G
Guest
Guest
It looks like there is a combination of values to use on this. And it is possible different weapon classes/types are coded a little differently.
Some have the following and some don't. There is possibly a class base value that isn't suggested if the weapon is not using its own custom value.
But anyways:
An example from default weapons is items / gunShotgunT3AutoShotgun
The Action0 property - <property name="Reload_time" value="2.6"/>
The effect group - <passive_effect name="RoundsPerMinute" operation="base_set" value="70" tags="perkBoomstick"/>
The effect group - <passive_effect name="ReloadSpeedMultiplier" operation="base_set" value="1" tags="perkBoomstick"/> <!-- 2.3s -->
The effect group - <passive_effect name="RoundsPerMinute" operation="perc_add" value="-.05,.05" tags="perkBoomstick"/> <!-- random APM -->
A mix of both set and random features depending on base, skill points, and luck.
Unfortunately, there is no real easy way as they may not all be available and it could require cross referencing default values if they are given.
Some have the following and some don't. There is possibly a class base value that isn't suggested if the weapon is not using its own custom value.
But anyways:
An example from default weapons is items / gunShotgunT3AutoShotgun
The Action0 property - <property name="Reload_time" value="2.6"/>
The effect group - <passive_effect name="RoundsPerMinute" operation="base_set" value="70" tags="perkBoomstick"/>
The effect group - <passive_effect name="ReloadSpeedMultiplier" operation="base_set" value="1" tags="perkBoomstick"/> <!-- 2.3s -->
The effect group - <passive_effect name="RoundsPerMinute" operation="perc_add" value="-.05,.05" tags="perkBoomstick"/> <!-- random APM -->
A mix of both set and random features depending on base, skill points, and luck.
Unfortunately, there is no real easy way as they may not all be available and it could require cross referencing default values if they are given.