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- [Setup]
- #Enables weapon requirements effects for melee and hand to hand weapons
- RequirementsMelee=1
- #for non-auto melee weapons, attack speed is divided by (1 + (STR difference * StrengthMeleeSpeed / 100)), and floored at 33%
- StrengthMeleeSpeed=12.5
- #for auto melee weapons, damage is divided by (1 + (STR difference * StrengthMeleeDam / 100))
- StrengthMeleeDam=7.5
- #for all melee weapons, damage is further divided by (1 + (skill difference * StrengthSkillDam / 100))
- StrengthSkillDam=1
- #Enables weapon requirements effects for firearms
- RequirementsFirearms=1
- #aiming sway is increased by (STR difference * StrengthFirearmsSpread)
- StrengthFirearmsSpread=0.25
- #aiming sway is also increased by (skill difference * SkillFirearmsSpread)
- SkillFirearmsSpread=0.01
- #reload speed is divided by (1 + (skill difference * SkillFirearmsReload / 100)), and floored at 33%
- SkillFirearmsReload=2
- #Enables weapon requirements effects for throwing attacks
- RequirementsThrow=1
- #chance for a thrown weapon to fail is (skill difference * SkillThrowingWeapon)
- SkillThrowingWeapon=1
- #chance for a grenade to fail is (skill difference * SkillThrowingGrenade)
- SkillThrowingGrenade=1
- #Enables weapon requirements effects for mine and explosive charge laying
- RequirementsMineLaying=0
- #chance for the mine laying to botch is (skill difference * SkillMineFail)
- SkillMineFail=1
- #if the laying is botched, chance for the mine to begin beeping and blow up. Otherwise it will fail to detonate when triggered by the enemy
- ChanceMineBlowup=50
- #chance for remote detonation to fail is (skill difference * SkillDetonatorFail)
- SkillDetonatorFail=1
- #Enables weapon requirements effects for mine disarming
- RequirementsMineDisarm=1
- #prevents manipulating the mine if you don't meet its Strength requirement
- StrengthMinePrevent=0
- #chance for the mine to blow up when trying to disarm it is (skill difference * SkillMineDisarmFail)
- SkillMineDisarmFail=1
- #exempts the player's mines from failing to be disarmed
- PlayerMineExempt=0
- #Enables tutorial messages the first time you equip a weapon type if you don't meet its requirements
- RequirementsTutorial=0
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