module Base	{
	item BA_Weapon_Sorai_Saki
	{
		DisplayCategory 		        = Weapon,
		DisplayName 		            = BA_Weapon_Sorai_Saki,
		Type 		                    = Weapon,
		SubCategory 		            = Firearm,
		Icon 		                    = BA_Weapon_Sorai_Saki,
		WeaponSprite 		            = BA_Weapon_Sorai_Saki,
		Ranged 		                    = TRUE,
		IsAimedFirearm 		            = TRUE,
		WeaponReloadType 		        = boltaction,       /* 重新装填方式 */
		FireMode 		                = BAAuto_5,
		FireModePossibilities 		    = BAAuto_5/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 		                = 34,
		MinRange 		                = 0.67,
		AimingPerkRangeModifier 		= 3.5,              /* 随瞄准等级增长范围 */
		MinDamage 		                = 2.4,
		MaxDamage 		                = 2.8,
		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 		                = 20,               /* 命中率 */
		AimingPerkHitChanceModifier 	= 7,                /* 随瞄准等级增长命中率 */
		ToHitModifier 		            = 1.5,              /* 命中修正率 */
		MinAngle 		                = 0.925,
		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 		            = 0.5,              /* 卡壳率 */
		AimingTime 		                = 35,               /* 瞄准时间 */
		ReloadTime 		                = 35,               /* 上弹时间 */
		RecoilDelay 		            = 0,                /* 反冲 */
		SwingTime 		                = 2,
		MinimumSwingTime 		        = 0.5,
		SwingAmountBeforeImpact 		= 0,
		Weight 		                    = 9.3,
		/* ============ 子弹数据 ============= */
		MagazineType                    = Base.M14Clip,
		AmmoType 		                = Base.308Bullets,
		AmmoBox 		                = 308Box,
		MaxAmmo 		                = 20,
		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 		                = 22,
		StopPower 		                = 15,               /* 停止力 */
		/* ============ 枪械调用声音 ============= */
		RunAnim 		                = Run_Weapon2,
		IdleAnim 		                = Idle_Weapon2,
		SwingAnim 		                = Rifle,
		MetalValue 		                = 45,
		SoundVolume 		            = 65,               /* 音量 */
		SoundRadius 		            = 95,               /* 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 */
	}
	
	item BA_Weapon_Asahina_Pina
	{
		DisplayCategory 		        = Weapon,
		DisplayName 		            = BA_Weapon_Asahina_Pina,
		Type 		                    = Weapon,
		SubCategory 		            = Firearm,
		Icon 		                    = BA_Weapon_Asahina_Pina,
		WeaponSprite 		            = BA_Weapon_Asahina_Pina,
		Ranged 		                    = TRUE,
		IsAimedFirearm 		            = TRUE,
		WeaponReloadType 		        = boltaction,       /* 重新装填方式 */
		FireMode 		                = BAAuto_6,
		FireModePossibilities 		    = BAAuto_6/BASingle,
		AttachmentType 		            = Rifle,            /* 物品携带方式 */
		UseEndurance 		            = FALSE,
		TwoHandWeapon 		            = TRUE,
		RequiresEquippedBothHands 		= TRUE,
		/* ============ 枪械数据 ============= */
		ConditionMax 		            = 10,               /* 耐久 */
		ConditionLowerChanceOneIn 		= 100,              /* 耐久降低可能性1/n */
		MaxRange 		                = 30,
		MinRange 		                = 0.67,
		AimingPerkRangeModifier 		= 3.5,              /* 随瞄准等级增长范围 */
		MinDamage 		                = 1.4,
		MaxDamage 		                = 2.4,
		CriticalChance 		            = 28,               /* 爆率 */
		CritDmgMultiplier 		        = 8,                /* 暴击伤害增长率 */
		AimingPerkCritModifier 		    = 15,               /* 随瞄准等级增长爆率 */
		HitChance 		                = 25,               /* 命中率 */
		AimingPerkHitChanceModifier 	= 8.5,              /* 随瞄准等级增长命中率 */
		ToHitModifier 		            = 1.5,              /* 命中修正率 */
		MinAngle 		                = 0.925,
		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 		            = 0.4,              /* 卡壳率 */
		AimingTime 		                = 25,               /* 瞄准时间 */
		ReloadTime 		                = 35,               /* 上弹时间 */
		RecoilDelay 		            = 0,                /* 反冲 */
		SwingTime 		                = 2,
		MinimumSwingTime 		        = 0.5,
		SwingAmountBeforeImpact 		= 0,
		Weight 		                    = 11.8,
		/* ============ 子弹数据 ============= */
		MagazineType                    = Base.BA_308AmmoBox,
		AmmoType 		                = Base.308Bullets,
		AmmoBox 		                = 308Box,
		MaxAmmo 		                = 100,
		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 		                = 9,                /* 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 */
	}
	
	item BA_Weapon_Konuri_Maki
	{
		DisplayCategory 		        = Weapon,
		DisplayName 		            = BA_Weapon_Konuri_Maki,
		Type 		                    = Weapon,
		SubCategory 		            = Firearm,
		Icon 		                    = BA_Weapon_Konuri_Maki,
		WeaponSprite 		            = BA_Weapon_Konuri_Maki,
		Ranged 		                    = TRUE,
		IsAimedFirearm 		            = TRUE,
		WeaponReloadType 		        = boltaction,       /* 重新装填方式 */
		FireMode 		                = BAAuto_4,
		FireModePossibilities 		    = BAAuto_4/BASingle,
		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 		                = 40,
		MinRange 		                = 0.67,
		AimingPerkRangeModifier 		= 4,                /* 随瞄准等级增长范围 */
		MinDamage 		                = 2.4,
		MaxDamage 		                = 3.6,
		CriticalChance 		            = 45,               /* 爆率 */
		CritDmgMultiplier 		        = 10,               /* 暴击伤害增长率 */
		AimingPerkCritModifier 		    = 10,               /* 随瞄准等级增长爆率 */
		HitChance 		                = 15,               /* 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 		                = 0.955,
		AimingPerkMinAngleModifier 		= 0.005,            /* 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 		                = 35,               /* 瞄准时间 */
		ReloadTime 		                = 35,               /* 上弹时间 */
		RecoilDelay 		            = 0,                /* 反冲 */
		SwingTime 		                = 2,
		MinimumSwingTime 		        = 0.5,
		SwingAmountBeforeImpact 		= 0,
		Weight 		                    = 10.9,
		/* ============ 子弹数据 ============= */
		MagazineType                    = Base.BA_308AmmoBox,
		AmmoType 		                = Base.308Bullets,
		AmmoBox 		                = 308Box,
		MaxAmmo 		                = 100,
		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 		            = 1.4,              /* 击退距离？ */
		PiercingBullets 		        = TRUE,             /* 是否击穿 */
		KnockBackOnNoDeath 		        = TRUE,
		KnockdownMod 		            = 14,
		DoorDamage 		                = 26,
		StopPower 		                = 14,               /* 停止力 */
		/* ============ 枪械调用声音 ============= */
		RunAnim 		                = Run_Weapon2,
		IdleAnim 		                = Idle_Weapon2,
		SwingAnim 		                = Rifle,
		MetalValue 		                = 45,
		SoundVolume 		            = 110,              /* 音量 */
		SoundRadius 		            = 110,              /* 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 */
	}
	
	item BA_Weapon_Kyouyama_Kazusa
	{
		DisplayCategory 		        = Weapon,
		DisplayName 		            = BA_Weapon_Kyouyama_Kazusa,
		Type 		                    = Weapon,
		SubCategory 		            = Firearm,
		Icon 		                    = BA_Weapon_Kyouyama_Kazusa,
		WeaponSprite 		            = BA_Weapon_Kyouyama_Kazusa,
		Ranged 		                    = TRUE,
		IsAimedFirearm 		            = TRUE,
		WeaponReloadType 		        = boltaction,       /* 重新装填方式 */
		FireMode 		                = BAAuto_5,
		FireModePossibilities 		    = BAAuto_5/BASingle,
		AttachmentType 		            = Rifle,            /* 物品携带方式 */
		UseEndurance 		            = FALSE,
		TwoHandWeapon 		            = TRUE,
		RequiresEquippedBothHands 		= TRUE,
		/* ============ 枪械数据 ============= */
		ConditionMax 		            = 10,               /* 耐久 */
		ConditionLowerChanceOneIn 		= 100,              /* 耐久降低可能性1/n */
		MaxRange 		                = 28,
		MinRange 		                = 0.67,
		AimingPerkRangeModifier 		= 3.8,              /* 随瞄准等级增长范围 */
		MinDamage 		                = 1.5,
		MaxDamage 		                = 2.6,
		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 		                = 24,               /* 命中率 */
		AimingPerkHitChanceModifier 	= 8.6,              /* 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 		            = 0.2,              /* 卡壳率 */
		AimingTime 		                = 25,               /* 瞄准时间 */
		ReloadTime 		                = 35,               /* 上弹时间 */
		RecoilDelay 		            = 0,                /* 反冲 */
		SwingTime 		                = 2,
		MinimumSwingTime 		        = 0.5,
		SwingAmountBeforeImpact 		= 0,
		Weight 		                    = 10.4,
		/* ============ 子弹数据 ============= */
		MagazineType                    = Base.BA_308AmmoBox,
		AmmoType 		                = Base.308Bullets,
		AmmoBox 		                = 308Box,
		MaxAmmo 		                = 100,
		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 		                = 15,
		StopPower 		                = 10,               /* 停止力 */
		/* ============ 枪械调用声音 ============= */
		RunAnim 		                = Run_Weapon2,
		IdleAnim 		                = Idle_Weapon2,
		SwingAnim 		                = Rifle,
		MetalValue 		                = 45,
		SoundVolume 		            = 60,               /* 音量 */
		SoundRadius 		            = 90,               /* 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 */
	}
	
	item BA_Weapon_Sorasaki_Hina
	{
		DisplayCategory 		        = Weapon,
		DisplayName 		            = BA_Weapon_Sorasaki_Hina,
		Type 		                    = Weapon,
		SubCategory 		            = Firearm,
		Icon 		                    = BA_Weapon_Sorasaki_Hina,
		WeaponSprite 		            = BA_Weapon_Sorasaki_Hina,
		Ranged 		                    = TRUE,
		IsAimedFirearm 		            = TRUE,
		WeaponReloadType 		        = boltaction,       /* 重新装填方式 */
		FireMode 		                = BAAuto_10,
		FireModePossibilities 		    = BAAuto_10/BASingle,
		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 		                = 0.7,
		AimingPerkRangeModifier 		= 3.6,              /* 随瞄准等级增长范围 */
		MinDamage 		                = 2.4,
		MaxDamage 		                = 2.8,
		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 	= 8,                /* 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 		                = 30,               /* 瞄准时间 */
		ReloadTime 		                = 35,               /* 上弹时间 */
		RecoilDelay 		            = 0,                /* 反冲 */
		SwingTime 		                = 2,
		MinimumSwingTime 		        = 0.5,
		SwingAmountBeforeImpact 		= 0,
		Weight 		                    = 11.5,
		/* ============ 子弹数据 ============= */
		MagazineType                    = Base.BA_308AmmoBox,
		AmmoType 		                = Base.308Bullets,
		AmmoBox 		                = 308Box,
		MaxAmmo 		                = 100,
		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 		                = 20,
		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 		        = 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 */
	}
}