ETech Mag Size +25% Blister
18 | Part_AR_TOR_Barrel_ETech_A.Part_AR_TOR_Barrel_ETech_A Ele Dmg +10%
19 | Part_AR_TOR_Barrel_LaserSploder.Part_AR_TOR_Barrel_LaserSploder
20 | Part_AR_TOR_Barrel_TryBolt.Part_AR_TOR_Barrel_TryBolt Dmg +60%
21 | Part_AR_TOR_Barrel_Warden.Part_AR_TOR_Barrel_Warden Acc +800%
22 | Part_AR_TOR_Barrel_Juliet.Part_AR_TOR_Barrel_Juliet Recoil Width -50%, Recoil Height -50%, Splash Dmg Radius +50, Dmg +30% Juliet
23 | Part_AR_TOR_Barrel_Varlope.Part_AR_TOR_Barrel_Varlope Splash Dmg Radius +30%, Dmg +10%, Mag Size +4 La Varlope
24 | Part_AR_TOR_Body.Part_AR_TOR_Body DO NOT REMOVE
25 | Part_AR_TOR_Body_A.Part_AR_TOR_Body_A Reload Time -10%
26 | Part_AR_TOR_Body_B.Part_AR_TOR_Body_B Dmg +10%
27 | Part_AR_TOR_Body_C.Part_AR_TOR_Body_C Splash Dmg Radius +20%
28 | Part_AR_TOR_Ele_Corr.Part_AR_TOR_Ele_Corr Oozing
29 | Part_AR_TOR_Ele_Cryo.Part_AR_TOR_Ele_Cryo Shrinking
30 | Part_AR_TOR_Ele_Fire.Part_AR_TOR_Ele_Fire Burning
31 | Part_AR_TOR_Ele_Radiation.Part_AR_TOR_Ele_Radiation Itchy
32 | Part_AR_TOR_Ele_Shock.Part_AR_TOR_Ele_Shock Stimulating
33 | Part_AR_TOR_Exhaust_01.Part_AR_TOR_Exhaust_01 Dmg +10%
34 | Part_AR_TOR_Exhaust_02.Part_AR_TOR_Exhaust_02 Proj Speed +30%
35 | Part_AR_TOR_Exhaust_03.Part_AR_TOR_Exhaust_03 Splash Dmg Radius +20%
36 | Part_AR_TOR_ForeGrip_01.Part_AR_TOR_ForeGrip_01 Acc Bloom -30%, Fire Rate +5%
37 | Part_AR_TOR_ForeGrip_02.Part_AR_TOR_ForeGrip_02 Proj Speed +15%, Acc -10%
38 | Part_AR_TOR_ForeGrip_03.Part_AR_TOR_ForeGrip_03 Splash Dmg Radius +20%, Recoil Width -15%
39 | Part_AR_TOR_ForeGrip_04.Part_AR_TOR_ForeGrip_04 Weapon Sway -30%, Recoil Height -30%
40 | Part_AR_TOR_ForeGrip_05.Part_AR_TOR_ForeGrip_05 Acc -10%, Dmg +5%
41 | Part_AR_TOR_Grip_01.Part_AR_TOR_Grip_01 Proj Speed +15%, Acc -20%
42 | Part_AR_TOR_Grip_02.Part_AR_TOR_Grip_02 Splash Dmg Radius +20%, Weapon Sway -30%
43 | Part_AR_TOR_Grip_03.Part_AR_TOR_Grip_03 Reload Time -5%, Mag Size +10% Dmg -5%, Acc +10%
44 | Part_AR_TOR_Grip_04.Part_AR_TOR_Grip_04 Acc Bloom -20%, Dmg +5%
45 | Part_AR_TOR_Grip_05.Part_AR_TOR_Grip_05 Recoil Width -30% Acc Bloom +25%, Acc +10%, Dmg -30%
46 | Part_AR_TOR_Magazine_01.Part_AR_TOR_Magazine_01 22 Round
47 | Part_AR_TOR_Magazine_02.Part_AR_TOR_Magazine_02 16 Round, Dmg +10%
48 | Part_AR_TOR_Magazine_03.Part_AR_TOR_Magazine_03 28 Round Dmg -10%
49 | Part_AR_TOR_Magazine_03_AmberManagement.Part_AR_TOR_Magazine_03_AmberManagement 28 Round Dmg -10%
50 | Part_AR_TOR_Magazine_BearCat.Part_AR_TOR_Magazine_BearCat 48 Round Dmg -10%
51 | Part_AR_TOR_Material_01_Common.Part_AR_TOR_Material_01_Common Skin Weapon Skin
52 | Part_AR_TOR_Material_02_UnCommon.Part_AR_TOR_Material_02_UnCommon Skin Weapon Skin
53 | Part_AR_TOR_Material_03_Rare.Part_AR_TOR_Material_03_Rare Skin Weapon Skin
54 | Part_AR_TOR_Material_04_VeryRare.Part_AR_TOR_Material_04_VeryRare Skin Weapon Skin
55 | Part_AR_TOR_Material_Alchemist.Part_AR_TOR_Material_Alchemist Skin Weapon Skin
56 | Part_AR_TOR_Material_AmberManagement.Part_AR_TOR_Material_AmberManagement Skin Weapon Skin
57 | Part_AR_TOR_Material_Bearcat.Part_AR_TOR_Material_Bearcat Skin Weapon Skin
58 | Part_AR_TOR_Material_LaserSploder.Part_AR_TOR_Material_LaserSploder Skin Weapon Skin
59 | Part_AR_TOR_Material_TryBolt.Part_AR_TOR_Material_TryBolt Skin Weapon Skin
60 | Part_AR_TOR_Material_Juliet.Part_AR_TOR_Material_Juliet Skin Weapon Skin - Juliet
61 | Part_AR_TOR_Material_Varlope.Part_AR_TOR_Material_Varlope Skin Weapon Skin - La Varlope
62 | Part_AR_TOR_Scope_01.Part_AR_TOR_Scope_01
63 | Part_AR_TOR_Scope_02.Part_AR_TOR_Scope_02
64 | Part_AR_TOR_Scope_03.Part_AR_TOR_Scope_03 3.3x
65 | # Naming strategy Name Priority
66 | # If Shot Cost = 2 Double-Penetrating 1003.0
67 |
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/data/descriptions/weapons/ar-vla.tsv:
--------------------------------------------------------------------------------
1 | # Object name Positives Negatives Effects Naming
2 | Part_AR_VLA_Barrel_01.Part_AR_VLA_Barrel_01 - Shlaga
3 | Part_AR_VLA_Barrel_01_A.Part_AR_VLA_Barrel_01_A Dmg +10%
4 | Part_AR_VLA_Barrel_01_A_FS.Part_AR_VLA_Barrel_01_A_FS Dmg +10%
5 | Part_AR_VLA_Barrel_01_B.Part_AR_VLA_Barrel_01_B Acc -15%
6 | Part_AR_VLA_Barrel_01_C.Part_AR_VLA_Barrel_01_C -
7 | Part_AR_VLA_Barrel_01_FrontSight.Part_AR_VLA_Barrel_01_FrontSight Dmg +10%
8 | Part_AR_VLA_Barrel_01_FrontSight2.Part_AR_VLA_Barrel_01_FrontSight2 Fire Rate +10%
9 | Part_AR_VLA_Barrel_02.Part_AR_VLA_Barrel_02 Acc -15% Bezoomy
10 | Part_AR_VLA_Barrel_02_A.Part_AR_VLA_Barrel_02_A -
11 | Part_AR_VLA_Barrel_02_B.Part_AR_VLA_Barrel_02_B Fire Rate +10%
12 | Part_AR_VLA_Barrel_02_C.Part_AR_VLA_Barrel_02_C Acc -15%
13 | Part_AR_VLA_Barrel_03.Part_AR_VLA_Barrel_03 - Maslo
14 | Part_AR_VLA_Barrel_03_A.Part_AR_VLA_Barrel_03_A Fire Rate +10% Nozh
15 | Part_AR_VLA_Barrel_03_B.Part_AR_VLA_Barrel_03_B Acc Bloom -25%, Melee +60% Melee Attachment Nozh
16 | Part_AR_VLA_Barrel_03_C.Part_AR_VLA_Barrel_03_C Dmg +10%
17 | Part_AR_VLA_Barrel_04.Part_AR_VLA_Barrel_04 - Oddy-knocky
18 | Part_AR_VLA_Barrel_04_A.Part_AR_VLA_Barrel_04_A Acc Bloom -25%
19 | Part_AR_VLA_Barrel_04_B.Part_AR_VLA_Barrel_04_B Fire Rate +10%
20 | Part_AR_VLA_Barrel_04_C.Part_AR_VLA_Barrel_04_C Fire Rate +10%
21 | Part_AR_VLA_Barrel_Damn.Part_AR_VLA_Barrel_Damn -
22 | Part_AR_VLA_Barrel_Dictator.Part_AR_VLA_Barrel_Dictator Dmg -10%, Acc +125% Maslo Barrel
23 | Part_AR_VLA_Barrel_ETech.Part_AR_VLA_Barrel_ETech Burzum
24 | Part_AR_VLA_Barrel_ETech_A.Part_AR_VLA_Barrel_ETech_A
25 | Part_AR_VLA_Barrel_Faisor.Part_AR_VLA_Barrel_Faisor Maslo Barrel
26 | Part_AR_VLA_Barrel_LuciansCall.Part_AR_VLA_Barrel_LuciansCall -
27 | Part_AR_VLA_Barrel_Ogre.Part_AR_VLA_Barrel_Ogre Bezoomy Barrel
28 | Part_AR_VLA_Barrel_Shredifier.Part_AR_VLA_Barrel_Shredifier Acc +220%
29 | Part_AR_VLA_Body.Part_AR_VLA_Body DO NOT REMOVE
30 | Part_AR_VLA_Body_A.Part_AR_VLA_Body_A Fire Rate +10%
31 | Part_AR_VLA_Body_C.Part_AR_VLA_Body_C Dmg +10%
32 | Part_AR_VLA_Body_D.Part_AR_VLA_Body_D Acc Bloom -25%
33 | Part_AR_VLA_BoomSickle.Part_AR_VLA_BoomSickle Splash Dmg Radius +150
34 | Part_AR_VLA_Ele_Corr.Part_AR_VLA_Ele_Corr Pestilent
35 | Part_AR_VLA_Ele_Cryo.Part_AR_VLA_Ele_Cryo Negating
36 | Part_AR_VLA_Ele_Fire.Part_AR_VLA_Ele_Fire Molten
37 | Part_AR_VLA_Ele_Radiation.Part_AR_VLA_Ele_Radiation Nuclear
38 | Part_AR_VLA_Ele_Shock.Part_AR_VLA_Ele_Shock Storming
39 | Part_AR_VLA_Foregrip_01.Part_AR_VLA_Foregrip_01 Recoil Width -15%, Acc Bloom -30%
40 | Part_AR_VLA_Foregrip_02.Part_AR_VLA_Foregrip_02 Acc -10%, Fire Rate +5%
41 | Part_AR_VLA_Foregrip_03.Part_AR_VLA_Foregrip_03 Recoil Height -30%, Dmg +5%
42 | Part_AR_VLA_Grip_01.Part_AR_VLA_Grip_01 Recoil Width -30%, Dmg +5%
43 | Part_AR_VLA_Grip_02.Part_AR_VLA_Grip_02 Recoil Height -15%, Acc Bloom -20%
44 | Part_AR_VLA_Grip_03.Part_AR_VLA_Grip_03 Acc -12%, Mag Size +10% Dmg -5%
45 | Part_AR_VLA_Grip_03_A.Part_AR_VLA_Grip_03_A Acc -20%
46 | Part_AR_VLA_Grip_03_B.Part_AR_VLA_Grip_03_B Fire Rate +5%
47 | Part_AR_VLA_Grip_04.Part_AR_VLA_Grip_04 Reload Time -5%, +1 Proj Acc Bloom +35%, Acc +10%, Dmg -30%
48 | Part_AR_VLA_Grip_05.Part_AR_VLA_Grip_05 Weapon Sway -30%, Fire Rate +5%
49 | Part_AR_VLA_Grip_06.Part_AR_VLA_Grip_06 Reload Time -5%, Mag Size +10%
50 | Part_AR_VLA_Magazine_01.Part_AR_VLA_Magazine_01 40 Round, Dmg +10%
51 | Part_AR_VLA_Magazine_02.Part_AR_VLA_Magazine_02 60 Round Dmg -10%
52 | Part_AR_VLA_Magazine_03.Part_AR_VLA_Magazine_03 60 Round Dmg -10%
53 | Part_AR_VLA_Magazine_Shredifier.Part_AR_VLA_Magazine_Shredifier 100 Round
54 | Part_AR_VLA_Magazine_Sickle.Part_AR_VLA_Magazine_Sickle 12 Round
55 | Part_AR_VLA_Material_01_Common.Part_AR_VLA_Material_01_Common Skin Weapon Skin
56 | Part_AR_VLA_Material_02_UnCommon.Part_AR_VLA_Material_02_UnCommon Skin Weapon Skin
57 | Part_AR_VLA_Material_03_Rare.Part_AR_VLA_Material_03_Rare Skin Weapon Skin
58 | Part_AR_VLA_Material_04_Epic.Part_AR_VLA_Material_04_Epic Skin Weapon Skin
59 | Part_AR_VLA_Material_BigSucc.Part_AR_VLA_Material_BigSucc Skin Weapon Skin
60 | Part_AR_VLA_Material_Damn.Part_AR_VLA_Material_Damn Skin Weapon Skin
61 | Part_AR_VLA_Material_Dictator.Part_AR_VLA_Material_Dictator Skin Weapon Skin
62 | Part_AR_VLA_Material_Faisor.Part_AR_VLA_Material_Faisor Skin Weapon Skin
63 | Part_AR_VLA_Material_Lorelei.Part_AR_VLA_Material_Lorelei Skin Weapon Skin
64 | Part_AR_VLA_Material_LuciansCall.Part_AR_VLA_Material_LuciansCall Skin Weapon Skin
65 | Part_AR_VLA_Material_Ogre.Part_AR_VLA_Material_Ogre Skin Weapon Skin
66 | Part_AR_VLA_Material_Shredifier.Part_AR_VLA_Material_Shredifier Skin Weapon Skin
67 | Part_AR_VLA_Material_Sickel.Part_AR_VLA_Material_Sickel Skin Weapon Skin
68 | Part_AR_VLA_Rail_01.Part_AR_VLA_Rail_01 Acc -10%
69 | Part_AR_VLA_Rail_02.Part_AR_VLA_Rail_02 Reload Time -5%
70 | Part_AR_VLA_Rail_03.Part_AR_VLA_Rail_03 Iron Sights
71 | Part_AR_VLA_Scope_01.Part_AR_VLA_Scope_01
72 | Part_AR_VLA_Scope_02.Part_AR_VLA_Scope_02
73 | Part_AR_VLA_Scope_03.Part_AR_VLA_Scope_03
74 | Part_AR_VLA_UnderbarrelShield.Part_AR_VLA_UnderbarrelShield Shield, Reflect
75 | Part_AR_VLA_Underbarrel_01.Part_AR_VLA_Underbarrel_01 Bipod
76 | Part_AR_VLA_Underbarrel_02.Part_AR_VLA_Underbarrel_02 Grenade Launcher, 2-shot
77 | Part_AR_VLA_Underbarrel_02_A.Part_AR_VLA_Underbarrel_02_A Twice Grenade Launcher Mag Size
78 | Part_AR_VLA_Underbarrel_03.Part_AR_VLA_Underbarrel_03 Shotgun, 4- Shot Mag
79 | Part_AR_VLA_Underbarrel_03_A.Part_AR_VLA_Underbarrel_03_A Increase Shotgun Mag Size by 50%
80 | Part_AR_VLA_Underbarrel_04.Part_AR_VLA_Underbarrel_04 Fire Rate +15% Double-Bezoomy
81 | Part_AR_VLA_Underbarrel_04_A.Part_AR_VLA_Underbarrel_04_A Fire Rate +5%
82 | Part_AR_VLA_Underbarrel_04_B.Part_AR_VLA_Underbarrel_04_B Accuracy -15%
83 | Part_AR_VLA_Underbarrel_Dictator.Part_AR_VLA_Underbarrel_Dictator Bipod
84 | Part_AR_VLA_Underbarrel_DoubleShredifier.Part_AR_VLA_Underbarrel_DoubleShredifier 2 barrels, Fire Rate +15%
85 | Part_AR_VLA_Underbarrel_Faisor.Part_AR_VLA_Underbarrel_Faisor Shotgun, 4- Shot Mag
86 | Part_AR_VLA_Underbarrel_Sickle.Part_AR_VLA_Underbarrel_Sickle Dmg +50% Acc Bloom +300%, Acc +700%
87 | # Naming strategy Name Priority
88 | # If Projectiles Per Shot = 2 Annexed 1001.0
89 | # If MagSize is Greater Than 60 and MagSize is Less Than 100 Engulfing 1002.0
90 |
--------------------------------------------------------------------------------
/data/descriptions/weapons/hw-atl.tsv:
--------------------------------------------------------------------------------
1 | # Object name Positives Negatives Effects Naming
2 | Part_ATL_Barrel_01.Part_ATL_Barrel_01 Splash Dmg Radius +202 Pattern [NULL]
3 | Part_ATL_Barrel_01_A.Part_ATL_Barrel_01_A Fire Rate +10%
4 | Part_ATL_Barrel_01_B.Part_ATL_Barrel_01_B Fire Rate +10%
5 | Part_ATL_Barrel_01_C.Part_ATL_Barrel_01_C Dmg +10%
6 | Part_ATL_Barrel_02.Part_ATL_Barrel_02 Splash Dmg Radius +163 Pattern Black
7 | Part_ATL_Barrel_02_A.Part_ATL_Barrel_02_A Proj per Shot +1, Acc -15%
8 | Part_ATL_Barrel_02_B.Part_ATL_Barrel_02_B Reload Time -10%
9 | Part_ATL_Barrel_02_C.Part_ATL_Barrel_02_C Proj per Shot +1
10 | Part_ATL_Barrel_03.Part_ATL_Barrel_03 Splash Dmg Radius +176 Pattern Red
11 | Part_ATL_Barrel_03_A.Part_ATL_Barrel_03_A Splash Dmg Radius +20%, Recoil Height -25%
12 | Part_ATL_Barrel_03_B.Part_ATL_Barrel_03_B Dmg +10%
13 | Part_ATL_Barrel_03_C.Part_ATL_Barrel_03_C Mag Size +2, Dmg +10%
14 | Part_ATL_Barrel_Freeman.Part_ATL_Barrel_Freeman Splash Dmg Radius +176, Dmg +70% Acc +50%
15 | Part_ATL_Barrel_RubysWrath.Part_ATL_Barrel_RubysWrath Splash Dmg Radius +163, Mag Size +7 Reload Time +50%
16 | Part_ATL_Body.Part_ATL_Body DO NOT REMOVE
17 | Part_ATL_Body_A.Part_ATL_Body_A Dmg +10%
18 | Part_ATL_Body_B.Part_ATL_Body_B Splash Dmg Radius +20%
19 | Part_ATL_Body_C.Part_ATL_Body_C Reload Time -10%
20 | Part_ATL_Foregrip_01.Part_ATL_Foregrip_01 Fire Rate +5%
21 | Part_ATL_Foregrip_02.Part_ATL_Foregrip_02 Dmg +5%
22 | Part_ATL_Foregrip_03.Part_ATL_Foregrip_03 Splash Dmg Radius +20%, Reload Time -5%
23 | Part_ATL_Grip_01.Part_ATL_Grip_01 Splash Dmg Radius +20%, Recoil Height -15%
24 | Part_ATL_Grip_02.Part_ATL_Grip_02 Weapon Sway -30%, Fire Rate +5%
25 | Part_ATL_Grip_03.Part_ATL_Grip_03 Acc -20%, Dmg +5%
26 | Part_ATL_Mag_Pod_01.Part_ATL_Mag_Pod_01 8 Round Dmg -10%
27 | Part_ATL_Mag_Pod_02.Part_ATL_Mag_Pod_02 3 Round, Dmg +10%
28 | Part_ATL_Mag_Pod_03.Part_ATL_Mag_Pod_03 6 Round
29 | Part_ATL_Marker_01.Part_ATL_Marker_01 Marker Grenade
30 | Part_ATL_Marker_02.Part_ATL_Marker_02 Sticky Puck
31 | Part_ATL_Marker_03.Part_ATL_Marker_03 Sticky Darts
32 | Part_ATL_Marker_Freeman.Part_ATL_Marker_Freeman Sticky Darts
33 | Part_ATL_Marker_RubysWrath.Part_ATL_Marker_RubysWrath Marker Grenade
34 | Part_ATL_Material_01_Common.Part_ATL_Material_01_Common Skin Weapon Skin
35 | Part_ATL_Material_02_Uncommon.Part_ATL_Material_02_Uncommon Skin Weapon Skin
36 | Part_ATL_Material_03_Rare.Part_ATL_Material_03_Rare Skin Weapon Skin
37 | Part_ATL_Material_04_VeryRare.Part_ATL_Material_04_VeryRare Skin Weapon Skin
38 | Part_ATL_Material_Freeman.Part_ATL_Material_Freeman Skin Weapon Skin
39 | Part_ATL_Material_RubysWrath.Part_ATL_Material_RubysWrath Skin Weapon Skin
40 | Part_ATL_Scope_01.Part_ATL_Scope_01 2.2x
41 | Part_ATL_Scope_02.Part_ATL_Scope_02
42 | Part_ATL_Scope_03.Part_ATL_Scope_03
43 | Part_ATL_Wire_01.Part_ATL_Wire_01 Mag Size +10%
44 | Part_ATL_Wire_02.Part_ATL_Wire_02 Splash Dmg Radius +20%
45 | Part_ATL_Wire_03.Part_ATL_Wire_03 Acc Bloom -25%, Acc -15%
46 | # Naming strategy Name Priority
47 | # If MagSize Greater Than 8 Laden 1001.0
48 | # If Projectiles Per Shot = 2 Efficient 1003.0
49 |
--------------------------------------------------------------------------------
/data/descriptions/weapons/hw-cov.tsv:
--------------------------------------------------------------------------------
1 | # Object name Positives Negatives Effects Naming
2 | Part_HW_COV_Barrel_01.Part_HW_COV_Barrel_01 - Chucka
3 | Part_HW_COV_Barrel_01_A.Part_HW_COV_Barrel_01_A Dmg +10%
4 | Part_HW_COV_Barrel_01_AI_UseONLY.Part_HW_COV_Barrel_01_AI_UseONLY -
5 | Part_HW_COV_Barrel_01_B.Part_HW_COV_Barrel_01_B Dmg +10%
6 | Part_HW_COV_Barrel_01_C.Part_HW_COV_Barrel_01_C Heat per Shot -25%
7 | Part_HW_COV_Barrel_02.Part_HW_COV_Barrel_02 Splash Dmg Radius +300 Zooka
8 | Part_HW_COV_Barrel_02_A.Part_HW_COV_Barrel_02_A Splash Dmg Radius +20%
9 | Part_HW_COV_Barrel_02_AI_UseONLY.Part_HW_COV_Barrel_02_AI_UseONLY -
10 | Part_HW_COV_Barrel_02_B.Part_HW_COV_Barrel_02_B Dmg +10%, Melee Dmg +80%
11 | Part_HW_COV_Barrel_02_C.Part_HW_COV_Barrel_02_C Splash Dmg Radius +20%
12 | Part_HW_COV_Barrel_03.Part_HW_COV_Barrel_03 Splash Dmg Radius +130 Shredda
13 | Part_HW_COV_Barrel_03_A.Part_HW_COV_Barrel_03_A Proj per Shot +1
14 | Part_HW_COV_Barrel_03_AI_UseONLY.Part_HW_COV_Barrel_03_AI_UseONLY -
15 | Part_HW_COV_Barrel_03_B.Part_HW_COV_Barrel_03_B Acc -15%
16 | Part_HW_COV_Barrel_03_C.Part_HW_COV_Barrel_03_C Recoil Height -25%, Fire Rate +10%
17 | Part_HW_COV_Barrel_ETech.Part_HW_COV_Barrel_ETech Splash Dmg Radius +275 Bombanayshun
18 | Part_HW_COV_Barrel_ETech_A.Part_HW_COV_Barrel_ETech_A
19 | Part_HW_COV_Barrel_HotDrop.Part_HW_COV_Barrel_HotDrop Splash Dmg Radius +300, Acc -50%
20 | Part_HW_COV_Barrel_PortaPooper.Part_HW_COV_Barrel_PortaPooper Splash Dmg Radius +400, Dmg +45%
21 | Part_HW_COV_Barrel_Terror.Part_HW_COV_Barrel_Terror Splash Dmg Radius +420, Dmg +25%
22 | Part_HW_COV_Body.Part_HW_COV_Body DO NOT REMOVE
23 | Part_HW_COV_Body_A.Part_HW_COV_Body_A Heat per Shot -25%
24 | Part_HW_COV_Body_B.Part_HW_COV_Body_B Dmg +10%
25 | Part_HW_COV_Body_C.Part_HW_COV_Body_C Heat per Shot -25%
26 | Part_HW_COV_Body_Hose.Part_HW_COV_Body_Hose
27 | Part_HW_COV_Body_OilCan.Part_HW_COV_Body_OilCan
28 | Part_HW_COV_Ele_Corr.Part_HW_COV_Ele_Corr Kemik
29 | Part_HW_COV_Ele_Cryo.Part_HW_COV_Ele_Cryo Brrr
30 | Part_HW_COV_Ele_Fire.Part_HW_COV_Ele_Fire Hawt
31 | Part_HW_COV_Ele_Normal.Part_HW_COV_Ele_Normal
32 | Part_HW_COV_Ele_Radiation.Part_HW_COV_Ele_Radiation Melty
33 | Part_HW_COV_Ele_Shock.Part_HW_COV_Ele_Shock Zappy
34 | Part_HW_COV_Engine_01.Part_HW_COV_Engine_01 Heat per Shot -15%
35 | Part_HW_COV_Engine_02.Part_HW_COV_Engine_02 Fire Rate +5%
36 | Part_HW_COV_Engine_03.Part_HW_COV_Engine_03 Dmg +5%
37 | Part_HW_COV_Grip_01.Part_HW_COV_Grip_01 Acc -10%, Fire Rate +5%
38 | Part_HW_COV_Grip_02.Part_HW_COV_Grip_02 Splash Dmg Radius +20%, Heat per Shot -15%
39 | Part_HW_COV_Grip_03.Part_HW_COV_Grip_03 Dmg +5%
40 | Part_HW_COV_Material_01_Common.Part_HW_COV_Material_01_Common Weapon Skin
41 | Part_HW_COV_Material_02_Uncommon.Part_HW_COV_Material_02_Uncommon Weapon Skin
42 | Part_HW_COV_Material_03_Rare.Part_HW_COV_Material_03_Rare Weapon Skin
43 | Part_HW_COV_Material_04_VeryRare.Part_HW_COV_Material_04_VeryRare Weapon Skin
44 | Part_HW_COV_Material_HotDrop.Part_HW_COV_Material_HotDrop Weapon Skin
45 | Part_HW_COV_Material_PortaPooper.Part_HW_COV_Material_PortaPooper Weapon Skin
46 | Part_HW_COV_Material_Terror.Part_HW_COV_Material_Terror Weapon Skin
47 | Part_HW_COV_Scope_01.Part_HW_COV_Scope_01
48 | Part_HW_COV_Scope_02.Part_HW_COV_Scope_02
49 | Part_HW_COV_Scope_03.Part_HW_COV_Scope_03
50 | Part_HW_COV_Starter_01.Part_HW_COV_Starter_01 Fire Rate +10%
51 | Part_HW_COV_Starter_02.Part_HW_COV_Starter_02 Heat per Shot -25%
52 | Part_HW_COV_Starter_03.Part_HW_COV_Starter_03 Dmg +10%
53 | Part_HW_COV_Tail_01.Part_HW_COV_Tail_01 Acc -20%
54 | Part_HW_COV_Tail_02.Part_HW_COV_Tail_02 Recoil height -15%, Dmg +5%
55 | Part_HW_COV_Tail_03.Part_HW_COV_Tail_03 Heat per Shot +75%
56 | Part_HW_COV_Tail_04.Part_HW_COV_Tail_04 Fire Rate +5%
57 | Part_HW_COV_Tail_05.Part_HW_COV_Tail_05 Splash Dmg Radius +20%, Heat per Shot -15%
58 | Part_HW_COV_Tail_06.Part_HW_COV_Tail_06 Ele Dmg +10%, Ele Chance +10%
59 |
--------------------------------------------------------------------------------
/data/descriptions/weapons/hw-tor.tsv:
--------------------------------------------------------------------------------
1 | # Object name Positives Negatives Effects Naming
2 | Part_HW_TOR_Barrel_01.Part_HW_TOR_Barrel_01 - Hedgehog
3 | Part_HW_TOR_Barrel_01_A.Part_HW_TOR_Barrel_01_A Dmg +10%
4 | Part_HW_TOR_Barrel_01_AI_UseONLY.Part_HW_TOR_Barrel_01_AI_UseONLY -
5 | Part_HW_TOR_Barrel_01_B.Part_HW_TOR_Barrel_01_B Proj Speed +30%
6 | Part_HW_TOR_Barrel_01_C.Part_HW_TOR_Barrel_01_C Dmg +10%
7 | Part_HW_TOR_Barrel_02.Part_HW_TOR_Barrel_02 Splash Dmg Radius +420 Threeway
8 | Part_HW_TOR_Barrel_02_A.Part_HW_TOR_Barrel_02_A Proj Speed +30%
9 | Part_HW_TOR_Barrel_02_AI_UseONLY.Part_HW_TOR_Barrel_02_AI_UseONLY -
10 | Part_HW_TOR_Barrel_02_B.Part_HW_TOR_Barrel_02_B Fire Rate +10%
11 | Part_HW_TOR_Barrel_02_C.Part_HW_TOR_Barrel_02_C Splash Dmg Radius +20%
12 | Part_HW_TOR_Barrel_03.Part_HW_TOR_Barrel_03 Splash Dmg Radius +495 Quickie
13 | Part_HW_TOR_Barrel_03_A.Part_HW_TOR_Barrel_03_A Proj Speed +30%
14 | Part_HW_TOR_Barrel_03_AI_UseONLY.Part_HW_TOR_Barrel_03_AI_UseONLY -
15 | Part_HW_TOR_Barrel_03_B.Part_HW_TOR_Barrel_03_B Fire Rate +10%
16 | Part_HW_TOR_Barrel_03_C.Part_HW_TOR_Barrel_03_C Fire Rate +10%
17 | Part_HW_TOR_Barrel_BurgerCannon.Part_HW_TOR_Barrel_BurgerCannon Recoil Width -55%, Splash Dmg Radius +130, Mag Size +6, Recoil Height -55% Acc +300%, Dmg -40%, Ele Chance -50%
18 | Part_HW_TOR_Barrel_ETech.Part_HW_TOR_Barrel_ETech Splash Dmg Radius +300, Reload Time +25% Lump
19 | Part_HW_TOR_Barrel_ETech_A.Part_HW_TOR_Barrel_ETech_A Ele Dmg +10%, Ele Chance +15%
20 | Part_HW_TOR_Barrel_Hive.Part_HW_TOR_Barrel_Hive Splash Dmg Radius +300, Mag Size +3 Dmg -25%, Reload Time +45%
21 | Part_HW_TOR_Barrel_RYNO.Part_HW_TOR_Barrel_RYNO Splash Dmg Radius +300 Dmg -20%, Acc +70%, Reload Time +40%
22 | Part_HW_TOR_Barrel_Rampager.Part_HW_TOR_Barrel_Rampager Splash Dmg Radius +450, Mag Size +6 Dmg -20%, Acc +70%
23 | Part_HW_TOR_Barrel_Swarm.Part_HW_TOR_Barrel_Swarm Splash Dmg Radius +200, Acc -30%
24 | Part_HW_TOR_Barrel_Tunguska.Part_HW_TOR_Barrel_Tunguska Mag Size +2, Splash Dmg Radius +50, Acc -30% Dmg -75%
25 | Part_HW_TOR_Body.Part_HW_TOR_Body DO NOT REMOVE
26 | Part_HW_TOR_Body_A.Part_HW_TOR_Body_A Proj Speed +30%
27 | Part_HW_TOR_Body_B.Part_HW_TOR_Body_B Dmg +10%
28 | Part_HW_TOR_Ele_Corr.Part_HW_TOR_Ele_Corr Oozing
29 | Part_HW_TOR_Ele_Cryo.Part_HW_TOR_Ele_Cryo Shrinking
30 | Part_HW_TOR_Ele_Fire.Part_HW_TOR_Ele_Fire Burning
31 | Part_HW_TOR_Ele_Radiation.Part_HW_TOR_Ele_Radiation Itchy
32 | Part_HW_TOR_Ele_Shock.Part_HW_TOR_Ele_Shock Stimulating
33 | Part_HW_TOR_Grip_01.Part_HW_TOR_Grip_01 Reload Time -5%
34 | Part_HW_TOR_Grip_02.Part_HW_TOR_Grip_02 Fire Rate +5%
35 | Part_HW_TOR_Grip_03.Part_HW_TOR_Grip_03 Dmg +5%
36 | Part_HW_TOR_Mag_01.Part_HW_TOR_Mag_01 3 Round
37 | Part_HW_TOR_Mag_02.Part_HW_TOR_Mag_02 4 Round
38 | Part_HW_TOR_Mag_03.Part_HW_TOR_Mag_03 2 Round
39 | Part_HW_TOR_Material_01_Common.Part_HW_TOR_Material_01_Common Skin Weapon Skin
40 | Part_HW_TOR_Material_02_Uncommon.Part_HW_TOR_Material_02_Uncommon Skin Weapon Skin
41 | Part_HW_TOR_Material_03_Rare.Part_HW_TOR_Material_03_Rare Skin Weapon Skin
42 | Part_HW_TOR_Material_04_VeryRare.Part_HW_TOR_Material_04_VeryRare Skin Weapon Skin
43 | Part_HW_TOR_Material_BurgerCannon.Part_HW_TOR_Material_BurgerCannon Skin Weapon Skin
44 | Part_HW_TOR_Material_Hive.Part_HW_TOR_Material_Hive Skin Weapon Skin
45 | Part_HW_TOR_Material_Marcus.Part_HW_TOR_Material_Marcus Skin Weapon Skin
46 | Part_HW_TOR_Material_RYNO.Part_HW_TOR_Material_RYNO Skin Weapon Skin
47 | Part_HW_TOR_Material_Rampager.Part_HW_TOR_Material_Rampager Skin Weapon Skin
48 | Part_HW_TOR_Material_Swarm.Part_HW_TOR_Material_Swarm Skin Weapon Skin
49 | Part_HW_TOR_Material_Tunguska.Part_HW_TOR_Material_Tunguska Skin Weapon Skin
50 | Part_HW_TOR_Scope_01.Part_HW_TOR_Scope_01
51 | Part_HW_TOR_Scope_02.Part_HW_TOR_Scope_02
52 | Part_HW_TOR_Scope_03.Part_HW_TOR_Scope_03 1.5x
53 | Part_HW_TOR_Tail_01.Part_HW_TOR_Tail_01 Reload Time -5%
54 | Part_HW_TOR_Tail_01_A.Part_HW_TOR_Tail_01_A Mag Size +1
55 | Part_HW_TOR_Tail_01_B.Part_HW_TOR_Tail_01_B Mag Size +1
56 | Part_HW_TOR_Tail_02.Part_HW_TOR_Tail_02 Fire Rate +5%
57 | Part_HW_TOR_Tail_02_A.Part_HW_TOR_Tail_02_A Ele Dmg +10%
58 | Part_HW_TOR_Tail_02_B.Part_HW_TOR_Tail_02_B Splash Dmg Radius +20%
59 | Part_HW_TOR_Tail_03.Part_HW_TOR_Tail_03 Dmg +5%
60 | Part_HW_TOR_Tail_03_A.Part_HW_TOR_Tail_03_A Proj per Shot +1 Acc +25%
61 | Part_HW_TOR_Tail_03_B.Part_HW_TOR_Tail_03_B Dmg +5%
62 | # Naming strategy Name Priority
63 | # If MagSize is Greater Than 4 Stuffed 1001.0
64 | # If Shot Cost = 2 Double-Penetrating 1003.0
65 |
--------------------------------------------------------------------------------
/data/descriptions/weapons/hw-vla.tsv:
--------------------------------------------------------------------------------
1 | # Object name Positives Negatives Effects Naming
2 | Part_HW_VLA_Barrel_01.Part_HW_VLA_Barrel_01 Splash Dmg Radius +143 Strack
3 | Part_HW_VLA_Barrel_01_A.Part_HW_VLA_Barrel_01_A Proj Speed +30%
4 | Part_HW_VLA_Barrel_01_AI_UseONLY.Part_HW_VLA_Barrel_01_AI_UseONLY -
5 | Part_HW_VLA_Barrel_01_B.Part_HW_VLA_Barrel_01_B Dmg +10%
6 | Part_HW_VLA_Barrel_01_C.Part_HW_VLA_Barrel_01_C Dmg +10%
7 | Part_HW_VLA_Barrel_02.Part_HW_VLA_Barrel_02 - Gruppa
8 | Part_HW_VLA_Barrel_02_A.Part_HW_VLA_Barrel_02_A Fire Rate +10%
9 | Part_HW_VLA_Barrel_02_AI_UseONLY.Part_HW_VLA_Barrel_02_AI_UseONLY -
10 | Part_HW_VLA_Barrel_02_B.Part_HW_VLA_Barrel_02_B Reload Time -10%
11 | Part_HW_VLA_Barrel_02_C.Part_HW_VLA_Barrel_02_C Fire Rate +10%
12 | Part_HW_VLA_Barrel_03.Part_HW_VLA_Barrel_03 Splash Dmg Radius +195 Vred
13 | Part_HW_VLA_Barrel_03_A.Part_HW_VLA_Barrel_03_A Splash Dmg Radius +20%
14 | Part_HW_VLA_Barrel_03_AI_UseONLY.Part_HW_VLA_Barrel_03_AI_UseONLY -
15 | Part_HW_VLA_Barrel_03_B.Part_HW_VLA_Barrel_03_B Splash Dmg Radius +20%
16 | Part_HW_VLA_Barrel_03_C.Part_HW_VLA_Barrel_03_C Acc -15%
17 | Part_HW_VLA_Barrel_CloudBurst.Part_HW_VLA_Barrel_CloudBurst Mag Size +8, Splash Dmg Radius +300, Ele Chance +30% Dmg -50%
18 | Part_HW_VLA_Barrel_ETech.Part_HW_VLA_Barrel_ETech - Bagronk
19 | Part_HW_VLA_Barrel_ETech_A.Part_HW_VLA_Barrel_ETech_A Ele Chance +15%, Mag Size +10%
20 | Part_HW_VLA_Barrel_Mongol.Part_HW_VLA_Barrel_Mongol Splash Dmg Radius +175, Mag Size +8 Dmg -40%, Recoil Height +45%
21 | Part_HW_VLA_Body.Part_HW_VLA_Body DO NOT REMOVE
22 | Part_HW_VLA_Body_A.Part_HW_VLA_Body_A Splash Dmg Radius +20%
23 | Part_HW_VLA_Body_B.Part_HW_VLA_Body_B Dmg +10%
24 | Part_HW_VLA_Body_C.Part_HW_VLA_Body_C Fire Rate +10%
25 | Part_HW_VLA_Elemental_Corr.Part_HW_VLA_Elemental_Corr Pestilent
26 | Part_HW_VLA_Elemental_Cryo.Part_HW_VLA_Elemental_Cryo Negating
27 | Part_HW_VLA_Elemental_Fire.Part_HW_VLA_Elemental_Fire Molten
28 | Part_HW_VLA_Elemental_Radiation.Part_HW_VLA_Elemental_Radiation Nuclear
29 | Part_HW_VLA_Elemental_Shock.Part_HW_VLA_Elemental_Shock Storming
30 | Part_HW_VLA_Grip_01.Part_HW_VLA_Grip_01 Reload Time -5%, +1 Proj
31 | Part_HW_VLA_Grip_02.Part_HW_VLA_Grip_02 Proj Speed +15%, Fire Rate +5%
32 | Part_HW_VLA_Grip_03.Part_HW_VLA_Grip_03 Acc -10%, Dmg +5%
33 | Part_HW_VLA_Mag_01.Part_HW_VLA_Mag_01 6 Round, Dmg +10%
34 | Part_HW_VLA_Mag_02.Part_HW_VLA_Mag_02 10 Round
35 | Part_HW_VLA_Mag_03.Part_HW_VLA_Mag_03 16 Round Dmg -10%
36 | Part_HW_VLA_Material_01_Common.Part_HW_VLA_Material_01_Common Skin Weapon Skin
37 | Part_HW_VLA_Material_02_Uncommon.Part_HW_VLA_Material_02_Uncommon Skin Weapon Skin
38 | Part_HW_VLA_Material_03_Rare.Part_HW_VLA_Material_03_Rare Skin Weapon Skin
39 | Part_HW_VLA_Material_04_VeryRare.Part_HW_VLA_Material_04_VeryRare Skin Weapon Skin
40 | Part_HW_VLA_Material_CloudBurst.Part_HW_VLA_Material_CloudBurst Skin Weapon Skin
41 | Part_HW_VLA_Material_Mongol.Part_HW_VLA_Material_Mongol Skin Weapon Skin
42 | Part_HW_VLA_Scope_01.Part_HW_VLA_Scope_01
43 | Part_HW_VLA_Scope_02.Part_HW_VLA_Scope_02
44 | Part_HW_VLA_Scope_03.Part_HW_VLA_Scope_03
45 | Part_HW_VLA_Shoulder_01.Part_HW_VLA_Shoulder_01 Mag Size +2, Proj Speed +15%
46 | Part_HW_VLA_Shoulder_02.Part_HW_VLA_Shoulder_02 Reload Time -5%, Fire Rate +5%
47 | Part_HW_VLA_Shoulder_03.Part_HW_VLA_Shoulder_03 Splash Dmg Radius +20%, Acc -20%
48 | Part_HW_VLA_Tail_01.Part_HW_VLA_Tail_01 Mag Size +2, Fire Rate +5%
49 | Part_HW_VLA_Tail_02.Part_HW_VLA_Tail_02 Proj Speed +15%, Reload Time -5%
50 | Part_HW_VLA_Tail_03.Part_HW_VLA_Tail_03 Acc -20%, Dmg +5%
51 | Part_HW_VLA_Tail_04.Part_HW_VLA_Tail_04 Splash Dmg Radius +20%, Recoil Height -30%
52 | Part_HW_VLA_Underbarrel_01.Part_HW_VLA_Underbarrel_01 Rocket Salvo, 2 rocket at a time
53 | Part_HW_VLA_Underbarrel_02.Part_HW_VLA_Underbarrel_02 Rocket, Big boy
54 | Part_HW_VLA_Underbarrel_03.Part_HW_VLA_Underbarrel_03 Mortar, 4 short burst
55 | Part_HW_VLA_Underbarrel_CloudBurst.Part_HW_VLA_Underbarrel_CloudBurst
56 | # Naming strategy Name Priority
57 | # If Projectiles Per Shot = 2 Annexed 1001.0
58 | # If MagSize is Greater Than 16 and MagSize is Less Than 20 Engulfing 1002.0
59 | # If MagSize is Greater Than 18 and MagSize is Less Than 30 Expansive 1002.0
60 |
--------------------------------------------------------------------------------
/data/descriptions/weapons/ps-atl.tsv:
--------------------------------------------------------------------------------
1 | Object name Positives Negatives Effects Naming
2 | Part_PS_ATL_Barrel_01.Part_PS_ATL_Barrel_01 - AX-19
3 | Part_PS_ATL_Barrel_01_A.Part_PS_ATL_Barrel_01_A Fire Rate +10%
4 | Part_PS_ATL_Barrel_01_B.Part_PS_ATL_Barrel_01_B Fire Rate +10%
5 | Part_PS_ATL_Barrel_01_C.Part_PS_ATL_Barrel_01_C Acc -15%
6 | Part_PS_ATL_Barrel_02.Part_PS_ATL_Barrel_02 - AX-88
7 | Part_PS_ATL_Barrel_02_A.Part_PS_ATL_Barrel_02_A Proj Speed +30%
8 | Part_PS_ATL_Barrel_02_B.Part_PS_ATL_Barrel_02_B Dmg +10%
9 | Part_PS_ATL_Barrel_02_C.Part_PS_ATL_Barrel_02_C Dmg +10%
10 | Part_PS_ATL_Barrel_03.Part_PS_ATL_Barrel_03 - AX-7
11 | Part_PS_ATL_Barrel_03_A.Part_PS_ATL_Barrel_03_A Acc -15%
12 | Part_PS_ATL_Barrel_03_B.Part_PS_ATL_Barrel_03_B Acc -15%
13 | Part_PS_ATL_Barrel_03_C.Part_PS_ATL_Barrel_03_C Reload Time -10%
14 | Part_PS_ATL_Barrel_Drill.Part_PS_ATL_Barrel_Drill Mag Size +40, Reload Time +50% Dmg -50%
15 | Part_PS_ATL_Barrel_Warmonger.Part_PS_ATL_Barrel_Warmonger Splash Dmg Radius +130 Acc +300%, Dmg -30%
16 | Part_PS_ATL_Body.Part_PS_ATL_Body DO NOT REMOVE
17 | Part_PS_ATL_Body_A.Part_PS_ATL_Body_A Fire Rate +10%
18 | Part_PS_ATL_Body_B.Part_PS_ATL_Body_B Acc -15%
19 | Part_PS_ATL_Body_C.Part_PS_ATL_Body_C Reload Time -10%
20 | Part_PS_ATL_Grip_01.Part_PS_ATL_Grip_01 Reload Time -5%, Acc -20%
21 | Part_PS_ATL_Grip_02.Part_PS_ATL_Grip_02 Dmg +5%
22 | Part_PS_ATL_Grip_03.Part_PS_ATL_Grip_03 Weapon Sway -30%, Fire Rate +5%
23 | Part_PS_ATL_Launcher_01.Part_PS_ATL_Launcher_01 Grenade Marker
24 | Part_PS_ATL_Launcher_02.Part_PS_ATL_Launcher_02 Stick Puck
25 | Part_PS_ATL_Launcher_03.Part_PS_ATL_Launcher_03 Stick Darts
26 | BPInvPart_PS_ATL_C Part_PS_ATL_Mag_01.Part_PS_ATL_Mag_01 14 Round, Dmg +10%
27 | Part_PS_ATL_Mag_02.Part_PS_ATL_Mag_02 18 Round
28 | Part_PS_ATL_Mag_03.Part_PS_ATL_Mag_03 26 Round, Dmg -10%
29 | Part_PS_ATL_Material_01_Common.Part_PS_ATL_Material_01_Common Skin Weapon Skin
30 | Part_PS_ATL_Material_02_UnCommon.Part_PS_ATL_Material_02_UnCommon Skin Weapon Skin
31 | Part_PS_ATL_Material_03_Rare.Part_PS_ATL_Material_03_Rare Skin Weapon Skin
32 | Part_PS_ATL_Material_04_VeryRare.Part_PS_ATL_Material_04_VeryRare Skin Weapon Skin
33 | Part_PS_ATL_Material_Drill.Part_PS_ATL_Material_Drill Skin Weapon Skin
34 | Part_PS_ATL_Material_Warmonger.Part_PS_ATL_Material_Warmonger Skin Weapon Skin
35 | Part_PS_ATL_Radar_01.Part_PS_ATL_Radar_01 Weapon Sway -30%, Recoil Height -30%, Acc -10%
36 | Part_PS_ATL_Radar_02.Part_PS_ATL_Radar_02 Fire Rate +5%, Mag Size +10%
37 | Part_PS_ATL_Radar_03.Part_PS_ATL_Radar_03 Reload Time -5%, Dmg +5%
38 | # Naming strategy Name Priority
39 | # If MagSize Greater Than 26 Laden 1001.0
40 | # If Projectiles Per Shot = 2 Efficient 1003.0
41 |
--------------------------------------------------------------------------------
/data/descriptions/weapons/ps-cov.tsv:
--------------------------------------------------------------------------------
1 | # Object name Positives Negatives Effects Naming
2 | Part_PS_COV_Body_A.Part_PS_COV_Body_A
3 | Part_PS_COV_Body_B.Part_PS_COV_Body_B Fire rate +10%
4 | Part_PS_COV_Body_C.Part_PS_COV_Body_C Heat per shot -25% Dmg -5%, Acc +10%
5 | Part_PS_COV_Barrel_Legion.Part_PS_COV_Barrel_Legion - Dmg -12%, Reload time +10%, Acc +300%
6 | Part_PS_COV_Barrel_01.Part_PS_COV_Barrel_01 - Preecher
7 | Part_PS_COV_Barrel_01_A.Part_PS_COV_Barrel_01_A Acc bloom -30%, Melee dmg +40% Melee Attachment Pointy
8 | Part_PS_COV_Barrel_01_B.Part_PS_COV_Barrel_01_B Dmg +10%
9 | Part_PS_COV_Barrel_01_C.Part_PS_COV_Barrel_01_C Fire Rate +10%
10 | Part_PS_COV_Barrel_02.Part_PS_COV_Barrel_02 - Splainer
11 | Part_PS_COV_Barrel_02_A.Part_PS_COV_Barrel_02_A Dmg +10%
12 | Part_PS_COV_Barrel_02_B.Part_PS_COV_Barrel_02_B Heat per shot -25% Dmg -5%, Acc +10%
13 | Part_PS_COV_Barrel_02_C.Part_PS_COV_Barrel_02_C Dmg +10%
14 | Part_PS_COV_Barrel_03.Part_PS_COV_Barrel_03 - Holey-Man
15 | Part_PS_COV_Barrel_03_A.Part_PS_COV_Barrel_03_A Fire Rate +10%
16 | Part_PS_COV_Barrel_03_B.Part_PS_COV_Barrel_03_B Fire Rate +10%
17 | Part_PS_COV_Barrel_03_C.Part_PS_COV_Barrel_03_C Heat per shot -25%, Charge duration -20%
18 | Part_PS_COV_Barrel_Chad.Part_PS_COV_Barrel_Chad - Dmg -30%, Acc Bloom +100%, Acc +50%
19 | Part_PS_COV_Barrel_Contagion.Part_PS_COV_Barrel_Contagion Dmg -10%, Reload +50% Acc +20%
20 | Part_PS_COV_Barrel_ETech.Part_PS_COV_Barrel_ETech - Heat per shot +100%, Proj Speed -50% Blastphemy
21 | Part_PS_COV_Barrel_ETech_A.Part_PS_COV_Barrel_ETech_A Ele Dmg +10%, Heat per Shot -25%, Melee Dmg +60%
22 | Part_PS_COV_Barrel_Mouthpiece.Part_PS_COV_Barrel_Mouthpiece Acc. Bloom -50%, Dmg +40% Acc +20%, Heat per Shot +100%
23 | Part_PS_COV_Barrel_PsychoStabber.Part_PS_COV_Barrel_PsychoStabber Dmg +25%
24 | Part_PS_COV_Barrel_Skeksis.Part_PS_COV_Barrel_Skeksis -
25 | Part_PS_COV_Starter_01.Part_PS_COV_Starter_01
26 | Part_PS_COV_Starter_02.Part_PS_COV_Starter_02
27 | Part_PS_COV_Starter_03.Part_PS_COV_Starter_03
28 | Part_PS_COV_Accessory_01.Part_PS_COV_Accessory_01 Crit Dmg +10%
29 | Part_PS_COV_Accessory_02.Part_PS_COV_Accessory_02 Fire Rate +5%
30 | Part_PS_COV_Accessory_03.Part_PS_COV_Accessory_03 Proj. per shot +1, Acc. Bloom -16% Acc. +10%, Dmg. -20%
31 | Part_PS_COV_Accessory_04.Part_PS_COV_Accessory_04 Dmg. +5%, Melee Dmg. +80% Stabby
32 | Part_PS_COV_Accessory_05.Part_PS_COV_Accessory_05 Stabby
33 | Part_PS_COV_Grip_01.Part_PS_COV_Grip_01 Recoil Width -30%, Fire rate +5%
34 | Part_PS_COV_Grip_02.Part_PS_COV_Grip_02 Acc Bloom -20%, Crit Dmg +10%
35 | Part_PS_COV_Grip_03.Part_PS_COV_Grip_03 Acc -12%, Heat per Shot -15% Dmg -5%
36 | Part_PS_COV_Material_01_Common.Part_PS_COV_Material_01_Common Skin Weapon Skin
37 | Part_PS_COV_Material_02_Uncommon.Part_PS_COV_Material_02_Uncommon Skin Weapon Skin
38 | Part_PS_COV_Material_03_Rare.Part_PS_COV_Material_03_Rare Skin Weapon Skin
39 | Part_PS_COV_Material_04_VeryRare.Part_PS_COV_Material_04_VeryRare Skin Weapon Skin
40 | Part_PS_COV_Material_Chad.Part_PS_COV_Material_Chad Skin Weapon Skin
41 | Part_PS_COV_Material_Contagion.Part_PS_COV_Material_Contagion Skin Weapon Skin
42 | Part_PS_COV_Material_Legion.Part_PS_COV_Material_Legion Skin Weapon Skin
43 | Part_PS_COV_Material_Mouthpiece.Part_PS_COV_Material_Mouthpiece Skin Weapon Skin
44 | Part_PS_COV_Material_PsychoStabber.Part_PS_COV_Material_PsychoStabber Skin Weapon Skin
45 | Part_PS_COV_Material_Skeksis.Part_PS_COV_Material_Skeksis Skin Weapon Skin
46 | Part_PS_COV_Scope_01.Part_PS_COV_Scope_01 Iron sights
47 | Part_PS_COV_Scope_02.Part_PS_COV_Scope_02 Iron sights 2, 1.8x
48 | Part_PS_COV_Scope_03.Part_PS_COV_Scope_03 Small scope, 2.5x
49 | Part_PS_COV_Scope_04.Part_PS_COV_Scope_04 Scope, 5.3x
50 | Part_PS_COV_Ele_Corr.Part_PS_COV_Ele_Corr Converts Dmg to Corrosive Kemik
51 | Part_PS_COV_Ele_Cryo.Part_PS_COV_Ele_Cryo Converts Dmg to Cryo Brrr
52 | Part_PS_COV_Ele_Fire.Part_PS_COV_Ele_Fire Converts Dmg to Fire Hawt
53 | Part_PS_COV_Ele_Radiation.Part_PS_COV_Ele_Radiation Converts Dmg to Radiation Melty
54 | Part_PS_COV_Ele_Shock.Part_PS_COV_Ele_Shock Converts Dmg to Shock Zappy
55 | Part_PS_COV_Stock_01.Part_PS_COV_Stock_01 Weapon sway -30%
56 | Part_PS_COV_Stock_02.Part_PS_COV_Stock_02 Recoil Height -15%, Proj per Shot +1 Acc +10%, Dmg -20%, Acc Bloom +20%
57 | # Naming strategy Name Priority
58 | # If Shot Cost = 2 Moar 1002.0
59 | # If Shot Cost = 3 MOARR 1002.0
60 |
--------------------------------------------------------------------------------
/data/descriptions/weapons/ps-dal.tsv:
--------------------------------------------------------------------------------
1 | # Object name Positives Negatives Effects Naming
2 | Part_Dal_PS_Acc_01.Part_Dal_PS_Acc_01 Reload Time -10%, Crit Dmg +10%
3 | Part_Dal_PS_Acc_02.Part_Dal_PS_Acc_02 Dmg +10%, Melee Dmg +40% Bladed
4 | Part_Dal_PS_Acc_03.Part_Dal_PS_Acc_03 Weapon Sway -30%, Acc -10%
5 | Part_Dal_PS_Acc_04.Part_Dal_PS_Acc_04 Fire Rate +10%
6 | Part_Dal_PS_Acc_05.Part_Dal_PS_Acc_05 Recoil Width -25%, Acc Bloom -25%
7 | Part_Dal_PS_Barrel_01.Part_Dal_PS_Barrel_01 - Shrike
8 | Part_Dal_PS_Barrel_01_A.Part_Dal_PS_Barrel_01_A Acc -15%
9 | Part_Dal_PS_Barrel_01_B.Part_Dal_PS_Barrel_01_B Acc -15%
10 | Part_Dal_PS_Barrel_01_C.Part_Dal_PS_Barrel_01_C Recoil Height -25%
11 | Part_Dal_PS_Barrel_02.Part_Dal_PS_Barrel_02 - Falcon
12 | Part_Dal_PS_Barrel_02_A.Part_Dal_PS_Barrel_02_A Dmg +10%
13 | Part_Dal_PS_Barrel_02_B.Part_Dal_PS_Barrel_02_B Dmg +10%
14 | Part_Dal_PS_Barrel_02_C.Part_Dal_PS_Barrel_02_C Crit Dmg +10%
15 | Part_Dal_PS_Barrel_03.Part_Dal_PS_Barrel_03 - Raptor
16 | Part_Dal_PS_Barrel_03_A.Part_Dal_PS_Barrel_03_A Fire Rate +10%
17 | Part_Dal_PS_Barrel_03_B.Part_Dal_PS_Barrel_03_B Acc Bloom -25%
18 | Part_Dal_PS_Barrel_03_C.Part_Dal_PS_Barrel_03_C Fire Rate +10%
19 | Part_Dal_PS_Barrel_ETech.Part_Dal_PS_Barrel_ETech Mag Size +20%, Melee Dmg +60% Wyvern
20 | Part_Dal_PS_Barrel_ETech_A.Part_Dal_PS_Barrel_ETech_A Proj Speed +30%, Reload Time -10%, Melee Dmg +60%
21 | Part_Dal_PS_Barrel_Hornet.Part_Dal_PS_Barrel_Hornet Splash Dmg Radius +85, Reload Time -5%, Ele Chance +15% Acc +10%
22 | Part_Dal_PS_Barrel_Nemesis.Part_Dal_PS_Barrel_Nemesis Acc Bloom -30%
23 | Part_Dal_PS_Barrel_Omniloader.Part_Dal_PS_Barrel_Omniloader Acc +45%
24 | Part_Dal_PS_Barrel_Rakkman.Part_Dal_PS_Barrel_Rakkman Dmg +35%
25 | Part_Dal_PS_Body.Part_Dal_PS_Body DO NOT REMOVE
26 | Part_Dal_PS_AAA.Part_Dal_PS_AAA
27 | Part_Dal_PS_Ele_Corr.Part_Dal_PS_Ele_Corr Venomous
28 | Part_Dal_PS_Ele_Cryo.Part_Dal_PS_Ele_Cryo Arctic
29 | Part_Dal_PS_Ele_Fire.Part_Dal_PS_Ele_Fire Searing
30 | Part_Dal_PS_Ele_Radiation.Part_Dal_PS_Ele_Radiation Decaying
31 | Part_Dal_PS_Ele_Shock.Part_Dal_PS_Ele_Shock Shocking
32 | Part_Dal_PS_FiringMode_Auto_Burst.Part_Dal_PS_FiringMode_Auto_Burst
33 | Part_Dal_PS_FiringMode_Auto_Single.Part_Dal_PS_FiringMode_Auto_Single
34 | Part_Dal_PS_FiringMode_Burst_Single.Part_Dal_PS_FiringMode_Burst_Single 3 Shot Burst or Semi-Auto
35 | Part_Dal_PS_Grip_01.Part_Dal_PS_Grip_01 Recoil Height -15%, Acc Bloom -20%
36 | Part_Dal_PS_Grip_02.Part_Dal_PS_Grip_02 Weapon Sway -30%, Fire Rate +5%
37 | Part_Dal_PS_Grip_03.Part_Dal_PS_Grip_03 Reload Time -5%, Dmg +5%
38 | Part_Dal_PS_Mag_01.Part_Dal_PS_Mag_01 12 Round Dmg +10%
39 | Part_Dal_PS_Mag_02.Part_Dal_PS_Mag_02 18 Round
40 | Part_Dal_PS_Mag_03.Part_Dal_PS_Mag_03 24 Round Dmg -10%
41 | Part_Dal_PS_Mag_AAA.Part_Dal_PS_Mag_AAA 9 Round
42 | Part_Dal_PS_Mat_01_Common.Part_Dal_PS_Mat_01_Common Skin Weapon Skin
43 | Part_Dal_PS_Mat_02_UnCommon.Part_Dal_PS_Mat_02_UnCommon Skin Weapon Skin
44 | Part_Dal_PS_Mat_03_Rare.Part_Dal_PS_Mat_03_Rare Skin Weapon Skin
45 | Part_Dal_PS_Mat_04_VeryRare.Part_Dal_PS_Mat_04_VeryRare Skin Weapon Skin
46 | Part_Dal_PS_Mat_AAA.Part_Dal_PS_Mat_AAA Skin Weapon Skin
47 | Part_Dal_PS_Mat_Hornet.Part_Dal_PS_Mat_Hornet Skin Weapon Skin
48 | Part_Dal_PS_Mat_Nemesis.Part_Dal_PS_Mat_Nemesis Skin Weapon Skin
49 | Part_Dal_PS_Mat_Omniloader.Part_Dal_PS_Mat_Omniloader Skin Weapon Skin
50 | Part_Dal_PS_Mat_Rakkman.Part_Dal_PS_Mat_Rakkman Skin Weapon Skin
51 | Part_Dal_PS_Scope_01.Part_Dal_PS_Scope_01 2.2x, 4x
52 | Part_Dal_PS_Scope_02.Part_Dal_PS_Scope_02 1.0x, 1x
53 | Part_Dal_PS_Scope_03.Part_Dal_PS_Scope_03
54 | Part_Dal_PS_Stock_01.Part_Dal_PS_Stock_01 Weapon Sway -30%, Acc -20%
55 | Part_Dal_PS_Stock_02.Part_Dal_PS_Stock_02 Acc Bloom -20%, Mag Size +10% Dmg -5%, Acc +10%
56 | # Naming strategy Name Priority
57 | # If MagSize is Greater Than 24 Extended 1001.0
58 |
--------------------------------------------------------------------------------
/data/descriptions/weapons/ps-jak.tsv:
--------------------------------------------------------------------------------
1 | # Object name Positives Negatives Effects Naming
2 | Part_PS_JAK_Barrel_01.Part_PS_JAK_Barrel_01 - Ranger
3 | Part_PS_JAK_Barrel_01_A.Part_PS_JAK_Barrel_01_A Dmg +10%
4 | Part_PS_JAK_Barrel_01_B.Part_PS_JAK_Barrel_01_B Crit Dmg +10%
5 | Part_PS_JAK_Barrel_01_C.Part_PS_JAK_Barrel_01_C Recoil Height -25%, Melee Dmg +60% Bowie
6 | Part_PS_JAK_Barrel_01_D.Part_PS_JAK_Barrel_01_D Dmg +10%
7 | Part_PS_JAK_Barrel_02.Part_PS_JAK_Barrel_02 - Peacekeeper
8 | Part_PS_JAK_Barrel_02_A.Part_PS_JAK_Barrel_02_A Acc -15%
9 | Part_PS_JAK_Barrel_02_B.Part_PS_JAK_Barrel_02_B Dmg +10%
10 | Part_PS_JAK_Barrel_02_C.Part_PS_JAK_Barrel_02_C Reload Time -10%, Melee Dmg +40% Cuttin
11 | Part_PS_JAK_Barrel_03.Part_PS_JAK_Barrel_03 - Marshal
12 | Part_PS_JAK_Barrel_03_A.Part_PS_JAK_Barrel_03_A Acc -15%
13 | Part_PS_JAK_Barrel_03_B.Part_PS_JAK_Barrel_03_B Weapon Sway -20%
14 | Part_PS_JAK_Barrel_03_C.Part_PS_JAK_Barrel_03_C Acc -15%
15 | Part_PS_JAK_Barrel_03_D.Part_PS_JAK_Barrel_03_D Reload Time -10%
16 | Part_PS_JAK_Barrel_AmazingGrace.Part_PS_JAK_Barrel_AmazingGrace Recoil Width -60%, Recoil Height -25%, Dmg +30%
17 | Part_PS_JAK_Barrel_AureliaPistol.Part_PS_JAK_Barrel_AureliaPistol
18 | Part_PS_JAK_Barrel_Buttplug.Part_PS_JAK_Barrel_Buttplug Melee Dmg +50% Dmg -90%, Acc +110% Melee Attachment
19 | Part_PS_JAK_Barrel_Doc.Part_PS_JAK_Barrel_Doc Mag Size +3 Acc +200%, Dmg -10%
20 | Part_PS_JAK_Barrel_GodMother.Part_PS_JAK_Barrel_GodMother Acc -50%, Ele Chance +100% Dmg -35%, Recoil height +50%, Reload Time +20%
21 | Part_PS_JAK_Barrel_JabberWeaponBase.Part_PS_JAK_Barrel_JabberWeaponBase Dmg +40%
22 | Part_PS_JAK_Barrel_Maggie.Part_PS_JAK_Barrel_Maggie Mag Size +4 Acc +250%, Dmg -85%
23 | Part_PS_JAK_Barrel_Malevolent.Part_PS_JAK_Barrel_Malevolent
24 | Part_PS_JAK_Barrel_MelsCompanion.Part_PS_JAK_Barrel_MelsCompanion Mag Size +10 Acc +35%, Dmg -25%, Ele Chance -100%
25 | Part_PS_JAK_Barrel_SpyRevolver.Part_PS_JAK_Barrel_SpyRevolver Recoil Height -50%, Mag Size +8 Dmg -30%
26 | Part_PS_JAK_Barrel_TheDuc.Part_PS_JAK_Barrel_TheDuc Splash Dmg Radius +100, Dmg +20%
27 | Part_PS_JAK_Barrel_Unforgiven.Part_PS_JAK_Barrel_Unforgiven Crit Dmg +300% Dmg -40%, Acc Bloom +200%
28 | Part_PS_JAK_Barrel_WagonWheel.Part_PS_JAK_Barrel_WagonWheel Recoil Height -50% Acc Bloom +200%
29 | Part_PS_JAK_Barrel_RoboMasher.Part_PS_JAK_Barrel_RoboMasher Robot-Melter Masher
30 | Part_PS_JAK_Body.Part_PS_JAK_Body DO NOT REMOVE
31 | Part_PS_JAK_Body_A.Part_PS_JAK_Body_A Dmg +10%
32 | Part_PS_JAK_Body_B.Part_PS_JAK_Body_B Reload Time -10%
33 | Part_PS_JAK_Body_C.Part_PS_JAK_Body_C Dmg +10%
34 | Part_PS_JAK_Ele_GodMother_Corrosive.Part_PS_JAK_Ele_GodMother_Corrosive
35 | Part_PS_JAK_Ele_GodMother_Cryo.Part_PS_JAK_Ele_GodMother_Cryo
36 | Part_PS_JAK_Ele_GodMother_Fire.Part_PS_JAK_Ele_GodMother_Fire
37 | Part_PS_JAK_Ele_GodMother_Radiation.Part_PS_JAK_Ele_GodMother_Radiation
38 | Part_PS_JAK_Ele_GodMother_Shock.Part_PS_JAK_Ele_GodMother_Shock
39 | Part_PS_JAK_Grip_01.Part_PS_JAK_Grip_01 Reload Time -5%, Crit Dmg +10%
40 | Part_PS_JAK_Grip_02.Part_PS_JAK_Grip_02 Recoil Width -15%, Dmg +5%
41 | Part_PS_JAK_Grip_03.Part_PS_JAK_Grip_03 Weapon Sway -30%, Acc -20%
42 | Part_PS_JAK_Grip_04.Part_PS_JAK_Grip_04 Proj per Shot +4 Dmg -68.5%, Acc +87%, Recoil Height +40%, Acc Bloom +25% Masher
43 | Part_PS_JAK_Grip_RoboMelt.Part_PS_JAK_Grip_RoboMelt Proj per Shot +4 Dmg -68.5%, Acc +87%, Recoil Height +40%, Acc Bloom +25% Robot-Melter Masher
44 | Part_PS_JAK_Hammer_01.Part_PS_JAK_Hammer_01 Reload Time -5%, Acc -10%
45 | Part_PS_JAK_Hammer_02.Part_PS_JAK_Hammer_02 Weapon Sway -30%, Crit Dmg +10%
46 | Part_PS_JAK_Hammer_03.Part_PS_JAK_Hammer_03 Recoil Height -30%
47 | Part_PS_JAK_Mag_01.Part_PS_JAK_Mag_01 6 Round
48 | Part_PS_JAK_Mag_02.Part_PS_JAK_Mag_02 6 Round
49 | Part_PS_JAK_Mag_03.Part_PS_JAK_Mag_03 4 Round. Dmg +10%
50 | Part_PS_JAK_Material_01_Common.Part_PS_JAK_Material_01_Common Skin Weapon Skin
51 | Part_PS_JAK_Material_02_UnCommon.Part_PS_JAK_Material_02_UnCommon Skin Weapon Skin
52 | Part_PS_JAK_Material_03_Rare.Part_PS_JAK_Material_03_Rare Skin Weapon Skin
53 | Part_PS_JAK_Material_04_Epic.Part_PS_JAK_Material_04_Epic Skin Weapon Skin
54 | Part_PS_JAK_Material_AmazingGrace.Part_PS_JAK_Material_AmazingGrace Skin Weapon Skin
55 | Part_PS_JAK_Material_Buttplug.Part_PS_JAK_Material_Buttplug Skin Weapon Skin
56 | Part_PS_JAK_Material_Clay.Part_PS_JAK_Material_Clay Skin Weapon Skin
57 | Part_PS_JAK_Material_Doc.Part_PS_JAK_Material_Doc Skin Weapon Skin
58 | Part_PS_JAK_Material_FirstGunB.Part_PS_JAK_Material_FirstGunB Skin Weapon Skin
59 | Part_PS_JAK_Material_GodMother.Part_PS_JAK_Material_GodMother Skin Weapon Skin
60 | Part_PS_JAK_Material_Maggie.Part_PS_JAK_Material_Maggie Skin Weapon Skin
61 | Part_PS_JAK_Material_Malevolent.Part_PS_JAK_Material_Malevolent Skin Weapon Skin
62 | Part_PS_JAK_Material_MelsCompanion.Part_PS_JAK_Material_MelsCompanion Skin Weapon Skin
63 | Part_PS_JAK_Material_SpyRevolver.Part_PS_JAK_Material_SpyRevolver Skin Weapon Skin
64 | Part_PS_JAK_Material_TheDuc.Part_PS_JAK_Material_TheDuc Skin Weapon Skin
65 | Part_PS_JAK_Material_Unforgiven.Part_PS_JAK_Material_Unforgiven Skin Weapon Skin
66 | Part_PS_JAK_Material_WagonWheel.Part_PS_JAK_Material_WagonWheel Skin Weapon Skin
67 | Part_PS_JAK_Material_RoboMasher.Part_PS_JAK_Material_RoboMasher Skin Weapon Skin
68 | Part_PS_JAK_Rail_01.Part_PS_JAK_Rail_01 Visual Only
69 | Part_PS_JAK_NoScope.Part_PS_JAK_NoScope Dmg +35%
70 | Part_PS_JAK_Scope_01.Part_PS_JAK_Scope_01
71 | Part_PS_JAK_Scope_02.Part_PS_JAK_Scope_02 Tear drop scope 5x
72 | Part_PS_JAK_Scope_03.Part_PS_JAK_Scope_03 2.2x
73 | Part_PS_JAK_Scope_SpyRevolver.Part_PS_JAK_Scope_SpyRevolver
74 | Part_PS_JAK_Speedloader.Part_PS_JAK_Speedloader Basic required piece
75 |
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/data/descriptions/weapons/ps-mal.tsv:
--------------------------------------------------------------------------------
1 | # Object name Positives Negatives Effects Naming
2 | Part_PS_MAL_Barrel_01.Part_PS_MAL_Barrel_01 - Atomizer
3 | Part_PS_MAL_Barrel_01_A.Part_PS_MAL_Barrel_01_A Fire rate +10%
4 | Part_PS_MAL_Barrel_01_B.Part_PS_MAL_Barrel_01_B Mag Size +10%
5 | Part_PS_MAL_Barrel_01_C.Part_PS_MAL_Barrel_01_C Acc Bloom -25%, Acc -15%
6 | Part_PS_MAL_Barrel_02.Part_PS_MAL_Barrel_02 Splash Dmg Radius +60 Melter
7 | Part_PS_MAL_Barrel_02_A.Part_PS_MAL_Barrel_02_A Charge Duration -20%
8 | Part_PS_MAL_Barrel_02_B.Part_PS_MAL_Barrel_02_B Dmg +10%
9 | Part_PS_MAL_Barrel_02_C.Part_PS_MAL_Barrel_02_C Dmg +10%
10 | Part_PS_MAL_Barrel_03.Part_PS_MAL_Barrel_03 - Blaster
11 | Part_PS_MAL_Barrel_03_A.Part_PS_MAL_Barrel_03_A Ele Chance +15%
12 | Part_PS_MAL_Barrel_03_B.Part_PS_MAL_Barrel_03_B Weapon Sway -20%, Charge Duration -20%
13 | Part_PS_MAL_Barrel_03_C.Part_PS_MAL_Barrel_03_C Ele Dmg +10% Dmg -15%
14 | Part_PS_MAL_Barrel_AI_TrooperBadass.Part_PS_MAL_Barrel_AI_TrooperBadass Mag Size +5
15 | Part_PS_MAL_Barrel_ETech.Part_PS_MAL_Barrel_ETech Devourer
16 | Part_PS_MAL_Barrel_ETech_A.Part_PS_MAL_Barrel_ETech_A Ele Chance +15%, Mag Size +10%, Melee Dmg +60%
17 | Part_PS_MAL_Barrel_HellShock.Part_PS_MAL_Barrel_HellShock Mag Size +20 Dmg -15%
18 | Part_PS_MAL_Barrel_HyperHydrator.Part_PS_MAL_Barrel_HyperHydrator Splash Dmg Radius +60
19 | Part_PS_MAL_Barrel_Plumber.Part_PS_MAL_Barrel_Plumber Splash Dmg Radius +100, Dmg +50%
20 | Part_PS_MAL_Barrel_Starkiller.Part_PS_MAL_Barrel_Starkiller Mag Size +7 Dmg -70%
21 | Part_PS_MAL_Barrel_SuckerPunch.Part_PS_MAL_Barrel_SuckerPunch Ele Chance +75%, Splash Dmg Radius +100 Acc +125%, Dmg -40%, Acc Bloom +300%
22 | Part_PS_MAL_Barrel_ThunderballFists.Part_PS_MAL_Barrel_ThunderballFists Dmg +25%
23 | Part_PS_MAL_Body.Part_PS_MAL_Body DO NOT REMOVE
24 | Part_PS_MAL_Body_01.Part_PS_MAL_Body_01
25 | Part_PS_MAL_Body_02.Part_PS_MAL_Body_02
26 | Part_PS_MAL_Body_03.Part_PS_MAL_Body_03
27 | Part_PS_MAL_Elemental_Primary_Corr.Part_PS_MAL_Elemental_Primary_Corr
28 | Part_PS_MAL_Elemental_Primary_Cryo.Part_PS_MAL_Elemental_Primary_Cryo
29 | Part_PS_MAL_Elemental_Primary_Fire.Part_PS_MAL_Elemental_Primary_Fire
30 | Part_PS_MAL_Elemental_Primary_Radiation.Part_PS_MAL_Elemental_Primary_Radiation
31 | Part_PS_MAL_Elemental_Primary_Shock.Part_PS_MAL_Elemental_Primary_Shock
32 | Part_PS_MAL_Elemental_Secondary_Corr.Part_PS_MAL_Elemental_Secondary_Corr
33 | Part_PS_MAL_Elemental_Secondary_Cryo.Part_PS_MAL_Elemental_Secondary_Cryo
34 | Part_PS_MAL_Elemental_Secondary_Fire.Part_PS_MAL_Elemental_Secondary_Fire
35 | Part_PS_MAL_Elemental_Secondary_Radiation.Part_PS_MAL_Elemental_Secondary_Radiation
36 | Part_PS_MAL_Elemental_Secondary_Shock.Part_PS_MAL_Elemental_Secondary_Shock
37 | Part_PS_MAL_Grip_01.Part_PS_MAL_Grip_01 Charge Duration -10%, Acc Bloom -20%
38 | Part_PS_MAL_Grip_02.Part_PS_MAL_Grip_02 Weapon Sway -30%, Mag Size +10% Dmg -5%, Acc +10%
39 | Part_PS_MAL_Grip_03.Part_PS_MAL_Grip_03 Weapon Sway -30%, Dmg +5%
40 | Part_PS_MAL_Grip_04.Part_PS_MAL_Grip_04 Weapon Sway -30%, Dmg +5%
41 | Part_PS_MAL_Grip_05.Part_PS_MAL_Grip_05 Acc -20%, Fire Rate +5%
42 | Part_PS_MAL_Hammer_01.Part_PS_MAL_Hammer_01 Fire Rate +10%
43 | Part_PS_MAL_Hammer_02.Part_PS_MAL_Hammer_02 Dmg +10%
44 | Part_PS_MAL_Hammer_03.Part_PS_MAL_Hammer_03 Splash Dmg Radius +20%, Acc -15%
45 | Part_PS_MAL_Hammer_04.Part_PS_MAL_Hammer_04 Ele Dmg +10%, Ele Chance +15%
46 | Part_PS_MAL_Hammer_05.Part_PS_MAL_Hammer_05 Dmg -30%, Acc Bloom +25%, Acc +10%
47 | Part_PS_MAL_Mag_01.Part_PS_MAL_Mag_01 10 round, Dmg +10%
48 | Part_PS_MAL_Mag_01_A.Part_PS_MAL_Mag_01_A Recoil Height -25%
49 | Part_PS_MAL_Mag_02.Part_PS_MAL_Mag_02 14 round
50 | Part_PS_MAL_Mag_02_A.Part_PS_MAL_Mag_02_A Ele Dmg +10%
51 | Part_PS_MAL_Mag_03.Part_PS_MAL_Mag_03 20 Round, Dmg -10%
52 | Part_PS_MAL_Mag_03_A.Part_PS_MAL_Mag_03_A Reload Time -10%
53 | Part_PS_MAL_Material_01_Common.Part_PS_MAL_Material_01_Common Skin Weapon Skin
54 | Part_PS_MAL_Material_02_UnCommon.Part_PS_MAL_Material_02_UnCommon Skin Weapon Skin
55 | Part_PS_MAL_Material_03_Rare.Part_PS_MAL_Material_03_Rare Skin Weapon Skin
56 | Part_PS_MAL_Material_04_VeryRare.Part_PS_MAL_Material_04_VeryRare Skin Weapon Skin
57 | Part_PS_MAL_Material_Hellshock.Part_PS_MAL_Material_Hellshock Skin Weapon Skin
58 | Part_PS_MAL_Material_HyperHydrator.Part_PS_MAL_Material_HyperHydrator Skin Weapon Skin
59 | Part_PS_MAL_Material_Plumber.Part_PS_MAL_Material_Plumber Skin Weapon Skin
60 | Part_PS_MAL_Material_Starkiller.Part_PS_MAL_Material_Starkiller Skin Weapon Skin
61 | Part_PS_MAL_Material_SuckerPunch.Part_PS_MAL_Material_SuckerPunch Skin Weapon Skin
62 | Part_PS_MAL_Material_ThunderballFists.Part_PS_MAL_Material_ThunderballFists Skin Weapon Skin
63 | Part_PS_MAL_Scope_01.Part_PS_MAL_Scope_01 1.5x
64 | Part_PS_MAL_Scope_02.Part_PS_MAL_Scope_02 2.9x
65 | Part_PS_MAL_Scope_03.Part_PS_MAL_Scope_03 2.2x
66 |
--------------------------------------------------------------------------------
/data/descriptions/weapons/ps-ted.tsv:
--------------------------------------------------------------------------------
1 | # Object name Positives Negatives Effects Naming
2 | Part_PS_TED_Barrel_01.Part_PS_TED_Barrel_01 - Deadshot
3 | Part_PS_TED_Barrel_01_A.Part_PS_TED_Barrel_01_A Dmg +10%
4 | Part_PS_TED_Barrel_01_B.Part_PS_TED_Barrel_01_B Splash Dmg Radius +20%, Dmg +10% When thrown, shoot target for to 2x dmg
5 | Part_PS_TED_Barrel_01_C.Part_PS_TED_Barrel_01_C Fire Rate +10%, Mag Size +10% Dmg -5%, Acc +10%
6 | Part_PS_TED_Barrel_02.Part_PS_TED_Barrel_02 - Quickshot
7 | Part_PS_TED_Barrel_02_A.Part_PS_TED_Barrel_02_A Recoil Height -25%, Fire Rate +10%
8 | Part_PS_TED_Barrel_02_B.Part_PS_TED_Barrel_02_B Fire Rate +10% When thrown, shoot until OoA
9 | Part_PS_TED_Barrel_02_C.Part_PS_TED_Barrel_02_C Acc -15%
10 | Part_PS_TED_Barrel_03.Part_PS_TED_Barrel_03 - Sureshot
11 | Part_PS_TED_Barrel_03_A.Part_PS_TED_Barrel_03_A Acc -15%
12 | Part_PS_TED_Barrel_03_B.Part_PS_TED_Barrel_03_B Mag Size +7, Dmg +4.5% Acc +10% When thrown, small explosion
13 | Part_PS_TED_Barrel_03_C.Part_PS_TED_Barrel_03_C Acc -15%
14 | Part_PS_TED_Barrel_BabyMaker.Part_PS_TED_Barrel_BabyMaker Dmg +20%
15 | Part_PS_TED_Barrel_ETech.Part_PS_TED_Barrel_ETech Mag Size +10% Lurkshot
16 | Part_PS_TED_Barrel_ETech_A.Part_PS_TED_Barrel_ETech_A Reload Time -10%, Mag Size +10%, Melee Dmg +60%
17 | Part_PS_TED_Barrel_Gunerang.Part_PS_TED_Barrel_Gunerang Mag Size +18, Reload Time -17.5%
18 | Part_PS_TED_Barrel_Sabre.Part_PS_TED_Barrel_Sabre Mag Size +30 Acc +25%, Dmg -50%
19 | Part_PS_TED_Barrel_Execute.Part_PS_TED_Barrel_Execute Mag Size +2, Reload Time -35%
20 | Part_PS_TED_Body.Part_PS_TED_Body DO NOT REMOVE
21 | Part_PS_TED_Body_A.Part_PS_TED_Body_A Mag Size +10% Acc +10%, Dmg -5%
22 | Part_PS_TED_Body_B.Part_PS_TED_Body_B Splash Dmg Radius +20%
23 | Part_PS_TED_Body_C.Part_PS_TED_Body_C Dmg +10%
24 | Part_PS_TED_Elemental_Corrosive.Part_PS_TED_Elemental_Corrosive Poison
25 | Part_PS_TED_Elemental_Cryo.Part_PS_TED_Elemental_Cryo Frozen
26 | Part_PS_TED_Elemental_Fire.Part_PS_TED_Elemental_Fire Firesale
27 | Part_PS_TED_Elemental_Radiation.Part_PS_TED_Elemental_Radiation Rad
28 | Part_PS_TED_Elemental_Shock.Part_PS_TED_Elemental_Shock Supercharged
29 | Part_PS_TED_Grip_01.Part_PS_TED_Grip_01 Weapon Sway -30%, Dmg +5%
30 | Part_PS_TED_Grip_02.Part_PS_TED_Grip_02 Acc -12%, Mag Size +3 Dmg -5%
31 | Part_PS_TED_Grip_03.Part_PS_TED_Grip_03 Splash Dmg Radius +20%, Recoil Width -30%
32 | Part_PS_TED_Grip_04.Part_PS_TED_Grip_04 Recoil Height -15%, Fire Rate +5
33 | Part_PS_TED_Grip_05.Part_PS_TED_Grip_05 Proj per Shot +1 Acc Bloom +25%, Acc +10%, Dmg -30%
34 | Part_PS_TED_Material_01_Common.Part_PS_TED_Material_01_Common Skin Weapon Skin
35 | Part_PS_TED_Material_02_UnCommon.Part_PS_TED_Material_02_UnCommon Skin Weapon Skin
36 | Part_PS_TED_Material_03_Rare.Part_PS_TED_Material_03_Rare Skin Weapon Skin
37 | Part_PS_TED_Material_04_Epic.Part_PS_TED_Material_04_Epic Skin Weapon Skin
38 | Part_PS_TED_Material_Ava.Part_PS_TED_Material_Ava Skin Weapon Skin
39 | Part_PS_TED_Material_BabyMaker.Part_PS_TED_Material_BabyMaker Skin Weapon Skin
40 | Part_PS_TED_Material_Bangerang.Part_PS_TED_Material_Bangerang Skin Weapon Skin
41 | Part_PS_TED_Material_Gunerang.Part_PS_TED_Material_Gunerang Skin Weapon Skin
42 | Part_PS_TED_Material_Sabre.Part_PS_TED_Material_Sabre Skin Weapon Skin
43 | Part_PS_TED_Material_Execute.Part_PS_TED_Material_Execute Skin Weapon Skin
44 | Part_PS_TED_Scope_01.Part_PS_TED_Scope_01 1.5x
45 | Part_PS_TED_Scope_02.Part_PS_TED_Scope_02 Small Scope, 2.2x
46 | Part_PS_TED_Scope_03.Part_PS_TED_Scope_03 4.5x
47 | Part_PS_TED_TypeMod_01.Part_PS_TED_TypeMod_01 Splash Dmg Radius +20% When thrown, detonate on enemy impact
48 | Part_PS_TED_TypeMod_02.Part_PS_TED_TypeMod_02 Acc Bloom -30%, Dmg +5% When thrown, homing
49 | Part_PS_TED_TypeMod_03.Part_PS_TED_TypeMod_03 Recoil Height -30%, Fire Rate +5% When thrown, Turret
50 | Part_PS_TED_TypeMod_04.Part_PS_TED_TypeMod_04 Weapon Sway -30%, Acc -5% When thrown, bounce
51 | Part_PS_TED_TypeMod_BabyMaker_Homing.Part_PS_TED_TypeMod_BabyMaker_Homing Acc Bloom -30%, Dmg +5%
52 | Part_PS_TED_TypeMod_BabyMaker_Spider.Part_PS_TED_TypeMod_BabyMaker_Spider Recoil Height -30%, Fire Rate +5% When thrown, Turret
53 | # Naming strategy Name Priority
54 | # If MagSize is Greater Than 12 and MagSize is Less Than 16 + 02.05.2020
55 | # If MagSize is Greater Than 16 and MagSize is Less Than 20 ++ 02.05.2020
56 | # If MagSize is Greater Than 20 XL 02.05.2020
57 |
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/data/descriptions/weapons/ps-tor.tsv:
--------------------------------------------------------------------------------
1 | # Object name Positives Negatives Effects Naming
2 | Part_PS_TOR_Barrel_01.Part_PS_TOR_Barrel_01 - Magnum
3 | Part_PS_TOR_Barrel_01_A.Part_PS_TOR_Barrel_01_A Fire Rate +10%
4 | Part_PS_TOR_Barrel_01_B.Part_PS_TOR_Barrel_01_B Proj Speed +30%
5 | Part_PS_TOR_Barrel_01_B_Sight.Part_PS_TOR_Barrel_01_B_Sight
6 | Part_PS_TOR_Barrel_01_C.Part_PS_TOR_Barrel_01_C Proj Speed +30%
7 | Part_PS_TOR_Barrel_02.Part_PS_TOR_Barrel_02 - Pocket Rocket
8 | Part_PS_TOR_Barrel_02_A.Part_PS_TOR_Barrel_02_A Dmg +10%
9 | Part_PS_TOR_Barrel_02_B.Part_PS_TOR_Barrel_02_B Proj Speed +30%
10 | Part_PS_TOR_Barrel_02_C.Part_PS_TOR_Barrel_02_C Dmg +10%
11 | Part_PS_TOR_Barrel_03.Part_PS_TOR_Barrel_03 - Duke
12 | Part_PS_TOR_Barrel_03_A.Part_PS_TOR_Barrel_03_A Dmg +10%
13 | Part_PS_TOR_Barrel_03_B.Part_PS_TOR_Barrel_03_B Splash Dmg Radius +20%
14 | Part_PS_TOR_Barrel_03_C.Part_PS_TOR_Barrel_03_C Splash Dmg Radius +20%
15 | Part_PS_TOR_Barrel_4SUM.Part_PS_TOR_Barrel_4SUM Splash Dmg Radius +200, Dmg +32.5%
16 | Part_PS_TOR_Barrel_Devestator.Part_PS_TOR_Barrel_Devestator Recoil Height -55%, Recoil Width -55% Acc +450%
17 | Part_PS_TOR_Barrel_ETech.Part_PS_TOR_Barrel_ETech Reload Time -40%, Proj per Shot +8 Acc +600% Carbuncle
18 | Part_PS_TOR_Barrel_ETech_A.Part_PS_TOR_Barrel_ETech_A Proj Speed +30%, Reload Time -10%, Melee Dmg +60%
19 | Part_PS_TOR_Barrel_Echo.Part_PS_TOR_Barrel_Echo Dmg -25%
20 | Part_PS_TOR_Barrel_Heckle.Part_PS_TOR_Barrel_Heckle Dmg -25%, Acc +50%
21 | Part_PS_TOR_Barrel_Hyde.Part_PS_TOR_Barrel_Hyde Dmg -25%, Acc +50%
22 | Part_PS_TOR_Barrel_Mod_Breeder.Part_PS_TOR_Barrel_Mod_Breeder
23 | Part_PS_TOR_Barrel_Nurf.Part_PS_TOR_Barrel_Nurf Recoil Height -90%, Mag Size +5 Dmg -70%
24 | Part_PS_TOR_Barrel_RoisensThorns.Part_PS_TOR_Barrel_RoisensThorns Recoil Height -50% Proj Speed -75%
25 | Part_PS_TOR_Barrel_Sight_4SUM.Part_PS_TOR_Barrel_Sight_4SUM
26 | Part_PS_TOR_Barrel_Troy.Part_PS_TOR_Barrel_Troy Dmg -20%, Acc +450%
27 | Part_PS_TOR_Barrel_HandCannon.Part_PS_TOR_Barrel_HandCannon Moonfire
28 | Part_PS_TOR_Barrel_Scoville.Part_PS_TOR_Barrel_Scoville Mag Size +2, Damage +175%, Splash Dmg Radius +350, Reload Time – 30% Scoville
29 | Part_PS_TOR_Body.Part_PS_TOR_Body DO NOT REMOVE
30 | Part_PS_TOR_Body_A.Part_PS_TOR_Body_A Dmg +10%
31 | Part_PS_TOR_Body_B.Part_PS_TOR_Body_B Dmg +10%
32 | Part_PS_TOR_Body_C.Part_PS_TOR_Body_C Splash Dmg Radius +20%
33 | Part_PS_TOR_Body_D.Part_PS_TOR_Body_D Reload Time -10%
34 | Part_PS_TOR_Body_SpeedLoader.Part_PS_TOR_Body_SpeedLoader
35 | Part_PS_TOR_Ele_Corrosive.Part_PS_TOR_Ele_Corrosive Oozing
36 | Part_PS_TOR_Ele_Cryo.Part_PS_TOR_Ele_Cryo Shrinking
37 | Part_PS_TOR_Ele_Fire.Part_PS_TOR_Ele_Fire Burning
38 | Part_PS_TOR_Ele_Radiation.Part_PS_TOR_Ele_Radiation Itchy
39 | Part_PS_TOR_Ele_Shock.Part_PS_TOR_Ele_Shock Stimulating
40 | Part_PS_TOR_Grip_01.Part_PS_TOR_Grip_01 Recoil Height -15%, Fire Rate +5%
41 | Part_PS_TOR_Grip_02.Part_PS_TOR_Grip_02 Recoil Width -30%, Dmg +5%
42 | Part_PS_TOR_Grip_03.Part_PS_TOR_Grip_03 Proj Speed +15%, Splash Dmg Radius +20%
43 | Part_PS_TOR_Hammer_01.Part_PS_TOR_Hammer_01 Acc -15%
44 | Part_PS_TOR_Hammer_02.Part_PS_TOR_Hammer_02 Fire Rate +10%
45 | Part_PS_TOR_Hammer_03.Part_PS_TOR_Hammer_03 Dmg +10%
46 | Part_PS_TOR_Mag_01.Part_PS_TOR_Mag_01 8 Round
47 | Part_PS_TOR_Mag_02.Part_PS_TOR_Mag_02 6 Round
48 | Part_PS_TOR_Mag_03.Part_PS_TOR_Mag_03 5 Round, Splash Dmg Radius +20%
49 | Part_PS_TOR_Material_01_Common.Part_PS_TOR_Material_01_Common Skin Weapon Skin
50 | Part_PS_TOR_Material_02_Uncommon.Part_PS_TOR_Material_02_Uncommon Skin Weapon Skin
51 | Part_PS_TOR_Material_03_Rare.Part_PS_TOR_Material_03_Rare Skin Weapon Skin
52 | Part_PS_TOR_Material_04_VeryRare.Part_PS_TOR_Material_04_VeryRare Skin Weapon Skin
53 | Part_PS_TOR_Material_4SUM.Part_PS_TOR_Material_4SUM Skin Weapon Skin
54 | Part_PS_TOR_Material_Devestator.Part_PS_TOR_Material_Devestator Skin Weapon Skin
55 | Part_PS_TOR_Material_Echo.Part_PS_TOR_Material_Echo Skin Weapon Skin
56 | Part_PS_TOR_Material_Heckle.Part_PS_TOR_Material_Heckle Skin Weapon Skin
57 | Part_PS_TOR_Material_Hyde.Part_PS_TOR_Material_Hyde Skin Weapon Skin
58 | Part_PS_TOR_Material_Nurf.Part_PS_TOR_Material_Nurf Skin Weapon Skin
59 | Part_PS_TOR_Material_RoisensThorns.Part_PS_TOR_Material_RoisensThorns Skin Weapon Skin
60 | Part_PS_TOR_Material_Troy.Part_PS_TOR_Material_Troy Skin Weapon Skin
61 | Part_PS_TOR_TinyTina_Material.Part_PS_TOR_TinyTina_Material Skin Weapon Skin
62 | Part_PS_TOR_Material_HandCannon.Part_PS_TOR_Material_HandCannon Skin Weapon Skin – Moonfire
63 | Part_PS_TOR_Material_Scoville.Part_PS_TOR_Material_Scoville Skin Weapon Skin - Scoville
64 | Part_PS_TOR_IronSight.Part_PS_TOR_IronSight
65 | Part_PS_TOR_Scope_01.Part_PS_TOR_Scope_01 2.2x
66 | Part_PS_TOR_Scope_02.Part_PS_TOR_Scope_02
67 | Part_PS_TOR_Scope_03.Part_PS_TOR_Scope_03
68 | Part_PS_TOR_Stock_01.Part_PS_TOR_Stock_01 Proj per Shot +1 Acc Bloom +20%, Acc +120%, Dmg -20%
69 | Part_PS_TOR_Stock_02.Part_PS_TOR_Stock_02 Splash Dmg Radius +20%
70 | # Naming strategy Name Priority
71 | # If MagSize is Greater Than 8 Packin' 1001.0
72 | # If Shot Cost = 2 Double-Penetrating 1003.0
73 |
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/data/descriptions/weapons/ps-vla.tsv:
--------------------------------------------------------------------------------
1 | # Object name Positives Negatives Effects Naming
2 | Part_PS_VLA_Barrel_01.Part_PS_VLA_Barrel_01 Acc -30% Creech
3 | Part_PS_VLA_Barrel_01_A.Part_PS_VLA_Barrel_01_A Dmg +10%
4 | Part_PS_VLA_Barrel_01_B.Part_PS_VLA_Barrel_01_B Dmg +10%
5 | Part_PS_VLA_Barrel_01_C.Part_PS_VLA_Barrel_01_C Acc Bloom -25%
6 | Part_PS_VLA_Barrel_02.Part_PS_VLA_Barrel_02 Acc +20% Kot
7 | Part_PS_VLA_Barrel_02_A.Part_PS_VLA_Barrel_02_A Fire Rate +10%
8 | Part_PS_VLA_Barrel_02_B.Part_PS_VLA_Barrel_02_B Acc Bloom -25%
9 | Part_PS_VLA_Barrel_02_C.Part_PS_VLA_Barrel_02_C Fire Rate +10%
10 | Part_PS_VLA_Barrel_03.Part_PS_VLA_Barrel_03 - Moloko
11 | Part_PS_VLA_Barrel_03_A.Part_PS_VLA_Barrel_03_A Acc Blom -25%
12 | Part_PS_VLA_Barrel_03_B.Part_PS_VLA_Barrel_03_B Dmg +10%
13 | Part_PS_VLA_Barrel_03_C.Part_PS_VLA_Barrel_03_C Fire Rate +10%
14 | Part_PS_VLA_Barrel_BoneShredder.Part_PS_VLA_Barrel_BoneShredder Proj per shot +4, Mag Size +40 Dmg -50%, Acc Blom +35%, Acc +400%
15 | Part_PS_VLA_Barrel_ETech.Part_PS_VLA_Barrel_ETech Reload Time -20% Pushdug
16 | Part_PS_VLA_Barrel_ETech_A.Part_PS_VLA_Barrel_ETech_A Fire Rate +10%, Mag Size +10%, Mele Dmg +80%
17 | Part_PS_VLA_Barrel_Infiniti.Part_PS_VLA_Barrel_Infiniti Weapon Sway -100%, Acc Bloom -100%, Recoil height -100%, Recoil Width -100%, Dmg -50%, Acc Blom +35%, Acc +400%
18 | Part_PS_VLA_Barrel_Magnificent.Part_PS_VLA_Barrel_Magnificent Dmg -60%, Recoil Height +25%, Acc +250%, Recoil Width +25%
19 | Part_PS_VLA_Body.Part_PS_VLA_Body DO NOT REMOVE
20 | Part_PS_VLA_Ele_Corr.Part_PS_VLA_Ele_Corr Pestilent
21 | Part_PS_VLA_Ele_Cryo.Part_PS_VLA_Ele_Cryo Negating
22 | Part_PS_VLA_Ele_Fire.Part_PS_VLA_Ele_Fire Molten
23 | Part_PS_VLA_Ele_Radiation.Part_PS_VLA_Ele_Radiation Nuclear
24 | Part_PS_VLA_Ele_Shock.Part_PS_VLA_Ele_Shock Storming
25 | Part_PS_VLA_GripMod_A.Part_PS_VLA_GripMod_A
26 | Part_PS_VLA_Grip_01.Part_PS_VLA_Grip_01 Weapon Sway -30%, Mag Size +10%
27 | Part_PS_VLA_Grip_02.Part_PS_VLA_Grip_02 Acc Bloom -30%, Dmg +5%
28 | Part_PS_VLA_Grip_03.Part_PS_VLA_Grip_03 Recoil Width -30%, Fire Rate +5%
29 | Part_PS_VLA_MagType_01.Part_PS_VLA_MagType_01 Dmg +10%
30 | Part_PS_VLA_MagType_02.Part_PS_VLA_MagType_02 Acc Bloom -25%
31 | Part_PS_VLA_MagType_03.Part_PS_VLA_MagType_03 Recoil Width -25%
32 | Part_PS_VLA_Mag_01_A.Part_PS_VLA_Mag_01_A 15 round, Dmg +10%
33 | Part_PS_VLA_Mag_01_B.Part_PS_VLA_Mag_01_B 18 Round
34 | Part_PS_VLA_Mag_02_A.Part_PS_VLA_Mag_02_A 18 Round
35 | Part_PS_VLA_Mag_02_A_Infiniti.Part_PS_VLA_Mag_02_A_Infiniti Inf Mag
36 | Part_PS_VLA_Mag_02_B.Part_PS_VLA_Mag_02_B 18 Round
37 | Part_PS_VLA_Mag_03_A.Part_PS_VLA_Mag_03_A Dmg -10%
38 | Part_PS_VLA_Mag_03_B.Part_PS_VLA_Mag_03_B 35 round Dmg -20%, Recoil Height +25%, Acc Bloom +15%, Recoil Width +20%
39 | Part_PS_VLA_Mag_Magnificent.Part_PS_VLA_Mag_Magnificent
40 | Part_PS_VLA_Material_01_Common.Part_PS_VLA_Material_01_Common Skin Weapon Skin
41 | Part_PS_VLA_Material_02_Uncommon.Part_PS_VLA_Material_02_Uncommon Skin Weapon Skin
42 | Part_PS_VLA_Material_03_Rare.Part_PS_VLA_Material_03_Rare Skin Weapon Skin
43 | Part_PS_VLA_Material_04_VeryRare.Part_PS_VLA_Material_04_VeryRare Skin Weapon Skin
44 | Part_PS_VLA_Material_BoneShredder.Part_PS_VLA_Material_BoneShredder Skin Weapon Skin
45 | Part_PS_VLA_Material_Infiniti.Part_PS_VLA_Material_Infiniti Skin Weapon Skin
46 | Part_PS_VLA_Material_Magnificent.Part_PS_VLA_Material_Magnificent Skin Weapon Skin
47 | Part_PS_VLA_Material_TheLeech.Part_PS_VLA_Material_TheLeech Skin Weapon Skin
48 | Part_PS_VLA_Rail_01.Part_PS_VLA_Rail_01 Acc Bloom -25%
49 | Part_PS_VLA_Rail_02.Part_PS_VLA_Rail_02 Fire Rate +10%
50 | Part_PS_VLA_Rail_03.Part_PS_VLA_Rail_03 Acc -15%
51 | Part_PS_VLA_Rail_04.Part_PS_VLA_Rail_04 Proj per Shot +1 Acc Bloom +20%, Acc +10%, Dmg -20%
52 | Part_PS_VLA_Scope_01.Part_PS_VLA_Scope_01 Iron sights
53 | Part_PS_VLA_Scope_02.Part_PS_VLA_Scope_02 1.5x
54 | Part_PS_VLA_Scope_03.Part_PS_VLA_Scope_03
55 | Part_PS_VLA_Scope_04.Part_PS_VLA_Scope_04 4.0x
56 | Part_PS_VLA_SlideCap_01.Part_PS_VLA_SlideCap_01
57 | Part_PS_VLA_SlideCap_03.Part_PS_VLA_SlideCap_03
58 | Part_PS_VLA_Slide_01.Part_PS_VLA_Slide_01 Dmg +10%
59 | Part_PS_VLA_Slide_02.Part_PS_VLA_Slide_02 Fire Rate +10%
60 | Part_PS_VLA_Slide_03.Part_PS_VLA_Slide_03 Mag Size +10% Acc +10%, Dmg -5%
61 | Part_PS_VLA_Underbarrel_01.Part_PS_VLA_Underbarrel_01 Dmg +5%, Extra fire rate +25%
62 | Part_PS_VLA_Underbarrel_01_A.Part_PS_VLA_Underbarrel_01_A Fire Rate +10%
63 | Part_PS_VLA_Underbarrel_02.Part_PS_VLA_Underbarrel_02 Fire Rate +5% Zip-Rocket
64 | Part_PS_VLA_Underbarrel_02_A.Part_PS_VLA_Underbarrel_02_A 5-Shot Zip-Rocket Mag
65 | Part_PS_VLA_Underbarrel_02_B.Part_PS_VLA_Underbarrel_02_B 10-Shot Zip-Rocket Mag
66 | Part_PS_VLA_Underbarrel_03.Part_PS_VLA_Underbarrel_03 Mag Size +10% Taser, up to 2 enemies
67 | Part_PS_VLA_Underbarrel_TheLeech.Part_PS_VLA_Underbarrel_TheLeech Mag Size +10% Taser, up to 4 enemies
68 | # Naming strategy Name Priority
69 | # If Projectiles Per Shot = 2 Annexed 1001.0
70 | # If MagSize is Greater Than 35 and MagSize is Less Than 43 Engulfing 1002.0
71 | # If MagSize is Greater Than 42 and MagSize is Less Than 500 Unending 1002.0
72 |
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/data/descriptions/weapons/sg-hyp.tsv:
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1 | # Object name Positives Negatives Effects Naming
2 | Part_SG_Hyp_Barrel_01.Part_SG_Hyp_Barrel_01 - Collaborator
3 | Part_SG_Hyp_Barrel_01_A.Part_SG_Hyp_Barrel_01_A Proj per Shot +35% Acc Bloom +15%, Acc +10%, Dmg -5%
4 | Part_SG_Hyp_Barrel_01_B.Part_SG_Hyp_Barrel_01_B Fire Rate +10%
5 | Part_SG_Hyp_Barrel_01_C.Part_SG_Hyp_Barrel_01_C Fire Rate +10%
6 | Part_SG_Hyp_Barrel_02.Part_SG_Hyp_Barrel_02 - Downsizer
7 | Part_SG_Hyp_Barrel_02_A.Part_SG_Hyp_Barrel_02_A Dmg +10%
8 | Part_SG_Hyp_Barrel_02_B.Part_SG_Hyp_Barrel_02_B Proj per Shot +35% Acc Bloom +15%, Acc +10%, Dmg -5%
9 | Part_SG_Hyp_Barrel_02_C.Part_SG_Hyp_Barrel_02_C Dmg +10%, Melee Dmg +60% Deep Dive
10 | Part_SG_Hyp_Barrel_03.Part_SG_Hyp_Barrel_03 - Outsourcer
11 | Part_SG_Hyp_Barrel_03_A.Part_SG_Hyp_Barrel_03_A Dmg +10%
12 | Part_SG_Hyp_Barrel_03_B.Part_SG_Hyp_Barrel_03_B Acc -7.5%
13 | Part_SG_Hyp_Barrel_03_C.Part_SG_Hyp_Barrel_03_C Acc -7.5%
14 | Part_SG_Hyp_Barrel_Brick.Part_SG_Hyp_Barrel_Brick Dmg -50%
15 | Part_SG_Hyp_Barrel_ConferenceCall.Part_SG_Hyp_Barrel_ConferenceCall Acc +25%
16 | Part_SG_Hyp_Barrel_ETECH.Part_SG_Hyp_Barrel_ETECH Splash Dmg Radius +300, Mag Size +20% Host
17 | Part_SG_Hyp_Barrel_ETECH_A.Part_SG_Hyp_Barrel_ETECH_A Splash Dmg Radius +20%, Reload Time -10%
18 | Part_SG_Hyp_Barrel_Phebert.Part_SG_Hyp_Barrel_Phebert Acc -75%, Dmg +600%, Mag Size +40%
19 | Part_SG_Hyp_Barrel_Redistributor.Part_SG_Hyp_Barrel_Redistributor Acc +35%, Recoil Height +10%
20 | Part_SG_Hyp_Barrel_TheButcher.Part_SG_Hyp_Barrel_TheButcher Recoil Height -60%, Acc -25%, Dmg +100%, Acc Bloom +100%
21 | Part_SG_Hyp_Barrel_ETECH_Fearmonger.Part_SG_Hyp_Barrel_ETECH_Fearmonger
22 | Part_SG_Hyp_Barrel_ETECH_Fearmonger_A.Part_SG_Hyp_Barrel_ETECH_Fearmonger_A
23 | Part_SG_Hyp_Body_01.Part_SG_Hyp_Body_01 DO NOT REMOVE
24 | Part_SG_Hyp_Body_01_A.Part_SG_Hyp_Body_01_A Weapon Shield Cap +25%, Crit Dmg +10%
25 | Part_SG_Hyp_Body_01_B.Part_SG_Hyp_Body_01_B Acc -7.5%
26 | Part_SG_Hyp_Body_01_C.Part_SG_Hyp_Body_01_C Reload Time -10%
27 | Part_SG_Hyp_Ele_Corr.Part_SG_Hyp_Ele_Corr Defrauding
28 | Part_SG_Hyp_Ele_Cryo.Part_SG_Hyp_Ele_Cryo Auditing
29 | Part_SG_Hyp_Ele_Fire.Part_SG_Hyp_Ele_Fire Hostile
30 | Part_SG_Hyp_Ele_Radiation.Part_SG_Hyp_Ele_Radiation Undermining
31 | Part_SG_Hyp_Ele_Shock.Part_SG_Hyp_Ele_Shock Cash-Infused
32 | Part_SG_Hyp_Foregrip_01.Part_SG_Hyp_Foregrip_01 Weapon Sway -30%, Dmg +5%
33 | Part_SG_Hyp_Foregrip_02.Part_SG_Hyp_Foregrip_02 Fire Rate +5%, Mag Size +35% Dmg -5%, Acc +10%
34 | Part_SG_Hyp_Foregrip_03.Part_SG_Hyp_Foregrip_03 Weapon Shield Cap +15%, Dmg +5%
35 | Part_SG_Hyp_Foregrip_04.Part_SG_Hyp_Foregrip_04 Recoil Height -30%, Acc -5%
36 | Part_SG_Hyp_Grip_01.Part_SG_Hyp_Grip_01 Acc -1%, Proj per Shot +100% Dmg -30%, Acc Bloom +25%, Proj Cost +1 Redundant
37 | Part_SG_Hyp_Grip_02.Part_SG_Hyp_Grip_02 Crit Dmg +10%, Dmg +5%
38 | Part_SG_Hyp_Grip_03.Part_SG_Hyp_Grip_03 Recoil Height -15%, Reload Time -5%
39 | Part_SG_Hyp_Grip_04.Part_SG_Hyp_Grip_04 Weapon Sway -30%, Fire Rate +5%
40 | Part_SG_Hyp_Mag_01.Part_SG_Hyp_Mag_01 8 Round
41 | Part_SG_Hyp_Mag_02.Part_SG_Hyp_Mag_02 10 Round Dmg -10%
42 | Part_SG_Hyp_Mag_03.Part_SG_Hyp_Mag_03 6 Round, Dmg +10%
43 | Part_SG_Hyp_Material_01_Common.Part_SG_Hyp_Material_01_Common Skin Weapon Skin
44 | Part_SG_Hyp_Material_02_UnCommon.Part_SG_Hyp_Material_02_UnCommon Skin Weapon Skin
45 | Part_SG_Hyp_Material_03_Rare.Part_SG_Hyp_Material_03_Rare Skin Weapon Skin
46 | Part_SG_Hyp_Material_04_Epic.Part_SG_Hyp_Material_04_Epic Skin Weapon Skin
47 | Part_SG_Hyp_Material_Brick.Part_SG_Hyp_Material_Brick Skin Weapon Skin
48 | Part_SG_Hyp_Material_ConferenceCall.Part_SG_Hyp_Material_ConferenceCall Skin Weapon Skin
49 | Part_SG_Hyp_Material_Phebert.Part_SG_Hyp_Material_Phebert Skin Weapon Skin
50 | Part_SG_Hyp_Material_Redistributor.Part_SG_Hyp_Material_Redistributor Skin Weapon Skin
51 | Part_SG_Hyp_Material_TheButcher.Part_SG_Hyp_Material_TheButcher Skin Weapon Skin
52 | Part_SG_Hyp_Material_Fearmonger.Part_SG_Hyp_Material_Fearmonger Skin Weapon Skin
53 | Part_SG_Hyp_Scope_01.Part_SG_Hyp_Scope_01 2.7x
54 | Part_SG_Hyp_Scope_02.Part_SG_Hyp_Scope_02 2.2x
55 | Part_SG_Hyp_Scope_03.Part_SG_Hyp_Scope_03
56 | Part_SG_Hyp_Shield_01.Part_SG_Hyp_Shield_01 Shield
57 | Part_SG_Hyp_Shield_02.Part_SG_Hyp_Shield_02 Incoming Dmg converted into Ammo in Mag
58 | Part_SG_Hyp_Shield_03.Part_SG_Hyp_Shield_03 Incoming Dmg converted into Weapon Dmg
59 | Part_SG_Hyp_Shield_04.Part_SG_Hyp_Shield_04 Incoming Dmg reflected
60 | # Naming strategy Name Priority
61 | # If MagSize is Greater Than 10 Subsidized 1001.0
62 | # If Shot Cost = 2 Redundant 1003.0
63 |
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/data/descriptions/weapons/sg-jak.tsv:
--------------------------------------------------------------------------------
1 | # Object name Positives Negatives Effects Naming
2 | Part_SG_JAK_Barrel_01.Part_SG_JAK_Barrel_01 Proj per Shot +7 Scattergun
3 | Part_SG_JAK_Barrel_01_A.Part_SG_JAK_Barrel_01_A Proj per Shot +35% Acc Bloom +15%, Acc +10%, Dmg -5%
4 | Part_SG_JAK_Barrel_01_B.Part_SG_JAK_Barrel_01_B -
5 | Part_SG_JAK_Barrel_01_B_Stat.Part_SG_JAK_Barrel_01_B_Stat Fire Rate +10%, Melee Dmg +60%
6 | Part_SG_JAK_Barrel_01_C.Part_SG_JAK_Barrel_01_C Fire Rate +10%, Melee Dmg +60% Cuttin
7 | Part_SG_JAK_Barrel_02.Part_SG_JAK_Barrel_02 Proj per Shot +8 Stagecoach
8 | Part_SG_JAK_Barrel_02_A.Part_SG_JAK_Barrel_02_A Reload Time -10%
9 | Part_SG_JAK_Barrel_02_B.Part_SG_JAK_Barrel_02_B Dmg +10%
10 | Part_SG_JAK_Barrel_02_C.Part_SG_JAK_Barrel_02_C Reload Time -10%, Proj per Shot +50% Acc +10%, Dmg -20%, Acc Bloom +20%
11 | Part_SG_JAK_Barrel_03.Part_SG_JAK_Barrel_03 Proj per Shot +7 Longrider
12 | Part_SG_JAK_Barrel_03_A.Part_SG_JAK_Barrel_03_A Acc -7.5%
13 | Part_SG_JAK_Barrel_03_B.Part_SG_JAK_Barrel_03_B Dmg +10%, Melee Dmg +60% Bowie
14 | Part_SG_JAK_Barrel_03_C.Part_SG_JAK_Barrel_03_C Acc -7.5%
15 | Part_SG_JAK_Barrel_Garcia.Part_SG_JAK_Barrel_Garcia Proj per Shot +6
16 | Part_SG_JAK_Barrel_Hellwalker.Part_SG_JAK_Barrel_Hellwalker Proj per Shot +10, Reload Time -20%, Dmg +30%, Acc Bloom +75%, Recoil Height +22%, Heat Per shot +900%
17 | Part_SG_JAK_Barrel_JabberBeefcake.Part_SG_JAK_Barrel_JabberBeefcake Acc -20%, Proj per Shot +4 Dmg -10%
18 | Part_SG_JAK_Barrel_Mod_Sledge.Part_SG_JAK_Barrel_Mod_Sledge
19 | Part_SG_JAK_Barrel_Nimble.Part_SG_JAK_Barrel_Nimble Proj per Shot +7 Acc +30%
20 | Part_SG_JAK_Barrel_OnePunch.Part_SG_JAK_Barrel_OnePunch Reload Time -20%, Proj per Shot + 1, Acc -75%, Dmg +900%
21 | Part_SG_JAK_Barrel_Sledge.Part_SG_JAK_Barrel_Sledge Dmg +60%, Mag Size +12 Acc +75%, Recoil Height +22%
22 | Part_SG_JAK_Barrel_TKWave.Part_SG_JAK_Barrel_TKWave Crit Dmg 45%, Dmg +50%
23 | Part_SG_JAK_Barrel_TidalWave.Part_SG_JAK_Barrel_TidalWave Crit Dmg +65%, Dmg +30%
24 | Part_SG_JAK_Body.Part_SG_JAK_Body
25 | Part_SG_JAK_Bolt_01.Part_SG_JAK_Bolt_01 Reload Time -10%
26 | Part_SG_JAK_Bolt_02.Part_SG_JAK_Bolt_02 Dmg +10%
27 | Part_SG_JAK_Bolt_03.Part_SG_JAK_Bolt_03 Acc -7.5%
28 | Part_SG_JAK_Bolt_04.Part_SG_JAK_Bolt_04 Crit Dmg +10%
29 | Part_SG_JAK_Bolt_05.Part_SG_JAK_Bolt_05 Proj per Shot +35% Acc Bloom +15%, Acc +10%, Dmg -5%
30 | Part_SG_JAK_Foregrip_01.Part_SG_JAK_Foregrip_01 Weapon Sway -30%, Recoil Height -30%
31 | Part_SG_JAK_Foregrip_02.Part_SG_JAK_Foregrip_02 Recoil Width -15%, Fire Rate +5%
32 | Part_SG_JAK_Foregrip_03.Part_SG_JAK_Foregrip_03 Recoil Height -30%, Crit Dmg +10%
33 | Part_SG_JAK_Foregrip_04.Part_SG_JAK_Foregrip_04 Proj per Shot +15% Acc Bloom +15%, Acc +4.5%, Dmg -5%
34 | Part_SG_JAK_Foregrip_05.Part_SG_JAK_Foregrip_05 Weapon Sway -30%, Dmg +5%
35 | Part_SG_JAK_Mag_01.Part_SG_JAK_Mag_01 No mag
36 | Part_SG_JAK_Mag_02.Part_SG_JAK_Mag_02 12 Round, Dmg -10%
37 | Part_SG_JAK_Mag_03.Part_SG_JAK_Mag_03 8 Round
38 | Part_SG_JAK_Mag_04.Part_SG_JAK_Mag_04 6 Round, Dmg +10%
39 | Part_SG_JAK_Mag_HellWalker.Part_SG_JAK_Mag_HellWalker Mag Size +3, Dmg +10%
40 | Part_SG_JAK_Material_01_Common.Part_SG_JAK_Material_01_Common Skin Weapon Skin
41 | Part_SG_JAK_Material_02_UnCommon.Part_SG_JAK_Material_02_UnCommon Skin Weapon Skin
42 | Part_SG_JAK_Material_03_Rare.Part_SG_JAK_Material_03_Rare Skin Weapon Skin
43 | Part_SG_JAK_Material_04_VeryRare.Part_SG_JAK_Material_04_VeryRare Skin Weapon Skin
44 | Part_SG_JAK_Material_Fingerbiter.Part_SG_JAK_Material_Fingerbiter Skin Weapon Skin
45 | Part_SG_JAK_Material_Garcia.Part_SG_JAK_Material_Garcia Skin Weapon Skin
46 | Part_SG_JAK_Material_Hellwalker.Part_SG_JAK_Material_Hellwalker Skin Weapon Skin
47 | Part_SG_JAK_Material_LGD_Sledge.Part_SG_JAK_Material_LGD_Sledge Skin Weapon Skin
48 | Part_SG_JAK_Material_Nimble.Part_SG_JAK_Material_Nimble Skin Weapon Skin
49 | Part_SG_JAK_Material_OnePunch.Part_SG_JAK_Material_OnePunch Skin Weapon Skin
50 | Part_SG_JAK_Material_Typhon.Part_SG_JAK_Material_Typhon Skin Weapon Skin
51 | Part_SG_JAK_Normal_Wave.Part_SG_JAK_Normal_Wave
52 | Part_SG_JAK_Shock_Wave.Part_SG_JAK_Shock_Wave
53 | Part_SG_JAK_Heat_Wave.Part_SG_JAK_Heat_Wave
54 | Part_SG_JAK_IronSight.Part_SG_JAK_IronSight
55 | Part_SG_JAK_Scope_01.Part_SG_JAK_Scope_01
56 | Part_SG_JAK_Scope_02.Part_SG_JAK_Scope_02
57 | Part_SG_JAK_Scope_03.Part_SG_JAK_Scope_03 3.5x
58 | Part_SG_JAK_Stock_01.Part_SG_JAK_Stock_01 Weapon Sway-30%, Reload Time -5%
59 | Part_SG_JAK_Stock_01_A.Part_SG_JAK_Stock_01_A Acc -7.5%
60 | Part_SG_JAK_Stock_02.Part_SG_JAK_Stock_02 Recoil Width -30%, Acc -10%
61 | Part_SG_JAK_Stock_02_A.Part_SG_JAK_Stock_02_A Recoil Height -25%
62 | Part_SG_JAK_Stock_03.Part_SG_JAK_Stock_03 Recoil Width -30%, Recoil Height -15%
63 | Part_SG_JAK_Stock_03_A.Part_SG_JAK_Stock_03_A Reload Time -10%
64 | Part_SG_JAK_Stock_04.Part_SG_JAK_Stock_04 Weapon Sway-30%, Dmg +5% Loaded
65 | Part_SG_JAK_Stock_04_A.Part_SG_JAK_Stock_04_A Proj per Shot +35% Acc Bloom +15%, Acc +10%, Dmg -5%
66 | Part_SG_JAK_Stock_05.Part_SG_JAK_Stock_05 Recoil -30%, Crit Damage +10%
67 | Part_SG_JAK_Stock_05_A.Part_SG_JAK_Stock_05_A Dmg +10%
68 | Part_SG_JAK_Trigger_01.Part_SG_JAK_Trigger_01 Reload Time -10% Gatlin
69 | Part_SG_JAK_Trigger_02.Part_SG_JAK_Trigger_02 Dmg +10%
70 | Part_SG_JAK_Trigger_03.Part_SG_JAK_Trigger_03 Crit Dmg +10%
71 | Part_SG_JAK_Trigger_Fingerbiter.Part_SG_JAK_Trigger_Fingerbiter Reload Time -25%, Proj per Shot +50%, Dmg +43% Acc +70%
72 | Part_SG_JAK_Trigger_Hellwalker.Part_SG_JAK_Trigger_Hellwalker Reload Time -10%
73 |
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/data/descriptions/weapons/sg-mal.tsv:
--------------------------------------------------------------------------------
1 | # Object name Positives Negatives Effects Naming
2 | Part_SG_MAL_Barrel_01.Part_SG_MAL_Barrel_01 - Terminator
3 | Part_SG_MAL_Barrel_01_A.Part_SG_MAL_Barrel_01_A Acc -7.5%
4 | Part_SG_MAL_Barrel_01_B.Part_SG_MAL_Barrel_01_B Ele Dmg +10%
5 | Part_SG_MAL_Barrel_01_C.Part_SG_MAL_Barrel_01_C Charge Duration -20%
6 | Part_SG_MAL_Barrel_02.Part_SG_MAL_Barrel_02 Weapon Sway -20% Shockwave
7 | Part_SG_MAL_Barrel_02_A.Part_SG_MAL_Barrel_02_A Proj Speed +30%
8 | Part_SG_MAL_Barrel_02_B.Part_SG_MAL_Barrel_02_B Dmg +10%
9 | Part_SG_MAL_Barrel_02_C.Part_SG_MAL_Barrel_02_C Dmg +10%
10 | Part_SG_MAL_Barrel_03.Part_SG_MAL_Barrel_03 - Cyclotron
11 | Part_SG_MAL_Barrel_03_A.Part_SG_MAL_Barrel_03_A Ele Dmg +10%
12 | Part_SG_MAL_Barrel_03_B.Part_SG_MAL_Barrel_03_B Ele Dmg +10%
13 | Part_SG_MAL_Barrel_03_C.Part_SG_MAL_Barrel_03_C Acc -7.5%
14 | Part_SG_MAL_Barrel_ETech.Part_SG_MAL_Barrel_ETech Splash Dmg Radius +210, Mag Size +50% Interloper
15 | Part_SG_MAL_Barrel_ETech_A.Part_SG_MAL_Barrel_ETech_A Proj Speed +30%, Ele Chance +15%
16 | Part_SG_MAL_Barrel_Mouthpiece2.Part_SG_MAL_Barrel_Mouthpiece2 Weapon Sway -20%, Dmg +17%
17 | Part_SG_MAL_Barrel_Recursion.Part_SG_MAL_Barrel_Recursion Acc -75%, Dmg +500%, Mag Size +20%
18 | Part_SG_MAL_Barrel_Shriek.Part_SG_MAL_Barrel_Shriek Dmg +800%
19 | Part_SG_MAL_Barrel_Trev.Part_SG_MAL_Barrel_Trev Splash Dmg Radius +75, Dmg +110%, Mag Size +3
20 | Part_SG_MAL_Barrel_Wisp.Part_SG_MAL_Barrel_Wisp Dmg +700%
21 | Part_SG_MAL_Barrel_DeathGrip.Part_SG_MAL_Barrel_DeathGrip Mag Size +6, Dmg +150%
22 | Part_SG_MAL_Body.Part_SG_MAL_Body DO NOT REMOVE
23 | Part_SG_MAL_Body_A.Part_SG_MAL_Body_A
24 | Part_SG_MAL_Body_B.Part_SG_MAL_Body_B
25 | Part_SG_MAL_Body_C.Part_SG_MAL_Body_C
26 | Part_SG_MAL_Elemental_Primary_Corr.Part_SG_MAL_Elemental_Primary_Corr
27 | Part_SG_MAL_Elemental_Primary_Cryo.Part_SG_MAL_Elemental_Primary_Cryo
28 | Part_SG_MAL_Elemental_Primary_Fire.Part_SG_MAL_Elemental_Primary_Fire
29 | Part_SG_MAL_Elemental_Primary_Radiation.Part_SG_MAL_Elemental_Primary_Radiation
30 | Part_SG_MAL_Elemental_Primary_Shock.Part_SG_MAL_Elemental_Primary_Shock
31 | Part_SG_MAL_Elemental_Secondary_Corr.Part_SG_MAL_Elemental_Secondary_Corr
32 | Part_SG_MAL_Elemental_Secondary_Cryo.Part_SG_MAL_Elemental_Secondary_Cryo
33 | Part_SG_MAL_Elemental_Secondary_Fire.Part_SG_MAL_Elemental_Secondary_Fire
34 | Part_SG_MAL_Elemental_Secondary_Radiation.Part_SG_MAL_Elemental_Secondary_Radiation
35 | Part_SG_MAL_Elemental_Secondary_Shock.Part_SG_MAL_Elemental_Secondary_Shock
36 | Part_SG_MAL_Grip_01.Part_SG_MAL_Grip_01 Charge Duration -10%, Acc -10%
37 | Part_SG_MAL_Grip_02.Part_SG_MAL_Grip_02 Reload Time -5% Acc Bloom +25%, Acc +10%, Dmg -30% Spooling x2
38 | Part_SG_MAL_Grip_03.Part_SG_MAL_Grip_03 Proj Speed +15%, Dmg +5%
39 | Part_SG_MAL_Grip_04.Part_SG_MAL_Grip_04 Weapon Sway -30%, Fire Rate +5%
40 | Part_SG_MAL_Grip_05.Part_SG_MAL_Grip_05 Recoil Height -30%, Proj per Shot +15% Acc +10%, Dmg -5%, Acc Bloom +15%
41 | Part_SG_MAL_Magazine_01.Part_SG_MAL_Magazine_01 6 Round, Dmg +10%
42 | Part_SG_MAL_Magazine_02.Part_SG_MAL_Magazine_02 12 Round Dmg -10%
43 | Part_SG_MAL_Magazine_03.Part_SG_MAL_Magazine_03 9 Round
44 | Part_SG_MAL_Magazine_Deathgrip.Part_SG_MAL_Magazine_Deathgrip 9 Round
45 | Part_SG_MAL_Material_01_Common.Part_SG_MAL_Material_01_Common Skin Weapon Skin
46 | Part_SG_MAL_Material_02_UnCommon.Part_SG_MAL_Material_02_UnCommon Skin Weapon Skin
47 | Part_SG_MAL_Material_03_Rare.Part_SG_MAL_Material_03_Rare Skin Weapon Skin
48 | Part_SG_MAL_Material_04_VeryRare.Part_SG_MAL_Material_04_VeryRare Skin Weapon Skin
49 | Part_SG_MAL_Material_Mouthpiece2.Part_SG_MAL_Material_Mouthpiece2 Skin Weapon Skin
50 | Part_SG_MAL_Material_Recursion.Part_SG_MAL_Material_Recursion Skin Weapon Skin
51 | Part_SG_MAL_Material_Shriek.Part_SG_MAL_Material_Shriek Skin Weapon Skin
52 | Part_SG_MAL_Material_Trev.Part_SG_MAL_Material_Trev Skin Weapon Skin
53 | Part_SG_MAL_Material_Wisp.Part_SG_MAL_Material_Wisp Skin Weapon Skin
54 | Part_SG_MAL_Material_DeathGrip.Part_SG_MAL_Material_DeathGrip Skin Weapon Skin
55 | Part_SG_MAL_Scope_01.Part_SG_MAL_Scope_01
56 | Part_SG_MAL_Scope_02.Part_SG_MAL_Scope_02
57 | Part_SG_MAL_Scope_03.Part_SG_MAL_Scope_03
58 | Part_SG_MAL_Scope_04.Part_SG_MAL_Scope_04 2.2x
59 | Part_SG_MAL_Stock_01.Part_SG_MAL_Stock_01 Reload Time -5%, Mag Size +2 Dmg -5%, Acc +10%
60 | Part_SG_MAL_Stock_02.Part_SG_MAL_Stock_02 Weapon Sway -30%, Acc -10%
61 | Part_SG_MAL_Stock_03.Part_SG_MAL_Stock_03 Recoil Width -30%, Fire Rate +5%
62 | Part_SG_MAL_Stock_04.Part_SG_MAL_Stock_04 Ele Dmg +10%, Charge Duration -10%
63 | # Naming strategy Name Priority
64 | # If MagSize is Greater Than 12 Abundant 1002.0
65 | # If Shot Cost = 2 Binary 1003.0
66 |
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/data/descriptions/weapons/sg-ted.tsv:
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1 | # Object name Positives Negatives Effects Naming
2 | Part_SG_TED_Barrel_01.Part_SG_TED_Barrel_01 - Powerblast
3 | Part_SG_TED_Barrel_01_A.Part_SG_TED_Barrel_01_A Dmg +10%
4 | Part_SG_TED_Barrel_01_B.Part_SG_TED_Barrel_01_B Proj per Shot +35% Acc Bloom +15%, Acc +10%, Dmg -5%
5 | Part_SG_TED_Barrel_01_C.Part_SG_TED_Barrel_01_C Splash Dmg Radius +20%, Dmg +10% When Thrown project a target that double explosion
6 | Part_SG_TED_Barrel_02.Part_SG_TED_Barrel_02 - Fastblast
7 | Part_SG_TED_Barrel_02_A.Part_SG_TED_Barrel_02_A Acc -7.5%
8 | Part_SG_TED_Barrel_02_B.Part_SG_TED_Barrel_02_B Fire Rate +10% When Thrown shoot wildy
9 | Part_SG_TED_Barrel_02_C.Part_SG_TED_Barrel_02_C Fire Rate +10%
10 | Part_SG_TED_Barrel_03.Part_SG_TED_Barrel_03 Mag Size +2 Everblast
11 | Part_SG_TED_Barrel_03_A.Part_SG_TED_Barrel_03_A Acc -7.5%
12 | Part_SG_TED_Barrel_03_B.Part_SG_TED_Barrel_03_B Proj per Shot +35%, Mag Size +2 Dmg -5%, Acc Bloom +15%, Acc +10%
13 | Part_SG_TED_Barrel_03_C.Part_SG_TED_Barrel_03_C Acc -7.5% When Thrown spawn multiple child proj
14 | Part_SG_TED_Barrel_ETECH.Part_SG_TED_Barrel_ETECH Mag Size +4, Splash Dmg Radius +300 Elderblast
15 | Part_SG_TED_Barrel_ETECH_A.Part_SG_TED_Barrel_ETECH_A Splash Dmg Radius +20%, Mag Size +10%
16 | Part_SG_TED_Barrel_FriendZone.Part_SG_TED_Barrel_FriendZone Ele Dmg +100%, Crit Dmg +40%, Dmg +15%
17 | Part_SG_TED_Barrel_Horizon.Part_SG_TED_Barrel_Horizon Dmg +110%
18 | Part_SG_TED_Barrel_Polybius.Part_SG_TED_Barrel_Polybius Recoil Height -85%, Recoil Width -85%, Dmg +15% Acc +40%
19 | Part_SG_TED_Barrel_Sludge.Part_SG_TED_Barrel_Sludge Splash Dmg Radius +300, Mag Size +4 Dmg -20%
20 | Part_SG_TED_Body.Part_SG_TED_Body DO NOT REMOVE
21 | Part_SG_TED_Body_A.Part_SG_TED_Body_A Splash Dmg Radius +20%
22 | Part_SG_TED_Body_B.Part_SG_TED_Body_B Mag Size +10%, Dmg +5% Acc +10%
23 | Part_SG_TED_Body_C.Part_SG_TED_Body_C Dmg +10%
24 | Part_SG_TED_Ele_Corr.Part_SG_TED_Ele_Corr Poison
25 | Part_SG_TED_Ele_Cryo.Part_SG_TED_Ele_Cryo Frozen
26 | Part_SG_TED_Ele_Fire.Part_SG_TED_Ele_Fire Firesale
27 | Part_SG_TED_Ele_Radiation.Part_SG_TED_Ele_Radiation Rad
28 | Part_SG_TED_Ele_Shock.Part_SG_TED_Ele_Shock Supercharged
29 | Part_SG_TED_ForeGrip_01.Part_SG_TED_Foregrip_01 Weapon Sway -30%, Fire Rate +5%
30 | Part_SG_TED_Foregrip_02.Part_SG_TED_Foregrip_02 Recoil Height -85%, Acc -5%
31 | Part_SG_TED_Foregrip_03.Part_SG_TED_Foregrip_03 Splash Dmg Radius +20%, Dmg +5%
32 | Part_SG_TED_Foregrip_04.Part_SG_TED_Foregrip_04 Proj per Shot +50%, Dmg +5% Acc +4.5%, Acc Bloom +25%
33 | Part_SG_TED_Foregrip_05.Part_SG_TED_Foregrip_05 Recoil Width -15%, Mag Size +2 Dmg -5%, Acc +10%
34 | Part_SG_TED_Grip_01.Part_SG_TED_Grip_01 Recoil Width -30%, Proj per SHot +15% Acc +10%, Dmg -5%, Acc Bloom +15%
35 | Part_SG_TED_Grip_02.Part_SG_TED_Grip_02 Fire Rate +5% Add more child proj if weapon has MIRV
36 | Part_SG_TED_Grip_03.Part_SG_TED_Grip_03 Recoil Height -15%, Mag Size +2 Dmg -5%, Acc +10%
37 | Part_SG_TED_Grip_04.Part_SG_TED_Grip_04 Splash Dmg Radius +20%, Acc -20%
38 | Part_SG_TED_Grip_05.Part_SG_TED_Grip_05 Weapon Sway -30%, Dmg +5%
39 | Part_SG_TED_Material_01_Common.Part_SG_TED_Material_01_Common Skin Weapon Skin
40 | Part_SG_TED_Material_02_Uncommon.Part_SG_TED_Material_02_Uncommon Skin Weapon Skin
41 | Part_SG_TED_Material_03_Rare.Part_SG_TED_Material_03_Rare Skin Weapon Skin
42 | Part_SG_TED_Material_04_VeryRare.Part_SG_TED_Material_04_VeryRare Skin Weapon Skin
43 | Part_SG_TED_Material_FriendZone.Part_SG_TED_Material_FriendZone Skin Weapon Skin
44 | Part_SG_TED_Material_Horizon.Part_SG_TED_Material_Horizon Skin Weapon Skin
45 | Part_SG_TED_Material_Polybius.Part_SG_TED_Material_Polybius Skin Weapon Skin
46 | Part_SG_TED_Material_Sludge.Part_SG_TED_Material_Sludge Skin Weapon Skin
47 | Part_SG_TED_Scope_01.Part_SG_TED_Scope_01 2.2x
48 | Part_SG_TED_Scope_02.Part_SG_TED_Scope_02 4.5x
49 | Part_SG_TED_Scope_03.Part_SG_TED_Scope_03 1.5x
50 | Part_SG_TED_Scope_04.Part_SG_TED_Scope_04 2.9x
51 | Part_SG_TED_TypeMod_01.Part_SG_TED_TypeMod_01 When thrown detonate on impacting enemy
52 | Part_SG_TED_TypeMod_02.Part_SG_TED_TypeMod_02 When thrown stick
53 | Part_SG_TED_TypeMod_03.Part_SG_TED_TypeMod_03 When thrown Home in
54 | Part_SG_TED_TypeMod_04.Part_SG_TED_TypeMod_04 When thrown Bounce
55 | # Naming strategy Name Priority
56 | # If MagSize is Greater Than 9 and MagSize is Less Than 12 + 2.5
57 | # If MagSize is Greater Than 11 and MagSize is Less Than 14 ++ 2.5
58 | # If MagSize is Greater Than 13 XL 2.5
59 | # If Projectiles Per Shot = 2 Wholesale 1001.0
60 |
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/data/descriptions/weapons/sg-tor.tsv:
--------------------------------------------------------------------------------
1 | # Object name Positives Negatives Effects Naming
2 | Part_SG_Torgue_Barrel_01.Part_SG_Torgue_Barrel_01 - Balogna Poney
3 | Part_SG_Torgue_Barrel_01_A.Part_SG_Torgue_Barrel_01_A Fire Rate +10%
4 | Part_SG_Torgue_Barrel_01_B.Part_SG_Torgue_Barrel_01_B Splash Dmg Radius +20%
5 | Part_SG_Torgue_Barrel_01_C.Part_SG_Torgue_Barrel_01_C Splash Dmg Radius +20%
6 | Part_SG_Torgue_Barrel_02.Part_SG_Torgue_Barrel_02 - Bangstick
7 | Part_SG_Torgue_Barrel_02_A.Part_SG_Torgue_Barrel_02_A Proj per Shot +35% Acc Bloom +15%, Acc +10%, Dmg -5%
8 | Part_SG_Torgue_Barrel_02_B.Part_SG_Torgue_Barrel_02_B Dmg +10%
9 | Part_SG_Torgue_Barrel_02_C.Part_SG_Torgue_Barrel_02_C Dmg +10%
10 | Part_SG_Torgue_Barrel_03.Part_SG_Torgue_Barrel_03 - Kielbasa
11 | Part_SG_Torgue_Barrel_03_A.Part_SG_Torgue_Barrel_03_A Proj Speed +30%
12 | Part_SG_Torgue_Barrel_03_B.Part_SG_Torgue_Barrel_03_B Proj Speed +30%
13 | Part_SG_Torgue_Barrel_03_C.Part_SG_Torgue_Barrel_03_C Acc -7.5%
14 | Part_SG_Torgue_Barrel_Balrog.Part_SG_Torgue_Barrel_Balrog Splash Dmg Radius +275, Dmg +40%
15 | Part_SG_Torgue_Barrel_Brewha.Part_SG_Torgue_Barrel_Brewha Splash Dmg Radius +300, Dmg +180%, Mag Size +8
16 | Part_SG_Torgue_Barrel_ETech.Part_SG_Torgue_Barrel_ETech Mag Size +5 Protuberance
17 | Part_SG_Torgue_Barrel_ETech_A.Part_SG_Torgue_Barrel_ETech_A Splash Dmg Radius +20%, Reload Time -10%
18 | Part_SG_Torgue_Barrel_ETech_TheLob.Part_SG_Torgue_Barrel_ETech_TheLob Dmg -80%
19 | Part_SG_Torgue_Barrel_Flakker.Part_SG_Torgue_Barrel_Flakker Splash Dmg Radius +175, Dmg +200% Acc +100%
20 | Part_SG_Torgue_Barrel_Redline.Part_SG_Torgue_Barrel_Redline Recoil Height -50% Acc +65%
21 | Part_SG_Torgue_Barrel_Thumper.Part_SG_Torgue_Barrel_Thumper Mag Size +4 Acc +200%
22 | Part_SG_TOR_Barrel_Boring.Part_SG_TOR_Barrel_Boring
23 | Part_SG_Torgue_TiggsBoom.Part_SG_Torgue_TiggsBoom Splash Dmg Radius +50 Dmg -25%, Acc +75%
24 | Part_SG_Torgue_Body.Part_SG_Torgue_Body DO NOT REMOVE
25 | Part_SG_Torgue_Body_A.Part_SG_Torgue_Body_A Proj per Shot +35% Acc Bloom +15%, Acc +10%, Dmg -5%
26 | Part_SG_Torgue_Body_B.Part_SG_Torgue_Body_B Dmg +10%
27 | Part_SG_Torgue_Ele_Corr.Part_SG_Torgue_Ele_Corr Oozing
28 | Part_SG_Torgue_Ele_Cryo.Part_SG_Torgue_Ele_Cryo Shrinking
29 | Part_SG_Torgue_Ele_Fire.Part_SG_Torgue_Ele_Fire Burning
30 | Part_SG_Torgue_Ele_Radiation.Part_SG_Torgue_Ele_Radiation Itchy
31 | Part_SG_Torgue_Ele_Shock.Part_SG_Torgue_Ele_Shock Stimulating
32 | Part_SG_Torgue_Foregrip_01.Part_SG_Torgue_Foregrip_01 Recoil Height -30%, Fire Rate +5%
33 | Part_SG_Torgue_Foregrip_02.Part_SG_Torgue_Foregrip_02 Mag Size +10% Acc +10%, Dmg -0.3%
34 | Part_SG_Torgue_Foregrip_03.Part_SG_Torgue_Foregrip_03 Splash Dmg Radius +20%, Acc -5%
35 | Part_SG_Torgue_Grip_01.Part_SG_Torgue_Grip_01 Weapon Sway -30% Dmg -30%, Acc +10%, Acc Bloom +25%
36 | Part_SG_Torgue_Grip_02.Part_SG_Torgue_Grip_02 Splash Dmg Radius +20%
37 | Part_SG_Torgue_Grip_03.Part_SG_Torgue_Grip_03 Acc -10%, Dmg +5%
38 | Part_SG_Torgue_Magazine_01.Part_SG_Torgue_Magazine_01 3 Round, Proj per Shot +0%, Proj per Shot +1, Dmg +10%
39 | Part_SG_Torgue_Magazine_02.Part_SG_Torgue_Magazine_02 4 Round, Proj per Shot +0%, Acc -50%, Splash Dmg Radius +300, Proj per Shot +1, Dmg +620% Triple-Penetrating
40 | Part_SG_Torgue_Magazine_03.Part_SG_Torgue_Magazine_03 5 Round, Proj per Shot +1, Proj per Shot +0% Dmg -10%
41 | Part_SG_Torgue_Magazine_04.Part_SG_Torgue_Magazine_04 2 Round, Proj per Shot +1, Proj per Shot +0% Dmg +20%
42 | Part_SG_Torgue_Magazine_Flak.Part_SG_Torgue_Magazine_Flak Proj per Shot +3
43 | Part_SG_Torgue_Magazine_Redline.Part_SG_Torgue_Magazine_Redline Proj per Shot +1, Proj per Shot +0%
44 | Part_SG_Torgue_Material_01_Common.Part_SG_Torgue_Material_01_Common Skin Weapon Skin
45 | Part_SG_Torgue_Material_02_UnCommon.Part_SG_Torgue_Material_02_UnCommon Skin Weapon Skin
46 | Part_SG_Torgue_Material_03_Rare.Part_SG_Torgue_Material_03_Rare Skin Weapon Skin
47 | Part_SG_Torgue_Material_04_VeryRare.Part_SG_Torgue_Material_04_VeryRare Skin Weapon Skin
48 | Part_SG_Torgue_Material_Balrog.Part_SG_Torgue_Material_Balrog Skin Weapon Skin
49 | Part_SG_Torgue_Material_Brewha.Part_SG_Torgue_Material_Brewha Skin Weapon Skin
50 | Part_SG_Torgue_Material_Flakker.Part_SG_Torgue_Material_Flakker Skin Weapon Skin
51 | Part_SG_Torgue_Material_Redline.Part_SG_Torgue_Material_Redline Skin Weapon Skin
52 | Part_SG_Torgue_Material_Thumper.Part_SG_Torgue_Material_Thumper Skin Weapon Skin
53 | Part_SG_TOR_Material_Boring.Part_SG_TOR_Material_Boring Skin Weapon Skin
54 | Part_SG_TOR_Material_TheLob.Part_SG_TOR_Material_TheLob Skin Weapon Skin
55 | Part_SG_Torgue_Material_TiggsBoom.Part_SG_Torgue_Material_TiggsBoom Skin Weapon Skin
56 | Part_SG_Torgue_Scope_01.Part_SG_Torgue_Scope_01
57 | Part_SG_Torgue_Scope_02.Part_SG_Torgue_Scope_02 2.6x
58 | Part_SG_Torgue_Scope_03.Part_SG_Torgue_Scope_03 1.5x
59 | # Naming strategy Name Priority
60 | # If Shot Cost = 2 Double-Penetrating 1003.0
61 | # If Shot Cost = 3 Triple-Penetrating 1004.0
62 |
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/data/descriptions/weapons/sm-dal.tsv:
--------------------------------------------------------------------------------
1 | # Object name Positives Negatives Effects Naming
2 | Part_SM_DAL_Auto_Burst.Part_SM_DAL_Auto_Burst Fire Mode Toggle Auto/Burst
3 | Part_SM_DAL_Auto_Single.Part_SM_DAL_Auto_Single Fire Mode Toggle Auto/Single
4 | Part_SM_DAL_Burst_Single.Part_SM_DAL_Burst_Single Fire Mode Toggle Burst/Single
5 | Part_SM_DAL_Barrel_01.Part_SM_DAL_Barrel_01 - Jackal
6 | Part_SM_DAL_Barrel_01_A.Part_SM_DAL_Barrel_01_A Fire Rate +10%
7 | Part_SM_DAL_Barrel_01_B.Part_SM_DAL_Barrel_01_B Acc Bloom -25%, Melee Dmg +40% Bladed
8 | Part_SM_DAL_Barrel_01_C.Part_SM_DAL_Barrel_01_C Fire Rate +10%
9 | Part_SM_DAL_Barrel_02.Part_SM_DAL_Barrel_02 - Hyena
10 | Part_SM_DAL_Barrel_02_A.Part_SM_DAL_Barrel_02_A Acc Bloom -25%
11 | Part_SM_DAL_Barrel_02_B.Part_SM_DAL_Barrel_02_B Fire Rate +10%
12 | Part_SM_DAL_Barrel_02_C.Part_SM_DAL_Barrel_02_C Acc -5%, Fire Rate +5%, Recoil Height -25%, Dmg +5%
13 | Part_SM_DAL_Barrel_03.Part_SM_DAL_Barrel_03 - Wolfhound
14 | Part_SM_DAL_Barrel_03_A.Part_SM_DAL_Barrel_03_A Acc -15%
15 | Part_SM_DAL_Barrel_03_B.Part_SM_DAL_Barrel_03_B Acc -15%
16 | Part_SM_DAL_Barrel_03_C.Part_SM_DAL_Barrel_03_C Dmg +10%
17 | Part_SM_DAL_Barrel_Demoskag.Part_SM_DAL_Barrel_Demoskag Night Hawk
18 | Part_SM_DAL_Barrel_ETech.Part_SM_DAL_Barrel_ETech Mag Size +20% Cadejo
19 | Part_SM_DAL_Barrel_ETech_A.Part_SM_DAL_Barrel_ETech_A Proj Speed +30%, Reload Time -10%
20 | Part_SM_DAL_Barrel_HellFire.Part_SM_DAL_Barrel_HellFire Splash Dmg Radius +60, Ele Chance +200%, Ele Dmg +150% Dmg -35%
21 | Part_SM_DAL_Barrel_JabberWeaponGunslinger.Part_SM_DAL_Barrel_JabberWeaponGunslinger Dmg -50%
22 | Part_SM_DAL_Barrel_NineVolt.Part_SM_DAL_Barrel_NineVolt Recoil Height -75%, Re coild Width -75%, Ele Chance +150% Acc +70%, Dmg -37.5%
23 | Part_SM_DAL_Barrel_Ripper.Part_SM_DAL_Barrel_Ripper Dmg -25%, Acc Bloom +35%
24 | Part_SM_DAL_Barrel_RockNRoll.Part_SM_DAL_Barrel_RockNRoll Weapon Sway -75%, Dmg +75%, Recoil Width -50%, Crit Dmg +200%, Mag Size +10, Reload Time -50%, Recoil Height -50%
25 | Part_SM_DAL_Barrel_SleepingGiant.Part_SM_DAL_Barrel_SleepingGiant Dmg +10%
26 | Part_SM_DAL_Barrel_Vanquisher.Part_SM_DAL_Barrel_Vanquisher
27 | Part_SM_DAL_Barrel_CraderMP5.Part_SM_DAL_Barrel_CraderMP5
28 | Part_SM_DAL_Body.Part_SM_DAL_Body DO NOT REMOVE
29 | Part_SM_DAL_Body_A.Part_SM_DAL_Body_A Acc Bloom -25%
30 | Part_SM_DAL_Body_B.Part_SM_DAL_Body_B Reload Time -10%
31 | Part_SM_DAL_Body_C.Part_SM_DAL_Body_C Acc -15%
32 | Part_SM_DAL_Bolt_01.Part_SM_DAL_Bolt_01 Dmg +5%
33 | Part_SM_DAL_Bolt_02.Part_SM_DAL_Bolt_02 Fire Rate +5%
34 | Part_SM_DAL_Ele_Corr.Part_SM_DAL_Ele_Corr Venomous
35 | Part_SM_DAL_Ele_Cryo.Part_SM_DAL_Ele_Cryo Arctic
36 | Part_SM_DAL_Ele_Fire.Part_SM_DAL_Ele_Fire Searing
37 | Part_SM_DAL_Ele_Radiation.Part_SM_DAL_Ele_Radiation Decaying
38 | Part_SM_DAL_Ele_Shock.Part_SM_DAL_Ele_Shock Shocking
39 | Part_SM_DAL_EndGame_Test.Part_SM_DAL_EndGame_Test
40 | Part_SM_DAL_Foregrip_01.Part_SM_DAL_Foregrip_01 Weapon Sway -30%, Fire Rate +5%
41 | Part_SM_DAL_Foregrip_02.Part_SM_DAL_Foregrip_02 Weapon Sway -30%, Crit Dmg +10%
42 | Part_SM_DAL_Foregrip_03.Part_SM_DAL_Foregrip_03 Recoil Height -30%, Acc -10%
43 | Part_SM_DAL_Foregrip_04.Part_SM_DAL_Foregrip_04 Recoil Height -30%, Dmg +5%
44 | Part_SM_DAL_Foregrip_05.Part_SM_DAL_Foregrip_05 Reload Time -5%, Acc Bloom -30%
45 | Part_SM_DAL_Grip_01.Part_SM_DAL_Grip_01 Proj per Shot +1 Acc Bloom +20%, Acc +10%, Dmg -20% Adapting
46 | Part_SM_DAL_Grip_02.Part_SM_DAL_Grip_02 Fire Rate +5%
47 | Part_SM_DAL_Grip_03.Part_SM_DAL_Grip_03 Mag Size +10% Acc +10%, Dmg -5%
48 | Part_SM_DAL_Mag_01.Part_SM_DAL_Mag_01 18 Round, Dmg +10%
49 | Part_SM_DAL_Mag_02.Part_SM_DAL_Mag_02 25 Round
50 | Part_SM_DAL_Mag_03.Part_SM_DAL_Mag_03 32 Round Dmg -10%
51 | Part_SM_DAL_Mag_NineVolt.Part_SM_DAL_Mag_NineVolt 9 Round
52 | Part_SM_DAL_Material_01_Common.Part_SM_DAL_Material_01_Common Skin Weapon Skin
53 | Part_SM_DAL_Material_02_UnCommon.Part_SM_DAL_Material_02_UnCommon Skin Weapon Skin
54 | Part_SM_DAL_Material_03_Rare.Part_SM_DAL_Material_03_Rare Skin Weapon Skin
55 | Part_SM_DAL_Material_04_Epic.Part_SM_DAL_Material_04_Epic Skin Weapon Skin
56 | Part_SM_DAL_Material_Demoskag.Part_SM_DAL_Material_Demoskag Skin Weapon Skin
57 | Part_SM_DAL_Material_HellFire.Part_SM_DAL_Material_HellFire Skin Weapon Skin
58 | Part_SM_DAL_Material_NineVolt.Part_SM_DAL_Material_NineVolt Skin Weapon Skin
59 | Part_SM_DAL_Material_Ripper.Part_SM_DAL_Material_Ripper Skin Weapon Skin
60 | Part_SM_DAL_Material_SleepingGiant.Part_SM_DAL_Material_SleepingGiant Skin Weapon Skin
61 | Part_SM_DAL_Material_Vanquisher.Part_SM_DAL_Material_Vanquisher Skin Weapon Skin
62 | Part_SM_DAL_Material_CraderMP5.Part_SM_DAL_Material_CraderMP5 Skin Weapon Skin
63 | Part_SM_DAL_Rail_01.Part_SM_DAL_Rail_01
64 | Part_SM_DAL_Rail_02.Part_SM_DAL_Rail_02
65 | Part_SM_DAL_Rail_03.Part_SM_DAL_Rail_03
66 | Part_SM_DAL_Rail_04.Part_SM_DAL_Rail_04 iron Sights
67 | Part_SM_DAL_Scope_01.Part_SM_DAL_Scope_01
68 | Part_SM_DAL_Scope_02.Part_SM_DAL_Scope_02
69 | Part_SM_DAL_Scope_03.Part_SM_DAL_Scope_03
70 | Part_SM_DAL_Stock_01.Part_SM_DAL_Stock_01 Recoil Width -30%, Acc Bloom -20%
71 | Part_SM_DAL_Stock_02.Part_SM_DAL_Stock_02 Weapon Sway -30%, Fire Rate +5%
72 | Part_SM_DAL_Stock_03.Part_SM_DAL_Stock_03 Acc -20%, Crit Dmg +10%
73 | # Naming strategy Name Priority
74 | # If MagSize is Greater Than 45 Extended 1001.0
75 | # If Projectiles Per Shot = 2 Adapting 1003.0
76 |
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/data/descriptions/weapons/sm-hyp.tsv:
--------------------------------------------------------------------------------
1 | # Object name Positives Negatives Effects Naming
2 | Part_SM_HYP_Barrel_01.Part_SM_HYP_Barrel_01 -
3 | Part_SM_HYP_Barrel_01_A.Part_SM_HYP_Barrel_01_A Dmg +10%
4 | Part_SM_HYP_Barrel_01_B.Part_SM_HYP_Barrel_01_B Acc -15%
5 | Part_SM_HYP_Barrel_01_C.Part_SM_HYP_Barrel_01_C Dmg +10%
6 | Part_SM_HYP_Barrel_02.Part_SM_HYP_Barrel_02 - Powerplay
7 | Part_SM_HYP_Barrel_02_A.Part_SM_HYP_Barrel_02_A Acc -15%
8 | Part_SM_HYP_Barrel_02_B.Part_SM_HYP_Barrel_02_B Crit Dmg +10%
9 | Part_SM_HYP_Barrel_02_C.Part_SM_HYP_Barrel_02_C Acc -15%
10 | Part_SM_HYP_Barrel_03.Part_SM_HYP_Barrel_03 - Boardroom
11 | Part_SM_HYP_Barrel_03_A.Part_SM_HYP_Barrel_03_A Fire Rate +10%, Melee Dmg +60% Bleeding Edge
12 | Part_SM_HYP_Barrel_03_B.Part_SM_HYP_Barrel_03_B Fire Rate +10%
13 | Part_SM_HYP_Barrel_03_C.Part_SM_HYP_Barrel_03_C Acc -15%
14 | Part_SM_HYP_Barrel_Bitch.Part_SM_HYP_Barrel_Bitch Crit Dmg +50%, Mag Size +5, Melee Dmg +60% Dmg -35%, Acc Bloom +150%, Melee Attachment
15 | Part_SM_HYP_Barrel_Crossroad.Part_SM_HYP_Barrel_Crossroad Proj per Shot +4 Acc Bloom +15%, Acc +70%, Dmg -20%
16 | Part_SM_HYP_Barrel_ETech.Part_SM_HYP_Barrel_ETech Mag Size +25% Hivemind
17 | Part_SM_HYP_Barrel_ETech_A.Part_SM_HYP_Barrel_ETech_A Weapon Shield Cap +25%, Proj Speed +30%
18 | Part_SM_HYP_Barrel_Fork.Part_SM_HYP_Barrel_Fork Dmg -20%
19 | Part_SM_HYP_Barrel_Handsome.Part_SM_HYP_Barrel_Handsome Reload Time -50% Acc +100%
20 | Part_SM_HYP_Barrel_L0V3M4CH1N3.Part_SM_HYP_Barrel_L0V3M4CH1N3 Recoil Height -75%, Dmg +25%, Mag Size +25%
21 | Part_SM_HYP_Barrel_PredatoryLending.Part_SM_HYP_Barrel_PredatoryLending Dmg -20%, Acc +50%
22 | Part_SM_HYP_Barrel_XZ.Part_SM_HYP_Barrel_XZ Dmg -20%
23 | Part_SM_HYP_Barrel_Fork2.Part_SM_HYP_Barrel_Fork2 Redistributor
24 | Part_SM_HYP_Barrel_JustCaustic.Part_SM_HYP_Barrel_JustCaustic Mag Size +12, Elemental Dmg +100%, Elemental Chance +100% Acc +100% Just Kaus
25 | Part_SM_HYP_Body.Part_SM_HYP_Body DO NOT REMOVE
26 | Part_SM_HYP_Body_A.Part_SM_HYP_Body_A Dmg +10%
27 | Part_SM_HYP_Body_B.Part_SM_HYP_Body_B Weapon Shield Cap +25%
28 | Part_SM_HYP_Body_C.Part_SM_HYP_Body_C Crit Dmg +10%
29 | Part_SM_HYP_Elemental_Corr.Part_SM_HYP_Elemental_Corr Defrauding
30 | Part_SM_HYP_Elemental_Cryo.Part_SM_HYP_Elemental_Cryo Auditing
31 | Part_SM_HYP_Elemental_Fire.Part_SM_HYP_Elemental_Fire Hostile
32 | Part_SM_HYP_Elemental_Radiation.Part_SM_HYP_Elemental_Radiation Undermining
33 | Part_SM_HYP_Elemental_Shock.Part_SM_HYP_Elemental_Shock Cash-Infused
34 | Part_SM_HYP_Grip_01.Part_SM_HYP_Grip_01 Reload Time -5%, Fire Rate +5%
35 | Part_SM_HYP_Grip_02.Part_SM_HYP_Grip_02 Recoil Height -30%, Acc -10%
36 | Part_SM_HYP_Grip_03.Part_SM_HYP_Grip_03 Crit Dmg +10%, Dmg +5%
37 | Part_SM_HYP_Mag_01.Part_SM_HYP_Mag_01 25 Round, Dmg +10%
38 | Part_SM_HYP_Mag_02.Part_SM_HYP_Mag_02 45 Round, Dmg -10%
39 | Part_SM_HYP_Mag_03.Part_SM_HYP_Mag_03 35 Round
40 | Part_SM_HYP_Material_01_Common.Part_SM_HYP_Material_01_Common Skin Weapon Skin
41 | Part_SM_HYP_Material_02_UnCommon.Part_SM_HYP_Material_02_UnCommon Skin Weapon Skin
42 | Part_SM_HYP_Material_03_Rare.Part_SM_HYP_Material_03_Rare Skin Weapon Skin
43 | Part_SM_HYP_Material_04_VeryRare.Part_SM_HYP_Material_04_VeryRare Skin Weapon Skin
44 | Part_SM_HYP_Material_Bitch.Part_SM_HYP_Material_Bitch Skin Weapon Skin
45 | Part_SM_HYP_Material_Crossroad.Part_SM_HYP_Material_Crossroad Skin Weapon Skin
46 | Part_SM_HYP_Material_Fork.Part_SM_HYP_Material_Fork Skin Weapon Skin
47 | Part_SM_HYP_Material_Handsome.Part_SM_HYP_Material_Handsome Skin Weapon Skin
48 | Part_SM_HYP_Material_L0V3M4CH1N3.Part_SM_HYP_Material_L0V3M4CH1N3 Skin Weapon Skin
49 | Part_SM_HYP_Material_Lilith.Part_SM_HYP_Material_Lilith Skin Weapon Skin
50 | Part_SM_HYP_Material_PredatoryLending.Part_SM_HYP_Material_PredatoryLending Skin Weapon Skin
51 | Part_SM_HYP_Material_XZ.Part_SM_HYP_Material_XZ Skin Weapon Skin
52 | Part_SM_HYP_Material_Fork2.Part_SM_HYP_Material_Fork2 Skin Weapon Skin - Redistributor
53 | Part_SM_HYP_Material_JustCaustic.Part_SM_HYP_Material_JustCaustic Skin Weapon Skin - Just Kaus
54 | Part_SM_HYP_Rail_01.Part_SM_HYP_Rail_01 Weapon Shield Cap +15%
55 | Part_SM_HYP_Rail_02.Part_SM_HYP_Rail_02 Reload Time -5%
56 | Part_SM_HYP_Rail_03.Part_SM_HYP_Rail_03 Mag Size +10% Acc +10%, Dmg -5%
57 | Part_SM_HYP_Scope_01.Part_SM_HYP_Scope_01 2.6x
58 | Part_SM_HYP_Scope_02.Part_SM_HYP_Scope_02
59 | Part_SM_HYP_Scope_03.Part_SM_HYP_Scope_03
60 | Part_SM_HYP_Shield_01.Part_SM_HYP_Shield_01 Weapon Shield Cap +15%, Reload Time -5% Shield
61 | Part_SM_HYP_Shield_02.Part_SM_HYP_Shield_02 Acc -10%, Fire Rate +5% Shield convert Dmg in Mag Ammo
62 | Part_SM_HYP_Shield_03.Part_SM_HYP_Shield_03 Weapon Sway -30%, Dmg +5% Shield convert Dmg in Weapon Dmg
63 | Part_SM_HYP_Shield_04.Part_SM_HYP_Shield_04 Recoil Height -30%, Acc -10% Shield Reflect
64 | Part_SM_HYP_Stock_01.Part_SM_HYP_Stock_01 Recoil Width -30%, Fire Rate +5%
65 | Part_SM_HYP_Stock_02.Part_SM_HYP_Stock_02 Acc -20%
66 | Part_SM_HYP_Stock_03.Part_SM_HYP_Stock_03 Recoil Height -15%, Dmg +5%
67 | # Naming strategy Name Priority
68 | # If MagSize is Greater Than 55 Bankrolled 1001.0
69 | # If Shot Cost = 3 Value Add 1003.0
70 |
--------------------------------------------------------------------------------
/data/descriptions/weapons/sm-mal.tsv:
--------------------------------------------------------------------------------
1 | # Object name Positives Negatives Effects Naming
2 | Part_SM_MAL_Barrel_01.Part_SM_MAL_Barrel_01 - Pulsar
3 | Part_SM_MAL_Barrel_01_A.Part_SM_MAL_Barrel_01_A Acc Bloom -25%
4 | Part_SM_MAL_Barrel_01_B.Part_SM_MAL_Barrel_01_B Fire Rate +10%
5 | Part_SM_MAL_Barrel_01_C.Part_SM_MAL_Barrel_01_C Fire Rate +10%
6 | Part_SM_MAL_Barrel_02.Part_SM_MAL_Barrel_02 Splash Dmg Radius +75 Beam Nebula
7 | Part_SM_MAL_Barrel_02_A.Part_SM_MAL_Barrel_02_A Ele Dmg +10%
8 | Part_SM_MAL_Barrel_02_B.Part_SM_MAL_Barrel_02_B Ele Dmg +10%
9 | Part_SM_MAL_Barrel_02_C.Part_SM_MAL_Barrel_02_C Proj Speed +30%, Melee Dmg +60% Eviscerating
10 | Part_SM_MAL_Barrel_03.Part_SM_MAL_Barrel_03 - Quasar
11 | Part_SM_MAL_Barrel_03_A.Part_SM_MAL_Barrel_03_A Dmg +10%
12 | Part_SM_MAL_Barrel_03_B.Part_SM_MAL_Barrel_03_B Dmg +10%
13 | Part_SM_MAL_Barrel_03_C.Part_SM_MAL_Barrel_03_C Mag Size +10%
14 | Part_SM_MAL_Barrel_CloudKill.Part_SM_MAL_Barrel_CloudKill
15 | Part_SM_MAL_Barrel_Crit.Part_SM_MAL_Barrel_Crit Crit Dmg +150%, Dmg +25%
16 | Part_SM_MAL_Barrel_Cutsman.Part_SM_MAL_Barrel_Cutsman Splash Dmg Radius +5, Dmg +300% Acc +60%
17 | Part_SM_MAL_Barrel_DestructoSpin.Part_SM_MAL_Barrel_DestructoSpin
18 | Part_SM_MAL_Barrel_Devoted.Part_SM_MAL_Barrel_Devoted Mag Size +30 Acc +80%, Dmg -20%, Reload Time +50%
19 | Part_SM_MAL_Barrel_ETech.Part_SM_MAL_Barrel_ETech Mag Size +20% Heliophage
20 | Part_SM_MAL_Barrel_ETech_A.Part_SM_MAL_Barrel_ETech_A Proj Speed +20%, Recoil Width -25%, Recoil Height -25%
21 | Part_SM_MAL_Barrel_Egon.Part_SM_MAL_Barrel_Egon Dmg -25%
22 | Part_SM_MAL_Barrel_Emporer.Part_SM_MAL_Barrel_Emporer
23 | Part_SM_MAL_Barrel_Tsunami.Part_SM_MAL_Barrel_Tsunami Ele Dmg +50%, Weapon Sway -20%, Ele Chance +50%, Acc Bloom -35%
24 | Part_SM_MAL_Barrel_VibraPulse.Part_SM_MAL_Barrel_VibraPulse
25 | Part_SM_MAL_Barrel_westergun.Part_SM_MAL_Barrel_westergun Splash Dmg Radius +75
26 | Part_SM_MAL_Barrel_KybsWorth.Part_SM_MAL_Barrel_KybsWorth Splash Dmg Radius +75, Reload Time -10%, Ele Dmg +10%, Ele Chance +15%, Dmg +10%
27 | Part_SM_MAL_Barrel_KybsWorth_Shield.Part_SM_MAL_Barrel_KybsWorth_Shield Proj Speed +30%, Melee Dmg +60%
28 | Part_SM_MAL_Barrel_IonLaser.Part_SM_MAL_Barrel_IonLaser Melee Dmg +40% Dmg -20% ION LASER
29 | Part_SM_MAL_Barrel_EmbersPurge.Part_SM_MAL_Barrel_EmbersPurge Ember's Purge
30 | Part_SM_MAL_Body.Part_SM_MAL_Body DO NOT REMOVE
31 | Part_SM_MAL_Body_A.Part_SM_MAL_Body_A Charge Duration -20%
32 | Part_SM_MAL_Body_B.Part_SM_MAL_Body_B Proj Speed +30%, Acc -15%
33 | Part_SM_MAL_Body_C.Part_SM_MAL_Body_C Ele Dmg +10%
34 | Part_SM_MAL_Grip_01.Part_SM_MAL_Grip_01 Acc Bloom -30%, Fire Rate +5%
35 | Part_SM_MAL_Grip_02.Part_SM_MAL_Grip_02 Ele Dmg +10%, Weapon Sway -30%
36 | Part_SM_MAL_Grip_03.Part_SM_MAL_Grip_03 Charge Duration -10%, Acc -10%
37 | Part_SM_MAL_Grip_03_A.Part_SM_MAL_Grip_03_A Proj per Shot +1, Mag Size +10% Dmg -24%, Acc Bloom +20%, Acc +21%
38 | Part_SM_MAL_Mag_01.Part_SM_MAL_Mag_01 34 Round
39 | Part_SM_MAL_Mag_02.Part_SM_MAL_Mag_02 24 Round, Dmg +10%
40 | Part_SM_MAL_Mag_03.Part_SM_MAL_Mag_03 44 Round, Dmg -10%
41 | Part_SM_MAL_Mag_Cutsman.Part_SM_MAL_Mag_Cutsman 20 Round
42 | Part_SM_MAL_Material_01_Common.Part_SM_MAL_Material_01_Common Weapon Skin
43 | Part_SM_MAL_Material_02_Uncommon.Part_SM_MAL_Material_02_Uncommon Weapon Skin
44 | Part_SM_MAL_Material_03_Rare.Part_SM_MAL_Material_03_Rare Weapon Skin
45 | Part_SM_MAL_Material_04_Epic.Part_SM_MAL_Material_04_Epic Weapon Skin
46 | Part_SM_MAL_Material_CloudKill.Part_SM_MAL_Material_CloudKill Weapon Skin
47 | Part_SM_MAL_Material_Crit.Part_SM_MAL_Material_Crit Weapon Skin
48 | Part_SM_MAL_Material_Cutsman.Part_SM_MAL_Material_Cutsman Weapon Skin
49 | Part_SM_MAL_Material_DestructoSpin.Part_SM_MAL_Material_DestructoSpin Weapon Skin
50 | Part_SM_MAL_Material_Devoted.Part_SM_MAL_Material_Devoted Weapon Skin
51 | Part_SM_MAL_Material_E3.Part_SM_MAL_Material_E3 Weapon Skin
52 | Part_SM_MAL_Material_Egon.Part_SM_MAL_Material_Egon Weapon Skin
53 | Part_SM_MAL_Material_Emporer.Part_SM_MAL_Material_Emporer Weapon Skin
54 | Part_SM_MAL_Material_Kevins.Part_SM_MAL_Material_Kevins Weapon Skin
55 | Part_SM_MAL_Material_Maya.Part_SM_MAL_Material_Maya Weapon Skin
56 | Part_SM_MAL_Material_Tsunami.Part_SM_MAL_Material_Tsunami Weapon Skin
57 | Part_SM_MAL_Material_VibraPulse.Part_SM_MAL_Material_VibraPulse Weapon Skin
58 | Part_SM_MAL_Material_westergun.Part_SM_MAL_Material_westergun Weapon Skin
59 | Part_SM_MAL_Material_KybsWorth.Part_SM_MAL_Material_KybsWorth Weapon Skin
60 | Part_SM_MAL_Material_IonLaser.Part_SM_MAL_Material_IonLaser Weapon Skin - ION LASER
61 | Part_SM_MAL_Material_EmbersPurge.Part_SM_MAL_Material_EmbersPurge Weapon Skin - Ember's Purge
62 | Part_SM_MAL_Scope_01.Part_SM_MAL_Scope_01 Dmg +5%
63 | Part_SM_MAL_Scope_02.Part_SM_MAL_Scope_02 Splash Dmg Radius +20%
64 | Part_SM_MAL_Scope_03.Part_SM_MAL_Scope_03 2.9x, Proj Speed +15%
65 | Part_SM_MAL_Scope_04.Part_SM_MAL_Scope_04 Reload Time -5% Ironsights
66 | Part_SM_MAL_Stock_01.Part_SM_MAL_Stock_01 Charge Duration -10%, Fire Rate +5%
67 | Part_SM_MAL_Stock_02.Part_SM_MAL_Stock_02 Ele Dmg +10%, Weapon Sway -30%
68 | Part_SM_MAL_Stock_03.Part_SM_MAL_Stock_03 Acc Bloom -20%, Dmg +5%
69 | Part_SM_Mal_ElemPrimary_01_Fire.Part_SM_Mal_ElemPrimary_01_Fire
70 | Part_SM_Mal_ElemPrimary_02_Cryo.Part_SM_Mal_ElemPrimary_02_Cryo
71 | Part_SM_Mal_ElemPrimary_03_Shock.Part_SM_Mal_ElemPrimary_03_Shock
72 | Part_SM_Mal_ElemPrimary_04_Radiation.Part_SM_Mal_ElemPrimary_04_Radiation
73 | Part_SM_Mal_ElemPrimary_05_Corrosive.Part_SM_Mal_ElemPrimary_05_Corrosive
74 | Part_SM_Mal_ElemSecondary_01_Fire.Part_SM_Mal_ElemSecondary_01_Fire
75 | Part_SM_Mal_ElemSecondary_02_Cryo.Part_SM_Mal_ElemSecondary_02_Cryo
76 | Part_SM_Mal_ElemSecondary_03_Shock.Part_SM_Mal_ElemSecondary_03_Shock
77 | Part_SM_Mal_ElemSecondary_04_Radiation.Part_SM_Mal_ElemSecondary_04_Radiation
78 | Part_SM_Mal_ElemSecondary_05_Corrosive.Part_SM_Mal_ElemSecondary_05_Corrosive
79 | # Naming strategy Name Priority
80 | # If MagSize is Greater Than 44 Bountiful 1002.0
81 | # If Shot Cost = 2 Binary 1003.0
82 |
--------------------------------------------------------------------------------
/data/descriptions/weapons/sm-ted.tsv:
--------------------------------------------------------------------------------
1 | # Object name Positives Negatives Effects Naming
2 | Part_SM_TED_Barrel_01.Part_SM_TED_Barrel_01 - Kill-O-Matic
3 | Part_SM_TED_Barrel_01_A.Part_SM_TED_Barrel_01_A Dmg +10%
4 | Part_SM_TED_Barrel_01_B.Part_SM_TED_Barrel_01_B Fire Rate +10% When thrown, project a target, if shot double explosion Dmg
5 | Part_SM_TED_Barrel_01_C.Part_SM_TED_Barrel_01_C Dmg +10%
6 | Part_SM_TED_Barrel_02.Part_SM_TED_Barrel_02 - Excellerator
7 | Part_SM_TED_Barrel_02_A.Part_SM_TED_Barrel_02_A Fire Rate +10%
8 | Part_SM_TED_Barrel_02_B.Part_SM_TED_Barrel_02_B Mag Size +10%
9 | Part_SM_TED_Barrel_02_C.Part_SM_TED_Barrel_02_C Fire Rate +10%
10 | Part_SM_TED_Barrel_03.Part_SM_TED_Barrel_03 - Keenfire
11 | Part_SM_TED_Barrel_03_A.Part_SM_TED_Barrel_03_A Acc -15%
12 | Part_SM_TED_Barrel_03_B.Part_SM_TED_Barrel_03_B Mag Size +10% When thrown, Spawn Child Proj
13 | Part_SM_TED_Barrel_03_C.Part_SM_TED_Barrel_03_C Acc -15%
14 | Part_SM_TED_Barrel_Beans.Part_SM_TED_Barrel_Beans -
15 | Part_SM_TED_Barrel_ETech.Part_SM_TED_Barrel_ETech Mag Size +20% Gibbergun
16 | Part_SM_TED_Barrel_ETech_A.Part_SM_TED_Barrel_ETech_A Proj Speed +30%, Mag Size +10%
17 | Part_SM_TED_Barrel_NotAFlamethrower.Part_SM_TED_Barrel_NotAFlamethrower Mag Size +20% Dmg -20%
18 | Part_SM_TED_Barrel_SpiderMind.Part_SM_TED_Barrel_SpiderMind Dmg +100%, Mag Size +40%
19 | Part_SM_TED_Barrel_TenGallon.Part_SM_TED_Barrel_TenGallon Acc -40%, Dmg +70%
20 | Part_SM_TED_Body.Part_SM_TED_Body DO NOT REMOVE
21 | Part_SM_TED_Body_A.Part_SM_TED_Body_A Splash Dmg Radius +20%
22 | Part_SM_TED_Body_B.Part_SM_TED_Body_B Mag Size +10% Acc +10%, Dmg -5%
23 | Part_SM_TED_Body_C.Part_SM_TED_Body_C Fire Rate +10%
24 | Part_SM_TED_Ele_Corr.Part_SM_TED_Ele_Corr Poison
25 | Part_SM_TED_Ele_Cryo.Part_SM_TED_Ele_Cryo Frozen
26 | Part_SM_TED_Ele_Fire.Part_SM_TED_Ele_Fire Firesale
27 | Part_SM_TED_Ele_Radiation.Part_SM_TED_Ele_Radiation Rad
28 | Part_SM_TED_Ele_Shock.Part_SM_TED_Ele_Shock Supercharged
29 | Part_SM_TED_Foregrip_01.Part_SM_TED_Foregrip_01 Recoil Width -15%, Mag Size +10% Dmg -5%, Acc +10%
30 | Part_SM_TED_Foregrip_02.Part_SM_TED_Foregrip_02 Splash Dmg Radius +20%, Acc -10%
31 | Part_SM_TED_Foregrip_03.Part_SM_TED_Foregrip_03 Recoil Height -30%, Dmg +5%
32 | Part_SM_TED_Foregrip_04.Part_SM_TED_Foregrip_04 Fire Rate +5%, Dmg +5%
33 | Part_SM_TED_Grip_01.Part_SM_TED_Grip_01 Recoil Width -30%, Fire Rate +5%
34 | Part_SM_TED_Grip_02.Part_SM_TED_Grip_02 Acc -20%, Dmg +5% When thrown, Rocket Booster
35 | Part_SM_TED_Grip_03.Part_SM_TED_Grip_03 Weapon Sway -30%, Mag Size +10% Dmg -5%, Acc +10% When thrown, Adds Child Proj if MIRV
36 | Part_SM_TED_Grip_04.Part_SM_TED_Grip_04 Splash Dmg Radius +20%, Proj per Shot +1 Acc +10%, Dmg -20%, Acc Bloom +20%
37 | Part_SM_TED_Grip_05.Part_SM_TED_Grip_05 Recoil Height -15%, Acc -20%
38 | Part_SM_TED_Material_01_Common.Part_SM_TED_Material_01_Common Weapon Skin
39 | Part_SM_TED_Material_02_UnCommon.Part_SM_TED_Material_02_UnCommon Weapon Skin
40 | Part_SM_TED_Material_03_Rare.Part_SM_TED_Material_03_Rare Weapon Skin
41 | Part_SM_TED_Material_04_VeryRare.Part_SM_TED_Material_04_VeryRare Weapon Skin
42 | Part_SM_TED_Material_Beans.Part_SM_TED_Material_Beans Weapon Skin
43 | Part_SM_TED_Material_NotAFlamethrower.Part_SM_TED_Material_NotAFlamethrower Weapon Skin
44 | Part_SM_TED_Material_SpiderMind.Part_SM_TED_Material_SpiderMind Weapon Skin
45 | Part_SM_TED_Material_TenGallon.Part_SM_TED_Material_TenGallon Weapon Skin
46 | Part_SM_TED_Scope_01.Part_SM_TED_Scope_01
47 | Part_SM_TED_Scope_02.Part_SM_TED_Scope_02
48 | Part_SM_TED_Scope_03.Part_SM_TED_Scope_03
49 | Part_SM_TED_Scope_04.Part_SM_TED_Scope_04
50 | Part_SM_TED_TypeMod_01.Part_SM_TED_TypeMod_01 When thrown, Home in
51 | Part_SM_TED_TypeMod_02.Part_SM_TED_TypeMod_02 When thrown, Stick
52 | Part_SM_TED_TypeMod_03.Part_SM_TED_TypeMod_03 Splash Dmg Radius +20% When thrown, Detonate when impacting enemy
53 | Part_SM_TED_TypeMod_04.Part_SM_TED_TypeMod_04 When thrown, Bounce
54 | # Naming strategy Name Priority
55 | # If MagSize is Greater Than 23 and MagSize is Less Than 26 + 2.5
56 | # If MagSize is Greater Than 25 and MagSize is Less Than 28 ++ 2.5
57 | # If MagSize is Greater Than 28 XL 2.5
58 | # If Projectiles Per Shot = 2 Clearance 1003.0
59 |
--------------------------------------------------------------------------------
/data/descriptions/weapons/sr-dal.tsv:
--------------------------------------------------------------------------------
1 | # Object name Positives Negatives Effects Naming
2 | Part_SR_DAL_Auto_Burst.Part_SR_DAL_Auto_Burst Fire Mode Toggle Auto/Burst
3 | Part_SR_DAL_Auto_Single.Part_SR_DAL_Auto_Single Fire Mode Toggle Auto/Single
4 | Part_SR_DAL_Burst_Single.Part_SR_DAL_Burst_Single Fire Mode Toggle Burst/Single
5 | Part_SR_DAL_Barrel_01.Part_SR_DAL_Barrel_01 - Asp
6 | Part_SR_DAL_Barrel_01_A.Part_SR_DAL_Barrel_01_A Acc Bloom -25%
7 | Part_SR_DAL_Barrel_01_B.Part_SR_DAL_Barrel_01_B Acc -15%
8 | Part_SR_DAL_Barrel_01_C.Part_SR_DAL_Barrel_01_C Acc -15%
9 | Part_SR_DAL_Barrel_02.Part_SR_DAL_Barrel_02 - Diamondback
10 | Part_SR_DAL_Barrel_02_A.Part_SR_DAL_Barrel_02_A Recoil Height -25% Suppressed
11 | Part_SR_DAL_Barrel_02_B.Part_SR_DAL_Barrel_02_B Dmg +10%
12 | Part_SR_DAL_Barrel_02_C.Part_SR_DAL_Barrel_02_C Dmg +10%
13 | Part_SR_DAL_Barrel_03.Part_SR_DAL_Barrel_03 - Rattler
14 | Part_SR_DAL_Barrel_03_A.Part_SR_DAL_Barrel_03_A Fire Rate +10%
15 | Part_SR_DAL_Barrel_03_B.Part_SR_DAL_Barrel_03_B Weapon Sway -20%, Recoild Width -25%
16 | Part_SR_DAL_Barrel_03_C.Part_SR_DAL_Barrel_03_C Fire Rate +10%
17 | Part_SR_DAL_Barrel_BrashisDedication.Part_SR_DAL_Barrel_BrashisDedication Recoil Height -50% Dmg -50%
18 | Part_SR_DAL_Barrel_ETech.Part_SR_DAL_Barrel_ETech Mag Size +5 Wyrm
19 | Part_SR_DAL_Barrel_ETech_A.Part_SR_DAL_Barrel_ETech_A Proj Speed +30%, Reload Time -10%
20 | Part_SR_DAL_Barrel_ETech_MalaksBane.Part_SR_DAL_Barrel_ETech_MalaksBane Mag Size +5
21 | Part_SR_DAL_Barrel_WorldDestroyer.Part_SR_DAL_Barrel_WorldDestroyer Dmg -15%
22 | Part_SR_DAL_Barrel_FBolt.Part_SR_DAL_Barrel_FBolt Mag Size +5, Elemental Dmg +70% """Stalker"""
23 | Part_SR_DAL_Body.Part_SR_DAL_Body DO NOT REMOVE
24 | Part_SR_DAL_Body_A.Part_SR_DAL_Body_A Reload Time -10%
25 | Part_SR_DAL_Body_B.Part_SR_DAL_Body_B Acc -15%
26 | Part_SR_DAL_Body_C.Part_SR_DAL_Body_C Acc -15%
27 | Part_SR_DAL_Bolt_A.Part_SR_DAL_Bolt_A Reload Time -5%
28 | Part_SR_DAL_Bolt_B.Part_SR_DAL_Bolt_B Weapon Sway -20%
29 | Part_SR_DAL_Ele_Corr.Part_SR_DAL_Ele_Corr Venomous
30 | Part_SR_DAL_Ele_Cryo.Part_SR_DAL_Ele_Cryo Arctic
31 | Part_SR_DAL_Ele_Fire.Part_SR_DAL_Ele_Fire Searing
32 | Part_SR_DAL_Ele_Radiation.Part_SR_DAL_Ele_Radiation Decaying
33 | Part_SR_DAL_Ele_Shock.Part_SR_DAL_Ele_Shock Shocking
34 | Part_SR_DAL_FiringMode_BrashisDedication.Part_SR_DAL_FiringMode_BrashisDedication
35 | Part_SR_DAL_FiringMode_MalaksBane.Part_SR_DAL_FiringMode_MalaksBane
36 | Part_SR_DAL_Foregrip_01.Part_SR_DAL_Foregrip_01 Recoil Height -30%, Mag Size +10 Dmg -5%, Acc +10%
37 | Part_SR_DAL_Foregrip_02.Part_SR_DAL_Foregrip_02 Recoil Width -15%, Acc Bloom -30%
38 | Part_SR_DAL_Foregrip_03.Part_SR_DAL_Foregrip_03 Weapon Sway -30%, Dmg +5%
39 | Part_SR_DAL_Foregrip_04.Part_SR_DAL_Foregrip_04 Acc -10%, Fire Rate +5%
40 | Part_SR_DAL_Foregrip_05.Part_SR_DAL_Foregrip_05 Reload Time -5%, Crit Dmg +10%
41 | Part_SR_DAL_Grip_01.Part_SR_DAL_Grip_01 Recoil Width -15%, Recoil Height -15%
42 | Part_SR_DAL_Grip_02.Part_SR_DAL_Grip_02 Reload Time -5%, Acc -20%
43 | Part_SR_DAL_Grip_03.Part_SR_DAL_Grip_03 Recoil Width -30%, Dmg +5%
44 | Part_SR_DAL_Grip_03_A.Part_SR_DAL_Grip_03_A Crit Dmg +10%
45 | Part_SR_DAL_Grip_04.Part_SR_DAL_Grip_04 Weapon Sway -30%, Fire Rate +5%
46 | Part_SR_DAL_Grip_05.Part_SR_DAL_Grip_05 Weapon Sway -30%, Recoil Width -30%
47 | Part_SR_DAL_Mag_01.Part_SR_DAL_Mag_01 10 Round, Dmg +10%
48 | Part_SR_DAL_Mag_02.Part_SR_DAL_Mag_02 14 Round
49 | Part_SR_DAL_Mag_03.Part_SR_DAL_Mag_03 18 Round Dmg -10%
50 | Part_SR_DAL_Material_BrashisDedication.Part_SR_DAL_Material_BrashisDedication Skin Weapon Skin
51 | Part_SR_DAL_Material_MalaksBane.Part_SR_DAL_Material_MalaksBane Skin Weapon Skin
52 | Part_SR_DAL_WorldDestroyer.Part_SR_DAL_WorldDestroyer Skin Weapon Skin
53 | Part_SR_DAL_01_Common.Part_SR_DAL_01_Common Skin Weapon Skin
54 | Part_SR_DAL_02_Uncommon.Part_SR_DAL_02_Uncommon Skin Weapon Skin
55 | Part_SR_DAL_03_Rare.Part_SR_DAL_03_Rare Skin Weapon Skin
56 | Part_SR_DAL_04_VeryRare.Part_SR_DAL_04_VeryRare Skin Weapon Skin
57 | Part_SR_DAL_Mat_Fbolt.Part_SR_DAL_Mat_Fbolt Skin Weapon Skin - Stalker
58 | Part_SR_DAL_Rail_01.Part_SR_DAL_Rail_01
59 | Part_SR_DAL_Rail_02.Part_SR_DAL_Rail_02
60 | Part_SR_DAL_Rail_03.Part_SR_DAL_Rail_03
61 | Part_SR_DAL_Scope_01.Part_SR_DAL_Scope_01 7.4x,16x
62 | Part_SR_DAL_Scope_01_A.Part_SR_DAL_Scope_01_A Weapon Sway -30%
63 | Part_SR_DAL_Scope_01_B.Part_SR_DAL_Scope_01_B
64 | Part_SR_DAL_Scope_02.Part_SR_DAL_Scope_02
65 | Part_SR_DAL_Scope_02_A.Part_SR_DAL_Scope_02_A
66 | Part_SR_DAL_Scope_02_B.Part_SR_DAL_Scope_02_B
67 | Part_SR_DAL_Scope_03.Part_SR_DAL_Scope_03
68 | Part_SR_DAL_Scope_03_A.Part_SR_DAL_Scope_03_A
69 | Part_SR_DAL_Scope_03_B.Part_SR_DAL_Scope_03_B
70 | Part_SR_DAL_Scope_MalaksBane.Part_SR_DAL_Scope_MalaksBane
71 | # Naming strategy Name Priority
72 | # If MagSize is Greater Than 18 High Capacity 1001.0
73 |
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/data/descriptions/weapons/sr-hyp.tsv:
--------------------------------------------------------------------------------
1 | # Object name Positives Negatives Effects Naming
2 | Part_SR_HYP_Barrel_01.Part_SR_HYP_Barrel_01 - Mogul
3 | Part_SR_HYP_Barrel_01_A.Part_SR_HYP_Barrel_01_A Acc -15%
4 | Part_SR_HYP_Barrel_01_B.Part_SR_HYP_Barrel_01_B Acc -15%
5 | Part_SR_HYP_Barrel_01_C.Part_SR_HYP_Barrel_01_C Crit Dmg +10% Acc Bloom +20%
6 | Part_SR_HYP_Barrel_02.Part_SR_HYP_Barrel_02 - Entrepeneur
7 | Part_SR_HYP_Barrel_02_A.Part_SR_HYP_Barrel_02_A Dmg +10%
8 | Part_SR_HYP_Barrel_02_B.Part_SR_HYP_Barrel_02_B Dmg +10%
9 | Part_SR_HYP_Barrel_02_C.Part_SR_HYP_Barrel_02_C Crit Dmg +10%, Melee Dmg +80%
10 | Part_SR_HYP_Barrel_02_TwoTime.Part_SR_HYP_Barrel_02_TwoTime Recoil Height -50%, Weapon Shield Cap +50% Dmg -25%
11 | Part_SR_HYP_Barrel_03.Part_SR_HYP_Barrel_03 - Techspert
12 | Part_SR_HYP_Barrel_03_A.Part_SR_HYP_Barrel_03_A Fire Rate +10%
13 | Part_SR_HYP_Barrel_03_B.Part_SR_HYP_Barrel_03_B Fire Rate +10%
14 | Part_SR_HYP_Barrel_03_C.Part_SR_HYP_Barrel_03_C Acc -15%
15 | Part_SR_HYP_Barrel_ETech.Part_SR_HYP_Barrel_ETech Mag Size +8 Broodmother
16 | Part_SR_HYP_Barrel_ETech_A.Part_SR_HYP_Barrel_ETech_A Weapon Shield Cap +25%, Crit Dmg +10%
17 | Part_SR_HYP_Barrel_Masterwork.Part_SR_HYP_Barrel_Masterwork Acc -50%, Crit Dmg +50%, Reload Time -50%, Dmg +250%
18 | Part_SR_HYP_Barrel_Woodblocks.Part_SR_HYP_Barrel_Woodblocks Mag Size +10 Dmg -20%
19 | Part_SR_HYP_Barrel_Tankman.Part_SR_HYP_Barrel_Tankman Mag Size +4
20 | Part_SR_HYP_Body.Part_SR_HYP_Body DO NOT REMOVE
21 | Part_SR_HYP_Body_A.Part_SR_HYP_Body_A Reload Time -10%
22 | Part_SR_HYP_Body_B.Part_SR_HYP_Body_B Weapon Shield Cap +25%
23 | Part_SR_HYP_Body_C.Part_SR_HYP_Body_C Dmg +10%
24 | Part_SR_HYP_Ele_Corr.Part_SR_HYP_Ele_Corr Defrauding
25 | Part_SR_HYP_Ele_Cryo.Part_SR_HYP_Ele_Cryo Auditing
26 | Part_SR_HYP_Ele_Fire.Part_SR_HYP_Ele_Fire Hostile
27 | Part_SR_HYP_Ele_Radiation.Part_SR_HYP_Ele_Radiation Undermining
28 | Part_SR_HYP_Ele_Shock.Part_SR_HYP_Ele_Shock Cash-Infused
29 | Part_SR_HYP_Grip_01.Part_SR_HYP_Grip_01 Recoil Height -30%
30 | Part_SR_HYP_Grip_02.Part_SR_HYP_Grip_02 Dmg +5%
31 | Part_SR_HYP_Grip_03.Part_SR_HYP_Grip_03 Acc -20%
32 | Part_SR_HYP_Grip_04.Part_SR_HYP_Grip_04 Mag Size +3 Acc +10%, Dmg -5%
33 | Part_SR_HYP_Mag_01.Part_SR_HYP_Mag_01 10 Round
34 | Part_SR_HYP_Mag_02.Part_SR_HYP_Mag_02 7 Round, Dmg +10%
35 | Part_SR_HYP_Mag_03.Part_SR_HYP_Mag_03 14 Round Dmg -10%
36 | Part_SR_HYP_Mag_MasterworkCrossbow.Part_SR_HYP_Mag_MasterworkCrossbow 1 Round Dmg -10%
37 | Part_SR_HYP_Masterwork.Part_SR_HYP_Masterwork Skin Weapon Skin
38 | Part_SR_HYP_Mat_TwoTime.Part_SR_HYP_Mat_TwoTime Skin Weapon Skin
39 | Part_SR_HYP_Woodblocks.Part_SR_HYP_Woodblocks Skin Weapon Skin
40 | Part_SR_HYP_Zero.Part_SR_HYP_Zero Skin Weapon Skin
41 | Part_SR_HYP_ZeroForPlayer.Part_SR_HYP_ZeroForPlayer Skin Weapon Skin
42 | Part_SR_HYP_01_Common.Part_SR_HYP_01_Common Skin Weapon Skin
43 | Part_SR_HYP_02_Uncommon.Part_SR_HYP_02_Uncommon Skin Weapon Skin
44 | Part_SR_HYP_03_Rare.Part_SR_HYP_03_Rare Skin Weapon Skin
45 | Part_SR_HYP_04_VeryRare.Part_SR_HYP_04_VeryRare Skin Weapon Skin
46 | Part_SR_HYP_Tankman.Part_SR_HYP_Tankman Skin Weapon Skin
47 | Part_SR_HYP_Rail_01.Part_SR_HYP_Rail_01
48 | Part_SR_HYP_Rail_02.Part_SR_HYP_Rail_02 Weapon Shield Cap +15%
49 | Part_SR_HYP_Rail_03.Part_SR_HYP_Rail_03
50 | Part_SR_HYP_Scope_01.Part_SR_HYP_Scope_01
51 | Part_SR_HYP_Scope_01_A.Part_SR_HYP_Scope_01_A
52 | Part_SR_HYP_Scope_01_B.Part_SR_HYP_Scope_01_B
53 | Part_SR_HYP_Scope_01_TwoTime.Part_SR_HYP_Scope_01_TwoTime
54 | Part_SR_HYP_Scope_02.Part_SR_HYP_Scope_02
55 | Part_SR_HYP_Scope_02_A.Part_SR_HYP_Scope_02_A
56 | Part_SR_HYP_Scope_02_B.Part_SR_HYP_Scope_02_B
57 | Part_SR_HYP_Scope_03.Part_SR_HYP_Scope_03 6.6x
58 | Part_SR_HYP_Scope_03_A.Part_SR_HYP_Scope_03_A Crit Dmg +10%
59 | Part_SR_HYP_Scope_03_B.Part_SR_HYP_Scope_03_B
60 | Part_SR_HYP_Shield_01.Part_SR_HYP_Shield_01 Fire Rate +5%, Shield
61 | Part_SR_HYP_Shield_02.Part_SR_HYP_Shield_02 Recoil Height -30% Shield incoming Dmg converted in Weapon Dmg
62 | Part_SR_HYP_Shield_03.Part_SR_HYP_Shield_03 Crit Dmg +10% Shield reflects
63 | Part_SR_HYP_Shield_04.Part_SR_HYP_Shield_04 Acc -10% Shield incoming Dmg converted into Mag Ammo
64 | Part_SR_HYP_Stock_01.Part_SR_HYP_Stock_01 Acc -20%, Dmg +5%
65 | Part_SR_HYP_Stock_02.Part_SR_HYP_Stock_02 Weapon Sway -20%
66 | Part_SR_HYP_Stock_03.Part_SR_HYP_Stock_03 Recoil Height -30%, Crit Dmg +10%
67 | Part_SR_HYP_Stock_04.Part_SR_HYP_Stock_04 Reload Time -5%, Fire Rate +5%
68 | # Naming strategy Name Priority
69 | # If MagSize is Greater Than 22 Subsidized 1001.0
70 | # If Shot Cost Greater Than 2 Value Add 1003.0
71 |
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/data/descriptions/weapons/sr-jak.tsv:
--------------------------------------------------------------------------------
1 | # Object name Positives Negatives Effects Naming
2 | Part_SR_JAK_Barrel_01.Part_SR_JAK_Barrel_01 - Cheechako
3 | Part_SR_JAK_Barrel_01_A.Part_SR_JAK_Barrel_01_A Fire Rate +10%
4 | Part_SR_JAK_Barrel_01_B.Part_SR_JAK_Barrel_01_B Weapon Sway -20%, Recoil Width -25%, Recoil Height -25%
5 | Part_SR_JAK_Barrel_01_C.Part_SR_JAK_Barrel_01_C Fire Rate +10%
6 | Part_SR_JAK_Barrel_02.Part_SR_JAK_Barrel_02 - Callipeen
7 | Part_SR_JAK_Barrel_02_A.Part_SR_JAK_Barrel_02_A Melee Dmg +10%, Melee Dmg +80% Bowie
8 | Part_SR_JAK_Barrel_02_B.Part_SR_JAK_Barrel_02_B Acc -15%
9 | Part_SR_JAK_Barrel_02_C.Part_SR_JAK_Barrel_02_C Weapon Sway -20%, Acc -15%
10 | Part_SR_JAK_Barrel_03.Part_SR_JAK_Barrel_03 - Muckamuck
11 | Part_SR_JAK_Barrel_03_A.Part_SR_JAK_Barrel_03_A Dmg +10%
12 | Part_SR_JAK_Barrel_03_B.Part_SR_JAK_Barrel_03_B Crit Dmg +10%
13 | Part_SR_JAK_Barrel_03_C.Part_SR_JAK_Barrel_03_C Crit Dmg +10%
14 | Part_SR_JAK_Barrel_Hunted.Part_SR_JAK_Barrel_Hunted Dmg -20%, Fire Rate -20%
15 | Part_SR_JAK_Barrel_Hunter.Part_SR_JAK_Barrel_Hunter Fire Rate -20%
16 | Part_SR_JAK_Barrel_Huntress.Part_SR_JAK_Barrel_Huntress Dmg -20%, Fire Rate -20%
17 | Part_SR_JAK_Barrel_Monocle.Part_SR_JAK_Barrel_Monocle Acc -75%, Recoil Height -50% Dmg -50%
18 | Part_SR_JAK_Body.Part_SR_JAK_Body DO NOT REMOVE
19 | Part_SR_JAK_Body_A.Part_SR_JAK_Body_A Dmg +10%
20 | Part_SR_JAK_Body_B.Part_SR_JAK_Body_B Reload Time -10%
21 | Part_SR_JAK_Body_C.Part_SR_JAK_Body_C Fire Rate +10%
22 | Part_SR_JAK_Bolt_01.Part_SR_JAK_Bolt_01
23 | Part_SR_JAK_Bolt_02.Part_SR_JAK_Bolt_02 Dmg +25%
24 | Part_SR_JAK_Bolt_03.Part_SR_JAK_Bolt_03 Dmg +10%
25 | Part_SR_JAK_Bolt_Headsplosion.Part_SR_JAK_Bolt_Headsplosion Splash Dmg Radius +100 Dmg -6.2%, Crit Dmg -50%
26 | Part_SR_JAK_Bolt_IceQueen.Part_SR_JAK_Bolt_IceQueen Ele Dmg +50%, Dmg +25%
27 | Part_SR_JAK_Foregrip_01.Part_SR_JAK_Foregrip_01 Recoil Height -30%, Acc -10%
28 | Part_SR_JAK_Foregrip_02.Part_SR_JAK_Foregrip_02 Recoil Width -15%, Recoil Height -30%
29 | Part_SR_JAK_Foregrip_03.Part_SR_JAK_Foregrip_03 Crit Dmg +10%
30 | Part_SR_JAK_Foregrip_04.Part_SR_JAK_Foregrip_04 Weapon Sway -30%, Damage +5%
31 | Part_SR_JAK_Foregrip_05.Part_SR_JAK_Foregrip_05 Reload Time -5%, Fire Rate +5%
32 | Part_SR_JAK_IceQueen.Part_SR_JAK_IceQueen Skin Weapon Skin
33 | Part_SR_JAK_MAT_Monocle.Part_SR_JAK_MAT_Monocle Skin Weapon Skin
34 | Part_SR_JAK_MAterial_Hunter.Part_SR_JAK_MAterial_Hunter Skin Weapon Skin
35 | Part_SR_JAK_Material_Hammerlock.Part_SR_JAK_Material_Hammerlock Skin Weapon Skin
36 | Part_SR_JAK_Material_Headsplosion.Part_SR_JAK_Material_Headsplosion Skin Weapon Skin
37 | Part_SR_JAK_01_Common.Part_SR_JAK_01_Common Skin Weapon Skin
38 | Part_SR_JAK_02_Uncommon.Part_SR_JAK_02_Uncommon Skin Weapon Skin
39 | Part_SR_JAK_03_Rare.Part_SR_JAK_03_Rare Skin Weapon Skin
40 | Part_SR_JAK_04_VeryRare.Part_SR_JAK_04_VeryRare Skin Weapon Skin
41 | Part_SR_JAK_Mag_01.Part_SR_JAK_Mag_01 8 Round Dmg -10%
42 | Part_SR_JAK_Mag_02.Part_SR_JAK_Mag_02 8 Round
43 | Part_SR_JAK_Mag_03.Part_SR_JAK_Mag_03 8 Round, Dmg +10%
44 | Part_SR_JAK_Scope_01.Part_SR_JAK_Scope_01
45 | Part_SR_JAK_Scope_01_A.Part_SR_JAK_Scope_01_A Acc -20%
46 | Part_SR_JAK_Scope_01_B.Part_SR_JAK_Scope_01_B
47 | Part_SR_JAK_Scope_02.Part_SR_JAK_Scope_02 Reload Time -5%, Acc -20%
48 | Part_SR_JAK_Scope_02_A.Part_SR_JAK_Scope_02_A Reload Time -5%
49 | Part_SR_JAK_Scope_02_B.Part_SR_JAK_Scope_02_B Crit Dmg +10%
50 | Part_SR_JAK_Scope_03.Part_SR_JAK_Scope_03
51 | Part_SR_JAK_Scope_03_A.Part_SR_JAK_Scope_03_A Recoil Width -25%, Recoil Height -25%
52 | Part_SR_JAK_Scope_03_B.Part_SR_JAK_Scope_03_B Fire Rate +5%
53 | Part_SR_JAK_Stock_01.Part_SR_JAK_Stock_01 Acc Bloom -20%, Crit Dmg +10%
54 | Part_SR_JAK_Stock_01_A.Part_SR_JAK_Stock_01_A Recoil Height -15%
55 | Part_SR_JAK_Stock_02.Part_SR_JAK_Stock_02 Reload Time -5%, Acc -20%
56 | Part_SR_JAK_Stock_02_A.Part_SR_JAK_Stock_02_A Reload Time -5%
57 | Part_SR_JAK_Stock_03.Part_SR_JAK_Stock_03 Recoil Width -30%, Dmg +5%
58 | Part_SR_JAK_Stock_03_A.Part_SR_JAK_Stock_03_A Dmg +5%
59 | Part_SR_JAK_Stock_04.Part_SR_JAK_Stock_04 Weapon Sway -30%, Recoil Height -15%
60 | Part_SR_JAK_Stock_04_A.Part_SR_JAK_Stock_04_A Fire Rate +5%
61 | Part_SR_JAK_Stock_05.Part_SR_JAK_Stock_05 Acc Bloom -20%, Mag Size +10%
62 | Part_SR_JAK_Stock_05_A.Part_SR_JAK_Stock_05_A Weapon Sway -30%
63 |
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/data/descriptions/weapons/sr-mal.tsv:
--------------------------------------------------------------------------------
1 | # Object name Positives Negatives Effects Naming
2 | Part_MAL_SR_Barrel_01.Part_MAL_SR_Barrel_01 - Multiplex
3 | Part_MAL_SR_Barrel_01_A.Part_MAL_SR_Barrel_01_A Fire Rate +10%
4 | Part_MAL_SR_Barrel_01_B.Part_MAL_SR_Barrel_01_B Fire Rate +10%
5 | Part_MAL_SR_Barrel_01_C.Part_MAL_SR_Barrel_01_C Charge Duration -20%, Melee Dmg +80%
6 | Part_MAL_SR_Barrel_02.Part_MAL_SR_Barrel_02 - Particle Rifle
7 | Part_MAL_SR_Barrel_02_A.Part_MAL_SR_Barrel_02_A Dmg +10%
8 | Part_MAL_SR_Barrel_02_B.Part_MAL_SR_Barrel_02_B Dmg +10%
9 | Part_MAL_SR_Barrel_02_C.Part_MAL_SR_Barrel_02_C Charge Duration -20%
10 | Part_MAL_SR_Barrel_03.Part_MAL_SR_Barrel_03 Splash Dmg Radius +80 Proton Rifle
11 | Part_MAL_SR_Barrel_03_A.Part_MAL_SR_Barrel_03_A Ele Dmg +10%
12 | Part_MAL_SR_Barrel_03_B.Part_MAL_SR_Barrel_03_B Ele Chance +15%
13 | Part_MAL_SR_Barrel_03_C.Part_MAL_SR_Barrel_03_C Ele Dmg +10%
14 | Part_MAL_SR_Barrel_ASMD.Part_MAL_SR_Barrel_ASMD Acc -75%, Splash Dmg Radius +80 Dmg -30%
15 | Part_MAL_SR_Barrel_ETech.Part_MAL_SR_Barrel_ETech Mag Size +8 Antimatter Rifle
16 | Part_MAL_SR_Barrel_ETech_A.Part_MAL_SR_Barrel_ETech_A Fire Rate +10%, Mag Size +10%
17 | Part_MAL_SR_Barrel_FireStorm.Part_MAL_SR_Barrel_FireStorm Splash Dmg Radius +300 Dmg -30%
18 | Part_MAL_SR_Barrel_Krakatoa.Part_MAL_SR_Barrel_Krakatoa Ele Chance -100%
19 | Part_MAL_SR_Barrel_Soleki.Part_MAL_SR_Barrel_Soleki Ele Chance +25% Dmg -25%
20 | Part_MAL_SR_Barrel_Storm.Part_MAL_SR_Barrel_Storm Splash Dmg Radius +300, Dmg -30%
21 | Part_MAL_SR_Body.Part_MAL_SR_Body DO NOT REMOVE
22 | Part_MAL_SR_Body_A.Part_MAL_SR_Body_A Dmg +10%
23 | Part_MAL_SR_Body_B.Part_MAL_SR_Body_B Reload Time -10%
24 | Part_MAL_SR_Body_C.Part_MAL_SR_Body_C Ele Dmg +10%
25 | Part_MAL_SR_Ele_Primary_Corr.Part_MAL_SR_Ele_Primary_Corr
26 | Part_MAL_SR_Ele_Primary_Cryo.Part_MAL_SR_Ele_Primary_Cryo
27 | Part_MAL_SR_Ele_Primary_Fire.Part_MAL_SR_Ele_Primary_Fire
28 | Part_MAL_SR_Ele_Primary_Radiation.Part_MAL_SR_Ele_Primary_Radiation
29 | Part_MAL_SR_Ele_Primary_Shock.Part_MAL_SR_Ele_Primary_Shock
30 | Part_MAL_SR_Ele_Secondary_Corr.Part_MAL_SR_Ele_Secondary_Corr
31 | Part_MAL_SR_Ele_Secondary_Cryo.Part_MAL_SR_Ele_Secondary_Cryo
32 | Part_MAL_SR_Ele_Secondary_Fire.Part_MAL_SR_Ele_Secondary_Fire
33 | Part_MAL_SR_Ele_Secondary_Radiation.Part_MAL_SR_Ele_Secondary_Radiation
34 | Part_MAL_SR_Ele_Secondary_Shock.Part_MAL_SR_Ele_Secondary_Shock
35 | Part_MAL_SR_Ele_Secondary_Shock_Storm.Part_MAL_SR_Ele_Secondary_Shock_Storm
36 | Part_MAL_SR_Foregrip_01.Part_MAL_SR_Foregrip_01 Charge Duration -10%
37 | Part_MAL_SR_Foregrip_02.Part_MAL_SR_Foregrip_02 Weapon Sway -30%
38 | Part_MAL_SR_Foregrip_03.Part_MAL_SR_Foregrip_03 Ele Chance +10%
39 | Part_MAL_SR_Foregrip_04.Part_MAL_SR_Foregrip_04 Mag Size +2 Acc +10%, Dmg -5%
40 | Part_MAL_SR_Foregrip_05.Part_MAL_SR_Foregrip_05 Reload Time -5%
41 | Part_MAL_SR_Foregrip_06.Part_MAL_SR_Foregrip_06 Recoil Width -15%
42 | Part_MAL_SR_Grip_01.Part_MAL_SR_Grip_01 Weapon Sway -30%, Dmg +5%
43 | Part_MAL_SR_Grip_02.Part_MAL_SR_Grip_02 Charge Duration -10%, Acc -20%
44 | Part_MAL_SR_Grip_02_A.Part_MAL_SR_Grip_02_A Acc Blom -20%
45 | Part_MAL_SR_Grip_03.Part_MAL_SR_Grip_03 Weapon Sway -30%, Recoil Width -30%
46 | Part_MAL_SR_Grip_03_A.Part_MAL_SR_Grip_03_A Reload Time -5%
47 | Part_MAL_SR_Grip_04.Part_MAL_SR_Grip_04 Ele Dmg +10%, Recoil Width -30%
48 | Part_MAL_SR_Grip_05.Part_MAL_SR_Grip_05 Weapon Sway -30%, Acc -20%
49 | Part_MAL_SR_Grip_05_A.Part_MAL_SR_Grip_05_A Ele Chance +10%
50 | Part_MAL_SR_Grip_06.Part_MAL_SR_Grip_06 Ele Chance +10%, Recoil Width -30%
51 | Part_MAL_SR_Grip_07.Part_MAL_SR_Grip_07 Weapon Sway -30%, Reload Time -5%
52 | Part_MAL_SR_Mag_01.Part_MAL_SR_Mag_01 6 Round, Dmg +10%
53 | Part_MAL_SR_Mag_02.Part_MAL_SR_Mag_02 10 Round
54 | Part_MAL_SR_Mag_03.Part_MAL_SR_Mag_03 14 Round Dmg -10%
55 | Part_MAL_SR_Material_01_Common.Part_MAL_SR_Material_01_Common Skin Weapon Skin
56 | Part_MAL_SR_Material_02_UnCommon.Part_MAL_SR_Material_02_UnCommon Skin Weapon Skin
57 | Part_MAL_SR_Material_03_Rare.Part_MAL_SR_Material_03_Rare Skin Weapon Skin
58 | Part_MAL_SR_Material_04_VeryRare.Part_MAL_SR_Material_04_VeryRare Skin Weapon Skin
59 | Part_MAL_SR_Material_ASMD.Part_MAL_SR_Material_ASMD Skin Weapon Skin
60 | Part_MAL_SR_Material_Krakatoa.Part_MAL_SR_Material_Krakatoa Skin Weapon Skin
61 | Part_MAL_SR_Material_LGD_FireStorm.Part_MAL_SR_Material_LGD_FireStorm Skin Weapon Skin
62 | Part_MAL_SR_Material_LGD_Storm.Part_MAL_SR_Material_LGD_Storm Skin Weapon Skin
63 | Part_MAL_SR_Material_Soleki.Part_MAL_SR_Material_Soleki Skin Weapon Skin
64 | Part_MAL_SR_Scope_01.Part_MAL_SR_Scope_01 4.2x
65 | Part_MAL_SR_Scope_01_A.Part_MAL_SR_Scope_01_A
66 | Part_MAL_SR_Scope_01_B.Part_MAL_SR_Scope_01_B
67 | Part_MAL_SR_Scope_02.Part_MAL_SR_Scope_02
68 | Part_MAL_SR_Scope_02_A.Part_MAL_SR_Scope_02_A
69 | Part_MAL_SR_Scope_02_B.Part_MAL_SR_Scope_02_B
70 | Part_MAL_SR_Scope_03.Part_MAL_SR_Scope_03 7.7x
71 | Part_MAL_SR_Scope_03_A.Part_MAL_SR_Scope_03_A
72 | Part_MAL_SR_Scope_03_B.Part_MAL_SR_Scope_03_B
73 | Part_MAL_SR_Scope_Soleki.Part_MAL_SR_Scope_Soleki
74 | # Naming strategy Name Priority
75 | # If MagSize is Greater Than 14 Adundant 1002.0
76 | # If Shot Cost = 2 Binary 1003.0
77 |
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/data/descriptions/weapons/sr-vla.tsv:
--------------------------------------------------------------------------------
1 | # Object name Positives Negatives Effects Naming
2 | Part_SR_VLA_Barrel_01.Part_SR_VLA_Barrel_01 - Droog
3 | Part_SR_VLA_Barrel_01_A.Part_SR_VLA_Barrel_01_A Acc Bloom -25%
4 | Part_SR_VLA_Barrel_01_B.Part_SR_VLA_Barrel_01_B Fire Rate +10%
5 | Part_SR_VLA_Barrel_01_C.Part_SR_VLA_Barrel_01_C Fire Rate +10%
6 | Part_SR_VLA_Barrel_02.Part_SR_VLA_Barrel_02 - Pooshka
7 | Part_SR_VLA_Barrel_02_A.Part_SR_VLA_Barrel_02_A Reload Time -10%, Acc Bloom -25%
8 | Part_SR_VLA_Barrel_02_B.Part_SR_VLA_Barrel_02_B Acc Bloom -25%, Mag Size +10%
9 | Part_SR_VLA_Barrel_02_C.Part_SR_VLA_Barrel_02_C Acc -15%
10 | Part_SR_VLA_Barrel_03.Part_SR_VLA_Barrel_03 - Bratchny
11 | Part_SR_VLA_Barrel_03_A.Part_SR_VLA_Barrel_03_A Dmg +10%
12 | Part_SR_VLA_Barrel_03_B.Part_SR_VLA_Barrel_03_B Fire Rate +10%
13 | Part_SR_VLA_Barrel_03_C.Part_SR_VLA_Barrel_03_C Dmg +10%
14 | Part_SR_VLA_Barrel_ETech.Part_SR_VLA_Barrel_ETech Mag Size +12 Ghaash
15 | Part_SR_VLA_Barrel_ETech_A.Part_SR_VLA_Barrel_ETech_A -
16 | Part_SR_VLA_Barrel_Lyuda.Part_SR_VLA_Barrel_Lyuda Crit Dmg +40% Dmg -20%
17 | Part_SR_VLA_Barrel_Prison.Part_SR_VLA_Barrel_Prison Ele Dmg +20%, Dmg +20%
18 | Part_SR_VLA_Body.Part_SR_VLA_Body DO NOT REMOVE
19 | Part_SR_VLA_Body_A.Part_SR_VLA_Body_A Dmg +10%
20 | Part_SR_VLA_Body_B.Part_SR_VLA_Body_B Acc Bloom -25%
21 | Part_SR_VLA_Body_C.Part_SR_VLA_Body_C Fire Rate +10%
22 | Part_SR_VLA_Elemental_Corr.Part_SR_VLA_Elemental_Corr Pestilent
23 | Part_SR_VLA_Elemental_Cryo.Part_SR_VLA_Elemental_Cryo Negating
24 | Part_SR_VLA_Elemental_Fire.Part_SR_VLA_Elemental_Fire Molten
25 | Part_SR_VLA_Elemental_Radiation.Part_SR_VLA_Elemental_Radiation Nuclear
26 | Part_SR_VLA_Elemental_Shock.Part_SR_VLA_Elemental_Shock Storming
27 | Part_SR_VLA_Foregrip_01.Part_SR_VLA_Foregrip_01 Reload Time -5%, Acc Bloom -30%
28 | Part_SR_VLA_Foregrip_02.Part_SR_VLA_Foregrip_02 Recoil Height -30%, Mag Size +10%
29 | Part_SR_VLA_Foregrip_03.Part_SR_VLA_Foregrip_03 Recoil Width -15%, Dmg +5%
30 | Part_SR_VLA_Foregrip_04.Part_SR_VLA_Foregrip_04 Weapon Sway -30%, Recoil Width -15%
31 | Part_SR_VLA_Foregrip_05.Part_SR_VLA_Foregrip_05 Acc -10%, Fire Rate +5%
32 | Part_SR_VLA_Grip_01.Part_SR_VLA_Grip_01 Weapon Sway -30%, Recoil Width -30%
33 | Part_SR_VLA_Grip_02.Part_SR_VLA_Grip_02 Recoil Height -15%, Acc -20%
34 | Part_SR_VLA_Grip_03.Part_SR_VLA_Grip_03 Weapon Sway -30%, Fire Rate +5%
35 | Part_SR_VLA_Grip_04.Part_SR_VLA_Grip_04 Acc Bloom -20%, Dmg +5%
36 | Part_SR_VLA_Grip_05.Part_SR_VLA_Grip_05 Proj per Shot +1, Mag Size +10% Dmg -24%, Acc Bloom +20%, Acc +21%
37 | Part_SR_VLA_Mag_01.Part_SR_VLA_Mag_01 15 Round, Dmg +5%
38 | Part_SR_VLA_Mag_02.Part_SR_VLA_Mag_02 20 Round Dmg -10%
39 | Part_SR_VLA_Mag_03.Part_SR_VLA_Mag_03 10 Round, Dmg +26.5%
40 | Part_SR_VLA_Material_01_Common.Part_SR_VLA_Material_01_Common Weapon Skin
41 | Part_SR_VLA_Material_02_Uncommon.Part_SR_VLA_Material_02_Uncommon Weapon Skin
42 | Part_SR_VLA_Material_03_Rare.Part_SR_VLA_Material_03_Rare Weapon Skin
43 | Part_SR_VLA_Material_04_VeryRare.Part_SR_VLA_Material_04_VeryRare Weapon Skin
44 | Part_SR_VLA_Material_Lyuda.Part_SR_VLA_Material_Lyuda Weapon Skin
45 | Part_SR_VLA_Material_Prison.Part_SR_VLA_Material_Prison Weapon Skin
46 | Part_SR_VLA_Mordecai_Material.Part_SR_VLA_Mordecai_Material Weapon Skin
47 | Part_SR_VLA_Scope_01.Part_SR_VLA_Scope_01 7,7x
48 | Part_SR_VLA_Scope_01_A.Part_SR_VLA_Scope_01_A Weapon Sway -30%
49 | Part_SR_VLA_Scope_01_B.Part_SR_VLA_Scope_01_B
50 | Part_SR_VLA_Scope_02.Part_SR_VLA_Scope_02 5.0X
51 | Part_SR_VLA_Scope_02_A.Part_SR_VLA_Scope_02_A Dmg +5%
52 | Part_SR_VLA_Scope_02_B.Part_SR_VLA_Scope_02_B Dmg +5%
53 | Part_SR_VLA_Scope_03.Part_SR_VLA_Scope_03 8.2x
54 | Part_SR_VLA_Scope_03_A.Part_SR_VLA_Scope_03_A Mag Size +10%
55 | Part_SR_VLA_Scope_03_B.Part_SR_VLA_Scope_03_B Fire Rate +5%
56 | Part_SR_VLA_Underbarrel_01.Part_SR_VLA_Underbarrel_01 Uberbarrel Shotgun , 4 round
57 | Part_SR_VLA_Underbarrel_01_A.Part_SR_VLA_Underbarrel_01_A Uberbarrel Shotgun Mag Size +50%
58 | Part_SR_VLA_Underbarrel_02.Part_SR_VLA_Underbarrel_02
59 | Part_SR_VLA_Underbarrel_02_Double.Part_SR_VLA_Underbarrel_02_Double 2 X Underbarrel RPG
60 | Part_SR_VLA_Underbarrel_02_Single.Part_SR_VLA_Underbarrel_02_Single Underbarrel RPG
61 | Part_SR_VLA_Underbarrel_03.Part_SR_VLA_Underbarrel_03 Bipod
62 | Part_SR_VLA_Underbarrel_04.Part_SR_VLA_Underbarrel_04 Extra Barrels, Fire Rate +35%
63 | Part_SR_VLA_Underbarrel_04_A.Part_SR_VLA_Underbarrel_04_A Fire Rate +5%
64 | Part_SR_VLA_Underbarrel_04_B.Part_SR_VLA_Underbarrel_04_B Charge Duration -20%
65 | Part_SR_VLA_Underbarrel_04_C.Part_SR_VLA_Underbarrel_04_C Fire Rate +5%
66 | # Naming strategy Name Priority
67 | # If Projectiles Per Shot = 2 Annexed 1001.0
68 | # If MagSize is Greater Than 35 and MagSize is Less Than 100 Unending 1002.0
69 |
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/src/Constants.cpp:
--------------------------------------------------------------------------------
1 | #include "Constants.h"
2 |
3 | #include
4 | #include
5 |
6 | const std::unordered_map Constants::currencyHashes = {
7 | { Constants::Currency::Money, 618814354 },
8 | { Constants::Currency::Eridium, 3679636065 },
9 | };
10 |
11 | const QList Constants::requiredXp = {
12 | 0, // lvl 1
13 | 358, // lvl 2
14 | 1241, // lvl 3
15 | 2850, // lvl 4
16 | 5376, // lvl 5
17 | 8997, // lvl 6
18 | 13886, // lvl 7
19 | 20208, // lvl 8
20 | 28126, // lvl 9
21 | 37798, // lvl 10
22 | 49377, // lvl 11
23 | 63016, // lvl 12
24 | 78861, // lvl 13
25 | 97061, // lvl 14
26 | 117757, // lvl 15
27 | 141092, // lvl 16
28 | 167206, // lvl 17
29 | 196238, // lvl 18
30 | 228322, // lvl 19
31 | 263595, // lvl 20
32 | 302190, // lvl 21
33 | 344238, // lvl 22
34 | 389873, // lvl 23
35 | 439222, // lvl 24
36 | 492414, // lvl 25
37 | 549578, // lvl 26
38 | 610840, // lvl 27
39 | 676325, // lvl 28
40 | 746158, // lvl 29
41 | 820463, // lvl 30
42 | 899363, // lvl 31
43 | 982980, // lvl 32
44 | 1071435, // lvl 33
45 | 1164850, // lvl 34
46 | 1263343, // lvl 35
47 | 1367034, // lvl 36
48 | 1476041, // lvl 37
49 | 1590483, // lvl 38
50 | 1710476, // lvl 39
51 | 1836137, // lvl 40
52 | 1967582, // lvl 41
53 | 2104926, // lvl 42
54 | 2248285, // lvl 43
55 | 2397772, // lvl 44
56 | 2553501, // lvl 45
57 | 2715586, // lvl 46
58 | 2884139, // lvl 47
59 | 3059273, // lvl 48
60 | 3241098, // lvl 49
61 | 3429728, // lvl 50
62 | 3625271, // lvl 51
63 | 3827840, // lvl 52
64 | 4037543, // lvl 53
65 | 4254491, // lvl 54
66 | 4478792, // lvl 55
67 | 4710556, // lvl 56
68 | 4949890, // lvl 57
69 | 5196902, // lvl 58
70 | 5451701, // lvl 59
71 | 5714393, // lvl 60
72 | 5985086, // lvl 61
73 | 6263885, // lvl 62
74 | 6550897, // lvl 63
75 | 6846227, // lvl 64
76 | 7149982, // lvl 65
77 | 7462266, // lvl 66
78 | 7783184, // lvl 67
79 | 8112840, // lvl 68
80 | 8451340, // lvl 69
81 | 8798786, // lvl 70
82 | 9155282, // lvl 71
83 | 9520931, // lvl 72
84 | 9895837, // lvl 73
85 | 10280103, // lvl 74
86 | 10673830, // lvl 75
87 | 11077120, // lvl 76
88 | 11490077, // lvl 77
89 | 11912801, // lvl 78
90 | 12345393, // lvl 79
91 | 12787955, // lvl 80
92 | };
93 |
94 | template
95 | static std::unordered_map reverseMapping(const std::unordered_map &mapping)
96 | {
97 | std::unordered_map ret;
98 | for (const std::pair &entry : mapping) {
99 | ret[entry.second] = entry.first;
100 | }
101 |
102 | return ret;
103 | }
104 |
105 | // Don't need to account for invalid enums
106 | template
107 | static std::string lookupString(const T val, const std::unordered_map &map)
108 | {
109 | typename std::unordered_map::const_iterator it = map.find(val);
110 | if (it == map.end()) {
111 | return "";
112 | }
113 | return it->second;
114 | }
115 |
116 |
117 |
118 | ////////////////////////////////////
119 | // Character classes
120 | ////////////////////////////////////
121 |
122 | const std::unordered_map Constants::classObjectNames = {
123 | { "Game/PlayerCharacters/Beastmaster/PlayerClassId_Beastmaster.PlayerClassId_Beastmaster", Class::Beastmaster} ,
124 | { "Game/PlayerCharacters/Gunner/PlayerClassId_Gunner.PlayerClassId_Gunner", Class::Gunner} ,
125 | { "Game/PlayerCharacters/Operative/PlayerClassId_Operative.PlayerClassId_Operative", Class::Operative} ,
126 | { "Game/PlayerCharacters/SirenBrawler/PlayerClassId_Siren.PlayerClassId_Siren", Class::Siren} ,
127 | };
128 |
129 | Constants::Class Constants::classFromObjectName(const std::string &key)
130 | {
131 | std::unordered_map::const_iterator it = classObjectNames.find(key);
132 | if (it == classObjectNames.end()) {
133 | return Class::Invalid;
134 | }
135 | return it->second;
136 | }
137 |
138 | std::string Constants::objectNameFromClass(const Constants::Class characterClass)
139 | {
140 | return lookupString(characterClass, reverseMapping(classObjectNames));
141 | }
142 |
143 |
144 | ////////////////////////////////////
145 | // Pets
146 | ////////////////////////////////////
147 |
148 | const std::unordered_map Constants::petKeys = {
149 | { "petmonkey", Pet::Jabber },
150 | { "petspiderant", Pet::Spiderant },
151 | { "petskag", Pet::Skag },
152 | };
153 |
154 | Constants::Pet Constants::petFromKey(const std::string &key)
155 | {
156 | std::unordered_map::const_iterator it = petKeys.find(key);
157 | if (it == petKeys.end()) {
158 | return Pet::Invalid;
159 | }
160 | return it->second;
161 | }
162 |
163 | std::string Constants::keyFromPet(const Pet pet)
164 | {
165 | return lookupString(pet, reverseMapping(petKeys));
166 | }
167 |
168 | ////////////////////////////////////
169 | // Inventory slots
170 | ////////////////////////////////////
171 |
172 | const std::unordered_map Constants::slotNames = {
173 | {"/Game/Gear/Weapons/_Shared/_Design/InventorySlots/BPInvSlot_Weapon1.BPInvSlot_Weapon1", Slot::Weapon1 },
174 | {"/Game/Gear/Weapons/_Shared/_Design/InventorySlots/BPInvSlot_Weapon2.BPInvSlot_Weapon2", Slot::Weapon2 },
175 | { "/Game/Gear/Weapons/_Shared/_Design/InventorySlots/BPInvSlot_Weapon3.BPInvSlot_Weapon3", Slot::Weapon3},
176 | { "/Game/Gear/Weapons/_Shared/_Design/InventorySlots/BPInvSlot_Weapon4.BPInvSlot_Weapon4", Slot::Weapon4},
177 | { "/Game/Gear/Shields/_Design/A_Data/BPInvSlot_Shield.BPInvSlot_Shield", Slot::Shield},
178 | { "/Game/Gear/GrenadeMods/_Design/A_Data/BPInvSlot_GrenadeMod.BPInvSlot_GrenadeMod", Slot::Grenade},
179 | { "/Game/Gear/ClassMods/_Design/_Data/BPInvSlot_ClassMod.BPInvSlot_ClassMod", Slot::COM},
180 | { "/Game/Gear/Artifacts/_Design/_Data/BPInvSlot_Artifact.BPInvSlot_Artifact", Slot::Artifact},
181 | };
182 |
183 | Constants::Slot Constants::slotFromObjectName(const std::string &objectName)
184 | {
185 | std::unordered_map::const_iterator it = slotNames.find(objectName);
186 | if (it == slotNames.end()) {
187 | return Slot::Invalid;
188 | }
189 | return it->second;
190 | }
191 |
192 | std::string Constants::objectNameFromSlot(const Constants::Slot slot)
193 | {
194 | return lookupString(slot, reverseMapping(slotNames));
195 | }
196 |
197 | Constants::Currency Constants::currencyByHash(const int hash)
198 | {
199 | static const std::unordered_map reverse = reverseMapping(currencyHashes);
200 | std::unordered_map::const_iterator it = reverse.find(hash);
201 | if (it == reverse.end()) {
202 | return Currency::Invalid;
203 | }
204 |
205 | return it->second;
206 | }
207 |
208 | int Constants::hashByCurrency(const Constants::Currency currency)
209 | {
210 | std::unordered_map::const_iterator it = currencyHashes.find(currency);
211 | if (it == currencyHashes.end()) {
212 | return -1;
213 | }
214 | return it->second;
215 |
216 | }
217 |
--------------------------------------------------------------------------------
/src/Constants.h:
--------------------------------------------------------------------------------
1 | #ifndef CONSTANTS_H
2 | #define CONSTANTS_H
3 |
4 | #include
5 | #include
6 | #include
7 | #include
8 |
9 | struct Constants : public QObject
10 | {
11 | Q_OBJECT
12 |
13 | public:
14 | // This lets us automagically get the name with Q_ENUM
15 | template static QString enumToString(const ENUM val) {
16 | static_assert(std::is_enum());
17 | return QString::fromUtf8(QMetaEnum::fromType().valueToKey(val));
18 | }
19 |
20 | enum class Class {
21 | Invalid,
22 | Beastmaster,
23 | Gunner,
24 | Operative,
25 | Siren
26 | };
27 | Q_ENUM(Class)
28 | static const std::unordered_map classObjectNames;
29 | static Class classFromObjectName(const std::string &key);
30 | static std::string objectNameFromClass(const Class characterClass);
31 |
32 | enum class Pet {
33 | Invalid = -1,
34 | Jabber,
35 | Spiderant,
36 | Skag
37 | };
38 | Q_ENUM(Pet)
39 | static const std::unordered_map petKeys;
40 | static Pet petFromKey(const std::string &key);
41 | static std::string keyFromPet(const Pet pet);
42 |
43 | enum class Slot {
44 | Invalid = -1,
45 | Weapon1,
46 | Weapon2,
47 | Weapon3,
48 | Weapon4,
49 | Shield,
50 | Grenade,
51 | COM,
52 | Artifact
53 | };
54 | Q_ENUM(Slot)
55 | static const std::unordered_map slotNames;
56 |
57 | static Slot slotFromObjectName(const std::string &objectName);
58 | static std::string objectNameFromSlot(const Slot slot);
59 |
60 | enum class Currency {
61 | Invalid = -1,
62 | Money,
63 | Eridium
64 | };
65 | Q_ENUM(Currency)
66 | static const std::unordered_map currencyHashes;
67 | static Currency currencyByHash(const int hash);
68 | static int hashByCurrency(const Currency currency);
69 |
70 | static constexpr int minLevel = 1;
71 | static constexpr int maxLevel = 57;
72 | static const QList requiredXp;
73 | };
74 |
75 | #endif // CONSTANTS_H
76 |
--------------------------------------------------------------------------------
/src/ConsumablesTab.h:
--------------------------------------------------------------------------------
1 | #ifndef CONSUMABLESTAB_H
2 | #define CONSUMABLESTAB_H
3 |
4 | #include
5 |
6 | class Savegame;
7 | class QSpinBox;
8 |
9 | class ConsumablesTab : public QWidget
10 | {
11 | Q_OBJECT
12 |
13 | public:
14 | ConsumablesTab(Savegame *savegame);
15 |
16 | private slots:
17 | void load();
18 |
19 | private:
20 | void connectSpinBoxes();
21 | void disconnectSpinBoxes();
22 |
23 | Savegame *m_savegame;
24 |
25 | QSpinBox *m_moneyEditor;
26 | QSpinBox *m_eridiumEditor;
27 |
28 | QSpinBox *m_rifleAmmo;
29 | QSpinBox *m_grenadeAmmo;
30 | QSpinBox *m_heavyAmmo;
31 | QSpinBox *m_pistolAmmo;
32 | QSpinBox *m_smgAmmo;
33 | QSpinBox *m_shotgunAmmo;
34 | QSpinBox *m_sniperAmmo;
35 |
36 | QSpinBox *m_rifleSdu;
37 | QSpinBox *m_grenadeSdu;
38 | QSpinBox *m_heavySdu;
39 | QSpinBox *m_pistolSdu;
40 | QSpinBox *m_smgSdu;
41 | QSpinBox *m_shotgunSdu;
42 | QSpinBox *m_sniperSdu;
43 | QSpinBox *m_backpackSdu;
44 | };
45 |
46 | #endif // CONSUMABLESTAB_H
47 |
--------------------------------------------------------------------------------
/src/GameSettingsTab.cpp:
--------------------------------------------------------------------------------
1 | #include "GameSettingsTab.h"
2 |
3 | #include "Savegame.h"
4 |
5 | #include
6 | #include
7 | #include
8 | #include
9 |
10 |
11 | GameSettingsTab::GameSettingsTab(Profile *profile, QWidget *parent) : QWidget(parent)
12 | {
13 | setLayout(new QVBoxLayout);
14 |
15 | QGroupBox *graphicsBox = new QGroupBox(tr("Graphics"));
16 | QFormLayout *graphicsLayout = new QFormLayout;
17 | graphicsBox->setLayout(graphicsLayout);
18 | graphicsLayout->setFieldGrowthPolicy(QFormLayout::FieldsStayAtSizeHint);
19 |
20 | m_fovEdit = new QSpinBox;
21 | m_fovEdit->setRange(90, 180); // Just guessing what the game can handle
22 | graphicsLayout->addRow("FOV", graphicsBox);
23 |
24 | layout()->addWidget(graphicsBox);
25 |
26 | }
27 |
--------------------------------------------------------------------------------
/src/GameSettingsTab.h:
--------------------------------------------------------------------------------
1 | #ifndef GAMESETTINGSTAB_H
2 | #define GAMESETTINGSTAB_H
3 |
4 | #include
5 |
6 | class QSpinBox;
7 | class Profile;
8 |
9 | class GameSettingsTab : public QWidget
10 | {
11 | Q_OBJECT
12 | public:
13 | explicit GameSettingsTab(Profile *savegame, QWidget *parent = nullptr);
14 |
15 | signals:
16 |
17 | private:
18 | QSpinBox *m_fovEdit;
19 |
20 |
21 | };
22 |
23 | #endif // GAMESETTINGSTAB_H
24 |
--------------------------------------------------------------------------------
/src/GeneralTab.cpp:
--------------------------------------------------------------------------------
1 | #include "GeneralTab.h"
2 |
3 | #include "Savegame.h"
4 | #include "Constants.h"
5 | #include "Lol.h"
6 |
7 | #include
8 | #include
9 | #include
10 | #include
11 | #include
12 | #include
13 | #include
14 | #include
15 |
16 | GeneralTab::GeneralTab(Savegame *savegame, QWidget *parent) :
17 | QWidget(parent)
18 | {
19 | setLayout(new QVBoxLayout);
20 |
21 | //////////////////////////
22 | // Basic properties
23 | QGroupBox *basicsBox = new QGroupBox(tr("Basics"));
24 | QFormLayout *basicsLayout = new QFormLayout;
25 | basicsLayout->setFieldGrowthPolicy(QFormLayout::FieldsStayAtSizeHint);
26 | basicsBox->setLayout(basicsLayout);
27 |
28 | m_nameEdit = new QLineEdit;
29 | basicsLayout->addRow(tr("Name"), m_nameEdit);
30 |
31 | m_levelEdit = new QSpinBox;
32 | m_levelEdit->setRange(Constants::minLevel, Constants::maxLevel);
33 | basicsLayout->addRow(tr("Level"), m_levelEdit);
34 |
35 | m_xpEdit = new QSpinBox;
36 | m_xpEdit->setRange(0, Constants::requiredXp[Constants::maxLevel]);
37 | m_xpEdit->setSingleStep(1000);
38 | basicsLayout->addRow(tr("Experience points"), m_xpEdit);
39 |
40 | layout()->addWidget(basicsBox);
41 |
42 | connect(savegame, &Savegame::nameChanged, m_nameEdit, &QLineEdit::setText);
43 | connect(savegame, &Savegame::levelChanged, m_levelEdit, &QSpinBox::setValue);
44 | connect(savegame, &Savegame::xpChanged, m_xpEdit, &QSpinBox::setValue);
45 |
46 | connect(m_nameEdit, &QLineEdit::textEdited, savegame, &Savegame::setCharacterName);
47 | connect(m_levelEdit, SIGNAL(valueChanged(int)), savegame, SLOT(setLevel(int))); // old style connect because fuck qOverload
48 | connect(m_xpEdit, SIGNAL(valueChanged(int)), savegame, SLOT(setXp(int))); // old style connect because fuck qOverload
49 |
50 | // Advanced shit
51 | QGroupBox *advancedBox = new QGroupBox(tr("Advanced"));
52 | QFormLayout *advancedLayout = new QFormLayout;
53 | advancedLayout->setFieldGrowthPolicy(QFormLayout::FieldsStayAtSizeHint);
54 | advancedBox->setLayout(advancedLayout);
55 | m_saveSlot = new QSpinBox;
56 | m_saveSlot->setMinimum(1);
57 | m_saveSlot->setMaximum(10); // lolidk
58 | advancedLayout->addRow(tr("Save slot"), m_saveSlot);
59 | m_uuid = new QLabel("UUID");
60 | m_uuid->setFont(QFontDatabase::systemFont(QFontDatabase::FixedFont));
61 | advancedLayout->addRow(tr("UUID"), m_uuid);
62 | QPushButton *generateUuidButton = new QPushButton(tr("Generate random UUID"));
63 | advancedLayout->addWidget(generateUuidButton);
64 |
65 | layout()->addWidget(advancedBox);
66 |
67 | layout()->addWidget(new Lol);
68 |
69 | connect(savegame, &Savegame::saveSlotChanged, m_saveSlot, &QSpinBox::setValue);
70 | connect(savegame, &Savegame::uuidChanged, m_uuid, &QLabel::setText);
71 | connect(m_saveSlot, SIGNAL(valueChanged(int)), savegame, SLOT(setSaveSlot(int))); // old style connect because fuck qOverload
72 | connect(generateUuidButton, &QPushButton::clicked, savegame, &Savegame::regenerateUuid);
73 | }
74 |
--------------------------------------------------------------------------------
/src/GeneralTab.h:
--------------------------------------------------------------------------------
1 | #ifndef GENERALTAB_H
2 | #define GENERALTAB_H
3 |
4 | #include
5 | #include
6 | #include
7 |
8 | class Savegame;
9 |
10 | class QLineEdit;
11 | class QSpinBox;
12 | class QLabel;
13 |
14 | class GeneralTab : public QWidget
15 | {
16 | Q_OBJECT
17 |
18 | public:
19 | explicit GeneralTab(Savegame *savegame, QWidget *parent = nullptr);
20 |
21 | signals:
22 |
23 | private:
24 | QLineEdit *m_nameEdit;
25 | QSpinBox *m_levelEdit;
26 | QSpinBox *m_xpEdit;
27 | Savegame *m_savegame;
28 |
29 | QSpinBox *m_saveSlot;
30 | QLabel *m_uuid;
31 | };
32 |
33 | #endif // GENERALTAB_H
34 |
--------------------------------------------------------------------------------
/src/InventoryItem.h:
--------------------------------------------------------------------------------
1 | #pragma once
2 |
3 | #include
4 | #include
5 | #include
6 |
7 | struct InventoryItem {
8 | enum Flag {
9 | Seen = 1,
10 | Favorite = 2,
11 | Trash = 4
12 | };
13 |
14 | bool writable = false;
15 |
16 | bool isValid() const {
17 | return version != -1 &&
18 | !name.isEmpty() &&
19 | !objectShortName.isEmpty() &&
20 | balance.isValid() &&
21 | data.isValid() &&
22 | manufacturer.isValid() &&
23 | level != -1 &&
24 | numberOfParts != -1 &&
25 | !parts.isEmpty() &&
26 | numCustom == 0 // TODO
27 | ;
28 | }
29 |
30 | int version = -1;
31 |
32 | QString partsCategory;
33 |
34 | struct Aspect {
35 | int bits = -1;
36 | int index = -1;
37 | QString val;
38 |
39 | bool isValid() const {
40 | return bits > 0 && index > 0 && !val.isEmpty();
41 | }
42 | };
43 |
44 | QString name;
45 | QString objectShortName;
46 |
47 | Aspect balance;
48 | Aspect data;
49 | Aspect manufacturer;
50 |
51 | int level = -1;
52 |
53 | int numberOfParts = -1;
54 | QVector parts;
55 | QVector genericParts;
56 | int seed = 0;
57 |
58 | QVector itemWearMaybe;
59 |
60 | int numCustom = -1;
61 |
62 | QByteArray remainingBits; // TODO
63 | };
64 |
--------------------------------------------------------------------------------
/src/InventoryTab.h:
--------------------------------------------------------------------------------
1 | #ifndef INVENTORYTAB_H
2 | #define INVENTORYTAB_H
3 |
4 | #include
5 | #include
6 |
7 | class QListWidget;
8 | class QTreeWidget;
9 | class QTreeWidgetItem;
10 | class QSpinBox;
11 | class Savegame;
12 | class QVBoxLayout;
13 | class QLabel;
14 |
15 | class InventoryTab : public QWidget
16 | {
17 | Q_OBJECT
18 | public:
19 | explicit InventoryTab(Savegame *savegame, QWidget *parent = nullptr);
20 |
21 | private slots:
22 | void onItemSelected();
23 | void onPartSelected();
24 | void onPartChanged(QTreeWidgetItem *item, int column);
25 | void load();
26 | void onItemLevelChanged();
27 |
28 | private:
29 | void checkValidity();
30 |
31 | Savegame *m_savegame;
32 | QListWidget *m_list;
33 | QTreeWidget *m_partsList;
34 | QSet m_enabledParts;
35 |
36 | QLabel *m_partName;
37 | QLabel *m_partEffects;
38 | QLabel *m_partPositives;
39 | QLabel *m_partNegatives;
40 | QLabel *m_warningText;
41 | QSpinBox *m_itemLevel;
42 | int m_selectedInventoryItem = -1;
43 | };
44 |
45 | #endif // INVENTORYTAB_H
46 |
--------------------------------------------------------------------------------
/src/ItemData.h:
--------------------------------------------------------------------------------
1 | #ifndef ITEMDATA_H
2 | #define ITEMDATA_H
3 |
4 | #include "InventoryItem.h"
5 |
6 | #include
7 | #include
8 | #include
9 | #include
10 | #include
11 | #include
12 |
13 | // Could use an enum, but memory is cheap and I'm lazy
14 | struct ItemPart {
15 | QString manufacturer;
16 | QString itemType;
17 | QString rarity;
18 | QString balance;
19 | QString category;
20 | int minParts = 0;
21 | int maxParts = 0;
22 | float weight = 0.f;
23 | QString partId;
24 | QStringList dependencies;
25 | QStringList excluders;
26 | };
27 |
28 | struct ItemDescription {
29 | QString positives;
30 | QString negatives;
31 | QString effects;
32 | QString naming;
33 | };
34 |
35 | struct ItemInfo {
36 | QString inventoryName;
37 | QString inventoryNameLocationKey;
38 |
39 | int inventoryCategoryHash;
40 |
41 | float inventorySize = 0.f;
42 | bool usesInventoryScore = false;
43 |
44 | int monetaryValue = 0.f;
45 | float baseMonetaryValueModifier = 0.f;
46 |
47 | bool canDropOrSell = false;
48 | };
49 |
50 | class ItemData
51 | {
52 | public:
53 | static ItemData *instance();
54 |
55 | static bool isValid();
56 |
57 | static QString getItemAsset(const QString &category, const int index);
58 | static int requiredBits(const QString &category, const int requiredVersion);
59 |
60 | static QString englishName(const QString &itemName);
61 | static QString partCategory(const QString &objectName);
62 |
63 | static const QVector &weaponParts(const QString &balance);
64 | static QStringList categoriesForWeapon(const QString &balance) { return instance()->m_weaponPartCategories.values(balance); }
65 | static QString weaponPartType(const QString &id) { return instance()->m_weaponPartTypes[id]; }
66 |
67 | static int partIndex(const QString &category, const QString &id);
68 |
69 | static const ItemDescription &itemDescription(const QString &id) { return instance()->m_itemDescriptions[id]; }
70 | static const ItemInfo &itemInfo(const QString &id) { return instance()->m_itemInfos[id]; }
71 | static bool hasItemInfo(const QString &id) { return instance()->m_itemInfos.contains(id); } // inefficient lol
72 |
73 | static const QString &objectForShortName(const QString &shortName) { return instance()->m_shortNameToObject[shortName]; }
74 |
75 | static InventoryItem::Aspect createInventoryItemPart(const InventoryItem &inventoryItem, const QString &objectName);
76 |
77 | // static bool hasItemPart(const QString &id) { return instance()->m_}
78 |
79 | private:
80 | ItemData();
81 |
82 | void loadPartsForOther(const QString &type);
83 | void loadWeaponPartDescriptions(const QString &filename);
84 | void loadShieldPartDescriptions();
85 | void loadGrenadePartDescriptions();
86 | void loadClassModDescriptions(const QString &characterClass);
87 | void loadItemInfos();
88 | void loadInventorySerials();
89 |
90 | static const QVector nullWeaponParts; // so we always can return references
91 |
92 | QJsonObject m_englishNames;
93 | QJsonObject m_itemPartCategories;
94 | QHash> m_weaponParts;
95 | QHash m_weaponPartTypes;
96 | QMultiMap m_weaponPartCategories;
97 | QHash m_itemDescriptions;
98 | QHash m_itemInfos;
99 |
100 | QHash m_categoryObjects;
101 | QHash>> m_categoryRequiredBits;
102 | QHash m_shortNameToObject;
103 | };
104 |
105 | #endif // ITEMDATA_H
106 |
--------------------------------------------------------------------------------
/src/Lol.cpp:
--------------------------------------------------------------------------------
1 | #include "Lol.h"
2 | #include
3 | #include
4 | #include
5 | #include
6 | #include
7 | #include
8 |
9 | Lol::Lol(QWidget *parent) : QWidget(parent)
10 | {
11 | m_vertices = {
12 | { 1, 1, 1, 1 },
13 | { 1, 1, 1,-1 },
14 | { 1, 1,-1, 1 },
15 | { 1, 1,-1,-1 },
16 | { 1,-1, 1, 1 },
17 | { 1,-1, 1,-1 },
18 | { 1,-1,-1, 1 },
19 | { 1,-1,-1,-1 },
20 | {-1, 1, 1, 1 },
21 | {-1, 1, 1,-1 },
22 | {-1, 1,-1, 1 },
23 | {-1, 1,-1,-1 },
24 | {-1,-1, 1, 1 },
25 | {-1,-1, 1,-1 },
26 | {-1,-1,-1, 1 },
27 | {-1,-1,-1,-1 }
28 | };
29 |
30 | m_edges = {
31 | { 0, 1}, { 0, 2}, { 0, 4}, { 0, 8},
32 | { 1, 3}, { 1, 5}, { 1, 9},
33 | { 2, 3}, { 2, 6}, { 2, 10},
34 | { 3, 7}, { 3, 11},
35 | { 4, 5}, { 4, 6}, { 4, 12},
36 | { 5, 7}, { 5, 13},
37 | { 6, 7}, { 6, 14},
38 | { 7, 15},
39 | { 8, 9}, { 8, 10}, { 8, 12},
40 | { 9, 11}, { 9, 13},
41 | {10, 11}, {10, 14},
42 | {11, 15},
43 | {12, 13}, {12, 14},
44 | {13, 15},
45 | {14, 15}
46 | };
47 |
48 | m_repaintTimer.start(16, this);
49 | setSizePolicy(QSizePolicy(QSizePolicy::Expanding, QSizePolicy::Expanding));
50 | }
51 |
52 | void Lol::paintEvent(QPaintEvent *)
53 | {
54 | QPainter p(this);
55 | p.setRenderHint(QPainter::Antialiasing, true);
56 | p.setPen(palette().color(QPalette::Disabled, QPalette::WindowText));
57 |
58 | float scale = qMin(width(), height()) / 4. - contentsMargins().left()*2;
59 |
60 | const float sine = std::sin(m_step/100.);
61 | const float cosine = std::cos(m_step/100.);
62 | const float width = this->width();
63 | const float height = this->height();
64 |
65 | QVector vertices;
66 | for (int i=0; itimerId() != m_repaintTimer.timerId()) {
109 | QWidget::timerEvent(e);
110 | return;
111 | }
112 |
113 | m_step++;
114 | update();
115 | }
116 |
--------------------------------------------------------------------------------
/src/Lol.h:
--------------------------------------------------------------------------------
1 | #pragma once
2 |
3 | #include
4 | #include
5 | #include
6 | #include
7 | #include
8 |
9 | class Lol : public QWidget
10 | {
11 | Q_OBJECT
12 |
13 | public:
14 | Lol(QWidget *parent = nullptr);
15 |
16 | protected:
17 | void paintEvent(QPaintEvent *event) override;
18 | void timerEvent(QTimerEvent *e) override;
19 |
20 | private:
21 | QBasicTimer m_repaintTimer;
22 | int m_step = 0;
23 |
24 | QVector m_vertices;
25 | QVector m_edges;
26 | };
27 |
--------------------------------------------------------------------------------
/src/MainWindow.cpp:
--------------------------------------------------------------------------------
1 | #include "MainWindow.h"
2 |
3 | #include "GeneralTab.h"
4 | #include "Savegame.h"
5 | #include "InventoryTab.h"
6 | #include "ConsumablesTab.h"
7 | #include "MissionsTab.h"
8 |
9 | #include
10 | #include
11 | #include
12 | #include
13 | #include
14 | #include
15 | #include
16 | #include
17 | #include
18 | #include
19 |
20 |
21 |
22 | MainWindow::MainWindow(QWidget *parent)
23 | : QMainWindow(parent),
24 | m_savegame(new Savegame(this))
25 | {
26 | setWindowFlag(Qt::Dialog);
27 |
28 | QToolBar *mainToolbar = addToolBar(tr("Main"));
29 | mainToolbar->setToolButtonStyle(Qt::ToolButtonTextUnderIcon);
30 |
31 | mainToolbar->addAction(QIcon::fromTheme("document-open"), tr("Open..."), this, &MainWindow::onOpenFile);
32 | mainToolbar->addAction(QIcon::fromTheme("document-save"), tr("Save"), this, &MainWindow::onSaveFile);
33 | mainToolbar->addAction(QIcon::fromTheme("document-save-as"), tr("Save as..."), this, &MainWindow::onSaveAs);
34 |
35 | // Set up tabs
36 | m_tabWidget = new QTabWidget;
37 | setCentralWidget(m_tabWidget);
38 |
39 | m_generalTab = new GeneralTab(m_savegame);
40 | m_generalTab->setEnabled(false);
41 | m_tabWidget->addTab(m_generalTab, tr("&General"));
42 |
43 | m_inventoryTab = new InventoryTab(m_savegame);
44 | m_inventoryTab->setEnabled(false);
45 | m_tabWidget->addTab(m_inventoryTab, tr("&Inventory"));
46 |
47 | m_consumablesTab = new ConsumablesTab(m_savegame);
48 | m_consumablesTab->setEnabled(false);
49 | m_tabWidget->addTab(m_consumablesTab, "&Consumables");
50 |
51 | m_missionsTab = new MissionsTab(m_savegame);
52 | m_missionsTab->setEnabled(false);
53 | m_tabWidget->addTab(m_missionsTab, tr("Active &Missions"));
54 |
55 | resize(900, 500);
56 |
57 | QSettings settings;
58 | if (settings.contains("lastopened")) {
59 | m_filePath = settings.value("lastopened").toString();
60 |
61 | // Wait until mainloop started
62 | QMetaObject::invokeMethod(this, "loadFile", Qt::QueuedConnection);
63 | }
64 | }
65 |
66 | MainWindow::~MainWindow()
67 | {
68 | }
69 |
70 | void MainWindow::loadFile()
71 | {
72 | QMessageBox::warning(this, tr("Untested warning"), tr("This isn't really well tested. Especially the item editing is completely untested and will probably fuck up something.\nMake backups before using."));
73 | qDebug() << "Loading" << m_filePath;
74 | m_generalTab->setEnabled(false);
75 | m_inventoryTab->setEnabled(false);
76 | m_consumablesTab->setEnabled(false);
77 | m_missionsTab->setEnabled(false);
78 | if (m_filePath.isEmpty()) {
79 | m_filePath = QFileDialog::getOpenFileName(this, "Select a savegame", QString(), "Savefile (*.sav)");
80 | if (m_filePath.isEmpty()) {
81 | return;
82 | }
83 | }
84 |
85 | if (!m_savegame->load(m_filePath)) {
86 | return;
87 | }
88 | QSettings settings;
89 | settings.setValue("lastopened", m_filePath);
90 | m_generalTab->setEnabled(true);
91 | m_inventoryTab->setEnabled(true);
92 | m_consumablesTab->setEnabled(true);
93 | m_missionsTab->setEnabled(true);
94 | }
95 |
96 | void MainWindow::onOpenFile()
97 | {
98 | QString newPath = QFileDialog::getOpenFileName(this, "Select a savegame", QString(), "Savefile (*.sav)");
99 | if (newPath.isEmpty()) {
100 | return;
101 | }
102 | m_filePath = newPath;
103 |
104 | loadFile();
105 | }
106 |
107 | void MainWindow::onSaveFile()
108 | {
109 | if (!m_savegame->save(m_filePath)) {
110 | return;
111 | }
112 |
113 | QSettings settings;
114 | settings.setValue("lastopened", m_filePath);
115 | }
116 |
117 | void MainWindow::onSaveAs()
118 | {
119 | QString newPath = QFileDialog::getSaveFileName(this, "Select a filename to save to", QString(), "Savefile (*.sav)");
120 | if (newPath.isEmpty()) {
121 | return;
122 | }
123 |
124 | m_filePath = newPath; // so we save to this next time the save button is clicked
125 | if (!m_savegame->save(m_filePath)) {
126 | qWarning() << "Failed to save";
127 | return;
128 | }
129 | }
130 |
131 |
--------------------------------------------------------------------------------
/src/MainWindow.h:
--------------------------------------------------------------------------------
1 | #ifndef WIDGET_H
2 | #define WIDGET_H
3 |
4 | #include
5 |
6 | class GeneralTab;
7 | class InventoryTab;
8 | class ConsumablesTab;
9 | class MissionsTab;
10 | class Savegame;
11 |
12 | class QPushButton;
13 | class QTabWidget;
14 |
15 | class MainWindow : public QMainWindow
16 | {
17 | Q_OBJECT
18 |
19 | public:
20 | MainWindow(QWidget *parent = nullptr);
21 | ~MainWindow();
22 |
23 | void setFilePath(const QString &path) { m_filePath = path; }
24 |
25 | private slots:
26 | void onOpenFile();
27 | void onSaveFile();
28 | void onSaveAs();
29 |
30 | void loadFile();
31 |
32 | private:
33 | Savegame *m_savegame;
34 | QString m_filePath;
35 | QTabWidget *m_tabWidget;
36 | GeneralTab *m_generalTab;
37 | InventoryTab *m_inventoryTab;
38 | ConsumablesTab *m_consumablesTab;
39 | MissionsTab *m_missionsTab;
40 | };
41 | #endif // WIDGET_H
42 |
--------------------------------------------------------------------------------
/src/MissionsTab.cpp:
--------------------------------------------------------------------------------
1 | #include "MissionsTab.h"
2 |
3 | #include "Savegame.h"
4 |
5 | #include
6 | #include
7 | #include
8 | #include
9 | #include
10 | #include
11 | #include
12 | #include
13 | #include
14 | #include
15 |
16 | MissionsTab::MissionsTab(Savegame *savegame) : m_savegame(savegame)
17 | {
18 | loadData();
19 |
20 | QVBoxLayout *mainLayout = new QVBoxLayout(this);
21 | QLabel *warningLabel = new QLabel(tr("WARNING: This does not update the current \"objective set\", so if you progress too far the game might not like it. "
22 | "I haven't tested that, I only needed to get past the stuck \"Talk to Lilith\".\n\n"
23 | "Editing is disabled for missions I don't have data for (i. e. JohnWickParse failed to grok the game files), "
24 | "and for missions which have objective statuses that are unknown (it looks like objectives which consists of collecting things)."));
25 | warningLabel->setWordWrap(true);
26 | mainLayout->addWidget(warningLabel);
27 |
28 |
29 | QHBoxLayout *layout = new QHBoxLayout;
30 | mainLayout->addLayout(layout);
31 |
32 | m_missionsList = new QListWidget;
33 | m_progressList = new QListWidget;
34 |
35 | layout->addWidget(m_missionsList);
36 | layout->addWidget(m_progressList);
37 |
38 | connect(savegame, &Savegame::itemsChanged, this, &MissionsTab::load);
39 | connect(m_missionsList, &QListWidget::itemSelectionChanged, this, &MissionsTab::onMissionSelected);
40 | connect(m_progressList, &QListWidget::itemChanged, this, &MissionsTab::onObjectiveChanged);
41 | }
42 |
43 | void MissionsTab::load()
44 | {
45 | m_missionsList->clear();
46 | for (const QString &missionPath : m_savegame->activeMissions()) {
47 | const QString mission = missionPath.split('.').first(); // forgot to fetch the full name from the pak, so just skip the thing after the .
48 | QListWidgetItem *item;
49 | if (m_missionNames.contains(mission)) {
50 | item = new QListWidgetItem(m_missionNames[mission]);
51 | } else {
52 | item = new QListWidgetItem(mission);
53 | }
54 | item->setData(Qt::UserRole, missionPath);
55 |
56 | m_missionsList->addItem(item);
57 | }
58 | }
59 |
60 | void MissionsTab::onMissionSelected()
61 | {
62 | if (!m_missionsList->currentItem()) {
63 | return;
64 | }
65 |
66 | const QString missionId = m_missionsList->currentItem()->data(Qt::UserRole).toString();
67 | qDebug() << missionId;
68 |
69 | m_progressList->clear();
70 | bool failed;
71 |
72 | const QVector objectiveStatus = m_savegame->objectivesCompleted(missionId, &failed);
73 | const QString missionLookupName = missionId.split('.').first();
74 | const QStringList &objectivePaths = m_objectives[missionLookupName];
75 | const QHash &objectiveNames = m_objectiveNames[missionLookupName];
76 |
77 | for (int i=0; isetData(Qt::UserRole, objectivePaths[i]);
86 | } else {
87 | objective = new QListWidgetItem(QStringLiteral("Unknown objective %1").arg(i + 1));
88 | failed = true;
89 | }
90 |
91 | objective->setCheckState(objectiveStatus[i] ? Qt::Checked : Qt::Unchecked);
92 | m_progressList->addItem(objective);
93 | }
94 |
95 | m_progressList->setEnabled(!failed);
96 | }
97 |
98 | void MissionsTab::onObjectiveChanged(QListWidgetItem *item)
99 | {
100 | Q_ASSERT(item);
101 |
102 | int index = m_progressList->row(item);
103 | Q_ASSERT(index >= 0);
104 |
105 | const QString missionId = m_missionsList->currentItem()->text();
106 | m_savegame->setObjectiveCompleted(missionId, index, item->checkState() == Qt::Checked ? true : false);
107 |
108 | QTimer::singleShot(100, this, &MissionsTab::onMissionSelected);
109 | }
110 |
111 | void MissionsTab::loadData()
112 | {
113 | QFile namesFile(":/data/missions.json");
114 | if (!namesFile.open(QIODevice::ReadOnly)) {
115 | qWarning() << "Failed to open" << namesFile.fileName() << namesFile.fileName();
116 | return;
117 | }
118 | const QJsonObject rootObject = QJsonDocument::fromJson(namesFile.readAll()).object();
119 | for (const QString &missionPath : rootObject.keys()) {
120 | const QJsonObject mission = rootObject[missionPath].toObject();
121 | m_missionNames[missionPath] = mission["Title"].toString();
122 | for (const QJsonValue &val : mission["ObjectivesList"].toArray()) {
123 | m_objectives[missionPath].append(val.toString());
124 | }
125 | const QJsonObject objectiveTitles = mission["ObjectiveTitles"].toObject();
126 | for (const QString &objectivePath : objectiveTitles.keys()) {
127 | m_objectiveNames[missionPath][objectivePath] = objectiveTitles[objectivePath].toString();
128 | }
129 | }
130 | }
131 |
--------------------------------------------------------------------------------
/src/MissionsTab.h:
--------------------------------------------------------------------------------
1 | #ifndef MISSIONSTAB_H
2 | #define MISSIONSTAB_H
3 |
4 | #include
5 |
6 | class Savegame;
7 | class QListWidget;
8 | class QListWidgetItem;
9 |
10 | class MissionsTab : public QWidget
11 | {
12 | Q_OBJECT
13 | public:
14 | explicit MissionsTab(Savegame *savegame);
15 |
16 | signals:
17 |
18 | private slots:
19 | void load();
20 | void onMissionSelected();
21 | void onObjectiveChanged(QListWidgetItem *item);
22 |
23 | private:
24 | void loadData();
25 |
26 | Savegame *m_savegame;
27 |
28 | QListWidget *m_missionsList;
29 | QListWidget *m_progressList;
30 |
31 | QHash m_objectives;
32 | QHash> m_objectiveNames;
33 | QHash m_missionNames;
34 | QHash m_objectiveSets;
35 | };
36 |
37 | #endif // MISSIONSTAB_H
38 |
--------------------------------------------------------------------------------
/src/Savegame.h:
--------------------------------------------------------------------------------
1 | #ifndef SAVEGAME_H
2 | #define SAVEGAME_H
3 |
4 | #include "Constants.h"
5 | #include "ItemData.h"
6 | #include "InventoryItem.h"
7 |
8 | #include
9 | #include
10 | #include
11 | #include
12 | #include
13 | #include
14 |
15 | namespace OakSave {
16 | class Character;
17 | }
18 |
19 | class QIODevice;
20 | struct BitParser;
21 |
22 | class Savegame : public QObject
23 | {
24 | Q_OBJECT
25 |
26 | struct Header {
27 | uint32_t savegameVersion;
28 | uint32_t packageVersion;
29 |
30 | uint16_t engineMajorVersion;
31 | uint16_t engineMinorVersion;
32 | uint16_t enginePatchVersion;
33 |
34 | uint32_t engineBuild;
35 | QString buildId;
36 |
37 | uint32_t customFormatVersion;
38 | uint32_t customFormatCount;
39 |
40 | struct CustomFormat {
41 | QUuid id;
42 | int entry = 0;
43 | };
44 | QVector customFormats;
45 |
46 | QString savegameType;
47 |
48 | int32_t dataLength;
49 | } m_header{};
50 |
51 | public:
52 | Savegame(QObject *parent);
53 | virtual ~Savegame();
54 |
55 | bool load(const QString &filePath);
56 | bool save(const QString filePath) const;
57 |
58 | const QVector &items() { return m_items; }
59 | int inventoryItemsCount() const { return m_items.count(); }
60 | const InventoryItem &inventoryItem(const int index) { return m_items[index]; }
61 | void addInventoryItemPart(const int index, const InventoryItem::Aspect &part);
62 | void removeInventoryItemPart(const int index, const QString partId);
63 | void setItemLevel(const int index, const int newLevel);
64 |
65 | int ammoAmount(const QString &name) const;
66 | void setAmmoAmount(const QString &name, const int amount);
67 |
68 | int sduAmount(const QString &name) const;
69 | void setSduAmount(const QString &name, const int amount);
70 |
71 | QStringList activeMissions() const;
72 | QVector objectivesCompleted(const QString &missionName, bool *failed = nullptr);
73 | void setObjectiveCompleted(const QString &missionID, const int objectiveIndex, const bool active);
74 |
75 | public slots:
76 | //////////////////////////
77 | // Character stuff
78 | QString characterName() const;
79 | void setCharacterName(const QString &name);
80 |
81 | int xp() const;
82 | void setXp(const int newXp);
83 |
84 | int level() const;
85 | void setLevel(const int newLevel);
86 |
87 | int money() const;
88 | void setMoney(const int amount);
89 |
90 | int eridium() const;
91 | void setEridium(const int amount);
92 |
93 | void regenerateUuid();
94 |
95 | void setSaveSlot(const int slotId);
96 |
97 | signals:
98 | void nameChanged(const QString &newName);
99 | void xpChanged(const int xp);
100 | void levelChanged(const int level);
101 | void moneyChanged(const int amount);
102 | void eridiumChanged(const int amount);
103 |
104 | void itemsChanged();
105 | void fileLoaded();
106 |
107 | void uuidChanged(const QString &uuid);
108 |
109 | void saveSlotChanged(const int slotId);
110 |
111 |
112 | private:
113 | InventoryItem parseItem(const std::string &obfuscatedSerial);
114 | std::string serializeItem(const InventoryItem &item);
115 |
116 | InventoryItem::Aspect getAspect(const QString &category, const int requiredVersion, BitParser *bits);
117 | void putAspect(const InventoryItem::Aspect &aspect, const QString &category, const int requiredVersion, BitParser *bits);
118 |
119 | int currencyAmount(const Constants::Currency currenct) const;
120 | void setCurrency(const Constants::Currency currency, const int amount);
121 | std::unique_ptr m_character;
122 |
123 | QVector m_items;
124 | int m_maxItemVersion = 1000; // todo
125 | };
126 |
127 |
128 | #endif // SAVEGAME_H
129 |
--------------------------------------------------------------------------------
/src/main.cpp:
--------------------------------------------------------------------------------
1 | #include "MainWindow.h"
2 |
3 | #include
4 |
5 | int main(int argc, char *argv[])
6 | {
7 | QApplication a(argc, argv);
8 | MainWindow w;
9 | if (argc > 1) {
10 | w.setFilePath(QString::fromLocal8Bit(argv[1]));
11 | }
12 | w.show();
13 | return a.exec();
14 | }
15 |
--------------------------------------------------------------------------------
/src/obfuscation.h:
--------------------------------------------------------------------------------
1 | #pragma once
2 |
3 | #include
4 |
5 | namespace obfuscation {
6 | constexpr uint8_t prefixMask[] = {
7 | 0x71, 0x34, 0x36, 0xB3, 0x56, 0x63, 0x25, 0x5F,
8 | 0xEA, 0xE2, 0x83, 0x73, 0xF4, 0x98, 0xB8, 0x18,
9 | 0x2E, 0xE5, 0x42, 0x2E, 0x50, 0xA2, 0x0F, 0x49,
10 | 0x87, 0x24, 0xE6, 0x65, 0x9A, 0xF0, 0x7C, 0xD7
11 | };
12 | static_assert(sizeof(prefixMask) == ' ');
13 |
14 | constexpr uint8_t xorMask[] = {
15 | 0x7C, 0x07, 0x69, 0x83, 0x31, 0x7E, 0x0C, 0x82,
16 | 0x5F, 0x2E, 0x36, 0x7F, 0x76, 0xB4, 0xA2, 0x71,
17 | 0x38, 0x2B, 0x6E, 0x87, 0x39, 0x05, 0x02, 0xC6,
18 | 0xCD, 0xD8, 0xB1, 0xCC, 0xA1, 0x33, 0xF9, 0xB6,
19 | };
20 | static_assert(sizeof(xorMask) == ' ');
21 |
22 | constexpr uint64_t itemKey = 0x10A860C1;
23 | constexpr uint64_t itemMask = 0xFFFFFFFB;
24 | }
25 |
--------------------------------------------------------------------------------
/src/protobufs/OakShared.proto:
--------------------------------------------------------------------------------
1 | syntax = "proto3";
2 | package OakSave;
3 | message Vec3 {
4 | float x = 1;
5 | float y = 2;
6 | float z = 3;
7 | }
8 | message GameStatSaveGameData {
9 | int32 stat_value = 1;
10 | string stat_path = 2;
11 | }
12 | message InventoryCategorySaveData {
13 | uint32 base_category_definition_hash = 1;
14 | int32 quantity = 2;
15 | }
16 | message OakSDUSaveGameData {
17 | int32 sdu_level = 1;
18 | string sdu_data_path = 2;
19 | }
20 | message RegisteredDownloadableEntitlement {
21 | int32 id = 1;
22 | uint32 consumed = 2;
23 | bool registered = 3;
24 | bool seen = 4;
25 | }
26 | message RegisteredDownloadableEntitlements {
27 | string entitlement_source_asset_path = 1;
28 | repeated int64 entitlement_ids = 2;
29 | repeated RegisteredDownloadableEntitlement entitlements = 3;
30 | }
31 | message ChallengeStatSaveGameData {
32 | int32 current_stat_value = 1;
33 | string challenge_stat_path = 2;
34 | }
35 | message OakChallengeRewardSaveGameData {
36 | bool challenge_reward_claimed = 1;
37 | }
38 | message ChallengeSaveGameData {
39 | int32 completed_count = 1;
40 | bool is_active = 2;
41 | bool currently_completed = 3;
42 | int32 completed_progress_level = 4;
43 | int32 progress_counter = 5;
44 | repeated ChallengeStatSaveGameData stat_instance_state = 6;
45 | string challenge_class_path = 7;
46 | repeated OakChallengeRewardSaveGameData challenge_reward_info = 8;
47 | }
48 |
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