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Mar 12th, 2023
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  1. require "Definitions/AttachedWeaponDefinitions"
  2.  
  3. -- Mercenary --
  4.  
  5. AttachedWeaponDefinitions.MercenaryAK = {
  6. chance = 100,
  7. outfit = {"Mercenary"},
  8. weaponLocation = {"Rifle On Back with Bag"},
  9. bloodLocations = nil,
  10. addHoles = false,
  11. daySurvived = 0,
  12. weapons = {
  13. "Base.AK47",
  14. },
  15. }
  16.  
  17. AttachedWeaponDefinitions.MercenaryKnife = {
  18. chance = 100,
  19. outfit = {"Mercenary"},
  20. weaponLocation = {"Holster Right"},
  21. bloodLocations = nil,
  22. addHoles = false,
  23. daySurvived = 0,
  24. weapons = {
  25. "Base.HuntingKnife",
  26. },
  27. }
  28.  
  29. AttachedWeaponDefinitions.MercenaryRadio = {
  30. chance = 100,
  31. outfit = {"Mercenary"},
  32. weaponLocation = {"Holster Right"},
  33. bloodLocations = nil,
  34. addHoles = false,
  35. daySurvived = 0,
  36. weapons = {
  37. "Base.WalkieTalkie5",
  38. },
  39. }
  40.  
  41. AttachedWeaponDefinitions.attachedWeaponCustomOutfit.Mercenary = {
  42. chance = 100;
  43. maxitem = 3;
  44. weapons = {
  45. AttachedWeaponDefinitions.MercenaryAK,
  46. AttachedWeaponDefinitions.MercenaryKnife,
  47. AttachedWeaponDefinitions.MercenaryRadio,
  48. },
  49. }
  50.  
  51. AttachedWeaponDefinitions.SkullfaceShotgun = {
  52. chance = 100,
  53. outfit = {"Skullface"},
  54. weaponLocation = {"Rifle On Back with Bag"},
  55. bloodLocations = nil,
  56. addHoles = false,
  57. daySurvived = 0,
  58. weapons = {
  59. "Base.ShotgunSawnoff",
  60. },
  61. }
  62.  
  63. AttachedWeaponDefinitions.attachedWeaponCustomOutfit.Skullface = {
  64. chance = 100;
  65. maxitem = 1;
  66. weapons = {
  67. AttachedWeaponDefinitions.SkullfaceShotgun,
  68. },
  69.  
  70. AttachedWeaponDefinitions.OwlRifle = {
  71. chance = 100,
  72. outfit = {"Owl"},
  73. weaponLocation = {"Rifle On Back with Bag"},
  74. bloodLocations = nil,
  75. addHoles = false,
  76. daySurvived = 0,
  77. weapons = {
  78. "Base.HeadhunterRifle",
  79. },
  80. }
  81.  
  82. AttachedWeaponDefinitions.attachedWeaponCustomOutfit.Owl = {
  83. chance = 100;
  84. maxitem = 1;
  85. weapons = {
  86. AttachedWeaponDefinitions.OwlRifle,
  87. },
  88. }
  89.  
  90.  
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