
Short Name:	      Used for sector inventory screen.
 
Long Name:	      The most commonly used item description. 

Description:	The text description of the item that is displayed when looking at an item.

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E]  n/a            Bobby Ray’s Name:
	
F]  n/a            Bobby Ray’s Description:
	
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G]  Class1:	      1=Pistol, 2=SMG, 3=Rifle, 4=LMG, 5=Shotgun, 6=Knife/Club

H]  Class2:	benutzt in der Waffenbeschreibung (9mm "Maschinenpistole")     
 1=Pistol, 2=Machine Pistol, 3=SMG, 4=Rifle, 5=Sniper Rifle, 6=Assault Rifle, 7=LMG, 8=Shotgun

I]  Ammo Type:	1=.38, 2=9mm, 3=.45, 4=.357, 5=Shotgun, 6=CAWS, 7=5.45, 8=5.56, 9=7.62 NATO,
                10=7.62 WP, 11=4.7 12=5.7 13=Monster Spit, 14=Rockets, 15=Dart, 
                16=Flamethrower Fuel (or Cannon Ball), 17=Other (or .50 cal)

J]  Draw Cost:	The AP penalty for the first shot.  

K]  Rate of Fire:	To calculate AP cost, use this formula:  (AP Cost) = 90 / (Rate of Fire)

L]  Burst Size:	The number of bullets in a burst.  The maximum is 6. (DO NOT GO OVER SIX!!!)

M]  Burst Pen:	The penalty To-Hit per bullet fired in a burst.

N]  unknown       ==========

O]  Damage:	      damage number

P]  Prestige:	This is how much enemy soldiers and militia will value this weapon.  

Q]  unknown       ==========

R]  Clip Size:	The maximum number of bullets the weapon/clip can hold.

S]  Range:	      Divide by 10 to get the number of game squares.    (300/10 = 30squares)

T]  unknown       ==========

U]  unknown       ==========

V]  Loudness:	The distance in squares that the weapon can be heard.

W]  unknown       ==========

X]  Fire Sound    The sound the thing makes when you shoot it.

Y]  unknown       ==========

Z]  Burst Sound   The sound when you burst fire.

AA] unknown       ==========

AB] Class3:	      100=Pistol, 101=SMG, 102=Rifle, 103=Shotgun, 104=LMG

AC] unknown       ==========

AD] Class4:	      106=Pistol, 107=SMG, 108=Rifle, 109=Shotgun, 110=LMG

AE] unknown       ==========

AF] Attack Type   2=Shoot, 4=Stich, 8=Wurfmesser, 16=Grenade, 128=Schlag

AG] Usage:	      1=Grenade, 2=Explosive, 4=Ammo, 8=Armour, 16=Medi-Kit, 32=Tool, 128=Headset

AH] unknown       ==========

AI] unknown       ==========

AJ] SpecialOffset Fügt Std. Itemwerte mit geeigneten Zusatzwerten zusammen. 
                  (Waffen,AmmoClips,Armour,Explosives,Keys) 
	
AK] CURSOR TYPE   2=Schlag, 3=Schußwaffe, 4=Machete, 5=FirstAid, 6=Granate, 16=Drahtschere, 
                 17=Fernzünder, 18=Falle(Mine), 19=Werkzeug, 20=Balistisch(Mörser)

AL] unknown       ==========

AM] Graphic1      ----------

AN] Graphic2      ----------

AO] Weight        Measured in tenths of a kilogram.

AP] Size:		0=Large, otherwise it is the amount stapelbar in a large slot.

AQ] unknown       ==========

AR] Price:		Base cost, not including modifiers.

AS] Progress      From 1 to 10.  The higher the number, the further you will have to progress for Bobby Rays 	

AT] Durability	

AU] Repair	

AV] Unknown	

AW] Hands	      63=One hand required,  191=Both hands required.

AX] Availability	

AY] Clip Type         muß mit Nr. AmmoType übereinstimmen

AZ] Clip Size         Maximale Patronenanzahl des Clips

BA] Clip Kind         0=Normal, 1=HP(Damage-Armour*1.5), 2=AP(Damage-Armour*.75)
                      3=ImprovedAP(Damage-Armour*.5), 4=Schrot, 9=HE(Damage*1.33-Armour)
                      10=HEAP(Damage*1.33-Armour*.75) 11=TranDart(ignoriert Armour)

BB] Armor Typr

BC] Armor Strength

BD] Armor Durability

BE] Explosive Type     1=Betäub; 2=TG; 3=SG; 4=Leucht; 5=Klaxon 6=Rauch; 7=MonsterG; 0=Exp

BF] Explosive Damage

BG] Explosive Breath

BH] Explosive Radius

BI] Unknown(Sound)

BJ] Stability

BK] Animation        1=NormaleExp, 2=GrExp, 3=FlammenExp, 4=Betäub, 6=Tränengas
                     7=Rauch, 8=Senfgas 0=Monstergas?

BL] Bobby Ray's Stock

BM] Bobby Ray's Used Stock

--- gun attachments ---

BN] 0=no  1=yes  Silencer

BO] 0=no  1=yes  Laser Scope

BP] 0=no  1=yes  Sniper Scope

BQ] 0=no  1=yes  Bipod

BR] 0=no  1=yes  Talon (underslung grenade launcher)

BS] 0=no  1=yes  Duckbill

BT] 0=no  1=yes  Rod & Spring

BU] 0=no  1=yes  Barrel Extender





notice: You are limited to a maximum of 227 possible attachments for UB

For example, if you already reached 227, and want to be able to use a bipod on a shotgun, you will have to remove an attachment from a different weapon in order to make room.





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HOW TO CALCULATE THE AP COST OF YOUR WEAPONS RATE OF FIRE

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++


the basic formula is described best by a simple mathmatical equation


AP-cost = 90/rate of fire


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example: 

number-7 in the above list is the "rate of fire" number

let's just say, your rate of fire is 30 

this means your AP will work out according to the formula to be 3

90/30 = 3

-------------------------------------------------------

To save myself the hassle, i made a quick reference chart

AP 1 = 90 (rate of fire) ...........(this is extremely fast, so you probably will never have a rate of fire of 90)

AP-2 = 45                ...........(very fast, and could be used as a quick-draw cowboy pistol's rate of fire

AP-3 = 30

AP-4 = 22

AP-5 = 18

AP-6 = 15

AP-7 = 12 (close)

AP-8 = 11 (close)

AP-9 = 10                ...........(...90/9 = 10)

AP-10 = 9                ...........(...90/10 = 9)

AP-11 = 8 (close)

AP-12 = 7 (close)

AP-13 = 6(.92)  (DO NOT USE DECIMALS) if you use decimals, it will cause an error 

AP-14 = 6(.42)  (DO NOT USE DECIMALS) maybe you get 13, ...maybe you get 14, ...who knows

AP-15 = 6                 ...........(i recommend having no slower than AP-15, except for mortars

----------
AP-18 = 5 (rate of fire)  ...........(good for the mortar, which is a slow, ground based artillery piece)


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HERE ARE THINGS I LEARNED THE HARD WAR "NOT TO DO"

++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++=


DO NOT...

...try to stack things that also have ammo in them, such as all pistols and all other guns (gets real goofy)

...stack more than 12 camo-packs or breaklights, and other similar sized objects in a large slot

...go over 6 burst fire (trying to burst 7 or 8 shots goofs up sound and graphics)

...mess with clip size, or anything to do whatsoever with bullet counts

...mess with any armor stats, and if you do, closely monitor for bugs --- best to just leave it alone


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TIPS

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

...leave one space at the end of the last longest line in the text descriptions as follows

Example:

This gun bla bla bla(one space)
finalword.

-------------------------------

there will always be just one final word on the last line of the text description

just make sure on the previous line before it, there was "one space" added

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Weitere Informationen:


Attach: weitere Attachments- 1.Nr: Attachment   2.Nr: BasisItem

AmmoAttach: z.B. dafür, Granaten den Granatwerfern zuzuordnen
                                 1.Nr: Attachment   2.Nr: BasisItem

Exclude: verhindert die gleichzeitige Benutzung zweier Gegenstände
                                 z.B. Gasmaske und Sonnenbrille

Combine2: kombiniert 2 Gegenstände und macht einen Neuen
                                 1.Nr: Attachment   2.Nr: BasisItem   3.Nr: neues Item
                                 4.Nr: 0=Dumb Move (destroying Armour)
                                       1=Nichts Spezielles
                                       2=Good Move (improving Armour)
                                       3=Sprengmittel kombinieren
                                       4=Nicht sicher (benutzt bei Schnur+Dose)
                                       5=Elektronik (z.B.X-Ray Detector)

Combine3: kombiniert 3 Gegenstände und macht einen Neuen
                                 1.Nr: BasisItem   2.& 3.Nr: Attachments !!!Anders als Combine2
                                 4.Nr: Neuer Gegenstand (funktioniert nur mit Attach!!)

ConvertWeapon: wenn Massen von Waffen abgeschaltet
                                 1.Nr: Waffe,die ersetzt wird
                                 2.Nr: Waffe,die 1. ersetzt

ConvertAmmo: wenn Massen von Waffen abgeschaltet
                                 1.Nr: Ammo,die ersetzt wird
                                 2.Nr: Ammo,die 1. ersetzt

AmmoType: die Munitionsbeschreibung,die für das Kaliber benutzt wird 
                                 (z.B. Glock18 - 9mm Maschinenpistole)

Sound: Nr - SoundFile (notwendig bei der Zuweisung von Sounds)

