Upload from upload_mods.ps1

This commit is contained in:
Nathaniel Cosford
2025-06-04 16:14:04 +09:30
commit ae709948f3
21 changed files with 2118 additions and 0 deletions

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Config/Localization.txt Normal file
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Key,File,Type,UsedInMainMenu,NoTranslate,english,Context / Alternate Text,german,latam,french,italian,japanese,koreana,polish,brazilian,russian,turkish,schinese,tchinese,spanish
ammo45ACPBulletBall,items,gun,,.45 ACP,.45 ACP.,,,,,,,,,,,,,,
ammo45ACPBulletBallDesc,items,gun,,,An American popular Pistol caliber.\nDeal high damage due to its bullet diameter.,,,,,,,,,,,,,,,
ammo45ACPHighpower,items,gun,,.45 ACP/HP ,.45 ACP/HP.,,,,,,,,,,,,,,
ammo45ACPHighpowerDesc,items,gun,,,An American popular Pistol caliber.\nDeal high damage due to its bullet diameter.\n+ Hollow Point increased Damage.\n.+ Breeding effect to target.,,,,,,,,,,,,,,,
ammo45ACPArmorpiecing,items,gun,,.45 ACP/AP ,.45 ACP/AP.,,,,,,,,,,,,,,
ammo45ACPArmorpiecingDesc,items,gun,,,An American popular Pistol caliber.\nDeal high damage due to its bullet diameter.\n+ Steel Core increased Damage.\n.Great againts armored target.,,,,,,,,,,,,,,,
ammo45ACPEnhanced,items,gun,,.45 Enhanced Round,.45 Enhanced Round.,,,,,,,,,,,,,,
ammo45ACPEnhancedDesc,items,gun,,,A special Enhanced .45 cartridge.\nDesigned for specific firearm like the STI Eagle6.\n .\n.Great againts ANY TARGETS!!.,,,,,,,,,,,,,,,
IZYgunT1Pistol45M1917,items,gun,,.45 Revolver(T1),.45 Revolver(T1),,,,,,,,,,,,,,
IZYgunT1Pistol45M1917Desc,items,gun,,,An Army Revolver Served In WW1-2.\nChambered in .45 ACP .\nRepair with a - Repair Kit.\nScrap to - Pistol Parts.\nCan have the Holdstyle Mod.,,,,,,,,,,,,,,,
IZYgunT2Pistol45M1911A1,items,gun,,M1911(T2),M1911(T2),,,,,,,,,,,,,,
IZYgunT2Pistol45M1911A1Desc,items,gun,,,A Famous American Pistol .in service since WW1 - Present .\nChambered in .45 ACP .\nRepair with a - Repair Kit.\nScrap to - Pistol Parts.\nCan have the Holdstyle Mod.,,,,,,,,,,,,,,,
IZYgunT3Pistol45USP45,items,gun,,USP-45(T3),USP-45(T3),,,,,,,,,,,,,,
IZYgunT3Pistol45USP45Desc,items,gun,,,A German made Tactical Pistol .\nChambered in .45 ACP .\nRepair with a - Repair Kit.\nScrap to - Pistol Parts.\nCan have the Holdstyle Mod.,,,,,,,,,,,,,,,
IZYgunT4Pistol45STIEAGLE6,items,gun,,STI Eagle 6(T4),STI Eagle 6(T4),,,,,,,,,,,,,,
IZYgunT4Pistol45STIEAGLE6Desc,items,gun,,,A Special Enhanced Pistol .\n Can only use.45 Enhanced Round.\nRepair with a - Advanced Repair Kit.\nScrap to - Pistol Parts.\nCan have the Holdstyle Mod(not yet) .,,,,,,,,,,,,,,,
IZYgunT345SMGM1thompson,items,gun,,M1 Thompson(T3),M1 Thompson(T3),,,,,,,,,,,,,,
IZYgunT345SMGM1thompsonDesc,items,gun,,,A famous American WW2 sub-machinegun.\nChambered in .45 ACP .\n .\nRepair with a - Repair Kit.\nScrap to - Machinegun Parts.,,,,,,,,,,,,,,,
IZYgunT445SMGM1928thompson,items,gun,,M1928 Thompson Drum Magazine(T4),M1928 Thompson Drum Magazine(T4),,,,,,,,,,,,,,
IZYgunT445SMGM1928thompsonDesc,items,gun,,,A famous American WW2 sub-machinegun.\nChambered in .45 ACP .\nCome with drum magazine as default.\nRepair with a -Advanced Repair Kit.\nScrap to - Machinegun Parts.,,,,,,,,,,,,,,,

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Config/_backup/loot.xml Normal file
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<configs>
<!-- oooooooooooo -->
<!-- CREATE GROUP -->
<!-- oooooooooooo -->
<insertAfter xpath="//lootgroup[@name='groupWeaponsT1_Gunslinger']">
<!-- tier 01 -->
<lootgroup name="groupWeaponsT1_PISTOL45_M1917" count="all" loot_quality_template="QLTemplateT1">
<item name="IZYgunT1Pistol45M1917"/>
</lootgroup>
</insertAfter>
<insertAfter xpath="//lootgroup[@name='groupWeaponsT2_Gunslinger']">
<!-- tier 02 -->
<lootgroup name="groupWeaponsT2_PISTOL45_M1911" count="all" loot_quality_template="QLTemplateT2">
<item name="IZYgunT2Pistol45M1911A1"/>
</lootgroup>
</insertAfter>
<insertAfter xpath="//lootgroup[@name='groupWeaponsT3_Gunslinger']">
<!-- tier 03 -->
<lootgroup name="groupWeaponsT3_PISTOL45_USP45" count="all" loot_quality_template="QLTemplateT3">
<item name="IZYgunT3Pistol45USP45"/>
</lootgroup>
<lootgroup name="groupWeaponsT4_PISTOL45_STIE6" count="all" loot_quality_template="QLTemplateT3">
<item name="IZYgunT4Pistol45STIEAGLE6"/>
</lootgroup>
</insertAfter>
<insertAfter xpath="//lootgroup[@name='groupWeaponsT3_Machinegunner']">
<!-- tier 04 -->
<lootgroup name="groupWeaponsT3_SMG_M1THOMPSON" count="all" loot_quality_template="QLTemplateT3">
<item name="IZYgunT345SMGM1thompson"/>
</lootgroup>
<lootgroup name="groupWeaponsT4_SMG_M1928Thompson" count="all" loot_quality_template="QLTemplateT3">
<item name="IZYgunT445SMGM1928thompson"/>
</lootgroup>
</insertAfter>
<!-- oooooooooooo oooooooooooo oooooooooooo -->
<!-- Adding new weapon groups to loot groups -->
<!-- oooooooooooo oooooooooooo oooooooooooo -->
<append xpath="//lootgroup[@name='groupWeaponsT1_Ranged']">
<item group="groupWeaponsT1_PISTOL45_M1917"/>
</append>
<append xpath="//lootgroup[@name='groupWeaponsT2_Ranged']">
<item group="groupWeaponsT2_PISTOL45_M1911"/>
</append>
<append xpath="//lootgroup[@name='groupWeaponsT3_Ranged']">
<item group="groupWeaponsT3_PISTOL45_USP45"/>
<item group="groupWeaponsT4_PISTOL45_STIE6"/>
<item group="groupWeaponsT3_SMG_M1THOMPSON"/>
<item group="groupWeaponsT4_SMG_M1928Thompson"/>
</append>
<!-- oooooooooooo oooooooooooo oooooooooooo -->
<!-- QUEST REWARD 45ACP GUN -->
<!-- oooooooooooo oooooooooooo oooooooooooo -->
<append xpath="//lootgroup[@name='groupQuestWeaponsRangedT1']">
<item name="IZYgunT1Pistol45M1917"/>
</append>
<append xpath="//lootgroup[@name='groupQuestWeaponsRangedT2']">
<item name="IZYgunT2Pistol45M1911A1"/>
</append>
<append xpath="//lootgroup[@name='groupQuestWeaponsRangedT3']">
<item name="IZYgunT445SMGM1928thompson"/>
<item name="IZYgunT3Pistol45USP45"/>
<item name="IZYgunT345SMGM1thompson"/>
<item name="IZYgunT4Pistol45STIEAGLE6"/>
</append>
<!-- oooooooooooo oooooooooooo oooooooooooo -->
<!-- create AMMO GROUP -->
<!-- oooooooooooo oooooooooooo oooooooooooo -->
<insertAfter xpath="//lootgroup[@name='group9mmSmall']">
<lootgroup name="group45ammoSmall">
<item name="ammo45ACPBulletBall" count="5,6" loot_stage_count_mod="0.01"/>
</lootgroup>
<lootgroup name="group45ammoMedium">
<item name="ammo45ACPBulletBall" count="9,18" loot_stage_count_mod="0.01"/>
</lootgroup>
<lootgroup name="group45ammoLarge">
<item name="ammo45ACPBulletBall" count="22,32" loot_stage_count_mod="0.01"/>
</lootgroup>
</insertAfter>
<!-- Add Ammogroup TO loot -->
<append xpath="//lootgroup[@name='groupAmmoSmall']">
<item group="group45ammoSmall"/>
</append>
<append xpath="//lootgroup[@name='groupAmmoSmallNoArrow']">
<item group="group45ammoSmall"/>
</append>
<append xpath="//lootgroup[@name='groupAmmoMedium']">
<item group="group45ammoMedium"/>
</append>
<append xpath="//lootgroup[@name='groupAmmoMediumNoArrow']">
<item group="group45ammoMedium"/>
</append>
<append xpath="//lootgroup[@name='groupAmmoLarge']">
<item group="group45ammoLarge"/>
</append>
</configs>

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<configs>
<!--Chonky's Code -->
<append xpath="/progression/crafting_skills/crafting_skill[@name='craftingHandguns']/display_entry[@item='gunHandgunT1Pistol']">
<unlock_entry item="IZYgunT1Pistol45M1917" unlock_tier="1" tags="IZYgunT1Pistol45M1917"/>
</append>
<append xpath="/progression/crafting_skills/crafting_skill[@name='craftingHandguns']/effect_group">
<passive_effect name="RecipeTagUnlocked" operation="base_set" level="11,100" value="1" tags="IZYgunT1Pistol45M1917"/>
<passive_effect name="CraftingTier" operation="base_add" level="13,16,19,22,25,100" value="1,2,3,4,5,5" tags="IZYgunT1Pistol45M1917"/>
</append>
<append xpath="/progression/crafting_skills/crafting_skill[@name='craftingHandguns']/display_entry[@item='gunHandgunT2Magnum44']">
<unlock_entry item="IZYgunT2Pistol45M1911A1" unlock_tier="1" tags="IZYgunT2Pistol45M1911A1"/>
</append>
<append xpath="/progression/crafting_skills/crafting_skill[@name='craftingHandguns']/effect_group">
<passive_effect name="RecipeTagUnlocked" operation="base_set" level="26,100" value="1" tags="IZYgunT2Pistol45M1911A1"/>
<passive_effect name="CraftingTier" operation="base_add" level="29,33,37,41,45,100" value="1,2,3,4,5,5" tags="IZYgunT2Pistol45M1911A1"/>
</append>
<append xpath="/progression/crafting_skills/crafting_skill[@name='craftingHandguns']/display_entry[@item='gunHandgunT3DesertVulture']">
<unlock_entry item="IZYgunT3Pistol45USP45" unlock_tier="1" tags="IZYgunT3Pistol45USP45"/>
</append>
<append xpath="/progression/crafting_skills/crafting_skill[@name='craftingHandguns']/effect_group">
<passive_effect name="RecipeTagUnlocked" operation="base_set" level="71,100" value="1" tags="IZYgunT3Pistol45USP45"/>
<passive_effect name="CraftingTier" operation="base_add" level="76,82,88,94,100" value="1,2,3,4,5" tags="IZYgunT3Pistol45USP45"/>
</append>
<append xpath="/progression/crafting_skills/crafting_skill[@name='craftingHandguns']/display_entry[@item='gunHandgunT3SMG5']">
<unlock_entry item="IZYgunT345SMGM1thompson" unlock_tier="1" tags="IZYgunT345SMGM1thompson"/>
</append>
<append xpath="/progression/crafting_skills/crafting_skill[@name='craftingHandguns']/effect_group">
<passive_effect name="RecipeTagUnlocked" operation="base_set" level="46,100" value="1" tags="IZYgunT345SMGM1thompson"/>
<passive_effect name="CraftingTier" operation="base_add" level="50,55,60,65,70,100" value="1,2,3,4,5,5" tags="IZYgunT345SMGM1thompson"/>
</append>
<append xpath="/progression/crafting_skills/crafting_skill[@name='craftingHandguns']/display_entry[@item='gunHandgunT3DesertVulture']">
<unlock_entry item="IZYgunT445SMGM1928thompson" unlock_tier="1" tags="IZYgunT445SMGM1928thompson"/>
</append>
<append xpath="/progression/crafting_skills/crafting_skill[@name='craftingHandguns']/effect_group">
<passive_effect name="RecipeTagUnlocked" operation="base_set" level="71,100" value="1" tags="IZYgunT445SMGM1928thompson"/>
<passive_effect name="CraftingTier" operation="base_add" level="76,82,88,94,100" value="1,2,3,4,5" tags="IZYgunT445SMGM1928thompson"/>
</append>
<append xpath="/progression/crafting_skills/crafting_skill[@name='craftingHandguns']/display_entry[@item='gunHandgunT3DesertVulture']">
<unlock_entry item="IZYgunT4Pistol45STIEAGLE6" unlock_tier="1" tags="IZYgunT4Pistol45STIEAGLE6"/>
</append>
<append xpath="/progression/crafting_skills/crafting_skill[@name='craftingHandguns']/effect_group">
<passive_effect name="RecipeTagUnlocked" operation="base_set" level="71,100" value="1" tags="IZYgunT4Pistol45STIEAGLE6"/>
<passive_effect name="CraftingTier" operation="base_add" level="76,82,88,94,100" value="1,2,3,4,5" tags="IZYgunT4Pistol45STIEAGLE6"/>
</append>
<append xpath="/progression/crafting_skills/crafting_skill[@name='craftingHandguns']/display_entry[@item='gunHandgunT3SMG5']">
<unlock_entry item="ammo45ACPEnhanced" unlock_tier="1" tags="ammo45ACPEnhanced"/>
</append>
<append xpath="/progression/crafting_skills/crafting_skill[@name='craftingHandguns']/effect_group">
<passive_effect name="RecipeTagUnlocked" operation="base_set" level="46,100" value="1" tags="ammo45ACPEnhanced"/>
</append>
<!-- -->
</configs>

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Config/_backup/recipes.xml Normal file
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<addnew>
<append xpath="/recipes">
<!-- *************************** -->
<!-- AMMO 45 -->
<!-- *************************** -->
<recipe name="ammo45ACPBulletBall" count="1" craft_area="workbench" tags="workbenchCrafting">
<ingredient name="resourceBulletTip" count="1"/>
<ingredient name="resourceScrapIron" count="1"/>
<ingredient name="resourceGunPowder" count="1"/>
<ingredient name="resourceBulletCasing" count="1"/>
</recipe>
<recipe name="ammo45ACPHighpower" count="1" craft_area="workbench" tags="workbenchCrafting">
<ingredient name="resourceBulletTip" count="1"/>
<ingredient name="resourceScrapIron" count="2"/>
<ingredient name="resourceGunPowder" count="2"/>
<ingredient name="resourceBulletCasing" count="1"/>
</recipe>
<recipe name="ammo45ACPArmorpiecing" count="1" craft_area="workbench" tags="workbenchCrafting">
<ingredient name="resourceBulletTip" count="2"/>
<ingredient name="resourceScrapIron" count="2"/>
<ingredient name="resourceGunPowder" count="2"/>
<ingredient name="resourceBulletCasing" count="1"/>
</recipe>
<recipe name="ammo45ACPEnhanced" count="1" craft_area="workbench" tags="workbenchCrafting,learnable,perkGunslinger">
<ingredient name="resourceBulletTip" count="2"/>
<ingredient name="resourceScrapIron" count="3"/>
<ingredient name="resourceGunPowder" count="8"/>
<ingredient name="resourceBulletCasing" count="1"/>
</recipe>
<!-- *************************** -->
<!-- AMMO 45Bundle -->
<!-- *************************** -->
<!-- *************************** -->
<!-- 45ACP pack PISTOL -->
<!-- *************************** -->
<recipe name="IZYgunT1Pistol45M1917" count="1" craft_area="workbench" tags="learnable,perkGunslinger">
<ingredient name="gunHandgunT1PistolParts" count="1"/>
<ingredient name="resourceForgedIron" count="3"/>
<ingredient name="resourceDuctTape" count="1"/>
<ingredient name="resourceSpring" count="2"/>
<ingredient name="resourceLegendaryParts" count="0"/>
<effect_group>
<passive_effect name="CraftingIngredientCount" level="2,6" operation="base_add" value="1,5" tags="gunHandgunT1PistolParts,resourceDuctTape"/>
<passive_effect name="CraftingIngredientCount" level="2,6" operation="base_add" value="2,10" tags="resourceSpring"/>
<passive_effect name="CraftingIngredientCount" level="2,6" operation="base_add" value="5,25" tags="resourceForgedIron"/>
<passive_effect name="CraftingIngredientCount" level="6" operation="base_add" value="1" tags="resourceLegendaryParts"/>
</effect_group>
</recipe>
<!-- *************************** -->
<recipe name="IZYgunT2Pistol45M1911A1" count="1" craft_area="workbench" tags="learnable,perkGunslinger">
<ingredient name="gunHandgunT1PistolParts" count="7"/>
<ingredient name="resourceForgedSteel" count="30"/>
<ingredient name="resourceDuctTape" count="6"/>
<ingredient name="resourceSpring" count="10"/>
<ingredient name="resourceLegendaryParts" count="0"/>
<effect_group>
<passive_effect name="CraftingIngredientCount" level="2,6" operation="base_add" value="1,5" tags="gunHandgunT1PistolParts,resourceDuctTape"/>
<passive_effect name="CraftingIngredientCount" level="2,6" operation="base_add" value="2,10" tags="resourceSpring"/>
<passive_effect name="CraftingIngredientCount" level="2,6" operation="base_add" value="10,50" tags="resourceForgedSteel"/>
<passive_effect name="CraftingIngredientCount" level="6" operation="base_add" value="1" tags="resourceLegendaryParts"/>
</effect_group>
</recipe>
<!-- *************************** -->
<recipe name="IZYgunT3Pistol45USP45" count="1" craft_area="workbench" tags="learnable,perkGunslinger">
<ingredient name="gunHandgunT1PistolParts" count="13"/>
<ingredient name="resourceForgedSteel" count="100"/>
<ingredient name="resourceDuctTape" count="13"/>
<ingredient name="resourceSpring" count="25"/>
<ingredient name="resourceLegendaryParts" count="0"/>
<effect_group>
<passive_effect name="CraftingIngredientCount" level="2,6" operation="base_add" value="1,5" tags="gunHandgunT1PistolParts,resourceDuctTape"/>
<passive_effect name="CraftingIngredientCount" level="2,6" operation="base_add" value="2,10" tags="resourceSpring"/>
<passive_effect name="CraftingIngredientCount" level="2,6" operation="base_add" value="10,50" tags="resourceForgedSteel"/>
<passive_effect name="CraftingIngredientCount" level="6" operation="base_add" value="1" tags="resourceLegendaryParts"/>
</effect_group>
</recipe>
<recipe name="IZYgunT345SMGM1thompson" count="1" craft_area="workbench" tags="learnable,perkGunslinger">
<ingredient name="gunHandgunT1PistolParts" count="13"/>
<ingredient name="resourceForgedSteel" count="100"/>
<ingredient name="resourceDuctTape" count="13"/>
<ingredient name="resourceSpring" count="25"/>
<ingredient name="resourceLegendaryParts" count="0"/>
<effect_group>
<passive_effect name="CraftingIngredientCount" level="2,6" operation="base_add" value="1,5" tags="gunHandgunT1PistolParts,resourceDuctTape"/>
<passive_effect name="CraftingIngredientCount" level="2,6" operation="base_add" value="2,10" tags="resourceSpring"/>
<passive_effect name="CraftingIngredientCount" level="2,6" operation="base_add" value="10,50" tags="resourceForgedSteel"/>
<passive_effect name="CraftingIngredientCount" level="6" operation="base_add" value="1" tags="resourceLegendaryParts"/>
</effect_group>
</recipe>
<recipe name="IZYgunT4Pistol45STIEAGLE6" count="1" craft_area="workbench" tags="learnable,perkGunslinger,workbenchCrafting">
<ingredient name="gunHandgunT1PistolParts" count="20"/>
<ingredient name="resourceForgedSteel" count="80"/>
<ingredient name="resourceDuctTape" count="13"/>
<ingredient name="resourceSpring" count="25"/>
<ingredient name="resourceLegendaryParts" count="5"/>
<effect_group>
<passive_effect name="CraftingIngredientCount" level="2,6" operation="base_add" value="1,5" tags="gunHandgunT1PistolParts,resourceDuctTape"/>
<passive_effect name="CraftingIngredientCount" level="2,6" operation="base_add" value="2,10" tags="resourceSpring"/>
<passive_effect name="CraftingIngredientCount" level="2,6" operation="base_add" value="10,50" tags="resourceForgedSteel"/>
<passive_effect name="CraftingIngredientCount" level="2,6" operation="base_add" value="1,5" tags="resourceLegendaryParts"/>
</effect_group>
</recipe>
<!-- *************************** -->
<recipe name="IZYgunT445SMGM1928thompson" count="1" craft_area="workbench" tags="learnable,perkGunslinger,workbenchCrafting">
<ingredient name="gunHandgunT1PistolParts" count="20"/>
<ingredient name="resourceForgedSteel" count="100"/>
<ingredient name="resourceDuctTape" count="13"/>
<ingredient name="resourceSpring" count="25"/>
<ingredient name="resourceLegendaryParts" count="5"/>
<effect_group>
<passive_effect name="CraftingIngredientCount" level="2,6" operation="base_add" value="1,5" tags="gunHandgunT1PistolParts,resourceDuctTape"/>
<passive_effect name="CraftingIngredientCount" level="2,6" operation="base_add" value="2,10" tags="resourceSpring"/>
<passive_effect name="CraftingIngredientCount" level="2,6" operation="base_add" value="10,50" tags="resourceForgedSteel"/>
<passive_effect name="CraftingIngredientCount" level="2,6" operation="base_add" value="1,5" tags="resourceLegendaryParts"/>
</effect_group>
</recipe>
</append>
</addnew>

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<configs>
<!-- GUN_TRADER -->
<append xpath="//trader_item_group[@name='groupRangedAll']">
<item name="IZYgunT1Pistol45M1917" quality="1,5"/>
<item name="IZYgunT2Pistol45M1911A1" quality="1,5"/>
<item name="IZYgunT3Pistol45USP45" quality="1,5"/>
<item name="IZYgunT345SMGM1thompson" quality="1,5"/>
<item name="IZYgunT445SMGM1928thompson" quality="1,5" prob="0.5"/>
<item name="IZYgunT4Pistol45STIEAGLE6" quality="1,5" prob="0.5"/>
</append>
<append xpath="/traders/trader_item_groups/trader_item_group[@name='ammoBrass']">
<item name="ammo45ACPBulletBall" count="30,100"/>
</append>
<append xpath="/traders/trader_item_groups/trader_item_group[@name='ammoHP']">
<item name="ammo45ACPHighpower" count="20,60"/>
</append>
<append xpath="/traders/trader_item_groups/trader_item_group[@name='ammoAP']">
<item name="ammo45ACPArmorpiecing" count="20,60"/>
<item name="ammo45ACPEnhanced" count="10,30"/>
</append>
<append xpath="/traders/trader_item_groups/trader_item_group[@name='ammoAll']">
<item name="ammo45ACPBulletBall" count="30,100"/>
<item name="ammo45ACPHighpower" count="20,60"/>
<item name="ammo45ACPArmorpiecing" count="20,60"/>
</append>
</configs>

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Config/item_modifiers.xml Normal file
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<?xml version="1.0" encoding="UTF-8"?>
<addnew>
<!-- Longbarrel -->
<append xpath="/item_modifiers/item_modifier[@name='modGunBarrelExtender']">
</append>
<!-- MAGAZINE-DRUM -->
<append xpath="/item_modifiers/item_modifier[@name='modGunDrumMagazineExtender']">
</append>
<!-- MAGAZINE-EXT -->
<append xpath="/item_modifiers/item_modifier[@name='modGunMagazineExtender']">
</append>
<!-- FORGRIP -->
<append xpath="/item_modifiers/item_modifier[@name='modGunForegrip']">
</append>
<!-- RET-STOCK -->
<append xpath="/item_modifiers/item_modifier[@name='modGunRetractingStock']">
</append>
<!-- FLASHLIGHT -->
<append xpath="/item_modifiers/item_modifier[@name='modGunFlashlight']">
</append>
<!-- LASER -->
<append xpath="/item_modifiers/item_modifier[@name='modGunLaserSight']">
</append>
<!-- REFLEXSIGHT -->
<append xpath="/item_modifiers/item_modifier[@name='modGunReflexSight']">
<!-- 45Pistols -->
<item_property_overrides name="IZYgunT1Pistol45M1917">
<property name="ScopeCameraOffset" value="-.0018,.0205,-.01"/>
<property name="CrosshairOnAim" value="true"/> <!-- aimTest -->
<property name="CrosshairUpAfterShot" value="true"/> <!-- aimTest -->
</item_property_overrides>
<item_property_overrides name="IZYgunT2Pistol45M1911A1">
<property name="ScopeCameraOffset" value="-.00218,-.0055,.006"/>
<property name="CrosshairOnAim" value="true"/> <!-- aimTest -->
<property name="CrosshairUpAfterShot" value="true"/> <!-- aimTest -->
</item_property_overrides>
<item_property_overrides name="IZYgunT3Pistol45USP45">
<property name="ScopeCameraOffset" value="-.00218,-.0211,0"/>
<property name="CrosshairOnAim" value="true"/> <!-- aimTest -->
<property name="CrosshairUpAfterShot" value="true"/> <!-- aimTest -->
</item_property_overrides>
<item_property_overrides name="IZYgunT4Pistol45STIEAGLE6">
<property name="ScopeCameraOffset" value="-.0016,-.0176,.02"/>
<property name="CrosshairOnAim" value="true"/> <!-- aimTest -->
<property name="CrosshairUpAfterShot" value="true"/> <!-- aimTest -->
</item_property_overrides>
<!-- 45SMG -->
<item_property_overrides name="IZYgunT345SMGM1thompson">
<property name="ScopeCameraOffset" value="-.00055,-.001,.06"/>
<property name="CrosshairOnAim" value="true"/> <!-- aimTest -->
<property name="CrosshairUpAfterShot" value="true"/> <!-- aimTest -->
</item_property_overrides>
<item_property_overrides name="IZYgunT445SMGM1928thompson">
<property name="ScopeCameraOffset" value=".0002,-.029,.15"/>
<property name="CrosshairOnAim" value="true"/> <!-- aimTest -->
<property name="CrosshairUpAfterShot" value="true"/> <!-- aimTest -->
</item_property_overrides>
<!-- TAC-SMG -->
</append>
<!-- 2XSCOPE -->
<append xpath="/item_modifiers/item_modifier[@name='modGunScopeSmall']">
<!-- 45Pistols -->
<item_property_overrides name="IZYgunT1Pistol45M1917">
<property name="ScopeCameraOffset" value="-.0017,.0166,-.18"/>
<property name="Zoom_overlay" value="#@modfolder:Resources/blankXD4.tga"/>
<property name="CrosshairOnAim" value="true"/> <!-- aimTest -->
<property name="CrosshairUpAfterShot" value="true"/> <!-- aimTest -->
</item_property_overrides>
<item_property_overrides name="IZYgunT2Pistol45M1911A1">
<property name="ScopeCameraOffset" value="-.00218,-.0057,-.09"/>
<property name="Zoom_overlay" value="#@modfolder:Resources/blankXD4.tga"/>
<property name="CrosshairOnAim" value="true"/> <!-- aimTest -->
<property name="CrosshairUpAfterShot" value="true"/> <!-- aimTest -->
</item_property_overrides>
<item_property_overrides name="IZYgunT3Pistol45USP45">
<property name="ScopeCameraOffset" value="-.00218,-.0315,-.035"/>
<property name="Zoom_overlay" value="#@modfolder:Resources/blankXD4.tga"/>
<property name="CrosshairOnAim" value="true"/> <!-- aimTest -->
<property name="CrosshairUpAfterShot" value="true"/> <!-- aimTest -->
</item_property_overrides>
<item_property_overrides name="IZYgunT4Pistol45STIEAGLE6">
<property name="Zoom_overlay" value="#@modfolder:Resources/blankXD4.tga"/>
<property name="ScopeCameraOffset" value="-.0016,-.029,-.01"/>
<property name="CrosshairOnAim" value="true"/> <!-- aimTest -->
<property name="CrosshairUpAfterShot" value="true"/> <!-- aimTest -->
</item_property_overrides>
<!-- TRA-smg -->
<item_property_overrides name="IZYgunT345SMGM1thompson">
<property name="ScopeCameraOffset" value="-.00055,.01,.06"/>
<property name="CrosshairOnAim" value="true"/> <!-- aimTest -->
<property name="CrosshairUpAfterShot" value="true"/> <!-- aimTest -->
<property name="Zoom_overlay" value="#@modfolder:Resources/blankXD4.tga"/>
</item_property_overrides>
<item_property_overrides name="IZYgunT445SMGM1928thompson">
<property name="ScopeCameraOffset" value=".0002,-.0176,.15"/>
<property name="CrosshairOnAim" value="true"/> <!-- aimTest -->
<property name="CrosshairUpAfterShot" value="true"/> <!-- aimTest -->
<property name="Zoom_overlay" value="#@modfolder:Resources/blankXD4.tga"/>
</item_property_overrides>
<!-- TAC-PISTOL -->
</append>
<!-- Silencer -->
<append xpath="/item_modifiers/item_modifier[@name='modGunSoundSuppressorSilencer']">
<item_property_overrides name="IZYgunT2Pistol45M1911A1">
<property name="Sound_start" value="M1911A1_silen_fire"/>
<property name="Sound_loop" value="M1911A1_silen_fire"/>
</item_property_overrides>
<item_property_overrides name="IZYgunT1Pistol45M1917">
<property name="Sound_start" value="M1911A1_silen_fire"/>
<property name="Sound_loop" value="M1911A1_silen_fire"/>
</item_property_overrides>
<item_property_overrides name="IZYgunT3Pistol45USP45">
<property name="Sound_start" value="USP45b_silen_fire"/>
<property name="Sound_loop" value="USP45b_silen_fire"/>
</item_property_overrides>
<item_property_overrides name="IZYgunT4Pistol45STIEAGLE6">
<property name="Sound_start" value="USP45b_silen_fire"/>
<property name="Sound_loop" value="USP45b_silen_fire"/>
</item_property_overrides>
<item_property_overrides name="IZYgunT345SMGM1thompson">
<property name="Sound_start" value="M1928D_silen_fire"/>
<property name="Sound_loop" value="M1928D_silen_fire"/>
</item_property_overrides>
<item_property_overrides name="IZYgunT445SMGM1928thompson">
<property name="Sound_start" value="M1928D_silen_fire"/>
<property name="Sound_loop" value="M1928D_silen_fire"/>
</item_property_overrides>
</append>
<!-- HOLD_STYLE 1 -->
<append xpath="/item_modifiers/item_modifier[@name='IZYmodPistolHoldstyle01']">
<item_property_overrides name="IZYgunT1Pistol45M1917">
<property name="Meshfile" value="#@modfolder:Resources/IZY_45ACP_Pack_MainResource.unity3d?IZY_PISTOL_M1917_Holdstyle_01.Prefab"/>
</item_property_overrides>
<item_property_overrides name="IZYgunT2Pistol45M1911A1">
<property name="Meshfile" value="#@modfolder:Resources/IZY_45ACP_Pack_MainResource.unity3d?IZY_PISTOL_M1911A1_Holdstyle_01.Prefab"/>
</item_property_overrides>
<item_property_overrides name="IZYgunT3Pistol45USP45">
<property name="Meshfile" value="#@modfolder:Resources/IZY_45ACP_Pack_MainResource.unity3d?IZY_PISTOL_USP45_Holdstyle_01.Prefab"/>
</item_property_overrides>
</append>
<!-- HOLD_STYLE 2 -->
<append xpath="/item_modifiers/item_modifier[@name='IZYmodPistolHoldstyle02']">
<item_property_overrides name="IZYgunT1Pistol45M1917"> <!-- type 2 will add later -->
<property name="Meshfile" value="#@modfolder:Resources/IZY_45ACP_Pack_MainResource.unity3d?IZY_PISTOL_M1917_Holdstyle_02.Prefab"/>
</item_property_overrides>
<item_property_overrides name="IZYgunT2Pistol45M1911A1">
<property name="Meshfile" value="#@modfolder:Resources/IZY_45ACP_Pack_MainResource.unity3d?IZY_PISTOL_M1911A1_Holdstyle_02.Prefab"/>
</item_property_overrides>
<item_property_overrides name="IZYgunT3Pistol45USP45">
<property name="Meshfile" value="#@modfolder:Resources/IZY_45ACP_Pack_MainResource.unity3d?IZY_PISTOL_USP45_Holdstyle_02.Prefab"/>
</item_property_overrides>
</append>
</addnew>

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Config/items.xml Normal file
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<configs>
<append xpath="/items">
<!-- IZY_AMMO45ACP -->
<item name="ammo45ACPBulletBall">
<property name="Tags" value="ammo,ammo9mm"/>
<property name="DescriptionKey" value="ammo45ACPBulletBallDesc"/>
<property name="DisplayType" value="ammoBullet"/>
<property name="HoldType" value="45"/>
<property name="CustomIcon" value="ammo45ACPBulletBall"/>
<property name="Meshfile" value="@:Other/Items/Misc/sackPrefab.prefab"/>
<property name="DropMeshfile" value="@:Other/Items/Misc/sack_droppedPrefab.prefab"/>
<property name="Material" value="Mbrass"/>
<property name="MeltTimePerUnit" value=".4"/>
<property name="Stacknumber" value="300"/> <!-- STK ammo high -->
<property name="EconomicValue" value="10"/>
<property name="TraderStageTemplate" value="ammoTier1"/><!-- ammo9mmBulletBall -->
<property name="Group" value="Ammo/Weapons,Ammo,Ranged Weapons"/>
<property name="SoundPickup" value="bullets_grab"/>
<property name="SoundPlace" value="bullets_place"/>
<effect_group name="ammo45acpBulletBall" tiered="false">
<passive_effect name="EntityDamage" operation="base_set" value="52" tags="perkGunslinger,9mmGun"/>
<passive_effect name="BlockDamage" operation="base_set" value="8" tags="perkGunslinger"/>
<passive_effect name="BlockDamage" operation="base_add" value="12" tags="barrelExplosive"/>
<passive_effect name="DamageModifier" operation="perc_add" value="-.8" tags="earth"/>
<passive_effect name="DamageModifier" operation="perc_add" value="2" tags="wood"/>
</effect_group>
</item>
<item name="ammo45ACPHighpower">
<property name="Tags" value="ammo,ammo9mm"/>
<property name="DescriptionKey" value="ammo45ACPHighpowerDesc"/>
<property name="DisplayType" value="ammoBullet"/>
<property name="HoldType" value="45"/>
<property name="CustomIcon" value="ammo45ACPHipower"/>
<property name="Meshfile" value="@:Other/Items/Misc/sackPrefab.prefab"/>
<property name="DropMeshfile" value="@:Other/Items/Misc/sack_droppedPrefab.prefab"/>
<property name="Material" value="Mbrass"/>
<property name="MeltTimePerUnit" value=".4"/>
<property name="Stacknumber" value="300"/> <!-- STK ammo high -->
<property name="EconomicValue" value="13"/>
<property name="TraderStageTemplate" value="ammoTier1"/><!-- ammo9mmBulletBall -->
<property name="Group" value="Ammo/Weapons,Ammo,Ranged Weapons"/>
<property name="SoundPickup" value="bullets_grab"/>
<property name="SoundPlace" value="bullets_place"/>
<effect_group name="ammo45acpBulletBall" tiered="false">
<passive_effect name="EntityDamage" operation="base_set" value="58" tags="perkGunslinger,9mmGun"/>
<passive_effect name="BlockDamage" operation="base_set" value="10" tags="perkGunslinger"/>
<passive_effect name="BlockDamage" operation="base_add" value="16" tags="barrelExplosive"/>
<passive_effect name="DamageModifier" operation="perc_add" value="-.8" tags="earth"/>
<passive_effect name="DamageModifier" operation="perc_add" value="3" tags="wood"/>
</effect_group>
<!-- Breeding Effect -->
<effect_group name="Bleeding" tiered="false">
<triggered_effect trigger="onSelfDamagedOther" action="AddBuff" target="other" buff="buffInjuryBleedingBarbedWire"/>
</effect_group>
</item>
<item name="ammo45ACPArmorpiecing">
<property name="Tags" value="ammo,ammo9mm"/>
<property name="DescriptionKey" value="ammo45ACPArmorpiecingDesc"/>
<property name="DisplayType" value="ammoBullet"/>
<property name="HoldType" value="45"/>
<property name="CustomIcon" value="ammo45ACPAP"/>
<property name="Meshfile" value="@:Other/Items/Misc/sackPrefab.prefab"/>
<property name="DropMeshfile" value="@:Other/Items/Misc/sack_droppedPrefab.prefab"/>
<property name="Material" value="Mbrass"/>
<property name="MeltTimePerUnit" value=".4"/>
<property name="Stacknumber" value="300"/> <!-- STK ammo high -->
<property name="EconomicValue" value="15"/>
<property name="TraderStageTemplate" value="ammoTier1"/><!-- ammo9mmBulletBall -->
<property name="Group" value="Ammo/Weapons,Ammo,Ranged Weapons"/>
<property name="SoundPickup" value="bullets_grab"/>
<property name="SoundPlace" value="bullets_place"/>
<effect_group name="ammo45acpBulletBall" tiered="false">
<passive_effect name="EntityDamage" operation="base_set" value="56" tags="perkGunslinger,9mmGun"/>
<passive_effect name="BlockDamage" operation="base_set" value="14" tags="perkGunslinger"/>
<passive_effect name="BlockDamage" operation="base_add" value="20" tags="barrelExplosive"/>
<passive_effect name="DamageModifier" operation="perc_add" value="-.8" tags="earth"/>
<passive_effect name="DamageModifier" operation="perc_add" value="4" tags="wood"/>
</effect_group>
<effect_group name="perkPenetrator" tiered="false">
<passive_effect name="TargetArmor" operation="perc_add" value="-.4" tags="perkGunslinger,9mmGun">
<requirement name="ProgressionLevel" progression_name="perkPenetrator" operation="Equals" value="1"/></passive_effect>
<passive_effect name="TargetArmor" operation="perc_add" value="-.6" tags="perkGunslinger,9mmGun">
<requirement name="ProgressionLevel" progression_name="perkPenetrator" operation="Equals" value="2"/></passive_effect>
<passive_effect name="TargetArmor" operation="perc_add" value="-.8" tags="perkGunslinger,9mmGun">
<requirement name="ProgressionLevel" progression_name="perkPenetrator" operation="Equals" value="3"/></passive_effect>
<passive_effect name="TargetArmor" operation="perc_add" value="-1" tags="perkGunslinger,9mmGun">
<requirement name="ProgressionLevel" progression_name="perkPenetrator" operation="Equals" value="4"/></passive_effect>
</effect_group>
</item>
<item name="ammo45ACPEnhanced">
<property name="Tags" value="ammo,ammo9mm"/>
<property name="DescriptionKey" value="ammo45ACPEnhancedDesc"/>
<property name="DisplayType" value="ammoBullet"/>
<property name="HoldType" value="45"/>
<property name="CustomIcon" value="ammo45ACPENH"/>
<property name="Meshfile" value="@:Other/Items/Misc/sackPrefab.prefab"/>
<property name="DropMeshfile" value="@:Other/Items/Misc/sack_droppedPrefab.prefab"/>
<property name="Material" value="Mbrass"/>
<property name="MeltTimePerUnit" value=".4"/>
<property name="Stacknumber" value="300"/> <!-- STK ammo high -->
<property name="EconomicValue" value="60"/>
<property name="TraderStageTemplate" value="ammoTier3"/><!-- ammo9mmBulletBall -->
<property name="Group" value="Ammo/Weapons,Ammo,Ranged Weapons"/>
<property name="SoundPickup" value="bullets_grab"/>
<property name="SoundPlace" value="bullets_place"/>
<property name="UnlockedBy" value="craftingHandguns"/><!-- perkGunslinger,gunHandgunT1PistolSchematic, -->
<effect_group name="ammo45acpBulletBall" tiered="false">
<passive_effect name="EntityDamage" operation="base_set" value="72" tags="perkGunslinger,9mmGun"/>
<passive_effect name="BlockDamage" operation="base_set" value="20" tags="perkGunslinger"/>
<passive_effect name="BlockDamage" operation="base_add" value="30" tags="barrelExplosive"/>
<passive_effect name="DamageModifier" operation="perc_add" value="-.8" tags="earth"/>
<passive_effect name="DamageModifier" operation="perc_add" value="7" tags="wood"/>
</effect_group>
<!-- AP effect -->
<effect_group name="perkPenetrator" tiered="false">
<passive_effect name="TargetArmor" operation="perc_add" value="-1" tags="perkGunslinger,9mmGun">
<requirement name="ProgressionLevel" progression_name="perkPenetrator" operation="Equals" value="1"/></passive_effect>
<passive_effect name="TargetArmor" operation="perc_add" value="-1.3" tags="perkGunslinger,9mmGun">
<requirement name="ProgressionLevel" progression_name="perkPenetrator" operation="Equals" value="2"/></passive_effect>
<passive_effect name="TargetArmor" operation="perc_add" value="-1.6" tags="perkGunslinger,9mmGun">
<requirement name="ProgressionLevel" progression_name="perkPenetrator" operation="Equals" value="3"/></passive_effect>
<passive_effect name="TargetArmor" operation="perc_add" value="-2.5" tags="perkGunslinger,9mmGun">
<requirement name="ProgressionLevel" progression_name="perkPenetrator" operation="Equals" value="4"/></passive_effect>
</effect_group>
<!-- Breeding Effect -->
<effect_group name="Bleeding" tiered="false">
<triggered_effect trigger="onSelfDamagedOther" action="AddBuff" target="other" buff="buffInjuryBleedingBarbedWire"/>
</effect_group>
</item>
<!-- *************************** -->
<!-- IZY_RM_45ACP Pistol -->
<!-- *************************** -->
<!-- PASSIVE - NO RELOAD PENTALTY BY DEFAULT -->
<item name="IZYgunT1Pistol45M1917">
<property name="Tags" value="IZY,overrideSounds,Holdstyle,weapon,ranged,holdBreathAiming,bottomAttachments,gun,shortRange,pistol,barrelAttachments,smallTopAttachments,firingMode,attAgility,perkGunslinger,9mmGun,attachmentsIncluded,canHaveCosmetic,handgunSkill"/>
<property name="DisplayType" value="rangedGun"/>
<property name="HoldType" value="44"/>
<property name="Meshfile" value="#@modfolder:Resources/IZY_45ACP_Pack_MainResource.unity3d?IZY_PISTOL_M1917.Prefab"/>
<property name="DropMeshfile" value="#@modfolder:Resources/IZY_45ACP_Pack_MainResource.unity3d?DROP_PISTOL_M1917.Prefab"/>
<property name="Material" value="MHandGunParts"/>
<property name="Weight" value="1"/>
<property name="ScrapTimeOverride" value="10.0"/>
<property name="RepairTools" value="resourceRepairKit"/>
<property name="DegradationBreaksAfter" value="false"/>
<property name="SoundJammed" value="weapon_jam"/>
<property name="Attachments" value="meleeToolFlashlight02"/>
<property name="CustomIcon" value="IZYgunT1Pistol45M1917"/>
<property name="DescriptionKey" value="IZYgunT1Pistol45M1917Desc"/>
<property name="CrosshairOnAim" value="true"/> <!-- aimTest -->
<property name="CrosshairUpAfterShot" value="true"/> <!-- aimTest -->
<property name="Sound_Sight_In" value="pistol_sight_in"/>
<property name="Sound_Sight_Out" value="pistol_sight_out"/>
<property name="LightSource" value="lightSource"/> <!-- Start: Needed for the attachment flashlight -->
<property name="ActivateObject" value="Attachments/flashlight/lightSource"/>
<property name="AttachmentFlashlight" value="flashlight02"/> <!-- End: Needed for the attachment flashlight -->
<property name="Group" value="Ammo/Weapons,Ranged Weapons"/>
<property name="RepairExpMultiplier" value="10.8"/>
<property name="LightValue" value=".45"/>
<property name="EconomicValue" value="500"/>
<property name="TraderStageTemplate" value="baseTier1"/><!-- gunHandgunT1Pistol -->
<property name="UnlockedBy" value="craftingHandguns"/><!-- perkGunslinger,gunHandgunT1PistolSchematic, -->
<property name="ShowQuality" value="true"/>
<property name="SoundUnholster" value="weapon_unholster"/>
<property name="SoundHolster" value="weapon_holster"/>
<property name="SoundPickup" value="pistol_grab"/>
<property name="SoundPlace" value="pistol_place"/>
<property class="Action0">
<property name="Class" value="Ranged"/>
<property name="Magazine_items" value="ammo45ACPBulletBall,ammo45ACPHighpower,ammo45ACPArmorpiecing"/>
<property name="Sound_start" value="SW1917_fire"/>
<property name="Sound_loop" value="SW1917_fire"/>
<property name="Sound_end" value=""/>
<property name="Sound_empty" value="dryfire"/>
<property name="Sound_reload" value="pistol_reload"/>
<property name="AutoReload" value="false"/>
<property name="Particles_muzzle_fire" value="gunfire_pistol"/>
<property name="Particles_muzzle_fire_fpv" value="gunfire_pistol_fpv"/>
<requirement name="CVarCompare" cvar="_underwater" operation="LT" value=".98"/>
<property name="triggerEffectTriggerPullDualsense" value="PistolTrigger"/>
<property name="triggerEffectTriggerPullXbox" value="PistolTrigger"/>
<property name="triggerEffectShootDualsense" value="PistolShoot"/>
<property name="triggerEffectShootXbox" value="PistolShoot"/>
</property>
<property class="Action1">
<property name="Class" value="Zoom"/>
<property name="Zoom_max_out" value="55"/>
<property name="Zoom_max_in" value="55"/>
<property name="SightsCameraOffset" value="-.002,.0375,0"/>
<property name="zoomTriggerEffectPullDualsense" value="PistolZoom"/>
<property name="zoomTriggerEffectPullXb" value="PistolZoom"/>
</property>
<effect_group name="gunHandgunT1Pistol">
<passive_effect name="MaxRange" operation="base_set" value="45" tags="perkGunslinger,9mmGun"/>
<passive_effect name="DamageFalloffRange" operation="base_set" value="25" tags="perkGunslinger,9mmGun"/>
<passive_effect name="DamageFalloffRange" operation="perc_add" value="-.2,.2" tier="1,6" tags="perkGunslinger,9mmGun"/> <!-- random effective rng -->
<passive_effect name="RoundsPerMinute" operation="base_set" value="130" tags="perkGunslinger"/>
<passive_effect name="BurstRoundCount" operation="base_set" value="1" tags="perkGunslinger"/>
<passive_effect name="MagazineSize" operation="base_set" value="6" tags="perkGunslinger"/>
<passive_effect name="ReloadSpeedMultiplier" operation="base_set" value=".55" tags="perkGunslinger"/>
<passive_effect name="ModSlots" operation="base_set" value="1,2,3,4,5,6" tier="1,2,3,4,5,6"/>
<passive_effect name="ModPowerBonus" operation="perc_add" value=".08" tags="EntityDamage,BlockDamage"/>
<passive_effect name="ModPowerBonus" operation="base_add" value="150" tags="EconomicValue"/>
<passive_effect name="EntityDamage" operation="base_add" value="-7" tags="perkGunslinger"/> <!-- damage offset -->
<passive_effect name="EntityDamage" operation="perc_add" value="-.02,.02" tags="perkGunslinger"/> <!-- random EntityDmg -->
<passive_effect name="EntityDamage" operation="perc_add" value=".05,.25" tier="2,6" tags="perkGunslinger"/> <!-- tier bonus -->
<passive_effect name="BlockDamage" operation="perc_add" value="-.08,.08" tags="perkGunslinger"/> <!-- random BlockDmg -->
<passive_effect name="BlockDamage" operation="perc_add" value=".15,.75" tier="2,6" tags="perkGunslinger"/> <!-- tier bonus -->
<!-- <passive_effect name="DegradationMax" operation="perc_add" value="-.2,.2" tier="1,6" tags="perkGunslinger"/> --> <!-- random DegMax -->
<!-- <passive_effect name="RoundsPerMinute" operation="perc_add" value="-.05,.05" tags="perkGunslinger"/> --> <!-- random APM -->
<passive_effect name="WeaponHandling" operation="perc_add" value="-.08,.08" tags="perkGunslinger"/> <!-- random WeaponHandling -->
<passive_effect name="SpreadDegreesVertical" operation="base_set" value="1.5" tags="perkGunslinger"/>
<passive_effect name="SpreadDegreesHorizontal" operation="base_set" value="1.5" tags="perkGunslinger"/>
<passive_effect name="SpreadMultiplierAiming" operation="base_set" value=".3" tags="perkGunslinger"/>
<passive_effect name="SpreadMultiplierCrouching" operation="base_set" value=".5" tags="perkGunslinger"/>
<passive_effect name="SpreadMultiplierWalking" operation="base_set" value="2" tags="perkGunslinger"/>
<passive_effect name="SpreadMultiplierRunning" operation="base_set" value="2.5" tags="perkGunslinger"/>
<passive_effect name="KickDegreesVerticalMin" operation="base_set" value=".7" tags="perkGunslinger"/>
<passive_effect name="KickDegreesVerticalMax" operation="base_set" value="1" tags="perkGunslinger"/>
<passive_effect name="KickDegreesHorizontalMin" operation="base_set" value="-.1" tags="perkGunslinger"/>
<passive_effect name="KickDegreesHorizontalMax" operation="base_set" value=".1" tags="perkGunslinger"/>
<passive_effect name="IncrementalSpreadMultiplier" operation="base_set" value="2" tags="perkGunslinger,9mmGun"/>
<passive_effect name="WeaponHandling" operation="base_set" value="1" tags="perkGunslinger"/> <!-- crosshair reset speed -->
<passive_effect name="DegradationMax" operation="base_set" value="350,450" tier="1,6" tags="perkGunslinger,9mmGun"/>
<passive_effect name="DegradationPerUse" operation="base_set" value="1" tags="perkGunslinger,9mmGun"/>
<!-- Mobility Bonus -->
<passive_effect name="RunSpeed" operation="perc_add" value=".1"/>
<passive_effect name="WalkSpeed" operation="perc_add" value=".1"/>
<!-- SHOW HIDE FPV TPV -->
<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="FPV_GROUP">
<requirement name="IsFPV"/>
</triggered_effect>
<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="FPV_GROUP">
<requirement name="!IsFPV"/>
</triggered_effect>
<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="FPV_GROUP"/>
<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="3rdPV_GROUP">
<requirement name="IsFPV"/>
</triggered_effect>
<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="3rdPV_GROUP">
<requirement name="!IsFPV"/>
</triggered_effect>
<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="3rdPV_GROUP"/>
<!-- Muzzle Tracer tail -->
<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="Muzzle_TRACER_C">
<requirement name="IsFPV"/>
</triggered_effect>
<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="Muzzle_TRACER_C">
<requirement name="!IsFPV"/>
</triggered_effect>
<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="Muzzle_TRACER_C"/>
<!-- Fancy effect like smoke barrel Eject -->
<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="Fancy_shits">
<requirement name="IsFPV"/>
</triggered_effect>
<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="Fancy_shits">
<requirement name="!IsFPV"/>
</triggered_effect>
<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="Fancy_shits"/>
<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="Fancy_shits2">
<requirement name="IsFPV"/>
</triggered_effect>
<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="Fancy_shits2">
<requirement name="!IsFPV"/>
</triggered_effect>
<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="Fancy_shits2"/>
<!-- MuzzleFlash FPV -->
<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="Muzzleframes_B">
<requirement name="IsFPV"/>
</triggered_effect>
<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="Muzzleframes_B">
<requirement name="!IsFPV"/>
</triggered_effect>
<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="Muzzleframes_B"/>
<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="Muzzleframes_B2">
<requirement name="IsFPV"/>
</triggered_effect>
<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="Muzzleframes_B2">
<requirement name="!IsFPV"/>
</triggered_effect>
<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="Muzzleframes_B2"/>
<!-- MuzzleLightFPV -->
<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="MuzzleLightFPV">
<requirement name="IsFPV"/>
</triggered_effect>
<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="MuzzleLightFPV">
<requirement name="!IsFPV"/>
</triggered_effect>
<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="MuzzleLightFPV"/>
<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="MuzzleLightFPV2">
<requirement name="IsFPV"/>
</triggered_effect>
<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="MuzzleLightFPV2">
<requirement name="!IsFPV"/>
</triggered_effect>
<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="MuzzleLightFPV2"/>
</effect_group>
<!-- Hide Holdtype Hands -->
<effect_group>
<requirement name="IsFPV"/>
<!-- Raw hands -->
<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="false" transform_path="hands"/>
<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="false" transform_path="body"/>
<triggered_effect trigger="onSelfCrouch" action="SetTransformActive" active="false" transform_path="hands"/>
<triggered_effect trigger="onSelfCrouch" action="SetTransformActive" active="false" transform_path="body"/>
<!-- Armor part -->
</effect_group>
<effect_group>
<requirement name="IsMale"/>
<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="true" transform_path="hands"/>
<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="true" transform_path="body"/>
</effect_group>
<effect_group>
<requirement name="!IsMale"/>
<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="true" transform_path="hands"/>
<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="true" transform_path="body"/>
</effect_group>
<!-- Refresh hands when no glove is on -->
<effect_group>
<requirement name="ItemHasTags" tags="IZY"/>
<requirement name="!HasBuff" buff="WearingArmorBrownLeather"/>
<requirement name="!HasBuff" buff="WearingArmorBlackLeather"/>
<requirement name="!HasBuff" buff="WearingArmorDarkLeather"/>
<triggered_effect trigger="onSelfHoldingItemCreated" action="AddBuff" buff="RefreshHand"/>
</effect_group>
</item>
<!-- ************************************************************************************************************ -->
<!-- ************************************************************************************************************ -->
<!-- ************************************************************************************************************ -->
<item name="IZYgunT2Pistol45M1911A1">
<property name="Tags" value="IZY,overrideSounds,Holdstyle,weapon,ranged,holdBreathAiming,bottomAttachments,gun,shortRange,pistol,barrelAttachments,sideAttachments,smallTopAttachments,magazine,firingMode,attAgility,perkGunslinger,9mmGun,attachmentsIncluded,canHaveCosmetic,handgunSkill"/>
<property name="DisplayType" value="rangedGun"/>
<property name="HoldType" value="1"/>
<property name="Meshfile" value="#@modfolder:Resources/IZY_45ACP_Pack_MainResource.unity3d?IZY_PISTOL_M1911A1.Prefab"/>
<property name="DropMeshfile" value="#@modfolder:Resources/IZY_45ACP_Pack_MainResource.unity3d?DROP_PISTOL_M1911A1.Prefab"/>
<property name="Material" value="MHandGunParts"/>
<property name="Weight" value="1"/>
<property name="ScrapTimeOverride" value="10.0"/>
<property name="RepairTools" value="resourceRepairKit"/>
<property name="DegradationBreaksAfter" value="false"/>
<property name="SoundJammed" value="weapon_jam"/>
<property name="Attachments" value="meleeToolFlashlight02"/>
<property name="CustomIcon" value="IZYgunT2Pistol45M1911A1"/>
<property name="DescriptionKey" value="IZYgunT2Pistol45M1911A1Desc"/>
<property name="CrosshairOnAim" value="true"/> <!-- aimTest -->
<property name="CrosshairUpAfterShot" value="true"/> <!-- aimTest -->
<property name="Sound_Sight_In" value="pistol_sight_in"/>
<property name="Sound_Sight_Out" value="pistol_sight_out"/>
<property name="LightSource" value="lightSource"/> <!-- Start: Needed for the attachment flashlight -->
<property name="ActivateObject" value="Attachments/flashlight/lightSource"/>
<property name="AttachmentFlashlight" value="flashlight02"/> <!-- End: Needed for the attachment flashlight -->
<property name="Group" value="Ammo/Weapons,Ranged Weapons"/>
<property name="RepairExpMultiplier" value="10.8"/>
<property name="LightValue" value=".45"/>
<property name="EconomicValue" value="2000"/>
<property name="TraderStageTemplate" value="baseTier2"/><!-- gunHandgunT1Pistol -->
<property name="UnlockedBy" value="craftingHandguns"/><!-- perkGunslinger,gunHandgunT1PistolSchematic, -->
<property name="ShowQuality" value="true"/>
<property name="SoundUnholster" value="weapon_unholster"/>
<property name="SoundHolster" value="weapon_holster"/>
<property name="SoundPickup" value="pistol_grab"/>
<property name="SoundPlace" value="pistol_place"/>
<property class="Action0">
<property name="Class" value="Ranged"/>
<property name="Magazine_items" value="ammo45ACPBulletBall,ammo45ACPHighpower,ammo45ACPArmorpiecing"/>
<property name="Sound_start" value="M1911A1_fire"/>
<property name="Sound_loop" value="M1911A1_fire"/>
<property name="Sound_end" value=""/>
<property name="Sound_empty" value="dryfire"/>
<property name="Sound_reload" value="pistol_reload"/>
<property name="AutoReload" value="false"/>
<property name="Particles_muzzle_fire" value="gunfire_pistol"/>
<property name="Particles_muzzle_fire_fpv" value="gunfire_pistol_fpv"/>
<requirement name="CVarCompare" cvar="_underwater" operation="LT" value=".98"/>
<property name="triggerEffectTriggerPullDualsense" value="PistolTrigger"/>
<property name="triggerEffectTriggerPullXbox" value="PistolTrigger"/>
<property name="triggerEffectShootDualsense" value="PistolShoot"/>
<property name="triggerEffectShootXbox" value="PistolShoot"/>
</property>
<property class="Action1">
<property name="Class" value="Zoom"/>
<property name="Zoom_max_out" value="55"/>
<property name="Zoom_max_in" value="55"/>
<property name="SightsCameraOffset" value="-.00218,.0025,.01"/>
<property name="zoomTriggerEffectPullDualsense" value="PistolZoom"/>
<property name="zoomTriggerEffectPullXb" value="PistolZoom"/>
</property>
<effect_group name="gunHandgunT1Pistol">
<passive_effect name="MaxRange" operation="base_set" value="65" tags="perkGunslinger,9mmGun"/>
<passive_effect name="DamageFalloffRange" operation="base_set" value="35" tags="perkGunslinger,9mmGun"/>
<passive_effect name="DamageFalloffRange" operation="perc_add" value="-.2,.2" tier="1,6" tags="perkGunslinger,9mmGun"/> <!-- random effective rng -->
<passive_effect name="RoundsPerMinute" operation="base_set" value="210" tags="perkGunslinger"/>
<passive_effect name="BurstRoundCount" operation="base_set" value="1" tags="perkGunslinger"/>
<passive_effect name="MagazineSize" operation="base_set" value="7" tags="perkGunslinger"/>
<passive_effect name="ReloadSpeedMultiplier" operation="base_set" value="1" tags="perkGunslinger"/>
<passive_effect name="ModSlots" operation="base_set" value="1,2,3,4,5,6" tier="1,2,3,4,5,6"/>
<passive_effect name="ModPowerBonus" operation="perc_add" value=".1" tags="EntityDamage,BlockDamage"/>
<passive_effect name="ModPowerBonus" operation="base_add" value="250" tags="EconomicValue"/>
<passive_effect name="EntityDamage" operation="base_add" value="10" tags="perkGunslinger"/> <!-- damage offset -->
<passive_effect name="EntityDamage" operation="perc_add" value="-.02,.02" tags="perkGunslinger"/> <!-- random EntityDmg -->
<passive_effect name="EntityDamage" operation="perc_add" value=".05,.25" tier="2,6" tags="perkGunslinger"/> <!-- tier bonus -->
<passive_effect name="BlockDamage" operation="perc_add" value="-.08,.08" tags="perkGunslinger"/> <!-- random BlockDmg -->
<passive_effect name="BlockDamage" operation="perc_add" value=".15,.75" tier="2,6" tags="perkGunslinger"/> <!-- tier bonus -->
<!-- <passive_effect name="DegradationMax" operation="perc_add" value="-.2,.2" tier="1,6" tags="perkGunslinger"/> --> <!-- random DegMax -->
<!-- <passive_effect name="RoundsPerMinute" operation="perc_add" value="-.05,.05" tags="perkGunslinger"/> --> <!-- random APM -->
<passive_effect name="WeaponHandling" operation="perc_add" value="-.08,.08" tags="perkGunslinger"/> <!-- random WeaponHandling -->
<passive_effect name="SpreadDegreesVertical" operation="base_set" value="1.3" tags="perkGunslinger"/>
<passive_effect name="SpreadDegreesHorizontal" operation="base_set" value="1.3" tags="perkGunslinger"/>
<passive_effect name="SpreadMultiplierAiming" operation="base_set" value=".25" tags="perkGunslinger"/>
<passive_effect name="SpreadMultiplierCrouching" operation="base_set" value=".5" tags="perkGunslinger"/>
<passive_effect name="SpreadMultiplierWalking" operation="base_set" value="2" tags="perkGunslinger"/>
<passive_effect name="SpreadMultiplierRunning" operation="base_set" value="2.5" tags="perkGunslinger"/>
<passive_effect name="KickDegreesVerticalMin" operation="base_set" value=".6" tags="perkGunslinger"/>
<passive_effect name="KickDegreesVerticalMax" operation="base_set" value="1" tags="perkGunslinger"/>
<passive_effect name="KickDegreesHorizontalMin" operation="base_set" value="-.1" tags="perkGunslinger"/>
<passive_effect name="KickDegreesHorizontalMax" operation="base_set" value=".1" tags="perkGunslinger"/>
<passive_effect name="IncrementalSpreadMultiplier" operation="base_set" value="1.7" tags="perkGunslinger,9mmGun"/>
<passive_effect name="WeaponHandling" operation="base_set" value="1.2" tags="perkGunslinger"/> <!-- crosshair reset speed -->
<passive_effect name="DegradationMax" operation="base_set" value="500,600" tier="1,6" tags="perkGunslinger,9mmGun"/>
<passive_effect name="DegradationPerUse" operation="base_set" value="1" tags="perkGunslinger,9mmGun"/>
<!-- Mobility Bonus -->
<passive_effect name="RunSpeed" operation="perc_add" value=".1"/>
<passive_effect name="WalkSpeed" operation="perc_add" value=".1"/>
<!-- SHOW HIDE FPV TPV -->
<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="FPV_GROUP">
<requirement name="IsFPV"/>
</triggered_effect>
<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="FPV_GROUP">
<requirement name="!IsFPV"/>
</triggered_effect>
<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="FPV_GROUP"/>
<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="3rdPV_GROUP">
<requirement name="IsFPV"/>
</triggered_effect>
<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="3rdPV_GROUP">
<requirement name="!IsFPV"/>
</triggered_effect>
<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="3rdPV_GROUP"/>
<!-- Muzzle Tracer tail -->
<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="Muzzle_TRACER_C">
<requirement name="IsFPV"/>
</triggered_effect>
<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="Muzzle_TRACER_C">
<requirement name="!IsFPV"/>
</triggered_effect>
<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="Muzzle_TRACER_C"/>
<!-- Fancy effect like smoke barrel Eject -->
<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="Fancy_shits">
<requirement name="IsFPV"/>
</triggered_effect>
<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="Fancy_shits">
<requirement name="!IsFPV"/>
</triggered_effect>
<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="Fancy_shits"/>
<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="Fancy_shits2">
<requirement name="IsFPV"/>
</triggered_effect>
<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="Fancy_shits2">
<requirement name="!IsFPV"/>
</triggered_effect>
<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="Fancy_shits2"/>
<!-- MuzzleFlash FPV -->
<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="Muzzleframes_B">
<requirement name="IsFPV"/>
</triggered_effect>
<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="Muzzleframes_B">
<requirement name="!IsFPV"/>
</triggered_effect>
<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="Muzzleframes_B"/>
<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="Muzzleframes_B2">
<requirement name="IsFPV"/>
</triggered_effect>
<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="Muzzleframes_B2">
<requirement name="!IsFPV"/>
</triggered_effect>
<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="Muzzleframes_B2"/>
<!-- MuzzleLightFPV -->
<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="MuzzleLightFPV">
<requirement name="IsFPV"/>
</triggered_effect>
<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="MuzzleLightFPV">
<requirement name="!IsFPV"/>
</triggered_effect>
<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="MuzzleLightFPV"/>
<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="MuzzleLightFPV2">
<requirement name="IsFPV"/>
</triggered_effect>
<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="MuzzleLightFPV2">
<requirement name="!IsFPV"/>
</triggered_effect>
<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="MuzzleLightFPV2"/>
</effect_group>
<!-- Hide Holdtype Hands -->
<effect_group>
<requirement name="IsFPV"/>
<!-- Raw hands -->
<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="false" transform_path="hands"/>
<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="false" transform_path="body"/>
<triggered_effect trigger="onSelfCrouch" action="SetTransformActive" active="false" transform_path="hands"/>
<triggered_effect trigger="onSelfCrouch" action="SetTransformActive" active="false" transform_path="body"/>
<!-- Armor part -->
</effect_group>
<effect_group>
<requirement name="IsMale"/>
<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="true" transform_path="hands"/>
<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="true" transform_path="body"/>
</effect_group>
<effect_group>
<requirement name="!IsMale"/>
<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="true" transform_path="hands"/>
<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="true" transform_path="body"/>
</effect_group>
<!-- Refresh hands when no glove is on -->
<effect_group>
<requirement name="ItemHasTags" tags="IZY"/>
<requirement name="!HasBuff" buff="WearingArmorBrownLeather"/>
<requirement name="!HasBuff" buff="WearingArmorBlackLeather"/>
<requirement name="!HasBuff" buff="WearingArmorDarkLeather"/>
<triggered_effect trigger="onSelfHoldingItemCreated" action="AddBuff" buff="RefreshHand"/>
</effect_group>
</item>
<!-- ************************************************************************************************************ -->
<!-- ************************************************************************************************************ -->
<!-- ************************************************************************************************************ -->
<item name="IZYgunT3Pistol45USP45">
<property name="Tags" value="IZY,overrideSounds,Holdstyle,weapon,ranged,holdBreathAiming,bottomAttachments,gun,shortRange,pistol,barrelAttachments,sideAttachments,smallTopAttachments,magazine,firingMode,attAgility,perkGunslinger,9mmGun,attachmentsIncluded,canHaveCosmetic,handgunSkill"/>
<property name="DisplayType" value="rangedGun"/>
<property name="HoldType" value="1"/>
<property name="Meshfile" value="#@modfolder:Resources/IZY_45ACP_Pack_MainResource.unity3d?IZY_PISTOL_USP45.Prefab"/>
<property name="DropMeshfile" value="#@modfolder:Resources/IZY_45ACP_Pack_MainResource.unity3d?DROP_PISTOL_USP45.Prefab"/>
<property name="Material" value="MHandGunParts"/>
<property name="Weight" value="1"/>
<property name="ScrapTimeOverride" value="10.0"/>
<property name="RepairTools" value="resourceRepairKit"/>
<property name="DegradationBreaksAfter" value="false"/>
<property name="SoundJammed" value="weapon_jam"/>
<property name="Attachments" value="meleeToolFlashlight02"/>
<property name="CustomIcon" value="IZYgunT3Pistol45USP45"/>
<property name="DescriptionKey" value="IZYgunT3Pistol45USP45Desc"/>
<property name="CrosshairOnAim" value="true"/> <!-- aimTest -->
<property name="CrosshairUpAfterShot" value="true"/> <!-- aimTest -->
<property name="Sound_Sight_In" value="pistol_sight_in"/>
<property name="Sound_Sight_Out" value="pistol_sight_out"/>
<property name="LightSource" value="lightSource"/> <!-- Start: Needed for the attachment flashlight -->
<property name="ActivateObject" value="Attachments/flashlight/lightSource"/>
<property name="AttachmentFlashlight" value="flashlight02"/> <!-- End: Needed for the attachment flashlight -->
<property name="Group" value="Ammo/Weapons,Ranged Weapons"/>
<property name="RepairExpMultiplier" value="10.8"/>
<property name="LightValue" value=".45"/>
<property name="EconomicValue" value="5000"/>
<property name="TraderStageTemplate" value="baseTier3"/><!-- gunHandgunT1Pistol -->
<property name="UnlockedBy" value="craftingHandguns"/><!-- perkGunslinger,gunHandgunT1PistolSchematic, -->
<property name="ShowQuality" value="true"/>
<property name="SoundUnholster" value="weapon_unholster"/>
<property name="SoundHolster" value="weapon_holster"/>
<property name="SoundPickup" value="pistol_grab"/>
<property name="SoundPlace" value="pistol_place"/>
<property class="Action0">
<property name="Class" value="Ranged"/>
<property name="Magazine_items" value="ammo45ACPBulletBall,ammo45ACPHighpower,ammo45ACPArmorpiecing"/>
<property name="Sound_start" value="USP45b_fire"/>
<property name="Sound_loop" value="USP45b_fire"/>
<property name="Sound_end" value=""/>
<property name="Sound_empty" value="dryfire"/>
<property name="Sound_reload" value="pistol_reload"/>
<property name="AutoReload" value="false"/>
<property name="Particles_muzzle_fire" value="gunfire_pistol"/>
<property name="Particles_muzzle_fire_fpv" value="gunfire_pistol_fpv"/>
<requirement name="CVarCompare" cvar="_underwater" operation="LT" value=".98"/>
<property name="triggerEffectTriggerPullDualsense" value="PistolTrigger"/>
<property name="triggerEffectTriggerPullXbox" value="PistolTrigger"/>
<property name="triggerEffectShootDualsense" value="PistolShoot"/>
<property name="triggerEffectShootXbox" value="PistolShoot"/>
</property>
<property class="Action1">
<property name="Class" value="Zoom"/>
<property name="Zoom_max_out" value="55"/>
<property name="Zoom_max_in" value="55"/>
<property name="SightsCameraOffset" value="-.00218,-.0082,.012"/>
<property name="zoomTriggerEffectPullDualsense" value="PistolZoom"/>
<property name="zoomTriggerEffectPullXb" value="PistolZoom"/>
</property>
<effect_group name="gunHandgunT1Pistol">
<passive_effect name="MaxRange" operation="base_set" value="60" tags="perkGunslinger,9mmGun"/>
<passive_effect name="DamageFalloffRange" operation="base_set" value="45" tags="perkGunslinger,9mmGun"/>
<passive_effect name="DamageFalloffRange" operation="perc_add" value="-.2,.2" tier="1,6" tags="perkGunslinger,9mmGun"/> <!-- random effective rng -->
<passive_effect name="RoundsPerMinute" operation="base_set" value="280" tags="perkGunslinger"/>
<passive_effect name="BurstRoundCount" operation="base_set" value="1" tags="perkGunslinger"/>
<passive_effect name="MagazineSize" operation="base_set" value="12" tags="perkGunslinger"/>
<passive_effect name="ReloadSpeedMultiplier" operation="base_set" value=".8" tags="perkGunslinger"/>
<passive_effect name="ModSlots" operation="base_set" value="1,2,3,4,5,6" tier="1,2,3,4,5,6"/>
<passive_effect name="ModPowerBonus" operation="perc_add" value=".10" tags="EntityDamage,BlockDamage"/>
<passive_effect name="ModPowerBonus" operation="base_add" value="300" tags="EconomicValue"/>
<passive_effect name="EntityDamage" operation="base_add" value="16" tags="perkGunslinger"/> <!-- damage offset -->
<passive_effect name="EntityDamage" operation="perc_add" value="-.02,.02" tags="perkGunslinger"/> <!-- random EntityDmg -->
<passive_effect name="EntityDamage" operation="perc_add" value=".05,.25" tier="2,6" tags="perkGunslinger"/> <!-- tier bonus -->
<passive_effect name="BlockDamage" operation="perc_add" value="-.08,.08" tags="perkGunslinger"/> <!-- random BlockDmg -->
<passive_effect name="BlockDamage" operation="perc_add" value=".15,.75" tier="2,6" tags="perkGunslinger"/> <!-- tier bonus -->
<!-- <passive_effect name="DegradationMax" operation="perc_add" value="-.2,.2" tier="1,6" tags="perkGunslinger"/> --> <!-- random DegMax -->
<!-- <passive_effect name="RoundsPerMinute" operation="perc_add" value="-.05,.05" tags="perkGunslinger"/> --> <!-- random APM -->
<passive_effect name="WeaponHandling" operation="perc_add" value="-.08,.08" tags="perkGunslinger"/> <!-- random WeaponHandling -->
<passive_effect name="SpreadDegreesVertical" operation="base_set" value="1.6" tags="perkGunslinger"/>
<passive_effect name="SpreadDegreesHorizontal" operation="base_set" value="1.6" tags="perkGunslinger"/>
<passive_effect name="SpreadMultiplierAiming" operation="base_set" value=".5" tags="perkGunslinger"/>
<passive_effect name="SpreadMultiplierCrouching" operation="base_set" value=".4" tags="perkGunslinger"/>
<passive_effect name="SpreadMultiplierWalking" operation="base_set" value="2.2" tags="perkGunslinger"/>
<passive_effect name="SpreadMultiplierRunning" operation="base_set" value="2.6" tags="perkGunslinger"/>
<passive_effect name="KickDegreesVerticalMin" operation="base_set" value=".7" tags="perkGunslinger"/>
<passive_effect name="KickDegreesVerticalMax" operation="base_set" value="1" tags="perkGunslinger"/>
<passive_effect name="KickDegreesHorizontalMin" operation="base_set" value="-.1" tags="perkGunslinger"/>
<passive_effect name="KickDegreesHorizontalMax" operation="base_set" value=".1" tags="perkGunslinger"/>
<passive_effect name="IncrementalSpreadMultiplier" operation="base_set" value="1.8" tags="perkGunslinger,9mmGun"/>
<passive_effect name="WeaponHandling" operation="base_set" value="1.2" tags="perkGunslinger"/> <!-- crosshair reset speed -->
<passive_effect name="DegradationMax" operation="base_set" value="600,800" tier="1,6" tags="perkGunslinger,9mmGun"/>
<passive_effect name="DegradationPerUse" operation="base_set" value="1" tags="perkGunslinger,9mmGun"/>
<!-- Mobility Bonus -->
<passive_effect name="RunSpeed" operation="perc_add" value=".1"/>
<passive_effect name="WalkSpeed" operation="perc_add" value=".08"/>
<!-- SHOW HIDE FPV TPV -->
<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="Blackout_len">
<requirement name="IsFPV"/>
</triggered_effect>
<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="Unzoomgroup">
<requirement name="IsFPV"/>
</triggered_effect>
<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="Zoomgroup">
<requirement name="IsFPV"/>
</triggered_effect>
<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="FPV_GROUP">
<requirement name="IsFPV"/>
</triggered_effect>
<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="FPV_GROUP">
<requirement name="!IsFPV"/>
</triggered_effect>
<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="FPV_GROUP"/>
<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="3rdPV_GROUP">
<requirement name="IsFPV"/>
</triggered_effect>
<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="3rdPV_GROUP">
<requirement name="!IsFPV"/>
</triggered_effect>
<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="3rdPV_GROUP"/>
<!-- Muzzle Tracer tail -->
<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="Muzzle_TRACER_C">
<requirement name="IsFPV"/>
</triggered_effect>
<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="Muzzle_TRACER_C">
<requirement name="!IsFPV"/>
</triggered_effect>
<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="Muzzle_TRACER_C"/>
<!-- Fancy effect like smoke barrel Eject -->
<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="Fancy_shits">
<requirement name="IsFPV"/>
</triggered_effect>
<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="Fancy_shits">
<requirement name="!IsFPV"/>
</triggered_effect>
<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="Fancy_shits"/>
<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="Fancy_shits2">
<requirement name="IsFPV"/>
</triggered_effect>
<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="Fancy_shits2">
<requirement name="!IsFPV"/>
</triggered_effect>
<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="Fancy_shits2"/>
<!-- MuzzleFlash FPV -->
<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="Muzzleframes_B">
<requirement name="IsFPV"/>
</triggered_effect>
<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="Muzzleframes_B">
<requirement name="!IsFPV"/>
</triggered_effect>
<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="Muzzleframes_B"/>
<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="Muzzleframes_B2">
<requirement name="IsFPV"/>
</triggered_effect>
<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="Muzzleframes_B2">
<requirement name="!IsFPV"/>
</triggered_effect>
<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="Muzzleframes_B2"/>
<!-- MuzzleLightFPV -->
<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="MuzzleLightFPV">
<requirement name="IsFPV"/>
</triggered_effect>
<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="MuzzleLightFPV">
<requirement name="!IsFPV"/>
</triggered_effect>
<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="MuzzleLightFPV"/>
<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="MuzzleLightFPV2">
<requirement name="IsFPV"/>
</triggered_effect>
<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="MuzzleLightFPV2">
<requirement name="!IsFPV"/>
</triggered_effect>
<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="MuzzleLightFPV2"/>
</effect_group>
<!-- Hide Holdtype Hands -->
<effect_group>
<requirement name="IsFPV"/>
<!-- Raw hands -->
<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="false" transform_path="hands"/>
<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="false" transform_path="body"/>
<triggered_effect trigger="onSelfCrouch" action="SetTransformActive" active="false" transform_path="hands"/>
<triggered_effect trigger="onSelfCrouch" action="SetTransformActive" active="false" transform_path="body"/>
<!-- Armor part -->
</effect_group>
<effect_group>
<requirement name="IsMale"/>
<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="true" transform_path="hands"/>
<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="true" transform_path="body"/>
</effect_group>
<effect_group>
<requirement name="!IsMale"/>
<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="true" transform_path="hands"/>
<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="true" transform_path="body"/>
</effect_group>
<!-- Refresh hands when no glove is on -->
<effect_group>
<requirement name="ItemHasTags" tags="IZY"/>
<requirement name="!HasBuff" buff="WearingArmorBrownLeather"/>
<requirement name="!HasBuff" buff="WearingArmorBlackLeather"/>
<requirement name="!HasBuff" buff="WearingArmorDarkLeather"/>
<triggered_effect trigger="onSelfHoldingItemCreated" action="AddBuff" buff="RefreshHand"/>
</effect_group>
</item>
<!-- ************************************************************************************************************ -->
<!-- ************************************************************************************************************ -->
<!-- ************************************************************************************************************ -->
<item name="IZYgunT4Pistol45STIEAGLE6">
<property name="Tags" value="IZY,overrideSounds,Holdstyle,weapon,ranged,holdBreathAiming,bottomAttachments,gun,shortRange,pistol,barrelAttachments,sideAttachments,smallTopAttachments,magazine,firingMode,attAgility,perkGunslinger,9mmGun,attachmentsIncluded,canHaveCosmetic,handgunSkill"/>
<property name="DisplayType" value="rangedGun"/>
<property name="HoldType" value="1"/>
<property name="Meshfile" value="#@modfolder:Resources/IZY_45ACP_Pack_MainResource.unity3d?IZY_PISTOL_STIE6.Prefab"/>
<property name="DropMeshfile" value="#@modfolder:Resources/IZY_45ACP_Pack_MainResource.unity3d?DROP_PISTOL_STIE6.Prefab"/>
<property name="Material" value="MHandGunParts"/>
<property name="Weight" value="1"/>
<property name="ScrapTimeOverride" value="10.0"/>
<property name="RepairTools" value="resourceRepairKit"/>
<property name="DegradationBreaksAfter" value="false"/>
<property name="SoundJammed" value="weapon_jam"/>
<property name="Attachments" value="meleeToolFlashlight02"/>
<property name="CustomIcon" value="IZYgunT4Pistol45STIEAGLE6"/>
<property name="DescriptionKey" value="IZYgunT4Pistol45STIEAGLE6Desc"/>
<property name="CrosshairOnAim" value="true"/> <!-- aimTest -->
<property name="CrosshairUpAfterShot" value="true"/> <!-- aimTest -->
<property name="Sound_Sight_In" value="pistol_sight_in"/>
<property name="Sound_Sight_Out" value="pistol_sight_out"/>
<property name="LightSource" value="lightSource"/> <!-- Start: Needed for the attachment flashlight -->
<property name="ActivateObject" value="Attachments/flashlight/lightSource"/>
<property name="AttachmentFlashlight" value="flashlight02"/> <!-- End: Needed for the attachment flashlight -->
<property name="Group" value="Ammo/Weapons,Ranged Weapons"/>
<property name="RepairExpMultiplier" value="10.8"/>
<property name="LightValue" value=".45"/>
<property name="EconomicValue" value="1200"/>
<property name="TraderStageTemplate" value="baseTier3"/><!-- gunHandgunT1Pistol -->
<property name="UnlockedBy" value="craftingHandguns"/><!-- perkGunslinger,gunHandgunT1PistolSchematic, -->
<property name="ShowQuality" value="true"/>
<property name="SoundUnholster" value="weapon_unholster"/>
<property name="SoundHolster" value="weapon_holster"/>
<property name="SoundPickup" value="pistol_grab"/>
<property name="SoundPlace" value="pistol_place"/>
<property class="Action0">
<property name="Class" value="Ranged"/>
<property name="Magazine_items" value="ammo45ACPEnhanced"/>
<property name="Sound_start" value="STIE6_fire"/>
<property name="Sound_loop" value="STIE6_fire"/>
<property name="Sound_end" value=""/>
<property name="Sound_empty" value="dryfire"/>
<property name="Sound_reload" value="pistol_reload"/>
<property name="AutoReload" value="false"/>
<property name="Particles_muzzle_fire" value="gunfire_pistol"/>
<property name="Particles_muzzle_fire_fpv" value="gunfire_pistol_fpv"/>
<requirement name="CVarCompare" cvar="_underwater" operation="LT" value=".98"/>
<property name="triggerEffectTriggerPullDualsense" value="PistolTrigger"/>
<property name="triggerEffectTriggerPullXbox" value="PistolTrigger"/>
<property name="triggerEffectShootDualsense" value="PistolShoot"/>
<property name="triggerEffectShootXbox" value="PistolShoot"/>
</property>
<property class="Action1">
<property name="Class" value="Zoom"/>
<property name="Zoom_max_out" value="55"/>
<property name="Zoom_max_in" value="55"/>
<property name="SightsCameraOffset" value="-.0016,-.0095,.02"/>
<property name="zoomTriggerEffectPullDualsense" value="PistolZoom"/>
<property name="zoomTriggerEffectPullXb" value="PistolZoom"/>
</property>
<effect_group name="gunHandgunT1Pistol">
<passive_effect name="MaxRange" operation="base_set" value="80" tags="perkGunslinger,9mmGun"/>
<passive_effect name="DamageFalloffRange" operation="base_set" value="55" tags="perkGunslinger,9mmGun"/>
<passive_effect name="DamageFalloffRange" operation="perc_add" value="-.2,.2" tier="1,6" tags="perkGunslinger,9mmGun"/> <!-- random effective rng -->
<passive_effect name="RoundsPerMinute" operation="base_set" value="320" tags="perkGunslinger"/>
<passive_effect name="BurstRoundCount" operation="base_set" value="1" tags="perkGunslinger"/>
<passive_effect name="MagazineSize" operation="base_set" value="15" tags="perkGunslinger"/>
<passive_effect name="ReloadSpeedMultiplier" operation="base_set" value=".8" tags="perkGunslinger"/>
<passive_effect name="ModSlots" operation="base_set" value="1,2,3,4,5,6" tier="1,2,3,4,5,6"/>
<passive_effect name="ModPowerBonus" operation="perc_add" value=".10" tags="EntityDamage,BlockDamage"/>
<passive_effect name="ModPowerBonus" operation="base_add" value="350" tags="EconomicValue"/>
<passive_effect name="EntityDamage" operation="base_add" value="24" tags="perkGunslinger"/> <!-- damage offset -->
<passive_effect name="EntityDamage" operation="perc_add" value="-.02,.02" tags="perkGunslinger"/> <!-- random EntityDmg -->
<passive_effect name="EntityDamage" operation="perc_add" value=".05,.25" tier="2,6" tags="perkGunslinger"/> <!-- tier bonus -->
<passive_effect name="BlockDamage" operation="perc_add" value="-.08,.08" tags="perkGunslinger"/> <!-- random BlockDmg -->
<passive_effect name="BlockDamage" operation="perc_add" value=".15,.75" tier="2,6" tags="perkGunslinger"/> <!-- tier bonus -->
<!-- <passive_effect name="DegradationMax" operation="perc_add" value="-.2,.2" tier="1,6" tags="perkGunslinger"/> --> <!-- random DegMax -->
<!-- <passive_effect name="RoundsPerMinute" operation="perc_add" value="-.05,.05" tags="perkGunslinger"/> --> <!-- random APM -->
<passive_effect name="WeaponHandling" operation="perc_add" value="-.08,.08" tags="perkGunslinger"/> <!-- random WeaponHandling -->
<passive_effect name="SpreadDegreesVertical" operation="base_set" value="1.2" tags="perkGunslinger"/>
<passive_effect name="SpreadDegreesHorizontal" operation="base_set" value="1.2" tags="perkGunslinger"/>
<passive_effect name="SpreadMultiplierAiming" operation="base_set" value=".2" tags="perkGunslinger"/>
<passive_effect name="SpreadMultiplierCrouching" operation="base_set" value=".6" tags="perkGunslinger"/>
<passive_effect name="SpreadMultiplierWalking" operation="base_set" value="2" tags="perkGunslinger"/>
<passive_effect name="SpreadMultiplierRunning" operation="base_set" value="2.5" tags="perkGunslinger"/>
<passive_effect name="KickDegreesVerticalMin" operation="base_set" value=".5" tags="perkGunslinger"/>
<passive_effect name="KickDegreesVerticalMax" operation="base_set" value=".8" tags="perkGunslinger"/>
<passive_effect name="KickDegreesHorizontalMin" operation="base_set" value="-.1" tags="perkGunslinger"/>
<passive_effect name="KickDegreesHorizontalMax" operation="base_set" value=".1" tags="perkGunslinger"/>
<passive_effect name="IncrementalSpreadMultiplier" operation="base_set" value="1.5" tags="perkGunslinger,9mmGun"/>
<passive_effect name="WeaponHandling" operation="base_set" value="1.5" tags="perkGunslinger"/> <!-- crosshair reset speed -->
<passive_effect name="DegradationMax" operation="base_set" value="800,1200" tier="1,6" tags="perkGunslinger,9mmGun"/>
<passive_effect name="DegradationPerUse" operation="base_set" value="1" tags="perkGunslinger,9mmGun"/>
<!-- Mobility Bonus -->
<passive_effect name="RunSpeed" operation="perc_add" value=".15"/>
<passive_effect name="WalkSpeed" operation="perc_add" value=".12"/>
<!-- SHOW HIDE FPV TPV -->
<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="Blackout_len">
<requirement name="IsFPV"/>
</triggered_effect>
<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="Unzoomgroup">
<requirement name="IsFPV"/>
</triggered_effect>
<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="Zoomgroup">
<requirement name="IsFPV"/>
</triggered_effect>
<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="FPV_GROUP">
<requirement name="IsFPV"/>
</triggered_effect>
<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="FPV_GROUP">
<requirement name="!IsFPV"/>
</triggered_effect>
<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="FPV_GROUP"/>
<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="3rdPV_GROUP">
<requirement name="IsFPV"/>
</triggered_effect>
<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="3rdPV_GROUP">
<requirement name="!IsFPV"/>
</triggered_effect>
<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="3rdPV_GROUP"/>
<!-- Muzzle Tracer tail -->
<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="Muzzle_TRACER_C">
<requirement name="IsFPV"/>
</triggered_effect>
<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="Muzzle_TRACER_C">
<requirement name="!IsFPV"/>
</triggered_effect>
<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="Muzzle_TRACER_C"/>
<!-- Fancy effect like smoke barrel Eject -->
<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="Fancy_shits">
<requirement name="IsFPV"/>
</triggered_effect>
<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="Fancy_shits">
<requirement name="!IsFPV"/>
</triggered_effect>
<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="Fancy_shits"/>
<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="Fancy_shits2">
<requirement name="IsFPV"/>
</triggered_effect>
<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="Fancy_shits2">
<requirement name="!IsFPV"/>
</triggered_effect>
<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="Fancy_shits2"/>
<!-- MuzzleFlash FPV -->
<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="Muzzleframes_B">
<requirement name="IsFPV"/>
</triggered_effect>
<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="Muzzleframes_B">
<requirement name="!IsFPV"/>
</triggered_effect>
<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="Muzzleframes_B"/>
<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="Muzzleframes_B2">
<requirement name="IsFPV"/>
</triggered_effect>
<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="Muzzleframes_B2">
<requirement name="!IsFPV"/>
</triggered_effect>
<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="Muzzleframes_B2"/>
<!-- MuzzleLightFPV -->
<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="MuzzleLightFPV">
<requirement name="IsFPV"/>
</triggered_effect>
<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="MuzzleLightFPV">
<requirement name="!IsFPV"/>
</triggered_effect>
<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="MuzzleLightFPV"/>
<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="MuzzleLightFPV2">
<requirement name="IsFPV"/>
</triggered_effect>
<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="MuzzleLightFPV2">
<requirement name="!IsFPV"/>
</triggered_effect>
<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="MuzzleLightFPV2"/>
</effect_group>
<!-- Hide Holdtype Hands -->
<effect_group>
<requirement name="IsFPV"/>
<!-- Raw hands -->
<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="false" transform_path="hands"/>
<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="false" transform_path="body"/>
<triggered_effect trigger="onSelfCrouch" action="SetTransformActive" active="false" transform_path="hands"/>
<triggered_effect trigger="onSelfCrouch" action="SetTransformActive" active="false" transform_path="body"/>
<!-- Armor part -->
</effect_group>
<effect_group>
<requirement name="IsMale"/>
<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="true" transform_path="hands"/>
<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="true" transform_path="body"/>
</effect_group>
<effect_group>
<requirement name="!IsMale"/>
<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="true" transform_path="hands"/>
<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="true" transform_path="body"/>
</effect_group>
<!-- Refresh hands when no glove is on -->
<effect_group>
<requirement name="ItemHasTags" tags="IZY"/>
<requirement name="!HasBuff" buff="WearingArmorBrownLeather"/>
<requirement name="!HasBuff" buff="WearingArmorBlackLeather"/>
<requirement name="!HasBuff" buff="WearingArmorDarkLeather"/>
<triggered_effect trigger="onSelfHoldingItemCreated" action="AddBuff" buff="RefreshHand"/>
</effect_group>
</item>
<!-- ************************************************************************************************************ -->
<!-- ************************************************************************************************************ -->
<!-- ************************************************************************************************************ -->
<!-- ************************************************************************************************************ -->
<!-- 45ACP SMG -->
<!-- ************************************************************************************************************ -->
<item name="IZYgunT345SMGM1thompson">
<property name="Tags" value="IZY,overrideSounds,weapon,ShortBarrelmod,ranged,holdBreathAiming,reloadPenalty,gun,shortRange,barrelAttachments,sideAttachments,smallTopAttachments,magazine,drumMagazine,firingMode,bottomAttachments,attAgility,perkGunslinger,9mmGun,attachmentsIncluded,canHaveCosmetic,handgunSkill"/>
<property name="DisplayType" value="rangedGun"/>
<property name="HoldType" value="71"/>
<property name="Meshfile" value="#@modfolder:Resources/IZY_45ACP_Pack_MainResource.unity3d?IZY_SMG_ThompsonM1.Prefab"/>
<property name="DropMeshfile" value="#@modfolder:Resources/IZY_45ACP_Pack_MainResource.unity3d?DROP_SMG_M1THOMPSON.Prefab"/>
<property name="CustomIcon" value="IZYgunT345SMGM1thompson"/>
<property name="Material" value="MMachineGunParts"/>
<property name="DescriptionKey" value="IZYgunT345SMGM1thompsonDesc"/>
<property name="CrosshairOnAim" value="true"/> <!-- aimTest -->
<property name="CrosshairUpAfterShot" value="true"/> <!-- aimTest -->
<property name="Weight" value="7"/>
<property name="ScrapTimeOverride" value="10.0"/>
<property name="RepairTools" value="IZYadvancegunrepairkit"/>
<property name="DegradationBreaksAfter" value="false"/>
<property name="SoundJammed" value="weapon_jam"/>
<property name="Sound_Sight_In" value="rifle_sight_in"/>
<property name="Sound_Sight_Out" value="rifle_sight_out"/>
<property name="RepairExpMultiplier" value="10.8"/>
<property name="EconomicValue" value="5100"/>
<property name="TraderStageTemplate" value="baseTier3"/><!-- gunMGT2TacticalAR -->
<property name="UnlockedBy" value="craftingHandguns"/><!-- gunMGT2TacticalARSchematic, -->
<property name="ShowQuality" value="true"/>
<property name="Group" value="Ammo/Weapons,Ranged Weapons"/>
<property name="SoundUnholster" value="weapon_unholster"/>
<property name="SoundHolster" value="weapon_holster"/>
<property name="SoundPickup" value="rifle_polymer_grab"/>
<property name="SoundPlace" value="rifle_polymer_place"/>
<property class="Action0">
<property name="Class" value="Ranged"/>
<property name="Delay" value=".150"/> <!-- obsolete if rounds per minute exists -->
<property name="Magazine_items" value="ammo45ACPBulletBall,ammo45ACPHighpower,ammo45ACPArmorpiecing"/>
<property name="Sound_start" value="M1928D_fire"/>
<property name="Sound_loop" value="M1928D_fire"/>
<property name="Sound_empty" value="dryfire"/>
<property name="AutoReload" value="false"/>
<property name="Sound_end" value=""/>
<property name="Particles_muzzle_fire" value="nailgunfire"/>
<property name="Particles_muzzle_fire_fpv" value="nailgunfire"/>
<requirement name="CVarCompare" cvar="_underwater" operation="LT" value=".98"/>
<property name="triggerEffectTriggerPullDualsense" value="RifleTrigger"/>
<property name="triggerEffectTriggerPullXbox" value="PistolTrigger"/>
<property name="triggerEffectTriggerShootDualsense" value="MGShoot"/>
<property name="triggerEffectTriggerShootXbox" value="PistolShoot"/>
</property>
<property class="Action1">
<property name="Class" value="Zoom"/>
<property name="Zoom_max_out" value="55"/>
<property name="Zoom_max_in" value="55"/>
<property name="SightsCameraOffset" value="-.00055,.0268,.05"/>
<property name="zoomTriggerEffectTriggerPullDualsense" value="PistolZoom"/>
<property name="zoomTriggerEffectTriggerPullXbox" value="PistolZoom"/>
</property>
<effect_group name="gunHandgunT3SMG5">
<passive_effect name="MaxRange" operation="base_set" value="55" tags="perkGunslinger,9mmGun"/>
<passive_effect name="DamageFalloffRange" operation="base_set" value="30" tags="perkGunslinger,9mmGun"/>
<passive_effect name="DamageFalloffRange" operation="perc_add" value="-.2,.2" tier="1,6" tags="perkGunslinger,9mmGun"/> <!-- random effective rng -->
<passive_effect name="RoundsPerMinute" operation="base_set" value="460" tags="perkGunslinger"/>
<passive_effect name="BurstRoundCount" operation="base_set" value="1000" tags="perkGunslinger"/>
<passive_effect name="MagazineSize" operation="base_set" value="30" tags="perkGunslinger"/>
<passive_effect name="ReloadSpeedMultiplier" operation="base_set" value=".7" tags="perkGunslinger"/> <!-- 4s -->
<passive_effect name="ModSlots" operation="base_set" value="1,2,3,4,5,6" tier="1,2,3,4,5,6"/>
<passive_effect name="ModPowerBonus" operation="perc_add" value=".10" tags="EntityDamage,BlockDamage"/>
<passive_effect name="ModPowerBonus" operation="base_add" value="300" tags="EconomicValue"/>
<passive_effect name="EntityDamage" operation="base_add" value="22" tags="perkGunslinger"/> <!-- damage offset -->
<passive_effect name="EntityDamage" operation="perc_add" value="-.02,.02" tags="perkGunslinger"/> <!-- random EntityDmg -->
<passive_effect name="EntityDamage" operation="perc_add" value=".05,.25" tier="2,6" tags="perkGunslinger"/> <!-- tier bonus -->
<passive_effect name="BlockDamage" operation="perc_add" value="-.08,.08" tags="perkGunslinger"/> <!-- random BlockDmg -->
<passive_effect name="BlockDamage" operation="perc_add" value=".15,.75" tier="2,6" tags="perkGunslinger"/> <!-- tier bonus -->
<!-- <passive_effect name="DegradationMax" operation="perc_add" value="-.2,.2" tier="1,6" tags="perkGunslinger"/> --> <!-- random DegMax -->
<!-- <passive_effect name="RoundsPerMinute" operation="perc_add" value="-.05,.05" tags="perkGunslinger"/> --> <!-- random APM -->
<!-- <passive_effect name="MagazineSize" operation="perc_add" value="-.122,.122"/> --> <!-- random MagazineSize -->
<passive_effect name="WeaponHandling" operation="perc_add" value="-.08,.08" tags="perkGunslinger"/> <!-- random WeaponHandling -->
<passive_effect name="SpreadDegreesVertical" operation="base_set" value="2.2" tags="perkGunslinger"/>
<passive_effect name="SpreadDegreesHorizontal" operation="base_set" value="2.2" tags="perkGunslinger"/>
<passive_effect name="SpreadMultiplierAiming" operation="base_set" value=".8" tags="perkGunslinger"/>
<passive_effect name="SpreadMultiplierCrouching" operation="base_set" value=".9" tags="perkGunslinger"/>
<passive_effect name="SpreadMultiplierWalking" operation="base_set" value="1.8" tags="perkGunslinger"/>
<passive_effect name="SpreadMultiplierRunning" operation="base_set" value="2.4" tags="perkGunslinger"/>
<passive_effect name="KickDegreesVerticalMin" operation="base_set" value=".8" tags="perkGunslinger"/>
<passive_effect name="KickDegreesVerticalMax" operation="base_set" value="1.3" tags="perkGunslinger"/>
<passive_effect name="KickDegreesHorizontalMin" operation="base_set" value="-.1" tags="perkGunslinger"/>
<passive_effect name="KickDegreesHorizontalMax" operation="base_set" value=".1" tags="perkGunslinger"/>
<passive_effect name="IncrementalSpreadMultiplier" operation="base_set" value="1.4" tags="perkGunslinger,9mmGun"/>
<passive_effect name="WeaponHandling" operation="base_set" value="1" tags="perkGunslinger"/>
<passive_effect name="DegradationMax" operation="base_set" value="1000,1600" tier="1,6" tags="perkGunslinger,9mmGun"/>
<passive_effect name="DegradationPerUse" operation="base_set" value="1" tags="perkGunslinger,9mmGun"/>
<!-- SHOW HIDE FPV TPV -->
<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="FPV_GROUP">
<requirement name="IsFPV"/>
</triggered_effect>
<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="FPV_GROUP">
<requirement name="!IsFPV"/>
</triggered_effect>
<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="FPV_GROUP"/>
<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="3rdPV_GROUP">
<requirement name="IsFPV"/>
</triggered_effect>
<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="3rdPV_GROUP">
<requirement name="!IsFPV"/>
</triggered_effect>
<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="3rdPV_GROUP"/>
<!-- Muzzle Tracer tail -->
<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="Muzzle_TRACER_C">
<requirement name="IsFPV"/>
</triggered_effect>
<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="Muzzle_TRACER_C">
<requirement name="!IsFPV"/>
</triggered_effect>
<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="Muzzle_TRACER_C"/>
<!-- Fancy effect like smoke barrel Eject -->
<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="Fancy_shits">
<requirement name="IsFPV"/>
</triggered_effect>
<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="Fancy_shits">
<requirement name="!IsFPV"/>
</triggered_effect>
<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="Fancy_shits"/>
<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="Fancy_shits2">
<requirement name="IsFPV"/>
</triggered_effect>
<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="Fancy_shits2">
<requirement name="!IsFPV"/>
</triggered_effect>
<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="Fancy_shits2"/>
<!-- MuzzleFlash FPV -->
<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="Muzzleframes_B">
<requirement name="IsFPV"/>
</triggered_effect>
<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="Muzzleframes_B">
<requirement name="!IsFPV"/>
</triggered_effect>
<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="Muzzleframes_B"/>
<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="Muzzleframes_B2">
<requirement name="IsFPV"/>
</triggered_effect>
<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="Muzzleframes_B2">
<requirement name="!IsFPV"/>
</triggered_effect>
<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="Muzzleframes_B2"/>
<!-- MuzzleLightFPV -->
<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="MuzzleLightFPV">
<requirement name="IsFPV"/>
</triggered_effect>
<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="MuzzleLightFPV">
<requirement name="!IsFPV"/>
</triggered_effect>
<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="MuzzleLightFPV"/>
<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="MuzzleLightFPV2">
<requirement name="IsFPV"/>
</triggered_effect>
<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="MuzzleLightFPV2">
<requirement name="!IsFPV"/>
</triggered_effect>
<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="MuzzleLightFPV2"/>
</effect_group>
<!-- Hide Holdtype Hands -->
<effect_group>
<requirement name="IsFPV"/>
<!-- Raw hands -->
<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="false" transform_path="hands"/>
<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="false" transform_path="body"/>
<triggered_effect trigger="onSelfCrouch" action="SetTransformActive" active="false" transform_path="hands"/>
<triggered_effect trigger="onSelfCrouch" action="SetTransformActive" active="false" transform_path="body"/>
<!-- Armor part -->
</effect_group>
<effect_group>
<requirement name="IsMale"/>
<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="true" transform_path="hands"/>
<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="true" transform_path="body"/>
</effect_group>
<effect_group>
<requirement name="!IsMale"/>
<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="true" transform_path="hands"/>
<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="true" transform_path="body"/>
</effect_group>
<effect_group>
<requirement name="ItemHasTags" tags="IZY"/>
<requirement name="!HasBuff" buff="WearingArmorBrownLeather"/>
<requirement name="!HasBuff" buff="WearingArmorBlackLeather"/>
<requirement name="!HasBuff" buff="WearingArmorDarkLeather"/>
<triggered_effect trigger="onSelfHoldingItemCreated" action="AddBuff" buff="RefreshHand"/>
</effect_group>
</item>
<item name="IZYgunT445SMGM1928thompson">
<property name="Tags" value="IZY,overrideSounds,weapon,ShortBarrelmod,ranged,holdBreathAiming,reloadPenalty,gun,shortRange,barrelAttachments,sideAttachments,smallTopAttachments,magazine,drumMagazine,firingMode,bottomAttachments,attAgility,perkGunslinger,9mmGun,attachmentsIncluded,canHaveCosmetic,handgunSkill"/>
<property name="DisplayType" value="rangedGun"/>
<property name="HoldType" value="60"/>
<property name="Meshfile" value="#@modfolder:Resources/IZY_45ACP_Pack_MainResource.unity3d?IZY_SMG_M1928Thompson.Prefab"/>
<property name="DropMeshfile" value="#@modfolder:Resources/IZY_45ACP_Pack_MainResource.unity3d?DROP_SMG_M1928T.Prefab"/>
<property name="CustomIcon" value="IZYgunT445SMGM1928thompson"/>
<property name="Material" value="MMachineGunParts"/>
<property name="DescriptionKey" value="IZYgunT445SMGM1928thompsonDesc"/>
<property name="CrosshairOnAim" value="true"/> <!-- aimTest -->
<property name="CrosshairUpAfterShot" value="true"/> <!-- aimTest -->
<property name="Weight" value="12"/>
<property name="ScrapTimeOverride" value="10.0"/>
<property name="RepairTools" value="IZYadvancegunrepairkit"/>
<property name="DegradationBreaksAfter" value="false"/>
<property name="SoundJammed" value="weapon_jam"/>
<property name="Sound_Sight_In" value="rifle_sight_in"/>
<property name="Sound_Sight_Out" value="rifle_sight_out"/>
<property name="RepairExpMultiplier" value="10.8"/>
<property name="EconomicValue" value="11000"/>
<property name="TraderStageTemplate" value="baseTier3"/><!-- gunMGT2TacticalAR -->
<property name="UnlockedBy" value="craftingHandguns"/><!-- gunMGT2TacticalARSchematic, -->
<property name="ShowQuality" value="true"/>
<property name="Group" value="Ammo/Weapons,Ranged Weapons"/>
<property name="SoundUnholster" value="weapon_unholster"/>
<property name="SoundHolster" value="weapon_holster"/>
<property name="SoundPickup" value="rifle_polymer_grab"/>
<property name="SoundPlace" value="rifle_polymer_place"/>
<property class="Action0">
<property name="Class" value="Ranged"/>
<property name="Delay" value=".150"/> <!-- obsolete if rounds per minute exists -->
<property name="Magazine_items" value="ammo45ACPBulletBall,ammo45ACPHighpower,ammo45ACPArmorpiecing"/>
<property name="Sound_start" value="M1928D_fire"/>
<property name="Sound_loop" value="M1928D_fire"/>
<property name="Sound_empty" value="dryfire"/>
<property name="AutoReload" value="false"/>
<property name="Sound_end" value=""/>
<property name="Particles_muzzle_fire" value="nailgunfire"/>
<property name="Particles_muzzle_fire_fpv" value="nailgunfire"/>
<requirement name="CVarCompare" cvar="_underwater" operation="LT" value=".98"/>
<property name="triggerEffectTriggerPullDualsense" value="RifleTrigger"/>
<property name="triggerEffectTriggerPullXbox" value="PistolTrigger"/>
<property name="triggerEffectTriggerShootDualsense" value="MGShoot"/>
<property name="triggerEffectTriggerShootXbox" value="PistolShoot"/>
</property>
<property class="Action1">
<property name="Class" value="Zoom"/>
<property name="Zoom_max_out" value="55"/>
<property name="Zoom_max_in" value="55"/>
<property name="SightsCameraOffset" value=".0002,.0011,.15"/>
<property name="zoomTriggerEffectTriggerPullDualsense" value="PistolZoom"/>
<property name="zoomTriggerEffectTriggerPullXbox" value="PistolZoom"/>
</property>
<effect_group name="gunHandgunT3SMG5">
<passive_effect name="MaxRange" operation="base_set" value="60" tags="perkGunslinger,9mmGun"/>
<passive_effect name="DamageFalloffRange" operation="base_set" value="30" tags="perkGunslinger,9mmGun"/>
<passive_effect name="DamageFalloffRange" operation="perc_add" value="-.2,.2" tier="1,6" tags="perkGunslinger,9mmGun"/> <!-- random effective rng -->
<passive_effect name="RoundsPerMinute" operation="base_set" value="490" tags="perkGunslinger"/>
<passive_effect name="BurstRoundCount" operation="base_set" value="1000" tags="perkGunslinger"/>
<passive_effect name="MagazineSize" operation="base_set" value="60" tags="perkGunslinger"/>
<passive_effect name="ReloadSpeedMultiplier" operation="base_set" value="1.3" tags="perkGunslinger"/> <!-- 4s -->
<passive_effect name="ModSlots" operation="base_set" value="1,2,3,4,5,6" tier="1,2,3,4,5,6"/>
<passive_effect name="ModPowerBonus" operation="perc_add" value=".10" tags="EntityDamage,BlockDamage"/>
<passive_effect name="ModPowerBonus" operation="base_add" value="350" tags="EconomicValue"/>
<passive_effect name="EntityDamage" operation="base_add" value="28" tags="perkGunslinger"/> <!-- damage offset -->
<passive_effect name="EntityDamage" operation="perc_add" value="-.02,.02" tags="perkGunslinger"/> <!-- random EntityDmg -->
<passive_effect name="EntityDamage" operation="perc_add" value=".05,.25" tier="2,6" tags="perkGunslinger"/> <!-- tier bonus -->
<passive_effect name="BlockDamage" operation="perc_add" value="-.08,.08" tags="perkGunslinger"/> <!-- random BlockDmg -->
<passive_effect name="BlockDamage" operation="perc_add" value=".15,.75" tier="2,6" tags="perkGunslinger"/> <!-- tier bonus -->
<!-- <passive_effect name="DegradationMax" operation="perc_add" value="-.2,.2" tier="1,6" tags="perkGunslinger"/> --> <!-- random DegMax -->
<!-- <passive_effect name="RoundsPerMinute" operation="perc_add" value="-.05,.05" tags="perkGunslinger"/> --> <!-- random APM -->
<!-- <passive_effect name="MagazineSize" operation="perc_add" value="-.122,.122"/> --> <!-- random MagazineSize -->
<passive_effect name="WeaponHandling" operation="perc_add" value="-.08,.08" tags="perkGunslinger"/> <!-- random WeaponHandling -->
<passive_effect name="SpreadDegreesVertical" operation="base_set" value="2.2" tags="perkGunslinger"/>
<passive_effect name="SpreadDegreesHorizontal" operation="base_set" value="2.2" tags="perkGunslinger"/>
<passive_effect name="SpreadMultiplierAiming" operation="base_set" value=".6" tags="perkGunslinger"/>
<passive_effect name="SpreadMultiplierCrouching" operation="base_set" value=".9" tags="perkGunslinger"/>
<passive_effect name="SpreadMultiplierWalking" operation="base_set" value="1.6" tags="perkGunslinger"/>
<passive_effect name="SpreadMultiplierRunning" operation="base_set" value="2.2" tags="perkGunslinger"/>
<passive_effect name="KickDegreesVerticalMin" operation="base_set" value=".8" tags="perkGunslinger"/>
<passive_effect name="KickDegreesVerticalMax" operation="base_set" value="1.2" tags="perkGunslinger"/>
<passive_effect name="KickDegreesHorizontalMin" operation="base_set" value="-.1" tags="perkGunslinger"/>
<passive_effect name="KickDegreesHorizontalMax" operation="base_set" value=".1" tags="perkGunslinger"/>
<passive_effect name="IncrementalSpreadMultiplier" operation="base_set" value="1.4" tags="perkGunslinger,9mmGun"/>
<passive_effect name="WeaponHandling" operation="base_set" value="1" tags="perkGunslinger"/>
<passive_effect name="DegradationMax" operation="base_set" value="1200,1800" tier="1,6" tags="perkGunslinger,9mmGun"/>
<passive_effect name="DegradationPerUse" operation="base_set" value="1" tags="perkGunslinger,9mmGun"/>
<!-- SHOW HIDE FPV TPV -->
<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="FPV_GROUP">
<requirement name="IsFPV"/>
</triggered_effect>
<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="FPV_GROUP">
<requirement name="!IsFPV"/>
</triggered_effect>
<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="FPV_GROUP"/>
<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="3rdPV_GROUP">
<requirement name="IsFPV"/>
</triggered_effect>
<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="3rdPV_GROUP">
<requirement name="!IsFPV"/>
</triggered_effect>
<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="3rdPV_GROUP"/>
<!-- Muzzle Tracer tail -->
<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="Muzzle_TRACER_C">
<requirement name="IsFPV"/>
</triggered_effect>
<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="Muzzle_TRACER_C">
<requirement name="!IsFPV"/>
</triggered_effect>
<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="Muzzle_TRACER_C"/>
<!-- Fancy effect like smoke barrel Eject -->
<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="Fancy_shits">
<requirement name="IsFPV"/>
</triggered_effect>
<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="Fancy_shits">
<requirement name="!IsFPV"/>
</triggered_effect>
<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="Fancy_shits"/>
<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="Fancy_shits2">
<requirement name="IsFPV"/>
</triggered_effect>
<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="Fancy_shits2">
<requirement name="!IsFPV"/>
</triggered_effect>
<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="Fancy_shits2"/>
<!-- MuzzleFlash FPV -->
<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="Muzzleframes_B">
<requirement name="IsFPV"/>
</triggered_effect>
<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="Muzzleframes_B">
<requirement name="!IsFPV"/>
</triggered_effect>
<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="Muzzleframes_B"/>
<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="Muzzleframes_B2">
<requirement name="IsFPV"/>
</triggered_effect>
<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="Muzzleframes_B2">
<requirement name="!IsFPV"/>
</triggered_effect>
<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="Muzzleframes_B2"/>
<!-- MuzzleLightFPV -->
<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="MuzzleLightFPV">
<requirement name="IsFPV"/>
</triggered_effect>
<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="MuzzleLightFPV">
<requirement name="!IsFPV"/>
</triggered_effect>
<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="MuzzleLightFPV"/>
<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="MuzzleLightFPV2">
<requirement name="IsFPV"/>
</triggered_effect>
<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="MuzzleLightFPV2">
<requirement name="!IsFPV"/>
</triggered_effect>
<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="MuzzleLightFPV2"/>
</effect_group>
<!-- Hide Holdtype Hands -->
<effect_group>
<requirement name="IsFPV"/>
<!-- Raw hands -->
<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="false" transform_path="hands"/>
<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="false" transform_path="body"/>
<triggered_effect trigger="onSelfCrouch" action="SetTransformActive" active="false" transform_path="hands"/>
<triggered_effect trigger="onSelfCrouch" action="SetTransformActive" active="false" transform_path="body"/>
<!-- Armor part -->
</effect_group>
<effect_group>
<requirement name="IsMale"/>
<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="true" transform_path="hands"/>
<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="true" transform_path="body"/>
</effect_group>
<effect_group>
<requirement name="!IsMale"/>
<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="true" transform_path="hands"/>
<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="true" transform_path="body"/>
</effect_group>
<effect_group>
<requirement name="ItemHasTags" tags="IZY"/>
<requirement name="!HasBuff" buff="WearingArmorBrownLeather"/>
<requirement name="!HasBuff" buff="WearingArmorBlackLeather"/>
<requirement name="!HasBuff" buff="WearingArmorDarkLeather"/>
<triggered_effect trigger="onSelfHoldingItemCreated" action="AddBuff" buff="RefreshHand"/>
</effect_group>
</item>
</append>
</configs>

49
Config/sounds.xml Normal file
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<?xml version="1.0" encoding="UTF-8"?>
<configs>
<append xpath="/Sounds">
<SoundDataNode name="SW1917_fire"> <AudioSource name="Sounds/AudioSource_WeaponFire"/> <NetworkAudioSource name="Sounds/AudioSource_WeaponFire_Network"/>
<Noise ID="0" noise="100" time="2" muffled_when_crouched="0.8" heat_map_strength="0.9" heat_map_time="180"/>
<AudioClip ClipName="#@modfolder:Resources/IZY_45ACP_Pack_MainResource.unity3d?SW1917_fire"/>
<LocalCrouchVolumeScale value="1"/> <CrouchNoiseScale value="1"/> <NoiseScale value="1"/> <MaxVoices value="40"/> <MaxVoicesPerEntity value="30"/> <MaxRepeatRate value="0.001"/> </SoundDataNode>
<SoundDataNode name="M1911A1_fire"> <AudioSource name="Sounds/AudioSource_WeaponFire"/> <NetworkAudioSource name="Sounds/AudioSource_WeaponFire_Network"/>
<Noise ID="0" noise="80" time="2" muffled_when_crouched="0.8" heat_map_strength="0.9" heat_map_time="180"/>
<AudioClip ClipName="#@modfolder:Resources/IZY_45ACP_Pack_MainResource.unity3d?M1911A1_fire"/>
<LocalCrouchVolumeScale value="1"/> <CrouchNoiseScale value="1"/> <NoiseScale value="1"/> <MaxVoices value="40"/> <MaxVoicesPerEntity value="30"/> <MaxRepeatRate value="0.001"/> </SoundDataNode>
<SoundDataNode name="M1911A1_silen_fire"> <AudioSource name="Sounds/AudioSource_WeaponFire"/> <NetworkAudioSource name="Sounds/AudioSource_WeaponFire_Network"/>
<Noise ID="0" noise="18" time="2" muffled_when_crouched="0.8" heat_map_strength="0.9" heat_map_time="180"/>
<AudioClip ClipName="#@modfolder:Resources/IZY_45ACP_Pack_MainResource.unity3d?M1911A1_silen_fire"/>
<LocalCrouchVolumeScale value="1"/> <CrouchNoiseScale value="1"/> <NoiseScale value="1"/> <MaxVoices value="40"/> <MaxVoicesPerEntity value="30"/> <MaxRepeatRate value="0.001"/> </SoundDataNode>
<SoundDataNode name="M1928D_fire"> <AudioSource name="Sounds/AudioSource_WeaponFire"/> <NetworkAudioSource name="Sounds/AudioSource_WeaponFire_Network"/>
<Noise ID="0" noise="85" time="2" muffled_when_crouched="0.8" heat_map_strength="0.9" heat_map_time="180"/>
<AudioClip ClipName="#@modfolder:Resources/IZY_45ACP_Pack_MainResource.unity3d?M1928D_fire"/>
<LocalCrouchVolumeScale value="1"/> <CrouchNoiseScale value="1"/> <NoiseScale value="1"/> <MaxVoices value="10"/> <MaxVoicesPerEntity value="60"/> <MaxRepeatRate value="0.001"/> </SoundDataNode>
<SoundDataNode name="M1928D_silen_fire"> <AudioSource name="Sounds/AudioSource_WeaponFire"/> <NetworkAudioSource name="Sounds/AudioSource_WeaponFire_Network"/>
<Noise ID="0" noise="20" time="2" muffled_when_crouched="0.8" heat_map_strength="0.9" heat_map_time="180"/>
<AudioClip ClipName="#@modfolder:Resources/IZY_45ACP_Pack_MainResource.unity3d?M1928D_silen_fire"/>
<LocalCrouchVolumeScale value="1"/> <CrouchNoiseScale value="1"/> <NoiseScale value="1"/> <MaxVoices value="10"/> <MaxVoicesPerEntity value="60"/> <MaxRepeatRate value="0.001"/> </SoundDataNode>
<SoundDataNode name="STIE6_fire"> <AudioSource name="Sounds/AudioSource_WeaponFire"/> <NetworkAudioSource name="Sounds/AudioSource_WeaponFire_Network"/>
<Noise ID="0" noise="80" time="2" muffled_when_crouched="0.8" heat_map_strength="0.9" heat_map_time="180"/>
<AudioClip ClipName="#@modfolder:Resources/IZY_45ACP_Pack_MainResource.unity3d?STIE6_fire"/>
<LocalCrouchVolumeScale value="1"/> <CrouchNoiseScale value="1"/> <NoiseScale value="1"/> <MaxVoices value="40"/> <MaxVoicesPerEntity value="30"/> <MaxRepeatRate value="0.001"/> </SoundDataNode>
<SoundDataNode name="USP45b_fire"> <AudioSource name="Sounds/AudioSource_WeaponFire"/> <NetworkAudioSource name="Sounds/AudioSource_WeaponFire_Network"/>
<Noise ID="0" noise="80" time="2" muffled_when_crouched="0.8" heat_map_strength="0.9" heat_map_time="180"/>
<AudioClip ClipName="#@modfolder:Resources/IZY_45ACP_Pack_MainResource.unity3d?USP45b_fire"/>
<LocalCrouchVolumeScale value="1"/> <CrouchNoiseScale value="1"/> <NoiseScale value="1"/> <MaxVoices value="40"/> <MaxVoicesPerEntity value="30"/> <MaxRepeatRate value="0.001"/> </SoundDataNode>
<SoundDataNode name="USP45b_silen_fire"> <AudioSource name="Sounds/AudioSource_WeaponFire"/> <NetworkAudioSource name="Sounds/AudioSource_WeaponFire_Network"/>
<Noise ID="0" noise="18" time="2" muffled_when_crouched="0.8" heat_map_strength="0.9" heat_map_time="180"/>
<AudioClip ClipName="#@modfolder:Resources/IZY_45ACP_Pack_MainResource.unity3d?USP45b_silen_fire"/>
<LocalCrouchVolumeScale value="1"/> <CrouchNoiseScale value="1"/> <NoiseScale value="1"/> <MaxVoices value="40"/> <MaxVoicesPerEntity value="30"/> <MaxRepeatRate value="0.001"/> </SoundDataNode>
</append>
</configs>

10
ModInfo.xml Normal file
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<?xml version="1.0" encoding="UTF-8" ?>
<xml>
<Name value="IZY_RMP_45ACP" />
<DisplayName value="IZY_RMP_45ACP" />
<Description value="IZY_RMP_45ACP" />
<Author value="IZY" />
<Version value="1.1.0.4" />
<Website value="" />
<SkipWithAntiCheat value="true" />
</xml>

20
Models credit.txt Normal file
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.45 Revolver :
https://sketchfab.com/3d-models/smith-wesson-revolver-66f185b995bb4bb59fe05668835edb2b
M1911 :
https://sketchfab.com/3d-models/m1911-pistol-80a0b8a6c4314da4a7b3a7cfe6cec1d4
USP45 :
Escape from tarkov
STI E6 :
https://sketchfab.com/3d-models/m1911-pistol-80a0b8a6c4314da4a7b3a7cfe6cec1d4
M1 Thompson :
https://sketchfab.com/3d-models/m1a1-free-5eec4c487895439d8e762f719ae9c3da
M1928 Thompson Drum :
https://sketchfab.com/3d-models/tommy-gun-3f3eecc0307f499e8d1fc16d56d74c83
and many others for additional parts

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