module Base	{
	item BA_Weapon_Kozeki_Ui
	{
		DisplayCategory 		        = Weapon,
		DisplayName 		            = BA_Weapon_Kozeki_Ui,
		Type 		                    = Weapon,
		SubCategory 		            = Firearm,
		Icon 		                    = BA_Weapon_Kozeki_Ui,
		WeaponSprite 		            = BA_Weapon_Kozeki_Ui,
		Ranged 		                    = TRUE,
		IsAimedFirearm 		            = TRUE,
		WeaponReloadType 		        = baboltaction,     /* 重新装填方式 */
		FireMode 		                = BASingle,
		RackAfterShoot 		            = TRUE,             /* 是否手动上膛 */
		AttachmentType 		            = Rifle,            /* 物品携带方式 */
		UseEndurance 		            = FALSE,
		TwoHandWeapon 		            = TRUE,
		RequiresEquippedBothHands 		= TRUE,
		/* ============ 枪械数据 ============= */
		ConditionMax 		            = 10,               /* 耐久 */
		ConditionLowerChanceOneIn 		= 90,               /* 耐久降低可能性1/n */
		MaxRange 		                = 16,
		MinRange 		                = 0.67,
		AimingPerkRangeModifier 		= 1.4,              /* 随瞄准等级增长范围 */
		MinDamage 		                = 1.2,
		MaxDamage 		                = 1.6,
		CriticalChance 		            = 28,               /* 爆率 */
		CritDmgMultiplier 		        = 5,                /* 暴击伤害增长率 */
		AimingPerkCritModifier 		    = 14,               /* 随瞄准等级增长爆率 */
		HitChance 		                = 50,               /* 命中率 */
		AimingPerkHitChanceModifier 	= 12,               /* 随瞄准等级增长命中率 */
		ToHitModifier 		            = 1.5,              /* 命中修正率 */
		MinAngle 		                = 0.885,
		AimingPerkMinAngleModifier 		= 0.015,            /* 随瞄准等级增长射击角度 */
		MultipleHitConditionAffected 	= TRUE,             /* 耐久随维护等级改变 */
		JamGunChance 		            = 0.05,             /* 卡壳率 */
		AimingTime 		                = 20,               /* 瞄准时间 */
		ReloadTime 		                = 25,               /* 上弹时间 */
		RecoilDelay 		            = 0,                /* 反冲 */
		SwingTime 		                = 2,
		MinimumSwingTime 		        = 0.5,
		SwingAmountBeforeImpact 		= 0,
		Weight 		                    = 3.7,
		/* ============ 子弹数据 ============= */
		MagazineType                    = Base.45Clip,
		AmmoType 		                = Base.Bullets45,
		AmmoBox 		                = Bullets45Box,
		MaxAmmo 		                = 7,
		ProjectileCount 		        = 1,                /* 弹丸数量(决定伤害) */
		MaxHitCount 		            = 2,                /* 最大命中数量 */
		ShareDamage 		            = FALSE,            /* 枪械为否 */
		SplatSize 		                = 3,                /* ？ */
		SplatNumber 		            = 5,                /* ？ */
		SplatBloodOnNoDeath 		    = TRUE,             /* ？ */
		PushBackMod 		            = 0.4,              /* 击退距离？ */
		PiercingBullets 		        = TRUE,             /* 是否击穿 */
		KnockBackOnNoDeath 		        = TRUE,
		KnockdownMod 		            = 4,
		DoorDamage 		                = 6,
		StopPower 		                = 8,                /* 停止力 */
		/* ============ 枪械调用声音 ============= */
		RunAnim 		                = Run_Weapon2,
		IdleAnim 		                = Idle_Weapon2,
		SwingAnim 		                = Rifle,
		MetalValue 		                = 45,
		SoundVolume 		            = 15,               /* 音量 */
		SoundRadius 		            = 25,               /* 声音半径 */
		SoundGain 		                = 2,                /* 声音增益 */
		NPCSoundBoost 		            = 1.5,
		BringToBearSound 		        = M1911BringToBear,
		SwingSound 		                = M1911Shoot,              /* 改 */
		HitSound 		                = BulletHitBody,
		ClickSound 		                = M1911Jam,
		BreakSound 		                = M1911Break,
		EquipSound 		                = M1911Equip,              /* 改 */
		UnequipSound 		            = M1911UnEquip,            /* 改 */
		ImpactSound 		            = null,
		InsertAmmoSound 		        = M1911InsertAmmoStart,    /* 改 */
		EjectAmmoSound 		            = M1911InsertAmmoStart,    /* 改 */
		ShellFallSound 		            = M1911CartridgeFall,
		RackSound 		                = M1911Rack,               /* 改 */
	}
	
	item BA_Weapon_Kasumizawa_Miyu
	{
		DisplayCategory 		        = Weapon,
		DisplayName 		            = BA_Weapon_Kasumizawa_Miyu,
		Type 		                    = Weapon,
		SubCategory 		            = Firearm,
		Icon 		                    = BA_Weapon_Kasumizawa_Miyu,
		WeaponSprite 		            = BA_Weapon_Kasumizawa_Miyu,
		Ranged 		                    = TRUE,
		IsAimedFirearm 		            = TRUE,
		WeaponReloadType 		        = boltactionnomag,  /* 重新装填方式 */
		FireMode 		                = BASingle,
		RackAfterShoot 		            = TRUE,             /* 是否手动上膛 */
		AttachmentType 		            = Rifle,            /* 物品携带方式 */
		UseEndurance 		            = FALSE,
		TwoHandWeapon 		            = TRUE,
		RequiresEquippedBothHands 		= TRUE,
		/* ============ 枪械数据 ============= */
		ConditionMax 		            = 10,               /* 耐久 */
		ConditionLowerChanceOneIn 		= 180,              /* 耐久降低可能性1/n */
		MaxRange 		                = 42,
		MinRange 		                = 0.7,
		AimingPerkRangeModifier 		= 3.4,              /* 随瞄准等级增长范围 */
		MinDamage 		                = 2.4,
		MaxDamage 		                = 3,
		CriticalChance 		            = 40,               /* 爆率 */
		CritDmgMultiplier 		        = 8,                /* 暴击伤害增长率 */
		AimingPerkCritModifier 		    = 11,               /* 随瞄准等级增长爆率 */
		HitChance 		                = 18,               /* 命中率 */
		AimingPerkHitChanceModifier 	= 10,               /* 随瞄准等级增长命中率 */
		ToHitModifier 		            = 1.5,              /* 命中修正率 */
		MinAngle 		                = 0.945,
		AimingPerkMinAngleModifier 		= 0.01,             /* 随瞄准等级增长射击角度 */
		MultipleHitConditionAffected 	= TRUE,             /* 耐久随维护等级改变 */
		JamGunChance 		            = 0.05,             /* 卡壳率 */
		AimingTime 		                = 30,               /* 瞄准时间 */
		ReloadTime 		                = 25,               /* 上弹时间 */
		RecoilDelay 		            = 0,                /* 反冲 */
		SwingTime 		                = 2,
		MinimumSwingTime 		        = 0.5,
		SwingAmountBeforeImpact 		= 0,
		Weight 		                    = 4.6,
		/* ============ 子弹数据 ============= */
		AmmoType 		                = Base.308Bullets,
		AmmoBox 		                = 308Box,
		MaxAmmo 		                = 5,
		ProjectileCount 		        = 1,                /* 弹丸数量(决定伤害) */
		MaxHitCount 		            = 3,                /* 最大命中数量 */
		ShareDamage 		            = FALSE,            /* 枪械为否 */
		SplatSize 		                = 3,                /* ？ */
		SplatNumber 		            = 5,                /* ？ */
		SplatBloodOnNoDeath 		    = TRUE,             /* ？ */
		PushBackMod 		            = 1.2,              /* 击退距离？ */
		PiercingBullets 		        = TRUE,             /* 是否击穿 */
		KnockBackOnNoDeath 	         	= TRUE,
		KnockdownMod 		            = 12,
		DoorDamage 		                = 22,
		StopPower 		                = 15,               /* 停止力 */
		/* ============ 枪械调用声音 ============= */
		RunAnim 		                = Run_Weapon2,
		IdleAnim 		                = Idle_Weapon2,
		SwingAnim 		                = Rifle,
		MetalValue 		                = 45,
		SoundVolume 		            = 70,               /* 音量 */
		SoundRadius 		            = 100,              /* 声音半径 */
		SoundGain 		                = 2,                /* 声音增益 */
		NPCSoundBoost 		            = 1.5,
		BringToBearSound 		        = MSR788BringToBear,
		SwingSound 		                = MSR788Shoot,              /* 改 */
		HitSound 		                = BulletHitBody,
		ClickSound 		                = MSR788Jam,
		BreakSound 		                = MSR788Break,
		EquipSound 		                = MSR788Equip,              /* 改 */
		UnequipSound 		            = MSR788UnEquip,            /* 改 */
		ImpactSound 		            = null,
		InsertAmmoSound 		        = MSR788InsertAmmoStart,    /* 改 */
		InsertAmmoStopSound             = MSR788InsertAmmoStop,
		EjectAmmoSound 		            = MSR788EjectAmmoStart,     /* 改 */
		EjectAmmoStopSound              = MSR788EjectAmmoStop,
		ShellFallSound 		            = MSR788CartridgeFall,
		RackSound 		                = MSR788Rack,               /* 改 */
	}
	
	item BA_Weapon_Hanekawa_Hasumi
	{
		DisplayCategory 		        = Weapon,
		DisplayName 		            = BA_Weapon_Hanekawa_Hasumi,
		Type 		                    = Weapon,
		SubCategory 		            = Firearm,
		Icon 		                    = BA_Weapon_Hanekawa_Hasumi,
		WeaponSprite 		            = BA_Weapon_Hanekawa_Hasumi,
		Ranged 		                    = TRUE,
		IsAimedFirearm 		            = TRUE,
		WeaponReloadType 		        = boltactionnomag,  /* 重新装填方式 */
		FireMode 		                = BASingle,
		RackAfterShoot 		            = TRUE,             /* 是否手动上膛 */
		AttachmentType 		            = Rifle,            /* 物品携带方式 */
		UseEndurance 		            = FALSE,
		TwoHandWeapon 		            = TRUE,
		RequiresEquippedBothHands 		= TRUE,
		/* ============ 枪械数据 ============= */
		ConditionMax 		            = 10,               /* 耐久 */
		ConditionLowerChanceOneIn 		= 160,              /* 耐久降低可能性1/n */
		MaxRange 		                = 32,
		MinRange 		                = 0.7,
		AimingPerkRangeModifier 		= 3.5,              /* 随瞄准等级增长范围 */
		MinDamage 		                = 1.5,
		MaxDamage 		                = 2.7,
		CriticalChance 		            = 35,               /* 爆率 */
		CritDmgMultiplier 		        = 8,                /* 暴击伤害增长率 */
		AimingPerkCritModifier 		    = 13,               /* 随瞄准等级增长爆率 */
		HitChance 		                = 24,               /* 命中率 */
		AimingPerkHitChanceModifier 	= 12,               /* 随瞄准等级增长命中率 */
		ToHitModifier 		            = 1.5,              /* 命中修正率 */
		MinAngle 		                = 0.955,
		AimingPerkMinAngleModifier 		= 0.01,             /* 随瞄准等级增长射击角度 */
		MultipleHitConditionAffected 	= TRUE,             /* 耐久随维护等级改变 */
		JamGunChance 		            = 0.05,             /* 卡壳率 */
		AimingTime 		                = 25,               /* 瞄准时间 */
		ReloadTime 		                = 25,               /* 上弹时间 */
		RecoilDelay 		            = 0,                /* 反冲 */
		SwingTime 		                = 2,
		MinimumSwingTime 		        = 0.5,
		SwingAmountBeforeImpact 		= 0,
		Weight 		                    = 4,
		/* ============ 子弹数据 ============= */
		AmmoType 		                = Base.308Bullets,
		AmmoBox 		                = 308Box,
		MaxAmmo 		                = 5,
		ProjectileCount 		        = 1,                /* 弹丸数量(决定伤害) */
		MaxHitCount 		            = 3,                /* 最大命中数量 */
		ShareDamage 		            = FALSE,            /* 枪械为否 */
		SplatSize 		                = 3,                /* ？ */
		SplatNumber 		            = 5,                /* ？ */
		SplatBloodOnNoDeath 		    = TRUE,             /* ？ */
		PushBackMod 		            = 1,                /* 击退距离？ */
		PiercingBullets 		        = TRUE,             /* 是否击穿 */
		KnockBackOnNoDeath 	         	= TRUE,
		KnockdownMod 		            = 10,
		DoorDamage 		                = 18,
		StopPower 		                = 14,               /* 停止力 */
		/* ============ 枪械调用声音 ============= */
		RunAnim 		                = Run_Weapon2,
		IdleAnim 		                = Idle_Weapon2,
		SwingAnim 		                = Rifle,
		MetalValue 		                = 45,
		SoundVolume 		            = 60,               /* 音量 */
		SoundRadius 		            = 80,               /* 声音半径 */
		SoundGain 		                = 2,                /* 声音增益 */
		NPCSoundBoost 		            = 1.5,
		BringToBearSound 		        = MSR788BringToBear,
		SwingSound 		                = MSR788Shoot,              /* 改 */
		HitSound 		                = BulletHitBody,
		ClickSound 		                = MSR788Jam,
		BreakSound 		                = MSR788Break,
		EquipSound 		                = MSR788Equip,              /* 改 */
		UnequipSound 		            = MSR788UnEquip,            /* 改 */
		ImpactSound 		            = null,
		InsertAmmoSound 		        = MSR788InsertAmmoStart,    /* 改 */
		InsertAmmoStopSound             = MSR788InsertAmmoStop,
		EjectAmmoSound 		            = MSR788EjectAmmoStart,     /* 改 */
		EjectAmmoStopSound              = MSR788EjectAmmoStop,
		ShellFallSound 		            = MSR788CartridgeFall,
		RackSound 		                = MSR788Rack,               /* 改 */
	}
	
	item BA_Weapon_Kakudate_Karin
	{
		DisplayCategory 		        = Weapon,
		DisplayName 		            = BA_Weapon_Kakudate_Karin,
		Type 		                    = Weapon,
		SubCategory 		            = Firearm,
		Icon 		                    = BA_Weapon_Kakudate_Karin,
		WeaponSprite 		            = BA_Weapon_Kakudate_Karin,
		Ranged 		                    = TRUE,
		IsAimedFirearm 		            = TRUE,
		WeaponReloadType 		        = boltactionnomag,  /* 重新装填方式 */
		FireMode 		                = BASingle,
		RackAfterShoot 		            = TRUE,             /* 是否手动上膛 */
		AttachmentType 		            = Rifle,            /* 物品携带方式 */
		UseEndurance 		            = FALSE,
		TwoHandWeapon 		            = TRUE,
		RequiresEquippedBothHands 		= TRUE,
		/* ============ 枪械数据 ============= */
		ConditionMax 		            = 10,               /* 耐久 */
		ConditionLowerChanceOneIn 		= 140,              /* 耐久降低可能性1/n */
		MaxRange 		                = 60,
		MinRange 		                = 0.7,
		AimingPerkRangeModifier 		= 6,                /* 随瞄准等级增长范围 */
		MinDamage 		                = 8,
		MaxDamage 		                = 12,
		CriticalChance 		            = 60,               /* 爆率 */
		CritDmgMultiplier 		        = 10,               /* 暴击伤害增长率 */
		AimingPerkCritModifier 		    = 10,               /* 随瞄准等级增长爆率 */
		HitChance 		                = 10,               /* 命中率 */
		AimingPerkHitChanceModifier 	= 7,                /* 随瞄准等级增长命中率 */
		ToHitModifier 		            = 1.5,              /* 命中修正率 */
		MinAngle 		                = 0.999,
		AimingPerkMinAngleModifier 		= 0,                /* 随瞄准等级增长射击角度 */
		MultipleHitConditionAffected 	= TRUE,             /* 耐久随维护等级改变 */
		JamGunChance 		            = 0.1,              /* 卡壳率 */
		AimingTime 		                = 40,               /* 瞄准时间 */
		ReloadTime 		                = 40,               /* 上弹时间 */
		RecoilDelay 		            = 0,                /* 反冲 */
		SwingTime 		                = 2,
		MinimumSwingTime 		        = 0.5,
		SwingAmountBeforeImpact 		= 0,
		Weight 		                    = 16.3,
		/* ============ 子弹数据 ============= */
		AmmoType 		                = Base.308Bullets,
		AmmoBox 		                = 308Box,
		MaxAmmo 		                = 5,
		ProjectileCount 		        = 1,                /* 弹丸数量(决定伤害) */
		MaxHitCount 		            = 10,               /* 最大命中数量 */
		ShareDamage 		            = FALSE,            /* 枪械为否 */
		SplatSize 		                = 3,                /* ？ */
		SplatNumber 		            = 5,                /* ？ */
		SplatBloodOnNoDeath 		    = TRUE,             /* ？ */
		PushBackMod 		            = 2.5,              /* 击退距离？ */
		KnockBackOnNoDeath 	         	= TRUE,
		KnockdownMod 		            = 25,
		DoorDamage 		                = 25,
		StopPower 		                = 25,               /* 停止力 */
		/* ============ 枪械调用声音 ============= */
		RunAnim 		                = Run_Weapon2,
		IdleAnim 		                = Idle_Weapon2,
		SwingAnim 		                = Rifle,
		MetalValue 		                = 45,
		SoundVolume 		            = 240,              /* 音量 */
		SoundRadius 		            = 120,              /* 声音半径 */
		SoundGain 		                = 2,                /* 声音增益 */
		NPCSoundBoost 		            = 1.5,
		BringToBearSound 		        = MSR788BringToBear,
		SwingSound 		                = MSR788Shoot,              /* 改 */
		HitSound 		                = BulletHitBody,
		ClickSound 		                = MSR788Jam,
		BreakSound 		                = MSR788Break,
		EquipSound 		                = MSR788Equip,              /* 改 */
		UnequipSound 		            = MSR788UnEquip,            /* 改 */
		ImpactSound 		            = null,
		InsertAmmoSound 		        = MSR788InsertAmmoStart,    /* 改 */
		InsertAmmoStopSound             = MSR788InsertAmmoStop,
		EjectAmmoSound 		            = MSR788EjectAmmoStart,     /* 改 */
		EjectAmmoStopSound              = MSR788EjectAmmoStop,
		ShellFallSound 		            = MSR788CartridgeFall,
		RackSound 		                = MSR788Rack,               /* 改 */
	}
	
	item BA_Weapon_Kosaka_Wakamo
	{
		DisplayCategory 		        = Weapon,
		DisplayName 		            = BA_Weapon_Kosaka_Wakamo,
		Type 		                    = Weapon,
		SubCategory 		            = Firearm,
		Icon 		                    = BA_Weapon_Kosaka_Wakamo,
		WeaponSprite 		            = BA_Weapon_Kosaka_Wakamo,
		Ranged 		                    = TRUE,
		IsAimedFirearm 		            = TRUE,
		WeaponReloadType 		        = boltactionnomag,  /* 重新装填方式 */
		FireMode 		                = BASingle,
		RackAfterShoot 		            = TRUE,             /* 是否手动上膛 */
		AttachmentType 		            = Rifle,            /* 物品携带方式 */
		UseEndurance 		            = FALSE,
		TwoHandWeapon 		            = TRUE,
		RequiresEquippedBothHands 		= TRUE,
		Tooltip                         = Tooltip_BA_Weapon_Kosaka_Wakamo,
		/* ============ 枪械数据 ============= */
		ConditionMax 		            = 10,               /* 耐久 */
		ConditionLowerChanceOneIn 		= 150,              /* 耐久降低可能性1/n */
		MaxRange 		                = 28,
		MinRange 		                = 0.7,
		AimingPerkRangeModifier 		= 3.2,              /* 随瞄准等级增长范围 */
		MinDamage 		                = 1.6,
		MaxDamage 		                = 2.4,
		CriticalChance 		            = 32,               /* 爆率 */
		CritDmgMultiplier 		        = 8,                /* 暴击伤害增长率 */
		AimingPerkCritModifier 		    = 14,               /* 随瞄准等级增长爆率 */
		HitChance 		                = 25,               /* 命中率 */
		AimingPerkHitChanceModifier 	= 14,               /* 随瞄准等级增长命中率 */
		ToHitModifier 		            = 1.5,              /* 命中修正率 */
		MinAngle 		                = 0.965,
		AimingPerkMinAngleModifier 		= 0.01,             /* 随瞄准等级增长射击角度 */
		MultipleHitConditionAffected 	= TRUE,             /* 耐久随维护等级改变 */
		JamGunChance 		            = 0.08,             /* 卡壳率 */
		AimingTime 		                = 30,               /* 瞄准时间 */
		ReloadTime 		                = 25,               /* 上弹时间 */
		RecoilDelay 		            = 0,                /* 反冲 */
		SwingTime 		                = 2,
		MinimumSwingTime 		        = 0.5,
		SwingAmountBeforeImpact 		= 0,
		Weight 		                    = 4.5,
		/* ============ 子弹数据 ============= */
		AmmoType 		                = Base.308Bullets,
		AmmoBox 		                = 308Box,
		MaxAmmo 		                = 5,
		ProjectileCount 		        = 1,                /* 弹丸数量(决定伤害) */
		MaxHitCount 		            = 3,                /* 最大命中数量 */
		ShareDamage 		            = FALSE,            /* 枪械为否 */
		SplatSize 		                = 3,                /* ？ */
		SplatNumber 		            = 5,                /* ？ */
		SplatBloodOnNoDeath 		    = TRUE,             /* ？ */
		PushBackMod 		            = 0.7,              /* 击退距离？ */
		PiercingBullets 		        = TRUE,             /* 是否击穿 */
		KnockBackOnNoDeath 	         	= TRUE,
		KnockdownMod 		            = 7,
		DoorDamage 		                = 14,
		StopPower 		                = 10,               /* 停止力 */
		/* ============ 枪械调用声音 ============= */
		RunAnim 		                = Run_Weapon2,
		IdleAnim 		                = Idle_Weapon2,
		SwingAnim 		                = Rifle,
		MetalValue 		                = 45,
		SoundVolume 		            = 50,               /* 音量 */
		SoundRadius 		            = 80,               /* 声音半径 */
		SoundGain 		                = 2,                /* 声音增益 */
		NPCSoundBoost 		            = 1.5,
		BringToBearSound 		        = MSR788BringToBear,
		SwingSound 		                = MSR788Shoot,              /* 改 */
		HitSound 		                = BulletHitBody,
		ClickSound 		                = MSR788Jam,
		BreakSound 		                = MSR788Break,
		EquipSound 		                = MSR788Equip,              /* 改 */
		UnequipSound 		            = MSR788UnEquip,            /* 改 */
		ImpactSound 		            = null,
		InsertAmmoSound 		        = MSR788InsertAmmoStart,    /* 改 */
		InsertAmmoStopSound             = MSR788InsertAmmoStop,
		EjectAmmoSound 		            = MSR788EjectAmmoStart,     /* 改 */
		EjectAmmoStopSound              = MSR788EjectAmmoStop,
		ShellFallSound 		            = MSR788CartridgeFall,
		RackSound 		                = MSR788Rack,               /* 改 */
		/* =========== 函数 =========== */			
		BASwitchMode	                = Base.BA_Weapon_Kosaka_Wakamo_CCM,
	}
	item BA_BoltFixedMag
    {
        CanStack	                = FALSE,
        Weight		                = 0.0,
        Type		                = Normal,
        DisplayName	                = BA_BoltFixedMag,
		DisplayCategory	            = GunMag,
        Icon		                = Ahu_Clip,
        MaxAmmo 	                = 0,
        AmmoType 	                = Base.308Bullets,
        StaticModel 	            = GunMagazine,
		GunType		                = BA_Weapon_Kosaka_Wakamo_CCM,
    }
	item BA_Weapon_Kosaka_Wakamo_CCM
	{
		DisplayCategory             = Weapon,
		Type	                    = Weapon,
		SubCategory	                = Spear,
		DisplayName	                = BA_Weapon_Kosaka_Wakamdo_CCM,
		Icon	                    = BA_Weapon_Kosaka_Wakamo,
        WeaponSprite	            = BA_Weapon_Kosaka_Wakamo,
        Categories	                = Improvised;Spear,
		TwoHandWeapon               = TRUE,
		AttachmentType              = Rifle,                       /* 物品携带方式 */
		Tooltip                     = Tooltip_BA_Weapon_Kosaka_Wakamo_CCM,
		/* ============ 长矛数据 ============= */
		ConditionMax	            = 10,
        ConditionLowerChanceOneIn   = 18,
        MaxDamage	                = 0.5,
		MinDamage	                = 0.2,
		CriticalChance	            = 14,
        CritDmgMultiplier           = 4,
		MaxRange	                = 1.35,
        MinRange	                = 0.7,
        DoorDamage	                = 5,
		TreeDamage                  = 0,
		MaxHitCount	                = 2,
		MinAngle	                = 0.8,
		SwingTime	                = 2,
		MinimumSwingTime	        = 2,
		SwingAmountBeforeImpact	    = 0.02,                        /* 0.002双手斧、0枪械、0.04大锤、0.1燃烧瓶和空手 */
        Weight	                    = 4.5,
        PushBackMod	                = 0.3,
		KnockdownMod                = 0,
		SplatNumber	                = 1,
		/* ============ 特殊标签 ============= */
		MaxAmmo  			        = 5,
		MagazineType		        = Base.BA_BoltFixedMag,
		IsAimedFirearm			    = TRUE,
		IsAimedHandWeapon           = TRUE,
		KnockBackOnNoDeath	        = FALSE,
		SplatBloodOnNoDeath	        = FALSE,
		DamageMakeHole              = TRUE,                        /* 是否击穿衣服 */
		DamageCategory              = Slash,                       /* 伤害类型（只有这种） */
		/* ============ 音效动画 ============= */
        RunAnim	                    = Run_Weapon2,
        IdleAnim	                = Idle_Weapon2,
		SwingAnim	                = Spear,                       /* 挥动动画,目前有Bat、Heavy、Throw（投掷）、Stab（刺）、Spear、Rifle、Handgun */
        BreakSound                  = NightstickBreak,
        HitFloorSound	            = SpearHuntingKnifeHit,
        ImpactSound	                = SpearHuntingKnifeHit,
        DoorHitSound                = SpearHuntingKnifeHit,
        HitSound	                = SpearHuntingKnifeHit,
        SwingSound	                = SpearCraftedSwing,
        SoundMap                    = SpearStab SpearCraftedStab,
		/* =========== 函数 =========== */			
		BASwitchMode	            = Base.BA_Weapon_Kosaka_Wakamo,
	}
	
	item BA_Weapon_Sashiro_Tomoe
	{
		DisplayCategory 		        = Weapon,
		DisplayName 		            = BA_Weapon_Sashiro_Tomoe,
		Type 		                    = Weapon,
		SubCategory 		            = Firearm,
		Icon 		                    = BA_Weapon_Sashiro_Tomoe,
		WeaponSprite 		            = BA_Weapon_Sashiro_Tomoe,
		Ranged 		                    = TRUE,
		IsAimedFirearm 		            = TRUE,
		WeaponReloadType 		        = boltactionnomag,  /* 重新装填方式 */
		FireMode 		                = BASingle,
		RackAfterShoot 		            = TRUE,             /* 是否手动上膛 */
		AttachmentType 		            = Rifle,            /* 物品携带方式 */
		UseEndurance 		            = FALSE,
		TwoHandWeapon 		            = TRUE,
		RequiresEquippedBothHands 		= TRUE,
		/* ============ 枪械数据 ============= */
		ConditionMax 		            = 10,               /* 耐久 */
		ConditionLowerChanceOneIn 		= 180,              /* 耐久降低可能性1/n */
		MaxRange 		                = 44,
		MinRange 		                = 0.7,
		AimingPerkRangeModifier 		= 3.6,              /* 随瞄准等级增长范围 */
		MinDamage 		                = 2.4,
		MaxDamage 		                = 2.9,
		CriticalChance 		            = 40,               /* 爆率 */
		CritDmgMultiplier 		        = 8,                /* 暴击伤害增长率 */
		AimingPerkCritModifier 		    = 12,               /* 随瞄准等级增长爆率 */
		HitChance 		                = 20,               /* 命中率 */
		AimingPerkHitChanceModifier 	= 10,               /* 随瞄准等级增长命中率 */
		ToHitModifier 		            = 1.5,              /* 命中修正率 */
		MinAngle 		                = 0.965,
		AimingPerkMinAngleModifier 		= 0.01,             /* 随瞄准等级增长射击角度 */
		MultipleHitConditionAffected 	= TRUE,             /* 耐久随维护等级改变 */
		JamGunChance 		            = 0.05,             /* 卡壳率 */
		AimingTime 		                = 30,               /* 瞄准时间 */
		ReloadTime 		                = 25,               /* 上弹时间 */
		RecoilDelay 		            = 0,                /* 反冲 */
		SwingTime 		                = 2,
		MinimumSwingTime 		        = 0.5,
		SwingAmountBeforeImpact 		= 0,
		Weight 		                    = 4.8,
		/* ============ 子弹数据 ============= */
		AmmoType 		                = Base.308Bullets,
		AmmoBox 		                = 308Box,
		MaxAmmo 		                = 5,
		ProjectileCount 		        = 1,                /* 弹丸数量(决定伤害) */
		MaxHitCount 		            = 3,                /* 最大命中数量 */
		ShareDamage 		            = FALSE,            /* 枪械为否 */
		SplatSize 		                = 3,                /* ？ */
		SplatNumber 		            = 5,                /* ？ */
		SplatBloodOnNoDeath 		    = TRUE,             /* ？ */
		PushBackMod 		            = 1,                /* 击退距离？ */
		PiercingBullets 		        = TRUE,             /* 是否击穿 */
		KnockBackOnNoDeath 	         	= TRUE,
		KnockdownMod 		            = 10,
		DoorDamage 		                = 25,
		StopPower 		                = 15,               /* 停止力 */
		/* ============ 枪械调用声音 ============= */
		RunAnim 		                = Run_Weapon2,
		IdleAnim 		                = Idle_Weapon2,
		SwingAnim 		                = Rifle,
		MetalValue 		                = 45,
		SoundVolume 		            = 70,               /* 音量 */
		SoundRadius 		            = 100,              /* 声音半径 */
		SoundGain 		                = 2,                /* 声音增益 */
		NPCSoundBoost 		            = 1.5,
		BringToBearSound 		        = MSR788BringToBear,
		SwingSound 		                = MSR788Shoot,              /* 改 */
		HitSound 		                = BulletHitBody,
		ClickSound 		                = MSR788Jam,
		BreakSound 		                = MSR788Break,
		EquipSound 		                = MSR788Equip,              /* 改 */
		UnequipSound 		            = MSR788UnEquip,            /* 改 */
		ImpactSound 		            = null,
		InsertAmmoSound 		        = MSR788InsertAmmoStart,    /* 改 */
		InsertAmmoStopSound             = MSR788InsertAmmoStop,
		EjectAmmoSound 		            = MSR788EjectAmmoStart,     /* 改 */
		EjectAmmoStopSound              = MSR788EjectAmmoStop,
		ShellFallSound 		            = MSR788CartridgeFall,
		RackSound 		                = MSR788Rack,               /* 改 */
	}
	
	item BA_Weapon_Shiromi_Iori
	{
		DisplayCategory 		        = Weapon,
		DisplayName 		            = BA_Weapon_Shiromi_Iori,
		Type 		                    = Weapon,
		SubCategory 		            = Firearm,
		Icon 		                    = BA_Weapon_Shiromi_Iori,
		WeaponSprite 		            = BA_Weapon_Shiromi_Iori,
		Ranged 		                    = TRUE,
		IsAimedFirearm 		            = TRUE,
		WeaponReloadType 		        = boltactionnomag,  /* 重新装填方式 */
		FireMode 		                = BASingle,
		RackAfterShoot 		            = TRUE,             /* 是否手动上膛 */
		AttachmentType 		            = Rifle,            /* 物品携带方式 */
		UseEndurance 		            = FALSE,
		TwoHandWeapon 		            = TRUE,
		RequiresEquippedBothHands 		= TRUE,
		/* ============ 枪械数据 ============= */
		ConditionMax 		            = 10,               /* 耐久 */
		ConditionLowerChanceOneIn 		= 180,              /* 耐久降低可能性1/n */
		MaxRange 		                = 34,
		MinRange 		                = 0.67,
		AimingPerkRangeModifier 		= 3.7,              /* 随瞄准等级增长范围 */
		MinDamage 		                = 2.3,
		MaxDamage 		                = 3,
		CriticalChance 		            = 42,               /* 爆率 */
		CritDmgMultiplier 		        = 8,                /* 暴击伤害增长率 */
		AimingPerkCritModifier 		    = 13,               /* 随瞄准等级增长爆率 */
		HitChance 		                = 20,               /* 命中率 */
		AimingPerkHitChanceModifier 	= 12,               /* 随瞄准等级增长命中率 */
		ToHitModifier 		            = 1.5,              /* 命中修正率 */
		MinAngle 		                = 0.935,
		AimingPerkMinAngleModifier 		= 0.01,             /* 随瞄准等级增长射击角度 */
		MultipleHitConditionAffected 	= TRUE,             /* 耐久随维护等级改变 */
		JamGunChance 		            = 0.05,             /* 卡壳率 */
		AimingTime 		                = 25,               /* 瞄准时间 */
		ReloadTime 		                = 20,               /* 上弹时间 */
		RecoilDelay 		            = 0,                /* 反冲 */
		SwingTime 		                = 2,
		MinimumSwingTime 		        = 0.5,
		SwingAmountBeforeImpact 		= 0,
		Weight 		                    = 3.9,
		/* ============ 子弹数据 ============= */
		AmmoType 		                = Base.308Bullets,
		AmmoBox 		                = 308Box,
		MaxAmmo 		                = 5,
		ProjectileCount 		        = 1,                /* 弹丸数量(决定伤害) */
		MaxHitCount 		            = 3,                /* 最大命中数量 */
		ShareDamage 		            = FALSE,            /* 枪械为否 */
		SplatSize 		                = 3,                /* ？ */
		SplatNumber 		            = 5,                /* ？ */
		SplatBloodOnNoDeath 		    = TRUE,             /* ？ */
		PushBackMod 		            = 0.9,              /* 击退距离？ */
		PiercingBullets 		        = TRUE,             /* 是否击穿 */
		KnockBackOnNoDeath 	         	= TRUE,
		KnockdownMod 		            = 9,
		DoorDamage 		                = 24,
		StopPower 		                = 14,               /* 停止力 */
		/* ============ 枪械调用声音 ============= */
		RunAnim 		                = Run_Weapon2,
		IdleAnim 		                = Idle_Weapon2,
		SwingAnim 		                = Rifle,
		MetalValue 		                = 45,
		SoundVolume 		            = 75,               /* 音量 */
		SoundRadius 		            = 90,               /* 声音半径 */
		SoundGain 		                = 2,                /* 声音增益 */
		NPCSoundBoost 		            = 1.5,
		BringToBearSound 		        = MSR788BringToBear,
		SwingSound 		                = MSR788Shoot,              /* 改 */
		HitSound 		                = BulletHitBody,
		ClickSound 		                = MSR788Jam,
		BreakSound 		                = MSR788Break,
		EquipSound 		                = MSR788Equip,              /* 改 */
		UnequipSound 		            = MSR788UnEquip,            /* 改 */
		ImpactSound 		            = null,
		InsertAmmoSound 		        = MSR788InsertAmmoStart,    /* 改 */
		InsertAmmoStopSound             = MSR788InsertAmmoStop,
		EjectAmmoSound 		            = MSR788EjectAmmoStart,     /* 改 */
		EjectAmmoStopSound              = MSR788EjectAmmoStop,
		ShellFallSound 		            = MSR788CartridgeFall,
		RackSound 		                = MSR788Rack,               /* 改 */
	}
	
	item BA_Weapon_Shizuyama_Mashiro
	{
		DisplayCategory 		        = Weapon,
		DisplayName 		            = BA_Weapon_Shizuyama_Mashiro,
		Type 		                    = Weapon,
		SubCategory 		            = Firearm,
		Icon 		                    = BA_Weapon_Shizuyama_Mashiro,
		WeaponSprite 		            = BA_Weapon_Shizuyama_Mashiro,
		Ranged 		                    = TRUE,
		IsAimedFirearm 		            = TRUE,
		WeaponReloadType 		        = boltactionnomag,  /* 重新装填方式 */
		FireMode 		                = BASingle,
		RackAfterShoot 		            = TRUE,             /* 是否手动上膛 */
		AttachmentType 		            = Rifle,            /* 物品携带方式 */
		UseEndurance 		            = FALSE,
		TwoHandWeapon 		            = TRUE,
		RequiresEquippedBothHands 		= TRUE,
		/* ============ 枪械数据 ============= */
		ConditionMax 		            = 10,               /* 耐久 */
		ConditionLowerChanceOneIn 		= 120,              /* 耐久降低可能性1/n */
		MaxRange 		                = 100,
		MinRange 		                = 0.67,
		AimingPerkRangeModifier 		= 6,                /* 随瞄准等级增长范围 */
		MinDamage 		                = 14,
		MaxDamage 		                = 20,
		CriticalChance 		            = 100,              /* 爆率 */
		CritDmgMultiplier 		        = 15,               /* 暴击伤害增长率 */
		AimingPerkCritModifier 		    = 10,               /* 随瞄准等级增长爆率 */
		HitChance 		                = 10,               /* 命中率 */
		AimingPerkHitChanceModifier 	= 6,                /* 随瞄准等级增长命中率 */
		ToHitModifier 		            = 1.5,              /* 命中修正率 */
		MinAngle 		                = 0.999,
		AimingPerkMinAngleModifier 		= 0,                /* 随瞄准等级增长射击角度 */
		MultipleHitConditionAffected 	= TRUE,             /* 耐久随维护等级改变 */
		JamGunChance 		            = 0.05,             /* 卡壳率 */
		AimingTime 		                = 40,               /* 瞄准时间 */
		ReloadTime 		                = 40,               /* 上弹时间 */
		RecoilDelay 		            = 0,                /* 反冲 */
		SwingTime 		                = 2,
		MinimumSwingTime 		        = 0.5,
		SwingAmountBeforeImpact 		= 0,
		Weight 		                    = 15,
		/* ============ 子弹数据 ============= */
		AmmoType 		                = Base.308Bullets,
		AmmoBox 		                = 308Box,
		MagazineType                    = Base.308Clip,
		MaxAmmo 		                = 3,
		ProjectileCount 		        = 1,                /* 弹丸数量(决定伤害) */
		MaxHitCount 		            = 20,               /* 最大命中数量 */
		ShareDamage 		            = FALSE,            /* 枪械为否 */
		SplatSize 		                = 3,                /* ？ */
		SplatNumber 		            = 5,                /* ？ */
		SplatBloodOnNoDeath 		    = TRUE,             /* ？ */
		PushBackMod 		            = 3,                /* 击退距离？ */
		KnockBackOnNoDeath 	         	= TRUE,
		KnockdownMod 		            = 30,
		DoorDamage 		                = 50,
		StopPower 		                = 40,               /* 停止力 */
		/* ============ 枪械调用声音 ============= */
		RunAnim 		                = Run_Weapon2,
		IdleAnim 		                = Idle_Weapon2,
		SwingAnim 		                = Rifle,
		MetalValue 		                = 45,
		SoundVolume 		            = 300,               /* 音量 */
		SoundRadius 		            = 150,               /* 声音半径 */
		SoundGain 		                = 2,                /* 声音增益 */
		NPCSoundBoost 		            = 1.5,
		BringToBearSound 		        = MSR788BringToBear,
		SwingSound 		                = MSR788Shoot,              /* 改 */
		HitSound 		                = BulletHitBody,
		ClickSound 		                = MSR788Jam,
		BreakSound 		                = MSR788Break,
		EquipSound 		                = MSR788Equip,              /* 改 */
		UnequipSound 		            = MSR788UnEquip,            /* 改 */
		ImpactSound 		            = null,
		InsertAmmoSound 		        = MSR788InsertAmmoStart,    /* 改 */
		InsertAmmoStopSound             = MSR788InsertAmmoStop,
		EjectAmmoSound 		            = MSR788EjectAmmoStart,     /* 改 */
		EjectAmmoStopSound              = MSR788EjectAmmoStop,
		ShellFallSound 		            = MSR788CartridgeFall,
		RackSound 		                = MSR788Rack,               /* 改 */
	}
	
	item BA_Weapon_Sunohara_Shun
	{
		DisplayCategory 		        = Weapon,
		DisplayName 		            = BA_Weapon_Sunohara_Shun,
		Type 		                    = Weapon,
		SubCategory 		            = Firearm,
		Icon 		                    = BA_Weapon_Sunohara_Shun,
		WeaponSprite 		            = BA_Weapon_Sunohara_Shun,
		Ranged 		                    = TRUE,
		IsAimedFirearm 		            = TRUE,
		WeaponReloadType 		        = boltaction,       /* 重新装填方式 */
		FireMode 		                = BASingle,
		AttachmentType 		            = Rifle,            /* 物品携带方式 */
		UseEndurance 		            = FALSE,
		TwoHandWeapon 		            = TRUE,
		RequiresEquippedBothHands 		= TRUE,
		/* ============ 枪械数据 ============= */
		ConditionMax 		            = 10,               /* 耐久 */
		ConditionLowerChanceOneIn 		= 160,              /* 耐久降低可能性1/n */
		MaxRange 		                = 40,
		MinRange 		                = 0.67,
		AimingPerkRangeModifier 		= 3.2,              /* 随瞄准等级增长范围 */
		MinDamage 		                = 1.5,
		MaxDamage 		                = 2.4,
		CriticalChance 		            = 32,               /* 爆率 */
		CritDmgMultiplier 		        = 8,                /* 暴击伤害增长率 */
		AimingPerkCritModifier 		    = 14,               /* 随瞄准等级增长爆率 */
		HitChance 		                = 25,               /* 命中率 */
		AimingPerkHitChanceModifier 	= 12,               /* 随瞄准等级增长命中率 */
		ToHitModifier 		            = 1.5,              /* 命中修正率 */
		MinAngle 		                = 0.915,
		AimingPerkMinAngleModifier 		= 0.015,            /* 随瞄准等级增长射击角度 */
		MultipleHitConditionAffected 	= TRUE,             /* 耐久随维护等级改变 */
		JamGunChance 		            = 0.05,             /* 卡壳率 */
		AimingTime 		                = 25,               /* 瞄准时间 */
		ReloadTime 		                = 30,               /* 上弹时间 */
		RecoilDelay 		            = 0,                /* 反冲 */
		SwingTime 		                = 2,
		MinimumSwingTime 		        = 0.5,
		SwingAmountBeforeImpact 		= 0,
		Weight 		                    = 4.5,
		/* ============ 子弹数据 ============= */
		AmmoType 		                = Base.223Bullets,
		AmmoBox 		                = 223Box,
		MagazineType                    = Base.BA_30Clip223,
		MaxAmmo 		                = 30,
		ProjectileCount 		        = 1,                /* 弹丸数量(决定伤害) */
		MaxHitCount 		            = 2,                /* 最大命中数量 */
		ShareDamage 		            = FALSE,            /* 枪械为否 */
		SplatSize 		                = 3,                /* ？ */
		SplatNumber 		            = 5,                /* ？ */
		SplatBloodOnNoDeath 		    = TRUE,             /* ？ */
		PushBackMod 		            = 0.5,              /* 击退距离？ */
		PiercingBullets 		        = TRUE,             /* 是否击穿 */
		KnockBackOnNoDeath 	         	= TRUE,
		KnockdownMod 		            = 5,
		DoorDamage 		                = 18,
		StopPower 		                = 6,                /* 停止力 */
		/* ============ 枪械调用声音 ============= */
		RunAnim 		                = Run_Weapon2,
		IdleAnim 		                = Idle_Weapon2,
		SwingAnim 		                = Rifle,
		MetalValue 		                = 45,
		SoundVolume 		            = 30,               /* 音量 */
		SoundRadius 		            = 70,               /* 声音半径 */
		SoundGain 		                = 2,                /* 声音增益 */
		NPCSoundBoost 		            = 1.5,
		BringToBearSound 		        = MSR788BringToBear,
		SwingSound 		                = MSR788Shoot,              /* 改 */
		HitSound 		                = BulletHitBody,
		ClickSound 		                = MSR788Jam,
		BreakSound 		                = MSR788Break,
		EquipSound 		                = MSR788Equip,              /* 改 */
		UnequipSound 		            = MSR788UnEquip,            /* 改 */
		ImpactSound 		            = null,
		InsertAmmoSound 		        = MSR788InsertAmmoStart,    /* 改 */
		InsertAmmoStopSound             = MSR788InsertAmmoStop,
		EjectAmmoSound 		            = MSR788EjectAmmoStart,     /* 改 */
		EjectAmmoStopSound              = MSR788EjectAmmoStop,
		ShellFallSound 		            = MSR788CartridgeFall,
		RackSound 		                = MSR788Rack,               /* 改 */
	}
	
	item BA_Weapon_Tsuchinaga_Hiyori
	{
		DisplayCategory 		        = Weapon,
		DisplayName 		            = BA_Weapon_Tsuchinaga_Hiyori,
		Type 		                    = Weapon,
		SubCategory 		            = Firearm,
		Icon 		                    = BA_Weapon_Tsuchinaga_Hiyori,
		WeaponSprite 		            = BA_Weapon_Tsuchinaga_Hiyori,
		Ranged 		                    = TRUE,
		IsAimedFirearm 		            = TRUE,
		WeaponReloadType 		        = boltactionnomag,  /* 重新装填方式 */
		FireMode 		                = BASingle,
		RackAfterShoot 		            = TRUE,             /* 是否手动上膛 */
		AttachmentType 		            = Rifle,            /* 物品携带方式 */
		UseEndurance 		            = FALSE,
		TwoHandWeapon 		            = TRUE,
		RequiresEquippedBothHands 		= TRUE,
		/* ============ 枪械数据 ============= */
		ConditionMax 		            = 10,               /* 耐久 */
		ConditionLowerChanceOneIn 		= 150,              /* 耐久降低可能性1/n */
		MaxRange 		                = 100,
		MinRange 		                = 0.67,
		AimingPerkRangeModifier 		= 6.5,              /* 随瞄准等级增长范围 */
		MinDamage 		                = 15,
		MaxDamage 		                = 20,
		CriticalChance 		            = 100,              /* 爆率 */
		CritDmgMultiplier 		        = 16,               /* 暴击伤害增长率 */
		AimingPerkCritModifier 		    = 12,               /* 随瞄准等级增长爆率 */
		HitChance 		                = 10,               /* 命中率 */
		AimingPerkHitChanceModifier 	= 6.5,              /* 随瞄准等级增长命中率 */
		ToHitModifier 		            = 1.5,              /* 命中修正率 */
		MinAngle 		                = 0.999,
		AimingPerkMinAngleModifier 		= 0,                /* 随瞄准等级增长射击角度 */
		MultipleHitConditionAffected 	= TRUE,             /* 耐久随维护等级改变 */
		JamGunChance 		            = 0.05,             /* 卡壳率 */
		AimingTime 		                = 50,               /* 瞄准时间 */
		ReloadTime 		                = 50,               /* 上弹时间 */
		RecoilDelay 		            = 0,                /* 反冲 */
		SwingTime 		                = 2,
		MinimumSwingTime 		        = 0.5,
		SwingAmountBeforeImpact 		= 0,
		Weight 		                    = 30,
		/* ============ 子弹数据 ============= */
		AmmoType 		                = Base.308Bullets,
		AmmoBox 		                = 308Box,
		MagazineType                    = Base.308Clip,
		MaxAmmo 		                = 3,
		ProjectileCount 		        = 1,                /* 弹丸数量(决定伤害) */
		MaxHitCount 		            = 25,               /* 最大命中数量 */
		ShareDamage 		            = FALSE,            /* 枪械为否 */
		SplatSize 		                = 3,                /* ？ */
		SplatNumber 		            = 5,                /* ？ */
		SplatBloodOnNoDeath 		    = TRUE,             /* ？ */
		PushBackMod 		            = 3,                /* 击退距离？ */
		KnockBackOnNoDeath 	         	= TRUE,
		KnockdownMod 		            = 30,
		DoorDamage 		                = 50,
		StopPower 		                = 40,               /* 停止力 */
		/* ============ 枪械调用声音 ============= */
		RunAnim 		                = Run_Weapon2,
		IdleAnim 		                = Idle_Weapon2,
		SwingAnim 		                = Rifle,
		MetalValue 		                = 45,
		SoundVolume 		            = 300,               /* 音量 */
		SoundRadius 		            = 150,               /* 声音半径 */
		SoundGain 		                = 2,                /* 声音增益 */
		NPCSoundBoost 		            = 1.5,
		BringToBearSound 		        = MSR788BringToBear,
		SwingSound 		                = MSR788Shoot,              /* 改 */
		HitSound 		                = BulletHitBody,
		ClickSound 		                = MSR788Jam,
		BreakSound 		                = MSR788Break,
		EquipSound 		                = MSR788Equip,              /* 改 */
		UnequipSound 		            = MSR788UnEquip,            /* 改 */
		ImpactSound 		            = null,
		InsertAmmoSound 		        = MSR788InsertAmmoStart,    /* 改 */
		InsertAmmoStopSound             = MSR788InsertAmmoStop,
		EjectAmmoSound 		            = MSR788EjectAmmoStart,     /* 改 */
		EjectAmmoStopSound              = MSR788EjectAmmoStop,
		ShellFallSound 		            = MSR788CartridgeFall,
		RackSound 		                = MSR788Rack,               /* 改 */
	}
	
	item BA_Weapon_Shimoe_Koharu
	{
		DisplayCategory 		        = Weapon,
		DisplayName 		            = BA_Weapon_Shimoe_Koharu,
		Type 		                    = Weapon,
		SubCategory 		            = Firearm,
		Icon 		                    = BA_Weapon_Shimoe_Koharu,
		WeaponSprite 		            = BA_Weapon_Shimoe_Koharu,
		Ranged 		                    = TRUE,
		IsAimedFirearm 		            = TRUE,
		WeaponReloadType 		        = baboltaction,     /* 重新装填方式 */
		FireMode 		                = BASingle,
		RackAfterShoot 		            = TRUE,             /* 是否手动上膛 */
		AttachmentType 		            = Rifle,            /* 物品携带方式 */
		UseEndurance 		            = FALSE,
		TwoHandWeapon 		            = TRUE,
		RequiresEquippedBothHands 		= TRUE,
		/* ============ 枪械数据 ============= */
		ConditionMax 		            = 10,               /* 耐久 */
		ConditionLowerChanceOneIn 		= 160,              /* 耐久降低可能性1/n */
		MaxRange 		                = 32,
		MinRange 		                = 0.67,
		AimingPerkRangeModifier 		= 3.5,              /* 随瞄准等级增长范围 */
		MinDamage 		                = 1.5,
		MaxDamage 		                = 2.5,
		CriticalChance 		            = 30,               /* 爆率 */
		CritDmgMultiplier 		        = 8,                /* 暴击伤害增长率 */
		AimingPerkCritModifier 		    = 14,               /* 随瞄准等级增长爆率 */
		HitChance 		                = 25,               /* 命中率 */
		AimingPerkHitChanceModifier 	= 15,               /* 随瞄准等级增长命中率 */
		ToHitModifier 		            = 1.5,              /* 命中修正率 */
		MinAngle 		                = 0.915,
		AimingPerkMinAngleModifier 		= 0.01,             /* 随瞄准等级增长射击角度 */
		MultipleHitConditionAffected 	= TRUE,             /* 耐久随维护等级改变 */
		JamGunChance 		            = 0.05,             /* 卡壳率 */
		AimingTime 		                = 20,               /* 瞄准时间 */
		ReloadTime 		                = 25,               /* 上弹时间 */
		RecoilDelay 		            = 0,                /* 反冲 */
		SwingTime 		                = 2,
		MinimumSwingTime 		        = 0.5,
		SwingAmountBeforeImpact 		= 0,
		Weight 		                    = 4.3,
		/* ============ 子弹数据 ============= */
		AmmoType 		                = Base.308Bullets,
		AmmoBox 		                = 308Box,
		MaxAmmo 		                = 5,
		ProjectileCount 		        = 1,                /* 弹丸数量(决定伤害) */
		MaxHitCount 		            = 3,                /* 最大命中数量 */
		ShareDamage 		            = FALSE,            /* 枪械为否 */
		SplatSize 		                = 3,                /* ？ */
		SplatNumber 		            = 5,                /* ？ */
		SplatBloodOnNoDeath 		    = TRUE,             /* ？ */
		PushBackMod 		            = 0.7,              /* 击退距离？ */
		PiercingBullets 		        = TRUE,             /* 是否击穿 */
		KnockBackOnNoDeath 	         	= TRUE,
		KnockdownMod 		            = 7,
		DoorDamage 		                = 16,
		StopPower 		                = 8,                /* 停止力 */
		/* ============ 枪械调用声音 ============= */
		RunAnim 		                = Run_Weapon2,
		IdleAnim 		                = Idle_Weapon2,
		SwingAnim 		                = Rifle,
		MetalValue 		                = 45,
		SoundVolume 		            = 45,               /* 音量 */
		SoundRadius 		            = 80,               /* 声音半径 */
		SoundGain 		                = 2,                /* 声音增益 */
		NPCSoundBoost 		            = 1.5,
		BringToBearSound 		        = MSR788BringToBear,
		SwingSound 		                = MSR788Shoot,              /* 改 */
		HitSound 		                = BulletHitBody,
		ClickSound 		                = MSR788Jam,
		BreakSound 		                = MSR788Break,
		EquipSound 		                = MSR788Equip,              /* 改 */
		UnequipSound 		            = MSR788UnEquip,            /* 改 */
		ImpactSound 		            = null,
		InsertAmmoSound 		        = MSR788InsertAmmoStart,    /* 改 */
		InsertAmmoStopSound             = MSR788InsertAmmoStop,
		EjectAmmoSound 		            = MSR788EjectAmmoStart,     /* 改 */
		EjectAmmoStopSound              = MSR788EjectAmmoStop,
		ShellFallSound 		            = MSR788CartridgeFall,
		RackSound 		                = MSR788Rack,               /* 改 */
	}
	
	item BA_Weapon_Kadenokouji_Yukari
	{
		DisplayCategory 		        = Weapon,
		DisplayName 		            = BA_Weapon_Kadenokouji_Yukari,
		Type 		                    = Weapon,
		SubCategory 		            = Firearm,
		Icon 		                    = BA_Weapon_Kadenokouji_Yukari,
		WeaponSprite 		            = BA_Weapon_Kadenokouji_Yukari,
		Ranged 		                    = TRUE,
		IsAimedFirearm 		            = TRUE,
		WeaponReloadType 		        = boltactionnomag,  /* 重新装填方式 */
		FireMode 		                = BASingle,
		RackAfterShoot 		            = TRUE,             /* 是否手动上膛 */
		AttachmentType 		            = Rifle,            /* 物品携带方式 */
		UseEndurance 		            = FALSE,
		TwoHandWeapon 		            = TRUE,
		RequiresEquippedBothHands 		= TRUE,
		/* ============ 枪械数据 ============= */
		ConditionMax 		            = 10,               /* 耐久 */
		ConditionLowerChanceOneIn 		= 140,              /* 耐久降低可能性1/n */
		MaxRange 		                = 28,
		MinRange 		                = 0.67,
		AimingPerkRangeModifier 		= 3.1,              /* 随瞄准等级增长范围 */
		MinDamage 		                = 1.6,
		MaxDamage 		                = 2.3,
		CriticalChance 		            = 32,               /* 爆率 */
		CritDmgMultiplier 		        = 8,                /* 暴击伤害增长率 */
		AimingPerkCritModifier 		    = 15,               /* 随瞄准等级增长爆率 */
		HitChance 		                = 28,               /* 命中率 */
		AimingPerkHitChanceModifier 	= 14,               /* 随瞄准等级增长命中率 */
		ToHitModifier 		            = 1.5,              /* 命中修正率 */
		MinAngle 		                = 0.945,
		AimingPerkMinAngleModifier 		= 0.01,             /* 随瞄准等级增长射击角度 */
		MultipleHitConditionAffected 	= TRUE,             /* 耐久随维护等级改变 */
		JamGunChance 		            = 0.08,             /* 卡壳率 */
		AimingTime 		                = 25,               /* 瞄准时间 */
		ReloadTime 		                = 30,               /* 上弹时间 */
		RecoilDelay 		            = 0,                /* 反冲 */
		SwingTime 		                = 2,
		MinimumSwingTime 		        = 0.5,
		SwingAmountBeforeImpact 		= 0,
		Weight 		                    = 4,
		/* ============ 子弹数据 ============= */
		AmmoType 		                = Base.308Bullets,
		AmmoBox 		                = 308Box,
		MaxAmmo 		                = 5,
		ProjectileCount 		        = 1,                /* 弹丸数量(决定伤害) */
		MaxHitCount 		            = 3,                /* 最大命中数量 */
		ShareDamage 		            = FALSE,            /* 枪械为否 */
		SplatSize 		                = 3,                /* ？ */
		SplatNumber 		            = 5,                /* ？ */
		SplatBloodOnNoDeath 		    = TRUE,             /* ？ */
		PushBackMod 		            = 0.7,              /* 击退距离？ */
		PiercingBullets 		        = TRUE,             /* 是否击穿 */
		KnockBackOnNoDeath 	         	= TRUE,
		KnockdownMod 		            = 8,
		DoorDamage 		                = 15,
		StopPower 		                = 10,               /* 停止力 */
		/* ============ 枪械调用声音 ============= */
		RunAnim 		                = Run_Weapon2,
		IdleAnim 		                = Idle_Weapon2,
		SwingAnim 		                = Rifle,
		MetalValue 		                = 45,
		SoundVolume 		            = 45,               /* 音量 */
		SoundRadius 		            = 75,               /* 声音半径 */
		SoundGain 		                = 2,                /* 声音增益 */
		NPCSoundBoost 		            = 1.5,
		BringToBearSound 		        = MSR788BringToBear,
		SwingSound 		                = MSR788Shoot,              /* 改 */
		HitSound 		                = BulletHitBody,
		ClickSound 		                = MSR788Jam,
		BreakSound 		                = MSR788Break,
		EquipSound 		                = MSR788Equip,              /* 改 */
		UnequipSound 		            = MSR788UnEquip,            /* 改 */
		ImpactSound 		            = null,
		InsertAmmoSound 		        = MSR788InsertAmmoStart,    /* 改 */
		InsertAmmoStopSound             = MSR788InsertAmmoStop,
		EjectAmmoSound 		            = MSR788EjectAmmoStart,     /* 改 */
		EjectAmmoStopSound              = MSR788EjectAmmoStop,
		ShellFallSound 		            = MSR788CartridgeFall,
		RackSound 		                = MSR788Rack,               /* 改 */
	}
	
	item BA_Weapon_Fuwa_Renge
	{
		DisplayCategory 		        = Weapon,
		DisplayName 		            = BA_Weapon_Fuwa_Renge,
		Type 		                    = Weapon,
		SubCategory 		            = Firearm,
		Icon 		                    = BA_Weapon_Fuwa_Renge,
		WeaponSprite 		            = BA_Weapon_Fuwa_Renge,
		Ranged 		                    = TRUE,
		IsAimedFirearm 		            = TRUE,
		WeaponReloadType 		        = boltactionnomag,  /* 重新装填方式 */
		FireMode 		                = BASingle,
		RackAfterShoot 		            = TRUE,             /* 是否手动上膛 */
		AttachmentType 		            = Rifle,            /* 物品携带方式 */
		UseEndurance 		            = FALSE,
		TwoHandWeapon 		            = TRUE,
		RequiresEquippedBothHands 		= TRUE,
		/* ============ 枪械数据 ============= */
		ConditionMax 		            = 10,               /* 耐久 */
		ConditionLowerChanceOneIn 		= 130,              /* 耐久降低可能性1/n */
		MaxRange 		                = 27,
		MinRange 		                = 0.67,
		AimingPerkRangeModifier 		= 3.2,              /* 随瞄准等级增长范围 */
		MinDamage 		                = 1.3,
		MaxDamage 		                = 2.5,
		CriticalChance 		            = 32,               /* 爆率 */
		CritDmgMultiplier 		        = 8,                /* 暴击伤害增长率 */
		AimingPerkCritModifier 		    = 16,               /* 随瞄准等级增长爆率 */
		HitChance 		                = 25,               /* 命中率 */
		AimingPerkHitChanceModifier 	= 15,               /* 随瞄准等级增长命中率 */
		ToHitModifier 		            = 1.5,              /* 命中修正率 */
		MinAngle 		                = 0.935,
		AimingPerkMinAngleModifier 		= 0.01,             /* 随瞄准等级增长射击角度 */
		MultipleHitConditionAffected 	= TRUE,             /* 耐久随维护等级改变 */
		JamGunChance 		            = 0.07,             /* 卡壳率 */
		AimingTime 		                = 25,               /* 瞄准时间 */
		ReloadTime 		                = 25,               /* 上弹时间 */
		RecoilDelay 		            = 0,                /* 反冲 */
		SwingTime 		                = 2,
		MinimumSwingTime 		        = 0.5,
		SwingAmountBeforeImpact 		= 0,
		Weight 		                    = 4,
		/* ============ 子弹数据 ============= */
		AmmoType 		                = Base.308Bullets,
		AmmoBox 		                = 308Box,
		MaxAmmo 		                = 5,
		ProjectileCount 		        = 1,                /* 弹丸数量(决定伤害) */
		MaxHitCount 		            = 3,                /* 最大命中数量 */
		ShareDamage 		            = FALSE,            /* 枪械为否 */
		SplatSize 		                = 3,                /* ？ */
		SplatNumber 		            = 5,                /* ？ */
		SplatBloodOnNoDeath 		    = TRUE,             /* ？ */
		PushBackMod 		            = 0.8,              /* 击退距离？ */
		PiercingBullets 		        = TRUE,             /* 是否击穿 */
		KnockBackOnNoDeath 	         	= TRUE,
		KnockdownMod 		            = 8,
		DoorDamage 		                = 16,
		StopPower 		                = 10,               /* 停止力 */
		/* ============ 枪械调用声音 ============= */
		RunAnim 		                = Run_Weapon2,
		IdleAnim 		                = Idle_Weapon2,
		SwingAnim 		                = Rifle,
		MetalValue 		                = 45,
		SoundVolume 		            = 50,               /* 音量 */
		SoundRadius 		            = 80,               /* 声音半径 */
		SoundGain 		                = 2,                /* 声音增益 */
		NPCSoundBoost 		            = 1.5,
		BringToBearSound 		        = MSR788BringToBear,
		SwingSound 		                = MSR788Shoot,              /* 改 */
		HitSound 		                = BulletHitBody,
		ClickSound 		                = MSR788Jam,
		BreakSound 		                = MSR788Break,
		EquipSound 		                = MSR788Equip,              /* 改 */
		UnequipSound 		            = MSR788UnEquip,            /* 改 */
		ImpactSound 		            = null,
		InsertAmmoSound 		        = MSR788InsertAmmoStart,    /* 改 */
		InsertAmmoStopSound             = MSR788InsertAmmoStop,
		EjectAmmoSound 		            = MSR788EjectAmmoStart,     /* 改 */
		EjectAmmoStopSound              = MSR788EjectAmmoStop,
		ShellFallSound 		            = MSR788CartridgeFall,
		RackSound 		                = MSR788Rack,               /* 改 */
	}
	
	item BA_Weapon_Kiryuu_Kikyou
	{
		DisplayCategory 		        = Weapon,
		DisplayName 		            = BA_Weapon_Kiryuu_Kikyou,
		Type 		                    = Weapon,
		SubCategory 		            = Firearm,
		Icon 		                    = BA_Weapon_Kiryuu_Kikyou,
		WeaponSprite 		            = BA_Weapon_Kiryuu_Kikyou,
		Ranged 		                    = TRUE,
		IsAimedFirearm 		            = TRUE,
		WeaponReloadType 		        = boltactionnomag,  /* 重新装填方式 */
		FireMode 		                = BASingle,
		RackAfterShoot 		            = TRUE,             /* 是否手动上膛 */
		AttachmentType 		            = Rifle,            /* 物品携带方式 */
		UseEndurance 		            = FALSE,
		TwoHandWeapon 		            = TRUE,
		RequiresEquippedBothHands 		= TRUE,
		/* ============ 枪械数据 ============= */
		ConditionMax 		            = 10,               /* 耐久 */
		ConditionLowerChanceOneIn 		= 150,              /* 耐久降低可能性1/n */
		MaxRange 		                = 28,
		MinRange 		                = 0.67,
		AimingPerkRangeModifier 		= 3.3,              /* 随瞄准等级增长范围 */
		MinDamage 		                = 1.4,
		MaxDamage 		                = 2.2,
		CriticalChance 		            = 30,               /* 爆率 */
		CritDmgMultiplier 		        = 8,                /* 暴击伤害增长率 */
		AimingPerkCritModifier 		    = 15,               /* 随瞄准等级增长爆率 */
		HitChance 		                = 28,               /* 命中率 */
		AimingPerkHitChanceModifier 	= 16,               /* 随瞄准等级增长命中率 */
		ToHitModifier 		            = 1.5,              /* 命中修正率 */
		MinAngle 		                = 0.93,
		AimingPerkMinAngleModifier 		= 0.01,             /* 随瞄准等级增长射击角度 */
		MultipleHitConditionAffected 	= TRUE,             /* 耐久随维护等级改变 */
		JamGunChance 		            = 0.1,              /* 卡壳率 */
		AimingTime 		                = 20,               /* 瞄准时间 */
		ReloadTime 		                = 20,               /* 上弹时间 */
		RecoilDelay 		            = 0,                /* 反冲 */
		SwingTime 		                = 2,
		MinimumSwingTime 		        = 0.5,
		SwingAmountBeforeImpact 		= 0,
		Weight 		                    = 4,
		/* ============ 子弹数据 ============= */
		AmmoType 		                = Base.308Bullets,
		AmmoBox 		                = 308Box,
		MaxAmmo 		                = 5,
		ProjectileCount 		        = 1,                /* 弹丸数量(决定伤害) */
		MaxHitCount 		            = 3,                /* 最大命中数量 */
		ShareDamage 		            = FALSE,            /* 枪械为否 */
		SplatSize 		                = 3,                /* ？ */
		SplatNumber 		            = 5,                /* ？ */
		SplatBloodOnNoDeath 		    = TRUE,             /* ？ */
		PushBackMod 		            = 0.7,              /* 击退距离？ */
		PiercingBullets 		        = TRUE,             /* 是否击穿 */
		KnockBackOnNoDeath 	         	= TRUE,
		KnockdownMod 		            = 7,
		DoorDamage 		                = 14,
		StopPower 		                = 10,               /* 停止力 */
		/* ============ 枪械调用声音 ============= */
		RunAnim 		                = Run_Weapon2,
		IdleAnim 		                = Idle_Weapon2,
		SwingAnim 		                = Rifle,
		MetalValue 		                = 45,
		SoundVolume 		            = 45,               /* 音量 */
		SoundRadius 		            = 70,               /* 声音半径 */
		SoundGain 		                = 2,                /* 声音增益 */
		NPCSoundBoost 		            = 1.5,
		BringToBearSound 		        = MSR788BringToBear,
		SwingSound 		                = MSR788Shoot,              /* 改 */
		HitSound 		                = BulletHitBody,
		ClickSound 		                = MSR788Jam,
		BreakSound 		                = MSR788Break,
		EquipSound 		                = MSR788Equip,              /* 改 */
		UnequipSound 		            = MSR788UnEquip,            /* 改 */
		ImpactSound 		            = null,
		InsertAmmoSound 		        = MSR788InsertAmmoStart,    /* 改 */
		InsertAmmoStopSound             = MSR788InsertAmmoStop,
		EjectAmmoSound 		            = MSR788EjectAmmoStart,     /* 改 */
		EjectAmmoStopSound              = MSR788EjectAmmoStop,
		ShellFallSound 		            = MSR788CartridgeFall,
		RackSound 		                = MSR788Rack,               /* 改 */
	}
}