module Base	{
	item BA_Weapon_Aomori_Mine
	{
		DisplayCategory 		        = Weapon,
		DisplayName 		            = BA_Weapon_Aomori_Mine,
		Type 		                    = Weapon,
		SubCategory 		            = Firearm,
		Icon 		                    = BA_Weapon_Aomori_Mine,
		WeaponSprite 		            = BA_Weapon_Aomori_Mine,
		Ranged 		                    = TRUE,
		IsAimedFirearm 		            = TRUE,
		WeaponReloadType 		        = baleveraction,    /* 重新装填方式 */
		FireMode 		                = BASingle,
		RackAfterShoot 		            = TRUE,             /* 是否手动上膛 */
		AttachmentType 		            = Holster,          /* 物品携带方式 */
		UseEndurance 		            = FALSE,
		TwoHandWeapon 		            = TRUE,
		RequiresEquippedBothHands 		= TRUE,
		/* ============ 枪械数据 ============= */
		ConditionMax 		            = 10,               /* 耐久 */
		ConditionLowerChanceOneIn 		= 110,              /* 耐久降低可能性1/n */
		MaxRange 		                = 8,
		MinRange 		                = 0.65,
		AimingPerkRangeModifier 		= 0.2,              /* 随瞄准等级增长范围 */
		MinDamage 		                = 1.4,
		MaxDamage 		                = 2.2,
		AimingMod 		                = 2,                /* 短刀和霰弹枪有，霰弹为2短刀为1 */
		CriticalChance 		            = 60,               /* 爆率 */
		CritDmgMultiplier 		        = 2,                /* 暴击伤害增长率 */
		AimingPerkCritModifier 		    = 5,                /* 随瞄准等级增长爆率 */
		HitChance 		                = 40,               /* 命中率 */
		AimingPerkHitChanceModifier 	= 10,               /* 随瞄准等级增长命中率 */
		ToHitModifier 		            = 1.5,              /* 命中修正率 */
		MinAngle 		                = 0.867,
		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 		                = 20,               /* 瞄准时间 */
		ReloadTime 		                = 25,               /* 上弹时间 */
		RecoilDelay 		            = 0,                /* 反冲 */
		SwingTime 		                = 2,
		MinimumSwingTime 		        = 0.5,
		SwingAmountBeforeImpact 		= 0,
		Weight 		                    = 2.6,
		RangeFalloff 		            = TRUE,
		AngleFalloff 		            = TRUE,
		/* ============ 子弹数据 ============= */
		AmmoType 		                = Base.ShotgunShells,
		AmmoBox 		                = ShotgunShellsBox,
		MaxAmmo 		                = 4,
		ProjectileCount 		        = 5,                /* 弹丸数量(决定伤害) */
		MaxHitCount 		            = 4,                /* 最大命中数量 */
		ShareDamage 		            = FALSE,            /* 枪械为否 */
		SplatSize 		                = 3,                /* ？ */
		SplatNumber 		            = 5,                /* ？ */
		SplatBloodOnNoDeath 		    = TRUE,             /* ？ */
		PushBackMod 		            = 1.5,              /* 击退距离？ */
		KnockBackOnNoDeath 		        = TRUE,
		KnockdownMod 		            = 15,
		DoorDamage 		                = 30,
		StopPower 		                = 20,               /* 停止力 */
		/* ============ 枪械调用声音 ============= */
		RunAnim 		                = Run_Weapon2,
		IdleAnim 		                = Idle_Weapon2,
		SwingAnim 		                = Rifle,
		MetalValue 		                = 45,
		SoundVolume 		            = 220,              /* 音量 */
		SoundRadius 		            = 110,              /* 声音半径 */
		SoundGain 		                = 2,                /* 声音增益 */
		NPCSoundBoost 		            = 1.5,
		BringToBearSound 		        = JS2000ShotgunBringToBear,             /* ？音效 */
		SwingSound 		                = JS2000ShotgunShoot,                   /* 挥动音效 */
		HitSound 		                = BulletHitBody,                        /* 击中音效 */
		ClickSound 		                = JS2000ShotgunJam,                     /* 卡壳音效 */
		BreakSound 		                = JS2000ShotgunBreak,                   /* 损坏音效 */
		EquipSound 		                = JS2000ShotgunEquip,                   /* 装备音效 */
		UnequipSound 		            = JS2000ShotgunUnEquip,                 /* 解除装备音效 */
		ImpactSound 		            = null,                                 /* ？音效 */
		InsertAmmoStartSound            = JS2000ShotgunInsertAmmoStart,
        InsertAmmoSound                 = JS2000ShotgunInsertAmmo,
		InsertAmmoStopSound             = JS2000ShotgunInsertAmmoStop,
		EjectAmmoStartSound             = JS2000ShotgunEjectAmmoStart,
        EjectAmmoSound                  = JS2000ShotgunEjectAmmo,
		EjectAmmoStopSound              = JS2000ShotgunEjectAmmoStop,
		ShellFallSound 		            = JS2000ShotgunCartridgeFall,           /* 弹壳落地音效 */
		RackSound 		                = JS2000ShotgunRack,                    /* ？瞄准音效 */
	}
	
	item BA_Weapon_Chidori_Michiru
	{
		DisplayCategory 		        = Weapon,
		DisplayName 		            = BA_Weapon_Chidori_Michiru,
		Type 		                    = Weapon,
		SubCategory 		            = Firearm,
		Icon 		                    = BA_Weapon_Chidori_Michiru,
		WeaponSprite 		            = BA_Weapon_Chidori_Michiru,
		Ranged 		                    = TRUE,
		IsAimedFirearm 		            = TRUE,
		WeaponReloadType 		        = shotgun,         /* 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_Chidori_Michiru,
		/* ============ 枪械数据 ============= */
		ConditionMax 		            = 10,              /* 耐久 */
		ConditionLowerChanceOneIn 		= 200,             /* 耐久降低可能性1/n */
		MaxRange 		                = 12,
		MinRange 		                = 0.67,
		AimingPerkRangeModifier 		= 0.5,             /* 随瞄准等级增长范围 */
		MinDamage 		                = 1.6,
		MaxDamage 		                = 2.3,
		AimingMod 		                = 2,               /* 短刀和霰弹枪有，霰弹为2短刀为1 */
		CriticalChance 		            = 70,              /* 爆率 */
		CritDmgMultiplier 		        = 2,               /* 暴击伤害增长率 */
		AimingPerkCritModifier 		    = 4,               /* 随瞄准等级增长爆率 */
		HitChance 		                = 70,              /* 命中率 */
		AimingPerkHitChanceModifier 	= 4,               /* 随瞄准等级增长命中率 */
		ToHitModifier 		            = 1.5,             /* 命中修正率 */
		MinAngle 		                = 0.9,
		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 		            = 0.01,            /* 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 		                    = 4.4,
		RangeFalloff 		            = TRUE,
		AngleFalloff 		            = TRUE,
		/* ============ 子弹数据 ============= */
		AmmoType 		                = Base.ShotgunShells,
		AmmoBox 		                = ShotgunShellsBox,
		MaxAmmo 		                = 7,
		ProjectileCount 		        = 5,               /* 弹丸数量(决定伤害) */
		MaxHitCount 		            = 4,               /* 最大命中数量 */
		ShareDamage 		            = FALSE,           /* 枪械为否 */
		SplatSize 		                = 3,               /* ？ */
		SplatNumber 		            = 5,               /* ？ */
		SplatBloodOnNoDeath 		    = TRUE,            /* ？ */
		PushBackMod 		            = 2,               /* 击退距离？ */
		KnockBackOnNoDeath 		        = TRUE,
		KnockdownMod 		            = 20,
		DoorDamage 		                = 30,
		StopPower 		                = 20,              /* 停止力 */
		/* ============ 枪械调用声音 ============= */
		RunAnim 		                = Run_Weapon2,
		IdleAnim 		                = Idle_Weapon2,
		SwingAnim 		                = Rifle,
		MetalValue 		                = 45,
		SoundVolume 		            = 200,             /* 音量 */
		SoundRadius 		            = 100,             /* 声音半径 */
		SoundGain 		                = 2,               /* 声音增益 */
		NPCSoundBoost 		            = 1.5,
		BringToBearSound 		        = JS2000ShotgunBringToBear,
		SwingSound 		                = JS2000ShotgunShoot,               /* 改，枪声 */
		HitSound 		                = BulletHitBody,                    /* 击中音效 */
		ClickSound 		                = JS2000ShotgunJam,                 /* 卡壳音效 */
		BreakSound 		                = JS2000ShotgunBreak,               /* 损坏音效 */
		EquipSound 		                = JS2000ShotgunEquip,               /* 装备音效 */
		UnequipSound 		            = JS2000ShotgunUnEquip,             /* 解除装备音效 */
		ImpactSound 		            = null,
		InsertAmmoStartSound            = JS2000ShotgunInsertAmmoStart,
        InsertAmmoSound                 = JS2000ShotgunInsertAmmo,
		InsertAmmoStopSound             = JS2000ShotgunInsertAmmoStop,
		EjectAmmoStartSound             = JS2000ShotgunEjectAmmoStart,
        EjectAmmoSound                  = JS2000ShotgunEjectAmmo,
		EjectAmmoStopSound              = JS2000ShotgunEjectAmmoStop,
		ShellFallSound 		            = JS2000ShotgunCartridgeFall,       /* ？瞄准音效 */
		RackSound 		                = JS2000ShotgunRack,
		/* =========== 函数 =========== */			
		BASwitchMode	                = Base.BA_Weapon_Chidori_Michiru_A,
	}
	
	item BA_Weapon_Chidori_Michiru_A
	{
		DisplayCategory 		        = Weapon,
		DisplayName 		            = BA_Weapon_Chidori_Michiru_A,
		Type 		                    = Weapon,
		SubCategory 		            = Firearm,
		Icon 		                    = BA_Weapon_Chidori_Michiru,
		WeaponSprite 		            = BA_Weapon_Chidori_Michiru,
		Ranged 		                    = TRUE,
		IsAimedFirearm 		            = TRUE,
		WeaponReloadType 		        = shotgun,         /* 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_Chidori_Michiru_A,
		/* ============ 枪械数据 ============= */
		ConditionMax 		            = 10,              /* 耐久 */
		ConditionLowerChanceOneIn 		= 150,             /* 耐久降低可能性1/n */
		MaxRange 		                = 10,
		MinRange 		                = 0.7,
		AimingPerkRangeModifier 		= 0.1,             /* 随瞄准等级增长范围 */
		MinDamage 		                = 1.2,
		MaxDamage 		                = 2,
		AimingMod 		                = 2,               /* 短刀和霰弹枪有，霰弹为2短刀为1 */
		CriticalChance 		            = 70,              /* 爆率 */
		CritDmgMultiplier 		        = 2,               /* 暴击伤害增长率 */
		AimingPerkCritModifier 		    = 6,               /* 随瞄准等级增长爆率 */
		HitChance 		                = 60,              /* 命中率 */
		AimingPerkHitChanceModifier 	= 5,               /* 随瞄准等级增长命中率 */
		ToHitModifier 		            = 1.5,             /* 命中修正率 */
		MinAngle 		                = 0.955,
		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 		            = 0.01,            /* 卡壳率 */
		AimingTime 		                = 20,              /* 瞄准时间 */
		ReloadTime 		                = 30,              /* 上弹时间 */
		RecoilDelay 		            = 0,               /* 反冲 */
		SwingTime 		                = 2,
		MinimumSwingTime 		        = 0.5,
		SwingAmountBeforeImpact 		= 0,
		Weight 		                    = 4.4,
		RangeFalloff 		            = TRUE,
		AngleFalloff 		            = TRUE,
		/* ============ 子弹数据 ============= */
		AmmoType 		                = Base.ShotgunShells,
		AmmoBox 		                = ShotgunShellsBox,
		MaxAmmo 		                = 3,
		ProjectileCount 		        = 4,               /* 弹丸数量(决定伤害) */
		MaxHitCount 		            = 5,               /* 最大命中数量 */
		ShareDamage 		            = FALSE,           /* 枪械为否 */
		SplatSize 		                = 3,               /* ？ */
		SplatNumber 		            = 5,               /* ？ */
		SplatBloodOnNoDeath 		    = TRUE,            /* ？ */
		PushBackMod 		            = 1.4,             /* 击退距离？ */
		KnockBackOnNoDeath 		        = TRUE,
		KnockdownMod 		            = 14,
		DoorDamage 		                = 60,
		StopPower 		                = 10,              /* 停止力 */
		/* ============ 枪械调用声音 ============= */
		RunAnim 		                = Run_Weapon2,
		IdleAnim 		                = Idle_Weapon2,
		SwingAnim 		                = Rifle,
		MetalValue 		                = 45,
		SoundVolume 		            = 200,             /* 音量 */
		SoundRadius 		            = 100,             /* 声音半径 */
		SoundGain 		                = 2,               /* 声音增益 */
		NPCSoundBoost 		            = 1.5,
		BringToBearSound 		        = JS2000ShotgunBringToBear,
		SwingSound 		                = JS2000ShotgunShoot,               /* 改，枪声 */
		HitSound 		                = BulletHitBody,                    /* 击中音效 */
		ClickSound 		                = JS2000ShotgunJam,                 /* 卡壳音效 */
		BreakSound 		                = JS2000ShotgunBreak,               /* 损坏音效 */
		EquipSound 		                = JS2000ShotgunEquip,               /* 装备音效 */
		UnequipSound 		            = JS2000ShotgunUnEquip,             /* 解除装备音效 */
		ImpactSound 		            = null,
		InsertAmmoStartSound            = JS2000ShotgunInsertAmmoStart,
        InsertAmmoSound                 = JS2000ShotgunInsertAmmo,
		InsertAmmoStopSound             = JS2000ShotgunInsertAmmoStop,
		EjectAmmoStartSound             = JS2000ShotgunEjectAmmoStart,
        EjectAmmoSound                  = JS2000ShotgunEjectAmmo,
		EjectAmmoStopSound              = JS2000ShotgunEjectAmmoStop,
		ShellFallSound 		            = JS2000ShotgunCartridgeFall,       /* ？瞄准音效 */
		RackSound 		                = JS2000ShotgunRack,
		/* =========== 函数 =========== */			
		BASwitchMode	                = Base.BA_Weapon_Chidori_Michiru,
	}
	
	item BA_Weapon_Igusa_Haruka
	{
		DisplayCategory 		        = Weapon,
		DisplayName 		            = BA_Weapon_Igusa_Haruka,
		Type 		                    = Weapon,
		SubCategory 		            = Firearm,
		Icon 		                    = BA_Weapon_Igusa_Haruka,
		WeaponSprite 		            = BA_Weapon_Igusa_Haruka,
		Ranged 		                    = TRUE,
		IsAimedFirearm 		            = TRUE,
		WeaponReloadType 		        = shotgun,         /* 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 		                = 18,
		MinRange 		                = 0.67,
		AimingPerkRangeModifier 		= 0.6,             /* 随瞄准等级增长范围 */
		MinDamage 		                = 1.6,
		MaxDamage 		                = 2.2,
		AimingMod 		                = 2,               /* 短刀和霰弹枪有，霰弹为2短刀为1 */
		CriticalChance 		            = 70,              /* 爆率 */
		CritDmgMultiplier 		        = 2,               /* 暴击伤害增长率 */
		AimingPerkCritModifier 		    = 6,               /* 随瞄准等级增长爆率 */
		HitChance 		                = 60,              /* 命中率 */
		AimingPerkHitChanceModifier 	= 6,               /* 随瞄准等级增长命中率 */
		ToHitModifier 		            = 1.5,             /* 命中修正率 */
		MinAngle 		                = 0.9,
		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 		            = 0.02,            /* 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 		                    = 3.5,
		RangeFalloff 		            = TRUE,
		AngleFalloff 		            = TRUE,
		/* ============ 子弹数据 ============= */
		AmmoType 		                = Base.ShotgunShells,
		AmmoBox 		                = ShotgunShellsBox,
		MaxAmmo 		                = 6,
		ProjectileCount 		        = 5,               /* 弹丸数量(决定伤害) */
		MaxHitCount 		            = 4,               /* 最大命中数量 */
		ShareDamage 		            = FALSE,           /* 枪械为否 */
		SplatSize 		                = 3,               /* ？ */
		SplatNumber 		            = 5,               /* ？ */
		SplatBloodOnNoDeath 		    = TRUE,            /* ？ */
		PushBackMod 		            = 2,               /* 击退距离？ */
		KnockBackOnNoDeath 		        = TRUE,
		KnockdownMod 		            = 20,
		DoorDamage 		                = 25,
		StopPower 		                = 25,              /* 停止力 */
		/* ============ 枪械调用声音 ============= */
		RunAnim 		                = Run_Weapon2,
		IdleAnim 		                = Idle_Weapon2,
		SwingAnim 		                = Rifle,
		MetalValue 		                = 45,
		SoundVolume 		            = 180,             /* 音量 */
		SoundRadius 		            = 90,              /* 声音半径 */
		SoundGain 		                = 2,               /* 声音增益 */
		NPCSoundBoost 		            = 1.5,
		BringToBearSound 		        = JS2000ShotgunBringToBear,
		SwingSound 		                = JS2000ShotgunShoot,               /* 改，枪声 */
		HitSound 		                = BulletHitBody,                    /* 击中音效 */
		ClickSound 		                = JS2000ShotgunJam,                 /* 卡壳音效 */
		BreakSound 		                = JS2000ShotgunBreak,               /* 损坏音效 */
		EquipSound 		                = JS2000ShotgunEquip,               /* 装备音效 */
		UnequipSound 		            = JS2000ShotgunUnEquip,             /* 解除装备音效 */
		ImpactSound 		            = null,
		InsertAmmoStartSound            = JS2000ShotgunInsertAmmoStart,
        InsertAmmoSound                 = JS2000ShotgunInsertAmmo,
		InsertAmmoStopSound             = JS2000ShotgunInsertAmmoStop,
		EjectAmmoStartSound             = JS2000ShotgunEjectAmmoStart,
        EjectAmmoSound                  = JS2000ShotgunEjectAmmo,
		EjectAmmoStopSound              = JS2000ShotgunEjectAmmoStop,
		ShellFallSound 		            = JS2000ShotgunCartridgeFall,       /* ？瞄准音效 */
		RackSound 		                = JS2000ShotgunRack,
	}
	
	item BA_Weapon_Izumimoto_Eimi
	{
		DisplayCategory 		        = Weapon,
		DisplayName 		            = BA_Weapon_Izumimoto_Eimi,
		Type 		                    = Weapon,
		SubCategory 		            = Firearm,
		Icon 		                    = BA_Weapon_Izumimoto_Eimi,
		WeaponSprite 		            = BA_Weapon_Izumimoto_Eimi,
		Ranged 		                    = TRUE,
		IsAimedFirearm 		            = TRUE,
		WeaponReloadType 		        = boltactionnomag, /* 重新装填方式 */
		FireMode 		                = BASingle,
		AttachmentType 		            = Rifle,           /* 物品携带方式 */
		UseEndurance 		            = FALSE,
		TwoHandWeapon 		            = TRUE,
		RequiresEquippedBothHands 		= TRUE,
		Tooltip                         = Tooltip_BA_Weapon_Izumimoto_Eimi,
		/* ============ 枪械数据 ============= */
		ConditionMax 		            = 10,              /* 耐久 */
		ConditionLowerChanceOneIn 		= 150,             /* 耐久降低可能性1/n */
		MaxRange 		                = 10,
		MinRange 		                = 0.67,
		AimingPerkRangeModifier 		= 0.4,             /* 随瞄准等级增长范围 */
		MinDamage 		                = 1.4,
		MaxDamage 		                = 2,
		AimingMod 		                = 2,               /* 短刀和霰弹枪有，霰弹为2短刀为1 */
		CriticalChance 		            = 60,              /* 爆率 */
		CritDmgMultiplier 		        = 2,               /* 暴击伤害增长率 */
		AimingPerkCritModifier 		    = 4,               /* 随瞄准等级增长爆率 */
		HitChance 		                = 50,              /* 命中率 */
		AimingPerkHitChanceModifier 	= 6,               /* 随瞄准等级增长命中率 */
		ToHitModifier 		            = 1.5,             /* 命中修正率 */
		MinAngle 		                = 0.915,
		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 		                = 25,              /* 瞄准时间 */
		ReloadTime 		                = 20,              /* 上弹时间 */
		RecoilDelay 		            = 0,               /* 反冲 */
		SwingTime 		                = 2,
		MinimumSwingTime 		        = 0.5,
		SwingAmountBeforeImpact 		= 0,
		Weight 		                    = 4.4,
		RangeFalloff 		            = TRUE,
		AngleFalloff 		            = TRUE,
		/* ============ 子弹数据 ============= */
		AmmoType 		                = Base.ShotgunShells,
		AmmoBox 		                = ShotgunShellsBox,
		MaxAmmo 		                = 8,
		ProjectileCount 		        = 5,               /* 弹丸数量(决定伤害) */
		MaxHitCount 		            = 4,               /* 最大命中数量 */
		ShareDamage 		            = FALSE,           /* 枪械为否 */
		SplatSize 		                = 3,               /* ？ */
		SplatNumber 		            = 5,               /* ？ */
		SplatBloodOnNoDeath 		    = TRUE,            /* ？ */
		PushBackMod 		            = 1.6,             /* 击退距离？ */
		KnockBackOnNoDeath 		        = TRUE,
		KnockdownMod 		            = 16,
		DoorDamage 		                = 16,
		StopPower 		                = 16,              /* 停止力 */
		/* ============ 枪械调用声音 ============= */
		RunAnim 		                = Run_Weapon2,
		IdleAnim 		                = Idle_Weapon2,
		SwingAnim 		                = Rifle,
		MetalValue 		                = 45,
		SoundVolume 		            = 200,             /* 音量 */
		SoundRadius 		            = 100,             /* 声音半径 */
		SoundGain 		                = 2,               /* 声音增益 */
		NPCSoundBoost 		            = 1.5,
		BringToBearSound 		        = JS2000ShotgunBringToBear,
		SwingSound 		                = JS2000ShotgunShoot,               /* 改，枪声 */
		HitSound 		                = BulletHitBody,                    /* 击中音效 */
		ClickSound 		                = JS2000ShotgunJam,                 /* 卡壳音效 */
		BreakSound 		                = JS2000ShotgunBreak,               /* 损坏音效 */
		EquipSound 		                = JS2000ShotgunEquip,               /* 装备音效 */
		UnequipSound 		            = JS2000ShotgunUnEquip,             /* 解除装备音效 */
		ImpactSound 		            = null,
		InsertAmmoStartSound            = JS2000ShotgunInsertAmmoStart,
        InsertAmmoSound                 = JS2000ShotgunInsertAmmo,
		InsertAmmoStopSound             = JS2000ShotgunInsertAmmoStop,
		EjectAmmoStartSound             = JS2000ShotgunEjectAmmoStart,
        EjectAmmoSound                  = JS2000ShotgunEjectAmmo,
		EjectAmmoStopSound              = JS2000ShotgunEjectAmmoStop,
		ShellFallSound 		            = JS2000ShotgunCartridgeFall,       /* 弹壳落地音效 */
		RackSound 		                = JS2000ShotgunRack,
		/* =========== 函数 =========== */			
		BARack	                        = BA_Weapon_Izumimoto_Eimi_A,
	}
	item BA_Weapon_Izumimoto_Eimi_A
	{
		DisplayCategory 		        = Weapon,
		DisplayName 		            = BA_Weapon_Izumimoto_Eimi_A,
		Type 		                    = Weapon,
		SubCategory 		            = Firearm,
		Icon 		                    = BA_Weapon_Izumimoto_Eimi,
		WeaponSprite 		            = BA_Weapon_Izumimoto_Eimi,
		Ranged 		                    = TRUE,
		IsAimedFirearm 		            = TRUE,
		WeaponReloadType 		        = shotgun,          /* 重新装填方式 */
		RackAfterShoot 		            = TRUE,             /* 是否手动上膛 */
		FireMode 		                = BASingle,
		AttachmentType 		            = Rifle,            /* 物品携带方式 */
		UseEndurance 		            = FALSE,
		TwoHandWeapon 		            = TRUE,
		RequiresEquippedBothHands 		= TRUE,
		Tooltip                         = Tooltip_BA_Weapon_Izumimoto_Eimi_A,
		/* ============ 枪械数据 ============= */
		ConditionMax 		            = 10,              /* 耐久 */
		ConditionLowerChanceOneIn 		= 150,             /* 耐久降低可能性1/n */
		MaxRange 		                = 12,
		MinRange 		                = 0.67,
		AimingPerkRangeModifier 		= 0.4,             /* 随瞄准等级增长范围 */
		MinDamage 		                = 1.6,
		MaxDamage 		                = 2.2,
		AimingMod 		                = 2,               /* 短刀和霰弹枪有，霰弹为2短刀为1 */
		CriticalChance 		            = 65,              /* 爆率 */
		CritDmgMultiplier 		        = 2,               /* 暴击伤害增长率 */
		AimingPerkCritModifier 		    = 5,               /* 随瞄准等级增长爆率 */
		HitChance 		                = 50,              /* 命中率 */
		AimingPerkHitChanceModifier 	= 6,               /* 随瞄准等级增长命中率 */
		ToHitModifier 		            = 1.5,             /* 命中修正率 */
		MinAngle 		                = 0.915,
		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 		            = 0.02,            /* 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 		                    = 4.4,
		RangeFalloff 		            = TRUE,
		AngleFalloff 		            = TRUE,
		/* ============ 子弹数据 ============= */
		AmmoType 		                = Base.ShotgunShells,
		AmmoBox 		                = ShotgunShellsBox,
		MaxAmmo 		                = 8,
		ProjectileCount 		        = 5,               /* 弹丸数量(决定伤害) */
		MaxHitCount 		            = 4,               /* 最大命中数量 */
		ShareDamage 		            = FALSE,           /* 枪械为否 */
		SplatSize 		                = 3,               /* ？ */
		SplatNumber 		            = 5,               /* ？ */
		SplatBloodOnNoDeath 		    = TRUE,            /* ？ */
		PushBackMod 		            = 2,               /* 击退距离？ */
		KnockBackOnNoDeath 		        = TRUE,
		KnockdownMod 		            = 20,
		DoorDamage 		                = 20,
		StopPower 		                = 20,              /* 停止力 */
		/* ============ 枪械调用声音 ============= */
		RunAnim 		                = Run_Weapon2,
		IdleAnim 		                = Idle_Weapon2,
		SwingAnim 		                = Rifle,
		MetalValue 		                = 45,
		SoundVolume 		            = 200,             /* 音量 */
		SoundRadius 		            = 90,              /* 声音半径 */
		SoundGain 		                = 2,               /* 声音增益 */
		NPCSoundBoost 		            = 1.5,
		BringToBearSound 		        = JS2000ShotgunBringToBear,
		SwingSound 		                = JS2000ShotgunShoot,               /* 改，枪声 */
		HitSound 		                = BulletHitBody,                    /* 击中音效 */
		ClickSound 		                = JS2000ShotgunJam,                 /* 卡壳音效 */
		BreakSound 		                = JS2000ShotgunBreak,               /* 损坏音效 */
		EquipSound 		                = JS2000ShotgunEquip,               /* 装备音效 */
		UnequipSound 		            = JS2000ShotgunUnEquip,             /* 解除装备音效 */
		ImpactSound 		            = null,
		InsertAmmoStartSound            = JS2000ShotgunInsertAmmoStart,
        InsertAmmoSound                 = JS2000ShotgunInsertAmmo,
		InsertAmmoStopSound             = JS2000ShotgunInsertAmmoStop,
		EjectAmmoStartSound             = JS2000ShotgunEjectAmmoStart,
        EjectAmmoSound                  = JS2000ShotgunEjectAmmo,
		EjectAmmoStopSound              = JS2000ShotgunEjectAmmoStop,
		ShellFallSound 		            = JS2000ShotgunCartridgeFall,       /* 弹壳落地音效 */
		RackSound 		                = JS2000ShotgunRack,
		/* =========== 函数 =========== */			
		BARack	                        = BA_Weapon_Izumimoto_Eimi,
	}
	
	item BA_Weapon_Kawawa_Shizuko
	{
		DisplayCategory 		        = Weapon,
		DisplayName 		            = BA_Weapon_Kawawa_Shizuko,
		Type 		                    = Weapon,
		SubCategory 		            = Firearm,
		Icon 		                    = BA_Weapon_Kawawa_Shizuko,
		WeaponSprite 		            = BA_Weapon_Kawawa_Shizuko,
		Ranged 		                    = TRUE,
		IsAimedFirearm 		            = TRUE,
		WeaponReloadType 		        = shotgun,         /* 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 		                = 12,
		MinRange 		                = 0.61,
		AimingPerkRangeModifier 		= 0.5,             /* 随瞄准等级增长范围 */
		MinDamage 		                = 1.8,
		MaxDamage 		                = 2.1,
		AimingMod 		                = 2,               /* 短刀和霰弹枪有，霰弹为2短刀为1 */
		CriticalChance 		            = 70,              /* 爆率 */
		CritDmgMultiplier 		        = 2,               /* 暴击伤害增长率 */
		AimingPerkCritModifier 		    = 6,               /* 随瞄准等级增长爆率 */
		HitChance 		                = 70,              /* 命中率 */
		AimingPerkHitChanceModifier 	= 6,               /* 随瞄准等级增长命中率 */
		ToHitModifier 		            = 1.5,             /* 命中修正率 */
		MinAngle 		                = 0.88,
		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 		            = 0.01,            /* 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 		                    = 3.1,
		RangeFalloff 		            = TRUE,
		AngleFalloff 		            = TRUE,
		/* ============ 子弹数据 ============= */
		AmmoType 		                = Base.ShotgunShells,
		AmmoBox 		                = ShotgunShellsBox,
		MaxAmmo 		                = 5,
		ProjectileCount 		        = 5,               /* 弹丸数量(决定伤害) */
		MaxHitCount 		            = 4,               /* 最大命中数量 */
		ShareDamage 		            = FALSE,           /* 枪械为否 */
		SplatSize 		                = 3,               /* ？ */
		SplatNumber 		            = 5,               /* ？ */
		SplatBloodOnNoDeath 		    = TRUE,            /* ？ */
		PushBackMod 		            = 2.2,             /* 击退距离？ */
		KnockBackOnNoDeath 		        = TRUE,
		KnockdownMod 		            = 22,
		DoorDamage 		                = 22,
		StopPower 		                = 22,              /* 停止力 */
		/* ============ 枪械调用声音 ============= */
		RunAnim 		                = Run_Weapon2,
		IdleAnim 		                = Idle_Weapon2,
		SwingAnim 		                = Rifle,
		MetalValue 		                = 45,
		SoundVolume 		            = 180,             /* 音量 */
		SoundRadius 		            = 90,              /* 声音半径 */
		SoundGain 		                = 2,               /* 声音增益 */
		NPCSoundBoost 		            = 1.5,
		BringToBearSound 		        = JS2000ShotgunBringToBear,
		SwingSound 		                = JS2000ShotgunShoot,               /* 改，枪声 */
		HitSound 		                = BulletHitBody,                    /* 击中音效 */
		ClickSound 		                = JS2000ShotgunJam,                 /* 卡壳音效 */
		BreakSound 		                = JS2000ShotgunBreak,               /* 损坏音效 */
		EquipSound 		                = JS2000ShotgunEquip,               /* 装备音效 */
		UnequipSound 		            = JS2000ShotgunUnEquip,             /* 解除装备音效 */
		ImpactSound 		            = null,
		InsertAmmoStartSound            = JS2000ShotgunInsertAmmoStart,
        InsertAmmoSound                 = JS2000ShotgunInsertAmmo,
		InsertAmmoStopSound             = JS2000ShotgunInsertAmmoStop,
		EjectAmmoStartSound             = JS2000ShotgunEjectAmmoStart,
        EjectAmmoSound                  = JS2000ShotgunEjectAmmo,
		EjectAmmoStopSound              = JS2000ShotgunEjectAmmoStop,
		ShellFallSound 		            = JS2000ShotgunCartridgeFall,       /* ？瞄准音效 */
		RackSound 		                = JS2000ShotgunRack,
	}
	
	item BA_Weapon_Kenzaki_Tsurugi
	{
		DisplayCategory 		        = Weapon,
		DisplayName 		            = BA_Weapon_Kenzaki_Tsurugi,
		Type 		                    = Weapon,
		SubCategory 		            = Firearm,
		Icon 		                    = BA_Weapon_Kenzaki_Tsurugi,
		WeaponSprite 		            = BA_Weapon_Kenzaki_Tsurugi,
		Ranged 		                    = TRUE,
		IsAimedFirearm 		            = TRUE,
		WeaponReloadType 		        = baleveraction,    /* 重新装填方式 */
		FireMode 		                = BASingle,
		RackAfterShoot 		            = TRUE,             /* 是否手动上膛 */
		AttachmentType 		            = Holster,          /* 物品携带方式 */
		UseEndurance 		            = FALSE,
		TwoHandWeapon 		            = TRUE,
		RequiresEquippedBothHands 		= TRUE,
		/* ============ 枪械数据 ============= */
		ConditionMax 		            = 10,               /* 耐久 */
		ConditionLowerChanceOneIn 		= 110,              /* 耐久降低可能性1/n */
		MaxRange 		                = 8,
		MinRange 		                = 0.65,
		AimingPerkRangeModifier 		= 0.2,              /* 随瞄准等级增长范围 */
		MinDamage 		                = 1.6,
		MaxDamage 		                = 2.3,
		AimingMod 		                = 2,                /* 短刀和霰弹枪有，霰弹为2短刀为1 */
		CriticalChance 		            = 80,               /* 爆率 */
		CritDmgMultiplier 		        = 2,                /* 暴击伤害增长率 */
		AimingPerkCritModifier 		    = 5,                /* 随瞄准等级增长爆率 */
		HitChance 		                = 50,               /* 命中率 */
		AimingPerkHitChanceModifier 	= 6,                /* 随瞄准等级增长命中率 */
		ToHitModifier 		            = 1.5,              /* 命中修正率 */
		MinAngle 		                = 0.847,
		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 		                = 20,               /* 瞄准时间 */
		ReloadTime 		                = 20,               /* 上弹时间 */
		RecoilDelay 		            = 0,                /* 反冲 */
		SwingTime 		                = 2,
		MinimumSwingTime 		        = 0.5,
		SwingAmountBeforeImpact 		= 0,
		Weight 		                    = 2.6,
		RangeFalloff 		            = TRUE,
		AngleFalloff 		            = TRUE,
		/* ============ 子弹数据 ============= */
		AmmoType 		                = Base.ShotgunShells,
		AmmoBox 		                = ShotgunShellsBox,
		MaxAmmo 		                = 3,
		ProjectileCount 		        = 5,               /* 弹丸数量(决定伤害) */
		MaxHitCount 		            = 4,               /* 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？ */
		KnockBackOnNoDeath 		        = TRUE,
		KnockdownMod 		            = 12,
		DoorDamage 		                = 16,
		StopPower 		                = 12,              /* 停止力 */
		/* ============ 枪械调用声音 ============= */
		RunAnim 		                = Run_Weapon2,
		IdleAnim 		                = Idle_Weapon2,
		SwingAnim 		                = Rifle,
		MetalValue 		                = 45,
		SoundVolume 		            = 220,             /* 音量 */
		SoundRadius 		            = 100,             /* 声音半径 */
		SoundGain 		                = 2,               /* 声音增益 */
		NPCSoundBoost 		            = 1.5,
		BringToBearSound 		        = JS2000ShotgunBringToBear,             /* ？音效 */
		SwingSound 		                = JS2000ShotgunShoot,                   /* 挥动音效 */
		HitSound 		                = BulletHitBody,                        /* 击中音效 */
		ClickSound 		                = JS2000ShotgunJam,                     /* 卡壳音效 */
		BreakSound 		                = JS2000ShotgunBreak,                   /* 损坏音效 */
		EquipSound 		                = JS2000ShotgunEquip,                   /* 装备音效 */
		UnequipSound 		            = JS2000ShotgunUnEquip,                 /* 解除装备音效 */
		ImpactSound 		            = null,                                 /* ？音效 */
		InsertAmmoStartSound            = JS2000ShotgunInsertAmmoStart,
        InsertAmmoSound                 = JS2000ShotgunInsertAmmo,
		InsertAmmoStopSound             = JS2000ShotgunInsertAmmoStop,
		EjectAmmoStartSound             = JS2000ShotgunEjectAmmoStart,
        EjectAmmoSound                  = JS2000ShotgunEjectAmmo,
		EjectAmmoStopSound              = JS2000ShotgunEjectAmmoStop,
		ShellFallSound 		            = JS2000ShotgunCartridgeFall,           /* 弹壳落地音效 */
		RackSound 		                = JS2000ShotgunRack,                    /* ？瞄准音效 */
	}
	
	item BA_Weapon_Otohana_Sumire
	{
		DisplayCategory 		        = Weapon,
		DisplayName 		            = BA_Weapon_Otohana_Sumire,
		Type 		                    = Weapon,
		SubCategory 		            = Firearm,
		Icon 		                    = BA_Weapon_Otohana_Sumire,
		WeaponSprite 		            = BA_Weapon_Otohana_Sumire,
		Ranged 		                    = TRUE,
		IsAimedFirearm 		            = TRUE,
		WeaponReloadType 		        = boltactionnomag, /* 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 		= 150,             /* 耐久降低可能性1/n */
		MaxRange 		                = 12,
		MinRange 		                = 0.67,
		AimingPerkRangeModifier 		= 0.4,             /* 随瞄准等级增长范围 */
		MinDamage 		                = 1.5,
		MaxDamage 		                = 2.2,
		AimingMod 		                = 2,               /* 短刀和霰弹枪有，霰弹为2短刀为1 */
		CriticalChance 		            = 60,              /* 爆率 */
		CritDmgMultiplier 		        = 2,               /* 暴击伤害增长率 */
		AimingPerkCritModifier 		    = 5,               /* 随瞄准等级增长爆率 */
		HitChance 		                = 60,              /* 命中率 */
		AimingPerkHitChanceModifier 	= 5,               /* 随瞄准等级增长命中率 */
		ToHitModifier 		            = 1.5,             /* 命中修正率 */
		MinAngle 		                = 0.915,
		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 		            = 0.08,            /* 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 		                    = 3.8,
		RangeFalloff 		            = TRUE,
		AngleFalloff 		            = TRUE,
		/* ============ 子弹数据 ============= */
		AmmoType 		                = Base.ShotgunShells,
		AmmoBox 		                = ShotgunShellsBox,
		MaxAmmo 		                = 6,
		ProjectileCount 		        = 5,               /* 弹丸数量(决定伤害) */
		MaxHitCount 		            = 4,               /* 最大命中数量 */
		ShareDamage 		            = FALSE,           /* 枪械为否 */
		SplatSize 		                = 3,               /* ？ */
		SplatNumber 		            = 5,               /* ？ */
		SplatBloodOnNoDeath 		    = TRUE,            /* ？ */
		PushBackMod 		            = 1.8,             /* 击退距离？ */
		KnockBackOnNoDeath 		        = TRUE,
		KnockdownMod 		            = 18,
		DoorDamage 		                = 25,
		StopPower 		                = 18,              /* 停止力 */
		/* ============ 枪械调用声音 ============= */
		RunAnim 		                = Run_Weapon2,
		IdleAnim 		                = Idle_Weapon2,
		SwingAnim 		                = Rifle,
		MetalValue 		                = 45,
		SoundVolume 		            = 200,             /* 音量 */
		SoundRadius 		            = 100,             /* 声音半径 */
		SoundGain 		                = 2,               /* 声音增益 */
		NPCSoundBoost 		            = 1.5,
		BringToBearSound 		        = JS2000ShotgunBringToBear,
		SwingSound 		                = JS2000ShotgunShoot,               /* 改，枪声 */
		HitSound 		                = BulletHitBody,                    /* 击中音效 */
		ClickSound 		                = JS2000ShotgunJam,                 /* 卡壳音效 */
		BreakSound 		                = JS2000ShotgunBreak,               /* 损坏音效 */
		EquipSound 		                = JS2000ShotgunEquip,               /* 装备音效 */
		UnequipSound 		            = JS2000ShotgunUnEquip,             /* 解除装备音效 */
		ImpactSound 		            = null,
		InsertAmmoStartSound            = JS2000ShotgunInsertAmmoStart,
        InsertAmmoSound                 = JS2000ShotgunInsertAmmo,
		InsertAmmoStopSound             = JS2000ShotgunInsertAmmoStop,
		EjectAmmoStartSound             = JS2000ShotgunEjectAmmoStart,
        EjectAmmoSound                  = JS2000ShotgunEjectAmmo,
		EjectAmmoStopSound              = JS2000ShotgunEjectAmmoStop,
		ShellFallSound 		            = JS2000ShotgunCartridgeFall,       /* 弹壳落地音效 */
		RackSound 		                = JS2000ShotgunRack,
	}
	
	item BA_Weapon_Takanashi_Hoshino
	{
		DisplayCategory 		        = Weapon,
		DisplayName 		            = BA_Weapon_Takanashi_Hoshino,
		Type 		                    = Weapon,
		SubCategory 		            = Firearm,
		Icon 		                    = BA_Weapon_Takanashi_Hoshino,
		WeaponSprite 		            = BA_Weapon_Takanashi_Hoshino,
		Ranged 		                    = TRUE,
		IsAimedFirearm 		            = TRUE,
		WeaponReloadType 		        = boltactionnomag, /* 重新装填方式 */
		FireMode 		                = BASingle,
		AttachmentType 		            = Rifle,           /* 物品携带方式 */
		UseEndurance 		            = FALSE,
		TwoHandWeapon 		            = TRUE,
		RequiresEquippedBothHands 		= TRUE,
		Tooltip                         = Tooltip_BA_Weapon_Takanashi_Hoshino,
		/* ============ 枪械数据 ============= */
		ConditionMax 		            = 10,              /* 耐久 */
		ConditionLowerChanceOneIn 		= 150,             /* 耐久降低可能性1/n */
		MaxRange 		                = 10,
		MinRange 		                = 0.67,
		AimingPerkRangeModifier 		= 0.4,             /* 随瞄准等级增长范围 */
		MinDamage 		                = 1.8,
		MaxDamage 		                = 2.0,
		AimingMod 		                = 2,               /* 短刀和霰弹枪有，霰弹为2短刀为1 */
		CriticalChance 		            = 60,              /* 爆率 */
		CritDmgMultiplier 		        = 2,               /* 暴击伤害增长率 */
		AimingPerkCritModifier 		    = 5,               /* 随瞄准等级增长爆率 */
		HitChance 		                = 70,              /* 命中率 */
		AimingPerkHitChanceModifier 	= 5,               /* 随瞄准等级增长命中率 */
		ToHitModifier 		            = 1.5,             /* 命中修正率 */
		MinAngle 		                = 0.885,
		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 		            = 0.08,            /* 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 		                    = 3.6,
		RangeFalloff 		            = TRUE,
		AngleFalloff 		            = TRUE,
		/* ============ 子弹数据 ============= */
		AmmoType 		                = Base.ShotgunShells,
		AmmoBox 		                = ShotgunShellsBox,
		MaxAmmo 		                = 6,
		ProjectileCount 		        = 5,               /* 弹丸数量(决定伤害) */
		MaxHitCount 		            = 4,               /* 最大命中数量 */
		ShareDamage 		            = FALSE,           /* 枪械为否 */
		SplatSize 		                = 3,               /* ？ */
		SplatNumber 		            = 5,               /* ？ */
		SplatBloodOnNoDeath 		    = TRUE,            /* ？ */
		PushBackMod 		            = 2,               /* 击退距离？ */
		KnockBackOnNoDeath 		        = TRUE,
		KnockdownMod 		            = 20,
		DoorDamage 		                = 20,
		StopPower 		                = 20,              /* 停止力 */
		/* ============ 枪械调用声音 ============= */
		RunAnim 		                = Run_Weapon2,
		IdleAnim 		                = Idle_Weapon2,
		SwingAnim 		                = Rifle,
		MetalValue 		                = 45,
		SoundVolume 		            = 200,             /* 音量 */
		SoundRadius 		            = 100,             /* 声音半径 */
		SoundGain 		                = 2,               /* 声音增益 */
		NPCSoundBoost 		            = 1.5,
		BringToBearSound 		        = JS2000ShotgunBringToBear,
		SwingSound 		                = JS2000ShotgunShoot,               /* 改，枪声 */
		HitSound 		                = BulletHitBody,                    /* 击中音效 */
		ClickSound 		                = JS2000ShotgunJam,                 /* 卡壳音效 */
		BreakSound 		                = JS2000ShotgunBreak,               /* 损坏音效 */
		EquipSound 		                = JS2000ShotgunEquip,               /* 装备音效 */
		UnequipSound 		            = JS2000ShotgunUnEquip,             /* 解除装备音效 */
		ImpactSound 		            = null,
		InsertAmmoStartSound            = JS2000ShotgunInsertAmmoStart,
        InsertAmmoSound                 = JS2000ShotgunInsertAmmo,
		InsertAmmoStopSound             = JS2000ShotgunInsertAmmoStop,
		EjectAmmoStartSound             = JS2000ShotgunEjectAmmoStart,
        EjectAmmoSound                  = JS2000ShotgunEjectAmmo,
		EjectAmmoStopSound              = JS2000ShotgunEjectAmmoStop,
		ShellFallSound 		            = JS2000ShotgunCartridgeFall,       /* 弹壳落地音效 */
		RackSound 		                = JS2000ShotgunRack,
		/* =========== 函数 =========== */
		BARack	                        = BA_Weapon_Takanashi_Hoshino_A,
	}
	
	item BA_Weapon_Takanashi_Hoshino_A
	{
		DisplayCategory 		        = Weapon,
		DisplayName 		            = BA_Weapon_Takanashi_Hoshino_A,
		Type 		                    = Weapon,
		SubCategory 		            = Firearm,
		Icon 		                    = BA_Weapon_Takanashi_Hoshino,
		WeaponSprite 		            = BA_Weapon_Takanashi_Hoshino,
		Ranged 		                    = TRUE,
		IsAimedFirearm 		            = TRUE,
		WeaponReloadType 		        = shotgun,         /* 重新装填方式 */
		RackAfterShoot 		            = TRUE,            /* 是否手动上膛 */
		FireMode 		                = BASingle,
		AttachmentType 		            = Rifle,           /* 物品携带方式 */
		UseEndurance 		            = FALSE,
		TwoHandWeapon 		            = TRUE,
		RequiresEquippedBothHands 		= TRUE,
		Tooltip                         = Tooltip_BA_Weapon_Takanashi_Hoshino_A,
		/* ============ 枪械数据 ============= */
		ConditionMax 		            = 10,              /* 耐久 */
		ConditionLowerChanceOneIn 		= 150,             /* 耐久降低可能性1/n */
		MaxRange 		                = 12,
		MinRange 		                = 0.67,
		AimingPerkRangeModifier 		= 0.3,             /* 随瞄准等级增长范围 */
		MinDamage 		                = 2.0,
		MaxDamage 		                = 2.2,
		AimingMod 		                = 2,               /* 短刀和霰弹枪有，霰弹为2短刀为1 */
		CriticalChance 		            = 70,              /* 爆率 */
		CritDmgMultiplier 		        = 2,               /* 暴击伤害增长率 */
		AimingPerkCritModifier 		    = 5,               /* 随瞄准等级增长爆率 */
		HitChance 		                = 70,              /* 命中率 */
		AimingPerkHitChanceModifier 	= 5,               /* 随瞄准等级增长命中率 */
		ToHitModifier 		            = 1.5,             /* 命中修正率 */
		MinAngle 		                = 0.885,
		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 		            = 0.08,            /* 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 		                    = 3.6,
		RangeFalloff 		            = TRUE,
		AngleFalloff 		            = TRUE,
		/* ============ 子弹数据 ============= */
		AmmoType 		                = Base.ShotgunShells,
		AmmoBox 		                = ShotgunShellsBox,
		MaxAmmo 		                = 6,
		ProjectileCount 		        = 5,               /* 弹丸数量(决定伤害) */
		MaxHitCount 		            = 4,               /* 最大命中数量 */
		ShareDamage 		            = FALSE,           /* 枪械为否 */
		SplatSize 		                = 3,               /* ？ */
		SplatNumber 		            = 5,               /* ？ */
		SplatBloodOnNoDeath 		    = TRUE,            /* ？ */
		PushBackMod 		            = 2,               /* 击退距离？ */
		KnockBackOnNoDeath 		        = TRUE,
		KnockdownMod 		            = 20,
		DoorDamage 		                = 25,
		StopPower 		                = 25,              /* 停止力 */
		/* ============ 枪械调用声音 ============= */
		RunAnim 		                = Run_Weapon2,
		IdleAnim 		                = Idle_Weapon2,
		SwingAnim 		                = Rifle,
		MetalValue 		                = 45,
		SoundVolume 		            = 180,             /* 音量 */
		SoundRadius 		            = 90,              /* 声音半径 */
		SoundGain 		                = 2,               /* 声音增益 */
		NPCSoundBoost 		            = 1.5,
		BringToBearSound 		        = JS2000ShotgunBringToBear,
		SwingSound                      = JS2000ShotgunShoot,               /* 改，枪声 */
		HitSound 		                = BulletHitBody,                    /* 击中音效 */
		ClickSound 		                = JS2000ShotgunJam,                 /* 卡壳音效 */
		BreakSound 		                = JS2000ShotgunBreak,               /* 损坏音效 */
		EquipSound 		                = JS2000ShotgunEquip,               /* 装备音效 */
		UnequipSound 		            = JS2000ShotgunUnEquip,             /* 解除装备音效 */
		ImpactSound 		            = null,
		InsertAmmoStartSound            = JS2000ShotgunInsertAmmoStart,
        InsertAmmoSound                 = JS2000ShotgunInsertAmmo,
		InsertAmmoStopSound             = JS2000ShotgunInsertAmmoStop,
		EjectAmmoStartSound             = JS2000ShotgunEjectAmmoStart,
        EjectAmmoSound                  = JS2000ShotgunEjectAmmo,
		EjectAmmoStopSound              = JS2000ShotgunEjectAmmoStop,
		ShellFallSound 		            = JS2000ShotgunCartridgeFall,       /* 弹壳落地音效 */
		RackSound 		                = JS2000ShotgunRack,
		/* =========== 函数 =========== */
		BARack	                        = BA_Weapon_Takanashi_Hoshino,
	}
	
	item BA_Weapon_Ushimaki_Juri
	{
		DisplayCategory 		        = Weapon,
		DisplayName 		            = BA_Weapon_Ushimaki_Juri,
		Type 		                    = Weapon,
		SubCategory 		            = Firearm,
		Icon 		                    = BA_Weapon_Ushimaki_Juri,
		WeaponSprite 		            = BA_Weapon_Ushimaki_Juri,
		Ranged 		                    = TRUE,
		IsAimedFirearm 		            = TRUE,
		WeaponReloadType 		        = boltactionnomag, /* 重新装填方式 */
		FireMode 		                = BASingle,
		AttachmentType 		            = Rifle,           /* 物品携带方式 */
		UseEndurance 		            = FALSE,
		TwoHandWeapon 		            = TRUE,
		haveChamber 		            = FALSE,
		RequiresEquippedBothHands 		= TRUE,
		Tooltip                         = Tooltip_BA_Weapon_Ushimaki_Juri,
		/* ============ 枪械数据 ============= */
		ConditionMax 		            = 10,              /* 耐久 */
		ConditionLowerChanceOneIn 		= 150,             /* 耐久降低可能性1/n */
		MaxRange 		                = 16,
		MinRange 		                = 0.67,
		AimingPerkRangeModifier 		= 0.6,             /* 随瞄准等级增长范围 */
		MinDamage 		                = 2.2,
		MaxDamage 		                = 2.8,
		AimingMod 		                = 2,               /* 短刀和霰弹枪有，霰弹为2短刀为1 */
		CriticalChance 		            = 80,              /* 爆率 */
		CritDmgMultiplier 		        = 2,               /* 暴击伤害增长率 */
		AimingPerkCritModifier 		    = 5,               /* 随瞄准等级增长爆率 */
		HitChance 		                = 80,              /* 命中率 */
		AimingPerkHitChanceModifier 	= 4,               /* 随瞄准等级增长命中率 */
		ToHitModifier 		            = 1.5,             /* 命中修正率 */
		MinAngle 		                = 0.885,
		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,               /* 卡壳率 */
		AimingTime 		                = 20,              /* 瞄准时间 */
		ReloadTime 		                = 30,              /* 上弹时间 */
		RecoilDelay 		            = 0,               /* 反冲 */
		SwingTime 		                = 2,
		MinimumSwingTime 		        = 0.5,
		SwingAmountBeforeImpact 		= 0,
		Weight 		                    = 3.4,
		RangeFalloff 		            = TRUE,
		AngleFalloff 		            = TRUE,
		/* ============ 子弹数据 ============= */
		AmmoType 		                = Base.ShotgunShells,
		AmmoBox 		                = ShotgunShellsBox,
		MaxAmmo 		                = 2,
		ProjectileCount 		        = 5,               /* 弹丸数量(决定伤害) */
		MaxHitCount 		            = 5,               /* 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 		            = 200,             /* 音量 */
		SoundRadius 		            = 100,             /* 声音半径 */
		SoundGain 		                = 2,               /* 声音增益 */
		NPCSoundBoost 		            = 1.5,
		BringToBearSound 		        = DoubleBarrelShotgunBringToBear,
		SwingSound 		                = DoubleBarrelShotgunShoot,               /* 改，枪声 */
		HitSound 		                = BulletHitBody,                          /* 击中音效 */
		ClickSound 		                = DoubleBarrelShotgunJam,                 /* 卡壳音效 */
		BreakSound 		                = DoubleBarrelShotgunBreak,               /* 损坏音效 */
		EquipSound 		                = DoubleBarrelShotgunEquip,               /* 装备音效 */
		UnequipSound 		            = DoubleBarrelShotgunUnEquip,             /* 解除装备音效 */
		ImpactSound 		            = null,
		InsertAmmoStartSound            = DoubleBarrelgunInsertAmmoStart,
        InsertAmmoSound                 = DoubleBarrelgunInsertAmmo,
		InsertAmmoStopSound             = DoubleBarrelgunInsertAmmoStop,
		EjectAmmoStartSound             = DoubleBarrelgunEjectAmmoStart,
        EjectAmmoSound                  = DoubleBarrelgunEjectAmmo,
		EjectAmmoStopSound              = DoubleBarrelgunEjectAmmoStop,
		ShellFallSound 		            = DoubleBarrelShotgunCartridgeFall,       /* 弹壳落地音效 */
		RackSound 		                = DoubleBarrelShotgunRack,
		/* =========== 函数 =========== */			
		BASwitchMode	                = Base.BA_Weapon_Ushimaki_Juri_A,
	}
	item BA_Weapon_Ushimaki_Juri_A
	{
		DisplayCategory 		        = Weapon,
		DisplayName 		            = BA_Weapon_Ushimaki_Juri_A,
		Type 		                    = Weapon,
		SubCategory 		            = Firearm,
		Icon 		                    = BA_Weapon_Ushimaki_Juri,
		WeaponSprite 		            = BA_Weapon_Ushimaki_Juri,
		Ranged 		                    = TRUE,
		IsAimedFirearm 		            = TRUE,
		WeaponReloadType 		        = boltactionnomag,  /* 重新装填方式 */
		FireMode 		                = BASingle,
		AttachmentType 		            = Rifle,            /* 物品携带方式 */
		UseEndurance 		            = FALSE,
		TwoHandWeapon 		            = TRUE,
		haveChamber 		            = FALSE,
		RequiresEquippedBothHands 		= TRUE,
		Tooltip                         = Tooltip_BA_Weapon_Ushimaki_Juri_A,
		/* ============ 枪械数据 ============= */
		ConditionMax 		            = 10,               /* 耐久 */
		ConditionLowerChanceOneIn 		= 150,              /* 耐久降低可能性1/n */
		MaxRange 		                = 30,
		MinRange 		                = 0.67,
		AimingPerkRangeModifier 		= 3.6,              /* 随瞄准等级增长范围 */
		MinDamage 		                = 2,
		MaxDamage 		                = 2.8,
		CriticalChance 		            = 40,               /* 爆率 */
		CritDmgMultiplier 		        = 8,                /* 暴击伤害增长率 */
		AimingPerkCritModifier 		    = 14,               /* 随瞄准等级增长爆率 */
		HitChance 		                = 30,               /* 命中率 */
		AimingPerkHitChanceModifier 	= 10,               /* 随瞄准等级增长命中率 */
		ToHitModifier 		            = 1.5,              /* 命中修正率 */
		MinAngle 		                = 0.885,
		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,                /* 卡壳率 */
		AimingTime 		                = 20,               /* 瞄准时间 */
		ReloadTime 		                = 30,               /* 上弹时间 */
		RecoilDelay 		            = 0,                /* 反冲 */
		SwingTime 		                = 2,
		MinimumSwingTime 		        = 0.5,
		SwingAmountBeforeImpact 		= 0,
		Weight 		                    = 3.4,
		/* ============ 子弹数据 ============= */
		AmmoType 		                = Base.308Bullets,
		AmmoBox 		                = 308Box,
		MaxAmmo 		                = 1,
		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 		                = 18,
		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 		        = M14BringToBear,
		SwingSound 		                = M14Shoot,              /* 改 */
		HitSound 		                = BulletHitBody,
		ClickSound 		                = M14Jam,
		BreakSound 		                = M14Break,
		EquipSound 		                = M14Equip,              /* 改 */
		UnequipSound 		            = M14UnEquip,            /* 改 */
		ImpactSound 		            = null,
		InsertAmmoSound 		        = M14InsertAmmoStart,    /* 改 */
		InsertAmmoStopSound             = M14InsertAmmoStop,
		EjectAmmoSound 		            = M14EjectAmmoStart,     /* 改 */
		EjectAmmoStopSound              = M14EjectAmmoStop,
		ShellFallSound 		            = M14CartridgeFall,
		RackSound 		                = M14Rack,               /* 改 */
		/* =========== 函数 =========== */			
		BASwitchMode	                = Base.BA_Weapon_Ushimaki_Juri,
	}
	
	item BA_Weapon_Uzawa_Reisa
	{
		DisplayCategory 		        = Weapon,
		DisplayName 		            = BA_Weapon_Uzawa_Reisa,
		Type 		                    = Weapon,
		SubCategory 		            = Firearm,
		Icon 		                    = BA_Weapon_Uzawa_Reisa,
		WeaponSprite 		            = BA_Weapon_Uzawa_Reisa,
		Ranged 		                    = TRUE,
		IsAimedFirearm 		            = TRUE,
		WeaponReloadType 		        = shotgun,         /* 重新装填方式 */
		FireMode 		                = Single,
		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 		= 110,             /* 耐久降低可能性1/n */
		MaxRange 		                = 10,
		MinRange 		                = 0.65,
		AimingPerkRangeModifier 		= 0.5,             /* 随瞄准等级增长范围 */
		MinDamage 		                = 1.3,
		MaxDamage 		                = 2.3,
		AimingMod 		                = 2,               /* 短刀和霰弹枪有，霰弹为2短刀为1 */
		CriticalChance 		            = 50,              /* 爆率 */
		CritDmgMultiplier 		        = 2,               /* 暴击伤害增长率 */
		AimingPerkCritModifier 		    = 6,               /* 随瞄准等级增长爆率 */
		HitChance 		                = 60,              /* 命中率 */
		AimingPerkHitChanceModifier 	= 5,               /* 随瞄准等级增长命中率 */
		ToHitModifier 		            = 1.5,             /* 命中修正率 */
		MinAngle 		                = 0.89,
		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,               /* 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,
		RangeFalloff 		            = TRUE,
		AngleFalloff 		            = TRUE,
		/* ============ 子弹数据 ============= */
		AmmoType 		                = Base.ShotgunShells,
		AmmoBox 		                = ShotgunShellsBox,
		MaxAmmo 		                = 15,
		ProjectileCount 		        = 5,               /* 弹丸数量(决定伤害) */
		MaxHitCount 		            = 4,               /* 最大命中数量 */
		ShareDamage 		            = FALSE,           /* 枪械为否 */
		SplatSize 		                = 3,               /* ？ */
		SplatNumber 		            = 5,               /* ？ */
		SplatBloodOnNoDeath 		    = TRUE,            /* ？ */
		PushBackMod 		            = 1.6,             /* 击退距离？ */
		KnockBackOnNoDeath 		        = TRUE,
		KnockdownMod 		            = 16,
		DoorDamage 		                = 16,
		StopPower 		                = 16,              /* 停止力 */
		/* ============ 枪械调用声音 ============= */
		RunAnim 		                = Run_Weapon2,
		IdleAnim 		                = Idle_Weapon2,
		SwingAnim 		                = Rifle,
		MetalValue 		                = 45,
		SoundVolume 		            = 220,             /* 音量 */
		SoundRadius 		            = 110,             /* 声音半径 */
		SoundGain 		                = 2,               /* 声音增益 */
		NPCSoundBoost 		            = 1.5,
		BringToBearSound 		        = JS2000ShotgunBringToBear,
		SwingSound 		                = JS2000ShotgunShoot,               /* 改，枪声 */
		HitSound 		                = BulletHitBody,                    /* 击中音效 */
		ClickSound 		                = JS2000ShotgunJam,                 /* 卡壳音效 */
		BreakSound 		                = JS2000ShotgunBreak,               /* 损坏音效 */
		EquipSound 		                = JS2000ShotgunEquip,               /* 装备音效 */
		UnequipSound 		            = JS2000ShotgunUnEquip,             /* 解除装备音效 */
		ImpactSound 		            = null,
		InsertAmmoStartSound            = JS2000ShotgunInsertAmmoStart,
        InsertAmmoSound                 = JS2000ShotgunInsertAmmo,
		InsertAmmoStopSound             = JS2000ShotgunInsertAmmoStop,
		EjectAmmoStartSound             = JS2000ShotgunEjectAmmoStart,
        EjectAmmoSound                  = JS2000ShotgunEjectAmmo,
		EjectAmmoStopSound              = JS2000ShotgunEjectAmmoStop,
		ShellFallSound 		            = JS2000ShotgunCartridgeFall,       /* 弹壳落地音效 */
		RackSound 		                = JS2000ShotgunRack,
	}
}